Kurgern's Lictors for Typhon mission pack

Homebrew by kurgern

Lictor operatives for Typhon Mission Pack or Lictor Kill Team for regular play

DISCLAIMER

This roster is mainly build for Typhon mission pack, You can still use it for regular Kill team play at your own risk since the KT rules i have made for it are pretty broken. Dont forget to always ask your mates if they accepts custom rules or homebrewed rosters.

Have fun

100% positive
Composition

For Typhon Mission pack:

-1 Lictor -1 Neuro Lictor -1 Alpha Lictor

Whenever the mission tells you to set up an NPO, randomise which one by rolling 2D6 and consulting the NPO's deployment table (see Typhon mission pack rules)

  • One Lictor operative can be deployed at the start of the Battle, the next Lictors can only be deployed on a 10-11 result following the rule above.
  • Vanguard rules and restrictions applies (see Purebred Lictor Datacard)
  • All operatives have the Behavior rule

For Regular Kill team play:

-1 Alpha Lictor operative -1 Neuro Lictor Operative -1 Pure Breed Lictor Operative -2 Von Ryans' Leaper Operative -Ploys and equipements

Faction Rule: Vanguard (see Purebred Lictor Datacard)

Common Abilities and Options

Chameleon field:
-Whenever a friendly LICTOR operative has a Conceal order, it's not visible to enemy operatives more than 6" from it (taking precedence over all other rules).

-Whenever a friendly LICTOR operative has a Conceal order, and is a valid target for an enemy operative, or is visible by this enemy operative and within 6" to 3" of this enemy operative, it's considered as Obscured.

Hypersensitive Killer:
-This operative can perform two Fight actions during its activation.

-The first time this operative perform a Fight action during its activation, its melee weapon have the Brutal weapon rule.

Invisible Predator:
-This operative can perform the Charge action while it has a Conceal order. If it does so during its activation, change its order to an Engage order, but only after that Charge action's end and before any Fight action.

-Whenever a friendly LICTOR operative has a Engage order, it can perform the Fall Back action for 1 AP less, but only after a Fight action during which he Fought or Retaliated, after all attack dice have been resolved and only once per Turning Point. If it does so and it finish that Fall Back action more than 3" from enemy operatives, or not visible to every enemy operative, you can change its order to Conceal. It can perform this action during the same activation in which it performed the Charge action.

-This operative cannot perform Guard actions.

-This operative can only Counteract with a Fight or Dash action.

Loner (Typhon mission pack only):
Typhon mission pack rules:

-You can only have one friendly LICTOR operative In the Kill Zone at the same time.

-You can only deploy each type of friendly LICTOR operatives once per battle.

(Ignore the "LONER" rules above for the purpose of regular Kill Team play.)

Vanguard:
TYPHON EVENT CARD: You can select and use this Event Card during the strategy phase of the first turning point, once per battle. Further Cards must be randomly draw and played as intended.

-During the strategy phase of the first turning point. If this operative is wholly within your drop zone, it can immediately perform a free Dash action.

-Note that rule cannot be used after the first turning point.

(Use the rules above as a "Faction Rule" for the purpose of regular Kill Team play)

Purebred Lictor
A 3
M 7"
S 5+
W 17
Weapons
ATK
HIT
DMG
Scything Talons & Rending Claws (Punishing)
5
3+
4/5
Abilities
Chameleon fieldHypersensitive KillerInvisible PredatorLoner (Typhon mission pack only)Vanguard
GREAT DEVOURER, TYRANID, LICTOR, PUREBRED LICTOR
Neuro Lictor
A 3
M 7"
S 5+
W 17
Weapons
ATK
HIT
DMG
Psyonic Blast (Rng 8", Rending, Silent, PSYCHIC)
4
4+
3/4
Scything Talons & Rending Claws (Punishing)
5
3+
4/5
Abilities
Chameleon FieldHypersensitive KillerInvisible PredatorLoner (Typhon mission pack only)Vanguard

