Blood Ravens Veterans

Blood Ravens Veterans

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.

Chapter Veteran:
At the end of the Select Operatives step, if this operative is selected for deployment, select one additional CHAPTER TACTIC for it to have for the battle. Unlike primary and secondary CHAPTER TACTICS, you don't have to select the same one for each battle in a campaign or tournament.

Operatives

1. Company Champion Adriel
Company Champion Adriel
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Plasma Pistol (Rng 8", Piercing 1)
4
3+
3/4
Relic Power Weapon
Duel (Lethal 5+, Brutal)
5
3+
4/6
Sweep (Lethal 5+, Brutal, Sweep*)
4
3+
4/6
Abilities
Veteran BlademasterAstartesChapter VeteranWill of a Champion

Veteran Blademaster: Whenever this operative is fighting or retailiating this operative may resolve one dice before the normal sequence, If it does it must be used to block.

Will of a Champion: -Normal and Critical Dmg of 3 or more inflicts 1 less damage on this operative.

-This operatives ranged weapons, melee weapons, Movement stat, and APL Cannot be affected by enemy operative's abilities, equipment, ploys, or by being injured.

VETERAN ASTARTES, CHAPTER TACTICS
2. Brother Sergeant Bhar'rath
Brother Sergeant Bhar'rath
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Rifle (Piercing Crits 1)
4
3+
3/4
Fists
4
3+
3/4
Abilities
Chapter VeteranAstartesDoctrine Warfare

Doctrine Warfare: You can do each of the following once per battle:

Whenever you would use the Combat Doctrine strategy ploy and then select Devastator, if this operative is in the killzone, it costs you 0CP. Whenever you would use the Combat Doctrine strategy ploy and then select Tactical, if this operative is in the killzone, it costs you 0CP.

ASTARTES, CHAPTER TACTICS, IMPERIUM, INTERCESSOR SERGEANT, LEADER
3. Brother Abar
Brother Abar
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Chainsword
5
3+
4/5
Heavy Bolt Pistol (Piercing Crits 1)
4
3+
3/4
Abilities
Astartes
ASTARTES, IMPERIUM, ASSAULT INTERCESSOR WARRIOR, CHAPTER TACTICS
4. Sternguard Sergeant Tellero
Sternguard Sergeant Tellero
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Master-Crafted Bolt Rifle (Piercing Crits 1, Lethal 5+)
4
2+
3/4
Chapter Veteran, Leader

Equipment

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.

Combat blades

Combat Blades Friendly BLOOD RAVEN operatives have the following melee weapon:

Name ATK HIT DMG

Combat Blade 5 3+ 3/4

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 Scan

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

ADJUST DOCTRINE
Firefight Ploy

Use 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 Ploy

Use 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 Ploy

Use 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 VENGANCE
Firefight Ploy

Use 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.

Stealth Assault (PHOBOS OPERATIVES ONLY (Excluding SNIPER)
Firefight Ploy

Use this firefight ploy when a friendly PHOBOS STRIKE TEAM operative that has a Conceal order is activated, is given an Engage order, performs the Charge and then the Fight action, and you’re resolving your first attack dice from this activation. After doing so, you can immediately resolve another of your attack dice (before your opponent). The operative cannot have performed any other actions during this activation (but can do so after resolving this ploy).

Wings of Fire (JUMP PACK OPERATIVES ONLY)
Firefight Ploy

Use this firefight ploy when a friendly JUMP PACK INTERCESSOR operative is performing the Fall Back or Reposition action, when it does a BOOST. That operative can be set up an additional 3" away during that BOOST (adding this to the permitted move distance), but it cannot perform the Shoot, Fight action until the next turning point.

You cannot use this ploy during the first turning point.

ADAPTIVE TACTICS
Strategy Ploy

Change 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 Ploy

You can ignore any changes to the stats of friendly ANGEL OF DEATH operatives from being injured.

COMBAT DOCTRINE
Strategy Ploy

Select 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 Ploy

Whenever 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.

GUERRILLA WARFARE (PHOBOS OPERATIVES ONLY (Excluding SNIPER)
Strategy Ploy

Strategy: Guerrila Warfare Friendly PHOBOS STRIKE TEAM operatives can perform the following unique action:

Guerrila Warfare (1 AP): Change this operative’s order.

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

Tac Ops