Biologis Research team

Homebrew by That_Rat

Faction Rules:

Astartes: During each friendly Adeptus Astartes 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. A bolt weapon is any ranged weapon that includes ‘bolt’ in its name, e.g. bolt rifle, bolt pistol, etc.

Each friendly Adeptus Astartes operative can counteract regardless of its order.

Vivispectrum analysis: Whenever a friendly Biologis Research team operative finishes a shoot or fight action. If the target lost any wounds as a result of that action add 1 research point to your research pool. During the strategy phase when it is your turn to activate a strategic gambit you may activate a research ability detailed below. To do so, expend a number of research points equal to the abilities cost. You may not expend research points to activate the same research ability more than once per turning point.

Research abilities: Cost:Description

2: Gain 1 cp

2: Select a friendly Biologis Research Team operative. For the rest of the battle add 1 to this operative’s APL of when determining control of objectives.

4: Select a friendly Biologis Research Team operative. For the rest of the battle that operative’s weapons have Ceaseless

4: Select a friendly Biologis Research Team operative. For the rest of the battle, the operative’s weapons have severe.

4: Select a friendly Biologis Research Team operative. For the rest of the battle add 1 to that operatives save characteristic.

6: Choose an opponent's Strategic Ploy or Firefight Ploy. The next time that ploy is selected it costs 1 more cp to activate.

8: Select a visible enemy operative. Until the end of the turning point that operative cannot use any abilities or unique actions

X: Select an enemy operative that operative cannot activate until:

  • Your opponent has activated a number of enemy operatives equal to half the number of research points used to activate this research ability.
  • It’s the last enemy operative to be activated.
100% positive
Composition

1 Apothecary Biologis

10 Biologis Research Team operatives from the following list, Adeptus Astartes operatives count as 2 selections

  • Intercessor escort equipped with either
    • Auto-bolt rifle; fists
    • Bolt rifle; fists
    • Stalker bolt rifle; fists
  • Assault intercessor escort
  • Heavy intercessor Escort
  • Apothecary Neophyte
  • Medicae Servitor
  • Techmarine Scribe equipped with either
    • Omnissiah power axe; Servo Arm
    • Grav-pistol; Servo Arm
  • Scout escort equipped with either
    • Boltgun; fists
    • Astartes Shotgun; fists
    • Bolt pistol; combat blade

Other than escort operatives, your kill team can only include each operative once.

Common Abilities and Options

Assault Doctrine:
each time this operative fights in combat in which it performed a charge action in the same activation, you may retain one dice of a 5+ as a critical hit.

Apothecary Biologis
A 3
M 4"
S 3+
W 16
Weapons
ATK
HIT
DMG
Absolver Bolt Pistol (8" Rng Piercing 1)
4
3+
4/5
Narthecium (Lethal 5+ Rending)
4
3+
3/4
Abilities
Advanced Vivispectrum analysis1AP: Combat surgery

Advanced Vivispectrum analysis: Support. Whenever an enemy operative visible to this operative loses wounds as the result of an attack or fight action made by a friendly Biologis Research Team operative, Generate 1 research point. (To a maximum of 2 research points a turning point)

Combat surgery (1AP): Select one friendly operative within this operative’s control range. That operative regains D3+3 lost wounds.

Biologis Research Team, Imperium, Adeptus Astartes, Leader, Apothecary Biologis, Medic, Gravis.
Intercessor Escort
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Auto bolt rifle (Torrent 1")
4
3+
3/4
bolt rifle (Piercing Crits 1)
4
3+
3/4
Stalker bolt rifle (Piercing 1 Heavy (Reposition Only))
4
4+
3/4
Fists
3
3+
3/4
Abilities
Tactical Doctrine

Tactical Doctrine: when this operative makes a shooting attack against an enemy operative within 6” of it you may retain one dice result of a 5+ as a critical hit for that shooting attack.

Biologis Research Team, Imperium, Adeptus Astartes, Intercessor, Tacticus, Escort.
Assault Intercessor Escort
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (8" Rng Piercing Crits 1)
4
3+
3/4
Chainsword
5
3+
4/5
Abilities
Assault Doctrine
Biologis Research Team, Imperium, Adeptus Astartes, Assault Intercessor, Tacticus, Escort.
Heavy Intercessor Escort
A 3
M 4"
S 3+
W 16
Weapons
ATK
HIT
DMG
Heavy Bolt Rifle (Piercing Crits 1)
4
3+
4/5
Fists
3
3+
3/4
Abilities
Assault Doctrine
Biologis Research Team, Imperium, Adeptus Astartes, Heavy Intercessor, Gravis, Escort.
Escort
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Boltgun
4
4+
3/4
Astartes Shotgun (Rng 6")
4
2+
4/4
Bolt Pistol (8" Rng)
4
4+
3/4
Fists
3
3+
3/4
Combat Blade
4
3+
4/6
Abilities
Grapnel Launcher

Grapnel Launcher: Grapnel launcher: Whenever this operative is climbing, treat the vertical distance as 2" (regardless of how far the operative actually moves vertically.)

