moebian 6th

Homebrew by henry

the moebian 6th are an illted regiment of the imperial guard bessed by the gra father to achieve his goal on the world of Atoma.

50% positive
Composition

must take a moebian sergeant

Select 9 options from this list Moebian rifleman Moebian shotgunner Moebian gunner (hotshot volley gun)* Moebian gunner (plasma gun)* Moebian gunner (flamer)* Moebian sniper* Moebian trapper Moebian grenadier Moebian mauler Moebian rager Moebian crusher** Moebian ripper** Moebian bulwark**

  • You can only have three of these operatives ** You can only have two of these operatives and every one of these operatives counts as 2, if you run none of these models pick a firefight ploy it is free for the game. The only operative you can include more than one of are moebian gunners and moebian rifleman operatives
Common Abilities and Options

moebian ambush:
during the deployment step select 5 models in this killteam do not deploy them instead they start off the board, at any point you could activate a friendly operative instead of activateing an operative you may deploy a model kept off the board with this ability, a model selected with this rule must be deployed on a friendly or neutral board edge or out of line of sight of every enemy operative an on your half of the board. once the operative has been deployed they have -1 ation for the turning point.

moebian lethality:
if this operative would preform a shoot action agaisnt an enemy that at the beginning of this models activateion was not in line of sight this operative gains either torent 1" or ceasless. if the operative would preform a fight action against an enemy that at the beginning of this operative's activation did not have line of sight of this operative this operatives weapons gain either dev 1 or rend

carapace armour:
when this operative takes 3 or more damage roll a d6 on a 5+ this operative takes 1 less damage

unintelligent:
this model gains 1 apl if a friendly operative and/or operatives are within 6"

moebian sergeant
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
plasma pistol
Default (prc 1, rng 8")
4
4+
3/5
supercharge (prc 1, lethal 5+, hot, rng 8")
4
4+
4/5
gas grenades (rng 6", lethal 4+, blast 2")
5
4+
1/3
power weapon (lethal 5+)
5
4+
4/6
fists
4
4+
3/4
Abilities
1AP: cannibalchosen by nurglemoebian ambushmoebian lethality

cannibal (1AP): this ability can only be used during an activation in which this operative has incapacitated an enemy operative in melee or an enemy operative has been incapaciteted within 2".

regain D3+2 wounds

chosen by nurgle: the first time this model would be incapaciteted it is not and instead heals 2d3, then end the shooting sequence.

moebian, sergeant
moebian rifleman
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
lasgun
4
4+
2/3
bayonet
3
4+
2/3
Abilities
group activationmoebian ambushmoebian lethality

group activation: when you activate a friendly moebian rifleman operative you many activate another moebian rifleman afterwards before any enemy operatives would activate. if a model is activated using this ability this ability will not come into affect on them (if you have three riflemen operatives this ability will not allow you to active one then another then another you can only activate 2 operatives)

moebian, rifleman
moebian gunner
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
plasma gun
Default (prc 1)
4
4+
4/6
super charged (prc 1, lethal 5+, hot)
4
4+
5/6
hot shot volley gun
Default (prccrit 1)
5
4+
3/4
sweeping (prccrit 1, tor 1")
4
4+
3/4
flamer (rng 8", sat, tor 2")
5
2+
3/3
fists
3
4+
2/3
Abilities
moebian ambushmoebian lethality
moebian, gunner
moebian shotgunner
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
heavy shotgun (rng 8", lethal 5+)
4
4+
4/4
club
4
4+
3/4
Abilities
moebian ambushmoebian lethalityzealot

zealot: once per game ignore an instance of normal damage

moebian, shotgunner
moebian sniper
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
long las
concealed (silent, concealed positions, dev 3, heavy)
4
2+
3/3
stationary (dev 3, heavy)
4
2+
3/3
mobile
4
3+
3/4
fists
3
4+
2/3
Abilities
*concealed positionsmoebian ambushmoebian lethality

*concealed positions: This operative can only use this weapon the first time it is performing the Shoot action during the battle.

