The Outriders

Homebrew by Lunarcultist

Whenever a friendly OUTRIDER operative is shooting an enemy operative, its ranged weapons have a weapon rule determined by that Friendly operative’s location. ENEMY OPERATIVE LOCATION Within your opponents territory balanced Within 4" of their Dropzone Ceaseless Within their drop zone Relentless

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Composition

Huntcaller 5 models from

  • Windblade
  • Starseeker
  • Stormeer
  • Horizon Chaser
  • Bow Master
  • Sky Sovereign

Whenever a friendly OUTRIDER operative is shooting an enemy operative, its ranged weapons have a weapon rule determined by that Friendly operative’s location. ENEMY OPERATIVE LOCATION Within your opponents territory balanced Within 4" of their Dropzone Ceaseless Within their drop zone Relentless

Huntcaller
A 3
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Greatbow (Piercing Crits 1)
5
3+
3/5
Combat Blades
5
3+
3/4
Abilities
Call The Hunt1AP: Hunt Everlasting

Call The Hunt: STRATEGIC GAMBIT if this operative is in the killzone. Select one enemy operative to be your mark for the turning point. Whenever a friendly OUTRIDER operative is shooting against, fighting against or retaliating against your mark, that friendly operative's weapons have the Lethal 5+ weapon rule.

Hunt Everlasting (1AP): Select a new enemy operative to be your mark until the end of the turning point.

LEADER, OUTRIDER
Windblade
A 3
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Throwing Blade (Lethal 5+, Silent, Rng 6")
4
3+
2/4
Dueling Sabre (Ceaseless, Rending)
5
3
3/5
Abilities
Rapid FootworkSwiftness of the Warhalk

Rapid Footwork: Whenever this operative performs the Fight action +, it can immediately perform a free Dash action afterwards even if it’s performed an action that prevents it from performing those actions.

Swiftness of the Warhalk: Whenever this operative is retaliating, you resolve the first attack dice (i.e. defender instead of attacker).

OUTRIDER
Starseeker
A 3
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Starshot Bow (Dev 2)
5
3+
4/4
Fists
4
3
3/4
Abilities
1AP: Read The Stars1AP: Starguided Shot

Read The Stars (1AP): Choose a OUTRIDERS Ploy. During the next turning point that ploy costs 0 CP

Starguided Shot (1AP): This model gains the Accurate 1 weapon rule on its Starshot bow Profile but you can retain one of your normal successes as a result of the Accurate weapon rule as a critical success instead

OUTRIDER
Stormseer
A 3
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Great Bow (P Crits 1)
5
3+
4/5
Chain Lightning (Blast 2, Dev 1, Stun, Chain Lightning, Pychic)
6
3+
1/1
Mystic staff (Shock, Stun)
4
3
3/4
Abilities
1AP: Chain Lightning1AP: Protection Of The WInds

Chain Lightning (1AP): This Weapon does not treat Friendly Operatives as valid secondary targets

Protection Of The WInds (1AP): PSYCHIC. Select one friendly Outrider operative visible to this operative. Until the start of this operative’s next activation, until it’s incapacitated or until it performs this action again (whichever comes first), the first time an attack dice would inflict Critical Dmg on The chosen operative, you can choose for that attack dice to inflict Normal Dmg instead.

This operative cannot perform this action while within control range of an enemy operative.

OUTRIDER
Horizon Chaser
A 3
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Great Bow (P Crits 1)
5
3+
4/5
Fists
4
3
3/4
Abilities
Ever OnwardTouch The Beyond

Ever Onward: STRATEGIC GAMBIT. This operative can immediately perform a free Dash action. If it does, subtract 1 from its APL stat until the end of its next activation

Touch The Beyond: This operative can perform the Pick Up Marker, Place Marker or a mission action for 1 less AP if they are within your opponent's territory.

OUTRIDER
Bowmaster
A 3
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Great Caster Bow
Default (P Crits 1)
5
3+
4/5
Aimed (P1 Ceaseless)
5
3+
5/6
Point Blank (P Crits 1)
4
3+
4/5
Fists
4
3
3/4
Abilities
Master of the Bow

Master of the Bow: This operative can perform the Shoot action while within control range of an enemy operative. If it does, when selecting a valid target, you may select an enemy operative within this operative’s control range, and can do so even if other friendly operatives are within that enemy operative’s control range. If you shoot in this way you must use the Point Blank Profilee

OUTRIDER
Sky Sovereign
A 3
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Great Bow (P Crits 1)
5
3+
4/5
Hunting Hawk (Rending, Seek Light, Silent)
4
3+
1/2
Fists
4
3
3/4
Abilities
Animal BondSurvey the World

Animal Bond: This operative can perform two Shoot actions during its activation, but a Great Bow must be selected for one and the hunting hawk must be selected for the other.

Survey the World: Track Target: This operative can perform the Guard action during its activation regardless of the killzone (see close quarters rules, Kill Team Core Book). It can perform the Guard action while it has a Conceal order.

OUTRIDER
Equipment

Talisman of The Wind:
When you Dash you may move an additional Inch to a total of 4". When you Counteract increase the maximum you can move by one Inch to 3" total


Khans Cloaks:
Whenever an operative is shooting a friendly OUTRIDER operative, if you can retain any cover saves, you can retain one cover save as a Critical Save. This isn’t cumulative with improved cover saves from Vantage terrain.


New Equipment:


Forward Spotters:
As a STRATEGIC GAMBIT in the first turning point, a friendly operative can immediately perform a free Reposition action, but must end that move wholly within 3" of your drop zone.


Ploys

Firefight - TRANSHUMAN PHYSIOLOGY:
Use this firefight ploy when an operative is shooting a friendly OUTRIDERS operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.


Firefight - SKILLFUL PARRY:
Use this firefight ploy when an enemy operative is fighting against a friendly OUTRIDER operative and you’re allocating a dice to block. If it’s a normal success, it can block one unresolved critical success; if it’s a critical success, it can block two unresolved successes. This Ploy Can not be Used by a friendly WIndblade Operative


Firefight - Freedom of The Wind:
Use this firefight ploy when a friendly OUTRIDER operative is activated. It regains up to 2D3 lost wounds, and during that activation you can ignore any changes to its Movement stat.


Firefight - Presision of Focus:
Use this firefight ploy when a friendly OUTRIDER operative is shooting, at the end of the Roll Attack Dice step. Until the end of that sequence, that operative’s Shooting weapons have the Severe weapon rule


Strategic - Arching Shots:
Whenever a friendly OUTRIDERS operative is shooting an enemy operative more then 6" from it, that friendly operative’s ranged weapons have the Punishing weapon rule.


Strategic - Unnerving Accuracy:
Whenever a friendly OUTRIDERS operative is shooting an enemy operative if the friendly operative is closer to the opponet deployment zone then that enemy operative, that friendly operative’s ranged weapons ignore Obsuring and have the Saturate weapon rule.


Strategic - AND THEY SHALL KNOW NO FEAR:
You can ignore any changes to the stats of friendly OUTRIDER operatives from being injured (including their weapons’ stats)


Strategic - LIGHTNING SPEED:
Whenever an operative is shooting a friendly OUTRIDERS operative that performed an action in which it moved during this turning point, worsen the Hit stat of the enemy operative’s weapons by 1. This isn’t cumulative with being injured


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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

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 Dominate tokens.

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.