Madeus' vanguard

Faction equipment - Same as AoD

Faction rule - CHAPTER TACTICS

When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ANGEL OF DEATH operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC aren’t cumulative.

  1. AGGRESSIVE

This operative’s melee weapons have the Rending weapon rule.

  1. DUELLER

Whenever this operative is fighting or retaliating, each of your normal successes can block one unresolved critical success (unless the enemy operative’s weapon has the Brutal weapon rule).

  1. RESOLUTE

You can ignore any changes to this operative’s APL stat and it isn’t affected by enemy operatives’ Shock weapon rule.

  1. STEALTHY

Whenever an operative is shooting this operative, if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.

  1. MOBILE

• This operative can perform the Fall Back action for 1 less AP.

• This operative can perform the Charge action while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply).

  1. HARDY

Whenever an operative is shooting this operative, defence dice results of 5+ are critical successes. Whenever this operative is retaliating, the first time an attack dice inflicts Normal Dmg of 3 or more on this operative during that sequence, that dice inflicts 1 less damage on it.

  1. SHARPSHOOTER

Whenever this operative is shooting during an activation in which it hasn’t performed the Charge, Fall Back or Reposition action, its bolt weapons have the Accurate 1 and Severe weapon rules.

  1. SIEGE SPECIALIST

This operative’s ranged weapons have the Saturate weapon rule. Whenever this operative is fighting or retaliating, enemy operatives cannot assist.

Madeus' vanguard

Common Abilities and Options

Astartes:
During this operative's activation, it can perfrom either two Shoot actions or two Fight actions. This operative can counteract regardless of its order.

Operatives

1. Castellan Evroul
Lieutenant Variel
A 3
M 7"
S 3+
W 13/13
Weapons
ATK
HIT
DMG
Master-Crafted Special Issue Bolt Pistol (Rng 8", Lethal 5+, Prc1)
4
3+
3/4
Combat Knife
5
3+
4/5
Abilities
AstartesHeadhunter

Headhunter: This operative can perform the Charge action while it has a Conceal order

STRIKE FORCE VARIEL, IMPERIUM, ADEPTUS ASTARTES, LIEUTENANT VARIEL
2. Swordbrother Ingelram
Veteran Sergeant Ramus
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Combi-Melta
Bolter (Tor1")
4
3+
3/4
Melta (Rng 6", Dev4, Lim1, Prc2)
4
3+
6/3
Fists
4
3+
3/4
Abilities
Relic of the ChapterAstartes

Relic of the Chapter: Normal and Critical Dmg of 3 or more inflicts 1 less damage on this operative.

STRIKE FORCE VARIEL, IMPERIUM, ADEPTUS ASTARTES, VETERAN SERGEANT RAMUS
3. Initiate Bertin
Brother Belath
A 3
M 7"
S 3+
W 12/12
Weapons
ATK
HIT
DMG
Marksman Bolt Carbine (Lethal 5+)
4
3+
3/4
Fists
4
3+
3/4
Abilities
AstartesOmni-Scrambler

Omni-Scrambler: STRATEGIC GAMBIT: Select one enemy operative visible to this operative, then roll 1D3.
In the following Firefight phase, that enemy operative cannot be activated or perform actions until one of the following is true:

  • Your opponent has activated a number of enemy operatives equal to the result of the D3
  • It's the last enemy operative to be activated
STRIKE FORCE VARIEL, IMPERIUM, ADEPTUS ASTARTES, BROTHER BELATH
4. Initiate Mauger
Brother Nahrden
A 3
M 7"
S 3+
W 12/12
Weapons
ATK
HIT
DMG
Bolt Carbine (Accurate 1)
4
3+
3/4
Fists
4
3+
3/4
Abilities
Grav-ChuteAstartesGrav-Chute Insertion

Grav-Chute: Whenever this operative is dropping, ignore the vertical distance.

Grav-Chute Insertion: STRATEGIC GAMBIT in the first Turning Point. If this operative is wholly within your drop zone, it can immediately perform a free Reposition action. It must end that move wholly within 4" of your drop zone.

STRIKE FORCE VARIEL, IMPERIUM, ADEPTUS ASTARTES, BROTHER NAHRDEN
5. Initiate Dietrich
Brother Zeradim
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Rifle (PrcCrit1)
4
3+
3/4
Fists
4
3+
3/4
Abilities
Astartes
STRIKE FORCE VARIEL, IMPERIUM, ADEPTUS ASTARTES, BROTHER ZERADIM
6. Initiate Helinand
Brother Haroth
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Pyreblaster
Standard (Rng 8", Sat, Tor2")
5
2+
3/3
Deluge (Rng 4", Sat, Seek Light)
4
2+
3/3
Fists
4
3+
3/4
Abilities
Astartes
STRIKE FORCE VARIEL, IMPERIUM, ADEPTUS ASTARTES, BROTHER HAROTH

Reserves

Initiate Berthaire
Brother Maphael
A 3
M 6"
S 3+
W 14/14
STRIKE FORCE VARIEL, IMPERIUM, ADEPTUS ASTARTES, BROTHER MAPHAEL

Equipment

Ploys

Shock Assault
Firefight Ploy

Use this firefight ploy when a friendly STRIKE FORCE VARIEL operative is performing the Fight action during an activation in which it 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 your strike during that sequence, inflict 1 additional damage
Wrath Of Vengeance
Firefight Ploy

Use this firefight ploy when a friendly STRIKE FORCE VARIEL operative is counteracting. It can perform an additional 1 AP action for free during that counteraction, but both actions must be different.

Transhuman Physiology
Firefight Ploy

Use this firefight ploy when an operative is shooting a friendly STRIKE FORCE VARIEL operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.

Combat Doctrine
Strategy Ploy

Select one COMBAT DOCTRINE from those presented below. Whenever a friendly STRIKE FORCE VARIEL 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 Doctring: Fighting or retaliating
And They Shall Know No Fear
Strategy Ploy

You can ignore any changes to the stats of friendly STRIKE FORCE VARIEL operatives from being injured (including their weapons' stats).

Grim Resolve
Strategy Ploy

Whenever determining control of a marker, treat the total APL stat of friendly STRIKE FORCE VARIEL operatives that contest it as 1 higher if friendly operatives controlled that marker at the start of the Firefight phase. Note this isn't a change to the APL stat, so any changes are cumulative with this.

Indomitus
Strategy Ploy

Whenever an operative is shooting a friendly STRIKE FORCE VARIEL operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.

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.

Track Enemy
Infiltration

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.

Plant Devices
Infiltration

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.

Steal Intelligence
Infiltration

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.