Rimworld Mercenaries

Homebrew by sirenspear

From a ravaged Rimworld.

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Composition

Use every NPO operative.

Common Abilities and Options

Double Shoot:
May shoot twice during their activation

Rimworld Mercenary:
You may disable shooting and fighting for a turning point to heal for 1x D6

Rimworld Fortune
A 3
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Offworld Harpoon (RNG 8", Prc2, Stun)
5
3+
3/4
Rimworld Axe (Brutal, Lethal 5+, Ceaseless)
6
3+
3/6
Abilities
Double Shoot1AP: HarpoonMithril Armor1AP: Mithril MirrorOffworld Ally1AP: Rimworld MartyrRimworld MercenaryRimworld Outcast3AP: Roll the DiceShort Resilience

Harpoon (1AP): May initate climb from 6" away both horizontally and vertically, climbing costs 2" and dropping is free for the remainder of the turning point

Mithril Armor: Invulnerable on 4+

Mithril Mirror (1AP): Once per battle you may select an enemy within 8" and roll 1x D6. On 1-4, you may take an immediate second activation with Rimworld Fortune. On 5-6, the selected enemy unit gets back to back activations during this turning point (if they haven't activated yet) or the next (if they had already activated)

Offworld Ally: Gain +1 CP in strategy phase

Rimworld Martyr (1AP): Select one friendly Rimworld Mercenary visible to Rimworld Fortune, if they are injured, you may detonate them to do D6MW to all operatives within 3"

Rimworld Outcast: When you are further than 8" from enemies, you may ignore all injury modifiers

Roll the Dice (3AP): Generate 2 Merc Coins

Short Resilience: No Pain on 6+ while entire team is alive. No Pain on 5+ after first team member dies. No Pain on 4+ when only one other team member is alive. No Pain on 3+ when Rimworld Fortune is the last operator alive

From a ravaged world on the rim of civilization, an insatiable bloodthirst seeks its salvation.
Rimworld Paganeater
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
The Judge (Prc2, Lethal 4+, DEV 3)
3
3+
3/3
The Ex-Priest (RNG 8", Blast 2", Splash 2)
4
4+
4/5
The Kid (Ceaseless)
4
4+
3/6
Abilities
Double ShootEt In Arcadia EgoFlagellation2AP: Forgive me Father, for they have sinnedRimworld Mercenary2AP: Rite of PassageThrough the Valley of DeathWitch Hunter
Options
Pagan HammerGodhand

Et In Arcadia Ego: After finishing your activation, you may roll a D6. If the number is identical to the amount of enemy operatives you have killed this turning point, you may recover full life

Flagellation: As soon as this unit is activated, it may roll D6MW and recieve the result. All weapons gain +1 to normal damage and +2 to critical damage for the remainder of the turning point

Forgive me Father, for they have sinned (2AP): Add Blast 3" to The Judge

Rite of Passage (2AP): Choose a visible objective. Place a marker in the center of it. It now requires all enemies to pay additional 2" of MOV to move within 6" of it, and once inside the 6" radius, another 2" to move out

Through the Valley of Death: After receiving mortal damage, if a friendly Rimworld Mercenary is within 6", you may return back to life with 1 WND, but may not activate until the next turning point, even if you were killed before your activation this turning point

Witch Hunter: During deployment, you may select one enemy operative to be The Witch. If the Rimworld Paganeater kills The Witch during any turning point, they may choose between a Godhand or Paganhammer buff for the remainder of the battle

Pagan Hammer: The Kid gains +1 to normal DMG, +2 to ATK, and -1 to HIT

Godhand: Invulnerable on 3+, and deduct 1 DMG from incoming normal dmg, and 1 DMG from incoming critical DMG during shooting / fighting actions against Rimworld Paganeater

A faint glow in the distance, and with it a faint drum. Behind it even further, the sound of human hums.
Rimworld Castaway
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Carbon Flintlock (Prc2, Lethal 5+, DEV 2, Balanced, Limited, Reload)
5
2+
4/4
Carbon Saber (Relentless)
5
3+
4/5
Abilities
Every Chicken1AP: ReloadRimworld Mercenary1AP: Silver FlipTricks of the TrialWhite of their Eyes

Every Chicken: If you retain two critical hits with Carbon Saber, you may turn a normal hit into a critical hit, or a failed hit into a normal hit

Reload (1AP): You may reload your Carbon Flintlock, but this doesn't mean you can Double Shoot in a single activation

Silver Flip (1AP): Once per turning point, you may move 4" in any direction with FLY, even while engaged with enemies, and you may land within engagement range of enemies. All enemies within 2" of where you initiated flip, and all enemies within 2" of where you land must roll 1x D6 and take the results as damage

Tricks of the Trial: At the end of your activation, you may roll 1x D6. On 6, you may perform a free Reload and free Shooting Action (even if you have performed a Shooting Action this turn), on 3+ you may perform a free Reload action

