Headhunter Stealth Squad

Homebrew by Proteros

Elite squads of Alpha legion assassins, once renowned for their ability to silently infiltrate enemy strongholds, locate high value targets, and eliminate them before anyone's the wiser. Through use of snipers, clandestine agents, and ammunition that can compromise even ceramite, these heretic astartes ensure that there are no witnesses to their grim deeds.

Astartes: These genetically modified superhumans are made for one purpose: war.

During each friendly HEADHUNTER STEALTH SQUAD operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a bolt pistol or boltgun must be selected for at least one of them.

Each friendly HEADHUNTER STEALTH SQUAD operative can counteract regardless of its order.

Toxin-Impregnated Explosives: Based in ancient xenoech, these warriors use explosivse saturated with esoteric poisons designed to compromise heavy armor.

In the Resolve Attack Dice step, if you inflict damage with any critical successes using a weapon with the Blast weapon rule (except for the explosive grenades from the universal equipment list) , the operative this weapon is being used against gains one of your splinter tokens (if it doesn’t already have one).Whenever a friendly HEADHUNTER STEALTH SQUAD operative is shooting an enemy operative with a splinter token, its ranged weapons gain the Severe and weapon rule.

Lies and Deceit: The alpha legion are unknowable to any but themselves, and are experts at feinting one manuever, while enacting another.

Whenever a friendly HEADHUNTER STEALTH SQUAD operative incapacitates an enemy operative, it may immediatly change its order.

100% positive
Composition

**1 HEADHUNTER STEALTH SQUAD ** Operative Selected from the following list:

  • Headhunter Prime
  • Effrit Prime

1 HEADHUNTER STEALTH SQUAD Operatives Selected from the following list:

  • Effrit Marksman
  • Headhunter Whisperblade

4 HEADHUNTER STEALTH SQUAD Operatives selected from the following list:

  • Headhunter Saboteur
  • Headhunter Spotter
  • Headhunter Disruptor
  • Effrit Veteran
  • Effrit Assassin
  • Hydra Cult Agent*

*These operatives count as half a selection each, meaning you can select both of them and it’s treated as one selection in total.

Other than Headhunter Infiltrator and Hydra Cult Agent your kill team can only include each operative on this list once. Your kill team may contain a maximum of 2 units with the Effrit keyword.

Common Abilities and Options

*Smoke-Slick:
Whenever an enemy operative is incapacitated as a result of an attack made with this weapon, place one of your Smoke markers as close to as possible beneath the center of that operative's base before it is removed. This marker creates a 1" area of smoke horizontally and unlimited height vertically from *(but not below) *it. While an operative is wholly within an area of smoke, it’s obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, ignore the Piercing weapon rule unless they are within 2" of each other.

Effrit Prime
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Boltgun
Standard Ammunition
4
3+
3/4
Banestrike Ammunition (Limited 1, Rng 10", Piercing 2,Blast 0")
4
4+
4/5
Hydra's Teeth (Devastating 3, Smoke-Slick*)
4
3+
3/2
Combat Knife
5
3+
3/4
Abilities
*Smoke-Slick1AP: Silent Coordination

Silent Coordination (1AP): Support: Select one friendly operative that is visible too and within 10" of this unit. It immediatly makes a free Reposition or Fall back action, up to a maximum of 3". Then choose of the following weapon rules for its ranged weapons to gain until the of the battle round:

  • Accurate 1
  • Saturate
  • Silent
Headhunter Stealth Squad, Chaos, Heretic Astartes, Leader, Effrit, Prime
Headhunter Prime
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Boltgun
Standard Ammunition
4
3+
3/4
Banestrike Ammunition (Limited 1, Rng 10", Piercing 2, Blast 0")
4
3+
4/5
Power Knife (Lethal 5+, Balanced)
5
3+
3/5
Abilities
Decentralizaed LeadershipHidden Directive

Decentralizaed Leadership: Whenever this operative is incapacitated you may select one friendly HEADHUNTER STEALTH SQUAD operative that is visible to and within 10" of this unit. Until the end of the battle, that operative gains the "Leader" keyword, and this operatives "Hidden Directive" Ability.

Hidden Directive: Strategic Ploy: Select one enemy operative to be your Prime Target for the turning point. Whenever a friendly HEADHUNTER STEALTH SQUAD operative incapacitates your Prime Target, you gain 1 CP.

