Stormwall

Homebrew by Dheginsean

Their initial task was reinforcing a host of aspect warriors engaged with the enemy. Along the way they came across warlocks in a fierce battle with the forces of chaos. Their arrival turned the tide in that fight, but delayed their mission. They arrived in time only to vanquish the remaining chaospawn and recover the soul stones of the fallen aspect warriors. They carried on, taking the fight to the enemy and driving them back into the Eye of Terror. Their victory felt hollow, for they had failed their brethren. Nonetheless, they were heralded for their deeds. To avenge their shame, they swore to lead the charge in the battles to come. Stormwall, they were named, and to this day they root out chaos in the name of their fallen brethren.

100% positive
Composition

A STORMWALL kill team is composed of:

2 STORMWALL WARLOCK operatives equipped with one of the following options:

  • Destructor, Shuriken pistol; Singing spear
  • Destructor, Shuriken pistol; Witchblade

1 FIRE DRAGON RECLAIMER operative with one of the following options:

  • Flamer; Close combat weapon
  • Fusion gun; Close combat weapon

1 HOWLING BANSHEE RECLAIMER operative

1 STRIKING SCORPION RECLAIMER operative

4 STORM GUARDIAN operatives

FACTION RULES: Psychic Powers:

Friendly STORMWALL WARLOCK operatives have the Psychic Powers listed below. Psychic Powers are unique actions that can be performed according to the following rules:

  • Each Psychic Power costs 1 AP to perform.
  • Friendly STORMWALL operatives cannot perform more than one Psychic Power per activation / counteraction.
  • Psychic Powers come in pairs. Whenever one half of the pair is performed, that Psychic Power cannot be performed again during this turning point, and the paired Psychic Power may not be performed at all at this turning point.
  • Psychic Powers may not be performed while within control range of an enemy operative.

Empower / Enervate

  • Empower: Select another friendly operative visible to and within 6” of this operative. Until the end of that operative’s next activation, improve the Atk stat of its melee weapons by 1 (to a maximum of 5).

  • Enervate: Select one enemy operative visible to and within 6” of this operative. Until the end of that operative’s next activation, worsen the Atk stat of its melee weapons by 1 (to a minimum of 3).

Enhance / Drain

  • Enhance: Select another friendly operative visible to and within 6” of this operative. Until the end of that operative’s next activation, improve the Hit stat of that operatives ranged weapons by 1 (to a minimum of 2+)

  • Drain: Select one enemy operative visible to and within 6” of this operative. Until the end of that operative’s next activation, worsen the Hit stat of that operatives ranged weapons by 1 (to a maximum of 5+)

Protect / Jinx

  • Protect: Select one friendly STORMWALL operative visible to and within 6” of this operative. Until the end of that operative’s next activation, the first time an attack dice inflicts damage on that friendly operative, reduce that damage by 2 (to a minimum of 1).

  • Jinx: Select one enemy operative visible to and within 6” of this operative. Until the end of that operative’s next activation, the first time an attack dice inflicts damage on that operative, increase that damage by 2.

Quicken / Restrain

  • Quicken: Select another friendly operative visible to and within 6” of this operative. Until the end of that operative's next activation, they can perform the Dash action for 0 AP.

  • Restrain: Select one enemy operative visible to and within 6” of this operative. Until the end of that operative’s next activation, subtract 2” from that operative’s Move stat. Shroud / Reveal

Shroud / Reveal

  • Shroud: Select another friendly operative visible to and within 6” of this operative. Until the end of that operative’s next activation, that friendly operative is obscured to operatives more than 2" from it.

  • Reveal: Select one enemy operative visible to and within 6” of this operative. Until the end of that operative’s next activation, when friendly STORMWALL operatives perform the Shoot action and select that enemy operative as the valid target, that enemy operative cannot be obscured.

WARLOCK
A 3
M 7"
S 4+
W 9
Weapons
ATK
HIT
DMG
Destructor (PSYCHIC, Saturate, Torrent 1")
4
3+
3/4
Shuriken Pistol (RNG 8", Rending)
4
3+
3/4
Singing Spear (throw) (RNG 6", PSYCHIC)
4
3+
3/5
Singing Spear (thrust) (PSYCHIC)
4
3+
3/5
Witchblade (PSYCHIC, Brutal, Severe)
4
3+
4/5
Abilities
Follow the PathPsychic CommunionRune Armor

Follow the Path: At the start of this operative’s activation choose one of the following paths: Path of the Seer: This operative can perform two Psychic Powers during its activation. Path of the Warrior: This operative can perform two Fight or two Shoot actions during its activation.

