Colonel Schaeffer's Last Chancers

Homebrew by CaptainRedbeard

Most of the Last Chancers were once loyal servants to the emperor, some were rouge mercenaries caught in their sinister acts, all are criminals sent to the penal legions to serve out their punishment for crimes committed to the Imperium of Mankind.

Schaeffer would hand-pick his rag-tag regiment's troops from Imperial prisons' worst convicts because of some natural talent they displayed or because they possessed an uncanny instinct for survival so that they could serve as part of an elite ad hoc military team intended to achieve some difficult, usually borderline insane military objective of the Imperium.

The convicts are given a "last chance" by Schaeffer to be forgiven of their crimes in the eyes of the Emperor of Mankind and this is achieved by receiving an Imperial pardon from the Colonel. These pardons are awarded only to those members of the regiment who survive a number of military operations determined by Schaeffer. Those that die during missions are also awarded a pardon for their service and sacrifice.

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Composition

LAST CHANCER with the Leader keyword have for following ability, REGIMENTAL ORDER.

Once in each Strategy phase, when it is your turn to use a Strategic Ploy, if this operative is in the killzone, it can issue a Regimental Order. If it does, all friendly LAST CHANCER operatives within 6" of and Visible to it are issued a Regimental Order.

Each time a friendly operative issues a Regimental Order, select one Regimental Order below to take effect until the end of the Turning Point.

Move! Move! Move!

  • Until the end of the Turning Point, each time a friendly operative that was issued this Regimental Order is activated, until the end of that activation, add 1" to its Movement characteristic.

Take Aim!

  • Until the end of the Turning Point, each time a friendly operative that was issued this Regimental Order makes a shooting attack, in the Roll Attack Dice step of that shooting attack, you can re-roll 1 attack dice.

Hold Position!

  • Until the end of the Turning Point, each time a shooting attack is made against a friendly operative that was issued this Regimental Order, in the Roll Defence Dice step of that shooting attack, if it is in Cover, you can re-roll 1 of your defence dice.

Fix Bayonets!

  • Each time a friendly operative that was issued this Regimental Order fights in combat, in the Roll Attack Dice step of that combat, you can re-roll 1 of your attack dice.

A LAST CHANCERS Kill Team is composed of:

1 LAST CHANCER LEADER

  • COLONEL SCHAEFFER with Plasma Pistol; Tempestus Dagger

1 of each of the LAST CHANCER operatives from the following list:

  • LIEUTENANT KAGE with Shotgun; Powerfist

  • HERO with Las-Pistol; Shotgun; Mono Knife

  • ANIMAL with Auto-Pistol; Knifer; Polearm

  • BRAINS with Arc Rifle; Mono Knife

  • DEMOLITION MAN with Hot-Shot Lasgun; Remote Explosives, Frag & Krak Grenades; Mono Knife

  • GREASE MONKEY with Meltagun; Wrench

  • OX with Grenade Launcer; Thunder Hammer

  • ROCKET GIRL with Heavy Stubber; Mono Knife

  • SCOPE with Marksmans Rifle; Mono Knife

  • SHIV with Shuriken Pistol; Throwing Blades; Hekatarii

  • WARRIOR WOMAN with Relic Pistol; Power

  • Sword

Common Abilities and Options

RESILIENT:
Whenever an attack dice inflicts damage of 3 or more on a friendly LAST CHANCERS operative, roll one D6: on a 4+, subtract 1 from that inflicted damage.

HUNTER:
This operative can perform a Charge action while it has a Conceal order.

Colonel Shaffer
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng8", Prc1)
4
3+
3/5
Supercharged (Rng8", Lethal 5+, Prc1, Hot)
4
4+
4/5
Tempestus Dagger (Relentless)
3
4+
3/5
Abilities
1AP: ENFORCEGRUELING DISCIPLINARIANREGIMENTAL ORDERSRESILIENT

ENFORCE (1AP): Select one friendly LAST CHANCER operative that is not Ready, Visible to and within 3" of this operative, then select one of the following:

  • That operative can immediately perfom a free Dash action.
  • If that operative has an Engage order, it can perform an Overwatch action.
  • This operative cannot perform this action while within Engagement Range of an enemy operative.

