Reed Vypers

Homebrew by profhowitzer

Veteran's of the siege of craftworld Madrigal. These guardians have learned what it takes to not only stand the tide, but to take the fight to the enemy. They dawn camouflage on their armor and take the aspect of the vyper in the reeds. They strike fast and unseen, As such they have equipped themselves with Psychobaric optics, these sights emit psychic waves that resonate with the latent psychic energy of the environment that allow the viewer to have unparalleded vision on their target. Not only allowing up to 10,000x zooming but also a detailed three-dimensional view of their foe, being able to peer around corners to reveal more unseen foes and even follow a target for a good distance.

Cranial implants allow direct connection to their wraithbone driven constructs. Allowing for autonomous movement, though limited in its capabilities as it takes a great deal of focus to psychically connect.

Haywire grenades and custom powered fighting knives round out the arsenal of the Reed Vypers to make them a fast, effective, and deadly force.

No votes yet
Composition

1 Saimarc Can either take the "Serpent's Gaze" or "Blink Pack"

7 REED VYPER Operatives excluding the Heavy Weapons Platform or 6 REED VYPER operatives including the Heavy Weapons Platform From the following list:

  • Soucatcher
  • Watcher
  • Assaulting Gunner
  • Striking Serpent
  • Gunner
  • Reed Vyper
  • Heavy Weapon Platform

You may include all operatives only once except for:

  • Reed Vyper
  • You may take 2 gunners if you omit taking the assaulting gunner
Common Abilities and Options

Move With The Wind And The Grass:
When light or heavy terrain is within control range. Whenever an operative is shooting a friendly Reed Vyper operative, if you can retain any cover saves, you can retain one additional cover save.

Target (1AP):
If the selected ENEMY operative is within line of sight. The Heavy Weapons Platform will turn and shoot this operative on its next activation.

*Cannot be used if the Heavy Weapon Platform controller equipment is selected

Saimarc
A 3
M 7"
S 4+
W 9
Weapons
ATK
HIT
DMG
Toxin Infused Shuriken Rifle (Rending, Saturate, Dev1)
4
3+
3/4
Fighting Knife
4
3+
2/4
Abilities
Embody The VyperMove With The Wind And The Grass1AP: Target
Options
Blink PackSerpent's Gaze

Embody The Vyper: If the Saimarc has not moved since their last activation, they may shoot from concealment.

Blink Pack: Whenever this operative performs the Charge, Fall Back or Reposition action, it can Warp Jump. If it does, do not move it, instead remove it from the Killzone and set it back up wholly within 7" of its original location, measuring the Horizontal distance only (in Killzone Gallowdark, this distance can be measured through walls). It must be set up in a location it can be placed, and unless it is the Charge action, it cannot be set up within control range of an enemy operative.

Serpent's Gaze: Enemy operatives within line of sight are valid targets reguardless of their current order.

REED VYPER, AELDARI, CRAFTWORLD, SAIMARC, LEADER
Soulcatcher
A 3
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Custom Shuriken Rifle (Rending, Saturate)
4
3+
3/4
Fighting Knife
4
3+
2/4
Abilities
Move With The Wind And The GrassSoulcatch1AP: Target

Soulcatch: Whenever a friendly REED VYPER operative is taken out of action within 6" of this operative, add +1 cp

REED VYPER, AELDARI, CRAFTWORLD, SOULCATCHER, PSYKER
Watcher
A 3
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Ranger Long Rifle
Mobile
4
3+
3/4
Stationary (Dev3, Hvy, Silent)
4
2+
3/3
Custom Shuriken Rifle (Rending, Saturate)
4
3+
3/4
Fighting Knife
4
3+
2/4
Abilities
Move With The Wind And The GrassRifles1AP: Target

Rifles: Whenever a friendly REED VYPER operative is shooting with a shuriken rifle or ranger long rifle during an activation in which it has not performed the Charge, Fall Back or Reposition action, that operative has the Accurate 1 weapon rule. Note that operative is not restricted from performing those actions after shooting.

REED VYPER, AELDARI, CRAFTWORLD, WATCHER
Striking Serpent
A 3
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Custom Shuriken Rifle (Rending, Saturate)
4
3+
3/4
Fighting Knife
4
3+
2/4
Kurnite Blade (Ceaseless, Lethal 5+)
4
4+
4/6
Abilities
BlademasterMove With The Wind And The Grass1AP: Target

Blademaster: This operative can perform the Dash action during an activation in which it has performed the Charge action, but can only use any remaining move distance it had from that Charge action (to a maximum of 3"). This operative also resolves their first die when fighting or retaliating before the opponent, taking precedence over all other rules.

