Dark Clade

Homebrew by rolomics
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Composition

A DARK CLADE kill team is composed of:

  • 1 HERETEK BIOLOGUS operative
  • 1 SERVO-SKULL operative
  • 7 DARK CLADE operatives selected from the following list:
    • ADEPT
    • FALLEN SKITARII PISTOLIER
    • HERETEK EXPLORATOR
    • HERETEK SAVANT
    • HERETEK ENGINSEER
    • SERVO-AUTOMATA
    • NEGAVOLT CULTIST
    • FALLEN SICARIAN MARSHAL
  • 3 DARK CLADE operatives selected from the following list:
    • BATTLE SERVITOR (counts as two selections) with one of the following options:
      • Gravi-cannon & servo-devastator claw
      • Plasma cannon & servo-devastator claw
    • SERVO-AUTOMATA
    • NEGAVOLT CULTIST
Common Abilities and Options

Tech-Heresy Excavators:
In the Ready step of each Strategy phase after the first, roll one D3, and gain a number of Tech-Heresy pieces equal to the result of the roll. Whenever a friendly DARK CLADE operative (excluding SERVO-SKULL) begins its activation, you may give it one piece of Tech-Heresy (choosing either XENOS-TECH or CHAOS-TECH) for it to have until it is incapacitated. Each friendly DARK CLADE operative can benefit from only one piece of Tech-Heresy during the game. At the end of each turning point, discard your Tech-Heresy pieces.

Tech Heresy Pieces:
The following Tech-Heresy pieces you can choose from:

  • XENOS-TECH: NECRONS: Whenever this operative begins its activation, it regains D3 lost wounds, and you can ignore any changes to the Hit stat of this operative’s weapons from being injured.

  • XENOS-TECH: AELDARI: This operative’s ranged weapons gain the Piercing 1 weapon rule and add 1" to this operative’s Move stat.

  • XENOS-TECH: TYRANIDS: This operative’s melee weapons gain the Lethal 5+ and Poison weapon rules. *Poison: In the Resolve Attack Dice step, if you inflict damage with any critical successes, the operative this weapon is being used against gains one of your Poison tokens (if it doesn’t already have one). Whenever an operative that has one of your Poison tokens is activated, inflict D3 damage on it.

  • CHAOS-TECH: CHAOS SPACE MARINES: Add 1 to this operative’s APL stat (to a maximum of 3) until the start of this operative’s next activation and worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.

  • CHAOS-TECH: DAEMONS: You must remove one of this operative’s ranged or melee weapons from its datacard and replace it with only one of the following corresponding weapon profiles:

NameATKHITDMG
Daemon-fused blaster44+4/3
WR
Range 8", Heavy (Dash only), Rending, Devastating 2
NameATKHITDMG
Daemon-fused augmetic claw44+4/5
WR
Brutal, Rending
  • CHAOS-TECH: WARP-FUSION: Add the PSYKER keyword to this operative’s datacard, and it gains the following unique action: Warp Shroud (1AP): PSYCHIC. Select one friendly DARK CLADE operative visible to and within 4" of this operative and give it one of your Warp Shroud tokens. Until the start of this operative’s next activation, whenever an operative is shooting, the chosen friendly operative is obscured unless it is within 2" of the shooting operative. This operative cannot perform this action while within control range of an enemy operative.

Tech-Heresy Pieces:
The following Tech-Heresy pieces you can choose from:

  • XENOS-TECH: NECRONS: Whenever this operative begins its activation, it regains D3 lost wounds, and you can ignore any changes to the Hit stat of this operative’s weapons from being injured.

  • XENOS-TECH: AELDARI: This operative’s ranged weapons gain the Piercing 1 weapon rule and add 1" to this operative’s Move stat.

  • XENOS-TECH: TYRANIDS: This operative’s melee weapons gain the Lethal 5+ and Poison weapon rules. *Poison: In the Resolve Attack Dice step, if you inflict damage with any critical successes, the operative this weapon is being used against gains one of your Poison tokens (if it doesn’t already have one). Whenever an operative that has one of your Poison tokens is activated, inflict D3 damage on it.

  • CHAOS-TECH: CHAOS SPACE MARINES: Add 1 to this operative’s APL stat (to a maximum of 3) until the start of this operative’s next activation and worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.

