Warpdivers

Homebrew by mark4418
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Composition
Common Abilities and Options

Bombardment:
Strategems with this rule select targets based on Vantage terrain. Targets with no vantage terrain above their base, considered Visible and out of cover. Targets with partial vantage covering their base are considered Visible and in cover. Targets with full coverage over their base but is still visible from above are considered Visible in heavy cover. Targets not visible from above are considered not visible and therefore not valid targets.

Dive:
This operative can perform a Dash action for free during their activations and Fall Back for 1 less AP.

Strategem:
Select one of the following effects to resolve on a Strategem marker.

Cooldown: You cannot use an option if it has already been used in the turning point or the prior turning point.

  • Las-Bombardment: Place a Las-Bombardment marker wholly within 1" of Strategem Marker, before Removing Strategem Marker. For all operatives within 4" horizontally to Las-bombardment marker, Inflict 2D3+3 damage to operatives visible and out of cover, 2D3-1 damage to operatives visible and in cover, and D3 damage to operatives visible in heavy cover, if Operative in heavy cover can roll a successful save, damage is ignored.
  • Earthshaker Rounds: Place an Earthshaker Rounds marker within control range of Strategem marker before removing the Strategem Marker. For all operatives within 3" horizontally to Earthshaker Rounds marker, Inflict D6+3 damage to operatives visible and out of cover, 2D3 damage to operatives in cover, D3+1 damage to operatives in heavy cover. Inflict an additional 1 damage to operatives within control range of each operative originally targeted by this rule.
  • Smoke Shells: Place 4 Smoke grenade tokens within 3" horizontally of Strategem marker and not under vantage terrain before removing the Strategem marker. Each smoke grenade marker must be at least outside of 1" from other Smoke grenade markers.
  • Resupply Drop: Place 2 Ammo Cache markers within 2" horixontally of Strategem marker and not under vantage terrain before removing the strategem marker. When an operative performs the Ammo Resupply action on one of these markers, remove the Ammo Cache marker.
  • Stun Shells: Roll to stun grenade operatives within 3" horizontally, adding 1 to the result if target operative is out of cover, and automatically failing if not visible or in heavy cover.

Strategem Beacon (0AP):
Place a strategem marker within 7" and visible to this operative, or within control range of a visible point within 6" of this operative. Select a Strategem effect to apply to the marker.


You cannot perform this action within control range of enemy operatives. If with Conceal order, spend an additional 1AP for this action.

Commander
A 2
M 7"
S 4+
W 9
Weapons
ATK
HIT
DMG
Supercharged Lasrifle (Rending, Devastating 2)
4
2+
3/4
Plasma Pistol
Standard (Rng 6", Piercing 1)
4
3+
4/4
Overcharged (Rng 8", Piercing 1, Lethal 5+, Hot)
4
3+
5/5
Gun Butt
3
4+
3/3
Chainsword
4
3+
4/5
Abilities
BombardmentDiveOverwatchStrategem0AP: Strategem BeaconTactical Oversight

Overwatch: When an enemy operative with an engage order ends an action, this operative can immediately perform a Shoot action targeting that operative or a Reposition action as long as the operative does not end closer to the enemy operative in question nor their deployment zone. This operative may change their order when doing so.

Tactical Oversight: If this operative is not incapacitated at the start of the Strategic Phase, one Strategic Ploy can cost 0 CP.

Gunner
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Melta Gun (Rng 7", Piercing 2, Devastating 4)
4
3+
6/3
Plasma Gun
Standard (Piercing 1)
4
3+
4/6
Overcharged (Piercing 1, Lethal 5+, Hot)
4
3+
5/6
Gun Butt
3
4+
3/3
Abilities
BombardmentDiveStrategem0AP: Strategem Beacon
Heavy Gunner
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Heavy Stubber
Focused (Heavy Dash, Piercing Crits 1, Devastating 1)
5
3+
3/4
Sweeping (Heavy Dash, Piercing Crits 1, Torrent 1")
4
3+
3/4
Suppressive (Heavy, Piercing 1, Torrent 1", Lethal 5+, Devastating 2, Stun)
5
4+
1/2
Missile Launcher
Frag (Heavy Dash, Blast 3")
4
3+
3/5
Krak (Heavy Dash, Piercing 1, Blast 1")
4
3+
5/6
Anti-Materiel Rifle
Silent (Heavy, Devastating 3, Lethal 5+, Suppressed*, Silent)
4
2+
4/3
Stationary (Heavy, Devastating 3, Lethal 5+)
4
3+
4/3
Mobile (Heavy Reposition, Accurate 1, Devastating 1)
4
4+
3/3
Gun Butt
3
4+
3/3
Abilities
BombardmentDive1AP: Focused ShotsStrategem0AP: Strategem BeaconSuppressed*

