GRAVIS SQUAD

Homebrew by South22
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Composition
Common Abilities and Options

ASTARTES:
* During each friendly GRAVIS SQUAD operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, unless both actions utilise a Heavy bolt rifle, 1 additional AP must be spent for the second action if both actions are using that weapon.

  • Each friendly GRAVIS SQUAD counteract regardless of its order.

INDOMITABLE:
The first time this operative would take normal damage each turning point, reduce that normal damage by 1.

AGGRESSOR BREACHER
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Boltstorm gauntlets (Rng 8", Ceaseless)
5
3+
3/4
Flamestorm gauntlets
Standard (Rng 8", Ceaseless, Saturate, Torrent 2")
4
2+
3/3
Deluge (Rng 4", Ceaseless, Saturate, Seek Light, Torrent 0")
4
2+
3/3
Boltstorm gauntlets (Brutal, Ceaseless)
4
4+
5/7
Flamestorm gauntlets (Brutal, Ceaseless)
4
4+
5/7
Fragstorm grenade launcher (Blast 2", Saturate)
4
3+
2/4
Abilities
ASTARTESCLOSE-QUARTERS FIREPOWERINDOMITABLE

CLOSE-QUARTERS FIREPOWER: If this operative performs a point-blank shot, do not worsen the Hit stat of this operative's weapons. Additionally, this operative can perform the Breach mission action for 1 less AP (see close quarters rules, Kill Team: Tomb World)

APOTHECARY BIOLOGIS
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Absolver bolt pistol (Piercing Crits 1)
4
3+
4/5
Fists
4
3+
3/4
Abilities
ASTARTESINDOMITABLE1AP: SURGICAL PRECISIONVIVISPECTRUM

SURGICAL PRECISION (1AP): SUPPORT. Select one other friendly GRAVIS SQUAD operative visible to and within 6” of this operative. Until the end of that operative’s next activation, its weapons gain Lethal 5+.

VIVISPECTRUM: Whenever determining control of a marker, if this operative has inflicted damage on an enemy operative, treat this operative’s APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.

ERADICATOR GUNNER
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Melta rifle (Rng 8", Devastating 4, Piercing 2)
4
3+
6/3
Fists
4
3+
3/4
Abilities
ASTARTESINDOMITABLETOTAL OBLITERATION

TOTAL OBLITERATION:

HEAVY INTERCESSOR GUNNER
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Heavy bolter
Focussed (Piercing Crits 1)
5
3+
4/5
Sweeping (Piercing Crits 1, Torrent 1")
4
3+
4/5
Fists
4
3+
3/4
Abilities
ASTARTESINDOMITABLE
HEAVY INTERCESSOR WARRIOR
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Heavy bolt rifle
Auto (Torrent 1”)
4
3+
4/5
Standard (Piercing Crits 1)
4
3+
4/5
Heavy (Heavy (Dash only), Lethal 5+, Piercing Crits 1)
4
3+
4/5
Fists
4
3+
3/4
Abilities
ASTARTESINDOMITABLE
INCEPTOR GUNNER
A 3
M 7"
S 3+
W 18
Weapons
ATK
HIT
DMG
Assault bolters
Focussed (Rng 8", Ceaseless, Piercing Crits 1)
4
3+
4/5
Salvo (Rng 8", Piercing Crits 1, *Salvo)
4
4+
4/5
Plasma exterminators
Standard (Ceaseless, Piercing 1)
4
3+
3/5
Supercharge (Ceaseless, Hot, Lethal 5+, Piercing 1)
4
3+
4/5
Fists
4
3+
3/4
Abilities
*SalvoASTARTESINDOMITABLEJUMP PACKMETEORIC DESCENT

*Salvo: Select up to two different valid targets that aren’t within control range of friendly operatives. Shoot with this weapon against both of them in an order of your choice (roll each sequence separately).

JUMP PACK: Whenever this operative performs an action in which it moves, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) of its original location, measuring the horizontal distance only (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point – in other words it cannot FLY through an open hatchway).

Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.

METEORIC DESCENT: Whenever this operative performs the Fight action during an activation in which it has performed the Charge action, at the start of the Roll Attack Dice step, you can use this rule. If you do, inflict 2 damage on the enemy operative in that sequence.

Equipment

Combat Knives:
Friendly GRAVIS SQUAD WARRIOR operatives have the following melee weapon for the battle:

NameATKHITDMGWR
Combat knife43+3/4Lethal 5+

Auspex:
Once per turning point, when a friendly GRAVIS SQUAD operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of the activation (or counteraction), enemy operatives within 8" of it cannot be obscured.


PURITY SEALS:
Once per turning point, when a friendly GRAVIS SQUAD operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Ploys

Strategic - SLOW AND PURPOSEFUL:
During this turning point, friendly GRAVIS SQUAD operatives:

  • Can move through Accessible terrain without using an additional 1".
  • Can perform the Reposition action while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply).
  • Cannot perform the Charge or Fall Back action.

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.