Adeptus Astartes

Homebrew by TheChadNerd

When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ADEPTUS ASTARTES operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC aren’t cumulative.

AGRESSIVE This operative’s melee weapons have the Rending weapon rule.

DUELLER Whenever this operative is fighting or retaliating, each of your normal successes can block one unresolved critical success (unless the enemy operative’s weapon has the Brutal weapon rule).

RESOLUTE You can ignore any changes to this operative’s APL stat. and it isn’t affected by enemy operatives’ Shock weapon rule.

STEALTHY Whenever an operative is shooting this operative, 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.

MOBILE This operative can perform the Fall Back action for 1 less AP. This operative can perform the Charge action while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply).

HARDY Whenever an operative is shooting this operative, defence dice results of 5+ are critical successes. Whenever this operative is retaliating, the first time an attack dice inflicts Normal Dmg of 3 or more on this operative during that sequence, that dice inflicts 1 less damage on it.

SHARPSHOOTER Whenever this operative is shooting during an activation in which it hasn’t performed the Charge, Fall Back or Reposition action, its bolt weapons have the Accurate 1 and Severe weapon rules

SIEGE SPECIALIST This operative’s ranged weapons have the Saturate weapon rule. Whenever this operative is fighting or retaliating, enemy operatives cannot assist.

0% positive
Composition

An ADEPTUS ASTARTES Kill Team consists of:

1 ADEPTUS ASTARTES operative selected from the following list:

ASSAULT INTERCESSOR SERGEANT with one option from each of the following: Hand flamer, heavy bolt pistol, or Plasma pistol; Chainsword, power fist, power weapon or thunder hammer

INTERCESSOR SERGEANT with one option from each of the following: Auto bolt rifle, bolt rifle or stalker bolt rifle; Chainsword, Combat knife, power fist, power weapon or thunder hammer

SPACE MARINE CAPTAIN with one option from each of the following: Auto bolt rifle, bolt rifle, stalker bolt rifle, Plasma pistol, or Heavy bolt pistol; Chainsword, Combat knife, power fist, power weapon or thunder hammer

SPACE MARINE LIEUTENANT with one option from each of the following: Auto bolt rifle, bolt rifle, stalker bolt rifle, Plasma pistol, or Heavy bolt pistol; Chainsword, Combat knife, power fist, power weapon or thunder hammer

CAPTAIN DEMETRIAN TITUS with Master crafted bolter and Master crafted chainsword.

5 ADEPTUS ASTARTES operatives selected from the following list: ASSAULT INTERCESSOR GRENADIER ASSAULT INTERCESSOR WARRIOR ELIMINATOR SNIPER HEAVY INTERCESSOR GUNNER INTERCESSOR GUNNER with auxiliary grenade launcher and one of the following options: Auto bolt rifle; Combat Bolt rifle; Combat knife Stalker bolt rifle; Combat knife INTERCESSOR WARRIOR with one of the following options: Auto bolt rifle; Combat knife Bolt rifle; Combat knife Stalker bolt rifle; Combat knife Other than WARRIOR operatives, your kill team can only include each operative on this list once.

Common Abilities and Options

Astartes (0AP):
During each friendly ADEPTUS ASTARTES operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a bolt weapon must be selected for at least one of them, and if it’s a bolt sniper rifle or heavy bolter, 1 additional AP must be spent for the second action if both actions are using that weapon.

Each friendly ADEPTUS ASTARTES operative can counteract regardless of its order.

Chapter Veteran (0AP):
At the end of the Select Operatives step, if this operative is selected for deployment, select one additional CHAPTER TACTIC for it to have for the battle. Unlike primary and secondary CHAPTER TACTICS, you don’t have to select the same one for each battle in a campaign or tournament.

Doctrine Warfare (0AP):
You can do each of the following once per battle:

Whenever you would use the Combat Doctrine strategy ploy and then select Devastator, if this operative is in the killzone, it costs you 0CP.

Whenever you would use the Combat Doctrine strategy ploy and then select Tactical, if this operative is in the killzone, it costs you 0CP.

