Crew of the Vulture God

Homebrew (Unpublished) by Kryptos78

A Rogue Trader style list based the Adrian Tchaikovsky book trilogy The Final Architecture.

The crew of the salvage vessel The Vulture God are an extraordinary mix of species and alignments, doing jobs for money and ultimately at the spearhead of taking the flight to the existential threat of The Architects.

Composition
Veteran Ship Captain
A 3
M 6"
S 5+
W 12
Weapons
ATK
HIT
DMG
Dakka Shoota
Short Range (Rng8, Torrent1, Ceaseless)
5
4+
3/4
Long Range (Torrent2)
5
5+
3/4
Harpoon (Rng8, Lethal 5+, Stun, Lim1)
4
4+
4/5
Choppa
3
3+
4/5
Abilities
1AP: Get It DoneWatch Out!

Get It Done (1AP): SUPPORT Select one other friendly VULTURE GOD operative (excluding DRONE) visible to and within 6" of this operative. Until the end of that operative's next activation add 1 to its APL stat.

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

Watch Out!: Once per Turning Point, this Ability can be used on one friendly VULTURE GOD operative within 6" of, and visible to, this operative. When the target of a Shoot action, the friendly operative can reroll any number of Save dice.

Vulture God, Rogue Trader, Leader, Ork
Intermediary First Class
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Psychic Blast (Stun, Seek, Saturate)
4
4+
2/3
Puny Fists (Self Preservation)
3
4+
1/2
Abilities
Self PreservationSense Environment1AP: Stutter JumpTemporamental

Self Preservation: When Fighting or Retaliating, this operative will default to parrying blows, and can only choose to use a success to strike the opponent if that opponent has no successes left to resolve that can be blocked.

Sense Environment: All terrain features within the kill zone are intuitively mapped out in the INTERMEDIARY's mind. Once in each of their activations, friendly VULTURE GOD operatives starting their activation within 6" of this operative can do one of the following:

  • Ignore the first vertical distance of 2" it moves during one climb
  • Perform the Operate Hatch action for 1 less AP

This also applies to the INTERMEDIARY itself

Stutter Jump (1AP): Any friendly operative within 6" of, and visible to, this operative (or this operative itself) can be moved through Unspace. Remove the operative from the kill zone and set it up again within 2". It is Obscured until it next performs an Action that results in the operative moving, or until the end of the TP, whichever is sooner.

Temporamental: Decades without sleep, and frequently experiencing the horrors of Unspace, have left INTERMEDIARY operatives with fragile minds. The first time in a battle that the INTERMEDIARY suffers one or more wounds, roll a D6 and apply the relevant change for the remainder of the battle.

  • 1-2: I don't want to be here: reduce the operative's APL by 1
  • 3-4: No effect
  • 5-6: Seething anger: improve all HIT and DMG stats by 1, so for example Psychic Blast becomes HIT on 3+ with DMG 3/4
Vulture God, Rogue Trader, Psyker, Human
Lawyer Assassin
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
AutoPistol (Rng8)
4
4+
2/3
Duelling Knives (Balanced, Rending)
4
3+
3/5
Stiletto Blade (Lethal 5+)
1
2+
4/6
Abilities
Challenge to a DuelEducated at ScillaIrrefutable Argument

Challenge to a Duel: STRATEGIC GAMBIT Remove your Challenge token from the enemy operative that has it (if any), then select one enemy operative to gain your Challenge token. Whenever this operative is fighting against or retaliating against an enemy operative that has your Challenge token, in the Select Weapons step, you can select one of the following weapon rules for this operative’s melee weapons to have until the end of the sequence: Balanced, Punishing, Severe.

Educated at Scilla: Whenever this operative is fighting or retaliating, you can resolve one of your successes before the normal order. If you do, that success must be used to block.

Irrefutable Argument: Whenever this operative contests an objective marker or one of your mission markers, it always controls that marker. This takes precedence over all other rules.

