Cadian 26th Commando's

Homebrew (Unpublished) by seanleedg
Composition
Common Abilities and Options

Emperor Protects! (2AP):
When this operative would suffer damage.

Make a Willpower Check.

Success: For each success, reduce the damage suffered by 2 wounds.

Failure: Faith falters. This operative becomes Suppressed

Issue Mission (0AP):
Select one expended friendly SPECTRE SQUAD operative (excluding VOX-RELAY BEACON) visible to this operative that hasn’t interrupted an enemy operative’s activation with the Elite Fieldcraft faction rule this turning point. Until the end of the turning point, that friendly operative can do so even though it’s expended (taking precedence over the normal rules). However, if it does, it cannot counteract during the turning point, or perform the Reposition action if it’s already done so this turning point.

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

Follow My Lead (2AP):
Select one friendly operative within this operative's Control Range.

Make a Willpower Check. For each success, that operative gains 1" to its next Normal Move, Charge or Dash this Turning Point as it pushes itself beyond normal limits.

Characteristics:
|TGH|AGI|INT|PER|WPR| |---|---|---|---|---| |3|1|2|4|5|

Characteristics
TOUGHNESSPhysical resilience, endurance, and resistance to harm.
AGILITYSpeed, reflexes, balance, and coordination.
INTELLIGENCEKnowledge, reasoning, and problem-solving ability.
PERCEPTIONAwareness, observation, and attention to detail.
WILLPOWERMental strength, determination, and self-control.

Every character has five core Characteristics listed on their Data Card. These Characteristics represent the operator’s natural strengths and abilities and are used throughout the game whenever a test or action is performed.

Each Characteristic is assigned a unique value from 1 to 5. No two Characteristics can share the same value, meaning every character will have one of each number.

A Characteristic’s value has two important functions:

  • It determines the target number required to succeed on a Characteristic Test.
  • It determines the number of D6 dice rolled when making that test.
  • A dice value = 6 Counts as a critical success
Commissar
A 5
M 6"
S 5+
W 22
Abilities
2AP: Emperor Protects!1AP: Hold Your Nerve0AP: Issue Mission1AP: Peek From Cover2AP: Sneak Attack
Options
Characteristics

Hold Your Nerve (1AP): Select one friendly operative within this operative's Control Range.

Make a Willpower Check. For each success, remove one negative modifier currently affecting that operative. If no modifiers are removed, reduce the first damage that operative suffers this Turning Point by 1.

Peek From Cover (1AP): This operative cautiously exposes itself to identify enemy positions.

Make a Perception Check.

Success: For each success, select one Visible enemy operative. Until the end of this Turning Point, that operative cannot retain one defence dice from Cover when defending against friendly Shoot actions. Operatives that are Obscured cannot be selected.

Failure: This operative loses the benefits of Cover until the start of its next activation.

Sneak Attack (2AP): Condition: This operative must be Obscured.

This operative performs a Reposition of up to its Reposition Stat. If it ends that move within Control Range of an enemy operative, make an Agility Check.

Success: For each success, gain Accurate X for the ensuing Fight action.

Failure: This operative loses the Obscured condition, and the target Operative gains Severe for the ensuing Fight action.

28COMMAND SQUAD, IMPERIUM, ASTRA MILITARUM, LEADER, COMMISSAR
Cadian Commander
A 5
M 6"
S 5+
W 25
Abilities
2AP: Coordinate Fire2AP: Emperor Protects!2AP: Follow My Lead0AP: Issue Mission
Options
Characteristics

Coordinate Fire (2AP): Make an Intelligence Check. For each success, the next friendly operative to Shoot that enemy may retain one failed attack die as a normal success.

28COMMAND SQUAD, IMPERIUM, ASTRA MILITARUM, LEADER, CADIAN COMMANDER
Veteran Standard-Bearer
A 5
M 6"
S 5+
W 22
Weapons
ATK
HIT
DMG
Lascarbine (Rending)
4
3+
2/3
Lasrifle (Hvy(Repos), Lethal 5+)
4
3+
2/3
Gun Butt
3
4+
2/3
Abilities
2AP: Follow My Lead2AP: Stand Firm
Options
Characteristics

Stand Firm (2AP): |TOUGHNESS CHECK| |--------|

Use this action when this operative within Control Range would be pushed, repositioned or otherwise moved by an enemy rule.

Make a Toughness Check. For each success, reduce the distance moved by 1". If reduced to 0", that operative is not moved

28SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, TROOPER
Veteran Bodyguard
A 5
M 6"
S 5+
W 23
Weapons
ATK
HIT
DMG
Lascarbine (Rending)
4
3+
2/3
Lasrifle (Hvy(Repos), Lethal 5+)
4
3+
2/3
Gun Butt
3
4+
2/3
Abilities
1AP: Battle Cry1AP: Human Shield1AP: Shrug It Off2AP: Steady Aim
Options
Characteristics

Battle Cry (1AP): This operative commits itself to a reckless charge.

Make a Willpower Check.

Success: For each success, add 1" to this operative's next Charge.

Failure: This operative hesitates. Reduce its next Charge by 1".

Human Shield (1AP): |TOUGHNESS CHECK| |--------|

When a friendly operative within this operative's Control Range would suffer damage from a Shoot or Fight action, and the attacking operative is Visible to this operative, this operative suffers that damage instead. Make a Toughness Check. For each success, reduce the damage suffered by this operative by 2 wounds. If this operative is incapacitated while resolving this damage, any remaining damage is disregarded.

Shrug It Off (1AP): Use this action after this operative suffers damage from a Shoot or Fight action.

Make a Toughness Check. For each success, regain 1 lost wound immediately.

Steady Aim (2AP): This operative takes a moment to steady its aim and carefully line up the perfect shot.

Make a Perception Check.

Success: For each success, the next Shoot action made by this operative gains Balanced X, where X is equal to the number of successes, to a maximum of Balanced 3. If the selected weapon already has Balanced, increase its value instead, to a maximum of Balanced 3.

Failure: The operative fails to acquire a clear firing solution. The next Shoot action gains no additional benefits.

28SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, TROOPER
Veteran Vox-Operator
A 5
M 6"
S 5+
W 19
Weapons
ATK
HIT
DMG
Lascarbine (Rending)
4
3+
2/3
Lasrifle (Hvy(Repos), Lethal 5+)
4
3+
2/3
Gun Butt
3
4+
2/3
Abilities
1AP: Signal
Options
Characteristics

Signal (1AP): SUPPORT Select one other friendly COMMAND SQUAD operative (excluding VOX-RELAY BEACON) visible to this operative. Until the end of that operative’s next activation, add 1 to its APL stat.

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

28COMMAND SQUAD, IMPERIUM, ASTRA MILITARUM, VOX-OPERATOR
Veteran Field Medic
A 5
M 6"
S 5+
W 20
Weapons
ATK
HIT
DMG
Lascarbine (Rending)
4
3+
2/3
Lasrifle (Hvy(Repos), Lethal 5+)
4
3+
2/3
Gun Butt
3
4+
2/3
Abilities
Medic!0AP: Medikit
Options
Characteristics

Medic!: The first time during each turning point that another friendly COMMAND SQUAD operative (excluding VOX-RELAY BEACON) 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 the 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’s a Shoot action and this operative would be a primary or secondary target.

Medikit (0AP): Select one friendly COMMAND SQUAD operative (excluding VOX-RELAY BEACON) 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.

28COMMAND SQUAD, IMPERIUM, ASTRA MILITARUM, FIELD MEDICAE
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.


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.


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.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

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


Recon: Retrieval

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

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

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

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

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