SQUIG RIDERS

Homebrew by BIGTHICKMS264

SQUIG RIDING GROTS

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Composition

SQUIG RIDING GROTS

NOT FINNISHED

SQUIG SHEPERD
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
CUSTOM MEGABLASTA (CUSTOM MEGABLAST)
6
5+
3/4
GROT PISTOL (RANGE 8)
4
5+
2/3
BITE (RENDING)
4
4+
4/5
GROT LANCE AND BITE (RENDING)
5
4+
4/5
Abilities
SQUIG WHISTLE

SQUIG WHISTLE: AS A STRATEGIC GAMBIT ALL FRIENDLY SQUIG RIDER UNITS WITHIN 6 INCHES OF THIS UNIT CAN immediately PERFORM A FREE DASH ACTION

SQUIG RIDER, ORK, GROT,SQUIG SHEPERD, SQUIG, LEADER
GROT EVVY GUNNA
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
GROT SLUGGA
SPEY AND PREY (TORRENT 2)
6
5+
3/4
FOCUSSED (RANGE 12)
4
4+
3/4
BITE (RENDING)
4
4+
4/5
SQUIG RIDER, ORK, GROT,GROT EVVY GUNNA, SQUIG
GROT LANCER
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
LANCES
MELTA LANCE (DEVISTATING 3, RENDING, LIMITED 1)
5
4+
4/5
LANCE (RENDING)
5
4+
4/5
SQUIG RIDER, ORK, GROT, GROT LANCER, SQUIG
GROT JUMMPA
A 2
M 7"
S 5+
W 7
Weapons
ATK
HIT
DMG
GROT PISTOL (RANGE 8)
4
5+
2/3
BITE (RENDING)
4
4+
4/5
Abilities
JUMPY LEGG

JUMPY LEGG: when this operative is performing the charge, fall back or reposition action during its activation, so long as no pert of its base is underneath vantage terain it can do a jump move, if it does, dont move it. instead, remove it from the killzone and set it up wholly within x horizontally of its origional location. x is the distance of your choice(rounded up to the nerest inch), if you do so on a charge you can choose for one enemy oppreative in its cantroll range to lose d3 wounds

SQUIG RIDER, ORK, GROT, GROT JUMMPA, SQUIG
grot grenadia
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
BITE (RENDING)
4
4+
4/5
BOOM STICKS (RANGE 6 BLAST 1 SATURATE)
4
4+
3/4
Abilities
1AP: SQUIG DETANATOR

SQUIG DETANATOR (1AP): ALL FRIENDLY BOMB SQUIG OPPERATIVES IN THE KILLZONE CAN EMIDIETLY PERFORM A FREE SHOOT ACTION USING THE EXPLOSIVES RANGED WEAPON ON THEIR DATACARD

SQUIG RIDER, ORK, GROT, GROT GRENADIA, SQUIG
GROT SHROOM MASTA
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
GROT PISOL (RANGE 8)
4
5+
2/3
BITE (RENDING)
4
4+
4/5
Abilities
1AP: INTICING SHROOMS

INTICING SHROOMS (1AP): ONE FRIENDLY SQUIG UNIT WITHIN 6 INCHES OF THIS OPPERATIVE CAN EMIDIETLY PERFOR A 1 AP ACTION FOR FREE. THIS ABILITY CAN BE USED MORE THAN ONCE PER ACTIVATION.

SQUIG JOCKIES
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
GROT PISTOL (RANGE 8)
4
5+
2/3
BITE (RENDING)
4
4+
4/5
Abilities
GROUP ACTIVATION

GROUP ACTIVATION: WHENEVER THIS OPERATIVEIS EXPENDED, YOU MUST THEN ACTIVATE ONE OTHER READY FRIENDLY SQUIG RIDER SQUIG JOCKIE OPERATIVE (IF ABLE)BEFOR YOUR OPPONENT ACTIVATES. WHEN THAT OTHER OPERATIVE IS EXPENDED, YOUR OPPONENT THEN ACTIVATES AS NORMAL (IN OTHER WORDS, YOU CANT ACTIVATE MORE THAN TWO OPERATIVES IN SUCCESSION WITH THIS RULE).

SQUIG RIDER, ORK, GROT, SQUIG JOCKIES, SQUIG
Equipment
Ploys
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.