Freeblade Exemplar

Homebrew by Ceadda1220

The minor Knights that have forsaken their houses to wander alone amongst the stars. Travelling the void in search of honour, vengeance, or the penance of their real or supposed sins. These mysterious silent warriors have forsaken the heraldic trappings of their former houses, breaking with their past, and gave up their names to be drawn by the fires of war. Forever on the search of battle in far reaches of space whether of great personal tragedy, burning vengeance, or a life of penitence and absolution; these warriors seek their destiny regardless of the danger.

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Composition

A FREEBLADE EXEMPLAR kill team is composed of one of the following operatives:

• 1 FREEBLADE WARGLAIVE operative with the following:

  • Thermal spear
  • Reaper chain-cleaver
  • Questoris heavy stubber or Meltagun

• 1 FREEBLADE HELVERIN operative with the following:

  • Armiger autocannon

  • Armoured feet

  • Questoris heavy stubber or Meltagun

  • 1 FREEBLADE MOIRAX operative with one of the following options:

  • Graviton pulsar, Volkite veuglaire; Armoured feet

  • Volkite veuglaire, Siege claw and Rad cleanser

Your kill team can only include one operative from the above options, and is prohibited from using any kind of universal equipent options. HELVERIN and WARGLAIVE operatives must select one MANTLE as part of their equipment selections

Common Abilities and Options

°180 Degree Line of Sight:
All Weapons with this rule are limited to 180° Line of Sight in the front facing direction of the FREEBLADE EXEMPLAR.

Bulky:
Operative cannot gain benefit of cover from any terrain with the Light feature, and can only gain benefit of cover from terrain with the Heavy feature if operative

Implacable Advance:
You can ignore and move over any terrain that has the Light feature, but may not end your movement on any terrain that has the Light feature. You can move over heavy terrain less than 3" without climbing, but may not end your movement on terrain that has the Heavy feature.

*Thunderstomp (2AP):
Once per turning point, when a ready friendly FREEBLADE EXEPLMPLAR HELVERIN operative performs a Fight action, you can use this ability. If you do, the Attack stat of Armoured feet is 6, improve the Damage stat of Armoured feet to 4/5, and Armoured feet gain the Shock weapon rule.

FREEBLADE WARGLAIVE
A 6
M 8
S 3+
W 30
Weapons
ATK
HIT
DMG
Thermal Spear (Rng 12", Dev4, Prc2)
4
3+
6/3
Questoris heavy stubber
Focused (PrcCrit1, Accurate 1, *180° Line of Sight)
5
3+
4/5
Sweeping (PrcCrit1, Tor2", *180° Line of Sight)
4
3+
3/5
Meltagun (Rng 8", Dev4, Prc2)
2
3+
6/3
Reaper chain-cleaver
Duel (Brutal, Rending)
4
3+
4/6
Sweep (*Strike Down The Unclean)
3
3+
4/6
Abilities
2AP: *Strike Down The Unclean°180 Degree Line of SightBulky2AP: Impetuous GloryImplacable Advance

*Strike Down The Unclean (2AP): Whenever this operative performs the Fight action with this weapon profile, if it isn't incapacitated, it can immediately perform a free Fight action afterwards, but you must select this weapon profile and it can only fight against eah enemy operative within its control range once per activation or counteraction using this weapon profile. This takes preference over action restrictions, and you can continue to perform free Fight actions until this operative is incapacitated or has fought against every enemy operative within its control range.

Impetuous Glory (2AP): Once per turning point, when a ready friendly FREEBLADE EXEPLMPLAR WARGLAIVE operative is activated, you can use this rule. If you do, when the operative makes a CHARGE action, until the end of the turning point add 1 to the Attack characteristic of this operative's reaper chain-cleaver strike profile, and add 2 to the Attack characteristic of this operative's reaper chain-cleaver sweep profile.

