Skull Hunters

Homebrew by Go99les

Drawn to the relentlessness of war across the galaxy, these Xenos tribes travel lightyears searching for the perfect hunt.

Brutal, cunning and singularly focussed on the kill, the Skull Hunter tribes see themselves as the apex predators in the universe and are on the hunt for more trophies to add to their vast collections.

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Composition

This Kill Team MUST include:

  • 1 Skull Hunter Alpha LEADER
  • 2 Skull Hunter PREDATOR
  • 3 Skull Hound TRACKER
Common Abilities and Options

Chopped into meat:
Skull Hunters can cut through swathes of enemies with ruthless efficiency.

Whenever this operative performs the FIGHT action with this weapon profile, if it isn't incapacitated, it can immediately perform a free FIGHT action afterwards, but you must select this weapon profile and it can only fight against each enemy operative within it's control range once per activation or counteraction using this weapon profile. This takes precedence over action restrictions, and you can continue to perform free FIGHT actions until this operative is incapacitated or has fought against every enemy operative within it's control range.

El Diablo cazador de hombres (1AP):
The Skull Hunters collect grisly trophies from their victims after close combat duels to prove their combat prowess to other clans.

Once per turning point, if this operative incapacitates an enemy operative with it's wrist blades HONOUR profile, you gain 1CP.

I ain't got time to bleed! (2AP):
Skull Hunters have advanced healing technology, allowing them to stay in the hunt for as long as possible.

Once per battle, and more than 6" from enemy operatives, this operative can heal 2D6 wounds.

If it bleeds, we can kill it!:
Skull Hunters have advanced cloaking technology allowing them to track their targets silently.

Whenever a friendly PREDATOR operative has a conceal order, it cannot be visible to enemy operatives. This takes precedence over all other rules.

If a friendly PREDATOR operative is WOUNDED and has a conceal order, it cannot be visible to enemy operatives more than 3" from it. This takes precedence over all other rules.

When a friendly PREDATOR operative is INJURED the cloak is no longer activated and cannot be until that operative has regained enough wounds to not be injured.

If the cloak has been 'turned off' through SHOOTING, FIGHTING or INJURED, the friendly PREDATOR operative must use the firefight ploy RE-CLOAKED to turn it back on. It DOES NOT automatically revert back after using the I AIN'T GOT TIME TO BLEED ability.

Stick around:
The Skull Hunters are masters of close quarters combat. They believe this is the path to honour and glory amongst their tribes.

Whenever this operative is fighting or retaliating with the HONOUR wrist blades profile, you resolve the first attack dice (i.e. defender instead of attacker). This takes precedence over all other 'fights first' abilities e.g. vicious reflexes.

There's something out there, waiting for us...:
The Skull Hunters posses incredible agility, moving through any terrain with ease.

Whenever this operative is climbing, treat the vertical distance as 2" (regardless of how far the operative actually moves vertically). Whenever this operative is dropping, ignore the vertical distance.

Skull Hunter Alpha
A 3
M 7"
S 3+
W 21
Weapons
ATK
HIT
DMG
Relic shoulder cannon (Dev 4, Piercing 2, Limited 2)
4
3+
6/3
Wrist Blades
Honour (Lethal 5+, Rending, Balanced)
5
3+
4/6
Chopped into meat (Rending, Balanced, *Chopped into meat)
4
3+
4/5
Abilities
AlphaChopped into meat1AP: El Diablo cazador de hombres2AP: I ain't got time to bleed!If it bleeds, we can kill it!Stick aroundThere's something out there, waiting for us...

Alpha: Legendary amongst it's clan for it's blade skill, the Alpha is unmatched in deadly close combat.

This operative can perform two FIGHT actions during it's activation.

LEADER PREDATOR XENOS
Skull Hunter
A 3
M 7"
S 3+
W 18
Weapons
ATK
HIT
DMG
Shoulder cannon (Dev 4, Piercing 2, Limited 1)
4
3+
6/3
Wrist Blades
Honour (Lethal 5+, Rending, Balanced)
5
3+
4/6
Chopped into meat (Rending, Balanced, *Chopped into meat)
4
3+
4/5
Abilities
Chopped into meat1AP: El Diablo cazador de hombres2AP: I ain't got time to bleed!If it bleeds, we can kill it!Stick aroundThere's something out there, waiting for us...
PREDATOR XENOS
Skull Hound
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Deadly claws
4
4+
3/4
Abilities
Fricking Lizard!1AP: It's hunting us

Fricking Lizard!: This operative cannot perform mission or pick up actions.

