Aquisition Conglomerate

Homebrew by TickleMonger

Driven by nothing more than profit, Aquisition Conglomerates are grizzled bands of gunmen looking for their next big score. Comprised mostly of Squats and Xenos Mercenaries, these Motley teams are nontheless efficient at what they do. Their adaptable demeanors allow for them to be able to tackle almost any job, at the right cost of course. Specializing in oppresive heavy fire and brutal close combat, besting these kill teams will prove to be no small feat, though they are often underestimated by more elite combatants. This will come to be their foe's undoing, as they are faced with a hail of lead and the cold, calculative grit of these experienced dogs of war. (I'm aware Yaegir and Hearthkyn are mispelled, this program negates those words from the datacards when spelled correctly.)

100% positive
Composition

Aqusition Conglomerate is composed of:

  • 1 of the following Leader Operatives
  • Hearthkyn Theyn
    
  • Yaegier Theyn
    
  • Ironhead Charter-Master
    
  • 3 of the following Warrior Operatives
  • Hearthkyn Warrior w/ Autoch Bolter or Ion Blaster; fists
    
  • Yaegir Commando w/ Bolt Shotgun; fists, or Bolt Revolver; Plasma Knife
    
  • Ironhead Prospector w/ Heavy Stubber, Autogun, or Boltgun; bludgeon
    
  • 4 of the following Specialist operatives
    
  • Hearthkyn Gunner w/ Plasma Beamer, auto lasrife, or rocket launcher; bludgeon
    
  • Hearthkyn Scrapper w/ Bolt pistol or Ion Pistol; Plasma Knife
    
  • Hearthkyn Comms Operator
    
  • Hearthkyn Analyst
    
  • Yaegir Bombast  
    
  • Yaegir Marksman
    
  • Yaegir Tracker
    
  • Ironhead brawler w/ Stub Gun or Auto Pistol; Stone Burner
    
  • 2 of the following Mercenary Operatives
  • Farstalker Mercenary
    
  • Bloodaxe Mercenary
    
  • Rebel Grot Mercenary (this operative counts as half a selection)
    
  • (each specialist operative may only be included once)
Common Abilities and Options

Grudge-Bearer:
whenever a friendly operative is incapacitated within 3" of this model, if the enemy operative that incapacitated said friendly operative is visible to this operative, it gains the balanced weapon rule while targeting that enemy operative.

Wisdom of the Votann:
Once per turning point, an operative with this ability may preform a mission action for 1 less AP

Veteran's Grit:
If this operative is incapacitated during a fight action, you may strike with one unresolved success before removing this operative from play. Alternatively, if this operative survives a fight action, you may inflict D3+1 damage upon resolving the sequence.

Forceful Profit:
up to twice per turning point, whenever an operative with this abilityincapacitiates an enemy operative, you gain one command point

Hired Gun:
Choose one enemy operative visible to your Leader. until the end of this turning point, this operative's weapon profiles have balanced when making attacks against that enemy operative.

