XV26 Stealth Suits

Homebrew by Dallet1

Stealth Fields Whenever a friendly XV26 STEALTH SUIT operative has a Conceal order, it cannot be visible to enemy operatives more than 3" from it (this takes precedence over all other rules).

Whenever a friendly XV26 STEALTH SUIT operative has a Conceal order, it can perform the Fall Back action for 1 less AP.

Kauyon STRATEGIC GAMBIT: Place your Kauyon Ambush marker anywhere in the killzone that is not within 2" of enemy operatives and not within 3" of the enemy dropzone.

Hello everyone, as I'm sure you all know the release of this kill team left many disappointed. Many of us felt as if this team was not what it should have been. I too felt this way. For those who are about to use this team, this is not an overpowered version of the original, at least that's not how it is supposed to be. This is a revamp of the original with a decent number of changes that should bring it up to par with most other teams without losing the vision that was meant for this team. Any feedback is welcome and thanks for taking the time to read this.

50% positive
Composition

An XV26 STEALTH SUIT KillTeam is composed of:

  • 1 XV26 STEALTH SUIT SHAS’VRE with pulse pistol and one of the following options: Burst cannon or fusion blaster

  • 1 XV26 STEALTH SUIT MV75 MARKER DRONE

  • 1 XV26 STEALTH SUIT MV15 GUN DRONE

  • 4 XV26 STEALTH SUIT operatives selected from the following list:

DESIGNATOR*

INFILTRATOR*

LIBERATOR*

LODESTAR*

NEUTRALISER*

Other than INFILTRATOR operatives, your kill team can only include each operative on this list once. Your kill team can only include up to two fusion blasters.

*With one of the following options:

Burst cannon; fists Fusion blaster; fists

Common Abilities and Options

Kauyon:
Whenever a friendly XV26 Stealth Suit operative is shooting an enemy operative, its ranged weapons have the Accurate X weapon rule. X is determined by that enemy operative’s location.


Within 4" of your Kauyon Ambush Marker. X=1


Within 3" of your Kauyon Ambush Marker. X=2


Within 2" of your Kauyon Ambush Marker. X=3

Stealth Fields:
Whenever a friendly XV26 Stealth Suit operative has a Conceal order, it cannot be visible to enemy operatives more than 3" from it (this takes precedence over all other rules).

Whenever a friendly XV26 Stealth Suit operative has a Conceal order, it can perform the Fall Back action for 1 less AP.

Markerlight:
Whenever an enemy operative is a valid target for this operative, or is visible to this operative and within 2" of your Kauyon Ambush marker, it is marked. Whenever a friendly XV26 Stealth Suit operative is shooting an operative that is marked, that friendly operative’s ranged weapons have the Severe weapon rule. Note that an operative can be a valid target for this operative even if this operative is not the active operative.

Drone:
- This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Photon Grenade Launcher, Reposition and Shoot.

  • Whenever determining control of an objective marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this.

  • This operative cannot use any weapons that aren’t on its datacard.

  • Whenever determining what’s visible to this operative, the round disc at the top of the miniature is its head.

  • This operative is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).

XV26 Shas'vre
A 3
M 6"
S 3+
W 13
Weapons
ATK
HIT
DMG
Burst Cannon
Focused (Ceaseless)
5
3+
3/4
Sweeping (Ceaseless, Torrent 1")
4
3+
3/4
Fusion Blaster
Close Range (Rng 6", Dev 4, P2)
4
3+
6/3
Long Range (Rng 12", P1)
4
3+
4/5
Pulse Pistol (Rng 8")
4
3+
4/5
Pulse Pistol (Accurate 1)
3
4+
4/5
Abilities
For The Greater GoodKauyonStealth FieldsXV26 Drone Controller

For The Greater Good: Whenever determining the value of Accurate X for the Kauyon faction rule, if this operative is in the killzone, add 1 to the result if 2 or more friendly XV26 Stealth Suit operatives (excluding DRONE) are incapacitated (to a maximum of Accurate 3). Note that you must have a minimum of Accurate 1 to use this rule.

XV26 Drone Controller: STRATEGIC GAMBIT whenever this operative is in the killzone. Select one friendly XV26 Stealth Suit Drone operative in the killzone. Until the end of that operative’s next activation, ignore the first two bullet points of its Drone rule (this takes precedence over that rule).

