Heresy Tactical Squad

Homebrew by bigender_liver

"Of the Tactical Space Marine, bedrock of his Chapter and paragon to his brothers, I shall tell thee.

He shall be steeped in the lore of battle and schooled in all manner of weapon and strategy. With combat blade, boltgun and grenade he shall assail the foe. But these are mere tools: a Tactical Marine's true weapons are his courage, his wits, and his dedication to his brothers.

He will bring his foe to battle in a manner and time of his choosing, never himself caught unready or ill-prepared for the task at hand. In defence he shall be stalwart as the mountain, a bulwark stood firm against the enemies of Man. In attack he shall strike with the wrath of the Immortal Emperor, felling the foe without mercy, remorse, or fear. "

100% positive
Composition

A TACTICAL SQUAD KillTeam is composed of:

  • 1 TACTICAL SQUAD Sergeant with with one option from each of the following:
    • Plasma pistol, hand flamer, volkite serpenta or master-crafted bolt pistol
    • Power fist, power maul, lightning claw, power weapon or master-crafted chainsword
  • 5 TACTICAL SQUAD operatives selected from the following list:
    • Bombard with one of the following options:
      • Bolt pistol; chainsword; melta bomb
      • Boltgun; fists; melta bomb
    • Fighter with one of the following options:
      • Bolt Pistol; power fist
      • Bolt Pistol; power maul
      • Bolt Pistol; lightning claw
      • Bolt Pistol; power weapon
      • Twin Lightning claws
      • Eviscerator
    • Grenadier with one of the following options:
      • Bolt pistol; chainsword
      • Boltgun; fists
    • Gunner with one of the following options:
      • Bolt Pistol; flamer; fists
      • Bolt Pistol; meltagun; fists
      • Bolt Pistol; plasma gun; fists
      • Bolt Pistol; volkite charger; fists
      • Bolt Pistol; graviton gun; fists
    • Heavy Gunner with one of the following options:
      • Bolt Pistol; heavy bolter; fists
      • Bolt Pistol; missile launcher; fists
      • Bolt Pistol; rotor cannon; fists
      • Bolt Pistol; disintegrator blaster; fists
    • Nuncio-Vox with one of the following options:
      • Bolt pistol; chainsword
      • Boltgun; fists
    • Scanner with one of the following options:
      • Bolt pistol; chainsword
      • Boltgun; fists
    • Vexilla with one of the following options:
      • Bolt pistol; chainsword
      • Boltgun; fists
    • Warrior with one of the following options:
      • Bolt pistol; chainsword
      • Boltgun; fists
Common Abilities and Options

Astartes:
During each friendly TACTICAL SQUAD operative's activation, it can perform either two Shoot actions or two Fight actions. If it is two Shoot actions, a bolt pistol, boltgun or master-crafted bolt pistol must be selected for at least one of them.

Imperial Astartes:
When selecting your kill team, select an Allegiance for friendly TACTICAL SQUAD operatives to gain for the battle.

This operative gains the IMPERIUM keyword.

Heretic Astartes:
When selecting your kill team, select an Allegiance for friendly TACTICAL SQUAD operatives to gain for the battle.

This operative gains the CHAOS keyword.

Sergeant
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Master-Crafted Bolt Pistol (Rng 8", Rnd)
4
3+
3/5
Volkite Serpenta (Rng 6", Dev2)
4
3+
3/3
Hand Flamer (Rng 6", Sat, Tor 1")
4
2+
3/3
Power Fist (Brutal)
5
4+
5/7
Power Maul (Shock)
5
3+
4/6
Power Weapon (Lethal 5+)
5
3+
4/6
Lightning Claw (Lethal 5+, Rnd)
5
3+
4/5
Master-Crafted Chainsword (Rnd)
5
3+
4/6
Abilities
AstartesMaster Tactician
Options
Imperial AstartesHeretic Astartes

Master Tactician: Once per turning point, you can do one of the following, depending on this operative's keywords:

