Callous Blades

Homebrew by Callidus

Callous Blades kill teams are Emperor’s Children warbands of duellists, sensation-seekers and perfection-obsessed killers. They do not merely seek victory, but exquisite domination, overwhelming the foe with impossible speed, psychological torment and surgically delivered violence.

100% positive
Composition

↘ 1 CALLOUS BLADES LORD EXULTANT operative with one option from each of the following:

  • Plasma pistol, rapture lash or screamer pistol
  • Power fist or power weapon

↘ 5 CALLOUS BLADES operatives selected from the following list:

  • FLAWLESS BLADE DUELLIST with one of the following options:
    • Twin blissblades; bolt pistol
    • Long blissblade; bolt pistol
  • FLAWLESS BLADE VEILCASTER
  • INFRACTOR OBSESSIONIST with one of the following options:
    • Bolt pistol; power weapon
    • Plasma pistol; rapture lash
  • INFRACTOR ELIXIARCH
  • INFRACTOR GRENADIER
  • INFRACTOR ICON BEARER
  • INFRACTOR WARRIOR

Other than INFRACTOR WARRIOR operatives, your kill team can only include each operative on this list once.

Common Abilities and Options

Astartes:
During each friendly CALLOUS BLADES operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions and plasma pistol is selected for both of them, 1 additional AP must be spent for the second action.

 

Each friendly CALLOUS BLADES operative can counteract regardless of its order.

Rapturous Excess:
The first time during each friendly CALLOUS BLADES operative’s activation or counteraction that it inflicts damage on or incapacitates an enemy operative, if it does not already have one of your Excess tokens, it gains one of your Excess tokens.

 

Each friendly operative cannot have more than one of your Excess tokens.

 

Whenever a friendly operative has one of your Excess tokens, you can remove one of those tokens to use a Rapture when the “when” condition is met. You cannot use more than one Rapture per activation or counteraction, except Heightened Senses, which can be used once per activation or counteraction in addition to another Rapture.

Grenadier:
This operative can use smoke and stun 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).

Raptures:
Dark Exultation

 

When: During the operative’s activation, before or after it performs an action.

 

Effect: Until the start of the operative’s next activation, add 1 to its APL stat.

 

Sublime Rejuvenation

 

When: During the operative’s activation or counteraction, before or after it performs an action.

 

Effect: The operative regains up to D3 lost wounds.

 

Exultant Surge

 

When: After the operative incapacitates an enemy operative and that enemy operative is removed from the killzone.

 

Effect: The operative can immediately perform a free Dash action, even if it has performed an action that prevents it from performing the Dash action.

 

Heightened Senses

 

When: After rolling your attack or defence dice for the operative.

 

Effect: You can re-roll any of your dice results of one result (e.g. results of 2).

LORD EXULTANT
A 3
M 6"
S 3+
W 16
Weapons
ATK
HIT
DMG
Plasma Pistol (standard) (Range 8”, Piercing 1)
4
3+
3/5
Plasma Pistol (supercharge) (Range 8”, Hot, Lethal 5+, Piercing 1)
4
3+
4/5
Screamer Pistol (Range 8”, Saturate, Stun)
4
3+
3/4
Rapture Lash (ranged) (Range 3”, Lethal 4+, Stun)
4
2+
2/3
Rapture Lash (melee) (Lethal 4+, Shock)
4
3+
2/3
Power Fist (Brutal)
5
4+
5/7
Power Weapon (Lethal 5+)
5
3+
4/6
Abilities
Astartes1AP: Exquisite CommandLeading the CrescendoRapturous Excess
Options
Raptures

Exquisite Command (1AP): SUPPORT. Select one other friendly CALLOUS BLADES operative visible to and within 6" of this operative. Until the end of that operative’s next activation, one of its melee weapons has the Balanced weapon rule, or Relentless instead if it already has one of your Excess tokens.

 

This operative cannot perform this action while within control range of an enemy operative, and a friendly operative cannot be selected for this action more than once per turning point.

Leading the Crescendo: Once during each of this operative’s activations, if it incapacitates an enemy operative, add 1 to its APL stat until the end of that activation.

