Don_bernacz's Homebrew Team

Homebrew (Unpublished) by Don_bernacz
Composition
New Operative
A 2
M 6"
S 4+
W 10
32
Count Binface
A 3
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Silenced scoped machine Pistol (Rng 8", PrcCrit1, Seek Light)
6
4+
4/5
Stinkmop (Stun, brutal)
4
3+
4/5
Abilities
Bin for a headDigital LasersMercilessPrivateer Support AssetsReputation To MaintainWarrant Of Trade

Bin for a head: Whenever an operative is shooting this operative, ignore the Piercing weapon rule.

Digital Lasers: Whenever this operative performs the Fight action, at the start of the Roll Attack Dice step, you can use this rule. If you do, inflict 1 damage on the enemy operative in that sequence.

Merciless: Whenever this operative is shooting against, fighting against or retaliating against an enemy operative that was already wounded when the action started, this operative's weapons have the Balanced weapon rule; if the weapon already has that weapon rule, it has the Ceaseless weapon rule instead of Balanced.

Privateer Support Assets: Once per firefight phase, when a friendly ELUCIDIAN STARSTRIDER NAVIS or ELUCIDIAN STARSTRIDER ELUCIA VHANE operative performs the Shoot action, you can select one of the following PRIVATEER SUPPORT ASSET ranged weapons for it to use. You cannot use each PRIVATEER SUPPORT ASSET more than once per battle.

Whenever a friendly ELUCIDIAN STARSTRIDER operative is using a PRIVATEER SUPPORT ASSET, determine cover saves differently. Instead, the target has a cover save if any part of its base is underneath Vantage terrain. Note that while this can affect the target’s cover save, you must still select a valid target as normal. In other words, the shot is guided by an operative in the killzone, but it comes from above.

NameATKHITDMG
Archeotech Beam43+6/7
Hvy (Repos), Prc2, Silent
Plasma Battery54+5/6
Hvy (Repos), Lethal 5+, Prc1, Silent
Macrocannon544/5
Hvy (Repos), PrcCrit1, Saturate, Silent, Tor 2"
Guided Shell54+3/4
Hvy (Repos), Blast 2", Silent
Cluster Bomb54+2/3
Hvy (Repos), Blast 3", Silent

Reputation To Maintain: The first time this operative incapacitates an enemy operative during the battle, you can either gain 1 additional CP or use an additional WARRANT OF TRADE rule (up to five uses per battle, instead of four). Note that you still cannot use the same WARRANT OF TRADE rule more than once per battle.

Warrant Of Trade: Up to four times per battle, you can use a WARRANT OF TRADE rule (below). Each one specifies when it can be used, and you cannot use the same WARRANT OF TRADE rule more than once per battle.

Consideration

  • When: In the Select Operatives step, after revealing your equipment options.
  • Effect: Select one additional equipment option. It cannot be an option you have previously selected.

Coordinate

  • When: At the end of the Select Operatives step. Effect: You gain 1 additional CP.

Coerce

  • When: At the start of the Set Up Operatives step.
  • Effect: Your opponent must set up all of their operatives before you set up any. Additionally, select one of the following options:
    • Your opponent must set up all of their equipment before you set up any.
    • You can set up all of your equipment before your opponent sets up any.
    • Your opponent must set up all of their operatives before you set up any.

Explore

  • When: STRATEGIC GAMBIT in the first turning point.
  • Effect: Perform a free Reposition action with D3 friendly ELUCIDIAN STARSTRIDER operatives that are wholly within your drop zone. Each that does so must end that move wholly within 4" of your drop zone.

Bribe

  • When: It’s your turn to activate an operative.
  • Effect: You can skip that activation.

Seize

  • When: In the Strategy phase, after rolling off to decide initiative.
  • Effect: You can re-roll your dice.

Adaptable Terms (Approved Ops only)

  • When: At the end of the second turning point.
  • Effect: Select a new tac op or a new primary op. If you select a new tac op, any points scored from the previous tac op are discarded.
25ELUCIDIAN STARSTRIDER, IMPERIUM, LEADER, ELUCIA VHANE
Equipment
Ploys
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.