Cadian

Homebrew by mark4418
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Composition

1 CADIAN Sergeant Operative with one of the following options:

  • Plasma Pistol and Chainsword
  • Bolt Pistol and Power Sword
  • Bolt Pistol and Power Fist
  • Autogun and Gun Butt

1 CADIAN Operative from the list.

  • Commissar
  • Militarum Psyker

9 CADIAN operatives from the list:

  • Trooper
  • Gunner
    • Plasma
    • Flamer
    • Melta
    • Grenade Launcher
  • Comms
  • Icon Bearer
  • Medic
  • Vox Superior
  • Duelist
  • Spotter

4 TROOPER Operatives

This Kill Team can only take each operative once.

  • If your Kill team has 6 or more TROOPER Operatives, TROOPER operatives ignore the EXPENDABLE rule. When only 6 or less TROOPER operatives remain on the KILLZONE, EXPENDABLE rule is in play again for said Operatives.
  • You may take up to 3 GUNNER operatives but each must use a different gun.
Common Abilities and Options

Focused Fire:
- When this operative resolves a Ranged attack outside of 6" and with an engaged order, Weapon gains accurate 1.

  • If weapon already has Accurate X from the weapon rule or from Vantage rules, gain Accurate 2 instead.

Reinforcements:

  • During the Set up Operatives phase, you may place up to 4 TROOPER operatives into Reserves instead of on the Kill zone. When these operatives activate, they must perform a Reposition action first. Measure their move stat from your edge of territory, and treat it as if this operative is moving the board, and starts in conceal order.
  • At the start of every Turning Point, you may regain up to 4 incapacitated TROOPER operatives or 1 operative excluding COMMISSAR, CADIAN SERGEANT, and MILITARUM PSYKER operatives and place them into Reserves.
  • When an Operative in reserve activates they must perform a Reposition action first.
    • In turn 2, Only measure from kill zone edges within deployment zone.
    • In turn 3, Only measure from kill zone edges in your territory outside of 6"from enemy operatives.
    • In turn 4, May measure according to turn 3, but may also be deployed within territory, outside of 2"from enemy operatives, and not visible to any Enemy operatives.
Cadian Sergeant
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Plasma Pistol
Normal (Rng 8", Piercing 1)
4
3+
3/5
Overcharged (Piercing 1, Lethal 5+, Hot)
4
3+
4/5
Bolt Pistol (Rng 8", Severe)
4
3+
3/4
Autogun (Accurate 1)
4
3+
3/3
Chainsword (Ceaseless)
4
3+
4/5
Power Weapon (Lethal 5+)
4
3+
4/6
Power Fist (Brutal)
4
4+
5/6
Abilities
Focused FireReinforcements0AP: Standing Orders

Standing Orders (0AP): - Friendly Operatives within 6" SUPPORT range are under one of the following conditions until the next Strategy Phase.

  • Move move move!: Add 1" to Move stat, Dash actions are free.
  • Take Aim: Add 1 to BS, gain Accurate 1 when shooting if this operative has not performed a Reposition, Charge, or Fall Back action
  • Fix Bayonets: First melee strike deals +1 damage, gun butt and bayonets gain Severe
  • Take Cover!: Add 1 to SV stat
  • Duty and Honour: When a friendly CADIAN operative is contesting an objective marker or mission marker, add 1 to APL for the sake of control. This is not an APL modifier.
Commissar
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Plasma Pistol
- Normal (Rng 8", Piercing 1)
4
3+
3/5
- Overcharge (Rng 8", Piercing 1, Lethal 5+, Hot)
4
3+
4/5
Relic Bolt Pistol (Rng 8", Lethal 5+)
4
3+
3/4
Power Weapon (Lethal 5+)
4
3+
4/6
Abilities
Commanding VoiceFocused FireReinforcements

Commanding Voice: As a Strategic Gambit, may use this rule. All allies within 6" SUPPORT of this operative are under the order.

  • Forwards, for the Emperor!: When this operative performs a move action, may immediately perform a free shoot action with -1 to BS.
  • Get Back In The Fight!: This operative may perform a fall back action for -1AP, and either perform a free charge action to the same target and a free fight action where this operative may resolve two successful hits first, or perform a free shoot action against the same target.
  • Summary Execution: Select a friendly CADIAN operative that is not a SERGEANT, Operative is incapacitated and remaining CADIAN operatives on the Kill zone may ignore any modifiers to stats from injury, and. APL modifiers.
Militarum Psyker
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Entrapment Snare (Rng 8", Seek Light, Severe, Stun)
4
2+
2/2
Fireball (Piercing Crits 1, Blast 2")
4
3+
3/5
New Weapon
4
4+
3/4
Psychic Staff (Shock)
4
3+
4/4
Abilities
Focused Fire1AP: Guiding OrdersReinforcements1AP: Warp Jump1AP: Warp Shield

Guiding Orders (1AP): Friendly Operatives within 6" can be under one of the following effects until the end of the turning point.

