Siegebreaker Squad
Composition
A SIEGEBREAKER SQUAD kill team is composed of:
One LEADER operative selected from below
-Terminator Champion -Possessed Champion -Warpsmith -Havoc Champion
5 SIEGEBREAKER SQUAD operatives selected from the following list below
-Havoc** -Possessed** -Breacher Warrior -Helbrute**** -Obliterator***
-Helbrute Counts as 4 Selections -Obliterator Counts as 3 Selections
Other than -Breacher Warrior operatives you may only include an operative on this list once (You may include a Maximum of 2 Havoc Operatives) (You may include a Maximum of 2 Possessed Operatives) (You may only Include 1 Havoc operative equipped with a Lascannon.)
Common Abilities and Options
Siege Mastery:
At the beginning of the strategy phase, select two Siege Tactics to be active for friendly SIEGE BREAKER operatives until your next strategy phase.
Attrition : Whenever a friendly operative is incapacitated while fighting or retaliating, if that friendly operative has successful unresolved dice, it may use one to strike. That friendly operative is then removed from the killzone.
Steadfast: Defence rolls of +5 are critical successes
Iron Efficiency: Weapons equipped by friendly operatives gain [Accurate 1] and [Saturate]
Shrapnel Munitions: Select any number of friendly operatives, those operatives boltguns, heavy bolters, and bolt pistols gain [Stun] and [Rending] (Losing Piercing rules if they apply)
Whenever a friendly SIEGEBREAKER operative is shooting (excluding with frag or krak grenades) and you’re selecting a valid target, you can use this rule. If you do, having other friendly SIEGEBREAKER operatives within an enemy operative’s control range doesn’t prevent that enemy operative from being selected.
While a friendly SIEGEBREAKER operative is within 3" of an enemy operative, weapons equipped by friendly operatives have the Ceaseless rule ( Or Relentless if that friendly operative already has the Ceaseless rule)
While Targeting enemy operatives with ranged attacks ,boltguns, bolt pistols, and Heavy bolters have the [Seek light] rule and enemy operatives selected as targets of ranged attacks within 6" cannot be obscured.
Friendly SIEGEBREAKER SQUAD operatives cannot have their APL affected by enemy operatives.
Terminator Champion
A 3
M 5"
S 3+
W 19
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Stormbolter (Ceaseless) | 4 | 3+ | 4/5 |
| Accursed Blade (Lethal 5+) | 4 | 2+ | 4/6 |
| Power Fist (Brutal) | 4 | 3+ | 5/7 |
| Chainfist (Rnd, Brutal) | 4 | 3+ | 4/6 |
| Cursed Power Maul (Shock, Brutal) | 4 | 3+ | 4/6 |
Abilities
Cursed PlatingIron WithinIron WithoutObliterator
A 3
M 4"
S 3+
W 25
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fleshmetal Weapon | |||
| Focused Malice (Piercing 1, Piercing Crits 2, Dev3, Seek Heavy) | 4 | 3+ | 5/4 |
| Ruinous Salvo (Piercing crits 1, Tor 2", Saturate) | 6 | 3+ | 4/5 |
| Warp Hail (Tor 2", Seek Light, Saturate, Ceaseless) | 6 | 2+ | 2/3 |
| Crushing Fists (Brutal, Ceaseless, Shock) | 6 | 4+ | 5/7 |
Abilities
Hulking MassIndirect WarpfireSiege TacticsPossessed Champion
A 3
M 7"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| BaleFire Breath (Rng 8", Saturate, Torrent 2") | 5 | 2+ | 3/3 |
| Mutated Weapons | |||
| Default (Rnd, Ceaseless, Brutal) | 5 | 3+ | 4/5 |
| Sweep* (Rnd, Ceaseless, Brutal) | 4 | 3+ | 4/5 |
Abilities
Mutated LimbsSiege MasteryWarpfueled AggressionHavoc
A 3
M 5"
S 3+
W 17
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lascannon (Piercing 1, Piercing Crits 2, Dev3, Seek Heavy) | 4 | +3 | 4/4 |
| Corrupted Heavy Bolter | |||
| Focused (Piercing Crits 1) | 5 | 3+ | 4/5 |
| Sweeping (Tor 2" , Piercing Crits 1) | 4 | 3+ | 4/5 |
| Plasma Gun | |||
| (Piercing 1) | 4 | 3+ | 4/6 |
| Supercharged (Piercing 1, Hot, Lethal 5+) | 4 | 3+ | 5/6 |
| Plasma Pistol | |||
| Default (Piercing 1, Rng 6") | 4 | 3+ | 4/6 |
| Supercharged (Piercing 1, Rng 6", Hot, Lethal 5+) | 4 | 3+ | 5/6 |
| Autocannon (Piercing 1, Lethal 5+) | 4 | 3+ | 4/5 |
| Power Maul (Shock) | 4 | 3+ | 4/6 |
| Chainsword (Rnd) | 4 | 3+ | 4/5 |
Abilities
Havoc ArmorSiege MasteryStabilization talonsWill of IronHelbrute
A 3
M 6"
S 4+
W 28
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autocannon (Piercing 1, Lethal 5+) | 4 | 3+ | 4/5 |
| Power Scourge (Rng 4", Shock, Stun, Pull*) | 4 | 3+ | 3/4 |
| Helbrute Fist (Brutal) | 4 | 3+ | 6/7 |
| Helbrute Hammer (Brutal, Shock, Stun) | 5 | 4+ | 5/6 |
| Power Scourge | |||
| Default (Ceaseless, Shock, Stun) | 6 | 3+ | 3/4 |
| Prod (Lethal 5+, Stun, Shock) | 5 | 4+ | 4/6 |
| Sweep* (Ceaseless, Shock, Stun) | 4 | 3+ | 3/5 |
Abilities
*Pull2AP: Brute ChargeBreacher Warrior
A 3
M 5"
S 2+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shrapnel Bolter (Stun) | 4 | 3+ | 3/4 |
| Bolt pistol (Stun) | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 2/3 |
| Chainsword | 4 | 3+ | 4/5 |
Abilities
*ShieldSiege MasteryStorm ShieldUniversal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight Ploys
Firefight: Reactive Destruction
Select 1 Friendly SIEGEBREAKER operative that was selected as the targets of ranged attacks and one enemy operative that previously had the conceal order but now has the engage order. That friendly SIEGEBREAKER operative may perform the shoot action before the enemy operative resolves their ranged attacks.
Equipment
Ploys
Firefight - Reactive Destruction:
Select 1 Friendly SIEGEBREAKER operative that was selected as the targets of ranged attacks and one enemy operative that previously had the conceal order but now has the engage order. That friendly SIEGEBREAKER operative may perform the shoot action before the enemy operative resolves their ranged attacks.