Infiltration Vanguard- Updated

Homebrew by Terra

Hosts of vanguard organisms including lictors, leapers and other stealthy tyranid creatures are typically sent before a full scale attack to damage enemy supply lines and key targets. While these creatures typically work alone, sometimes it's necessary to organize and take out an important foe.

This Killteam doesnt belong to me, I simply updated it to the most current rules with minimal changes. If your opponent argues that this homebrew team you can correct them since this team is real.

Source: https://beta.ktdash.app/fa/TYR/kt/IV24

80% positive
Composition

An INFILTRATION VANGUARD team consists of 10 operatives selected from the following list:

LICTOR (counts as three selections) NEUROLICTOR (counts as three selections) VON RYAN'S LEAPER (counts as two selections) GENESTEALER equipped with one of the following options: Double Rending Claws Rending Claws, Scything Talons

Other than VON RYAN'S LEAPERS and GENESTEALER FIGHTER operatives, your kill team can only include each operative on this list once. Your kill team can only include up to two VON RYAN'S LEAPERS operatives. Your kill team can only include one LICTOR operative.

Common Abilities and Options

Gather Intelligence:
Passive Once per turning point when you achieve a rank in the Kill Op, you immediately gain 1 CP.

if your game rules does not allow Operations, then you may get a CP every 2 kills.

Alpha Predator:
Passive Operative Strength Whenever an operative is shooting this operative, ignore the Piercing weapon rule.

You can activate this operative twice during the turning point as long as it has AP to spend (it stays ready while it can still be activated a second time).

Per turning point it cannot move more than 9" and you cannot spend more than 4AP in total for it.

My advice? Activate, Psychic Attack/Dash, Counteract, End Activation. Activate again, Charge, Fight.

Into Shadow (1AP):
Action Change this operative's order. This operative cannot perform this action while within control range of an enemy operative.

Monster:
Passive Operative Weakness This operative cannot use any weapons that are not on its datacard, or perform unique actions (excluding Into Shadow and Mind Control).

Whenever your opponent is selecting a valid target, if this operative has a conceal order, it cannot use Light terrain for cover.

While this can allow this operative to be targeted (assuming it is visible), it does not remove its cover save (if any).

Genestealer
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Double Rending Claws (Rending, Rending)
5
3+
4/5
Rending Claws (Rending)
5
3+
4/5
Scything Talons (Bal)
5
3+
4/6
Abilities
Gather IntelligenceLightning Reflexes

Lightning Reflexes: passive, both This operative ignores the AP/Piercing weapon rule. Each time this operative is activated, it can perform a free Dash action during that activation.

Infiltration Guard, Tyranid, Genestealer
Von Ryan Leaper Pack
A 3
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Claws and Talons (Lethal 5+, Rending)
5
3+
4/5
Abilities
Gather IntelligencePouncing Strike

Pouncing Strike: Passive Conditional Free Action This operative can perform two Fight actions during its activation. Whenever this operative ends the Fight action, if it’s no longer within control range of enemy operatives, it can immediately perform a free Charge action (even if it’s already performed the Charge action during that activation), but it cannot move more than 3" during that action. Doing so doesn’t prevent it from performing the Dash action afterwards during that activation.

Infiltration Guard, Tyranid, Von Ryans Leaper, Fighter
Neurolictor
A 4
M 6"
S 4+
W 19
Weapons
ATK
HIT
DMG
Claws and Talons (Lethal 5+, Rending)
5
3+
4/5
Abilities
Alpha PredatorGather Intelligence1AP: Into ShadowMonster1AP: Psychic Control

Psychic Control (1AP): Action Enemy Manipulation Select one enemy operative wihin 6" of this operative, then select one of the following for that enemy operative (you can only select each one once per battle):

  • Subtract 1 from its APL
  • Change its order
  • Perform a free Dash action (specific the location for your opponent to move it to) This operative cannot perform this action while within Engagement Range of an enemy operative.
Infiltration Guard, Tyranid, Lictor, Neurolictor, Leader
Lictor
A 4
M 6"
S 4+
W 21
Weapons
ATK
HIT
DMG
Claws and Talons (Lethal 5+, Rending)
5
3+
5/6
Abilities
Alpha PredatorGather Intelligence1AP: Into ShadowMonster
Infiltration Guard, Tyranid, Lictor, Leader
Equipment

Flesh Hooks:
Operativies are equipped with the following ranged weapon for the battle:


Feeder Tendrils:
Once per turning point when a INFILTRATION VANGUARD operative incapacitates an enemy operative in combat, it regains up to 1D3 lost wounds.


Toxin Sacs:
Once per turning point, when a friendly INFILTRATION VANGUARD operative is fighting, its melee weapons gain the Shock weapon rule.

"Once per turning point" means that the same operative cant use Toxin Sacs for two attacks. two operatives can use Toxin Sacs in the same turn


Climbing Claws:

Whenever a friendly INFILTRATION VANGUARD operative is climbing, treat the vertical distance as 1" less (to a minimum of 2"). Note this has no effect when using ladder equipment terrain, which treats the vertical distance as 1" (but would have an effect if the operative then continued climbing another terrain feature).


Ploys

Firefight - Unseen Hunter 1 CP:
Use this Firefight Ploy at the start or end of any activation. Select one friendly INFILTRATION VANGUARD operative that has not performed a shooting attack during this Turning Point. You can change its order.


Firefight - Patient Ambush 1 CP:
Use this firefight ploy when it is your turn to activate a friendly operative. You can skip that activation.


Firefight - Aggressive Biostrain:
Use this Firefight Ploy after making a melee attack with a friendly INFILTRATION VANGUARD operative (excluding LICTOR) in which the target did not lose any wounds. Repeat that melee attack.


Firefight - Stealth Assault 1 CP:
Use this firefight ploy when a friendly INFILTRATION VANGUARD operative that has a Conceal order is activated, is given an Engage order, performs the Charge and then the Fight action, and you’re resolving your first attack dice from this activation. After doing so, you can immediately resolve another of your attack dice (before your opponent). The operative cannot have performed any other actions during this activation (but can do so after resolving this ploy).


Strategic - Lurk 1 CP:
Whenever an enemy operative is shooting a friendly INFILTRATION VANGUARD operative, if you can retain any cover saves as a result of Heavy terrain, you can retain one additional cover save.


Strategic - Death Throes 1 CP:
Whenever a friendly INFILTRATION VANGUARD operative (excluding LICTOR) is incapacitated when fighting or retaliating, if you have any unresolved attack dice, you can roll 1D6. If the result is a success as if it were the Roll Attack Dice step of that sequence (i.e, using the same weapon, but with no re-rolls), you can strike the enemy operative in that sequence with one of your unresolved normal successes, or any of your successes instead if the 1D6 result is a critical success. In either case, that friendly operative is removed from the killzone afterwards.


Strategic - Survival Instincts 1 CP:
You can ignore any changes to the stats of friendly INFILTRATION VANGUARD operatives from being injured (including their weapons' stats).


Strategic - Hidden Horrors 1 CP:
Until the end of the turning point, while friendly INFILTRATION VANGUARD operatives have a Conceal order, they are always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).


Strategic - New Ploy:


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.


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.