Krieg Engineers

Homebrew by Commander-krieg

krieg enginners

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Composition

its enginners there is only like 4 choises

Engineer Watchmaster
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Hand flamer (Range 8, saturate, Torrent 1)
4
2+
3/3
Chainsword
4
3+
4/5
Abilities
1AP: Push forward

Push forward (1AP): any units with in 6 of this oprotive get a free move.

25Krieg engineer
Engineer trooper
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Auto pistol (Range 8)
5
4+
3/4
Shotgun (Range 12)
4
4+
3/4
Trench club/mace (Shock)
4
3+
3/3
25Krieg Engineer
Engineer gunner
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Flamer (Range 8, saturate, torrent 2)
4
2+
3/3
Trench club (Shock)
4
3+
3/3
25Krieg engineer
Engineer mine operator
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Shotgun (Range 12)
4
4+
3/4
Trench club (Shock)
4
3+
3/3
Abilities
1AP: Control mine

Control mine (1AP): mine gets a free dash or shoot even if its been activated

25Krieg engineers
remote mine
A 2
M 10
S 4+
W 10
Weapons
ATK
HIT
DMG
Shock grenade launcher (Range 10, Shock)
4
4+
0
Abilities
1AP: Explode

Explode (1AP): kills the oprotoive but any operatives with in 12 and not in cove take D3 mortal wounds

40Keieg engineers, explode
Equipment

Mine field:
gets two mine markers


Ap rounds:
all wepons are shooting ap round at the enemies of man kind


Gas gas gas:
gas covers an area of 12 inches and will move through the middle of the board to one of the edges where it will will disaper


Set up defenses:
pace down 2 barricades or barbed wire


Ploys

Strategic - Under mine:
a mine marker is placed down for free even if its not in your equipment


Strategic - Check equipment:
each oprotive gets a free grenade


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action 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, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

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


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.