Forge Clade

Homebrew (Unpublished) by Lunarcultist

Masters Of the Machine: Whenever a friendly tech priest is actived choose a model within its control range to resolve one of the following effects on: -Heal d3+1 -Remove one rules effect or stat change your opponent has applied to it (e.g. Poison token, -1APL, cannot be activated or perform actions, etc.)

Heart Of The Great Forges: STRAT GAMBIT Place a servo skull operative within your deployment zone

Composition
Tech Priest Obligitos
A 3
M 6"
S 3+
W 9
Weapons
ATK
HIT
DMG
Arc Chain Coil (Dev 1, Lightning Arc)
5
3+
3/3
Relic Pistol (Lethal 5+)
4
3+
2/4
Mechanical Limbs
4
3+
3/4
Abilities
Lightning ARCLiving Hive

Lightning ARC: Choose 1 or 2 Engaged servo skulls within 8 inches of this model and each other to be targets. If you chose 2 servo Skulls draw a line between them. If you chose 1 Draw a line between the Obligitos and that servo skull. Each target along the line is a 2ndary target of this attack. Models can not have cover or obscuring from this attack.

Living Hive: STRAT GAMBIT: Place a Servo Skull In control range and not in combat.

Tech Priest Annihilos
A 3
M 6"
S 3+
W 9
Weapons
ATK
HIT
DMG
Stellar Atomitizer (P2, Saturate, Severe, Heavy (Dash))
4
3+
6/8
Mechanical Limbs
4
3+
3/4
Abilities
1AP: Overcharge ServitorsUnmatched Oblieration

Overcharge Servitors (1AP): Choose a servo skull or forge worker within 3" and do 3 damage to that model. This models Stellar Atomitizer loses the Heavy (Dash) Rule until end of activation

Unmatched Oblieration: Damage Dealt By this models Stellar Atomitizer Can not be reduced or prevented

Tech Priest Suffaros
A 3
M 5"
S 3+
W 11
Weapons
ATK
HIT
DMG
Blades and Flails (Lethal 4+, Brutal)
5
3+
4/4
Abilities
Machine of War1AP: Smashing AdvanceThe Flesh Is Weak

Machine of War: This operative can perform two Fight actions during its activation. Whenever this model strikes with a crit also inflict 1 damage on each enemy operative within this operative’s control range. Whenever this operative ends the Fight action, if it’s no longer within control range of enemy operatives, 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 3" during that action. Doing so doesn’t prevent it from performing the Dash action afterwards during that activation.

Smashing Advance (1AP): Choose a servo skull or forge worker within 3" and do 3 damage to that model. Until end of the turning point this model treats all terrain as accesible and you can ignore any changes to its Move stat.

The Flesh Is Weak: Whenever an attack dice would inflict Critical Dmg on this operative, you can choose for that attack dice to inflict Normal Dmg instead.

Tech Priest Venatos
A 3
M 6"
S 3+
W 9
Weapons
ATK
HIT
DMG
Array Of Weapons
Stripper Beam (DEV 1, lethal 3+)
4
3+
0/0
Micro flamef (Torrent 1")
5
2+
2/2
Slag launcher (P2)
4
3+
2/3
Electro weave (Severe, Stun)
4
3+
2/2
Abilities
Death engine1AP: Walking arsenal

Death engine: whenever an emimy within 3" would preform an action before resolving the effects of that action this model can preform a shooting action Targeting that enemy model. then that enemy can resolve that action

Walking arsenal (1AP): choose one option below:

  • can preform a shoot action with 3 differnt options fromt he array of weapons.
  • Do 3 damage to a forge worker or servos skull you can choose all 4
  • choose 2 to fire you cans hoot in to melee for these shooting actions
Forge Worker
A 2
M 6"
S 4+
W 11
Abilities
New Ability

New Ability:

Servo Skull
A 2
M 6"
S 6+
W 3
Weapons
ATK
HIT
DMG
Shock Pulse (Dev 1)
4
4+
2/2
Abilities
Defensive MatrixGroup Activation:TENDERS OF THE MACHINE

Defensive Matrix: Use this ability when a friendly tech priest model within 3" and visable takes damage from a resolved dice. Reduce that damage by 3 then destroy this model

Group Activation:: Whenever this operative is expended, you must then activate one other ready friendly SERVO SKULL operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule)

TENDERS OF THE MACHINE: SERVO SKULL operatives cannot perform any actions other than Charge, Dash, Fall Back, Fight, Reposition and Shoot, or use any weapons that aren’t on their datacard. They can perform the Fall Back action for 1 less AP.

SERVO SKULL operatives cannot contest markers or areas of the killzone, and are ignored for your opponent’s kill/elimination op (when they’re incapacitated, and when determining your starting number of operatives). They’re also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if they escape/survive/are incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).

Operatives can move through SERVO SKULL operatives, and enemy operatives can move within control range of them. Having only SERVO SKULL operatives within their control range doesn’t prevent enemy operatives from performing the Charge, Dash and Reposition action, and enemy operatives can leave SERVO SKULL operatives’ control range when performing the Charge action.

Equipment

Suppressor charge:
melee weapons of techpriests you control gain the shock rule. one per turning point you may use this equipment after dice are rolled before rerolls to give a friendly operatives melee weapon the shock and stun special rule. if you do the first effect doesnt apply until the next turning point


Servo Null Field:
When an opponent uses a pychic weapon or rule witgin 3 inches of a friendly servo skull do d3 damage to that model


Ploys

Firefight - New Ploy:
Use this firefight ploy when an operative is shooting a friendly FORGECLADE TECH-PRIEST operative, at the start of the Roll Attack Dice step. Until the end of the sequence, ignore the Piercing weapon rule.


Firefight - Holo Wave Projections:
Use this firefight ploy at the end of a friendly FORGE operative’s activation. Choose another friendly operative 6". If that model has a different order then the active model change both models orders


Firefight - Linked Mind Network:
Use this play when a Servo Skull Operative is activated. Until its next activation that operative ignores the Tenders of the Great Machine Rule. It still is ignored for kill op and can not be selected for the Envoy Tac Op. it can still not use weapons not on the data card


Firefight - New Ploy:
Use this firefight ploy when you would counteract. You can do so with one friendly TECHPRIEST operative that has a Conceal order.


Strategic - Overloaded Construction:
Place 2 Servo skull operatives within your deployment zone. This ploy cant be used turn 1 and cost 1 extra cp for each time its been used this game


Strategic - Synchronized netweb:
whenever a tech priest fights or shoots reroll one dice for 3 each servo skull within 3 inches.

Whenever a model shoots or fights within 3" of another friendly techpriest that morel gains ceaseless


Strategic - Pre cognitive array:
each tech priest can reposition or fall back. To a maximum of 3". if any tech priests fall back those models lose 1 apl. each rech priest that preforms a action in this way can not use the Masters Of the Great Machine rule this turning point


Strategic - New Ploy:
conditional defensive ploy


TacOps
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.


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.