Shrouded Vigil

Homebrew by Cilionelle

The Shrouded Vigil are a reawakened order of the elite Sisters of Silence, chosen by Primarch Roboute Guilliman to strike unseen against the enemies of the Emperor. Bound by an unspoken bond, these psychic nulls operate as a single, relentless entity, their collective presence amplifying their cold authority. Invisible to the Warp and undetectable by daemons or rogue psykers, they move silently through the shadows where the immaterium’s influence is strongest.

Formed into specialized Kill Teams from the Vigil Operatii, they excel at infiltration, reconnaissance, and the swift elimination of warp-tainted threats. Though their presence unsettles loyal citizens, the Shrouded Vigil serve as an indispensable weapon in the eternal war against Chaos—unspeaking, unseen, and utterly devoted to the Emperor’s will.

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Composition

A Shrouded Vigil KillTeam is composed of:

  • 1 SHROUDED VIGIL OBLIVION KNIGHT operative with one of the following options:
    • Relic flamer; gun butt
    • Relic greatsword
    • Relic boltgun; gun butt
  • 9 SHROUDED VIGIL operatives selected from the following list:
    • ERADICATOR
    • EXPURGATOR
    • FIREBRAND with one of the following options:
      • Heavy flamer; gun butt
      • Multi-melta; gun butt
    • KNIGHT VESTAL
    • PROSECUTOR
    • PURSUER
    • SANCTIONER
    • SEEKER
    • SILENT FURY
    • SUBJUGATOR
    • SOMNAN MASTIFF
    • VIGILATOR

Other than PROSECUTOR, VIGILATOR and SEEKER operatives, your kill team can only include each operative on this list once.

Common Abilities and Options

*Blaze:
If you inflict damage with any critical successes, the operative this weapon is being used against gains one of your Blaze tokens (if it doesn’t already have one). Whenever an operative that has one of your Blaze tokens is activated, inflict D3 damage on it. Then that operative’s controlling player selects one of the following:

  • Roll one D6: on a 3+, remove that token.
  • Subtract 1 from the operative’s APL stat until the end of that activation to remove that token.

Psychic Null:
PSYCHIC ranged weapons cannot inflict damage on this operative. For the effects of PSYCHIC actions, this operative cannot be selected and is never treated as being within those actions’ required distances. Whenever an operative is within 6" of this operative:

  • That operative cannot perform PSYCHIC actions or use PSYCHIC additional rules.
  • That operative cannot use PSYCHIC ranged weapons.
  • PSYCHIC melee weapons have no weapon rules and cannot have Dmg stats higher than 3/4.

Unspoken Bond:
Whenever a SHROUDED VIGIL operative is visible to another friendly SHROUDED VIGIL operative, you can treat this operative’s APL stat as one higher, to a maximum of 3. If you do, this takes precedence over all other rules, meaning any changes to its APL stat are ignored for this. This is not a change to the APL stat, so any changes are cumulative with this.

Oblivion Knight
A 3
M 6"
S 3+
W 9
Weapons
ATK
HIT
DMG
Relic flamer (Rng 8", Saturate, Torrent 2", Blaze*)
4
2+
4/4
Relic boltgun (Lethal 5+)
4
3+
3/5
Relic greatsword (Balanced, Lethal 5+)
5
3+
4/6
Gun butt
4
3+
2/3
Abilities
*Blaze1AP: Adaptive TrainingPsychic BacklashPsychic NullUnspoken Bond

Adaptive Training (1AP): **SUPPORT **Select one other friendly ANATHEMA PSYKANA operative visible to and within 6" of this operative. Until the end of that operative's next activation add 1 to its APL stat. This operative cannot perform this action while within control range of an enemy operative.

Psychic Backlash: When an enemy operative uses a PSYCHIC action within 9” of this operative, after the action is complete, it suffers d3+1 wounds.

Shrouded Vigil, Imperium, Anathema Psykana, Leader, Oblivion Knight
Eradicator
A 2
M 6"
S 3+
W 8
Weapons
ATK
HIT
DMG
Power axe (Brutal, Lethal 5+)
4
3+
5/6
Abilities
Psychic NullRetributionary StrikeScarredUnspoken Bond

Retributionary Strike: If this operative is incapacitated while fighting or retaliating, you can strike the enemy operative in that sequence with one of your unresolved successes before it’s removed from the killzone.

Scarred: Whenever an attack dice inflicts damage of 3 or more on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.

Shrouded Vigil, Imperium, Anathema Psykana,
Expurgator
A 2
M 6"
S 3+
W 8
Weapons
ATK
HIT
DMG
Sanctified blades (Ceaseless, Lethal 5+)
4
3+
3/4
Abilities
No WitnessesPsychic NullSavage AssaultUnspoken BondVicious Duelist

No Witnesses: This operative can perform the Charge action while it has a Conceal order.

Savage Assault: The first time this operative performs the Fight action during each of its activations, if neither it nor the enemy operative in that sequence is incapacitated, this operative can immediately perform a free Fight action afterwards, but it can only fight against that enemy operative (and only if it’s still valid to fight against). This takes precedence over action restrictions.