Space Marine Captain
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Auto bolt rifle (Torrent 1")
4
3+
3/4
Bolt Rifle (Piercing Crits 1)
4
3+
3/4
Stalker bolt rifle (heavy) (Heavy (Dash only), Lethal 5+, Piercing Crits 1)
4
3+
3/5
Stalker bolt rifle (mobile)
4
3+
3/4
Hand flamer (Rng 6", Saturate, Torrent 1")
4
2+
3/3
Heavy bolt pistol (Rng 8", Piercing Crits 1)
4
3+
3/4
Plasma pistol
Standard (Rng 8", Piercing 1)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Piercing 1)
4
3+
4/5
Chainsword
4
3+
4/5
Combat Knife
5
3+
4/5
Power weapon (Lethal 5+)
5
3+
4/6
Thunder Hammer (Shock, Stun)
5
4+
5/6
Power fist (Brutal)
5
3+
5/7
Abilities
0AP: Astartes0AP: Heroic Leader0AP: Iron Halo

Heroic Leader (0AP): Once per turning point, you can do one of the following:

Use a firefight ploy for 0CP if this is the specified ADEPTUS ASTARTES operative (excluding Command Re-roll).

Use the Combat Doctrine strategy ploy when you activate a friendly ADEPTUS ASTARTES operative if this operative is in the killzone and isn’t within control range of enemy operatives (pay its CP cost as normal). Note that you cannot do so if you’ve already used that ploy during this turning point.

Use the Adjust Doctrine firefight ploy for 0CP if this operative is in the killzone and isn’t within control range of enemy operatives.

Iron Halo (0AP): Once per battle, when an attack dice inflicts Normal Dmg on this operative, you can ignore that inflicted damage.

ADEPTUS ASTARTES, IMPERIUM, LEADER, SPACE MARINE CAPTAIN
Intercessor Sergeant
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Auto bolt rifle (Torrent 1")
4
3+
3/4
Bolt rifle (Piercing Crits 1)
4
3+
3/4
Stalker bolt rilfe (heavy) (Heavy (Dash only), Lethal 5+, Piercing Crits 1)
4
3+
3/5
Stalker bolt rifle (mobile)
4
3+
3/4
Chainsword
4
3+
4/5
Combat knife
5
3+
4/5
Power fist (Brutal)
4
4+
5/7
Power weapon (Lethal 5+)
4
3+
4/6
Thunder hammer (Shock, Stun)
4
4+
5/6
Abilities
Astartes0AP: Chapter Veteran0AP: Doctrine Warfare
IMPERIUM, ADEPTUS ASTARTES, LEADER, INTERCESSOR, SERGEANT
Assault Intercessor Sergeant
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Hand Flamer (Rng 6", Saturate, Torrent 1")
4
2+
3/3
Heavy bolt pistol (Rng 8", Piercing Crits 1)
4
3+
3/4
Plasma Pistol
Standard (Rng 8", Piercing 1)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Piercing 1)
4
3+
4/5
Chainsword
5
3+
4/5
Power fist (Brutal)
5
4+
5/7
Power weapon (Lethal 5+)
5
3+
4/6
Thunder hammer (Shock, Stun)
5
4+
5/6
Abilities
AstartesChapter VeteranDoctrine Warfare
IMPERIUM, ADEPTUS ASTARTES, LEADER, ASSAULT INTERCESSOR, SERGEANT
Assault Intercessor Grenadier
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Heavy bolt pistol (Rng 8", Piercing Crits 1)
4
4+
3/4
Chainsword
5
3+
4/5
Abilities
AstartesGrenadier

Grenadier: This operative can use frag and krak 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.

IMPERIUM, ADEPTUS ASTARTES, ASSAULT INTERCESSOR, GRENADIER
Assault Intercessor Warrior
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Heavy bolt pistol (Rng 8", Piercing Crits 1)
4
3+
3/4
Chainsword
5
3+
4/5
Abilities
Astartes
IMPERIUM, ADEPTUS ASTARTES, ASSAULT INTERCESSOR, WARRIOR
Heavy Intercessor Gunner
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Heavy bolter
Focused (Piercing Crits 1)
5
3+
4/5
Sweeping (Piercing Crits 1, Torrent 1")
4
3+
4/5
Combat knife
5
3+
4/5
Abilities
Astartes
IMPERIUM, ADEPTUS ASTARTES, HEAVY INTERCESSOR, GUNNER
Intercessor Gunner
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Auto bolt rifle (Torrent 1")
4
3+
3/4
Auxiliary grenade launcher
Frag (Blast 2")
4
3+
2/4
Krak (Piercing 1)
4
3+
4/5
Bolt rilfe (Piercing Crits 1)
4
3+
3/4
Stalker bolt rifle (heavy) (Heavy (Dash only), Lethal 5+, Piercing Crits 1)
4
3+
3/5
Stalker bolt rifle (mobile)
4
3+
3/4
Combat knife
5
3+
4/5
Abilities
Astartes
IMPERIUM, ADEPTUS ASTARTES, INTERCESOR, GUNNER
Intercesor Warrior
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Auto bolt rifle (Torrent 1")
4
3+
3/4
Bolt rifle (Piercing Crits 1)
4
3+
3/4
Stalker bolt rifle (heavy) (Heavy (Dash only), Lethal 5+, Piercing Crits 1)
4
3+
3/5
Stalker bolt rifle (mobile)
4
3+
3/4
Combat knife
5
3+
4/5
Abilities
Astartes
IMPERIUM, ADEPTUS ASTARTES, INTERCESSOR, WARRIOR
Eliminator Sniper
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Bolt pistol (Rng 8")
4
3+
3/4
Bolt sniper rifle (executioner) (Heavy (Dash only), Saturate, Seek Light, Silent)
4
2+
3/4
Bolt sniper rifle (hyperfang) (Blast 1", Heavy (Dash only), Silent)
4
2+
2/4
Bolt sniper rifle (mortis) (Devastating 3, Heavy (Dash only), Piercing 1, Silent)
4
2+
3/3
Combat knife
5
3+
4/5
Abilities
Astartes0AP: Camo Cloak1AP: Optics

