Selechii Cell

Homebrew by Ninwa
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Composition

A SELECHII CELL Kill team is composed of:

  • 1 FISHER
    • Supressed Powerpistol; Sharktooth Dagger*
    • Powerpistol; Sharktooth Dagger
  • 8 operatives selected from the following list:
    • COMMANDO
      • Suppressed Repeater Pistol; Sharktooth Dagger*
      • Repeater Pistol; Sharktooth Dagger
    • ELIMINATOR
    • GUNNER
      • Breaching Attachment
      • Suppressor Attachment*
      • Foregrip Attachment
    • HIGHTIDE
    • MINER
    • MONITOR
    • TRACKER
    • TROOPER
    • WIRETAP

Other than COMMANDO and TROOPER operatives, your kill team can only include each operative on this list once. You can include up to 3 COMMANDO operatives.

* You cannot select more than 3 operatives with these options combined.

Common Abilities and Options

Electrosenses:
STRATEGIC GAMBIT Until the end of fhe turning point, select one of the following effects for friendly operatives to gain:

  • Saturate on all ranged weapons
  • Seek Light on all ranged weapons
  • Ignore obscuring

Slinking Hunters:
While friendly operatives have a Conceal order they add 1" to their Move stat and can perform the Charge action.

Selechii Fisher
A 3
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Suppressed Powerpistol (Rng 8", Dev 1, Silent)
5
3+
3/3
Powerpistol (Rng 8", Dev 1)
5
3+
3/3
Power Harpoon (Ranged) (Rng 6", Lethal 5+, Silent, *Speared)
4
3+
3/4
Power Harpoon (Melee) (Lethal 5+)
4
3+
4/6
Sharktooth Dagger
4
3+
3/5
Abilities
*SpearedElectrosensesSlinking Hunters1AP: Tactical Espionage

*Speared: At the end of the shooting sequence, if you resolved any successful hits, the target operative is considered Speared.

While an operative is Speared, it cannot take any movement that place it further from this operative than it was at the beginning of the action.

While an operative is Speared, you cannot Shoot with this weapon, or Fight with the Power Harpoon melee weapon.

At the end of this operative's activation, you can choose to move a Speared enemy operative up to 3", either closer to this operative or at the same distance it currently is from this operative. This move can end with that enemy operative within a friendly operative's control range.

The Speared condition is removed when this operative is incapacitated. You may also choose to remove the Speared condition from an enemy operative before or after this operative performs any action.

Tactical Espionage (1AP): SUPPORT Select a friendly operative visible to and within 6" of this operative. You can then resolve one of the following effects:

  • Change the selected operative's order.
  • Until the end of the turning point, Whenever that 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".

This operative can perform this action up to two times in one activation. This operative cannot perform this action while within control range of an enemy operative.

Selechii Commando
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Suppressed Repeater Pistol (Rng 8", Silent)
5
3+
2/3
Repeater Pistol (Rng 8")
5
3+
2/3
Sharktooth Dagger
4
3+
3/5
Abilities
ElectrosensesInfil SpecialistSlinking Hunters

Infil Specialist: Once per activation while this operative has a Conceal order, it can perform a mission action for 1 less AP.

Selechii Eliminator
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Deepbreech Rifle
Concealed (Dev 2, Hvy, Silent, *Concealed Position)
4
2+
3/3
Mobile
4
3+
3/4
Stationary (Dev 2, Hvy)
4
2+
3/3
Selechii Teeth
3
3+
3/5
Abilities
*Concealed PositionElectrosensesOcean PredatorSlinking Hunters

*Concealed Position: This operative can only use this weapon the first time it’s performing the Shoot action during the battle.

Ocean Predator: If this operative is on Vantage terrain and shooting an operative that is not, or if this operative is not on Vantage terrain and shooting an operative that is, this operative's ranged weapons gain Ceasless for the duration of the action.

