XV-26000 KICKASS BATTLESUITS KILL TEAM

Homebrew by Some_Who_Call_ME
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Composition

OPERATIVES 1 XV-26000 KICKASS BATTLESUT SHAS'VRE with pulse pistol and one of the following options:

  • Burst cannon or fusion blaster

4 XV-26000 KICKASS BATTLESUIT operatives selected from the following list:

  • DESIGNATOR INFILTRATOR
  • LIBERATOR
  • LODESTAR
  • NEUTRALISER

2 XV-26000 KICKASS BATTLESUT operatives selected from the following list:

  • MV15 GUN DRONE
  • MV45 SHIELD DRONE
  • MV75 MARKER DRONE

Other than INFILTRATOR operatives, your kill team can only include each operative on this list once. Your kill team can only include up to two fusion blasters.

With one of the following options:

  • Burst cannon; fists
  • Fusion blaster; fist
New Operative
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Burst Cannon
focused (Ceaseless)
6
4+
3/4
sweeping (Ceaseless, Torrent 2")
5
4+
3/4
Fusion Cannon
short range (Range 6", Devastating 4, Piercing 2)
4
4+
6/3
long range (Range 12", Piercing 1)
4
4+
4/5
Fists
3
4+
2/3
Abilities
KauyonReroute PowerStealth Fields
Options
Plasma Shields

Kauyon: > Roughly translated as the patient hunter, Kauyon's tenets emphasize luring the enemy into overreaching before striking at them with coordinated fury.


Whenever a friendly XV-26000 KICKASS BAILESUIT operative is shooting an enemy operative, its ranged weapons have the Accurate X weapon rule. X is determined by that enemy operative's location.

ENEMY OPERATIVE LOCATIONAccurate X
Within 3" of your territoryAccurate 1
Within your territoryAccurate 2
Wholly within your territoryAccurate 3

Reroute Power: > Earth Caste engineers developing the advanced stealth fields realized that when the stealth fields are deactivated, their massive energy expenditure can be redirected into fearsome offensive technologies.


When you activate a XV-26000 KICKASS BATTLESUIT operative and give it an Engage order, that operative may choose two of the following benefits to gain until the beginning of its next activation:

NAMEEFFECT
Jet PacksThat operative gains the Fly keyword.
Shield GeneratorsThat operative gains the Plasma Shields melee weapon.
Rotary CannonsThis operative may use the Shoot action and choose any profile of its Burst Cannon, even it has already used the Shoot action once this activation.
Fusion LensesIf that operative is equipped with a Fusion Blaster, it gains the Fusion Blades melee weapon.
Power RecyclerThat operative gains the Reignite Stealth Fields unique action.

REIGNITE STEALTH FIELDS
Switch this operative's order to Conceal.1 AP

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


NAMEATK
CellCell
CellCell
CellCell

4 HIT 3+ DMG 음 WR Preemptive Analys*, Lethal 5+

Plasma Shields

Fusion Blades

3+ 5/7 Brutal, Lethal 5+ *Preemptive Analysis: Whenever fighting or retaliating with this weapon, you can resolve one of your successes before the normal order. If you do, that success must

Stealth Fields: > *Integral stealth field generators are built into each veteran's XV26 battlesuit and the specialized drones that accompany them. The camouflaging fields they project mask a team's operatives, allowing them to move through hazardous territory while evading detection.

*


While a friendly XV-26000 KICKASS BATTLESUIT operative has a Conceal order, it cannot be visible to enemy operatives more than 3" from it (this takes precedence over all other rules).

When setting up a **XV-26000 KICKASS BATTLESUIT **kill team before the battle, do not place their models in the kill zone. Instead, place the corresponding Stealth Field tokens with the operative's Identifier face down (invisible to your opponent).

While the Stealth Field token is on the field, treat the token as the operative's head for the sake of determining visibility, and treat the token as the operative's base for the sake of movement and determining range. Wound trackers, carried markers, and status tokens are also kept invisible.

When a friendly XV-26000 KICKASS BATTLESUIT operative's order changes to Engage, place the operative in the killzone wholly within Control Range of its Stealth Field token, then remove the token. Likewise, if the friendly operative becomes visible to an enemy operative (such as by moving within 3" of a friendly XV-26000 KICKASS BATTLESUIT Stealth Field token), interrupt the present action to place the corresponding XV-26000 KICKASS BATTLESUIT operative within control range of its Stealth Field token, then remove the token and continue the action.

Whenever a friendly **XV-26000 KICKASS BATTLESUIT **operative has a Conceal order, it can perform the Fall Back action for 1 less AP.

Plasma Shields: ADDWEP: Plama shields |R|4|3+|0/0| Preemptive Analysis, Lethal 5+

*Preemptive Analysis: Whenever fighting or retaliating with this weapon, you can resolve one of your successes before the normal order. If you do, that success must be used to

XV-26000 KICKASS BATTLESUITS, T'AU EMPIRE
Equipment
Ploys
TacOps
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.


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.


XV-26000 KICKASS BATTLESUITS KILL TEAM - KTDash