Camo Cloak (0AP): Whenever an operative is shooting this operative, ignore the Saturate weapon rule. This operative has the Stealthy CHAPTER TACTIC. If you selected that CHAPTER TACTIC, you can do both of its options (i.e. retain two cover saves – one normal and one critical success).

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

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

IMPERIUM, ADEPTUS ASTARTES, ELIMINATOR, SNIPER
Space Marine Lieutenant
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Combat Knife
5
3+
4/5
Auto bolt rifle
4
3+
3/4
Abilities
New Ability

New Ability:

Captain Demetrian Titus
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Master Crafted Bolter
4
3+
4/5
Master Crafted Chainsword
4
3+
5/6
Abilities
AstartesDoctrine Warfare0AP: Honour of Ultramar

Honour of Ultramar (0AP): If this operative is incapacitated by a melee attack and has not yet been acrivated this turning point, roll one D6: On a 2+, do not remove it from play. This model may immediately be activated. If one or more enemy operatives are incapacitated during this activation, this operative regains D6 lost wounds and is not incapacitated; otherwise, it is removed from play at the end of this activation.

Equipment

Purity Seals:
Once per turning point, when a friendly ADEPTUS ASTARTES operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Chapter Reliquaries:
You can use the Wrath of Vengeance firefight ploy for 0CP if the specified friendly operative has an Engage order.


Tilting Shields:
Once per turning point, when a friendly ADEPTUS ASTARTES operative is fighting or retaliating, after your opponent rolls their attack dice, but before re-rolls, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).


Auspex:
Once per turning point, when a friendly ADEPTUS ASTARTES operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of the activation/counteraction, enemy operatives within 8" of that friendly operative cannot be obscured.


Ploys

Firefight - Adjust Doctrine:
Use this firefight ploy during a friendly ADEPTUS ASTARTES operative’s activation, before or after it performs an action. If you’ve used the COMBAT DOCTRINE strategy ploy during this turning point, change the COMBAT DOCTRINE you selected.


Firefight - Transhuman Physiology:
Use this firefight ploy when an operative is shooting a friendly ADEPTUS ASTARTES operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.


Firefight - Shock Assault:
Use this firefight ploy when a friendly ADEPTUS ASTARTES operative is performing the Fight action during an activation in which it performed the Charge action, at the start of the Resolve Attack Dice step. Until the end of that action: Its melee weapon has the Shock weapon rule. The first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7).


Firefight - Wrath of Vengeance:
Use this firefight ploy when a friendly AEPTUS ASTARTES operative is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.


Strategic - Combat Doctrine:
Select one COMBAT DOCTRINE from those presented below. Whenever a friendly ADEPTUS ASTARTES operative is X, its weapons have the [Balanced] weapon rule (You may re-roll 1 of your attack dice). X is the COMBAT DOCTRINE you selected. Devastator Doctrine: Shooting an operative more than 6" from it. Tactical Doctrine: Shooting an operative within 6" of it. Assault Doctrine: Fighting or retaliating.


Strategic - And They Shall Know No Fear:
You can ignore any changes to the stats of friendly ADEPTUS ASTARTES operatives from being injured (including their weapons’ stats).


Strategic - Adaptive Tacics:
Change your secondary CHAPTER TACTIC. Note this ploy only lasts until the end of the turning point, at which point your original secondary CHAPTER TACTIC returns.


Strategic - Indomitus:
Whenever an operative is shooting a friendly ADEPTUS ASTARTES operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


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.


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.