Guard artillery encampment

Homebrew by great-angel

the astra milatarum use artilery to turn fights in there favor using creeping baradges and callated strikes having spooter teams to find e exact place to fire the shells.

this team follows a spoter team and their guards

not recomended for gladwork or tomb world

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Composition

this team consist of one of two options for size

1 SERGEANT operative with the following: •Boltgun; bayonet Or one option from each of the following: •Bolt pistol, plasma pistol or relic laspistol •Chainsword or power weapon

1 LIEUTENANT operative with the following: •Boltgun or lasgun; bayonet •Bolt pistol or relic laspistol; chainsword

4 TROOPER

4 SPOTTER

2 artilary chosen from this list: •MEDUSA BATERY •BASILISK TANK •*FEILD ORDNANCE

or

1 SERGEANT operative with the following: •Boltgun; bayonet Or one option from each of the following: •Bolt pistol, plasma pistol or relic laspistol •Chainsword or power weapon

1 LIEUTENANT operative with the following: •Boltgun or lasgun; bayonet •Bolt pistol or relic laspistol; chainsword

1 TROOPER

1 TROOPER with free asupex scanner eqiupment (does not count toward limit

2 SPOTTER

3 artilary chosen from this list: •MEDUSA BATERY •BASILISK TANK •*FEILD ORDNANCE

*these operatives count as half a pick each

Common Abilities and Options

*heavy shell:
once this weapon is fired you must preform the "realod" action before the shoot action can be used again

*target required:
this weapon can only be fired at an spotted marker weather that be on an enemy or not

Artillery:
this operative dose not be placed on the killzone it does not count for kill op or have to exit the killzone if the tac op requires it neither can it be targeted by any enemy models it can still shoot even thought it is not on the killzone

Reload (1AP):
reload the medusa cannon mist pick between normal, HE, or smoke shell

can only be ised ince per turning point

Guardsmen orders:
STRATEGIC GAMBIT and SUPPORT A friendly Leader operative can issue a GUARDSMAN ORDER. Whenever it does, select one GUARDSMAN ORDER for all friendly Infantry operatives within 6" of it to receive. Whenever a friendly operative receives a GUARDSMAN ORDER, apply its rules until the end of the turning point. Operatives cannot benefit from more than one GUARDSMAN ORDER at once; they only benefit from the most recent order they received during the turning point.

Take Aim! Ranged weapons of operatives that received this (excluding laser targeter) have the Ceaseless weapon rule.

Fix Bayonets! Melee weapons of operatives that received this order have the Ceaseless weapon rule.

Dig In! Whenever an operative is shooting a friendly operative that has received this order, if you can retain any cover saves, you can re-roll any of your defence dice results of one result (e.g. results of 2).

Move! Move! Move! Whenever an operative that’s received this order is performing the Reposition action, add 1" to its Move stat.

*smoke:
wherever the weapkm hits a smoke grande maker is placed at the location following all the same rules (see equipment)

Medusa battery
A 2
M 0”
S 1+
W 40
Weapons
ATK
HIT
DMG
Medusa cannon (Blast 6”, *target required, *heavy shell, *destructive)
6
3+
4/5
Place holder
0
7+
3/4
Abilities
*destructive*heavy shell*target requiredArtillery1AP: Reload

*destructive: when the weapin sucseefully hits any terain eith the blast radiuce is removed from the game

cannot be used in close quater killzones

Battery, imperium, artillery,
Spotter
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Laser targeter (*targeted)
1
3+
1/1
Combat shovel
3
4+
2/3
Abilities
*targeted1AP: SpottedSpotting

*targeted: whenever a enemy is sucseesfuly hit place a spotted tokken on that operative

Spotted (1AP): Support any enemy operative within 6" of theis operative gains a spotted token

spotted tokens disapear at the end of the turning point

Spotting: this operative can peform two shoot action multiple times per activation

Imperium. Infantry
Trooper
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Group activation

Group activation: Whenever this operative is expended, you must then activate one other ready friendly TROOPER operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule)

