Cthonian Exo-Breachers

Homebrew by BorkBall

A Cthonian Exo-Breachers team is composed of battle-hardened masters of mantle cracking and asteroid stripping, who normally pledge their skills to Oathbands committed to commercial ventures. With Plasma Cutters capable of melting the most resilient alloys, bodies hardened by decades under extreme atmospheric pressure, and hazard-rigs resistant to radiation and toxins, Cthonian Exo-Breachers have no equals in deep-core operations, and they will readily turn their tools into weapons if anyone stands in the way of their Guild's profit. While their armour's livery may change across decades of contract work, an Exo-Breacher's Guild runes represent a lifelong oath, and their custom-patterned equipment is the highest recognition a Shaftkyn can earn.

FACTION RULES

OATH-BOUND PATTERN ARMOUR UPGRADES

When selecting your operatives, select for each an Oath-Bound PATTERN ARMOUR UPGRADE to gain for the battle. You cannot choose the same PATTERN ARMOUR UPGRADE more than once per battle.

  1. AUT. TAC. PAY. DIS. This operative gains the following rule: STRATEGIC GAMBIT: This operative can immediately perform a free Smoke Grenade or Stun Grenade action. The rules for these actions are found in universal equipment. Performing those actions using this rule doesn't count towards their action limits (i.e. if you selected those grenades from equipment).

  2. BROKHYR PATTERN COWLING Whenever this operative is fighting or retaliating, Normal and Critical damge of 3 or more inflicts 1 less damage on it.

  3. DAMPENING WARD RUNES PSYCHIC ranged weapons cannot inflict damage on this operative. For the effects of PSYCHIC actions, this operative cannot be selected and is never treated as being within those actions' distance requirements.

  4. HAZ-SUIT SEALS This operative is not affected by damage dealing tokens or markers, nor by the Devastating x weapon rule if the rule starts with a distance.

  5. LEVITATION STRUTS Whenever this operative is climbing up, you can treat the vertical distance as 2" (regardless of how far this operative actually moves vertically). Whenever this operative is dropping, ignore the vertical distance. This operative's MOVE stat becomes 6".

  6. MAGNAFERRITE WEAVE PLATING Whenever an operative is shooting this operative, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.

  7. SEISMIC OPTIC LINK This operative's ranged weapons gain the Balanced weapon rule.

  8. STABILIZING GYRO-RIGS This operative is not affected by enemy operatives' Shock and Stun weapon rules and you can ignore any changes to its stats (including its weapons' stats).

  9. TRAUMA-RIG MONITOR This operative gains the following rule: STRATEGIC GAMBIT: This operative regains up to D3 lost wounds.

  10. VOID VECTOR CUFFS This operative can now perform the following unique action: Vector Thrust 1 AP Inflict D3+1 damage on one enemy operative within this operative's control range. This operative's MOVE stat becomes 6".

EXTREME STRIPPING ENVIRONMENTS

Once per turning point, when a friendly CTHONIAN EXO-BREACHERS operative performs the Shoot action, in the Select Weapon step, you can use this rule. If you do, the selected weapon gains your choice of the Saturate weapon rule, or the Range 6", Saturate and Seek weapon rules.

Once per turning point, during a friendly CTHONIAN EXO-BREACHERS operative activation, you can use this rule. If you do, during that activation, it can perform a BREACH or OPERATE HATCH mission action for 1 AP less or ignore the additional 1" necessary to move through Accessible terrain.

100% positive
Composition

1 CTHONIAN EXO-BREACHERS SHAFTKYN THEYN operative with one of the following options:

  • Autoch Heavy Bolt-Carbine and Concussion Gauntlet
  • Pneumatic Spike-Driver and Tectonic Mantle-Sledge

1 CTHONIAN EXO-BREACHERS CTHONIAN SURVEY-COG operative

4 CTHONIAN EXO-BREACHERS operatives selected from this list:

  • EARTHSHAKER

  • GALVANIC SHAFTKYN

  • MANTLE-GUNNER with one of the following options:

    • Mantle Shatterer Pod or Thermal Lance
  • NIFL-VENTOR

  • RIGGER

  • ROCK-SPLITTER

  • TECTONIC DEMOLITIONIST

SHAFTKYN THEYN
A 3
M 5"
S 3+
W 15
Weapons
ATK
HIT
DMG
Autoch Heavy Bolt Carbine (Piercing 1, Stun)
4
3+
4/5
Pneumatic Spike-Driver (Range 6", Ceaseless, Lethal 5+)
4
3+
3/5
Concussion Gauntlet
5
4+
5/6
Tectonic Sledge-Hammer (Stun)
5
3+
6/7
Abilities
Unstoppable MachineryUnyielding Tenacity

Unstoppable Machinery: Whenever this operative is fighting, its melee weapons have the Brutal weapon rule. Whenever this operative is fighting or retaliating, if it has terrain in its control range, its melee weapons have the Balanced weapon rule until the end of the activation/counteraction.

