Stonewill (Narrative Rules)

Homebrew by Cilionelle

Inquisitor Annabelle Stone maintains several small teams of operatives able to deploy for tasks as a discreet problem-solving force like a surgeon’s scalpel. One such team aboard her ship the Blade of Solace is one codenamed “Stonewill”, consisting of four operatives who have fought together in defence of the Monastery of St Hephesteum, and are loyal to their patron.

(A Wrath & Glory characters adaptation)

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Composition

Every STONEWILL operative on the following list:

  • 1 PR.13-5T
  • 1 LARKIN
  • 1 ROCKFIELD
  • 1 JONEL with one of the following options:
    • Boltgun and combat blade
    • Bolt pistol and chainsword

Faction Rule

Whilst Stonewill doesn’t have an official leader other than the Inquisitor herself, for the purposes of any mission that requires it, you must choose one friendly operative in the killzone to gain the Leader keyword for the battle.

The first time a friendly STONEWILL operative is incapacitated, place a Downed Ally marker within its control range before removing it from the killzone. Stonewill operatives are driven by Inquisitorial edict and the devastating consequences that failure could bring. They are able to use the Revive mission action.

Common Abilities and Options

Revive (Faction Rule) (1AP):
Select one Downed Ally marker (see Composition) the activated player operative controls. Set up the player operative that marker was placed for in the killzone in a location it can be placed, so that marker is within its control range. It’s no longer incapacitated, has 6 wounds remaining and gains a Mortal Wound token. Then remove that marker from the killzone.

An operative cannot perform this action while within control range of an enemy operative, or on a friendly operative that has a Mortal Wound token.

PR.13-5T
A 2
M 6"
S 3+
W 9
Weapons
ATK
HIT
DMG
Laspistol (Range 8")
4
4+
2/3
Smite (PSYCHIC, Dev2, Seek Light, Lethal 5+)
4
3+
2/1
Servo-arm (Severe, Shock)
4
3+
3/4
Abilities
Admin Access1AP: Drain1AP: Enhance1AP: Expedient RepairMechanosuture Array1AP: Revive (Faction Rule)

Admin Access: Once per turning point, this operative may perform a mission action for one less AP (to a minimum of 0).

Drain (1AP): PSYCHIC. Select one enemy operative visible to this operative. Until the end of that operative’s next activation, subtract 1 from its APL stat.

This operative cannot perform this action while within control range of an enemy operative.

Enhance (1AP): PSYCHIC. Select one friendly expended operative visible to and within 6” of this operative. That friendly operative may immediately Counteract. Continue this operative’s activation after doing so.

This operative cannot perform this action while within control range of an enemy operative.

Expedient Repair (1AP): Select one friendly operative within this operative’s control range to regain up to D3+3 lost wounds. It cannot be an operative that the Mechanosuture Array rule or Revive action was used on during this turning point.

This operative cannot perform this action while within control range of an enemy operative.

Mechanosuture Array: Once per turning point, when another friendly operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has 1 wound remaining and cannot be incapacitated for the remainder of the action. After that action, that friendly operative can immediately perform a free Dash action, but must end that move within this operative’s control range. If this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule if this operative is incapacitated, or if it’s a Shoot action and this operative would be a primary or secondary target.

STONEWILL, IMPERIUM, ORDO XENOS, ADEPTUS MECHANICUS, PSYKER, PR.13-5T
Larkin
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Hot-shot lasgun
4
3+
3/4
Bionic arm and tempestus dagger (Balanced)
4
4+
4/5
Abilities
Adaptive EquipmentDeadshotDie Hard1AP: Revive (Faction Rule)

Adaptive Equipment: You can do each of the following once per turning point: • This operative can perform the Smoke Grenade action. • This operative can perform the Stun Grenade action. The rules for these actions are found in universal equipment. Performing these actions using this rule doesn’t count towards their action limits (i.e. if you also select those grenades from equipment).

Deadshot: Once per battle when making a Shoot action with its hot-shot lasgun, this operative may choose to spend 1 additional AP to gain the Lethal 5+ and Seek Light rules for that shot.

Die Hard: The first time this operative would be incapacitated during the battle, it’s not incapacitated, has 1 wound remaining and cannot be incapacitated for the remainder of the action. All remaining attack dice are discarded (including yours if this operative is fighting or retaliating).

STONEWILL, IMPERIUM, ORDO XENOS, ASTRA MILITARUM, TEMPESTUS SCION, LARKIN
Rockfield
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Plasma gun
Standard (Piercing 1)
4
4+
4/6
Supercharge (Hot, Lethal 5+, Piercing 1)
4
4+
5/6
Gun butt
3
4+
2/3
Abilities
Following Your LeadLook Out, Sir!1AP: Revive (Faction Rule)

Following Your Lead: Whenever another friendly operative is expended, you may then activate this operative (if able) before your opponent activates. When this operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).