CALLOUS BLADES, CHAOS, HERETIC ASTARTES, SLAANESH, LEADER, LORD EXULTANT
FLAWLESS BLADE DUELLIST
A 3
M 7"
S 3+
W 15
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 8")
4
3+
3/4
Twin Blissblades (Ceaseless, Lethal 5+)
5
3+
4/6
Long Blissblade (Lethal 5+)
5
3+
5/7
Abilities
AstartesPeerless DuellistRapturous Excess
Options
Raptures

Peerless Duellist: Whenever this operative is fighting or retaliating:

  • worsen the Hit stat of the enemy operative’s melee weapons by 1. This isn’t cumulative with being injured.

  • enemy operatives cannot assist.

CALLOUS BLADES, CHAOS, HERETIC ASTARTES, SLAANESH, FLAWLESS BLADE, DUELLIST
FLAWLESS BLADE VEILCASTER
A 3
M 7"
S 3"
W 15
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 8")
4
3+
3/4
Blissblade (Lethal 5+)
5
3+
4/6
Abilities
AstartesGrenadierRapturous ExcessShattering Display
Options
Raptures

Shattering Display: The first time during each turning point that this operative uses a smoke or stun grenade during its activation, it can immediately perform a free Dash action.

CALLOUS BLADES, CHAOS, HERETIC ASTARTES, SLAANESH, FLAWLESS BLADE, VEILCASTER
INFRACTOR OBSESSIONIST
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 8")
4
3+
3/4
Plasma Pistol (standard) (Range 8”, Piercing 1)
4
3+
3/5
Plasma Pistol (supercharge) (Range 8”, Hot, Lethal 5+, Piercing 1)
4
3+
4/5
Rapture Lash (ranged)
4
3+
2/3
Rapture Lash (melee) (Lethal 4+, Shock)
4
2+
2/3
Power Weapon (Lethal 5+)
5
3+
4/6
Abilities
Astartes1AP: Excruciating FascinationObsessive FixationRapturous Excess
Options
Raptures

Excruciating Fascination (1AP): SUPPORT. Select one enemy operative visible to and within 6” of this operative. Until the end of that enemy operative’s next activation, subtract 1 from its APL stat.

 

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

Obsessive Fixation: Whenever an enemy operative is visible to and within 3” of this operative, if this operative isn’t within control range of any other enemy operatives:

  • subtract 1 from the Atk stat of that enemy operative’s melee weapons, to a minimum of 1.
  • your opponent must spend 1 additional AP for that enemy operative to perform the Fall Back action.
CALLOUS BLADES, CHAOS, HERETIC ASTARTES, SLAANESH, INFRACTOR, OBSESSIONIST
INFRACTOR ELIXIARCH
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 8+)
4
3+
3/4
Duelling Sabre (Severe)
4
3+
4/5
Abilities
Astartes1AP: Euphoric InjectionRapturous ExcessSublime Chemistry
Options
Raptures

Euphoric Injection (1AP): SUPPORT. Select one friendly CALLOUS BLADES operative visible to and within 3” of this operative. Until the start of that operative’s next activation:

  • add 1" to its Move stat

  • ignore any changes to the Hit stat of its weapons from being injured

  • the first time it fights or retaliates, one of its melee weapons has the Shock weapon rule.

 

This operative cannot perform this action while within control range of an enemy operative, and a friendly operative cannot be selected for this action more than once per turning point.

Sublime Chemistry: Once during each turning point, when this operative gains one of your Excess tokens, until the end of its next activation, its melee weapons have the Accurate 1 weapon rule

CALLOUS BLADES, CHAOS, HERETIC ASTARTES, SLAANESH, INFRACTOR, ELIXIARCH
INFRACTOR GRENADIER
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 8")
4
3+
3/4
Duelling Sabre (Severe)
4
3+
4/5
Abilities
AstartesGrenadierRapturous Excess
Options
Raptures
CALLOUS BLADES, CHAOS, HERETIC ASTARTES, SLAANESH, INFRACTOR, GRENADIER
INFRACTOR ICON BEARER
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 8")
4
3+
3/4
Duelling Sabre (Severe)
4
3+
4/5
Abilities
AstartesIcon BearerRapturous ExcessSynphony of Excess
Options
Raptures

Icon Bearer: Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.