Unyielding Tenacity: The first time an attack dice would inflict damage on this operative, ignore it.

32CTHONIAN EXO-BREACHERS, LEAGUES OF VOTANN, LEADER, THEYN
CTHONIAN SURVEY-COG
A 2
M 7"
S 5+
W 5
Weapons
ATK
HIT
DMG
Ram
3
5+
2/3
Abilities
1AP: COORDINATESmall1AP: SPOT

COORDINATE (1AP): - If this operative is within control range of a friendly CTHONIAN EXO-BREACHERS operative, you gain 1 CP.

Small: Whenever this operative has a conceal order and is in cover, it cannot be selected as a target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

SPOT (1AP): - SUPPORT. Select one enemy operative visible to this operative or that has used the CHARGE, DASH, FALL BACK or REPOSITION action this turn. Until the end of the turning point, whenever a friendly CTHONIAN EXO-BREACHERS operative is shooting that enemy operative, you can use this effect. If you do: • That friendly operative's weapons have the Seek Light weapon rule. • That enemy operative cannot be obscured.

  • This operative cannot perform this action while within control range of an enemy operative.
20CTHONIAN EXO-BREACHERS, LEAGUES OF VOTANN, SURVEY-COG
EARTHSHAKER
A 3
M 5"
S 3+
W 15
Weapons
ATK
HIT
DMG
RAM Shield and Mallet (Severe)
5
3+
5/7
Abilities
RAM ShieldSeismic Impact-Gauntlet

RAM Shield: Normal or Critical damage of 4 or more inflicts 1 less damage on this operative. This is not cumulative with the BROKHYR PATTERN COWLING PATTERN ARMOUR UPGRADE.

Seismic Impact-Gauntlet: After this operative performs the Charge action, it deals D3 damage to each operative in its control range.

32CTHONIAN EXO-BREACHERS, LEAGUES OF VOTANN, EARTHSHAKER
GALVANIC SHAFTKYN
A 3
M 5"
S 3+
W 15
Weapons
ATK
HIT
DMG
Arc Shock (Range 6", Blast 2", Punishing, Silent)
4
3+
3/4
Charged Gauntlets (Shock, Stun)
5
3+
3/5
Abilities
0AP: GALVANIC ACCUMULATIONInterfering Field

GALVANIC ACCUMULATION (0AP): - Select one of the following effects to last until the start of this operative’s next activation, until it’s incapacitated or until it performs this action again (whichever comes first):

• Charge: This operative’s weapons have the Lethal 5+ weapon rule.

• Field: Whenever an enemy operative ends the Charge, Dash, Fall Back or Reposition action visible to and within 4" of this operative, inflict D6 damage on that enemy operative.

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

Interfering Field: Whenever an enemy operative is shooting a friendly CTHONIAN EX-BREACHERS operative that’s within 4" of this operative, or alternatively whenever an enemy operative that's within 4" of this operative is shooting, fighting or retaliating, your opponent cannot re-roll their attack dice.

32CTHONIAN EXO-BREACHERS, LEAGUES OF VOTANN, GALVANIC SHAFTKYN
MANTLE-GUNNER
A 3
M 5"
S 3+
W 15
Weapons
ATK
HIT
DMG
Mantle Shatterer Pod
Penetrating (Piercing 1)
5
3+
5/6
Undermining (Blast 2")
5
3+
4/5
Thermal Lance (Range 8", Devastating 4, Piercing 2)
4
3+
6/3
Fists
4
3+
3/4
Abilities
Surface Buster

Surface Buster: When this operative performs the Shoot action, if the target is in cover, this weapon has the Accurate 1 weapon rule.

