XV-26000 Kickass Stealth Suits

Homebrew by DreShalom

Stealth Fields Integral stealth field generators are built into each veteran’s XV26 battlesuit and the specialized drones that accompany them. The camouflaging fields they project mask a team’s operatives, allowing them to move through hazardous territory while evading detection.

While a friendly XV-26000 Kickass Battlesuit operative has a Conceal order, it cannot be visible to enemy operatives more than 3" from it (this takes precedence over all other rules).

When setting up a XV-26000 Kickass Battlesuit kill team before the battle, do not place their models in the kill zone. Instead, place the corresponding Stealth Field tokens with the operative’s identifier face down (invisible to your opponent). While the Stealth Field token is on the field, treat the token as the operative’s head for the sake of determining visibility, and treat the token as the operative’s base for the sake of movement and determining range. Wound trackers, carried markers, and status tokens are also kept invisible.

When a friendly XV-26000 Kickass Battlesuit operative’s order changes to Engage, place the operative in the killzone wholly within Control Range of its Stealth Field token, then remove the token. Likewise, if the friendly operative becomes visible to an enemy operative (such as by moving within 3” of a friendly XV-26000 Kickass Battlesuit Stealth Field token), interrupt the present action to replace the stealth field token with the corresponding XV-26000 Kickass Battlesuit operative, then remove the token and continue the action. Whenever a friendly XV-26000 Kickass Battlesuit operative has a Conceal order, it can perform the Fall Back action for 1 less AP.

Kauyon *Roughly translated as the patient hunter, Kauyon’s tenets emphasize luring the enemy into overreaching before striking at them with coordinated fury. *

Whenever a friendly XV-26000 Kickass Battlesuit operative is shooting an enemy operative, its ranged weapons have the Accurate X weapon rule. X is determined by that enemy operative’s location.

No votes yet
Composition

1 XV-26000 Kickass Battlesuit SHAS’VRE with pulse pistol and one of the following options:

  • Burst cannon or fusion blaster

4 XV-26000 Kickass Battlesuit operatives selected from the following list:

**- DESIGNATOR *

  • INFILTRATOR *
  • LIBERATOR *
  • LODESTAR *
  • NEUTRALISER ***

2 XV-26000 Kickass Battlesuit operatives selected from the following list:

**- MV15 GUN DRONE

  • MV45 SHIELD DRONE
  • MV75 MARKER DRONE**

Other than INFILTRATOR operatives, your kill team can only include each operative on this list once. Your kill team can only include up to two fusion blasters.

  • With one of the following options:
  • Burst cannon; fists
  • Fusion blaster; fists
Common Abilities and Options

Focused Markerlight (1AP):
Select one enemy operative visible to this operative. That operative gains a Markerlight token. When a friendly XV-26000 Kickass Battlesuit operative is shooting that enemy operative, you can use this effect. If you do, improve the Hit stat of that friendly operative’s ranged weapons by 1 until the end of that action, then remove a Markerlight token.

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

Drone:
- This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Photon Grenade Launcher, Reposition and Shoot.

  • Whenever determining control of an objective marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
  • This operative cannot use any weapons that aren’t on its datacard.
  • Whenever determining what’s visible to this operative, the round disc at the top of the miniature is its head.
  • This operative is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives).
XV-26000 Shas’Vre
A 3
M 6"
S 3+
W 13
Weapons
ATK
HIT
DMG
Burst Cannon
Focused (Ceaseless)
5
4+
3/4
Sweeping (Ceaseless, Torrent 2")
4
4+
3/4
Fusion Cannon
Short Range (Range 6”, Devastating 4, Piercing 2)
4
4+
6/3
Long Range (Range 12”, Piercing 1)
4
4+
4/5
Pulse Pistol (Point-Blank*)
4
3+
3/4
Abilities
*Point-Blank:Declare Killing BlowDrone ControllerExperienced Commander:

*Point-Blank:: This weapon gains the Accurate X benefit of the Kauyon faction rule.

