Reclaimer Squad

Homebrew by Inquisitor

Fresh from the meat-grinder of War World, this cohort has one directive: liquidate the heretics, secure the relic flame pistols, and don't let Chestnut near the medical supplies. Operating with zero tactical restraint and maximum collateral damage, they treat every skirmish like an absolute slaughterhouse. Anyone not wearing neon orange is a target; anyone wearing neon orange is also a potential target if the Captain gets bored.

100% positive
Composition

1x Leader Operative:The Captain (Equipped with The Exploding Sword and Heavy Bolt Pistol)3x Firefight Operatives:Hatemonger (Equipped with Heavy Bolt Rifle and The Hatemace)Bryce (Equipped with Standard Bolt Rifle and Bayonet)Chestnut (Equipped with Infiltrator Pistol and Surgical Tools)1x Heavy Gunner Operative:Heavy Terry (Equipped with The Spike Gun and Big Jagged Rock)

Captain
A 3
M 6"
S 2+
W 15
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Range 8", Piercing 1)
4
3+
3/4
Master Crafted Exploding Power Sword & shield
Default (Lethal 5+, Brutal, Shield)
5
3+
4/6
Exploding (Lethal 5+,Brutal, Blast 2", Limited 2, Shield)
3
2+
5/6
Abilities
1AP: You! Flesh Shield! Move!
Options
Shield

You! Flesh Shield! Move! (1AP): The Captain uses his absolute lack of empathy to protect his own skin. Select a friendly model within 2" of the Captain and use them to block any incoming attacks but inflict damage to that specific firendly operative.

Shield: Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one)

40IMPERIUM,ADEPTUS ASTARTES,SPACE KING
Hatemonger
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt pistol (Range 8)
4
3+
3/4
Hate Mace (Lethal 5+, Stun)
4
3+
4/5
Abilities
1AP: Crushing Verbal Degradation1AP: Powered by Self-Loathing

Crushing Verbal Degradation (1AP): Crushing Verbal Degradation: Hatemonger hurls a barrage of toxic, emotionally devastating insults at a model within 6".If used on an Enemy: The target is so demoralized or distracted that they worsen their HIT characteristic by 1 (e.g., 3+ becomes 4+) and worsen their SAVE characteristic by 1 (e.g., 3+ becomes 4+) until the end of the Turning Point.If used on an Ally: You can choose to force a friendly model to take this hit stat debuff, but it sparks pure spite in them, giving them +1 APL for their next turn out of sheer desire to prove Hatemonger wrong.

Powered by Self-Loathing (1AP): Powered by Self-Loathing : Hatemonger taps into the core ignition function of the Hatemace, which runs entirely on intense negative emotions. Choose one option for the rest of his activation: Hate the Alien: If fighting non-human factions, his melee or ranged attacks gain Rend (re-roll one failed hit). Hate Yourself: Hatemonger deals 2 mortal wounds to himself. In return, his Hatemace strikes gain Lethal 4+ and +2 Damage as the retractable spikes violently supercharge

32IMPERIUM,ADEPTUS ASTARTES,SPACE KING
Bryce
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt rifle (Piercing crits 1)
4
3+
3/4
Fists
4
4+
3/4
Abilities
0AP: I'm Doing My Best! (Passive)1AP: Look Captain, I Found a Globule!

I'm Doing My Best! (Passive) (0AP): Bryce's infectious optimism keeps his spirits up even when the squad is falling apart. Bryce can never be under the Injured status, meaning he retains his full movement and ballistic skill stats no matter how low his remaining Wounds get.

Look Captain, I Found a Globule! (1AP): When Bryce is within 1" of an objective marker, he can activate this ability to instantly score +1 Victory Point as a unique secondary reward. Because this action does not count as a standard Mission Action, Bryce still retains the right to spend his remaining 1 AP during this same activation to perform a normal Mission Action and secure the objective itself on the primary scoreboard. (once per game)

32IMPERIUM,ADEPTUS ASTARTES,SPACE KING
Chestnut
A 3
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Infiltrator Pisol (Range 6", Devastating 2)
4
3+
3/4
Surgical Tools
3
3+
3/4
Abilities
1AP: The Coagulatorator

The Coagulatorator (1AP): Option A: Combat Stimulation (Heal): Target a living friendly operative within 1". They immediately regain 2D3 lost Wounds.

Option B: Emergency Anointing (Revive): Target a friendly operative within 1" that was taken off the board earlier in the match. Remove them from your casualties and place them back on the map within 1" of Chestnut with exactly 1 Wound remaining.(Limited 1)

32IMPERIUM,ADEPTUS ASTARTES,SPACE KING
Terry
A 3
M 4"
S 3+
W 18
Weapons
ATK
HIT
DMG
Point-Blank Slam (Range 6",AP2,Brutal)
5
4+
6/8
Braced Heavy Spike (Heavy, AP3,Mortal Wounds 3)
6
4+
7/9
Big Jagged Rock (Stun)
5
4+
4/4
Abilities
How Do Gun Work Again? (passive check)

How Do Gun Work Again? (passive check): Terry's severe head injury makes operating his custom prototype weapon a complete gamble. Every time you declare a shooting action with Terry, you must first roll a 1D6 and the following may happen: On a 4+: His brain coordinates properly! Terry successfully slams his spike gun, and the shooting attack proceeds with its overpowered stats. On a 1–3: Terry gets confused or misses the primer entirely. The action fails. The Action Point (AP) is wasted, and he stands there staring blankly at the gun.

