Colonel Schaeffers Last Chancers

Homebrew by v0idsedge
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Composition

A LAST CHANCERS Kill team is composed of:

  • 1 COLONEL SCHAEFFER
  • 1 HERO
  • 1 ANIMAL
  • 1 BRAINS
  • 1 DEMOLITION MAN
  • 1 FINGERS
  • 1 GREASE MONKEY
  • 1 OX
  • 1 ROCKET GIRL
  • 1 SCOPE
  • 1 SHIV
  • 1 WARRIOR WOMAN
Common Abilities and Options

One Last Chance:
For the purposes of contesting and controlling objectives, LAST CHANCER operative cannot have their APL reduced, and the AP cost of pick up marker and mission actions cannot be increased. Note that LAST CHANCER operatives can still have their APL stat reduced, it just will not affect their ability to control objectives.

Colonel Schaeffer
A 2
M 6"
S 4+
W 11
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Prc1, Rng 8")
4
4+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1)
4
4+
4/5
Power Sword (Lethal 5+)
4
4+
4/6
Abilities
One Last Chance
Imperium, Last Chancer, Astra Militarum, Leader, Schaeffer
Ox
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Heavy Bolter
Focused (PrcCrit1, Hvy(Repos))
5
4+
4/5
Sweeping (Torrent 1", PrcCrit1, Hvy(Repos))
4
4+
4/5
Fists
4
3+
3/4
Abilities
Avenge My FriendOne Last Chance

Avenge My Friend: If a friendly BRAINS opertarative is incapacitated, give this operative an avenge token. While this operative has an avenge token, increase this operatives APL by 1, and it can perform 2 fight actions in an activation. However, while this operative has an avenge token this operative must perform a charge if able.

Imperium, Last Chancer, Astra Militarum, Ox
Brains
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Gun Butt
3
4+
2/3
Abilities
One Last Chance1AP: Vox Uplink

Vox Uplink (1AP): SUPPORT Select one other friendly LAST CHANCER 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.

Imperium, Last Chancer, Astra Militarum, Brains
Demolition Man
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Remote Explosive (Blast 2", Silent, Lethal 5+, *Detonate, Heavy (Repos))
4
3+
3/5
Gun Butt
3
4+
2/3
Melta Bomb (Rng 3", Prc2, Lethal 5+, Limited 1, Hvy(Dash))
5
4+
5/6
Abilities
Demolition ChargeDetonateOne Last Chance

Demolition Charge: This operative is carrying your Demolition Charge marker. It can perform the Pick Up Marker action on that marker, but that marker cannot be placed within an enemy operative's control range (if this operative is incapacitated while carrying that marker and that marker cannot be placed, it is removed with this operative).

Detonate: Don’t select a valid target. Instead, a friendly Demolition Charge marker is always the primary target. If that marker isn’t in the killzone, you cannot select this weapon. That marker is automatically removed instead of resolving the primary target, then resolve secondary targets as normal. For the purposes of this weapon, secondary targets do not need to be visible.

Imperium, Last Chancer, Astra Militarum, Demolition Man
Warrior Woman
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Combat Knife
4
4+
2/3
Abilities
Expert ClimberOne Last Chance1AP: Spot

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

Spot (1AP): SUPPORT Select one enemy operative visible to this operative. Until the end of the turning point, whenever a friendly LAST CHANCER operative within 3" of this operative is shooting that enemy operative you can use this effect. If you do:

That friendly operative’s ranged weapons have the Seek Light weapon rule.
That enemy operative cannot be obscured.

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

Imperium, Last Chancer, Astra Militarum, Warrior Woman
Scope
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Needle Sniper Rifle
Stationary (Lethal 5+, Hvy)
4
2+
3/5
Mobile (Lethal 5+)
3
3+
3/4
Profile (Lethal 5+, Hvy, *Concealed Position)
4
2+
3/5
Gun Butt
3
4+
2/3
Abilities
Concealed PositionOne Last Chance

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

Imperium, Last Chancer, Astra Militarum, Scope
Rocket Girl
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Missile Launcher
Frag (Blast 2", Hvy(Dash))
4
4+
3/5
Krak (Hvy(Dash), Piercing 1)
4
4+
5/7
Consussion (Saturate, Seek Light, *Loader, Hvy(Dash), Lim 1)
4
4+
2/3
Haywire (Blast 2", *Loader, Stun, Hvy(Dash), Lim 1)
4
4+
3/3
Gun Butt
3
4+
3/4
Abilities
*LoaderOne Last Chance1AP: Smoke Round

*Loader: You may only select this weapon profile if a friendly FINGERS operative is within 3" of this operative.