Declare Killing Blow: STRATEGIC GAMBIT once per battle, during the fourth Turning Point. Until the Ready phase of the next Turning Point, whenever a friendly XV-26000 Kickass Battlesuit operative is shooting, fighting or retaliating, in the Roll Attack Dice step, you can retain one of your fails as a normal success instead of discarding it, or retain one of your normal successes as a critical success instead.

Drone Controller: STRATEGIC GAMBIT whenever this operative is in the killzone. Select one friendly DRONE operative in the killzone. Until the Ready step of the next Turning Point, ignore the first two bullet points of its Drone rule (this takes precedence over that rule).

Experienced Commander:: If this operative is in the kill zone, whenever determining the value of Accurate X for the Kauyon faction rule in Turning Points 3 and 4, add 1 to the result.

XV-26000 Kickass Battlesuits, T’au Empire, Leader, Shas’vre
XV-26000 Neutralizer
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Burst Cannon
Focused (Ceaseless)
5
4+
3/4
Sweeping (Ceaseless, Torrent 2")
4
4+
3/4
Fusion Cannon
Short Range (Range 6”, Devastating 4, Piercing 2)
4
4+
6/3
Long Range (Range 12”, Piercing 1)
4
4+
4/5
Fists
3
4+
2/3
Jammer Screech (Stun, Shock)
5
3+
1/1
Abilities
Multispectrum Sensor Package1AP: System Jam

Multispectrum Sensor Package: SUPPORT. Once per turning point, when an enemy operative within 8” of this operative is activated or finishes an action, you can use this rule. If you do, each friendly XV-26000 Kickass Battlesuit operative within 3” of this operative can immediately do one of the following:

  • Perform a free Dash action
  • Change its order

System Jam (1AP): Select one enemy operative visible to or within 3” of this operative. Until the end of that operative’s next activation, subtract 1 from its APL stat. Whenever this operative has a Conceal order, you must spend 1 additional AP to perform this action.

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

XV-26000 Kickass Battlesuits, T’au Empire, Neutralizer
XV-26000 Liberator
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Burst Cannon
Focused (Ceaseless)
5
4+
3/4
Sweeping (Ceaseless, Torrent 2")
4
4+
3/4
Fusion Cannon
Short Range (Range 6”, Devastating 4, Piercing 2)
4
4+
6/3
Long Range (Range 12”, Piercing 1)
4
4+
4/5
EMP Bomb (Range 4", Blast 2", Devastating 1, Heavy (Reposition only), Lethal 4+, Limited 1, Saturate, Stun)
6
3+
2/2
Fists
3
4+
2/3
Abilities
*EMP BombGrenadier1AP: Remote EMP Detonation

*EMP Bomb: This operative is carrying your EMP Bomb marker. It can perform the Pick Up Marker action on that marker, but that marker cannot be placed within another 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). For the purposes of the Limited 1 weapon rule, placing the EMP Bomb marker counts as a use of this operative’s EMP Bomb ranged weapon, and using the EMP Bomb ranged weapon consumes your EMB Bomb marker.

Grenadier: This operative can use frag, krak, smoke and stun grenades. Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever this operative is using a frag or krak grenade, improve the Hit stat of that weapon by 1.

Remote EMP Detonation (1AP): Your EMP Bomb marker immediately executes a Shoot action with the EMP Bomb ranged weapon, centered on the EMP Bomb marker. Note that this operative is ignored for these effects (i.e. it cannot set it off or take damage from that marker).

XV-26000 Kickass Battlesuits, T’au Empire, Liberator
XV-26000 Designator
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Burst Cannon
Focused (Ceaseless)
5
4+
3/4
Sweeping (Ceaseless, Torrent 2")
4
4+
3/4
Fusion Cannon
Short Range (Range 6”, Devastating 4, Piercing 2)
4
4+
6/3
Long Range (Range 12”, Piercing 1)
4
4+
4/5
Fists
3
4+
2/3
Abilities
Autonomous Marker Spotlight1AP: Focused Markerlight

Autonomous Marker Spotlight: Whenever an enemy operative is a valid target for this operative, or is visible to this operative and within 2" of your Ambush marker (see Prepare Ambush strategy ploy), it’s marked.

