Moonclawz Mob

Homebrew by Bad_Moon_Grimshade

While most Bad Moons prefer shiny, shooty Dakka, Moonclawz mob consists of self-proclaimed "big-game hunters" who believe their kills—and the teeth they rip from them—are worth twice as much. They fund their massive, flashy cyborg bits and luxurious squig-hide by hunting the galaxy's most horrifying mega-monsters and heavily armored war machines.

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Composition

This Killteam includes 10 Operatives consisting of:

1 Grimgut Moonclaw with Power and Shoota Pistol

8 Boyz with Slugga and Choppa

1 Boy with Thumpa gun

Common Abilities and Options

Mob Rulez:
Moonclaws run by the rule of the mob, some say the movements are governed by the Bad Moon itself, favouring Moonclaw and his Boyz whenever they create a green tide.

Whenever a Moonclaw Operative is within 3" of another friendly operative, this operative gains accuracy 1 on its melee weapons

Whenever a Moonclaw operative is within 3" of 3 or more friendly operatives this operative gains accuracy 2 on its melee weapons

Grimgut Moonclaw
A 3
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Moon Shoota (Stun)
4
4+
3/4
Moonclaw (Brutal, Lethal +5)
5
3+
4/5
Abilities
1AP: Boss BannerMob Rulez

Boss Banner (1AP): Grimgutz totes the mob'z standard, inspiring his boyz to chop 'arder!

SUPPORT - Give 1AP to 1 other Moonclaw that is visible to this operative

Mob Rulez
Boy 1
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Slugga
4
4+
3/4
Choppa (Rending)
4
4+
3/4
Abilities
Mob Rulez
Mob Rulez
Boy 2
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Slugga
4
4+
3/4
Choppa (Rending)
4
4+
3/4
Abilities
Mob Rulez
Mob Rulez
Boy 3
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Slugga
4
4+
3/4
Choppa (Rending)
4
4+
3/4
Abilities
Mob Rulez
Mob Rulez
Boy 4
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Slugga
4
4+
3/4
Choppa (Rending)
4
4+
3/4
Abilities
Mob Rulez
Mob Rulez
Boy 5
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Slugga
4
4+
3/4
Choppa (Rending)
4
4+
3/4
Abilities
Mob Rulez
Mob Rulez
Boy 6
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Slugga
4
4+
3/4
Choppa (Rending)
4
4+
3/4
Abilities
Mob Rulez
Mob Rulez
Boy 7
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Slugga
4
4+
3/4
Choppa (Rending)
4
4+
3/4
Abilities
Mob Rulez
Mob Rulez
Boy 8
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Slugga
4
4+
3/4
Choppa (Rending)
4
4+
3/4
Abilities
Mob Rulez
Mob Rulez
Thumpa Boy
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Thumpa Volley (Blast 2" Saturate)
4
4+
4/6
Choppa
4
4+
3/4
Spook Bomb (Blast 2", Fall Back 3", Piercing 3)
1
2+
0/1
Stun Bomb (Blast 2", Stun, Piercing 3)
1
2+
0/1
Snag Bomb (Blast 2", Silent, -2" Movement)
1
2+
0/1
Abilities
Mob Rulez
Mob Rules
Equipment

Gilded Choppa:
Veteran Moonclaws pride themselves on having the most show-offy Choppas amongst the Bad Moons. Imperial records are grievously lacking on this Mob , but other Greenskinz know "Wen choppaz iz all shiny dey cutz betta".

(2 EP): Replaces a standard Choppa. Melee profile gains the Lethal 5+ special rule.


Squiggoth Musk:
The Moonclaw Beastsnaggers get their Weirdboyz to create all sorts of potions and trinkets to aid their next hunt. A favourite creation of Krugduz is Squiggoth Musk. Krugduz soaks Moonclaw squig pelts in the anal secretions of the squiggoth that numbs any sense of, not limited to; loss of limb, disembowlement and excessive blood loss.

Ignore all effects of being wounded

After each


Kustom Ammo-Grot:
Personal assistant carrying spare gold-tipped magazines.

Place a GROT or a GROT TOKEN within 1" of each friendly BOY.

Whenever a friendly BOY with a GROT or GROT TOKEN is shooting an enemy operative, it can re-roll 1 of it's attack dice.

If the BOY operative is incapacitated, the GROT within 1" or GROT TOKEN is removed from the board.

GROT models are not considered operatives and cannot be targeted or treated as terrain for cover purposes.


Ploys

Strategic - Loadza Ammo:
Loadza Ammo : Use in the Strategic Phase. Friendly BAD MOON operatives re-roll attack dice results of 1 during shooting attacks until the end of the Turning Point.


Strategic - Showin' Off:
Showin' Off: Use when a friendly MOONCLAW or BOY operative eliminates an enemy. Immediately gain 1 Command Point. Limit once per battle (excluding THUMPA BOY).


TacOps
Seek And Destroy: Sweep & Clear

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.


Seek And Destroy: Dominate

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.


Seek And Destroy: Rout

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.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

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


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.