Ell’s Techmarine squad

Homebrew by iammetalman

Techarine squad setup for my partner Ell, she likes watching me play the Techmarine on Space Marine 2.

Faction Rule ASTARTES These genetically modified superhumans are made for one purpose: war.

During each friendly ADEPTUS ASTARTES operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a bolt weapon must be selected for at least one of them.

100% positive
Composition

ARCHETYPE: SEEK & DESTROY, SECURITY

2 TECHMARINES

2 SERVITORs operatives selected from the following list:

  • SERVITOR with Heavy Bolter
  • SERVITOR with Multi-Melta
  • SERVITOR with Plasma Cannon

1 APOTHECARY

2 ADEPTUS ASTARES operatives selected from the following list:

  • ASSAULT INTERCESSOR
  • INTERCESSOR
  • INFERNUS INTERCESSOR
  • Scouts*2

Other than ADEPTUS ASTARES and SERVITOR operatives, your kill team can only include each operative on this list once

Brother Techmarine
A 3
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Grav-pistol (Range 8”, Piercing Crits 1, Seek)
4
3+
4/5
Forge Bolter
Focused
5
4+
4/5
Sweeping (Torrent 1”)
4
4+
3/4
Omnissian Power Weapon (Lethal 5+)
4
3+
4/6
Servo Arm (Ceaseless)
5
4+
5/6
Abilities
1AP: Repair

Repair (1AP): Select one friendly SERVITOR within this operative’s control range to regain up to D3+3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.

This operative cannot perform this action while within control range of an enemy operative.

32Ell’s TECHMARINES, ADEPTUS ASTARTES, TECHMARINE, REPAIR
Poor Sod Servitor
A 1
M 5”
S 4+
W 10
Weapons
ATK
HIT
DMG
Heavy Bolter
Focused (Heavy (Dash only), Piercing Crits 1)
5
4+
4/5
Sweeping (Heavy (Dash only), Piercing Crits 1, Torrent 1”)
4
4+
4/5
Multi-melta (Devastating 4, Heavy (Dash only), Piercing 2)
4
4+
6/3
Plasma Cannon
Standard (Blast 2”, Heavy (Dash only), Piercing 1)
4
4+
4/6
Supercharge (Blast 2”, Heavy (Dash only), Hot, Lethal 5+, Piercing 1)
4
4+
5/6
Servo Claw (-)
3
4+
4/5
Abilities
Lobotomised

Lobotomised: Lobotomised: Whenever this operative is activated, if it’s visible to and within 3" of another friendly TECHMARINE operative (excluding GUN SERVITOR) or vice versa, add 1 to this operative’s APL stat until the end of that activation.

32Ell’s TECHMARINES, IMPERIUM, GUN SERVITOR
Beaky Apothecary
A 3
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol
4
4+
3/4
Surgical Knife (Ceaseless, Lethal 5+)
5
3+
3/4
Surgical Arm
4
4+
2/3
Abilities
1AP: MEDIC

MEDIC (1AP): Select one friendly operative (exlcuding servitors) 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. This operative cannot perform this action while within control range of an enemy operative.

32Ell’s TECHMARINES, ADEPTUS ASTARTES, APOTHECARY, MEDIC
Assault Intercessor
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Range 8”, Piercing Crits 1)
4
3+
3/4
Chainsword
5
3+
4/5
32Ell’s TECHMARINES, ADEPTUS ASTARTES, ASSAULT INTERCESSOR, WARRIOR,
Intercessor
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Rifle (Piercing Crits 1)
4
3+
3/4
Close Combat Weapon
3
4+
4/5
32Ell’s TECHMARINES, ADEPTUS ASTARTES, ASSAULT INTERCESSOR, WARRIOR,
Scout
A 2
M 7”
S 4+
W 10
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Fists
3
3+
3/4
Abilities
1AP: Auspex Scan1AP: Track Enemy

Auspex Scan (1AP): Until the start of this operative's next activation or until it is Incapacitated (whichever comes first), whenever a friendly SCOUT SQUAD operative is shooting an enemy operative within 8" of this operative, that enemy operative cannot be obscured. If that friendly operative is a SNIPER that is currently benefitting from the effects of its Optics action, its ranged weapons also have the Seek Light weapon rule.

This operative cannot perform this action while within control range of an enemy operative.

Track Enemy (1AP): Select one enemy operative within 8" of this operative. Until the end of the turning point, whenever a friendly SCOUT SQUAD operative is shooting that enemy operative, its ranged weapons have the Seek Light rule.

This operative cannot perform this action while within control range of an enemy operative.

28SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, TRACKER
Infernus Intercessor
A 3
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Flammenwerfer (Rng8", Sat, Tor2")
5
2+
3/3
Close Combat Weapon
4
4+
4/5
Abilities
Focused TargetingViolent Demise

Focused Targeting: Whenever this operative is shooting during its activation, if it hasn't performed any other actions during that activation, its ranged weapons have the Punishing weapon rule.