40IMPERIUM,ADEPTUS ASTARTES,SPACE KING
Equipment

AA Battery Pack (2 EP):
A fresh pack of copper-top AA batteries clipped straight onto the weapon's ignition engine.

Allocation: Can only be given to Hatemonger.

Effect: The first time Hatemonger uses his Powered by Self-Loathing unique ability in a match, the batteries successfully absorb the feedback. He does not take the 2 mortal wounds, but still gains the Lethal 4+ and +2 Critical Damage bonuses for that activation.


Adrenaline Syringe (3 EP):
A crude, massive medical dart pre-loaded with unstable combat stims that Chestnut can fire into a teammate from afar.

Allocation: Can only be given to Chestnut.

Effect: Chestnut can perform his The Coagulatorator (Combat Stimulation/Heal) action at a Range of 6" instead of the usual 1" restriction, letting him shoot healing drugs across the map.


Purity Seal of Space King (2 EP):
A sacred wax ribbon stamped with Space King's face, filling the wearer with baseline fanaticism.

Allocation: Can be given to any operative.

Effect: The operative gains a baseline 6+ Feel No Pain save, allowing them to roll a 1D6 every time they take damage and completely ignore the wound on a roll of a 6. (If used while the "Praise Be to Space King!" firefight ploy is active, this upgrades to a 4+ instead!)


Spare Heavy Railroad Spikes (2 EP):
A heavy canvas pouch filled with massive, crude metal spikes meant for the prototype launcher.

Allocation: Can only be given to Heavy Terry.

Effect: Terry's custom weapon gains the Ceaseless trait, allowing you to re-roll any hit rolls of a 1 on his Point-Blank Slam or Braced Heavy Spike profiles.


Ploys

Firefight - That's Just My Meat Shield!:
Trigger: Play this ploy mid-turn immediately after an enemy model declares a ranged shooting attack targeting your Captain, provided a friendly RECLAIMER operative is within 2" of him. Effect: You can instantly force the Captain's unique You! Flesh Shield! Move! ability to activate for 0 AP, shifting all incoming shooting damage from that attack onto your chosen teammate without the Captain needing to spend an action point on his own turn.


Firefight - Unhinged Retaliation (1 CP):
Trigger: Play this ploy mid-turn immediately after an enemy operative fights a friendly RECLAIMER operative in combat and fails to kill them. Effect: Your surviving operative can immediately perform a free Fight action to strike back out of sequence before the enemy can retreat. If used on Heavy Terry, his Big Jagged Rock gains +1 Attack for this strike out of pure, brain-damaged fury.


Firefight - The Scramble (1 CP):
Trigger: Play this ploy mid-turn during a friendly RECLAIMER operative's activation, right before they perform a Move or Dash action [2.5]. Effect: That operative can immediately increase their movement distance by +1 Inch (e.g., a standard 6" move becomes 7"), provided that movement ends closer to an objective marker than where they started [2.5].


Strategic - Keep the Heretics Suppressed! (1 CP):
Hatemonger sets the firing rhythm, instructing the squad to lay down a terrifying wall of covering fire to lock the heretics behind their barricades. Effect: Until the end of the Turning Point, each time a friendly RECLAIMER operative makes a ranged attack against a target that is in cover, if you roll any Critical Hits, the target is Suppressed. A suppressed target subtracts 1 from its Action Point Limit (APL) for its next activation.


Strategic - Tactically Tactical Maneuver (1 CP):
The Captain screams an incredibly loud, completely contradictory order across the comms, confusing the enemy forces just enough for the squad to shift positions.


Strategic - Pure, Unadulterated Xenophobia (1 CP):
Driven by Hatemonger’s fanatical teachings, the squad’s absolute disgust for anything non-human turns into a protective psychic barrier. Effect: Until the end of the Turning Point, enemy psychic actions or supernatural debuffs cannot target or affect any friendly RECLAIMER operatives. Additionally, all friendly models can re-roll one defensive dice when defending against attacks from non-human factions.


Strategic - Globulus Maximus Activation (1 CP):
The squad activates the sacred Globulus Maximus engine, coating their weapons in blessed holy oils that supercharge their output for the coming firefight. Effect: Until the end of the Turning Point, all ranged weapons wielded by friendly RECLAIMER operatives gain the Ceaseless trait (allowing you to re-roll any hit rolls of a 1). If a weapon profile already has Ceaseless (like Hatemonger's heavy rifle), it upgrades to Relentless instead (allowing you to re-roll any or all of its attack dice for that round).


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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.


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.