Excess legion

Homebrew by Seraphon

faction rules: 1.perfect astarties(can fight/shoot 2 times),(they can counter react regardless of the order, they move +2"in counter react) 2.Torment: whenever enemy has torment x they recive +1 torment in each strategy phase, when enemy torment count is the same or lower as their wounds they die. there are three lvl of torment (lvl 1:1-2, lvl 2:3-4, lvl 3:5+) when ally shoots enemy if it has lvl 2 they get -1atk, lvl 3 - 1 hit. when enemy with torment dies it spreads debuffs in 3": lvl 1 enemy in 3" gets torment 1 lvl 2 enemy in 3" gets torment 2 lvl 3 enemy in 3" gets torment 2 and -1 to apl until the next activation

100% positive
Composition

5 cool operatives

Lord Exultant
A 3
M 7"
S 3+
W 15
Weapons
ATK
HIT
DMG
Rapture Lash (Range3",Torment,lethal5+,Stun,Torrent 3")
4
2+
2/4
Phoenix power spear (Torment,Shock,Stun)
5
3+
5/6
Abilities
Bloody perfectiomWhip parry

Bloody perfectiom: once per turn wnen this model kills an enemy model it heals torment x enemy had

Whip parry: This model can parry 2 normal dice with one dice in melee once per fight sequence

40CHAOS,HERETIC,ASTARTIES,LEADER,CHAMPION
Sound Marine
A 3
M 7"
S 3+
W 14
Weapons
ATK
HIT
DMG
Sonic wave (Range12",torment,blast2",piercing1)
4
3+
5/5
Sonic wave(point blank) (Torment,shock,stun)
4
3+
5/5
Abilities
1AP: Focused waveMelody of agony

Focused wave (1AP): loses blast on weapon and gets range 9", weapon gets piercing 2, and applies torment 2

Melody of agony: if he shoots enemy on objective he gets +1 atk

40CHAOS,HERETIC,ASTARTIES,
Flawles Blade
A 3
M 7"
S 4+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Range8")
4
3+
3/4
Blissblade (Torment,lethal 4+,ceaseless)
4
2+
3/7
Abilities
Combat madnessFlawless parry

Combat madness: ignore changes to stats(ex. wounds)

Flawless parry: When fighting or retaliating you can block one enemy dice before normal order

40CHAOS,HERETIC,ASTARTIES,
Tormentor
A 3
M 7"
S 3+
W 14
Weapons
ATK
HIT
DMG
Boltgun of excess (Torment,piercing1)
5
3+
3/4
Hidden blade (Shock)
4
3+
4/5
Abilities
Madness

Madness: in the equipment placing stels place 2 horror markers 2" of the objectives and accesable terrain. First enemy thet gets in 1"of it gets torment 1 and -1 apl

32CHAOS,HERETIC,ASTARTIES,
Sorcerer of excess
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Icon of slaanesh (Silent,stun,torment2)
5
5+
2/2
Staff of excess
5
3+
4/5
Abilities
1AP: Arise1AP: Call of dark

Arise (1AP): Heal ally in 9" d3+3

Call of dark (1AP): move any visible enemy torment x inches in any direction

40CHAOS,HERETIC,ASTARTIES,
Equipment

Fearsome Eyes:


New Equipment:


Favored by Dark Prince:


Gift of Dark:


Ploys

Firefight - Hunter:
an operative gets +2" on charge


Firefight - Last stand:
when ally dies it explodes dealing wounds on enemy models withing 3" of it equal to their torment x


Firefight - Unseen fast:
ally can reroll every defence dice


Firefight - Perfect Escape:
ally can preform fall back for only 1 apl


Strategic - Drug Stims:
The team ignores injuries


Strategic - Blessed by slaanesh:
one model can change order and dash


Strategic - Horrors of the warp:
get balanced when attacking full wound enemy


Strategic - Void:
pick one objective, enemies have -1 apl for control and they get temperary torment 1 while on it


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.


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.