Choir of deafened souls
Composition
- A CHOIR OF DEAFEND SOULS Killteam is composed of 6 EMPEROR'S CHILDREN operatives selected from the following list: Doomrider Apothacary Kakophonist Bearer of gifts Disharmonist Sorcerer
Your kill team can only include each operative on this list once.
Common Abilities and Options
*Tangle:
Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).
Apothacary
A 3
M 7"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Injector Pistol (Rng 8”, *Injector) | 4 | 3+ | 2/3 |
| Narcesium (Lethal 5+, *Injector) | 4 | 3+ | 3/4 |
Abilities
*Injector1AP: Experimental TreatmentPerfected ConcoctionsKakophonist
A 3
M 7"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Dual Screamer Pistols (Rng 6”, Dev 1, Saturate, Torrent 2”, *Disorienting) | 6 | 2+ | 2/2 |
| Serpentine Tail (*Tangle) | 3 | 3+ | 2/3 |
Abilities
*TangleDoom sirenObsessive AnnunciationSerpentine EvasionBearer of gifts
A 3
M 7"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Talons of Bliss (lethal 5+, Ceaseless, Rending) | 3 | 3+ | 4/5 |
Abilities
Extra ApendagesJumpack Assault1AP: Unsettling offeringSorcerer
A 3
M 7"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Enticing Promises (Psychic, Saturate, Dev 2, Seek, *Lure) | 4 | 3+ | 2/1 |
| Staff of Promises (Psychic, Lethal 5+, *Tangle) | 5 | 3+ | 3/4 |
Abilities
*Lure*Tangle2AP: Serpent’s TongueDisharmonist
A 3
M 7"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bass Master | |||
| Single Frequency (Dev 2, Saturate, Piercing 1, *Disorienting) | 5 | 3+ | 4/4 |
| Varied Frequency (Seek Light, Saturate, Torrent 3”, *Disorienting) | 4 | 3+ | 2/3 |
| Fists (Brutal) | 3 | 4+ | 3/4 |
Abilities
Shifting StageTerrifying CrecentoDoomrider
A 3
M 10"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blast Casters (Dev 2, Torrent 4”, Saturate, Hvy (Charge), Rng 12”, *Disorienting) | 3 | 2+ | 3/2 |
| Pheonix power Spear (Leathel 5+, Balanced, Rending) | 5 | 4+ | 4/5 |
Abilities
He comes, he goesImetirial RiderWheels of fireIridescent Shroud
when an operative is shooting a friendly operative, who is not wounded, at the start of the Roll Attack Dice step, worsen the hit characteristic by 1, until the end of the sequence.
Sonic Grenades
You can only use this weapon once per Turning Point
| Sonic Grenade | ATK HIT DMG |
|---|---|
| Disorientig Blast | 4 4+ 2/2 |
| Rng 6", Blast 2",Disorienting | |
| Focused Blast | 4 3+ 3/2 |
| Rng 6",Piercing 1, Dev 2 |
SoulMark
when your oponent accepts a deal, instead of gaining an exalted token, you can target an enemy operative with this equipment, any frendly operative shooting that operative havs the *Soulstrike & Seek Light(if the weapon already had Seek Light, it gains Seek instead) weapon rules until the end of the sequence.
*Soulstrike: Successful defence dice are determined differently. Each result that is equal to or less than the target's APL stat is a success and is retained. Each result that is higher than the target's APL stat is a fail and is discarded. Each result of a 1 is always a critical success. Each other success is a normal success. Each result of 6 is always a fail.
Soporifc Musk
when an enemy operative, enters the engagement range of a freandly operative your oponent has to roll 3d6, if the number rolled is lower then the Wounds stat of at least one freandly operative in engagement range, until the end of that operatives next activasion it cannot performe the Fall Back action and when performing the fight action you get to resolve one of your successes first.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight Ploys
Firefight: Kakophonic screetch
You can use this poly whenever an enemy operative enters the engagement range of a frendly operative, all enemy operatives in that operatives engagement range take 1d3 damge and become off-balanced.
Firefight: Unbearable Mockery
Use this ploy when your oponent activates an operative, your oponent rolls a D6, if the result is higher then that operatives APL stat, chose a freandly operative that can be targeted the enemy operative, until the end of the turning point or the operative is incapacitated, when the enemy operative performes an action that targets an enemy operative it must target the operatve you selected.
Firefight: Rejuvenating Reverberations
when shooting an enemy operative with a weapon that has torrent, you can target an enemy operative in engagement range of a freandly operative, for every miss against a target heal all freandly operatives in that enemy's engagement range for a number of wounds equel to the damage that hit would have delt (hit rolls of 1 are treated as crits for the heal).
Firefight: Reborn from Pride
When a freandly operative with at least 1 Exalted token is incapacitated by an enemy operative you can use this ploy, if you do, that operative isn't counted towards your oponent's Kill Grade and the enemy operative gets an Elated token. When an enemy operative with an Elated token is incapacitated, return the freandly operative with 7 wounds within that operatives engagement range and loses 1 Exalted token. At the end of the turning point the Elated token, the operative is counted towards your oponent's Kill Grade when the Elated token is removed.
