milesb's death riders

Homebrew (Unpublished) by milesb
Composition
ridemaster
A 3
M 12"
S 4+
W 12
Weapons
ATK
HIT
DMG
Solar Carbine (Dev 1)
4
3+
3/3
Drakesteed Fangs & Talons (Brutal)
6
3+
3/5
Moonblades (Lethal 5+)
5
3+
4/6
Abilities
Clanblade UpgradesDraconic Cavalry TacticsDrakesteed AgilityMercurial SpeedScaleshield0AP: Sprint1AP: Turn
Options
Moonsong CullSpeartip Of The ClanBladed StanceSpectral NimbusFocused Reflection

Clanblade Upgrades: When this operative is selected for the battle, select up to two different Clanblade Upgrade rules (see Faction Rules) to be added to its datacard for the battle.

Draconic Cavalry Tactics: Dragon Master triads send forth their Drakolithes to flush out the prey before surging from ambush. The riders' drakesteeds possess acute hunting instincts, while from their elevated positions the Exodites can strike down prey who seek to stay out of reach.

When setting up an EXODITE DRAGON MASTER kill team before the battle, the first third of your kill team must be friendly DRAKOLITHE operatives set up as normal. Each friendly EXODITE DRAGON MASTER MOUNTED operative thereafter must be set up in reserve: place it to one side instead of in the killzone.

In the first Firefight phase, each friendly EXODITE DRAGON MASTER MOUNTED operative set up in reserve is activated as normal. When it is, set it up in a location it can be placed on the killzone floor with its base touching your killzone edge (it's no longer in reserve). The operative is treated as performing the Turn action (spend the AP accordingly), then continue its activation as normal.

Drakesteed Agility: Dragon Masters guide their drakesteeds in rushing charges or banking turns to home in on their prey.

EXODITE DRAGON MASTER MOUNTED operatives cannot perform the Charge, Dash, Fall Back or Reposition actions; instead they can perform the Sprint and Turn unique actions.

Mercurial Speed: Controlled breeding and harsh environments have granted drakesteeds powerful muscles. At their master's command, they can switch from poised stillness to breakneck lunges too fast for the eye to follow.

Each friendly EXODITE DRAGON MASTER operative has a SPEED that has three levels: SPEED 3-, SPEED 4+ and SPEED 7+. An operative can only have one SPEED level at a time, and it starts the battle with SPEED 3-.

An EXODITE DRAGON MASTER MOUNTED operative has SPEED 3- if either of the following are true:

  • It ends the Sprint action and it either moved backwards or less than 4" forwards.

  • It ends its activation without performing the Sprint action.

An EXODITE DRAGON MASTER MOUNTED operative has SPEED 4+ if it ends the Sprint action and moved 4" or more during that action, or SPEED 7+ instead if it moved 7" or more during that action.

Whenever an operative is shooting a friendly EXODITE DRAGON MASTER operative, if that friendly operative has SPEED 4+, you can retain one of your defence dice as a normal success without rolling it; if it has SPEED 7+, you can retain one as a critical success instead.

EXODITE DRAGON MASTER DRAKOLITHE operatives' SPEED changes as described on their datacard.

Scaleshield: Whenever an operative is shooting this operative, and no attack dice are retained as critical successes, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.

Sprint (0AP): Move the active operative to a location it can be placed. This must be directly forwards or backwards in one or more straight-line increments, and increments are always rounded up to the nearest inch. It cannot move more than 9" forwards or 3" backwards per activation, and it cannot move more than 12" per turning point.

Before or after one of the increments, you can pivot the active operative up to 45°. This doesn't use any of its movement allowance, and it can then continue its movement with any remaining move distance.

The active operative cannot climb or finish the move on Vantage terrain higher than 2" from the killzone floor. It can move through operatives and it treats terrain parts less than 2" tall as Accessible terrain. Whenever it moves through an equipment terrain feature, remove that terrain feature from the battle.

An operative cannot perform this action while counteracting. For the purposes of your opponent's rules, mission rules and killzone rules, this action is treated as the Reposition action, or the Charge action if the active operative ends the action within control range of an enemy operative.

Turn (1AP): Pivot the active operative up to 45°. This doesn't use any of its movement allowance.

An operative cannot perform this action while counteracting. For the purposes of your opponent's rules, mission rules and killzone rules, this action is treated as the Dash action, or the Charge action if the active operative ends the action within control range of an enemy operative.

Moonsong Cull: The mythic weapons after which moonblades are named were said to sing louder with every soul thread they severed. Some Clanblades emulate this haunting dirge, surging from prey to prey with the screams and arterial sprays of their foes ever in their wake.

Once during each of this operative's activations, after it's performed the Sprint action forwards and incapacitated an enemy operative during the Fight action, if it's no longer within control range of enemy operatives, you can use this rule. If you do, it can immediately perform a free Sprint action forwards using any remaining move distance it had from that first Sprint action, but it cannot pivot during that free action. That operative can perform two Sprint actions during its activation to do so, and its SPEED is measured by the distance moved during both Sprint actions combined. The operative cannot have performed any other actions between those actions.

Speartip Of The Clan: It is the Clanblade's ritual role amongst their triad to lead the charge into their prey. The most storied exemplars hit their targets like a celestial lance, speed itself honed as much as any weapon in their arsenal.

Whenever this operative is fighting:

  • If it has SPEED 4+, the first time you strike with a normal success during that sequence, inflict 1 additional damage.

  • If it has SPEED 7+, add 1 to the Normal Dmg stat of melee weapons on its datacard.

Bladed Stance: Clanblades sharpen their martial skills by hunting some of the most dangerous dragons. These are creatures of such speed and strength that only those with reactions swift enough to blunt and deflect their first strike ever survive the encounter.

Whenever this operative is fighting or retaliating with its moonblades, you can resolve one of your successes before the normal order. If you do, that success must be used to block.

Spectral Nimbus: Those Clanblades fated to endure the deadliest trials master their control of the scaleshield's energies. They become skilled in imbuing their own psychic gifts through its haptic controls, projecting a warding nimbus of empyric energy that can cast aside what should be the most grievous of wounds.

Once per turning point, when this operative is fighting or retaliating, after your opponent rolls their attack dice, but before re-rolls, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).

Focused Reflection: With preternatural reactions and expert tilts of their scaleshield, the Clanblade is capable of angling the refracted energy of an honourless foe's shots right back at them.

Whenever an enemy operative is shooting this operative while within 6" of it, if you allocate one or more critical successes to block your opponent's attack dice, you can use this rule. If you do, after the action, before incapacitated operatives are removed (including this one, if relevant), inflict 1 damage on that enemy operative for each critical success allocated this way.

65KRIEG DEATH RIDERS, IMPERIAL, MOUNTED, RIDEMASTER
Equipment
Ploys
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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.