Bonded Ceramite

Homebrew by Menities

Heavy Intercessor kill teams are deployed when the mission demands absolute dominance over a battlefield zone. Where lighter scout squads move with stealth and speed, these warriors embody the other end of the spectrum, relentless endurance and punishing firepower. Their massive frames and reinforced armor plating allow them to weather storms of las and bolter fire that would annihilate lesser soldiers. In return, they unleash a withering hail of bolt rounds that shred anything caught in their iron gaze.

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Composition

A BONDED CERAMITE Kill Team is composed of:

  • 1 HEAVY INTERCESSOR operative selected from the following list

    • HEAVY INTERCESSOR CAPTAIN with one of the following options:
      • Master-Crafted Heavy Bolt Rifle, Master-Crafted Power Weapon
      • Boltstorm Gauntlet, Relic Chainsword
      • Boltstorm Gauntlet, Power Fist
      • Boltstorm Gauntlet, Master-Crafted Power Weapon
    • HEAVY INTERCESSOR SERGEANT with one of the following options:
      • Executor Bolt Rifle; Fists
      • Heavy Bolt Rifle; Fists
      • Hellstorm Bolt Rifle; Fists
  • 4 BONDED CERAMITE operatives selected from the following list:

    • HEAVY INTERCESSOR HEAVY GUNNER with one of the following options:
      • Heavy Bolter; Fists
      • Multi-Melta; Fists
    • HEAVY INTERCESSOR GRENADIER with one of the following options:
      • Executor Bolt Rifle; Fists
      • Heavy Bolt Rifle; Fists
      • Hellstorm Bolt Rifle; Fists
    • HEAVY INTERCESSOR WARRIOR with one of the following options:
      • Executor Bolt Rifle; Fists
      • Heavy Bolt Rifle; Fists
      • Hellstorm Bolt Rifle; Fists

Other than WARRIOR operatives, your kill team can only include each operative on this list once.

Common Abilities and Options

Astartes:
During each friendly BONDED CERAMITE operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, a bolt weapon must be selected for at least one of them, and if it's a heavy bolter or multi-melta, 1 additional AP must be spent for the second action if both actions are using that weapon.

Each friendly BONDED CERAMITE operative can counteract regardless of its order.

Indomitable:
Each time this operative would lose a wound as a result of a mortal wound or critical damage, roll one D6: on a 5+, that wound is not lost.

Heavy Intercessor Captain
A 3
M 5"
S 3+
W 19
Weapons
ATK
HIT
DMG
Master-Crafted Heavy Bolt Rifle (Lethal 5+, PrcCrit1)
4
3+
4/5
Boltstorm Gauntlet (Rng 8", PrcCrit1)
4
3+
3/4
Relic Chainsword
5
3+
4/5
Power Fist (Brutal)
5
4+
5/7
Master-Crafted Power Weapon (Lethal 5+)
5
3+
4/6
Abilities
AstartesIndomitableIron HaloTactical Genius

Iron Halo: Once per battle, when an attack die inflicts Normal Damage on this operative, you can ignore that inflicted damage.

Tactical Genius: Once per turning point, you can use a firefight ploy for 0CP if this is the specified BONDED CERAMITE operative (excluding Command Re-roll).

BONDED CERAMITE, IMPERIUM, ADEPTUS ASTARTES, HEAVY INTERCESSOR, CAPTAIN
Heavy Intercessor Sergeant
A 3
M 5"
S 3+
W 19
Weapons
ATK
HIT
DMG
Hellstorm Bolt Rifle (Tor 1")
4
3+
4/5
Heavy Bolt Rifle (PrcCrit1)
4
3+
4/5
Executor Bolt Rifle
Heavy (Hvy(Dash), Lethal 5+, PrcCrit1)
4
3+
4/6
Mobile
4
3+
4/5
Fists
4
3+
3/4
Abilities
AstartesIndomitableStrategic Command

