The Scarlet Swords
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. Azarian "Az" Erythrios
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 Fist (Brutal) | 5 | 4+ | 5/7 |
Abilities
AstartesIn The Eyes Of The GodsMark Of ChaosNotes
Identified by investigators as a former Veteran Sergeant of the Blood Ravens 2nd Company and an early (if not founding) member of the mercenary band, Az takes a squad leadership role in many of the Scarlet Swords' field operations and is a frequent point of contact for those acquiring the Swords' services.
Veteran Sergeant Erythrios' time with the Blood Ravens ended in the immediate aftermath of the infamous Second Aurelian Crusade, when a number of the Chapter's battle brothers embarked on a penitent crusade as punishment for their use of corrupted wargear and Codex-noncompliant tactics in their fight against the forces of the Black Legion. Erythrios refused to join the penitent crusade, calling it a betrayal of those who had saved the entire system from falling to the Archenemy and a crippling blow to the Chapter at a time when sub-sector Aurelia needed every Astartes it could muster. Chapter records cease to mention him beyond that point.
2. Siggi "Gash" Ulfarson
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Daemonic Claw (Rnd) | 5 | 3+ | 4/5 |
Abilities
AstartesMark Of ChaosUnleash DaemonNotes
Among the many songs of the Space Wolves, only one sings for Siggi Ulfarson, the Mad Claw. A tragic, cautionary tale, it tells of a seasoned wolf whose pack was outnumbered and outgunned in the throes of the Badab War. As brother after brother fell and all hope seemed lost, Ulfarson suddenly rushed forward and broke through the enemy's lines, cutting down renegade after renegade in a ferocious frenzy. His pack cheered and ran to follow, only for Ulfarson to turn his blades on them, cutting down brother after brother with the same ease that he had cut down the renegades, his pack realizing too late that he had fallen to the curse of the Wulfen. The song's final verse describes the Mad Claw coming to his senses alone, atop a pile of corpses, and erupting into such wails of shame and agony that they shook the ruined cities of the entire planet for four days and four nights.
Along with Az and Forge, Gash has been one of the most consistently identified members of the Scarlet Swords since the very first reports of the group's activities, and as such he is believed to be a founding member. In battle, Gash calls upon the vicious strength of the curse that haunts him, every time risking that he will again lose control. Nevertheless, the other Swords seem to afford him their full trust, apparently confident for reasons unknown that the Mad Claw's blades will never strike their backs.
3. Pirah "Zil" Zilverum
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Fireblast (Psychic, Blast 2", 1" Dev1, Sat) | 4 | 3+ | 3/4 |
| 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
Formerly a codicier of the Gate Crushers, Zil's exact reasons for leaving the Chapter are unclear, although it is known that before her departure several Ecclesiarchal officials had filed requests to have the Chapter censure her for repeated incidents in which she publicly challenged tenets of the Imperial Creed before the officials' congregants.
Zil displays the abilities of a formidable psyker on the field, and appears to be the Swords' foremost expert on the Warp and psychic phenomena, often leveraging that knowledge to advise clients on prudent courses of action.
Curiously, several communications from her to her original Chapter's homeworld have been intercepted, all seemingly consisting of fairly mundane reports of her well-being and descriptions of places, people, and phenomena she has encountered that she has found interesting. So far, Inquisitorial agents have failed to decrypt any further information hidden within these communications, and the Gate Crushers insist they have no knowledge about the nature of these messages.
4. Shen "Forge" V'estan
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Plasma Gun | |||
| Standard (Prc1) | 4 | 3+ | 4/6 |
| Supercharge (Hot, Lethal 5+, Prc1) | 4 | 3+ | 5/6 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesMark Of ChaosNotes
Shen V'estan was a distinguished battle-brother of the Salamanders for decades, until he found himself deployed in battle against his fellow Space Marines in the Badab War, a conflict born of political squabbles between various Imperial factions that resulted in the deaths of billions as Space Marines turned their bolters upon each other. Battle-brothers noted that the usually jovial man turned somber and bitter as the war drew on, fading into a shadow of the man they once knew, until the final days of the conflict when he disappeared completely.
Like Gash and Az, Forge is believed to be an early or founding member of the Scarlet Swords. While never having received training as a Techmarine during his service with his Chapter, it appears he has informally adopted the role of mechanical expert within the group, demonstrating significant familiarity with the inner workings of their equipment, repairing damaged wargear, and being responsible for incorporating scavenged technology into their arsenal, as well as advising clients on technical matters.
Those who have met Forge describe him in the present as relatively friendly and casual, far from what one would expect from a mercenary or a super-soldier, and much like Az he is a frequent point of contact for the group's clients. Like many sons of Vulkan, he displays extraordinary fondness and respect for the average human, to the point of putting himself in harm's way in order to protect civilians.