  • Reinforced Barriers: When an enemy operative resolves an attack against this friendly operative, if the operative is behind intervening terrain, reduce piercing by 1.
  • Unending March: Ignore modifiers to this operative's stats, except Wounds.
  • Rage: Ignore effects of Shock, and melee weapons gain severe and balanced.

Warp Jump (1AP): - Select a Friendly Operative visible or within 4" to this operative. Select a point visible and within 6" of this operative or the selected operative. Place the Selected Operative within control range of that point.

  • This operative may be placed in control range of an enemy operative but it's order must be changed to engage.
  • This action cannot be performed within control range of enemy operatives, or if this operative's APL stat is lower than 2.

Warp Shield (1AP): - Select a friendly operative visible or within 4" to this operative. Until the start of this operative's next activation, or this operative is incapacitated, whenver an attack is resolved against this operative, the first normal hit dealt is ignored.

  • This action cannot be performed within control range of enemy operatives.
Trooper
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun (Accurate 1)
4
4+
2/3
Gun Butt
3
4+
2/3
Abilities
ExpendableFocused FireReinforcements

Expendable: For Kill ops and other Tac Ops, this operative does not contribute for VP or markers.

Gunner
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Plasma
Normal (Piercing 1)
4
4+
4/6
Overcharge (Piercing 1, Lethal 5+, Hot)
4
4+
5/6
Flamer (Rng 6", Saturate, Lethal 5+, Torrent 2")
4
2+
2/2
Melta (Piercing 2, Rng 6", Dev 4)
4
4+
6/3
Grenade Launcher
Krak (Piercing 1)
4
4+
4/5
Frag (Blast 2")
4
4+
2/4
Gun Butt
3
4+
2/3
Abilities
Focused FireReinforcements
Master Vox
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun (Accurate 1)
4
4+
2/3
Gun Butt
3
4+
2/3
Abilities
1AP: Battle CommsFocused FireReinforcementsSuperioris Vox

Battle Comms (1AP): Select a friendly operative on the Killzone. Add 1 to their APL stat until the end of its activation.

  • This action cannot be performed within control range of an enemy operative.

Superioris Vox: If this operative is under an Order from a CADIAN SERGEANT, COMMISSAR, MILITARUM PYSKER Operatives.

  • Friendly operatives within 8" of this operative also are under the same orders.
  • If this operative is on the killzone, it may be under an order despite not being
Comms
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun (Accurate 1)
4
4+
2/3
Gun Butt
3
4+
2/3
Abilities
Focused FireReinforcementsRelay Orders1AP: Signal

Relay Orders: If this operative is under an Order from a CADIAN SERGEANT, COMMISSAR, MILITARUM PYSKER Operatives.

  • Friendly operatives within 6" of this operative also are under the same orders.

Signal (1AP): SUPPORT Select a friendly operative visible to and/or within 6" of this operative. Until the end of that operative's next activation, add 1 to its APL stat.

  • This action cannot be performed within control range of an enemy operative.
  • This action can be performed up to two times in an activation.
Medic
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun (Accurate 1)
4
4+
2/3
Gun Butt
3
4+
2/3
Abilities
Focused FireMedic!1AP: MedikitReinforcements

Medic!: The first time during each turning point that another friendly operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has 1 wound remaining, and cannot be incapacitated for the remainder of that action. After that action, that friendly operative can immediately perform a free Dash action, but must end that move within this operative’s control range. Subtract 1 from this and that operative's APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative's activation, that activation ends.

You cannot use this rule if this operative is incapacitated, or if it is a Shoot action and this operative would be a primary or secondary target.

Medikit (1AP): Select one friendly operative within this operative's control range to regain 2D3 lost wounds.

  • This operative cannot perform this action within control range of an enemy operative.
Icon Bearer
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun (Accurate 1)
4
4+
2/3
Gun Butt
3
4+
2/3
Abilities
At all costsCadian BannerFocused FireReinforcements

At all costs: Select an objective marker within 6" and visible to this operative.

  • When determining control of that marker, treat the total APL of friendly operatives contesting, as 1 higher.
  • This is not a change to the APL stat

Cadian Banner: Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.

Duelist
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Laspistol (Rng 8", Accurate 1)
4
4+
2/3
Great Chainblade (Relentless, Rending)
4
4+
5/5
Abilities
Focused FireReinforcements1AP: Sweep

Sweep (1AP): Select all operatives within this operative's control range. 2D3 damage. D3+3 if that operative is expended.

