Penal Legion Chem Dogs

Homebrew by sparky4201

"The Chem Dog penal legions are often made up of a menagerie of outlaws, ruffians, and vandals, all forcibly conscripted into service to pay penance for crimes against the Imperium. The vast majority of these criminals are drug-addicted vagrants who have long relied on the effects of various battle chems and stimulants to enhance their prowess, a practice that continues after conscription. While these chems have powerful effects, they are often short-lived and require constant use to avoid withdrawal. Often led into battle by Astra Militarum Commissars or Parole Officers, these expendable Killteams are sent into the most dangerous of killzones, where the survival rate is low, and the cost of failure high."

100% positive
Composition

Select 1 of the following operatives:

  • Penal Commissar
    • Chainsword and Plasma Pistol OR
    • Power Weapon and Bolt Pistol
  • Penal Parole Officer

Select 11 additional operatives from the following list:*

  • Chem Dog Gunner**
    • Meltagun and Fists OR
    • Plasma Gun and Fists OR
    • Grenade Launcher and Fists
  • Chem Dog Sharpshooter**
  • Chem Dog Motivator
    • Bolter OR
    • Lasgun and Fists
  • Chem Dog Bomber
    • Bolter OR
    • Lasgun and Fists
  • Chem Dog Thief
    • Bolter OR
    • Lasgun and Fists
  • Chem Dog Medic
    • Bolter OR
    • Lasgun and Fists
  • Chem Dog Stalker
    • Bolter OR
    • Lasgun and Fists
  • Chem Dog Runner
    • Bolter OR
    • Lasgun and Fists
  • Chem Dog Dealer
    • Bolter OR
    • Lasgun and Fists
  • Chem Dog Arsonist
  • Chem Dog Scavenger
  • Chem Dog Gunslinger

Other than the Chem Dog Runner and Chem Dog Gunner operatives, you cannot have more than one of each operative on this list.

*You cannot have more than 6 Chem Dog operatives with Bolters or Relic Bolter.

**You cannot have more than 3 of these operatives combined.

Common Abilities and Options

Battle Chems:
At the start of each Turning Point, this operative gains a CHEM token. While they have a CHEM token, they gain the following special effects depending on the action they are performing:

  • When this operative performs a Reposition, Dash, or Charge action, it can move 1 extra inch during that action.
  • When this operative performs a Shoot action, you must either improve the hit stat of the weapon profile used by 1 OR (if the weapon doesn't have the Blast or Torrent keyword) worsen the hit stat of the weapon profile by 1 and add the Torrent1 keyword.
  • When this operative performs a Fight action, you must either improve the hit stat of the weapon profile used by 1 OR add the Brutal keyword to that weapon profile.

Whenever this operative resolves any action, if it has a CHEM token, remove that token.

Penal Commissar
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 8")
4
3+
3/4
Plasma Pistol
Default (Range 8", Piercing 1)
4
4+
3/5
Supercharge (Range 8", Hot, Lethal 5+, Piercing 1)
4
4+
3/5
Power Weapon (Lethal 5+)
4
3+
4/6
Chainsword
4
3+
4/5
Abilities
Command Troops

Command Troops: SUPPORT Once during each Turning Point, whenever a friendly Chem Dog operative is active while visible to and within 6" of this operative, you may also select another ready friendly Chem Dog operative visible to and within 6" of this operative to activate as well at the same time. Those operatives' actions may be performed in any order.

Leader, Penal Legion, Chem Dog, Commissar
Penal Parole Officer
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 8")
4
3+
3/4
Chainsword
4
3+
4/5
Abilities
Flag BearerIn Death, Pardon

Flag Bearer: SUPPORT When determining control of a marker within 3" of this operative, treat the total APL stat of friendly Chem Dog operatives that contest it as 1 higher. Note this isn't a change to the APL state, so any changes are cumulative with this.

In Death, Pardon: SUPPORT Once per turning point, when a ready friendly Chem Dog operative (not including your Parole Officer or Commander) is incapacitated while visible to and within 6" of this operative, you can use this rule. If you do, before that operative is removed from the killzone, it can perform a 1AP action for free (excluding Fight), and you can change its order to do so. It's then removed from the killzone as normal. You cannot use this rule and the Medic! rule on the same operative at the same time.