Focused Shots (1AP): The next shoot action this operative performs has Severe and 1 re-roll.

This operative cannot perform this action in control range of enemy operatives or conceal.

Suppressed:* This weapon can only be used if it's the first shoot action this operative performs in the battle, and if outside of 3" from enemy operatives and operatives with an engage order. This operative can retain one normal hit before rolling, and if only 1 crit or no crits are retained from the roll, change this normal hit into a crit.

Veteran
A 2
M 7"
S 4+
W 9
Weapons
ATK
HIT
DMG
Hot-Shot Lascarbine (Severe, Rending)
4
3+
3/4
Hot-shot Lasrifle
Scoped (Heavy Reposition, Lethal 5+)
4
3+
3/4
Mobile (Severe)
4
3+
3/4
Gun Butt
3
4+
3/3
Abilities
BombardmentDiveEmperor ProtectsStrategem0AP: Strategem Beacon

Emperor Protects: The first time this operative is incapacitated, end the sequence immediately if it's a Fight, Shoot, or Retaliate. This operative is not incapacitated and has D3 wounds remaining. This operative may immediately be placed within 2" as long as terrain intervening from previous position is not taller than 2".

This operative ignores changes to their stats.

Medic
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Hot-Shot Lascarbine (Severe, Rending)
4
3+
3/4
Hot-shot Lasrifle
Scoped (Heavy Reposition, Lethal 5+)
4
3+
3/4
Mobile (Severe)
4
3+
3/4
Gun Butt
3
4+
3/3
Abilities
BombardmentCombat Stim StockDiveStrategem0AP: Strategem Beacon

Combat Stim Stock: This operative may perform the Faction equipment "Combat Stim" action for 0AP and without affecting use or needing to select "Combat Stims" as an equipment. Operatives healed by this effect from this operative are healed an additional 1 wound.

Operatives within control range of this operative can use the Combat Stim equipment without affecting uses per turning point.

Loader
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Hot-Shot Lascarbine (Severe, Rending)
4
3+
3/4
Hot-shot Lasrifle
Scoped (Heavy Reposition, Lethal 5+)
4
3+
3/4
Mobile (Severe)
4
3+
3/4
Gun Butt
3
4+
3/3
Abilities
BombardmentDiveStockedStrategem0AP: Strategem Beacon

Stocked: This operative may select an additional Generic Equipment option at random.

Friendly operatives can perform the "Ammo Resupply" action within control range of this operative.

Marksman
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Suppressed Long-Las
Stationary (Heavy, Silent, Devastating 3)
4
2+
3/3
Mobile
4
3+
3/4
Gun Butt
3
4+
3/3
Abilities
BombardmentDivePatienceStrategem0AP: Strategem Beacon

Patience: This operative may perform the Guard action in killzones other than Gallowdark and Tombworld and may do so with a conceal order but must spend an additional AP to do so.

Scout
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Hot-Shot Lascarbine (Severe, Rending)
4
3+
3/4
Hot-shot Lasrifle
Scoped (Heavy Reposition, Lethal 5+)
4
3+
3/4
Mobile (Severe)
4
3+
3/4
Gun Butt
3
4+
3/3
Abilities
0AP: Auspex Pulse scannerBombardmentDiveOrbital ScannersStrategem0AP: Strategem Beacon

Auspex Pulse scanner (0AP): Until the start of this operative's next activation, when friendly Warpdiver operatives select a valid target that is within 8" of this operative, that operative cannot be obscured.

