Malcador tank crew

Homebrew (Unpublished) by Pastelghst
Composition
TANK COMMANDER
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Volkite pistol (Range 8”, piercing 1, saturate)
1
3+
4/6
Paragon blade (Shock)
4
3+
3/5
Melta charge (Lethal+4, QuickDraw, dev 2, limited 1)
6
3+
4/6
Abilities
2AP: FIRE!1AP: HURRY HURRY!

FIRE! (2AP): Once per game this operative can shout this command to assure all tank dice hit.

HURRY HURRY! (1AP): This ability will buff all operatives repair speed by adding 1d6 to their repair wounds within a 4" radius

32
Icon Bearer
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Inferno pistol (Range 3”)
4
4+
6/4
Power fist (Brutal)
5
3+
5/7
Abilities
1AP: Chapters protectionMotivational member1AP: The chapter masters guidance

Chapters protection (1AP): The operatives Icon will cast a 4" bubble that range damage cannot pentrate but friendly operatives cannot shoot unless their out of the bubble (this cannot be activated in the same turn as "the chaptermasters guidence") (the bubble can be transferred to the tank and expanded to a 6" bubble

Motivational member: when friendly operatives are within 6" of the icon they'll always retain a save

The chapter masters guidance (1AP): When a friendly operative is in the icons 4" radius they gain the relentless rule or 1d6 to repair progress ( this cannot be activated at rhe same time as "chapters protection")

32
Gunslinger
A 3
M 2”
S 4+
W 12
Weapons
ATK
HIT
DMG
Bolt revolver (Balanced, range 8”)
6
3+
4/6
Las revolver (Balanced, range 8”)
6
3+
4/4
Bolt repeater (Balanced)
6
3+
4/6
Custom Kroot revolver (Relentless,dev2, torrent 3”, limited 3)
6
4+
6/8
Duel revolver (Torrent 1”, range 8”)
12
4+
2/4
Abilities
Heavily armored1AP: Necrotic ArmVeterans Grit2AP: Walking arsenal

Heavily armored: this operative can only take damage on 6's

Necrotic Arm (1AP): This operative can no longer move but gets in a gunslingers stance with his (custom kroot revolver) and if anyone cross his field of view he quick draws

Veterans Grit: If this operative is incapacitated during a fight you let out one final shoot action.

Walking arsenal (2AP): Once per game this operative drops his armor and gain standard movement and reduces his save to 6+ and drops his wounds to 8, but can shoot all his guns once for free and gains a additional Apl until dead, he'll no longer draw initiave or be able to put his armor back on.

32
Vox operator
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Kroot Rifle
4
3+
3/4
Fist
2
5+
1/2
Abilities
Call for help1AP: Supply Call

Call for help: once per game this operative can call merrcenaries for help from the following list 5 kroot members, 10 chaos cult members, 1 am bot

Supply Call (1AP): during this activation this operative can select one of the following calls. special ammo, stim crate, grenade crate, heavier tank armor, lighter tank armor.

32
Data analyst
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Las rifle
4
4+
3/4
Hook (Rending)
2
3+
2/3
Abilities
4AP: Analyzing the battle field1AP: Damage assessment

Analyzing the battle field (4AP): This action will disable your data analyst for 2 turns but he'll then know whos on the battle field to adjust his plan accordingly and know all the current general directions the enemys are.

Damage assessment (1AP): while this operative is om board he can assess the key point of damage and add 1 repair die per person

32
Lone wolf
A 3
M 8”
S 4+
W 8
Weapons
ATK
HIT
DMG
Modified las gun (Piercing 1, balanced)
6
3+
3/4
Gun butt
3
4+
2/3
Abilities
All aloneAll on you1AP: Jammer

All alone: this operative has sneaky keyword, and can see 10x5 instead of the normal 8x4

All on you: this operative can take objective markers while concealed

Jammer (1AP): this is a token you can place and itll affect a 12" radius where no tech will work

32
Tank gunner
A 2
M 0”
S 4+
W 10
Weapons
ATK
HIT
DMG
Multilaser (Relentless)
10
3+
3/4
Abilities
On watch

On watch: this character can place a overwatch token

32
TANK
A 6
M 8”
S 6+
W 50
Weapons
ATK
HIT
DMG
Vanquisher battle cannon
10
D6
Auto cannon (Stun)
6
3+
6/8
Heavy flamer
6
2+
2/3
32
Equipment

Repairment:
gain the ability to repair the tank 1d3 at a cost of 1apl, this action does not have limit


Unfortunate goodbye:
when the tank is destroyed after its final repair itll blow up and all its weapons and ammo will also blow up, the explosion will be a 12x12 explosion dealing 6D6s of dmg


Turtle:
while inside the tank and under 50% repairment nobody inside can be attacked or affected by any sort of ability, allowing them to continue repairment in the safety of their tank


Called in supplies:
this is what is granted depending on what supplies are called grenade crate- 7 krak grenades, 2 melta mines and a bear trap stimm crate - 8 stims that heal 1d6 heavy tank armor - the tank is outfitted with heavier tank armor but loses 4 inches of movement but gains 25 wounds thats dont have to be repaired to light tank armor- the tank is scrapped of some of its armor infavor of lighter armor pieces, the wounds drop to 35 wounds but the tank will be faster to repair and gain 2" of movement special ammo- astartes busters ( dev 2 ) Armor piercing ( piercing 1) telsa bolt ( stun and shock )


Ploys

Firefight - Run em over:
if it so happens when the tank is able to move and a enemy operative is run over while having the "heavy armor" equiped on the tank, theyll instantly die


Firefight - Gambling man:
when half lf your friendly operatives are lost, you are able to challenge opponents to honor duels, if accepted youll both stand across from eachother and throw one d6 , whoever has the higher number does that number as damage and gains a instant free attack phase, but if your opponent rejects you roll 1d6 and gain whatever you hit as overhealth ( note you are capped at 14 wounds ) if capped already and you are rejected again you gain brutal on your next attack phase


Firefight - Hardly fair:
You've noticed that you are outmanned and out gunned, this ploy will grant all with relic aged weaponary "DEV3" and a single lower hit rate ( note this ploy can only be used when all defensive operatives are down, icon and gunslinger )


Firefight - Life on the line:
when half of the friendly operatives are incapacitated each characters repair speed will go from a D3 to a D6 and from now on every destruction of the tank will hit a check point so after the first destruction 25 then 50 and finally 75 on its last full repairment


Strategic - Escape hatch:
whenever this operative uses this ploy the TANK will shoot out smoke grenades envelping a 12x12 in smoke until the end of the turn and operatives can use the escape catch gain and gain a free dash to their movement to escape.


Strategic - Surrounded by enemies:
Use this strategy ploy when surronded while inside the tank, the tank will shoot out mustard gas in a 8x8 radius, it deals 1d6 damage per turn if u dont move away from it. (friendly opratives will not be affected by the gas


Strategic - Relic age technology:
You can ignore any changes to the APL stats of friendly operatives, and they aren’t affected by enemy operatives Stun, shock weapon rules


Strategic - Lost cause:
use this ploy when your on your final operative, set off secret hidden explosives inside your tank dealing 4 d6 dmg in a 8x8 radius, you can activate this whenever you want, only 3 of the dice are blockable 1 is guaranted


Strategic - Lucky break:
When a friendly operative is incapacitated before removing them from the board Roll 1d6 if higher than a 3 then theyll live on 1hp and gain a free immediate fall back (note that every operative can only do this once)


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.