Malum Caedo

Homebrew by great-angel

Malum Cadeo is a sterngaurd vetran of the blueberries he was deployed in a suad with other vetrans to the forge world of gaia to close a warp rift during the drop somthing went wrong and the rest of his squad died armed only with achainsword and the other weapons he could find he closed the rift.

100% positive
Composition

1 Malum Cadeo stage 1 with Chainsword

Common Abilities and Options

ammo:*
You start with 20 ammo*. Each time you shoot, you remove 1 ammo, except for when you use the grav launcher or melta gun, then you use 2 ammo* per shot

duty eternal:
Every time the operative would be incapacitated, instead, change his profile to stage 2

search (2AP):
At any piece of light terrain, Malum Cadeo can perform this action when he does, roll 2D6, and add the results together, and he gains a FOUND* weapon based on the results

  1. Bolt shotgun
  2. Meltagun
  3. Plasm gun
  4. Heavy bolter
  5. 2 ammo*
  6. nothing
  7. boltgun
  8. nothing
  9. 1 frag or 1 Krak grenades
  10. Vengeance launcher
  11. Volkite clavier
  12. Grav cannon

If you roll a duplicate, you gain 1 ammo* instead

grenades dont count towards max equpiment

Veteran Astartes:
During MALUM CAEDO's activation, he can perform either two Shoot actions or two Fight actions. If he takes two Shoot actions and any found* weapon is selected for both, 1 additional AP must be spent for the second action.

MALUM CAEDO can counteract regardless of his order. Whenever he does, he can perform an additional 1AP action for free during that counteraction, but both actions must be different.

Malum Caedo Stage 1
A 3
M 8”
S 3+
W 20
Weapons
ATK
HIT
DMG
Bolter (Piercing crits 1)
4
3+
3/4
Bolt shotgun (Rng 6” found*)
4
2+
2/3
Plasma gun
Standard (Piercing 1 found*)
4
3+
4/6
Supercharge (Hot lethal 5+ piercing crits found*)
5
3+
5/6
Heavy bolter
focused (Piercing crits 1 found*)
5
3+
4/5
sweeping (Piercing crits 1, torrent 1" found*)
4
3+
4/5
Vengeance launcher (Piercing 1 blast” found*)
4
3+
4/5
Meltagun (Rng 6" devastating 4 piercing 2 found*)
4
3+
6/3
Volkite clavier (Saturate found*)
10
5+
2/2
Grav cannon (devistating 1/2* seek light seek heavy found*)
5
3+
6/5
Chain sword (Lethal 5+)
5
3+
4/5
Abilities
ammo*duty eternal2AP: searchVeteran Astartes
Stage 1 MALUM CAEDO
Malum Caedo Stage 2
A 4
M 8”
S 3+
W 15
Weapons
ATK
HIT
DMG
Bolter (Piercing crits 1)
5
3+
4/5
Bolt shotgun (Rng 6” found*)
4
2+
2/3
Plasma gun
Standard (Piercing 1 found*)
4
3+
4/6
Supercharge (Hot lethal 5+ piercing crits found*)
5
3+
5/6
Vengeance launcher (Piercing 1 blast” found*)
4
3+
4/5
Meltagun (Rng 6" devastating 4 piercing 2 found*)
4
3+
6/3
Volkite clavier (Saturate found*)
10
4+
2/2
Grav cannon (devistating 1/2* seek light seek heavy found*)
5
3+
6/5
Heavy bolter
focused (Piercing crits 1 found*)
5
3+
4/5
sweeping (Piercing crits 1, torrent 1" found*)
4
3+
4/5
Chain sword (Lethal 5+ brutal)
6
3+
4/5
Abilities
ammo*duty eternal2AP: searchVeteran Astartes
Stage 2 MALUM CAEDO
Malum Caedo Stage 3
A 4
M 8”
S 2+
W 10
Weapons
ATK
HIT
DMG
Bolter (Piercing crits 1)
5
2+
4/5
Bolt shotgun (Rng 6” found*)
4
2+
2/3
Plasma gun
Standard (Piercing 1 found*)
4
2+
4/6
Supercharge (Hot lethal 5+ piercing crits found*)
5
3+
5/6
Vengeance launcher (Piercing 1 blast” found*)
4
2+
4/5
Meltagun (Rng 6" devastating 4 piercing 2 found*)
4
2+
6/3
Volkite clavier (Saturate found*)
10
3+
2/2
Grav cannon (devistating 1/2* seek light seek heavy found*)
5
2+
6/5
Heavy bolter
focused (Piercing crits 1 found*)
5
2+
4/5
sweeping (Piercing crits 1, torrent 1" found*)
4
2+
4/5
Chain sword (Lethal 5+ brutal)
7
2+
4/5
Abilities
ammo*duty eternal2AP: searchVeteran Astartes
Stage 3 MALUM CAEDO
Equipment

Codex astartes:
An operative equipped with this can change there order at any time


Ploys

Firefight - Taunt:
chose an enemy operative within 8" and visible to MALUM CADEO that enemy has -1 ap until the next turning point


Strategic - Sprint:
add 2" to any of MALUM CADEO's movment actions but they cost 1 additional ap


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.