Vulture God, Rogue Trader, Human, Lawyer, Assassin
Olli Timo
A 2
M 8"
S 4+
W 14
Weapons
ATK
HIT
DMG
Plasma Pistol
standard (Rng8, Prc1)
4
4+
3/5
supercharge (Rng8, Hot, Lethal 5+, Prc1)
4
4+
3/4
Scorpion Tail (Lethal 5+)
4
3+
4/5
Abilities
1AP: Control DroneHeavy MachineryHulking Size

Control Drone (1AP): Immediately after this operative's activation, a DRONE can be activated before the opponent. In addition, any unspent AP they have can be transferred to the DRONE.

Heavy Machinery: Whenever this operative ends its move during the Charge action, you can inflict D3 damage on one enemy operative within its control range.

Hulking Size: Whenever an opponent is selecting a valid target, if this operative has a conceal order, it cannot use Light Terrain for cover. While this can allow this operative to be targeted (assuming it is visible), it does not remove its cover save (if any).

Vulture God, Rogue Trader, Human, Mechanical
Vulture Utility Drone
A 2
M 8"
S 3+
W 5
Weapons
ATK
HIT
DMG
Mechanical Tentacles
5
4+
1/2
Abilities
Cunning AppendagesMindlinkSophisticated Drone

Cunning Appendages: The cephalopod tentacles of Olli Timo's personal utility drone are capable of delicate and intricate work as well as inflicting damage. This operative can perform Mission Actions for one less AP but cannot Pick Up Marker.

Mindlink: This DRONE is controlled by OLLI TIMO. If OLLI is incapacitated, the DRONE is only capable of the following actions: Reposition, Dash, Charge, Fight.

Sophisticated Drone: - This operative cannot perform any actions other than Reposition, Charge, Dash, Fall Back, Fight, Mission Actions.

  • This operative cannot use any weapons that aren’t on its datacard.
  • Whenever determining what’s visible to this operative, the round disc at the top of the miniature is its head.
  • This operative is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).
Vulture God, Rogue Trader, Drone, Mechanical
Mechanic
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Auto Pistol (Rng8)
4
4+
2/3
Hefty Wrench
3
4+
3/5
Abilities
Patch Up!1AP: Repair

Patch Up!: The first time during each turning point that another friendly VULTURE GOD MECHANICAL operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has 1 wound remaining and cannot be incapacitated for the remainder of the action. After that action, this operative can then immediately perform a free Dash action, but must end that move within the MECHANICAL operative’s control range. Subtract 1 from this and that operative’s APL stats until the end of their next activations respectively, and if this rule was used during the MECHANICAL operative’s activation, that activation ends. You cannot use this rule if this operative is incapacitated, or if it’s a Shoot action and this operative would be a primary or secondary target.

Repair (1AP): Any friendly MECHANICAL, VULTURE GOD operative within this operative's control range immediately regains up to D6 wounds.

Vulture God, Rogue Trader, Human, Mechanic
Hannilambra Comms Officer
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Claws
4
4+
3/4
Abilities
Averse to Combat1AP: Battle InsightListen In

Averse to Combat: As a STRATEGIC GAMBIT, this operative can change its order to Conceal in the Strategy Phase of each Turning Point after the first.

Battle Insight (1AP): SUPPORT Select one other friendly VULTURE GOD operative (excluding UTILITY DRONE) visible to and within 6" of this operative. Until the end of that operative's next activation, add 1 to its APL stat.

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

Listen In: STRATEGIC GAMBIT Roll a D6. On a result of 5+, the team gains 1CP.

Vulture God, Rogue Trader, Hanni, Comms Officer
Parthenon Myrmidon Executor
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Accelerator
Close Range (Rng6, Dev4, Prc2)
4
3+
6/3
Standard (Dev2)
4
4+
4/3
Las Pistol (Rng8)
4
3+
2/3
Fists
3
3+
3/4
Abilities
Active Power ArmourEngineered to Fight

Active Power Armour: PARTHENI armour makes the wearer HARDY. Whenever an operative is shooting this operative, defence dice results of 5+ are critical successes. Whenever this operative is retaliating, the first time an attack dice inflicts Normal Dmg of 3 or more on this operative during that sequence, that dice inflicts 1 less damage on it.