GRUELING DISCIPLINARIAN: While a friendly LAST CHANCER operative is Visible to and within 3" of this operative, it is not treated as being injured.

REGIMENTAL ORDERS: Once in each Strategy phase, when it is your turn to use a Strategic Ploy, if this operative is in the killzone, it can issue a REGIMENTAL ORDER. If it does, all friendly LAST CHANCER operatives within 6" of and Visible to are issued a REGIMENTAL ORDER.

LAST CHANCERS, IMPERIUM, ASTRA MILITARUM, LEADER, COLONEL SCHAEFFER
Lieutenant Kage
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Shotgun
Close Range (Rng6")
4
2+
4/4
Long Range
4
4+
2/3
Powerfist (Brutal)
4
4+
5/7
Abilities
DISCIPLINARIANRESILIENTSECOND IN COMMAND

DISCIPLINARIAN: While a friendly LAST CHANCER operative is within 4" of this operative, weapons that friendly operative is equipped with gain the Balanced special rule.

SECOND IN COMMAND: If COLONEL SCHAEFFER is incapacitated and removed from the killzone, you can nominate this operative for command. If you do, until the end of the battle, it gains the LEADER keyword and the REGIMENTAL ORDERS ability.

LAST CHANCERS, IMPERIUM, ASTRA MILITARUM, LEADER, LIEUTENANT KAGE
Hero
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Las-Pistol (Rng8", Balanced)
4
3+
2/3
Shotgun
Close Range (Rng6", Seek Light)
4
2+
4/4
Long Range
4
4+
2/2
Mono Knife
3
4+
2/3
Abilities
HARDYRESILIENT1AP: UNCOMPROMISING FIRE

HARDY: Once per battle, when an attack dice inflicts Normal Damage on this operative, you can ignore that inflicted damage.

UNCOMPROMISING FIRE (1AP): Perform two free Shoot actions with this operative (this takes precedence over action restrictions). You must select its laspistol for one action and its shotgun (close range) for the other (in any order). This operative cannot perform this action while it has a Conceal order, or during an activation in which it performed the Shoot action (or vice versa).

LAST CHANCERS, IMPERIUM, ASTRA MILITARUM, HERO
Animal
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Auto-Pistol (Rng8")
4
4+
2/3
Knifer (Lethal 5+)
1
2+
5/7
Polearm
4
3+
4/5
Abilities
MERCILESSNOT OUT YETPREDATORRESILIENT

MERCILESS: Each time this operative fights in combat or makes a shooting attack, if it is against an enemy operative that has fewer than its starting number of Wounds remaining, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your Attack dice.

NOT OUT YET: If this operative is incapacitated in combat, if you have any remaining Attack dice, (Polearm only) you can strike with one Attack die before this operative is removed from the killzone.

PREDATOR: Each time this operative is activated, it can perform a free Fight or Shoot action during that activation.

LAST CHANCERS, IMPERIUM, ASTRA MILITARUM, ANIMAL
Brains
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Arc Rifle (Prc1, Stun)
4
3+
4/5
Mono Knife
3
4+
2/3
Abilities
1AP: ENCHACED DATA-TETHERENHANCED OPTICSRELAY ORDERSRESILIENT

ENCHACED DATA-TETHER (1AP): Select one friendly LAST CHANCER operative Visible to and within 6" of this operative. Add 1 to its APL. This operative cannot perform this action while within Engagement Range of an enemy operative.

ENHANCED OPTICS: When determining if an intended target is in this operative's Line Of Sight:

  • The intended target cannot be Obscured.
  • Areas of smoke (e.g. Smoke Grenade) have no effect.

RELAY ORDERS: Once in each Turning Point, when this operative is issued a Regimental Order, it can relay it If an order is relayed, subtract 1 from this operative’s APL and all friendly LAST CHANCER operatives in the Killzone are issued that order.

