Cult of Perfection

Homebrew by Highlander

The astartes of the Emperor’s Children strive for perfection in all things. Dedicated to becoming paragon examples of any skill in any discipline their lives were consumed by stufy, practice and refined enjoyment.

That was long ago.

Now the indolent and arrogant champions of Slaanesh that once were the 3rd Legion seek anything that will register on their hyperstimulated senses, no matter how depraved. They are narcissitic in the extreme and utterly lacking in honour, loyalty or character. They are waited on by legions of slavish cultists and deign to act only when there is a promise of some new sensation to experience.

In battle these warriors are deadly if unpredictable and unreliable fighters who struggle to focus their jaded minds further than the next round of whatever perversion their minds are fixated on. It falls to their thralls to do the menial work, in the vain hope that their master’s will notice and reward them for their dilligence.

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Composition

1 operative from the following list:

  • LORD EXULTANT with one option from each of the following: Plasma pistol, bolt pistol, or rapture lash Power sword, power fist, power spear
  • LORD KAKOPHONIST with one of the following options: Screamer pistol and power sword Two screamer pistols and fists

4 operatives from the following list:

  • NOISE MARINE with Sonic Blaster
  • NOISE MARINE with Blastmaster
  • FLAWLESS BLADE with Blissblade
  • FLAWLESS BLADE with Bliss sabres

None of these operatives can be selected more than once.

6 operatives from the following list:

  • CULTIST MUTATRIX
  • CULTIST BRUTOR
  • CULTIST ELIXIS
  • CULTIST SUPPLICANT

Other than the CULTIST SUPPLICANT no operative can be selected more than once.

Common Abilities and Options

Arrogant Astartes:
When there are no other friendly EMPEROR'S CHILDREN operatives within 6” of a friendly EMPEROR'S CHILDREN operatives, it can do the following:

  • Perform 2 shoot or fight actions
  • Counteract regardless of their order, they can also change their order before or after acting

Princes of Excess:
- EMPEROR’S CHILDREN operatives may not perform the PICK UP action, or MISSION actions

  • EMPEROR’S CHILDREN operatives weapons have BALANCED if 1 or more CULTIST operatives are within their control zone at the beginning of an activation.
  • EMPEROR’S CHILDREN operatives may perform a free DASH or REPOSITION action if they start their activation with 2 or more CULTIST operatives within their control zone
  • EMPEROR’S CHILDREN operatives can be targeted by the WILLING SACRIFICE ploy for 0CP if there are 3 or more CULTIST operatives within their control zone.
  • For the purposes of this rule, each CULTIST operative can only be counted once (in other words if a CULTIST operative is within controle range of two EMPORER’S CHILDREN operatives, it can only confer this rule on one of them)

Ecstatic Performance (1AP):
If this operative has 1 or more CULTIST operatives within it's control range it can use this ability. Doing so grants CEASELESS to their ranged weapons for the remainder of this activation.

Lethal Display (1AP):
If this operative has 1 or more CULTIST operatives within it's control range it may use this ability. Doing so grants it's melee weapons RENDING for the remainder of the activation.

Expendable Drudges:
- CULTIST operatives do not count towards enemy kill or tac ops

  • When a friendly EMPEROR’S CHILDREN operatives is targeted for the shoot action, if a CULTIST operative is within their control zone, that CULTIST operative may be substituted as the target instead, even if they would not otherwise be a valid target. This does not affect TORRENT or BLAST weapons.
  • CULTIST operatives can perform the DASH action, PICK UP action or mission actions for 1 less AP
Lord Exultant
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Hot, Prc1, Lethal 5+)
4
3+
4/5
Bolt Pistol (RNG 8")
4
3+
3/4
Rapture Lash (Ceaseless, Shock, RNG 4")
4
3+
3/4
Power Weapon (Lethal 5+)
5
3+
4/6
Power Fist (Brutal, Shock)
4
3+
4/6
Power Spear (Brutal, Severe)
4
3+
3/6
Abilities
Arrogant AstartesDuellist of Great RenownNeeds MustPrinces of Excess

Duellist of Great Renown: For the purposes of the ARROGANT ASTARTES rule, this operative does not count if the relevant friendly operative is a FLAWLESS BLADE.

Additionally, if the following conditions are met, that relevant operative gains the BALANCED rule for their melee weapons:

  • that friendly FLAWLESS BLADE is within 6" of this operative
  • that friendly FLAWLESS BLADE is not targeting an enemy operative that is within 3" of this operative

Needs Must: Once per battle this operative may perform a PICK UP or MISSION action.