Smoke Round (1AP): You may only use this ability if a friendly FINGERS operative is within 3" of this operative. Place your Smoke Round marker in the killzone, visible to this operative. This marker functions as a smoke grenade, but both effects have a range of 2" instead of 1". You may only use this ability once per battle.

Imperium, Last Chancer, Astra Militarum, Rocket Girl
Fingers
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
3
4+
2/3
Gun Butt
4
4+
3/4
Abilities
One Last ChanceReal Quiet Like

Real Quiet Like: This operative may perform mission actions, and the Pick Up or Place Marker actions while within control range of enemy operatives.

Imperium, Last Chancer, Astra Militarum, Fingers
Animal
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Meltagun (Rng 6", Dev 4, Prc2)
4
3+
6/3
Combat Knife
4
3+
3/4
Abilities
One Last ChanceScanner

Scanner: Place your Scan marker in the killzone. Whenever a friendly LAST CHANCER operative is shooting an enemy operative that’s within 3" of that marker, that friendly operative’s ranged weapons have the Accurate 1 and Saturate weapon rules. When this operative is next activated, is incapacitated or performs this action again (whichever comes first), remove that marker.

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

Imperium, Last Chancer, Astra Militarum, Animal
Hero
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Laspistol (Rng 8")
3
4+
2/3
Officers Blade (PrcCrit1)
4
3+
3/5
Abilities
Indomitable1AP: Motivate the TroopsOne Last Chance

Indomitable: You can ignore any changes to this operatives stats due to being injured (including weapon stats).

Motivate the Troops (1AP): Support

Imperium, Last Chancer, Astra Militarum, Hero
Shiv
A 2
M 6"
S 4+
W 10
Abilities
One Last Chance
Grease Monkey
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng (8"))
4
4+
3/4
Gun Butt
3
4+
2/3
Abilities
Nimble FingersOne Last Chance

Nimble Fingers: Once per turning point, this operative can perform the Pick Up Marker or a mission action for 1 less AP.

Imperium, Last Chancer, Astra Militarum, Grease Monkey
Equipment

Flak Jackets:
When a friendly operative is rolling dice, they may choose to reroll a single dice. In addition, if that operative does not retain any critical successes, one normal success may be used to block a critical success instead.


Forward Positions:
After revealing this equipment option, roll one D3. As a STRATEGIC GAMBIT in the first turning point, a number of friendly LAST CHANCER operatives equal to the result that are wholly within your drop zone can immediately perform a free Reposition action, but must end that move wholly within 3" of your drop zone.


New Equipment:


Ploys

Firefight - Heroics through Desperation:
Use this firefight at the start of a friendly LAST CHANCER operatives activation, if that operative is injured. Until the end of that operatives activation, it may ignore the effects of being injured and add 1 to its APL stat.


Firefight - Crossfire:
Use this firefight ploy after rolling your attack dice for a friendly LAST CHANCER operative, if it’s shooting an enemy operative that’s been shot by another friendly LAST CHANCER operative during this turning point. You can re-roll any of your attack dice.


Strategic - Regroup:
SUPPORT Select one friendly LAST CHANCER operative that is more than 3" from enemy operatives. Each other friendly LAST CHANCER operative within 5" of that operative and not within control range of enemy operatives can immediately perform a free Dash action in an order of your choice, but each that does so must end that move closer to that operative. Note that a Comms Device from universal equipment only affects the second distance of this rule.


Strategic - Sieze the Day!:
Select one objective marker or one of your mission markers.

  • Whenever determining control of that marker, treat the total APL stat of friendly LAST CHANCER operatives that contest it as 1 higher if at least one friendly BATTLECLADE operative contests that marker. Note this isn’t a change to the APL stat, so any changes are cumulative with this.
  • Whenever a friendly LAST CHANCER operative is within 3" of that marker, add 1 to the Atk stat of its melee weapons (to a maximum of 4).

Strategic - The Gaze of the Colonel:
SUPPORT While a friendly LAST CHANCER operative is within 6" of a friendly SCHAEFFER or HERO operative that friendly LAST CHANCER operatives weapons have the Balanced weapon rule. If that friendly LAST CHANCER operative is within 6" of both SCHAEFFER and HERO, its weapons instead gain Ceasless.

For the purposes of this SUPPORT rule and the Comms Device equipment, the SCHAEFFER or HERO operative must control your Comms Device marker to add 3" to its distance requirement for that operative. (e.g. while HERO controls the comms device, an operative within 6" of SHCAEFFER and within 9" of HERO would gain ceaseless)


Strategic - Stealth Approach:
Whenever a friendly LAST CHANCER operative performs the Reposition action during its activation, while it has a Conceal order, you can use this rule. If you do, add 1" to its Move stat until the end of that activation, but it must end that move closer to your opponent’s drop zone.


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.