Choir of deafened souls

Homebrew by RemZah64

At the start of every turning point gain a number of Temptation dice equel to the number of operatives you currently have in the Kill Zone. Whenever your oponent fails a roll, you can offer them 1 Temptation dice, if they accept that roll becomes a 6 and you add 1 Exalted token to one of your operatives(max 2 per operative). Discard all Temptation dice at the end of the Turning Point and deal 1D3 damage to a freandly operative for each discarded Temptation dice.

*Disorienting: In the Resolve Attack Dice step, if you inflict damage with any Critical successes, the operative this weapon is being used against gains one of your Off-Blanced tokens (if it does not already have one). Until the end of its next activasion any critical success, or 6 rolled for that operative has o be rerolled (unless it was a Temptation dice).

50% positive
Composition
  1. 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 Concoctions

*Injector: If this operative has at least 1 Exalted Token, if you deal damage with a critical success,you can give that operative one efect and one sidefect from the Experimental Treatment list.

Experimental Treatment (1AP): select one freandly operative, that doesn't have a drug, within engagement range, then select one efect and one sideffect to give to that operative from the list bellow:

drugsefect/sidefect
Quicksilver InjectionAdd 1" to their movement characteristic / Remove 1" from their movement characteristic.
Intoxicating RejuvanentWhen this operative is activated, heal D3 wounds / When this operative is activated, inflict D3 damage.
Adrenaline OverdoseWhen Fighting or Retaliating you can resolve one of your normal successes before the normal order. / When Fighting or Retaliating your oponent can resolve one of their normal successes before the normal order.

Perfected Concoctions: While this operative is in the Kill Zone and has 2 Exalted Tokens the efects from his drugs have the following effects when aplied to your operatives and sidefect when aplied to an enemy operative:

drugsefect/sidefect
Quicksilver InjectionAdd 2" to their movement characteristic / Remove 2" from their movement characteristic.
Intoxicating RejuvanentWhen this operative is activated, heal 3 wounds / When this operative is activated, inflict 3 damage.
Adrenaline OverdoseWhen Fighting or Retaliating you can resolve one of your critical(if you have no crits, you can treat a normal as a crit) successes before the normal order. / When Fighting or Retaliating your oponent can resolve one of their critical(if you have no crits, you can treat a normal as a crit) successes before the normal order.
Kakophonist
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 Evasion

Doom siren: when an enemy operative within 6" of this operative performs an action in which it moves your oponent rolls a D6, if the result is lower, then that operative's save characteristic, that operative takes 1D3 damage, that action fails (ap is not spent) and worsen their save characteristic by 1 until their next activasion.

Obsessive Annunciation: If this operative has 2 Exalted Tokens it can use the kakophonic screetch ploy for 0CP, when doing this instead of rolling 1D3 you deal 3 damage

Serpentine Evasion: If this operative has at least 1 Exalted Tokens, it can disingage for 1 less AP.

Bearer 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 offering

Extra Apendages: If this operative has 2 Exalted Tokens, add 1 to its Talons of Bliss's ATK stat for every Offering currently in the Kill Zone

Jumpack Assault: When climbing up, you can treat the vertical distance as 2 inches (regardless of how far the operative actually moves vertically).

Unsettling offering (1AP): Place one of the following offering tokens within engagement range of this operative

  1. Defield Icon: freandly operatives within 3" don't count as injured or wounded, regardless off their wound count and enemy operatives within 3" are injured.
  2. False Epitome: when a freandly operative moves, you can start that movement from this token, if you do remove it after moving.
  3. Banshee Beacon: enemy operatives within 3" can't rerrol failed attack and defense dice

Any operative can perform the Pick up Item action on your offerings, if they do remove it from the Kill Zone. You can only have one of each offering in the Kill Zone at once. This Action costs 1 less AP if this operative has at least 1 Exalted Token.

Sorcerer
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 Tongue

*Lure: In the Resolve Attack Dice step, if you inflict damage with any Critical successes, the operative this weapon is being used against is moved 3" towards the user.

Serpent’s Tongue (2AP): PSYCHIC Select one enemy operative visible to and within 2" of this operative. Both players roll 1D6 and add their respective operative's APL stat to the total. If your total is higher than your opponent's you can resolve this action's second effect, else this operative takes 1D3 damage. Until the end of the activation, that enemy operative is a friendly operative (an enemy operative for you opponent), you can change its order and it can immediately perofrm one free action(two if your operative has 2 Exalted). If it performs an action in which it moves it can only move a max of 3" (in which case specify the location for your opponent to move this operative to). This operative cannot perform this action while within control range of an enemy operative, unless the only enemy operative it is within control range of is selected for this action.

If this operative has at least 1 Exalted Token this action costs one less AP.

Disharmonist
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 Crecento

Shifting Stage: When this operative has at least 1 Exalted Token, their weapons lose the heavy weapon rule.

Terrifying Crecento: When this operative has 2 Exalted Tokens, In the Resolve Attack Dice step, if you inflict damage with any Critical successes and the operative this weapon is being used agains has an Off-Balance token, remove it and the operative gains one of your Crecendo tokens (if it does not already have one). Until the end of its next activasion any success rolled for that operative has o be rerolled (unless it was a Temptation dice).

Doomrider
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 fire

He comes, he goes: If this operative has 2 Exalted Tokens, when charging you can pass through the Engagement Range of enemy operatives without ending the move(all other restrictions still aply), Afterward deal 1D3+2 damage to every enemy operative that was(or is) within this operatives Engagement Range.

Imetirial Rider: If this operative has at least 1 Exalted Toknes, whenever this operative operative climbs ignore the first 2".

Wheels of fire: Once per turning point when this operative performes an action in which it moves or FLIES, before moving place an Infernal Path token in his engagement range and a second one in his engagement range after the move. these tokens remain until the end of the turning point. The area between the tokens is your Infernal Path. It is treated as light cover for your operatives and if an enemy operative moves through it it takes 1D3 damage.

Leader
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 GrenadeATK HIT DMG
Disorientig Blast4 4+ 2/2
Rng 6", Blast 2",Disorienting
Focused Blast4 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.