Conscripts

Homebrew by Kingsteven54

Many soldiers of the Imperial Guard are simple men, who got conscripted against their will. They are untrained, unmotivated, unfaithful servants of Emperor. In spite of their shortcomings, they make up the core of the Guard and are what makes it what it is. “They told us we were expendable. I didn’t think they meant this quickly. I don’t want to die here… but I won’t be the first to run.”

-Anonymous Soldier

-Note: This is meant to be a more lore accurate and meme KT, as it turns out, 30 operatives is awkward to balance but it did turn out pretty well if I do say so myself.

-Note, "Martyrs" for Tac Ops, instead of one operative being required for martyrs, a whole squad is required.

100% positive
Composition

3 sargents, 6 gunners, 3 vox operators, 18 troopers. Must have 10 squads of 3 having one of each nontrooper role in each (such as a squad only being able to have one sargent/vox trooper/ gunner but can have as many troopers as needed). (Basically 3 squads of Cadian Shock Troops, give it a try).

Common Abilities and Options

Manageable Melee Threat:
The enemy can fight multiple conscripts from the same squad at the same time, but they only get full attacks on one conscript. Every additional conscript they fight in that same combat takes the penalty of -1 Attack.

Cowardice:
If squad is at full strength, this does not apply. If the squad still has 2 operatives, roll a D6 and on a one, cowardice takes effect. If this is the last operative, roll a D6 and on a 6 cowardice does NOT take effect. Cowardice means that the operative(s) that fail their bravery check must flee with both AP (move and dash away from enemy operatives). When rolling for an operative that failed their bravery check the previous turn, subtract 1 from their roll. This is rolled at the beggining of squads activations when a squad has 1-2 conscripts left.

Inexperienced Hands:
Cannot perform objective actions without using 2AP.

Small Profile:
When calculating objectives, this operative only is worth 1 APL.

Sargent
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
3
5+
2/3
Laspistol (Rng 8")
4
5+
1/2
Autogun
5
5+
1/2
Chainsword
4
5+
4/5
Abilities
For Cadia!Greater Duty1AP: Hold The Line!Manageable Melee Threat

For Cadia!: Everyone in this squad gets a morale boost, won't retreat (Auto-pass cowardice) and gets +1 to hit with all weapons except the flamer which instead gets +1 attack.

Greater Duty: After this operative dies, roll a D6. On a 6+ this operative gets up at the begining of the next strategy phase with 1 wound. When this is used, the +1 to hit from "For Cadia" does not take effect.

Hold The Line! (1AP): You will have objective control on the objective even if you die. The original objective control that was placed on this objective if the operatives die is 2 APL even after they die

Gunner
A 2
M 6"
S 5+
W 6
Weapons
ATK
HIT
DMG
Flamer (Rng 8", Sat, Tor 1")
8
3+
1/2
Grenade Launcher
Krak (Dev 3, Prc 1, Rng 10")
4
5+
5/3
Frag (Blast 2", Rng 10")
4
3+
2/4
Melta Gun (Dev 4, Prc 2, Rng 4")
4
5+
6/4
Plasma Gun
Standard (Prc 1)
4
5+
4/6
Overcharged (Prc 1, Lethal 5+, *Hot)
4
5+
5/6
Fists (Can't Parry)
2
6+
0/2
Abilities
*HotCowardice0AP: High StakesInexperienced HandsManageable Melee ThreatSmall Profile

*Hot: Roll a D6 and on a 1-2, this unit dies.

High Stakes (0AP): You may roll a D6 and 4+ means that you may turn a failure into a normal or a normal into a crit (on the flamer you may do two). On a 3- do the opposite (one normal into failure or one crit to a normal; when using flamer, do this twice).

Vox Trooper
A 2
M 6"
S 5+
W 6
Weapons
ATK
HIT
DMG
Lasgun
4
5+
1/2
Fists (Can't Parry)
2
6+
0/2
Bayonet
3
4+
2/3
Abilities
CowardiceInexperienced HandsManageable Melee Threat1AP: Sargent Over VoxSmall Profile

Sargent Over Vox (1AP): Similar to the sargent's "For Cadia!" ability, after this is used, all conscripts in this squad would get +1 to hit. Unlike "For Cadia!", this squad does not automatically pass cowardice but rather gets +1 added to their bravery check. This lasts until the sargent or vox operator dies.

Trooper
A 2
M 6"
S 5+
W 6
Weapons
ATK
HIT
DMG
Lasgun
4
5+
1/2
Fists
2
6+
0/2
Bayonet
3
4+
2/3
Abilities
Comrades in ArmsCowardiceInexperienced HandsManageable Melee ThreatSmall Profile

Comrades in Arms: If the squad has all 3 operatives alive, add +1 damage to both the normal and crit stats of all weapons until an operative dies.

Equipment

Hymnal of the God-Emperor:
Everyone is given this book and due to its thickness, all incoming damage on all operatives is -1 if a 5+ is rolled (only roll when necessary).


Grenades:
Same as universal equipment but effects whole squad of 3. The grenades hit on a 5+ though.


Combat Knives:
Everyone equiped with fists now gets a weapon that has 3 attacks, hits on a 5+ and is damage 2/3.


Scavenged Hellgun:
May replace one operative's lasgun with a hot-shot lasgun. Use a marker to keep track. The following stats are used Attacks: 4 Hit: 4+ Dmg: 3/4


Ploys

Firefight - Lucky Shot!:
Effects only lasguns. Turn all normals into crits. Effects one operative.


Firefight - Primal Instinct:
Get 4 attacks with fists and hit on a 4+ or get 4 attacks with the bayonet (or combat knife) and turn one normal into a crit for both. Effects whole squad.


Firefight - Cut Them Down!:
Shoot twice with lasguns for 1 AP. Effects whole squad.


Firefight - Cover Retreat!:
Flee from melee combat and shoot for free but that squad is -1 to hit.


Strategic - Vain Bravery:
Pick a squad that can be affected by Cowardice and at the beginning of their activation, they immediately pass.


Strategic - Reinforcements!:
After 3 troopers die this can be used. At the start of the next turning point, spawn in 3 troopers, spread out by at least 6 inches and can be placed anywhere by the board's edge thats not in the enemy deployment zone. Do their turn as one operative and they cannot have cowardice effects. May only be used once per game.


Strategic - More Bodies Than Bullets:
Pick one squad that died and fully replace them in two turning points in your deployment zone during the strategy phase. May only be used once per game.


Strategic - Take and Hold!:
Must be used on center or enemy home objective exclusively. You may pick an objective and next turning point, it will be worth 2 VP instead of the usual 1 (if you choose the enemy home objective, 3 VP instead of 2).


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.


Infiltration: Track Enemy

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

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

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


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

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


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.