Orbital Scanners: When friendly Warpdiver operatives select a valid target that is within 5" horizontally of this operative, weapons against that operative have the Saturate rule.

Grenadier
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Hot-Shot Lascarbine (Severe, Rending)
4
3+
3/4
Hot-shot Lasrifle
Scoped (Heavy Reposition, Lethal 5+)
4
3+
3/4
Mobile (Severe)
4
3+
3/4
Gun Butt
3
4+
3/3
Abilities
BombardmentDiveGrenadierMelta mineStrategem0AP: Strategem Beacon

Grenadier: This operative can use frag, krak, and 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). Whenever this operative is using a frag or krak grenade, improve the Hit stat of that weapon by 1.

Melta mine: 2D6+3

Observer
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Hot-Shot Lascarbine (Severe, Rending)
4
3+
3/4
Hot-shot Lasrifle
Scoped (Heavy Reposition, Lethal 5+)
4
3+
3/4
Mobile (Severe)
4
3+
3/4
Gun Butt
3
4+
3/3
Abilities
Bombardment0AP: DirectDiveStrategem0AP: Strategem Beacon

Direct (0AP): Select a friendly Warpdiver operative visible or within 6" of this operative. Add 1 to their APL until the end of their next activation.

This action can be performed a second time during this activation but an additional 1 AP must be spent.

Trooper
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Hot-Shot Lascarbine (Severe, Rending)
4
3+
3/4
Hot-shot Lasrifle
Scoped (Heavy Reposition, Lethal 5+)
4
3+
3/4
Mobile (Severe)
4
3+
3/4
Gun Butt
3
4+
3/3
Abilities
BombardmentDiveOrbital AquisitionsStrategem0AP: Strategem Beacon

Orbital Aquisitions: When resolving a "Strategem" effect on a "Strategem Beacon" marker a "Warpdiver Trooper" operative has placed, you may ignore the "Cooldown" rule for the "Strategem effect.

Equipment

Combat Knives:
Friendly Warpdiver melee weapons gain Severe rule and add 1 to Crit damage stat.


Padded Armour:
Add 1 to Warpdiver Operative's wound stat and reduce damage greater than 4 inflicted on this operative by 1.


Ploys

Firefight - Surprise Strike:
Use this firefight ploy when a friendly Warpdiver operative is retaliating.

This operative may resolve one hit result immediately, and deal +1 damage.


Firefight - Flanking Shot:
Use this firefight ploy after rolling your attack dice for a friendly Warpdiver operative, if it’s shooting an operative that either cannot retain any cover saves, or is wholly within enemy territory. You can re-roll any of your attack dice.


Firefight - Reactionary Methods:
Use this firefight ploy at the start of the Firefight phase. One friendly Warpdiver operative can immediately perform a 1AP action for free, but it cannot move during that action. You cannot use this ploy if you are the player with initiative.


Firefight - Reckless Defiance:
Use this firefight ploy when a friendly Warpdiver operative is incapacitated. It may perform one free action before being removed from the killzone. Assume injury unless stated otherwise.


Strategic - Rapid Assault:
X = Half the total number of friendly Warpdiver operatives not incapacitated at the start of the Strategic Phase, rounded up.

The first X operatives to activate have balanced keyword for all weapons.


Strategic - Evasive Manuevers:
Once during the turning point,

  • When an enemy operative resolves a charge action against this operative with an engaged order, one friendly operative within control range of that operative may be moved 2" and change the order to Engage if not already.
  • At the start of an enemy operative's activation, change a Friendly Operative's order to Conceal.

Strategic - Elimination Protocol:
When a friendly operative is outside of 6" and had a Conceal order before starting the activation, or is targeting an enemy operative that cannot retain cover saves, weapon gains Devastating 1 if without Piercing X rule.


Strategic - Primary Objective:
Select an objective marker or mission marker. Until the Strategic Phase of the next turning point, total friendly operative's APL is counted as +1 for the sake of contesting and control, and enemy operative's spend an additional 1 AP for mission actions when within 2" of the marker.


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.