White of their Eyes: You may shoot while within engagement range of enemies

Hard words in a low voice with a loud soft trigger.
Kiln Acolyte
A 4
M 4"
S 6+
W 6
Weapons
ATK
HIT
DMG
Curse (RNG 4", Dev 4, Posession)
1
5+
0/0
Staff of Onyx
4
4+
2/3
Abilities
Acolyte of the First Flame3AP: I have no Mouth and I must SingIn this life, and the nextInner PeaceLike Water1AP: PortalPosession2AP: The Eyes Have It2AP: The Flesh is Weak, but the Mind is WillingThrough the Mist

Acolyte of the First Flame: Kiln Acolyte has FLY and may pass through all terrain as if it wasn't there. Must end reposition, dash and charge in a legal area

I have no Mouth and I must Sing (3AP): 1AP to give a visible friendly operative 1AP, 2AP give a visible friendly operative 2AP, 3AP take 1AP away from a visible enemy operative and give 1AP to a visible friendly operative

In this life, and the next: Kiln Acolyte uses 6 dice instead of 3 while defending from shooting actions

Inner Peace: No Pain on 3+ against Shooting Attacks

Like Water: No Pain on 2+ against Fighting Attacks

Portal (1AP): Once per battle you may select any area on the battlefield and instantly go there, including engagement range of enemies

Posession: You may immeditely activate the enemy unit who was targeted with Curse, even if no successful dice were retained. You may perform a single action with them. The enemy may target themselves with the action performed. This does not count as their activation

The Eyes Have It (2AP): This unit is treated as concealed and behind heavy cover for all enemy operatives further than 3" away

The Flesh is Weak, but the Mind is Willing (2AP): Increase all normal and critical damage by 2 for Staff of Onyx, +1 to ATK, -1 to HIT and add Relentless, Dev 2, Lethal 5+ and Brutal for the remainder of the turning point. You may use this ability during an enemy activation, but only if you have the AP to spend. If you activate afterward, you must deduct the 2AP spent on this ability

Through the Mist: Kiln Acolyte is always treated as an obscured target, no matter the circumstance

Hotter, hotter until it pops. When it's boiling the skin falls off.
Highdancer Fel
A 3
M 7"
S 3+
W 14
Weapons
ATK
HIT
DMG
Little Tooth (Silent, Lethal 5+, Limited)
4
2+
3/4
Cursebreaker (Ceaseless)
6
3+
5/7
Abilities
Double FightFather's DaughterHoly Superior1AP: I'll be having thatNot Like ThisRecite The Words

Double Fight: Highdancer Fel may fight twice during her activation

Father's Daughter: When Highdancer Fel is injured, she adds 4" to her charge instead of 2", and ignores all injury debuffs

Holy Superior: If Highdancer Fel is visible to Highspoke Hosanna at the start of her activation, she gains +1 DEF against shooting actions (to a maximum of 4 dice) for the remainder of the turn

I'll be having that (1AP): When Highdancer Fel is within 1" of an enemy operative who was hit by 'Little Tooth' you may retrieve 'Little Tooth' and it receives a peramnent HIT debuff of +1 that stacks everytime you use this ability, until you reach +4

Not Like This: When Highdancer Fel is injured, she gains invulenrable on 3+, and reduces all incoming normal and critical dmg by 2

Recite The Words: When Highdancer Fel is injured, all friendly operatives within 6" gain 'Ceasless' while fighting

All roads lead to the crown, and the tower of teeth never shows its frown. Love live the Father.
Highspoke Hosanna
A 2
M 6"
S 3+
W 7
Weapons
ATK
HIT
DMG
Chant (Friendly Limited, Blessing)
4
4+
2/4
Staff of Amethyst
3
4+
3/4
Abilities
BlessingFriendly Limited2AP: Furnace of DoubtMother SuperiorPower of Tongues1AP: PrayerProsletyzing2AP: Songs of SolomonSwan Song

Blessing: Chant may target friendly units. Perform shoot action as normal, but do not roll defense dice for friendly target. Instead, each point of damage heals the friendly target

Friendly Limited: If Chant was used against a friendly operative, you may only use it once until it is restored through Prayer. If Chant was used against an enemy, ignore the Friendly Limited keyword

Furnace of Doubt (2AP): Ignite the inner faith of a visible friendly operative, Highspoke Hosanna is a valid target. The next time they are selected for activation, all enemies within 3" suffer D3MW, and enemies within 1" suffer 2x D3MW

Mother Superior: If Highspoke Hosanna is visible to Highdancer Fel at the start of her activation, you may immediately activate Highdancer Fel after Highspoke Hosanna's activation is finished

Power of Tongues: Invulnearble on 3+, and all sources of incoming normal damage are reduced by 2

Prayer (1AP): Kneel down in prayer, confessing your weakness. Gain another Friendly Limited usage of Chant

Prosletyzing: All enemy operatives who end their activation within 6" of Highspoke Hosanna suffer +1 SAV, +1 HIT on all weapons and lose 2" of MOV from all forms of movement (Reposition, Dash, Charge) until they leave her 3" radius. If you start your activation within 3" of Highspoke Hosanna, all effects last until the end of the turning point

