Dracothian Vanguard

Homebrew by tyrontitan

A ancient race of reptilian creaures believed to have once protected Terra. left in space for millenia just to wake uo in the mst of war. these once peace seeking creatures have adapted their empire for the liking war and have used their dimned, psychic connection to the Old Ones in an attemp to locate and inforce "true life" to the galaxy.

link to models https://cults3d.com/:3913271

50% positive
Composition

this killteam is composed of: -Leader 1-Draconith Veteran 1-Winged Draconith Veteran 1-Draconith Ancient -Operatives 1-Draconith Heavy gunner 1-Draconith Flayer 1-Draconith Beast master 1-Draconith Head Hunter 1-Coatling 1-Slasher Youngling / Ascended slasher 1-Smasher Youngling / Ascended Smasher 1-Draconith Warrior You can only select one leader. All other operatives can be replaced with a Draconith Warrior. You can only have 9 models in this killteam. Yu cannot start the game with any ascended peratives.

Common Abilities and Options

Veterans blessing (1AP):
The next time an enemy operative gains any stat buffs, this operative gains those buffs until its next activation.

Wyrmfire Sigil (2AP):
You may use this as soon as this model holds an objective. The first enemy unit that attempts to control an objective this operative had or is contolling, all enemy operatives within 2" of that objective take D3 damage and -1 APL

Ascension:
After completing one of the following: -Incapaciate an enemy operative in enemy territory -Incapacitate an enemy leader -complete an objective -has been targeted by 3+ enemy attacks in a single Turning Point and survived -controls the same objective for two Turning Points -incapacitated an enemy operative and controls an objective in one Turning Point This model will enter its ascended form

Crushing Momentum:
If this model charged this turn, add 1 to its damage and Attacks characteristics. After this model finishes its attack, roll a D6. On a 4+, this models activation ends. On a 6+, this model takes D3 mortal wounds.

Draconith Ancient
A 4
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
Itzl Reapers (Relentless, Brutal)
6
3+
3/4
Abilities
Debt to The Old OnesHardened by EternityMulti Target
Options
New Option

Debt to The Old Ones: At the start of this operatives turn, choose a Pledge: -Incapacitate one enemy operative -Hold an objective -Complete a secondary objective If this operative is incapable of completing your chosen Pledge by the end of its turn, it is incapacitated and removed from the board. If this operative manges to complete more than it had pledged in its turn, it can make a second activation with half APL without taking a pledge. This ability is not active during the first round

Hardened by Eternity: This operative is immune to stun and shock

Multi Target: This model can target up to two enemy operatives withhin engagement range of this model with its Itzl Reapers. If two operatives are targeted by this models attack, half the attacks stat and remove the Brutal rule.

New Option:

Leader, Draconith Ancient, Dracothian vanguard, Feel-No-Pain 6+, Xenos
Scar Veteran
A 3
M 6”
S 4+
W 12
Weapons
ATK
HIT
DMG
Blessed Emberline pistol (Pistol, Rending, Rng8")
4
4+
2/3
Overdrive Maul (Balanced, Stun)
3
3+
4/4
Coatile Spear (Lethal 5+)
4
4+
3/5
Ritual axe
5
5+
5/6
Abilities
1AP: Veterans blessing2AP: Wyrmfire Sigil
Leader,Draconith Veteran, Dracothian Vanguard, Feel-no-pain 6+, Xenos
Winged Scar Veteran
A 3
M 8"
S 4+
W 12
Weapons
ATK
HIT
DMG
Blessed Emberline pistol (Pistol, Rending, Rng8")
4
4+
2/3
Coatile Spear (Lethal 5+, Piercing 1)
4
4+
3/5
Abilities
1AP: Veterans blessing2AP: Wyrmfire Sigil
Leader, Winged Draconith Veteran, Dracothian Vanguard, Feel-no-pain 6+, Flying, Xenos
Heavy Gunner
A 2
M 6"
S 4+
W 11
Weapons
ATK
HIT
DMG
Serpent Rocket (Heavy, Seek Light, Blast 2")
2
5+
4/6
Emberline Pistol (Pistol, Rng6")
3
5+
2/3
Dragons Breath Flamethrower (Torrent 2")
5
3+
3/3
Cinderstorm Machine Gun
Default (Heavy)
6
4+
2/3
Simultaneous blast (Heavy, Hot, Limited 2)
1
5+
6/8
Draconith Heavy Gunner, Dracothian Vanguard, Xenos
Flayer
A 2
M 6"
S 4+
W 11
Weapons
ATK
HIT
DMG
Dual Sigil Blades (Ceaseless, Brutal)
2
5+
5/6
Abilities
Scissoring Strikes