Psychic Communion: Whenever this operative performs the Shoot action and selects Destructor, if there is another friendly STORMWALL WARLOCK operative within 6” of this operative, add 1 to the Normal Dmg stat of that weapon.

Rune Armor: Normal and Critical Dmg of 3 or more inflicts one 1 less damage on this operative.

STORMWALL, AELDARI, ASURYANI, PSYKER, LEADER, WARLOCK
FIRE DRAGON RECLAIMER
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Flamer (Saturate, Torrent 2")
4
2+
3/3
Fusion Gun (RNG 6", Devastating 3, Piercing 2)
4
3+
5/3
Close Combat Weapon
3
3+
2/3
Abilities
Assured Destruction

Assured Destruction: Whenever this operative performs the Shoot action, if it has not performed an action in which it moved this Turning Point, it weapon has the Accurate 1 weapon rule.

STORMWALL, AELDARI, ASURYANI, STORM GUARDIAN
HOWLING BANSHEE RECLAIMER
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Shuriken Pistol (RNG 8", Rending)
4
3+
3/4
Power Weapon (Lethal 5+)
4
3+
4/6
Abilities
Acrobatic

Acrobatic: Once during this operative’s activation, when this operative performs an action in which it moves, this operative can ignore all vertical distances whenever it drops and climbs, but if it does, it cannot move more than its Move stat if it’s the Charge action.

STORMWALL, AELDARI, ASURYANI, STORM GUARDIAN
STRIKING SCORPION RECLAIMER
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Shuriken Pistol (RNG 8", Rending)
4
3+
3/4
Chainsword (Rending)
4
3+
4/5
Abilities
One With the Gloom

One With the Gloom: Activate this ability during this operative's activation, before or after it performs an action. Until the start of its next activation, while this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

STORMWALL, AELDARI, ASURYANI, STORM GUARDIAN
STORM GUARDIAN
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Shuriken Pistol (RNG 8", Rending)
4
3+
3/4
Aeldari Blade
4
3+
3/4
Abilities
Stormblades

Stormblades: You may use the UNDAUNTED firefight ploy for 0CP if this operative is the specified STORMWALL operative.

STORMWALL, AELDARI, ASURYANI, STORM GUARDIAN
Equipment

INFINITY CIRCUIT CONDUIT:
In the Ready Step of each Strategy Phase, for each friendly STORMWALL WARLOCK operative in the kill zone, you may roll a D6. If the result is a 6, you gain 1 CP and for the rest of the battle you do not count that operative as being in the kill zone for the purposes of this rule.


PSYCHSTONE:
Once per turning point, when a friendly STORMWALL WARLOCK operative performs a Psychic Power, increase the distance requirement of that Psychic Power by 3"


RUNE-ETCHED WEAPONS:
Once per turning point, when a friendly STORMWALL operative is retaliating, you can resolve one of your successes before the normal order, if you do, that success must be used to block.


SERPENT SHIELD:
Once per turning point, when an operative is shooting a friendly STORMWALL operative more than 3” from it, at the start of the Roll Defense Dice step, you can use this rule. If you do, worsen the x of any Piercing weapon rule by 1 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.


Ploys

Firefight - BLADESTORM:
Use this firefight ploy during the Resolve Attack Dice step when a friendly STORMWALL operative is fighting or retaliating and you have chosen to block. That block can be allocated to block two unresolved successes.


Firefight - FADE BACK:
Use this firefight ploy after an operative shoots a friendly STORMWALL operative. That friendly operative can immediately perform a free Dash action.


Strategic - OF ONE MIND:
When determining an eligible target for a Psychic Power, friendly STORMWALL WARLOCK operatives may determine visibility and measure distance from another friendly STORMWALL WARLOCK operative visible to and within 6” of that operative.


Strategic - PRESCIENCE:
Whenever a friendly STORMWALL operative is rolling defense dice, if you roll 2 or more failures, you may reroll one of your defense dice.


Strategic - RESIDUAL POWER:
The weapons of friendly STORMWALL operatives affected by a Psychic Power have the Balanced weapon rule.


Strategic - TACTICAL SUPERIORITY:
Whenever a friendly STORMWALL operative is determining control of a marker, treat that operative's APL stat as 1 higher, to a maximum of 3. Note this is not a change to its APL stat, so any changes are cumulative with this.


Strategic - RENEWAL:
Use this firefight ploy when a friendly STORMWALL operative becomes affected by a friendly Psychic Power. That operative regains D3+1 wounds.


Strategic - UNDAUNTED:
Use this Firefight Ploy during a Friendly STORMWALL operative’s activation, before or after it performs an action. For the duration of its activation, being in control range of enemy operatives doesn’t prevent it from performing the Pick up Marker action or 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.


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.