Warpdivers kt21
Homebrew team by 0dy5 and formatted by Eden
Warpdivers are those brave guardsmen who charge into the frontline engagements, typically in smaller more specialized squads of four rather than the traditional large rank and file deployments of the imperium.
These smaller teams may sometimes group together with another squadron and thus allow for warpdivers to bring more targetted equipment into the field in order to take on their enemy with a greater chance of success than when operating alone.
Warpdiver Veteran
APL
2
MOVE
3⬤
SAVE
4+
WOUND
9
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Governor heavy pistol (Rng ⬟, Lethal 5+, Stun) | 4 | 3+ | 3/4 |
Serenity scoped pistol (Ceaseless) | 4 | 3+ | 2/2 |
Singing pistol (Rng ⬟, AP1, P2) | 4 | 3+ | 5/6 |
Saber of freedom (Lethal 5+) | 4 | 3+ | 3/5 |
Automaton chainsword | 5 | 3+ | 4/6 |
ACTIONS
Orbital Support
ABILITIES
Survival Instinct
WARPDIVERS, IMPERIUM, ASTRA MILITARUM, WARPDIVER, LEADER, VETERAN
Warpdiver Trooper
APL
2
MOVE
3⬤
SAVE
4+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Liberation rifle (Lethal 5+) | 4 | 4+ | 3/4 |
Crusher shotgun (Rng ⬟) | 4 | 3+ | 4/4 |
Diligent carbine (Bal, MW1) | 3 | 3+ | 3/3 |
Gun butt | 3 | 4+ | 2/3 |
ACTIONS
Orbital Support
WARPDIVERS, IMPERIUM, ASTRA MILITARUM, WARPDIVER, TROOPER
Warpdiver Breacher
APL
2
MOVE
3⬤
SAVE
4+
WOUND
9
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Staunch heavy rifle (Hvy, Fus, P1) | 5 | 4+ | 4/5 |
Lance rocket launcher | |||
- Frag (Heavy, Blast 2⬤) | 4 | 4+ | 3/5 |
- Krak (Heavy, AP1) | 4 | 4+ | 5/7 |
Mag-gun (Heavy, AP2) | 3 | 3+ | 4/6 |
Reinforced gun butt (Stun) | 3 | 4+ | 3/4 |
ACTIONS
Orbital Support
ABILITIES
Fury
WARPDIVERS, IMPERIUM, ASTRA MILITARUM, WARPDIVER, BREACHER
Warpdiver Marksman
APL
2
MOVE
3⬤
SAVE
4+
WOUND
7
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Redemption auto-pistol (Rng ⬟) | 5 | 4+ | 2/3 |
Anti-matter sniper rifle (Hvy, Sil, MW3) | 4 | 2+ | 3/3 |
Gun butt | 3 | 4+ | 2/3 |
ACTIONS
Enemy Spotted (1 AP)
Orbital Support
ABILITIES
Ambusher
WARPDIVERS, IMPERIUM, ASTRA MILITARUM, WARPDIVER, MARKSMAN
Warpdiver Specialist
APL
2
MOVE
3⬤
SAVE
4+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Immolator (Rng ⬟, Tor ⬤) | 5 | 2+ | 2/2 |
Reaper laser (No Cover, Rending) | 4 | 3+ | 3/3 |
Tesla thrower (Splash 1, Stun) | 6 | 4+ | 3/2 |
Scorching gun (AP1, P2) | 3 | 4+ | 5/6 |
Gun butt | 3 | 4+ | 2/3 |
ACTIONS
Orbital Support
ABILITIES
Unsafe Mode
WARPDIVERS, IMPERIUM, ASTRA MILITARUM, WARPDIVER, SPECIALIST
Strategic Ploys
Dropping A Pin
For Liberty!
Follow Me!
Go To Ground
Firefight Ploys
High Ground
Into The Fray
Last Stand
Rapid Deployment
Equipment
Combat Blade
Name | A | WS | D |
---|---|---|---|
Combat blade | 3 | 4+ | 3/4 |
Frag Grenade
Name | A | BS | D |
---|---|---|---|
Frag grenade | 4 | 3+ | 2/3 |
Special Rules | |||
Rng ⬟, Blast ⬤, Indirect, Limited |
Impact Grenade
Name | A | BS | D |
---|---|---|---|
Impact grenade | 4 | 3+ | 4/5 |
Special Rules | |||
Rng ⬟, AP1, Indirect, Limited |
Shield Generator*
Energy Shield: Once per Turning Point, when a shooting attack is made against this operative, you can use this ability. If you do so, in the Roll Defence Dice step of that shooting attack, if this operative is not in Cover, before rolling your defence dice, you can retain one as a successful normal save without rolling it. If this operative is in Cover, the dice you can retain as a successful normal save as a result of Cover can be retained as a critical save instead.
Jump Pack*
Jump Pack: This operative has the FLY keyword for the purposes of moving around, across, and over other operatives. However, each time this operative is climbing or dropping, treat the total vertical distance as ⬤.
Stims
Stims: Once per battle, when this operative is activated, you can use this ability. If you do so, until the end of the activation, you can ignore any or all modifiers to this operative's APL and Movement characteristics and this operative is not Injured.
