Silken Sable

Homebrew by Aionexron1441

The Emperor's Children, also sometimes known after their fall as the Lords of Profligacy, are a Traitor Legion of Chaos Space Marines who devote themselves solely to the service of the Chaos God Slaanesh, the Prince of Pleasure. They possess no other purpose but to exceed every extreme and to know every possible sensation. Those chosen are known for their outlandish mutations and surgical alterations as "gifts" from Slaanesh which are designed to make them more "perfect" in the eyes of their twisted patron.

100% positive
Composition

A SILKEN SABLE KillTeam is composed of:

  • 1 SILKEN SABLE operative selected from the following list:

    • LORD KOKAPHONIST
    • DISHARMONIST equipped with one of the following options:
      • Screamer Pistol; Power Sword
      • Sonic Blaster*; Fists
  • 5 SILKEN SABLE operatives selected from the following list:

    • SORCERER
    • TORMENTOR equipped with one of the following options:
      • Meltagun**; Fists
      • Plasma Gun; Fists
      • Boltgun; Power Sword
      • Boltgun; Rapture Whip
    • NOISE MARINE equipped with one of the following options:
      • Blastmaster**
      • Sonic Blaster*
    • FLAWLESS BLADE
    • ICON BEARER
    • INFRACTOR equipped with one of the following options:
      • Dueling Sabre
      • Rapture Whip

Other than INFRACTOR operative, your kill team can only include each operative on this list once.

*You cannot select this option more than once combined.

**You cannot select this option more than once combined.

Common Abilities and Options

*Terrifying Crescendo:
If you retained any critical success using this weapon during a sequance; at the end of that sequance, roll a 1D3 for each enemy operative within control range of the target. If the result is higher than that enemy operative APL stat, that enemy operative is injured until the end of the turning point.

Pact Of Excess:
Whenever a friendly SILKEN SABLE operative is shooting, fighting or retaliating against an enemy operative; at the end of these attacks, if that enemy operative is injured, that friendly operative gains one of your Pact Tokens, or 2 Pact Tokens if that enemy is incapacitated.

In the Ready step of each strategy phase, select a friendly SILKEN SABLE operative that has one or more Pact Tokens than any other friendly operative or was the first to gain an equal number of Pact Tokens to another friendly operative (e.g. the first to gain 2 Pact Tokens among others that gained 2 tokens) to be the Favoured Champion. Whenever a friendly operative is the Favoured Champion; until the end of the turning point, add 1 to its APL stat, and its weapons have the Punishing weapon rule if it's wounded.

If a friendly operative did not gain at least one of your Pain Tokens by the end of the turning point (excluding the first), in the Ready step of the next strategy phase, inflict 1D3 damage on it.

Thrilled Astartes:
During each friendly SILKEN SABLE 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.

Friendly SILKEN SABLE operatives can perform a Charge action even if they performed a Fall Back or Dash action during the same activation (or vice versa)(this takes precedence over action retstrictions).

Friendly SILKEN SABLE operatives can perfom the Fall Back action for 1 less AP until the end of the turning point if they performed a Charge or Repostion action during their activation.

Each friendly SILKEN SABLE operative can counteract regardless of its order.

Distortion:
Whenever an enemy operative is within 3 inches of this operative, that enemy operative's APL stat cannot be added to. Note that this does not affect APL stats that have already been changed.

LORD KAKOPHONIST
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Screamer Pistol (Rng 6", Saturate, Stun, Dev2, *Terrifying Crescendo)
4
3+
4/2
Power Sword (Lethal 5+)
5
3+
4/6
Abilities
*Terrifying CrescendoAmplified Distortion2AP: Doom SirenPact Of ExcessSycophantic ChoirThrilled Astartes

Amplified Distortion: Whenever an enemy operative is within 6 inches of this operative, that enemy operative's APL stat cannot be added to. Note that this does not affect APL stats that have already been changed.

Doom Siren (2AP): Once per battle. Select a valid target within 6 inches of this operative. Roll 1D6 for each operative within 2 inches of that target, if the result is equal to its APL stat; subrtract 1 from it until its next activation. If the result is higher than its APL stat, that operative cannot move or perform any Mission or Unique action until the end of the turning point. This operative cannot perform this action while within control range of an enemy operative.

Sycophantic Choir: STRATEGIC GAMBIT if this operative is in the killzone. This operative gains 1 of your Pact Tokens. Select 1 firefight ploy to use for this operative during the turning point for 0 CP.

SILKEN SABLE, CHAOS, HERETIC ASTARTES, LEADER, LORD KAKOPHONIST; 40
DISHARMONIST
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Sonic Blaster (Rng 8*, Hvy(Repos), Saturate, Dev4, Tor 1", *Terrifying Crescendo)
4
3+
3/1
Screamer Pistol (Rng 6", Saturate, Stun, Dev2, *Terrifying Crescendo)
4
3+
4/2
Power Sword (Lethal 5+)
4
3+
4/6
Fists
4
3+
3/4
Abilities
*Terrifying CrescendoDistortionPact Of ExcessThrilled AstartesUnbound Arrogance

Unbound Arrogance: - STRATEGIC GAMBIT if this operative is in the killzone. This operative gains 1 of your Pact Tokens.

