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 bolt pistol .Reforged Chainsword

1 of the following Elite Operatives:

1 Reforged SOLITAIRE with

  • Solitaire's Kiss
  • Reforged Kiss

Or

1 Reforged Gene-Spliced Marine with

  • Reforged Stalker Bolter
  • Reforged Bolt Pistol
  • Combat Blade
  • Master Crafted Auto-Pistol

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
Common Abilities and Options

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

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
Tooth of the void (Prc2, lethal 4+, dev 2, lim 1, *nowhere to hide)
1
3+
5/8
Abilities
Astartes1AP: Boon of faith1AP: Lead by exampleNowhere to hideReforged armour

Boon of faith (1AP): This operative can increase the Ap of another REFORGED operative by 1 (Excluding SOLITAIRE and REFORGED GENE-SPLICED MARINE)

Lead by example (1AP): up to twice per turning point. after a friendly operative and an enemy operative rolls any attack or defence dice, declare this ability. Roll a d6. 1- the target has to re-roll one of successfull attack dice when shooting, fighting or retailating. 2-3 nothing happens, 4-5: the chosen operative can re-roll one of their attack dice. 6: the chosen operative can re-roll all dice of the same number (i.e. all rolls of 2) and get's +1 APL.

(this can only be used if the REFORGED SPACE MARINE CAPTAIN has AP to use this ability, however they cannot use this to give themself an AP back (should you roll a 6)

(EXCLUDING SOLITAIRE and REFORGED GENE-SPLICED MARINE)

Nowhere to hide: *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.)

Reforged armour: once per battle, ignore one damage dice

32REFORGED, ADEPTUS ASTARTES
Reforged Gene-Spliced Marine
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Stalker Bolt Rifle
Heavy (Hvy(Dash), Lethal 5+, PrcCrit1)
4
3+
3/5
Mobile
4
3+
3/4
Reforged Bolt Pistol (Rng 8")
4
3+
3/4
Chainsword and claw (Lethal 5, ceaseless)
5
3+
4/5
Abilities
AstartesEnhanced Prowess1AP: Gift of the brood1AP: Rabid Urges

Enhanced Prowess: The blood of the star children enhances you.

ignore the first 2" of vertical distance on a climb

Gift of the brood (1AP): this operative can perform the shoot action in control range

(it loses one attack dice to do so)

(this does allow the Gene-Spliced Marine to fight and shoot in the same activation, however they must target 2 different operatives to do so)

Rabid Urges (1AP): Perform a Charge action, any target you enter control range of, takes D3+1 damage, for every target hit, heal for half of the damage inflicted (rounding up) (can still fight afterwards)

32REFORGED, ASTARTES, GENE-MELDED
Solitaire
A 3
M 7"
S 4+
W 14
Weapons
ATK
HIT
DMG
Solitaire's kiss (*Encore, *Lasting kiss)
5
3+
3/7
Reforged Kiss (Ranged) (Rng 6", Lethal 5+, Silent, *Lasting kiss)
3
4+
2/2
Abilities
*Encore1AP: Enthralling performance1AP: Graceful deathLasting kissSolo act

*Encore: 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)

Graceful death (1AP): remove this operative from the killzone, then place them on any vantage terrain within your movement range.

this can be used in control range, however doing so would cost 2AP and would damage any enemy operative within control range of you for 1 wound

(This ability counts as your reposition action, however you can still dash afterwards)

Lasting kiss: On a critical succes, give your enemy operative a *lasting kiss token Any operative with a lasting kiss token loses D3+1 wound per activation

Solo act: If the SOLITAIRE is more than 6 inches from friendly operatives, the SOLITAIRE can retain one result of 3 as a save. (this is not limited)

32Harlequin
Warrior
A 2
M 6"
S 4+
W 12
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
Ravenous hunger

Ravenous hunger: when this operative kills an enemy operative, they can heal 1D3+2 or 2D3+2 (if this is done while fighting)

28REFORGED, KROOT
Votann Warrior
A 2
M 6"
S 4+
W 10
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
Beauty of destruction1AP: Medic1AP: Quit cryin' about itScavengerVotann Mines

