Delta Team (Skitarii Ranger Explorators)

Homebrew by Eclipse_2620

A KT specifically tailored for my own Admech unit, Delta Team. It isn't really meant to be used as an open resource, mostly for my own thing :D (Still a WIP :P for now, but it'll be finished soon)

100% positive
Composition

This Killteam is an advanced group of Skitarii Rangers, led by a Tech Priest Explorator. They are designed for artifact retrieval and special operations.

In a Delta Team Killteam, there is a point-buy style system, where each unit has an assigned amount of points. They are listed in the unit keywords. You may not exceed the total amount of points for team leaders or for Heavy Weapons, Assault, Support, Light, and Strategic units. You may use unbought points from any category (other than Team Leader) and transfer them to any other category (other than Team Leader).

Team Leader (4-point total) Options Skitarii Tech Priest Ranger (4 pt) Techmarine (4 pt)

Heavy Weapons (9-point total) Options Skitarii Ranger Sharpshooter (3 pt) Skitarii Ranger Arc Bender (3 pt) Skitarii Ranger Plasma Caster (3 pt) Techmarine (4 pt)

Support (4-point total) Options Skitarii Ranger Surveyor (2 pt) Skitarii Ranger Diktat (2 pt)

Assault (4-point total) Options Skitarii Ranger Grenadier (2 pt) Skitarii Ranger Gunner (2 pt)

Light (2-point total) Options Skitarii Ranger Rifleman (1 pt)

Strategic (1-point total) Options Skitarii Servo Skull(1 pt)

Common Abilities and Options

Doctrina Imperatives:
At the end of the Select Operatives step, select one DOCTRINA IMPERATIVE to be a Primary Mode for your kill team until the end of the battle (note that selecting a Primary Mode doesn’t automatically give you the effects of that DOCTRINA IMPERATIVE for the battle; you must still select it as a STRATEGIC GAMBIT, as below). STRATEGIC GAMBIT

Select a DOCTRINA IMPERATIVE for friendly DELTA TEAM operatives to have until the Ready step of the next Strategy phase. Each DOCTRINA IMPERATIVE has both an Optimisation and a Deprecation rule. Both are in effect while your kill team has that DOCTRINA IMPERATIVE.

Protector Imperative

Optimisation: Friendly DELTA TEAM operatives’ ranged weapons have the Ceaseless weapon rule.
Deprecation: Worsen the Hit stat of friendly DELTA TEAM operatives’ melee weapons by 1. This isn’t cumulative with being injured.

Conqueror Imperative

Optimisation: Friendly DELTA TEAM operatives’ melee weapons have the Ceaseless weapon rule.
Deprecation: Worsen the Hit stat of friendly DELTA TEAM operatives’ ranged weapons by 1. This isn’t cumulative with being injured.

Bulwark Imperative

Optimisation: Normal Dmg of 3 or more inflicts 1 less damage on DELTA TEAM friendly operatives.
Deprecation: Subtract 1" from the Move stat of friendly DELTA TEAM operatives.

Aggressor Imperative

Optimisation: Add 1" to the Move stat of friendly DELTA TEAM operatives.
Deprecation: Worsen the Save stat of friendly DELTA TEAM operatives by 1.

Neutral Imperative

Optimisation: None.
Deprecation: None.

Inhuman Reflexes:
When you are defending from an attack, roll a D2. On a one, cancel up to one hit result. On a two, cancel two hits, or one hit and one crit.

Targeting Protocol:
Whenever this operative is shooting, if it hasn’t moved during the activation, or if it’s a counteraction, ranged weapons on its datacard have the Lethal 5+ weapon rule. Note that this operative isn’t restricted from moving after shooting.

Skitarii Tech Priest Ranger
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Phosphor Blast Pistol (Range 8", Blast 1", Severe)
4
3+
3/4
"Spirit Seeker" Power Sword (Lethal 5+)
5
4+
4/6
Abilities
Canticle of EliminationControl ProtocolDoctrina ImperativesGroup ActivationInhuman ReflexesPast Memories0AP: Siphon ProtocolTargeting Protocol

Canticle of Elimination: Whenever a friendly DELTA TEAM operative is within 3" of this operative, that friendly operative's ranged weapons have the Punishing weapon rule.

Control Protocol: You can use the Command Override firefight ploy for 0CP if the specified friendly DELTA TEAM operative is visible to this operative.

Group Activation: Whenever this operative activates, you may activate a friendly Servo Skull operative before or after this operative spends AP, and before your opponents next turn

Past Memories: This ability is active for the duration of the game.

