Trueborn Killers

Homebrew by whitebranch

Concept for a suicide squad type crew of powerful trueborn Drukhari. A nightfiend joins the hunt lead by an ambitious dracon and his coterie of incubus, succubus and haemonculus bodyguards.

100% positive
Composition

1 Dracon w/ soul cube and either: shardcarbine and huskblade, or blaster and venom blade

1 Klaivex w/ demi-klaive, tormentor helm, and bloodstone

1 Succubus w/ splinter pistol and choice of one melee weapon

1 Haemonculus w/ stinger pistol and haemonculus tools

1 Nightfiend w/ baleblast and choice of one melee weapon

Common Abilities and Options

Power Through Pain:
Power Through Pain:

After a friendly TRUEBORN operative performs an action, it gains one of your Pain tokens if:

An enemy operative was injured during that action, but was not incapacitated. An enemy operative was incapacitated during that action. If that enemy operative had a Wounds stat of 12 or more, that friendly operative gains two of your Pain tokens instead.

You can spend friendly operatives' Pain tokens on the invigorations below when the "when" condition is met. You cannot use more than one invigoration per activation or counteraction, except Stimulated Senses, which can be used in addition to other invigorations.

*Dark Animus * When: During the operative’s activation, when performing a mission action. Effect: Perform the mission action for 1 less AP.

*Accelerated Rejuvenation * When: During the operative’s activation or counteraction, before or after it performs an action. Effect: The operative regains D3+1 lost wounds.

*Vitalised Surge * When: After the operative incapacitates an enemy operative and that enemy operative is removed from the killzone. Effect: The operative can immediately perform a free Dash action, even if it’s performed an action that prevents it from performing the Dash action.

*Stimulated Senses * When: After rolling your attack or defence dice for the operative. Effect: You can re-roll any of your dice results of one result (e.g. results of 2).

Trueborn:
This operative can counteract regardless of order.

Dracon
A 3
M 7"
S 3+
W 14
Weapons
ATK
HIT
DMG
Shardcarbine (Lethal 5+, Dev 2)
4
2+
2/2
Blaster (Prc2)
4
3+
4/5
Soul Cube (Rng 6", Lethal 4+, Stun)
4
3+
3/4
Husk Blade (Lethal 5+, Shock)
5
3+
4/6
Venom Blade (Lethal 4+)
5
3+
4/5
Abilities
CunningOpportunistic SadistPower Through PainSelf-ImportantTrueborn

Cunning: In the Gambit step of each Strategy phase, if you pass at the first opportunity, you gain 1CP. Ignore each STRATEGIC GAMBIT from the mission pack (if any) when determining this.

Opportunistic Sadist: When contesting an objective, if the total APL of enemy operatives is equal to that of friendly operatives, add 1 to the friendly total if the DRACON operative is contesting that objective.

During a friendly ARCHON operative's activation, it can perform either two Shoot actions or two Fight actions. If a Blaster is being used for both shoot actions, the second Shoot action requires 1 additional AP.

Self-Important: Once per turning point, if a friendly DRACON operative is the target of a ranged attack, if there is a friendly TRUEBORN operative within 2" of it, you may choose to instead make that operative the target of that ranged attack. When doing so, that friendly operative would retain cover or have obscuring if the friendly DRACON operative would have benefited from those rules.

trueborn, drukhari, aeldari, dracon, leader
Klaivex
A 3
M 7"
S 3+
W 14
Weapons
ATK
HIT
DMG
Tormentor Helm (Rng 8", Lethal 5+)
4
3+
2/4
Bloodstone (Rng 6", Dev 2, Prc Crits 1, Saturate, Silent)
4
3+
3/3
Demi-Klaive
Linked (Lethal 5+, Brutal, Shock)
4
3+
5/7
Split (Lethal 5+, Ceaseless)
5
3+
4/5
Abilities
Incubus WarsuitMaster of ExecutionsMurder: PerfectedPower Through PainTrueborn

Incubus Warsuit: When this operative makes a Charge action, it deals D3 damage to all enemy operatives within control range at the end of that action.

