Death Rider Squadron

Homebrew by Highlander

Death Riders range ahead of the main battle lines, gathering intelligence and striking any targets of opportunity they encounter. Each squadron is trained and drilled to be a self-sufficient commando unit operating without support and performing tasks of near suicidal risk. Their speed, versitility and brutal assaults more than making up for their lack of heavy support.

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Composition

A DEATH RIDERS KillTeam is composed of:

1 DEATH RIDER RIDEMASTER operative with one of each the following:

  • Plasma Pistol, Bolt Pistol or Lascarbine
  • Cavalry Chainsword or Cavalry Powersword
  • Hunting Lance

5 DEATH RIDER operatives from the following list:

  • DRAGOON with one of the following options
    • Plasma gun, cavalry sabre, hunting lance
    • Melta gun, cavalry sabre, hunting lance
  • LANCER
  • PIONEER with one of the following options
    • Frag lance, cavalry sabre, lascarbine
    • Melta lance, cavalry sabre, lascarbine
  • FARRIER
  • RIDER

Other than RIDER, your Kill Team can only include each operative on this list once.

Common Abilities and Options

Expert Riders:
Whenever a friendly DEATH RIDER operative is performing a CHARGE, FALL BACK or REPOSITION action during its activation, at the start of any straight-line increment, as long as no part of its base is underneath vantage terrain, it can do a VAULT for that increment. If it does, do not move it for that increment. Instead remove it from the killzone and set up back up wholly within x” of its original location. X is a distance of your choice (rounded up to the nearest inch, as per the reposition action), but it’s added to the total move distance used for that action (in other words move plus VAULT cannot exceed the action’s move allowance). If it would VAULT during the CHARGE action, don’t add the additional 2” to its move allowance.

That operative must be set up in a location it can be placed and cannot be set up with any part of its base underneath vantage terrain. In addition, unless it is the CHARGE action, it cannot be set up within control range of an enemy operative. It can continue moving after a VAULT if it has any move distance remaining and the action allows it.

The x” may not be measured through terrain that is higher than 2” and may not end on such terrain.

In a killzone that uses the close quarters rules, the x” may not be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point - in otherwords, it cannot VAULT through an open hatchway.

Krieg Steed:
This operative may not climb over or onto any terrain that his more than 2" in height. Moving through Accessible terrain features costs an extra 1" of movement. Normal damage of 4 or more is reduced by 1 when applied to this operative.

Lance:
Weapons with this rule can only be selected for the FIGHT action if this operative has peformed the CHARGE action during this activation.

Vault Actions:
Some actions are known as VAULT actions. These are actions performed during other actions when a VAULT is used. Each operative cannot perform more than one VAULT action per activation/counteraction.

Most VAULT actions affect enemy operatives within a friendly DEATH RIDER operative’s VAULT ZONE. This is the horizontal area between a friendly DEATH RIDER operative’s current location and the location from which it used VAULT. A marker the same size as the operative’s base can be temporarily placed to help determine this. Enemy operatives with any part of their base underneath vantage terrain are not within friendly DEATH RIDER operatives’ VAULT ZONE.

Ridemaster
A 3
M 7"
S 4+
W 13
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (rng 8", Prc1)
4
4+
3/5
Supercharge (rng 8", prc1, lethal 5+, hot)
4
4+
4/5
Bolt Pistol (rng 8")
4
3+
3/4
Lascarbine
4
3+
2/3
Cavalry Chainsword (rending)
4
3+
4/5
Cavalry Powersword (Lethal 5+)
4
3+
4/6
Relic Hunting Lance (severe, Lance)
5
3+
4/5
Abilities
Expert RidersKrieg SteedLance1AP: Tactical WithdrawalVault Actions

Tactical Withdrawal (1AP): Select one expended friendly DEATH RIDER operative within 8" of and visible to this operative, and which is not within the control zone of any enemy operatives. That operative may make a free DASH action, but cannot end that move closer to the enemy board edge or enemy operatives.

Death Rider, Astra Militarum, Imperium, Ridemaster
Dragoon
A 3
M 7"
S 4+
W 12
Weapons
ATK
HIT
DMG
Plasma Gun
Standard (Prc1)
4
4+
4/6
Supercharge (prc1, lethal 5+, hot)
4
4+
5/6
Meltagun (rng 6", dev4, prc2)
4
4+
6/3
Cavalry Sabre
4
3+
4/5
Hunting Lance (severe, Lance)
4
3+
4/5
Abilities
Expert RidersKrieg SteedLanceVault Actions
Death Rider, Astra Militarum, Imperium, Dragoon
Lancer
A 3
M 7"
S 4+
W 12
Weapons
ATK
HIT
DMG
Lascarbine
4
3+
2/3
Cavalry Sabre
4
3+
4/5
Honed Hunting Lance (punishing, severe, Lance)
5
3+
3/4
Abilities
Expert RidersKreig SteedLanceOnrushing Assault1AP: Thunderous Charge

Kreig Steed: This operative may not climb over or onto any terrain that his more than 2" in height. Moving through Accessible terrain features costs an extra 1" of movement. Normal damage of 4 or more is reduced by 1 when applied to this operative.

Onrushing Assault: When using a weapon with the LANCE special rule as part of the FIGHT action, after resolving your first attack dice during that sequence, you can immediately resolve another (before your opponent).

Thunderous Charge (1AP): VAULT action. When this operative completes a move as part of a CHARGE action, select one enemy operative within this operatives control zone. Move that enemy operative in a straight line away from this operative 1" for every 2" of distance covered by that operative's VAULT this activation. In other words if the LANCE vaults 4" and ends in base contact with an enemy operative, you can move that enemy operative 2".

