Raiders from The Maelstrom

Homebrew by hbsprimetime

The Red Corsairs arrive to Kill Team! This team is meant to be an Angels of Death or Murderwing style team where you play as the Red Corsair raiders. To reflect their 40k counterparts they are tough, fast, and brutal. Maybe a little inspired as a less chaos aligned legionary kill team.

TEAM RULES

Astartes: Operatives in this Kill Team may shoot twice or fight twice in the same activation. If the second shot is with a Hand Flamer, Meltagun, or Plasma Pistol it costs an extra APL.

Flanking Manuvers: When setting up your operatives, you may choose three operatives, these do not start on the board in the beginning of a game. But instead, they you may choose to have them begin on the board after the second turning point from any table edge, but when doing so they count as having used one APL during that activation.

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Composition

The Kill Team must contain the following operative:

  • Red Corsair Reave Captain You must pick either the Power Maul or Relic Power Sword

You may select five of the following operatives.

  • Raider Champion
  • Raider Gunner
  • Raider Brawler
  • Raider Warrior*
  • Raider Grenadier
  • Raider Decapitator

*This operative may be selected more than once.

Reave Captain
A 3
M 6"
S 3+
W 16
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Piercing 1, Range 8")
4
3+
3/4
Supercharge (Lethal 5+, Range 8", Piercing 1)
4
3+
4/5
Power Maul (Brutal, Shock, Stun, Dev 2)
4
3+
5/5
Relic Power Sword (Lethal 5+, Ceaseless)
5
3+
4/5
Abilities
0AP: Brutal Efficiency0AP: Experienced Commander0AP: Iron Halo0AP: Rally The Charge

Brutal Efficiency (0AP): The first time in a turning point this operative incapacitates an enemy operative, increase this operative's APL by one until the next turning point.

Experienced Commander (0AP): In the beginning of each turning point, if this operative is still in play, you may add one extra command point to your pool.

Iron Halo (0AP): Once per battle, this operative may use this ability. When it does, you may ignore all normal damage that is to be applied.

Rally The Charge (0AP): When friendly operatives are fighting or retaliating within 4" of this operative, they gain ceaseless on their melee weapons.

40Leader, Red Corsair, Astartes, Heretic, Reave Captain
Raider Champion
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 8")
4
3+
3/4
Hand Flamer (Range 6", Torrent 2", Devastating 2)
6
2+
3/3
Power Weapon (Lethal 5+)
5
3+
4/5
Abilities
0AP: Dirty Tactics0AP: Get in, Stay in

Dirty Tactics (0AP): This rule must be used after a combat sequence, if it is, this operative rolls a dice. On a 4+, the operative may make a free shoot action with the Hand Flamer.

Get in, Stay in (0AP): When determining control of an objective, this operative counts as having 4 APL

32Astartes, Red Corsair Raiders, Heretic, Raider Champion
Raider Gunner
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Meltagun (Devastating 3, Piercing 2, Range 6")
4
3+
6/5
Raider Combat Weapon
4
3+
4/5
32Astartes, Red Corsair Raiders, Heretic, Raider Gunner
Raider Brawler
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 8")
4
3+
3/4
Power Fist (Brutal, Stun)
4
4+
5/7
Abilities
1AP: Vengeful Rush

Vengeful Rush (1AP): This operative may use the following action, for 1 AP this operative may use a free Charge action and a free Fight action in any order.

32Astartes, Red Corsair Raiders, Heretic, Raider Brawler
Raider Grenadier
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Raider Boltgun (Piercing Crits 1, Rending)
4
3+
3/4
Raider Combat Weapon
4
3+
4/5
Abilities
0AP: Grenadier

Grenadier (0AP): This operative comes with krak, frag, and smoke grenades, when using them this operative increases the ballistic skill by one.

32Astartes, Red Corsair Raiders, Heretic, Raider Grenadier
Raider Decapitator
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 8")
4
3+
3/4
Chain Axe (Rending, Lethal 5+)
5
3+
4/5
Abilities
0AP: Ruthless Slaughter

Ruthless Slaughter (0AP): When fighting or retaliating against an operative that is injured, this operative gains the Lethal 4+ weapon rule on melee weapons.

32Astartes, Red Corsair Raiders, Heretic, Raider Decapitator
Raider Warrior
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Raider Boltgun (Piercing Crits 1, Rending)
4
3+
3/4
Bolt Pistol (Range 8")
4
3+
3/4
Raider Combat Weapon
5
3+
4/5
Abilities
0AP: Merciless

Merciless (0AP): If this operative shoots twice with the Raider Boltgun in the same turning point, the second shoot action gains the Ceaseless weapon rule.

32Astartes, Red Corsair Raiders, Heretic, Raider Warrior
Equipment

Looted Chainblades:
Operatives with the Raider Combat Weapon gain the Rending weapon rule on said weapon.


Salvaged Armor:
At the beginning of each turning point, you may select one friendly Raiders from The Maelstrom operative, for the remainder of that turning point that operative has a 2+ armor save.


Rapid Insertion:
When a friendly operative inters the board from the Flanking Manuvers rule, they may begin anywhere within 6" of the selected Killzone edge.


Ploys

Strategic - New Ploy:


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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.


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.