Scales of the Emporer

Homebrew by MajorLeeRugged

Catachan Lizard men

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Composition

The Scales of the Emperor

A Scales of the Emperor kill team is 10 opratives. Select from the lists below.


Captain 2IC Comms Sniper Morter

Options (Select 3) Heavy Weaons

  • Bolter
  • Flammer
  • Plasma
  • Greenadier
  • Mssile Luncher

2 Troopers

A Kill Team can't contain more than 10 Opratives in total with a limit of 3 Heavy Gunners.

Common Abilities and Options

Poison:
This operative does poison damage with their blade. when the first damage is done to an enemy operative, take a token and set it next to that target. every activation they need to roll a D6, if they roll over 3 they take that number of wounds.

Trophy Taker (1AP):
The first time each Turning Point that a friendly operative incapacitates an enemy in combat: That operative regains 1 lost wound.

Welcome To The Jungle:
This operative can make the first or only attack (shooting or melee) of their turn, from concealment.

Fortified Potion (1AP):
This oprative is considered to be in light cover for this phase, even when in the open. This operative gets all the effects of cover.

There's Somthing In those trees:
After this operative remains unwounded then add 1" to its max movement.

Welcome to The Jungle:
This operative can make the first or only attack (shooting or melee) of their turn, from concealment.

Captain
A 2
M 6"
S 3+
W 10
Weapons
ATK
HIT
DMG
Custom Laz Rifle
Laz (Shock, balanced)
4
3+
4/6
Grenade Launcher (Rng 8, Blast 2, Indirect, Sat, Sev)
5
4+
3/4
Fang Blade (Poison, Sev)
5
3+
4/5
Abilities
Head hunter1AP: Jungle warfare specialistPoison1AP: Trophy Taker

Head hunter: Each time this operative makes a shooting attack against an enemy with a higher Wounds characteristic: Retain 1 normal hit.

Jungle warfare specialist (1AP): When this operative is selected as the target of a shooting or combat attack this activation: Change one of your normal saves to a critical save.

Astra Militarum, Imperial, elite guard
2 I C
A 2
M 6"
S 3+
W 10
Weapons
ATK
HIT
DMG
Custom Laz Rifle (Shock, balanced)
4
3+
4/6
Smoke Grenades (Rng 6, Blast 2”, Stun, Sat)
6
4+
1/3
Fang Blade (Poison)
5
3+
4/5
Abilities
Camouflage And Concealment1AP: Night VisionPoisonTrophy TakerWelcome To The Jungle

Camouflage And Concealment: When your Oprative is over 6" and out of cover it cant be targeted by shooting (other attacks can be used as normal).

Night Vision (1AP): This operative can fight then immediately fallback automatically after Melee.

Astra Militarum, Imperial, elite guard
Comms
A 2
M 5"
S 3+
W 9
Weapons
ATK
HIT
DMG
Laz Rifle
4
3+
3/4
Blade
4
3+
4/5
Abilities
1AP: Fortified PotionIncoming OrdersWelcome To The Jungle

Incoming Orders: Once per Turning Point: Select one friendly operative within 6". That operative gains +1 APL for this activation.

Astra Militarum, Imperial, elite guard
Sniper
A 2
M 6"
S 3+
W 9
Weapons
ATK
HIT
DMG
Sniper Rifle (Heavy, Silent, balanced, sev)
4
3+
3/6
Blade
4
3+
4/5
Abilities
1AP: Fortified PotionSpotter

Spotter: When this operative is within 4" of the friendly comms Operative, add +1 to the Sniper Rifle Crit stat.

Astra Militarum, Imperial, elite guard
Morter
A 2
M 5"
S 3+
W 9
Weapons
ATK
HIT
DMG
Laz Rifle
4
3+
3/4
Morter High Explosive
High Explosive (Rng 8, Heavy, Blast 1”, Sat, Ser, Indirect)
5
4+
3/6
Shrapnel (Rng 8, Heavy, Blast 4, Prc 1, Sat, Indirect)
5
3+
2/3
Flare (Rng 8, Blast 6, Stun, Shock, Balanced, Sat, Indirect)
4
4+
2/2
Blade
4
3+
4/5
Abilities
Flare1AP: Fortified PotionRolling ThunderWelcome to the Jungle

Flare: Place a marker on the board. Any enemy operative in the area of 3" in any direction around the marker gets Balanced and Shock applied to their attackers weapon profiles. These modifiers stay active untill the end of the Rurning Point. remove ghe flare marker from the board at the beginning of the next Turning Point.

Rolling Thunder: If this weapon incapacitates an enemy: any other enemy within 2" has to roll a D6. The number shown is the ammount of wounds taken. (This is on top of any other damage they would have taken).

Welcome to the Jungle: This operative can make the first or only attack (shooting or melee) of their turn, from concealment.

Astra Militarum, Imperial, elite guard
Heavy Bolt Gunner
A 2
M 5"
S 3+
W 12
Weapons
ATK
HIT
DMG
Heavy Bolter
Focused (Heavy, Piercing 1, Shock, Sev, Balanced)
5
3+
4/6
Sweeping (Heavy, Torent 1, Stun)
4
3+
3/4
Fists
4
4+
4/5
Abilities
1AP: Armor Piercing Rounds

Armor Piercing Rounds (1AP): This operative can increase it's weapon stats in shooting +1.

Astra Militarum, Imperial, elite guard
Heavy Plasma Gunner
A 2
M 5"
S 3+
W 12
Weapons
ATK
HIT
DMG
Plasma
Standard (Rng 8, Tor 1, Shock, Balanced)
4
3+
4/5
Overcharged (Torent 1, Stun, Hot, Ceaseless)
5
4+
5/7
Fists
4
4+
4/5
Astra Militarum, Imperial, elite guard
Heavy Flammer
A 2
M 5"
S 3+
W 12
Weapons
ATK
HIT
DMG
Flammer (Rng 6, Tor 1, sev sus, Lethal 5+)
5
3+
3/5
Fists
4
4+
4/5
Abilities
1AP: Burn Them Out

Burn Them Out (1AP): Place a market within the area of the targeted Oprative, and Until end of Turning Point, enemy operatives entering or starting within 3" that marker suffer 1 mortal wound.

Astra Militarum, Imperial, elite guard
Heavy Rocket
A 2
M 5"
S 3+
W 12
Weapons
ATK
HIT
DMG
Rocket Launcher (Piercing 1, Lethal 5+, Brutal)
4
3+
3/5
Fists
4
4+
4/5
Abilities
Big Game Hunter

Big Game Hunter: When shooting an enemy with 12+ wounds: The weapon gains Ceaseless.

Astra Militarum, Imperial, elite guard
Trooper 1
A 2
M 6"
S 3+
W 9
Weapons
ATK
HIT
DMG
Laz Rifle
4
2+
3/4
Fang Blade
4
3+
4/5
Abilities
There's Somthing In those treesWelcome to The Jungle
Astra Militarum, Imperial, elite guard
Heavy Grenadier
A 2
M 5"
S 3+
W 12
Weapons
ATK
HIT
DMG
Grenadier (Rng 8, Tor 1, Piercing 1)
4
3+
4/5
Fists
4
4+
4/5
Options
Volly

Volly: This Oprative can shoot twice.

Astra Militarum, Imperial, elite guard
Trooper 2
A 2
M 6"
S 3+
W 9
Weapons
ATK
HIT
DMG
Laz Rifle
4
2+
3/4
Fang Blade
4
3+
4/5
Abilities
There's Somthing In those treesWelcome to The Jungle
Astra Militarum, Imperial, elite guard
Equipment
Ploys
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.