Gaunt's Ghosts

Homebrew by mark4418
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Composition
Common Abilities and Options

Covert Stealth Team:
At the end of any of this operative's actions, if outside of 3" or not visible to enemy operatives, you may change this operative's order to Conceal, -1 to the operative's APL until the start of their next activation if this operative is eligible to perform a 1AP action after this.

When an operative shoots this operative,

  • If Concealed and in Cover outside of 6", this operative is Obscured and either retains up to 2 Normal Saves or 1 Critical Save. (This ignores the Saturate rule)
  • If Concealed and In Cover within 6", decide before the roll attack dice step if this operative ignores Saturate or is Obscured.

Infiltrators:
At the end of the Set Up Operatives step, you may place up to D3 friendly operatives with this rule within 3" of your deployment zone.

As a Strategic Gambit, up to D3 Friendly Operatives may make a free Charge of up to 4", or a Reposition up to 4", provided they are Concealed.

Slashing Sprint (1AP):
This operative performs a free Repositon action, add 2" to the Mov stat for this action if this is the first action this operative performs during the activation.

  • This operative's model may be moved within control range of enemy operatives but may not end th at action within control range of an enemy operative.
  • Each enemy operative that this operative moved within control range of is inflicted D3 damage.
Col-Commisar bram Gaunt
A 3
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Gaunt's Bolt Pistol
Long-shot (Lethal 5+, Rending, Heavy Reposition)
4
2+
3/4
Standard (Rng 9", Severe)
4
3+
3/4
Gaunt's Chainsword (Ceaseless)
5
3+
4/6
Abilities
Covert Stealth TeamInfiltrators1AP: Leading Command

Leading Command (1AP): Select up to 2 Friendly operatives visible and within 6" in an order of your choosing. Each selected operative individually may add 1 to their APL stat until the end of their next activation, or immediately perform a free 1AP action. After the action is resolved, that operative subtracts 1 from their APL stat until the start of their next activation, if they are Ready, this lasts until the end of their next activation instead.

Master Sniper Hiane Larkin
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Larkin's Long-Las
Heavy (Severe, Lethal 5+, Devastating 3, Heavy Dash, Silent)
4
2+
3/4
Mobile (Severe, Silent)
4
3+
3/4
Straight Silver Knife (Severe)
4
3+
3/4
Abilities
Covert Stealth Team2AP: DeadshotInfiltrators

Deadshot (2AP): Perform a free shoot action. If a critical result is retained, inflict D3+1 damage to the enemy operative before Defence dice are rolled.


Cannot perform this action within control range of an enemy operative.

Col Colm Corbec
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Corbec's Hot-Shot Lascarbine (Piercing 1, Rending)
4
3+
3/4
Straight Silver Knife (Severe)
4
3+
3/4
Abilities
Covert Stealth TeamGunslingerInfiltrators

Gunslinger: This operative can perform up to two shoot actions in an activation if both weapons used for each action is Corbec's Hot-shot Lascarbine

Sgt Oan Mkoll
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Lascarbine (Rending)
4
3+
3/4
Mkoll's Straight Silver Knife (Severe, Rending)
4
2+
4/5
Abilities
Covert Stealth TeamInfiltratorsScouting TacticsSharp-Eyed

Scouting Tactics: At the start of the Ready Operative's step, you may move this operative up to 2".

Sharp-Eyed: When friendly operatives select an operative for shooting, enemy operatives visible and within 8" of this operative are considered not obscured or the weapon gains Seek Light for the action.

Maj Elim Rawne
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Rawne's Lascarbine
Standard (Rending)
5
3+
3/4
Sweep (Rending, Torrent 1")
4
3+
3/4
Straight Silver Knife (Severe)
4
3+
3/4
Abilities
Covert Stealth TeamInfiltrators1AP: Slashing Sprint
"Try Again" Bragg
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Bragg's Autocannon
Focused (Rending)
5
3+
4/5
Sweep (Rending, Torrent 1")
4
3+
3/4
Straight Silver Knife (Severe)
4
3+
3/4
Abilities
Covert Stealth TeamInfiltrators1AP: Slashing Sprint
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 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.


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.