The Reforged

Homebrew by SanguinePink

From the cursed founding, the Reforged inherited a strange geneseed corruption. A lack of inherent hatred towards xenos. Over time this has led to these Astartes, forming alliances and even "kinships" with certain species. whereas this will not stop them from fighting when needed. Due to this, they are branded renegades and heretics. however they still fight to save the imperium... as well as broker a peace that in truth, cannot be.

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Composition

The REFORGED consist of the following.

1 Reforged Space Marine Captain with the following weapon/s

.Reforged boltgun .Reforged stalker bolter .Reforged bolt pistol .Reforged plasma pistol

1 Reforged SOLITAIRE with

  • Kiss

4 Reforged auxiliaries from the list below:

. Kroot warrior with: -Reforged Kroot Rifle

  • Gun blade

. Votann warrior with:

  • Reforged Bolt Shotgun
  • Reforged Bolt Revolver
  • Plasma Knife

. Reforged combat servitor with

  • Reforged Phosphor Blaster
  • Reforged Servo-Claw

. Fellgor warrior

  • Reforged Auto-Pistol
  • Reforged Bludgeon

. (placeholder)

  • Reforged (placeholder)
  • Reforged (placeholder)
Reforged Space Marine Captain
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Reforged Heavy Bolt Pistol (Rng 8", PrcCrit1)
4
3+
3/4
Reforged Chainsword (Punishing)
5
3+
4/5
Abilities
Astartes1AP: Boon of faith1AP: Lead by example
Options
Reforged armour

Astartes: During this operatives activation, it can perform two Shoot actions or two Fight actions.

Boon of faith (1AP): This operative can sacrifice an AP (up to 1) to increase the Ap of another FEFORGED operative by 1

Lead by example (1AP): twice per turning point. (this must be declared before any dice are rolled) (and once per shooting/fighting sequence)If this operative lands a critical hit while shooting or fighting. choose one friendly REFORGED operative, then roll 2D6. if the combined result equals: 2-4 - nothing happens 5-9 - gain 1 lost wound 10-11- gain 3 lost wounds 12- gain 5 lost wounds and 1 AP that lasts until their next activation.

Reforged armour: The first time an enemy critical succes that would damage this operative change that critical success into a regular success instead (this can trigger once per turning point)

REFORGED, ADEPTUS ASTARTES
Solitaire
A 3
M 7"
S 4+
W 12
Weapons
ATK
HIT
DMG
Solitaire's kiss (*Encore)
5
3+
3/7
Reforged Kiss (Ranged) (Rng3", Lethal 5+, *Lasting kiss)
3
4+
1/1
Abilities
0AP: *Encore1AP: Enthralling performance
Options
Solo actFlip beltLasting kiss

*Encore (0AP): if the SOLITAIRE fails to retain any critical hits, it can immediately fight again with 2 options:

  1. fight the same operative again, roll one less dice and critical hits are retained as normals
  2. fight another operative within 3 inches of the SOLITAIRE. in this instance roll dice as normal (encore can only be used once per activation)

Enthralling performance (1AP): if the SOLITAIRE incapacitates an enemy operative while fighting, it may perform a 3 inch dash, while changing their order to conceal (this cannot be used to pass through enemy operatives)

Solo act: if the SOLITAIRE is more than 6 inches from friendly operatives, the SOLITAIRE can re-roll one defence dice

Flip belt: treat all vertical distance as 2"

Lasting kiss: On a critical succes, give your enemy operative a lasting kiss token Any operative with a lasting kiss token loses 1 wound per activation

Harlequin
Warrior
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Reforged Kroot Rifle
4
4+
3/4
Gun Blade
4
3+
3/5
Reforged Kroot Rifle (Sweeping) (Torrent 2")
3
4+
3/4
Abilities
Tactical Response

Tactical Response: In the Ready step of each Strategy phase, you can change the order of this operative if they are not within control range of enemy operatives.

Whenever it’s your turn to counteract, you can change the order of one friendly REFORGED operative that’s not within control range of enemy operatives instead. This still counts as you counteracting (so activation alternates back to your opponent afterwards), but doesn’t count as that friendly operative’s counteraction for this turning point.

REFORGED, KROOT
Votann Warrior
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Reforged Bolt Revolver (Rng 8")
4
4+
3/5
Reforged Bolt Shotgun
Short Range (Rng 6" *beauty of destruction*)
4
3+
4/4
Reforged Bolt Shotgun (Ranged) (*beauty of destruction*)
4
5+
2/2
Plasma Knife (Lethal 5+)
4
4+
3/5
Abilities
0AP: Beauty of destructionDauntless Explorers1AP: Quit cryin' about it
Options
(Reforged) allied exemptionScavenger

Beauty of destruction (0AP): If this operative is alive when a mine is detonated, gain a *beauty of destruction token. each token can be exchanged to grant you blast 1 on your long range shotgun or blast 2 on your close range shotgun (each token can only be used once and cannot stack)

Dauntless Explorers: STRATEGIC GAMBIT in the first turning point.

If this operative is wholly within your drop zone, it can immediately perform a free Reposition action. It must end that move wholly within 4" of your drop zone.

