Fenris Guard Pack

Homebrew by Lionrader

This killteam is built around fast, damaging melee and high durability, the tradeoff being only four models that can hold objectives, and much less ranged proficiency.

100% positive
Composition

1 Rune Leader, 1 Wolf Priest, 2 Headtakers, 2 Hunting Wolves

Common Abilities and Options

Astartes:
During each friendly HEADTAKER, RUNE LEADER, and WOLF PRIEST operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, a bolt weapon must be selected for at least one of them.

Each friendly HEADTAKER, RUNE LEADER, and WOLF PRIEST operative can counteract regardless of its order.

Headtaker
A 3
M 7"
S 3+
W 15
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Rng 8", PrcCrit1)
4
3+
3/4
Master-crafted Power Weapon (Lethal 5+)
5
3+
5/7
Abilities
AstartesHeadhunterStorm Shield

Headhunter: At the start of the first Turning Point, select one enemy operative to be this killteam's quarry. Weapons equipped by HEADTAKER operatives gain the Accurate 2 weapon rule when they are fighting or retaliating against the quarry. If the quarry is eliminated, a new quarry is immediately chosen.

Storm Shield: Whenever this operative has damage allocated to it, Normal and Critical damage of 3 or more inflicts 1 less damage on it.

FENRIS GUARD PACK, IMPERIUM, ADEPTUS ASTARTES, HEADTAKER
Rune Leader
A 3
M 6"
S 3+
W 16
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Rng8", PrcCrit1)
4
4+
3/4
Smite (Psychic, Dev2, Lethal 5+)
4
3+
4/2
Rune Staff (Psychic, Shock)
4
3+
4/6
Abilities
Astartes1AP: Hunter's SightPackmaster1AP: Runic Barrier

Hunter's Sight (1AP): Select an enemy operative within 12" that is visible to this operative. Until the start of the next Turning Point, all weapons used against that operative gain the Accurate 1 weapon rule (this stacks with the quarry's Accurate 1 bonus).

Packmaster: Once per Turning Point, this operative can immediately perform the Dash action with a HUNTING WOLF operative within 6".

Runic Barrier (1AP): Once per Turning Point, until the start of the next Turning Point, one friendly operative within 6" has their save improved by 1.

FENRIS GUARD PACK, IMPERIUM, ADEPTUS ASTARTES, RUNE LEADER
Hunting Wolf
A 2
M 10"
S 5+
W 7
Weapons
ATK
HIT
DMG
Teeth and Claws (Ceaseless, Shock)
5
4+
3/4
Abilities
BeastMobilePack Instincts

Beast: BEAST operatives cannot contest markers or areas of the killzone, and are ignored for your opponent’s kill/elimination op (when they are incapacitated, and when determining your starting number of operatives). They are also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if they escape/survive/are incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).

Mobile: This operative can perform the Fall Back action for 1 less AP. This operative can also perform the Charge action while within control range of an enemy operative, and can leave that Operative's control range to do so (but then normal requirements for that move apply).

Pack Instincts: If this operative is within 3" of a HUNTING WOLF or WOLF PRIEST operative, its Teeth and Claws have their Ceaseless weapon rule replaced with Relentless.

FENRIS GUARD PACK, IMPERIUM, ADEPTUS ASTARTES, HUNTING WOLF
Wolf Priest
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Rng8", PrcCrit 1)
4
3+
3/4
Crozius Arcanum (Stun)
4
3+
4/6
Abilities
AstartesHelm of the BeastslayerLitany of the Hunt1AP: Words of the Fang

Helm of the Beastslayer: When attacking this operative, the following weapon rules do not come into effect: Lethal x, Piercing x, Piercing Crits x, Rending

Litany of the Hunt: Once per battle, at the start of any Turning Point, this operative may use this ability. Until the end of the Turning Point, all friendly FENRIS GUARD PACK operatives can use the Charge action in the same activation that they used the Dash action (but not the Reposition action).

Words of the Fang (1AP): Select one friendly HEADTAKER or RUNE LEADER operative within 3". That operative regains D3 lost wounds and, until the end of the Turning Point, when fighting or retaliating, that operative's weapons gain the Ceaseless weapon rule. Each HEADTAKER and RUNE LEADER operative can only be affected by this ability once per battle.

FENRIS GUARD PACK, IMPERIUM, ADEPTUS ASTARTES, WOLF PRIEST
Equipment
Ploys

Strategic - Declaration of the Hunt:
Whenever a FENRIS GUARD PACK operative uses the Charge action, their bonus movement is increased to 3".


Strategic - Fenris Shieldwall:
HEADTAKER operatives on the Engage order count as being in cover when within one another's control range.


Strategic - Rageful Crescendo:
Each time a FENRIS GUARD PACK operative incapacitates an enemy operative, it may immediately perform one free 1AP action.


Strategic - Howl of the Alpha:
HEADTAKER and HUNTING WOLF operatives have their APL increased by one if they are activated within 3" of the RUNE LEADER operative.


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.