The Scorned

Homebrew by SavaFS

Not all who march beneath the banners of faith remain loyal to the light. In the depths of the endless war, where suffering is without measure and prayers go unanswered, some Trench Pilgrims fall into darker devotions. These damned zealots have abandoned the path of salvation, twisting their worship into blasphemous rites and pledging themselves to the infernal powers they once swore to destroy. Clad in desecrated relics and stained vestments, they stalk the trenches as prophets of ruin, preaching corruption and damnation to the desperate and the broken. Drawn together by heretical visionaries and unholy champions, these fallen pilgrims wage war in the name of Hell itself, their fanaticism undiminished but forever corrupted. Where they tread, faith festers into madness, and the line between martyr and monster is buried beneath blood-soaked earth.

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Composition

THE SCORNED killteam is composed of:

1 Blooded Chieftan operative with one of the following options: Autopistol or laspistol, chainsword or power weapon Bolt Pistol, chainsword Boltgun, bayonet Plasma pistol, improvised Blade (2) 9 Blooded operatives selected from the following list: Brimstone Grenadier Butcher Commsman Corpseman Flenser Gunner with bayonet and Flamer (1) Gunner with bayonet and Grenade Launcher (1) Gunner with bayonet and Meltagun (1) Gunner with bayonet and plasma gun (1,2) Sharpshooter (1) Thug Trench Sweeper Trooper 4 Blooded operatives selected from the following list: Enforcer (counts as two selections) Ogryn (counts as two selections) Trooper Other than Trooper operatives your Kill Team can only include each operative on this list once.

(1): You cannot select more than three of these operatives combined

(2): You cannot select this option and this operative. In other words you can only have one operative with a plasma weapon.

The Faithless [Chieftan]
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Autopistol
4
4+
3/4
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.


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.