EMPEROR'S CHILDREN, EXULTANT
Lord Kakophonist
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Screamer Pistol (Tor 1", Sat, Rng 6")
4
2+
3/4
Two Screamer Pistols (Tor 2", Sat, Rng 6")
5
2+
3/4
Power Weapon (Lethal 5+)
5
3+
4/6
Two Screamer Pistols (point blank) (Severe, Prc1)
4
3+
3/4
Abilities
Arrogant AstartesBlissful ChorusOrchestra of PainPrinces of Excess

Blissful Chorus: As a STRATEGIC GAMBIT, if this operative has 3 or more CULTIST operatives within its control zone, roll 1d6. On a result of 3+, gain 1CP.

Orchestra of Pain: For the purposes of the ARROGANT ASTARTES rule, this operative does not count if the relevant friendly operative is a NOISE MARINE.

Additionally, if the following conditions are met, that relevant operative gains the BALANCED rule for their ranged weapons:

  • that friendly NOISE MARINE is within 6" of this operative
  • that friendly NOISE MARINE does not target the same enemy operative twice
EMPEROR'S CHILDREN, KAKOPHONIST
Noise Marine with Sonic Blaster
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Sonic Blaster (Tor 2")
4
3+
3/4
Knives and Fists
4
3+
3/4
Abilities
Arrogant Astartes1AP: Ecstatic PerformancePrinces of Excess
EMPEROR'S CHILDREN, NOISE MARINE
Noise Marine with Blastmaster
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Blast Master
Varied Frequency (Tor 2", Prc1)
5
3+
4/6
Singe Frequency (Lethal 5+, Prc1)
5
3+
5/6
Knives and Fists
4
3+
3/4
Abilities
Arrogant Astartes1AP: Ecstatic PerformancePrinces of Excess
EMPEROR'S CHILDREN, NOISE MARINE
Flawless Blade with Blissblade
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Blissblade (Brutal)
5
3+
6/7
Abilities
Arrogant Astartes1AP: Lethal DisplayPrinces of Excess
EMPEROR'S CHILDREN, FLAWLESS BLADE
Flawless Blade with Bliss Sabres
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bliss Sabres (Shock)
5
3+
4/5
Abilities
Arrogant Astartes1AP: Lethal DisplayPrinces of Excess
EMPEROR'S CHILDREN, FLAWLESS BLADE
Cultist Mutatrix
A 1
M 5"
S 6+
W 7
Weapons
ATK
HIT
DMG
Needle Pistol (rng 8", Dev1)
3
4+
2/2
Claws
3
3+
3/3
Abilities
1AP: Delicate CaressesExpendable DrudgesGrasping Tentacles

Delicate Caresses (1AP): When this operative is within control range of a friendly EMPEROR'S CHILDREN operative it may use this ability. Doing so expands the list of actions covered by the PRINCES OF EXCESS rule to include the CHARGE, SHOOT or FIGHT actions for that friendly operative for the remainder of the turning point.

Grasping Tentacles: This operative can perform PICK UP and MISSION actions from within 4" of the target, this takes precidence over other rules for these actions.

CULTIST, MUTATRIX
Cultist Brutor
A 1
M 5"
S 6+
W 7
Weapons
ATK
HIT
DMG
Autopistol (rng 8")
3
4+
2/2
Great Weapon (Severe)
4
3+
3/4
Abilities
Expendable DrudgesSolid MassTwisted Perfection

Solid Mass: When this operative is allocated damage of 3 or more, reduce that amount by 1.

Twisted Perfection: For the purposes of the PRINCES OF EXCESS rule and the BLISSFUL CHORUS ability, this operative counts as 2 operatives.

CULTIST, BRUTOR
Cultist Elixis
A 1
M 5"
S 6+
W 7
Weapons
ATK
HIT
DMG
Toxin Injector (Rng 3", prc1)
3
4+
2/3
Toxin Injector (Lethal 5+)
3
4+
3/4
Abilities
1AP: Combat DrugsExpendable DrudgesLife Syphon

Combat Drugs (1AP): When this operative is within control range of a friendly EMPEROR'S CHILDREN operative, it can use this ability. Doing so gives that EMPEROR'S CHILDREN operative CEASELESS on all it's weapons for the remainder of the turning point.

Life Syphon: Once per turning point, when this operative is within control range of a friendly EMPEROR'S CHILDREN operative, should that friendly operative incapacity an enemy operative as part of a FIGHT action, that friendly operative regains D6+3 lost wounds.

