XV26 Stealth Battlesuits (Mont'ka)

Homebrew by Gjtaru

Kill teams of XV26 Stealth Battlesuits provide the T’au Empire with a relentless vanguard dedicated to rapid, decisive engagement. Leveraging their camouflage systems as tools of aggression rather than observation, they breach heavily defended perimeters to deliver overwhelming firepower at point-blank range. Their goal is to sever the enemy’s chain of command and shatter their cohesion in a single, synchronized strike.

100% positive
Composition
  • 1 XV26 STEALTH BATTLESUIT SHAS’VRE with pulse pistol and one of the following options:

    • Burst cannon or fusion blaster
  • 1 XV26 STEALTH BATTLESUIT MV75 MARKER DRONE

  • 1 XV26 STEALTH BATTLESUIT MV15 GUN DRONE

  • 4 XV26 STEALTH BATTLESUIT operatives selected from the following list:

    • DESIGNATOR
    • INFILTRATOR
    • LIBERATOR
    • LODESTAR
    • NEUTRALISER

    with one of the following options:

    • Burst cannon; fists
    • Fusion blaster; fists

Other than INFILTRATOR operatives, your kill team can only include each operative on this list once. Your kill team can only include up to two fusion blasters.

Common Abilities and Options

Mont'ka:
When a friendly XV26 STEALTH BATTLESUIT operative is shooting an enemy operative, its ranged weapons have the Accurate X weapon rule. X is determined by the distance between the active operative and the target:

ENEMY OPERATIVE LOCATIONACCURATE X
Within 9"Accurate 1
Within 6"Accurate 2
Within 3"Accurate 3

Stealth Fields:
Whenever a friendly XV26 STEALTH BATTLESUIT operative has a Conceal order, it cannot be visible to enemy operatives more than 3" from it (this takes precedence over all other rules).

Whenever a friendly XV26 STEALTH BATTLESUIT operative has a Conceal order, it can perform the Fall Back action for 1 less AP.

Markerlight:
Whenever an enemy operative is a valid target for this operative, or is visible to this operative and has a Critical Target token (see Critical Target strategy ploy), it's marked. Whenever a friendly XV26 STEALTH BATTLESUIT operative is shooting an operative that's marked, that friendly operative's ranged weapons have the Severe weapon rule. Note that an operative can be a valid target for this operative even if this operative isn’t the active operative.

Drone:
Drone:

  • This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Photon Grenade Launcher, Reposition and Shoot.
  • Whenever determining control of an objective marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
  • This operative cannot use any weapons that aren’t on its datacard.
  • Whenever determining what’s visible to this operative, the round disc at the top of the miniature is its head.
  • This operative is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).
XV26 Shas'vre
A 3
M 6"
S 3+
W 13
Weapons
ATK
HIT
DMG
Burst cannon
Focused (Ceaseless)
5
4+
3/4
Sweeping (Ceaseless, Torrent 1")
4
4+
3/4
Fusion blaster
Short range (Rng 6", Devastating 4, Piercing 2)
4
4+
6/3
Long range (Rng 12", Piercing 1)
4
4+
4/5
Pulse pistol (ranged) (Rng 8")
4
4+
4/5
Pulse pistol (point-blank) (Accurate 1)
3
4+
4/5
Abilities
Mont'kaStealth FieldsTactical DiscretionXV26 Drone Controller

Tactical Discretion: If this operative is in the Killzone, the Critical Target strategy ploy costs 0CP.

XV26 Drone Controller: STRATEGIC GAMBIT whenever this operative is in the killzone. Select one friendly DRONE operative in the killzone. Until the end of that operative’s next activation, ignore the first two bullet points of its Drone rule (this takes precedence over that rule).

XV26 STEALTH BATTLESUIT, T'AU EMPIRE, LEADER, SHAS'VRE
XV26 Designator
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Burst cannon
Focused (Ceaseless)
5
4+
3/4
Sweeping (Ceaseless, Torrent 1")
4
4+
3/4
Fusion blaster
Short range (Rng 6", Devastating 4, Piercing 2)
4
4+
6/3
Long range (Rng 12", Piercing 1)
4
4+
4/5
Fists
3
4+
3/4
Abilities
MarkerlightMont'kaStealth Fields
XV26 STEALTH BATTLESUIT, T'AU EMPIRE, DESIGNATOR
XV26 Infiltrator
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Burst cannon
Focused (Ceaseless)
5
4+
3/4
Sweeping (Ceaseless, Torrent 1")
4
4+
3/4
Fusion blaster
Short range (Rng 6", Devastating 4, Piercing 2)
4
4+
6/3
Long range (Rng 12", Piercing 1)
4
4+
4/5
Fists
3
4+
3/4
Abilities
Covert ProtocolsMont'kaStealth Fields

Covert Protocols: This operative can counteract regardless of its order, but if it has a Conceal order during that counteraction, it cannot perform any actions other than Pick Up Marker, Place Marker or mission actions.

