Steel Legion Armoured Platoon

Homebrew by Tinchley21

A platoon of Steel Legionnaries find themselves caught in a skirmish with enemy Killteams.

Killteam rules

Manoeuvre warfare

If an operative moves before a shoot action during their activation, their ranged weapons receive the Ceaseless rule.

Underhive tactics

Operatives receive the Severe rule on their melee weapons. In addition, if they receive combat support while fighting or retaliating, their melee weapons receive +1 to their normal and critical damage up to a maximum of 7.

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Composition

1 Lieutenant, 1 NCO, 4 Legionnaires,

8 of the following:

  • Up to four Gunner operatives, each with a different ranged weapon: (plasma gun, meltagun, flamer, and grenade launcher)
  • Marksman
  • Medic
  • Scout
  • Grenadier
  • Trench raider
  • Commsman
  • Missile launcher

If the Missile launcher operative is taken, only three Gunner operatives can be taken.

Common Abilities and Options

Personal commbeads:
While the Lieutenant or the NCO is in the Killzone, one strategic ploy can be played for 0CP per turning point.

Lieutenant
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Scoped bolt pistol (Lethal 5+, Range 12")
4
3+
3/5
Power weapon (Lethal 5+)
4
3+
4/6
Abilities
Ganger oldhandPersonal commbeads

Ganger oldhand: If this operative is fighting in melee, it receives the punishing rule if it is fighting an enemy operative that started the game with more wounds than this operative (i.e., more than 8).

Imperial
NCO
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Laspistol (Range 8")
4
3+
2/3
Chainsword
4
3+
4/5
Abilities
Mission tacticsPersonal commbeads

Mission tactics: Strategic gambit: This operative and up to two other friendly operatives within 6" of this operative can make a free dash. However, the dash must move each operative either closer to the enemy killzone or closer to the NCO.

Imperial
Legionnaire
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lascarbine (Compact: If this operative shoots this weapon at an enemy operative within 6", the number of attack dice for the weapon is increased to 5 and the weapon receives the severe rule.)
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Combined arms

Combined arms: After a legionnary operative has activated, the controlling player must immediately activate either another legionnary opetative or they can instead activate a specialist operative if the legionnary operative started its activation within 6" of that specialist operative.

Imperial
Gunner
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Plasma gun (Piercing 1)
4
4+
4/5
Plasma gun (supercharged) (Lethal 5+, Piercing 1, Hot)
4
4+
5/6
Flamer (Range 8, Torrent 2", Saturate)
4
2+
3/3
Grenade launcher (frag) (Blast 2")
4
4+
2/4
Grenade launcher (krak) (Piercing 1)
4
4+
4/5
Meltagun (Devastating 4, Piercing 2)
4
4+
6/3
Bayonet
3
4+
2/3
Imperial
Marksman
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Longlas (aimed) (Heavy (dash), Silent, Devastating 2)
4
2+
3/3
Longlas (mobile)
4
3+
3/4
Bayonet
3
4+
2/3
Abilities
Forward positioningMarked

Forward positioning: Strategic gambit: During the first turning point, this operative can choose to make a free reposition action as if it has the flying special rule (i.e., move horizontally, ignoring climbing and falling distances). However, it cannot move more than 4" from the friendly killzone edge and if it finishes its reposition action on vantage terrain, the operative receives -1 AP for the first turning point.

Marked: If an enemy operative takes damage from either of the longlas weapon profiles during a turning point, other friendly operatives receive the accurate 1 rule when shooting at the same operative for that turning point.

Imperial
Medic
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lascarbine (Compact: As per lascarbine under legionnaire.)
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
1AP: Med kitMedic!

Med kit (1AP): Heal one operative within control range of this operative 2D3 wounds. This action cannot be done while within control range of an enemy operative or on an operative that has been saved by the Medic! action already during the turning point.

Medic!: As per Death Korp medic.

Imperial
Scout
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lascarbine (Compact: As per lascarbine under legionnaire.)
4
4+
2/3
Trench knife
4
4+
3/4
Abilities
Chimera stowageDirect fire

Chimera stowage: If this operative is chosen for the killteam, the killteam can choose another piece of equipment (i.e., 5 in total).

Direct fire: Once per turning point, if this operative is on conceal and an enemy operative is visible to this operative, another friendly operative can add the seek light rule to one of its ranged weapon profiles during one shoot action if shooting at one of those enemy operatives visible to this operative.

Imperial
Grenadier
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lascarbine (Compact: As per lascarbine under Legionnaire.)
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Grenadier1AP: Smoke cover

Grenadier: This operative holds unlimited frag and krak grenades from the universal equipment. His grenades are in addition to those if specific frag and/or krak grenades are chosen as equpiment options. When using grenades as a shoot action, this operative adds one to his range hit stat (i.e. becomes 3+).

Smoke cover (1AP): Once per game, this operative can deploy smoke cover. This acts as a smoke grenade. However, it must be thrown at least three inches from this operative and counts as 2" wide horizontally rather than 1". Remove the marker at the end of the turning point, rather than during the next turning point as per the smoke grenade rules.