Infiltration Pod
Infiltration Pod: During the mission sequence, in the Set Up Operatives step, you can set up this operative wholly within 2⬤ of your drop zone.
Tracing Rounds
Tracing Rounds: Each time a friendly operative makes a shooting attack with this weapon against a target, in the Roll Attack Dice Step of that shooting attack, if you retain and critical hits, this weapon gains the No Cover special rule for that shooting attack.
Rare Equipment
Auto-Loader
This ranged weapon gains the Ceaseless special rule.
Flux Capacitor
This ranged weapon gains the P1 critical hit rule.
Rending Rounds
This ranged weapon gains the Rending special rule.
Propulsion Amplifier
Add 1 to both Damage characteristics of this ranged weapon.
Thermal Sight
This ranged weapon gains the No Cover special rule.
Seeker Spirit
Each time a friendly operative makes a shooting attack with this ranged weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit you retain, you can re-roll one of your attack dice.
Power Enhancer
Add 1 to both Damage characteristics of this melee weapon.
Inertia Displacer
This melee weapon gains the Brutal special rule.
Perfectly Weighted
This melee weapon gains the Balanced special rule.
Rending Blade
This melee weapon gains the Rending special rule.
Monomolecular Edge
This melee weapon gains the Lethal 5+ special rule.
Arc Unit
This melee weapon gains the Stun critical hit rule.
Warpdivers
Collect Pod Data
- At the end of any Turning Point, if friendly operatives control your Crashed Pod objective marker, you score 1VP
- If you achieve the first condition and you still control you Crashed Pod objective marker at the end of the following Turning Point, you score 1VP
Behead The Beast
- You score 1VP
- If it's the first of second Turning Point, you score 2VP
Clear Landing Zone
- At the end of the turning point, if at least half of your operatives are wholly withing ⬟ horizontally of your Secure Zone token, you score 1VP.
- If you achieve the first condition and there are no enemy operatives within 2⬤ of any friendly operative, you score 1VP.
Recon
Outflank
- At the end of any Turning Point, if friendly operatives control both neutral killzone edges, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Courier
When you do so, select one friendly operative.
- At the end of any Turning Point, if that operative is within ⬟ of your opponent's drop zone, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Plant Transponder
- If a friendly operative performs the Plant Transponder mission action, you score 1 VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1 VP.
An operative can perform this action while wholly within your opponent's territory and more than ⬤ from terrain features (barricades are terrain features; ignore terrain features that have the Insignificant trait). If it does so, place one of your Transponder tokens underneath the operative as close as possible to the centre of its base. An operative cannot perform this action while within Engagement Range of an enemy operative or ⬟ of your other Transponder tokens.
Secure Vantage
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
- At the end of any Turning Point, if you control a Vantage Point that is more than ◼ from your drop zone, you score 1VP.
- If you achieve the first condition with a different vantage point at the end of any subsequent Turning Points, you score 1VP.
Recover Item
Place one of your Item tokens within your opponent's territory. The Pick Up action can be performed by friendly operatives (but not enemy operatives) upon your Item token.
- At the end of any Turning Point, if a friendly operative controls your Item token, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Surge Forward
- At the end of any Turning Point, if the total APL of friendly operatives within ⬟ of your opponent's drop zone is 4 or more, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Secure Unexplored Rooms
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
- At the end of any Turning Point, if the total APL of friendly operatives within an Unexplored Room (see below) is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition with a different Unexplored Room (i.e. separated by access points) at the end of any subsequent Turning Points, you score 1VP.
Security
Seize Ground
You must reveal this Tac Op in the Target Reveal step of the first turning point.
Select one terrain feature that is more than ◼ from your drop zone and includes any parts with the Heavy trait.
- At the end of the battle, if friendly operatives control that terrain feature, you score 1VP.
- If you achieve the first condition, there are no enemy operatives within ▲ of that terrain feature, and the total APL of the friendly operatives that control it is 4 or more, you score 1VP.
Hold Them Back
- At the end of any Turning Point, if there are no enemy operatives wholly within your territory, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Protect Assets
- At the end of any Turning Point, if two or more enemy operatives were incapacitated within ⬤ of an objective marker during that Turning Point, you score 1 VP
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Secure Centre Line
- At the end of any Turning Point, if the total APL of friendly operatives on the centre line and not on a Vantage Point is greater than that of the enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Escort Operative
Select one friendly operative.
At the end of the battle:
- If that friendly operative is wholly within your opponent's territory, you score 1VP.
- If that friendly operative is within ⬟ of your opponent's killzone edge, you score 1VP.
Central Control
- At the end of any Turning Point, if the total APL of friendly operatives within ◼ of the center and not on a Vantage Point is greater than that of enemy operatives, you score 1 VP
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Seize Access Point
You must reveal this Tac Op in the Target Reveal step of the first Turning Point.
Select one access point on the centre line or within your opponent’s territory.
- At the end of the battle, if the total APL of friendly operatives within ⬤ of that access point is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition, there are no enemy operatives within ⬤ of that access point, and the total APL of friendly operatives within ⬤ of it is 4 or more, you score 1VP.
Ferratonic Furnace Control
- At the end of any Turning Point, if the total APL of friendly operatives on the roof of the ferratonic furnace is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.