LAST CHANCERS, IMPERIUM, ASTRA MILITARUM, BRAINS
Demolition Man
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Hot-Shot Lasgun
4
3+
3/4
Remote Explosives* (Hvy(Dash Only), Prc1, Silent, Lim1)
4
2+
5/6
Mono Knife
3
4+
2/3
Grenade
Frag (Rng6", Blast2", Saturate)
4
3+
2/4
Krak (Rng6", Prc1, Saturate)
4
3+
4/5
Abilities
*DETONATEEXPLOSIVE EXPERT1AP: PLANT MINERESILIENT

*DETONATE: Do not select a valid target. Instead, shoot against each operative within 2" of your Mine marker, unless Heavy terrain is wholly intervening between that operative and that marker. Each of those operatives cannot be in cover or obscured. Roll each sequence separately in an order of your choice. This weapon cannot be selected if your Mine marker isn’t in the killzone. At the end of the action, remove your Mine marker from the killzone.

EXPLOSIVE EXPERT: This operative can use frag and krak grenades. Doing so does not count towards any limited uses you have.

PLANT MINE (1AP): This operative is carrying your Mine marker. It can perform the Pick Up Marker action on that marker, and whenever it performs the Place Marker action on that marker, it can immediately perform a free Dash action.

LAST CHANCERS, IMPERIUM, ASTRA MILITARUM, DEMOLITION MAN
Grease Monkey
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Meltagun (Rng6", Prc2, Dev4)
4
4+
6/3
Wrench (Balanced, Stun)
4
3+
3/4
Abilities
BRUISERRESILIENT

BRUISER: Once per Turning Point, when this operative fights in combat, in the resolve successful hits step of that combat, you can ignore the damage inflicted on it from one normal hit.

LAST CHANCERS, IMPERIUM, ASTRA MILITARUM, GREASE MONKEY
Ox
A 2
M 5"
S 4+
W 12
Weapons
ATK
HIT
DMG
Grenade Launcher
Frag (Blast2", Hvy(DashOnly))
4
4+
2/4
Krak (Prc1, Hvy(DashOnly))
4
4+
4/5
Thunder Hammer (Shock, Stun)
5
3+
5/6
Abilities
CHEM-MASKHAMMERHANDRESILIENT

CHEM-MASK: You can ignore any or all modifiers to this operative's characteristics and it is not affected by the Stun critical hit rule.

HAMMERHAND: Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, the first time it strikes, inflict 1 additional damage on the target.

LAST CHANCERS, IMPERIUM, ASTRA MILITARUM, OX
Rocket Girl
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Heavy Stubber
Focused (Hvy(DashOnly), Rending)
5
4+
4/5
Sweeping (Hvy(DashOnly), Rending, Tor1)
4
4+
4/5
Mono Knife
3
4+
2/3
Abilities
MASTER AT ARMSRESILIENT

MASTER AT ARMS: You can ignore any or all modifiers to the BS characteristic of this operative's Ranged weapons.

LAST CHANCERS, IMPERIUM, ASTRA MILITARUM, ROCKET GIRL MIKHAELS
Scope
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Marksmans Rifle
Mobile
4
3+
3/4
Stationary (Dev3, Hvy)
4
2+
3/3
Concealed (Dev3, Hvy, Silent)
4
3+
3/3
Mono Knife
3
4+
2/3
Abilities
1AP: ADVNCED SCOPECAMO CLOAKRESILIENT

ADVNCED SCOPE (1AP): Select one enemy operative Visible to or within 6" of this operative. Until the end of the Turning Point:

  • That enemy operative is not Obscured
  • Defence Dice cannot be automatically retained as a result of Cover for that enemy operative.
  • This operative cannot perform his action while within Engagement Range of an enemy operative.

CAMO CLOAK: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, one additional die can be retained as a successful normal save as a result of Cover.

LAST CHANCERS, IMPERIUM, ASTRA MILITARUM, SCOPE
Shiv
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Shuriken Pistol (Rng8", Punishing)
4
3+
3/4
Throwing Blades (Rng6", Silent)
4
3+
2/5
Hekatarii (Lethal 5+, Relentless)
4
3+
3/5
Abilities
FROM THE SHADOWSHUNTERRESILIENTSTEALTH SUIT

FROM THE SHADOWS: Each time this operative is attacked, for that attack, worsen the BS and WS characteristics of the ranged and melee weapons of the attacker by 1 respectively.

