MOBILE CANNON UNIT - Nemesis operative with Kroot escort

Homebrew by arguz

Special infantry operative with an escort of drones and Kroot FARSTALKER KINBAND.

No votes yet
Composition

A MOBILE CANNON UNIT killteam is composed of:

  • 1 XV88 BROADSIDE BATTLESUIT
  • 2 PATHFINDER operatives from the following list:
  •  MV4 SHIELD DRONE
    
  • 5 FARSTALKER KINBAND operatives selected from the following list:
  •  KILL-BROKER operative with one of the following options:
    
  •    Kroot rifle; ritual blade
    
  •    Pulse weapon; ritual blade
    
  •  BOW-HUNTER
    
  •  COLD-BLOOD
    
  •  CUT-SKIN
    
  •  HOUND
    
  •  LONG-SIGHT 
    
  •  PISTOLIER
    
  •  STALKER
    
  •  TRACKER
    
  •  HEAVY GUNNER with one of the following options:
    
  •    Dvorgite skinner; blade
    
  •    Londaxi tribalest; blade
    
  •  WARRIOR with one of the following options:
    
  •    Kroot rifle; blade
    
  •    Kroot scattergun; blade
    

Other than MV4 SHIELD DRONE, HOUND and WARRIOR operatives, your kill team can only include each operative on this list once. Your kill team can only include up to two HOUND and two MV4 SHIELD DRONE operatives.

Common Abilities and Options

Drone:

  • This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Markerlight, Reposition and Shoot. It cannot use any weapons that aren’t on its datacard.
  • Whenever determining control of an objective marker, treat this operative’s APL stat as 1 lower.
  • Whenever determining what’s visible to this operative, the round disc at the top of the miniature is its head.

Escort Drone:
- Use this ability when a friendly T'AU EMPIRE operative (excluding DRONE) is selected as the valid target of a Shoot action and is visible to and within 3" of this operative. If you do, thid operarive become the valid target instead (even if it wouldn’t normally be valid for this) and is only in cover if the original target was. This ability has no effect if the ranged weapon has the Blast or Torrent weapon rule.

Shield Generator:

  • This operative ignores the Piercing weapon rule.
  • Once per turning point, when an attack dice inflicts Normal Dmg on this operative, you can ignore that inflicted damage.

Farstalkers:
In the Ready step of each Strategy phase, you can change the order of up to three friendly FARSTALKER KINBAND operatives that are not within control range of enemy operatives.

Whenever it’s your turn to counteract, you can change the order of one friendly FARSTALKER KINBAND operative that’s not within control range of enemy operatives instead. This still counts as you counteracting (so activation alternates back to your opponent afterwards), but doesn’t count as that friendly operative’s counteraction for this turning point.

XV88 BROADSIDE BATTLESUIT
A 5
M 6"
S 4+
W 50
Weapons
ATK
HIT
DMG
Heavy Rail Rifle (twined) (Hvy(Repos), Prc 2, Selection 2, Ceaseless)
5
3+
6/7
Close Combat Weapon (Selection 0)
3
4+
4/5
Abilities
BulkyExtra DefenceTowering Size
Options
Allegiance: T'au EmpireTrait: Armoured

Bulky: - This operative cannot be placed on Vantage terrain higher than 2" from the killzone floor

  • Whenever this operative would perform the Fight action, the distance requirements of its control range can be changed to 1" horizontally and 4" vertically until the end of that action
  • This operative can move through other operatives (excluding NEMESIS operatives)
  • Ignore all changes to this operative's APL and if it is a player operative, APL changes do not affect the 5AP you can spend per turning point.

Extra Defence: Whenever an operative is shooting this operative, collect and roll one additional defence die, unless this operative is injured.

Towering Size: - In the Firefight phase, whenever you determine this operative's order, you cannot select Conceal

  • This operative cannot be in cover or obscured by Light terrain, terrain parts less than 3" tall or terrain that is not wholly intervening
  • Whenever another operative is performing the Shoot action, being within control range of other operatives does not prevent this operative from being selected as a valid target. In other words, this operative can be shot while within control range of friendly operatives
  • This operative can move through terrain parts less than 2" tall. It cannot move through Accessible terrain (excluding hatchways) unless that terrain is also less than 2" tall
  • Whenever this operative would finish a move in a terrain feature less than 2" tall, temporarily remove that terrain feature from the killzone, then return it when this operative leaves that location; if it is an equipment terrain feature, remove it from the battle instead

Allegiance: T'au Empire: Supporting Fire:

Whenever a T'au Empire NPO is within 3" of another, its ranged weapons have the Accurate 1 weapon rule.

