The Band of the Mercury Sonus
Common Abilities and Options
Astartes:
During each friendly LEGIONARY operative's activation, it can perform either two Shoot actions or two Fight actions.
If it is two Shoot actions, a bolt pistol, boltgun or tainted bolt pistol must be selected for at least one of them.
Each friendly LEGIONARY operative can counteract regardless of its order.
Mark Of Chaos:
Whenever you select a LEGIONARY operative for the battle, you must select one of the following keywords for it to have for that battle: KHORNE, NURGLE, SLAANESH, TZEENTCH, UNDIVIDED.
Each operative's keyword can be different, but a BALEFIRE ACOLYTE operative cannot have the KHORNE keyword.
Friendly LEGIONARY operatives have an additional rule determined by this keyword. In addition, LEGIONARY ploys have additional benefits for operatives with the relevant keyword.
Operatives
1. Fred the Ziggy
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Life Syphon (Psychic, Sat, *Siphon Life) | 5 | 3+ | 3/3 |
| Fell Dagger (Psychic, Rnd, *Siphon Life) | 5 | 3+ | 3/4 |
Abilities
AstartesMark Of Chaos*Siphon LifeNotes
Fred the Ziggy’s beginnings are as strange as his very nature. Born from the genetic experimentation that mixed the gene-seed of both a Loyalist and a Traitor Primarch, Fred was always caught between two worlds. Trained as an Adeptus Custodes, his discipline was unmatched, but within him was a spark that would never bow to Imperial order. As his mind drifted toward rebellious pursuits, he found solace in sound—an intense fascination with the vibrations of war, the clamor of bolters, the hum of chainswords. Fred modified sonic weaponry, creating soundwaves that could kill just as easily as they could inspire.
The Imperium feared his creations, and ultimately, Fred found himself cast out, left to drift in the void of space. But it was there, amid the silence of exile, that he realized his true calling. With the help of Mercury Sonus, a warship modified to channel and amplify his chaotic sonic experiments, Fred set out on a journey that would take him across the galaxy. Along the way, he would meet those just as lost and chaotic as he, each one destined to become a member of The Band. And beside him, The Starman would stand as a brother in arms—a fellow renegade and sonic master.
2. The Starman
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltgun | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 4/5 |
Abilities
AstartesFavoured Of The Dark GodsIcon BearerMark Of ChaosNotes
The Starman is Fred’s counterpart, a figure as enigmatic as the dark reaches of space. Like Fred, he was created from the blend of Loyalist and Traitor DNA, made to be the perfect warrior of the Emperor. But there was a flaw in him—a silent call to the stars that drew him away from the Imperium’s teachings and left him seeking answers in the rhythm of existence itself. In the deep void, he found Fred, and the two formed an unbreakable alliance.
The Starman wields a bladed guitar, an instrument capable of both resonating with ethereal harmony and slicing through armor. While Fred leads with a flair of charisma and rebellion, The Starman brings a quiet intensity, a deep and haunting resonance that pulls others toward him. Together, they forged The Band, their music resonating with both power and chaos, the melodies of rebellion striking a chord with those they encountered. And with each performance, their sound grew stronger, each new band member amplifying their vision of a universe transformed by sound.
3. The Bass Player
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Flensing Blades (Lethal 5+) | 5 | 3+ | 3/5 |
Abilities
AstartesHorrifying DismembermentMark Of ChaosVicious Reflexes2AP: Grisly MarkNotes
Once part of the Tyranid Hive Mind, The Bass Player was sent to investigate a strange sonic signal that resonated across the warp. But upon hearing the chaotic music of The Band, its connection to the Hive Mind was severed, leaving it stranded and alone. For the first time, the Tyranid felt individuality, a strange sense of belonging that drew it toward the stage and the welcoming chaos of The Band.
Now wielding a double-necked bass guitar, The Bass Player uses its immense strength and alien instincts to create a dark, thundering bassline that resonates through the battlefield, shaking enemies to their core. It is both monster and musician, blending Tyranid power with chaotic music to create an inhuman yet vital force within The Band.
4. Pert
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Missile Launcher | |||
| Frag (Blast 2", Hvy(Repos)) | 4 | 3+ | 3/5 |
| Krak (Hvy(Repos), Prc1) | 4 | 3+ | 5/7 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesMark Of ChaosNotes
Pert, once an Imperial Fist, was the stalwart shield of his legion, but defiance led to his undoing. After prioritizing survival over strict obedience, he was sentenced to a death mission against The Band. On the battlefield, as Fred and The Starman unleashed their deadly music, Pert’s squad was annihilated, leaving him alone in the chaotic aftermath.
Now, Pert has embraced his role as The Band’s drummer. His drumsticks are infused with sonic energy, and each beat resonates through the battlefield, creating a shield of rhythm that bolsters his allies and strikes fear into enemies. Pert’s steady, powerful beats keep the band grounded, the relentless cadence of his drums propelling them forward as they turn every battlefield into their stage.
5. Slasher
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Double-Handed Chainaxe (Brutal) | 5 | 4+ | 5/7 |
Abilities
AstartesDevastating OnslaughtMark Of ChaosNotes
Slasher was once a devout Ultramarine, proud and disciplined. But a single act of defiance altered his path forever. In the heat of battle, he had chosen his own strategy over the orders of his superiors, saving his squad but earning a death sentence for disobedience. Sent to hunt Fred and The Starman, Slasher’s fate was sealed the moment he witnessed The Band’s performance. As the sonic chaos tore through the battlefield, his comrades fell, yet Slasher stood unharmed, the music resonating with something dark and dormant within him.