Vicious Duelist: Whenever this operative is fighting or retaliating, for each attack dice your opponent discards as a fail, inflict 1 damage on the enemy operative in that sequence.

Shrouded Vigil, Imperium, Anathema Psykana, Expurgator
Firebrand
A 2
M 6"
S 3+
W 8
Weapons
ATK
HIT
DMG
Multi-melta (Rng 6", Heavy (Reposition), Piercing 2, Devastating 4)
4
3+
6/3
Heavy flamer (Rng 8", Heavy (Reposition), Saturate, Torrent 2", Blaze*, Piercing Crits 1)
5
2+
4/4
Gun butt
4
4+
2/3
Abilities
*BlazePsychic Null1AP: UnleashUnspoken Bond

Unleash (1AP): For the next Shoot action this operative takes or until it moves (whichever comes first), its ranged ranged weapon gains Lethal 5+ and Hot.

Shrouded Vigil, Imperium, Anathema Psykana, Firebrand
Knight Vestal
A 2
M 6"
S 3+
W 8
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Gun butt
4
4+
2/3
Abilities
Medic!1AP: MedikitPsychic NullUnspoken Bond

Medic!: The first time during each turning point that another friendly SHROUDED VIGIL operative would be removed from the killzone as incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated and has 1 wound remaining. That friendly operative can then immediately perform a free Dash action, but must end that move within this operative’s control range. Subtract 1 from this and that operative's APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative's activation, that activation ends. You cannot use this rule if this operative is incapacitated.

Medikit (1AP): Select one friendly SHROUDED VIGIL operative within this operative's control range to regain up to 2D3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point. This operative cannot perform this action while within control range of an enemy operative.

Shrouded Vigil, Imperium, Anathema Psykana, Knight Vestal
Prosecutor
A 2
M 6"
S 3+
W 8
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Gun butt
4
4+
2/3
Abilities
Psychic NullUnspoken Bond
Shrouded Vigil, Imperium, Anathema Psykana, Prosecutor
Pursuer
A 2
M 6"
S 3+
W 8
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Gun butt
4
4+
2/3
Abilities
Attack PatternsHandlerPsychic Null0AP: Somnan Mastiff CommandUnspoken Bond

Attack Patterns: STRATEGIC GAMBIT in the first turning point. Select one of the following attack patterns for a friendly SHROUDED VIGIL SOMNAN MASTIFF operative to have for the battle:

  • Aggressive: Its melee weapons have the Relentless weapon rule.
  • Swift: Add 2" to its Move stat.
  • Defensive: Improve its Save stat by 1.

Handler: Whenever this operative is activated, you can activate a ready friendly SHROUDED VIGIL SOMNAN MASTIFF operative at the same time. Complete their activations action by action in any order.

Somnan Mastiff Command (0AP): Select one friendly SHROUDED VIGIL SOMNAN MASTIFF operative and change its attack pattern.

Shrouded Vigil, Imperium, Anathema Psykana, Pursuer
Sanctioner
A 2
M 6"
S 3+
W 8
Weapons
ATK
HIT
DMG
Flamer (Rng 8", Saturate, Torrent 2", Blaze*)
4
2+
3/3
Gun butt
4
4+
2/3
Abilities
*Blaze1AP: DirectPsychic NullUnspoken Bond

Direct (1AP): Choose another friendly operative visible to this operative. That operative may immediately perform a mission action for free.

Shrouded Vigil, Imperium, Anathema Psykana, Sanctioner
Seeker
A 2
M 6"
S 3+
W 8
Weapons
ATK
HIT
DMG
Flamer (Rng 8", Saturate, Torrent 2", Blaze*)
4
2+
3/3
Gun butt
4
4+
2/3
Abilities
*BlazePsychic NullUnspoken Bond
Shrouded Vigil, Imperium, Anathema Psykana, Seeker
Silent Fury
A 2
M 6"
S 3+
W 8
Weapons
ATK
HIT
DMG
Twin hand flamers
Focused (Rng 6", Saturate, Torrent 2", Blaze*)
4
2+
3/3
Twin torrent (Rng 6", Saturate, Torrent 0", Twin Torrent*, Blaze*)
4
2+
3/3
Fists
3
4+
2/3
Abilities
*Blaze2AP: *Twin TorrentFlyPsychic NullUnspoken Bond

*Twin Torrent (2AP): Select up to two valid targets. Shoot with this weapon against both of them in an order of your choice (roll each sequence separately). Torrent 0" means you cannot select secondary targets, but this weapon still has the Torrent weapon rule for all other rules purposes, e.g. the Condensed Stronghold rule (see Killzone: Volkus, Kill Team Core Book).

Fly: Whenever this operative is performing the Charge, Fall Back or Reposition action, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.