  • CHAOS-TECH: DAEMONS: You must remove one of this operative’s ranged or melee weapons from its datacard and replace it with only one of the following corresponding weapon profiles:

NameATKHITDMG
Daemon-fused blaster44+4/3
WR
Range 8", Heavy (Dash only), Rending, Devastating 2
NameATKHITDMG
Daemon-fused augmetic claw44+4/5
WR
Brutal, Rending
  • CHAOS-TECH: WARP-FUSION: Add the PSYKER keyword to this operative’s datacard, and it gains the following unique action: Warp Shroud (1AP): PSYCHIC. Select one friendly DARK CLADE operative visible to and within 4" of this operative and give it one of your Warp Shroud tokens. Until the start of this operative’s next activation, whenever an operative is shooting, the chosen friendly operative is obscured unless it is within 2" of the shooting operative. This operative cannot perform this action while within control range of an enemy operative.
Heretek Biologus
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Laspistol (Range 8")
4
4+
2/3
Razor-sharp claws (Rending)
4
4+
4/5
Abilities
Blessings of Discovery1AP: Genic ManipulationTech-Heresy Excavators
Options
Tech Heresy Pieces

Blessings of Discovery: If this operative is in the killzone, you can add 1 to the D3 result whenever you are rolling to determine your Tech-Heresy pieces.

Genic Manipulation (1AP): PSYCHIC. Once per turning point, select one enemy operative that’s a valid target for and within 6" of this operative and give it your Genic Manipulation token. Roll one D3; on a 1, subtract 2" from that operative’s Move stat; on a 2, worsen that operative’s Hit stat by 1 (to a maximum of 5+); on a 3, worsen that operative’s Save stat by 1 (to a maximum of 5+). When that enemy operative’s activation ends, remove its Genic Manipulation token.

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

DARK CLADE, CHAOS, DARK MECHANICUM, PSYKER, HERETEK, LEADER, HERETEK BIOLOGUS
Servo-Skull
A 2
M 6"
S 5+
W 5
Abilities
ExpendableGroup ActivationMachine

Expendable: This operative is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions that require operatives to ‘escape’, ‘survive’ or be incapacitated (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).

Group Activation: Whenever this operative is expended, you must then activate a ready friendly DARK CLADE operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal.

Machine: - This operative cannot perform any actions other than Charge, Dash, Fall Back and Reposition.

  • It cannot retaliate or assist in a fight.
  • Whenever determining control of a marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
  • Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".
DARK CLADE, CHAOS, DARK MECHANICUM, THRALL, SERVO-SKULL
Heretek Explorator
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Stubcarbine (Ceaseless)
4
3+
3/4
Augmetic excavation drill (Brutal, Lethal 5+)
4
4+
4/5
Abilities
Heretechnica Excavator1AP: Psychic SpotlightTech-Heresy Excavators
Options
Tech Heresy Pieces

Heretechnica Excavator: You can select an additional equipment option.

Psychic Spotlight (1AP): PSYCHIC. Until the start of this operative’s next activation, enemy operatives within 5" of this operative cannot be obscured.

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

DARK CLADE, CHAOS, DARK MECHANICUM, PSYKER, HERETEK, HERETEK EXPLORATOR
Battle Servitor
A 1
M 5"
S 5+
W 16
Weapons
ATK
HIT
DMG
Gravi-cannon
precise (Stun)
4
3+
4/5
blast (Blast 2", Stun)
4
4+
4/5
Plasma cannon
standard (Piercing 1, Severe)
4
3+
4/6
supercharge (Hot, Lethal 5+, Piercing 1, Severe)
4
3+
5/6
Servo-devastator claw (Brutal, Shock)
4
3+
5/6
Abilities
Electric RejuvenationHulking MonsterLobotomisedTech-Heresy Excavators
Options
Tech-Heresy Pieces

Electric Rejuvenation: Whenever this operative is affected by enemy operatives’ Shock and Stun weapon rules, it immediately regains D3 lost wounds.

Hulking Monster: Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. While this can allow this operative to be targeted (assuming it’s visible), it doesn’t remove its cover save (if any).

Lobotomised: Whenever this operative is activated, if it’s visible to and within 3" of another friendly DARK CLADE operative (excluding SERVO-SKULL), add 1 to this operative’s APL stat until the end of that activation.