STEALTH SUIT: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your Defence Dice, if it is in Cover, one additional die can be retained as a successful normal save as a result of cover.

LAST CHANCERS, IMPERIUM, ASTRA MILITARUM, SHIV
Warrior Woman
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Relic Pistol (Rng8", Saturate, Acc1)
4
3+
3/4
Power Sword (Balance, Lethal 5+, Poison*)
5
3+
4/5
Abilities
*POISONHUNTERRESILIENT1AP: TRACK ENEMY

*POISON: Each time this operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, if it strikes with a Critical Hit, that enemy operative is injured until the end of the battle (regardless of any rules that say it cannot be injured).

TRACK ENEMY (1AP): Select one enemy operative with a Conceal order Visible to and within 6" of this operative, then select one friendly LAST CHANCER operative. Until the end of the Turning Point, the select friendly operative treats that enemy operative as if it has an Engage Order. This operative cannot perform this action while within Engagement Range of an enemy operative.

LAST CHANCERS, IMPERIUM, ASTRA MILITARUM, WARRIOR WOMAN
Equipment

REBREATHERS:
You can ignore any changes to the APL stats of friendly LAST CHANCER operatives, and they aren’t affected by enemy operatives’ Shock weapon rule.


GRAV-CHUTE and GRAPNEL LAUNCHER:
Whenever an operative is climbing using this equipment, treat the vertical distance as 2" (regardless of how far the operative actually moves vertically). Whenever this operative is dropping, ignore the vertical distance.


INCENDIARY SHELLS:
Operatives armed with shotgun only. Each time this weapon is selected to shoot with, you can choose to fire incendiary shells. If you do so, for that shooting attack:

  • This weapon gains the Blast 1" special rule.
  • Subtract 1 from this weapon's Normal Damage characteristic.

COMBAT STIMMS:
You can ignore any changes to the Move stat of friendly LAST CHANCER operatives from being injured.


Ploys

Firefight - NOT DONE YET:
When a LAST CHANCER operative is incapacitated in combat, you can strike with one of your remaining attack dice before it’s removed from the killzone.


Firefight - WELL-DRILLED:
Use this Firefight ploy when a friendly LAST CHANCER operative is activated. Select one other ready friendly LAST CHANCER visible to and within 3" of that operative. When that first friendly operative is expended, you can activate that other friendly operative before your opponent activates. When that other operative is expended, your opponent then activates as normal


Firefight - COMBINED ARM:
Use this Firefight Ploy after rolling your attack dice for a shooting attack made by a friendly LAST CHANCER operative. If the target of that attack is an enemy operative that was targeted by another friendly LAST CHANCER operative with a shooting attack during that Turning Point, you can re-roll any or all of your attack dice for that shooting attack.


Firefight - BRUTAL BACKUP:
Use this Firefight Ploy after a friendly LAST CHANCER operative performs a Fight acton with combat support. One of the friendly LAST CHANCER operatives that provided combat support can immediately perform a free Fight action, but can only target that enemy operative from that previous Fight action, and only if it is a valid target.


Strategic - DIRTY FIGHTERS:
Until the end of the Turning Point, each time a friendly LAST CHANCER operative fights in combat, in the Roll Attack Dice step of that combat, if another friendly operative is supporting them, you can retain one of your successful normal hits as a critical hit.


Strategic - FRENZON DOSE:
Once administered, the subject becomes fanatical and fearless. Until the end of the turning point Add 1 to weapon and defence stats


Strategic - OUTCASTS:
Until the end of the Turning Point, each time a friendly LAST CHANCER operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, if it is more than 3" from friendly operatives, if you retain any critical hits, you can select one of your failed hits to be retained as a successful normal hit.


Strategic - TOUGH SURVIVALIST:
Until the end of the Turning Point, the first time each friendly LAST CHANCER operative fights in combat or a shooting attack is made against it, in the Resolve Successful Hits step of that combat/shooting attack, you can halve the damage inflicted on that friendly operative (rounding up) from one of your opponent's successful hits to a minimum of 2.


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.