Shrouded Vigil, Imperium, Anathema Psykana, Silent Fury
Somnan Mastiff
A 2
M 8"
S 5+
W 7
Weapons
ATK
HIT
DMG
Vicious bite
4
3+
3/4
Abilities
Beast1AP: GatherLoyal CompanionUnspoken Bond

Beast: This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Gather, Guard, Reposition, Pick Up Marker and Place Marker. It cannot use any weapons that aren’t on its datacard.

Gather (1AP): Perform a free Dash or Reposition action with this operative. During that move, you can perform a free Pick Up Marker or Place Marker action with this operative (you can determine control during that action to do so), and any remaining move distance it had from the Dash or Reposition action can be used after it does so. This operative cannot perform this action while within control range of an enemy operative.

Loyal Companion: Whenever an enemy operative performs the Fight action, if this operative is a valid operative to fight against, you can force them to select this operative to fight against instead. Whenever an enemy operative ends the Charge action within control range of another friendly SHROUDED VIGIL operative within 3" of this operative, if this operative isn’t within control range of enemy operatives, this operative can immediately perform a free Charge action, but must end that move within control range of that enemy operative.

Shrouded Vigil, Imperium, Somnan Mastiff
Subjugator
A 2
M 6"
S 3+
W 8
Weapons
ATK
HIT
DMG
Flamer (Rng 8", Saturate, Torrent 2", Blaze*)
4
2+
3/3
Gun butt
4
4+
2/3
Abilities
*BlazePsychic Null1AP: SpotUnspoken Bond

Spot (1AP): **SUPPORT **Select one enemy operative visible to this operative. Until the end of the turning point, whenever a friendly SHROUDED VIGIL operative within 3" of this operative is shooting that enemy operative, you can use this effect. If you do:

  • That friendly operative’s ranged weapons have the Seek Light weapon rule.
  • That enemy operative cannot be obscured. This operative cannot perform this action while within control range of an enemy operative.
Shrouded Vigil, Imperium, Anathema Psykana, Subjugator
Vigilator
A 2
M 6"
S 3+
W 8
Weapons
ATK
HIT
DMG
Executioner greatblade (Lethal 5+)
4
3+
4/6
Abilities
Psychic NullUnspoken Bond
Shrouded Vigil, Imperium, Anathema Psykana, Vigilator
Equipment

Tanglefoot Grenades:
Twice per battle in the firefight phase, a SHROUDED VIGIL operative can perform the following action:

TANGLEFOOT GRENADES (1 AP):

  • Select one enemy operative Visible to this operative. Subtract 2" from its Movement characteristic until the end of the turning point. This operative can can not perform this action while within Engagement Range of enemy operatives.

Combat Blades:
Friendly SHROUDED VIGIL operatives have the following melee weapon.

NameATKHITDMG
Combat blade44+3/4

Vratine Faceplates:
Once per turning point, when an operative is shooting a friendly ANATHEMA PSYKANA operative, in the roll defence dice step, you can retain one of your normal successes as a critical success instead.


Oath Parchments:
Once per turning point, when a friendly ANATHEMA PSYKANA 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.


Ploys

Firefight - Sign of the Vigil:
Use this firefight ploy when an enemy operative visible to and within 3" of a friendly SHROUDED VIGIL operative performs the Pick Up Marker or a mission action (excluding Operate Hatch). Your opponent must spend 1 additional AP for that enemy operative to perform that action (if they cannot or choose not to, the AP spent on it is refunded).


Firefight - His Will Remains:
Use this firefight ploy when a friendly SHROUDED VIGIL operative is activated. Until the end of that operative’s activation, you can ignore any changes to its stats (including its weapons’ stats).


Firefight - Sororitas Aeterna:
Use this firefight ploy after rolling your attack dice for a friendly SHROUDED VIGIL operative, if it’s shooting against or fighting against an enemy operative that’s within 3" of a friendly SHROUDED VIGIL operative benefitting from UNSPOKEN BOND (or 6" if the OBLIVION KNIGHT). You can re-roll any of your attack dice.


Firefight - Talons of Stone:
Use this firefight ploy when a friendly SHROUDED VIGIL operative is activated. If that operative is benefitting from the UNSPOKEN BOND, for this activation it gains +1 APL.


Strategic - Shield of Faith:
Whenever an operative is shooting a friendly SHROUDED VIGIL operative that’s benefitting from the UNSPOKEN BOND, you can re-roll any of your defence dice results of one result (e.g. results of 2).


Strategic - Silence in Motion:
Up to one third of the friendly SHROUDED VIGIL operatives in the killzone (rounding down, to a minimum of 1) can immediately perform a free Dash action in an order of your choice, but each that does so must end that move closer to its closest enemy operative, its closest objective marker or your opponent’s drop zone (you can choose separately for each). You cannot use this ploy during the first turning point.


Strategic - In Defence of the Oath:
Whenever a friendly SHROUDED VIGIL operative that’s benefitting from the UNSPOKEN BOND is retaliating, its melee weapons have the Ceaseless weapon rule.


Strategic - The Vigil Must Endure:
Until the end of the Turning Point, you can ignore any changes to the stats of friendly SHROUDED VIGIL operatives from being injured (including their weapons' stats).


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.

Victory Points:

At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.