Tytanbrêk Guild

Homebrew by AMPE3D

The Tytanbrêk Guild is a renowned band of Ironkin hunters who pursue the most dangerous megafauna and apex predators beyond the borders of Kin space. Their operatives are tasked with recovering valuable materials for the Guilds and Kindreds, while recording each worthy kill in the Guild's ledgers. To the Tytanbrêkr's, a successful hunt is measured not only by the beast slain, but by the value returned to the Kin.

(This is reworded version of the Goremongers kill team for the Leauges of Votann)

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Composition

A TYTANBRÊKR GUILD kill team is composed of:

1 KÂVYR CHAMPION

7 TYTANBRÊKRS selelected from the following list:

  • THUNDERKYN
  • OATHBEARER
  • EARTHSHAKER
  • LOKÂTR
  • DOZR
  • WAYFINDER

Other than THUNDERKYN operatives, your kill team can only include each operative on this list once.

Common Abilities and Options

Guild Exchange:
Each GUILD EXCHANGE rule specifies when it can be used, and you must decrease the operative’s YEILD OF THE HUNT to do so.

You cannot use the same GUILD EXCHANGE rule more than once per activation or counteraction, and you cannot use more than two GUILD EXCHANGE rules per activation or counteraction. You cannot use Auxiliary Cogitator and Rapid-cycle Actuators during the same activation.

Brôkhyr Nanites:

WHEN: During a friendly TYTANBRÊKR operative’s activation or counteraction, before or after it performs an action.

EFFECT: That operative regains D3+1 lost wounds.

Auxiliary Cogitator:

WHEN: During a friendly TYTANBRÊKR operative’s activation, before or after it performs an action.

EFFECT: Until the start of that operative’s next activation, add 1 to its APL stat.

Rapid-cycle Actuators:

WHEN: During a friendly TYTANBRÊKR operative’s activation, before or after it performs an action.

EFFECT: That operative can perform two Fight actions during that activation, and the second one is free.

Ram Plates:

WHEN: When a friendly TYTANBRÊKR operative performs the Charge action during its activation.

EFFECT: When that operative finishes moving during that action, you can inflict D3 damage on one enemy operative within its control range.

Kinetic Servos:

WHEN: When a friendly TYTANBRÊKR operative performs the Charge or Reposition action.

EFFECT: Until the end of that action, add 1" to that operative’s Move stat.

Superlative Material:

WHEN: When a friendly TYTANBRÊKR operative performs the Fight action.

EFFECT: Until the end of that action, add 1 to the Atk stat of that operative’s melee weapons.

Void Hardened:
Each friendly TYTANBRÊKR operative cannot lose more than 8 wounds per Shoot action.

Yield of the Hunt:
Each friendly TYTANBRÊKR operative has a YIELD OF THE HUNT that has three Yield Point levels: none, 1, and 2. They start the battle at 1. Whenever YIELD OF THE HUNT increases, it goes up one Yield Point; whenever it decreases, it goes down one Yield Point. YIELD OF THE HUNT cannot increase when it’s already at 2, or decrease when it’s already at none.

Whenever a friendly TYTANBRÊKR operative incapacitates an operative within its control range, or visible to and within 2" of it, you can increase its YIELD OF THE HUNT.

Whenever a friendly TYTANBRÊKR operative uses a GUILD EXCHANGE rule, you must decrease its YIELD OF THE HUNT.

Kâvyr Champion
A 2
M 7"
S 5+
W 11
Weapons
ATK
HIT
DMG
Eriana's Vow Bolter (Rng 8", Sat)
4
2+
4/4
Skýrendr Plasma Axe (Rnd)
4
3+
4/5
Abilities
Battle VeteranGuild BackingGuild ExchangeVoid HardenedYield of the Hunt

Battle Veteran: Once per battle, when an attack dice inflicts Normal damage on this operative, you can ignore that inflicted damage.

Guild Backing: Once during each of this operative’s activations, if its YIELD OF THE HUNT is empty, you can increase its YIELD OF THE HUNT.

32
Thunderkyn
A 2
M 7"
S 5+
W 10
Weapons
ATK
HIT
DMG
Autoch-Pattern Bolter (Rng 8")
4
4+
2/3
Mass Hammer (Rnd)
4
3+
4/5
Abilities
Guild ExchangeMass DriversVoid HardenedYield of the Hunt

Mass Drivers: Once during each of this operative's activations, when this operative ends the Fight action, if it’s no longer within control range of enemy operatives, you can use this rule. If you do, it can immediately perform a free Charge action (even if it’s already performed the Charge action during that activation), but it cannot move more than 2" during that action. Doing so doesn’t prevent it from performing the Charge, Dash or Reposition action afterwards during that activation.

