Lion El’Johnson

Homebrew by great-angel

he is the father of the dark angels and a son of not only caliban but the emporer him self he is Lion El'johnson. El'johnson fights alongside with his rissen sons the inner circle companions

100% positive
Composition

list contains the following

  • 1 Lion El'johnson
  • 2 inner circle companons
  • 2 watchers in the dark
Common Abilities and Options

Forest walk (1AP):
this model can use this abality when it moves instead of moving it normally pick it up and place a distence equal to its move stat regardles of any intervening terain

The lion
A 4
M 6"
S 2+
W 45
Weapons
ATK
HIT
DMG
Arma Luminis
Bolt (Rng 8”, piercing crits 1)
4
3+
3/4
Plasma (Rng 8”, lethal 5+, piercing 1)
4
3+
4/5
Fealty
Strike (Devastating 2, balanced, lethal 5+)
6
2+
7/6
Sweep (Balanced, lethal 5+, sweep*)
7
2+
5/6
Abilities
*sweepEmperor’s shield1AP: Forest walkPrimarch or the first legion

*sweep: Whenever this operative performs the Fight action with this weapon profile, if it isn't incapacitated, it can immediately perform a free Fight action afterwards, but you must select this weapon profile and it can only fight against each enemy operative within its control range once per activation or counteraction using this weapon profile. This takes precedence over action restrictions, and you can continue to perform free Fight actions until this operative is incapacitated or has fought against every enemy operative within its control range

Emperor’s shield: when damage is inflicted on the model reduce the damage by 1

Primarch or the first legion: this model can perform 3 shoot actions and 3 fight actions in one activation

this operative can counteract regardless of its order and perform 1 additional aciton

Imperium. Asterates. Leader.
Inner circle companion
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Heavy bolt pistol (Rng 8”. piercing crits 1)
4
4+
3/4
Calibanite greatsword (Lethal 4*)
6
2+
4/6
Abilities
Astartes1AP: Forest walk

Astartes: During each friendly operative's activation, it can perform either two Shoot actions or two Fight actions. Each friendly operative can counteract regardless of its order

Imperium. Astartes.
Watcher in the dark
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Staff
3
4+
2/2
Abilities
No hiding from the watchersRelics of concealmentWatcher

No hiding from the watchers: whenever this model had a friendly model inn its control range that operative can ignore concealed and obscuered rules for enemy opertavies.

Relics of concealment: This operative creates an area of smoke 2" horizontaly around it and infetly above but not bellow While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead.

Watcher: this operative canot pick up or place markers this operative does not count as an operative for enemy kill ops or ops that require a certain number of operatives

Imperium
Equipment

Icon of caliban:
when detetermening control of objective markers treat this operatives APL stat as 1 higher note this is not a change to its APL stat


Ploys
TacOps
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.


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.