RewardedInk's Потрошители

Homebrew (Unpublished) by RewardedInk
Composition
Common Abilities and Options

Astartes:
During each friendly RIPPERS operative's activation, it can perform either 2 Shoot actions or 2 Fight actions. If it is 2 shoot actions, a bolt pistol, boltgun or scoped bolt pistol must be selected for at least one of them. Each friendly NEMESIS CLAW operative can counteract regardless of its order.

Scent of Flaw:
В первый поворот (Turning Point 1) все ваши оперативники считаются имеющими приказ Скрываться (Conceal), даже если они выполняют действия, которые обычно требуют приказа Атака (Engage) (например, движение на полной скорости).Начиная со второго поворота, если ваш оперативник совершает действие Чардж (Charge) или Стрельба (Shoot) из состояния Conceal (используя правила скрытности), его оружие получает свойство «Смертоносное 5+» (Lethal 5+) или «Беспощадное» (Relentless) на время этой активации.

Praetor
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Nostraman Chainglaive (Rnd, Leatal 5+)
5
3+
4/6
Abilities
AstartesIn Terrors EmbraceScent of Flaw

In Terrors Embrace: Источает ауру страха радиусом в 3 дюйма. Когда вражеский оперативник находится в пределах этой ауры, его показатель Обороны (DF) уменьшается на 1 (минимум до 2), а при попытке совершить действие Отступление (Fall Back) он должен потратить на 1 Очко Действия (AP) больше.

32RIPPERS, CHAOS, HERETIC ASTARTES, LEADER,
Veteran
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Prc1, Hot, Lethal 5+)
4
3+
4/5
Nostraman Chainblade (Rnd)
5
3+
4/5
Power Fist (Brutal)
5
4+
5/7
Power Maul (Shock)
5
3+
4/6
Power Weapon (Lethal 5+)
5
3+
4/6
Abilities
Astartes1AP: PremonitionPrescienceScent of Flaw

Premonition (1AP): PSYCHIC Spend 1 of your Prescience points to gain 1CP.

This operative cannot perform this action while within control range of an enemy operative, or more than once per turning point.

Prescience: PSYCHIC

In the ready step of each Strategy phase, you gain 1D3 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 is 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 damage 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.

32RIPPERS, CHAOS, HERETIC ASTARTES, PSYKER, VISIONARY
Skinthief
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Nostraman Chainglaive (Rnd)
5
3+
4/6
Abilities
AstartesFlay Them AliveScent of FlawTyrant 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 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 damage of 3 or more inflicts 1 less damage on it.

32RIPPERS, CHAOS, HERETIC ASTARTES, SKINTHIEF
Ventrilokar
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Chainsword
5
3+
4/5
Abilities
Astartes1AP: Disconcerting MimicryIcon BearerScent of Flaw

Disconcerting Mimicry (1AP): PSYCHIC

Select one enemy operative within 6" of this operative, then select one of the following for that enemy operative (you can only select each option once per battle):

  • Until the end of the next activation, subtract 1 from its APL stat
  • Change its order
  • Perform a free dash with it (specify the location for your opponent to move it to)

This operative cannot perform this action while within control range of an enemy operative.

Icon Bearer: Whenever determining control of a marker, treat this operative's APL stat as 1 higher. Note this is not a change to its APL stat, so any changes are cumulative with this.

32RIPPERS, CHAOS, HERETIC ASTARTES, PSYKER, VENTRILOKAR
Screecher
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Lightning Claws (Ceaseless, Lethal 5+)
5
3+
4/5
Abilities
Appetite For CrueltyAstartesScent of FlawScreecher

Appetite For Cruelty: Whenever this operative is fighting against a wounded enemy operative, this operative's lightning claws gain the Lethal 4+ weapon Rule.

Screecher: Whenever an enemy operative within 3" of this operative is shooting, fighting or retaliating, your opponent cannot re-roll their attack dice.

32RIPPERS, CHAOS, HERETIC ASTARTES, SCREECHER
Fearmonger
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Scoped Bolt Pistol
Short Range (Rng 8", Lethal 5+)
4
3+
3/4
Long Range
4
3+
3/4
Terrorchem Vial (Rng 6", Blast 2", Dev3, Lim1, Sat, *Terrorchem)
5
3+
2/0
Tainted Blade (*Terrorchem)
5
3+
3/5
Abilities
*TerrorchemAstartes1AP: Poison ObjectiveScent of FlawTerrochem Poison

*Terrorchem: In the Resolve Attack Dice step, if you inflict damage with any Critical successes (including as a result of the Devastating weapon rule), the operative this weapon is being used against gains one of your Terrorchem tokens (if it does not already have one).

Poison Objective (1AP): Select one objective marker this operative controls to gain one of your Terrorchem tokens. It cannot be an objective marker within control range of an enemy operative, or one that already has one of your Terrorchem tokens. The first time an enemy operative that doesn’t have one of your Terrorchem tokens contests that objective marker, that operative gains that Terrorchem token, then inflicts 2D3 damage on it (if it is during an action, at the end of that action).

Terrochem Poison: Whenever an operative that has one of your Terrorchem tokens is activated, inflict 1D3 damage on it.

32RIPPERS, CHAOS, HERETIC ASTARTES, FEARMONGER
Equipment
Ploys

Strategic - Scent of Flaw:
Ваши оперативники получают бонус +1 дюйм к дистанции Движения (Move) и Чарджа (Charge), если они направляются в сторону вражеского оперативника, у которого осталось меньше половины здоровья (Injured), ИЛИ который находится дальше чем в 6 дюймах (⬠) от своих союзников.Кроме того, при атаке такой цели в ближнем бою вы можете бесплатно перебросить один кубик (куб атаки).


Strategic - Gory Feast:
Когда ваш оперативник выводит из строя (Incapacitates) вражеского оперативника в ближнем бою, выберите одного другого врага в пределах 3" от места схватки.Этот враг немедленно получает статус Подавлен (Suppressed): до конца текущего Поворота его показатель Очков Действия (APL) уменьшается на 1, а в ближнем бою против ваших бойцов он бросает на 1 куб меньше.


Strategic - Wings of the Dusk:
Эффект: Действует в Turning Point 1 или 2. Каждый ваш оперативник, у которого есть приказ Скрываться (Conceal), может бесплатно совершить действие Рывок (Dash) во время своей активации. Кроме того, при выполнении действия Движение (Move) в этой фазе ваши бойцы могут игнорировать первые 2 дюйма расстояния, потраченного на подъем или спуск по элементам ландшафта (Vantage points / Хэви террейн).


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 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.