32
Oathbearer
A 2
M 7"
S 5+
W 10
Weapons
ATK
HIT
DMG
Autoch-Pattern Bolter (Rng 8")
4
4+
2/3
Nezarec's Kinetic Spear (*Toil Earns)
4
3+
3/5
Abilities
*Toil EarnsGuild Exchange1AP: Share the LoadVoid HardenedYield of the Hunt

*Toil Earns: Whenever this operative is using this weapon, the first time you inflict damage on an operative within its control range during that sequence, you can increase this operative’s YIELD OF THE HUNT. Note this is cumulative with the normal rules for increasing its YIELD OF THE HUNT (i.e. if it incapacitates an operative within its control range).

Share the Load (1AP): Decrease this operative’s YIELD OF THE HUNT Instead of using a GUILD EXCHANGE rule, you can increase the YIELD OF THE HUNT of one other friendly TYTANBRÊKR operative within 8" of this operative.

This operative cannot perform this action while within control range of an enemy operative, or if its YIELD OF THE HUNT is at nome.

32
Earthshaker
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Autoch-Pattern Bolter (Rng 8")
4
4+
2/4
Mole Launcher (Rng 8", Stun, *Tremor Shell, *Concussive Force)
4
3+
4/5
Mole Launcher
4
3+
3/4
Abilities
*Concussive Force*Tremor ShellGuild ExchangeVoid HardenedYield of the Hunt

*Concussive Force: Whenever this operative is shooting with this weapon, in the Resolve Attack Dice step, after resolving the Tremor Shell weapon rule (if you choose to), you can discard any of your successful unblocked attack dice. In other words, you can choose not to inflict damage with any number of them.

*Tremor Shell: Whenever this operative is shooting with this weapon, at the start of the Resolve Attack Dice step (before inflicting damage), you can move the target up to x". X is your total number of successful unblocked attack dice, multiplied by 2. The target must be moved to a location it can be placed as close as possible to this operative, determined by the x" you choose to use. The move must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch. Whenever the target is dropping during that move, ignore the vertical distance.

32
Lokâtr
A 2
M 7"
S 5+
W 10
Weapons
ATK
HIT
DMG
Wroughtlock Bolters (Rng 8", Ceaseless, Dev 1, Rnd)
4
3+
2/2
Wroughtlock Bolters (Ceaseless, Rnd)
4
3+
3/4
Abilities
Guild ExchangeIncite the HuntVoid Hardened1AP: Wroughtlock NegotiationYield of the Hunt

Incite the Hunt: Whenever this operative incapacitates an enemy operative from more than 2" away, before that enemy operative is removed from the killzone, you can increase the YIELD OF THE HUNT of one friendly TYTANBRÊKR operative within 8" of that enemy operative.

Whenever this operative inflicts damage on an enemy operative with either profile of its Wroughtlock Bolters but doesn’t incapacitate it, that enemy operative gains one of your Bleeding tokens (if it doesn’t already have one).

During a friendly TYTANBRÊKR operative’s activation or counteraction, before or after it performs an action, if it’s within 8" of an enemy operative that has one of your Bleeding tokens, you can remove that token and increase that friendly operative’s YIELD OF THE HUNT.

Wroughtlock Negotiation (1AP): Perform a free Dash action and a free Shoot action with this operative in any order. You can only select Wroughtlock Bolters (focused) for that Shoot action.

This operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.

32
Dozr
A 2
M 7"
S 5+
W 10
Weapons
ATK
HIT
DMG
Autoch-Pattern Bolter (Rng 8")
4
4+
2/3
Darkstar Glaive (Brutal)
4
3+
5/6
Abilities
Guild ExchangeQuota MetScale MantleVoid HardenedYield of the Hunt

Quota Met: Once per turning point, if this operative incapacitates an enemy operative with its Darkstar Glaive, you gain 1CP.

Scale Mantle: Whenever an attack dice would inflict Critical Dmg on this operative, you can choose for that attack dice to inflict Normal Dmg instead.