  • Cannot perform this action if under a Concealed order.
Spotter
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun (Accurate 1)
4
4+
2/3
Gun Butt
3
4+
2/3
Orbital Bombardment
Earthshaker Rounds (Blast 3", Balanced, Stun, Heavy, Silent, Stagger*, Indirect*)
4
3+
3/3
Mortar Shells (Saturate, Blast 2", Heavy, Silent, Indirect*)
4
4+
4/5
Abilities
Focused FireReinforcementsStagger1AP: Utility Artillery Barrage
Options
Indirect

Stagger: If an operative suffers damage from this attack, gain a Stagger token.

  • When an operative has a Stagger token, reduce Move stat by 1", -1 to WS, and Mission Actions and Pick Up Marker actions cost an additional 1AP.
  • Remove Stagger tokens at the end of the operative's next activation.

Utility Artillery Barrage (1AP): Select a point visible to this operative, or select a point within control range on a visible vantage terrain feature. Resolve one of the following effects on that point.

  • Stun Bombardment: Operatives roll as if resolving a STUN GRENADE equipment against operatives within 2" of point.
  • Smoke Screen: Deploy a *SMOKE GRENADE marker within control range of point.
  • Vox Scrambler: Place a Vox Scrambler marker within control range of point. Enemy operatives within 3" of the marker cannot add to their APL.
  • You may not use an effect if it was used in the previous, or current Turning Point.

Indirect: When using a weapon with the INDIRECT weapon rule, target operative may draws cover line from vantage terrain. If any part of the model's base is underneath vantage terrain, consider it behind Light Cover. Ignore Obscuring for this attack.

Equipment

Bayonets:
All Operatives gain a new melee weapon.

| WEAPON | ATK | WS | DMG | WR

| Bayonet |--3--|_4+ |-3/3--| Balanced


Combat Stims:
Once per turning point, when a friendly CADIAN operative is incapacitated, may use this equipment option.

  • Before this operative is removed from the killzone, may perform a free 1AP action.
  • If this operative is in control range of an enemy operative, roll a 4+ to use this equipment. If fail, cancel the use of this equipment until the next friendly CADIAN operative is incapacitated.

Standby Orders:
Once per battle, as a Strategic Gambit, may deploy up to D3 Operatives in RESERVE:

  • You may not use this in the first turning point
  • If it is Turning Point 2, you may deploy Operatives within 3" of deployment zone.
  • Otherwise, Deploy operatives wholly within your territory, within 3" of your killzone edges, and outside of 3" of enemy operatives.

Scopes:
When a friendly CADIAN operative performs a ranged attack with a Lasgun, Laspistol, or Bolt Pistol, if target is outside of 6" of this operative or out of cover, ignore Obscuring or gain Saturate.


Ploys

Firefight - Second Rank, Fire!:
Use this ploy after a friendly CADIAN operative has resolved a ranged attack.

  • Select a ready friendly CADIAN operative, that is eligible to shoot the same target that was shot at the previous action.
  • CADIAN operative can perform a shoot action immediately after. After the attack is resolved, -,1APL until the end of that operatives next activation.

Firefight - For Cadia!:
Use this firefight ploy when a friendly CADIAN operative is selected to fight by enemy operative, or is incapacitated.

  • Operative may immediately perform a 1AP action for free, including mission actions when within control range of enemy Operatives.
  • If incapacitated, this takes place before removing the model.

Firefight - Seize Initiative:
Use this ploy at the start of a Strategic Phase.

  • Select one friendly CADIAN operative, immediately perform up to two 1APL actions.
  • -1APL from that operative until the end of the turning point.

Strategic - First Rank, Fire!:
- Select up to two TROOPER operatives with an engage order or one CADIAN operative that is not a COMMANDER or SERGEANT

  • Operatives selected may immediately make a ranged attack against a valid target in an order of your choosing.

Strategic - Fields of Fire:
- When a friendly CADIAN operative resolves a ranged attack and has at least one hit, Target may gain a SUPPRESSED token.

  • When performing a ranged attack against an operative with a SUPPRESSED token, weapon may either gain Accurate 1, or Balanced.
  • There may only up to 2 SUPPRESSED tokens on the Kill zone at a time.
  • Remove SUPPRESSED tokens at the end of the turn.

Strategic - Dig in:
When a friendly CADIAN operative is targeted by a ranged attack, Operative may roll a 4+ for every damage dice inflicted, on success, -2 (Min 3) damage.


Strategic - Marksman Training:
Whenever a friendly CADIAN operative performs a ranged attack without the RNG X" keyword, weapon may gain Ceasless or Saturate.


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.