  • Once per battle when an enemy operative within 6 inches of this operative performs a Fall Back action. After that action ends, if this operative is ready, you can use this rule. If you do so, you can interupt that operative and perform a Shoot action with this operative but you can only select that enemy operative to be the target for that action (or the primary target from the Blast weapon rule). After you perform that action, subtract 1 from this operative's APL stat until the end of its next activation and your opponent can continue its operative’s activation if it was not incapacitated.
SILKEN SABLE, CHAOS, HERETIC ASTARTES, LEADER, DISHARMONIST; 32
SORCERER
A 3
M 7"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Agonizing Energies
Witchfire (Psychic, Rng 8", Saturate, Stun, Dev1, Tor 2")
5
4+
2/3
Focused Witchfire (Psychic, Rng 8", Saturate, Seek Light, Stun, Dev3, Hot)
4
3+
3/3
Force Weapon (Psychic, Severe, Shock)
4
3+
4/5
Abilities
Choirs From The WarpHeightened JealousyPact Of ExcessThrilled Astartes

Choirs From The Warp: This operative can perform these Uunique actions each once per turning point:

  • WRACKING AGONIES (1 AP): Psychic. Select a wounded enemy operative visible to and within 6 inches of this operative. That operative is injured until the start of this operative’s next activation, until it is incapacitated or until this action is performed again by this operative (whichever comes first). This operative can gain one of your Pact Tokens from performing this action (i.e. from PACT OF EXCESS faction rule). This operative cannot perform this action while within control range of an enemy operative.

  • WARPED INTERFERENCE (1 AP): Psychic. Select a friendly SILKEN SABLE operative visible to and within 6 inches of this operative. Until the start of this operative’s next activation, until it is incapacitated or until this action is performed again by this operative (whichever comes first). Whenever that friendly operative is the target of a shooting attack, in the Roll Defense Dice step, you can retain one of your defense dice as a normal success without rolling for it (in addition to any saves from cover except the improved cover save from vantage terrain). This operative cannot perform this action while within control range of an enemy operative.

  • EMBRACE THE PAIN (1 AP): Psychic. Select a friendly SILKEN SABLE operative visible to and within 9 inches of this operative. Until the start of this operative’s next activation, until it is incapacitated or until this action is performed again by this operative (whichever comes first), ignore any changes to that operative’s APL stat and do not inflict the 1D3 damage on it from not gaining any Pact Tokens (i.e. from PACT OF EXCESS faction rule) until the end of its next activation. This operative cannot perform this action while within control range of an enemy operative.

Heightened Jealousy: Whenever this operative is not the Favoured Champion (i.e. from PACT OF EXCESS faction rule). Improve the Hit stat of its weapons by 1 and worsen its Save stat by 1.

SILKEN SABLE, CHAOS, HERETIC ASTARTES, SORCERER; 32
TORMENTOR
A 3
M 7"
S 3+
W 14
Weapons
ATK
HIT
DMG
Plasma Gun
Standard (Prc1)
4
3+
4/6
Supercharge (Prc1, Lethal 5+, Hot)
4
3+
5/6
Meltagun (Rng 6", Prc2, Dev4)
4
3+
6/3
Boltgun
4
3+
3/4
Bolt Pistol (Rng 8")
4
3+
3/4
Rapture Whip (Lethal 5+, Stun, Shock)
4
3+
2/3
Power Sword (Lethal 5+)
4
3+
4/6
Fists
4
3+
3/4
Abilities
Pact Of ExcessThrilled Astartes
SILKEN SABLE, CHAOS, HERETIC ASTARTES, TORMENTOR; 32
NOISE MARINE
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Blastmaster
Single Frequency (Rng 8", hvy(Dash), Saturate, Dev3, Prc1, *Terrifying Crescendo)
4
3+
5/3
Varied Frequency (Rng 8", hvy(Dash), Saturate, Dev1, Tor 2", *Terrifying Crescendo)
4
4+
3/4
Sonic Blaster (Rng 8*, Hvy(Repos), Saturate, Dev4, Tor 1", *Terrifying Crescendo)
4
3+
3/1
Bolt Pistol (Rng 8")
4
3+
3/4
Fists
4
3+
3/4
Abilities
*Terrifying CrescendoDistortionPact Of ExcessThrilled Astartes
SILKEN SABLE, CHAOS, HERETIC ASTARTES, NOISE MARINE; 32
FLAWLESS BLADE
A 3
M 7"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Blissblade (Lethal 5+, Severe, *Cruel)
4
3+
4/5
Abilities
*CruelCut Down The WeakPact Of ExcessThrilled Astartes

*Cruel: Once per turning point; when you strike using this weapon, you can immediately strike again with one of your remaining successes (if able) before your opponent's turn to strike.

Cut Down The Weak: Whenever this operative is fighting against a wounded enemy operative, this operative's Blissblades gains the Lethal 4+ weapon rule.

