Vostroyan Firstborn

Homebrew by Raddarat

Few regiments within the Imperial Guard embody brotherhood as deeply as the Vostroyans. Hardened by the brutal training grounds of their devastated industrial homeland, the Vostroyan Firstborn are forged amid smoke, snow, and ruin. By the ancient decree known as the "Offering of the First Born", the eldest son of every Vostroyan family must serve in the Guard. A never-ending penance demanded by the Imperium. This solemn tradition dates back to the Horus Heresy, Vostroya refused to provide regiments to the Emperor, preferring instead to reserve the population in the forges of the world to better arm the imperium. Today, the Vostroyans are renowned for their mastery of urban warfare and winter campaigns, though their discipline and valor make them formidable in any theater of war. Their homeworld is ruled by a committee of Techtriarchs, a fusion of Adeptus Mechanicus Magi and Imperial nobility ensuring an unbreakable bond between Vostroya’s forges, its faith, and its fiercely loyal regiments.

100% positive
Composition

A VOSTROYAN FIRSTBORN KillTeam is composed of:

1 VOSTROYAN SERGEANT operative with the following:

  • Relic Laslock; Integrated Bardiche
  • Bolt Pistol; Power Sabre
  • Plasma Pistol; Power Sabre

8 VOSTROYAN FIRSTBORN operatives selected from the following list:

  • VOSTROYAN GUNNER with fists and arc rifle
  • VOSTROYAN GUNNER with fists and grenade launcher
  • VOSTROYAN GUNNER with fists and flamer
  • VOSTROYAN GUNNER with fists and plasma gun
  • VOSTROYAN MEDIC
  • VOSTROYAN VOX-OPERATOR
  • VOSTROYAN TROOPER
  • TECH-PRIEST ENGINSEER
  • FULGURITE ELECTRO-PRIEST
  • CORPUSCARII ELECTRO-PRIEST

4 VOSTROYAN FIRSTBORN operatives selected from the following list:

  • VOSTROYAN KOMISARZ (counts as two selections)
  • VOSTROYAN OGRYN (counts as two selections)
  • KATAPHRON BREACHER (counts as two selections)
  • KATAPHRON DESTROYER (counts as two selections)
  • VOSTROYAN TROOPER

Other than TROOPER operatives, your kill team can only include each operative on this list once.

Common Abilities and Options

Omnissiah’s Blessing:
You start the battle with a pool of 10 Machine points.

Each time a friendly ASTRA MILITARUM operative makes a shooting attack, or a friendly ADEPTUS MECHANICUS operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can spend 1 (And only one per action) Machine point to turn a failed dice to a normal success (you cant use Machine points on weapon that can only do critical rolls ex. Weapon's Hit 5+ and it has Lethal 5+ Rule).

Losing harmony with the Mechanicus:
If this operative is incapacitated and removed from the killzone you lose 2 Machine Point.

Fanatical Devotion:
Once per turning point, when this operative is fighting or retaliating, in the Resolve Attack Dice step, you can ignore the damage inflicted on it from one normal success.

Voltagheist Field:
Whenever an operative is shooting a friendly VOSTROYAN FIRSTBORN operative that’s within 4" of this operative, you can re-roll one of your defence dice.

Heavy Battle Servitor:
Whenever an operative is shooting this operative, defence dice results of 5+ are critical successes.

Mindlock:
Whenever this operative is activated, if it’s visible to and within 3" of another friendly VOSTROYAN FIRSTBORN operative (excluding SERVITOR) or vice versa, add 1 to this operative’s APL stat until the end of that activation.

Vostroyan Sergeant
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Relic Laslock
Mobile (Lethal 5+)
4
3+
2/4
Stationary (Hvy(Dash), Lethal 5+)
4
3+
3/5
Bolt Pistol (Rng 8")
4
3+
3/4
Plasma Pistol
Standard (Rng 8", Prc1)
4
4+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1)
4
4+
4/5
Integrated Bardiche
4
4+
4/5
Power Sabre (Lethal 5+)
4
3+
4/6
Abilities
Honoured DuellistLead By ExampleOmnissiah’s BlessingRetrieve Relic

Honoured Duellist: Whenever this operative is fighting and would start first against an injured enemy, you can let the opponent begin first. In exchange you can roll one additional attack dice.

Lead By Example: Each time this operative is activated, if it performs any mission actions or if any enemy operatives are incapacitated as a result of any actions it performs during that activation, you can select one Ready friendly ASTRA MILITARUM operative Visible to and within 6" of it. After this operative’s activation ends, you can activate that operative. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more operatives in succession using other rules like Group Activation).

