seanleedg's Homebrew Team

Homebrew (Unpublished) by seanleedg
Composition
Common Abilities and Options

Camo Cloak:
Whenever an operative is shooting a friendly SPECTRE SQUAD operative (excluding VOX-RELAY BEACON), if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.

Elite Fieldcraft:
In the Ready step of each Strategy phase, you gain 1 Fieldcraft point, or 2 if a friendly SPECTRE SQUAD VOX-OPERATOR operative is in the killzone and isn’t within control range of enemy operatives. At the end of each turning point, discard your Fieldcraft points. After an enemy operative that has an Engage order performs an action during its activation, you can spend 1 of your Fieldcraft points to interrupt that activation. If you do, a ready friendly SPECTRE SQUAD operative that isn’t within control range of any other enemy operatives can perform a free Shoot (excluding Guard), Dash or Reposition action.

You cannot interrupt each enemy operative’s activation more than once per activation (including Guard), and each friendly operative cannot perform more than one free action per turning point as a result of this rule.

If it’s the Shoot action, you can change that friendly operative’s order to perform this action. You cannot select any other enemy operative as a valid target during that action. Being within that enemy operative’s control range (but no others) doesn’t prevent that friendly operative from performing that action, in which case follow the rules for a point-blank shot from the Guard action (see Kill Team Core Book).

If it’s the Reposition action, that friendly operative cannot perform that action again during the turning point.

If it’s the Dash or Reposition action, that friendly operative cannot end this move closer to that enemy operative or your opponent’s drop zone (unless it ends that move wholly within your drop zone).

In a killzone that uses the close quarters rules (e.g. Killzone: Tomb World), ignore Wall terrain when determining closer and you cannot teleport.

Issue Mission (0AP):
Select one expended friendly SPECTRE SQUAD operative (excluding VOX-RELAY BEACON) visible to this operative that hasn’t interrupted an enemy operative’s activation with the Elite Fieldcraft faction rule this turning point. Until the end of the turning point, that friendly operative can do so even though it’s expended (taking precedence over the normal rules). However, if it does, it cannot counteract during the turning point, or perform the Reposition action if it’s already done so this turning point.

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

Sergeant
A 3
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Hot-Shot Lasgun
4
3+
3/4
Hot-Shot Laspistol (Rng 8")
4
3+
3/4
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Chainsword
4
3+
4/5
Gun Butt
3
3+
2/3
Power Weapon (Lethal 5+)
4
3+
4/6
Abilities
Rapid FireSkill At Arms0AP: Tactical CommandVeteran Leadership

Rapid Fire: Each friendly KASRKIN operative that doesn’t perform an action in which it moves during its activation can perform two Shoot actions (excluding Guard) during that activation, but a bolt pistol, hot-shot lasgun or hot-shot laspistol must be selected for both of those actions.

Skill At Arms: STRATEGIC GAMBIT Select a SKILL AT ARMS for friendly KASRKIN operatives to have until the Ready step of the next Strategy phase.

  • Light 'Em Up
    Friendly KASRKIN operatives’ ranged weapons have the Severe weapon rule

  • Strike Fast
    Whenever a friendly KASRKIN operative is performing the Reposition action, add 1" to its Move stat.

  • Ice In Your Veins
    Whenever a friendly KASRKIN operative is fighting or retaliating, or an operative is shooting it, the first time an attack die inflicts Normal Dmg of 3 or more on this operative during that sequence, that dice inflicts 1 less damage on it.

  • For Cadia!
    Add 1 to the Atk stat of friendly KASRKIN operatives' melee weapons (to a maximum of 4). Whenever a friendly KASRKIN operative is fighting, the first time you strike during that sequence, inflict 1 additional damage.

Tactical Command (0AP): Select one friendly KASRKIN operative, then select one SKILL AT ARMS for that operative to have until the Ready step of the next Strategy phase. This can be in addition to any SKILL AT ARMS it already has, but they cannot be the same.

Alternatively, instead of resolving the above effect, if your Clearance Sweep marker is in the killzone, you can remove it and place it again.

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

Veteran Leadership: Whenever this operative is in the killzone and you use the SKILL AT ARMS STRATEGIC GAMBIT, you can select one additional SKILL AT ARMS but they cannot be the same.

