New Antioch Striker (Trench Crusade)

Homebrew by ThatOneCasuL

Trench Crusade! in, Kill Team?!

With the release of the new plastic kit, i thought it was cool to give them Kill Team rules!

FACTION RULES:

Blood Markers

Whenever a friendly NEW ANTIOCH STRIKER operative is shooting, fighting, or retaliating against an enemy operative, if you inflict damage with a critical success, and that operative is not incapacitated, either that enemy operative or this friendly operative recieves a BLOOD MARKER. Friendly operatives may only have up to 1 BLOOD MARKER, while enemy operatives may have any number of BLOOD MARKERS. Only 1 BLOOD MARKER may be dealt every action.

If an enemy operative recieves a BLOOD MARKER, subtract 1APL from that operative (down to a minimum of 2APL), and treat that operative as if it were injured. Note, this is not cumulative with being injured. Enemy BLOOD MARKERs remain until the end of the game. However, as a STRATEGIC GAMBIT, you may choose to remove up to 3 BLOOD MARKERs. When a BLOOD MARKER is removed, deal D3 damage to that operative.

If a friendly operative recieves a BLOOD MARKER, add 1 to the attacks and weapon skill of all this operative's weapon profiles. Friendly BLOOD MARKERs remain until the end of the current turning point and are removed during the strategic phase of the next turning point.

When an friendly operative is shooting, fightling, or retaliating against an enemy operative with a BLOOD MARKER, if you inflict damage, deal an additional D3 damage for every BLOOD MARKER.

100% positive
Composition

A NEW ANTIOCH STRIKER KillTeam is composed of:

  • 1 CAPTAIN operative with one of the following options:

    • Automatic Rifle and Fists
    • Tank-Splitter Sword
  • 1 FIELD CHAPLAIN operative with one of the following options:

    • Blessed submachine gun and sword
    • Tank-Splitter Sword
  • 3 NEW ANTIOCH STRIKER operatives selected from the following:

    • STOSSTRUPEN HEADTAKER
    • STOSSTRUPEN TROOPER with one of the following options:
      • Submachine Gun and fists
      • Axe
  • 3 NEW ANTIOCH STRIKER operatives selected from the following:

    • YEOMAN FLAMETHROWER
    • YEOMAN VOX YELLER
    • YEOMAN TROOPER

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

Common Abilities and Options

Stosstrupen:
After this operative's activation, and before the enemy operative activates, you may perform a 1 APL action with another operative with the STOSSTRUPEN keyword. This does not count as a counteraction, and it may perform an action it's already performed during this turning point, or perform that action again during this turning point.

Captain
A 3
M 6"
S 4+
W 11
Weapons
ATK
HIT
DMG
Automatic Rifle (Dev2, Ceaseless, Rnd)
4
3+
4/3
Tank-Splitter Sword (Dev4, Punishing)
4
2+
4/2
Fists
3
4+
2/3
Abilities
Bolstered Morale1AP: No Step Back!

Bolstered Morale: Whenever a friendly operative is within 3" of this operative, those operative's weapons all deal BLOOD MARKERS if they inflict damage.

No Step Back! (1AP): All friendly operatives within 6" may immediately perform a free dash action. They may not end the dash action closer to their deployment zone then they started.

NEW ANTIOCH STRIKER, 32MM, IMPERIUM, LEADER, CAPTAIN
Field Chaplain
A 3
M 7"
S 4+
W 11
Weapons
ATK
HIT
DMG
Blessed Submachine Gun
Focused (Ceaseless, Prc1)
5
3+
3/4
Sweeping (Ceaseless, Prc1, Torrent 1")
4
3+
3/4
Sword (Shock)
4
3+
3/5
Tank-Splitter Sword (Dev4, Punishing)
4
2+
4/2
Abilities
1AP: Blessed RitesReading of the Sanctus

Blessed Rites (1AP): Select one friendly operative that is visible to this operative. You may remove that operative's BLOOD MARKER, and add 1APL to that operative until the start of it's next activation. Note, the selected friendly operative cannot be the CAPTAIN operative.

Reading of the Sanctus: Whenever an operative is within 3" of this operative, treat it as having a BLOOD MARKER. Note, this IS cumulative with other current BLOOD MARKERs if that operative is an enemy operative.

NEW ANTIOCH STRIKER, 32MM, IMPERIUM, FIELD CHAPLAIN
Stosstrupen Headtaker
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Axe (Rnd, Balanced, Acc1)
4
4+
3/5
Abilities
HeadtakerStosstrupen

Headtaker: Whenever this operative inflicts damage onto an enemy operative with the Axe weapon profile, deal that enemy operative a CLAIMED token. Whenever a friendly operative is fighting or retaliating against and operative with a CLAIMED token, that weapon has LETHAL 5+.