CULTIST, ELIXIS
Cultist Supplicant
A 1
M 5"
S 6+
W 7
Weapons
ATK
HIT
DMG
Autopistol (rng 8")
3
4+
2/2
Blades
3
4+
2/2
Abilities
Cowering ThrallExpendable DrudgesMob of Devotees

Cowering Thrall: While this operative is within control range of a friendly EMPEROR'S CHILDREN operative, it cannot be the target of a FIGHT action.

Mob of Devotees: Whenever this operative is expended, you must then activate one other ready friendly CULTIST SUPPLICANT operative (if able) before your opponent activates. When that other operative is expended, you may do this once more (in other words you can activate three CULTIST SUPPLICANTS in succession with this rule).

CULTIST, SUPPLICANT
Equipment

Enticing Musk:
Once per battle when an enemy operative performs a PICK UP or MISSION action while within 6” of and visible to a friendly EMPEROR’S CHILDREN operative you can use this equipment. Each player rolls a D6, if the EMPEROR'S CHILDREN player rolls higher, that action was performed by that friendly operative (in other words, if it would generate VP they go to the EMPEROR’S CHILDREN player). If it was a PICK UP action the picked up marker is now held by the EMPEROR’S CHILDREN operative. If the MISSION action requires a decision (for example in the action MOVE THE ORB) then that decision is made by the EMPEROR’S CHILDREN player.


Screaming Blades:
Once per turning point when a friendly FLAWLESS BLADE operative is fighting or retaliating you can use this equipment. Doing so gives their melee weapons DEVASTATING 1 for the remainder of the action.


Eye of Fulgrim:
Once per turning point, when a friendly EXULTANT or KAKOPHONIST operative incapacitates an enemy operative, gain 1CP.


Shattering Harmonics:
Once per turning point when a friendly NOISE MARINE operative is shooting with a Sonic Blaster, that weapon has the 1” DEVASTATING 1 rule.


Ploys

Firefight - Willing Sacrifice:
Once per battle when a friendly EMPEROR’S CHILDREN operative is incapacitated and has at least 1 CULTIST operative within it’s control range, you can use this ploy. If you do that operative is not removed, but instead is reduced to 1 wound and may not be incapacitated for the remainder of this activation. 1 CULTIST operative within control range of this operative is then


Firefight - Slavish Devotion:
Once per turning point when activating a CULTIST operative you can expend that operative and increase the APL of one EMPEROR’S CHILDREN operative within the control range of that operative by 1 for the remainder of the turning point. Once per battle this ploy may be used for 0CP if instead of expending the CULTIST operative, you perform the OPEN HATCH action with it.


Firefight - Notice me, Master!:
Once per turning point, when activating a CULTIST operative, unless it is a BRUTOR, it counts as 2 operatives for the purposes of the PRINCES OF EXCESS rule and the BLISSFUL CHOIR ability.


Firefight - Annointed with My Pain:
Once per turning point, when activating a CULTIST operative, deal D3 damage to it and increace the PIERCING of one friendly EMPEROR’S CHILDREN operative within their control range by 1 to a maximum of 2 (in other words weapons without PIERCING gain PIERCING 1 and weapons with PIERCING 1 gain PIERCING 2)


Strategic - In the Shadow of Greatness:
For the purposes of selecting a valid target, if the target is a CULTIST, treat EMPEROR’S CHILDREN operatives as light cover (in other words, if a CULTIST operative has a CONCEAL order and an EMPEROR’S CHILDREN operative is within 1” of it and is between it and the enemy operative attempting to target them, it is not a valid target).


Strategic - Shield of Flesh:
Until the start of the next strategy phase, the EXPENDABLE DRUDGES rule does affect BLAST and TORRENT weapons. In such cases, if the EMPEROR’S CHILDREN operative is the primary target, nominate a CULTIST to be the primary target instead, and when/if that EMPEROR’S CHILDREN operative is selected as a secondry target, nominate a CULTIST to be the secondary target instead, even if that would mean that CULTIST gets targeted twice. If there are no valid CULTISTS left, the target cannot be changed.


Strategic - Intoxicating Agonies:
Until the start of the next strategy phase, friendly EMPEROR’S CHILDREN operatives can ignore the penalties from being wounded.


Strategic - Horde of Eager Supplicants:
At the start of the next Strategy phase as a STRATEGIC GAMBIT set up all friendly CULTIST operatives that were incapacitated during this turning point within your deployment zone. This may only be used once per battle.


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.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

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


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.