32
Wayfinder
A 2
M 7"
S 5+
W 10
Weapons
ATK
HIT
DMG
Autoch-Pattern Bolter (Rng 8")
4
4+
2/3
Dusk & Dawn Plasma Swords (Rnd)
4
3+
4/5
Abilities
Apex PredatorGravitic ClampsGuild ExchangeVoid HardenedYield of the Hunt

Apex Predator: Whenever this operative is fighting during an activation in which it dropped from Vantage terrain at least 2" higher than the killzone floor, or whenever this operative is fighting against an enemy operative that’s on Vantage terrain at least 2" higher than the killzone floor, this operative’s melee weapons have the Relentless weapon rule.

Gravitic Clamps: Whenever this operative is climbing up, you can treat the vertical distance as 2" (regardless of how far the operative actually moves vertically).

32
Equipment

Field Relay:
Before the battle, you can set up one of your Field Relay markers wholly within your territory and more than 2" from other markers (excluding your Bloody Cadaver marker). Whenever an enemy operative within 3" of your Gory Totem marker is shooting, fighting or retaliating, your opponent cannot re-roll their attack dice.


Slain Predator:
Before the battle, you can set up one of your Slain Predator markers wholly within your territory and more than 2" from other markers (excluding your Field Relay marker). Friendly TYTANBRÊKR operatives can perform the Pick Up Marker action on that marker. In the Ready step of each Strategy phase, you can increase the YIELD OF THE HUNT of one friendly TYTANBRÊKR operative that controls that marker, unless that friendly operative is within control range of an enemy operative.


Ablative Plates:
Once per turning point, when an operative is shooting a friendly TYTANBRÊKR operative, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the x of the Piercing weapon rule by 1 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.


Blinking Steel:
Once per turning point, when a friendly TYTANBRÊKR operative performs the Shoot action and you’re selecting a ranged weapon, you can use this rule. If you do, until the end of that action, the following melee weapons are treated as ranged weapons with the Range 2" weapon rule: Skýrendr Plasma Axe, Mass Hammer, Darkstar Glaive (ignore its Brutal weapon rule), Dusk & Dawn Plasma Swords.


Ploys

Firefight - Final Function:
Use this firefight ploy when a friendly TYTANBRÊKR operative is incapacitated, before it’s removed from the killzone. Inflict damage determined by that friendly operative’s YIELD OF THE HUNT on one enemy operative within that friendly operative’s control range.

Inflict:

D3 if none.

D3+1 if 1.

D3+2 if 2.


Firefight - Hunt Directive:
Use this firefight ploy when you would counteract. You can do so with one friendly TYTANBRÊKR operative that has a Conceal order, but you must change its order to Engage and it cannot perform any actions other than Charge, Shoot or Fight during that counteraction.


Firefight - Cognis Overclock:
Use this firefight ploy when a friendly TYTANBRÊKR operative with no YIELD OF THE HUNT is activated or counteracts. Increase that operative’s YIELD OF THE HUNT. At the end of that activation/counteraction, decrease its YIELD OF THE HUNT (you cannot use this decrease to use a GUILD EXCHANGE rule); if you cannot decrease its YIELD OF THE HUNT, inflict D3 damage on it.


Firefight - Unstoppable Force:
Firefight: Unbridled Aggression Use this firefight ploy when a friendly GOREMONGER operative is fighting during an activation in which it performed the Charge action, at the end of the Roll Attack Dice step. Until the end of that sequence, that operative’s melee weapons have the Severe weapon rule.


Strategic - Blooded Hunters:
Whenever an operative is shooting a friendly TYTANBRÊKR operative, if that friendly operative’s YIELD OF THE HUNT is:

1, you can re-roll one of your defence dice.

2, you can re-roll any of your defence dice.


Strategic - Needs Keep:
Whenever a friendly TYTANBRÊKR operative’s YIELD OF THE HUNT is:

1, its melee weapons have the Balanced weapon rule.

2, its melee weapons have the Relentless weapon rule.


Strategic - Unrelenting Persistence:
Whenever a friendly TYTANBRÊKR operative is fighting or retaliating, the first time your opponent strikes it during that sequence, halve the damage inflicted (rounding up and to a minimum of 2).


Strategic - Secure the Kill:
Select one friendly TYTANBRÊKR operative. If it has a Conceal order, change it to Engage. Then it can immediately perform a free Charge action, but cannot move more than 3" during that action.


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.


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.