NEW ANTIOCH STRIKER, 25MM, IMPERIUM, STOSSTRUPEN, HEADTAKER
Stosstrupen Trooper
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Submachine Gun
Focused (Ceaseless)
5
3+
3/4
Sweeping (Ceaseless, Torrent 1")
4
3+
3/4
Axe (Rnd, Balanced, Acc1)
4
4+
3/5
Fists
3
4+
2/3
Abilities
Stosstrupen
NEW ANTIOCH STRIKER, 25MM, IMPERIUM, STOSSTRUPEN, TROOPER
Yeoman Flamethrower
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Flamethrower
Close Range (Rng 6", Sat, Torrent 3")
4
2+
3/4
Long Range (Sat, Torrent 2")
4
3+
2/3
Fists
3
4+
2/3
Abilities
Hyper Sensitive Fuel TankScreams of the Burning

Hyper Sensitive Fuel Tank: When this operative is incapacitated, all operatives within 3" recieve a FLAME token, regardless of if they are enemy or not.

Screams of the Burning: Every enemy operative this operative inflicts damage on, recieves a FLAME token. At the start of that operative's next activation, deal D3 Damage. After dealing damage, that operative rolls D6. if that result is equal to or higher to their SV stat, remove the FLAME token.

NEW ANTIOCH STRIKER, 25MM, IMPERIUM, YEOMAN, FLAMETHROWER
Yeoman Vox Yeller
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Fists
3
4+
2/3
Abilities
Icon Bearer2AP: Vox Bless2AP: Vox Scramble

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.

Vox Bless (2AP): When this action is performed, you may determine the order of up to D6 friendly operatives. This action may only be performed once per turning point.

Vox Scramble (2AP): When this action is performed, you may determine the order of up to D3+1 enemy operatives. After this, their order cannot be changed until the start of their next activation, in the next turning point. This action may only be performed once per turning point.

NEW ANTIOCH STRIKER, 25MM, IMPERIUM, YEOMAN, VOX YELLER
Yeoman Trooper
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Bolt-Action Rifle (Prc2, Balanced)
4
4+
3/5
Bayonets
4
4+
3/4
Abilities
Yeoman Support Kit

Yeoman Support Kit: The first time this operative is incapacitated, roll a D6. on a result of a 5+, do not remove this operative from the killzone, simply set it's wounds to 1 and continue play.

NEW ANTIOCH STRIKER, 25MM, IMPERIUM, YEOMAN, TROOPER
Equipment

Trench Clubs:
Adds the TRENCH CLUB weapon to all friendly operatives.

Trench Club|M|4|3+|3/4|Balanced


Mortisanctus Relic:
Once per turning point, if a friendly operative has been incapacitated, it may perform a free SHOOT action before being incapacitated.


Grenade Belt:
All friendly operatives may use the FRAG GRENADE equipment up to D3-1 times per turning point. If the FRAG GRENADEs equipment is equipped, the FRAG GRENADE equipment has LETHAL 5+, and also boost this equipment usage to D3+1 times per turning point.


Entrenched:
Twice per turning point, if a friendly operative has not performed the repostion or dash action, then you may use this rule. Treat this operative as obscured.


Ploys

Firefight - Stalwart Defense:
Whenever an enemy operative is shooting a friendly operative, and if this operative does retain a cover save you may use this firefight plot. You may retain one additional defense dice, or one critical defense dice.


Firefight - Finality's Judgement:
Use this firefght ploy when a friendly operative that is visible to the FIELD CHAPLAIN operative is incapacitated. Roll a D6. on a result of a 4+, give all friendly operatives' weapon stats within 3" of this one SEVERE.


Firefight - Marked for Death:
Whenever an enemy operative is activated, you may use this firefight ploy. That operative recieves a BLOOD MARKER.


Firefight - Unwavering Devotion:
Whenever a friendly operative is incapacitated in control range of an enemy operative, you may use this firefight ploy. Do not remove this operative from the killzone. That operative may immediately resolve all dice, then remove it from the killzone.


Strategic - Unflinching Advance:
Whenever an enemy operative is shooting, fighting, or retaliating against an expended friendly operative that has performed the reposition action, and is further from their deployment zone then they started this turning point, add 1 to the SV stat.


Strategic - Hopeless Tirade:
All operatives that are injured may immediately change their order, and perform a free DASH action, as long as they end that action within control range of heavy terrain. If they cannot end that action within control range of heavy terrain, they may not perform a DASH, but still change their order.


Strategic - See How They Fail:
Whenever an enemy operative targets an obscured friendly operative, and doe not inflict any damage, that friendly operative recieves a BLOOD MARKER.


Strategic - See How They Bleed:
Whenever a friendly operative is fighting or retaliating against an enemy operative, that enemy operative recieves a BLOOD MARKER.


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.