Selechii Gunner
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Powercarbine (Dev 1)
5
4+
3/3
Selechii Teeth
3
3+
3/5
Abilities
ElectrosensesGunner AttachmentsSlinking Hunters
Options
Breaching AttachmentSuppressor AttachmentForegrip Attachment

Gunner Attachments: At the end of the Select Operatives step, depending on what option this operative is selected to have, it gains the corresponding rule for the rest of the battle:

  • Breaching Attachment: This operative's Powercarbine gains the Piercing 1 weapon rule. If this operative is shooting an enemy operative within 6", its Powercarbine also has the Piercing Crits 2 weapon rule. This counts for the purposes of reducing the AP cost of the Breach mission action.
  • Suppressor Attachment: This operative's Powercarbine gains the Silent weapon rule.
  • Foregrip Attachment: This operative's Powercarbine Hit stat is improved by 1.

Breaching Attachment: This operative's Powercarbine gains the Piercing 1 weapon rule. If this operative is shooting an enemy operative within 6", its Powercarbine also has the Piercing Crits 2 weapon rule. This counts for the purposes of reducing the AP cost of the Breach mission action.

Suppressor Attachment: This operative's Powercarbine gains the Silent weapon rule.

Foregrip Attachment: This operative's Powercarbine Hit stat is improved by 1.

Selechii Hightide
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Autocarbine
5
4+
2/3
Grapnel Shot (Rng 8", Silent, *Grapnel)
4
4+
1/2
Sharktooth Dagger
4
3+
3/5
Abilities
*GrapnelElectrosensesGrapnel LauncherSlinking Hunters

*Grapnel: If you retain any hits, after resolving the sequence you can immediately remove this operative and set it back up within the target's control range.

Grapnel Launcher: Whenever this operative is climbing up, you can treat the vertical distance as 2" (regardless of how far the operative actually moves vertically).

Selechii Minelayer
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Autocarbine
5
4+
2/3
Selechii Teeth
3
3+
3/5
Abilities
1AP: Deploy ScatterminesElectrosensesScatterminesSlinking HuntersSupport Grenadier

Deploy Scattermines (1AP): Place one of your Scattermines tokens visible to and within 6" of this operative. That token gains 3 Charges.

This operative cannot perform this action while within control range of an enemy operative. This operative can only perform this action twice per battle.

Scattermines: When an enemy operative would move within 2" of one of your Scattermines tokens, that operative must either subract 2" from their movement or that operative takes damage equal to the number of Charges on that token. Whenever damage is dealt to an operative due to this rule, remove 1 Charge from that token. If a token has 0 Charges, remove it from the killzone.

Support Grenadier: This operative can use smoke and stun grenades (see universal equipment). Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives).

Selechii Monitor
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Autocarbine
5
4+
2/3
Selechii Teeth
3
3+
3/5
Abilities
Electrosenses1AP: Launch CameraRemote CameraSlinking Hunters

Launch Camera (1AP): Remove your Camera marker (if any) from the killzone. Select a point visible to and within 12" of this operative, and within 1" of heavy terrain. Place your Camera marker at that point.

This operative cannot perform this action while within control range of an enemy operative.

Remote Camera: When determining visibility of enemy operatives to this operative and any friendly operatives within control range of this operative, you can choose to measure from your Camera marker. To do so, pick a point in space 2" above your Camera marker and determine visibility as if that point was the head of the operative you're determining visibility for.

Note that while this can be used to determine visibility, targeting lines must be drawn from the active operative's base as normal to determine cover.

This ability can also be used to determine distance from target operative in cases involving certain faction rules affecting visibility and obscuring (e.g. XV26 STEALTH SUITS Stealth Fields and NEMISIS CLAW In Midnight Clad), and in cases involving Tac Ops (e.g. Track Enemy and Scout Enemy Movement)

Enemy operatives can perform the Pick Up Marker action on your Camera marker, but it is instead discarded from the killzone.

Selechii Tracker
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Hunter Pistol (Rng 8", Piercing Crits 1)
4
4+
3/4
Selechii Teeth
3
3+
3/5
Abilities
All-SensingElectrosensesSlinking Hunters1AP: Sniff Em Out

All-Sensing: This operative always has every option from the Electrosenses faction rule.

Sniff Em Out (1AP): Select an enemy operative visible to this operative. Until the end of the turning point, when a friendly operative is shooting that operative, they can benefit from an additional option from the Electrosenses faction rule.