32CTHONIAN EXO-BREACHERS, LEAGUES OF VOTANN, MANTLE-GUNNER
NIFL-VENTOR
A 3
M 5"
S 3+
W 15
Weapons
ATK
HIT
DMG
Hrim Breath (Blast 2", Severe)
4
3+
3/5
Frost Pick (Balanced, Severe)
5
3+
3/5
Abilities
1AP: FROST-BORER CHARGE1AP: THICK MIST

FROST-BORER CHARGE (1AP): - Place your Frost-Borer marker visible to and within 8" of this operative, or within 8" of this operative and on Vantage terrain of a terrain feature that is visible to this operative.

  • Whenever an enemy operative is within 4" of your Frost-Borer marker, subtract 2" from its Move stat.

  • When this operative is next activated, is incapacitated or this action is performed again by a friendly operative (whichever comes first), remove that marker.

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

THICK MIST (1AP): - Place your Thick Mist marker visible to this operative. Whenever an operative performs a Shoot action for which the targeting lines cross within 1" of the Thick Mist marker, the target will be obscured.

  • When this operative is next activated, is incapacitated or this action is performed again by a friendly operative (whichever comes first), remove that marker.

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

32CTHONIAN EXO-BREACHERS, LEAGUES OF VOTANN, NIFL-VENTOR
RIGGER
A 3
M 5"
S 3+
W 15
Weapons
ATK
HIT
DMG
Pneumatic Spike-Driver (Range 6", Ceaseless, Lethal 5+)
4
3+
3/5
Combat Tendrils (Balanced)
4
2+
3/5
Abilities
Alert TendrilsTendril Detachment1AP: TRAUMA MANAGEMENT

Alert Tendrils: Whenever this operative is fighting or retaliating, you can resolve one of your successes before the normal order. If you do, that success must be used to block.

Tendril Detachment: Once per turning point, during this operative’s activation, before or after it performs an action, you can use this rule. If you do, select one objective marker it controls. Until this operative is incapacitated, until you use this rule again or until an enemy operative controls that marker (whichever comes first), this operative is treated as contesting that marker with an APL of 1 and controlling it for the purposes of mission actions and victory conditions (even if it’s not within this operative’s control range). Note that this could allow this operative to perform a mission action that would require it to control that marker.

TRAUMA MANAGEMENT (1AP): - Select one friendly CTHONIAN EXO-BREACHERS operative visible to and within 3" of this operative. The selected operative regains up to 3 + D3 lost wounds. Alternatively, select a friendly CTHONIAN EXO-BREACHERS operative visible to and within control range of a friendly CTHONIAN SURVEY-COG operative. The selecyed operative regains up to 2D3 lost wounds.

  • This operative cannot perform this action while within control range of an enemy operative.
32CTHONIAN EXO-BREACHERS, LEAGUES OF VOTANN, RIGGER
ROCK-SPLITTER
A 3
M 5"
S 3+
W 15
Weapons
ATK
HIT
DMG
Concussion Mass-Sledge (2" Devastating 2, Brutal, Stun)
5
3+
5/5
Abilities
Mass-Sledge ThrowViolent Maelstrom

Mass-Sledge Throw: Once per battle, when this operative performs the Shoot action and you’re selecting a ranged weapon, you can use this rule. If you do, until the end of that action, its melee weapons are treated as ranged weapons with the Range 3" weapon rule.

Violent Maelstrom: Once per turning point, when an operative with this rule ends the Fight action, if it’s no longer within control range of enemy operatives, you can use this rule. If you do, it can immediately perform a free Charge action (even if it’s already performed the Charge action during that activation), but it cannot move more than 3" during that action. Doing so doesn’t prevent it from performing the Charge, Dash or Reposition action afterwards during that activattion. This operative can perform two Fight actions in its activations.

32CTHONIAN EXO-BREACHERS, LEAGUES OF VOTANN, ROCK-SPLITTER
TECTONIC DEMOLITIONIST
A 3
M 5"
S 3+
W 15
Weapons
ATK
HIT
DMG
Tremor Shell (Range 6", Blast 1", Devastating 1, Limited 1, Piercing 2)
6
3+
3/3
Fists
4
3+
3/4
Abilities
Breaching MinesGrenadierMinefield

Breaching Mines: Whenever one of your reverse-side down Minefield markers is both within an enemy operative's control range and not within a friendly CTHONIAN EXO-BREACHERS operative's control range, flip the marker over. If it is blank, there is no effect. If it is a Breaching mine, inflict 2D3 + 3 Damage on that enemy operative and roll a D6. If the result is less than that enemy operative's Save stat, subtract 1 from its APL stat until the end of the turning point. If it is not incapacitated, end its action (if any), even if that action's effects are not fulfilled. If it cannot be placed, move it the minimum amount of distance to do so. Regardless, that marker is not removed.

