Primus Kill team

Homebrew by Mauuuuroakd

The Primus Kill Team was formed for operations demanding absolute precision and unquestionable effectiveness. From the very beginning of the conflict, its name became synonymous with missions accomplished against impossible odds and in war zones where other elite units had failed. Under Titus command, the team operated with a discipline and coordination that bordered on ruthlessness.

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Composition
  • PRIMUS KILL TEAM composed of:

  • 6 PRIMUS KILL TEAM operatives selected on the following list:

  • BLACK SHIELD SQUAD LEADER TITUS equipped with one of the following options:

  • Relic bolt pistol;Relic Chaindsword*

  • Artifex Pattern Bolter; Relic Chainsword*

  • BROTHER BEREN /CRUSADER equipped with:

  • Artifex Pattern Bolter; Power Sword; Bolt Pistol*

  • BROTHER ULFAR / SLAYER equipped with:

  • Boltgun; Power Axe*

  • BROTHER DARIUS /SHARPSHOOTER equipped with:

  • Stalker Pattern Bolt Rifle; Bolt Pistol*

  • BROTHER SAGHARI /RECON equipped with:

  • Artifex Pattern Bolter; Bolt Pistol*

  • BROTHER KELSTROS /WARRIOR equipped with:

  • Artifex Pattern bolter; Bolt Pistol*

Your kill team can include each operative on this list once or more. Select one operative in your kill team to have the "LEADER" keyword...

*You cannot select this option more than once

Common Abilities and Options

COMBAT TACTICS:
When start the battle, select one COMBAT TACTIC for friendly PRIMUS KILL TEAM operatives to gain for the battle.

  • 1.FUROR TACTICS
  • This operative's melee weapons have the Rending weapon rule.
    1. PURGATUS TACTICS
  • Whenever this operative is fighting the first time you strike during that sequence, you can inmediately resolve another of your successes as a strike (before your opponent)
  • 3.VENATOR TACTICS
  • 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

VETERAN ASTARTES:
During each friendly KILL TEAM PRIMUS operative’s activation, it can perform either two Shoot actions or two Fight actions.

Each friendly KILL TEAM PRIMUS operative can counteract regardless of its order. Whenever it does, it can perform an additional 1AP action for free during that counteraction, but both actions must be different and you cannot perform a Fight and Shoot action during the same counteraction.

BROTHER TITUS SQUAD LEADER
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Relic bolt pistol (Piercing Crits 1)
4
3+
3/5
Relic Chainsword (Lethal 5+)
5
3+
4/5
Artifex Pattern Bolter (Rending)
4
3+
3/4
Abilities
AGRESSIVE WARRIORCOMBAT TACTICSSTRATEGIC COMMANDVETERAN ASTARTES

AGRESSIVE WARRIOR: When this operative finishes retaliating, if it wasn’t incapacitated, you can inflict D3+1 damage on the enemy operative in that sequence.

STRATEGIC COMMAND: You can do each of the following once per battle if this operative is in the kill zone

  • Use a PRIMUS KILL TEAM strategy ploy for 0CP
  • Use a PRIMUS KILL TEAM firefigth ploy for 0CP
PRIMUS KILL TEAM, IMPERIUM, ADEPTUS ASTARTES, SQUAD LEADER
BROTHER BEREN
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Artifex Pattern Bolter (Rending)
4
3+
3/4
Power Sword (Lethal 5+)
4
3+
4/6
Abilities
COMBAT TACTICSETERNAL CRUSADEVETERAN ASTARTES

ETERNAL CRUSADE: If this operative is incapacitated during the Fight action, you can strike the enemy operative in that sequence with one of your unresolved successes before this operative is removed from the killzone.

PRIMUS KILL TEAM, IMPERIUM, ADEPTUS ASTARTES, CRUSADER
BROTHER ULFAR
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Boltgun (-)
4
3+
3/4
Fenrisian Axe (Punishing, Brutal)
5
3+
4/5
Abilities
COMBAT TACTICSFENRIS HJØLDAFENRISIAN HUNTERVETERAN ASTARTES

FENRIS HJØLDA: Whenever this operative is figthing, its Fenrisian Axe has the lethal 5+ weapon rule.

FENRISIAN HUNTER: When this operative is figthing or retaliate at the start of the Roll Attack dice step, you can inflict 1 damage on the enemy operative in that sequence.