Whenever a friendly XV-26000 Kickass Battlesuit operative is shooting an operative that’s marked, that friendly operative’s ranged weapons have the Severe weapon rule. Note that an operative can be a valid target for this operative even if this operative isn’t the active operative.

XV-26000 Kickass Battlesuits, T’au Empire, Designator
XV-26000 Lodestar
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Burst Cannon
Focused (Ceaseless)
5
4+
3/4
Sweeping (Ceaseless, Torrent 2")
4
4+
3/4
Fusion Cannon
Short Range (Range 6”, Devastating 4, Piercing 2)
4
4+
6/3
Long Range (Range 12”, Piercing 1)
4
4+
4/5
Fists
3
4+
2/3
Abilities
Electrochaff LauncherHoming Beacon

Electrochaff Launcher: Once per turning point, when an enemy operative is performing the Shoot action and your opponent selects a valid target (excluding DRONE), you can use this rule, providing this operative isn’t within control range of enemy operatives. If you do, until the end of that action, whenever an enemy operative is shooting a friendly XV-26000 Kickass Battlesuit operative that’s both visible to and within 3" of this operative and more than 2" from that enemy operative:

  • Ignore the Piercing weapon rule.
  • That friendly operative is obscured.

Homing Beacon: This operative is carrying your Homing Beacon marker. Operatives can perform the Pick Up Marker action on that marker. The first time an enemy operative performs the Pick Up Marker action on your Homing Beacon marker, discard that marker (remove it from the battle). In the Ready step of each Strategy phase, when you gain CP, if your Homing Beacon marker is in the killzone, gain one additional CP.

When a friendly XV-26000 Kickass Battlesuit operative with the FLY keyword uses the Reposition or Fall Back actions, within 8” horizontally of your Homing Beacon marker, you may spend an additional action (up to a maximum of 2 AP) to set up the operative within control range of the Homing Beacon marker, regardless of that operative’s previous location.

XV-26000 Kickass Battlesuits, T’au Empire, Lodestar
XV-26000 Infiltrator
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Burst Cannon
Focused (Ceaseless)
5
4+
3/4
Sweeping (Ceaseless, Torrent 2")
4
4+
3/4
Fusion Cannon
Short Range (Range 6”, Devastating 4, Piercing 2)
4
4+
6/3
Long Range (Range 12”, Piercing 1)
4
4+
4/5
Fists
3
4+
2/3
Abilities
Automated ProtocolsBackline Directive

Automated Protocols: This operative may counteract even when it has a Conceal order. When this operative counteracts, it can perform a mission action for 1 AP less during that counteraction.

Backline Directive: STRATEGIC GAMBIT in the first Turning Point. This operative may immediately take a single Reposition action, but it must end its movement within 4” of your deployment zone.

XV-26000 Kickass Battlesuits, T’au Empire, Infiltrator
MV15 Gun Drone
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Twin pulse carbine (Ceaseless)
4
4+
4/5
Ram
3
4+
2/3
Abilities
Assault ProtocolsDrone1AP: Photon Grenade Launcher

Assault Protocols: STRATEGIC GAMBIT. This operative can immediately perform a free Shoot action (you can change its order to Engage to do so) or Photon Grenade Launcher action.

Photon Grenade Launcher (1AP): Select one enemy operative visible to this operative and roll one D6: on a 3+, until the end of that operative’s next activation, subtract 2" from its Move stat

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

XV-26000 Kickass Battlesuits, T’au Empire, Drone, Fly, MV15 Gun
MV45 Shield Drone
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Ram
3
4+
2/3
Electro-Charged Plasma Shields (Preemptive Analytics, Shield, Electro-Charged*, Lethal 4+)
4
3+
0/0
Abilities
*Electro-Charged*Preemptive Analytics*ShieldDroneShield Generator:

*Electro-Charged: Whenever this operative is fighting or retaliating with this weapon, each of your blocks that blocks an enemy operative’s unresolved success also deals 1 damage to that enemy operative.

