Light Tank Squad

Homebrew by Toasty_Tanuki

llight Tank crew and Infantry.

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Composition

The Light Tank Squad Kill Team is composed of:

○ Light Tank Main Body Operative, equipped with either:

  • Twin Light Cannon

  • Light Tank Cannon

  • Heavy Lasgun

○ Tank Hull and Engine Operative

○ Light Tank Commander Operative

○ 4 Cavalry Scouts Operatives

○ Servo-Skull Operative

Common Abilities and Options

Vehicle:*
All Operatives with the Vehicle Keyword roll 6 Defense Dice as the default, cannot Climb and cannot retain Cover Saves. Additionally this Operatives Model Blocks Line of Sight. This Operative cannot be Concealed.

[LTT3] All Troopers Attack!:
All Operatives with the Trooper Keyword gain +1 Attack for all Ranged Weapons.

[LTT3] All Troopers Evade!:
All Operatives with the Trooper Keyword gain -1 Save.

Light Tank Main Body
A 4
M 10"
S 3+
W 30
Weapons
ATK
HIT
DMG
Twin Light Battle Cannon
Standard Shell (Lim 5, Blast 3", Sat)
4
2+
3/4
Smoke Shell (Lim 1, Rng 10", *Smoke Screen 5")
0
0
0
Experimental Shell (Lim 1, PrcCrit10)
1
5+
1/7
Light Tank Cannon
Armor-Piercing Shell (Lim 2, Prc 1, Brutal, Sat, *Anti-Armor)
3
2+
4/5
Mortar Shell (Lim 3, Rng 8", Blast 5", Sat, *Anti-Personal)
4
4+
3/4
Smoke Shell (Lim 2, Rng 6", *Smoke Screen 3")
0
0
0
Heavy Lasgun
Standard (Lethal 5+, *Anti-Personal)
3
3+
4/5
Overcharged (Lethal 4+, Hot)
3
2+
4/5
Hull Ram (Prc 2, Brutal)
2
4+
3/3
Abilities
*Anti-Armor/*Anti-Personal*Smoke Screen #"Deadly Demise 2"Differential Steering - Light TankHasty ReloadLight Tank Cannons1AP: ParkedVehicle*
Options
[LTT1] Accurate Shot[LTT2] Weapons Hot![LTT3] Armored Advance[LTT3] Fan Out!

*Anti-Armor/Anti-Personal: Anti-Armor: Weapons with this Weapon Rule Can Only be used against Operatives with 12 or More Maximum Wounds.

Anti-Personal*: Weapons with this Weapon Rule can only be used against Operatives with 11 or Less Maximum Wounds.

*Smoke Screen #": Place down a Smoke Screen Marker within the specified range, all Operatives within #" inches of the Smoke Screen Marker are considered Obscured.

This area is also 5 inches tall and blocks Line of Sight.

Deadly Demise 2": When this Operative becomes incapacitated, if this does not end the battle, all Operatives within 2 inches of this Operative take 1D6 Damage. Additionally when this Operative becomes incapacitated, all other Friendly Operatives with the Light Tank Crew Keyword become incapacitated as well.

Differential Steering - Light Tank: This Operative Can only move in the Direction its Model is facing. At the end of a Movement the Operative may change the direction it is facing.

Hasty Reload: The First Time all Weapons with the Limited Rule run out of uses, Select one to gain an additional Use

Light Tank Cannons: Cannon Weapons can only be used a maximum of 2 times per Activation.

Parked (1AP): This Operative can no longer move this Activation, All Operatives within Control Range gain the Advantage of Cover.

[LTT1] Accurate Shot: Apply Accurate 2 Weapon Rule to the next Shooting Action of this Operative.

Accurate 2:

You can retain up to 2 Attack Dice as normal successes without rolling them.

[LTT2] Weapons Hot!: Ignore both the Anti-Armor/Anti-Personal and Limited Weapon Rules for this Operatives Next Activation.

[LTT3] Armored Advance: All Operatives with the Trooper Keyword within 3 inches of an Operative with the Vehicle Keyword gain +2 Defense.

[LTT3] Fan Out!: All Operatives with the Trooper Keyword more than 4 inches away from an Operative with the Vehicle Keyword gain +1 Attack for all Weapons.