Headhunter Stealth Squad, Chaos, Heretic Astartes, Leader, Headhunter, Prime
Effrit Marksman
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Bolt Pistol
Standard Ammunition (Rng 8")
4
3+
3/4
Hydra's Teeth (Devastating 3, Smoke-Slick*)
4
3+
3/1
Marksman Las Fusil
Concealed (Devastating 3, Silent, Saturate, *Concealed Position)
4
2+
3/3
Mobile
4
3+
3/4
Stationary (Devastating 3, Saturate)
4
3+
3/3
Combat Knife
4
3+
3/4
Abilities
*Concealed Position*Smoke-Slick1AP: Lock Stabilisation Talons

*Concealed Position: This operative can only use this weapon the first time it’s performing the Shoot action during the battle.

Lock Stabilisation Talons (1AP): Until the start of this operative's next activation:

  • Ranged weapons it is equipped with gain the Heavy and Lethal 5+ weapon rules.
  • When it's shooting with its Marksman Las Fusil, enemy operatives cannot be obscured.
Headhunter Stealth Squad, Chaos, Heretic Astartes, Effrit, Marksman
Headhunter Whisperblade
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Bolt Pistol
Standard Ammunition (Rng 8")
4
3+
3/4
Banestrike Ammunition (Limited 1, Rng 4", Piercing 2, Blast 0")
4
4+
3/4
Paired Power Knives (Lethal 5+, Balanced, Rending)
5
3+
3/5
Abilities
2AP: Finish the JobSilent Approach

Finish the Job (2AP): Perform a free Charge action with this operative, but don’t exceed its Move stat (i.e. don’t add 2"). Then immediately perform a free Fight action with this operative. The first time you strike during that action, if the defending operative has one of your Splinter Tokens inflict an additional D3+1 damage on that enemy operative.

Silent Approach: This operative can perform the charge action while it has a conceal order.

Headhunter Stealth Squad, Chaos, Heretic Astartes, Headhunter, Whisperblade
Headhunter Saboteur
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Boltgun
Standard Ammunition
4
3+
3/4
Banestrike Ammunition (Limited 1, Rng 10", Piercing 2, Blast 0")
4
4+
4/5
Melta Charge Detonator (Devastating 3, Limited 1, Piercing 2. *Detonate)
4
3+
5/3
Combat Knife
5
4+
3/4
Abilities
*DetonateGrenadierPlant Melta Charge

*Detonate: *Detonate: Don’t select a valid target. Instead, shoot against each operative within 2" of your Melta Charge marker, unless Heavy terrain is wholly intervening between that operative and that marker. Each of those operatives cannot be in cover or obscured. Roll each sequence separately in an order of your choice. This weapon cannot be selected if your Melta Charge marker isn’t in the killzone. At the end of the action, remove your Melta Charge marker from the killzone. In a killzone that uses the close quarters rules (e.g. Killzone: Tomb World), this weapon has the Lethal 5+ weapon rule.

Grenadier: This operative can use Venom Spheres and Smoke Grenades (see faction and universal equipment). Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives).

Plant Melta Charge: This operative is carrying your Melta Charge marker. It can perform the Pick Up Marker action on that marker, and whenever it performs the Place Marker action on that marker, it can immediately perform a free Dash action.

Headhunter Stealth Squad, Chaos, Heretic Astartes, Headhunter, Saboteur
Headhunter Spotter
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Boltgun
Standard Ammunition
4
3+
3/4
Banestrike Ammunition (Limited 1, Rng 10", Piercing 2, Blast 0")
4
4+
4/5
Combat Knife
5
3+
3/4
Abilities
1AP: Designate PriorityPriority

Designate Priority (1AP): Select one enemy operative that is visible to this operative that doesn't have one of your Priority Tokens. Until the start of this operative's next activation, until it’s incapacitated or until it performs this action again (whichever comes first), that selected operative gains one of your Priority Tokens.

Priority: Whenever a friendly HEADHUNTER STEALTH SQUAD operative is shooting an operative that has one of your Priority Tokens, its ranged weapons gain the Accurate 1 weapon rule. If the operative it is shooting also has one of your Splinter tokens, it gain the Accurate 2 weapon rule instead.

Headhunter Stealth Squad, Chaos, Heretic Astartes, Headhunter, Designator
Headhunter Disruptor
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Boltgun
Standard Ammunition
4
3+
3/4
Banestrike Ammunition (Limited 1, Rng 10", Piercing 2, Blast 0")
4
4+
4/5
Combat Knife
5
3+
3/4
Abilities
Faceless Killer

Faceless Killer: As long as this operative has a Conceal order and is in within 3" of an enemy operative, that enemy operative may not be selected for, or benefit from firefight ploys.