Violent Demise: If this operative is incapacitated, before it's removed from the killzone, inflict D6+1 damage on each other operative within 3" of it (excluding operatives with Heavy terrain wholly intervening between them and this operative).

32Ell’s TECHMARINES, ADEPTUS ASTARTES,
Bother Xenoslayer
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Special Issue Bolt Pistol (Rng 8", Prc1)
4
3+
3/4
Xenophase Blade
Duel (Brutal, Lethal 5+)
5
3+
4/6
Phase Sweep (Brutal, Lethal 5+, *Phase Sweep)
4
3+
4/6
Abilities
*Phase SweepAdaptive Swordsmanship

*Phase Sweep: Whenever this operative performs the Fight action with this weapon profile, if it isn't incapacitated, it can immediately perform a free Fight action afterwards, but you must select this weapon profile and it can only fight against each enemy operative within its control range once per activation or counteraction using this weapon profile. This takes precedence over action restrictions, and you can continue to perform free Fight actions until this operative is incapacitated or has fought against every enemy operative within its control range.

Adaptive Swordsmanship: You can ignore any changes to the Hit stat of this operative’s Xenophase blade. Whenever this operative is fighting or retaliating, you can resolve one of your successes before the normal order. If you do, that success must be used to block.

32Ell’s TECHMARINES, IMPERIUM, ADEPTUS ASTARTES, BLADEMASTER
Brother Dreadnought
A 6
M 6"
S 4+
W 75
Weapons
ATK
HIT
DMG
Missile Pod
5
3+
5/6
Twin Nipple Bolter (PrcCrit1, Tor1")
6
3+
4/5
Heavy Flamer (Rng8", Sat, Tor2")
5
2+
3/3
Heavy Onslaught Gatling Cannon (Hvy(Repos), Selection 2, Tor2")
6
3+
4/5
Gatling Cannon (Tor1")
5
3+
4/5
Macro Plasma Incinerator
Standard (Blast 2", Hvy(Repos), Prc 1, Selection 2)
5
3+
4/6
Supercharge (Blast 2", Hvy(Repos), Lethal 5+, Prc 1, Selection 2)
5
3+
5/6
Power Fist (Brutal, Shock)
4
3+
6/8
Abilities
BulkyExtra DefenceTowering Size
Options
Behaviour: GuardianAllegiance: ImperiumTrait: ArmouredTrait: Violent Demise

Bulky: - This operative cannot be placed on Vantage terrain higher than 2" from the killzone floor

  • Whenever this operative would perform the Fight action, the distance requirements of its control range can be changed to 1" horizontally and 4" vertically until the end of that action
  • This operative can move through other operatives (excluding NEMESIS operatives)
  • Ignore all changes to this operative's APL and if it is a player operative, APL changes do not affect the 5AP you can spend per turning point.

Extra Defence: Whenever an operative is shooting this operative, collect and roll one additional defence die, unless this operative is injured.

Towering Size: - In the Firefight phase, whenever you determine this operative's order, you cannot select Conceal

  • This operative cannot be in cover or obscured by Light terrain, terrain parts less than 3" tall or terrain that is not wholly intervening
  • Whenever another operative is performing the Shoot action, being within control range of other operatives does not prevent this operative from being selected as a valid target. In other words, this operative can be shot while within control range of friendly operatives
  • This operative can move through terrain parts less than 2" tall. It cannot move through Accessible terrain (excluding hatchways) unless that terrain is also less than 2" tall
  • Whenever this operative would finish a move in a terrain feature less than 2" tall, temporarily remove that terrain feature from the killzone, then return it when this operative leaves that location; if it is an equipment terrain feature, remove it from the battle instead

Behaviour: Guardian: This NPO will shoot the enemy as a priority, but will fight if the need arises. When activated, if it's a NEMESIS NPO or will perform the Fight, Charge or Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  1. Fight.
  2. Shoot.
  3. Charge the closest player operative that's within 4" of it via the shortest possible route.
  4. Reposition. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission (a subsequent Dash action can fulfil these).
  5. Dash. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission.

Allegiance: Imperium: Defenders Of The Imperium:

Whenever an operative is shooting an Imperium NPO or friendly Imperium Nemesis operative, if that Imperium operative is wholly within its territory, one of its defence dice can be retained as a normal success without rolling it (in addition to a cover save, if any).

Trait: Armoured: With a tough hide of dense carapace or artificial plating, this operative can stride through hailstorms of the enemy's increasingly desperate small arms fire.

Whenever an operative is shooting this operative with a weapon that has a Normal Dmg stat of 3 or less, improve this operative's Save stat by 1.

Trait: Violent Demise: From detonating ammunition stores to corrosive innards and frenzied death throes, some large targets are dangerous even in defeat.

If this operative is incapacitated, before it's removed from the killzone, inflict D6+1 damage on each other operative within 3" of it (excluding operatives with Heavy terrain wholly intervening between them and this operative).

80Ell’s TECHMARINES, IMPERIUM, ADEPTUS ASTARTES, NEMESIS, DREADNOUGHT
Equipment
Ploys
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.


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.