Nightbringers

Homebrew by Johnny_Burner

A team of the apocalyptic forces of the roaring, created to spread the dark fountains and plunge new worlds into neverending night.

Dark fountains in this context are probably a force of chaos, like a tear in space allowing the warp to spill into reality. As for which chaos god this would represent... idk brah i just wanted to mix my two current favorite medias, deltarune and 40k.

No votes yet
Composition

Faction Rule: Dark Fountains Friendly NIGHTBRINGERS operatives without the PURE DARKNER keyword can spend 2AP to place a Dark Fountain token within control range of thst operative. Without the conditions to form a dark world, but with a strong enough will, a column of shadowy smog is formed. Operatives within control range of a Dark Fountain token are treated similarly to being within a smoke grenade, and gain Obscured. Dark Fountain tokens cannot be placed within 3" of any objective markers, enemy operatives, or other Dark Fountain tokens. Enemy Leader operatives can use 2AP to remove the dark fountain token if within control range of it.


Your list must consist of 6 operatives, chosen from the following:

i'll write this once i've made all the operatives

Common Abilities and Options

Beast:
This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Gather, Guard, Reposition, Pick Up Marker and Place Marker. It cannot use any weapons that aren’t on its datacard.

Knight
A 3
M 7"
S 3+
W 14
Weapons
ATK
HIT
DMG
Knight's Bullet Patterns (Psychic, Range 6")
5
4+
4/5
Black Knife
X-Slash (Balanced)
5
4+
4/5
Swoon (Devastating 6, Rending)
2
5+
5/2
Abilities
2AP: Carry2AP: Shapeshift

Carry (2AP): Forces an enemy operative in control range to dash in a direction of this operative's choosing. Cannot be used while contesting an objective or mission marker, or while in control range of more than 1 enemy operative.

Shapeshift (2AP): Remove this operative from the board and replace it with a shapeshift token. While shapeshifted, this operative can only Reposition, Dash, and fall back, and gains +1" to all movement actions. To exit shapeshift, this operative must use this ability again. Taking damage or being selected for a fight action forces this operative out of shapeshift immediately.

32Leader, Nightbringers, Chaos
Squire
A 2
M 6"
S 3+
W 7
Weapons
ATK
HIT
DMG
Black Shard (Devastating 2)
4
3+
3/3
25Nightbringers, Chaos
Guardian
A 2
M 5"
S 3+
W 11
Weapons
ATK
HIT
DMG
Titan Bullet Patterns (Ranged) (Psychic, Range 6", Heavy (Dash Only))
4
5+
4/5
Titan Bullet Patterns (Melee) (Psychic)
4
4+
4/5
Titan Hands (Brutal)
3
3+
4/5
Abilities
OC

OC: this rule exists to tell you that i kinda made this up, since currently there's not much to base this sorta archetype of dark world creatures on. my apolocheese...!!!

this operative in particular you could imagine a scaled down version of a titan, maybe a little taller than the knight.

32Nightbringers, Chaos, Pure Darkner
Titan Spawn
A 2
M 5"
S 3+
W 7
Weapons
ATK
HIT
DMG
Bullet Patterns (Ranged) (Psychic, Range 3")
4
5+
3/4
Bullet Patterns (Melee) (Psychic)
4
4+
3/4
Abilities
Beast
25Nightbringers, Chaos, Pure Darkner
Nightmare
A 2
M 7"
S 4+
W 9
Weapons
ATK
HIT
DMG
Bomb Launch (Psychic, Blast 2", Range 8")
3
3+
3/3
Immolation
Normal (Psychic, Ceaseless)
4
4+
3/4
Burning Eyes (Psychic, Ceaseless, Hot)
5
3+
3/4
Abilities
1AP: SUMMON_FRIEND

SUMMON_FRIEND (1AP): Allows you to immediately reposition up to 3 friendly DEVICE_FRIEND operatives towards an enemy operative in control range, as long as those friendly DEVICE_FRIEND operatives end their reposition within control range of both this operative and the enemy operative.

25Nightbringers, Chaos, Pure Darkner
DEVICE_FRIEND
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Claws and Fangs (Relentless)
3
3+
3/4
Abilities
Beast
25Nightbringers, Chaos, Pure Darkner, DEVICE_FRIEND
Equipment

Tail of Hell:
All melee weapons without the Psychic weapon rule gain the Punishing weapon rule for their first use.


DEVICE_DEPTH:
When using the Take Crawl strategy ploy, incapacitated IMAGE_FRIEND operatives placed back on the killzone have full wounds instead of D3.


Ploys

Firefight - Shadow Centipedes:
Once per turning point, you can use this ploy whenever any amount of enemy operatives is within 6" of a Dark Fountain token. That enemy operative must immediately roll a D6: on a 5+, they take 2 damage.


Strategic - Constricting Darkness:
While this ploy is active, whenever an enemy operative is within 8" of a Dark Fountain token, 1 of their AP is "Constricted", and they cannot use it. Effectively, this means treating them as having a -1 AP debuff while within 8" of a Dark Fountain token. This effect is immediately removed once outside of this range, or once the token is removed. If a ploy, rule, ability, etc would remove a stat debuff such as this, the debuff is only removed until the end of the affected operative's activation, and is reapplied if within range.


Strategic - Shadows Cutting Deeper:
All 'Bullet Pattern' weapon profiles gain Rending for the turning point.


Strategic - Take Crawl:
If a Dark Fountain token is present on the board, you may use this firefight ploy to place 1-3 decapacitated friendly IMAGE_FRIEND operative back on the killzone within control range of any Dark Fountain token, with D3 wounds remaining. This ploy can only be used once per battle, and cannot be used during the first turning point. For the purpose of the Kill Grade rules for Kill op, operatives brought back still count towards the opponent's Kill Grade, and being incapacitated for a second time counts towards it again. IMAGE_FRIEND operatives cannot be used for this ploy if incapacitated twice during the battle.


Strategic - Northern Winds:
Once per battle, this strategy ploy can be used to immediately dash all friendly Pure Darkner operatives.


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.


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.