Blood Ravens Veterans
Composition
Common Abilities and Options
Astartes:
During each friendly ANGEL OF DEATH operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, a bolt weapon must be selected for at least one of them, and if it's a bolt sniper rifle or heavy bolter, 1 additional AP must be spent for the second action if both actions are using that weapon.
Each friendly ANGEL OF DEATH operative can counteract regardless of its order.
Chapter Veteran:
At the end of the Select Operatives step, if this operative is selected for deployment, select one additional CHAPTER TACTIC for it to have for the battle. Unlike primary and secondary CHAPTER TACTICS, you don't have to select the same one for each battle in a campaign or tournament.
Doctrine Warfare:
You can do each of the following once per battle:
Whenever you would use the Combat Doctrine strategy ploy and then select Assault, if this operative is in the killzone, it costs you 0CP. Whenever you would use the Combat Doctrine strategy ploy and then select Tactical, if this operative is in the killzone, it costs you 0CP.
For the Emperor!:
For the purposes of determining charge range, treat this operative as having a movement stat of 6"
Shield Charge (2AP):
This Operative may perform the charge action for 0 AP, then inflict D3+1 DMG to each enemy operative within control range of this operative. (This operative may not perform this action while within control range of an enemy operative)
Shield:*
Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).
Storm Shield:
Whenever an operative is shooting this operative, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.
Captain Avikilus
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol | |||
| Default (Piercing 1) | 4 | 3+ | 3/5 |
| Supercharged (Piercing 1, Lethal 5+, Hot) | 4 | 3+ | 4/5 |
| Power Fist (Brutal) | 5 | 3+ | 5/7 |
Abilities
AstartesHeroic LeaderIron HaloCompany Champion Adriel
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Range 8", Piercing 1) | 4 | 3+ | 3/4 |
| Plasma Pistol (Rng 8", Piercing 1) | 4 | 3+ | 3/4 |
| Relic Power Weapon | |||
| Duel (Lethal 5+, Brutal) | 5 | 3+ | 4/6 |
| Sweep (Lethal 5+, Brutal, Sweep*) | 4 | 3+ | 4/6 |
Abilities
AstartesChapter VeteranVeteran BlademasterWill of a ChampionChaplain Icatus
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Absolver Bolt Pistol (Piercing Crits 1) | 4 | 3+ | 4/5 |
| Crozius Arcanum (Brutal, Shock) | 5 | 3+ | 5/5 |
Abilities
1AP: Litany of Duty1AP: Litany of Fortitude1AP: Litany of Hate2AP: Litany of PurgationRelic Rosarius2AP: Zealous DenunciationBladeguard Veteran Sergeant Retalus
A 3
M 5"
S 2+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol | |||
| Default (Piercing 1) | 4 | 3+ | 3/5 |
| Supercharged (Piercing 1, Lethal 5+, Hot) | 4 | 3+ | 4/5 |
| Volkite Pistol (Rng 8", Devastating 4) | 4 | 3+ | 3/0 |
| Master Crafted Power Weapon & Storm Shield | |||
| Defensive (Lethal 5+ Shield*) | 5 | 3+ | 4/6 |
| Offensive (Lethal 5+, Brutal) | 5 | 3+ | 4/6 |
Abilities
AstartesChapter VeteranDoctrine WarfareFor the Emperor!2AP: Shield ChargeShield*Storm ShieldBrother Sergeant Bhar'rath
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Rifle (Piercing Crits 1) | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesChapter VeteranDoctrine WarfareBladeguard Veteran Vaymuz
A 3
M 5"
S 2+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Piercing Crits 1) | 4 | 3+ | 3/4 |
| Master Crafted Power Weapon & Storm Shield | |||
| Defensive (Lethal 5+, Shield*) | 5 | 3+ | 4/6 |
| Offensive (Lethal 5+, Brutal) | 5 | 3+ | 4/6 |
Abilities
AstartesFor the Emperor!2AP: Shield ChargeShield*Storm ShieldBrother Maxirrox
A 3
M 7"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Bolt Sniper Rifle | |||
| Executioner (Heavy(Dash), Saturate, Seek Light, Silent) | 4 | 2+ | 3/4 |
| HyperFrag (Heavy(Dash), Blast 1", Silent) | 4 | 2+ | 2/4 |
| Profile (Heavy(Dash), Piercing 1, Devastating 3, Silent) | 4 | 3+ | 3/3 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesCamo Cloak1AP: OpticsStealthyBrother Morael
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolter | |||
| Focused (Piercing Crits 1) | 5 | 3+ | 4/5 |
| Profile (Piercing Crits 1, Torrent 1") | 4 | 3+ | 4/5 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesBrother Abar
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Piercing Crits 1) | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 4/5 |
Abilities
AstartesBrother Alrarr
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Stalker Bolt Rifle | |||
| Heavy (Heavy(Dash), Lethal 5+, Piercing Crits 1) | 4 | 3+ | 3/5 |
| Mobile | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesBrother Trimeon
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Auto Bolt Rifle (Torrent 1") | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesBrother Teravon
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Piercing Crits 1) | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 4/5 |
Abilities
AstartesBoost ActionsCrashing DescentJump Pack1AP: Passing StrikeCHAPTER RELIQUARIES
You can use the Wrath of Vengeance firefight ploy for 0CP if the specified friendly operative has an Engage order.
