XV8 Crisis Battlesuits

Homebrew by DragonRoll14
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Composition

1 CRISIS BATTLESUIT SHAS’VRE operative

2 CRISIS BATTLESUIT operatives from the following list:

  • BODY

2 DRONE operative from the following list:

  • DS8 TACTICAL SUPPORT TURRET
  • MV1 GUN DRONE
  • MV36 GUARDIAN DRONE
  • MV4 SHIELD DRONE
  • MV7 MARKER DRONE

Other than SHAS’UI operatives, your kill team can only include each operative on this list once. Your kill team can only include up to two WEAPONS EXPERT operatives.

Common Abilities and Options

Hero's Mantle:
During each friendly XV8 CRISIS BATTLESUIT opeartive's activation, it can perform two Shoot actions, and it can perform the Shoot action while in control range of enemy operatives (except for Blast weapons).

Each friendly XV8 CRISIS BATTLESUIT can counteract regardless of its order.

You can activate each friendly XV8 CRISIS BATTLESUIT operative twice during the turning point as long as it has AP to spend (it stays ready while it still can be activated a second time). Per turning point, it cannot move more than 11" and you cannot spend more than 4AP total for it.

Each friendly XV8 CRISIS BATTLESUIT counts as being two operatives for the sake of the Kill Op.

Manta Strike:
When setting up a XV8 CRISIS BATTLESUIT kill team before the battle, one operative must be se up as normal. Up to two other operatives can be set up above: place them to one side instead of in the killzone, then place two of your Homing Beacon markers wholly within your territory.

In the Firefight phase, friendly XV8 CRISIS BATTLESUIT operatives set up above are activated as normal. When you do, you can either expendd or land that operative. If it lands, set it up in the killzone in a location it can be placed as follows (it's no longer set up above):

  • WIthin 3" horizonally of one of your Homing Beacon markers, or wholly within your drop zone.
  • Not within 3" of enemy operatives.
  • With no part of itgs base underneat Vantage terrain.
  • With an order of your choice.

The operative is treated as performing the Reposition action (spend ghe AP accordingly), then continue its activation as normal.

Operatives that are still set up above at the end of the second turning point are incapacitated.

Target Lock:
You can ignore any changes to the Hit and Attack stats of this operative's twin plasma rifles.

XV8 Deathrain
A 4
M 8"
S 3+
W 20
Weapons
ATK
HIT
DMG
Twin Missile Pods (Ceaseless, Piercing 1)
4
3+
5/7
Fists
3
4+
4/5
Abilities
Gun DronesHero's MantleManta Strike

Gun Drones: If this operative is selected for your kill team, include two MV1 GUN DRONE operatives in your roster.

XV8 Crisis Battlesuit, T'au Empire, Deathrain
XV8 Sunforge
A 4
M 8"
S 3+
W 20
Weapons
ATK
HIT
DMG
Twin Fusion Blasters
Short Range (Ceaseless, Devastating 4, Piercing 2, Range 6")
4
3+
6/3
Long Range (Ceaseless, Piercing 1, Range 12")
4
3+
4/5
Fists
3
4+
4/5
Abilities
Hero's MantleManta StrikeShield Generator

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

  • Once per turning point, when an attack dice inflics Normal Dmg on this operative, you can ignore that inflicted damage.
XV8 Crisis Battlesuit, T'au Empire, Sunforge
XV8 Burningeye
A 4
M 8"
S 3+
W 20
Weapons
ATK
HIT
DMG
Twin Plasma Rifles (Ceaseless, Lethal 5+, Piercing 1)
4
3+
5/6
Fists
3
4+
4/5
Abilities
Hero's MantleManta StrikeTarget Lock
XV8 Crisis Battlesuit, T'au Empire, Burningeye
XV8 Brightwind
A 4
M 8"
S 3+
W 20
Weapons
ATK
HIT
DMG
Twin Plasma Rifles (Ceaseless, Lethal 5+, Piercing 1)
4
3+
5/6
Fists
3
4+
4/5
Abilities
Hero's MantleManta StrikeTarget Lock
XV8 Crisis Battlesuit, T'au Empire, Brightwind
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 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.


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.