When activating, if this operative makes a Charge action, add 1" to the total distance it may move.

Master of Executions: During this operative's activation, it can perform two Fight actions.

Murder: Perfected: This operative ignores changes to its stats from being injured.

This operative may make a Charge action with a conceal order.

trueborn, drukhari, aeldari, klaivex
Succubus
A 3
M 7"
S 4+
W 14
Weapons
ATK
HIT
DMG
Splinter Pistol (Lethal 5+)
4
3+
2/4
Agoniser (Lethal 5+, Brutal, Shock)
5
3+
3/5
Impaler (Lethal 5+, Punishing)
5
3+
4/6
Razor Flail (Lethal 5+, Brutal, *Tangle)
4
2+
4/5
Hekatrix Blades (Lethal 4+, Ceaseless)
5
3+
3/5
Abilities
*TangleBlinding SpeedPower Through PainQueen of the ArenaRelentless BrutalityTrueborn

*Tangle: Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).

Blinding Speed: This operative is considered obscured when it is the target of a Shoot action. (Note: rules that would remove obscuring would still take effect)

Queen of the Arena: This operative resolves one die before the normal order when fighting or retaliating.

If this operative incapacitates an enemy operative with a Fight action and it is no longer in control range of enemy operatives, it may make a free Charge action of up to 3".

Relentless Brutality: This operative may make two Fight actions per turn.

trueborn, drukhari, aeldari, succubus
Haemonculus
A 3
M 7"
S 4+
W 14
Weapons
ATK
HIT
DMG
Stinger Pistol (Rng 8", Lethal 5+, *Stinger)
4
3+
3/5
Haemonculus Tools (Lethal 5+, Shock, *Flay)
5
3+
3/4
Abilities
*Flay*Stinger1AP: Adminster DrugsCombat DrugsHorrifying ChirugeonPower Through PainTrueborn

*Flay: Whenever this operative is using this weapon, the first time you strike with a critical success during that sequence, you can select one friendly TRUEBORN operative within 6" of it to gain one of your Pain tokens.

*Stinger: Whenever an enemy operative is incapacitated by this weapon, before it’s removed from the killzone, inflict D3 damage on each other operative visible to and within 2" of it. Each operative subsequently incapacitated as a result of this weapon rule will cause this to happen again.

Adminster Drugs (1AP): Select one friendly TRUEBORN operative visible to and within 3" of this operative, then select one of the following for that friendly operative:

-It regains 2D3 lost wounds.

-Select a different COMBAT DRUG rule for it to have for the battle (this replaces its previous one).

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

Combat Drugs: At the end of the Select Operatives step, if this operative is selected for deployment, select one of the following COMBAT DRUG rules for friendly HAND OF THE ARCHON operatives to have for the battle:

-Painbringer: Whenever an attack dice inflicts damage of 3 or more on this operative, roll one D6: on a 6, subtract 1 from that inflicted damage.

-Adrenalight: STRATEGIC GAMBIT. Select one friendly operative that has this COMBAT DRUG to gain one of your Pain tokens.

-Hypex: You can ignore any changes to this operative’s Move stat from being injured.

Horrifying Chirugeon: Once per turning point, this operative can ignore the damage from one normal damage die.

At the start of this operatives activation, it may heal for D3 wounds.

trueborn, drukhari, aeldari, haemonculous
Nightfiend
A 3
M 7"
S 5+
W 14
Weapons
ATK
HIT
DMG
Baleblast (*Soulstrike)
4
3+
3/4
Huskblade (Lethal 5+, Shock)
5
3+
4/6
Baleblade (Lethal 5+, Brutal)
4
3+
5/7
Abilities
*SoulstrikeFear of the DarkPower Through PainShadow PassageTruebornUmbral EntityWithin Shadow

*Soulstrike: Successful defence dice are determined differently. Each result that is equal to or less than the target's APL stat is a success and is retained. Each result that is higher than the target's APL stat is a fail and is discarded. Each result of a 1 is always a critical success. Each other success is a normal success. Each result of 6 is always a fail.

