Brotherhood of Steel

Homebrew (Unpublished) by Lunarcultist

IRON WITHIN, IRON WITHOUT Whenever an operative is shooting a friendly operative, weapons with the Piercing weapon rule have the Piercing Crits weapon rule instead.

Whenever a friendly operative is activated select one of the following: Ignore any changes to that first friendly operative’s Move stat from being injured until the end of that activation. Ignore any changes to the Hit stat of that first friendly operative’s weapons from being injured until the end of that activation.

Whenever determining control of a marker, you can treat operative you controls APL stat as 3. If you do, this takes precedence over all other rules, meaning any changes to its APL stat are ignored for this.

Composition
Grand Architect
A 3
M 5"
S 3+
W 15
Weapons
ATK
HIT
DMG
World Cracker
Beam (P1, Lethal 5+)
5
3+
4/5
Slag (P2, Range 4")
5
2+
3/4
World Cracker Hammer (Brutal, Stun, Shock)
5
3+
5/6
Abilities
Long range Emplacements

Long range Emplacements: Strat Gambit: remove all prepared bombardment markers from the table. Place a prepared bombardment marker on the table.

At the end of the turning point each model within control range of a bombbardment marker takes 2d3 damage

Siege Breaker
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Grav Cannon (Heavy Dash, Grav Cannon, AP 1)
4
3+
9/10
Steel Clad Fists
4
3+
3/5
Abilities
Breaker Of Great WallsGrav Cannon

Breaker Of Great Walls: Terrain features within within 4" of this operative have Broken Foundations. Friendly IRON BROTHER Operatives treat Broken Foundation Terrain as accessible.

Grav Cannon: Subtract the armor of the targeted model from this models damage

Taskmaster
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
New Weapon1
4
4+
3/4
Trenchlord
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Black Steel Shield (Shield)
4
3+
3/4
Heavy Trench Shotgun
Heavy Slugs (P1, Range 6")
4
2+
4/4
Blackfire Slugs (Blast 1", Rg 6")
4
2+
4/5
Gas Slug (Seek Light, Severe, Stun, Rg 6")
6
2+
2/3
Abilities
Corpse CollecterNew AbilityShield

Corpse Collecter:

New Ability:

Shield: Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one)

Heavy Gunner
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Las Cannon (P2, Heavy)
3
3+
7/8
Heavy Bolter
Focused (P Crit 1, Heavy)
5
3+
4/5
Sweeping (PCrit 1 Torrent 2", Heavy)
4
3+
4/5
Steal Clad Fists
4
3+
3/5
Reaper Chaincannon (Endless Fire Power, Heavy)
5
3+
3/4
Options
Endless Fire Power

Endless Fire Power: When you resolve a shoot action with this weapon you may resolve a 2nd free shoot action. This doesnt count for the purposes of action restrictions (IE for 3 apl you can shoot 4 times)

Gunner
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Combi Weapon
Bolter (P1 Crits)
4
3+
3/4
Profile
4
4+
3/4
Melta (Dev 4, P2, Limited)
4
3+
4/3
Flamer (Torrent 2", Limited)
4
2+
4/4
Equipment
Ploys

Firefight - SPITEFUL ENDURANCE:
Use this ploy when a IRON BROTHER operative takes damage from a source thats not a resolved strike. That model takes 1 damage instead.


Firefight - POINT-BLANK DESTRUCTION:
Even in the press of combat, the Heretic Astartes bring heavy weapons to bear, shattering fortifications and obliterating enemy infantry. Use this when when a friendly operative Is selected to fight or retaliate. You can use one of its ranged weapons as a melee weapon (excluding a weapon that has the word ‘grenade’ in its name) during that sequence. If you do, you cannot block during that sequence, and the following weapon rules have no effect on its weapons until the end of that sequence: Devastating, Piercing, Torrent.


Firefight - RELENTLESS DEVASTATION:
Use This Ploy when a Friendly model is selected to shoot before selecting a Profile. That model is treated as not having preformed the reposition action for the purposes of the HEAVY keyword


Firefight - UNSTOPPABLE ADVANCE:
Use this firefight ploy during a friendly IRON BROTHERS operative’s activation or counteraction, before or after it performs an action. During that activation/ counteraction: • It can move through enemy operatives and within control range of them. • It can perform the Charge and Reposition actions while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply).


Strategic - METHODICAL ANNIHILATION:
Place your ANNIHILATION marker in the killzone. Whenever a friendly IRON WARRIOR operative within 5" horizontally of that marker is shooting an operative also within 5" horizontally of that marker, that friendly operative’s weapons have the Ceaseless weapon rule. In the Ready step of the next Strategy phase, remove that marker.


Strategic - New Ploy:
Whenever a friendly IRON WARRIOR operative is Retaliating, Dmg of 4 or more inflicts 1 less damage on it.


Strategic - BRUTAL ATTRITION:
Whenever a friendly IRON BROTHERS operative is shooting against an expended enemy operative, that friendly operative’s weapons have the Punishing weapon rule. Whenever an operative is shooting a friendly expended IRON WARRIORS operative if you roll no critical saves you can retain one normal save as a critical save


Strategic - STEADFAST DETERMINATION:
Whenever an operative is shooting a friendly readied IRON WARRIORS operative If you roll a critical save you can retain a miss as a normal save Whenever a Friendly IRON BROTHERS operative is shooting against a readied enemy operative, that friendly operative's weapons have the Severe Weapon Rule


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.


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.