*Preemptive Analytics: Whenever this operative is fighting or retaliating with this weapon, you may resolve one success before the normal order. That success must be used to block.

*Shield: Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).

Shield Generator:: - This operative ignores the Piercing weapon rule.

  • Once per turning point, when an attack dice from a Shoot action inflicts Normal Dmg on this operative, you can ignore that inflicted damage.
  • You can use the Saviour Protocols firefight ploy for 0CP if this is the specified DRONE operative.
XV-26000 Kickass Battlesuits, T’au Empire, Drone, Fly, MV15 Gun
MV75 Marker Drone
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Ram
3
4+
2/3
Abilities
Advanced Marker SpotlightDrone1AP: Focused Markerlight

Advanced Marker Spotlight: Whenever an enemy operative is a valid target for this operative, or is visible to this operative and within 2" of your Ambush marker (see Prepare Ambush strategy ploy), it’s marked.

Whenever a friendly XV-26000 Kickass Battlesuit operative is shooting an operative that’s marked, that friendly operative’s ranged weapons have the Severe weapon rule. If a marked target is carrying one of your Markerlight tokens, Light terrain does not provide cover to that operative. Note that an operative can be a valid target for this operative even if this operative isn’t the active operative.

XV-26000 Kickass Battlesuits, T’au Empire, Drone, Fly, MV75 Marker
Equipment

ADVANCED BLACKSUN FILTERS:
Whenever a friendly XV-26000 Kickass Battlesuit operative is shooting an operative that’s obscured, you don’t have to discard one success as a result of that rule. If the friendly operative is within 3” of that enemy operative, you may ignore obscuring entirely.


SHIELD GENERATORS:
Next generation T’au battlesuits are customizable for every occasion, including for barbaric waves of melee opponents.

NAMEEFFECT
Shield GeneratorThat operative gains the Plasma Shield melee weapon.

COUNTER-NETWORK JAMMERS:
Every stealth mission includes extensive preparation and research. The enemy’s fighting style has been analyzed and uploaded into the Battlesuit’s AI to allow for reaction times far faster than should be possible.

STRATEGIC GAMBIT. Select one objective marker or mission marker. Intil the end of the turning point, whenever determining control of that marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 3” of friendly XV-26000 Kickass Battlesuit operatives. Note this isn’t a change of APL stat, so any changes are cumulative with this.


REACTIVE TARGET LOCKS:
These target-acquisition systems prioritise the parameters of enemy threats and provide their user with automatic locks. They may be embedded into neural interfaces or implanted into pilots' bodies.

Whenever you would counteract, you can do so with one friendly XV-26000 Kickass Battlesuit operative that has a Conceal order and is more than 3" from enemy operatives. Before it counteracts, you may change its order to Engage.


Ploys

Firefight - VECTORED RETRO-THRUSTERS:
XV-26000 battlesuit pilots are expert at firing unconventional bursts from their multidirectional thrusters to rapidly disengage from aggressive enemies, leaving their foe vulnerable to the rest of the team.

Use this firefight ploy when an enemy operative ends the Charge action within control range of a friendly XV-26000 Kickass Battlesuit operative (excluding DRONE). Interrupt that action to use this rule. If you do, that friendly operative can immediately perform a free Fall Back action, but it cannot move more than 3" during that action. Then, that enemy operative can immediately perform a free Reposition action using any remaining move distance it had from that first Charge action, and can do so even if it’s performed an action that prevents it from performing the Reposition action.


Firefight - SAVIOUR PROTOCOLS:
The drones of this kill team are hard-coded to prioritize the safety of their comrades, even at the cost of their own existence.