DARK CLADE, CHAOS, DARK MECHANICUM, BATTLE SERVITOR
Heretek Savant
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Plasma pistol
standard (Rng8", Piercing 1)
4
3+
3/5
hot (Hot, Lethal 5+, Rng8", Piercing 1)
4
3+
4/5
Grav gun (Blast 2", Stun)
4
4+
2/2
Mechanical claws (Balanced)
4
4+
3/4
Abilities
1AP: Dark PrayersTech-Heresy Excavators
Options
Tech-Heresy Pieces

Dark Prayers (1AP): PSYCHIC. Roll five D6 and apply the following effects based on how many numbers rolled match with each other (i.e. if you rolled the same number multiple times, not multiple pairs):

  • If none of the rolls match, nothing happens.
  • If two rolls match, select a friendly DARK CLADE operative within visible to and within 6" of this operative to regain 2D3 lost wounds.
  • If three or more rolls match, select a friendly incapacitated THRALL operative and set them back up within your drop zone with 1 wound remaining and any order of choice. Whenever an operative is brought back using this rule, for the purposes of kill op, your opponent’s kill grade can go down during the battle (they lose VP accordingly). However, it won’t retroactively change any other VPs your opponent has scored e.g. from tac ops. Each friendly THRALL operative can only benefit from this rule once per game.

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

DARK CLADE, CHAOS, DARK MECHANICUM, PSYKER, HERETEK, HERETEK SAVANT
Adept
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Master-crafted radium pistol (Rng8", Balanced, Rending)
4
3+
2/4
Mechanical claw (Balanced)
4
4+
3/4
Abilities
Aspiring Servant

Aspiring Servant: If a friendly SAVANT operative is incapacitated and removed from the killzone, you can use this rule. If you do, until the end of the battle, this operative can use the Dark Prayers unique ability (see SAVANT datacard).

DARK CLADE, CHAOS, DARK MECHANICUM, ADEPT
Heretek Enginseer
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Corrupted omnissian axe (Shock, Torment*)
4
3+
4/5
DARK CLADE, CHAOS, DARK MECHANICUM, PSYKER, HERETEK, HERETEK ENGINSEER
Fallen Skitarii Pistolier
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Master-crafted radium pistol (Rng8", Balanced, Rending)
4
3+
2/4
Dual stubcarbines
focused (Ceaseless, Severe)
4
3+
3/4
sweeping (Ceaseless, Severe, Torrent 1")
4
3+
3/4
Fist
3
4+
2/3
Abilities
1AP: Pistol BarragePistolierTargeting Protocol

Pistol Barrage (1AP): Perform two free Shoot actions with this operative (this takes precedence over action restrictions). You must select a profile of its master-crafted radium pistol for one action and its dual stubcarbines for the other (in any order).

This operative cannot perform this action while it has a Conceal order, or during an activation in which it performed the Shoot action (or vice versa).

Pistolier: You can ignore any changes to the Hit stat of this operative’s ranged weapons.

Targeting Protocol: Whenever this operative is shooting, if it hasn’t moved during the activation, or if it’s a counteraction, ranged weapons on its datacard have the Lethal 5+ weapon rule. Note this operative isn’t restricted from moving after shooting.

DARK CLADE, CHAOS, DARK MECHANICUM, FALLEN SKITARII PISTOLIER
Servo-Automata
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Large servo-claw
4
4+
3/4
DARK CLADE, CHAOS, DARK MECHANICUM, THRALL, SERVO-AUTOMATA
Fallen Sicarian Marshal
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Master-crafted radium pistol (Rng8", Balanced, Rending)
4
3+
2/4
Power weapon (Lethal 5+)
4
4+
4/6
DARK CLADE, CHAOS, DARK MECHANICUM, FALLEN SICARIAN MARSHAL
Negavolt Cultist
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Electro-goads (Shock)
4
4+
3/4
Abilities
Voltagheist Field

Voltagheist Field: Whenever this operative performs the Charge action, roll a D6 for each enemy operative within control range after this movement. On a 4+, that enemy operative takes 1 damage.

DARK CLADE, CHAOS, DARK MECHANICUM, THRALL, NEGAVOLT CULTIST
Equipment
Ploys
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.