Shock Troops

Homebrew by bigender_liver

Born soldiers, the Shock Troops of Cadia are trained for military service from the moment they can hold a rifle. Long years of rigorous firing drills have forged them into expert sharpshooters, skilled in both dogged defence and storming assault. Cadian Shock Troops are held by many as the ideal Imperial soldiers – with countless regiments mustered in their image.

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Composition

A SHOCK TROOPS KillTeam is composed of:

  • 1 SHOCK TROOPS SERGEANT operative with one of the following options:
    • Bolt pistol; chainsword
    • Relic Lasgun; bayonet
  • 4 SHOCK TROOPER operatives*
  • 9 operatives selected from the following list:
    • SHOCK TROOPER
    • SHOCK TROOPS AMMOJACK
    • SHOCK TROOPS BODYGUARD with one of the following options:
      • Lasgun; bayonet
      • Laspistol; chainsword
    • SHOCK TROOPS COMBAT ENGINEER
    • SHOCK TROOPS COMBAT MEDIC
    • SHOCK TROOPS GUNNER with drum-fed autogun and gun butt
    • SHOCK TROOPS GUNNER with flamer and gun butt
    • SHOCK TROOPS GUNNER with grenade launcher and gun butt
    • SHOCK TROOPS GUNNER with meltagun and gun butt
    • SHOCK TROOPS GUNNER with plasma gun and gun butt
    • SHOCK VOX-TROOPER

Other than SHOCK TROOPER operatives, your kill team can only include each operative on this list once.

*Up to four times, instead of taking one of these SHOCK TROOPER operatives, you can select one SHOCK TROOPS ploy to cost you 0CP for the battle.

Shock Troops Sergeant
A 3
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Relic Lasgun (Lethal 5+)
5
3+
2/4
Bolt Pistol (Rng 8")
4
3+
3/4
Bayonet
3
4+
2/3
Chainsword
5
4+
3/5
Abilities
Adaptive OrdersGuardsman Orders

Adaptive Orders: If this operative doesn’t issue a GUARDSMAN ORDER as a STRATEGIC GAMBIT, you can use the Inspirational Leadership firefight ploy for 0CP during this operative’s activation.

Guardsman Orders: STRATEGIC GAMBIT and SUPPORT A friendly SHOCK TROOPS SERGEANT operative can issue a GUARDSMAN ORDER. Whenever it does, select one GUARDSMAN ORDER for all friendly SHOCK TROOPS 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 (excluding mortar barrage and remote detonator) have the Ceaseless weapon rule.

  • Fix Bayonets!

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

  • Stand Firm!

Whenever an operative is shooting a friendly operative that has received this order, if you cannot 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.

SHOCK TROOPS, IMPERIUM, ASTRA MILITARUM, LEADER, SHOCK TROOPS SERGEANT
Shock Trooper
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Group Activation

Group Activation: Whenever this operative is expended, you must then activate one other ready friendly SHOCK TROOPER operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).

SHOCK TROOPS, IMPERIUM, ASTRA MILITARUM, SHOCK TROOPER
Shock Troops Ammojack
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
1AP: Enough to Go Around

Enough to Go Around (1AP): Place one of your Ammo Cache markers within 2" of this operative. It functions as the Ammo Cache marker in Universal Equipment.

SHOCK TROOPS, IMPERIUM, ASTRA MILITARUM, SHOCK TROOPS AMMOJACK
Shock Troops Bodyguard
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
3+
2/3
Laspistol (Rng 8")
4
3+
2/3
Bayonet
3
4+
2/3
Chainsword
5
4+
3/5
Abilities
0AP: Look Out, Sir!Tough Veteran

Look Out, Sir! (0AP): Select a friendly SHOCK TROOPS operative within 6" of this operative to gain one of your Look Out Tokens. Whenever an enemy operative performs a Shoot action and your opponent selects a friendly operative wholly within 9" of this operative and has one of your Look Out Tokens as its target, that friendly operative cannot be selected as a valid target for that action. Instead, your opponent must select this operative as its target, if possible. In the Ready step of the next strategy phase, remove any Look Out Tokens from any friendly SHOCK TROOPS operatives. This operative cannot perform this action while within control range of an enemy operative.

Tough Veteran: Normal Dmg of 3 or more inflicts 1 less damage on this operative. Additionally, whenever an operative is shooting this operative, you can re-roll any of your defence dice.

SHOCK TROOPS, IMPERIUM, ASTRA MILITARUM, SHOCK TROOPS BODYGUARD
Shock Troops Combat Engineer
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Wrench (Shock)
3
4+
3/4
Abilities
BruiserFix 'er Up

Bruiser: Once per turning point, when this operative is fighting or retaliating, in the Resolve Attack Dice step, you can ignore the damage inflicted on it from one normal success.

Fix 'er Up: If this Operative is in your Roster, you may pick 5 equipment options, instead of the usual 4.

