TTGC KT Narrative

Homebrew by anmgaming

For the TTGC narrative.

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Composition

Fixed narrative

Rebar
A 3
M 6"
S 4+
W 21
Weapons
ATK
HIT
DMG
Ripper Gun (Punishing, Piercing Crits, Torrent 2")
4
3+
4/5
Ripper Bayonet (Brutal, Shock)
5
3+
4/5
Abilities
1AP: Bayonet ChargeLoyal to the Inquisitor1AP: More Scrapping

Bayonet Charge (1AP): Whenever this operative finishes moving during the charge action, you can inflict D6 damage on one enemy operative within its control range

Loyal to the Inquisitor: Rebar can interrupt an enemy operative that is shooting, fighting, or has charged the Inquisitor with Bayonet Charge and can immediately fight.

More Scrapping (1AP): Rebar can fight a second time for free.

Brother Dongus Maximus
A 3
M 7"
S 3+
W 18
Weapons
ATK
HIT
DMG
Special issue bolt pistol (Piercing 1)
4
4+
3/5
Combat knives (Balanced, Lethal 5+)
5
3+
4/5
Abilities
Clandestine HeadtakerGrav-chute and Grapnel Launcher

Clandestine Headtaker: This operative can perform the Charge action while it has a Conceal order. Whenever this operative is fighting against an operative it wasn't visible to at the start of the activation/counteraction, the first time you strike during that sequence, you can immediately resolve another of your successes as a strike (before your opponent).

Grav-chute and Grapnel Launcher: Ignore vertical distance.

Inquisitor Eisenhorn
A 3
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Artificer bolt pistol (9" RNG, Rending)
4
4+
3/5
Mind Assault (9" RNG, Piercing 1, Dev 3)
4
3+
4/2
Barbarisater (Lethal 5+)
4
3+
4/6
Abilities
1AP: Psychic InterrogationPsychic Shield

Psychic Interrogation (1AP): Roll a D6, on a 3+ he succeeds, gleaning vital information while inflicting mortal wounds equal to the die roll.

Psychic Shield: Eisenhorn has 4+ Invulnerable save.

Arthalas Waywatcher
A 3
M 7"
S 4+
W 14
Weapons
ATK
HIT
DMG
Ranger long rifle
Mobile
4
2+
3/4
Stationary (Dev 3)
4
2+
3/4
Eldar Blade
4
4+
3/4
Abilities
AgileCamo Cloak
Options
Gloom Field Generator (1EP)

Agile: Arthalas can use the stationary profile even if he dashed.

Camo Cloak: If you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead.

Gloom Field Generator (1EP): Once per Turning Point, when this operative is activated, for 1AP it can become Invisible until the start of its next activation.

While Invisible, this operative cannot be targeted and can move through enemy operatives (cannot finish a move on them). If it performs a Shoot action, use the weapon’s Stationary profile and the Invisible condition immediately ends.

Brother Decimas
A 3
M 7"
S 3+
W 18
Weapons
ATK
HIT
DMG
Plasma Pistol (Piercing 1)
4
3+
4/5
Power Fist (Brutal, Balanced)
5
3+
5/7
Abilities
1AP: Aerial SlamFly1AP: Jet Pack DashKnow No Fear

Aerial Slam (1AP): Inflict 2D3 damage on each other operative visible to and within 2" of this operative in an order of your choice (roll separately for each).

Fly: Ignore vertical distance.

Jet Pack Dash (1AP): Can dash for 6"

Know No Fear: Ignore all stat changes when injured.

Battle Sister
A 2
M 6"
S 3+
W 10
Weapons
ATK
HIT
DMG
Bolt Gun
4
3+
3/4
Heavy Bolter (Torrent 1", Piercing Crits 1)
5
3+
4/5
Heavy Flamer (12" RNG, Torrent 2")
5
2+
3/3
Multi Melta (Dev 3, Balanced)
5
4+
6/4
Gun But
4
3+
3/4
Abilities
Burn the witch!

Burn the witch!: Lethal 5+ against psykers

Equipment

Gloom Field Generator (1EP):
Once per Turning Point, when this operative is activated, for 1AP it can become Invisible until the start of its next activation.

While Invisible, this operative cannot be targeted and can move through enemy operatives (cannot finish a move on them). If it performs a Shoot action, use the weapon’s Stationary profile and the Invisible condition immediately ends. Aeldari only


Ammo Clip (1EP):
Ammo equal to ranged weapons attack characteristic x 2


Stim Pack (1EP):
Heal D3 + 3 (costs 1AP to use during the battle)


Med Pack (2EP):
Heal full health or +3 to revival role (costs 1AP to use during the battle)


Ploys
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.