Whispering Scythes
Common Abilities and Options
Astartes:
During each friendly ANGEL OF DEATH 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 ANGEL OF DEATH operative can counteract regardless of its order.
[CT] Aggressive:
When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ANGEL OF DEATH operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC are not cumulative.
This operative’s melee weapons have the Rending weapon rule.
Rending: If you retain any critical hits, retain 1 normal hit as a critical hit instead.
[CT] Hardy:
When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ANGEL OF DEATH operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC are not cumulative.
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.
Operatives
1. Decaeta
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Rifle (PrcCrit1) | 4 | 3+ | 3/4 |
| Chainsword (Rending) | 4 | 3+ | 4/5 |
Abilities
AstartesChapter VeteranDoctrine WarfareOptions
[CT] Aggressive[CT] Hardy[CT] Sharpshooter2. Corvia
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Auto Bolt Rifle (Tor 1") | 4 | 3+ | 3/4 |
| Auxiliary Grenade Launcher | |||
| Frag (Blast 2") | 4 | 3+ | 2/4 |
| Krak (Prc1) | 4 | 3+ | 4/5 |
| Fists (Rending) | 4 | 3+ | 3/4 |
Abilities
AstartesOptions
[CT] Aggressive[CT] Hardy3. Castia
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Auto Bolt Rifle (Tor 1") | 4 | 3+ | 3/4 |
| Fists (Rending) | 4 | 3+ | 3/4 |
Abilities
AstartesOptions
[CT] Aggressive[CT] Hardy4. Algemine
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Rifle (PrcCrit1) | 4 | 3+ | 3/4 |
| Fists (Rending) | 4 | 3+ | 3/4 |
Abilities
AstartesOptions
[CT] Aggressive[CT] Hardy5. Cadmune
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Rng 8", PrcCrit1) | 4 | 3+ | 3/4 |
| Chainsword (Rending) | 5 | 3+ | 4/5 |
| Frag Grenade (Rng 6", Blast 2", Sat) | 4 | 3+ | 2/4 |
| Krak Grenade (Rng 6", Prc1, Sat) | 4 | 3+ | 4/5 |
Abilities
AstartesGrenadierOptions
[CT] Aggressive[CT] Hardy6. Aerulene
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Rng 8", PrcCrit1) | 4 | 3+ | 3/4 |
| Chainsword (Rending) | 5 | 3+ | 4/5 |
Abilities
AstartesOptions
[CT] Aggressive[CT] HardyEquipment
Chapter Reliquaries
You can use the Wrath of Vengeance firefight ploy for 0CP if the specified friendly operative has an Engage order.
Purity Seals
Once per turning point, when a friendly ANGEL OF DEATH 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.
Tilting Shields
Once per turning point, when a friendly ANGEL OF DEATH operative is fighting or retaliating, after your opponent rolls their attack dice, but before re-rolls, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).
Auspex
Once per turning point, when a friendly ANGEL OF DEATH 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 (or counteraction), enemy operatives within 8" of it cannot be obscured.
Ploys
Adaptive Tactics
Strategy PloyChange your secondary CHAPTER TACTIC. Note this ploy only lasts until the end of the turning point, at which point your original secondary CHAPTER TACTIC returns.
And They Shall Know No Fear
Strategy PloyYou can ignore any changes to the stats of friendly ANGEL OF DEATH operatives from being injured.
Combat Doctrine
Strategy PloySelect one COMBAT DOCTRINE from those presented below. Whenever a friendly ANGEL OF DEATH operative is x, its weapons have the Balanced weapon rule. X is the COMBAT DOCTRINE you selected.
- Devastator Doctrine: Shooting an operative more than 6" from it.
- Tactical Doctrine: Shooting an operative within 6" of it.
- Assault Doctrine: Fighting or retaliating.
Balanced: Can re-roll one Attack die.
Indomitus
Strategy PloyWhenever an operative is shooting a friendly ANGEL OF DEATH operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Adjust Doctrine
Firefight PloyUse this firefight ploy during a friendly ANGEL OF DEATH operative's activation, before or after it performs an action. If you have used the Combat Doctrine strategy ploy during this turning point, change the COMBAT DOCTRINE you selected.
Shock Assault
Firefight PloyUse this firefight ploy when a friendly ANGEL OF DEATH operative is performing the Fight action during an activation in which it has 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).
Shock: The first time you strike with a critical success in each sequence, also discard one of your opponent's unresolved normal successes (or a critical success if there are none).
Transhuman Physiology
Firefight PloyUse this firefight ploy when an operative is shooting a friendly ANGEL OF DEATH operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Wrath Of Vengeance
Firefight PloyUse this firefight ploy when a friendly ANGEL OF DEATH operative is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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.
Dominate
Seek And DestroyReveal: 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.
Rout
Seek And DestroyReveal: 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.
Plant Banner
SecurityReveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Martyrs
SecurityReveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Envoy
SecurityReveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.