  • If this operative has the CHAOS keyword: Remove your Challenge token from the enemy operative that has it (if any), then select one enemy operative to gain your Challenge token. Whenever this operative incapacitates an enemy operative that has your Challenge token, you gain 1CP.
  • If this operative has the IMPERIUM keyword: Use the Command Re-Roll firefight ploy for 0CP if this operative is in the killzone and isn’t within control range of enemy operatives.
TACTICAL SQUAD, LEGIONES ASTARTES, LEADER, SERGEANT
Bombard
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Boltgun
4
3+
3/4
Melta Bomb (Rng 3", Dev3, Hvy(Repos), Prc2, Lim1)
4
3+
5/3
Chainsword
5
3+
4/5
Fists
4
3+
3/4
Abilities
Astartes1AP: Make Way
Options
Imperial AstartesHeretic Astartes

Make Way (1AP): Select a terrain feature within this operative's control range. If it is Equipment terrain, remove it. Otherwise, place one of your Breach markers within this operative's control range as close as possible to that terrain. Whenever an operative is within 1" of that marker, it treats parts of that terrain feature that are no more than 1" thick as Accessible terrain.

This operative cannot perform this action while within Control Range of an enemy operative, or if a terrain feature is not within its Control Range.

TACTICAL SQUAD, LEGIONES ASTARTES, BOMBARD
Fighter
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Power Fist (Brutal)
5
4+
5/7
Power Maul (Shock)
5
3+
4/6
Power Weapon (Lethal 5+)
5
3+
4/6
Lightning Claw (Lethal 5+, Rnd)
5
3+
4/5
Twin Lightning Claws (Ceaseless, Lethal 5+, Rnd)
6
3+
4/5
Eviscerator (Brutal)
5
3+
5/7
Abilities
Astartes
Options
Imperial AstartesHeretic Astartes
TACTICAL SQUAD, LEGIONES ASTARTES, FIGHTER
Grenadier
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Boltgun
4
3+
3/4
Chainsword
5
3+
4/5
Fists
4
3+
3/4
Abilities
AstartesGrenadier
Options
Imperial AstartesHeretic Astartes

Grenadier: This operative can use frag, krak, smoke and stun grenades (see universal equipment). Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever this operative is using a frag or krak grenade, improve the Hit stat of that weapon by 1.

TACTICAL SQUAD, LEGIONES ASTARTES, GRENADIER
Gunner
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Flamer (Rng 8", Sat, Tor 2")
4
2+
3/3
Meltagun (Rng 6", Dev4, Prc2)
4
3+
6/3
Plasma Gun
Standard (Prc1)
4
3+
4/6
Supercharge (Prc1, Lethal 5+, Hot)
4
3+
5/6
Volkite Charger (Dev2, Prc1)
4
3+
3/3
Graviton Gun (Stun)
4
3+
4/5
Bolt Pistol (Rng 8")
4
3+
3/4
Fists
4
3+
3/4
Abilities
Astartes
Options
Imperial AstartesHeretic Astartes
TACTICAL SQUAD, LEGIONES ASTARTES, GUNNER
Heavy Gunner
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Heavy Bolter
Focused (Hvy(Repos), PrcCrit1)
5
3+
4/5
Sweeping (Hvy(Repos), PrcCrit1, Tor 1")
4
3+
4/5
Missile Launcher
Frag (Hvy(Repos), Blast 2")
4
3+
3/5
Krak (Hvy(Repos), Prc1)
4
3+
5/7
Rotor Cannon
Focused (Hvy(Repos), Ceaseless)
6
3+
3/4
Sweeping (Hvy(Repos), Ceaseless, Tor 2")
5
3+
3/4
Disintegrator Blaster
Standard (Hvy(Repos), Rng 8", Dev6)
4
3+
3/0
Supercharge (Hvy(Repos), Rng 8", Dev7, Hot)
5
3+
4/0
Bolt Pistol (Rng 8")
4
3+
3/4
Fists
4
3+
3/4
Abilities
Astartes
Options
Imperial AstartesHeretic Astartes
TACTICAL SQUAD, LEGIONES ASTARTES, HEAVY GUNNER
Nuncio-Vox
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Boltgun
4
3+
3/4
Chainsword
5
3+
4/5
Fists
4
3+
3/4
Abilities
Astartes1AP: Signal
Options
Imperial AstartesHeretic Astartes

Signal (1AP): Select one other friendly TACTICAL SQUAD operative 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.