Biologis Research Team, Imperium, Astartes initiate, Scout, Escort
Apothecary Neophyte
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Bolt Pistol (8" Rng)
4
3+
3/4
Narthesium (Lethal 5+ Rending)
4
4+
3/4
Abilities
1AP: Neophyte TriageReactive analysis

Neophyte Triage (1AP): Select one friendly operative within this operatives control range. That operative regains 2D3 lost wounds.

Reactive analysis: Support. When a friendly operative within 3” looses wounds as a result of a fight or shoot action made by an enemy operative and survives, gain 1 research point.

Biologis Research Team, Imperium, Astartes Initiate, Medic, Apothecary Neophyte
Medicae Servitor
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Surgical appendages (Lethal 5+)
3
5+
2/3
Abilities
Emergency MedicaeMedicae Assistant

Emergency Medicae: Once per Turning Point, the first time another friendly operative would be incapacitated while Visible to and within 3” of this operative and not within an enemy operative’s control range, if this operative is not within an enemy operative’s control range, this operative can revive it. That friendly operative is not incapacitated, has 1 wound remaining, and if it was a shooting attack, any remaining attack dice are discarded. That friendly operative can then perform a free Dash action, but must finish that move within 1” of this operative. Subtract 1 from both operatives’ APL.

Medicae Assistant: once per turning point when a ready friendly Medic operative activates. You may immediately activate this operative after.

Biologis Research Team, Imperium, Medicae Servitor, Medic
Techmarine Scribe
A 2
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Grav Pistol (8" Rng Piercing 1 Grav*)
4
3+
3/5
Omnissiah Power Axe (Lethal 5+ Shock)
4
3+
5/6
Servo Arm (Brutal)
3
4+
4/5
Abilities
*Grav1AP: Auspex ScanBenedictions of the Omnissiah

*Grav: This weapon has the Lethal X rule, X is the targets save value

Auspex Scan (1AP): Place an auspex marker on a visible point in the killzone, It may be on a visible vantage point. Enemy operatives within 2” of the center of your auspex marker cannot be obscured and weapons targeting them have Seek

Benedictions of the Omnissiah: After selecting equipment you may choose one equipment you selected. You gain one additional use of whatever equipment selected (e.g. one additional heavy barricade for a total of 2 or one extra grenade for a total of 3)

Keywords: Biologis Research Team, Imperium, Adeptus Astartes, Techmarine Scribe
Equipment

Disciplinary Manual:
Once per turning point when a friendly operative is activated it may perform 2 shoot actions during its activation.


Potent Medicae:
Once per battle when a friendly Biologis Research Team operative regains wounds from the Combat Surgery or Neophyte Triage actions, you may use this equipment. That operative gains +1 APL.


Combat Knife:
Friendly operatives are equipped with the following melee weapon. Combat Knife: A:4 WS: 3+ Damage: ⅗


Purity Seals:
Once per turning point, when a friendly Biologis Research Team 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.


Ploys

Strategic - Bulwark:
Until the end of the turning point the first time each friendly Biologis Research Team operative would suffer damage reduce that damage by 1 (minimum 2 damage). Gravis operatives ignore the first normal damage dice inflicted instead


Strategic - Hold Back the Vanguard:
Select 2 friendly Biologis Research Team Escort operatives anywhere on the killzone that are visible to each other and draw an imaginary line between both operatives that goes over terrain. Until the end of the turning point after an enemy operative performs an action that causes an enemy operative to cross that line, you may interrupt that activation. If you do choose one of the selected operatives to immediately perform a free shoot action against the operative that crossed the line (You must change the selected operative's order to engage). If one of these operatives are incapacitated the effect ends.


Strategic - Expanded Medicae Capacity:
Until the end of the turning point increase the range of all friendly Biologis Research Team Medic abilities by 2”.


Strategic - Surgical Strike:
Until the end of the turning point friendly Biologis Research Team operatives armed with a melee weapon (excluding fists and Surgical appendages) retaliates, in the Resolve Successful Hits step of that combat, you can resolve one successful hit before the Attacker.


Strategic - Protect the research:
Activate this firefight ploy when a friendly Medic operative is selected as the target of a shoot or fight action. A friendly Escort operative within 3” of that Medic operative may perform a free dash action and must end within 1” of the targeted friendly operative. You may move within engagement range during this movement. The selected escort operative becomes the target of that shoot or fight action instead.


Strategic - Research Prototype:
Activate this firefight ploy when you target a friendly Biologis Research Team operative with a research ability. Another friendly operative may also gain that Research ability until the end of the turning point.


Strategic - Stoic Resolve:
Activate this firefight ploy when you select a friendly Astartes operative to activate. Until the end of that activation ignore all modifiers to this operatives APL and it is not injured.


Strategic - Secure Position:
Activate this firefight ploy when a friendly Biologis Research Team operative within 1” of terrain is targeted by a shooting attack. For that shooting attack this operative may retain 1 dice as a successful normal save without rolling it.


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.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.