Atramentar Flaycade

Homebrew by MipCraze

The Atramentar were once the elite bodyguards of the VIIIth legion, they swore to protect their primarch and the night lords. They are men of honor and conviction, for what it means to the Night Lords, earning them the specialized terminator armor. Now 100 centuries later the Atramentar hunt for revenge and justice, against the imperium. (This is still a work in progress, more will be updated and changed as time goes on.)

100% positive
Composition

1 Trucidor 3 Atramentar 1 Atramentar Judge

Trucidor
A 4
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Accursed Weapon (Lethal 5+, rending)
5
2+
4/6
Combi weapon (Ceaseless)
4
2+
3/4
Abilities
1AP: prescience

prescience (1AP): prescience: PSYCHIC. In the Ready step of each Strategy phase, you gain D3 Prescience points. At the end of each turning point, discard your Prescience points. You can spend your Prescience points in the Firefight phase as follows (you cannot use each of the following rules more than once per turning point): • Foreboding: PSYCHIC. Whenever it’s your turn to activate a friendly operative, you can spend 1 of your Prescience points to skip that activation. • Portent: PSYCHIC. Whenever an attack dice inflicts Normal Dmg on this operative, you can spend 1 of your Prescience points to ignore that inflicted damage. You cannot gain or spend your Prescience points if this operative is incapacitated.

Leader, Terminator, Psychic
Atramentar
A 3
M 5"
S 3+
W 17
Weapons
ATK
HIT
DMG
Lightning Claws (Lethal 5+, ceaseless)
5
2+
4/5
Combi-Bolter (Ceaseless)
4
2+
3/4
Auto Cannon (Hvy(Repos), ceaseless)
5
3+
5/6
Heavy Flamer (Hvy(Repos), Tor 2", heavy, rng 6")
6
2+
3/3
Chainfist (Brutal, rnd)
4
4+
5/6
Terminator
Atramentar Judge
A 3
M 5"
S 3+
W 17
Weapons
ATK
HIT
DMG
Combi-Bolter (Ceaseless)
4
2+
3/4
Chainfist (Brutal, rnd)
4
4+
5/6
Chainglave (Rending)
5
3+
4/4
Abilities
Flay them aliveTyrant of the skinning pits

Flay them alive: Once per turning point, when this operative incapacitates an enemy operative within its control range, you can select one other enemy operative visible to and within 6" of either this operative or the incapacitated enemy operative. Until the start of the next turning point, that other enemy operative cannot control markers or perform the Pick Up Marker or mission actions.

Tyrant of the skinning pits: Whenever this operative is fighting or retaliating, Normal and Critical Dmg of 3 or more inflicts 1 less damage on it.

Terminator
Equipment

Chain snare:
Whenever an enemy operative would perform the Fall Back action while within control range of a friendly ATRAMENTAR FLAYCADE operative, if no other enemy operatives are within that friendly operative’s control range, you can use this rule. If you do, roll two D6, or one D6 if that enemy operative has a higher Wounds stat than that friendly operative. If any result is a 4+, that enemy operative cannot perform that action during that activation/counteraction (no AP are spent on it).


Trophies of Judgement:
Once per battle, when a friendly ATRAMENTAR FLAYCADE operative incapacitates an enemy operative within 2" of it, you can use this rule. If you do, that friendly operative gains one of your Grisly Trophy tokens (if it doesn’t already have one). Whenever a friendly ATRAMENTAR FLAYCADE operative that has one of your Grisly Trophy tokens is visible to and within 2" of an enemy operative, subtract 1 from the Atk stat of that enemy operative’s weapons.


Coms jammer:
Whenever an enemy operative is within 3" of a friendly ATRAMENTAR FLAYCADE operative, that enemy operative’s APL stat cannot be added to. Note that this doesn’t affect APL stats that have already been changed.


Ploys

Firefight - Vox Scream:
Use this firefight ploy when your opponent would activate an enemy operative. Your opponent cannot activate that operative during this activation. If there are no other enemy operatives eligible to be activated, this ploy has no effect. This ploy costs you 1 additional CP for each previous time you’ve used it during the battle (e.g. 1CP the first time you would use it, 2CP the second time, etc.).


Firefight - Death to the false emperor:
Use this firefight ploy after rolling your attack dice for a friendly ATRAMENTAR FLAYCADE operative, if it’s shooting against, fighting against or retaliating against an enemy operative that has the IMPERIUM keyword. That friendly operative’s weapons have the Ceaseless weapon rule until the end of that sequence; if that enemy operative also has the ADEPTUS ASTARTES keyword, that friendly operative’s weapons have the Relentless weapon rule until the end of that sequence instead.


Firefight - Dirty Fighter:
Use this firefight ploy when a friendly ATRAMENTAR FLAYCADE operative is retaliating, at the start of the Resolve Attack Dice step. You can resolve one of your successes before the normal order. If you do, you cannot resolve any other successes during that sequence.


Firefight - Vindication:
When 1 friendly ATRAMENTAR FLAYCADE operative is retaliating with below 5 wounds, all melee will have brutal and ceaseless.


Strategic - We have come for you:
Whenever a friendly ATRAMENTAR FLAYCADE operative is activated, if the first action it performs during that activation is the Charge action, when it ends its move during that action, you can inflict D3 damage on one enemy operative within its control range.


Strategic - The Black Hunt:
Whenever a friendly ATRAMENTAR FLAYCADE operative is shooting against, fighting against or retaliating against a wounded enemy operative, you can re-roll one of your attack dice.


Strategic - Preysight:
Whenever you’re selecting a valid target for a friendly ATRAMENTAR FLAYCADE operative, enemy operatives within 6" of it cannot use Light terrain for cover. While this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).


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.