Whenever a friendly T'au Empire Nemesis operative is within 3" of another friendly T'au Empire operative, that Nemesis operative's ranged weapons have the Accurate 1 weapon rule.

Trait: Armoured: With a tough hide of dense carapace or artificial plating, this operative can stride through hailstorms of the enemy's increasingly desperate small arms fire.

Whenever an operative is shooting this operative with a weapon that has a Normal Dmg stat of 3 or less, improve this operative's Save stat by 1.

XV88 BROADSIDE BATTLESUIT, NEMESIS OPERATIVE, T'AU EMPIRE, BATTLESUIT
MV4 Shield Drone
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Ram
3
5+
2/3
Abilities
DroneEscort DroneShield Generator
T'AU EMPIRE, MV4 SHIELD, DRONE
MV4 Shield Drone
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Ram
3
5+
2/3
Abilities
DroneEscort DroneShield Generator
T'AU EMPIRE, MV4 SHIELD, DRONE
Cold-Blood
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Kroot Rifle
4
3+
3/4
Blade
3
3+
3/5
Abilities
Cold-BloodedFarstalkersHardy

Cold-Blooded: Whenever this operative is shooting against, fighting against or retaliating against a wounded enemy operative, this operative’s weapons have the Lethal 5+ weapon rule; if that enemy operative is also injured, this operative’s weapons also have the Rending weapon rule.

Hardy: Whenever an attack dice would inflict Critical Dmg on this operative, you can choose for that attack dice to inflict Normal Dmg instead.

FARSTALKER KINBAND, T’AU EMPIRE, KROOT, COLD-BLOOD
Kill-Broker
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Kroot Rifle
4
3+
3/4
Pulse Weapon
4
4+
4/5
Ritual Blade
4
3+
4/5
Abilities
Call The KillFarstalkersVictory Shriek

Call The Kill: STRATEGIC GAMBIT if this operative is in the killzone. Select one enemy operative to be your mark for the turning point. Whenever a friendly FARSTALKER KINBAND operative is shooting against, fighting against or retaliating against your mark, that friendly operative’s weapons have the Balanced weapon rule. Whenever your mark is incapacitated, you can select a new enemy operative to be your mark for the turning point (and can continue to do so during this turning point).

Victory Shriek: Whenever your mark is incapacitated, you can select one friendly FARSTALKER KINBAND operative within 6" of this operative. Until the end of the battle, that operative’s weapons have the Balanced weapon rule. Each friendly operative can only be selected for this rule once per battle.

FARSTALKER KINBAND, T’AU EMPIRE, LEADER, KROOT, KILL-BROKER
Cut-Skin
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Cut-Skin's Blades (Ceaseless, Lethal 5+)
4
3+
3/5
Abilities
FarstalkersSavage AssaultVicious Duellist

Savage Assault: The first time this operative performs the Fight action during each of its activations, if neither it nor the enemy operative in that sequence is incapacitated, this operative can immediately perform a free Fight action afterwards, but it can only fight against that enemy operative (and only if it’s still valid to fight against). This takes precedence over action restrictions.

Vicious Duellist: Whenever this operative is fighting or retaliating, for each attack dice your opponent discards as a fail, inflict 1 damage on the enemy operative in that sequence.

FARSTALKER KINBAND, T’AU EMPIRE, KROOT, CUT-SKIN
Stalker
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Kroot Scattergun (Rng 6")
4
3+
3/3
Stalker's Blade (Bal, Rnd)
4
3+
3/5
Abilities
FarstalkersStalker2AP: Stealth Attack

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

Stealth Attack (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.

