Iron Warriors Veterans (Deathwatch)

Homebrew by Volfie

The Iron Warriors, who were originally the IVth Legion of Space Marines, specialised in the breaking of sieges and assaults on static fortifications, which made them great rivals of the Imperial Fists Legion, said to construct the greatest static defences in the Imperium. It was this rivalry between the Legions, and between their primarchs Perturabo and the Imperial Fists' Rogal Dorn, that helped turn the Iron Warriors to Chaos.

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Composition

A DEATHWATCH Killteam is composed of 5 DEATHWATCH operatives selected from the following list:

SERGEANT AEGIS BOMBARD BREACHER DISRUPTOR GUNNER HEADTAKER

Your kill team can only include each operative on this list once, and can only include up to one TERMINATOR operative.

Common Abilities and Options

Special Issue Ammunition:
Once per turning point, when a friendly IRON WARRIORS VETERANS operative is performing the Shoot action, in the Select Weapon step, you can use this rule. If you do, select one of the following weapon rules for that operative’s ranged weapons to have until the end of the action. This rule cannot be used with explosive grenades (see universal equipment) or melta bombs.

Blast 1" (you cannot select this if the weapon profile being used has the Torrent weapon rule) Devastating 1 Lethal 5+ Piercing 1 Rending Saturate Severe

Veteran Astartes:
During each friendly IRON WARRIORS VETERANS operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions and an auxiliary grenade launcher, frag cannon, heavy plasma incinerator, infernus heavy bolter, plasma pistol or stalker bolt rifle is selected for both, 1 additional AP must be spent for the second action.

Each friendly IRON WARRIORS VETERANS operative can counteract regardless of its order. Whenever it does, it can perform an additional 1AP action for free during that counteraction, but both actions must be different.

Veteran Sergeant
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Power Weapon (Lethal 5+)
5
3+
4/6
Abilities
Adaptable ArmourySpecial Issue AmmunitionStrategic CommandVeteran Astartes

Adaptable Armoury: You can select one additional equipment option.

Strategic Command: You can do each of the following once per battle if this operative is in the killzone:

Use a IRON WARRIORS VETERANS strategy ploy for 0CP. Use a IRON WARRIORS VETERANS firefight ploy for 0CP.

IRON WARRIORS, CHAOS, ADEPTUS ASTARTES, LEADER, VETERAN SERGEANT
Aegis Veteran
A 3
M 6"
S 2+
W 15
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Power Maul & Storm Shield (Shock, *Shield)
5
3+
4/6
Abilities
*ShieldSpecial Issue AmmunitionStorm ShieldVeteran Astartes

*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.

IRON WARRIORS, CHAOS, ADEPTUS ASTARTES, AEGIS
Breacher Terminator
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Auxiliary Grenade Launcher
Frag (Blast 2")
4
3+
2/4
Krak (Prc1)
4
3+
4/5
Hellstorm Bolt Rifle (Tor 1")
4
3+
4/5
Melta Bomb (Rng 3", Dev3, Hvy(Repos), Lim1, Prc2)
4
4+
5/3
Fist
4
3+
3/4
Abilities
Special Issue AmmunitionVeteran Astartes
IRON WARRIORS, CHAOS, ADEPTUS ASTARTES, TERMINATOR, BREACHER
Bombard Terminator
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Frag Cannon
Shell (Prc1)
4
3+
5/7
Shrapnel (Tor 2")
5
3+
4/5
Bolt Pistol (Rng 8")
4
3+
3/4
Fist
4
3+
3/4
Abilities
Special Issue AmmunitionVeteran Astartes
IRON WARRIORS, CHAOS, ADEPTUS ASTARTES, TERMINATOR, BOMBARD
Veteran Gunner
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Enhanced Plasma Gun
Standard (Prc1)
5
3+
4/6
Supercharge (Hot, Lethal 5+, Prc1)
5
3+
5/6
Bolt Pistol (Rng 8")
4
3+
3/4
Fist
4
3+
3/4
Abilities
Special Issue AmmunitionVeteran Astartes
IRON WARRIORS, CHAOS, ADEPTUS ASTARTES, GUNNER
Veteran Headtaker
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Special Issue Bolt Pistol (Rng 8", Prc1)
4
3+
3/4
Combat Knives
5
3+
4/5
Abilities
Clandestine HeadtakerGrav-chute and Grapnel LauncherSpecial Issue AmmunitionVeteran Astartes

Clandestine Headtaker: This operative can perform the Charge action while it has a Conceal order. Whenever this operative is fighting against an operative it wasn’t visible to at the start of the activation/counteraction, the first time you strike during that sequence, you can immediately resolve another of your successes as a strike (before your opponent).

