First Legion (Dark Angels)

Homebrew by calibanangelknight

Faction Rules

Grim Resolve: Whenever a friendly UNFORGIVEN operative is shooting or fighting, if it has not performed a Move, Charge, or Fall Back action during this turning point, you can re-roll one of your attack dice.

Astartes: Every operative can perform two Shoot or two Fight actions during their activation. If choosing two Shoot actions, at least one must use a Bolt weapon. If both actions use a Bolt Sniper Rifle or Heavy Bolter, the second action costs 1 additional AP. Additionally, all operatives can Counteract regardless of their order.

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Composition

1 LEADER chosen from the following:

  • Interrogator-Chaplain

  • Assault Intercessor Sergeant

  • Jump Pack Intercessor Sergeant

5 OPERATIVES chosen from the following list:

  • Deathwing Terminator (Max 1)

  • Inner Circle Companion (Max 2)

  • Hellblaster (Max 2)

  • Assault Intercessor Warrior

  • Jump Pack Intercessor Warrior

Common Abilities and Options

INNER CIRCLE:
This operative cannot be Injured, and ignores the Shock and Stun weapon rules.

Shock Assault:
Whenever this operative performs a Fight action, if it performed a Charge action during this activation, its melee weapons gain the Rending weapon rule for that action.

Boost (1AP):
Perform a free Dash action. This operative can perform this action even if it has already performed a Dash action during this activation (and vice versa).

Hammer of Wrath:
Whenever this operative performs a Fight action, if it performed a Charge action this turning point, its melee weapons gain the Stun weapon rule for that action.

Jump Pack:
This operative has the Fly rule. Whenever it performs a Move, Dash, Fall Back, or Charge action, it can move over terrain features, operatives, and their bases as if they were not there. It cannot finish its move on or inside another operative or an invalid surface.

Interrogator-Chaplain
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Absolver Bolt Pistol (Rng 8", Piercing Crit 1)
4
3+
4/5
Crozius Arcanum (Lethal 5+, Brutal)
5
3+
5/6
Abilities
INNER CIRCLE1AP: Litanies of HateRosarius

Litanies of Hate (1AP): Select one friendly UNFORGIVEN operative within 6". Until the end of the Turning Point, you can ignore any modifiers that would decrease its APL.

Rosarius: This operative has a 4+ Invuln Save

32IMPERIUM, ADEPTUS ASTARTES, UNFORGIVEN, INNER CIRCLE, LEADER, CHAPLAIN
Deathwing Terminator
A 3
M 5"
S 3+
W 16
Weapons
ATK
HIT
DMG
Storm Bolter (Relentless)
4
3+
3/4
Great Weapon of the Unforgiven (Lethal 5+, Piercing 1)
5
3+
4/6
Mace of Absolution (Brutal, Stun)
4
3+
5/6
Abilities
Crux TerminatusINNER CIRCLE

Crux Terminatus: Whenever an enemy operative shoots this operative, defence dice results of 5+ are automatically treated as critical saves.

40IMPERIUM, ADEPTUS ASTARTES, UNFORGIVEN, INNER CIRCLE, DEATHWING, TERMINATOR, HEAVY, FIGHTER
Inner Circle Companion
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Rng 8",Piercing Crit 1)
4
3+
4/5
Calibanite Greatsword (Strike) (Lethal 5+, Piercing 1)
5
3+
5/6
Calibanite Greatsword (Sweep) (Severe)
5
3+
4/5
Abilities
INNER CIRCLEVow of Silence

Vow of Silence: Once per turning point, you can activate this ability. Until the end of the turning point, the first time this operative is struck in (melee) combat, ignore the damage from that strike.

32IMPERIUM, ADEPTUS ASTARTES, UNFORGIVEN, INNER CIRCLE, FIGHTER, COMPANION
Hellblaster
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Plasma Incinerator (Standard) (Piercing 1)
4
3+
3/4
Plasma Incinerator (Supercharge) (Hot, Lethal 5+, Piercing 2)
4
3+
4/5
Fists
4
3+
3/4
Abilities
Volatile Duty

Volatile Duty: If this operative is incapacitated by its own Hot weapon rule, it is not removed immediately. It may immediately perform a free Shoot action, after which it is removed from the killzone.