Look Out, Sir!: When a friendly operative is selected as the valid target of a Shoot action or to fight against during the Fight action and this operative is visible to and within 3" of that first friendly operative. This operative becomes the valid target or will be fought against (as appropriate) instead (even if it wouldn’t normally be valid for this). If it’s the Fight action, treat this operative as being within the fighting operative’s control range for the duration of that action. If it is the Shoot action, this operative is only in cover or obscured if the original target was. You may not use this rule if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.

STONEWILL, IMPERIUM, ORDO XENOS, ASTRA MILITARUM, STEEL LEGION, ROCKFIELD
Jonel
A 2
M 7"
S 4+
W 11
Weapons
ATK
HIT
DMG
Bolt pistol (Range 8")
4
3+
3/4
Boltgun
4
3+
3/4
Chainsword
5
3+
4/5
Combat blade
4
3+
3/5
Abilities
Bolter DisciplineEnviable Grace1AP: Revive (Faction Rule)Tactical Versatility

Bolter Discipline: Once per battle, when this operative is performing the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of that action, this operative’s ranged weapons have the Lethal 5+ and Saturate weapon rules.

Enviable Grace: Treat all climb moves as 1” inch less (to a minimum of 1”). This operative can move through other operatives as if they weren’t there, but must finish a move in a position it can be placed.

Tactical Versatility: STRATEGIC GAMBIT. Select one other friendly operative. Until the end of that operative’s next activation, add 1 to its APL stat.

STONEWILL, IMPERIUM, ORDO XENOS, ADEPTUS ASTARTES, ABSOLVERS, JONEL
Equipment

Stikkbombs:
Having collected Ork weaponry, they are used to devastating effect in support of the Inquisitor's mission.

Friendly STONEWILL operatives (excluding JONEL) have the following ranged weapon.

Stikkbomb: ATK 4, HIT 4+, DMG 3/4, WR Range 6", Blast 2", Limited 1, Saturate


Purity Seal:
Awards of merit and honour can make sure any and every attack against the Emperor's foes.

Once per turning point, when a friendly STONEWILL operative is shooting, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


The Emperor's Tarot:
The mysteries of the Emperor's Tarots, though sometimes vague or ambiguous, also serve to guide the strands of fate in favour of His agents.

Once per turning point, you may reroll a single D6 that is not an attack roll (from Shoot or Fight actions, or actions that are considered Shoot or Fight actions for rules purposes), including forcing your opponent to re-roll one of their D6s.


Orbital Support Strike:
The Blade of Solace stands ready to provide fire support for agents of the Inquisitor, maximising damage without care for the collateral.

Once per battle during the Firefight Phase, target a point on the killzone that is not under Vantage terrain, is visible to and within 6” of a friendly PR.13-5T or JONEL operative, or within 9” of a friendly ROCKFIELD or LARKIN operative. Each operative within 3” of that point rolls three D6 saves. For each failed save, that operative takes D3+1 wounds.


Ploys

Firefight - Unified Offensive:
Use this firefight ploy when a friendly STONEWILL operative (excluding ROCKFIELD) targets an enemy with a Shooting attack. If the target is a valid target for a friendly ROCKFIELD operative, that attack has the Severe weapon rule.


Firefight - Interposition:
Use this firefight ploy when an enemy operative makes a Charge action while within 6” of and visible to a friendly JONEL operative. You may interrupt the action. JONEL makes a free Charge action of up to 3”. You may not use this ploy if JONEL is the target of the Charge, nor if JONEL would be unable to make a charge normally (ie. Conceal order, already in combat).


Firefight - Learned a Thing or Two:
Use this firefight ploy before or after a friendly LARKIN operative performs an action. You may change LARKIN’s order. LARKIN cannot use this firefight ploy while within control range of an enemy operative.


Firefight - Remote Access:
Use this firefight ploy during a friendly PR.13-5T operative’s activation. Once during that activation, you can use one of the following rules: • That operative doesn’t require a marker to be within its control range to perform a mission action that usually requires this (this takes precedence over that action’s conditions). Instead, the marker must be within 4" of it and have no enemy operatives contesting that marker. However, you can ignore enemy operatives within control range of other friendly STONEWILL operatives when determining this. • That operative doesn’t require a hatchway’s access point to be within its control range to perform an Operate Hatch action. Instead, that access point must be within 4" of it.


Strategic - Advance to Ruin or Glory:
Select one friendly STONEWILL operative that’s more than 3" from enemy operatives. That operative, and each other friendly STONEWILL operative that’s both within 3" of that operative and more than 3" from enemy operatives, can immediately perform a free Dash action in an order of your choice. You cannot use this ploy during the first turning point.


Strategic - Dig In!:
Until the end of the turning point, if a friendly operative benefits from cover and has not moved this turning point, you may retain one additional cover save.


Strategic - Inquisitorial Authority:
Until the start of the next turning point, when a friendly STONEWILL operative contests but does not control a marker or token, treat its APL as one higher for the purposes of determining control of that marker or token.


Strategic - Blessing of St. Hephesteum:
Until the start of the next turning point, whenever a friendly STONEWILL operative is activated, or when its APL stat is changed, you can ignore any changes to its APL stat.


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.