The Iron Trench

Homebrew by Willretro

Forged in the brutal siege warfare of Krieg, the Iron Trench Kill Team represents an upgraded assault veteran element combining frontline Siege Engineers and Veteran Guardsmen. Outfitted with reinforced carapace armor, trench shotguns, heavy special weaponry, and subterranean Mole Mines, this elite 10-man unit relies on passive regimental discipline and unyielding grim resolve to match the lethality of transhuman Space Marines and ancient Necron constructs.

Special Rules & Passives: • Regimental Orders: At the start of each Turning Point, select one global passive order (Take Aim!, Fix Bayonets!, or Move! Move! Move!) active for all friendly operatives. • Die For the Emperor: The first time each friendly operative is incapacitated, roll a D6. On a 1-2, they make an immediate free 1AP action before dying. On a 3+, they REANIMATE on the spot with 3 Wounds remaining.

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Composition

An IRON TRENCH KRIEG kill team is composed of:

  • 1 VETERAN SERGEANT operative equipped with one of the following options:
    • Plasma Pistol, Bolt Pistol, or Relic Laspistol; Power Weapon or Chainsword.
  • 9 IRON TRENCH operatives selected from the following list:
    • WATCHMASTER MEDIC
    • SAPPER SPECIALIST (with Mole Mine)
    • FORWARD OBSERVER
    • SNIPER VETERAN
    • GUNNER VETERAN (Plasma)
    • GUNNER VETERAN (Melta)
    • GUNNER VETERAN (Grenade Launcher)
    • GUNNER VETERAN (Flamer)
    • TRENCH TROOPER

Your kill team can include up to 4 GUNNER VETERAN operatives, but each weapon option (Plasma, Melta, Grenade Launcher, Flamer) can only be selected once per kill team.

Common Abilities and Options

Regimental Orders:
Regimental Orders At the start of each Turning Point during the Strategy Phase, select ONE Regimental Order to take effect. That order applies globally to all friendly operatives until the start of the next Turning Point:

Take Aim!: Each time a friendly operative makes a ranged attack, you can re-roll any or all attack dice results of 1. Ranged weapons for Special/Heavy Gunners gain Balanced (re-roll 1 die).

Fix Bayonets!: Each time a friendly operative fights in combat, you can re-roll any or all attack dice results of 1, and melee weapons gain +1 Normal Damage.

Move! Move! Move!: Add +2" (+1◯) to the Movement stat of all friendly operatives, and operatives may perform a Dash action for 0 AP.

Group Activation 2:
When activated, you can activate two standard Trooper Veterans back-to-back before your opponent gets a turn.

Veteran Sergeant
A 3
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Plasma pistol
Plasma pistol (Standard) (Range”8 , Piercing”1)
4
3+
4/6
Plasma pistol (Supercharged) (Range”8 , Piercing”1 , Hot , Lethal 5+)
4
3+
5/6
Power Weapon (Lethal 5+)
4
3+
4/6
Abilities
0AP: Lead from the FromtRegimental Orders

Lead from the Fromt (0AP): Once per turning point grant +1 APL to a friendly model within 6"

25Leader, krieg
Watch master Medic
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Combat shotgun (Range”8)
4
3+
4/4
Trench Blade
4
3+
3/4
Abilities
0AP: Battlefield TriageRegimental Orders

Battlefield Triage (0AP): Select a friendly model within 3". That model regains 2D3 Wounds.

25Krieg
Sapper Specialist
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Combat Shotgun (Range”8)
4
3+
4/4
Mole Mine Remote Detonator (Blast”2 , Piercing”1 , Lethal 5+)
4
2+
4/5
Trench Spade (Brutal)
3
3+
3/4
Abilities
Carapace Fortitude1AP: Control Mole Mine1AP: Deploy mole mineRegimental Orders

Carapace Fortitude: Critical hits aginst this operative are treated as normal hits instead.