XV26 STEALTH BATTLESUIT, T'AU EMPIRE, INFILTRATOR
XV26 Liberator
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Burst cannon
Focused (Ceaseless)
5
4+
3/4
Sweeping (Ceaseless, Torrent 1")
4
4+
3/4
Fusion blaster
Short range (Rng 6", Devastating 4, Piercing 2)
4
4+
6/3
Long range (Rng 12", Piercing 1)
4
4+
4/5
EMP bomb (Rng 4", Blast 2", Devastating 1, Heavy (Reposition only), Lethal 4+, Limited 1, Saturate)
5
3+
2/2
Fists
3
4+
3/4
Abilities
GrenadierMont'kaStealth Fields

Grenadier: This operative can use frag, krak, smoke and stun grenades. Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever this operative is using a frag or krak grenade, improve the Hit stat of that weapon by 1.

XV26 STEALTH BATTLESUIT, T'AU EMPIRE, LIBERATOR
XV26 Lodestar
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Burst cannon
Focused (Ceaseless)
5
4+
3/4
Sweeping (Ceaseless, Torrent 1")
4
4+
3/4
Fusion blaster
Short range (Rng 6", Devastating 4, Piercing 2)
4
4+
6/3
Long range (Rng 12", Piercing 1)
4
4+
4/5
Fists
3
4+
3/4
Abilities
Electrochaff LauncherHoming BeaconMont'kaStealth Fields

Electrochaff Launcher: Once per turning point, when an enemy operative is performing the Shoot action and your opponent selects a valid target (excluding DRONE), you can use this rule, providing this operative isn’t within control range of enemy operatives. If you do, until the end of that action, whenever an enemy operative is shooting a friendly XV26 STEALTH BATTLESUIT operative that’s both visible to and within 3" of this operative and more than 2" from that enemy operative:

  • Ignore the Piercing weapon rule.
  • That friendly operative is obscured.

Homing Beacon: This operative is carrying your Homing Beacon marker. Operatives (excluding DRONE) can perform the Pick Up Marker action on that marker. The first time an enemy operative performs the Pick Up Marker action on your Homing Beacon marker, discard that marker (remove it from the battle).

In the Ready step of each Strategy phase, when you gain CP, if your Homing Beacon marker is in the killzone, roll one D6 if it’s more than 6" from your drop zone; roll two D6 instead if it’s within your opponent’s territory; roll three D6 instead if it’s within 6" of your opponent’s drop zone. If any result is a 4+, you gain one additional CP.

XV26 STEALTH BATTLESUIT, T'AU EMPIRE, LODESTAR
XV26 Neutraliser
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Burst cannon
Focused (Ceaseless)
5
4+
3/4
Sweeping (Ceaseless, Torrent 1")
4
4+
3/4
Fusion blaster
Short range (Rng 6", Devastating 4, Piercing 2)
4
4+
6/3
Long range (Rng 12", Piercing 1)
4
4+
4/5
Fists
3
4+
3/4
Abilities
Mont'kaMultispectrum Sensor PackageStealth Fields1AP: System Jam

Multispectrum Sensor Package: SUPPORT. Once per turning point, when an enemy operative visible to and within 8" of this operative is activated, you can use this rule. If you do, each friendly XV26 STEALTH BATTLESUIT operative within 3" of this operative can immediately do one of the following: Perform a free Dash action (in an order of your choice). Change its order. Each friendly operative that performs the Dash action cannot end that move within 3" of an enemy operative. Note that a Comms Device from universal equipment only affects the second distance of this rule.

System Jam (1AP): - Select one enemy operative visible to this operative. Until the end of that operative’s next activation, subtract 1 from its APL stat. Whenever this operative has a Conceal order, you must spend 1 additional AP to perform this action.

  • This operative cannot perform this action while within control range of an enemy operative.
XV26 STEALTH BATTLESUIT, T'AU EMPIRE, NEUTRALISER
MV15 Gun Drone
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Twin pulse carbine (Ceaseless)
4
4+
4/5
Ram
3
5+
2/3
Abilities
DroneMont'ka1AP: Photon Grenade LauncherStealth Fields

Photon Grenade Launcher (1AP): - Select one enemy operative visible to this operative and roll one D6: on a 3+, until the end of that operative’s next activation, subtract 2" from its Move stat.