Grenadier: This operative can use Frag and Krak grenades (see universal equipment). Doing so does not count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever this operative is using a Frag or Krak Grenade, improve the HIT stat of that weapon by 1.

Minefield: You have 3 Minefield markers for the battle. On the reverse side, two of them are Breaching mines and one is blank. Set up all your Minefield markers as if they were one item of equipment. Each must be set up reverse-side down (their specifics are not revealed), more than 2" from other markers, access points, and Accessible terrain, and more than 6" from your opponent's drop zone and your other Minefield markers. Whenever this operative is readied, if it is not within control range of enemy operatives, you can reset one of your flipped Minefield markers that is within its control range (flip the marker back over again).

32CTHONIAN EXO-BREACHERS, LEAGUES OF VOTANN, TECTONIC DEMOLITIONIST
Equipment

CRISIS CONTINGENCY PROTOCOLS:
Whenever an enemy operative is shooting a friendly CTHONIAN EXO-BREACHERS operative, if the ranged weapon in that sequence has the Blast, Devastating or Torrent weapon rule, you can re-roll any of your defence dice.


EMERGENCY RETROVECTORS:
Once per turning point, friendly CTHONIAN EXO-BREACHERS can perform the Fall Back action for 1 less AP or a free Dash action.


EXCAVATION TOOLS:
Friendly CTHONIAN EXO-BREACHERS operatives can perform the Clear, Plant Banner or Pick Up Marker action for 1 less AP, and don’t have to control the marker to do so (taking precedence over that action's conditions – they only need to contest the marker).


FIELD CONTROL ARRAY:
If no enemy operative contests your objective marker or the centre objective marker, after rolling off to decide initiative, you can re-roll your dice.


Ploys

Firefight - Breaching Charge:
Use this firefight ploy before or after a friendly CTHONIAN EXO-BREACHERS operative performs an action. Place one of your Breach markers within this operative's control range as close as possible to a terrain feature within control range of it. Whenever an operative is within 1" of that marker, it treats parts of that terrain feature that are no more than 1" thick as Accessible Terrain and not as Wall Terrain.


Firefight - Mantle-Fighter's Stance:
Use this firefight ploy when an enemy operative performs a Fight action and selects a friendly CTHONIAN EXO-BREACHERS operative to fight against. Until the end of that action, subtract 1 from the Atk stat of both operatives' melee weapons.


Firefight - No Kin Left Behind:
Use this firefight ploy when a friendly CTHONIAN EXO-BREACHERS operative is incapacitated. Before that operative is removed from the killzone, remove your Fallen Kin marker from the Killzone (if any), then place it within that operative's control range. That operative is then incapacitated as normal.

Whenever a friendly CTHONIAN EXO-BREACHERS operative within 3" of your Fallen Kin marker is shooting, fighting or retaliating, in the Roll Attack Dice step, you can retain one of your fails as a normal success instead of discarding it, or retain one of your normal successes as a critical success instead.


Firefight - Sturdy:
Use this firefight ploy when an operative is shooting a friendly CTHONIAN EXO-BREACHERS operative, when you collect your defence dice. Change the attacker’s retained critical successes to normal successes (any weapon rules they’ve already resolved aren’t affected, e.g. Piercing Crits).


Strategic - Emergency Bio-Monitor:
Whenever an enemy operative is shooting a friendly CTHONIAN EXO-BREACHERS operative that has an Engage order, you can retain one of your defence dice as a normal success without rolling it (in addition to a cover save, if any).


Strategic - Intuitive Urgency:
Up to one friendly CTHONIAN EXO-BREACHERS operative can perform a free Dash action in an order of your choice. The selected operative cannot perform the Dash action during their activation this turning point. You cannot use this ploy during the first turning point.


Strategic - Lurking Hulks:
In the Firefight phase of this turning point, up to D3 times, or D3 + 1 if you lost the initiative this turning point, when it’s your turn to activate a friendly operative, you can skip that activation. You cannot do this until after your opponent’s first activation.


Strategic - Toil Earns, Need Keeps, Honour Yields:
Select one objective marker or one of your mission markers. Whenever a friendly CTHONIAN EXO-BREACHERS operative is shooting, fighting or retaliating within 3" of that marker, its weapons have the Balanced weapon rule. If they already do, they have the Ceaseless weapon rule.


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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.