Sternguard Veterans

Homebrew by mark4418

Is this just reskinned Angels of Death? Maybe. But they seemed like a fun idea so I couldn't resist trying.

Made them a 5 man because the box sells them as a 5 man. That and their weaponry makes them more suited as a 5 man team.

100% positive
Composition

A STERNGUARD VETERANS KillTeam is composed of:

  • 1 STERNGUARD VETERAN SERGEANT equipped with one from each of the following options:
    • Sternguard Bolt Rifle, Combi-Plasma, Combi-Melta or Combi-Flamer
    • Chainsword, Power Fist, or Power Weapon
    • Sternguard Bolt Pistol
  • 4 STERNGUARD VETERANS selected from the following list
    • STERNGUARD VETERAN WARRIOR
      • Sternguard Bolt Rifle, Combi-Plasma, Combi-Melta or Combi-Flamer
      • Sternguard Bolt Pistol and Fists
    • STERNGUARD VETERAN HEAVY GUNNER
      • Pyrecannon or Sternguard Heavy Bolter
      • Sternguard Bolt Pistol and Fists
    • STERNGUARD VETERAN MARKSMAN

Your KillTeam can include each operative once.

  • You cannot select more than 2 COMBI weapons in the KillTeam.
  • You cannot select more than 3 COMBI weapons, STERNGUARD MARKSMAN, and STERNGUARD HEAVY GUNNER operatives in is KillTeam.
Common Abilities and Options

Astartes:
During each friendly operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions and if it's a COMBI weapon or a Pyrecannon for both, 1 additional AP must be spent for the second action if both actions are using that weapon.

Each friendly operative can counteract regardless of its order.

Sternguard Veterans:
When this operative Shoots, Fights, or Retaliates,

  • If no Crits are retained, may convert a hit to a crit.
  • If any Crit is retained and is not a result of this rule, convert a fail to a hit.
Sternguard Veteran Sergeant
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Sternguard Bolt Rifle (Piercing 1)
4
2+
3/5
Combi-Plasma
Bolt Rifle (Piercing Crits 1)
4
2+
3/4
Plasma - Standard (Piercing 1, Heavy Reposition)
4
3+
4/6
Plasma - Overcharged (Piercing 1, Lethal 5+, Hot, Heavy Reposition)
4
3+
5/6
Combi-Melta
Bolt Rifle (Piercing Crits 1)
4
3+
3/4
Melta (Rng 6", Piercing 2, Devastating 4, Heavy Reposition)
4
3+
6/3
Sternguard Bolt pistol (Rng 9", Accurate 1)
4
3+
3/4
Combi-Flamer
Bolt Rifle (Piercing Crits 1)
4
3+
3/4
Flamer (Rng 6", Torrent 1", Saturate, Heavy Reposition)
4
2+
3/3
Chainsword (Ceaseless)
5
3+
4/5
Power Fist (Brutal)
5
4+
5/7
Power Weapon (Lethal 5+)
5
3+
4/6
Abilities
AstartesChampionSternguard Veterans

Champion: - Once per battle, when an attack die inflicts Damage on this operative, you can ignore that inflicted damage.

  • Whenever determining control of a marker, treat this operative's APL stat as 1 higher. Note this is not a change to its APL stat, so any changes are cumulative with this.
Sternguard Veteran Warrior
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Sternguard Bolt Rifle (Piercing 1)
4
2+
3/5
Combi-Plasma
Bolt Rifle (Piercing Crits 1)
4
2+
3/4
Plasma - Standard (Piercing 1, Heavy Reposition)
4
3+
4/6
Plasma - Overcharged (Piercing 1, Lethal 5+, Hot, Heavy Reposition)
4
3+
5/6
Combi-Melta
Bolt Rifle (Piercing Crits 1)
4
3+
3/4
Melta (Rng 6", Piercing 2, Devastating 4, Heavy Reposition)
4
3+
6/3
Combi-Flamer
Bolt Rifle (Piercing Crits 1)
4
3+
3/4
Flamer (Rng 6", Torrent 1", Saturate, Heavy Reposition)
4
2+
3/3
Fists (Lethal 5+)
4
3+
3/4
Abilities
AstartesSternguard FocusSternguard Veterans

Sternguard Focus: Whenever this operative performs the Shoot or Fight action, may re-roll one dice.