FARSTALKER KINBAND, T’AU EMPIRE, KROOT, STALKER
Hound
A 2
M 8"
S 5+
W 7
Weapons
ATK
HIT
DMG
Ripping Fangs (Rnd)
4
3+
3/4
Abilities
Bad-TemperedBeastFarstalkers1AP: Gather

Bad-Tempered: Whenever an enemy operative performs the Fight action, if this operative is a valid operative to fight against, you can force them to select this operative to fight against instead. Whenever an enemy operative ends the Charge action within control range of another friendly FARSTALKER KINBAND operative within 3" of this operative, if this operative isn’t within control range of enemy operatives, this operative can immediately perform a free Charge action (you can change its order to Engage to do so), but must end that move within control range of that enemy operative.

Beast: This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Gather, Guard, Reposition, Pick Up Marker and Place Marker. It cannot use any weapons that aren’t on its datacard.

Gather (1AP): Perform a free Dash or Reposition action with this operative. During that move, you can perform a free Pick Up Marker or Place Marker action with this operative (you can determine control during that action to do so), and any remaining move distance it had from the Dash or Reposition action can be used after it does so.

FARSTALKER KINBAND, T’AU EMPIRE, KROOT, HOUND
Bow-Hunter
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Accelerator Bow
Fused Arrow (Prc1)
4
3+
4/5
Glide Arrow (Silent)
4
3+
3/4
Voltaic Arrow (Blast 1")
4
3+
3/5
Blade
3
3+
3/5
Abilities
1AP: EnergiseFarstalkers

Energise (1AP): Until the end of the turning point or until this operative has shot with its accelerator bow (whichever comes first), all profiles of its accelerator bow have the Lethal 5+ weapon rule.

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

FARSTALKER KINBAND, T’AU EMPIRE, KROOT, BOW-HUNTER
Heavy Gunner
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Dvorgite Skinner (Rng 6", Hvy(Repos), Prc2, Tor 2")
5
2+
3/3
Londaxi Tribalest (Hvy(Repos), Prc1, Rnd)
5
4+
4/5
Blade
3
3+
3/5
Abilities
Farstalkers
FARSTALKER KINBAND, T’AU EMPIRE, KROOT, HEAVY GUNNER
Long-Sight
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Kroot Hunting Rifle
Concealed (Hvy, Dev3, Silent, *Concealed Position)
4
2+
3/3
Mobile
4
3+
3/4
Stationary (Hvy, Dev3)
4
2+
3/3
Blade
3
3+
3/5
Abilities
*Concealed PositionFarstalkers1AP: Long-Sight

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

Long-Sight (1AP): Until the start of this operative’s next activation:

  • The concealed and stationary profiles of its Kroot hunting rifle have the Lethal 5+ weapon rule.
  • Whenever it’s shooting with its Kroot hunting rifle, enemy operatives cannot be obscured.

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

FARSTALKER KINBAND, T’AU EMPIRE, KROOT, LONG-SIGHT
Pistolier
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Dual Kroot Pistols
Focused (Rng 8", Ceaseless, Lethal 5+)
4
3+
3/5
Salvo (Rng 8", *Salvo)
4
3+
3/5
Blade
3
3+
3/5
Abilities
*SalvoFarstalkersQuick Draw

*Salvo: Select up to two different valid targets that aren't within control ranges of friendly operatives. Shoot with this weapon against both of them in an order of your choice (roll each sequence separately).

Quick Draw: Once per turning point, when an enemy operative is performing the Shoot action and this operative is selected as the valid target (or if it will be a secondary target from the Blast weapon rule), if this operative is ready, you can interrupt that action to use this rule. If you do, this operative can immediately perform a free Shoot action with its dual Kroot pistols (focused) against that enemy operative (you can change its order to Engage to do so), but that enemy operative must be a valid target.

FARSTALKER KINBAND, T’AU EMPIRE, KROOT, PISTOLIER
Tracker
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Kroot Rifle
4
4+
3/4
Blade
3
3+
3/5
Abilities
Farstalkers1AP: From The Eye Above1AP: Marked For The Hunt

From The Eye Above (1AP): SUPPORT Select one other friendly FARSTALKER KINBAND operative visible to and within 6" of this operative. Until the end of that operative’s next activation, add 1 to its APL stat.

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

Marked For The Hunt (1AP): Remove your Pech’ra marker from the killzone (if any). Then place your Pech’ra marker visible to this operative, or on Vantage terrain of a terrain feature that’s visible to this operative. Whenever a friendly FARSTALKER KINBAND operative is shooting an enemy operative that has that marker within its control range, that friendly operative’s ranged weapons have the Seek Light weapon rule.

