Shadow Force (Raven Guard)

Homebrew by CausticHydra

NOTES FROM THE DESIGNER: "I designed this team for use in my personal home games for my gf, the reason none of the operatives have options in their weaponry is because we already have the models built."

"Regarding the Shadow Captain, we personally use the model for Aethon Shaan (because it's awsome) that way she has a model the same size as my Saturine Praetor in my own team."

100% positive
Composition

1 SHADOW FORCE operative selected from the following list:

  • BLADEWING SERGENT
  • SHADOW CAPTAIN

5 SHADOW FORCE operatives selected from the following list:

  • BLADEWING VETERAN
  • BLADEWING HUNTER
  • BLADEWING GUNNER (STALKER BOLT RIFLE)
  • BLADEWING GUNNER (FLAMER)
  • ELIMINATOR SNIPER
  • LIBRARIAN
  • SHADOW FORCE WARRIOR

Other than WARRIOR operatives, your kill team can only include each operative on this list once. Additionally, other than a SERGENT operative, your kill team cannot have more than two BLADEWING operatives.

If you choose a SHADOW CAPTAIN operative, you may only choose 4 SHADOW FORCE operatives from the second list.

Common Abilities and Options

Astartes:
During each friendly SHADOW FORCE 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 SHADOW FORCE operative can counteract regardless of its order.

Jump Pack:
Whenever a friendly BLADEWING operative is performing a Charge, Fallback or Reposition action during its activation, at the start of any straight line increment, as long as no part of its base is underneath Vantage terrain, it can do a BOOST for that increment. If it does, don't move it for that increment. Instead, remove it from the killzone and set it back up wholly within the remainder of that action's move allowance.

That operative must be set up in a location it can be placed and cannot be set up with any part of its base underneat Vantage terrain. In addition, unless it's the Charge action, it cannot be set up within control range of an enemy operative. It can continue moving after a BOOST if it has any more distance remaining and the action allows it.

In a killzone that uses the close quarters rules, It cannot measure distance for a BOOST over or through wall terrain, and cannot be set up on the other side of an access point.

Camo Cloak:
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.

Bladewing Sergent
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+)
5
3+
4/6
Abilities
AstartesBladewing VeteranJump Pack

Bladewing Veteran: You can do each of the following once per battle:

  • Whenever you would use the Predators Above strategy ploy, if this operative is in the killzone, it costs you 0CP.
  • You can use a firefight ploy for 0CP if this is the specified SHADOW FORCE operative (including Command Re-roll if the attack or defence dice was rolled for this operative), or the Patiend Ambush firefight ploy for 0CP if this operative is ready and not within control range of enemy operatives.
32SHADOW FORCE, IMPERIUM, ADEPTUS ASTARTES, BLADEWING, SERGENT
Shadow Captain
A 4
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 8")
4
3+
3/4
Relic Lightning Claws (Relentless, Lethal 5+, Rending)
5
3+
4/6
Abilities
Astartes1AP: Into ShadowJump Pack2AP: Midnight (PSYCHIC)Veil of Night

Into Shadow (1AP): Change this Operative's Order

This operative cannot perform this action while within control range of an enemy operative.

Midnight (PSYCHIC) (2AP): Until the start of the next turning point, all friendly SHADOW FORCE operatives benefiting from VEIL OF NIGHT gain the following benefit:

If the operative has a Conceal order, it cannot be visible to enemy operatives more than 3" from it (this takes precedence over all other rules.)

Veil of Night: Whenever an enemy operative is shooting a friendly SHADOW FORCE operative within 3" of this operative (Including this operative), that friendly operative is Obscured.

50SHADOW FORCE, IMPERIUM, ADEPTUS ASTARTES, SHADOW CAPTAIN
Bladewing Veteran
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Carbine (Accurate 1)
4
3+
3/4
Chainsword
5
3+
4/5
Abilities
AstartesJump Pack
32SHADOW FORCE, IMPERIUM, ADEPTUS ASTARTES, BLADEWING, VETERAN
Bladewing Hunter
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Lightning Claws (Ceaseless, Lethal 5+, Rending)
5
3+
4/5
Abilities
AmbushAstartesCull the WeakJump Pack

Ambush: This operative can take the Charge action even if it has a Conceal order.

Cull the Weak: Whenever this operative if fighting against a wounded enemy operative, this operative's lightning claws have the Lethal 4+ weapon rule.

