Thalassa and Veridian Squad

Homebrew by mark4418
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Composition
Common Abilities and Options

Elite Astartes:
During each friendly operative's activation, it can perform either two Shoot actions or two Fight actions.

When inflicting damage to this operative, 4 and higher inflicts 1 less damage.

Each friendly operative can counteract regardless of its order, and may change their order at the start of the counteract.

Swarm Killers:
After this operative resolves a Shoot or Fight action, may select an enemy operative within 3" of the original target or this operative, inflict D3 damage, 2D3 if the weapon originally used has an ATK stat greater than 4.

Valius
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Relic Bolt Rifle
Stalker Profile (Heavy (Reposition), Lethal 5+, Piercing Crits 1,, Devastating 1)
4
2+
4/4
Standard Profile (Accurate 1, Piercing Crits 1)
4
3+
4/4
Rapid Profile (Ceaseless, Torrent 2")
4
3+
3/4
Plasma Incinerator
Standard (Piercing 1)
5
3+
4/6
Overcharged (Piercing 1, Lethal 5+, Hot)
5
3+
5/6
Pyreblaster
Focused (Rng 8", Saturate, Devastating 1, Stun, Torrent 2")
5
2+
3/3
Sweep (Rng 6", Saturate, Stun, Torrent 3")
4
2+
3/3
Bolt Pistol (Rng 8", Balanced)
4
3+
3/4
Relic Chainsword
Offensive (Ceaseless, Brutal, Rending)
5
3+
5/5
Defensive (Severe, Shock)
4
2+
4/5
Combat Blade (Severe)
5
3+
4/5
Abilities
0AP: Auspex MarkElite AstartesSwarm Killers

Auspex Mark (0AP): Select a point visible, place an Auspex Marker within Control range of the point.

When friendly operatives select a valid target, enemy operatives within 3" of marker cannot be obscured, and weapons gain Saturate

In the strategic phase of the next turning point, remove this marker after D3 activations.


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

Vespasius ASSAULT
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Relic Heavy Bolt Pistol
Shredder Rounds (Rng 9", Piercing Crits 1, Lethal 5+, Devastating 1)
4
3+
4/4
Custom Bolt Rounds (Rng 8", Piercing Crits 1)
4
3+
4/5
Auto Rounds (Rng 8", Ceasless, Torrent 2")
4
3+
3/4
Plasma Pistol
Standard (Rng 8", Piercing 1)
4
3+
3/5
Overcharged (Rng 8", Piercing 1, Lethal 5+, Devastating 1, Hot)
4
3+
4/5
Relic Chainsword
Offensive (Ceaseless, Brutal, Rending)
5
3+
5/5
Defensive (Severe, Shock)
4
2+
4/5
Thunder Hammer (Accurate 1, Shock, Stun, Smash*)
5
4+
6/7
Power Fist (Brutal, Severe)
5
4+
5/7
Power Weapon
Un-Charged (Lethal 5+, Stun, Shock)
5
3+
4/5
Charged (Lethal 5+, Severe)
5
3+
4/6
Abilities
Elite Astartes1AP: Jump Pack BoostSmash*Swarm Killers

Jump Pack Boost (1AP): This operative may perform any of the following actions.

  • Free Reposition action. When this operative is NOT beneath vantage terrain, may place this operative wholly within up to the remainder of the Reposition distance horizontally.
  • Free Charge Action. When this operative is NOT beneath vantage terrain, may place this operative wholly within up to the remainder of the Charge distance horizontally. Inflict D3 damage to enemy operatives within control range.
  • Fall back action for 1 AP (Total AP spent on this action being 2AP), When this operative is NOT beneath vantage terrain, may place this operative wholly within up to the remainder of the Fall Back distance horizontally.

Smash:* If this operative performed a Charge action in this activation, this weapon gains Brutal rule and inflict D3+1 damage to enemy operatives within control range when resolving a hit in a fight.

