Calculator Bridgehead

Homebrew by DaBigNurgling

This elite Team of operatives, carefully selected from the ranks of the Adeptus Mechanicus, is sometimes deployed where hordes of Skitarii or thundering Disintegrators are less effective. Most commonly, these operatives are high-ranking members of the military branches of the Mechanicum, and therefore, they either excel in close-quarters combat, or use refined strategic decisions to neutralize the enemy as fast as possible. The compositions for these teams are varied, however they always include atleast one Magos, who leads the charge with his allied mechanic brethren.

100% positive
Composition

This killteam is composed of:

  • 1 MAGOS model;

  • Magos Dominus with either Macrostubber/Phosphor Serpenta and either Eradication Ray/Volkite Blaster

  • Magos Manipulus with either Magnarail Lance/Transonic Cannon

  • 1 AUXILIOR MECHANICA model: Cybernetica Datasmith OR Tech-Priest Enginseer

  • 1 Skitarii Marshal Model

  • 1 Skitarii Alpha Model with either Galvanic Rifle/Radium Rifle

  • 2 Skitarii Gunner models, where only one Arc Rifle and one Plasma Caliver per Kill Team may be chosen.

Common Abilities and Options

Cogitator Focus (0AP):
Models that are atleast 16" away from this model gain one additional attack die for every attack they perform. These models do not have to be visible to this MAGOS DOMINUS.

Recalibration Protocols (0AP):
This operative may perform two SHOOT actions during it's activation. If it moved and performed a SHOOT action this turn already, it may perform another SHOOT action for 0AP, however this attack must be made with the previously used weapon, and this attack's HIT characteristic is worsened by 1 until the end of this battle round.

Magus Dominus
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Phosphor Serpenta (Rng 10")
1
3+
4/6
Macrostubber (Torrent)
6
5+
3/4
Eradication Ray (Prc1)
D6
3+
2/5
Volkite Blaster (Severe)
5
4+
3/4
Omnissian Axe
Axe - Cleave (Rnd, Brutal)
6
4+
3/3
Axe - Strike (Shock, Lethal 5+)
3
3+
3/7
Abilities
0AP: Cogitator Focus1AP: Theocratic Machine Communication

Theocratic Machine Communication (1AP): This model may heal itself or any other ADEPTUS MECHANICUS model within 6" radius and visible to this model by d3 wounds. This can only be performed twice per battle, and the all of the recovered wounds have to be assigned to one model only.

Calculator Maniple, Adeptus Mechanicus, Dominus
Magos Manipulus
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Magnarail Lance (Hvy)
1
3+
3/6
Transonic Cannon (PrcCrit1, Rng 24")
D6
5+
3/4
Omnissian Staff (Stun, Prc1)
4
3+
5/6
Abilities
0AP: Cogitator Focus1AP: Orbital Relay Analysis

Orbital Relay Analysis (1AP): Pick up to two enemy models that are visible to this model and within range of 18". These models are now TARGETED until the end of the battle.TARGETED models have their SAVE characteristic worsened by 1, and cannot capture objectives for the remainder of the game or until this MAGOS MANIPULUS model is incapacitated.

Calculator Maniple, Adeptus Mechanicus, Manipulus
Tech-Priest Enginseer
A 2
M 8"
S 2+
W 8
Weapons
ATK
HIT
DMG
Mechanicus Pistol (Rng 10")
3
3+
2/3
Omnissian Axe
Axe - Cleave (Rnd, Brutal)
6
4+
3/3
Axe - Strike (Shock, Lethal 5+)
3
3+
3/7
Abilities
0AP: Motive Force Communicor1AP: Vox Signal

Motive Force Communicor (0AP): Once per game, if a friendly ADEPTUS MECHANICUS' model would be incapacitated due to their wound count being lowered to 0, roll one d6: That model is not removed from the board and regains up to d6 wounds. Then, roll one d3: On a 1, this ENGINSEER model suffers 2 wounds. On a 2, this ENGINSEER model is eligible to move 3". On a 3, this ENGINSEER model regains up to 2 wounds. Note that this ability does not trigger automatically, it is simply a 0AP ability which may be used at any point during play.

