profhowitzer's Homebrew Team
Composition
Common Abilities and Options
Astartes:
During each friendly ANGEL OF DEATH 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 ANGEL OF DEATH operative can counteract regardless of its order.
Chapter Veteran:
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:
You can do each of the following once per battle:
- Whenever you would use the Combat Doctrine strategy ploy and then select Assault, 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.
[CT] Aggressive:
When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ANGEL OF DEATH operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC are not cumulative.
This operative’s melee weapons have the Rending weapon rule.
Rending: If you retain any critical hits, retain 1 normal hit as a critical hit instead.
[CT] Dueller:
When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ANGEL OF DEATH operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC are not cumulative.
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).
[CT] Hardy:
When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ANGEL OF DEATH operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC are not cumulative.
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.
[CT] Mobile:
When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ANGEL OF DEATH operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC are not cumulative.
- 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).
[CT] Resolute:
When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ANGEL OF DEATH operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC are not cumulative.
You can ignore any changes to this operative's APL stat and it is not affected by enemy operatives' Shock weapon rule.
[CT] Sharpshooter:
When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ANGEL OF DEATH operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC are not cumulative.
Whenever this operative is shooting during an activation in which it has not performed the Charge, Fall Back or Reposition action, its bolt weapons have the Accurate 1 and Severe weapon rules.
[CT] Siege Specialist:
When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ANGEL OF DEATH operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC are not cumulative.
This operative's ranged weapons have the Saturate weapon rule.
Whenever this operative is fighting or retaliating, enemy operatives cannot assist.
[CT] Stealthy:
When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ANGEL OF DEATH operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC are not cumulative.
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. This is not cumulative with improved cover saves from Vantage terrain.
Space Marine Captain
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8", Hot, Lethal 5+, Prc1) | 4 | 3+ | 4/5 |
| Power Fist (Brutal) | 5 | 3+ | 5/7 |
Abilities
AstartesHeroic LeaderIron HaloOptions
[CT] Aggressive[CT] Dueller[CT] Hardy[CT] Mobile[CT] Resolute[CT] Sharpshooter[CT] Siege Specialist[CT] StealthyLibrarian
A 3
M 6"
S 3+
W 14
Assault Intercessor Sergeant
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hand Flamer (Rng 6", Sat, Tor 1") | 4 | 2+ | 3/3 |
| Heavy Bolt Pistol (Rng 8", PrcCrit1) | 4 | 3+ | 3/4 |
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8", Hot, Lethal 5+, Prc1) | 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 WarfareOptions
[CT] Aggressive[CT] Dueller[CT] Hardy[CT] Mobile[CT] Resolute[CT] Sharpshooter[CT] Siege Specialist[CT] StealthyIntercessor Sergeant
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Auto Bolt Rifle (Tor 1") | 4 | 3+ | 3/4 |
| Bolt Rifle (PrcCrit1) | 4 | 3+ | 3/4 |
| Stalker Bolt Rifle | |||
| Heavy (Hvy(Dash), Lethal 5+, PrcCrit1) | 4 | 3+ | 3/5 |
| Mobile | 4 | 3+ | 3/4 |
| Chainsword | 4 | 3+ | 4/5 |
| Fists | 4 | 3+ | 3/4 |
| Power Fist (Brutal) | 4 | 4+ | 5/7 |
| Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
| Thunder Hammer (Shock, Stun) | 4 | 4+ | 5/6 |
Abilities
AstartesChapter VeteranDoctrine WarfareOptions
[CT] Aggressive[CT] Dueller[CT] Hardy[CT] Mobile[CT] Resolute[CT] Sharpshooter[CT] Siege Specialist[CT] StealthyEliminator 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 (Hvy(Dash), Sat, Seek Light, Silent) | 4 | 2+ | 3/4 |
| Hyperfrag (Blast 1", Hvy(Dash), Silent) | 4 | 2+ | 2/4 |
| Mortis (Dev3, Hvy(Dash), Prc1, Silent) | 4 | 2+ | 3/3 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesCamo Cloak1AP: OpticsStealthyOptions
[CT] Aggressive[CT] Dueller[CT] Hardy[CT] Mobile[CT] Resolute[CT] Sharpshooter[CT] Siege Specialist[CT] StealthyAssault Intercessor Grenadier
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Rng 8", PrcCrit1) | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 4/5 |
| Frag Grenade (Rng 6", Blast 2", Sat) | 4 | 3+ | 2/4 |
| Krak Grenade (Rng 6", Prc1, Sat) | 4 | 3+ | 4/5 |
Abilities
AstartesGrenadierOptions
[CT] Aggressive[CT] Dueller[CT] Hardy[CT] Mobile[CT] Resolute[CT] Sharpshooter[CT] Siege Specialist[CT] StealthyAssault Intercessor Warrior
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Rng 8", PrcCrit1) | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 4/5 |
Abilities
AstartesOptions
[CT] Aggressive[CT] Dueller[CT] Hardy[CT] Mobile[CT] Resolute[CT] Sharpshooter[CT] Siege Specialist[CT] StealthyHeavy Intercessor Gunner
A 3
M 5"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Heavy Bolter | |||
| Focused (PrcCrit1) | 5 | 3+ | 4/5 |
| Sweeping (PrcCrit1, Tor 1") | 4 | 3+ | 4/5 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesOptions
[CT] Aggressive[CT] Dueller[CT] Hardy[CT] Mobile[CT] Resolute[CT] Sharpshooter[CT] Siege Specialist[CT] StealthyIntercessor Gunner
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Auto Bolt Rifle (Tor 1") | 4 | 3+ | 3/4 |
| Auxiliary Grenade Launcher | |||
| Frag (Blast 2") | 4 | 3+ | 2/4 |
| Krak (Prc1) | 4 | 3+ | 4/5 |
| Bolt Rifle (PrcCrit1) | 4 | 3+ | 3/4 |
| Stalker Bolt Rifle | |||
| Heavy (Hvy(Dash), Lethal 5+, PrcCrit1) | 4 | 3+ | 3/5 |
| Mobile | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesOptions
[CT] Aggressive[CT] Dueller[CT] Hardy[CT] Mobile[CT] Resolute[CT] Sharpshooter[CT] Siege Specialist[CT] StealthyIntercessor Warrior
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Auto Bolt Rifle (Tor 1") | 4 | 3+ | 3/4 |
| Bolt Rifle (PrcCrit1) | 4 | 3+ | 3/4 |
| Stalker Bolt Rifle | |||
| Heavy (Hvy(Dash), Lethal 5+, PrcCrit1) | 4 | 3+ | 3/5 |
| Mobile | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesOptions
[CT] Aggressive[CT] Dueller[CT] Hardy[CT] Mobile[CT] Resolute[CT] Sharpshooter[CT] Siege Specialist[CT] StealthyUniversal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- 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).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- 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.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Strategy Ploys
Strategy: New Ploy
Equipment
Ploys
Strategic - New Ploy: