Cains 597th

Homebrew (Unpublished) by Dackzore
Composition

1x Cain Operative 1x Jurgen 1x Amberly Vail 1x Jenik Sula

3x Valhallan Veterans 1x Valhallan Vet Grenadier

Common Abilities and Options

Valhallan Shock Troopers (1AP):
Perform a shoot action and a dash (in any order) for 1AP

Ciaphas Cain
A 3
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Lucky Las Pistol (Lethal 4+)
4
3+
2/4
Chainsword (Balanced, Severe, Parry)
4
3+
4/5
Abilities
0AP: Blademaster1AP: Jurgen!0AP: Just got lucky

Blademaster (0AP): Cain may resolve 1 attack dice before the attacker. It must be used to parry and can be used to block 2 successes.

Jurgen! (1AP): If Jurgen is within 6" of Cain, you may perform a free shoot action with Jurgens Melta

Just got lucky (0AP): Once per turning point, you may turn a failed attack or defence dice to a critical success

Jurgen
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Jurgens Melta (Piercing 2, Dev 4, severe)
4
3+
6/3
Scrapping Fists (Relentless)
4
3+
3/4
Abilities
Close support0AP: Null and Odour0AP: Scrounger1AP: Tanna Tea

Close support: Jurgen is an expert marksman and body guard. He may shoot into combat.

Null and Odour (0AP): Worsen enemy operatives to hit stat when within 4" of Jurgen.

Scrounger (0AP): Jurgen can perform a pick up marker, mission action or Tanna Tea action for free

Tanna Tea (1AP): Friendly operatives within 3" of Jurgen reagain D3+1 wounds and count as 1APL higher for the purposes of Objective control

Amberley Veil
A 3
M 6"
S 3+
W 8
Weapons
ATK
HIT
DMG
Power blade (Rending, Lethal 5+)
5
3+
4/5
Concealed Las (Silent)
4
4+
3/4
Abilities
1AP: Holo field0AP: Order Xenos armoury

Holo field (1AP): Switch to conceal and perform a free dash action. If within engagement range, switch to conceal and perform a free fall back action up to 4"

Order Xenos armoury (0AP): Once per turning point, the operative can use ine of the inquisitor tools available:

  1. Roll an additional attack dice
  2. Increase movement by 1"
  3. Auto retain one defence dice
Jennit Sulla
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Bolt Pistol
4
3+
4/5
Chainsword (Punishing, Severe)
4
3+
4/5
Abilities
0AP: For the emperor!1AP: Reckless Charge

For the emperor! (0AP): if this operative is ready, when an enemy operative activates within 8" and visible to this operative. it may interupt with the reckless charge ability (change its order to do so) and subtract 1AP after the action.

Reckless Charge (1AP): perform a charge action and immiediatly perform a free fight action. This operative can perform the fight action twice per activation.

Valhallan Vet
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Hot Shot Las (Piercing Crits)
4
3+
3/4
Combat Knife
4
4+
3/4
Abilities
1AP: Valhallan Shock Troopers
Valhallan Vet Grenadier
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Hot Shot Las (Piercing Crits)
4
3+
3/4
Combat Knife
4
4+
3/4
Melta Bomb (Piercing 2, Dev 4, Limited, Blast 2)
4
3+
6/3
Abilities
0AP: Grenadier1AP: Valhallan Shock Troopers

Grenadier (0AP): This operative may use the stun, smoke, krak or frag grenades rule.

Equipment
Ploys

Strategic - Tactical Retreat:
Up to 3 operatives may perform a free fall back action


TacOps
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.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.