Heavy Weapons Veterans

Homebrew by Lionrader

WIP

75% positive
Composition

3 Heavy Stubber Emplacements, 1 Lord Commissar, 1 Vox-operator Veteran, 1 Flag-bearer Veteran, 1 Desolator Veteran, 1 Alchemyst Veteran

Heavy Stubber Emplacement
A 2
M 3"
S 4+
W 11
Weapons
ATK
HIT
DMG
Twin Heavy Stubbers
Focused (Heavy (Dash), Relentless)
6
4+
4/5
Sweeping (Heavy (Dash), Ceaseless Torrent 1")
4
4+
4/5
Fists
2
4+
2/3
Abilities
Final DutyFusilladeSet Up

Final Duty: When this operative is incapacitated, it can immediately perform the Shoot action for free against the closest visible enemy operative (even if that operative is within control range).

Fusillade: This operative can perform the Shoot action twice during its activation.

Set Up: While Set Up, this operative cannot perform the Reposition, Dash, Charge, or Crit Op actions, however they count as being in light cover, and their ranged weapons gain the Accurate 1 weapon rule. In order to use the Reposition, Dash, Charge, or Crit Op actions, this operative must use this action a second time.

HEAVY WEAPONS CADRE, IMPERIUM, DEATH KORPS, HEAVY STUBBER EMPLACEMENT
Lord Commissar
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc1)
4
4+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1)
4
4+
4/5
Power Weapon (Lethal 5+)
4
3+
4/6
Power Fist (Brutal)
4
4+
5/7
Abilities
Guardsmen OrdersIron Will

Guardsmen Orders: STRATEGIC GAMBIT and SUPPORT. A friendly LORD COMMISSAR operative can issue a GUARDSMAN ORDER. Whenever it does, select one GUARDSMAN ORDER for all friendly DEATH KORPS operatives within 6" of it to receive. Whenever a friendly operative receives a GUARDSMAN ORDER, apply its rules until the end of the turning point. Operatives cannot benefit from more than one GUARDSMAN ORDER at once; they only benefit from the most recent order they received during the turning point.

Take Aim!

Ranged weapons of operatives that received this order have the Ceaseless weapon rule. If a ranged weapon already has the Ceasless weapon rule, it gains the Relentless weapon rule instead. If a ranged weapon already has the Relentless weapon rule, it gains the Accurate 1 weapon rule instead.

Fix Bayonets!

Melee weapons of operatives that received this order have the Ceaseless weapon rule.

Dig In!

Whenever an operative is shooting a friendly operative that has received this order, if you can retain any cover saves, you can re-roll any of your defence dice results of one result (e.g. results of 2).

Move! Move! Move!

Whenever an operative that’s received this order is performing the Reposition action, add 1" to its Move stat.

Iron Will: This operative is not affected by the Saturate, Piercing x, or Piercing Crits x weapon rules.

HEAVY WEAPONS CADRE, IMPERIUM, DEATH KORPS, LORD COMMISSAR
Vox-operator Veteran
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Relay OrdersSignal

Relay Orders: Once per turning point, when this operative receives a GUARDSMAN ORDER, if it’s not within control range of enemy operatives, it can relay that order. Whenever an order is relayed, all friendly DEATH KORPS operatives in the killzone receive that order.

Signal: SUPPORT Select one other friendly DEATH KORPS operative visible to and within 6" of this operative. Until the end of that operative's next activation, add 1 to its APL stat.

This operative cannot perform this action while within control range of an enemy operative.

HEAVY WEAPONS CADRE, IMPERIUM, DEATH KORPS, VETERAN VOX-OPERATOR
Flag-bearer Veteran
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
HEAVY WEAPONS CADRE, IMPERIUM, DEATH KORPS, FLAG-BEARER
Desolator Veteran
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Meltagun (Rng 6", Dev4, Prc2)
4
4+
6/3
Bayonet
3
4+
2/3
HEAVY WEAPONS CADRE, IMPERIUM, DEATH KORPS, DESOLATOR
Alchemyst Veteran
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
HEAVY WEAPONS CADRE, IMPERIUM, DEATH KORPS, ALCHEMYST
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.