Destroyer Clade

Homebrew (Unpublished) by Raikenette

Hastarii are heavy Skitarii heavy infantry whose bodies have been modified to carry the destructive heavy firepower of much larger Adeptus Mechanicus machines.

Their modifications include having their right arms replaced with gyroscopically stabilized gun mounts that are wired into the hastarii's cortical circuits. This results in the heavy infantry having uncanny accuracy with their weapons. Hastarii Exterminators are anti-infantry specialists equipped vicious Eradication Casters, while the Hastarii Fusiliers wield Neutron Fusils to destroy enemy armour. They also have lighter weapons on shoulder mounts - Exterminators have an Arc Blaster while Fusiliers use a Phosphor Blaster.

However, because of their gun mounts, the Hastarii must wear advanced backpack generators to function, which are heavy and difficult to manufacture. Also, while Hastarii are highly effective in battle, they are complex and costly for the Adeptus Mechanicus to create. As a result of these drawbacks, the Hastarii variants are rarely deployed in battle, in order to avoid a wasteful loss.

Because of their skills, the Hastarii have become a vital element of the Skitarii's Macro-Clades and are heavily used by the Archmagos Terminus Thulia Ghuld.

Composition

5 DESTROYER CLADE operatives

  • 1 HASTARII ALPHA operative (either EXTERMINATOR or FUSILIER).
  • 4 HASTARII operatives (EXTERMINATOR and/or FUSILIER). You cannot include more than one HASTARII ALPHA operative in your kill team.
Common Abilities and Options

Hastarii Elite:
During each friendly HASTARII operative's activation, it can perform two Shoot actions. When doing so a blaster weapon must be selected for at least one of them, and if one of them isn't, 1 additional AP must be spent for the action using the Neutron Fusil, or Eradication Caster.

Each friendly HASTARII operative can counteract regardless of its order.

Hastarii Exterminator Alpha
A 3
M 5"
S 3+
W 15
Weapons
ATK
HIT
DMG
Eradication Caster
Focused (Dev 2, Stun, Rnd)
3
3+
5/4
Dissipated (Torrent 1, Stun, Sat)
5
4+
3/4
Hastarii Arc Blaster (Blast 1, Prc1, Stun)
4
4+
3/4
Mechanicus Power Weapon (Lethal 5+)
4
3+
4/6
Abilities
1AP: Broad‑spectrum Targeting AugursHastarii Elite

Broad‑spectrum Targeting Augurs (1AP): Select one enemy operative visible to this operative. Until the end of the turning point, whenever a friendly HASTARII operative within 4" of this operative is shooting that enemy operative, you can use this effect. If you do:

That friendly operative’s ranged weapons have the Seek Light weapon rule. That enemy operative cannot be obscured. This operative cannot perform this action while within control range of an enemy operative.

32DESTROYER CLADE, ADEPTUS MECHANICUS, LEADER, HASTARII, EXTERMINATOR, ALPHA
Hastarii Fusilier Alpha
A 3
M 5"
S 3+
W 15
Weapons
ATK
HIT
DMG
Neutron Fusil (Hvy(Repos), Prc 2)
4
3+
6/7
Hastarii Phosphor Blaster (Blast 1", Severe)
3
3+
3/4
Mechanicus Power Weapon (Lethal 5+)
4
3+
4/6
Abilities
Hastarii Elite1AP: Monocular Targeting Helms

Monocular Targeting Helms (1AP): Select one enemy operative visible to this operative. Until the end of the turning point, whenever a friendly HASTARII operative within 4" of this operative is shooting that enemy operative, you can use this effect. If you do:

That friendly operative’s ranged weapons have the Accurate 1 weapon rule. That friendly operative's ranged weapons can target that selected enemy operative to shoot, even whilst they're within control range of a friendly operative. This operative can perform this action while within control range of an enemy operative.

32DESTROYER CLADE, ADEPTUS MECHANICUS, LEADER, HASTARII, FUSILIER, ALPHA
Hastarii Exterminator
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Eradication Caster
Focused (Dev 2, Stun, Rnd)
3
3+
5/4
Dissipated (Torrent 1, Stun, Sat)
5
4+
3/4
Hastarii Arc Blaster (Blast 1, Prc1, Stun)
4
4+
3/4
Mechanicus Power Weapon (Lethal 5+)
4
3+
4/6
Abilities
Hastarii Elite
32DESTROYER CLADE, ADEPTUS MECHANICUS, LEADER, HASTARII, EXTERMINATOR
Hastarii Fusilier
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Neutron fusil (Hvy(Repos), Prc 2)
4
3+
6/7
Hastarii Phosphor Blaster (Blast 1", Severe)
3
3+
3/4
Fusil Gun Butt
4
4+
3/3
Abilities
Hastarii Elite
32DESTROYER CLADE, ADEPTUS MECHANICUS, LEADER, HASTARII, FUSILIER
Equipment

