Juggernauts

Homebrew (Unpublished) by Kingsteven54

A rare STC recently recovered allowed for such juggernauts to exist. Although lacking Astartes enhancements their suits are more durable and over all more resilient than terminator armor.

Composition

1 Kommandant 2 Kasrkin with shields 2 Troopers

Common Abilities and Options

Exposed head:
Critical hits deal 2X damage to this operative and critical hits can only be saved with 3 normal saves or 1 crit save and 1 normal save.

Motor Jam:
Upon going below 7 wounds, this operative's move is -1.

Multi-task (1AP):
Instead of shooting twice for 2 AP, shoot twice for 1 AP but only one weapon is fully accurate and the other is -2 to hit (can't do the -2 to hit if it hits on a 5+ or 6+).

Overwhelming presence:
When calculating objectives, this operative is worth 4 APL.

Thrusters (1AP):
This acts as your dash action and you must go in a straight line. Your dash is now 6 inches for this turn and you can dash into melee combat. After using your thrusters, you are -1 to hit with all weapons.

Kommandant
A 3
M 4"
S 3+
W 21
Weapons
ATK
HIT
DMG
Melta Cannon (Rng 8", Dev 5, Prc 2)
4
4+
7/4
Inferno Cannon (Rng 10", Sat, Tor 3)
4
3+
3/4
Power Fists (Brutal)
6
4+
5/7
Abilities
Exposed headMotor Jam1AP: Multi-taskMultiple gunsOverwhelming presenceSkilled Veteran1AP: Thrusters

Multiple guns: You may shoot twice but once with each gun

Skilled Veteran: Can use thrusters and not be -1 to hit.

Kasrkin
A 3
M 4"
S 3+
W 20
Weapons
ATK
HIT
DMG
Las Fusil Pistol (Rng 10")
3
4+
6/7
Heavy Grenade Launcher (Prc 2, Dev 1)
4
4+
3/4
Power Fist (Brutal)
5
5+
5/7
Abilities
Exposed headHulking shieldMotor JamOverwhelming presence1AP: Quick thinking1AP: Thrusters

Hulking shield: You may reroll all failed save dice but all critical saves rerolled become normal saves. You may reroll normal saves to try to get a critical save if so chosen. When in melee combat, the enemy gets one less attack.

Quick thinking (1AP): Use a free ploy

Trooper
A 3
M 4"
S 3+
W 20
Weapons
ATK
HIT
DMG
Heavy Autogun
8
5+
2/4
Plasma Cannon
Normal (Prc 2)
5
4+
5/7
Over-charged (Prc 2, Lethal 5+, Hot)
5
4+
6/7
Navis Heavy Shotgun
Close Range (Rng 6", Relentless)
4
3+
3/3
Long Range (Relentless)
4
5+
1/2
Hunter Killer Launcher (Prc 3, Lethal 5+, One shot)
1
5+
10/10
Power Fists (Brutal)
6
5+
5/7
Abilities
Exposed headMotor Jam1AP: Multi-taskMultiple GunsOverwhelming presence1AP: Thrusters

Multiple Guns: May shoot twice

Equipment

Iron Halo:
Due to the iron halo, take -1 damage from each attack that hits the unit you gave the iron halo.


Good training:
Give both "kasrkin" operatives a 2+ save


Stims:
Whenever you want heal an operative 4 wounds (only used once).


Extra ammo:
On every weapon except the "Hunter Killer Launcher" reroll a hit roll for one operative (once per turn).


Ploys

Firefight - Self Destruct:
After death, all operatives within 4 inches take D6 damage.


Firefight - Human Cover:
Turn a failed save into a normal save.


Firefight - Run them over!:
You may move over enemy units and can choose to end up in melee combat or not. The enemy operative takes D3 damage.


Firefight - Undamaged!:
Since the soldier inside is undamaged, even though the juggernaut suit is, ignore wounded downsides to hit.


Strategic - Reposition!:
Can only be used at the start of the game but allows you to move one operative up to 4 inches before the game offically begins. Can be done regardless of whether or not it's your turn.


Strategic - Forwards!:
Get +1 inch to all operatives for a turn.


Strategic - Block!:
Pick an operative with two guns and don't use 1 gun but "exposed head" gets negated for that turn.


Strategic - Human tanks:
Have 5 APL when calculating objectives


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.


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.


Juggernauts - KTDash