moebian, sniper
moebian trapper
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
net gun (trapped*, stun, rng 8", sev)
4
4+
3/3
net gun (trapped*, stun)
4
4+
3/3
Abilities
*trappedmoebian ambushmoebian lethality

*trapped: if this operative scores any unsaved critical hits with its net gun roll 2d6 if you roll higher then the hit operatives remaining wounds that operative is now trapped. the first action that would move the trapped operative is ignored but the AP is still spent.

moebian, trapper
moebian grenadier
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
lasgun
4
4+
2/3
immolation grenade (rng 6", blast 2", sat)
5
4+
3/3
fists
3
4+
2/3
Abilities
1AP: long throwmoebian ambushmoebian lethality

long throw (1AP): change the range of this operatives immolation grenade weapon to 16"

moebian, grenadier
moebian mauler
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
mauler hammer (brutal, stun)
5
4+
5/6
Abilities
carapace armourmoebian ambushmoebian lethality
moebian, mauler
moebian rager
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
rager blades (brutal, rnd, ceaseless)
6
5+
4/4
Abilities
moebian ambushmoebian lethalityrage

rage: when this operative takes damage from a shoot action this operative may preform a dash action but they must end the move closer to the enemy operative that did the damage

moebian, rager
moebian crusher
A 1
M 5"
S 3+
W 16
Weapons
ATK
HIT
DMG
great hammer (brutal, lethal 5+ dev 3)
4
3+
5/6
Abilities
carapace armourmoebian ambushmoebian lethalityunintelligent
moebian, crusher, ogryn
moebian ripper
A 1
M 5"
S 5+
W 16
Weapons
ATK
HIT
DMG
heavy stubber
Default
5
4+
4/5
sweep (tor 1")
4
4+
4/5
fists
4
4+
3/4
Abilities
1AP: devastating volleymoebian ambushmoebian lethalityunintelligent

devastating volley (1AP): this operative's ranged weapons gain accurate 2, then preform a shoot action.

moebian, ripper, ogryn
moebian bulwark
A 1
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
great club (shock)
4
4+
4/5
Abilities
moebian ambushmoebian lethalityshieldunintelligent

shield: critical hits cannot be scored against this operative

moebian, bulwark, ogryn
Equipment

flak armour:
whenever a friendly operative takes 4 or more damage roll a d6 on a 5+ the operative takes one less damage, if the oeprative has the carapace armour or zealot ability pick to either use that ability or the equipment.


corrupted stimms:
at the start of each friendly operatives activation they may heal d3 wounds


propoganda:
pick either the word or show of force that ploy is free for the battle


combat stimms:
roll a d3 every turn you may increase an operatives apl by one till the end of the turningpoint, you can do this equal to the roll per turn (if you roll a 3 three times a turn you can do this ability)


Ploys

Firefight - Valkyrie gun run:
instead of activating an operative place down a valkyrie gun run marker, at the start of the next stratagy phase all operatives within 4" take d6+3 damage unless they are below vanage terrain


Firefight - false ambush:
use this instead of acctivating a model, the opponent must activate another operative


Firefight - stimm rage:
select a friendly moebian rager or moebian ogryn operative they gain an apl this turn


Strategic - the word:
all friendly operative's weapons gain balanced and enemy operative's weapons lose piercing and have piercing criticals instead.


Strategic - show of force:
every friendly operative that is active and is in the line of sight of an enemy may use the moebian lethality rule but friendly operative not within line of sight of ana enemy cannot use the moebian lethality rule.


Strategic - retreat to the shadows:
if you have less then 5 models in ambush you may put any friendly operative not within line of sight into ambush, the number of models in ambush cannot be over 5.


Strategic - black out:
all ranged weapons of all operative now have range 10" unless they already have a range ability on the weapon. also operatives outside of 10" are not counted as within line of sight.


Strategic - desperate ambush:
pick a friendly injured operative, if that operative would benefit from the moebian lethality rule it can shoot twice this turn for 1 action as long as that friendly operative shoots two different operatives.


TacOps
Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.


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.