T'au Empire, XV26 Stealth Suit, Shas'vre, Leader
XV26 Designator
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Burst Cannon
Focused (Ceaseless)
5
4+
3/4
Sweeping (Ceaseless, Torrent 1")
4
4+
3/4
Fusion Blaster
Close Range (Rng 6", Dev 4, P2)
4
4+
6/3
Long Range (Rng 12", P1)
4
4+
4/5
Battlesuit Fists
3
4+
3/4
Abilities
KauyonMarkerlightStealth Fields
T'au Empire, XV26 Stealth Suit, Shas'ui
XV26 Lodestar
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Burst Cannon
Focused (Ceaseless)
5
4+
3/4
Sweeping (Ceaseless, Torrent 1")
4
4+
3/4
Fusion Blaster
Close Range (Rng 6", Dev 4, P2)
4
4+
6/3
Long Range (Rng 12", P1)
4
4+
4/5
Battlesuit Fists
3
4+
3/4
Abilities
Electrochaff LauncherHoming BeaconKauyonStealth Fields

Electrochaff Launcher: Once per turning point, when an enemy operative is performing the Shoot action and your opponent selects a valid target (excluding DRONE), you can use this rule, providing this operative isn’t within control range of enemy operatives. If you do, until the end of that action, whenever an enemy operative is shooting a friendly XV26 Stealth Suit operative that’s both visible to and within 3" of this operative and more than 2" from that enemy operative:

  • Ignore the Piercing weapon rule.
  • That friendly operative is obscured.

Homing Beacon: This operative is carrying your Homing Beacon marker. Operatives (excluding DRONE) can perform the Pick Up Marker action on that marker. The first time an enemy operative performs the Pick Up Marker action on your Homing Beacon marker, discard that marker (remove it from the battle).

In the Ready step of each Strategy phase, when you gain CP, if your Homing Beacon marker is in the killzone, roll one D6 if it is more than 6" from your drop zone; roll two D6 instead if it is within your opponent’s territory; roll three D6 instead if it is within 6" of your opponent’s drop zone. If any result is a 4+, you gain one additional CP.

T'au Empire, XV26 Stealth Suit, Shas'ui
XV26 Liberator
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Burst Cannon
Focused (Ceaseless)
5
4+
3/4
Sweeping (Ceaseless, Torrent 1")
4
4+
3/4
Fusion Blaster
Close Range (Rng 6", Dev 4, P2)
4
4+
6/3
Long Range (Rng 12", P1)
4
4+
4/5
EMP Bomb (Stun, Rng 4", Limited 1, Lethal 5+, Saturate, Blast 2", Heavy (Reposition))
5
3+
2/2
Battlesuit Fists
3
4+
3/4
Abilities
GrenadierKauyonStealth Fields

Grenadier: This operative can use frag, krak, smoke and stun grenades (see universal equipment). Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever this operative is using a frag or krak grenade, improve the Hit stat of that weapon by 1.

T'au Empire, XV26 Stealth Suit, Shas'ui
XV26 Neutralizer
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Burst Cannon
Focused (Ceaseless)
5
4+
3/4
Sweeping (Ceaseless, Torrent 1")
4
4+
3/4
Fusion Blaster
Close Range (Rng 6", Dev 4, P2)
4
4+
6/3
Long Range (Rng 12", P1)
4
4+
4/5
Battlesuit Fists
3
4+
3/4
Abilities
KauyonMultispectrum Sensor PackageStealth Fields1AP: System Jam

Multispectrum Sensor Package: SUPPORT. Once per turning point, when an enemy operative within 8" of this operative is activated, you can use this rule. If you do, each friendly XV26 Stealth Suit operative within 3" of this operative can immediately do one of the following:

Perform a free Dash action (in an order of your choice).

  • Change its order.
  • Each friendly operative that performs the Dash action cannot end that move within 3" of an enemy operative. Note that a Comms Device from
  • universal equipment only affects the second distance of this rule.

System Jam (1AP): Select one enemy operative visible to this operative. Until the end of that operative’s next activation, subtract 1 from its APL stat. Whenever this operative has a Conceal order, you must spend 1 additional AP to perform this action.

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

T'au Empire, XV26 Stealth Suit, Shas'ui
XV26 Infiltrator
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Burst Cannon
Focused (Ceaseless)
5
4+
3/4
Sweeping (Ceaseless, Torrent 1")
4
4+
3/4
Fusion Blaster
Close Range (Rng 6", Dev 4, P2)
4
4+
6/3
Long Range (Rng 12", P1)
4
4+
4/5
Battlesuit Fists
3
4+
3/4
Abilities
Covert ProtocolsKauyonStealth Fields

Covert Protocols: This operative can counteract regardless of it's order.

