Raiders of the Maelstrom
Common Abilities and Options
Astartes:
During each friendly RAIDER OF THE MAELSTROM operative's activation, it can perform either two Shoot actions or two Fight actions. If it is two Shoot actions, a bolt pistol or boltgun must be selected for at least one of them.
Each friendly RAIDER OF THE MAELSTROM operative can counteract regardless of its order.
Orders, Captain!:
In the Ready step of each Strategy phase, unless your Reave-Captain operative is incapacitated, choose one of the following Captain's Orders to apply to every RAIDER OF THE MAELSTROM operative for the duration of that turning point:
- Strike: Add 2" to the movement when this operative performs a Charge action.
- Plunder: Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
- Vanquish: This operative’s melee weapons have the Punishing weapon rule.
- Raze: This operative’s ranged weapons have the Saturate weapon rule.
Operatives
1. Haldraen
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8", Hot, Lethal 5+, Prc1) | 4 | 3+ | 4/5 |
| Power Cutlass (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
AstartesBrutal RaiderOrders, Captain!Iron Halo2. Icarpheus
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Reaver's Blade (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
Orders, Captain!Astartes1AP: Bosun's CallSwashbuckler3. Gerhick
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Power Fist (Brutal) | 5 | 3+ | 5/7 |
Abilities
Astartes1AP: Strike the DeckOrders, Captain!4. Daniel
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Chainsword | 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
AstartesOrders, Captain!Grenadier5. Oriatius
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
| Meltagun (Rng 6", Dev4, Prc2) | 4 | 3+ | 6/3 |
Abilities
AstartesOrders, Captain!6. Remic
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltgun | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Orders, Captain!Looted WargearAstartesEquipment
Avian Familiars
Once per turning point, if an operative is shooting a friendly RAIDER OF THE MAELSTROM operative, you can re-roll one failed defence die.
Ship's Colours
Once per turning point, during a friendly RAIDER OF THE MAELSTROM operative's activation, if it is the first time in the battle it performed a Fight action, its melee weapons have the Balanced and Shock rule during that activation.
Grappling Hooks
Whenever a friendly RAIDER OF THE MAELSTROM operative performs an action in which it moves, it can treat any vertical distance while climbing as if it was just 2" (each climb is counted separately).
Incendiary Grenades
When you select this equipment, you get 2 incendiary grenades. Any of your operatives can use the following ranged weapon, but your kill team can only use it a total of 2 times during the battle.
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Incendiary Grenade | 4 | 2+ | 2/2 |
Weapon Rules
Rng 6", Saturate, *Incendiary Blast 2"
*Incendiary Blast x: After selecting a valid target of the shooting attack, instead of shooting normally, place an Incendiary Grenade token on the killzone completely within control range of the target operative. Then perform the shooting attack, applying the Blast x weapon rule measuring from that token instead of the target operative. Until the start of the next turning point, for each activation of any operative (friend or foe) that starts or ends that activation, or moves within x inches of the Incendiary Grenade token, that operative suffers 1D3 damage.
Ploys
Freebooter's Tricks
Firefight PloyUse this firefight ploy during a friendly RAIDER OF THE MAELSTROM operative’s activation. That operative can perform a free mission action.
Reaver Charge
Firefight PloyUse this firefight ploy during a friendly RAIDER OF THE MAELSTROM operative’s activation. That operative can perform both a Reposition and a Charge action during its activation.
Armed Robbery
Firefight PloyUse this firefight ploy during the activation of a friendly RAIDER OF THE MAELSTROM operative that has a Conceal order. That operative can perform a Charge action. If it does, change its order to Engage.
Pay the Toll
Firefight PloyAfter an enemy operative performs an action in which it moves or is set up, you can interrupt to use this ploy. If you do, select a friendly RAIDER OF THE MAELSTROM operative for which that enemy operative is visible and that is not within control range of any enemy operative. The selected friendly operative can immediately perform a free Charge action (you can change its order to do so), but it cannot move more than 3", and it must end that move within control range of that enemy operative. If this isn’t possible, the interruption is cancelled and this ploy hasn’t been used.
Collect the Tithe
Strategy PloyEach time an operative gains control of a marker that you did not control in the previous turn, gain 1 CP. You can only collect 1 CP per marker and turning point in this manner.
Mutinous Hearts
Strategy PloyChoose up to 1D3 friendly RAIDERS OF THE MAELSTROM operatives less than 6" from each other and more than 6" from your Reave-Captain operative. Change their Captain's Orders for the duration of the turning point. You must choose the same Captain's Order for every one of the chosen operatives.
Unrelenting Assault
Strategy PloyYou can ignore any changes to the stats of friendly RAIDER OF THE MAELSTROM operatives from being injured (including their weapons’ stats).
Mobile Engagement
Strategy PloyWhenever an operative is shooting a friendly RAIDER OF THE MAELSTROM operative that performed an action in which it moved during this turning point, you can re-roll one of your defence dice.
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.