Decimus VANGUARD
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Custom Bolt Carbine
Marksman Profile (Lethal 5+, Devastating 1)
4
2+
3/3
Occulus Profile (Saturate, Scan*)
4
3+
3/4
Stalker Profile (Lethal 5+, Piercing 1)
4
2+
3/4
Standard Profile (Accurate 1, balanced)
4
3+
3/4
Bolt Pistol (Rng 8", Balanced)
4
3+
3/4
Relic Combat Blade
Offensive (Accurate 1, Brutal, Rending)
5
3+
5/5
Defensive (Severe, Shock, Parry*)
5
2+
4/4
Abilities
Elite Astartes1AP: Grapnel ManueverParry*Scan*Swarm Killers

Grapnel Manuever (1AP): This operative may perform any of the following actions.

  • Free Reposition action. Select a point visible and within 7", place this operative within control range of the point.
  • Free Charge Action. Select a point visible and within 7", place this model within control range of the point and an enemy operative. Alternatively, select an enemy operative that is a valid target to this operative and is within 6". Inflict 1 damage to one enemy operative within control range, if fighting that operative in the same activation, This operative may resolve another attack dice after the (Before your opponent).

Parry:* Whenever this operative is using this weapon:

  • Each of your blocks can be allocated to block two unresolved successes (instead of one).
  • If this operative is retaliating, you resolve the first attack dice to Block (i.e. defender instead of attacker).

Scan:* If target operative is within 6", weapon gains Seek Light for the attack.

Quartus BULWARK
A 3
M 6"
S 2+
W 17
Weapons
ATK
HIT
DMG
Relic Bolt Pistol
Precision Execution Shot (Piercing 1, Devastating 1)
4
2+
4/4
Executioner Rounds (Rng 8", Piercing Crits 1)
4
3+
3/4
Auto Rounds (Rng 8", Ceaseless, Torrent 2")
4
4+
3/4
Plasma Pistol
Standard (Rng 8", Piercing 1)
4
3+
3/5
Overcharged (Rng 8", Piercing 1, Lethal 5+, Hot)
4
3+
4/5
Neo Volkite Pistol (Rng 9", Lethal 4+, Devastating 4, Rending)
4
2+
2+
Bolt Pistol (Rng 8", Balanced)
4
3+
3/4
Relic Power Weapon
Uncharged (Lethal 5+, Stun, Shock)
5
3+
4/5
Charged (Lethal 5+, Severe)
5
3+
4/6
Abilities
1AP: Chapter BannerElite AstartesStorm ShieldSwarm Killers

Chapter Banner (1AP): Place a CHAPTER BANNER marker within control range. If there is a CHAPTER BANNER marker on the killzone before this, remove the marker before placing a new one.

Friendly operatives within 3" and visible to marker may re-roll one defence dice, and regain D3 lost wounds at the end of every action during their activation. Remove this marker after D3+3 activations (Including the activation when the Marker is placed.

Storm Shield: When this operative rolls defence dice, this operative may choose to reduce Piercing by 1. (Piercing 1 would be changed to Piercing Crits 1)


When this operative Fights or Retaliates:

  • Each of your blocks can be allocated to block two unresolved successes (instead of one).
  • If this operative is retaliating, you resolve the first attack dice to Block (i.e. defender instead of attacker).
Scipius SNIPER
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Relic Bolt Sniper Rifle
Executioner (Heavy (Dash), Saturate, Seek Light, Silent)
4
2+
3/4
Hyperfrag (Heavy (Dash), Blast 1", Silent)
4
2+
3/4
Mortis (Heavy (Dash), Piercing 1, Devastating 3, Silent)
4
2+
4/2
Las Fusil
Stationary (Heavy, Devastating 3, Piercing 2)
4
2+
4/5
Mobile (Heavy (Reposition Only), Accurate 1, Devastating 1, Piercing 2)
4
5+
4/5
Instigator Bolt Carbine
Stationary (Heavy (Reposition Only), Piercng Crits 1, Silent)
4
2+
4/4
Mobile (Piercing Crits 1, Silent)
4
3+
3/4
Bolt Pistol (Rng 8", Balanced)
4
3+
3/4
Combat Blade (Severe)
5
3+
4/5
Abilities
1AP: Active CloakingCamo CloakElite Astartes1AP: OpticsSwarm Killers

Active Cloaking (1AP): Until the end of the turning point, or if this operative performs a shoot, fight or retaliate, or if an enemy operative is in control range of this operative

This operative is not visible to enemy operatives outside of 6"


You Cannot perform this action within control range of an enemy operative, or while Engaged.

