Krieg Grenadier Korps

Homebrew by Lunarcultist
Long Range Emplacements:

STRATEGIC GAMBIT. Place a Number of prepared bomrdment markers in the kill zone depending on the battle round. They must be placed more then 1" from objective markers

  1. 1
  2. 2
  3. 3

Gas Bombardment: In the ready tep of each turning point flip each prepared bombardment token in to a gas bombardment token.

When a frindly model is wholly within 2" of a marker that model is obsured to shooting from more then 2" away

When an enemy model enters the control range of a gas bombardment token roll a d6. On a 4+ that model suffers 1 wound

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Composition

Commisar

9 Operatives from the following: Spotter Warrior

Equipment
Ploys

Firefight - New Ploy:


Firefight - New Ploy:


Firefight - New Ploy:


Firefight - New Ploy:


Strategic - Choking Clouds:
:Whenever an enemy operative is within 2" of a gas bonbardment token, worsen the Hit stat of that enemy operative’s weapons by 1. This isn’t cumulative with being injured


Strategic - Over the Top:
Whenever a friendly operative is shooting , if the target can not retain any cover saves, mprove the Hit stat of that friendly operative’s ranged weapons by 1 (to a maximum of 3+). This can allow you to apply or remove the Hit stat change during an action (this takes precedence over the core rules).


Strategic - Storm the Trenches:
Until the Ready step of the next Strategy phase, when determining control of a marker, treat the total APL stat of friendly Kreig operatives that contest it as 1 higher if at least one friendly KRIEG operative Is within 2" of a gas bombardment token. Note this isn’t a change to the APL stat, so any changes are cumulative with this.

Whenever a friendly KRIEG operative is within 2" of a gas bombardment token, add 1 to the Atk stat of its melee weapons (to a maximum of 4).


Strategic - Masters of Cover:
- Whenever an operative is shooting a friendly operative you can re-roll 1 defence dice

  • Whenever a friendly KRIEG 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".

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.