Armiger & CO.

Homebrew (Unpublished) by Redjandro
Composition
Common Abilities and Options

Apex Activation:
This operative activates twice during each Turning Point. Each activation is treated separately and this operative has 2APL during each activation. 2APL + 2APL

Breaching Walker:
During a Reposition or Charge action, this operative can move through Light terrain and Heavy terrain designated as Breachable. When it first moves through a Breachable Heavy terrain section, create an opening at that location. This operative cannot finish a move overlapping terrain.

Damaged Systems:
While this operative has 30 or fewer wounds remaining:

  • Worsen the Hit stat of its weapons by 1.
  • Its Control characteristic is 3 instead of 6.

Deadly Demise:
When this operative is incapacitated, before removing it from the killzone, roll one D6. On a 6, each other operative within 3" suffers D3+1 damage, excluding operatives with Heavy terrain wholly intervening between them and this operative.

Ion Shield:
Whenever this operative is selected as the target of a Shoot action, when collecting defence dice, you can use its Ion Shield instead of its normal Save. If you do, this operative has a 5+ Save for that attack and collects 3 defence dice regardless of any Piercing or Piercing Crits weapon rules.

Control 6:
Control Characteristic of 4

Trait: Implacable:
Ignore any changes to this operative's weapon stats from being injured.

Trait: Tenacious:
Ignore any changes to this operative's Move stat from being injured.

Bulky:
- This operative cannot be placed on Vantage terrain higher than 2" from the killzone floor.

  • Whenever this operative would perform the Fight action, the distance requirements of its control range can be changed to 1" horizontally and 4" vertically until the end of that action.
  • This operative can move through other operatives (excluding NEMESIS operatives)
  • Ignore all changes to this operative's APL and if it is a player operative, APL changes do not affect the AP you can use per turning point.

Towering Size:
- In the Firefight phase, whenever you determine this operative's order, you cannot select Conceal.

  • This operative cannot be in cover or obscured by Light terrain, terrain parts less than 3" tall or terrain that is not wholly intervening
  • Whenever another operative is performing the Shoot action, being within control range of other operatives does not prevent this operative from being selected as a valid target. In other words, this operative can be shot while within control range of friendly operatives.
  • This operative can move through terrain parts less than 2" tall. It cannot move through Accessible terrain (excluding hatchways) unless that terrain is also less than 2" tall.
  • Whenever this operative would finish a move in a terrain feature less than 2" tall, temporarily remove that terrain feature from the killzone, then return it when this operative leaves that location; if it is an equipment terrain feature, remove it from the battle instead
Armiger Warglaive
A 2
M 7"
S 3+
W 80
Weapons
ATK
HIT
DMG
Thermal Spear (Dev 4, Heavy (Reposition only), Piercing 2)
5
3+
6/3
Questoris Heavy Stubber (Torrent 1")
5
3+
4/5
Meltagun (Rng 6", Dev 4, Piercing 2)
4
3+
6/3
Reaper Chain-cleaver
Strike (Brutal, Rending)
4
3+
7/9
Sweep (Brutal)
6
3+
4/5
Abilities
Apex ActivationBehavior: Hunter/Shock AssaultBreaching WalkerDamaged SystemsDeadly DemiseHunting StrideIon Shield
Options
Control 6Trait: AromouredTrait: BlitzTrait: ImplacableTrait: TenaciousBulkyTowering Size

Behavior: Hunter/Shock Assault: This operative follows the priorities below whenever it activates.

After each action, re-evaluate the priorities from the top.

If an action is not legal, proceed to the next priority.

Each action can only be performed once per activation unless another rule states otherwise.

QUARRY At the start of this operative's first activation each Turning Point, select its Quarry using the following priority:

  1. An enemy operative within this operative's Control Range.
  2. The closest enemy operative this operative can Charge and Fight during this activation.
  3. The closest visible Armoured Target.
  4. The closest visible enemy operative.
  5. The closest enemy operative.

An Armoured Target is an operative with a Save characteristic of 3+ or better, or 12 or more Wounds. This operative keeps the same Quarry for both of its activations that Turning Point. Select a new Quarry if the current Quarry is incapacitated, cannot be reached or attacked, or another enemy enters this operative's Control Range.

ACTIVATION PRIORITY

1. FIGHT

  • If this operative is within an enemy operative's Control Range, Fight that operative.
  • If there is more than one eligible enemy, Fight the Quarry if possible.

2. CHARGE AND FIGHT

  • If this operative has enough AP to perform both actions and can legally Charge its Quarry, Charge and then Fight it.

3. SHOOT

  • If the Quarry is a valid target, Shoot it using the appropriate weapon.

4. REPOSITION

  • Reposition towards the Quarry by the shortest legal route.
  • End the move closer to the Quarry and, where possible, with visibility to it.
  • Use Breaching Walker if breaching terrain creates a shorter legal route.

5. NO VALID QUARRY

If no enemy operative can currently be reached or seen, Reposition towards the closest enemy operative.

APEX PURSUIT This operative uses this Behaviour during both of its activations each Turning Point.

During its second activation, continue pursuing the same Quarry unless that Quarry is no longer valid.

HUNTING STRIDE Use Hunting Stride when an eligible enemy movement would allow this operative to:

  1. Move closer to its current Quarry.
  2. And either enter legal Charge range for a later activation or end significantly closer to the Quarry.

If several enemy operatives could trigger Hunting Stride, prioritise:

  1. The current Quarry.
  2. The closest Armoured Target.
  3. The closest enemy operative.

MISSION OVERRIDE If the mission gives this operative a specific objective or target priority, resolve that priority before this Behaviour.