Camo Cloak: Whenever an operative is shooting this operative, ignore the Saturate weapon rule,

and if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success. This is not cumulative with improved cover saves from Vantage terrain.

Optics (1AP): Until the start of this operative's next activation,

When selecting a valid target, enemy operatives cannot be obscured and ranged weapons gain Severe.

Straban HEAVY
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Custom Heavy Bolter
Focused Profile (Piercing Crits 1)
5
3+
4/5
Sweeping (Piercing Crits 1, Lethal 5+)
4
3+
4/5
Precision Shots (Piercing 2, Heavy (Reposition), Devastating 1)
3
2+
4/5
Heavy Bolt Rifle
Standard (Torrent 1")
4
3+
4/5
Scoped shot (Heavy (Reposition), Piercing Crits 1, Devastating 1)
4
2+
4/4
Multi-Melta
Standard (Rng 6", Piercing 2, Devastating 4)
5
4+
6/3
Focused (Rng 8", Piercing 2, Devastating 2)
4
4+
6/4
Bolt Pistol (Rng 8", Balanced)
4
3+
3/4
Heavy Gun Slam (Brutal)
4
3+
4/4
Abilities
Elite AstartesSwarm Killers1AP: Warded Armour

Warded Armour (1AP): Operative becomes REINFORCED. When this operative is REINFORCED,

  • When an enemy operative selects this operative for a shoot action, Piercing is reduced by 1, (Piercing 1 would be converted to Piercing Crits 1, and Piercing Crits 1 would be ignored)
  • When an enemy operative selects a friendly operative for a shoot action, consider this model's base as heavy terrain for cover and obscuring rules. Apply as heavy cover if friendly operative is within control range of this operative. This operative must then roll defense for the same weapon, instead against whatever attack dice did not hit and did not inflict damage to the friendly operative.

This operative is not REINFORCED after the effect is used (When Damage is dealt to this operative or a friendly operative benefitted from cover or obscuring as a result of this operative.)

Teloran TECH MARINE
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Forge Bolter
4
3+
3/4
Grav Pistol (Rng 8", Devastating 4, Grav*)
4
4+
0/1
Servo Gun (Rng 9", Ceaseless)
4
3+
3/4
Omnissian Power Axe (Lethal 5+, Shock)
5
3+
4/6
Servo Arm (Severe)
4
4+
5/0
Abilities
Elite AstartesGrav*Servo GunSwarm KillersVengeance of the Omnissiah

Grav:* If the targetted operative has a wounds stat under 10

  • Normal hits immediately inflict 1 damage each
  • For every 3 hits retained, convert discard them to convert another hit to a crit

If the targetted operative has a wounds stat of 10 or more, or has a Save stat of 3+ or less

  • Normal Hits immediately inflict 2 damage each
  • For every 2 Hits retained, Discard them to convert one successful hit to a crit.
  • If at least 2 hits are retained, convert one failed result to a result of 4.

Servo Gun: At the end of an enemy operative's action, if a valid target and within 9" of this operative, immediately resolve a free shoot action with the Servo Gun wepaon.

This rule is ignored if Concealed.

Vengeance of the Omnissiah: If this operative is selected for the Kill Team, may replace one equipment selection with a Servo Sentry.


Place a Servo Sentry marker within 6" of deployment zone, on killzone floor.

When an enemy operative ends an action and is Engaged and visible to the Marker, Roll to inflict 2D3+1 Damage on that operative.

Operative rolls a D6.

Results have different effects.

  • 1-2 : Damage is inflicted as normal
  • 3-4: Up to half (Rounded down) damage inflicted)
  • 6 : All damage is ignored from this effect.
Equipment
Ploys

Strategic - New Ploy:


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.


Thalassa and Veridian Squad - KTDash