Iron Warriors Breacher Squad

Homebrew by Servitor1-846

Legionary Breacher Squads represents the hardened elite of the Space Marine Legions, composed of warriors who have survived countless battles among terrain known as Zone Mortalis. Clad in MK III power armor—they are equipped with an array of Volkite, Graviton, and Lascutter wargear, not seen since before the Age of Strife.

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Composition

A LEGIONARY BREACHER killteam is composed of:

  • 1 LEGIONARY BREACHER Sergeant operative with one of each of the following options in addition to a Melta Bomb:
    • Bolt Pistol, Bolter, Volkite Charger
    • Fists, Shield, Power Sword, Power Fist, Lightning Claws
  • 9 LEGIONARY BREACHER operatives selected from the following list:
    • Heavy Gunner
      • Graviton Gun, Bolt Pistol, Fists, Shield
    • Gunner
      • Lascutter, Bolt Pistol, Fists, Shield
    • Legionary *Bolter, Volkite Charger, Bolt Pistol, Fists, Shield Other than [Rifle] Legionary operatives, your Killteam can only include up to 1[Sergeant], 1 [Heavy Gunner], 1 [Gunner],

Common Abilities and Options

Astartes:
During each friendly ADEPTUS ASTARTES operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, a bolt weapon must be selected for at least one of them.

Breacher Squad Sergeant
A 3
M 6"
S 2+
W 18
Weapons
ATK
HIT
DMG
Bolter
7
3+
4/6
Volkite Charger (Dev 2, Lethal 5+)
4
4+
6/8
Bolt Pistol (Rng 10")
4
3+
3/4
Melta Bomb (Lim 1, Rng 6", Dev 8, Hvy(Repos), AP 3, Sat, Lim 2)
4
4+
6/3
Fists
4
4+
3/4
Shield
3
3+
3/5
Power Sword (Lethal 5+)
5
3+
4/5
Power Fist (Brutal)
5
3+
5/7
Lightning Claws (Rending)
6
3+
3/4
Abilities
Astartes
Imperium, Adeptus Astartes, Angel of Death, Iron Warriors
Breacher Squad Heavy Gunner
A 2
M 6"
S 2+
W 16
Weapons
ATK
HIT
DMG
Gravition Gun (Rng 18" Blast 3", Hvy, Lethal 3+, AP 3)
4
4+
3/4
Bolt Pistol (Rng 10")
4
3+
3/4
Fists
4
4+
3/4
Shield
3
3+
3/5
Abilities
Astartes
Imperium, Adeptus Astartes, Angel of Death, Iron Warriors
Breacher Squad Gunner
A 2
M 6"
S 2+
W 16
Weapons
ATK
HIT
DMG
Lascutter (Rng 12", Lethal 5+, AP 3)
2
3+
8/10
Bolt Pistol (Rng 10")
4
3+
3/4
Lascutter (Lethal 4+, AP 6)
4
4+
8/12
Fists
4
4+
3/4
Abilities
Astartes
Imperium, Adeptus Astartes, Angel of Death, Iron Warriors
Breacher Squad Legionary
A 2
M 6"
S 2+
W 16
Weapons
ATK
HIT
DMG
Bolter
7
3+
4/6
Volkite Charger (Dev 2, Lethal 5+)
4
4+
6/8
Bolt Pistol (Rng 10")
4
3+
3/4
Fists
4
4+
3/4
Shield
3
3+
3/5
Abilities
Astartes
Imperium, Adeptus Astartes, Angel of Death, Iron Warriors
Breacher Squad Legionary
A 2
M 6"
S 2+
W 16
Weapons
ATK
HIT
DMG
Bolter
7
3+
4/6
Volkite Charger (Dev 2, Lethal 5+)
4
4+
6/8
Bolt Pistol (Rng 10")
4
3+
3/4
Fists
4
4+
3/4
Shield
3
3+
3/5
Abilities
Astartes
Imperium, Adeptus Astartes, Angel of Death, Iron Warriors
Breacher Squad Legionary
A 2
M 6"
S 2+
W 16
Weapons
ATK
HIT
DMG
Bolter
7
3+
4/6
Volkite Charger (Dev 2, Lethal 5+)
4
4+
6/8
Bolt Pistol (Rng 10")
4
3+
3/4
Fists
4
4+
3/4
Shield
3
3+
3/5
Abilities
Astartes
Imperium, Adeptus Astartes, Angel of Death, Iron Warriors
Breacher Squad Legionary
A 2
M 6"
S 2+
W 16
Weapons
ATK
HIT
DMG
Bolter
7
3+
4/6
Volkite Charger (Dev 2, Lethal 5+)
4
4+
6/8
Bolt Pistol (Rng 10")
4
3+
3/4
Fists
4
4+
3/4
Shield
3
3+
3/5
Abilities
Astartes
Imperium, Adeptus Astartes, Angel of Death, Iron Warriors
Breacher Squad Legionary
A 2
M 6"
S 2+
W 16
Weapons
ATK
HIT
DMG
Bolter
7
3+
4/6
Volkite Charger (Dev 2, Lethal 5+)
4
4+
6/8
Bolt Pistol (Rng 10")
4
3+
3/4
Fists
4
4+
3/4
Shield
3
3+
3/5
Abilities
Astartes
Imperium, Adeptus Astartes, Angel of Death, Iron Warriors
Breacher Squad Legionary
A 2
M 6"
S 2+
W 16
Weapons
ATK
HIT
DMG
Bolter
7
3+
4/6
Volkite Charger (Dev 2, Lethal 5+)
4
4+
6/8
Bolt Pistol (Rng 10")
4
3+
3/4
Fists
4
4+
3/4
Shield
3
3+
3/5
Abilities
Astartes
Imperium, Adeptus Astartes, Angel of Death, Iron Warriors
Breacher Squad Legionary
A 2
M 6"
S 2+
W 16
Weapons
ATK
HIT
DMG
Bolter
7
3+
4/6
Volkite Charger (Dev 2, Lethal 5+)
4
4+
6/8
Bolt Pistol (Rng 10")
4
3+
3/4
Fists
4
4+
3/4
Shield
3
3+
3/5
Abilities
Astartes
Imperium, Adeptus Astartes, Angel of Death, Iron Warriors
Equipment
Ploys
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.


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.