Maws Of The Devourer

Maws Of The Devourer

Common Abilities and Options

An Old Scelus Tradition:
A MAWS OF THE DEVOURER killteam does not have an Archtype. Instead, it has this rule as its Tac-op instead. You can reveal this Tac-op whenever a friendly MAW operative incapacitates an operative.

Whenever an operative is incapacitated and before it is removed from the killzone, place one of your Corpse Markers within 1 inch of that operative.

Whenever one of your Corpse Markers is within control range of a friendly MAW operative, that friendly operative can perform the following Mission action:

CONSUME (1 AP): Remove one of your Corpse Markers that is within control range of that friendly operative, then roll a 1D6. Add 1 additional Renegade rule (i.e from the SONS OF THE DESTROYER faction rule) for that friendly operative to have until the end of the turning point in accordance to the result. Note that selecting the rule follows the faction rule's method as appropiate and it can be a rule that was already being used previously (excluding THE ONLY TRUE GOD).

At the end of the fourth turning point; for each Corpse Marker that was removed (by the Consume action), you score 1 VP (to a maximum of 6).

Friendly MAW operatives cannot perform Mission actions (excluding Consume and Operate Hatch).

For the purpose of Approved Ops, you can select either the Kill-op or Tac-op to be the Primary op. In the end of the battle, you can double the number of VP earned from the Kill-op (this is cumulative with the Primary op).

Sons Of The Destroyer:
In the Ready step of each strategy phase after the first, roll a 2D6. Friendly MAW operatives (excluding HOOK HORROR and SERVANT OF OBLIVION) can have one of the following Renegade rules for their weapons until the end of the turning point in accordance to the result:

THE PUNISHER(2): The Punishing weapon rule.

THE RUINOUS(3 and 4): The Severe weapon rule.

THE ONLY TRUE GOD(5 to 10): Inflict a 1D3 damage on each friendly operative (Do not roll for each seperately).

AND HIS WORD IS DEATH(11): The Relentless weapon rule.

Note that you can have each one of the aforementioned weapon rules once per battle. If the roll resulted in a rule that the friendly operatives already have had previously, treat the result as being the lowest or the closest possible one to that result respectively.

Doomed Astarte:
During this 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.

If this operative is activated and it did not incapacitate an operative during the previous turning point, it must perform a Shoot or Fight action against the nearest operative to it.

This operative can counteract regardless of its order.

*Woe:
Whenever you strike an operative using this weapon, subtract 1 from the damage of each strike your opponent does to this operative. This is cumulative for each time you can use this rule for that sequence (e.g. if you strike again, subtract 2 from the damage of the seond strike your opponent does).

Group Activation:
Whenever this operative is expended, you must then activate one other ready friendly MAW HOOK HORROR operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).

Lurking Daemon:
Whenever an operative is shooting this operative, ignore the Piercing weapon rule.

This operative cannot perform Unique, Pick-Up Marker, Place Marker or Mission actions.

Whenever this operative is fighting or retaliating; if light or heavy terrain is within its control range, its melee weapons has the Lethal 5+ rule.

Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2 inches.

*Hook:
This operative can perfrom the Fight action against an enemy operative within 2 inches of if this is the weapon selected for that action.

Whenever an enemy operative performs the Fall Back action while it is within control range of this operative; before that enemy operative moves, inflict 2 damage on that enemy operative.

Operatives

1. DOOMED ONE
DOOMED ONE
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Tainted Bolt Pistol (Rng 8", Rending)
4
3+
3/4
Tainted Chainaxe (Brutal, Severe)
4
4+
4/7
Abilities
An Old Scelus TraditionSons Of The DestroyerHarbinger Of DisorderDoomed Astarte

Harbinger Of Disorder: Whenever an enemy operative within 3 inches of this operative is fighting or retaliating against a friendly MAW operative, your opponent must re-roll their attack dice results of 6 and that enemy operative cannot use the Brutal or Rending weapon rules.

Whenever an enemy operative within 6 inches of this operative is shooting a friendly MAW operative, your opponent must re-roll their attack dice results of 6 and that enemy operative cannot use the Accurate or Severe weapon rules.

MAW, CHAOS, HERETIC ASTARTES, LEADER, DOOMED ONE; 32
2. FATE WARPER
FATE WARPER
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Mind Flay (Psychic, Rng 11", Saturate, Seek, *Madness)
3
4+
1/1
Lightning Storm (Psychic, Rng 11", Saturate, Blast 1", 1" Dev1)
4
4+
2/3
Force Sword (Psychic, *Woe)
4
3+
3/5
Abilities
Sons Of The Destroyer*WoeAn Old Scelus TraditionParadox Discipline*MadnessDoomed Astarte

Paradox Discipline: This operative can perform each of the following Unique action once per turning point while it is not within control range of an enemy operative:

  • TIDE OF DISCOURSE (1 AP): Select one enemy operative visible to and within 11 inches of this operative, you can either subtract 2 from that enemy operative's Move stat or worsen its Save stat by 1 until the end of the turning point. Select one weapon that enemy operative has, then roll a 1D6. The result is the Atk stat of that weapon until the end of the turning point.