SHOCK TROOPS, IMPERIUM, ASTRA MILITARUM, SHOCK TROOPS COMBAT ENGINEER
Shock Troops Combat Medic
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Medic!1AP: Medikit

Medic!: The first time during each turning point that another friendly SHOCK TROOPS operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has 1 wound remaining, and cannot be incapacitated for the remainder of that action. After that action, that friendly operative can immediately perform a free Dash action, but must end that move within this operative’s control range. Subtract 1 from this and that operative's APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative's activation, that activation ends.

You cannot use this rule if this operative is incapacitated, or if it is a Shoot action and this operative would be a primary or secondary target.

Medikit (1AP): Select one friendly SHOCK TROOPS operative within this operative's control range to regain up to 2D3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.

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

SHOCK TROOPS, IMPERIUM, ASTRA MILITARUM, SHOCK TROOPS COMBAT MEDIC
Shock Troops Gunner
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Flamer (Rng 8", Sat, Tor 2")
4
2+
3/3
Grenade Launcher
Frag (Blast 2")
4
4+
2/4
Krak (Prc 1)
4
4+
4/5
Meltagun (Rng 6", Dev 4, Prc 2)
4
4+
6/3
Plasma Gun
Standard (Prc 1)
4
4+
4/6
Supercharge (Hot, Lethal 5+, Prc 1)
4
4+
5/6
Drum-Fed Autogun
Focused
6
4+
2/3
Sweeping (Tor 2")
4
4+
2/3
Gun Butt
3
5+
2/3
SHOCK TROOPS, IMPERIUM, ASTRA MILITARUM, GUNNER
Shock Vox-Trooper
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Relay Orders1AP: Signal

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 SHOCK TROOPS operatives in the killzone receive that order, then subtract 1 from this operative's APL stat until the end of its next activation.

If an order is relayed twice in the same turning point, it is extended. Whenever an order is extended, it lasts for 2 turning points instead of 1.

Signal (1AP): SUPPORT Select one other friendly SHOCK TROOPS operative visible to and within 6" of this operative. Until the end of that operative's next activation, add 1 to its APL stat (to a maximum of 3 after all APL stat changes have been totalled).

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

SHOCK TROOPS, IMPERIUM, ASTRA MILITARUM, SHOCK VOX-TROOPER
Equipment

Sharpened Blades:
All melee weapons used by friendly SHOCK TROOPS operatives have +1 to their critical Dmg.


Combat Dagger:
Friendly SHOCK TROOPS operatives have the following melee weapon:

NameATKHITDMG
Combat Dagger34+3/4

Long-Range Scope:
Whenever a friendly SHOCK TROOPS operative is shooting an operative more than 6" from it with a Lasgun or Relic Lasgun, that friendly operative's Lasgun or Relic Lasgun has the Saturate weapon rule.


Relics of Cadia:
Once per turning point, when a friendly SHOCK TROOPS operative is shooting, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Ploys

Firefight - Cover Retreat:
Use this firefight ploy when a friendly SHOCK TROOPS operative performs the Fall Back action while visible to and within 6" of another ready friendly SHOCK TROOPS operative that is not within control range of enemy operatives. After that friendly operative has finished moving, but before that Fall Back action ends, that other friendly operative can immediately perform a free Shoot action.


Firefight - Inspirational Leadership:
Use this firefight ploy during a friendly SHOCK TROOPS SERGEANT or SHOCK TROOPS BODYGUARD operative's activation, before or after it performs an action. It issues a GUARDSMAN ORDER.


Firefight - Neutralise Target:
Use this firefight ploy when a friendly SHOCK TROOPS operative is shooting, after rolling your attack dice. If the target is expended and is not in cover, you can re-roll any of your attack dice.


Firefight - Combined Arms:
Use this firefight ploy after rolling your attack dice for a friendly SHOCK TROOPS operative, if it is shooting an enemy operative that has been shot by another friendly DEATH KORPS operative during this turning point. You can re-roll any of your attack dice.


Strategic - Duck and Hide:
Whenever an operative is shooting a friendly SHOCK TROOPS operative that’s in cover, you can re-roll one of your defence dice.


Strategic - Keep Moving:
Select one friendly SHOCK TROOPS operative that is more than 3" from enemy operatives. That operative, and each other friendly SHOCK TROOPS operative that is both within 3" of that operative and more than 3" from enemy operatives, can immediately perform a free Dash action in an order of your choice. You cannot use this ploy during the first turning point.


Strategic - Regroup:
SUPPORT Select one friendly SHOCK TROOPS operative that is more than 3" from enemy operatives. Each other friendly SHOCK TROOPS operative within 5" of that operative and not within control range of enemy operatives can immediately perform a free Dash action in an order of your choice, but each that does so must end that move closer to that operative. Note that a Comms Device from universal equipment only affects the second distance of this rule.


Strategic - Shock Warfare:
Friendly SHOCK TROOPS operatives' ranged weapons have the Shock and Accurate 1 weapon rules. Shock: The first time you strike with a critical success in each sequence, also discard one of your opponent’s unresolved normal successes (or a critical success if there are none). Accurate x: You can retain up to x Attack Dice as normal successes without rolling them.


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.