TTGC Narrative Enemies

Homebrew by anmgaming
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Composition
Cultist
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Cultists Pistol (RNG 9")
4
5+
2/3
Improvised weapon
4
5+
2/3
Abilities
Flesh Sacrifice

Flesh Sacrifice: Roll a D6 on a 1 to 2 nothing happens, on 3 to 5 the cultists turns into a mutant. On a 6+ the cultist turns into a torment.

Mutant
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Abominable limbs
4
4+
3/4
Abilities
Flesh sacrifice

Flesh sacrifice: Roll a d6 on a 3+ the mutant becomes a torment.

Torment
A 2
M 6"
S 5+
W 13
Weapons
ATK
HIT
DMG
Abominable appendage (Brutal, Accurate 1)
5
3+
4/5
Abilities
Frenzied Demise

Frenzied Demise: When this operative is incapacitated, before it is removed from the killzone. Inflict D3 damage on all operatives visible to and within 2".

Chaos Space Marine
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt pistol (RNG 9")
4
3+
3/4
Plasma pistol (Piercing 1)
4
3+
4/5
Plasma Pistol (Piercing 1)
4
3+
5/6
Chainsword
5
3+
4/5
Powerfist (Brutal)
5
4+
5/7
Abilities
Blessed by the gods

Blessed by the gods: The gods have granted Blanaced in shooting, fighting and retaliating.

Chaos Demon
A 3
M 9"
S 2+
W 30
Weapons
ATK
HIT
DMG
Hellforged Weapon (Brutal)
5
2+
5/7
Soul cannon (Piercing 1)
4
2+
4/5
Abilities
ArmourPhysic vulnerability

Armour: 10 armour which can be ignorned by piercing weapons.

Physic vulnerability: Physic attacks do double damage

Katar Garrix
A 3
M 6"
S 2+
W 21
Weapons
ATK
HIT
DMG
Axe of Ending (Lethal 5+, Brutal)
5
2+
5/7
Abilities
Skilled Executioner

Skilled Executioner: This operative can fight a second time for 0AP and has accurate 1 when charging

Equipment
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.