Fear of the Dark: When this operative is WITHIN SHADOW and is retaliating, it resolves the first attack dice before normal order.

If this operative is WITHIN SHADOW it may make a Charge action with a conceal order.

If this operative is WITHIN SHADOW and it makes a Fallback action, it may do so for 1 less AP (to a minimum of 0).

Shadow Passage: Once per turning point, one friendly MANDRAKE operative with a conceal order that is WITHIN SHADOW can use a SHADOW PASSAGE when it performs the reposition/charge action. If it does, do not move it. Instead, remove it from the killzone and set it back up WITHIN SHADOW. If it is placed within control range of an enemy operative, or an enemy operative is visible to the MANDRAKE operative, reduce that friendly MANDRAKE operatives AP by 1. This could either end the MANDRAKE operatives activation, or carry over to the next TP.

Umbral Entity: Whenever an operative is shooting a friendly MANDRAKE operative, ignore the Piercing weapon rule. Whenever a friendly MANDRAKE operative is WITHIN SHADOW, improve its Save stat by 1.

Within Shadow: An operative is WITHIN SHADOW if any of the following are true:

-It is within 1" of Heavy Terrain that is not lower than it.

-Any part of its base is underneath Vantage terrain.

trueborn, drukhari, aeldari, mandrake, nightfiend
Equipment

Chain Snares:
Whenever an enemy operative would perform the Fall Back action while within control range of a friendly TRUEBORN operative, if no other enemy operatives are within that friendly operative’s control range, you can use this rule. If you do, roll two D6, or one D6 if that enemy operative has a higher Wounds stat than that friendly operative. If any result is a 4+, that enemy operative cannot perform that action during that activation or counteraction (no AP are spent on it).


Phantasm Grenades:
Once per Turning point, when an operative is shooting a friendly TRUEBORN operative more than 3" from it, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the X of the piercing weapon rule by 1 (If any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.


Portable Shadowfields:
Whenever an operative is shooting a friendly TRUEBORN operative, if the ranged weapon in that sequence has the Blast or Torrent weapon rule, you can re-roll one of your defence dice. In addition, friendly TRUEBORN operatives are not affected by the X" Devastating X weapon rule (i.e, Devastating with a distance) unless they are the target during that sequence.


Soul-Gem Trophies:
Once per turning point, when a friendly TRUEBORN operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Ploys

Firefight - Devious Scheme:
Use this firefight ploy after an opponent uses a firefight ploy (excluding one that costs 0CP). The next time they would use that ploy, they must spend 1 additional CP to do so (at which point this effect ends). You cannot use this ploy again during the battle until its effect has ended.


Firefight - Prey On the Wounded:
Use this firefight ploy after rolling your attack dice for a friendly TRUEBORN operative, if it’s shooting against or fighting against a wounded enemy operative. You can re-roll any of your attack dice.


Firefight - Cruel Deception:
Use this firefight ploy during a friendly TRUEBORN operative’s activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.

Sha sha sha... POCKET SAND!


Firefight - Unnerving Agility:
Use this firefight ploy during a friendly TRUEBORN operative's activation. Until the end of that activation, having an enemy operative within its control range does not prevent that friendly operative from performing the Pick Up marker or mission actions.


Strategic - Inescapable Nightmare:
Whenever a friendly TRUEBORN operative is shooting, fighting or retaliating, you can re-roll one of your attack dice.


Strategic - From Darkness, Death:
Whenever a friendly TRUEBORN operative is activated, before you determine its order, you can select one enemy operative that friendly operative isn’t a valid target for. Until the end of that activation, the first time that friendly operative is shooting against or fighting against that enemy operative, you can retain one of your normal successes as a critical success instead.


Strategic - Blade Artists:
Friendly TRUEBORN operatives’ melee weapons have the Rending weapon rule.

Rending: If you retain any critical hits, retain 1 normal hit as a critical hit instead.


Strategic - Deviant Masochists:
Normal and Critical Dmg of 4 or more inflicts 1 less damage on all friendly TRUEBORN 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.