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
A 3
M 6"
S 3+
W 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 Astarte2. FATE WARPER
A 3
M 6"
S 3+
W 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 Astarte3. ANARCHY MARINE
A 3
M 4"
S 3+
W 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*Sweep4. SON OF MALICE
A 3
M 6"
S 3+
W 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 Tradition5. DAUGHTER OF MALICE
A 2
M 7"
S 4+
W 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-Trap6. SERVANT OF OBLIVION
A 2
M 6"
S 5+
W 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 Tradition7. HOOK HORROR
A 2
M 6"
S 6+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flensing Hooks (*Hook) | 4 | 3+ | 2/4 |
Abilities
Group ActivationAn Old Scelus TraditionLurking Daemon*Hook8. HOOK HORROR
A 2
M 6"
S 6+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flensing Hooks (*Hook) | 4 | 3+ | 2/4 |
Abilities
Group ActivationAn Old Scelus TraditionLurking Daemon*HookEquipment
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:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Anti-Reality Rounds | 4 | 3+ | 3/4 |
| Weapon Rules | |||
| Rng 11", Prc1, Dev2, Lim 1 |
Ploys
DEATH TO THE BELIEVERS!
Firefight PloyUse 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 PloyUse 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 PloyUse 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 PloyUse 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 PloyFriendly MAW operatives wholly within your opponent's territory can perform the Consume action for 1 less AP.
DEATHLY HOLLOWS
Strategy PloyWhenever 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 PloySelect up to 3 friendly MAW SERVANT OF OBLIVION operatives to be incapacitated.
PARASITISM INCARNATE
Strategy PloyWhenever a freindly MAW operative performs the Consume action, it regains 1 lost wound.
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.