PURITY SEALS
Once per turning point, when a friendly ANGEL OF DEATH operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Combat blades
Combat Blades Friendly BLOOD RAVEN operatives have the following melee weapon:
Name ATK HIT DMG
Combat Blade 5 3+ 3/4
Tilting Shields
Once per turning point, when a friendly ANGEL OF DEATH operative is fighting or retaliating, after your opponent rolls their attack dice, but before re-rolls, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).
Auspex Scan
Once per turning point, when a friendly ANGEL OF DEATH operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of the activation (or counteraction), enemy operatives within 8" of it cannot be obscured.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight Ploys
Firefight: ADJUST DOCTRINE
Use this firefight ploy during a friendly ANGEL OF DEATH operative's activation, before or after it performs an action. If you have used the Combat Doctrine strategy ploy during this turning point, change the COMBAT DOCTRINE you selected.
Firefight: SHOCK ASSAULT
Use this firefight ploy when a friendly ANGEL OF DEATH operative is performing the Fight action during an activation in which it has performed the Charge action, at the start of the Resolve Attack Dice step. Until the end of that action:
Its melee weapon has the Shock weapon rule. The first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7). Shock: The first time you strike with a critical success in each sequence, also discard one of your opponent's unresolved normal successes (or a critical success if there are none).
Firefight: TRANSHUMAN PHYSIOLOGY
Use this firefight ploy when an operative is shooting a friendly ANGEL OF DEATH operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Firefight: WRATH OF VENGANCE
Use this firefight ploy when a friendly ANGEL OF DEATH operative is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.
Firefight: Stealth Assault (PHOBOS OPERATIVES ONLY (Excluding SNIPER)
Use this firefight ploy when a friendly PHOBOS STRIKE TEAM operative that has a Conceal order is activated, is given an Engage order, performs the Charge and then the Fight action, and you’re resolving your first attack dice from this activation. After doing so, you can immediately resolve another of your attack dice (before your opponent). The operative cannot have performed any other actions during this activation (but can do so after resolving this ploy).
Firefight: Wings of Fire (JUMP PACK OPERATIVES ONLY)
Use this firefight ploy when a friendly JUMP PACK INTERCESSOR operative is performing the Fall Back or Reposition action, when it does a BOOST. That operative can be set up an additional 3" away during that BOOST (adding this to the permitted move distance), but it cannot perform the Shoot, Fight action until the next turning point.
You cannot use this ploy during the first turning point.
Strategy Ploys
Strategy: ADAPTIVE TACTICS
Change your secondary CHAPTER TACTIC. Note this ploy only lasts until the end of the turning point, at which point your original secondary CHAPTER TACTIC returns.
Strategy: AND THEY SHALL KNOW NO FEAR
You can ignore any changes to the stats of friendly ANGEL OF DEATH operatives from being injured.
Strategy: COMBAT DOCTRINE
Select one COMBAT DOCTRINE from those presented below. Whenever a friendly ANGEL OF DEATH operative is x, its weapons have the Balanced weapon rule. X is the COMBAT DOCTRINE you selected.
Devastator Doctrine: Shooting an operative more than 6" from it. Tactical Doctrine: Shooting an operative within 6" of it. Assault Doctrine: Fighting or retaliating. Balanced: Can re-roll one Attack die.
