Templar Brethren

Homebrew by Koishi147

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Composition

↘ 1 TEMPLAR BRETHREN operative selected from the following list: • TEMPLAR BRETHREN with one option from each of the following: ○ Plasma Pistol or Artificer bolt pistol ○Master-Crafted Power Weapon, power fist, power weapon or thunder hammer. ↘ 4 TEMPLAR BRETHREN operatives selected from the following list • TEMPLAR BRETHREN WARRIOR with Master-Crafted Power Weapon and one of the following options: ○ Plasma pistol ○ Artificer Bolt pistol • TEMPLAR BRETHREN LEGION BEARER with Master-Crafted Power Weapon, Chapter Banner and one of the following options: ○ Plasma pistol ○ Artificer Bolt pistol

Other than WARRIOR operatives, your kill team can only include each operative on this list once.

*You cannot select more than one of these operatives combined.

*All Operavitves are equipped with Combat Shields

Common Abilities and Options

Astartes:
During each friendly TEMPLAR BRETHREN 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, and if it's a bolt sniper rifle or heavy bolter, 1 additional AP must be spent for the second action if both actions are using that weapon.

Each friendly TEMPLAR BRETHREN operative can counteract regardless of its order.

Combat Shield:
Each saving throw against ranged attacks made against this operative you make, You may re-roll up to 2 failed saving throws.

This operative may ignore the "peircing" rule on weapons up to "Peircing 2" on ranged attacks made against this operative

Venerable Bladesman:
During any fight phase with this operative, yu may re-roll any dice during that fight phase

Templar Brethren Champion
A 3
M 6"
S 3+
W 16
Weapons
ATK
HIT
DMG
Artificer Bolt Pistol (Rng 8", Lethal 5+)
4
3+
3/4
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Artificer Power Weapon (Lethal 5+, Brutal)
5
2+
5/6
Thunder Hammer (Shock, Stun)
4
3+
5/6
Power Fist (Brutal)
4
3+
5/7
Abilities
AstartesChampion's Fury (1 AP)Combat ShieldVenerable Bladesman

Champion's Fury (1 AP): Any Friendly Operative within 5" may perform one free charge, move or dash action regardless of wether or not it is that operative's turn.

32TEMPLAR BRETHREN, IMPERIUM, ADEPTUS ASTARTES, LEADER, TEMPLAR BRETHREN CHAMPION
Templar Brethren Warrior
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Artificer Bolt Pistol (Rng 8", Lethal 5+)
4
3+
3/4
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Artificer Power Weapon (Lethal 5+, Brutal)
5
2+
5/6
Abilities
AstartesCombat ShieldVenerable Bladesman
32TEMPLAR BRETHREN, IMPERIUM, ADEPTUS ASTARTES, TEMPLAR BRETHREN, WARRIOR
Templar Brethren Legion Bearer
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Artificer Bolt Pistol (Rng 8", Lethal 5+)
4
3+
3/4
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Artificer Power Weapon (Lethal 5+, Brutal)
5
2+
5/6
Abilities
AstartesCombat ShieldRallied FrenzyVenerable Bladesman

Rallied Frenzy: Once per battle, At the start of a battle round, All friendly TEMPLAR BRETHREN operative within 10" regain D3 Wounds and gain Dev4" on any melee weapons equiped by those operatives

32TEMPLAR BRETHREN, IMPERIUM, BANNER, ADEPTUS ASTARTES, TEMPLAR BRETHREN LEGION BEARER
Equipment

Melta Bombs:
If this Equipment is elected all models gain the "Melta Bombs" weapon

Melta Bombs

Attacks: 4 3+ 5/3 Range 3", Devastating 3, Heavy (Reposition only), Limited 1, Piercing 2


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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.