Leader, Penal Legion, Chem Dog, Parole Officer
Chem Dog Gunner
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Grenade Launcher
Frag (Blast 2")
4
4+
2/4
Krak (Piercing 1)
4
4+
4/5
Shock (Torrent 2", Stun, Lethal 4+)
3
4+
1/1
Meltagun (Range 6", Devastating 4, Piercing 2)
4
4+
6/3
Plasma Gun
Standard (Piercing 1)
4
4+
4/6
Supercharge (Hot, Lethal 5+, Piercing 1)
4
4+
5/6
Fists
3
4+
2/3
Abilities
Battle Chems
Chem Dog, Penal Legion, Gunner
Chem Dog Sharpshooter
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Long-las
Standard (Devastating 3, Heavy (Dash only))
4
3+
3/3
Concealed (Devastating 3, Heavy, Silent, Lethal 5+)
4
3+
3/3
Mobile
4
4+
3/4
Fists
3
4+
2/3
Abilities
Battle ChemsCamo Cloak

Camo Cloak: While this operative has a CHEM token, whenever an enemy operative is shooting this operative, if you retain any cover saves, you can retain one additional cover save. This isn't cumulative with improved cover saves from Vantage terrain.

Chem Dog, Penal Legion, Sharpshooter
Chem Dog Scavanger
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Relic Bolter (Heavy (Dash only))
4
4+
4/5
Relic Bolter
4
5+
4/5
Abilities
Battle Chems1AP: Battlefield Spoils1AP: Search for Scraps

Battlefield Spoils (1AP): SUPPORT Select one friendly Chem Dog operative visible to and within 3" of this operative and roll 1D6. On a 3+, that operative has the damage stats of its Bolter* weapon profiles increased by 1 until this operative's next activation (to a maximum of 4/5 damage). If this operative has a CHEM token, you do not need to roll a D6 to resolve this action.

This action cannot be performed while within the control range of an enemy operative.

*A Bolter weapon is any weapon with the word "bolt" in the title.

Search for Scraps (1AP): Roll a D3. On a 3+, you gain 1CP. If this operative is within 2" of an objective, you can roll an additional D3 for the chance for an additional 1 CP. If this operative has a CHEM token, rolls of 2+ instead of 3+ reward CP.

This action cannot be performed if this operative is in the control range of an enemy operative.

Chem Dog, Penal Legion, Scavanger
Chem Dog Bomber
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Explode (Blast 2", Piercing 1, Crazed End*)
4
4+
2/4
Bolter (Heavy (Dash only))
4
4+
3/4
Lasgun
4
4+
2/3
Bolter
4
5+
3/4
Fists
3
4+
2/3
Abilities
*Crazed EndBattle ChemsExplosive DemiseGrenadier

*Crazed End: This weapon can be used even while within engagement range of an enemy operative. This operative is always the primary target of this shooting action, but don't resolve any attack dice against it; instead, it is removed from the killzone once the action has been resolved.

Explosive Demise: If this operative is incapacitated, before it's removed from the killzone, you can choose to make a shooting action (regardless of any action restrictions). You must use this operative's Explode profile for this action, and you can ignore the effects of being injured.

Grenadier: This operative can use frag, krak, and stun grenades (see universal equipment). Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever it’s doing so, improve the Hit stat of that weapon by 1.

Chem Dog, Penal Legion, Bomber
Chem Dog Thief
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Bolter (Heavy (Dash only))
4
4+
3/4
Lasgun
4
4+
2/3
Bolter
4
5+
3/4
Fists
3
4+
2/3
Abilities
Battle ChemsNo Good ThiefSly

No Good Thief: This operative can gain the benefits of and use any ammo cache and comms device markers (both your own and your opponent's), and can use the Pick Up and Place Marker actions on them.

While this operative is carrying, or in engagement range of, Ammo Cache or Comms Device markers, this operative and other friendly operatives can use and get the benefits of these markers as long as they are within engagement range of this operative.

This operative can perform the Move With Barricade action as long as it is connected to the portable barricade, regardless of whether or not it is inside the barricade.

Sly: This operative can perform mission and pick up actions even when it is within an enemy operative's engagement range.

While this operative has a CHEM token, mission and pick up actions cost -1 AP (to a minimum of 0).

