Pyre Guard

Homebrew by Kaz2k14
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Composition
Common Abilities and Options

Veteran Astartes:
During each friendly PYRE GUARD operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, a bolt weapon must be selected for at least one of them, 1 additional AP must be spent for the second action if both actions are using that weapon.

Each friendly PYRE GUARD 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 and you cannot perform a Fight and Shoot action during the same counteraction.

*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).

Storm Shield:
If this operative is equipped with a Storm Shield, it ignores Piercing weapon rule. Each time it fights in combat, in the Resolve Successful Hits step of that combat, each time it parries, two of your opponent's successful hits are discarded (instead of one).

ARTELLUS NUMEON
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Power Halberd (PrcCrits 1)
4
3+
3/5
Hand Flamer (Rng 8", Sat, Tor 2")
4
2+
2/2
Plasma Pistol
Standard (Rng 8", Prc 1)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc 1)
4
3+
4/5
Power Halberd (Lethal 5+)
5
3+
3/5
Abilities
Champion of HumanityIron HaloVeteran Astartes

Champion of Humanity:

Iron Halo: Once per battle, when an attack die inflicts Normal Damage on this operative, you can ignore that inflicted damage.

Pyre Guard, Imperium, Adeptus Astartes, Leader, Space Marine, Captain
SKATAR'VAR
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Hand Flamer (Rng 8", Sat, Tor 2")
4
2+
2/2
Power Maul (Shock)
5
3+
4/6
Abilities
1AP: Cleansing PromethiumVeteran Astartes

Cleansing Promethium (1AP): While this operative is within 6" of and visible to an enemy operative it is in range of, worsen that enemy operative’s Save characteristic by 1

LEODRAKK
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Rng 8", PrcCrit 1)
4
3+
3/4
Heavy Thunder Hammer (Shock, Stun)
5
4+
6/7
Abilities
Aggressive ForceBrutal AssaultDraconic FuryVeteran Astartes

Aggressive Force: Whenever this operative is fighting or retaliating, Normal and Critical Dmg of 3 or more inflicts 1 less damage on it.

Brutal Assault: Whenever this operative is fighting, its heavy thunder hammer has the Brutal weapon rule. Whenever this operative performs the Charge action, its heavy thunder hammer has the Ceaseless weapon rule until the end of the activation/counteraction.

Draconic Fury: Whenever a friendly PYRE GUARD operative is fighting, the first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7).

Add 1 to both Dmg stats of friendly PYRE GUARD operatives' melee weapons (to a maximum of 7).

PYRE GUARD, IMPERIUM, ADEPTUS ASTARTES, DEMOLISHER, SPACE MARINE
VARRUN
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Rifle (PrcCrits 1)
4
3+
3/4
Power Axe (Brutal)
5
3+
4/5
Abilities
Selfless GuardianVeteran Astartes

Selfless Guardian: Once per turning point,

GANNE
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Rifle
4
3+
3/4
Combat Knife & Storm Shield
5
3+
4/5
Abilities
*ShieldMaster of the ForgeStorm ShieldVeteran Astartes

Master of the Forge: Select one friendly PYRE GUARD operative, visible to and within 3", improving its Save stats by 1. Note this does not change the Save stat, so any changes are cumulative with this.

IGATARO
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Plasma Gun
Standard (Prc 1)
4
3+
4/6
Supercharge (Hot, Lethal 5+, Prc 1)
4
3+
5/6
Flamer (Rng 8", Sat, Tor 2")
4
2+
3/3
Stalker Bolt Rifle (PrcCrit 1)
4
3+
3/4
Fist & Storm Shield
4
3+
3/4
Abilities
*ShieldRelentless Fire DisciplineStorm ShieldVeteran Astartes

Relentless Fire Discipline: Once per turning point, PYRE GUARD operative that doesn’t perform an action in which it moves during its activation gains the Severe weapon rule.

PYRE GUARD, IMPERIUM, ADEPTUS ASTARTES, GUNNER
ATANARIUS
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Prc 1)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Master-Crafted Power Sword (Lethal 5+)
5
3+
4/6
Abilities
Tempered in FireVeteran Astartes

Tempered in Fire:

PYRE GUARD, IMPERIUM, ADEPTUS ASTARTES, ASSAULT INTERCESSOR, SPACE MARINE
Equipment

War-Tempered Artifice:
Once per turning point,


Exemplar of the Forge:
Once per turning point,


Immolator:
Once per turning point,


Adamantine Mantle:
Once per turning point, when an operative is shooting a friendly PYRE GUARD operative, at the start of the Roll Attack Dice step. Until the end of the sequence, ignore the Piercing weapon rule.


Ploys

Firefight - New Ploy:


Firefight - New Ploy:


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


Firefight - Burning Vengeance:
Use this firefight ploy when a friendly PYRE GUARD operative is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.


Strategic - Promethean Cult:
Whenever a friendly PYRE GUARD operative is shooting, fighting, and retaliating, its weapons have the Balanced weapon rule.


Strategic - Rites of War:


Strategic - Promethean Will:
You can ignore any changes to the stats of friendly PYRE GUARD operatives from being injured and ignore APL modifiers.


Strategic - Wall of Flame:
Whenever a friendly PYRE GUARD operative is wholly within your opponent’s territory, Normal Dmg of 4 or more inflicts 1 less damage on it.


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.


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.