Now, he wears a black top hat and wields a bladed guitar, shredding riffs that slice through enemies just as they inspire awe among his bandmates. Slasher’s loyalty to the Emperor is gone, replaced by a fervent devotion to The Band. As their lead guitarist, he strikes each note with a rage and energy that embodies the raw power of their music.
6. Brian Mayhem
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltgun | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 4/5 |
Abilities
AstartesInfernal PactMark Of ChaosNotes
Brian Mayhem’s life was a path of darkness even before he joined The Band. Originally a Night Lord, Brian had thrived on violence and terror, serving loyally under Konrad Curze. But when he encountered The Band’s performance, the sonic devastation resonated with him on a level beyond loyalty or fear. Casting aside his former allegiance, he joined Fred and The Starman as their second guitarist, bringing a brutal rhythm that underscores their music with relentless heaviness.
Armed with a chainsaw axe, Brian blends physical force with sonic destruction, each strum and swing turning the air itself into a weapon. With his brutal riffs, he embodies the grinding darkness of their music, striking fear into anyone who dares oppose The Band.
7. Delker
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Meltagun (Rng 6", Dev4, Prc2) | 4 | 3+ | 6/3 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesMark Of ChaosNotes
Once a Salamander dedicated to protecting humanity, Delker’s life changed forever during a mission to track down The Band. His loyalty to Vulkan was absolute, his compassion for Imperial citizens unmatched, but when he encountered Mercury Sonus, everything he knew about duty and order crumbled. The music shattered his sense of self, and when the performance ended, Delker found himself alone in a wasteland of his fallen comrades.
Now he plays a fire-spewing banjo, using his flames to bring The Band’s destructive message to the galaxy. With every fiery chord, he purges his former ideals, reveling in the freedom that the chaos brings. As The Band’s banjo player, Delker embodies the transformation from protector to destroyer, his music a blazing anthem of rebellion.
Equipment
Warded Armour
STRATEGIC GAMBIT Select one friendly LEGIONARY operative. Until the Ready step of the next Strategy phase, change that operative’s Save stat to 2+.
Malefic Blades
Friendly LEGIONARY operatives have the following melee weapon for the battle:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Malefic Blade | 5 | 3+ | 3/4 |
Tainted Rounds
Once per turning point, when a friendly LEGIONARY operative is performing the Shoot action and you select a bolt pistol or boltgun, you can use this rule. If you do, until the end of that action, that weapon has the Rending weapon rule.
Chaos Talismans
STRATEGIC GAMBIT Select one Marks of Chaos keyword. Once during each of their activations, when a friendly LEGIONARY operative that has that keyword is shooting, fighting or retaliating, if you roll two or more fails, you can inflict D3 damage on that friendly operative to discard one of them and retain the other as a normal success instead. Note that if it is the Shoot action and that damage incapacitates that friendly operative, the action does not end (continue the sequence with your successful attack dice).
Ploys
Blood For The Blood God
Strategy PloyWhenever a friendly LEGIONARY operative (excluding KHORNE) is fighting, the first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7).
Add 1 to both Dmg stats of friendly LEGIONARY KHORNE operatives' melee weapons (to a maximum of 7).
Fickle Fates
Strategy PloyWhenever a friendly LEGIONARY operative is shooting a ready enemy operative, that friendly operative’s ranged weapons have the Balanced weapon rule.
Whenever an operative is shooting a ready friendly LEGIONARY TZEENTCH operative, in the Roll Defence Dice step, if you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.
Balanced: Can re-roll one Attack die.
Implacable
Strategy PloyWhenever an operative is shooting a friendly LEGIONARY operative, weapons with the Piercing 1 weapon rule have the Piercing Crits 1 weapon rule instead.
You can ignore any changes to the stats of friendly LEGIONARY NURGLE operatives from being injured (including their weapons’ stats).
Quicksilver Speed
Strategy PloyWhenever a friendly LEGIONARY operative that performed an action in which it moved during this turning point is fighting, worsen the Hit stat of the enemy operative's melee weapons by 1.
Whenever an operative is shooting a friendly LEGIONARY SLAANESH operative more than 6" from it that performed an action in which it moved during this turning point, worsen the Hit stat of the enemy operative's weapons by 1.
In all cases for this ploy, this is not cumulative with being injured.
Malignant Aura
Firefight PloyUse this firefight ploy when a friendly LEGIONARY NURGLE operative is performing the Shoot action, when you select a valid target. Until the end of that action, whenever that friendly operative is shooting an enemy operative within 3" of it (i.e. including secondary targets, if any), that friendly operative's ranged weapons have the Piercing 1 weapon rule.
Piercing 1: The defender collects 1 less Defence die.
Mutability And Change
Firefight PloyUse this firefight ploy when a friendly LEGIONARY TZEENTCH operative is activated. Until the end of that operative’s activation, add 1 to its APL stat, but it cannot perform the same action more than once during that activation.
If it’s a WARRIOR operative, that operative’s Marks of Chaos keyword cannot be changed during this turning point (see Infernal Pact additional rule).
Sickening Captivation
Firefight PloyUse this firefight ploy during a friendly LEGIONARY SLAANESH operative's activation, before or after it performs an action. Select one enemy operative visible to and within 4" of that friendly operative. Until the end of that enemy operative's next activation, subtract 1 from its APL stat.
Unending Bloodshed
Firefight PloyUse this firefight ploy when a friendly LEGIONARY KHORNE operative is incapacitated while fighting or retaliating.
You can strike the enemy operative in that sequence with one of your unresolved successes before it’s removed from the killzone.
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.