Team Fortress 2

Homebrew by Inquisitor

This homebrew team focuses on extreme class specialization. You control a mismatched 9-operative squad featuring one massive, power-armored Space Marine centerpiece (The Heavy) who acts as an unstoppable anchor, surrounded by eight hyper-specialized, fragile human mercenaries. Your playstyle relies on using the human operatives to sneak around, control objectives, and cause chaos, while your lone Marine draws heavy fire and deletes high-value targets.

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Composition

• 1 Spy (LEADER) operative • 1 Heavy operative • 1 Soldier operative • 1 Scout operative • 1 Medic operative • 1 Pyro operative • 1 Demoman operative • 1 Engineer operative • 1 Sniper operative You can only have 1 of each operative and 6 maximum operatives and you need engineer for sentry and the sentry doesnt count as 1model its basically a token that shoots

Spy
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
heavy Bolt pistol (Rng 8",Piercing Crits 1)
4
3+
3/4
Knife (Balanced)
4
3+
3/4
Abilities
0AP: Backstab(PASSIVE)1AP: Sapper

Backstab(PASSIVE) (0AP): Rule: If this operative begins his activation with a Conceal order and performs a Charge action into combat, or if the enemy target is already Engaged by another friendly mercenary, the Knife gains the Lethal 5+ rule and its Critical Damage increases to 5.

Sapper (1AP): • Once per turning point, the Spy can place a Sapper token on an enemy Equipment piece (like a mine or barricade) or an Objective marker within 2 inches of him. • If placed on Equipment: That equipment is immediately deactivated and removed from the board. • If placed on an Objective: Enemy operatives cannot control or interact with that objective until an enemy spends 1 APL while standing on it to "remove" the Sapper.

40TF2, Imperium
Heavy
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
SASHA(Heavy Bolter)
Focused (Piercing Crits 1, Ceaseless.)
5
3+
4/5
Sweeping (Piercing Crits 1, Torrent 1", Ceaseless.)
4
3+
4/5
FIST
4
3+
3/4
32TF2,Imperium,Space Marine
Scout
A 3
M 7"
S 5+
W 12
Weapons
ATK
HIT
DMG
Scattergun (Rng (6"), Ceaseless)
4
4+
3/4
Bat (stun)
3
4+
2/3
Abilities
1AP: Bonk! Atomic punchDouble Jump (Passive)

Bonk! Atomic punch (1AP): • Once per game, the Scout can drink his soda. Until the end of the turning point, his Scattergun gains the Lethal 5+ rule (crits on a 5 or 6), but his Save drops to 6+ as he becomes completely reckless.

Double Jump (Passive): • This operative can climb, drop, or cross over terrain features without spending any extra movement inches. Additionally, when performing a Fly or Dash action, he ignores vertical distance completely.

32TF2, Imperium
Soldier
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Rocket Launcher
Frag (Heavy,Blast 2,AP1)
4
4+
4/5
Krak (Heavy,Piercing 1, AP1)
4
4+
4/5
Trench shovel
3
4+
4/4
Abilities
1AP: Rocket Jump

Rocket Jump (1AP): • Once per turning point, this operative can perform a unique Dash action. He gains the Fly keyword for this movement, letting him leap over walls and climb terrain effortlessly. However, the explosion hurts him too—he immediately suffers 2 Wounds of mortal damage to perform the jump.

32TF2, Imperium
Medic
A 2
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Syringe Gun (Rng (6"), Ceasless)
4
4+
2/3
Bonesaw
3
4+
3/4
Abilities
1AP: MedigunUberCharge(Passive)

Medigun (1AP): Choose a friendly operative within 3 inches and visible to the Medic. That operative immediately restores 3 Wounds. Each time the Medic uses this action, add 1 "Über Token" to his card

UberCharge(Passive): • Once the Medic accumulates 3 Über Tokens, you can activate his ÜberCharge at the start of any turning point. Remove the tokens. For the rest of that turning point, the Medic and one friendly operative within 3 inches of him will have a 2+ save.

32TF2, Imperium
Pyro
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Flamethrower (Rng (6"), Torrent (2"), No Cover)
5
2+
2/2
Fire axe (Brutal)
4
4+
3/4
32TF2, Imperium
Demoman
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Grenade Launcher (Blast 2")
4
4+
4/4
Scrumpy Bottle
4
4+
3/4
32TF2, Imperium
Engineer
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Shotgun (Ceasless)
4
4+
3/4
Wrench (stun)
3
4+
3/4
32TF2, Imperium
Sentry Gun
A 0
M 0
S 5+
W 5
Weapons
ATK
HIT
DMG
Sentry Gun (Ceaseless)
3
4+
2/3
Sentry bash
1
5+
1/2
25TF2, Imperium
Sniper
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Sniper rifle (Heavy, Silent, Lethal 5+, MW1)
4
2+
3/4
Kukri
3
4+
4/4
32TF2, Imperium
Equipment

Jarate 3EP:
• Operative: Sniper only. • Effect: Once per game, the Sniper can spend 1 APL to perform a unique ranged attack against a target within 6 inches. Instead of dealing damage, if you score at least one hit, the target is coated in Jarate. Until the end of the turning point, all friendly mercenaries can reroll all failed attack dice when shooting or fighting that target.


The Dead Ringer 3EP:
• Operative: Spy only. • Effect: The first time this turning point the Spy would take damage that reduces his wounds to 0, he does not die. Instead, discard the attack, drop a token where he stood, and immediately perform a free Dash action up to 3 inches away under a Conceal order. He remains on the board with 1 Wound left. (Once per game).


Eyelander Heads 2 EP:
• Operative: Demoman only. • Effect: Each time the Demoman incapacitates an enemy model in melee combat using his Eyelander, he collects a "Head." For each Head collected, increase his base Movement by +1 inch and restore 2 lost Wounds (up to his maximum health).


Sandvich 2EP:
• Operative: Heavy only. • Effect: Once per game, during his activation, the Heavy can spend 1 APL to eat his chocolate bar. He immediately restores D3+1 Wounds and increases his max Wounds from 14 to 16 for the rest of the game.


Ploys

Firefight - Random Crits are Fair and Balanced 1 CP:
Use this ploy during a friendly model's activation right before they roll their attack dice (Ranged or Melee). For that specific combat sequence, change the weapon’s Lethal value to 5+ (if it doesn’t already have it). If the weapon already has Lethal 5+, it now scores critical hits on a 4+.


Firefight - Teleporter's Up 1 CP:
• Use this ploy when activating a friendly model that is within your deployment zone. Instead of moving normally, you can remove that model from the board and set it up anywhere within 2 inches of your Engineer, as long as it is placed more than 6 inches away from any enemy models. (Note: The model counts as having performed a normal Move action for that activation).


Strategic - PUSH THE PAYLOAD! 1 CP:
Until the end of the turning point, each time a friendly mercenary model performs a Mission Action (like controlling a terminal or picking up an item) or an Interact Action, it costs 1 less APL (to a minimum of 0 APL). Additionally, friendly human-scale models gain an extra 1 inch of movement when moving directly toward an objective marker.


Strategic - Setup Time 1 CP:
You can immediately swap the order tokens (Conceal to Engage, or Engage to Conceal) of up to three friendly operatives before the first activation of the turning point. This represents the mercenaries setting up their perfect traps and ambush positions before the shooting starts.


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.