Warp Bound Constructs

Homebrew by Lunarcultist

Vashtor unleashes his legions. Still a work In progress

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Composition

1 Warp Smith 6 Warp Bound Constructs From the Following List

  • Brute
  • Obliterator
  • Howler
  • Warrior
  • Devistator
  • Ravager

Channel Deamons: When a WARP BOUND CONSTRUCT is activated you can choose to Channel Deamons. If you do roll d3+1 and the model takes that much damage. Until that operatives next activation its deamons are channeled

Deamon Forged Weapons: Whenever this operative is using this weapon if its Deamons are channeled, add 1 to both Dmg stats of this weapon.

Warp Smith
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Daemonforged Bolter (Daemonforged)
4
3+
3/4
Forge Weapon (Daemonforged, Brutal)
4
3+
3/4
Abilities
1AP: Rebind DaemonsVeteran Astartes:

Rebind Daemons (1AP): PSYCHIC. Select one friendly operative visible to and within 3" of this operative to regain up to D3+1 lost wounds.

This operative can perform this action twice during its activation but cannot perform this action while within control range of an enemy operative, or more than Twice per turning point.

Veteran Astartes:: During this operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, an Astartes shotgun, bolt pistol or boltgun must be selected for at least one of them. This operative can counteract regardless of its order. Whenever it does, it can perform an additional 1AP action for free during that counteraction, but both actions must be different.

CHAOS, HERETIC ASTARTES, WARP BOUND CONSTRUCTS, LEADER, WARP SMITH
Brute
A 3
M 5"
S 3+
W 15
Weapons
ATK
HIT
DMG
Daemon Bound Chainfists (Brutal, Daemonforged, Shock)
4
3+
4/5
Abilities
Overwhelming BulkUnstoppable Charge

Overwhelming Bulk: Whenever this operative is fighting or retaliating whenever an attack dice would inflict Critical Dmg on it, you can choose for that attack dice to inflict Normal Dmg instead.

Unstoppable Charge: Whenever this operative ends its move during the Charge action, you can inflict D3 damage on one enemy operative within its control range or D3+1 If this models Daemons are Channeled.

CHAOS, HERETIC ASTARTES, WARP BOUND CONSTRUCTS
Obliterator
A 3
M 5"
S 3+
W 15
Weapons
ATK
HIT
DMG
Fleshmetal Guns
Focused Malice (Piercing 1, DeamonForged, Rng 4")
5
3+
4/5
Ruinous Salvo (DeamonForged)
5
3+
3/4
Warp Hail (DeamonForged, Torrent 2")
4
3+
3/4
Deamon Metal Fists (DeamonForged)
3
4+
3/4
Abilities
Unending Firepower

Unending Firepower: Whenever the the Obliterator is injured that friendly operative’s weapons have the Punishing weapon rule.

CHAOS, HERETIC ASTARTES, WARP BOUND CONSTRUCTS
Howler
A 3
M 6"
S 3+
W 13
Weapons
ATK
HIT
DMG
Warpflamer (Piercing 1, Torrent 1")
4
2+
3/3
Jagged Blades (DeamonForged, Severe)
5
3+
3/5
Abilities
Engine of Suffering1AP: Otherworldly Shreik

Engine of Suffering: You can ignore any changes to this operative’s APL stat and it’s not affected by enemy operatives’ Shock weapon rule.

Otherworldly Shreik (1AP): Each enemy operative visible to and within 3" of this operative must take a Shriek Test. For an operative to take a Shriek test, roll one D6, adding 1 to the result if this operative has Deamons Channeled : on a 5+, subtract 1 from its APL stat until the end of its next activation.

Warrior
A 3
M 6"
S 3+
W 13
Weapons
ATK
HIT
DMG
Deamon Forged Bolter (DeamonForged)
4
3+
3/4
Deamon Blade (DeamonForged)
4
3+
3/4
Abilities
Unrelenting Fire Power

Unrelenting Fire Power: During this operatives activation, it can perform two Shoot actions

Ravager
A 3
M 6"
S 3+
W 13
Weapons
ATK
HIT
DMG
Claws and Fang (Lethal 5+)
5
3+
4/5
Abilities
Blur of MotionWrath of the Warp

Blur of Motion: During this operatives activation, it can perform two Fight actions. Whenever this operative is fighting or retaliating if its deamons are channeled, you can resolve one of your successes before the normal order. If you do, that success must be used to block.

