[WIP] Colonel Schaeffer’s Last Chancers

Homebrew by GrissomKlyn
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Composition

Note that you do not select your operatives from a list. This kill team’s operatives are specified.

A LAST CHANCERS killteam is composed of every LAST CHANCERS operative in the following list:

  • COLONEL SCHAEFFER
  • ANIMAL
  • BRAINS
  • DEMOLITION MAN
  • FINGERS
  • GREASE MONKEY
  • HERO
  • OX
  • ROCKET GIRL
  • SCOPE
  • SHIV
  • WARRIOR WOMAN
Colonel Schaeffer
A 2
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Plasma Pistol
4
4+
3/4
Master-Crafted Power Sword
4
4+
3/4
Abilities
Combat Master
Options
Refractor Field

Combat Master:

Refractor Field: Disruption Field: Whenever an operative is shooting this operative, ignore the Piercing weapon rule.

LAST CHANCERS, IMPERIUM
Hero
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Lasgun
4
4+
3/4
Las Pistol
4
4+
3/4
Close Combat Weapon
4
4+
3/4
Abilities
A True Hero

A True Hero:

LAST CHANCERS, IMPERIUM
Animal
A 2
M 7”
S 5+
W 10
Weapons
ATK
HIT
DMG
Meltagun (Rng 6", Devastating 4, Piercing 2)
4
4+
6/3
Chainsword
4
3+
4/5
Abilities
Auspex ScanSuperhuman Reflexes
Options
New Option

Auspex Scan:

Superhuman Reflexes:

New Option:

LAST CHANCERS, IMPERIUM
Brains
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Lasgun
4
3+
2/3
Abilities
Comms-linkGood Friend

Comms-link:

Good Friend:

LAST CHANCERS, IMPERIUM
Demolition Man
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Demolition Charge (Rng 6", Blast 2", Devastating 2, Limited 1, Heavy (Reposition only), Piercing 1, Saturate)
4
3+
4/3
Melta Bomb
4
4+
3/4
LAST CHANCERS, IMPERIUM
Fingers
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Lasgun
4
3+
2/3
Abilities
Experimental WarheadReload!

Experimental Warhead:

Reload!:

LAST CHANCERS, IMPERIUM
Grease Monkey
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Bolt pistol (Rng 8”)
4
3+
3/4
Abilities
Vehicular Deployment

Vehicular Deployment:

LAST CHANCERS, IMPERIUM
Ox
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Heavy Bolter
4
4+
3/4
Abilities
Berzerk Rage

Berzerk Rage:

LAST CHANCERS, IMPERIUM
Rocket Girl
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Frag Warhead (Blast 2", Heavy (Dash only))
4
3+
4/5
Experimental Warhead (Blast 3", Heavy (Reposition only), Limited 1, Relentless)
6
4+
6/7
Krak Warhead (Heavy (Dash only), Piercing 1)
4
3+
5/7
Abilities
Reload!!

Reload!!:

LAST CHANCERS, IMPERIUM
Scope
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Needle Sniper Rifle
4
4+
3/4
Abilities
Ghillie Suit

Ghillie Suit: Whenever an operative is shooting this operative:

• Ignore the Saturate weapon rule. • 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.

LAST CHANCERS, IMPERIUM
Shiv
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Plasma Pistol
4
4+
3/4
Mono-Filament Knife (Lethal 5+)
4
3+
3/6
Frag Grenade
4
4+
3/4
Abilities
Stealth Master

Stealth Master: Whenever an operative is shooting this operative:

• Ignore the Saturate weapon rule. • 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.

LAST CHANCERS, IMPERIUM
Warrior Woman
A 2
M 7"
S 5+
W 10
Weapons
ATK
HIT
DMG
Lasgun
4
3+
2/3
Sword and Knife
4
4+
3/4
Abilities
Combat LeapExpert Tracker

Combat Leap:

Expert Tracker: Better stealth

LAST CHANCERS, IMPERIUM
Equipment

Hot Shot Capacitor Packs:
Brains and Grease Monkey's dangerous but lethal modification of lasguns and laspistols provide the Last Chancers with additional killing power, albeit with the risk of injury.

Up to twice per turning point, whenever a friendly LAST CHANCERS operative is performing the Shoot action and you select a laspistol or lasgun, you can use this rule. If you do, until the end of the turning point, add 1 to both Dmg stats of that weapon and it has the Hot and Piercing Crits 1 weapon rules.


Stolen Intel:
Thieves and killers the lot of them, the Last Chancers often enter a battle having attempted to sabotage their enemies plans with their criminal exploits.

At the end of the Select Operatives step, roll one D3. If the result is: • 1, you lose 1CP. • 2, you gain 1CP. • 3, your opponent loses 1CP


Manacles:
Always ready to recruit new operatives, Schaeffer has been known to carry spare manacles.

Whenever an enemy operative would perform the Fall Back action while within control range of a friendly LAST CHANCERS operative, if no other enemy operatives are within that friendly operative’s control range, you can use this rule. If you do, roll two D6, or one D6 if that enemy operative has a higher Wounds stat than that friendly operative. If any result is a 4+, that enemy operative cannot perform that action during that activation/counteraction (no AP are spent on it)


Ploys

Firefight - Firefight Ploy 1:


Firefight - Firefight Ploy 2:


Firefight - Firefight Ploy 3:


Firefight - Firefight Ploy 4:


Strategic - Suicide Force:


Strategic - Hardened Veterans:


Strategic - Take Cover:
Whenever an operative is shooting a friendly LAST CHANCERS operative, if you can retain any cover saves, improve that friendly operative’s Save stat by 1


Strategic - Infiltration Mission:
After revealing this equipment option, roll one D3. As a STRATEGIC GAMBIT in the first turning point, a number of friendly LAST CHANCER operatives equal to the result that are wholly within your drop zone can immediately perform a free Reposition action, but must end that move wholly within 3" of your drop zone


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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

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 Dominate tokens.

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.