REED VYPER, AELDARI, CRAFTWORLD, STRIKING SERPENT
Assaulting Gunner
A 3
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Assaulting Shuriken Cannon
Focused (Rending)
6
4+
3/4
Sweeping (Tor 1")
5
4+
3/4
Powered Fighting Knife (Lethal 5+)
4
3+
3/5
Abilities
Move With The Wind And The Grass1AP: Target
REED VYPER, AELDARI, CRAFTWORLD, ASSAULTING GUNNER
Gunner
A 3
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Custom Shuriken Pistol (Rending, Saturate)
4
3+
3/4
Custom Blaster (Prc2, Saturate)
4
4+
3/5
Custom Flamer (Rng 10", Sat, Tor 2")
4
2+
4/4
Fighting Knife
4
3+
2/4
Abilities
Move With The Wind And The Grass1AP: Target
REED VYPER, AELDARI, CRAFTWORLD, GUNNER
Reed Vyper
A 3
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Custom Shuriken Rifle (Rending, Saturate)
4
3+
3/4
Custom Shuriken Pistol (Rending, Saturate)
4
3+
3/4
Fighting Knife
4
3+
2/4
Abilities
Move With The Wind And The Grass1AP: Target
REED VYPER, AELDARI, CRAFTWORLD
Heavy Weapon Platform
A 2
M 7"
S 4+
W 10
Weapons
ATK
HIT
DMG
Bright Lance (Prc2, Dev4, Severe)
2
2+
4/4
Shuriken Cannon
Focused (Prc1, Rnd)
5
3+
4/5
Sweeping (Prc1, Rnd, Tor 2")
4
3+
4/5
Star Cannon (Prc2, Dev2, Lethal 5+)
3
3+
5/4
Scatter Laser
Focused (Relentless, Stun)
5
3+
4/5
Sweeping (Relentless, Stun, Tor 2")
4
3+
4/5
Missile launcher
Starshot (Prc2, Sat, Dev3)
2
3+
4/4
Sunburst (Sat, Blast 4")
6
3+
3/4
Abilities
Heavy Weapon Platform

Heavy Weapon Platform: This operative cannot shoot on its own, requiring another friendly operative to use the "Target" ability or for another operative to use the "Heavy Weapon Platform Controller" equipment.

Once "Target" has been used, this operative cannot select another target to shoot and cannot use the "reposition" action only being able to dash before it shoots the target, if it cannot shoot the selected target, it can use the "dash" action for free in an attempt to protect itself from reprisal.

REED VYPER, AELDARI, CRAFT WORLD, HEAVY WEAPON PLATFORM
Equipment

Heavy Weapon Platform Controller:
CAN ONLY BE GIVEN TO 1 REED VYPER OPERATIVE

2AP

Needs to be at least 9" from the Heavy Weapon Platform to be a valid action

When used: This friendly operative uses their activation to take control of the Heavy Weapon Platform and it activates as if it were it's own activation. This does not count towards its own activation

Once this action is taken, this operative can only perform the "dash" and "place marker" actions


Haywire Grenades:
ADDWEP:[Haywire Grenades]|[R]|[4]|[3+]|[2/3]|[Blast 1", Limited, Haywire]

*Haywire: Each time a friendly operative makes a shooting attack with this weapon, if the target has a Save characteristic of 3+ or better, this weapon has the Lethal 4+ special rule for that attack.


Vyper's Fangs:
ADDWEP:[Vyper's Fang]|[M]|[4]|[3+]|[3/5]|[Lethal 5+]


Ploys

Firefight - Toxin Infused Shurikens:
Whenever a friendly REED VYPER operative is shooting a shuriken rifle, add devastating 1 to that attack.


Firefight - Stillness In The Reeds:
Use this firefight ploy during a friendly REED VYPER operative's activation. Until the start of its next activation, while that operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2"


Strategic - Vanish Into The Brush:
Friendly Reed Vypers operatives can perform the following unique action:

Vanish Into The Brush (1 AP): Change this operative’s order.

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


Strategic - Primed To Strike:
Friendly Reed Vypers operatives can perform the following unique action if they did not move in their last activation:

Primed To Strike (2 AP): Perform the Guard Action.

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


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.


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.