Krieg Grenadiers

Homebrew by Eviljohn1

Krieg Grenadiers are the elite, heavily armored shock troops of the Astra Militarum’s Death Korps .Selected from battle-hardened veterans, they act as the tip of the spear in suicidal assault waves, recognizable by their iconic skull-faced rebreather masks.Up to 80% of Grenadiers do not survive their deployments. They are deployed to breach heavily fortified strongholds or to spearhead the frontline of an infantry charge, frequently utilizing dangerous close-quarters weapons like flamers and meltaguns.

No votes yet
Composition
Common Abilities and Options

Death and Sacrifice (1AP):
a grenadier operative gets imcapacipated the operative can do an free action before being remove from play

Watchmaster
A 3
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Hellgun (PCrts1)
4
3+
3/4
Hellpistol (Rnge 8",Pcrits1)
4
3+
3/4
Plasma pistol (Range 8",Piercin 1)
4
3+
3/5
Plasma pistol(supercharged) (Range 8", Lethal 5+,Hot,Piercin 1)
4
3+
3/5
Bolt Pistol (Range 1)
3
4+
4/5
Chainsword
4
3+
3/5
Power sword (Lethal 5+)
4
4+
4/6
Abilities
1AP: Death and Sacrifice
Options
New Option

New Option:

Grenadier,watchmaster
Assault Grenadier
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Hellpistol (Range 8", Pcrits 1)
4
3+
3/4
Gun butt
3
3+
2/3
Abilities
Blast Padding:Death and Sacrifice1AP: Melta mineProximity mine

Blast Padding:: Whenever an operative is shooting this operative with a weapon that has the Blast or Torrent weapon rule (excluding weapons that have a sweeping profile), you can re-roll one of your defence dice. In addition, this operative isn’t affected by the x" Devastating x weapon rule (i.e. Devastating with a distance) unless they are the target during that sequence.

Melta mine (1AP): This operative is carrying your Melta Mine marker. It can perform the Pick Up Marker action on that marker, and whenever it performs the Place Marker action on that marker, it can immediately perform a free Dash action. That marker cannot be placed within an enemy operative’s control range (if this operative is incapacitated while carrying that marker and that marker cannot be placed, it’s removed with this operative)

Proximity mine: The first time your Melta Mine marker is within another operative’s control range, remove that marker and inflict 2D6+3 damage on that operative; if it isn’t incapacitated, end its action (if any), even if that action’s effects aren’t fulfilled. If it cannot be placed, move it the minimum amount to do so. Note that this operative is ignored for these effects (i.e. it cannot set it off or take damage from that marker

Grenadier, assault
Assault Medic
A 2
M 6"
S 4+
W 8
Grenadiers, medic, Imperium
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 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.