Rough Riders

Homebrew by Kingsteven54

Rough Riders of Cadia highly skilled in horse riding and jousting. Though considered unconventional combat, it can still be surperior in the correct circumstances. "Steel is expensive. Engines need fuel. A horse only needs a bit of grass and the will to die for the Emperor. Luckily, we’ve got plenty of both."

100% positive
Composition

2 Kasrkin Sargents 8 Rough Riders

Common Abilities and Options

*First Hit:
Whenever this operative is fighting, after resolving your first Attack die, you can immediately resolve another (before your opponent).

Stride/Charge (0AP):
When striding, you must go 5 inches or less and when charging, you must go 6 inches or further, but when charging, turning more than 45 degrees, a 2 inch penatly must be paid, more than 90 is 3 inch penalty.

Sargent
A 3
M 10"
S 4+
W 12
Weapons
ATK
HIT
DMG
Lasgun (Charging)
4
5+
1/3
Lasgun (Striding)
4
3+
2/3
Melta lance (thrown) (Dev 4, Piercing 2, Range 6, *One Use)
4
4+
6/3
Melta Lance (Charging) (Dev 4, Ruthless, *First Hit, *One Use)
4
2+
5/4
Melta Lance (Striding) (Dev 4, Brutal, *One Use)
4
4+
5/3
Scimitar
4
4+
2/4
Abilities
*First Hit1AP: Order Charge!0AP: Order Take Aim!1AP: Reload0AP: Stride/Charge

Order Charge! (1AP): Every friendly operative within 6 inches must charge and will get lethal 4+ with melee weapons for that turning point. Cannot be done in the same turn "Order Take Aim!" is done.

Order Take Aim! (0AP): Every friendly operative within 4 inches get +1 to hit and lethal 5+ on lasguns. Cannot be done in the same turn "Order Charge!" is done.

Reload (1AP): Get another Melta Lance.

Rough Rider
A 2
M 10"
S 5+
W 11
Weapons
ATK
HIT
DMG
Lasgun (Charging)
4
5+
1/2
Lasgun (Striding)
4
4+
2/3
Melta Lance (thrown) (Dev 4, Piercing 2, One Use)
4
5+
6/2
Melta Lance (Charging) (Dev 4, Brutal, *First Hit, *One Use)
4
2+
5/3
Melta Lance (Striding) (Devastating 4, Brutal, *One Use)
4
5+
5/3
Scimitar
4
5+
2/4
Abilities
*First Hit0AP: Stride/Charge1AP: Zealous Prayer

Zealous Prayer (1AP): This is a guard action and increases save to 4+

Equipment

Additional Melta Tips:
Can spend 1 AP for the "Reload" ability. Uses 2 equipment slots, affects all units.


Horse Stims:
Add +2 inches to an operative's movement for the rest of the game.


Ploys

Firefight - RUN THEM OVER!:
If charging, then this ploy is elligible for use. I will deal D3 damage at the start of melee combat. Also, if melee combat is resolved and there is extra unused movement, that may be expended.


Firefight - Grenade!:
May use any grenade for 1 AP and has +2 inches of range


Firefight - Out-range them!:
If the enemy attempts to use a melee counteraction/guard when you are charging, attack first for the first melee phase.


Firefight - Stoic Demise:
If a friendly operative is incappacitated by a ranged counteraction/guard this turn while charging the opperative that it was killed by, you may attack with the melta lance but with 3 attacks rather than 4. The enemy uses their save stat.


Strategic - Skilled Marksman:
May get 1 AP when charging that allows the operative to shoot mid charge. They will hit on a 4+.


Strategic - Fall Back!:
Choose one operative during the strategy phase and move them 4 inches away from enemy operatives.


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.


Infiltration: Track Enemy

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.