Imperial
Trench raider
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lascarbine (Compact: As per lascarbine under legionnaire.)
4
4+
2/3
Heavy trench club (Stun, Shock)
4
3+
4/4
Abilities
BruteInfiltration tactics

Brute: In melee this operative reduces normal and critical damage by 1 to a minimum of 3.

Infiltration tactics: This operative can charge on conceal.

Imperial
Commsman
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lascarbine (Compact; As per lascarbine under legionnaire.)
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
1AP: Disruption channels1AP: Modern comms

Disruption channels (1AP): Select one visible enemy operative. Roll a D6. If the number is more than the enemy's standard AP stat (ignore special rules, such as for standards), then the enemy can only activate that operative after D3 more enemy operatives have been activated (counting from immediately). If the enemy operative has already activated during this turning point, this D3 applies from the start of the next turning point.

Modern comms (1AP): Support: Select another friendly operative visible and within 6". Add 1 to this friendly operatives' AP. If this operative is within 3" of either the Lieutenant or NCO operatives, this additional AP can be given to any friendly operative in the Killzone, visible or not.

Imperial
Missile launcher
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Missile launcher (Piercing 1, Heavy (dash))
4
4+
6/7
Laspistol (Range 8")
4
4+
2/3
Bayonet
4
4+
2/3
Abilities
Support weapon

Support weapon: When this operative initiates a shoot action with the missile weapon profile, if there is a ready operative within control range of this operative, you can state that the friendly operative is to support this operative during the shoot action. If supported, the missile launcher receives the lethal 5+ and severe rules. After the shoot action, the ready friendly operative receives -1 AP and cannot carry out a shoot, fight or reposition action during this turning point.

Imperial
Equipment

Gas masks:
Standard equipment among the Steel Legion, the masks protect the wearer against many battlefield hazards.

All friendly operatives are immune to poisons of any kind. In addition, friendly operatives ignore the Shock rule for enemy weapon profiles.


Trench maces:
During the attritional warfare on Armageddon, blunt weapons are often preferred to bayonets.

All friendly operatives receive the following melee weapon: 3 attacks, 4+ to hit, 3/3 damage, Stun.


Tip of the spear:
"Don't worry about our flanks, let the enemy worry about theirs" - Lieutenant Harnak of the 112th Steel Legion.

This Killteam is part of the main armoured thrust in the sector. As a result, it is expected to breakthrough enemy positions regardless of casualties.

Whenever you activate an operative first during a turning point, roll a D6. On a 4+ receive an additional CP. Only two CPs can be gained this way during a Killteam game.


Lightweight weapons:
Fully aware that many Legionnaries spend much of their time in the back of Chimeras, the Steel Legion's weaponry is often shorter and lighter than those of other imperial regiments.

Once per turning point, the Heavy (dash) rule on a weapon profile can be ignored during an operative's activation.


Ploys

Firefight - Medevac the wounded:
If a friendly operative is injured, then the controlling player can choose to remove this operative from the Killzone. For the sake of the KillOp, the enemy player does not get to count this operative as a casualty, although it is still included in the total number of starting operatives for calculating KillOp points.

This ploy cannot be played on friendly operatives in control range of an enemy operative or if the operative in question is fully in the opponent's half of the killzone. This ploy can only be played at most twice per Killteam game.


Firefight - Combined arms:
After you have rolled your attack dice for a shooting attack, if another operative has already shot at the enemy operative earlier in the turning point, you can choose to reroll as many dice as you would like. No dice that have already been rerolled can be rolled again.


Firefight - Life is cheap:
If an operative is incapacitated, it can carry out a 1AP mission action before it is removed from the killzone.


Firefight - Violence of action:
The activated friendly operative becomes 3AP for the duration of its activation for the purposes of carrying out actions. However, it receives -1 AP after its activation ends for the next turning point. For the purposes of contesting objectives during and after the activation, as well as during the next turning point, the friendly operative counts as 1AP unless it is raised back to 2AP by the commsman's Modern comms rule.


Strategic - Defenders of Armageddon:
Against enemy operatives with the Ork or Chaos keyword, if friendly operatives are fighting or retaliating and are incapacitated in melee, they can utilise one of their remaining attack dice to strike on death before they are removed from the Killzone.


Strategic - Armoured support:
Make a shoot action with a heavy bolter profile (range unlimited, 4+ to hit, 5 attacks, 4/5, Piercing (crits)) from the edge of the friendly player's killzone. For the purpose of line of sight, cover and obscuring the shooting attack is deemed to come from a point 4" above the killzone floor.


Strategic - Fire and movement:
If a friendly operative has moved during the turning point (including via the NCO's mission tactics ability), then it can reroll one defence dice against shooting attacks.


Strategic - Recruited hivescum:
Friendly operatives' melee weapons receive the Balanced rule when fighting or retaliating. If at least one of the enemy operatives in control range of the friendly operative has a higher starting APL stat than 2 (ignoring modifiers and special rules), then the melee weapons receive the Ceaseless rule instead.


TacOps
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.


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.