Headhunters

Homebrew by ben8great

"I am Alpharius, I am Alpharius, we are all Alpharius. We are Alpha Legion, and we are all one." -Three anonymous Alpha Legionnaires

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Composition
  • 1 HEADHUNTER PRIME operative with one option from each of the following:
    • Plasma pistol, scoped pistol or tainted bolt pistol
    • Hydratic spear, power fist, power maul, power weapon or tainted chainsword
  • 5 HEADHUNTER operatives selected from the following list:
    • GUNNER with one of the following options*:
      • Bolt pistol; flamer; fists
      • Bolt pistol; meltagun; fists
      • Bolt pistol; plasma gun; fists
    • HEAVY GUNNER with one of the following options*:
      • Bolt pistol; heavy bolter; fists
      • Bolt pistol; missile launcher; fists
    • INDOCTRINATOR
    • ROGUE
    • SABOTEUR
    • SNIPER*
    • WARRIOR with one of the following options:
      • Boltgun; fists
      • Bolt pistol; chainsword

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

*You cannot select more than two of these operatives combined.

Common Abilities and Options

ASTARTES:
During each friendly HEADHUNTER operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a bolt pistol, boltgun or tainted bolt pistol must be selected for at least one of them.

Each friendly HEADHUNTER operative can counteract regardless of its order.

HEADS OF THE HYDRA:
After the Select Operatives step, before the Set Up Operatives step, you may select up to three friendly, non WARRIOR HEADHUNTER operatives to be set up Disguised. Whenever you set up a Disguised operative, instead of setting it up in the killzone, instead, set up a WARRIOR operative in the killzone instead (with you choice of loadout from: Boltgun; fists or Bolt pistol; chainsword).

From the second Turning Point onwards, whenever you would activate a friendly HEADHUNTER WARRIOR operative, you may have that operative Reveal its Disguise. When you do this, select one of your Disguised operatives and set that operative up in the killzone in place of that friendly WARRIOR operative. When that operative is placed in the killzone, it has the same number of wounds as the WARRIOR operative it replaced and it still has any tokens or rules effects it had (e.g. Poison tokens, APL stat changes, being implanted, etc.). You can not have friendly HEADHUNTER WARRIOR operatives Reveal its Disguise if all of your Disguised operatives have been set up in the killzone.

HEADHUNTER PRIME
A 3
M 6"
S 3+
W 15
Abilities
ASTARTESHEADS OF THE HYDRA
HEADHUNTER, CHAOS, HERETIC ASTARTES, LEADER, PRIME
HEADHUNTER GUNNER
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt pistol (Range 8")
4
3+
3/4
Flamer (Range 8", Saturate, Torrent 2")
4
2+
3/3
Meltagun (Range 6", Devastating 4, Piercing 2)
4
3+
6/3
Plasma gun
Plasma gun (standard) (Piercing 1)
4
3+
4/6
Plasma gun (supercharge) (Hot, Lethal 5+, Piercing 1)
4
3+
5/6
Fists
4
3+
3/4
Abilities
ASTARTESHEADS OF THE HYDRA
HEADHUNTER, CHAOS, HERETIC ASTARTES, GUNNER
HEADHUNTER HEAVY GUNNER
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt pistol (Range 8")
4
3+
3/4
Heavy bolter
Heavy bolter (focused) (Heavy (Reposition only), Piercing Crits 1)
5
3+
4/5
Heavy bolter (sweeping) (Heavy (Reposition only), Piercing Crits 1, Torrent 1")
4
3+
4/5
Missile launcher
Missile launcher (frag) (Blast 2", Heavy (Reposition only))
4
3+
3/5
Missile launcher (krak) (Heavy (Reposition only), Piercing 1)
4
3+
5/7
Fists
4
3+
3/4
Abilities
ASTARTESHEADS OF THE HYDRA
HEADHUNTER, CHAOS, HERETIC ASTARTES, HEAVY GUNNER
HEADHUNTER INDOCTRINATOR
A 3
M 6"
S 3+
W 14
Abilities
ASTARTESHEADS OF THE HYDRA
HEADHUNTER, CHAOS, HERETIC ASTARTES, INDOCTRINATOR
HEADHUNTER ROGUE
A 3
M 6"
S 3+
W 14
Abilities
ASTARTESHEADS OF THE HYDRA
HEADHUNTER, CHAOS, HERETIC ASTARTES, ROGUE
HEADHUNTER SABOTEUR
A 3
M 6"
S 3+
W 14
Abilities
ASTARTESHEADS OF THE HYDRA
HEADHUNTER, CHAOS, HERETIC ASTARTES, SABOTEUR
HEADHUNTER SNIPER
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt pistol (Range 8")
4
3+
3/4
Tainted sniper rifle
Tainted sniper rifle (mobile) (Silent)
4
3+
3/4
Tainted sniper rifle (stationary) (Devastating 3, Heavy (Dash only), Silent)
4
2+
3/3
Fists
4
3+
3/4
Abilities
ASTARTESHEADS OF THE HYDRA
HEADHUNTER, CHAOS, HERETIC ASTARTES, SNIPER
HEADHUNTER WARRIOR
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt pistol (Range 8")
4
3+
3/4
Boltgun
4
3+
3/4
Chainsword
5
3+
4/5
Fists
4
3+
3/4
Abilities
ASTARTESHEADS OF THE HYDRA
HEADHUNTER, CHAOS, HERETIC ASTARTES, WARRIOR
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 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.


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.