Heretek Clade

Homebrew by Elephantbat
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Composition

A HERETEK CLADE KillTeam is composed of:

1 HERETEK CLADE LEADER operative from the following list:

  • HERETEK MARSHAL

  • HERETEK-PRIEST ENGINSEER

8 HERETEK CLADE operatives from the following list:

  • RUSTSTALKER WARRIOR with one of the following options:

    • Chordclaw and Transionic Razor

    • Transionic Blades

  • INFILTRATOR WARRIOR with one option from each of the following:

    • Fletchette Blaster; Stubcarbine

    • Taser Goad; Power Weapon

  • FULGURITE ELECTRO-PRIEST

  • CORPUSCARRI ELECTRO-PRIEST

  • XEN-TEK PRIEST

  • XEN-TEK RUSTSTALKER

  • XEN-TEK INFILTRAITOR

Other than WARRIOR and ELECTRO-PRIEST operatives, your kill team can only include each operative this list once. Your kill team can only include up to three WARRIOR operatives.

Heretek Marshal
A 3
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Radium Serpenta (Rng 9", Piercing 1, Rending)
4
3+
4/5
Power Weapon (Lethal 5+)
4
3+
4/6
Control Stave (Lethal 5+, Shock, Stun)
4
3+
4/4
Abilities
1AP: Harsh Command

Harsh Command (1AP): SUPPORT - Select one friendly HERETEK CLADE operative visible to and within 6" of this operative. Add 1 to that friendly operative's APL stat until the end of its next activation.

Heretek Clade, Dark Mechanicum, Leader, Skitarri, Marshal
Heretek-Priest Enginseer
A 3
M 5"
S 4+
W 11
Weapons
ATK
HIT
DMG
Mechadendrite Arm (Rng 3", Lethal 4+, Piercing Crits 1)
3
3+
5/7
Vashtorian Axe (Lethal 5+, Shock, Brutal)
5
3+
5/6
Abilities
1AP: Infernal Mending

Infernal Mending (1AP): Select one friendly HERETEK CLADE operative visible to and within 3" of this operative. That friendly operative regains up to D3+3 lost wounds.

Heretek Clade, Dark Mechanicum, Leader, Tech-Priest, Enginseer
Heretek Ruststalker Warrior
A 2
M 7"
S 4+
W 10
Weapons
ATK
HIT
DMG
Chargeclaw and Transonic Razor (Balanced)
5
3+
4/5
Transionic Blades (Rending)
5
3+
5/5
Heretek Clade, Dark Mechanicum, Sicarian, Rustalker
Heretek Infiltrator Warrior
A 2
M 7"
S 4+
W 10
Weapons
ATK
HIT
DMG
Fletchette Blaster (Rng 8", Saturate, Silent)
5
3+
2/3
Stubcarbine (Ceaseless)
4
3+
3/4
Charger Goad (Lethal 5+, Shock)
4
3+
4/4
Power Weapon (Lethal 5+)
4
3+
4/6
Heretek Clade, Dark Mechanicum, Sicarian, Infiltrator
Fulgurite Electro-Priest
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Electroleech Stave (*Powerleech)
4
3+
4/5
Heretek Clade, Dark Mechanicum, Electro-Priest, Fulgurite
Corpuscarri Electro-Priest
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Electrostatic Guantlets (Rng 8", Severe)
4
4+
4/4
Electrostatic Guantlets (Shock)
4
3+
3/4
Heretek Clade, Dark Mechanicum, Electro-Priest, Corpuscarri
Xen-tek Priest
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Xen-tek Leech Stave (Severe, *Powerleech)
4
3+
4/5
Heretek Clade, Dark Mechanicum, Electro-Priest, Fulgurite, Xen-tek
Xen-tek Rustalker
A 2
M 7"
S 4+
W 10
Weapons
ATK
HIT
DMG
Xen-blade and Chordclaws (Balanced, Rending, Shock)
5
3+
5/6
Heretek Clade, Dark Mechanicum, Sicarian, Ruststalker, Xen-tek
Xen-tek Infiltrator
A 2
M 7"
S 4+
W 10
Weapons
ATK
HIT
DMG
Xen-tek Blaster (Rng 9", Piercing 1, Devastating 1, Saturate)
5
3+
3/3
Xen-tek Blade (Shock)
4
3+
4/5
Heretek Clade, Dark Mechanicum, Sicarian, Infiltrator, Xen-tek
Equipment
Ploys

Firefight - Infernal Vitality:
Use this firefight ploy when


Firefight - Vashtor's Protection:
Use this firefight ploy when an operative is shooting a friendly HERETEK CLADE operative. That friendly HERETEK CLADE operative is Obscured and ignores the Piercing weapon rule for that Shoot action. That friendly HERETEK CLADE operative takes 2 damage.


Firefight - Machine God's Corruption:
Use this firefight ploy when


Firefight - Shocking End:
Use this firefight ploy when a friendly HERETEK CLADE operative would be incapacitated.


Strategic - New Ploy:


Strategic - New Ploy:


Strategic - New Ploy:


Strategic - New Ploy:


TacOps
Seek And Destroy: Sweep & Clear

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.


Seek And Destroy: Dominate

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.


Seek And Destroy: Rout

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.


Infiltration: Track Enemy

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.


Infiltration: Plant Devices

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.


Infiltration: Steal Intelligence

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.