Selechii Trooper
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Autocarbine
5
4+
2/3
Selechii Teeth
3
3+
3/5
Abilities
Cover ShootersElectrosensesSlinking Hunters

Cover Shooters: Whenever an operative is shooting this operative:

  • Ignore the Saturate weapon rule
  • Being within 2" does not remove any of your cover saves, but you are still considered a valid target.
Selechii Wiretap
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Autocarbine
5
4+
2/3
Selechii Teeth
3
3+
3/5
Abilities
1AP: Direct TransmissionElectrosensesIntercepted CommunicationsSlinking Hunters

Direct Transmission (1AP): SUPPORT Select one other friendly operative visible to and within 6" of this operative. Until the end of that operative’s next activation, add 1 to its APL stat.

This operative cannot perform this action while within control range of an enemy operative.

Intercepted Communications: STRATEGIC GAMBIT If your opponent has not yet revealed their Tac Op, you can use this ability. When you do, your opponent must select one of the following options:

  • Your opponent reveals their Tac Op
  • You gain 1 CP
Equipment

Remote Bypass Device:
Once per turning point, an operative can perform the Operate Hatchway action without requiring a hatchway’s access point to be within its control range. Instead, that access point must be within 6" of it.


Deployable Cloak Apparatus:
Once per turning point, a friendly operative can perform the following unique action

DEPLOY CLOAK 1AP

Place your Cloak Apparatus marker within this operative's control range.

While a friendly operative is wholly within 2" of your Cloak Apparatus marker and has a Conceal order, it is considered not visible to any enemy operatives more than 3" from it. During the Ready Step of the next turning point, remove your Cloak Apparatus marker from the Killzone.

Operatives cannot perform this action while within control range of an enemy operative.


Sensor Compensators:
You can ignore any changes to the APL stat of friendly operatives, and they aren’t affected by enemy operatives’ Shock weapon rule.


Paired Sharktooth Daggers:
Add 1 to the Atk stat of friendly operatives' melee weapon profiles (to a maximum of 4). If the weapon already has an Atk stat of 4, it has the Balanced weapon rule.


Ploys

Firefight - Pack Tactics:
When a friendly operative performs a Shoot action, at the end of the sequence you can select one other friendly operative visible to and within 6" of this operative. That operative can immediately perform a free charge, but must end within engagement range of the target of the Shoot action.


Firefight - Death Frenzy:
When a friendly operative would be incapacitated while fighting or retaliating, you can use this ploy. The operative is not removed from the killzone and you discard the remaining attack dice of the sequence. That friendly operative can then immediately perform a free Fight action against the operative that incapacitated them. Remove the friendly operative from the killzone when one of the following happens:

  • The operative is struck once for Critical damage.
  • The operative is struck for the second time for Normal damage.
  • The Fight action concludes.

Firefight - Dead Drop Pass:
When a friendly operative performs the Place Marker action, you can use this ploy. Instead of placing the marker within this operative's control range, you can place it visible to and within 6" of this operative. If the marker is placed within the control range of another friendly operative, that operative can immediately perform a free Pick Up Marker action. They can perform the action even if within control range of an enemy operative, taking precedence over the normal rules.


Firefight - Stealth Engagement:
Use this firefight ploy during a friendly operative’s activation. Until the end of that activation, that operative doesn’t have to control a marker to perform the Pick Up Marker or mission actions that usually require this (this takes precedence over that action’s conditions – it only needs to contest the marker)


Strategic - Blood In The Water:
Whenever a friendly operative is shooting against, fighting against or retaliating against a wounded enemy operative, this operative’s weapons have the Lethal 5+ weapon rule; if that enemy operative is also injured, this operative’s weapons also have the Rending weapon rule.


Strategic - Dive:
Up to half of your remaining operatives in the killzone (rounding down) can immediately change their Order and/or perform a free Dash action. Operatives can only perform the Dash action if at the end of the action they are not a valid target to any enemy operatives. You cannot use this strategic ploy during the first turning point.


Strategic - Tooth and Dagger CQC:
Whenever a friendly operative is fighting or retaliating, you can resolve one of your successes before the normal order. If you do, that success must be used to block.


Strategic - Field Treatment:
Operatives with a Conceal order and more than 3" from enemy operatives can immediately regain up to D3+1 lost wounds (roll separately for each).


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.