Wrath of the Warp: Whenever the Ravager Channels Deamons you can use this rule. If you do, inflict D3+1 damage on each enemy operative in engagement range.

Devastator
A 3
M 6"
S 3+
W 13
Weapons
ATK
HIT
DMG
Deamon Wrath Cannon
Warpspace (Soulrip)
4
3+
2/3
Realspace (Deamonforged)
4
3+
3/4
Deamon Fists (Deamon Forged)
3
3+
3/4
Abilities
2AP: Dual BonbardmentSoulrip

Dual Bonbardment (2AP): Perform two free Shoot actions with this operative (this takes precedence over action restrictions). You must select the Realspace profile for one action and its Warpspace profile for the other (in any order).

This operative cannot perform this action while it has a Conceal order, or during an activation in which it performed the Shoot or Reposition action (or vice versa).

Soulrip: No defence dice can be rolled against the warpspace Profile

Equipment

Soul Forged Contract:
Once Per Turning Point when a WARP BOUND CONSTRUCT Channels Deamons It takes no damage


Debt to the Soul Forge:
Keep a Debt tally. Whenever an Opponents operative is incapacitated, add 1 to your Debt tally or 2 if that model had 12 or more wounds. When your Debt tally reaches 4, you gain 1CP and Reset that tally


Blood Binding:
Whenever a friendly WARP BOUND CONSTRUCT operative ends an action, if it wasn’t incapacitated but Incapacitated any enemy operatives during that action, it regains 1 lost wound or if that model has not channeled deamons it heals 3


Breaching Charge:
Once Per game a model can preform the Breach Point Action or can preform The breach Action as if it had the Word Breach Point on its data card BREACH POINT 1AP Place one of your Breach markers within this operative’s control range as close as possible to a terrain feature within control range of it. Whenever an operative is within 1" of that marker, it treats parts of that terrain feature that are no more than 1" thick as Accessible terrain.

This operative cannot perform this action while within control range of an enemy operative, or if a terrain feature isn’t within its control range


Ploys

Firefight - Warp Sight:
Use this firefight ploy when a friendly WARP BOUND CONSTRUCT operative performs the Shoot action during an activation it has not moved. Until the end of the activation/counteraction, its ranged weapons have the Seek Light weapon rule and enemy operatives cannot be obscured.


Firefight - Reorder Reality:
Use this firefight ploy when an enemy operative is shooting a friendly WARPBOUND CONSTRUCT operative. That operative’s ranged weapons have the Hot weapon rule until the end of that sequence; if the weapon already has that weapon rule, when your opponent rolls one D6 for that weapon rule, you can add or subtract 1 from the result. Note that for the latter you can see the result of your opponent’s roll for the Hot weapon rule before deciding to use this ploy.


Firefight - Iron Unbroken:
Use this firefight ploy when an attack dice inflicts Normal Dmg on a friendly WARP BOUND CONSTRUCT operative. If that Model has not unleashed Daemons, ignore that inflicted damage.


Firefight - Savage Assult:
Use this firefight ploy when a friendly WARP BOUND CONSTRUCT operative performs the FIGHT action. Until the end of the activation/counteraction, its Melee weapons have the Lethal 5+ and Rending Rules.If that model has lethal 5+ it gains Lethal 4+ instead. At the End of that activation the Operative is Incapacitated


Strategic - Guided By Beyond:
Whenever a friendly WARP BOUND CONSTRUCT operative is shooting, fighting or retaliating, if its Channeled Daemons its weapons have the Ceaseless weapon rule.


Strategic - Deamonic Resiliance:
Whenever an operative is shooting a WARP BOUND CONSTRUCT operative, defence dice results of 5+ are critical successes


Strategic - BINDING CONTRACTS:
You can ignore any changes to the stats of friendly WARP BOUND CONSTRUCT operatives from being injured (including their weapons’ stats).


Strategic - Deamonic Haunting:
Select one enemy operative visible to a friendly WARP BOUND CONSTRUCT operative. Until the end of the turning point, Whenever determining control of a marker, treat the total APL stat of that operatives as 1 lower and your opponent must spend 1 additional AP for that enemy operative to perform the Pick Up Marker and mission actions.


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.