King Arthurs Black Templars

Homebrew by HeMan280691

For the Emperor!

Designed to be used in conjunction with Tyranid Assault Homebrew Kill Team profiles

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Composition

For the Emperor!

Tyranid Assault:
During Tyranid Assault this operative counts as 2 Sargeants

The Emperor's Champion
A 4
M 8"
S 2+
W 30
Weapons
ATK
HIT
DMG
Black Sword
Strike (Dev 3, Rend, Brutal)
6
2+
4/6
Sweep (Torrent 1", Dev 1, Brutal)
7
2+
3/4
Bolt Pistol (RNG 8")
4
3+
3/4
Abilities
Armour of Faith
Options
Tyranid Assault

Armour of Faith: Once per turning point, when an attack is made against this operative the enemy operative collects 1 less attack dice

ADEPTUS ASTARTES
Castellan
A 4
M 6"
S 3+
W 24
Weapons
ATK
HIT
DMG
Combi-Weapon (Dev 2, Severe)
5
3+
3/4
Master-Crafted Power Weapon (Dev 1, Punish)
6
2+
4/6
Options
Tyranid Assault
ADEPTUS ASTARTES
Marshal
A 4
M 6"
S 3+
W 36
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (RNG 12")
4
3+
4/5
Charge (RNG 12", Lethal 5+, Hot, Dev 2)
4
3+
3/6
Master-crafted Power Weapon (Lethal 4+)
6
2+
3/5
Abilities
Inspirational ExemplarPious Fervour
Options
Tyranid Assault

Inspirational Exemplar: Friendly operatives within 6" of this operative gain Lethal 4+ on any melee attacks

Pious Fervour: Each time this operative fights, until the end of the phase, add 1 to the Attacks characteristic of this model's Master-crafted power weapon for each enemy operative within 6" of this model (to a maximum of +3)

ADEPTUS ASTARTES
Assault intercessor Sargeant
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (RNG 8", PrcCrit1)
4
3+
3/4
Chainsword
5
3+
4/5
Power Fist (Brutal)
5
4+
5/7
Options
Tyranid Assault
ADEPTUS ASTARTES
Redemptor Dreadnought
A 4
M 8"
S 2+
W 72
Weapons
ATK
HIT
DMG
Heavy Onslaught Gatling Cannon (Dev 3)
10
3+
3/5
Onslaught Gatling Cannon (Dev 1)
7
3+
3/4
Twin Storm Bolter (Ceaseless)
4
3+
3/4
Redemptor Fist (Rend)
8
3+
3/6
Abilities
Damaged: 1-24 Wounds remainingDeadly Demise D6Duty EternalKool Aid
Options
Tyranid Assault

Damaged: 1-24 Wounds remaining: While this model has 1-24 wounds remaining, each time this operative makes an attack, collect 1 less dice.

Deadly Demise D6: Some operatives have 'Deadly Demise x' listed in their abilities When such an operative is incapacitated roll one D6 before removing it from play, on a 6 each operative within 6" will suffer a number of wounds denoted by 'x'.

Duty Eternal: Each time a critical success is made against this operative it may remove one normal sccuss made against it.

Kool Aid: This Operative may move through terrain and if it does they will create a point at which any MONSTER or VEHICLE can pass through.

If this Operative moves through terrain using this ability they will take wounds

Terminator
A 3
M 5"
S 2+
W 22
Weapons
ATK
HIT
DMG
Storm Bolter (Torrent 1")
4
3+
4/6
Assault Cannon (Dev 2)
7
3+
5/6
Power Fist (Brutal)
5
2+
5/7
Power Weapon (Dev 2)
5
2+
3/5
Abilities
Teleport Homer
Options
Tyranid Assault

Teleport Homer: Before starting the game you may set a Teleport Homer token anywhere in the kill zone, you may then deploy this operative at the start of any turning point after the first within 3" of this token. The token is then removed.

ADEPTUS ASTARTES
Sternguard Veteran
A 3
M 6"
S 3+
W 17
Weapons
ATK
HIT
DMG
Sternguard Bolt Rifle (Dev 1)
4
3+
3/5
Sternguard Auto Rifle (Torrent 1")
4
3+
3/5
Close Combat Weapon
4
3+
3/4
Options
Tyranid Assault
ADEPTUS ASTARTES
Sternguard Veteran Heavy
A 3
M 6"
S 3+
W 17
Weapons
ATK
HIT
DMG
Sternguard Heavy Bolter
Sweeping (Torrent 2", Hvy(Dash))
4
4+
3/6
Focused (Dev 3, Hvy(Dash))
6
4+
3/4
Close Combat Weapon
4
3+
3/4
Options
Tyranid Assault
ADEPTUS ASTARTES
Bladeguard Vetaran
A 3
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (RNG 8", PrcCrit1)
4
3+
3/4
Master-crafted Power Weapon (Lethal 4+)
6
3+
3/5
Abilities
1AP: Shield ChargeShield Master
Options
Tyranid Assault

Shield Charge (1AP): This operative may make an additional dash as long as that dash ends in control range of an enemy operative, after it has completed it's move it may do D3+1 wounds to that enemy operative and push it back 2" and lose 1AP on it's next turn.

Shield Master: Once during each turning point you may collect 1 more attack dice during a fight

ADEPTUS ASTARTES
Sword Brother
A 2
M 6"
S 3+
W 16
Weapons
ATK
HIT
DMG
Pyre Pistol (RNG 8")
5
3+
3/5
Master-crafted Power Weapon (Lethal 4+)
6
2+
3/5
Heavy Bolt Pistol (RNG 8", PrcCrit1)
4
3+
3/4
Options
Tyranid Assault
ADEPTUS ASTARTES
Eliminator Sniper
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Bolt Sniper Rifle
Executioner (Hvy(Dash), Sat, Seek Light, Silent)
4
2+
3/4
Hyperfrag (Blast 1", Hvy(Dash), Silent)
4
2+
2/4
Mortis (Dev 3, Hvy(Dash), Prc1, Silent)
4
2+
3/3
Bolt Pistol (RNG 8")
4
3+
3/4
Fists
4
3+
3/4
Options
Tyranid Assault
ADEPTUS ASTARTES
Initiate
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Rifle (PrcCrit1)
4
3+
3/4
Fists
4
3+
3/4
Options
Tyranid Assault
ADEPTUS ASTARTES
Intercessor Warrior
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Rifle (PrcCrit1)
4
3+
3/4
Fists
4
3+
3/4
Options
Tyranid Assault
ADEPTUS ASTARTES
Assault intercessor Warrior
A 3
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (RNG 8", PrcCrit1)
4
3+
3/4
Chainsword
5
3+
4/5
Options
Tyranid Assault
ADEPTUS ASTARTES
Neophyte
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Bolt Pistol (RNG 8")
4
3+
3/4
Chainsword
5
3+
4/5
Options
Tyranid Assault
ADEPTUS ASTARTES
Equipment
Ploys

Strategic - Cost: 2 Sargeant:
- The Emperor's Champion

  • Castellan

Strategic - Cost: 1 Sargeant:
- Marshal


Strategic - Cost: 5 Operatives:
- Redemptor Dreadnought


Strategic - Cost: 3 Operatives:
- Terminator


Strategic - Cost: 2 Operatives:
- Sword Brother

  • Sternguard Veteran
  • Sterngaurd Veteran Heavy

Strategic - Cost: 1 Operative:
- Initiate

  • Intercessor Warrior
  • Eliminator Sniper

Strategic - Cost: 0.5 Operative:
- Neophyte


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.