KASRKIN, IMPERIUM, ASTRA MILITARUM, LEADER, SERGEANT
Spectre Sergeant
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Scoped Lascarbine (Rending, Lethal 5+)
4
3+
2/3
Bionic Arm
3
3+
3/4
Abilities
Camo CloakElite Fieldcraft0AP: Issue Mission
SPECTRE SQUAD, IMPERIUM, ASTRA MILITARUM, LEADER, VETERAN SERGEANT
Shock Trooper Sergeant
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Scoped Lascarbine (Rending, Lethal 5+)
4
3+
2/3
Bionic Arm
3
3+
3/4
Abilities
Camo CloakElite Fieldcraft0AP: Issue Mission
SHOCK TROOPER SQUAD, IMPERIUM, ASTRA MILITARUM, LEADER, VETERAN SERGEANT
Tempestor
A 3
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Hot-Shot Lascarbine
4
3+
3/4
Hot-Shot Laspistol (Rng 8")
4
3+
3/4
Relic Bolt Pistol (Rng 8", Lethal 5+)
4
3+
3/5
Chainsword
4
3+
4/5
Fists
3
3+
2/3
Power Weapon (Lethal 5+)
4
3+
4/6
Abilities
1AP: CommandDrop InsertionGrav ChuteTempestus Veteran

Command (1AP): Support: Select one friendly TEMPESTUS AQUILON operative (excluding SERVO-SENTRY) Visible To and within 6" of this operative. Until the end of that operative's next activation, add 1 to its APL stat.

This operative cannot perform this action while within Control Range of an enemy operative.

Drop Insertion: When setting up a TEMPESTUS AQUILON kill team before the battle, the first third of your kill team must be set up as normal. Each third thereafter can be set up above: place them to one side instead of in the killzone. For each third that is set up above, you must set up the whole third in this way (not some of them), then place your Drop markers wholly within your drop zone.

As a STRATEGIC GAMBIT in the first and second Turning Point, you can move your Drop markers up to 4", measuring the horizontal distance only. In close quarters, this can be measured and moved through walls.

During the Firefight Phase, friendly TEMPESTUS AQUILON operatives set up above are activated as normal. When you do, you can either expend or land that operative. If it lands, set it up in the killzone in a location it can be placed as follows (it is no longer set up above):

  • Within 3" of one of your Drop markers, measuring the horizontal distance only, or wholly within your drop zone.
  • Not within Control range of an enemy operative (unless you're setting up a PRECURSOR operative, which can be set up within Control range of an enemy operative)
  • With no part of its base underneath Vantage terrain
  • With an order of your choice

The operative is treated as performing the Reposition action (spent the AP accordingly), then continue its activation as normal. It is Obscured until the end of the next Activation or the end of the Turning Point (whichever comes first).

Less than half of your operatives can be set up above by the end of the first Turning Point. In other words, by the end of the first Turning Point, more than half of your operatives must have been set up in the killzone during the battle.

When readying your operatives during the second and third Turning Points, remove one of your Drop markers. This means operatives still set up above are incapacitated at the end of the second Turning Point.

Grav Chute: Whenever a friendly TEMPESTUS AQUILON operative is dropping, ignore the vertical distance.

Tempestus Veteran: Once per battle, you can either use a Firefight Ploy for 0 CP if this is the specific TEMPESTUS AQUILON operative, or the Command Re-Roll Firefight Ploy for 0 CP if this is the operative the attack or defence die was rolled for.

TEMPESTUS AQUILON, IMPERIUM, LEADER, TEMPESTOR
Sergeant-At-Arms
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
4+
3/4
Heirloom Autopistol (Rng 8", Lethal 5+)
4
3+
2/4
Navis Shotgun
Close Range (Rng 6")
4
3+
3/3
Long Range
4
5+
1/2
Chainsword
4
3+
4/5
Navis Hatchet
3
4+
3/4
Power Weapon (Lethal 5+)
4
3+
4/6
Abilities
Breach And ClearCommand BreachVoid Armour

Breach And Clear: Once per turning point, when a ready friendly IMPERIAL NAVY BREACHER operative is activated, you can use this rule. If you do, select one other ready friendly IMPERIAL NAVY BREACHER operative visible to and within 3" of that operative. When that first friendly operative is expended, you can activate that other friendly operative before your opponent activates. When that other operative is expended, your opponent then activates as normal.

Command Breach: Whenever you would use the Attack Order or Defence Order strategy ploy, if this operative is in the killzone, it costs you 0CP. Once during each of this operative’s activations, before or after it performs an action, if your Attack Order or Defence Order marker is in the killzone (see relevant strategy ploy), you can either:

  • Remove that marker and place it again.
  • Change the selected ploy to the other (e.g. your Attack Order becomes a Defence Order).

You cannot do both, and you don’t need to spend any CP to change the ploy.

Void Armour: Whenever an operative is shooting a friendly IMPERIAL NAVY BREACHER operative, if the ranged weapon in that sequence has the Blast or Torrent weapon rule (excluding weapons that have a sweeping profile), you can re-roll one of your defence dice, or up to two of your defence dice if that friendly operative is a GRENADIER.

Friendly IMPERIAL NAVY BREACHER operatives aren’t affected by the x" Devastating x weapon rule (i.e. Devastating with a distance) unless they are the target during that sequence.

IMPERIAL NAVY BREACHER, IMPERIUM, LEADER, NAVIS, SERGEANT-AT-ARMS
Equipment
Ploys
TacOps