Retrieve Relic: If this operative is incapacitated and removed from the kill zone place in its spot a Relic marker. Friendly operatives can pick up the marker by spending 1AP if they are in control range of it. If the Friendly operative carrying the Relic is incapacitated place it down within their control range. If your operatives arent carrying the Relic at the end of the battle, you lose 1VP from the total VP at the end of the battle (cannot go into negatives).

VOSTROYAN FIRSTBORN, IMPERIUM, ASTRA MILITARUM, LEADER, SERGEANT
Vostroyan Komisarz
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Laslock Pistol
Mobile (Rng 8")
4
3+
2/3
Stationary (Hvy(Dash), Rng 8")
4
3+
3/4
Power Sabre (Lethal 5+)
4
3+
4/6
Abilities
Aura of DisciplineOmnissiah’s Blessing1AP: Summary Execution

Aura of Discipline: Whenever a friendly ASTRA MILITARUM operative is within 6" of this operative, you can ignore any changes to that operative's stats from being injured (Including its weapons' stats).

Summary Execution (1AP): Select one other friendly ASTRA MILITARUM operative visible to and within 3" of this operative. That operative is incapacitated and removed from the kill zone. Until the end of this turning point:

  • All friendly operatives may perform mission actions for 1AP less.
  • All friendly operatives ignore any changes to their stats from being injured (Including weapons' stats).

This operative cannot perform this action while within control range of an enemy operative

VOSTROYAN FIRSTBORN, IMPERIUM, ASTRA MILITARUM, KOMISARZ
Vostroyan Ogryn
A 2
M 6"
S 5+
W 16
Weapons
ATK
HIT
DMG
Ripper Gun (Rng 8", Punishing)
4
4+
4/5
Bayonet
4
3+
4/5
Abilities
Bayonet ChargeBruteOmnissiah’s BlessingSlow-Witted

Bayonet Charge: Whenever this operative finishes moving during the Charge action, you can inflict 1D3+1 damage on one enemy operative within its Control Range.

Brute: Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. Whilst this can allow this operative to be targeted (assuming it is visible), it does not remove its cover save (if any).

Slow-Witted: You must spend 1 additional AP for this operative to perform the Pick Up Marker and Mission actions (excluding Operate Hatch).

VOSTROYAN FIRSTBORN, IMPERIUM, ASTRA MILITARUM, OGRYN
Vostroyan Standard Bearer
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Laslock pistol
Mobile (Rng 8")
4
3+
2/3
Stationary (Hvy(Dash), Rng 8")
4
3+
3/4
Sabre
4
4+
4/5
Abilities
Omnissiah’s BlessingRegiment Standard

Regiment Standard: Whenever determining control of a marker within 6" of this operative, treat the total APL stat of friendly VOSTROYAN FIRSTBORN operatives that control it as 1 higher if at least one friendly VOSTROYAN FIRSTBORN operative contests that marker. Note this is not a change to the APL stat, so any changes are cumulative with this.

VOSTROYAN FIRSTBORN, IMPERIUM, ASTRA MILITARUM, STANDARD BEARER
Vostroyan Vox-Operator
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Laslock
Mobile
4
4+
2/3
Stationary (Hvy(Dash))
4
3+
3/4
Bayonet
3
4+
2/3
Abilities
Omnissiah’s Blessing1AP: Signal

Signal (1AP): Select one other friendly VOSTROYAN FIRSTBORN operative (excluding OGRYN) visible to and within 6" of this operative. Until the end of that operative's next activation add 1 to its APL stat.

You can spend 1 Machine point to increase the range from 6" to 8".

This operative cannot perform this action while within control range of an enemy operative

VOSTROYAN FIRSTBORN, IMPERIUM, ASTRA MILITARUM, VOX-OPERATOR
Vostroyan Medic
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Laslock
Mobile
4
4+
2/3
Stationary (Hvy(Dash))
4
3+
3/4
Bayonet
3
4+
2/3
Abilities
Medic!1AP: MedikitOmnissiah’s Blessing

Medic!: The first time during each turning point that another friendly VOSTROYAN FIRSTBORN operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has 1 wound remaining, and cannot be incapacitated for the remainder of that action. After that action, that friendly operative can immediately perform a free Dash action, but must end that move within this operative’s control range. Subtract 1 from this and that operative's APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative's activation, that activation ends.

You cannot use this rule if this operative is incapacitated, or if it is a Shoot action and this operative would be a primary or secondary target.

This operative cannot perform this action on a friendly SERVITOR operative.

Medikit (1AP): Select one friendly VOSTROYAN FIRSTBORN operative within this operative's control range to regain up to 2D3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.