Sternguard Veteran Heavy Gunner
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Pyrecannon
Focused (Rng 8", Saturate, Torrent 1", Heavy Reposition 4")
5
2+
3/4
Spread (Rng 6", Saturate, Torrent 2", Heavy Reposition 4")
4
2+
3/4
Sternguard Heavy Bolter
Focused (Piercing Crits 1, Balanced, Heavy Dash)
5
3+
4/5
Sweep (Piercing Crits 1, Torrent 1", Heavy Dash)
4
3+
4/5
Sternguard Bolt Pistol (Rng 9", Accurate 1)
4
3+
3/4
Fists (Lethal 5+)
4
3+
3/4
Heavy Gun Bash (Brutal)
4
4+
4/5
Abilities
Astartes1AP: Rapid EngagementSternguard Veterans

Rapid Engagement (1AP): This operative makes a free Reposition action of up to 4". Ignore the Heavy rule when doing this when resolving this action.

  • You may not perform this action if Concealed
Sternguard Veteran Marksman
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Sternguard Stalker Bolt Rifle
Heavy (Piercing Crits 1, Devastating 3, Heavy Reposition 4")
4
2+
3/3
Mobile (Piercing Crits 1)
4
3+
3/4
Sternguard Bolt Pistol (Rng 9", Accurate 1)
4
3+
3/4
Fists (Lethal 5+)
4
3+
3/4
Abilities
Astartes1AP: OpticsSternguard Veterans

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

  • Enemy operatives cannot be obscured to this operative
  • Ranged weapons gain Saturate
Equipment

Purity Seals:
Once per turning point, when a friendly operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Weapon Bipod:
When friendly operatives start an activation, may give Bolt weapons the following rules.

  • Heavy Dash
  • Accurate 1

You may only use this equipment up to twice per turn.


Medicae Pack:
Friendly operatives gain the Medicae Action

Medicae - (1AP)

  • This operative regains D3+1 lost wounds.
  • Cannot perform this action wtihin control range of an enemy operative.

Combat Blades:
Friendly operatives have the following melee weapon:

/Name/ATK/HIT/DMG/WR/ - /Combat Blades/5/3+/3/4/Accurate 1, Rending


Ploys

Firefight - Shock Assault:
Use this firefight ploy when a friendly operative is performing the Fight action during an activation in which it has performed the Charge action or a Retaliate where the enemy operative did not perform a Charge action during their activation, at the start of the Resolve Attack Dice step. Until the end of that action:

  • Its melee weapon has the Shock weapon rule.
  • The first time you strike during that sequence, inflict 1 additional damage unless damage stat is greater than 5

Firefight - Transhumane Physiology:
Use this firefight ploy when an operative is shooting a friendly operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead, or alternatively change a failed save to a normal success.


Firefight - Auspex Mark:
Use this firefight ploy when a friendly operative performs the Shoot action. Until the end of the activation/counteraction, its ranged weapons have the Saturate weapon rule and enemy operatives cannot be obscured.

  • If critical damage is inflicted or damage inflicted is equal to the critical dmg stat, the next time a shoot action is performed against that operative, benefit from this rule.

Firefight - Critical Shot:
Use this firefight ploy when you resolve a critical success for a friendly operative that is shooting with a bolt weapon. Inflict D3 additional damage, D3+1 if the target has a wounds stat greater than 12.


Strategic - Elimination Order:
Select an enemy operative. When rolling for a Shoot or Fight against that operative, weapons gain Balanced and Devastating 1.


Strategic - Armour of Contempt:
Dmg of 4 or more inflicts 1 less damage on Friendly Operatives.


Strategic - Utility Reserves:
Friendly operatives may perform the Stun Grenade or Smoke grenade action without need of using equipment selection.

Roll a D6 when declaring the action.

  • If it is the first operative performing the action, results up to 5 are accepted
  • For every successive time this action is performed in the turning point, add 1 to the dice result.
  • If this roll fails, the action is refunded and can no longer be performed in the turning point (unless using equipment).

Strategic - They shall know no fear:
You can ignore any changes to the stats of friendly ANGEL OF DEATH operatives from being injured, and ignore APL modifiers.


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.