Vehicle, Smoke, Imperium, Squadron, Light Tank Crew
Light Tank Commander
A 3
M 0"
S 3+
W 8
Weapons
ATK
HIT
DMG
Fists
1
6+
1
Abilities
2AP: Amateur MechanicEncased1AP: Light Tank Tactics 12AP: Light Tank Tactics 2Light Tank Tactics 3
Options
[LTT1] Evasive Action[LTT1] Planned Offensive[LTT1] Reinforcement[LTT2] Insperation[LTT1] Defense +1[LTT2] Defense +2[LTT3] Clearance 1[LTT3] Clearance 2[LTT3] All Troopers Attack![LTT3] All Troopers Defend![LTT3] All Troopers Evade!

Amateur Mechanic (2AP): Regain [1D6-1] Wounds from an Operative with the Vehicle Keyword.

Encased: This Operative cannot be Targeted. The only way to Damage this Operative is with Weapons that have both the Torrent and Saturate Weapon Rules.

Torrent #":

Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon, after making the shooting attack against the target, it can make a shooting attack with this weapon against each other valid target within #" of the original target.

Saturate:

The defender cannot retain Cover saves.

Light Tank Tactics 1 (1AP): Activate selected option with the [LTT1] Name.

Light Tank Tactics 2 (2AP): Activate selected option with the [LTT2] Name.

Light Tank Tactics 3: Passively Active selected option with the [LTT3] Name.

[LTT1] Evasive Action: Until the Light Tank Main Body Operative's next Activation, their Defense Roll is 2+.

[LTT1] Planned Offensive: All Friendly Operatives Shoot Twice during a single Shoot Action on their next Activation. (Only Takes 1 Use of Limited Rule per Shoot Action)

[LTT1] Reinforcement: This Ability can be used to restore the first Operative with the Trooper Keyword that became Incapacitated to their Maximum Wounds and redeploy within 3 inches of the Light Tank Main Body Operative.

[LTT2] Insperation: All Friendly Operatives with the Trooper Keyword gain +1 Attack.

[LTT1] Defense +1: Choose an Operative to gain +1 Defense Dice during their next Defense Roll.

[LTT2] Defense +2: Choose an Operative to gain +2 Defense Dice during their next Defense Roll.

[LTT3] Clearance 1: Select another [LTT1] Ability to activate simultaneously with the first selection.

[LTT3] Clearance 2: Select another [LTT2] Ability to activate simultaneously with the first selection.

[LTT3] All Troopers Defend!: All Operatives with the Trooper Keyword gain +1 Defense.

Light Tank Commander, Imperium, Squadron, Light Tank Crew
Tank Hull and Engine
A 1
M 0"
S 3+
W 8
Weapons
ATK
HIT
DMG
Exhaust (Prc 2)
2
6+
1
Abilities
Compromised HullVehicle*

Compromised Hull: When this Operatives Wounds Reach 0, The Light Tank Main Body Operatives APL is permanently decreased by 1, and This Operatives Wounds Reset to the Maximum Amount.

This can occur up to 3 Times Total after the 3rd incapacitation, this operative regains all wounds and can no longer be targeted or damaged.

Vehicle, Smoke, Imperium, Squadron, Light Tank Crew
Cavalry Scout
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Fists
1
2+
1
Options
[LTT3] All Troopers Attack![LTT3] All Troopers Evade![LTT3] Scouting Party[LTT3] I SAID ADVANCE!

[LTT3] Scouting Party: Select an Operative with the Trooper Keyword, this Operative can have up to 2 Operatives with the Trooper Keyword stay Within 2 inches near them.

[LTT3] I SAID ADVANCE!: When all Operatives with the Light Tank Crew Keyword become incapacitated, all Operatives with the Trooper Keyword gain +2 inches to Move and +2 Attack for all Weapons until then end of their next Activation.

Trooper, Imperium, Squadron, Light Tank Infantry Support
Servo-Skull
A 1
M 8"
S 2+
W 4
Weapons
ATK
HIT
DMG
Mandibles (Bal)
2
2+
1/2
Self Destruct (*Deadly Demise 2")
0
0
0
Abilities
*Deadly Demise 2"1AP: Minor Repairs

*Deadly Demise 2": When this Operative becomes incapacitated all Operatives within 2 inches of this Operative take 1D6 Damage.

Minor Repairs (1AP): If this Operative is within 2 inches of an Operative with the Vehicle Keyword, That Operative may regain 1D3 Wounds.

Servo-Skull, Imperium, Squadron, Light Tank Infantry Support
Equipment
Ploys
TacOps
Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.


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.