This operative cannot perform this action: while within control range of an enemy operative and cannot perfom it on a friendly SERVITOR operative.

VOSTROYAN FIRSTBORN, IMPERIUM, ASTRA MILITARUM, MEDIC
Vostroyan Gunner
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Arc Rifle (Prc1, Stun)
4
4+
4/5
Plasma Gun
Standard (Prc1)
4
4+
4/6
Supercharge (Hot, Lethal 5+, Prc1)
4
4+
5/6
Flamer (Rng 8", Sat, Tor 2")
4
2+
3/3
Grenade Launcher
Frag (Blast 2")
4
4+
2/4
Krak (Prc1)
4
4+
4/5
Fists
3
4+
2/3
Abilities
Omnissiah’s Blessing
VOSTROYAN FIRSTBORN, IMPERIUM, ASTRA MILITARUM, GUNNER
Vostroyan Trooper
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Laslock
Mobile
4
4+
2/3
Stationary (Hvy(Dash))
4
3+
3/4
Bayonet
3
4+
2/3
Abilities
Group ActivationOmnissiah’s Blessing

Group Activation: Whenever this operative is expended, you must then activate one other ready friendly VOSTROYAN FIRSTBORN TROOPER operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).

VOSTROYAN FIRSTBORN, IMPERIUM, ASTRA MILITARUM, TROOPER
Tech-Priest Enginseer
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Relic Laspistol (Rng 8", Lethal 5+)
4
3+
2/4
Omnissian axe (Lethal 5+, Shock)
4
4+
5/6
Servo-arm (Severe, Shock)
4
3+
3/4
Abilities
2AP: Canticles of the OmnissiahLosing harmony with the MechanicusOmnissiah’s Blessing1AP: Servo Repairs

Canticles of the Omnissiah (2AP): During the next firefight phase in this battle you can select 1 strat ploy for the cost of 0CP.

Servo Repairs (1AP): Select one friendly SERVITOR operative within this operative' control range, that operative regains 2d3 lost wounds.

This operative cannot perform this action while within control range of an enemy operative.

You can spend 1 (And only one) Machine point to increase the value of both dices by 1. (Example: if you roll a 3 and 4, you can increase them to 4 and 5.)

VOSTROYAN FIRSTBORN, ADEPTUS MECHANICUS, TECH-PRIEST
Fulgurite Electro-Priests
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Electroleech stave (Shock, Brutal)
4
3+
3/5
Abilities
Fanatical DevotionLosing harmony with the MechanicusOmnissiah’s BlessingVoltagheist Field
VOSTROYAN FIRSTBORN, ADEPTUS MECHANICUS, ELECTRO-PRIEST, FULGURITE
Corpuscarii Electro-Priests
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Electrostatic gauntlets (Rng 7", Seek Light, Stun, Dev1)
4
4+
3/3
Electrostatic gauntlets (Shock)
4
3+
4/4
Abilities
Fanatical DevotionLosing harmony with the MechanicusOmnissiah’s BlessingVoltagheist Field
VOSTROYAN FIRSTBORN, ADEPTUS MECHANICUS, ELECTRO-PRIEST, CORPUSCARII
Kataphron Breacher
A 1
M 5"
S 4+
W 14
Weapons
ATK
HIT
DMG
Heavy Arc Rifle (Hvy(Dash), Prc1, Stun)
5
4+
4/6
Torsion cannon
Focused (Hvy(Dash), Rnd)
5
4+
4/5
Sweeping (Hvy(Dash), Rnd, Tor1")
4
4+
4/5
Servo-Claw
3
4+
4/5
Abilities
1AP: Breaching CommandHeavy Battle ServitorLosing harmony with the MechanicusMindlockOmnissiah’s Blessing

Breaching Command (1AP): Place one of your Breach markers within this operative's control range as close as possible to a terrain feature within control range of it. Whenever an operative is within 1" of that marker, it treats parts of that terrain feature that are no more than 1" thick as Accessible Terrain. This operative can perform this action during the Charge or Reposition action, and it can do so for 1 less AP during those actions. Any remaining move distance can be used after it does so.

This operative cannot perform this action while within control range of an enemy operative or if a terrain feature is not within its control range.