The enemy operative must be moved into a location it can occupy in a position it can be placed, it can only be moved horizontally (if it would have to move vertically before it can move horizontally it cannot be moved), and it can only be moved in a single straight line incriment.

Death Rider, Astra Militarum, Imperium, Lancer
Pioneer
A 3
M 7"
S 4+
W 12
Weapons
ATK
HIT
DMG
Lascarbine
4
3+
2/3
Cavalry Sabre
4
3+
4/5
Frag Lance (relentless, severe, lance)
5
4+
4/5
Melta Lance (shock, severe, lance)
4
4+
6/7
Abilities
Expert RidersKrieg SteedLance1AP: Melta Bomb

Melta Bomb (1AP): VAULT action. Inflict 3d3+3 damage on one enemy operative within this operative's VAULT ZONE.

This action cannot be performed normally, instead it performs this action as part of a FALL BACK or REPOSITION action after setting up from a VAULT.

This action can only be performed once per battle.

Death Rider, Astra Militarum, Imperium, Pioneer
Farrier
A 3
M 7"
S 4+
W 12
Weapons
ATK
HIT
DMG
Lascarbine
4
3+
2/3
Cavalry Axe (brutal)
4
3+
4/5
Abilities
1AP: Combat SupportExpert RidersKrieg Steed1AP: Medkit

Combat Support (1AP): Select one friendly DEATH RIDER operative within 6" of and visible to this operative. For the remainder of the turning point, that friendly operative can ignore the penalties from being wounded.

Medkit (1AP): Select one friendly DEATH RIDER operative within this operative’s control range to regain up to 2D3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.

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

Death Rider, Astra Militarum, Imperium, Farrier
Trooper
A 3
M 7"
S 4+
W 12
Weapons
ATK
HIT
DMG
Lascarbine
4
3+
2/3
Cavalry Sabre
4
3+
4/5
Hunting Lance (severe, lance)
4
3+
4/5
Abilities
Expert RidersKrieg SteedLanceRide them down!Solid Mass

Ride them down!: VAULT action. Inflict 1d3 damage one any enemy operative within this operative's VAULT ZONE.

This action cannot be performed normally, instead it performs this action as part of a FALL BACK or REPOSITION action after setting up from a VAULT.

Solid Mass: When this operative performs the FIGHT action as part of an activation in which it performed a VAULT, increase the critial dmg of their Hunting Lance by 1.

Death Rider, Astra Militarum, Imperium, Trooper
Equipment

Krieg Steed Claws:
Once per turning point, when a friendly DEATH RIDER operative completes a charge action, deal d3 damage to one enemy operative within that operative’s control zone.


Lance Rests:
Once per turning point, when a friendly DEATH RIDER operative is making a FIGHT action using a weapon with the LANCE special rule, give that weapon CEASELESS for the duration of that action.


Reinforced Cuirass:
Once per turning point, when a friendly DEATH RIDER operative is targeted by a SHOOT action, improve it’s save stat by 1 for the remainder of the action.


Signal Pennants:
Once per battle you may reroll your initiative dice.


Ploys

Firefight - Regroup, Reform, Return!:
Use this FIREFIGHT ploy when a friendly DEATH RIDER is activated. Until the end of that activation, that operative can perform a FALL BACK action for 1 less APL, and may perform the CHARGE action provided it targets the enemy operative from which it fell back.


Firefight - Agility in the Saddle:
Use this FIREFIGHT ploy when a friendly DEATH RIDER is activated. Until the end of that activation, that operative can perform a MISSION action or PICK UP MARKER action as part of a VAULT so long as the target of that action is within their VAULT ZONE.


Firefight - Breakthrough:
Use this FIREFIGHT ploy when a friendly DEATH RIDER is activated. Until the end of that activation, that operative can perform the following action.

BREAKTHROUGH - 1APL VAULT action. Select up to 2 enemy operatives within this operative’s VAULT ZONE. Remove those operatives from the killzone and set it back up within this operative’s VAULT ZONE. It must be placed in a location it can be placed and cannot be set back up in this operative’s control zone. This action cannot be performed normally, it can only be performed as part of a REPOSITION or FALL BACK action.


Firefight - Moving Target:
Use this FIREFIGHT ploy when a friendly DEATH RIDER operative performs a VAULT. For the remainer of the turning point, enemy operatives shooting at that operative may not reroll their attack dice.


Strategic - Fight at Full Extension:
Until the strategy phase of the next turning point, extend the control zone of all friendly DEATH RIDER operatives vertically 4” from the level of that models base. In other words, are able to perform the CHARGE and FIGHT actions targeting operatives up to 4” vertically and 1” horizontally from the level of it’s base, with the usual visibilty restrictions.


Strategic - Advance to Contact:
Once in the strategy phase of the first or second turning point all friendly DEATH RIDERS can make a free DASH action, but they must end that move closer to the enemy deployment zone.


Strategic - Skirmish Formation:
Until the next strategy phase, any friendly DEATH RIDER operative may perform a SHOOT action during a REPOSITION action, it must do so in a location it can be placed, and any remaining move distance it had from that Reposition action can be used after it does so.


Strategic - Flanking Maneouver:
Once during the current turning point, at the end of an enemy operative’s activation, before beginning the next activation, select one friendly DEATH RIDER operative. That operative can perform a free reposition action, but it cannot end that action nearer to the enemy deployment zone. It also cannot perform a VAULT as part of that action.


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.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

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


Recon: Retrieval

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

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

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

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

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