Strategy: INDOMITUS
Whenever an operative is shooting a friendly ANGEL OF DEATH operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Strategy: GUERRILLA WARFARE (PHOBOS OPERATIVES ONLY (Excluding SNIPER)
Strategy: Guerrila Warfare Friendly PHOBOS STRIKE TEAM operatives can perform the following unique action:
Guerrila Warfare (1 AP): Change this operative’s order.
An operative cannot perform this action while within control range of an enemy operative.
Equipment
CHAPTER RELIQUARIES:
You can use the Wrath of Vengeance firefight ploy for 0CP if the specified friendly operative has an Engage order.
PURITY SEALS:
Once per turning point, when a friendly ANGEL OF DEATH operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Combat blades:
Combat Blades
Friendly BLOOD RAVEN operatives have the following melee weapon:
Name ATK HIT DMG
Combat Blade 5 3+ 3/4
Tilting Shields:
Once per turning point, when a friendly ANGEL OF DEATH operative is fighting or retaliating, after your opponent rolls their attack dice, but before re-rolls, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).
Auspex Scan:
Once per turning point, when a friendly ANGEL OF DEATH operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of the activation (or counteraction), enemy operatives within 8" of it cannot be obscured.
Ploys
Firefight - ADJUST DOCTRINE:
Use this firefight ploy during a friendly ANGEL OF DEATH operative's activation, before or after it performs an action. If you have used the Combat Doctrine strategy ploy during this turning point, change the COMBAT DOCTRINE you selected.
Firefight - SHOCK ASSAULT:
Use this firefight ploy when a friendly ANGEL OF DEATH operative is performing the Fight action during an activation in which it has performed the Charge action, at the start of the Resolve Attack Dice step. Until the end of that action:
Its melee weapon has the Shock weapon rule. The first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7). Shock: The first time you strike with a critical success in each sequence, also discard one of your opponent's unresolved normal successes (or a critical success if there are none).
Firefight - TRANSHUMAN PHYSIOLOGY:
Use this firefight ploy when an operative is shooting a friendly ANGEL OF DEATH operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Firefight - WRATH OF VENGANCE:
Use this firefight ploy when a friendly ANGEL OF DEATH operative is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.
Firefight - Stealth Assault (PHOBOS OPERATIVES ONLY (Excluding SNIPER):
Use this firefight ploy when a friendly PHOBOS STRIKE TEAM operative that has a Conceal order is activated, is given an Engage order, performs the Charge and then the Fight action, and you’re resolving your first attack dice from this activation. After doing so, you can immediately resolve another of your attack dice (before your opponent). The operative cannot have performed any other actions during this activation (but can do so after resolving this ploy).
Firefight - Wings of Fire (JUMP PACK OPERATIVES ONLY):
Use this firefight ploy when a friendly JUMP PACK INTERCESSOR operative is performing the Fall Back or Reposition action, when it does a BOOST. That operative can be set up an additional 3" away during that BOOST (adding this to the permitted move distance), but it cannot perform the Shoot, Fight action until the next turning point.
You cannot use this ploy during the first turning point.
Strategic - ADAPTIVE TACTICS:
Change your secondary CHAPTER TACTIC. Note this ploy only lasts until the end of the turning point, at which point your original secondary CHAPTER TACTIC returns.
Strategic - AND THEY SHALL KNOW NO FEAR:
You can ignore any changes to the stats of friendly ANGEL OF DEATH operatives from being injured.
Strategic - COMBAT DOCTRINE:
Select one COMBAT DOCTRINE from those presented below. Whenever a friendly ANGEL OF DEATH operative is x, its weapons have the Balanced weapon rule. X is the COMBAT DOCTRINE you selected.
Devastator Doctrine: Shooting an operative more than 6" from it. Tactical Doctrine: Shooting an operative within 6" of it. Assault Doctrine: Fighting or retaliating. Balanced: Can re-roll one Attack die.
Strategic - INDOMITUS:
Whenever an operative is shooting a friendly ANGEL OF DEATH operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Strategic - GUERRILLA WARFARE (PHOBOS OPERATIVES ONLY (Excluding SNIPER):
Strategy: Guerrila Warfare
Friendly PHOBOS STRIKE TEAM operatives can perform the following unique action:
Guerrila Warfare (1 AP): Change this operative’s order.
An operative cannot perform this action while within control range of an enemy operative.