Chem Dog, Penal Legion, Thief
Chem Dog Stalker
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Bolter (Heavy (Dash only))
4
4+
3/4
Lasgun
3
4+
2/3
Bolter
4
5+
3/4
Fists
3
4+
2/3
Abilities
Battle Chems1AP: Stalk

Stalk (1AP): SUPPORT Select one enemy operative visible to and within 8" of this operative. Once during this turning point, when a friendly Chem Dog operative within 3" of this operative is shooting, fighting, or retaliating against that enemy operative, you can use this effect. If you do:

  • That friendly operative's ranged weapons have the Seek Light weapon rule.
  • That enemy operative cannot be obscured.
  • That friendly operative's melee weapons have the Shock keyword.

If this operative has a CHEM token, enemy operatives must only be visible to this friendly operative to perform this action.

Chem Dog, Penal Legion, Stalker
Chem Dog Motivator
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Bolter (Heavy (Dash only))
4
4+
3/4
Lasgun
4
4+
2/3
Bolter
4
5+
3/4
Fists
3
4+
2/3
Abilities
Battle ChemsPartners in Crime1AP: Pep Talk

Partners in Crime: SUPPORT When this operative is activated, select one other ready friendly Chem Dog operative visible to and within 6" of this operative to activate as well, and perform their actions in any order.

Pep Talk (1AP): SUPPORT Select a friendly operative visible to and within 3" of this operative. Increase that operatives APL by 1 until the end of its next activation.

While this operative has a CHEM token, increase the range of this ability to 6".

Chem Dog, Penal Legion, Motivator
Chem Dog Medic
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Bolter (Heavy (Dash only))
4
4+
3/4
Lasgun
4
4+
2/3
Bolter
4
5+
3/4
Fists
3
4+
2/3
Abilities
Battle ChemsMedic!1AP: Medikit

Medic!: The first time during each turning point that another friendly Chem Dogs operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has 1 wound remaining, and cannot be incapacitated for the remainder of the action. After that action, that friendly operative can immediately perform a free Dash action, but must end that move within this operative’s control range. Subtract 1 from this and that operative’s APL stats until the end of their next activations, respectively, and if this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule if this operative is incapacitated, or if it’s a Shoot action and this operative would be a primary or secondary target.

Medikit (1AP): Select one friendly Chem Dogs operative within this operative's control range to regain up to 2D3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.

While this operative has a CHEM token, friendly operatives only need to be within 3" of this operative to use this action, rather than within control range.

Chem Dog, Penal Legion, Medic
Chem Dog Dealer
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Bolter (Heavy (Dash only))
4
4+
3/4
Lasgun
4
4+
2/3
Bolter
4
5+
3/4
Fists
3
4+
2/3
Abilities
Battle Chems1AP: StashTake a Fix

Stash (1AP): Place your STASH token within 3" of this operative. All expended friendly Chem Dog operatives within 3" of this marker are considered to have a CHEM token for the purposes of rules that require one.

This action cannot be performed while within engagement range of an enemy operative or if it has already been performed previously during this battle.

While this operative has a CHEM token, the STASH token can be placed within 6" instead of 3" of this friendly operative.

Take a Fix: SUPPORT Expended friendly Chem Dogs operatives (excluding your Leader) within 3" of this operative are considered to have a CHEM token for the purposes of rules that require one.

Chem Dog, Penal Legion, Dealer
Chem Dog Arsonist
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Flamer (Range 8", Saturate, Torrent 2")
4
3+
3/3
Flamer (Brutal)
4
3+
3/3
Abilities
Battle Chems1AP: Firestarter

Firestarter (1AP): This operative can use smoke grenades (see universal equipment). Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Any enemy operatives who start or end an action while within an area of smoke created by the Arsonist take D3+1 damage.

Chem Dog, Penal Legion, Arsonist
Chem Dog Gunslinger
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Suppressed Autopistol
Default (Range 8")
4
4+
2/3
Silent (Range 8", Silent, Heavy (Dash only))
4
4+
2/3
Bolt Pistol (Range 8")
4
4+
3/4
Suppressed Autopistol (Balanced)
4
4+
2/3
Bolt Pistol
4
4+
3/4
Abilities
Battle Chems1AP: Pistol Barrage

Pistol Barrage (1AP): Perform two free Shoot actions with this operative (this takes precedence over action restrictions). You must select a profile of its Suppressed Autopistol for at least one of these actions.

