Wyrmblade Expansion Project: Claw and Shadow

Homebrew (Unpublished) by Omnissiah
Composition
Common Abilities and Options

Conspire (1AP):
You gain 1 CP.

This operative cannot perform this action while within control range of an enemy operative, or more than once per turning point.

Cult Agent:
Whenever an operative is shooting a friendly WYRMBLADE CULT AGENT operative:

Ignore the Piercing and Saturate weapon rules.
If you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.

Cult Ambush:
Whenever a friendly WYRMBLADE operative is shooting or fighting during its activation, if its order was changed from Conceal to Engage at the start of that activation, or it wasn’t visible to enemy operatives at the start of that activation, that friendly operative's weapons have the Ceaseless weapon rule.

Fist Of The Patriarch:
This operative can perform either two shoot or two fight actions during its activation.

Mastermind:
Once per turning point, after rolling off to determine initiative, if this operative is in the killzone, you can do one of the following (you cannot select each option more than once per battle):

  • Add 1 to your dice result.
  • If you did not have initiative in the previous turning point, re-roll your dice.

Mental Onslaught (1AP):
PSYCHIC

Select one enemy operative that is a valid target to this operative. Inflict 2 damage on it, or 4 damage instead if it is within 6" of this operative. Then roll 1D6, if the result is higher than that enemy's APL stat, inflict an additional 2 damage on it, or 4 damage instead if it is within 6" of this operative. Keep rolling 1D6 in this manner until you roll equal to or less than that enemy operative's APL stat, until it is incapacitated, or until you inflict 8 damage on it during this action (whichever comes first).

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

Spiritual Leader:
STRATEGIC GAMBIT if this operative is in the killzone. Select one of the following for friendly BROOD BROTHER operatives to have until the end of the turning point or until this operative is incapacitated (whichever comes first):

  • Whenever an enemy operative is shooting a friendly BROOD BROTHER operative, ignore the piercing rule.
  • You can ignore any changes to friendly BROOD BROTHER operative's stats from being injured (including their weapons' stats).
  • You can ignore any changes to the APL stats of friendly BROOD BROTHER operative.

Telepathic Overload (1AP):
PSYCHIC

Select one enemy operative that is a valid target for 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.

Crossfire:
Whenever a friendly BROOD BROTHER operative is shooting against or fighting against an enemy operative, after resolving all of your attack dice, if that enemy operative is not incapacitated it gains one of your Crossfire tokens.

Whenever a friendly BROOD BROTHER operative is shooting against, fighting against or retaliating against an enemy operative that has any of your Crossfire tokens, you can remove any of those tokens. For each that you do, you can re-roll one of your attack dice.

Primus
A 3
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Scoped Needle Pistol
Short Range (Rng 8", Lethal 5+, Silent)
4
3+
2/4
Long Range (Silent)
4
3+
2/4
Bonesword and Toxin Injector Claw (Lethal 5+, Rnd)
5
3+
4/5
Abilities
1AP: ConspireCult AgentCult AmbushFist Of The PatriarchMastermind
32WYRMBLADE, GENESTEALER CULT, TYRANIDS, CULT AGENT, BROODCOVEN, LEADER, PRIMUS
Magus
A 3
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Autopistol (Rng 8")
4
4+
2/3
Bio Dagger (Lethal 4+)
2
4+
3/6
Force Stave (Psychic, Shock)
4
4+
4/6
Abilities
Cult AgentCult Ambush1AP: Mental OnslaughtSpiritual Leader1AP: Telepathic Overload
32WYRMBLADE, GENESTEALER CULT, TYRANIDS, CULT AGENT, BROODCOVEN, LEADER, PSYKER, MAGUS
Reductus Saboteur
A 3
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Reductus Autopistol (Rng 8", Lethal 5+)
4
3+
2/3
Blasting Charge (Rng 6", Sat, Blast 1")
4
3+
3/5
Demolition Charge (Rng 5", Prc1, Sat, Blast 2", Heavy (Repos))
4
4+
3/4
Reductus Dagger (Lethal 5+)
4
3+
3/5
Abilities
1AP: Cult AgentCult Ambush1AP: ExplosivesGrenadier1AP: Plan At Any Costs

Explosives (1AP): The first time this operative performs this action during the battle, place your Explosives marker within its control range. The second time this operative performs this action during the battle, inflict 2D6 damage on each operative within 2" of that marker (roll separately for each) unless Heavy Terrain is wholly intervening between that operative and that marker. The marker can also be placed on objectives, where it gets triggered automatically once an enemy operative moves into its control range.