FREEBLADE EXEMPLAR, IMPERIUM, WARGLAIVE
FREEBLADE HELVERIN
A 6
M 8
S 3+
W 30
Weapons
ATK
HIT
DMG
Armiger autocannon
Focused (Rng12", Accurate 1, Stun)
4
3+
5/6
Sweeping (Rng12", Tor3")
4
3+
4/5
Questoris heavy stubber
Focused (PrcCrit1, Accurate 1, *180° Line of Sight)
5
3+
4/5
Sweeping (PrcCrit1, Tor2", *180° Line of Sight)
4
3+
3/5
Meltagun (Rng 8", Dev4, Prc2)
2
3+
6/3
Armoured feet (*Thunderstomp)
4
3+
3/4
Abilities
2AP: *Thunderstomp°180 Degree Line of SightBulkyImplacable Advance2AP: Skyfire Barrage

Skyfire Barrage (2AP): Once per turning point, when a ready friendly FREEBLADE EXEMPLAR HELVERIN operative is activated, you can use this rule. Perform two free Shoot actions with this operative (this takes precedence over action restrictions). You must select a profile of its Armiger autocannon for one action and its Questoris heavy stubber for the other (in any order).

This operative cannot perform this action while it has a Conceal order, or during an activation in which it performed the Shoot action (or vice versa).

FREEBLADE EXEMPLAR, IMPERIUM, HELVERIN
FREEBLADE MOIRAX
A 6
M 8
S 3+
W 30
Weapons
ATK
HIT
DMG
Graviton pulsar (Hvy, Blast 3", *Breaching)
4
3+
4/5
Volkite veuglaire (Rng12", PrcCrt1, Dev2)
4
3+
4/5
Rad Cleanser (Rng12", Seek, Tor3",*Panic)
5
3+
3/4
Armoured feet (*Thunderstomp)
4
3+
3/4
Siege Claw (Brutal, Shock)
4
3+
4/6
Abilities
*Breaching*Panic2AP: *Thunderstomp°180 Degree Line of SightBulkyImplacable Advance2AP: Rad Furnace

*Breaching: Critical hits made by a Graviton pulsar penetrate the armour of heavy infnaty. If an enemy operative has a starting Wounds stat of 10 or higher the weapon gains the PrcCrit2 weapon rule.

*Panic: When a critical success is rolled, the target's APL is reduced by 1, but cannot be reduced to less than zero. If multiple critical successes are rolled the controlling player may distribute the reduction of APL to any valid target of their choosing.

Rad Furnace (2AP): Once per turning point, when a friendly FREEBLADE EXEMPLAR MOIRAX operative is performing a Fight action you can use this ability. Enemy operatives do not gain any superiority bonuses during this Fight action, and the friendly FREEBLADE EXEMPLAR MOIRAX operative discards an enemy attack dice of their choosing.

The operative cannot use this ability if a Shoot action was performed this turning point.

FREEBLADE EXEMPLAR, IMPERIUM, MOIRAX
Equipment

CRUSADER'S MANTLE:
When a friendly FREEBLADE EXEMPLAR performs a Shoot action, you may reroll up to two failed attacks. If the rerolled attack is a critical success, it is retained as a normal success instead.


ERRANT'S MANTLE:
When a friendly FREEBLADE EXEMPLAR performs a Shoot action against the closest enemy operative, add 1 to the Attack stat of the selected weapon.


GALLANT'S MANTLE:
When a friendly FREEBLADE EXEMPLAR performs a Fight action, you may reroll up to two failed attacks. If the rerolled attack is a critical success, it is retained as a normal success instead.


PALADIN'S MANTLE:
When a friendly FREEBLADE EXEMPLAR operative is acivated, add 2" to the operative's Charge action and PrcCrt1 to the operative's melee weapon.


WARDEN'S MANTLE:
When an enemy operative performs a Shoot or Fight action against a friendly FREEBLADE EXEMPLAR operative, subtract 1 from the Damage stat of the attack.


ARMOUR OF THE SAINTED ION:
Improve the FREEBLADE EXEMPLAR operative's Save stat to 2+ against ranged attacks.