Headhunter Stealth Squad, Chaos, Heretic Astartes, Headhunter, Infiltrator
Effrit Veteran
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Custom Relic Boltgun
Standard Ammunition
4
3+
3/4
Banestrike Ammunition (Limited 1, Rng 10", Piercing 2, Blast 0")
4
4+
4/5
Hydra's Teeth (Devastating 3, Smoke-Slick*)
4
3+
3/2
Combat Knife
5
3+
3/4
Abilities
*Smoke-SlickPrecision Instrument

Precision Instrument: At the end of the Select Operatives step, if this operative is selected for deployment, select up to two of the following weapon rules for all of it's Boltgun Weapon profiles to have for the battle: Balanced, Rending, Punishing, Seek Light.

Headhunter Stealth Squad, Chaos, Heretic Astartes, Effrit, Veteran
Effrit Assassin
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Heavy Bolter
Standard Ammunition(Focused) (Heavy(reposition only), Piercing Crits 1)
5
3+
4/5
Standard Ammunition (Sweeping) (Heavy(reposition only), Piercing Crits 1, Torremt 1")
4
3+
4/5
Banestrike Ammunition (Limited 1, Rng 10", Piercing 2, Blast 0")
4
4+
4/5
Hydra's Teeth (Devastating 3, Smoke-Slick*)
4
3+
3/2
Fists
4
3+
3/4
Abilities
*Smoke-Slick1AP: Activate Anti-Grav Suspensor WebFalse Identity

Activate Anti-Grav Suspensor Web (1AP): This operative makes a free dash action. Then until the end of this operative's activation, The Focused and Sweeping profiles of it's Heavy Bolter ranged weapon lose the Heavy(Reposition only) weapon rule

False Identity: STRATEGIC GAMBIT in the second turning point on. You can swap the locations of any number of friendly HEADHUNTER STEALTH SQUAD EFFRIT operatives with each other (remove them from the killzone and set them back up again). You cannot swap any operatives that have done any of the following during the battle: • Used any Melee weapons or Banestrike Ammunition Ranged Weapon Profiles on their datacard. • Performed any actions on their datacard (aside from this one).

Headhunter Stealth Squad, Chaos, Heretic Astartes, Effrit, Assassin
Hydra Cult Agent
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Silenced Pistol (Rng 6", Silent)
4
4+
2/3
Concealed Explosives (Blast 2", Limited 1, Explosive*)
6
4+
4/5
Hidden Knife
4
4+
2/3
Abilities
*ExplosiveCompromised Identity

*Explosive: This operative can only perform the Shoot action with this weapon while within control range of an enemy operative. Don’t select a valid target. Instead, this operative is always the primary target and cannot be in cover or obscured.

Compromised Identity: After this operative has changed its order from conceal to engage the first time, it may not change its order again for the rest of the battle.

Headhunter Stealth Squad, Chaos, Agent
Equipment

Venom Spheres:
A Pattern of Grenade based in ancient Xenotech, these grenades are designed to compromise armor and deliver debilitating poisons, capable of crippling heavy armored opponents, and outright killing those without such protection.

Friendly HEADHUNTER STEALTH SQUAD operatives have the following ranged weapon (you cannot select it for use more than twice during the battle):

Venom Sphere:

ATK: 4. HIT: 4+. Damage: 2/3. Blast 2, Piercing 1, Silent


Cameleoline Cloak:
Cloaks capable of altering their color to match the wearer's surroundings, armed with these a Headhunter can remain motionless for weeks at a time, unseen by those even mere inches away.

While a friendly HEADHUNTER STEALTH SQUAD operative has a conceal order, is not within engagement range of an enemy operative, and could retain a cover save when an enemy operative is shooting it, you may retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.


Drakescale Plating:
Rare armor components made from Mica Skydrake scales, these highly reflective and heat resistant materials are capable of nullifying enemy weapons that deal in energy or flame.

Subtract 1" from the Move stat of friendly HEADHUNTER STEALTH SQUAD operatives; until the end of the battle whenever an enemy operative is shooting a friendly HEADHUNTER STEALTH SQUAD operative weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively), and weapons with Torrent have their torrent range reduced to 0"(weapons with Torrent 2", or Torrent 1" now have Torrent 0"). In the Gallowdark and Tombworld killzones, as well as Volkus strongholds, weapons with torrent do not gain Lethal 5+ when shooting a friendly HEADHUNTER STEALTH SQUAD operative.

These rules excludes HYDRA CULT AGENT operatives.


