Helldiver Strike Team

Homebrew (Unpublished) by Piney_5
Composition
Helldiver Infiltrator
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
SMG-37 Defender (Range 8")
4
3+
2/3
Combat Hatchet
4
3+
3/5
Abilities
DisruptionFACTION RULE: STRATAGEMS

Disruption: Enemy operatives within 3" of this operative cannot be targeted with a firefight ploy or a strategy ploy.

FACTION RULE: STRATAGEMS: Twice per turning point, HELLDIVER operatives can perform the Call Stratagem action. Place a stratagem token within 6" of this operative and resolve the effects of one stratagem of your choice. Each Stratagem rule can be resolved once per battle with the exception of the redeploy stratagem.

Orbital Precision Strike At the end of the firefight phase, for each operative within 3" of the token, inflict 2D3+3 damage if no terrain is intervening. Inflict D3+3 damage on operatives that have intervening terrain between them and the token. Inflict no damage on operatives that have heavy terrain that is wholly intervening between them and the token.

Orbital Railcannon Strike At the end of this operative's activation, this operative can perform a free shoot action but they have to target an operative that is within control range of the stratagem token and the have to use the Orbital Railcannon Strike weapon. Operatives within control range of the stratagem token are considered valid targets for the shooting operative unless they are wholly under vantage terrain. Enemy operatives cannot be obscured.

Eagle Strafing Run Place a second token within 6" of the first stratagem token. Inflict D3+2 damage on each operative between the two tokens.

Eagle Smoke Strike Place a second token within 6" of the first stratagen token. Anywhere between those two tokens is considered smoke. (see smoke grenade equipment).

Machine Gun Sentry Place the Machine Gun Sentry on the killzone within control range of the stratagem token.

EAT-17 Expendable Anti Tank Place the EAT-17 token within 6" of this operative. Any friendly HELLDIVER operative can perform the pick up marker action on this token. If they do, they have access to the EAT-17 weapon (see Stratagem Reference). Once this weapon is used, the token is discarded. If the operative dies, the token is placed within that operative's control range before they are removed from the killzone.

25
Helldiver Marksman
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Anti-Material Rifle
Mobile (Piercing 1)
4
3+
3/4
Aimed (Heavy, Devastating 3, Piercing 1)
4
2+
3/3
Gun Butt
3
4+
2/3
Abilities
Fortified1AP: Optics

Fortified: This operative is immune to the saturate weapon rule.

Optics (1AP): Until the start of this operative's next activation, whenever it is shooting, enemy operatives cannot be obscured.

This operative cannot perform this action while within control range of an enemy operative.

32
Helldiver Trooper
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
AR-23 Liberator
4
3+
3/4
Gun Butt
3
4+
2/3
Abilities
For Super Earth!

For Super Earth!: Once per turning point, a HELLDIVER Trooper operative can perform a pick up marker, place marker, mission action, or call strategem action afor one less AP.

32
Helldiver Trench Engineer
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
SG-8 Punisher (Range 6")
4
2+
4/4
Gun Butt
3
4+
2/3
Abilities
Grenadier

Grenadier: This operative can use frag, krak, smoke, and stun grenades (see universal equipment). Doing so does not count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever it is doing so, improve the Hit stat of that weapon by 1.

32
Helldiver Bonesnapper
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
AR-23 Liberator
4
3+
3/4
Gun Butt
3
4+
2/3
Abilities
Medic!0AP: Stim

Medic!: The first time during each turning point that another friendly HELLDIVER operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has 1 wound remaining, and cannot be incapacitated for the remainder of that action. After that action, that friendly operative can immediately perform a free Dash action, but must end that move within this operative's control range. Subtract 1 from this and that operative's APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative's activation, that activation ends.

You cannot use this rule if this operative is incapacitated, or if it is a Shoot action and this operative would be a primary or secondary target.

Stim (0AP): Select one friendly HELLDIVER operative within this operative's control range to regain up to 2D3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.

This operative cannot perform this action while within control range of an enemy operative.

25
Helldiver Hero of the Federation
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
AR-23P Liberator Penetrator (Piercing 1)
4
3+
3/5
Combat Knife
4
3+
3/4
Abilities
Democracy Protects

Democracy Protects: The first time this operative would be incapacitated during the battle, roll one D6 and on a 4+ it is not incapacitated, has 1 wound remaining and cannot be incapacitated for the remainder of the action. All remaining attack dice are discarded (including yours if this operative is fighting or retaliating).

25
Helldiver Battle Master
A 2
M 5"
S 3+
W 10
Weapons
ATK
HIT
DMG
MG-43 Machine Gun
Focused (Piercing Crits 1)
5
3+
4/5
Sweeping (Torrent 2")
4
3+
4/5
Machine Gun Butt
3
4+
3/4
28
Trailblazer Scout
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
R-63 Diligence (Lethal 5+)
4
3+
3/4
Gun Butt
3
4+
2/3
Abilities
1AP: Spot Enemy

Spot Enemy (1AP): Select one enemy operative visible this operative. Until the end of the turning point, whenever a friendly HELLDIVER operative is shooting that enemy operative, you can use this effect. If you do:

That friendly operative’s ranged weapons have the Seek Light weapon rule. That enemy operative cannot be obscured. This operative cannot perform this action while within control range of an enemy operative

25
Stratagem Reference
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Orbital Railcannon Strike (Devastating 3, Piercing 2, Saturate)
4
3+
5/3
EAT-17 Expendable Anti Tank (Limited 1, Heavy (Reposition), Blast 2", Piercing 1)
4
3+
5/7
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Machine Gun Sentry
A 1
M 0"
S 3+
W 8
Weapons
ATK
HIT
DMG
Machine Gun (Piercing Crits 1)
5
4+
4/5
Armored Hull
3
5+
2/3
Abilities
ExpendableSentry

Expendable: This operative is expendable.

Sentry: This operative cannot use any weapons that aren't on it's datacard, cannot benefit from support effects from other Helldiver operatives, and can only perform the shoot and guard action. This operative can perform the guard action regardless of killzone.

32
Equipment

Stim:
Twice per turning point, a friendly HELLDIVERS operative can perform the Stim action for 1 AP. (See Bonesnapper Operative).


Reinforced Epaulettes:
Add 1 to the Normal and Critical DMG of the "Gun Butt" weapon of friendly HELLDIVER operatives. In addition, friendly HELLDIVER operative melee weapons have the Severe weapon rule.


Advanced Filtration Masks:
You can ignore any changes to the APL stat of friendly HELLDIVER operatives.


Servo-Assisted Armor:
When a friendly HELLDIVER operative performs the "Throw Beacon" action, you can place the beacon marker within 8" of the operative (instead of 6").


Ploys

Strategic - Hellpod Space Optimization:
When friendly HELLDIVER operatives are set up on the killzone during the firefight phase, Until the end of that operative’s next activation, add 1 to its APL stat. (The operative is still treated as performing the Reposition action and spend the AP accordingly, then continue its activation as normal.)


Strategic - One True Flag:


TacOps