Mechanicus Servo-Skull:
Once per turning point, during a friendly HASTARII operative’s activation, you can use this rule. If you do, during that activation, that operative can perform a mission action for 1 less AP. Having an enemy operative within its control range doesn’t prevent that friendly operative from performing that mission action. However, in such an instance, after it does so, you and your opponent roll-off. If your opponent wins, you cannot use this equipment for the rest of the battle.


Advanced Backpack Generators:
Once per turning point, when a friendly HASTARII operative is activated, if it’s not within control range of enemy operatives, you can use this rule. If you do, that friendly operative's movement characteristic is increased by +2" until start of their next activation.


Hastarii Melta Charges:
During the select operative step, if this equipment is chosen pick two operatives to have the following weapon.

NameATKHITDMG
Melta Charges (Range 3", Devastating 3, Heavy (Reposition only), Limited 1, Piercing 2)43+5/3

Advanced Sacrificial Redundancy Systems:
Once per turning point, when a friendly HASTARII operative is activated, if it’s not within control range of enemy operatives, you can use this rule. If you do, that friendly operative regains up to 2D3+3 lost wounds, but loses access to its blaster ranged weapon for the rest of the battle.


Ploys

Strategic - Elite Terminus-Grade Doctrina:
Select one of the following Elite Terminus-Grade Doctrina. Until the end of the turning point, the selected Doctrina is active:

  • Polemios TG-Doctrina: Friendly HASTARII operatives ignore being injured.
  • Stratos TG-Doctrina: Whenever an operative is shooting a friendly HASTARII operative, if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success. (This is not cumulative with improved cover saves from Vantage terrain.)
  • Xiphos TG-Doctrina: Friendly Hastarii operatives ranged weapons gain the Saturate weapon rule.

Strategic - Targeting Coordination Beacon:
Place your Targeting Coordination Beacon marker in the killzone, wholly within your territory, or within 4" of a friendly HASTARII ALPHA operative and more than 2" from other markers.

Whenever a friendly HASTARII operative is shooting an enemy operative that is within 4" horizontally of that marker, that friendly operative's ranged weapons have the Balanced weapon rule.

In the Ready step of the next Strategy phase, remove that marker.


Strategic - Hastarii Elite Armourplate:
Whenever a friendly HASTARII operative is within control range of an objective marker, or within 6" of another friendly HASTARII operative Normal Dmg of 4 or more inflicts 1 less damage on it.


Strategic - Destroy the Hated Foes of the Machine God:
Whenever a friendly HASTARII operative is shooting an enemy operative within 6" of it, that friendly operative's ranged weapons have the Ceasless weapon rule.

This effect only applies the first time each friendly HASTARII operative performs a Shoot action, or for the first two shoot actions in one activation if using the Hastarii Elite rule.


Firefight - Targeting Augur Recycling:
You may use this firefight ploy when a friendly HASTARII ALPHA operative is performing either the Broad-spectrum Targeting Augurs or Monocular Targeting Helms action.

Until the end of the turning point, that operative can use the other HASTARII ALPHA operative's targeting action instead.


Firefight - Gyroscopically Stabilized Counter-Blast:
Once per turning point, you may use this firefight ploy after an enemy operative performs a charge, reposition, or dash action that ends within 3" of, and is visible to, a friendly HASTARII Operative.

Select that friendly HASTARII operative. It can immediately perform one free Shoot action, using only its blaster weapon, against that enemy operative.

If that enemy operative is within the friendly operative's control range, the following additional rules apply:

  • The enemy operative can be targeted even if it wouldn't normally be a valid target.
  • Worsen the Hit stat of the friendly operative's weapon by 1.

If a friendly operative performs this action, it cannot counteract during that turning point.


Firefight - Contextually Motivated Command Override:
Use this firefight ploy when you activate a friendly HASTARII operative. Select an Elite Terminus-Grade Doctrina for that operative to have instead of its current one (if any) until the Ready step of the next Strategy phase.


Firefight - Glorious Entry into the Great Work.:
Use this firefight ploy when a friendly HASTARII operative is incapacitated. Before removing that operative from the killzone, you can use this ploy. Roll a D6, on a 2+ the operative explodes. Each other operative within 3" of it suffers 2d3+3 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.


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.