u/DropBearWarrior

Destroyer Cult NPO boss fight

Destroyer Cult NPO boss fight

https://ktdash.app/killteams/HBR-wULFa-2/edit

First draft of a Destroyer Cult NPO force. Still working on missions to go with but I figured the stats might be in a good spot. I mainly used the White Dwarf cards and nemesis dossier to try and make a somewhat balanced baseline of stats. The activation deck is under “equipment”. Any feedback or suggestions is welcome

I tried to lean into the destroyer cults being powerful and adaptable, but insubordinate and tunnel-visioned. They don’t coordinate, they’ll expose themselves, for all death must come. Their reckless actions can get them isolated and picked off. They’ll mutilate each other so that they can reform their bodies into ever more efficient killing machines, but this process can leave them open to a killing blow before the fighting has even started.

Considering making a Nekrosor Ammentar boss to really turn up the heat, if you have any suggestions for its abilities I would love to hear them.

Pic is the map for the PvE mission, attack/defend sarcophagus. Working on PvPvE and P+E v P+E mission (although working with the destroyer cult can always be as challenging as fighting against them)

u/DropBearWarrior — 2 days ago

More Asymmetric Compound Siege (homebrew)

More Asymmetric Compound Siege – short version

1.        When setting up the map, players may “build” their own layout. The attacker can reposition the heavy rubble outside the compound, while the defender can rotate their strongholds 180 degrees, swap any stockade type and move the 2 light rubble pieces to best prepare for the assault.

2.        An additional objective is placed in the centre of each stronghold for 3 objectives total.

3.        When deploying equipment and operatives, the defence always goes first, then the offence (i.e defence equipment à offence equipment à defence operatives à offence operatives). If the defence has any rules that resolve at the end of the Set Up Operatives step, they must do so before the offence sets up any operatives

4.        Ruses: All ruses are expected to be used.

o   Preliminary bombardment continues indefinitely, but may be permanently lifted as an attacker strategic gambit in any turning point.

o   Breaching charges gain the lethal 5+ weapon rule when being used by an offence operative would be able to breach for 1AP on Killzone: Tomb World

o   Booby traps are reworked – the defender may secretly mark 3 doors/breach points to be trapped with live bombs, and 2 doors to be trapped with dud bombs (can be kept track of using the Hernkyn Yaegir markers, generic tokens/markers or separately on a sheet of paper). The first time an operative moves through a trapped breach point/door. If it is a dud, nothing happens, if it is live, inflict D3+3 damage on the operative.

o   Razor wire perimeter – while setting up equipment, the defender may mark any individual stronghold, stockade or bunker terrain feature to be exempt from the perimeter. Operatives who are set up inside of a protected stronghold also take D3 damage unless they were last removed while within the defenders drop zone.

5.        The stockade and bunkers always cost 4” to climb, taking precedence over ladders or any other climbing bonuses, and may not be crossed over by climbing an adjacent terrain feature.

6.        Operatives may “window fight” when in base contact below a bunker or stockade window, select an enemy operative within 2” of the active operative to fight against

7.        Operatives may door fight when in base contact with an open breach point.

8.        Operatives who fly, drop, teleport, burrow or are otherwise set up may only cross into and out of the compound from the stronghold vantages. Operatives may use these abilities freely if they are moving on either side of the compound. Operatives may not move through stockade or bunker terrain features.

9.        Crit op: Offence may perform a 1AP mission action to destroy/sabotage the objective markers, which earns them 2VP each. At the end of the battle, any objective marker that wasn’t sabotaged earns the defence 2VP each. If the first marker to be sabotaged is the central marker, the offence may select either marker to also be sabotaged with it.

10.   Final score is determined by adding kill and crit op score together.

Map 1 official layout as an example

Map 2 official layout as an example

reddit.com
u/DropBearWarrior — 7 days ago

Nemesis operatives rules retrofit - point defence/overwatch weapons

tl;dr; use shadowvault rules for all the extra stubbers on nemesis operatives.

A major limitation of the nemesis rules is that many big 40K kits are characterised by an excess of weapons. Stubbers on top of hulls, flamers under power fists, spine banks inside carapaces, too much firepower is an iconic element, but in KT, an operative may only shoot one weapon at a time, which means a model who isn’t built as a single-weapon specialist is at a disadvantage.

Instead - I suggest that these weapons instead be included in a new category - turret weapons, based on the turrets from the Shadowvaults expansion.

Turret weapons can be created from any weapon, but worsen the hit stat by 2 (most of the nemesis weapons would therefore be hitting on 5+). These weapons can not be selected for a shoot action during the nemesis operative’s activation, but instead the nemesis operative may perform a shoot action after another operative ends an activation, but must select a turret weapons, after which the turret weapon goes on cooldown and may not fire again until 2D6 activations are completed.

u/DropBearWarrior — 8 days ago