Hearthkin Theyn
A 2
M 5"
S 3+
W 9
Weapons
ATK
HIT
DMG
Plasma pistol (Rng 8" Piercing 1)
3
3+
4/5
Plasma Weapon (Lethal 5+)
4
3+
4/6
Concussion Gauntlet (Brutal)
3
4+
5/6
Abilities
Grudge-BearerWisdom of the Votann
Votann, Leader, Squat
Yaeger Theyn
A 2
M 5"
S 4+
W 9
Weapons
ATK
HIT
DMG
Bolt Shotgun
buckshot (Rng 6")
4
3+
4/4
slug
3
3+
3/4
Plasma Knife (Lethal 5+)
4
3+
3/5
Abilities
Grudge-BearerVeteran's GritWisdom of the Votann
Votann, Leader, Veteran, Squat
Ironhead Charter-Master
A 2
M 5"
S 3+
W 9
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/5
Power Hammer (Brutal, Shock)
4
4+
5/6
Abilities
Forceful ProfitGrudge-Bearer
Ironhead, Leader, Squat
Hearthkin Warrior
A 2
M 5"
S 3+
W 8
Weapons
ATK
HIT
DMG
Autoch Bolter (piercing crits 1)
4
4+
3/5
Ion Blaster (piercing 1)
3
4+
3/5
Fists
3
4+
2/3
Abilities
Grudge-BearerWisdom of the Votann
Votann, Squat, Warrior
Yaeger Commando
A 2
M 5"
S 4+
W 8
Weapons
ATK
HIT
DMG
Bolt Shotgun
buckshot (Rng 6")
4
3+
4/4
slug
3
4+
3/4
Bolt Revolver (Rng 8")
4
4+
3/5
fists
3
4+
2/3
Plasma Knife (Lethal 5+)
4
4+
3/5
Abilities
Grudge-BearerVeteran's GritWisdom of the Votann
Votann, Veteran, Squat, Warrior
Ironhead Prospector
A 2
M 5"
S 3+
W 8
Weapons
ATK
HIT
DMG
Heavy Stubber
Sweeping (Torrent 1", seek light, Heavy (Dash only))
5
4+
3/4
Focused (ceaseless, rending, Heavy (Dash only))
5
4+
4/5
Autogun (accurate 1,Heavy (Reposition only))
5
4+
3/4
Boltgun (piercing 1,Heavy( Reposition Only))
4
4+
3/5
Bludgeon
3
4+
2/2
Abilities
Forceful ProfitGrudge-Bearer
Ironhead, Squat, Warrior
Hearthkin Gunner
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
plasma beamer (Piercing 1, devastating 2)
4
4+
4/5
Auto Lasrifle (torrent 1")
5
4+
3/5
Rail Rifle (heavy (dash only), piercing 1)
3
4+
4/6
Rocket Launcher
Focused (piercing 1, rending)
4
4+
4/5
Volley (blast 2")
5
4+
4/4
Bludgeon
3
4+
2/2
Abilities
Grudge-BearerWisdom of the Votann
Votann, Squat, Specialist
Hearthkin Scrapper
A 2
M 5"
S 43
W 8
Weapons
ATK
HIT
DMG
Bolt Pistol
Default (Rng 8")
4
4+
3/5
Profile
4
4+
3/4
Ion Pistol (Rng 8" piercing crits 1)
3
4+
3/5
Plasma Knife (Lethal 5+)
3
4+
3/5
Hatchet
4
4+
3/4
Abilities
Grudge-BearerWisdom of the Votann
Votann, Squat, Specialist
Hearthkin Comms Operator
A 2
M 5"
S 3+
W 8
Weapons
ATK
HIT
DMG
Autoch Bolter (piercing crits 1)
4
4+
3/5
Ion Blaster (piercing 1)
3
4+
3/5
Fists
3
4+
2/3
Abilities
Grudge-Bearer1AP: Operate CommsWisdom of the Votann

Operate Comms (1AP): SUPPORT: choose one friendly operative visible and within 6" of this operative. until the end of their next activation, add 1 to the apl stat of this operative. this may only be used once on each operative per turning point, and may not be used as a counteraction.

Votann, Squat, Specialist
Hearthkin Analyst
A 2
M 5"
S 3+
W 8
Weapons
ATK
HIT
DMG
Autoch Bolter (piercing crits 1)
4
4+
3/5
Ion Blaster (piercing 1)
3
4+
3/5
Fists
3
4+
2/3
Abilities
Grudge-Bearer1AP: RegroupWisdom of the Votann

Regroup (1AP): SUPPORT: select one expended friendly operative visible and within 6" of this model. you may change their order. this ability may only be used on each operative once per turning point, and may not be used as a counteraction.

Votann, Squat, Specialist
Yaeger Bombast
A 2
M 5"
S 4+
W 8
Weapons
ATK
HIT
DMG
Wroughtlock Revolvers (Rng 9", ceaseless, lethal 5+)
4
3+
3/5
Wroughtlock Revolvers (point blank) (brutal, ceaseless)
4
4+
3/3
Abilities
Grizzled GunmanGrudge-BearerVeteran's GritWisdom of the Votann

Grizzled Gunman: if this operative is injured, ignore any changes to the hit stat

Votann, Veteran, Squat, Specialist
Yaeger Marksman
A 2
M 5"
S 4+
W 8
Weapons
ATK
HIT
DMG
Silenced Magna-Coil Rifle
Stationary (Devastating 3, Heavy, Piercing 1, Silent)
3
2+
3/3
Mobile (Heavy (Dash Only), Piercing 1, Silent)
3
3+
3/4
Bludgeon
3
4+
2/2
Abilities
Concealing cloakGrudge-BearerVeteran's GritWisdom of the Votann