  • THE SHADOW THAT BINDS (1 AP): Select one enemy operative visible to and within 11 inches of this operative to be activated as the last operative during the turning point.

*Madness: Whenever this weapon is being used in a shooting attack against an enemy operative; if you retained a success, that enemy operative gains one of your Madness Token. Whenever an enemy operative has one of your Madness Tokens; worsen the Hit stat of its weapons by 1 and whenever it performs a Shoot or Fight action, your opponent can only select the nearest valid operative to it to be the target of those actions.

MAW, CHAOS, HERETIC ASTARTES, PSYKER, FATE WARPER; 32
3. ANARCHY MARINE
ANARCHY MARINE
A 3
M 4"
S 3+
W 18/18
Weapons
ATK
HIT
DMG
Bolter Of The Chaotic One (PrcCrits1, Relentless, Tor 1")
4
3+
3/4
Chaos Flail (Punishing, *Sweep)
5
4+
3/4
Abilities
An Old Scelus TraditionDoomed AstarteArmour Of The Ineffable OneSons Of The Destroyer*Sweep

Armour Of The Ineffable One: Whenever an operative is shooting this operative, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.

*Sweep: Whenever this operative is performing a Fight action against an enemy operative using this weapon, in the Roll Attack Dice step, you can roll a number of its attack dice (not all of it) for this action. After that action has ended, this operative can immediately perform a free Fight action against another enemy operative (if any) but must use this weapon for it. In the Roll Attack Dice step of that action, this operative can only roll the remaining attack dice. This operative cannot perform the free Fight action if it rolled all the attack dice of this weapon.

MAW, CHAOS, HERETIC ASTARTES, ANARCHY MARINE; 40
4. SON OF MALICE
SON OF MALICE
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Power Maul (Shock)
4
3+
4/5
Abilities
Sons Of The DestroyerDoomed AstarteAn Old Scelus Tradition
MAW, CHAOS, HERETIC ASTARTES, SON OF MALICE; 32
5. DAUGHTER OF MALICE
DAUGHTER OF MALICE
A 2
M 7"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Discord Flamer (Rng 6", Tor 2", *Discord)
4
3+
3/3
Blade Of Woe (Severe, *Woe)
4
3+
3/4
Abilities
Sons Of The DestroyerPsychic Null*Discord*WoeAn Old Scelus Tradition*Psyk-Trap

Psychic Null: PSYCHIC ranged weapons cannot inflict damage on this operative. For the effects of PSYCHIC actions, this operative cannot be selected and is never treated as being within those actions’ required distances. Whenever an operative is within 6" of this operative:

  • That operative cannot perform PSYCHIC actions or use PSYCHIC additional rules.

  • That operative cannot use PSYCHIC ranged weapons.

  • PSYCHIC melee weapons have no weapon rules and cannot have Dmg stats higher than 3/4.

*Discord: In the Roll Attack Dice step; if you retained any critical successes, worsen the Save stat of the target this weapon is being used against by 1 for that sequence.

*Psyk-Trap: Operatives with the "PSYKER" keyword within control range of a friendly operative that has this weapon cannot perform the Fallback action.

Whenever this operative incapacitates an operative with the "PSYKER" keyword using this weapon, add 1 to both of the Dmg stats of this weapon for the battle.

MAW, CHAOS, CULTIST, DAUGHTER OF MALICE; 28
6. SERVANT OF OBLIVION
SERVANT OF OBLIVION
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Belt-In Explosives (Blast 1", Lim 1, *Explosive)
4
2+
4/5
Improvised Weapons
4
4+
2/3
Abilities
*Assault*ExplosiveMere PawnsAn Old Scelus Tradition

*Assault: This weapon can be used in shooting attacks while this operative is within control range of enemy operatives, but worsen the Hit stat of this operative's ranged weapons by 1 for these sequences.

*Explosive: If this weapon was selected for this operative during the Select Operatives phase, during the Firefight phase, whenever you determine this operative's order, you cannot select Conceal. This operative cannot perform any actions other than Charge, Dash, Fight, Reposition, and Shoot, or use any weapons that are not on its datacard.

This operative can perform the Shoot action with this weapon only while within Control Range of an enemy operative. Do not select a valid target. Instead, this operative is always the primary target and cannot be in cover or obscured.

Whenever this operative is incapacitated during a battle in which it has not used this weapon, roll a 1D6. If the result is 3+, this operative performs a free Shoot action with this weapon before it is removed from the killzone.

Mere Pawns: Whenever this operative is injured and within control range of a friendly MAW operative (excluding SERVANT OF OBLIVION), you can declare this operative as incapaciated, place a Corpse Marker within 1 inch of it (i.e. from AN OLD SCELUS TRADITION faction rule), then remove of it from the killzone.