Scissoring Strikes: If this operative performs a Charge action, it may perform two Fight actions during that activation instead of one. If both attacks hit the same Operative and that operative is incapacitated, this operative may make a free Dash.

Draconith Flayer, Dracothian Vanguard, Xenos
Beast Master
A 2
M 6"
S 4+
W 11
Weapons
ATK
HIT
DMG
Masters Whip
Default (Rending)
3
4+
3/3
Long Lash (Relentless, Rng3")
2
5+
2/2
Abilities
Beast Awakening1AP: Masters control

Beast Awakening: This model may target all operatives with its Masters Whip, including friendly operatives. If a Friendly Beast is targeted with the Masters whip, it can Ascend. Models cannot be ascended in the furst turn

Masters control (1AP): If an enemy unit is hit by this models Long Lash, That unit is Controlled. Controlled units cannot move outside of 3" of this model. At the start of that models activation, it must roll a D6. On a 2+, that model is no longer Controlled. If that model fails the roll, you can choose where that model moves as long as it stays within 3" of this model and within line of sight.

Beast Master, Dracothian Vanguard, Xenos
Head Hunter
A 2
M 6"
S 3+
W 11
Weapons
ATK
HIT
DMG
Head Hunters Severance Sniper
Default (Silent, Piercing1)
1
5+
5/6
Venom Tipped (Poison, Silent, Piercing1, Limited1)
1
5+
2/3
Shock Tipped (Shock, Stun, Silent, Limited1)
1
5+
4/5
Explosive Tipped (Blast 2", Saturate, Silent, Limited1)
1
5+
3/4
Abilities
-1AP: Bounty hunterCamoflauge Technology

Bounty hunter (-1AP): At the start of your Strategy Phase, choose 1 model to be your Bounty. If a Bounty is Incapacitated at any time, you must reveal who your bounty was. If this model incapacitattes the Bounty, you gain 2CP. If the model had the leader key word, gain 3CP instead. If the model had the Beast keyword, gain 1CP instead.

Camoflauge Technology: This model cannot be the target of any actions by Enemy Operatives outside of 12" of this model.

Draconith Head Hunter, Dracohian Vanguard, Assasin, Xenos
Coatling
A 2
M 8"
S 3+
W 6
Weapons
ATK
HIT
DMG
Coatling Fangs
4
4+
2/3
Abilities
1AP: Guardian EssenceLiving Relic1AP: Praised Beast

Guardian Essence (1AP): Choose a Friendly Operative within 1" of this model. The next time that Operative is the target of an attack, it gains the Feel-No-Pain 5+ rule until the end of that attack.

Living Relic: While this operative is on the battlefield, friendly operatives within 3" of this model treat this operative as being within Control Range of objectives they controls

Praised Beast (1AP): The first time each Turning Point this operative would be selected as the target of an enemy attack, you may instead select a visible friendly operative within 1" of this operative. That friendly operative becomes the target of that attack.

Coatling, Beast, Dracothian Vanguard, Xenos, Fly
Slasher Youngling
A 2
M 8"
S 4+
W 6
Weapons
ATK
HIT
DMG
Slashing Talons (Rending)
5
3+
2/4
Abilities
AscensionRapid Assault

Rapid Assault: This model can Charge and Dash in the same activation. This model can also make two dashes in the same activation.

