Shadows Of Doubt

Homebrew (Unpublished) by Ga5be2
Composition
Common Abilities and Options

Astartes:
During each friendly SHADOWS OF DOUBT 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 SHADOWS OF DEATH operative can counteract regardless of its order.

Sapphire Shroud:
Whenever an operative is shooting this operative, if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain

Dark Lord Null
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Plasma Pistol (Rng 8", Piercing 1)
4
3+
4/5
Daemon Weapon (Lethal Hits 5+, Brutal)
5
3+
5/7
Abilities
AstartesMaster of DoubtSapphire ShroudSoul Gorge

Master of Doubt: You may use a ploy for 0cp once per turning point.

Soul Gorge: After this operative fights or retaliates, if it isn’t incapacitated, but it incapacitated an enemy operative during that sequence, it regains up to D3+1 lost wounds

32Renegade, Psyker, Astartes, Leader
Chief
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Hand Flamer (Range 6", Saturate, Torrent 1")
4
2+
3/3
Power Weapon (Lethal 5+, Rending)
5
3+
4/6
Abilities
AstartesCunning SwordsmanSapphire ShroudStrategic Opportunist

Cunning Swordsman: Whenever this operative is fighting or retaliating, each of your normal successes can block one unresolved critical success

Strategic Opportunist: In the Ready step of each Strategy phase, when you gain CP, if this operative is in the killzone and isn’t within control range of enemy operatives, you can use this rule. If you do, roll one D6: on a 4+, you gain one additional CP.

32Renegade, Astartes, Leader
Kellyn
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Custom Bolt Pistol (Range 8")
4
2+
3/4
Chainsword
5
3+
4/5
Abilities
Archaotech MultitoolAstartes3AP: GunslingerSapphire Shroud

Archaotech Multitool: Whenever this operative does a mission action, they may do it with -1 AP

Gunslinger (3AP): This Operative makes 3 seperate attacks against any legal targets. For the 2nd attack change the hit stat to 3+, and for the third attack, change the to hit stat to 4+. you may only use this ability with the Custom Bolt Pistol. Must target a seperate enemy operative for each attack

32Renegade, Astartes
Warden
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Calibanite Greatsword (Lethal 5+, Brutal, Shock)
5
2+
5/7
Abilities
AstartesHonorable DuelistSapphire Shroud

Honorable Duelist: When this operative has the engage order, whenever this operative is retaliating, you resolve the first attack dice (i.e. defender instead of attacker).

32Renegade, Astartes
Hunter
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolgun
4
3+
3/4
Fists
4
3+
3/4
Abilities
AstartesPatience of a HunterSapphire ShroudUncanny Perception

Patience of a Hunter: This operative can perform the Guard action during its activation regardless of the killzone (see close quarters rules, Kill Team Core Book). It can perform the Guard action while it has a Conceal order, but when you perform the free Shoot or Fight action during the interruption, you must change its order to Engage

Uncanny Perception: When this operative is targeted by an enemy operative, that operative can be targeted by this operative for the rest of the turning point regardless of any other rules other than physical visibility.

32Renegade, Psyker, Astartes
Spectre
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Fists
4
3+
3/4
Abilities
AstartesGrenadier1AP: Mistweaver SystemsSapphire Shroud

Grenadier: This operative can use frag and krak grenades (see universal equipment). Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever it’s doing so, improve the Hit stat of that weapon by 1.

Mistweaver Systems (1AP): Change this operative’s order. An operative cannot perform this action while within control range of an enemy operative

32Renegade, Astartes
Nomad
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Custom Rail Rifle (Devastating 2, Lethal 5+, Piercing 1, Silent)
4
2+
4/4
Power Gladius (Lethal 5+)
4
3+
3/4
Abilities
AstartesCamo Cloak1AP: OpticsSapphire Shroud

Camo Cloak: Whenever an operative is shooting this operative, ignore the Saturate weapon rule. For Sapphire Shroud you can do both of its options (i.e. retain two cover saves – one normal and one critical success).

Optics (1AP): Until the start of this operative’s next activation, whenever it’s shooting, enemy operatives cannot be obscured. This operative cannot perform this action while within control range of an enemy operative.

32Astartes, Renegade, Psyker
Equipment

Warded Armor:
Select one friendly Renegade operative. Until the Ready step of the next Strategy phase, change that operative’s Save stat to 2+


Ploys

Firefight - Patient Ambush:
Use this firefight ploy when it’s your turn to activate a friendly operative. You can skip that activation


Firefight - Arc of Doubt:
PSYCHIC. Select one enemy operative within 6" of this operative, then select one of the following for that enemy operative (you can only select each option once per battle): • Until the end of its next activation, subtract 1 from its APL stat. • Change its order. • Perform a free Dash action with it (specify the location for your opponent to move it to). This operative cannot perform this action while within control range of an enemy operative


Strategic - Know No Fear:
You can ignore any changes to the stats of friendly operatives from being injured (including their weapons’ stats)


Strategic - Shadow Hound Curse:
You may heal 1d6+3 from one friendly operative as long as there is a friendly operative within engagement range. If the healed operative was injured, even if it stops being injured, treat the other operative in engagement range as injured for this turning point. If an injured enemy operative is within 6" of a friendly operative, that friendly operative has -1 AP but you ignore concealed in terms of targeting. (Unless the enemy operative has the NECRON, TYRANID, DRONE or RUBRIC MARINE keyword.)


Strategic - Grim Determination:
Whenever an operative is shooting a friendly operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Strategic - No Rest in Death:
Once Per Game Place an incapacitated Operative within engagement range of a Psyker operative. If the returned operative is incapacitated again, it still counts as another operative towards the kill grade


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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.