Spectre Squad (Speculation!)

Homebrew by TheCentaur
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Composition

9 ops and sarge

Each time a friendly SPECTRE SQUAD operatives order

Common Abilities and Options

Designate Ops:
STRATEGIC GAMBIT. Select a new Spectre Operation for your kill team and give an enemy operative a Bring It Down! token.

Spectre Operations:
Each time a friendly SPECTRE SQUAD operative begins its activation with a Conceal order, give it a spectre token if it doesn't already have one.

During a friendly SPECTRE SQUAD operative's activation, as long as it is not within control range of an enemy operative and it has a spectre token, before or after it performs an action you can remove that token to use this ability. This ability changes based on your kill team's current Spectre Operation chosen from the selection below. Once a Spectre Operation is selected, it remains in effect until it a new one is selected.

  • Go Loud: This operative may perform a free Shoot action with its laspistol.
  • Execute: Ranged profiles of weapons equipped by this operative on its datacard have the Accurate 1 weapon rule.
  • Observe: Place a Trap marker with the one showing in a place this operative can see or on Vantage terrain of a terrain feature that is visible to this operative.
  • Go Dark: Change this operative's order to Conceal.

Traps:
Each time a friendly SPECTRE SQUAD operative finishes performing the Shoot action, you may set up or move one of your Trap markers, flipping it so it the side with the one is showing, to be within 2" of the primary target. Alternatively, you may flip one of your Trap markers already within 2" of the primary target so that the side with the two is showing.

When a friendly SPECTRE SQUAD operative is shooting, fighting, or retaliating against an enemy operative within 2" of one of your Trap markers, add X to the Attack stat of weapons equipped by it, where X is equal to the number shown on the Trap marker.

New Ability:
This operative is carrying your Melta Mine marker. It can perform the Pick Up Marker action on that marker, and whenever it performs the Place Marker action on that marker, it can immediately perform a free Dash action. That marker cannot be placed within an enemy operative's control range (if this operative is incapacitated while carrying that marker and that marker cannot be placed, it’s removed with this operative).

Veteran Sergeant
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Scoped lascarbine
Assault (Rng 6", Relentless, Saturate, Lethal 5+)
4
3+
2/3
Standard (Saturate, Lethal 5+)
4
3+
2/3
Bionic Arm
3
3+
4/5
Abilities
Designate OpsSpectre OperationsTraps
Veteran Sergeant - Copy
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Scoped lascarbine
Assault (Rng 6", Relentless, Saturate, Lethal 5+)
4
3+
2/3
Standard (Saturate, Lethal 5+)
4
3+
2/3
Bionic Arm
3
3+
4/5
Abilities
Designate OpsSpectre OperationsTraps
Sharpshooter
A 2
M 6"
S 5+
W 8
Trooper
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Lascarbine
4
4+
3/4
Guide
A 2
M 6"
S 5+
W 8
Heavy Gunner
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Laspistol (Rng 8")
4
3+
2/3
Rocket Launcher
Frag (Hvy (Dash), Reload*, Blast 2")
4
3+
3/4
Krak (Hvy (Dash), Reload*, Prc 1)
4
3+
5/7
Loader
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Laspistol (Rng 8")
4
3+
2/3
Gunner
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Plasma Gun
4
4+
3/4
Field Medicae
A 2
M 6"
S 5+
W 8
Stub Gunner
A 2
M 6"
S 5+
W 8
Grenadier
A 2
M 6"
S 5+
W 8
Abilities
New Ability
Vox-Operator
A 2
M 6"
S 5+
W 8
Abilities
New Ability
Equipment

Camo Cloaks:
Whenever an operative is shooting a friendly SPECTRE SQUAD operative (excluding SNIPER), if you can retain any cover saves, you can retain one additional cover save.

This is not cumulative with improved cover saves from vantage terrain.


Starshell Flares:


New Equipment:


Ploys

Firefight - Slip Away:


Strategic - Shots in the Dark:
Until the end of the Turning Point, each time a friendly SPECTRE SQUAD operative with a spectre token performs a Shoot action outside of 6" of enemy operatives, do not remove its spectre token.


TacOps
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.


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.