Vox Signal (1AP): This ability targets a single model that has the VOX keyword. That model may then move up to 3", regardless if it has activated this battle round already or not. Additionally, you may choose one model that also has the VOX keyword, which hasn't activated this battle round yet; It may make an attack with any ranged weapon against any enemy that is visible to that model. However, that attack's hit characteristic is then worsened by 1 until that ranged attack has been made. Afterwards, it may attack as usual once it is activated.

Calculator Maniple, Adeptus Mechanicus, Enginseer, Auxilior Mechanica
Cybernetica Datasmith
A 2
M 8"
S 3+
W 12
Weapons
ATK
HIT
DMG
Mechanicus Pistol (Rng 10")
3
3+
2/3
Kastelan Surveillance (Limited 1, Severe, Blast)
5
2+
4/6
Mechanicus Power Fist
4
3+
2/5
Abilities
0AP: Kastelan Surveillance

Kastelan Surveillance (0AP): At the beginning of the battle, after deployment has been completed, place 3 Kastelan Token anywhere on the board face-down. This token has to be atleast 6" away from both deployment zones. 2 of these 3 Tokens are duds, meaning that it has no effect if an enemy model ends their move within 5" of this token. If an enemy model ends it's move within 5" of this token, it suffers one KASTELAN SURVEILLANCE attack made with the according weapon profile listed above. This can only be used once per battle, and every time that an enemy model ends it's move within 5" of a token, be it a dud or the active token, that token is then removed from play.

Calculator Maniple, Adeptus Mechanicus, Datasmith, Auxilior Mechanica
Skitarii Marshal
A 2
M 6"
S 3+
W 10
Weapons
ATK
HIT
DMG
Mechanicus Pistol (Rng 10", Lethal 5+, Severe)
3
3+
2/3
Control Stave (Piercing 1, Severe)
3
3+
4/6
Abilities
1AP: Doctrina Imperative0AP: Recalibration Protocols

Doctrina Imperative (1AP): This ability is used once for 0AP at the start of your first activation in the first battle round, regardless if you select this model to activate first. You select one Imperative, which affects the every friendly Calculator Maniple model.

  • Protector Imperative: Every model affected by this imperative gains one additional defence die if it has to defend against incoming attacks. When resolving incoming attacks with weapon rules, resolve every rule before rolling the defence dice, then add this defence die.

  • Conqueror Imperative: Every model affected by this imperative gains 2" to their Reposition, and their Repostion action costs 0AP.

This ability may be used more than once per battle, and every usage of this ability costs 1AP. If this model is removed from play at any point during any battleround, every Doctrina Imperative effect ceases to affect the remaining models.

Calculator Maniple, Adeptus Mechanicus, Skitarii, Vox
Skitarii Gunner
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Plasma Caliver
Standard ((Prc1))
4
3+
4/6
Supercharge ((Hot, Lethal 5+, Prc1))
4
3+
5/6
Arc Rifle ((Prc1, Stun))
4
3+
4/5
Gun Butt
3
4+
2/3
Abilities
Recalibration Protocols
Calculator Maniple, Adeptus Mechanicus, Skitarii, Gunner, Vox
Skitarii Alpha
A 2
M 6"
S 3+
W 10
Weapons
ATK
HIT
DMG
Radium Carbine (Rng 18")
4
4+
3/4
Galvanic Rifle (Severe)
3
4+
3/4
Alpha Weapon
5
4+
4/5
Abilities
1AP: Alpha Reconaissance0AP: Recalibration Protocols

Alpha Reconaissance (1AP): This ability can be used once per battle. The target of this ability can be any friendly ADEPTUS MECHANICUS model. The target may then move up to 5", and every enemy that the target gains a new direct line of sight gets their HIT values worsened by 1 until the end of the battle round. If this ALPHA model is incapacitated before the battle round ends, then the affected enemy models may hit as normal again.

Calculator Maniple, Adeptus Mechanicus, Skitarii, Vox
Equipment
Ploys

Firefight - Defensive Mechanism:
Use this ploy whenever more than 2 enemies can be TARGETED through the MANIPULUS' ability. The Tech Priest Manipulus then has their SAVE characteristic augmented by 1 until the end of this battle round.


Firefight - New Ploy:
Use this ploy whenever you activate THEOCRATIC MACHINE COMMUNICATION. If there are enemy operatives in range 3", those models must roll one d6: On a 4+, those enemy operatives must move 3" away from the MANIPULUS operative, regardless if they were engaged in melee with any operative.


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.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.