Hunting Stride: Once per Turning Point, after a visible enemy operative within 6" finishes a Reposition or Dash action, this operative can immediately move up to 2" towards that operative. It cannot enter an enemy operative's control range or Breach terrain during this move.

Trait: Aromoured: Whenever an operative is shooting this NPO with a weapon that has a Normal damage stat of 3 or less, improve this operative's Save stat by 1.

Trait: Blitz: Whenever this operative performs the Charge action during its activation, its melee weapons have the Severe and Shock weapon tules until the end of that activation.

100Walker, Breach, Apex Tempo
Armiger Helverin
A 2
M 7"
S 3+
W 80
Weapons
ATK
HIT
DMG
Dual Armiger Autocannons (Ceaseless, Piercing 1)
6
3+
5/6
Questoris Heavy Stubber
5
3+
4/5
Meltagun (Rng 6", Dev 4, Piercing 2)
4
3+
6/3
Armored Feet (Brutal)
4
3+
4/5
Abilities
Apex ActivationBehavior: Fire Support/InterceptorBreaching WalkerDamaged SystemsDeadly DemiseIon ShieldSkyfire ProtocolsTarget Tracking
Options
Control 6Trait: ArmouredTrait: Focused TargetingTrait: ImplacableTrait: TenaciousBulkyTowering Size

Behavior: Fire Support/Interceptor: This operative follows the priorities below whenever it activates. After each action, re-evaluate the priorities from the top. If an action is not legal, proceed to the next priority. Each action can only be performed once per activation unless another rule states otherwise.

PRIORITY TARGET Whenever this operative needs to select a target, use the following priority:

  1. An enemy operative within this operative's Control Range.
  2. A visible Tracked enemy operative.
  3. A visible enemy operative with FLY, JUMP PACK, GRAV-CHUTE or an equivalent rule while Skyfire Protocols is active.
  4. The closest visible Armoured Target.
  5. The closest visible enemy operative.
  6. The closest enemy operative.

An Armoured Target is an operative with a Save characteristic of 3+ or better, or 12 or more Wounds. If the mission gives this operative a specific target priority, that target takes priority over this list.

ACTIVATION PRIORITY

1. FIGHT

  • If this operative is within an enemy operative's Control Range, Fight that operative with Armoured Feet.
  • If more than one enemy is eligible, Fight the Priority Target if possible.

2. SHOOT

  • If a valid Priority Target is visible, Shoot it using the appropriate ranged weapon.
  • Whenever possible, perform this as the first action of the activation to benefit from Focused Targeting.

3. ESTABLISH FIRING POSITION

If no valid target is visible, Reposition by the shortest legal route to a position from which this operative can Shoot a Priority Target. Where possible, end this move:

  • outside enemy Control Range;
  • with visibility to one or more enemy operatives;
  • within Control Range of an objective marker; and
  • as far as possible from enemy operatives while maintaining a useful firing position.

After Repositioning, Shoot if possible.

4. MAINTAIN FIRE LANE

If this operative has already Shot and still has AP remaining, Reposition only if doing so would:

  • move it within Control Range of an objective marker;
  • improve visibility to enemy operatives for its next activation;
  • increase its distance from a nearby enemy operative; or
  • prevent terrain from blocking an important firing lane.

Otherwise, remain in position.

5. DISENGAGE

If this operative cannot Shoot because an enemy operative is too close, and it is not required to Fight, Reposition away from the closest enemy while attempting to maintain visibility to another valid target. Do not voluntarily Charge an enemy operative.

APEX FIRE SUPPORT

This operative uses this Behaviour during both of its activations each Turning Point. During its second activation, select the Priority Target again using the normal priority list. It does not remain committed to the same target if a higher-priority target becomes available.

TARGET TRACKING

Use Target Tracking when an eligible enemy operative completes a Reposition, Dash or Charge action and meets one or more of the following conditions:

  • It is an Armoured Target.
  • It has FLY, JUMP PACK, GRAV-CHUTE or an equivalent rule.
  • It is within Control Range of an objective marker.
  • It is the closest visible enemy operative.

If several operatives are eligible, prioritise them in that order. Do not use Target Tracking on an operative that this operative is unlikely to be able to Shoot before the end of the Turning Point.

BREACHING WALKER

Use Breaching Walker during a Reposition only if breaching terrain creates a substantially shorter route to:

  • a useful firing position;
  • an objective marker;
  • or a position from which a Priority Target becomes visible.

Do not Breach terrain merely to move closer to an enemy if a useful firing position already exists.

MISSION OVERRIDE

If the mission gives this operative a specific objective, firing position or target priority, resolve that instruction before this Behaviour.

Skyfire Protocols: While this operative is wholly within its deployment zone or within Control Range of an objective marker it controls, its Dual Armiger Autocannons have Lethal 5+ against operatives with FLY, JUMP PACK, GRAV-CHUTE or an equivalent rule.

Target Tracking: Once per Turning Point, after a visible enemy operative within 12" finishes a Reposition, Dash or Charge action, this operative can designate that operative as Tracked until the end of the Turning Point.

The next time this operative shoots that operative with its Dual Armiger Autocannons, that operative cannot retain a defence die as a result of Cover.

Trait: Armoured: Whenever an operative is shooting this operative with a weapon that has a Normal Dmg stat of 3 or less, improve this operative's Save stat by 1.

Trait: Focused Targeting: Whenever this operative is shooting during its activation, if it hasn't performed any other actions during that activation, its ranged weapons have the Punishing weapon rule.

100Walker, Breach
Equipment
Ploys
TacOps