If any enemy operatives have beef teriyaki, are made of beef teriyaki, or are otherwise directly similar to beef teriyaki, you may not engage in any actions to harm said operative with beef teriyaki.

Siphon Protocol (0AP): At the beginning of this operative's activation, you may choose to reduce the AP of a Servo Skull operative within 8" of this operative by one until the end of this Turning Point. If you do so, this operative may increase its AP by one. You cannot use this ability more than once per Turning Point, or if Replenishment Protocol has been used already this Turning Point.

Skitarii Tech Priest Ranger, Delta Team, Admech, Delta Team Leader, Leader, 4 pt
Skitarii Ranger Sharpshooter
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Transuranic Arquebus
Mobile (Devastating 2, Heavy (Dash), Prc1)
4
3+
4/3
Stationary (Devastating 3, Heavy, Prc1, Severe)
4
2+
4/3
Sharpshooter Galvanic Rifle (Heavy (Repos), Prc1)
4
3+
3/4
Gun Butt
3
4+
2/3
Abilities
Doctrina ImperativesInhuman ReflexesTargeting Protocol
Skitarii Ranger Sharpshooter, Delta Team, Admech, Heavy Weapons, 3 pt
Skitarii Ranger Arc Bender
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Arc Rifle (Prc1, Stun)
4
3+
4/5
Gun Butt
3
4+
2/3
Abilities
0AP: Doctrina ImperativesInhuman ReflexesTargeting Protocol
Skitarii Ranger Arc Bender, Delta Team, Admech, Heavy Weapons, 3 pt
Skitarii Ranger Plasma Caster
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Plasma Caliver
Standard (Prc1)
4
3+
4/6
Supercharged (Hot, Lethal 5+, Prc1)
4
3+
5/6
Gun Butt
3
4+
2/3
Abilities
Doctrina ImperativesInhuman ReflexesTargeting Protocol
Skitarii Ranger Plasma Caster, Delta Team, Admech, Heavy Weapons, 3 pt
Techmarine
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Forge Bolter (Torrent, AP1, Heavy)
5
3+
3/4
Grav-Pistol (Range 6", Grav, Lethal 4+)
4
3+
4/5
Power Axe (Rending)
5
3+
5/7
Abilities
Doctrina Imperatives0AP: Feel No Pain 5+Targeting Protocol

Feel No Pain 5+ (0AP): Once per turning point, when you would suffer any type of wound, you may choose to use this ability. If you do, roll 1D6 per wound. If it is a 5 or higher, you may choose to ignore the wound.

Techmarine, Delta Team, Admech, Heavy Weapons, 4 pt
Skitarii Ranger Surveyor
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Galvanic Rifle (Hvy(Repos), PrcCrit1)
4
3+
3/4
Gun Butt
3
4+
2/3
Abilities
Doctrina ImperativesInhuman Reflexes1AP: SpotTargeting Protocol

Spot (1AP): SUPPORT

Select one enemy operative visible to this operative. Until the end of the turning point, whenever a friendly DELTA TEAM operative within 3" of this operative is shooting that enemy operative, you can use this effect. If you do:

That friendly operative’s ranged weapons have the Seek Light weapon rule.
That enemy operative cannot be obscured.

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

Skitarii Ranger Surveyor, Delta Team, Admech, Support, 2 pt
Skitarii Ranger Diktat
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Galvanic Rifle (Hvy(Repos), PrcCrit1)
4
3+
3/4
Gun Butt
3
4+
2/3
Abilities
Doctrina ImperativeInhuman Reflexes1AP: SignalTargeting Protocol

Doctrina Imperative: At the end of the Select Operatives step, select one DOCTRINA IMPERATIVE to be a Primary Mode for your kill team until the end of the battle (note that selecting a Primary Mode doesn’t automatically give you the effects of that DOCTRINA IMPERATIVE for the battle; you must still select it as a STRATEGIC GAMBIT, as below). STRATEGIC GAMBIT

Select a DOCTRINA IMPERATIVE for friendly DELTA TEAM operatives to have until the Ready step of the next Strategy phase. Each DOCTRINA IMPERATIVE has both an Optimisation and a Deprecation rule. Both are in effect while your kill team has that DOCTRINA IMPERATIVE.

Protector Imperative

Optimisation: Friendly DELTA TEAM operatives’ ranged weapons have the Ceaseless weapon rule.
Deprecation: Worsen the Hit stat of friendly DELTA TEAM operatives’ melee weapons by 1. This isn’t cumulative with being injured.

