The Menagerie

Homebrew by Raddarat

The true origins of the Menagerie are shrouded in deceit and madness. Most whisper it began on the planet Malfi, there, the corrupt nobility who fell under the angry populus sought to reclaim their lost grandeur, only to encounter the figures known as the Revelators. Beings of impossible insight and promises to aid the nobles. This insight shattered their sanity with horrible truths. What followed is buried by the Inquisition: a year of vanished nobles, mass insanity, and the birth of the Menagerie’s first “performance.” Today, the Menagerie thrives in shadow. To most of the Ordo Malleus, it is a myth, yet its influence festers across the Imperium. The cult preys on scholars, visionaries, and the faithless, drawing them into secret gatherings where forbidden truths are unveiled. Few survive these revelations with their minds intact, but those who do become new Revelators, survivors who wish to expose the cult, but all they do is spread it like a disease. Through acts of orchestrated madness and despair, the Menagerie seeks to erode the boundary between the Warp and the waking world. Its followers move unseen through asylums and slums alike, weaving chaos into every mind they touch. To witness their work is to gaze upon a show where the curtain never falls and where reality itself begins to unravel.

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Composition
Common Abilities and Options

Group Activation:
Whenever this operative is expended, you must then activate one other ready friendly AUDIENCE MEMBER operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).

Unstable Daemon:
This operative ignores the Piercing weapon rule.

This operative is never Injured when within 6" of a friendly CULTIST ally.

This operative is always Injured when not within 6" of a friendly CULTIST ally.

Voices in the Warp:
Friendly DAEMON allies start the game outside the killzone in the Warp, to enter the battle Friendly DAEMON allies must be first Summoned.

Split:
When this operative is incapacitated. Before this operative is removed from the killzone, set up two new friendly BLUE HORROR operatives as close as possible to this operative and not within Engagement Range of enemy operatives.

Revelator
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Autopistol (Rng 8")
4
4+
2/3
Force Stave (Rng 2", Psychic, Stun)
4
4+
3/6
Force Stave (Psychic, Shock)
4
4+
4/6
Abilities
Emerging Warp Presence2AP: Reveal the Universe

Emerging Warp Presence: You start the battle with three Warp tokens (we recommend using a dice to track how many Warp tokens you have). You can spend one Warp token to use the Tactical Ploy "Command Re-Roll" for 0CP. Warp tokens can also be spent to enhance the effect of some Ploys and Actions. Each time you spend a Warp token, reduce the number of Warp tokens you have by one and your opponent gains one Warp token.

Whenever your opponent has one or more Warp tokens, they can can spend one Warp token to use the Tactical Ploy "Command Re-Roll" for 0CP. If they do, they reduce the number of Warp tokens they have by one and you gain one Warp token.

At the beginning of each Turning Point, if your opponent has 1+ Warp tokens, you gain 1 Warp token.

If the opponent kill team is The Menagerie too:

  • Both players start with only two Warp tokens.
  • The opponent can spend their Warp tokens also to enhance the effect of some of their Ploys and Actions.
  • At the beginning of each Turning Point, the player with less Warp tokens gains 1 Warp token rather than just the opponent.

Reveal the Universe (2AP): PSYCHIC If there are friendly DAEMON allies within the Warp roll 2D6, if the two dices roll a total value of 5+ you may Summon the Daemons. Place as many of them as you wish on the kill zone, but they must be placed Visible and within 2" of this operative.

If you summon 9 friendly DAEMON allies at once the total value required is only 3+.

If you roll a double this operative suffers 3 mortal wounds.

This operative cannot perform this action while within control range of an enemy operative.