Beauty of destruction: If this operative is alive when a mine is detonated, a scrap token is used or this operative eliminates another operative, 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 (you can hold a maximum of 4 tokens at one time and each token can only be used once and cannot stack, I.e, two tokens can't be used to increase the blast distance)

Medic (1AP): once per turning point, if a friendly REFORGED operative is within 3 inches of this operative would be incapacitated, they aren't incapacitated, instead they survive with 3 wounds

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

Scavenger: when an enemy is incapacitated, they drop ascrap token. If this operative picks up the scrap token, they can place a temporary Ammo crate (as long as this is at least 4" from enemy operatives and within 3" of this operative) (this lasts until the end of the turning point)

Votann Mines: during the equipment phase, place 3 mines wholly within your territory and 3 inches away from any objective.

if an enemy enters the control range of a mine, they take 2D3+1 damage

if you choose mines as an equipment, then you gain 1 extra mine that you can place in this way

(allies cannot trigger or be damaged by these mines)

28REFORGED, VOTANN, WARRIOR
Beastman Warrior
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Reforged Autopistol (Rng 8")
4
4+
2/3
Reforged Bludgeon (Rending)
4
3+
4/4
Abilities
Reforged (scavenged weaponry)0AP: Scapper
Options
(Auto-pistol) +1 regular damage(Auto-Pistol) +1 critical damage(Reforged Bludgeon) Brutal(Reforged Bludgeon) Lethal 5+

Reforged (scavenged weaponry): choose 1 extra effect for your Auto-Pistol and one for your Reforged Bludgeon

Scapper (0AP): If an enemy operative dies while this operative is on the field, they drop a scrap token. this is used as a one time use ammo cache

(Auto-pistol) +1 regular damage:

(Auto-Pistol) +1 critical damage:

(Reforged Bludgeon) Brutal:

(Reforged Bludgeon) Lethal 5+:

32REFORGED, BEASTMAN
Reforged Combat Servitor
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Reforged Phosphor Blaster (Sev, Blast 1")
4
4+
3/5
Reforged Servo-Claw
3
4+
3/4
Abilities
Assured destruction

Assured destruction: if this operative is incapacitated, it can detonate and deal D6+2 damage to all operatives within 3 inches.

25REFORGED, SERVITOR
Equipment

Gene-strain carapace:
Mutation is expected, even welcomed.

(only applicable to Reforged Marines)

  • normal damage of 4 or higher, inflicts 1 less wound to these operatives

Reforged exoskeletons:
remove the movement restrictions of injured (this does not change the injured hit stat changes)


Pre-emptive deployment:
D3 operatives can make a free dash during the first stratergy phase


Beastly vitality:
Kroot and beastman operatives get critical saves on a 5+


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 roll one less attack dice


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

once per operative listed (per turning point) When your Reforged Kroot Warrior or Reforged Fellgor Warrior charge an enemy operative. if they incapacitate the enemy operative while fighting, they can use any remaining movement to charge towards the nearest 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 ceaseless (if the target has an engage order) or seek light (if the target has a conceal order)


Firefight - Hymn of the Brood:
The call never fades, but sometimes it proves useful.

once per turning point. When a Reforged Marine/Captain, Gene-Spliced operative is damaged, reduce one normal attack dice to deal 1 wound


Strategic - Unlikely allies:
This unit is ever expanding, and the lessons learnt are enlightening. Select one friendly operative (and mark them with a token). Choose 2 friendly REFORGED operatives within 8" or visible to this operative (give these a token too). These operatives gain severe on their weapon profiles this lasts until the end of the turning point, or until this operative is incapacitated


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 - 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:

Whoever loses, may nominate ONE of their operatives, (or ONE of your own) and place a marker on them FIRST. with the winner of the initiative choosing SECOND.

(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) and Brutal if fighting ( Or Punishing if Brutal 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


Strategic - Improved armaments:
All ranged weapons gain torrent 1" and saturate


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.