It's hunting us (1AP): Skull hounds have exceptional senses for tracking prey and relay this to their Hunter masters.

Whenever this operative is within 2" of an enemy operative, and not in control range of another enemy operative, the enemy operative cannot be obscured.

TRACKER XENOS
Equipment

THROWING BLADES:
Skull Hunters bring short range, boomerang style blades that cut through prey with ease.

Friendly PREDATOR operatives have the following ranged weapon:

NAMEATKHITDMG
Throwing Blades (Range 6", Torrent 2")34+3/4

SKINNED CADAVER:
'The Demon who makes trophies of men'...Skinned bodies hang across the hunting ground, marking the limits of the Skull Hunters territory.

Before the battle, you can set up two Skinned Cadaver markers wholly within your territory and more than 2" from other markers. Whenever a friendly operative within 3" of your Skinned Cadaver marker is SHOOTING, FIGHTING or RETALIATING, your opponent cannot re-roll their attack dice.


3 DOT TARGET:
Skull Hunters can equip their shoulder cannons with advanced targeting reticules that track with pinpoint accuracy what the clan members can see, making them incredibly accurate at long range.

Whenever a friendly PREDATOR operative is shooting an operative more than 6" from it, that friendly operative's shoulder cannon weapon has the SATURATE weapon rule.


TRAPPER NET:
All Skull Hunter clans use nets to catch and not let their prey escape. These nets are razor sharp and cause horrific injuries to the victim whilst they struggle to escape.

Once per battle, a friendly PREDATOR operative can use this equipment visible to and within 6" of an enemy operative, during the START of that operatives MOVEMENT action (REPOSITION, DASH, CHARGE or FALL BACK). Roll a D6 and on a 4+ that MOVEMENT action is interupted and that enemy operative's activation is ended until the start of the their next activation. On a successful 4+ roll, roll 2D3 to determine the number of wounds that enemy operative takes.


Ploys

Firefight - Re-cloaked:
Use this firefight ploy when a friendly PREDATOR operative has an ENGAGE order, or has healed enough wounds to no longer be injured. Change the operatives order back to CONCEAL, activating the THERE'S SOMETHING OUT THERE, WAITING FOR US cloaking ability.


Firefight - Ah haha HAHAHA!:
Skull Hunters leave no trace of their presence in a hunting ground, dead or alive. In the unlikely event that the native prey kills one of the clan, Skull Hunters can activate a devastating timed explosion, wiping all evidence and knowledge of their presence from the face of the planet.

Use this firefight ploy when a friendly PREDATOR operative is incapacitated. Leave the operative on the killzone floor as a marker. At the end of the turning point, inflict 2D3+2 damage for ANY operative (including friendly SKULL HUNTERS) within 8" of the incapacitated PREDATOR operatives base.


Firefight - Get to the choppa!:
The Skull Hunter slips back into the shadows to claim more trophies...

Use this firefight ploy during a friendly SKULL HUNTER operative's activation, before or after it performs an action. During that activation, that operative can perform the FALL BACK action for 1 less AP.


Firefight - You're an asset. An expendable assest.:
Skull Hunter hounds are fiercly loyal to their clan masters and will protect them at all costs.

Use this firefight ploy when a freindly PREDATOR operative is selected as the valid target of a shoot action. Select one friendly HOUND operative visible to and within 3" of that first friendly operative to become the valid target instead (even if it wouldn't normally be valid for this). That friendly HOUND operative is only in cover or obscured if the original target was. This ploy has no effect if the ranged weapon has the BLAST or TORRENT weapon rule.


Strategic - Ol' painless is waiting:
Skull Hunters and their hounds are intensly focussed on the hunt and refuse to let any injuries slow them down.

You can ignore any changes to the stats of friendly SKULL HUNTER operatives from being injured.


Strategic - Not at that range...:
Skull Hunters posses lightning reflexes, they are even able to dodge incoming fire.

Whenever an operative is shooting a friendly SKULL HUNTER operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Strategic - The jungle... it just came alive.:
Skull Hunters clans move through the environment as a ruthless and efficient team.

Select two friendly SKULL HUNTER operatives visible to and within 6" of each other. Remove them both from the killzone and set them back up in each other's previous locations (in other words, swap their positions).


Strategic - I'm scared Poncho:
Skull hunters are masters at ambush tactics, often taking trophies before anyone realises what has happened.

Friendly PREDATOR operatives can charge from conceal if they drop from VANTAGE terrain at least 2" higher than the killzone floor during the CHARGE action.


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.