Chameleon Field: See Purebred Lictor Datacard

GREAT DEVOURER, TYRANID, LICTOR, NEURO LICTOR
Alpha Lictor
A 3
M 7"
S 4+
W 18
Weapons
ATK
HIT
DMG
Scything Talons, Rending Claws & Mandibles (Rending, Punishing)
5
3+
4/5
Abilities
Chameleon fieldHypersensitive KillerInvisible PredatorLoner (Typhon mission pack only)Vanguard
GREAT DEVOURER, TYRANID, LEADER, LICTOR, ALPHA LICTOR
Von Ryan' Leaper
A 3
M 7"
S 5+
W 12
Weapons
ATK
HIT
DMG
Scything Talons (Punishing)
4
3+
3/4
Abilities
Hypersensitive KillerLeapVanguard

Leap: -When a friendly Von Ryan' Leaper perform a Charge action, you can ignore any type of terrain less than 3" high and less than 4" thick. (Vantage terrain included)

GREAT DEVOURER, TYRANID, LICTOR, VON RYAN' LEAPER
Equipment

Acid Blood:
Whenever a friendly LICTOR operative is fighting or retaliating, whenever an attack dice inflicts damage on it, roll one D6: on a 5+, inflict 1 damage on the enemy operative in that sequence.


Regeneration Nodes:
Whenever a friendly LICTOR operative is activated, it regains up to D3 lost wounds. Note that this equipement cannot be used more than once for each LICTOR operatives during the Battle.


Chromatospore:
Whenever an operative is shooting a friendly LICTOR operative, if you can retain any cover saves, you can retain one additional cover save. This isn’t cumulative with improved cover saves from Vantage terrain but it is cumulative with the "Patient Lurker" strategy ploy.


Hyper Senses:
when an enemy operative ends the Charge action within control range of a friendly LICTOR operative: Interrupt that action to use this rule. If you do, that friendly operative can immediately perform a free Fall Back action, but it cannot move more than 3" during that action. Then, that enemy operative can immediately perform a free Reposition action using any remaining move distance it had from that first Charge action, and can do so even if it’s performed an action that prevents it from performing the Reposition action. Note that this equipement cannot be used more than once for each LICTOR operatives during the Battle.


Ploys

Firefight - SLITHERER:
Use this firefight ploy during a friendly LICTOR operative’s activation or counteraction, before or after it performs an action. During that activation/counteraction, that operative can: • Perform the Fall Back action for 1 less AP. (Note that action is not cumulative with the "Invisible Predator" trait.(see Purebred Lictor Datacard) • Perform the Charge action while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply)


Firefight - HIDDEN HORROR:
Use this firefight ploy when an enemy operative is performing the Fight action and selects a friendly LICTOR operative to fight against. In the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e. defender instead of attacker).


Firefight - SWEEPING STRIKE:
Use this firefight ploy when a friendly LICTOR operative performs the CHARGE action. At the end of that CHARGE action before another actions: Deal D3+1 damage on each enemy operative within its control range (roll separately for each). You cannot use this ploy in the Strategy phase.


Firefight - ACID EXPLOSION:
Use this firefight ploy when a friendly LICTOR operative is incapacitated. Before that operative is removed from the killzone, inflict D3 damage on each enemy operative within its control range (roll separately for each)


Strategic - SHADOW STEP:
Whenever an operative is shooting a friendly LICTOR operative: • If that friendly operative has not performed the DASH, CHARGE or REPOSiTION action during that turning point, you can re-roll one of your defence dice.


Strategic - WRITHE OUT OF SIGHT:
Select one friendly LICTOR operative in the killzone. That friendly operative can immediately perform a free DASH action. (Note thats this ploy cannot be used during the strategy phase of the 1st turning point)


Strategic - PATIENT LURKERS:
Whenever a friendly LICTOR operative is fully on your part of the Kill Zone it’s in cover, unless it’s within 2" of the active operative. Treat this as cover provided by Light terrain (therefore it’s affected by rules that prevent this, e.g. Seek Light and Vantage terrain).


Strategic - QUICK STRIKE:
Whenever a friendly LICTOR operative is fighting, if it’s performed the CHARGE action during that activation/counteraction, its melee weapons have the Balanced weapon rule.


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.