Headhunters for hire

Homebrew (Unpublished) by Nin0

the headhunters kill teams are the chosen reavers of the loyalist piratical chapter of the xenostalkers, the xenostalkers are elité in stealth and in rapid jump pack assited assaults, a large number of their ranks are psykers and for these kill teams they employ only psykers to use their powers for stealth,movement and devastating bolts of psychic prowess.this chapter employs xenos technology and also enslave or exploit their species, like the pariah-tech tyranids or the automated t'au battlesuits for more versatility. the xenostalkers reside in the ghoul stars, they defeated the thexians in their homeworlds of the Bloodmoons of Thex Prime without the imperium knowing by involving part of hive fleet kraken and after the tyranid devastated the moons they got annihilated by a orbital strike of virus bomb, but managed to capture and enslave alot of the tyranids with old pariah-tech and nullstone material to sever the connection with the hive mind and be radio-controlled, now they reside in the blood moons and are their main stronghold and there they have a vault of ancient archeotech that their techmarines managed to re-invent, they are the most important line of defense against he outer xens treaths.

Composition
Common Abilities and Options

Psi-shrouding (1AP):
this operative make an extra free move of up to D3 and it is also not a valid target for any type of attacks until the end ofthe turning point but it must have the conceal order (the move must not end within engagement range of no enemy operatives)

Relocation channel protocol (1AP):
this operative can be removed from the map and repositioned anywhere that is atleast 6" from all enemy units and can only teleport outside of the enemy deployment zone. ( can be used twice per turning point)

Headhunter champion
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Combi weapon of the champion (Lethal 5+,rng 8",ceasless)
2
4+
4/6
Thunderbolts (Lethal 5+,fusillade,rng 8")
4
3+
3/4
Xenophase champion sword (Lethal 5+,rending)
4
3+
4/6
Abilities
1AP: Psi-shrouding1AP: Psychic broadcast command1AP: Relocation channel protocol

Psychic broadcast command (1AP): all freindly operatives within 6" of this operative gain a free movement action of D3, and for enemy operatives that are whitin 3" of this operative they get D3 mortal wounds (can be used only once per turning point)

Imperium,xenostalkers,psyker
Headhunter bio-techmarine
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Forge servo-plasmagun (Rending,Lethal 5+,fusillage,hot,range 8")
4
4+
4/7
Mind wrench (Ceasless,rending)
1
5+
7/7
Omnissiahn power axe (Ceasless,rending,stun,lethal 5+)
3
3+
4/7
Abilities
2AP: Portable Psi-tarantula sentry1AP: Psychic relocation channel protocol1AP: Servo-arm assistant

Portable Psi-tarantula sentry (2AP): can only be used once per battle, this ability grants you the psi-tarantula equipment and if you alredy equipped it this operative can place two of them. they must be atleast 3" away from eachother

Psychic relocation channel protocol (1AP): this operative can be removed from the map and repositioned anywhere that is atleast 6" from all enemy units and can only teleport outside of the enemy deployment zone. ( can be used once per turning point)

Servo-arm assistant (1AP): select one operative that is within 3" of this operative, that operative regains D3+1 wounds (can only be used once per turning point)

Imperium,xenostalkers,aphotecary,techmarine,psyker
Headhunter infiltrator
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Nullstone combat knife (Ceasless,stun)
4
3+
3/4
Marksman bolt carabine and silenced bolt pistol (Relentless,silent)
4
4+
3/4
Abilities
1AP: Relocation channel protocol
Imperium,xenostalkers,psyker,infiltrator
Headhunter gunman
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
T'au tech nullstone railgun (Lethal 5+,stun,ceasless)
3
4+
5/6
Biomancy enhanced fists (Relentless)
4
3+
4/5
Abilities
1AP: Psi-shrouding
Imperium,Headhunters,xenostalkers,psyker,gunman
Headhunter pariah-leaper
A 2
M 8"
S 4+
W 8
Weapons
ATK
HIT
DMG
New Weapon (Relentless,rending)
8
4+
3/4
Abilities
1AP: Pariha-tech screech

Pariha-tech screech (1AP): can be used once per turning point, all enemy operatives that are 8" from this operative and are not concealed wont be able to shoot at this operative for this turning point

Xenostalkers,pariahtech,leapers
Headhunter hijacked wraith
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Canoptek stalker claws (Ceasless)
5
3+
4/6
Abilities
1AP: Built-in virus injector leap

Built-in virus injector leap (1AP): this unit can make a free D6 movement action and can only be used once per turning point, if the target isn't concealed it forces the concealed order and it inflicts D3 mortal wounds on the target, if it's alredy concealed it only takes takes 1 mortal wounds but if it is carrying something that ojective falls onto the killzone at 3" from the operative

Xenostalkers,canoptek,wraith
Headhunters enslaved talos pain-engine
A 2
M 6"
S 4+
W 16
Xenostalkers,talos,pain-engine
Equipment
Ploys
TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action 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, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


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.