BEARER OF THE IRON CHALICE:
At the end of your FREEBLADE EXEMPLAR operative's activation, the operative regains up to 2D3 lost wounds.


HELM OF THE NAMELESS WARRIOR:
Melee weapons equipped by the FREEBLADE EXEMPLAR operative gain the Dev1 weapons rule for the duration of the battle.


HEART OF SOL:
Once per turning point, during a friendly FREEBLADE EXEMPLAR operative's activation you can activate this equipment. If activated, the bearer suffers D3 wounds, then select one of the following effects until the operative's next activation:

  • Add 2" to the operative's Move stat.
  • Perform Pick Up Marker, Place Marker, or mission actions for 0AP.
  • Select one weapon equipped by the bearer, each time the bearer makes an attack with the selected weapon the selected weapon gains the Relentless weapon rule.

HUNTER'S PREDELICTION:
For a friendly FREEBLADE EXEMPLAR operative equipped with a Meltagun. When the operative performs a Shoot action with the Meltagun at a distance of 4" or less, the Meltagun gains the Ceaseless and Saturate weapon rules.


OATHBREAKER GUIDANCE SYSTEM:
For a friendly FREEBLADE EXEMPLAR operative equipped with a Questoris heavy stubber. This operative has the Accurate2, Balanced, and Seek Light weapon rules assigned to the Questoris heavy stubber for the battle.


SANCTUARY:
Whenever an enemy operative perforoms a Fight action against a friendly FREEBLADE EXEMPLAR operative, you can retain one of your defence dice results of 4 as a normal success. If the FREEBLADE EXEMPLAR operative has the ARMOUR OF THE SAINTED ION equipped, you can retain one of your defence dice results of 3 as normal success instead.


SKYFIRE AUSPEX ENHANCER:
For a friendly FREEBLADE EXEMPLAR HELVERIN operative. When the operative performs a Shoot action with the Armiger autocannon while wholly within your deployment zone the Armiger autocannon gains the Ceaseless and Saturate weapon rules. When the operative performs a shoot action within control range of an objective marker you control outside of your deployment zone, the Armiger autocannon gains the Ceaseless, Saturate, and PrcCrt1 weapon rules.


Ploys

Firefight - Unstoppable Warrior:
Use this firefight ploy when a friendly FREEBLADE EXEMPLAR operative is activated. Until the end of that operative’s activation, your operative can perform a Shoot action or a Charge action after perfroming a Fall Back action.


Firefight - Vow Of Retribution:
Use this firefight ploy when a friendly FREEBLADE EXEMPLAR operative is activated. Until the end of that operative’s activation, your operative can perform a Shoot action or a Charge action after perfroming a Fall Back action


Firefight - Reckless Engagement:
Use this firefight ploy when a friendly FREEBLADE EXEMPLAR operative is within Control Range of an enemy operative, or after a Charge action. Select one enemy operative within your friendly FREEBLADE EXEMPLAR operative's control range and roll a number of D6 equal to the APL stat of the selected enemy operative. For each D6 rolled, on a 5+ the selected enemy operative suffers Dev1 wounds.


Firefight - Let Duty be your Shield:
Use this firefight ploy when an enemy operative has selected a friendly FREEBLADE EXEMPLAR operative for a Shoot action. Reduce the enemy operative ranged weapon's normal Damage stat by 1 for the duration of their Shoot action. This firefight ploy does not reduce the enemy operative's critical Damage stat for the selected ranged weapon. This firefight ploy costs an additional CP per use (e.g. 1CP for first use, 2CP for second use, etc.).


Strategic - Hero's Tread:
You may use this strategic ploy once per battle. If a FREEBLADE EXEMPLAR operative contests an objective marker or one of your mission markers, it controls that marker until the end of the turning point. This takes precedence over all other rules


Strategic - Fury Of The Machine Spirit:
You can ignore any changes to the stats of friendly FREEBLADE EXEMPLAR operatives from being injured (including their weapons’ stats).


Strategic - New Ploy:


Strategic - New Ploy:


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.


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.