MAW, CHAOS, CULTIST, SERVANT OF OBLIVION; 25
7. HOOK HORROR
HOOK HORROR
A 2
M 6"
S 6+
W 5/5
Weapons
ATK
HIT
DMG
Flensing Hooks (*Hook)
4
3+
2/4
Abilities
Group ActivationAn Old Scelus TraditionLurking Daemon*Hook
MAW, CHAOS, DAEMON, HOOK HORROR; 25
8. HOOK HORROR
HOOK HORROR
A 2
M 6"
S 6+
W 5/5
Weapons
ATK
HIT
DMG
Flensing Hooks (*Hook)
4
3+
2/4
Abilities
Group ActivationAn Old Scelus TraditionLurking Daemon*Hook
MAW, CHAOS, DAEMON, HOOK HORROR; 25

Reserves

SERVANT OF OBLIVION
SERVANT OF OBLIVION
A 2
M 6"
S 5+
W 7/7
MAW, CHAOS, CULTIST, SERVANT OF OBLIVION; 25
LORD OF DISCREPANCY
LORD OF DISCREPANCY
A 3
M 6"
S 3+
W 15/15
MAW, CHAOS, HERETIC ASTARTES, LEADER, LORD OF DISCREPANCY; 32

Equipment

SHIELD OF COMPROMISE

Once per turning point, when an operative is shooting a friendly MAW operative, weapons with the Piercing 1 and 2 weapon rules have the Piercing Crits 1 and 2 weapon rules instead, respectively.

UNREAL MIRRORS

Before the battle, you can place two of your Mirror Markers wholly within your territory and more than 2 inches from other equipment terrain features, access points, and Accessible terrain.

Once per turning point; when you or your opponent is selecting a valid target for a shooting or fighting attack, if one Mirror Marker is visible to the attacker and the other marker is visible to a target, for the purpose of visibility, that target can be valid (proceed with the appropiate rules for validity as normal by drawing the targeting lines from any point on that other marker to the target's base).

MASK OF UNCERTAINTY

Once per turning point; when an attack die would inflict danage on a friendly operative, you can roll a 1D3:

  • On 1: Inflict 1D3 damage on that friendly operative.

  • On 2: If that attack die is a normal success, it inflicts critical damage instead (without any weapon rules to take effect from that, e.g. Blaze or Shock cannot be used).

  • On 3: If that attack die is a critical success, it inflicts normal damage instead.

ANTI-REALITY ROUNDS

Each friendly MAW operative has the following weapon profile for its Bolt weapons:

NameATKHITDMG
Anti-Reality Rounds43+3/4
Weapon Rules
Rng 11", Prc1, Dev2, Lim 1

Ploys

DEATH TO THE BELIEVERS!
Firefight Ploy

Use this firefight ploy when a friendly MAW operative is shooting, fighting or retaliating against an enemy operative that has the "IMPERIUM" or "CHAOS" keyword, add 1 to both Dmg stats of that friendly operative's weapons until the end of that sequence.

SILENT SCREECH
Firefight Ploy

Use this firefight ploy when a friendly MAW operative is shooting an enemy operative. If that friendly operative did not move during its activation, its ranged weapons have the Silent weapon rule until the end of that sequence.

EMPTY SHELL
Firefight Ploy

Use this firefight ploy when a friendly MAW operative (excluding HOOK HORROR and SERVANT OF OBLIVION) is selected as the valid target of a Shoot action or to Fight against during the Fight action. Select one other friendly MAW SERVANT OF OBLIVION operative visible to and within 3" of that first friendly operative to become the valid target or to be fought against (as appropriate) instead, even if it normally would not be valid for this. If it is the Fight action, treat that other operative as being within the fighting operative's control range for the duration of that action. If it is the Shoot action, that other operative is only in cover or obscured if the original target was.

This ploy has no effect if it is the shoot action and the ranged weapon has the Blast or Torrent special rule.

UNBOUND DISCORD
Firefight Ploy

Use this firefight ploy when a friendly MAW operative is shooting an enemy operative. That friendly operative's ranged weapons have the Discord* weapon rule until the end of that sequence.

*DISCORD: In the Roll Attack Dice step; if you retained any critical successes, worsen the Save stat of the target this weapon is being used against by 1 for that sequence.

A SHOW OF FEAR AND HATRED
Strategy Ploy

Friendly MAW operatives wholly within your opponent's territory can perform the Consume action for 1 less AP.

DEATHLY HOLLOWS
Strategy Ploy

Whenever a friendly operative within 1 inch of a Heavy terrain is activated, it can perform the Charge action while it has the Conceal order.

LAMBS TO THE SLAUGHTER
Strategy Ploy

Select up to 3 friendly MAW SERVANT OF OBLIVION operatives to be incapacitated.

PARASITISM INCARNATE
Strategy Ploy

Whenever a freindly MAW operative performs the Consume action, it regains 1 lost wound.

Tac Ops

Sweep & Clear
Seek And Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.