This operative cannot perform this action more than twice per battle, while within control range of an enemy operative, or during the same activation in which it performed the Charge, Dash or Fall Back action (or vice-versa).

Grenadier: This operative can use frag and krak grenades (see universal equipment). Doing so does not count towards any limited uses you have (i.e, if you also select those grenades from equipment for other operatives). Whenever it is doing so, improve the Hit stat of that weapon by 1.

Plan At Any Costs (1AP): If this operative is incapacitated, it can perform a free Explosives unique action before it is removed from the killzone.

32WYRMBLADE, GENESTEALER CULT, TYRANIDS, CULT AGENT, LEADER, REDUCTUS SABOTEUR
Benefictus
A 3
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Autopistol (Rng 8")
4
4+
2/3
Bio Dagger (Lethal 4+)
2
4+
3/6
Force Stave (Psychic, Shock)
4
4+
4/6
Abilities
Crossfire1AP: Mental OnslaughtSpiritual Leader1AP: Telepathic Overload
32BROOD BROTHER, GENESTEALER CULT, BROODCOVEN, LEADER, PSYKER, MAGUS
Biophagus
A 3
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Autopistol (Rng 8")
4
4+
2/3
Bio Dagger (Lethal 4+)
2
4+
3/6
Force Stave (Psychic, Shock)
4
4+
4/6
Abilities
Crossfire1AP: Mental OnslaughtSpiritual Leader1AP: Telepathic Overload
32BROOD BROTHER, GENESTEALER CULT, BROODCOVEN, LEADER, PSYKER, MAGUS
Nexos
A 3
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Scoped Needle Pistol
Short Range (Rng 8", Lethal 5+, Silent)
4
3+
2/4
Long Range (Silent)
4
3+
2/4
Bonesword and Toxin Injector Claw (Lethal 5+, Rnd)
5
3+
4/5
Abilities
1AP: ConspireCrossfireFist Of The PatriarchMastermind
32BROOD BROTHER, GENESTEALER CULT, BROODCOVEN, LEADER, PRIMUS
Clamavus
A 3
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Scoped Needle Pistol
Short Range (Rng 8", Lethal 5+, Silent)
4
3+
2/4
Long Range (Silent)
4
3+
2/4
Bonesword and Toxin Injector Claw (Lethal 5+, Rnd)
5
3+
4/5
Abilities
1AP: ConspireCrossfireFist Of The PatriarchMastermind
32BROOD BROTHER, GENESTEALER CULT, BROODCOVEN, LEADER, PRIMUS
Jackal Alphus
A 3
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Scoped Needle Pistol
Short Range (Rng 8", Lethal 5+, Silent)
4
3+
2/4
Long Range (Silent)
4
3+
2/4
Bonesword and Toxin Injector Claw (Lethal 5+, Rnd)
5
3+
4/5
Abilities
1AP: ConspireCrossfireFist Of The PatriarchMastermind
32BROOD BROTHER, GENESTEALER CULT, BROODCOVEN, LEADER, PRIMUS
Patriarch
A 4
M 6"
S 4+
W 21
Weapons
ATK
HIT
DMG
Claws (Relentless, Rnd)
5
3+
5/6
Abilities
Alpha PredatorCrossfire1AP: Into Shadow2AP: Mind ControlMonster

Alpha Predator: Whenever an operative is shooting this operative, ignore the Piercing weapon rule. You can activate this operative twice during the turning point as long as it has AP to spend (it stays ready while it can still be activated a second time). Per turning point it cannot move more than 9" and you cannot spend more than 4AP in total for it.

Into Shadow (1AP): Change this operative's order.

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

Mind Control (2AP): PSYCHIC

Select one enemy operative visible to and within 2" of this operative. Both players roll 1D6 and add their respective operative's APL stat to the total. If your total is higher than your opponent's you can resolve this action's second effect.

Until the end of the activation, that enemy operative is a friendly operative (an enemy operative for you opponent), you can change its order and it can immediately perofrm one free action. It cannot perform an action in which it moves other than Dash (in which case specify the location for your opponent to move this operative to). You can only resolve this action's second effect once per battle.

This operative cannot perform this action while within control range of an enemy operative, unless the only enemy operative it is within control range of is selected for this action.

Monster: This operative cannot use any weapons that are not on its datacard, or perform unique actions (excluding Into Shadow and Mind Control). 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 is visible), it does not remove its cover save (if any).

50BROOD BROTHER, GENESTEALER CULT, BROODCOVEN, LEADER, PSYKER, PATRIARCH
Equipment
Ploys
TacOps