  • This operative cannot perform this action while within control range of an enemy operative.
XV26 STEALTH BATTLESUIT, T'AU EMPIRE, MV15 GUN, DRONE
MV75 Marker Drone
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Ram
3
5+
2/3
Abilities
DroneMarkerlightMont'kaStealth Fields
XV26 STEALTH BATTLESUIT, T'AU EMPIRE, MV75 MARKER, DRONE
Equipment

Pulse Pistols:
Friendly XV26 STEALTH BATTLESUIT operatives (except Drone operatives) have the following melee weapon:

Pulse pistol

NAMEATKHITDMGWR
Pulse pistol34+4/5Accurate 1

Advanced Blacksun Filters:
Whenever a friendly XV26 STEALTH BATTLESUIT operative is shooting an operative that's obscured, you don't have to discard one success as a resulth of that rule. All other effects of obscured apply as normal.


Hardwired Target Locks:
Whenever you would counteract, you can do so with one friendly XV26 STEALTH BATTLESUIT operative that has a Conceal order and is more than 3" from enemy operatives, but before it counteracts, you must change its order to Engage and it cannot perform any actions other than Shoot during that counteraction.


Jetpack Thrusters:
Whenever a friendly XV26 STEALTH BATTLESUIT operative performs an action in which it moves, instead of moving it normally, 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) horizontally of its original location. In a killzone that uses the close quarters rules, 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. 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.


Ploys

Firefight - Ghostshroud:
Use this firefight ploy at the end of a friendly XV26 STEALTH BATTLESUIT operative’s activation. If that operative has an Engage order, change it to Conceal. You cannot use this ploy for each friendly operative more than once per battle.


Firefight - Vectored Retro-Thrusters:
Use this firefight ploy when an enemy operative ends the Charge action within control range of a friendly XV26 STEALTH BATTLESUIT operative (excluding DRONE). Interrupt that action to use this rule. If you do, that friendly operative can immediately perform a free Fall Back action, but it cannot move more than 3" during that action.

Note that if the enemy operative can still complete their Charge successfully after this, they must do so, if not, they can select a new action and are not considered to have spent that AP or their use of the Charge action.


Firefight - Optical Triangulation:
Use this firefight ploy when a friendly XV26 STEALTH BATTLESUIT operative is shooting an enemy operative in cover. If the target is visible to another friendly operative that is not within Engagement Range of an enemy operative, that friendly operative’s weapons have the Saturate weapon rule for that shooting attack.


Firefight - Savior Protocols:
Use this firefight ploy when a friendly XV26 STEALTH BATTLESUIT operative (excluding DRONE) is selected as the valid target of a Shoot action. Select one friendly DRONE operative visible to and within 3" of that first friendly operative to become the valid target instead (even if it wouldn’t normally be valid for this). That friendly DRONE operative is only in cover or obscured if the original target was. This ploy has no effect if the ranged weapon has the Blast or Torrent weapon rule.


Strategic - Critical Target:
Select one enemy operative to gain your Critical Target token. Whenever a friendly XV26 STEALTH BATTLESUIT operative (excluding Drone operatives) is shooting an enemy operative with a Critical Target token, its ranged weapons have the Seek weapon rule until the end of the action. In the Ready step of the next Strategy phase, remove that token.


Strategic - Killing Blow:
Whenever a friendly XV26 STEALTH BATTLESUIT operative (excluding Drone operatives) is shooting an enemy operative, if the target is not taken out of action as a result of that attack, the friendly operative may make a second Shoot action during its activation, but it must target the same enemy operative as it did in its first Shoot action.


Strategic - Holowave Countermeasures:
Whenever an operative is shooting a friendly XV26 STEALTH BATTLESUIT operative more than 6" from it, in the Roll Attack Dice step, the attacker must discard one of their unresolved normal successes (or one of their critical successes if there are none). This isn’t cumulative with being obscured.


Strategic - Bonds of Unity:
Whenever a friendly XV26 STEALTH BATTLESUIT operative is activated (excluding DRONE), you can ignore any changes to that friendly operative’s APL stat and select one of the following:

  • Ignore any changes to that friendly operative’s Move stat from being injured until the end of that activation.
  • Ignore any changes to the Hit stat of that friendly operative’s weapons from being injured until the end of that activation.

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.


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.