Concealing cloak: If this operative is obsucerd or behind cover, it is not an eligible target (This does not include being a secondary targe, eg. blast, torrent)

Votann, Veteran, Squat, Specialist
Yaeger Tracker
A 2
M 5"
S 4+
W 8
Weapons
ATK
HIT
DMG
Crossbow (silent)
4
4+
3/5
Hatchet
4
3+
3/4
Abilities
Grudge-BearerInfrared ScannerVeteran's GritWisdom of the Votann

Infrared Scanner: Any operatives that would normally be obscured to this operative are eligible targets.

Votann, Veteran, Squat, Specialist
Ironhead Brawler
A 2
M 5"
S 3+
W 8
Weapons
ATK
HIT
DMG
Stub Gun (Rng 9")
3
4+
3/5
Auto Pistol (Rng 8")
4
4+
3/4
Stone Burner (brutal)
3
4+
4/5
Abilities
Forceful ProfitGrudge-Bearer
Ironhead, Squat, Specialist
Farstalker Mercenary
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Kroot Rifle
4
4+
3/4
Blade
3
3+
3/4
Abilities
Hired GunNimble CreatureVeteran's Grit

Nimble Creature: If this operative has a conceal order, it may preform a free dash action at the end of it's activation

Veteran, Mercenary, Kroot
Bloodaxe Mercenary
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
4+
3/4
Choppa
4
3+
4/5
Abilities
Hired GunKunnin' Taktiks

Kunnin' Taktiks: This operative can charge while it has a conceal order

Mercenary, Ork
Rebel Grot Mercenary
A 2
M 6"
S 5+
W 5
Weapons
ATK
HIT
DMG
Grot Blasta (Rng 8")
3
4+
2/3
Stabba (Lethal 5+)
4
4+
2/5
Abilities
Hired GunSneaky Git

Sneaky Git: if this operative has a conceal order, it cannot be chosen as an eligible target, unless the enemy operative targeting it is within 6." this takes precedence over all other rules.(when within 6" use rules for cover and obscuring as normal.)

Mercenary, Grot
Equipment

Comms scrambler:
all abilities that have the support keword now have 2" less of range (eg. support 6" would be support 4")


Sticky-Bomb:
once per battle, one enemy operative within 6" of a friendly operative may be targeted by this equiptment roll one D6: the sticky-bomb will detonate in D6 activations, unless the targeted operative spends 2AP to defuse the bomb. if the bomb detonates, inflict D3+3 wounds.


Combat stimms:
twice per turning point, an operative can regain D3 wounds at the start of it's activiation


Stogies:
once per turning point, improve the hit stat of one ready operatives weapons by 1. (to a maximum of 2+)


Ploys

Firefight - Too Stubborn to Die:
whenever this operative would be incapacitated, ignore all inflicted damage. you can only use this ploy once per turning point, and may only use it once on each operative


Firefight - Fire and Advance:
use this ploy whenever a friendly operative ends a shoot action within 3" of another friendly operative. the operative not shooting may make a free reposition action in the direction of the closest objective marker.


Firefight - Spiteful Demise:
whenever this operative is incapacitated during a fight or retaliation, before removing it from play, you may strike with an unresolved success.


Firefight - Fellowship of Aquisition:
whenever an enemy operative ends a charge move at a friendly operative within 3" of another friendly operative, the unengaged friendly operative may make a free ranged attack at the attacking enemy operative. (this weapon may not have the blast or torrent weapon rules.)


Strategic - Bulwark Formation:
Whenever an operative makes a shoot attack, if it is in cover from the target's perspective, it's ranged weapons have the accurate 1 weapon rule (if the weapon already has this rule, it instead has accurate 2)


Strategic - Stalwart Defenders:
when determining control of an objective, treat all friendly operatives apl as 1 higher.


Strategic - Seasoned Gunmen:
Ignore any changes to all friendly operative's apl stat.


Strategic - Gruff Fortitude:
worsen the damage of enemy weapons by 1 (to a minimum of 2)


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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

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 Dominate tokens.

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.


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.