Grav-chute and Grapnel Launcher: Whenever this operative is climbing, treat the vertical distance as 2" (regardless of how far the operative actually moves vertically). Whenever this operative is dropping, ignore the vertical distance.

IRON WARRIORS, CHAOS, ADEPTUS ASTARTES, HEADTAKER
Veteran Disruptor
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Marksman Bolt Carbine (Lethal 5+)
4
3+
3/4
Fists
4
3+
3/4
Abilities
Advanced Omni-ScramblerAuspex TriangulationSpecial Issue AmmunitionVeteran Astartes

Advanced Omni-Scrambler: STRATEGIC GAMBIT. Select one enemy operative visible to or within 6" of this operative, then roll one D6. In the following Firefight phase, that enemy operative cannot be activated or perform actions until one of the following is true:

  • Your opponent has activated a number of enemy operatives equal to the result of the D6.
  • It’s the last enemy operative to be activated.

Auspex Triangulation: The Advanced Auspex Scan firefight ploy costs you 0CP when both of the following are true:

  • This operative isn’t within control range of enemy operatives.
  • The target of that Shoot action (primary target, if relevant) is visible to this operative.

Note that it doesn’t have to be this operative performing the Shoot action, and that any subsequent Shoot actions during that activation/counteraction must meet these same requirements (or that ploy has no effect on those subsequent Shoot actions).

IRON WARRIORS, CHAOS, ADEPTUS ASTARTES, DISRUPTOR
Equipment

Digital Weapons:
Once per turning point, when a friendly IRON WARRIORS VETERANS 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.


Additional Ammunition:
Once per battle, you can use the Special Issue Ammunition faction rule for up to two Shoot actions during one turning point, but you must select different weapon rules for both uses. This takes precedence over the normal Special Issue Ammunition rules.


Sanctus-V Bioscryer Cuffs:
Once during each friendly IRON WARRIORS VETERANS operative’s activation, before or after it performs an action, if it’s not within control range of enemy operatives, you can use this rule. If you do, select one of the following:

  • That friendly operative regains up to D3 lost wounds.
  • Remove any changes to that friendly operative’s APL stat.
  • Remove one of the following tokens that friendly operative has (before that token’s activation effects are resolved, if relevant): Neutron Fragment, Poison, Terrorchem.

Scrutavore Servo-Thrall:
Once per turning point, during a friendly IRON WARRIORS VETERANS operative’s activation, you can use this rule. If you do, during that activation, that operative can perform a mission action for 1 less AP. Having an enemy operative within its control range doesn’t prevent that friendly operative from performing that mission action. However, in such an instance, after it does so, you and your opponent roll-off. If your opponent wins, you cannot use this equipment for the rest of the battle.


Ploys

Firefight - Suffer Not The Alien:
Use this firefight ploy after rolling your attack dice for a friendly IRON WARRIORS VETERANS operative, if it’s shooting against or fighting against an operative that doesn’t have the CHAOS or IMPERIUM keyword. You can re-roll any of your attack dice.


Firefight - Auspicator Tracking:
Use this firefight ploy when a friendly IRON WARRIORS VETERANS operative is counteracting, before it performs any actions. You can change its order.


Firefight - Advanced Auspex Scan:
Use this firefight ploy when a friendly IRON WARRIORS VETERANS operative performs the Shoot action. Until the end of the activation/counteraction, its ranged weapons have the Saturate weapon rule and enemy operatives cannot be obscured.


Firefight - Iron Will:
Use this firefight ploy when an operative is shooting a friendly IRON WARRIORS VETERANS operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.


Strategic - Mission Tactics:
Select Conceal or Engage. Whenever a friendly IRON WARRIORS VETERANS operative is shooting against or fighting against an enemy operative that has that order, that friendly operative’s weapons have the Balanced weapon rule.


Strategic - Iron Within:
Whenever an operative is shooting a friendly IRON WARRIORS VETERANS operative that’s within your territory, you can re-roll one of your defence dice.


Strategic - Iron Without:
Whenever a friendly IRON WARRIORS VETERANS operative is within your opponent’s territory, Normal and Critical Dmg of 4 or more inflicts 1 less damage on it.


Strategic - Steadfast:
You can ignore any changes to the stats of friendly IRON WARRIORS VETERANS operatives from being injured (including their weapons’ stats).


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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

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 Dominate tokens.

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.


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.