PRIMUS KILL TEAM, IMPERIUM, ADEPTUS ASTARTES, SLAYER
BROTHER DARIUS
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
STALKER PATTERN BOLT RIFLE
STATIONARY (Heavy (Dash Only), Silent, Devastating wounds 3)
4
2+
3/3
MOBILE (Piercing Crits 1)
4
3+
3/4
Bolt pistol (Range 8")
4
3+
3/4
Fists (-)
4
3+
3/4
Abilities
COMBAT TACTICSGRIM RESOLVEHAWK-EYE SHOOTERVETERAN ASTARTES

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

HAWK-EYE SHOOTER: When this operative is shooting an enemy operative and it hasn't moved, it has accurate 1

PRIMUS KILL TEAM, IMPERIUM, ADEPTUS ASTARTES, SHARPSHOOTER
BROTHER SAGHARI
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Artifex Pattern Bolter (Rending)
4
3+
3/4
Bolt Pistol (Range 8")
4
3+
3/4
Fists (-)
4
3+
3/4
Abilities
1AP: ADVANCED AUSPICATOR LENSECOMBAT TACTICSSWIFT HAS THE WINDVETERAN ASTARTES

ADVANCED AUSPICATOR LENSE (1AP): Until the start of this operative's next activation, whenever another friendly PRIMUS KILL TEAM operative within 6" of this operative is shooting an enemy operative Visible To this operative, that friendly operative's ranged weapons have the Saturate weapon rules. This has no effect while this operative is within control range of an enemy operative.

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

SWIFT HAS THE WIND: This operative can perform a free dash action.

PRIMUS KILL TEAM, IMPERIUM, ADEPTUS ASTARTES, RECON
BROTHER KELSTROS
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Artifex Pattern Bolter (Rending)
4
3+
3/4
Bolt Pistol (Range 8")
4
3+
3/4
Fists (-)
4
3+
3/4
Abilities
BLACK RAGECOMBAT TACTICSVETERAN ASTARTES

BLACK RAGE: When this operative is injured add 1" to the move and 1 the hit stat

PRIMUS KILL TEAM, IMPERIUM, ADEPTUS ASTARTES, WARRIOR
Equipment

COMBAT KNIVES:
Friendly PRIMUS KILL TEAM operatives have the following melee weapon for the battle:

| ATK| HIT| DMG | Combat knives | 5 | 3+ 3/4


BIOSCRYER CUFFS:
Once during each friendly KILL TEAM PRIMUS operative’s activation, 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, select one of the following:

Remove any changes to that friendly operative’s APL stat. Remove one of the following tokens that friendly operative has (before that token’s activation effects are resolved, if relevant): Neutron Fragment, Poison, Terrorchem.


SPECIAL ISSUE AMMUNITION:
Once per turning point you can salect one of this type of ammunition for PRIMUS KILL TEAM friendly operatives

  • KRAKEN ROUNDS
  • Ceaseless
  • HELLFIRE ROUNDS
  • Piercing 1
  • DRAGONFIRE ROUNDS
  • Blast 1"

PURITY SEALS:
Once per turning point, when a friendly PRIMUS KILL TEAM 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.


Ploys

Firefight - DEATH TO THE ALIEN:
Use this firefight ploy when a friendly PRIMUS KILL TEAM operative is shooting to an enemy operative with the keyword: TYRANIDS, AELDARI, ORKS, VOTAAN, NECRON or T'AU EMPIRE, the ranged weapons of the friendly operative have Piercing 1 and Balanced.


Firefight - TRANSHUMAN PHISIOLOGY:
Use this firefight ploy when an operative is shooting a friendly PRIMUS KILL TEAM operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.


Firefight - AUSPICATOR LENSE:
When a PRIMUS KILL TEAM operative is shooting against an obscured enemy operative you can use this ploy to ignore obscure (take precedence all over rules)


Firefight - BRUTAL ASSAULT:
Use this firefight ploy when a friendly PRIMUS KILL TEAM operative is performing 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).


Strategic - ADAPTIVE TACTICS:
Use this ploy to change the Tactics with one friendly operative.


Strategic - ATONEMENT THROUGH HONOUR:
Whenever an operative end's a charge move, the melee weapons have ceaseless


Strategic - OVERKILL:
Whenever a deathwatch operative shoot in counteract their ranged weapons have lethal 5+


Strategic - AND THEY SHALL KNOW NO FEAR:
You can ignore any changers to the stats of friendly PRIMUS KILL TEAM operatives from being injured (including their weapon's stats)


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.