Quit cryin' about it (1AP): this operative can heal D3 wounds to any visible friendly operative within 3 inches

(Reforged) allied exemption: mines cannot be triggered by friendly REFORGED operatives

Scavenger: when an enemy is incapacitated, they drop scrap if this operative picks up the scrap token, they can place another mine (as long as this mine is at least 4" from enemy operatives and within 3" of this operative) (only scavenged mines can be placed this way)

REFORGED, VOTANN, WARRIOR
Beastman Warrior
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Reforged Autopistol (Rng 8")
4
4+
2/3
Reforged Bludgeon (Brutal)
4
3+
4/4
Abilities
1AP: Beastly vitality
Options
Reforged (scavenged weaponry)

Beastly vitality (1AP): once per battle. when you would become incapacitated. roll one D6, and one of the following will take effect: 1- you lash out at the nearest friendly REFORGED operative within 3 inches (dealing 2 wounds) and then you are removed from the killzone 2-3 - nothing happens (remove this operative from the killzone) 4-5 - regain 5 wounds 6- heal to full wounds, and you can perform a free Reposition (or fall-back if in control range of an enemy operative)

Reforged (scavenged weaponry): choose 1 extra effect for your auto pistol or bludgeon out of the following (+1 regular damage, +1 critical damage, ceaseless, lethal 5+)

REFORGED, BEASTMAN
Reforged Combat Servitor
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Reforged Phosphor Blaster (Sev, Blast 1")
4
4+
3/5
Reforged Servo-Claw
3
4+
3/4
Abilities
0AP: Assured destruction
Options
(Reforged) Updated circuits

Assured destruction (0AP): if this operative is incapacitated, it can detonate and deal D6 damage to all characters within 3 inches.

(Reforged) Updated circuits: this operative has been given 1" extra movement range (from 5"- 6")

REFORGED, SERVITOR
(Place holder)
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Reforged (Placeholder)
4
4+
3/4
Reforged (placeholder)
4
4+
3/4
REFORGED
Equipment

Tooth of the void:
(only applicable to Reforged Space Marine captain)

gifted by a pale warrior in a mutal show of respect, this unique weapon carries 1 shot in the chamber, and cannot be reloaded in the field. (one use per game)

Tooth of the void: 3+, lethal 4+, piercing 2, *nowhere to hide,*Dmg 5/8

*nowhere to hide (this weapon ignores any rule that dictates auto retaining cover saves, the opponent must roll to prevent damage and is capped at 1 defence dice) * (this does not prevent enemy actions that force alternative targeting, however a target must be shot at.)

(if this weapon is used, the ASTARTES rule is non applicable and this operative cannot shoot again in this activation


Questionable rations:
(Only applicable to Kroot Warrior and Fellgor Warrior)

This "food" is a bit much for most palletes, but for those inclined, it provides a needed boost

Gain 1" more distance on their charge and fallback actions


Votann traps:
place 2 mines wholly within your territory and 3 inches away from any objective.

if an enemy enters the control range of a mine, they take D3+1 damage

if this equipment is chosen, you can gain up to a maximum of 3 mines if regular mines are also chosen (does not effect mines gained from *scrap)


Mirage cloak:
(only applicable to SOLITAIRE)

"cegorach laughs, my performance is not over yet"

If your SOLITAIRE would have been incapacitated by normal damage, they survive on 1 wound (this does not apply to critical damage or any devastating/special damage rule) (this effect can only trigger once per battle)


Ploys

Firefight - Blank aura:
Their presence corrodes the mind, and makes focusing significantly harder.

when your SOLITAIRE is within control range of an objective, when an enemy operative is shooting at this operative, they can only roll a maximum of 3 attack dice, 2 if the SOLITAIRE is injured.


Firefight - Ravenous pursuit:
blood is in the air and you crave the tang of iron

Your Reforged Kroot Warrior or Reforged Fellgor Warrior can perform a free charge action on an injured enemy operative (this can only be done once by each specified friendly operative)


Firefight - Tech never tires:
even here, the "creator" shall bless us.

when your Reforged Combat Servitor or Reforged Votann operative are shooting at a target that has been expended, gain saturate (if the target has an engage order) or seek light (if the target has a conceal order)


Firefight - What's yours is mine:
avarice is a hard habit to break, especially for one of the Arid nomads.

your (placeholder) can perform pick-up actions inside of the control range of enemy operatives (trumps all contradictions)


Strategic - Unlikely allies:
This unit is ever expanding, and the lessons learnt are enlightening. choose 1 friendly REFORGED operative, then give them a unlikely allies token until the end of the turning point. if this operative is within 3' of a friendly REFORGED operative, then that Friendly operative can re-roll 1 free dice if shot at. this can apply once per operative (as long as they meet the requirements of the ploy) (this does not apply to the SOLITAIRE)


Strategic - I dance alone:
if your SOLITAIRE is alive, it may re-roll 3 defence dice during this turning point, (this does not need to be in one engagement, however any dice left over will not carry over) (this ploy cannot take effect if the SOLITAIRE Is within 6' of friendly operatives)


Strategic - Improved armaments:
Remember to bring the right tool for the job.

remove the range restriction for all pistols


Strategic - Focused Rivalry:
No plan survives contact with the enemy

(this can only be used after turning point one, and before rolling for Initiative) when rolling for Initiative:

if you lose, you nominate one of their operatives, or one of your own and place a marker on them first.

if your opponent loses, they can either nominate one of your operatives or one of their own first.

(two targets will get a marker, one friendly and one enemy) these two marked targets gain Relentless when shooting each other (or punishing if relentless is already on their weapon profile)

if the marked target is incapacitated by any other operative (aside it's marked rival) then whoever won Initiative can choose another unit that was visible to the incapacitated operative to gain the Focused Rivalry token


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.