Use this firefight ploy when a friendly XV-26000 Kickass Battlesuit operative (excluding DRONE) is selected as the valid target of a Shoot action, or if an enemy operative takes the Fight action and targets a friendly operative. Select one friendly DRONE operative visible to and within 3" of that first friendly operative

If a shoot action, the friendly DRONE operative becomes the valid target instead (even if it wouldn’t normally be valid for this). That friendly DRONE operative is only in cover or obscured if the original target was. This ploy has no effect if the ranged weapon has the Blast or Torrent weapon rule.

If a Fight action, the friendly DRONE operative may immediately perform a Charge action. If the DRONE operative ends its movement (or was already) within control range of both the friendly operative and the enemy operative, you may force them to targe the DRONE operative to fight against instead.


Firefight - LIE IN WAIT:
Trained from birth in Kauyon principles, T’au stealth operatives restrain the rush of combat, knowing that it’s better to make the right move later than the wrong move now.

Use this firefight ploy when it’s your turn to activate with a friendly operative, if only one friendly XV-26000 Kickass Battlesuit operative is ready. Until the end of the turning point, whenever you have less ready friendly operatives than your opponent, you can skip your activations (in other words, you can delay that friendly XV-26000 Kickass Battlesuit operative’s activation until your opponent has only one ready operative). Note that you cannot counteract until that friendly XV-26000 Kickass Battlesuit operative is expended.


Firefight - COORDINATED ELIMINATION PULSE:
Next-generation battlesuits are not built to wound, but to kill. If they must expose themselves to an enemy, that enemy must not live to raise the alarm.

Use this ploy after a friendly XV-26000 Kickass Battlesuit operative finishes a Shoot action against an enemy operative, and that enemy operative is not incapacitated. If the enemy operative is a valid target for a friendly operative other than the target of your opponent’s attack, you inflict D3+1 damage to that enemy operative. If the weapon profile used in that Shoot action had the Blast or Torrent rule, this ploy affects one target of your choice.


Strategic - BONDS OF UNITY:
Stealth battlesuit pilots can draw strength and resolve from comrades.

Whenever a friendly XV-26000 Kickass Battlesuit operative is activated (excluding DRONE), if it’s visible to and within 6" of another XV-26000 Kickass Battlesuit operative (excluding DRONE) you may ignore two of the following:

  • any changes to the Hit stat of that first friendly operative’s weapons from being injured until the end of that activation.
  • any changes to that first friendly operative’s Move stat from being injured until the end of that activation.
  • you can ignore any changes to that first friendly operative’s APL stat

Strategic - PREPARE AMBUSH:
The T'au precalculate firing solutions and establish kill field parameters, awaiting their unknowing opponents to enter perfect strike range.

Place one of your Ambush markers wholly within 3” of your territory and more than 2" from enemy operatives. Whenever a friendly XV-26000 Kickass Battlesuit operative is shooting an enemy operative that’s within 2" of that marker, you can use this rule. If you do, remove that marker and that friendly operative’s ranged weapons have the Seek weapon rule until the end of the action. In the Ready step of the next Strategy phase, if that marker is still in the killzone, remove that marker.


Strategic - COLLABORATIVE DEFENSE NETWORK:
*After hundreds of simulations and dozens of missions, Fire Caste warriors are quick to ping threats for their comrades, giving them an extra moment to prepare. *

Whenever an enemy operative is shooting, fighting or retaliating against a friendly XV-26000 Kickass Battlesuit operative, in the Roll Attack Dice step, the attacker must discard one of their unresolved normal successes (or one of their critical successes if there are none) if the attacker is visible to another XV-26000 Kickass Battlesuit operative. This isn’t cumulative with being obscured.


Strategic - HOMING ARTILLERY STRIKE:
Whether Air Caste orbital lasers or Broadside Battlesuits supporting at long range, T’au comrades will gladly lend a helping explosion if you just send them the coordinates.

If your homing beacon is in the killzone, when the last operative finishes their activation this Turning point, before scoring points, deal 3d3 damage to all operatives within 2” of your homing beacon, then remove your homing beacon from the killzone (it is destroyed).


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.