If this operative has a CHEM token, don't remove it until both Shooting actions have occurred.

This operative cannot perform this action during an activation in which it performed the Shoot action or the Fight action (or vice versa).

Chem Dog, Penal Legion, Gunslinger
Chem Dog Runner
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bolter (Heavy (Dash only))
4
4+
3/4
Fists
3
4+
2/3
Bolter
4
5+
3/4
Abilities
AthleticBattle Chems

Athletic: While this operative has a CHEM token, it can move through enemy operatives, light barricades, and razor wire as if they were not there, at the cost of subtracting 1" from that movement action.

Chem Dog, Penal Legion, Runner
Equipment

Specialty Boosters:
Upon selecting this equipment option, you gain the following effects for the rest of the battle:

  • Once per Turning Point, you can spend a CHEM token to perform a Mission, Pick Up, Place, or Open Hatch action for free.
  • Once per Turning Point, you can spend a CHEM token to perform a Fall Back action for 1 less AP.

Writ of Pardon:
Once per battle, when a non-Commissar or Parole Officer operative is charged or chosen as the target of a shooting action, you can use the Prisoner Sacrifice ploy as if they were a Commissar or Parole Officer.


Poisoned Shiv:
Once per battle, you can choose to reroll your initiative roll and/or force your opponent ot reroll their initiative roll.


Extra Doses:
Once per turning point, before a friendly Chem Dogs operative (excluding your Commander and your Parole Officer) takes an action, retaliates, or is selected as the primary target of a shooting action, if it does not have a CHEM token, you can choose to use this rule. If you do, give that operative a CHEM token. Once the action, retaliation, or shooting action is completed, remove that CHEM token as normal, and that operative takes D3-1 wounds. This rule can only be used on each Chem Dogs operative once.


Ploys

Firefight - Drug Induced Rage:
Use this ploy when a friendly operative with a CHEM token is Retaliating. That operative gains ONE of the following effects and has its CHEM token removed:

  • You can resolve the first attack dice (i.e. defender instead of attacker).
  • This operative's melee weapons have the Brutal keyword.
  • This operative's melee weapons' hit stats are improved by one.

Firefight - Take Some of Mine:
SUPPORT When a friendly Chem Dog operative with a CHEM token is activated, you can choose to use this ploy. If you do, remove that CHEM token and give it to another friendly Chem Dog operative within 6" who does not currently have a CHEM token.


Firefight - Prisoner Sacrifice:
Use this ploy when a Penal Legion Commissar or Penal Legion Parole Officer operative has been selected as the target of a shooting action or enemy charge. If you do, select a friendly Chem Dog operative within 3" of this operative and remove both operatives from the killzone, placing them back in each other's location (in other words, swap places).


Firefight - Pain Killers:
Use this ploy when a friendly Chem Dog operative has activated, counteracted, or is retaliating. You can ignore the effects of being injured for that operative for the rest of the turning point.


Strategic - Heightened Awareness:
When you use this ploy, you gain three Awareness points. Whenever a friendly Chem Dogs operative is the target of a shooting attack and has a CHEM token, you can choose to spend 1 Awareness point. If you do, that operative's save stat is improved by 1 for the duration of that shooting attack. Afterwards, that CHEM token is removed.


Strategic - Military Grade Ammo:
When you use this ploy, you gain three Ammo points. Whenever a friendly Chem Dogs operative is shooting, fighting, or retaliating, you can choose to spend 1 Ammo point. If you do, improve both damage stats of that operative's Bolter* weapons by 1 for the duration of that shoot, fight, or retaliation (to a maximum of 4/5 damage).

At the end of each Turning Point, any leftover Ammo points are discarded.

*A Bolter weapon is any weapon with the word "Bolt" or "Bolter" in the title.


Strategic - Collateral Damage:
SUPPORT While this ploy is active, friendly Chem Dog operatives who are visible to and within 6" of a friendly Penal Legion Commander or Penal Legion Parole Officer operative can use this rule when selecting a valid target for a shooting action. If you do, having other friendly Chem Dog operatives within an enemy operative's engagement range doesn't prevent that enemy operative from being selected as a valid target.


Strategic - Dirty Tactics:
You can move up to 3 Chem Dog operatives who have CHEM tokens up to 4", but you must remove their CHEM tokens afterwards.

You cannot use this Ploy after the first Turning Point.


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.


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.