Siegebreaker Squad

Homebrew by LongWarVet
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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 Without

Cursed Plating: > Whenever

an operative is shooting this operative, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.

Iron Within: This operative can perform the Shoot action (excluding Guard) while within control range of an enemy operative, but only if it hasn’t performed the Charge action during the activation, or if it’s a counteraction. Note this operative isn’t restricted from performing the Charge action after performing the Shoot action.

Iron Without: Friendly SIEGEBREAKER SQUAD operatives cannot have their apl, Weapon stats, or save stat affected by enemy operatives or by being injured

Defence dice rolls of 4+ are critical successes

Obliterator
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 Tactics

Hulking Mass: This operative Takes up 2 spaces on the Kill team Roster and cannot use light terrain for cover

Indirect Warpfire: Once per battle place 2 Warpfire tokens anywhere in the killzone except for the enemy territory (only restricted on Turn 1) then roll 2D3 dice for each token. The dice result equals the effective range of the warpfire tokens. You may then choose a weapon profile (excluding Focused Malice) The targets within the set warpfire token range are valid targets regardless of visibilty rules. These Count as obscured shots.

Siege Tactics: AT THE BEGINNING OF THE STRATEGIC PHASE SELECT TWO SIEGE TACTICS FROM BELOW TO BE ACTIVE FOR FRIENDLY SIEGEBREAKER SQUAD OPERATIVES

  1. Whenever a friendly SIEGEBREAKER SQUAD 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 SQUAD operatives within an enemy operative’s control range doesn’t prevent that enemy operative from being selected.

2.Whenever a friendly SIEGEBREAKER SQUAD operative is incapacitated while fighting or retaliating, if this operative has successful unresolved attack dice, this operative may strike with one of those dice. That incapacitated operative is then removed from the killzone.

3.Whenever a friendly SIEGEBREAKER SQUAD operative is targeted with ranged attacks while within 6" of other friendly operatives, defense dice rolls of 5+ are critical successes.

4.Ranged weapons have the [Accurate 1] rules

  1. While contesting objectives, treat the APL of friendly SIEGEBREAKER SQUAD operatives as one higher.

  2. Friendly SIEGEBREAKER SQUAD operatives cannot have their APL affected by enemy operatives.

  3. Select Two enemy operatives, -1 from the move characteristic of the selected operatives. .

SIEGE SUPPORT, SIEGEBREAKER SQUAD
Possessed 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 Aggression

Mutated Limbs: Enemy Operatives within Control range of this operative Cannot retain critical successes (I.e. Critiical successes are treated as normal successes) And enemy operatives cannot reroll their attack dice while fightiing or retaliating against this operative. (I.e. Relentless, Ceaseless, Command Rerolls, Etc)

Warpfueled Aggression: This Operatiives Mutated Weapons Gain the [Shock] and [Relentless] Rule if this operative is fighting in an activation in which this operative charged.

Havoc
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 Iron

Havoc Armor: Subtract 1 from the DMG characteristic of Ranged attack dice targeting this operative (To a minimum of 2)

Stabilization talons: This operative's ranged weapons Stats are unaffected by injured rules (I.E. -1 to the hit stat) and cannot be modified to worse than 3+

Will of Iron: Friendly SIEGEBREAKER SQUAD operatives cannot have their APL affected by enemy operatives.

Helbrute
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 Charge

*Pull: Select one enemy operative that took damage from a critical success, That enemy operative may be moved within control range of this operative.

Brute Charge (2AP): Once per turning point when this operative makes a charge, roll 1D6. On a 2+ inflict D3 damage on enemy operatives within this operatives control range. On a 6+ Inflict 2D3 Damage on enemy operatives within this operatives control range.

Breacher 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 Shield

*Shield: Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).

Storm Shield: Whenever an operative is shooting this operative, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.

SIEGEBREAKER
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.


TacOps