32IMPERIUM, ADEPTUS ASTARTES, UNFORGIVEN, GUNNER, HELLBLASTER
Assault Intercessor Warrior
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Rng 8", Piercing Crit 1)
4
3+
3/4
Chainsword
5
3+
4/5
Abilities
Shock Assault
32IMPERIUM, ADEPTUS ASTARTES, UNFORGIVEN, WARRIOR, ASSAULT INTERCESSOR
Assault Intercessor Sergeant
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Rng 8", Piercing Crit 1)
4
3+
3/4
Chainsword
5
3+
4/5
Abilities
Shock Assault
32IMPERIUM, ADEPTUS ASTARTES, UNFORGIVEN, WARRIOR, ASSAULT INTERCESSOR
Jump Pack Intercessor Sergeant
A 3
M 7"
S 3+
W 15
Weapons
ATK
HIT
DMG
Plasma Pistol (Standard) (Rng 8", Piercing 1)
4
4+
3/4
Plasma Pistol (Supercharge) (Rng 8", Hot, Lethal 5+, Piercing 1)
4
4+
3/4
Power Fist (Brutal)
5
4+
5/7
Abilities
1AP: BoostHammer of WrathJump Pack
32IMPERIUM, ADEPTUS ASTARTES, UNFORGIVEN, LEADER, JUMP PACK INTERCESSOR, SERGEANT
Jump Pack Intercessor Warrior
A 3
M 7"
S 3+
W 14
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Rng 8", Piercing Crit 1)
4
4+
3/4
Chainsword
5
3+
4/6
Abilities
1AP: BoostHammer of WrathJump Pack
32IMPERIUM, ADEPTUS ASTARTES, UNFORGIVEN, LEADER, JUMP PACK INTERCESSOR
Equipment

Watcher in the Dark:
INNER CIRCLEoperatives only. These mysterious, diminutive entities occasionally accompany the most veteran Dark Angels, offering inexplicable protection.

Ability: Once per battle, when the equipped operative is reduced to 0 Wounds and would be incapacitated, roll one D6. On a 4+, the operative is not incapacitated, remains in the killzone, and has 1 Wound remaining.


Hexagrammaton Wards:
Once per turning point, when an enemy operative is shooting a friendly UNFORGIVEN operative, after your opponent rolls their attack dice, but before re-rolls, you can use this rule. If you do, your opponent must discard one of their retained critical successes and change it to a normal success.


Hunter's Signum:
Once per turning point, when a friendly UNFORGIVEN operative performs the Shoot action, you can use this rule. If you do, until the end of that action, the operative's ranged weapons gain the Saturate weapon rule.


Relics of Caliban:
You can use the Only in Death Does Duty End firefight ploy for 0CP if the specified friendly operative has the **INNER CIRCLE **keyword.


Ploys

Firefight - Only in Death Does Duty End (1 CP):
Use this ploy when a friendly UNFORGIVEN operative is incapacitated. Before it is removed from the killzone, it can immediately perform one free Shoot or Fight action.


Firefight - Deathwing Assault (1 CP):
Use this ploy when a friendly INNER CIRCLE operative is activated. If it has an Engage order, it can perform a Dash action for 0 AP during this activation.


Firefight - Repentance:
Use this ploy when a friendly UNFORGIVEN operative is selected to fight in combat. For that combat, its melee weapons gain the Severe weapon rule.


Firefight - Secrets of the First Legion (2 CP):
Use this ploy when an enemy operative selects a friendly UNFORGIVEN operative as the target of a shooting attack, before attack dice are rolled. If the friendly operative is in Cover and is more than 2" away from the active enemy operative, you can immediately change its order from Engage to Conceal. (If this makes the operative an invalid target, the enemy must select a different valid target or forfeit the action).


Strategic - Weapons of the Dark Age (1 CP):
Until the end of the turning point, add 1 to the Normal Damage characteristic of all weapons with "Plasma" in their name equipped by friendly UNFORGIVEN operatives.


Strategic - Intractable (1 CP):
Until the end of the turning point, you can ignore any modifiers that would decrease the APL characteristic of friendly UNFORGIVEN operatives (e.g., from the Shock or Stun weapon rules).


Strategic - Stubborn Defiance (1 CP):
Until the end of the turning point, whenever a friendly UNFORGIVEN operative is defending against a shooting attack while within 2" of an objective marker, you can retain one of your successful normal saves as a critical save instead.


Strategic - Relentless Pursuit (1 CP):
Until the end of the turning point, whenever a friendly UNFORGIVEN operative performs a Charge action, you can add 1" to their Movement characteristic for 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.


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.