Synphony of Excess: In the Ready step of each Strategy phase, if this operative controls an objective marker, one other friendly CALLOUS BLADES operative visible to it can gain one of your Excess tokens.

CALLOUS BLADES, CHAOS, HERETIC ASTARTES, SLAANESH, INFRACTOR, ICON BEARER
INFRACTOR WARRIOR
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 8")
4
3+
3/4
Duelling Sabre (Severe)
4
3+
4/5
Abilities
AstartesQuicksilver AssaultRapturous Excess
Options
Raptures

Quicksilver Assault: Whenever this operative is fighting during an activation in which it performed an action in which it moved, its duelling sabre has the Balanced weapon rule.

CALLOUS BLADES, CHAOS, HERETIC ASTARTES, SLAANESH, INFRACTOR, WARRIOR
Equipment

Sonic Shriekers:
Once per turning point, when a friendly CALLOUS BLADES operative is retaliating or an enemy operative is shooting it, after your opponent rolls their attack dice but before re-rolls, you can use this rule. If you do, your opponent cannot re-roll their attack dice during that sequence.


Gleaming Armour:
Once per turning point, when an operative is shooting a friendly CALLOUS BLADES operative, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the x of the Piercing weapon rule by 1 until the end of that sequence. Note that Piercing 1 would therefore be ignored.


Sublime Stimulants:
Once per turning point, when a friendly CALLOUS BLADES operative is activated, you can use this rule. If you do, until the end of that activation, you can ignore any changes to that operative’s Move stat from being injured.


Adrenal Elixirs:
Once per turning point, when a friendly CALLOUS BLADES 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.


Ploys

Firefight - Sickening Captivation:
Use this firefight ploy during a friendly CALLOUS BLADES operative’s activation, before or after it performs an action. Select one enemy operative visible to and within 4" of that friendly operative. Until the end of that enemy operative’s next activation, subtract 1 from its APL stat.


Firefight - Cruel Deception:
Use this firefight ploy during a friendly CALLOUS BLADES operative’s activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.


Firefight - Perfect Strike:
Use this firefight ploy when a friendly CALLOUS BLADES operative is performing the Fight action during an activation in which it performed the Charge action, at the start of the Resolve Attack Dice step. Until the end of that action:

  • its melee weapon has the Shock weapon rule

  • the first time you strike during that sequence, inflict 1 additional damage, to a maximum of 7.


Firefight - Prey on Ecstasy:
Use this firefight ploy after rolling your attack dice for a friendly CALLOUS BLADES operative, if it’s shooting against or fighting against a wounded enemy operative, or if that friendly operative has one of your Excess tokens. You can re-roll any of your attack dice.


Strategic - Quicksilver Speed:
Whenever a friendly CALLOUS BLADES operative that performed an action in which it moved during this turning point is fighting or retaliating, worsen the Hit stat of the enemy operative’s melee weapons by 1.

 

Whenever an operative is shooting a friendly CALLOUS BLADES operative more than 6" from it that performed an action in which it moved during this turning point, worsen the Hit stat of that enemy operative’s ranged weapons by 1.

 

In all cases for this ploy, this isn’t cumulative with being injured.


Strategic - Merciless Perfection:
Whenever a friendly CALLOUS BLADES operative is shooting against or fighting against a wounded enemy operative, that friendly operative’s weapons have the Balanced weapon rule.

 

If that friendly operative has one of your Excess tokens, those weapons have the Relentless weapon rule instead.


Strategic - From Excess, Death:
Whenever a friendly CALLOUS BLADES operative is activated, before you determine its order, you can select one enemy operative that friendly operative is not a valid target for. Until the end of that activation, the first time that friendly operative is shooting against or fighting against that enemy operative, you can retain one of your normal successes as a critical success instead.


Strategic - Dance of Perfection:
Select two friendly CALLOUS BLADES operatives visible to and within 6” of each other. Remove them both from the killzone and set them back up in each other’s previous locations. If either operative cannot be set up in its new location, this ploy has no effect.


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.


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.