Engineered to Fight: PARTHENI are genetically engineered and conditioned to fight for humanity. In each activation, they can Fight twice or Shoot twice. One of the two Shoot actions must be with a Pistol.

Vulture God, Astartes, Rogue Trader, Partheni
Hiver Veteran
A 2
M 5"
S 4+
W 7
Weapons
ATK
HIT
DMG
Mechanical Limbs
4
5+
2/3
Abilities
Lightly ArmedRelentless Chatter1AP: Scrivener

Lightly Armed: This operative cannot use any weapons that aren’t on its datacard, or perform unique actions.

Relentless Chatter: Trine's witty banter never stops, even in combat, and is distracting for would-be attackers. When Fighting or Retaliating, opponents Melee weapons' HIT stats are worsened by 1.

Scrivener (1AP): Each subsequent time your opponent uses each ploy during the battle (excluding Command Re-roll), you gain 1CP (to a maximum of 2CP per turning point).

Vulture God, Rogue Trader, Hiver, Mechanical
Agent Havaer Mundy
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Executioner Pustol (Range 8", Lethal 5+)
3
3+
3/5
Poison Needle (Lim1, Lethal 5+, Poison)
3
3+
2/5
Fists
3
4+
2/3
Abilities
1AP: Command Bodyguard1AP: Heart Drug DispenserPoison

Command Bodyguard (1AP): A MORDANT HOUSE, BODYGUARD operative visible to and within 6" of this operative is assigned to another VULTURE GOD operative of your choice.

Heart Drug Dispenser (1AP): Once per battle, this operative can trigger the dispensing of drugs that restore calm and balance. Gain up to 2D3 wounds. For the rest of the turning point ignore any reduction in APL for any reason.

Poison: Mordant House has a ready supply of poisons suited to their adversaries' biogenetics. Any enemy operative wounded by the Poison Needle gains a Poisoned Token. Each subsequent time that operative is activated, it immediately suffers D3 wounds.

Vulture God, Hugh, Rogue Trader, Human
Mordant House Bodyguard
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Lasgun
4
4+
3/4
Fists
3
4+
3/4
Abilities
BodyguardTake a Bullet

Bodyguard: This operative is assigned to guard the MORDANT HOUSE AGENT at the start of the battle. They must always activate later in the TP than the operative they are guarding. If further than 3" from its protectee, it must always Reposition to remain within 3" range of that operative, also performing a Dash if necessary.

Take a Bullet: Once per TP, when the operative this operative is guarding is targeted in a Shoot action or the subject of a Charge action, this operative can perform a free Dash action to intercept the incoming danger. If successful in ending their Dash between the enemy and its original target, the Shoot action or Charge move is carried out on this operative instead.

Vulture God, Hugh, Human, Bodyguard
Tothiat Thug
A 3
M 6"
S 5+
W 15
Weapons
ATK
HIT
DMG
Fists (Brutal)
5
3+
4/6
Abilities
Hired Fists1AP: Uncanny RegenerationVirtually Immortal

Hired Fists: Tothiat Thugs are used by wealthy criminal elements as hired or indentured muscle and fighting is more or less all they know. This operative may Fight twice per Turning Point.

Tothiat reject the use of any weapons and cannot use any weapon profiles not stated on their profile.

Uncanny Regeneration (1AP): The grafting of an alien species onto this erstwhile human's spine created a hybrid with an extraordinary ability to recover from even the most devastating of injuries. Regain up to 2D3 wounds.

Virtually Immortal: The first time this operative would have been incapacitated, instead the current action ends immediately with no further wounds inflicted and the operative now has one wound remaining.

Vulture God, Rogue Trader, Tothiat, Human
Equipment

EQ1:


EQ2:


EQ3:


EQ4:


Ploys

Firefight - FP1:


Firefight - FP2:


Firefight - FP3:


Firefight - FP4:


Strategic - SP1:


Strategic - SP2:


Strategic - SP3:


Strategic - SP4:


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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.