VOSTROYAN FIRSTBORN, ADEPTUS MECHANICUS, SERVITOR, BREACHER
Kataphron Destroyer
A 1
M 5"
S 4+
W 14
Weapons
ATK
HIT
DMG
Cognis flamer (Rng 6", Sat, Tor2")
4
2+
3/4
Plasma culverin
Standard (Blast 2", Hvy(Dash), Prc1)
4
4+
4/6
Supercharge (Blast 2", Hvy(Dash), Hot, Lethal 5+, Prc1)
4
4+
5/6
Heavy grav-cannon (Hvy(Dash), Prc1, *Grav)
4
3+
4/5
Phosphor blaster (Blast 2", Hvy(Dash), Severe)
4
4+
3/5
Servo-Claw
3
4+
4/5
Abilities
*GravHeavy Battle ServitorLosing harmony with the MechanicusMindlockOmnissiah’s Blessing

*Grav: This weapon has the Lethal X rule, X is the targets save value (It cannot go bellow the Hit stat of the weapon).

VOSTROYAN FIRSTBORN, ADEPTUS MECHANICUS, SERVITOR, DESTROYER
Equipment

Toschenko Armour:
Improve the Save Stat of your friendly LEADER operative by 1.


Flasks of Rahzvod:
Once per turning point, when a friendly ASTRA MILITARUM operative (excluding OGRYN) is activated, if it’s not within control range of enemy operatives, you can use this rule. If you do, for the rest of this turning point normal Dmg of 3+ inflicts 1 less damage on that friendly operative.

If you use this on the same operative twice worsen the Hit stat of that operative’s weapons by 1 for the rest of the battle due to being drunk.


Copy of Treatis Elatii:
Once per turning point, a friendly SERGEANT or friendly KOMISARZ operative can perform the following unique action:

SAINT NADALYA'S BENEDICTION (1AP): For the rest of this turning point whenever a friendly ASTRA MILITARUM operative is within 3" of this operative, that friendly operative's weapons have the Severe weapon rule.

Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.

This operative cannot perform this action while within control range of an enemy operative.


Servitor Lynx:
Once per battle, when a friendly VOSTROYAN FIRSTBORN operative is fighting or retaliating, use this equipment. Until that enemy operative is no longer within this operative’s control range, worsen the Hit stat of that enemy operative’s weapons by 1 (this isn’t cumulative with being injured); in addition, that enemy operative cannot perform the Fall Back action.


Ploys

Firefight - Firstborn Pride:
Use this firefight ploy when a friendly ASTRA MILITARUM operative (excluding LEADER) within 6" of a friendly SERGEANT or friendly STANDARD BEARER operative is shooting, fighting or retaliating, for this Roll Attack Dice Step you get a free Machine Point that must be spent in this shoot action or is lost.


Firefight - Litany of the Electromancer:
Use this firefight ploy when a friendly ELECTRO-PRIEST operative is activated, roll a D6 for each Visible enemy operative within 6" of this operative. On a roll of 6 the enemy suffers D3 damage.

You can spend 1 Machine point to turn a failed dice roll to a success (you can only spend 1 Machine point).


Firefight - Repel the Enemy!:
Use this firefight ploy when a friendly VOSTROYAN FIRSTBORN operative (excluding SERVITOR) is retaliating, if it wasn’t within control range of enemy operatives at the start of the current turning point. You can shoot one of its ranged weapons as a melee weapon attack (excluding a weapon that has the word ‘grenade’ in its name) during that sequence. If you do, you cannot parry during that sequence, and the following weapon rules have no effect on its weapons until the end of that sequence: Devastating, Piercing, Torrent.


Firefight - Look Out Sir!:
Use this firefight ploy when a friendly VOSTROYAN FIRSTBORN operative is selected as the valid target of a Shoot action. Select one friendly TROOPER operative visible to and within 2" of that first friendly operative to become the valid target instead (even if it wouldn’t normally be valid for this). That friendly TROOPER operative is only in Cover if the original target was. This ploy has no effect if the ranged weapon has the Blast or Torrent weapon rule.


Strategic - Incantation of the Iron Soul:
Earn D3 Machine Points.


Strategic - Chant of the Remorseless Fist:
Whenever a friendly VOSTROYAN FIRSTBORN operative is fighting, the first time you strike during that sequence, inflict 1 additional damage.

Add 1 to both Dmg stats of friendly VOSTROYAN FIRSTBORN operatives' melee weapons.


Strategic - Heirloom Weapons:
Whenever a friendly VOSTROYAN FIRSTBORN operative is shooting using a Ranged weapon, increase its Range by 2" for this turning point.


Strategic - The Steel Armorial:
You can only use this Strategy Ploy in the first turning point. If you selected one of the following equipments: Utility Grenade, Explosive Grenade, Ladders.

You may pick one of these Equipments and increase the number of its uses by 1.

(For example: UTILITY GRENADE (x2) becomes UTILITY GRENADE (x3) for the battle).


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.


Security: Plant Banner

Reveal: 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.


Security: Martyrs

Reveal: 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.


Security: Envoy

Reveal: 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.