Slasher Youngling, Beast, Dracothian Vanguard, Xenos
Smasher Youngling
A 2
M 8"
S 4+
W 6
Weapons
ATK
HIT
DMG
Smashing Headbutt (Brutal)
4
4+
4/5
Abilities
-3AP: AscensionCrushing Momentum
Smasher Youngling, Beast, Dracothian Vanguard, Xenos
Ascended Slasher
A 4
M 10"
S 3+
W 18
Weapons
ATK
HIT
DMG
Ascended Slasher Talons (Rending, Devestating2)
8
3+
3/5
Abilities
Beyond Terror0AP: Brutal RetaliationContinuos Flurry

Beyond Terror: Enemy operatives cannot Fall Back from this operative

Brutal Retaliation (0AP): This model can Charge and Dash in the same activation. This model can also make two dashes in the same activation. This model can make a charge while in engagement range with another model.

Continuos Flurry: If the target of this models attack is incapacitated, excess damage carries over to another enemy operative within 1" of the target or this operative.

Ascended Slasher, Beast, Dracothian Vanguard, Xenos, Feel-No-Pain 5+
Ascended Smasher
A 4
M 8"
S 3+
W 18
Weapons
ATK
HIT
DMG
Ascended Smashing Headbutt (Brutal, Shock,)
4
3+
4/5
Abilities
1AP: Break the LineCrushing AdvanceCrushing Momentum1AP: Endless Ramming

Break the Line (1AP): If an operative this model charged doesnt save any dice, you may push that model back up to D3" away from this model.

Crushing Advance: This operative can charge through light terrain without penalties

Endless Ramming (1AP): The next time this model charges, it can move through models. Models it move through take D6 mortal wounds.

Ascended Smasher, Beast, Dracothian Vanguard, Xenos, Feel-No-Pain 5+
Draconith Warrior
A 2
M 6"
S 4+
W 11
Weapons
ATK
HIT
DMG
Emberline Rifle (Rng14")
5
4+
3/4
Cinderstorm Rifle
Default (Rng18")
4
5+
2/3
Simultaneous blast (Hot, Limited1,Rng18")
4
5+
4/5
Drake Carbine (Balanced,Rng18")
8
4+
1/2
Fang-Knife
4
4+
2/3
Fists
2
5+
1/1
Draconith Warrior, Dracothian Vanguard, Xenos
Equipment

Wyvernling scout:
place a token on one enemy operative. Whenever the holder of the Wyvernling scout shoots at the chosen operative, increase its attacks stat by one.


Emberline Pistol:
This operative is now equipped with an Emberline Pistol

Type: Pistol

Range: 6"

Profile: ATK 3, HIT3+, DMG 2/3


First Age Relic:
Increases holders APL by one


Wing Growth Hormones:
The operative this is attached to gains the fly keyword


Ploys

Firefight - Strategic Escape:
1CP Use this ploy after an enemy operative finishes their attack on a friendly operative. That friendly operative may immediately perform one free action (excluding Fight).


Firefight - Razor Scales:
1CP Use this ploy when an enemy operative performs a melee attack that hits or would hit a friendly operative.

After the attack resolves, that enemy operative suffers 1 mortal wound.

If the targeted friendly operative has the beast keyword, increase the mortal wound to D3 instead.


Firefight - Masters Command:
1CP One friendly beast, visible to and within 12" of a friendly Draconith Beast Master may perform an action.


Firefight - Ruinic Repulsion:
3CP Choose a friendly operative within engagement range of this model. Push all models within 3" of that operative up to 3" away. If they cannot move any further, Deal D3 mortal wounds to that model.


Strategic - Relenteless Epoch:
1CP Until the end of the Turning Point, friendly operatives cannot have their APL reduced


Strategic - Beastly Rage:
2CP Until the end of the Turning Point, each time a friendly operative is targeted by an enemy attack, it gains +1 APL for its next activation (max +1 per operative).


Strategic - Primordial Terraforming:
2CP Until the end of the Turning Point, enemy operatives treat objectives controlled by friendly operatives as Difficult Terrain


Strategic - Cursed by Nature:
1CP Choose a piece of terrain within 6" of no mans land. Enemie units within 2" of that piece of terrain have -1 save.


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.