SILKEN SABLE, CHAOS, HERETIC ASTARTES, FLAWLESS BLADE; 32
ICON BEARER
A 3
M 7"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Rapture Whip (Lethal 5+, Stun, Shock)
4
3+
2/3
Abilities
1AP: DefileIcon Of ExcessPact Of ExcessThrilled Astartes

Defile (1AP): Select one Mission marker visible to and within 3 inches of this operative. Enemy operatives within 2 inch of that marker cannot re-roll their attack or defense dice until the end of the turning point. This operative cannot perform this action while within control range of an enemy operative.

Icon Of Excess: Whenever a friendly SILKEN SABLE operative visible to and within 6 inches of this operative gains one of your Pact Tokens, you can select one other friendly operative to gain one additional Pact Token.

Whenever determining control of a marker, treat this operative's APL stat as 1 higher. Note this is not a change to its APL stat, so any changes are cumulative with this.

SILKEN SABLE, CHAOS, HERETIC ASTARTES, ICON BEARER; 32
INFRACTOR
A 3
M 7"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Dueling Sabre (Severe)
4
3+
3/5
Rapture Whip (Lethal 5+, Stun, Shock)
4
3+
2/3
Abilities
Mechanized MurderPact Of ExcessThrilled Astartes

Mechanized Murder: Whenever this operative is fighting or retaliating while within your oppoenent’s territory. In the Roll Attack Dice step; whenever you discard an attack die as a fail, inflict 1 damage on one other enemy operative (if any) of your choice within control range of the target.

SILKEN SABLE, CHAOS, HERETIC ASTARTES, INFRACTOR; 32
Equipment

INTOXICATING MUSK:
Once per turning point, worsen the Hit stats of an enemy operative's weapons within control range of a friendly SILKEN SABLE operative until the end of the turning point.


COMBAT ELIXIRS:
Once per turning point; when a friendly SILKEN SABLE operative is activated, select one rule from the following options to have until the end of the turning point:

  • Heliotrophos: Ignore any changes to the Hit stat of that friendly operative’s melee weapons.

  • Skorflens: Ignore any changes to the Hit stat of that friendly operative’s ranged weapons.

  • Shiversplit: Enemy operatives cannot assist whenever that friendly operative is fighting.


THE DARK PRINCE SIGIL:
Once per turning point, whenever an attack die of a weapon that has the Devastating X or X” Devastating X inflicts damage using that rule on a friendly SILKEN SABLE operative, you can subract a 1D3 from the damage inflicted by that rule.


ARMOUR OF ABHORRENCE:
Once per turning point, when an operative is shooting a friendly SILKEN SABLE operative, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the x of the Piercing weapon rule by 1 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.


Ploys

Firefight - STEEPED IN SUFFERING:
Use this firefight ploy when an enemy operative is performing a shooting attack against an injured friendly SILKEN SABLE operative. In the Resolve Defense Dice step, if you used a defence die to block, any damage inflicted afterward (excluding from the Devastating weapon rule) inflicts 1D3 less damage on that friendly operative until the end of that sequence (roll for each attack die separately).


Firefight - CAPRICOUS REACTIONS:
Use this firefight ploy when an enemy operative is performing a shooting attack against a friendly SILKEN SABLE operative within 6 inches of it. In the Roll Attack Dice step of that attack, worsen the Hit stat of that enemy operative’s ranged weaopns by 1.


Firefight - TERRIFYING SPECTACLE:
Use this firefight ploy during a friendly SILKEN SABLE operative's activation, before or after it performs an action. Select one enemy operative visible to and within 4 inches of that friendly operative. Until the end of that enemy operative's next activation, subtract 1 from its APL stat.


Firefight - BEAUTIFUL DEATH:
Use this firefight ploy when a friendly SILKEN SABLE operative is incapacitated, improve the Hit stat of each other friendly oprative within 3 inches of that operative by 1 until the end of the turning point.


Strategic - QUICKSILVER GRACE:
Whenever a friendly SILKEN SABLE operative is climbing up, you can treat the vertical distance as 2 inches (regardless of how far the operative actually moves vertically).


Strategic - PLEASURE FROM PAIN:
Whenever a friendly SILKEN SABLE operative is the target of an action in which the Stun or Shock rules are being used in, you can ignore the effects of these rules on that friendly operative.

Whenever a friendly SILKEN SABLE operative is injured, ignore any changes to its Move stat.


Strategic - INCESSANT ONSLAUGHT:
Whenever a friendly SILKEN SABLE operative that has 4 or more of your Pact Tokens is shooting a wounded enemy operative; if you roll two or more fails, you can discard one of them to retain another as a normal success instead, or as a critical success if that enemy operative is injured.


Strategic - MARTIAL PERFECTION:
Friendly SILKEN SABLE operatives’ melee weapons have the Accurate 1 weapon rule if they are wholly within your territory, or the Accurate 2 weapon rule if wholly within your opponent’s territory.


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.


Infiltration: Track Enemy

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

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

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


Infiltration: Plant Devices

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

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

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


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.