Darktide Player Team

Homebrew (Unpublished) by shadowdabest
Composition
Veteran Sharpshooter
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Plasma Gun
Standard (Prc1)
4
3+
4/6
Supercharge (Prc1, Hot, Lethal 5+)
4
3+
5/6
Power Sword (Lethal 5+)
4
3+
4/6
Abilities
1AP: Executioner's StanceVolley Fire

Executioner's Stance (1AP): Until the end of the turning point, each time this operative makes a Shoot action, add 1 to the Damage characteristic of its ranged weapons against targets in the open.

Volley Fire: Once per turning point, when this operative performs a Shoot action, you can ignore the Obscured rule for the target if it is marked as a Special or Elite target (an enemy operative that performed a shoot or fight action last activation).

32
Zealot Preacher
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Flamer (Rng 8", Saturate, Tor 2")
4
2+
3/3
Relic Blade (Stun)
5
3
4/5
Abilities
1AP: Chastise the WickedMartyrdom

Chastise the Wicked (1AP): This operative immediately makes a Dash action and can pass through enemy operatives. Additionally, the next time it fights in combat this activation, you can re-roll two attack dice.

Martyrdom: Each time this operative loses a wound threshold (dropping below 8 and 4 wounds), add 1 to the Attacks characteristic of its melee weapons for the rest of the battle.

32
Psyker Psykinetic
A 3
M 6"
S 3+
W 10
Weapons
ATK
HIT
DMG
Traurgis Purgatus Force Staff (Rng 8", Tor 3", ceaseless)
4
3
2/3
Brain Burst (Rng 18", MW3)
2
2
4/6
Illisi Force Sword (MW2)
4
3+
4/6
Abilities
Perils of the Warp1AP: Venting shrieking

Perils of the Warp: Each time this operative rolls any natural 1s on its Hit rolls for a psychic ranged attack, it suffers 2 mortal wounds or gains 1 Peril Token. If this operative ever has 3 or more Peril Tokens, it cannot perform actions until it spends 1 APL to Vent Warp (clearing all tokens).

Venting shrieking (1AP): Select one visible enemy operative within 12 inches. That enemy operative suffers 3 mortal wounds, and until the end of the turning point, subtract 2 inches from its Move characteristic. Gain 1 Peril Token.

32
Ogryn Skullbreaker
A 3
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Rumbler (Blast 2", Heavy, Prc1)
4
4+
4/5
Bully Club & Slab Shield (Brutal)
4
3+
5/7
Abilities
1AP: Point Blank BarrageSlab Shield Wall

Point Blank Barrage (1AP): Select one visible point within range. This operative fires a heavy explosive payload; all enemy operatives within 2 inches of that point suffer 3 mortal wounds.

Slab Shield Wall: Each time a shooting attack targets this operative, if this operative is in Cover, improve its Save characteristic by 1 (to a maximum of 3+), and enemy operatives cannot ignore Cover for this operative.

32
Adeptus Arbites
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Executioner Shotgun (Rng 8", Ceaseless, Lethal 5+)
4
3
4/5
Arbites Shock Maul (Stun, Brutal)
4
3+
4/5
Abilities
1AP: Break the LineSuppress

Break the Line (1AP): Add +2 to charge and gain + 1 damage

Suppress: Select one visible enemy operative within 12". Until the end of the turning point, each time that enemy operative performs a Shoot or Combat action, subtract 1 from its Attack dice pool.

32
Cyber Mastiff
A 3
M 8"
S 4+
W 10
Weapons
ATK
HIT
DMG
Remote Detonation (Rng 4", Blast 4")
6
2+
1/1
Voltaic Mandibles (Lethal 5+, Stun)
4
4+
3/5
32
Hive Scum
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Dual Autopistols (Rng 8", Tor 2")
6
2+
2/4
Shivs (Ceaseless, Relentless)
5
3+
4/5
Abilities
Float like a butterfly1AP: Stimm Injection

Float like a butterfly: This operative immediately performs a Dash action, but can move through heavy terrain features or other operatives (halving its movement distance for that action if passing through heavy terrain).

Stimm Injection (1AP): This operative injects a volatile cartel stimm. Until the end of the turning point, add 2 inches to this operative's Movement characteristic

32
Skitarii
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Arc Rifle (Ceaseless, Tor 1")
4
3+
4/4
Arc Maul (Stun, MW2)
4
3
5/6
Abilities
1AP: Galvanic Overload1AP: Noospheric Command

Galvanic Overload (1AP): All enemy operatives within 10" of this operative and within line of sight gain -1 balistic skill

Noospheric Command (1AP): Pick an enemy oprative within line of sight and they take 3 mortal wounds

32
Equipment
Ploys

Firefight - Voice of command:
All friendly operatives within line of sight get +1 to save


Firefight - Chorus of spiritual fortitude:
All friendly operatives heal 2 wounds


Strategic - Ogryn Frag Bomb:
Throw a grenade to any point visible within 6" of the Ogryn. Place down a blast token, and all enemy models within 6" of the token suffer 4 mortal wounds


TacOps