Medusan Wardens

Homebrew (Unpublished) by ben8great

'There can only ever be one answer to weakness, and that is the mercy of death. This, and this alone, is the only such mercy in our gift.'

-Garnon Daar, Iron Father of the Iron Hands

Composition

A Medusan Wardens killteam is composed of:

  • 1 IRON HANDS TECHMARINE operative

  • 1 IRON HANDS SERVO-SKULL RECEPTOR operative

  • 1 IRON HANDS SERVO-SKULL SCANNER operative

  • 4 IRON HANDS operatives selected from the following list:

    • BIONIC
    • COMMUNION
    • DEMOLISHER
    • ENDURANT
    • HEAVY GUNNER
    • WARRIOR

Other than WARRIOR operatives, your killteam may only include each operative on this list once.

Common Abilities and Options

ASTARTES:
During each friendly MEDUSAN WARDENS operative's (excluding SERVO-SKULL operatives) activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a bolt weapon must be selected for at least one of them, and if it’s a custom bolt rifle, forge bolter or heavy bolter, 1 additional AP must be spent for the second action if both actions are using that weapon.

Each friendly MEDUSAN WARDENS operative (excluding SERVO-SKULL operatives) can counteract regardless of its order.

THE FLESH IS WEAK:
You can ignore any changes to friendly MEDUSAN WARDENS operative's (excluding SERVO-SKULL operatives) stats from being injured.

IRON HANDS TECHMARINE
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Forge bolter
Forge bolter (focused) (Piercing Crits 1)
5
3+
4/5
Forge bolter (sweeping) (Piercing Crits 1, Torrent 1")
4
3+
4/5
Grav-pistol (Range 8", Lethal 5+)
2
3+
2/6
Omnissian power axe (Lethal 5+)
5
3+
4/6
Servo-claw (*Mechadendrite)
3
3+
5/6
Abilities
*MechadendriteASTARTES1AP: REPAIR PROTOCALLSTHE FLESH IS WEAK

*Mechadendrite: Once during this operatives activation each turning point, if this operative has not used this weapon to fight this turning point, it can perform one free Fight action with this weapon.

REPAIR PROTOCALLS (1AP): Select one friendly MEDUSAN WARDENS operative within this operative’s control range to regain up to D3+3 lost wounds.

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

MEDUSAN WARDENS, IMPERIUM, ADEPTUS ASTARTES, LEADER, TECHMARINE
IRON HANDS SERVO-SKULL SCRAMBLER
A 2
M 5"
S 5+
W 5
Abilities
Expendable‎Machine‎Scramble

Expendable‎: This operative is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).

Machine‎:

  • This operative cannot perform any actions other than Charge, Dash, Fall Back and Reposition.
  • It cannot retaliate or assist in a fight.
  • Whenever determining control of a marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
  • Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

Scramble: STRATEGIC GAMBIT. Select one enemy operative visible to or within 6" of this operative, then roll one D6. In the Firefight phase of this turning point, that enemy operative cannot be activated or perform actions until one of the following is true:

  • Your opponent has activated a number of enemy operatives equal to the result of the D6.
  • It’s the last enemy operative to be activated.
MEDUSAN WARDENS, IMPERIUM, ADEPTUS ASTARTES, SERVO-SKULL, SCRAMBLER
IRON HANDS SERVO-SKULL SCANNER
A 2
M 5"
S 5+
W 5
Abilities
ExpendableMachine1AP: SCAN

Expendable: This operative is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).

Machine:

  • This operative cannot perform any actions other than Charge, Dash, Fall Back, Scan and Reposition.
  • It cannot retaliate or assist in a fight.
  • Whenever determining control of a marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
  • Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

SCAN (1AP): Until the start of this operative’s next activation or until it’s incapacitated (whichever comes first), whenever an enemy operative is within 8" of this operative, that enemy operative is being scanned. Whenever a friendly MEDUSAN WARDENS operative is shooting an enemy operative that’s being scanned, that enemy operative cannot be obscured.

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

MEDUSAN WARDENS, IMPERIUM, ADEPTUS ASTARTES, SERVO-SKULL, SCANNER
IRON HANDS BIONIC
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Custom bolt rifle (*Custom)
4
3+
3/4
Fists
4
3+
3/4
Abilities
*CustomASTARTESBionic ImplantsTHE FLESH IS WEAK

*Custom: At the end of the Select Operatives step, if this operative is selected for deployment, select up to two of the following weapon rules for this weapon to have for the battle: Balanced, Lethal 5+, Piercing Crits 1, Rending, Saturate.

Bionic Implants: At the end of the Select Operatives step, if this operative is selected for deployment, select one of the following BIONIC IMPLANT rules for this operative to have for the battle:

  • Add 1" to the move stat of this operative.
  • Whenever an attack dice inflicts damage of 4 or more on this operative, roll one D6: on a 5, subtract 1 from that inflicted damage.
  • Add 1 to the attack stat of this operative's melee weapons.
MEDUSAN WARDENS, IMPERIUM, ADEPTUS ASTARTES, BIONIC
IRON HANDS COMMUNION
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt rifle (Piercing Crits 1)
4
3+
3/4
Fists
4
3+
3/4
Abilities
ASTARTES1AP: SERVO-SKULL RELAYTHE FLESH IS WEAKUploaded Kinematics

SERVO-SKULL RELAY (1AP): Select one other friendly MEDUSAN WARDENS SERVO-SKULL operative either visible to or within 6" of this operative. That operative can immediately perform a 1AP action for free, but it cannot move more than 2" during that action.

Uploaded Kinematics: Friendly MEDUSAN WARDENS SERVO-SKULL operatives within 3" of this operative can perform mission actions (taking presedence over the Machine rule.)

MEDUSAN WARDENS, IMPERIUM, ADEPTUS ASTARTES, COMMUNION
IRON HANDS DEMOLISHER
A 3
M 6"
S 3+
W 14
Abilities
ASTARTESTHE FLESH IS WEAK
MEDUSAN WARDENS, IMPERIUM, ADEPTUS ASTARTES, DEMOLISHER
IRON HANDS ENDURANT
A 3
M 6"
S 3+
W 14
Abilities
ASTARTESTHE FLESH IS WEAK
MEDUSAN WARDENS, IMPERIUM, ADEPTUS ASTARTES, ENDURANT
IRON HANDS HEAVY GUNNER
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Bolt pistol (Range 8")
4
3+
3/4
Heavy bolter
Heavy bolter (focused) (Piercing Crits 1)
5
3+
4/5
Heavy bolter (sweeping) (Piercing Crits 1, Torrent 1")
4
3+
4/5
Meltagun (Range 6", Devastating 4, Piercing 2)
4
3+
6/3
Fists
4
3+
3/4
Abilities
ASTARTESTHE FLESH IS WEAK
MEDUSAN WARDENS, IMPERIUM, ADEPTUS ASTARTES, HEAVY GUNNER
IRON HANDS WARRIOR
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt rifle (Piercing Crits 1)
4
3+
3/4
Fists
4
3+
3/4
Abilities
ASTARTESTHE FLESH IS WEAK
MEDUSAN WARDENS, IMPERIUM, ADEPTUS 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 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.


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.