5. Idaeus "Ida" Maccabee
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Reaper Chaincannon | |||
| Focused (Ceaseless, Hvy(Repos), Punishing) | 5 | 3+ | 3/4 |
| Sweeping (Ceaseless, Hvy(Repos), Punishing, Tor 2") | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesMark Of ChaosNotes
A recent recruit to the Swords, Maccabee is one of the few Primaris marines to have joined their ranks. Hailing from an Ultramarines successor Chapter called the Warriors of Ultramar, he was one of the earliest neophytes among their number to develop as a Primaris marine. Spending the early years of his deployment as a scout during the tail end of the Indomitus Crusade, he entered the Fourth Tyrannic War as a fully fledged battle-brother, only to immediately meet with tragedy when he and three companies worth of his battle-brothers were commandeered by an unknown inquisitor for a clandestine operation deep in a Tyranid-controlled system.
Maccabee returned to Imperial space a year later in a half-destroyed sloop, the rest of the crew dead and the other ships from the operation nowhere to be seen. He refused to describe what had happened to anyone other than the Warriors of Ultramar's chapter master himself, and after a solemn debriefing behind closed doors, Maccabee left the chapter's fortress-monastery, never to return.
Soft-spoken and taciturn, Maccabee displays the mission-minded approach of a professional, rarely discussing topics outside of how to accomplish the goal directly in front of him. Maccabee's training as a Primaris marine affords him skill with a wide variety of weaponry, but he generally prefers to leverage the enhanced strength provided to him by his Primaris physique to deftly operate heavy weaponry.
6. Tamiel "Shade" Castrophan
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
Bearing heraldry identifying him as a former Dark Angel, Shade's origins are unclear, possibly due to the secretive nature of his apparent origin Chapter. He first appears in Imperial records after an ancient space hulk suddenly materialized near a remote mining world and various nearby groups rushed to investigate it. When questioned later by Arbitrators, several locals described a conflict aboard the wreck involving him, several Scarlet Swords, and an unknown third party (interrogation subjects curiously refused to describe anytjing more about the third group, although physical evidence at the scene implied another group of Space Marines). All sightings of him after this incident involve him operating as an agent of the Scarlet Swords.
Mysterious, taciturn, and clad in an archaic suit of black armor, Shade is a close combat and infiltration specialist who uses precision knifework and a pair of expertly crafted blades to quickly strike opponents in vital areas and between armor plates, before fading into the shadows just as quickly. Despite Shade's intimidating appearance, the other Swords often speak of him casually, as one would an old friend, implying that off the battlefield he has a far more personable attitude.
7. Dravyn "Breacher" Kord
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
Once a proud battle-brother of the Imperial Fists' 5th Company, Dravyn Kord's honorable service ended after he was deployed to Talis IV, a mining world with centuries-old ties to the Imperial Fists. The nobles of Talis IV had sent out a distress call to the Chapter, requesting that they quell a mass workers' uprising that seemed to have connections to a mysterious religious cult that spoke of absolution from the stars. Recognizing the obvious signs of a Genestealer infestation, several squads of Imperial Fists answered the call and struck a swift blow to the rebellion, crushing several rebel strongholds while searching for the cult's Patriarch. Only when the rebellion was all but crushed did they discover the truth: the cult was not embedded within the uprising at all, but rather operated mainly within one of the noble houses that had called for their aid in the first place. The other noble houses had falsified evidence of the cult among the workers in order to turn public sentiment against them. The Astartes purged every sign of Xenos taint from the house, the Patriarch included, and promptly took their leave, their mission complete and Imperial peace restored to Talis IV. Kord could not help but notice that in this case Imperial peace meant that the corrupt nobles who had deceived them were now stronger and more prosperous than ever, giddily dividing up the holdings of the fallen house as their enforcers cracked down on the disorganized, disarmed remnants of the planet's workforce. His pleas to his battle brothers for them to intervene falling on deaf ears, Kord vanished from his quarters one day, never to return. For decades after, rumors spoke of a mysterious giant who stalked the hives of Talis IV, protecting the weak and delivering swift justice to the corrupt with his mighty hammer, Chainbreaker.
As much a master of siegecraft as any other son of Dorn, Breacher often functions as a demolitions expert, strategist, and close combat specialist in theoperations.
8. Dexam "Dex" Phenidatum
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 |
Abilities
AstartesInfernal PactMark Of ChaosNotes
One of the few Astartes of the Umbral Lament chapter who did not follow their chapter master into service to the Plague God, Dex left the Imperium's service in shame, bearing the guilt of having been unable to stop his brothers' fall. The weight of this failure has turned the marine into a dour, sardonic man with a generally pessimistic attitude, but nevertheless he fearlessly marches into battle alongside the other Swords, determined to never again falter in his duty to protect his newfound battle-brothers.
Before their fall, the Umbral Lament had been noteworthy for their cultural emphasis on biological research and medical knowledge, to the point that every marine had basic apothecary training and their veterans possessed a level of biomedical expertise rivaling that of a Magos Biologis. Coming from this background, it's unsurprising that Dex often functions as the Scarlet Swords' de facto chief apothecary and their primary expert on topics related to the biological sciences. As a medical practitioner, his manner is often gruff and to-the-point, but his understanding of both the human and xenos body make him an invaluable asset to the group, especially when the Swords are faced with one of the galaxy's many epidemiological horrors.
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.