Strategic Command: You can do each of the following once per battle if this operative is in the killzone:

  • Use a BONDED CERAMITE strategy ploy for 0CP.
  • Use a BONDED CERAMITE firefight ploy for 0CP.
BONDED CERAMITE, IMPERIUM, ADEPTUS ASTARTES, HEAVY INTERCESSOR, SERGEANT
Heavy Intercessor Grenadier
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Hellstorm Bolt Rifle (Tor 1")
4
3+
4/5
Heavy Bolt Rifle (PrcCrit1)
4
3+
4/5
Executor Bolt Rifle
Heavy (Hvy(Dash), Lethal 5+, PrcCrit1)
4
3+
4/6
Mobile
4
3+
4/5
Fists
4
3+
3/4
Frag Grenade (Rng 6", Blast 2", Sat)
4
3+
2/4
Krak Grenade (Rng 6", Prc1, Sat)
4
3+
4/5
Abilities
AstartesGrenadierIndomitable

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 it is doing so, improve the Hit stat of that weapon by 1.

BONDED CERAMITE, IMPERIUM, ADEPTUS ASTARTES, HEAVY INTERCESSOR, GRENADIER
Heavy Intercessor Gunner
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Heavy Bolter
Focused (PrcCrit1)
5
3+
4/5
Sweeping (PrcCrit1, Tor 1")
4
3+
4/5
Multi-Melta (Rng 6", Dev4, Prc2)
4
3+
6/3
Fists
4
3+
3/4
Abilities
AstartesIndomitable
BONDED CERAMITE, IMPERIUM, ADEPTUS ASTARTES, HEAVY INTERCESSOR, GUNNER
Heavy Intercessor Warrior
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Hellstorm Bolt Rifle (Tor 1")
4
3+
4/5
Heavy Bolt Rifle (PrcCrit1)
4
3+
4/5
Executor Bolt Rifle
Heavy (Hvy(Dash), Lethal 5+, PrcCrit1)
4
3+
4/6
Mobile
4
3+
4/5
Fists
4
3+
3/4
Abilities
AstartesIndomitable
BONDED CERAMITE, IMPERIUM, ADEPTUS ASTARTES, HEAVY INTERCESSOR, WARRIOR
Equipment

Purity Seals:
Once per turning point, when a friendly BONDED CERAMITE operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Tilting Shields:
Once per turning point, when a friendly BONDED CERAMITE operative is fighting or retaliating, after your opponent rolls their attack dice, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).


Hellfire Shells:
This operative's ranged weapons gain Piercing 1.

Piercing 1: The defender collects 1 less Defence dice.


Auspex:
Once per turning point, when a friendly BONDED CERAMITE operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of the activation (or counteraction), enemy operatives within 8" of it cannot be obscured.


Ploys

Firefight - Transhuman Physiology:
Use this firefight ploy when an operative is shooting a friendly BONDED CERAMITE operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.


Firefight - Immovable Defense:
Whenever an operative is shooting this operative, if this operative has stood still, defence dice results of 5+ are critical successes.


Firefight - Only In Death Does Duty End:
Use this firefight ploy when a ready friendly BONDED CERAMITE operative is incapacitated. Before it is removed from the killzone, it can immediately perform one free action. Unless otherwise specified, the operative would be injured for this.


Firefight - Wrath Of Vengeance:
Use this firefight ploy when a friendly BONDED CERAMITE operative is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.


Strategic - Volley Fire:
Whenever a friendly BONDED CERAMITE operative has shot at an enemy operative, if another friendly operative targets the same operative, add 1 to the Hit roll.


Strategic - Indomitus:
Whenever an operative is shooting a friendly BONDED CERAMITE operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Strategic - And They Shall Know No Fear:
You can ignore any changes to the stats of friendly BONDED CERAMITE operatives from being injured.


Strategic - Unyielding in the Face of the Foe:
While this operative is within Control range of an objective marker you control, add 1 to the normal save.


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.


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.