Strategy Ploys
Strategy: Heightened Jealousy
During this turning point, when a freandly operative incapacitates or injures an enemy operativ, you can target an operative that hasn't incapacitated or injured an enemy this turning point, it gains balanced on all its weapons, until the end of the turning point or until it injures or incapacitates an enemy operative.
Strategy: Thrill Seekers
After a freandly operative shoots, fights or retaliats, if the enemy operative is injured or incapacitated it can imidiatly perform a free Charge action ( up to a max of 3").
Strategy: Perfect Imperfections
After rolling your attack dice, you get an extra hit which dealsdamage equel to the number of fails. After rolling your defence dice, for every fail you can lower incoming damage of one hit by 1 for that sequence(down to a minimum of 2).
Strategy: Exalted Entropy
Add the Hot Rule to all weapons until the end of the Turning Point. When your oponent rolls for the Hot Rule worsen the HIT stat of that weapon by 1 for every Exalted Token the target has, until the end of the sequence (if the weapon was used multipal times in one action only count the Primary Target).
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.
Equipment
Iridescent Shroud:
when an operative is shooting a friendly operative, who is not wounded, at the start of the Roll Attack Dice step, worsen the hit characteristic by 1, until the end of the sequence.
Sonic Grenades:
You can only use this weapon once per Turning Point
| Sonic Grenade | ATK HIT DMG |
|---|---|
| Disorientig Blast | 4 4+ 2/2 |
| Rng 6", Blast 2",Disorienting | |
| Focused Blast | 4 3+ 3/2 |
| Rng 6",Piercing 1, Dev 2 |
SoulMark:
when your oponent accepts a deal, instead of gaining an exalted token, you can target an enemy operative with this equipment, any frendly operative shooting that operative havs the *Soulstrike & Seek Light(if the weapon already had Seek Light, it gains Seek instead) weapon rules until the end of the sequence.
*Soulstrike: Successful defence dice are determined differently. Each result that is equal to or less than the target's APL stat is a success and is retained. Each result that is higher than the target's APL stat is a fail and is discarded. Each result of a 1 is always a critical success. Each other success is a normal success. Each result of 6 is always a fail.
Soporifc Musk:
when an enemy operative, enters the engagement range of a freandly operative your oponent has to roll 3d6, if the number rolled is lower then the Wounds stat of at least one freandly operative in engagement range, until the end of that operatives next activasion it cannot performe the Fall Back action and when performing the fight action you get to resolve one of your successes first.
Ploys
Firefight - Kakophonic screetch:
You can use this poly whenever an enemy operative enters the engagement range of a frendly operative, all enemy operatives in that operatives engagement range take 1d3 damge and become off-balanced.
Firefight - Unbearable Mockery:
Use this ploy when your oponent activates an operative, your oponent rolls a D6, if the result is higher then that operatives APL stat, chose a freandly operative that can be targeted the enemy operative, until the end of the turning point or the operative is incapacitated, when the enemy operative performes an action that targets an enemy operative it must target the operatve you selected.
Firefight - Rejuvenating Reverberations:
when shooting an enemy operative with a weapon that has torrent, you can target an enemy operative in engagement range of a freandly operative, for every miss against a target heal all freandly operatives in that enemy's engagement range for a number of wounds equel to the damage that hit would have delt (hit rolls of 1 are treated as crits for the heal).
Firefight - Reborn from Pride:
When a freandly operative with at least 1 Exalted token is incapacitated by an enemy operative you can use this ploy, if you do, that operative isn't counted towards your oponent's Kill Grade and the enemy operative gets an Elated token. When an enemy operative with an Elated token is incapacitated, return the freandly operative with 7 wounds within that operatives engagement range and loses 1 Exalted token. At the end of the turning point the Elated token, the operative is counted towards your oponent's Kill Grade when the Elated token is removed.
Strategic - Heightened Jealousy:
During this turning point, when a freandly operative incapacitates or injures an enemy operativ, you can target an operative that hasn't incapacitated or injured an enemy this turning point, it gains balanced on all its weapons, until the end of the turning point or until it injures or incapacitates an enemy operative.
Strategic - Thrill Seekers:
After a freandly operative shoots, fights or retaliats, if the enemy operative is injured or incapacitated it can imidiatly perform a free Charge action ( up to a max of 3").
Strategic - Perfect Imperfections:
After rolling your attack dice, you get an extra hit which dealsdamage equel to the number of fails. After rolling your defence dice, for every fail you can lower incoming damage of one hit by 1 for that sequence(down to a minimum of 2).
Strategic - Exalted Entropy:
Add the Hot Rule to all weapons until the end of the Turning Point. When your oponent rolls for the Hot Rule worsen the HIT stat of that weapon by 1 for every Exalted Token the target has, until the end of the sequence (if the weapon was used multipal times in one action only count the Primary Target).
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.