Hydra's Wail:
A devices capable of injecting lines of scrap code into enemy communications. Once deployed; enemy command structures collapse, no longer capable of delivering valuable information between eachother.

Strategic Gambit: Select one enemy operative that is visible to and within 6 inches of a friendly HEADHUNTER STEALTH SQUAD operative. Until the end of the battleround that operative cannot be the target of SUPPORT abilities.


Ploys

Firefight - I Am Alpharius:
Commanders of the Alpha legion are rarely where they appear to be. More often than not the armor of commander may house a new recruit and vice versa.

Use this firefight ploy the first time a friendly operative with the leader keyword is incapacitated. Select another friendly HEADHUNTER STEALTH SQUAD operative (excluding HYDRA CULT AGENT operatives). Remove that. selected operative from the killzone and replace it with that leader operative. That leader operative has a number of wounds remaining equal to the removed operative's number of remaining wounds. For the sake of the Kill Op, only count one of these two operatives as incapacitated.


Firefight - Hidden Detonators:
The Cult of the hydra infiltrates many branches of the galaxy at large, giving the legion weapons in the most unexpected of locations.

Use this firefight ploy at any point during friendly HEDHUNTER STEALTH SQUAD operative's activation in place of one of it actions. Select one of your HYDRA CULT AGENT operatives; that operative makes a free shoot action using its Concealed Explosives, regardless of its order, and does so even if it is not within control range of an enemy (it still must be the primary target of that shoot action). That operative Concealed Explosives gains the Shock weapon rule until that end of that shooting action.


Firefight - Confusion in the Ranks:
The Headhunter Squads are experts of disguise and subterfuge, and can leave their targets feeling not only Disordered, but doubting the loyalties of those they once they thought closest to them.

Use this firefight ploy when a friendly HEADHUNTER STEALTH SQUAD operative (excluding HYDRA CULT AGENT operatives), is fighting or retaliating while within engagement range of two enemy operatives, or while the enemy opertive is fighting or retaliating against has support. Until the end of that HEADHUNTER STEALTH SQUAD operative's activation, your opponent may not re-roll dice for operatives within 3" of that operative, and as long as enemy operatives are within 3" of that HEADHUTER STEALTH SQUAD operative, their have the hit stat of their melee weapons worsened by 1*(to a maximum of 6+)*.


Firefight - Hydra Dominatus:
The Doctrines of the the Headhunter squads were known for the lack of honor before the legion's fall from grace. As traitors, there is nothing the Legionaires won't attempt to bring Down a target.

Use this firefight ploy when a friendly HEADHUNTER STEALTH SQUAD is retaliating and you would resolve a critical success. Instead of striking or blocking, end that sequence (any remaining attack dice are discarded) and immediately perform a free Shoot action with that operative (then the Fight action ends). That operative can do so even if it’s performed an action that prevents it from performing the shoot action, and even if it is engaged with an enemy(it does not have to target the unit it waa retaliating against with that shoot action).


Strategic - Grand Deception:
The Alpha legion are experts in subterfuge, and can leave trails of breadcrumbs that lead to nowhere, allowing them to escape while their opponents chase false leads.

Each friendly HEADHUNTER STEALTH SQUAD operative with an engage order (Except for HYDRA CULT AGENT operatives) may change to a conceal order.


Strategic - Smoke and Mirrors:
The Alpha Legion are experts at not only remaining unseen, but making sure they are seen precisely where they are not.

Until the end of the turning point all friendly HEAD HUNTER STEALTH SQUAD operativess are treated as being 3" further away from enemy operatices they are not within the control of, for the purposes of weapon rules and Datacard abilities(this includes Torrent, Blast, and any weapons with the Range weapon rule).


Strategic - Assault from all Sides:
The Alpha Legion combat doctrine is based around not only subterfuge, but also supreme positioning, moving in ways can result in their targets wandering from one trap into another.

Select up to 3 friendly HEADHUNTER STEALTH SQUAD operatives that are wholly within your territory. Each of those operatives may make a free Reposition or Fall back action, but may not move more 3" while doing so.


Strategic - Calculated Patience:
Banestrike Ammunition is rumored to have been a gift from the twin primarchs. Those of the legion who are lucky enough to wield such a rare armament are careful to only expend it when the perfect shopt is all but guranteed.

Until the end of the turning point, each time a friendly HEADHUNTER STEALTH SQUAD operative makes a shoot action using the "Banestrike Ammunition" profile of one of it's ranged weapons, that weapon has the Balanced Weapon Rule and loses the Range 10" weapon rule until the end of that activation. Note that Bolt Pistols will maintain the Range 8" weapon rule.


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.