THE MENAGERIE, CHAOS, TZEENTCH, CULTIST, LEADER, PSYKER, REVELATOR
Audience Gunner
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Flamer (Rng 8", Sat, Tor 2")
4
2+
3/3
Heavy Stubber
Sweeping (Hvy(Dash), Tor 1")
4
4+
3/4
Focused (Hvy(Dash))
5
4+
4/5
Gun butt
3
4+
2/3
THE MENAGERIE, CHAOS, TZEENTCH, CULTIST, AUDIENCE GUNNER
Audience Member
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Autopistol (Rng 8")
4
4+
2/3
Autogun
4
4+
2/3
Gun butt
3
4+
2/3
Brutal assault weapon
4
4+
2/3
Abilities
Group Activation
THE MENAGERIE, CHAOS, TZEENTCH, CULTIST, AUDIENCE MEMBER
Flamer of Tzeentch
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Flickering Flames (Psychic, Rng 8", Sat, Tor 2", *Warpfire)
4
2+
3/3
Flamer mouths
4
4+
3/4
Abilities
*WarpfireFly2AP: Storm of MadnessUnstable DaemonVoices in the Warp

*Warpfire: After this shoot action/action roll a D6 for each operative damaged:

  • 1: Enemy regains D3 lost wounds.
  • 2: Enemy is covered in sweet-tasting liquor, nothing happens.
  • 3: Enemy is dizzy, switch the order of the enemy.
  • 4: Enemy is frozen, subtract 1 from APL of target until the end of its next activation.
  • 5: Enemy is set on fire, enemy suffers another D3 damage.
  • 6: Enemy is dissolved in acid, enemy suffers another D3+3 damage.

Fly: Whenever this operative performs an action in which it moves, it can FLY. If it does so, do not move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) of its original location, measuring horizontal distance only. Note that it gains no additional distance when performing the Charge action.

It must be set up in a location it can be placed, and unless it was the Charge action, it cannot be set up within control range of an enemy operative. In a killzone that uses the Close Quarters rules (e.g. killzone Gallowdark), you cannot measure the distance over or through wall terrain, and that operative cannot be set up on the other side of an access point (in other words, it cannot FLY through an open hatchway).

Storm of Madness (2AP): Perform a free Reposition action with this operative. During that action, this operative can move through Light parts of a terrain feature as if they were not there and this operative can move within control range of other operatives as if they were not there, but must finish the move following all requirements of a normal Reposition action.

Every operative that it moves within control range of during this Reposition action suffers D3+1 damage and the *Warpfire effect.

This operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative

THE MENAGERIE, CHAOS, TZEENTCH, DAEMON, FLAMER OF TZEENTCH
Pink Horror
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Coruscating Flames (Psychic)
4
4+
3/4
Claws
3
5+
2/3
Abilities
SplitUnstable DaemonVoices in the Warp
THE MENAGERIE, CHAOS, TZEENTCH, DAEMON, PSYKER, PINK HORROR
Blue Horror
A 2
M 6"
S 6+
W 5
Weapons
ATK
HIT
DMG
Fizzing Flames (Rng 6", Psychic)
4
5+
2/3
Claws
3
5+
2/3
Abilities
Group ActivationSplitUnstable DaemonVoices in the Warp
THE MENAGERIE, CHAOS, TZEENTCH, DAEMON, BLUE HORROR
Brimstone Horror
A 2
M 4"
S 6+
W 3
Weapons
ATK
HIT
DMG
Fire (Psychic)
2
5+
2/3
Abilities
Ball of FireExpendableFizzle OutGroup Activation

Ball of Fire: In the Firefight Phase, whenever you determine this operative's order, you cannot select Conceal. This operative cannot perform any actions other than Charge, Dash, Fight and Reposition, or use any weapons that are not on its data card.

Expendable: This operative is ignored for your opponent's kill/elimination op (when it is incapacitated, and when determining your starting number of operatives). It is also ignored for victory conditions and scoring VPs that require operatives to "escape", "survive", or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operative must escape/survive/ be incapacitated, etc).

Fizzle Out: After this operative fights/retaliates remove this operative from the .

THE MENAGERIE, CHAOS, TZEENTCH, DAEMON, BRIMSTONE HORROR
Equipment
Ploys

Firefight - Inescapable Eye:
Only once each Turning Point. When you activate a friendly PSYKER operative. If the opponent has MORE Flux Tokens than you, you gain 1 Flux Token.


Strategic - Chaos Spawn:
As a STRATEGIC GAMBIT in any turning point after the first. If the opponent has MORE Flux Tokens than you, the opponent must roll 1D6, if the dice rolls bellow the amount of Flux Tokens the opponent has they must pick one of their operatives


TacOps
Infiltration: Track Enemy

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.


Infiltration: Plant Devices

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.


Infiltration: Steal Intelligence

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.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

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


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

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