Eradication Clade

Homebrew by Omnissiah
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Composition

A ERADICATION CLADE killteam is composed of:

1 ERADICATION CLADE operative selected from the following list:
    SKITARII MARSHAL
5 HUNTER CLADE operatives selected from the following list:
    HASTARII EXTERMINATOR ALPHA with one of the following options:
    HASTARII EXTERMINATOR ALPHA with one of the following options:
        Arc Blaster; Power Weapon
       Eradication Caster; Gun Butt
     HASTARII FUSILIER ALPHA with one of the following options:
        Phosphor Blaster; Power Weapon
       Neutron Fusil; Gun Butt        
    HASTARII EXTERMINATOR WARRIOR
    HASTARII FUSILIER WARRIOR
    HASTARII EXTERMINATOR DIKTAT
    HASTARII FUSILIER DIKTAT
    HASTARII EXTERMINATOR SURVEYOR
    HASTARII FUSILIER SURVEYOR
    CORPUSCARII ELECTROPRIEST WARRIOR*
    FULGURITE ELECTROPRIEST WARRIOR*
    

*These operatives count as half a selection each.

Other than WARRIOR operatives, your kill team can only include each operative on this list once. Your kill team can only include up to one DIKTAT operative, up to one SURVEYOR operative and up to four ELECTROPRIEST operatives.

Your kill team can only include up to two Neutron Fusils.

Common Abilities and Options

Canticles of the Omnissiah:
STRATEGIC GAMBIT: Select one CANTICLES OF THE OMNISSIAH for friendly ERADICATION CLADE operatives to have until the Ready step of the next Strategy phase.

  • Chant of the Remorseless Fist: Whenever a friendly ERADICATION CLADE operative is performing the Reposition action, add 1" to its Move stat.

  • Shroudpsalm: Whenever an enemy operative is shooting a friendly NEMESIS CLAW operative, that friendly operative is obscured.

  • Incantation of the Iron Soul: Whenever an attack dice inflicts damage of 3 or more on a friendly BATTLECLADE operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.

  • Invocation of the Iron Might: Whenever an enemy operative is more than 6" away from friendly ERADICATION CLADE operatives, their ranged weapons have the Balanced weapon rule.

Broad-Spectrum Targeting Augurs:
Whenever a friendly ERADICATION CLADE operative is shooting an operative more than 6" from it, that friendly operative's ranged weapons gain the Saturate rule.

Skitarii Marshal
A 3
M 6"
S 3+
W 13
Weapons
ATK
HIT
DMG
Mechanicus Relic Pistol (Severe, Balanced, Rng 8")
4
3+
3/5
Power Weapon (Lethal 5+)
4
3+
4/6
Control Stave (Stun, Shock)
5
4+
3/5
Abilities
Canticles of the Omnissiah1AP: Control EdictEnhanced BionicsServoskull Uplink

Control Edict (1AP): You can perform this action whenever a friendly ERADICATION CLADE operative is visible to and withing 8" of this operative. The target of this action can immedietly perform a 1 AP action, but cannot move more than 3" during that action.

Enhanced Bionics: This operative can perform two Fight actions in the same turn, but has to use a different weapon for each one.

Servoskull Uplink: This operative can perform mission actions for 1 AP less.

ERADICATION CLADE, ADEPTUS MECHANICUS, LEADER, SKITARII, MARSHAL
Hastarii Exterminator Alpha
A 3
M 5"
S 3+
W 12
Weapons
ATK
HIT
DMG
Arc Blaster (Rng 8", Prc1, Stun)
4
3+
4/5
Eradication Caster
Dissipated (Dev3, Lethal 5+)
4
3+
4/2
Focused (Rng 8", Blast 1", Dev3, Lethal 5+)
4
3+
4/3
Power Weapon (Lethal 5+)
4
3+
4/6
Gun Butt
4
4+
2/3
Abilities
Broad-Spectrum Targeting AugursCanticles of the Omnissiah
ERADICATION CLADE, ADEPTUS MECHANICUS, LEADER, HASTARII, EXTERMINATOR, ALPHA
Hastarii Fusilier Alpha
A 3
M 5"
S 3+
W 12
Weapons
ATK
HIT
DMG
Phosphor Blaster (Blast 1", Severe)
4
3+
3/4
Neutron Fusil ((Hvy(Dash), Prc2)
4
3+
5/7
Power Weapon (Lethal 5+)
4
3+
4/6
Gun Butt
4
4+
2/3
Abilities
Broad-Spectrum Targeting AugursCanticles of the Omnissiah
ERADICATION CLADE, ADEPTUS MECHANICUS, LEADER, HASTARII, EXTERMINATOR, ALPHA
Equipment
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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

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 Dominate tokens.

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.