Alpha Legion Harrowcell

Homebrew (Unpublished) by Proteros

Falsehood These covert warriors work to keep their enemies confused right up until the killing blow is struck

When setting up a HARROWCELL kill team only deploy operatives with the WARRIOR keyword. Each other operative thereafter is set up in disguise: place them to one side instead of in the killzone.

In the firefight phase of the first and second turning points as a friendly operative with the WARRIOR keyword is activated, you may elect to "Reveal Its Identity". If you do, select a friendly operative that is in disguise to be Revealed. When an operative is Revealed:

• Set up the operative that was revealed. (its no longer In Disguise). It must be placed within 1" of the operative with the WARRIOR keyword who had its Identity Revealed. If the operative it is being revealed as was within an enemy operatives control range, this operative must be as well. • The Revealed operative has the same number of remaining wounds as the operative it was revealed for. • It has an order of your choice and is now the activating operative. • Remove the operative who had its identity revealed from the battlefield.

By the end of the second turning point any operartives that have not been revealed are incapacitated.

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

During each friendly HARROWCELL 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 *HARROWCELL operative can counteract regardless of its order.

Composition

5 HARROWCELL operatives selected from the following options: • 1 Harrowcell Designator • 1 Harrowcell Deadeye • 1 Harrowcell Wetworker • 1 Harrowcell Breacher • 1 Harrowcell Obfuscator • 1 Harrowcell Gunner equipped with one of the following options: • Banestrike Combi-Bolter • Xenotoxin Needler • Plasmagun

• 5 Harrowcell Warriors

Harrowcell Warrior
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Banestrike Shotgun (Range 6", Severe)
4
2+
4/4
Power Dagger (Lethal 5+)
4
3+
4/5
Abilities
False IdentityMaintaining DisguiseSmoke and Mirrors

False Identity: This operative is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions that require operatives to ‘escape’, ‘survive’ or be incapacitated (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).

Maintaining Disguise: This operative cannot perform any actions other than **Charge, Dash, Fight, Reposition **and Shoot. It cannot use any weapons that aren’t on its datacard.

Smoke and Mirrors: As long as this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

32HARROWCELL, CHAOS, HERETIC ASTARTES, WARRIOR
Harrowcell Designator
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Banestrike Bolter
Heavy (Heavy(Dash Only), Severe, Piercing 1)
4
3+
3/4
Mobile (Severe)
4
3+
3/4
Power Dagger (Lethal 5+)
4
3+
4/5
Abilities
Coordinated ExtractionPrime Target Designation

Coordinated Extraction: Whenever your Prime Target is incapacitated, select one friendly operative visible to this operative. Until the end of the battle that operative may perform the Fall Back action for 1 less AP.

Prime Target Designation: STRATEGIC GAMBIT Select one enemy operative visible to this operative to be your Prime Target for the turning point. Whenever a friendly HARROWCELL operative is shooting against, fighting against, or retaliating against your Prime Target that friendly operatives weapons have the Devastating 2 Weapon Rule.

32HARROWCELL, CHAOS, HERETIC ASTARTES, DESIGNATOR
Harrowcell Deadeye
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Banestrike Sniper Rifle
Hydra's Teeth (Heavy(Dash Only), Saturate, Seek Light, Severe, Silent)
4
2+
3/4
Delayed Explosive (Heavy(Dash Only), Blast 1", Severe, Piercing 2)
4
2+
2/5
Standard (Heavy(Dash Only), Severe, Silent)
4
2+
4/4
Power Dagger (Lethal 5+)
4
3+
4/5
Abilities
Mindveil Cloak

Mindveil Cloak: Whenever an attack dice inflicts damage of 3 or more this operative, roll one D6: on a 4+, subtract 1 from that inflicted damage.

40HARROWCELL, CHAOS, HERETIC ASTARTES, DEADEYE
Harrowcell Wetworker
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Banestrike Shotgun (Range 6", Severe)
4
2+
4/4
Rime Blades (Lethal 5+, Shock, Ceaseless)
4
3+
3/6
Abilities
2AP: AssassinateSilent Killer

Assassinate (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, you can immediately resolve another of your successes as a strike (before your opponent). This operative cannot perform this action while it has an Engage order, while within control range of an enemy operative, or if it isn’t within 1" of Light or Heavy terrain.

Silent Killer: This operative can perform the Charge action while it has a Conceal order.

32HARROWCELL, CHAOS, HERETIC ASTARTES, WETWORKER
Harrowcell Breacher
A 3
M 7"
S 3+
W 14
Weapons
ATK
HIT
DMG
Banestrike Shotgun (Range 6", Severe)
4
2+
4/4
Venom Sphere (Range 6", Limited 1, Saturate, Devastating 2, Blast 2")
5
3+
3/4
Power Daggers (Lethal 5+)
4
3+
4/5
Abilities
Explosive Expert

Explosive Expert: This operative can use frag, krak, and Smoke grenades (see 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). Whenever it’s doing so, improve the Hit stat of that weapon by 1.

32HARROWCELL, CHAOS, HERETIC ASTARTES, BREACHER
Harrowcell Obfuscator
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Power Daggers (Lethal 5+)
4
3+
4/5
Banestrike Bolter
Heavy (Heavy(Dash Only), Severe, Piercing 1)
4
3+
3/4
Mobile (Severe)
4
3+
3/4
Abilities
1AP: Hydra's WailNew Ability

Hydra's Wail (1AP): Select one enemy operative visible to this operative. Until the end of that operative’s next activation, subtract 1 from its APL stat. This operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.

New Ability:

32HARROWCELL, CHAOS, HERETIC ASTARTES, OBFUSCATOR
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 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.


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.