32SHADOW FORCE, IMPERIUM, ADEPTUS ASTARTES, BLADEWING, HUNTER
Bladewing Gunner (Stalker Bolt Rifle)
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Stalker Bolt Rifle
Heavy (Hvy(Dash), Lethal 5+, PrcCrit1)
4
3+
3/5
Mobile
4
3+
3/4
Auxiliary Grenade Launcher
Frag (Blast 2")
4
3+
2/4
Krak (Prc1)
4
3+
4/5
Fists
4
3+
3/4
Abilities
AstartesJump Pack
32SHADOW FORCE, IMPERIUM, ADEPTUS ASTARTES, BLADEWING, GUNNER
Bladewing Gunner (Flamer)
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Flamer (Range 8", Saturate, Torrent 2")
4
2+
3/3
Fists
4
3+
3/4
Abilities
AstartesJump Pack
32SHADOW FORCE, IMPERIUM, ADEPTUS ASTARTES, BLADEWING, GUNNER
Eliminator Sniper
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Bolt Sniper Rifle
Executioner (Hvy(Dash), Sat, Seek Light, Silent)
4
2+
3/4
Hyperfrag (Blast 1", Hvy(Dash), Silent)
4
2+
2/4
Mortis (Dev3, Hvy(Dash), Prc1, Silent)
4
2+
3/3
Fists
4
3+
3/4
Abilities
Advanced Camo CloakAstartes1AP: Optics

Advanced Camo Cloak: Whenever an operative is shooting this operative, ignore the Saturate weapon rule. Additionally, 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.

Optics (1AP): Until the start of this operative's next activation, whenever it is shooting, enemy operatives cannot be obscured.

This operative cannot perform this action while within control range of an enemy operative.

40SHADOW FORCE, IMPERIUM, ADEPTUS ASTARTES, ELIMINATOR, SNIPER
Librarian
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 8")
4
3+
3/4
Smite
Witchfire (Psychic, Piercing 1)
5
3+
3/4
Focused Witchfire (Psychic, Hot, Piercing 1, Devastating 3)
5
3+
3/3
Psychic Power Blade (Psychic, Lethal 5+, Ceaseless)
5
3+
4/6
Abilities
AstartesCamo Cloak1AP: Shrouding (PSYCHIC)1AP: Soul Sight (PSYCHIC)

Shrouding (PSYCHIC) (1AP): Select one friendly SHADOW FORCE operative this operative can see, until the start of the next turning point if an enemy operative makes a shooting action against either the chosen operative or this operative, the friendly operatives are obscured.

Soul Sight (PSYCHIC) (1AP): Select one enemy operative this operative can see, shooting attacks against that operative made by friendly SHADOW FORCE operatives have the Seek (Light) and Accurate 1 weapon rules.

32SHADOW FORCE, IMPERIUM, ADEPTUS ASTARTES, LIBRARIAN
Shadow Force Warrior
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Stalker Bolt Rifle
Heavy (Heavy (Dash only), Lethal 5+, Piercing Crits 1)
4
3+
3/5
Mobile
4
3+
3/4
Marksman Bolt Carbine (Lethal 5+)
4
3+
3/4
Fists
4
3+
3/4
Abilities
AstartesCamo Cloak
32SHADOW FORCE, IMPERIUM, ADEPTUS ASTARTES, WARRIOR
Equipment

Purity Seals:
Once per turning point, when a friendly SHADOW FORCE 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.


Auspex:
Once per turning point, when a friendly SHADOW FORCE 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/counteraction, enemy operatives within 8" of that friendly operative cannot be obscured.


Shadow Cloaks:
Once per turning point, a friendly SHADOW FORCE operative can use the following unique action:

SHADOW WALK [PSYCHIC] (1AP) If this operative has a Conceal order, choose one friendly SHADOW FORCE operative that this operative can see, remove this operative from the kill zone and set it back up within control range of the chosen operative. This operative cannot perform a SHADOW WALK the same turn it performed a Reposition, Charge, or Fallback action, and it cannot perform any of those actions after it performs a SHADOW WALK. You cannot perform a SHADOW WALK while within control range of an enemy operative, and you cannot end a SHADOW WALK within control range of an enemy operative.


Special Issue Ammunition:
Once per turning point, when a friendly SHADOW FORCE operative is performing the Shoot action and you select a Bold carbine, Marksman bolt carbine or Stalker Bolt Rifle, you can use this rule. If you do, unti lthe end of the turning point, that weapon has the Piercing 1 weapon rule.


Ploys

Strategic - Shadow Step:
Friendly SHADOW FORCE operatives can perform the following unique action:

SHADOW STEP [PSYCHIC] (0AP) Change this operative's order. An operative cannot perform this action while within control range of an enemy operative.


Strategic - And They Shall Not Know Fear:
You can ignore any changes to the stats of friendly SHADOW FORCE operatives from being injured (including their weapons' stats)


Strategic - Predators Above:
Whenever a friendly SHADOW FORCE operative is at least 2" higher than the killzone floor, its weapons have the Balanced weapon rule. Whenever a friendly BLADEWING operative performs a BOOST, its weapons have the Balanced rule until the end of that activation.


Strategic - Stealth Relocation:
Up to one-third of your friendly SHADOW FORCE operatives (rounded down) that have a Conceal order and are more than 4" from enemy operatives can immediately perform a free Dash action. You cannot use this ploy during the first turning point.


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


Firefight - Transhuman Physiology:
Use this firefight ploy when an operative is shooting a friendly SHADOW FORCE operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.


Firefight - Covert Position:
Use this firefight ploy during a friendly SHADOW FORCE operative's activation. Until the start of its next activation, while that operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".


Firefight - Wrath of Vengeance:
Use this firefight ploy when a friendly SHADOW FORCE operative is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.


TacOps
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.


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.