At the start of this operative’s next activation or if it’s removed from the killzone (whichever comes first), remove your Pech’ra marker from the killzone.

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

FARSTALKER KINBAND, T’AU EMPIRE, KROOT, TRACKER
Warrior
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Kroot Rifle
4
4+
3/4
Kroot Scattergun (Rng 6")
4
3+
3/3
Blade
3
3+
3/5
Abilities
FarstalkersReady For Anything

Ready For Anything: Once per turning point, during a friendly WARRIOR operative’s activation, you can use the Meat, Piercing Shot or Toxin Shot rule (see faction equipment) for that operative. Doing so doesn’t count for its once per turning point limit.

FARSTALKER KINBAND, T’AU EMPIRE, KROOT, WARRIOR
Equipment

Piercing Shot:
Once per turning point, when a friendly FARSTALKER KINBAND operative is performing the Shoot action and you select a Kroot rifle, Kroot scattergun or dual Kroot pistols (focused), you can use this rule. If you do, until the end of that action, that weapon has the Piercing 1 weapon rule. You cannot use the Piercing Shot and Toxin Shot rules during the same action.


Trophy:
Once per battle, during a friendly FARSTALKER KINBAND operative's activation (excluding HOUND), before or after it performs an action, if it’s not within control range of enemy operatives, you can use this rule. If you do, add 1 to that friendly operative’s APL stat until the end of its activation.


Toxin Shot:
Once per turning point, when a friendly FARSTALKER KINBAND operative is performing the Shoot action and you select a Kroot rifle, Kroot scattergun or dual Kroot pistols (focused), you can use this rule. If you do, until the end of that action, that weapon has the Lethal 5+ and Stun weapon rules. You cannot use the Piercing Shot and Toxin Shot rules during the same action.


Meat:
Once per turning point, when a friendly FARSTALKER KINBAND operative (excluding HOUND) is activated, if it’s not within control range of enemy operatives, you can use this rule. If you do, that friendly operative regains D3+1 lost wounds.


Ploys

Firefight - POACH:
Use this firefight ploy during a friendly FARSTALKER KINBAND operative’s activation. Until the end of that activation, that operative doesn’t have to control a marker to perform the Pick Up Marker or mission actions that usually require this (taking precedence over that action’s conditions – it only needs to contest the marker).


Firefight - SLIP AWAY:
Use this firefight ploy during a friendly FARSTALKER KINBAND operative’s activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.


Firefight - SAVAGE AMBUSH:
Use this firefight ploy during the Fight action when a ready friendly FARSTALKER KINBAND operative that has Light or Heavy terrain within its control range is selected to fight against. In the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e. defender instead of attacker).


Firefight - VENGEANCE FOR THE KINBAND:
Use this firefight ploy when a friendly FARSTALKER KINBAND operative is incapacitated by an enemy operative. Until the end of the battle, whenever another friendly FARSTALKER KINBAND operative is shooting against, fighting against or retaliating against that enemy operative, that other friendly operative’s weapons have the Relentless weapon rule. You cannot use this ploy again during the battle until that enemy operative is incapacitated. Relentless: Can re-roll any or all Attack dice.


Strategic - BOUND:
During each friendly FARSTALKER KINBAND operative’s activation, you can ignore the first vertical distance of 2" they move during one climb up.


Strategic - CUT-THROUTS:
Add 1 to the Atk stat of friendly FARSTALKER KINBAND operatives' melee weapons (to a maximum of 5).


Strategic - PREY:
Whenever a friendly FARSTALKER KINBAND operative is shooting during an activation in which it hasn’t performed the Charge, Fall Back or Reposition action, its ranged weapons have the Balanced and Severe weapon rules; if the weapon already has the Balanced weapon rule, it has the Ceaseless and Severe weapon rules instead. Note that operative isn’t restricted from performing those actions after shooting. Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do. Balanced: Can re-roll one Attack die.


Strategic - ROGUE:
Whenever an operative is shooting a friendly FARSTALKER KINBAND operative:

Ignore the Saturate weapon rule.
If you can retain any cover saves, you can 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.

Saturate: The defender cannot retain Cover saves.


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.