Blood angel vanguard vets

Homebrew by Pastelghst

made this for nate

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Common Abilities and Options

Astartes:
Operatives can perform 2 Fight actions or 2 Shoot actions

Chaplain
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Relic heavy bolt pistol (Blast “1)
6
3+
4/6
Crozius Arcanum (Lethal+5, rending)
5
3+
4/6
Abilities
Inspiring1AP: Litany Of HateSpiritual Leader

Inspiring: When this operative sees another friendly operative visible to and within 6", they can make them fight again if they are in melee.

Litany Of Hate (1AP): Friendly operatives within 6" gain +1 Attack to melee weapons until the start of this operative's next activation

Spiritual Leader: Friendly operatives within 6" ignore all penalties from being Injured.

32
Death Company berzerker
A 3
M 6"
S 2+
W 12
Weapons
ATK
HIT
DMG
Claws (Relentless, devastating 4)
6
3+
4/6
Abilities
Black rageDueller

Black rage: after his first blood this operativ gains FNP on a 4+ and a 8" charge

Dueller: this operative can do two fight actions and a free charge action but can never fall back

32
Veteran Captain
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Heavy bolt pistol
4
3+
4/4
Relic Blade (Rending, lethal +5)
4
3+
6/8
Abilities
AstartesBattle shoutVeterans grit

Battle shout: when 6" of this operative all units will gain the " relentless " weapon rule

Veterans grit: this operatives critcal saves are on 5+

32
Vanguard vet Sargent
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Plasma pistol
4
3+
3/4
Power sword (Severe, shock)
5
3+
4/5
Plasma pistol (supercharged) (Piercing 1, hot, blast 2”, lethal 4)
4
3+
4/6
Abilities
AstartesBloodily chalice

Bloodily chalice: Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly within 6" of the sargent, your opponent cannot re-roll their attack dice.

32
Vanguard vet warrior
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Heavy bolt pistol
4
3+
4/4
Power sword (Severe, shock)
5
3+
4/5
Abilities
Astartes1AP: Steady aim

Steady aim (1AP): You can use this ability before you perform a shoot action. When this operative is shooting at an enemy operative, they gain " Dev 2" weapon rule

32
Vanguard vet medic
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Heavy bolt pistol
4
3+
4/4
Power sword (Severe, shock)
5
3+
4/5
Abilities
AstartesEmperors willPatched up

Emperors will: The first time during each turning point that another friendly 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 is not incapacitated, has 1D3 wounds remaining, and cannot be incapacitated for the remainder of that action. After that action, that friendly operative can immediately perform a free Dash action

Patched up: Select one friendly operative within this operative's control range to regain up to 1D3+3 lost wounds, This operative cannot perform this action while within control range of an enemy operative.

32
Equipment

Jetpack:
BOOST activation cost 1apl unless charging, activating BOOST will grant you a free 3" to use either vertically or horizontally ( the 3" is ONLY upon activation ) while boost is active you also gain 4" of movement while its active, while boosting you can go vertically or horizontally when at heights greater than 6" vertically you become harder to hit -1 accuracy, every 3 more inches higher you go the less accuracy to your opponents ( note that this will not affect snipers or kill teams with spotters ) and dropping altitude will NOT cost any movement, deactvation of Boost will cost 1 apl ( you cannot activate objectives while hovering, but if objective is one where you carry tokens then you can fly away with them )


Murderous Descent:
when landing infront of enemy operatives if they have 8 wounds or less youll cause them to roll a battle shock test of 4+ if they fail they cannot use that operative until next turn


Reliquary armor:
Up to twice per turning point, you can reduce the normal damage a friendly operative would take from any source by rolling a 1D3


Tactical advantage:
You can do each of the following once per battle: When rolling-off to decide initiative you can re-roll your dice. You can for call upon a blackshield to aid your battle


Ploys

Firefight - Red thirst:
The first time during each Turning Point a friendly Operative fights in melee after charging, you may retain one successful hit as a critical hit and gain the brutal weapon rule


Firefight - Hammer of wrath:
Whenever a friendly operative performs a Charge action and chooses to FLY, if it moved more than 4" horizontally while doing so, or if that operative charged from Vantage terrain and ended that Charge within Engagement Range of an enemy operative that was at a lower elevation, you can inflict D3+1 damage on that enemy operative before fighting. If an enemy operative is incapacitated by this rule, the friendly operative may immediately Reposition up to 2", and can do so into Engagement Range of another enemy operative.


Firefight - Height advantage:
Whenever a friendly operative is at least 3" higher than the killzone floor, its weapons gain the ( devastating 3, stun ) weapon rules


Firefight - Unfortunate Visions:
once per friendly operative if they arewounded they'll begin to see visions of their primarch, driving them they mad, theyll gain imediate retalation


Strategic - Purity seal:
Once per turning point, when a friendly operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Strategic - Unstoppable momentum:
after killing an enemy operative your boosters regain all movement and a reset of 1apl to either move or charge


Strategic - Aerial Ambush:
when at a height greater than the standard vision cone 8x4 you can set ambush tokens that when you see stepped over you gain an imediate fly action to it and a attack action, must be within 8" from the token


Strategic - Half consumed:
after a friendly operative gains 2 kills ( non npcs ) theyll start to lose them selfs to the black rage, when a friendly operative is in this state, in their defensive rolls theyll throw a seperate D6 if 5+ theyll half the incoming damage


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.