Ydebaby's Space Hulk Veterans

Homebrew by Ydebaby

FACTION RULES

DEPLOYMENT When setting up your kill team, the first third of your operatives must be deployed as normal. Each third thereafter can be set up above (reserves).

For each third set up above, the entire third must be set this way (you cannot split it). A minimum of 2 operatives must be set up in the killzone during deployment. You cannot set up your entire team above.

Operatives set up above can later be deployed during the battle using the LANDING OPERATIVES rules.

If you selected the Teleport Homer equipment, operatives set up above can land using its token as described in its rules. If you did not select the Teleport Homer, operatives set up above can only land within your drop zone.

LANDING OPERATIVES During the Firefight Phase, any friendly operatives set up above (in reserves) can be activated as normal. When you activate one, you may land that operative instead of expending it. To land an operative, follow these rules: Set it up in the killzone, in a valid location where it can be placed. It is no longer considered set up above.

The operative must be placed either:  → Within 3" horizontally of a Teleport Homer token,  → Or wholly within your drop zone. The operative cannot be placed within Engagement Range of enemy operatives, unless it is a Fighter operative (Fighters can land into Engagement Range).

The operative cannot be placed under Vantage terrain (i.e., under elevated positions). You may set its order (Engage or Conceal) freely when landing.

The operative is treated as performing a Reposition action (spending the AP accordingly).

Less than half of your operatives can be set up above by the end of the first turning point. In other words, by the end of the first turning point, more than half of your operatives must have been set up in the killzone during the battle.

ASTARTES Each operative can perform two Shoot actions or two Fight actions per activation. If performing two Shoot actions, a Storm Bolter must be selected for at least one of them. Each operative can perform Counteract regardless of its order (Engage or Conceal).

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Composition
Squad leader
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
New Power weapon
4
3+
3/4
Imperium, Astartes, Space Hulk Veteran
Equipment
Ploys

Strategic - New Ploy:


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.