T'au Empire, XV26 Stealth Suit, Shas'ui
MV15 Gun Drone
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Twin-linked Pulse Carbine (Ceaseless)
4
4+
4/5
Ram
3
5+
2/3
Abilities
DroneKauyon1AP: Photon Grenade Launcher

Photon Grenade Launcher (1AP): Select one enemy operative visible to this operative and roll one D6: on a 3+, until the end of that operative’s next activation, subtract 2" from its Move stat.

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

XV26 Stealth Suit, MV15 Gun, Drone, T'au Empire
MV76 Marker Drone
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Ram
3
5+
2/3
Abilities
DroneKauyonMarkerlight
XV26 Stealth Suit, MV76 Marker, Drone, T'au Empire
Equipment

XV26 Multitrackers:
Once per turning point, after a friendly XV26 Stealth Suit operative perfoms the Shoot action. It may make another Shoot action but it cannot select the same enemy operative as the valid target from the previous Shoot action.


Advanced Targeting System:
Once per turning point, when a friendly XV26 Stealth Suit operative is performing the Shoot action, and it meets the requirements of the Markerlight rule (see MV76 Marker Drone or XV26 Designator), it may use this rule. If it does, that friendly XV26 Stealth Suit operaive's ranged weapons add 1 to their hit stat (to a maximum of 3+).


Advances Blacksun Filters:
Whenever a friendly XV26 STEALTH BATTLESUIT operative is shooting an operative that is obscured, you do not have to discard one success as a result of that rule. All other effects of obscured apply as normal.


Hardwired Target Locks:
Whenever you would counteract, you can do so with one friendly XV26 STEALTH BATTLESUIT operative that has a Conceal order and is more than 3" from enemy operatives, but before it counteracts, you must change its order to Engage and it cannot perform any actions other than Shoot during that counteraction.


Ploys

Firefight - Vectored Retro-Thrusters:
Use this firefight ploy when an enemy operative ends the Charge action within control range of a friendly XV26 Stealth Suit operative (excluding Drone). 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.


Firefight - Ghostshroud:
Use this firefight ploy at the end of a friendly XV26 Stealth Suit operative’s activation. If that operative has an Engage order, change it to Conceal. You cannot use this ploy for each friendly operative more than once per battle.


Firefight - Saviour Protocols:
Use this firefight ploy when a friendly XV26 Stealth Suit operative (excluding DRONE) is selected as the valid target of a Shoot action. Select one friendly XV26 STEALTH BATTLESUIT DRONE 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 DRONE 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.


Firefight - Engage Jet Pack:
Use this firefight ploy when a XV26 Stealth Suit operative activates. Whenever this operative preforms an action in which it moves, it can FLY. If it does so, do not move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) of its original location, measuring horizontal distance only. Note that it gains no additional distance when performing the Charge action.

It must be set up in a location it can be placed, and unless it was the Charge action, it cannot be set up within control range of an enemy operative. In a killzone that uses the Close Quarters rules (e.g. killzone Gallowdark), you cannot measure the distance over or through wall terrain, and that operative cannot be set up on the other side of an access point (in other words, it cannot FLY through an open hatchway).


Strategic - Patient Hunters:
Whenever a friendly XV26 Stealth Suit operative is shooting against or fighting against an enemy operative that's within 4" of your Kauyon Ambush Marker, that friendly operative’s weapons have the Balanced weapon rule and its ranged weapons have the Saturate weapon rule.


Strategic - Bonds of Unity:
Whenever a friendly XV26 Stealth Suit operative is activated (excluding DRONE), if it is visible to and within 6" of another friendly XV26 Stealth Suit operative (excluding DRONE), you can ignore any changes to that first friendly operative's APL stat and select one of the following:

  • Ignore any changes to that first friendly operative’s Move stat from being injured until the end of that activation.
  • Ignore any changes to the Hit stat of that first friendly operative’s weapons from being injured until the end of that activation.

Strategic - Holowave Countermeasures:
Whenever an operative is shooting a friendly XV26 Stealth Suit operative more than 6" from it, in the Roll Attack Dice step, the attacker must discard one of their unresolved normal successes (or one of their critical successes if there are none). This isn’t cumulative with being obscured.


Strategic - Wall of Mirrors:
Place a Mirror marker within control range of a friendly XV26 Stealth Suit operative (excluding drone operatives). You may immediatley remove that friendly operative from the killzone and set it up within control range of another friendly XV26 Stealth Suit operative (excluding drones). Then remove that second friendly operative and set it up within control range of your mirror marker as close as possible to the first operative's original position.

You cannot choose friendly operatives who are within control range of enemy operatives for this ploy.


TacOps
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.


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.