Songs of Solomon (2AP): All friendly units within 3" heal D3 wounds, if friendly operatives are within 1", they heal 2x D3 wounds

Swan Song: All enemy operatives within 6" of Highspoke Hosanna when she dies lose 2APL for the remainder of the turning point

Truth is a song of stars, sung by the seven decillion seas, and each voice a light amongst the black, where all mans knowing melts like candle wax.
Sol
A 3
M 7"
S 4+
W 10
Weapons
ATK
HIT
DMG
Broken Branch
Bent (Silent, Balanced)
5
2
3/4
Overpull (Silent, Ceasless, Slapback, Lethal 4+, Limited 1)
6
3
4/6
Sorrow's Song (Ceaseless, Lethal 4+)
5
2+
1/3
Abilities
Balance of the Wind2AP: Bouncing PebbleFeather FootedFourth Branch of the Hollow ConiferFrom the ShadowsGet up HereSlapbackWoodsworn

Balance of the Wind: While using 'Sorrow's Song' in a fight action, you may resolve the first die, even while defending

Bouncing Pebble (2AP): You may perform this action while in engagement range of enemies. If there are two or more enemy operators, each within 4" of another, and the initial within 2" of you, you may then jump up to three times from one enemy operator to the next, landing 4" from the last. All movement during this action has FLY

Feather Footed: Never pay more than 2" for climbing, and all dropping is 0"

Fourth Branch of the Hollow Conifer: Sol may automatically retain a succesful critical hit in every shooting or fighting action on every turning point after the third

From the Shadows: Sol may perform two shoot actions per activation if she is on an engaged order. If she is on a concealed order, she may complete one silent shoot action and then automatically go engaged for the second shot.

Get up Here: If Sol is within 2" of Kol, everytime Sol performs a shooting action, she may act as if she's on a vantage point of 4" - all vantage rules and vision applies

Slapback: Hot on Hit 3+, even if profile says Hit 2+

Woodsworn: No Pain on 3+ on Hot damage, and No Pain on 6+ from all other damage.

The woods will want your will to wither, but in this forest our hearts were built to weather.
Kol
A 3
M 5"
S 5+
W 30
Weapons
ATK
HIT
DMG
Spit (RNG 4", Stun, Prc2)
2
3+
1/2
Mace & Paw (Brutal, Relentless, Stun, Lethal 5+)
5
3+
5/6
Abilities
Drunk on Cave WaterMy Hill, Simple As2AP: Now KithPounding ChestThorn in PawWhen I say GoWheres ya' going?

Drunk on Cave Water: No Pain on 6+ if above 75% WND, No Pain on 5+ if below 75% WND, No Pain on 4+ if below 50% WND

My Hill, Simple As: Pick up an enemy operative within 2" of you, and throw them in any direction you'd like to a maximum range of 6". The operative thrown takes D3MW, and if thrown into another enemy operative more than 3" away, they also take D3MW

Now Kith (2AP): Grab two enemy operatives that are within 3" of eachother, and are visible and within 3" of you, then pull them into engagement range. They each roll 1x D6MW. If one dies, the surviving enemy operator must roll 1x D3MW

Pounding Chest: For purposes of determining APL on an objective, Kol counts as 4APL

Thorn in Paw: Everytime you activate Kol, roll 2x D6 and take the result as damage. In addition, on results of 2-5 you may add 2" of MOV to all forms of movement for the remainder of the turning point, on 6-8 gain the preceding benefits, and add 1 damage to all normal and critical hits for the remainder of the turning point, on 9-12 gain the preceding benefits, and you gain Triple Fight until the end of the turning point

When I say Go: Kol may charge even if they have used Reposition, Dash or Fallback in the turn prior. And he may also use Reposition, Dash or Fallback after a charge

Wheres ya' going?: If you parry two or more times in a fighting action, you may immeditetly fight the same operator again, even if the original fighting action was the result of defense

Mash the tapo with our feets, between our toes they mix with meats, man in cage don't like my treats.
Equipment
Ploys

Strategic - Dark Web:
"An empty promise."

    • Dark Web of the Rim: You start the game with 6 Merc Coins, and Merc Coins may be spent at anytime, unless specified otherwise. At the start of the fourth turn, if you have 6+ Merc Coins, you automatically generate an additional 4.
    • 1MC - White List: Give three friendly operatives an additional 2" of MOV on the first turning point.
    • 2MC - Pump: Boost all normal and critical damage of Rimworld Mercinaries by 1 for the remainder of the turning point. May only be used after the second turning point.
    • 3MC - Hedged Bets: Generate 2CP in the strategy phase.
    • 4MC - Rugged: Destroy 1 enemy equipment selection before the first turning point. They may choose another.
    • 5MC - Anonymous Founder: Discard one succesful critical hit and one normal hit being made against a friendly operative.

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.


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.


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.