BrotherMatthais's Homebrew Team

Homebrew (Unpublished) by BrotherMatthais
Composition
Chaplain
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Crozius Arcanum (Ceaseless, Lethal 5+, Rending)
5
3+
4/6
Abilities
AstartesBoons Of DamnationBoost ActionsJump PackPath To Damnation

Astartes: During each friendly MURDERWING operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a bolt pistol must be selected for at least one of them.

Each friendly MURDERWING operative can counteract regardless of its order.

Boons Of Damnation: Boons of Damnation are as follows (resolved with a D6 roll, see Paths to Damnation):

  • When an attack dice inflicts damage of 3 or more on this operative, you can ignore an amount of damage equal to this operative’s Damnation points.
  • When this operative is fighting or retaliating and you strike with an attack die, you can inflict an amount of additional damage equal to this operative’s Damnation points.

Boost Actions: Some actions are known as BOOST actions. These are actions performed during other actions when a BOOST is used. Each operative cannot perform more than one BOOST action per activation/counteraction.

Most BOOST actions affect enemy operatives within a friendly MURDERWING operative’s BOOST ZONE. This is the horizontal area between a friendly MURDERWING operative’s current location and the location from which it used BOOST. A marker the same size as the operative’s base can be temporarily placed to help determine this. Enemy operatives with any part of their base underneath Vantage terrain are not within friendly MURDERWING operatives’ BOOST ZONEs.

Jump Pack: Whenever a friendly MURDERWING operative is performing the Charge, Fall Back or Reposition action during its activation, at the start of any straight-line increment, as long as no part of its base is underneath Vantage terrain, it can do a BOOST for that increment. If it does, don’t move it for that increment. Instead, remove it from the killzone and set it back up wholly within x" horizontally of its original location. X is a distance of your choice (rounded up to the nearest inch, as per the Reposition action), but it’s added to the total move distance used for that action (in other words, move plus BOOST cannot exceed the action’s move allowance). If it would BOOST during the Charge action, don’t add the additional 2" to its move allowance.

That operative must be set up in a location it can be placed and cannot be set up with any part of its base underneath Vantage terrain. In addition, unless it’s the Charge action, it cannot be set up within control range of an enemy operative. It can continue moving after a BOOST if it has any move distance remaining and the action allows it.

In a killzone that uses the close quarters rules, e.g. Killzone: Tomb World, the x" cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point – in other words, it cannot BOOST through an open hatchway.

Path To Damnation: This operative starts the battle with 1 Damnation point. Once per action, you can attempt to use one Boon of Damnation when it specifies (see right). If you do, roll one D6 and compare the result to the number of Damnation points this operative has; if the result is:

  • Higher: Resolve the rule, then this operative gains 1 Damnation point.
  • Equal: Do not resolve the rule.
  • Less: Inflict damage on this operative equal to its number of Damnation points and do not resolve the rule.

If this operative has 6 Damnation points, resolve the rule without rolling. Note that you cannot make an attempt more than once per action, regardless of the D6 result.

VANGUARD VETERAN, IMPERIUM, ADEPTUS ASTARTES, LEADER, LORD
Equipment
Ploys
TacOps