TACTICAL SQUAD, LEGIONES ASTARTES, NUNCIO-VOX
Scanner
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Boltgun
4
3+
3/4
Chainsword
5
3+
4/5
Fists
4
3+
3/4
Abilities
Astartes2AP: Augury Scanner
Options
Imperial AstartesHeretic Astartes

Augury Scanner (2AP): Until the start of this operative's next activation or until it is incapacitated (whichever comes first), whenever a friendly TACTICAL SQUAD operative is shooting an enemy operative within 8" of this operative, that enemy operative cannot be obscured.

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

TACTICAL SQUAD, LEGIONES ASTARTES, SCANNER
Vexilla
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Boltgun
4
3+
3/4
Chainsword
5
3+
4/5
Fists
4
3+
3/4
Abilities
AstartesIcon Bearer
Options
Imperial AstartesHeretic Astartes

Icon Bearer: Whenever determining control of a marker, treat this operative's APL stat as 1 higher. Note this is not a change to its APL stat, so any changes are cumulative with this.

TACTICAL SQUAD, LEGIONES ASTARTES, VEXILLA
Warrior
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Boltgun
4
3+
3/4
Chainsword
5
3+
4/5
Fists
4
3+
3/4
Abilities
AstartesTrained Legions
Options
Imperial AstartesHeretic Astartes

Trained Legions: Whenever this operative counteracts, it can perform a free Dash action during that Counteraction.

TACTICAL SQUAD, LEGIONES ASTARTES, WARRIOR
Equipment

Legion Reliquaries:
You can use the Wrath of Vengeance firefight ploy for 0CP if the specified friendly operative has an Engage order.


Master-Crafted Armor:
STRATEGIC GAMBIT Select one friendly TACTICAL SQUAD operative. Until the Ready step of the next Strategy phase, change that operative’s Save stat to 2+.


Oath Seals:
Once per turning point, when a friendly TACTICAL SQUAD operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Master-Crafted Rounds:
Once per turning point, when a friendly TACTICAL SQUAD operative is performing the Shoot action and you select a bolt pistol or boltgun, you can use this rule. If you do, until the end of that action, that weapon has the Rending weapon rule.


Ploys

Firefight - Transhuman Physiology:
Use this firefight ploy when an operative is shooting a friendly TACTICAL SQUAD operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.


Firefight - Wrath of Vengance:
Use this firefight ploy when a friendly TACTICAL SQUAD operative is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.


Firefight - Critical Shot:
Use this firefight ploy when you resolve a critical success for a friendly TACTICAL SQUAD operative that is shooting with a bolt pistol, boltgun or master-crafted bolt pistol. Inflict D3 additional damage.


Firefight - Feel no Pain:
Use this Firefight ploy when an attack die inflicts Normal dmg on a friendly TACTICAL SQUAD operative. Ignore that inflicted damage.


Strategic - And They Shall Know No Fear:
You can ignore any changes to the stats of friendly TACTICAL SQUAD operatives from being injured.


Strategic - Great Crusade:
Whenever a friendly TACTICAL SQUAD operative is shooting against, fighting against or retaliating against a wounded enemy operative, you can re-roll one of your attack dice.


Strategic - Divine Guidance:
Whenever an operative is shooting a friendly TACTICAL SQUAD operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Strategic - The Perfect Moment:
Whenever a friendly TACTICAL SQUAD operative is shooting against or fighting against an expended enemy operative, that friendly operative’s weapons have the Balanced weapon rule and its ranged weapons have the Saturate weapon rule.


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.