Imperium, infantry
sergeant
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Bolt pistol (Rng 8”)
4
3+
3/4
Boltgun
4
3+
3/4
Plasma pistol
Standard (Rng 8”, piercing 1,)
4
4+
3/5
supercharge (Rng 8”, Hot, lethal 5+, piercing 1,)
4
4+
4/5
Relic laspistol (Rng 8”, lethal 5+,)
4
4+
2/4
Bayonet
4
3+
2/3
chainsword
4
3+
4/5
Power weapon (Lethal 5+)
4
3+
4/6
Abilities
Adaptive ordersGuardsmen orders

Adaptive orders: If this operative doesn’t issue a GUARDSMAN ORDER as a STRATEGIC GAMBIT, you can use the Inspirational Leadership firefight ploy for 0CP during this operative’s activation.

Imperium, leader, infantry
lieutenant
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Bolt pistol (Rng 8”)
4
3+
3/4
Boltgun
4
3+
3/4
Relic laspistol (Rng 8”, lethal 5+,)
4
4+
2/4
Lasgun
4
4+
2/3
Bayonet
4
3+
2/3
chainsword
4
3+
4/5
Abilities
Guardsmen ordersSecond in command

Second in command: If a friendly Leader operative is incapacitated and removed from the killzone, you can use this rule. If you do, until the end of the battle, this operative can issue a GUARDSMAN ORDER as a STRATEGIC GAMBIT (even though it is not a Leader operative).

Imperium, infantry
Basilisk tank
A 2
M 0”
S 1+
W 40
Weapons
ATK
HIT
DMG
Earthshaker cannon
Earthshaker shell (Blast 3, seek, Piercing, silent, devastating 2, *heavy shell, *target required, *earthshaker)
6
2+
6/8
Smoke shell (*smoke, *target required, *heavy shell)
1
2+
1/1
Placeholder
0
7+
0/0
Abilities
*Earthsaker*heavy shell*smoke*target requiredArtillery1AP: Reload

*Earthsaker: any one within the blast range of this shell have minis 1 ap until the next tiurning point

Tank, imperium, artillery
Field ordnance
A 3
M 2”
S 5+
W 14
Weapons
ATK
HIT
DMG
Bombardment cannon
shell (Blast 3, seek, Piercing 2, silent, devastating 2, *heavy shell, *target required, heavy)
5
2+
6/8
Smoke shell (*smoke, *target required, *heavy shell, heavy)
1
2+
1/1
Lasgun
4
4+
2/3
Laspistol (Rng 8”)
4
4+
2/4
Blunt force
2
5+
2/3
Abilities
*heavy shell*smoke*target requiredField artillery1AP: ReloadReloader1AP: Stabilize

Field artillery: you vanot fire any shells so they would hit a operative within 3" of this operative it can perform 2 shoot actions as long as one of those actions are fired with a las weapon

Reloader: as long as this operative is above 7 wounds it can preform the rload action for free and has a laspistol

Stabilize (1AP): when you use this action add a stabilized token to this operative if it already has one remove the stablize token when firing the bombardment cannon gain plus one to the hit roll when this operative has the stablized token you cannot move

when the bombartment cannon is fired without a stablized token it moves 1" back words if it cant it takes 1 damage

Infantry , imperium, artillery
Equipment

Auspex scanner:
Support One enemy operative that moves within 6” gains a spotted token whist outside there control range can only be use once per turning point


Auspex shell:
When a artillery piece reloads it can chose to load an Auspex round when an Auspex round is fired it can be fired any where that isn’t yours or enemy deployment zone where it lands anyone within 3” gains a spotted token


Tracer rounds:
Whenever a weapon deals damage that enemy that took damage gains a spotted token Only las weapons can take this


Ploys

Firefight - Crawling bombardment:
when a infantry operativ moves you can use this ploy when you to fire a artileray shell so the moving operative is not in blast range in front of the moving operative with the operativ moving after the shooting action if a realod is required perform it for free then reaload after the shot the firing artilery is imetiatly expendaed of not already


Strategic - Smoke wall:
along a straight line from board edge two board edge (no horizontial lines) add a solid wall of smoke (see equipment smooe grenades for effects)


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.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.