KingFish's Homebrew Team

Operatives

1. Space Wolf - Viking Man
Space Wolf - Viking Man
A 3
M 7"
S 3+
W 13/13
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Superdcharge (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Power Axe (Lethal 5+)
5
3+
4/6
Abilities
Lupine GuileHunting Astartes

Lupine Guile: Once per battle, after rolling off to decide initiative, if this operative is in the killzone, you can re-roll your dice.

Hunting Astartes: During each friendly WOLF SCOUT operative’s activation, it can perform either two Shoot actions or two Fight actions.

If it’s two Shoot actions: -1 additional AP must be spent for the second action if both actions are using a plasma gun or plasma pistol. -You cannot select two PSYCHIC ranged weapons.

Each friendly WOLF SCOUT operative can counteract regardless of its order. Whenever it does so within your STORM, you can change its order first, or change its order instead of performing an action (for the latter, still treat it as having counteracted this turning point).

WOLF SCOUT, IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES, PACK, LEADER
2. Sister of Battle - Argenta
Sister of Battle - Argenta
A 2
M 6"
S 3+
W 9/9
Weapons
ATK
HIT
DMG
Hand Flamer
Standard (Rng 6", Sat, Tor 1")
4
2+
3/3
Deluge (Rng 4", Sat, Seek Light, *Tor 0")
4
2+
3/3
Null Mace (Shock, Anti-PSYKER)
4
3+
4/4
Abilities
*Torrent 0Weapons Of The Witch Hunters

*Torrent 0: Note that Torrent 0" means you cannot select secondary targets, but this weapon still has the Torrent weapon rule for all other rules purposes, e.g. the Condensed Stronghold rule (see Killzone: Volkus, Kill Team Core Book).

Weapons Of The Witch Hunters: PSYCHIC ranged weapons cannot inflict damage on friendly CELESTIAN INSIDIANT operatives.

For the effects of PSYCHIC actions, friendly CELESTIAN INSIDIANT operatives cannot be selected and are never treated as being within those actions’ required distances. Whenever an operative is within 3" of a friendly CELESTIAN INSIDIANT operative:

  • That operative cannot perform PSYCHIC actions or use PSYCHIC additional rules.
  • That operative cannot use PSYCHIC ranged weapons.
  • PSYCHIC melee weapons have no weapon rules and cannot have Dmg stats higher than 3/4.
CELESTIAN INSIDIANT, IMPERIUM, ADEPTA SORORITAS, CREMATOR
3. Guardsmen - Abalard
Guardsmen - Abalard
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Melta Gun (Rng 6", Dev4, Prc2)
4
3+
6/3
Gun Butt
3
4+
2/3
Abilities
Skill at Arms

Skill at Arms: STRATEGIC GAMBIT Select a SKILL AT ARMS for friendly KASRKIN operatives to have until the Ready step of the next Strategy phase.

Light 'Em Up Friendly KASRKIN operatives’ ranged weapons have the Severe weapon rule

Strike Fast Whenever a friendly KASRKIN operative is performing the Reposition action, add 1" to its Move stat.

Ice In Your Veins Whenever a friendly KASRKIN operative is fighting or retaliating, or an operative is shooting it, the first time an attack die inflicts Normal Dmg of 3 or more on this operative during that sequence, that dice inflicts 1 less damage on it.

For Cadia! Add 1 to the Atk stat of friendly KASRKIN operatives' melee weapons (to a maximum of 4). Whenever a friendly KASRKIN operative is fighting, the first time you strike during that sequence, inflict 1 additional damage.

KASRKIN, IMPERIUM, ASTRA MILITARUM, GUNNER
4. Eldar - Moody Elf Lady
Eldar - Moody Elf Lady
A 2
M 7"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Ranger Long Rifle
Mobile
4
3+
3/4
Stationary (Dev3, Hvy, Silent)
4
2+
3/3
Shuriken Pistol (Rng 8", Rnd)
4
3+
3/4
Abilities
Aeldari RaidersCamo CloakRifles

Aeldari Raiders: Each friendly CORSAIR VOIDSCARRED operative can perform a free Dash action during their activation.

Camo Cloak: Whenever an operative is shooting this operative:

Ignore the Saturate weapon rule. 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 instead. This is not cumulative with improved cover saves from vantage terrain.

Rifles: Whenever a friendly CORSAIR VOIDSCARRED operative is shooting with a shuriken rifle or ranger long rifle during an activation in which it has not performed the Charge, Fall Back or Reposition action, that operative has the Accurate 1 weapon rule. Note that operative is not restricted from performing those actions after shooting.

CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, FATE DEALER

Equipment

Ploys

Tac Ops

Sweep & Clear
Seek And Destroy

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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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

Dominate
Seek And Destroy

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.

Rout
Seek And Destroy

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.

Track Enemy
Infiltration

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.

Plant Devices
Infiltration

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.

Steal Intelligence
Infiltration

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.