Conqueror Imperative

Optimisation: Friendly DELTA TEAM operatives’ melee weapons have the Ceaseless weapon rule.
Deprecation: Worsen the Hit stat of friendly DELTA TEAM operatives’ ranged weapons by 1. This isn’t cumulative with being injured.

Bulwark Imperative

Optimisation: Normal Dmg of 3 or more inflicts 1 less damage on DELTA TEAM friendly operatives.
Deprecation: Subtract 1" from the Move stat of friendly DELTA TEAM operatives.

Aggressor Imperative

Optimisation: Add 1" to the Move stat of friendly DELTA TEAM operatives.
Deprecation: Worsen the Save stat of friendly DELTA TEAM operatives by 1.

Neutral Imperative

Optimisation: None.
Deprecation: None.

Signal (1AP): SUPPORT

Select one other friendly DELTA TEAM 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.

Skitarii Ranger Diktat, Delta Team, Admech, Support, 2 pt
Skitarii Ranger Grenadier
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Galvanic Rifle (Hvy(Repos), PrcCrit1)
4
3+
3/4
Gun Butt
3
4+
2/3
Abilities
Doctrina Imperatives1AP: Frag Grenade (x1)Inhuman Reflexes1AP: Krak Grenade (x1)1AP: Smoke Grenade (x1)1AP: Stun Grenade (x1)Targeting Protocol

Frag Grenade (x1) (1AP): You may only use this ability once per turning point.

Add weapon: Frag Grenade

Frag Grenade ATK: 4 HIT: 3+ DMG: 2/4 Weapon Rules: Range 6", Blast 2", Saturate

Krak Grenade (x1) (1AP): You may only use this ability once per turning point.

Add weapon: Krak Grenade

Krak Grenade ATK: 4 HIT: 3+ DMG: 4/5 Weapon Rules: Range 6", Piercing 1, Saturate

Smoke Grenade (x1) (1AP): Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.

While an operative is wholly within an area of smoke, it is 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, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.

In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).

This operative cannot perform this action while within control range of an enemy operative, and may only use this once per Turning Point.

Stun Grenade (x1) (1AP): Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.

This operative cannot perform this action while within control range of an enemy operative, and may only use this once per Turning Point.

Skitarii Ranger Grenadier, Delta Team, Admech, Assault, 2 pt
Skitarii Ranger Gunner
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Automatic Radium Carbine (Rnd, Torrent)
4
3+
2/4
Galvanic Rifle (Hvy(Repos), PrcCrit1)
4
3+
3/4
Gun Butt
3
4+
2/3
Abilities
Doctrina ImperativesInhuman ReflexesTargeting Protocol
Skitarii Ranger Gunner, Delta Team, Admech, Assault, 2 pt
Skitarii Ranger Rifleman
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Galvanic Rifle (Hvy(Repos), PrcCrit1)
4
3+
3/4
Gun Butt
3
4+
2/3
Abilities
Doctrina ImperativesInhuman ReflexesTargeting Protocol
Skitarii Ranger Rifleman, Delta Team, Admech, Light, 1 pt
Skitarii Servo Skull
A 2
M 8"
S 5+
W 5
Weapons
ATK
HIT
DMG
Manipulator Tendrils (Stun, Shock)
4
4+
1/2
Abilities
Combat MachineDoctrina Imperatives0AP: Replenishment Protocol

Combat Machine: This operative cannot perform any actions other than Charge, Dash, Fall Back, Reposition, and Fight Whenever determining control of a marker, treat this operative's APL stat as one lower. Not that this isn't a change to its APL stat, and any changes are cumulative to this. Whenever 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" This operative doesn't count against your total operative count

Replenishment Protocol (0AP): At the beginning of this operative's activation, you may choose to reduce the AP of this operative by one and increase the AP of a Skitarii Tech Priest Ranger operative within 8" by one until the end of this Turning Point. You cannot use this ability more than once per Turning Point, or if Siphon Protocol has been used already this Turning Point.

Skitarii Servo Skull, Delta Team, Expendable, Strategic, 1 pt
Equipment

Ascension Cables:
When this operative is climbibg, treat the vertical distance as 2" always, and you can ascend terrain even if there is no wall to climb (Only an overhang)


Subsystem Rerouting:
Once per turning point, when a friendly DELTA TEAM operative is activated, if it’s not within control range of enemy operatives, you can use this rule. If you do, that friendly operative regains up to D6+2 lost wounds.


Extremis Mind-Link:
Once per battle, you can use the Control Edict firefight ploy for 0CP, but instead of activating the selected friendly operatives in succession, activate them at the same time. Complete their activations action by action in any order.


Power Blade Bayonets:
Affix Power Blade Bayonets to your rifles


SCRONGBONGLER-9000:
You may choose to end the game whenever you'd like. Nobody wins, everyone dies.


Ploys

Firefight - Control Edict:
Use this firefight ploy when it’s your turn to activate a friendly operative. Select one friendly DELTA TEAM LEADER operative and one other ready friendly DELTA TEAM operative visible to and within 6" of that DELTA TEAM LEADER operative; activate one of them as normal. When that first friendly operative you activate is expended, you can activate the other friendly operative before your opponent activates. When that other operative is expended, your opponent then activates as normal. Whenever you use this ploy, you cannot select more than one DELTA TEAM operative.


Firefight - Omnissiah's Imperative:
Use this firefight ploy during a friendly DELTA TEAM operative’s activation. Alternatively, use it when an enemy operative is shooting a friendly DELTA TEAM operative, at the end of the Roll Attack Dice step. Until the Ready step of the next Strategy phase, that friendly operative has an additional rule determined by its current DOCTRINA IMPERATIVE as follows:

Protector: This operative's ranged weapons have the Severe weapon rule.

Conqueror: Whenever this operative is fighting, after resolving your first attack dice during that sequence, you can immediately resolve another (before your opponent).

Bulwark: Improve this operative’s Save stat by 1. In addition, whenever an operative is shooting this operative, you can collect and roll an additional defence dice. If you use this ploy during a Shoot action, this operative’s Save stat is changed immediately (this takes precedence over the core rules).

Aggressor: You can ignore the first vertical distance of 2" this operative moves during one climb up.

Neutral: None.

Note that you can use this ploy after rolling attack or defence dice for this operative, or before or after retaining or re-rolling those dice.


Firefight - Project Control:
Either before or after the activation of a friendly operative, you may use this ploy. When you do, triple the control range of this operative until the ready step of the next Turning Point, and claim or contest any objective markers that would be in the new control range.


Firefight - Holographic Glass:
When a ranged attack targets a friendly operative, you may use this ploy. When you do, increase the save of this operative by two and roll one extra defense die; however, add one to both damage values of the enemy operative's attack until the attack is resolved.


Firefight - Optical Acceleration:
While making a ranged attack against an enemy operative, you may use this ploy. If you choose to use it, increase your HIT value by 1, to a minimum of 1+, and the weapon gets LETHAL 5+ and MW X, where X is the number of critical successes you have.


Strategic - Scouting Protocol:
Each friendly DELTA TEAM operative that has a Conceal order and is more than 3" from enemy operatives can immediately perform a free Reposition action in an order of your choice. You cannot use this ploy during the first turning point.


Strategic - Signal Interference:
Whenever an enemy operative within 6" of a friendly SUPPORT, STRATEGIC, and DELTA TEAM LEADER operative is shooting, fighting or retaliating, your opponent cannot re-roll their attack dice or retain modified crits.


Strategic - Recon Protocol:
During each LIGHT, ASSAULT, and DELTA TEAM LEADER operative's activation, you may perform a free Reposition action. You may use this only during the first three Turning Points


Strategic - Neurological Overclock:
During each friendly ASSAULT, HEAVY WEAPONS, and DELTA TEAM LEADER operative’s activation, it can perform two Shoot actions, two Fight actions, or one of each, and one of them can be free.


Strategic - Heatsink Override:
During each friendly HEAVY WEAPONS, LIGHT, and DELTA TEAM LEADER operative's activation, they may ignore the HOT, HEAVY, and RANGE X rules on their weapons.


Strategic - Mechanical Awareness:
Whenever a friendly DELTA TEAM operative with a Conceal order is attacked by an enemy operative, your opponent cannot reroll or modify attack dice in any way, or retain critical successes.


Strategic - Anti-Capture Implosion:
At any point before or after a friendly or enemy operative activates, you may select a friendly STRATEGIC operative and reduce its wounds to 0. If you do so, attack with the following weapon against all operatives within 6" and not separated by more than 1" thick cover of the selected STRATEGIC operative before removing it from the board.

Anti-Capture High-Yield Explosive Payload ATK 3 HIT 2+ DMG 4/5 Saturate, Pierce 2, Devastating 1


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.