Control Mole Mine (1AP): Move the mine up to 6" undergound (ignores terrain height). If it ends within 2" of an enemy, it detonates immediately using the Mole Mine Remote Detonator profile.

Deploy mole mine (1AP): Place Mole mine within 1".

32Krieg
Forward Observer
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Battered Shovel
4
4+
2/3
Abilities
Regimental Orders1AP: Signal Relay1AP: Target Spot

Signal Relay (1AP): Select one friendly model anywhere on the killzone. Add +1 APL to that model.

Target Spot (1AP): Select one enemy model anywhere on the killzone. That enemy loses Conceal until the end of the Turning Point, and friendly models treat that target as being in the open.

25Krieg
Sniper Veteran
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Scoped Long-Las (Silent , heavy (dash) , devastating”3)
4
2+
3/4
Bayonet
4
4+
2/3
Abilities
Hidden MarksmenRegimental Orders

Hidden Marksmen: Can perform a Shoot action while under a Conceal order.

25Krieg
Gunner Veteran (Plasma Gun)
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Plasma Gun
Plasma Gun (Standard) (Piercing”1)
4
4+
4/6
Plasma Gun (Supercharged) (Piercing”1 , lethal 5+ , hot)
4
4+
5/6
Battered Shovel
4
4+
2/3
Abilities
Regimental Orders
32Krieg
Gunner Veteran (Melta Gun)
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Meltagun (Range”6 , Devastating”4, , Piercing”2)
4
4+
6/3
Battered Shovel
4
4+
2/3
Abilities
Regimental Orders
25Krieg
Gunner Veteran (Grenade Launcher)
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Grenada Launcher
Grenada Launcher (Frag) (Blast”2)
4
4+
2/4
Grenada Launcher (Krak) (Piercing”1)
4
4+
3/4
Battered Shovel
4
4+
2/3
Abilities
Regimental Orders
25Krieg
Trooper Veteran
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
4
4+
2/3
Abilities
Group Activation 2Regimental Orders
25Krieg
Trooper Veteran
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
4
4+
2/3
Abilities
Group Activation 2Regimental Orders
32Krieg
Trooper Veteran
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
4
4+
2/3
Abilities
Group Activation 2Regimental Orders
32Krieg
Equipment

Hot-Shot Capacitor Pack:
Select one model with a Lasgun. Increase its base damage from 2/3 to 3/4 and grant it AP1.


Acid Grenade (Engineers):
Gives the operative a 1AP Ranged Grenade action with 4 Attacks, 3+ Hit, 4/5 Damage, Blast 2", Piercing 1, and Saturate.


Rosary / Imperial Icon:
Gives this operative Feel No Pain 5+ (roll a D6 each time a wound is lost; on a 5+, that wound is ignored).


Carapace Reinforced Armor:
Select one operative (e.g., Sergeant or Gunner). Boost their Save to 3+ for the match.


Ploys

Firefight - Unyielding Resolve:
Use this ploy when a friendly operative is selected as the target of a Shoot or Fight action. Retain one normal successful defense die as a Critical Success instead.


Firefight - Concentrated Retaliation:
Use this ploy immediately after a friendly operative is incapacitated. Select another friendly operative within 6" of the fallen model. That friendly operative can perform an immediate free Shoot action targeting the enemy model that made the kill.


Firefight - Advanced Engineering:
Use this ploy when your Sapper Specialist activates. The Sapper Specialist can deploy or control the Mole Mine for 0 AP this activation.


Strategic - Trench Overcharge:
Until the end of the Turning Point, all friendly Lasguns and Combat Shotguns gain the AP1 weapon rule.


Strategic - Dig In!:
Until the end of the Turning Point, while a friendly operative is in Cover, add +1 to their Defense dice pool (roll 4 defense dice instead of 3).


Strategic - Clear the Trenches!:
Until the end of the Turning Point, each time a friendly operative performs a Shoot action against an enemy target within 6", you can re-roll any or all of your attack dice.


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.