Piety of Filth

Homebrew by sirenspear

The endless hum of the Hive.

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Composition

Use every NPO operative.

Common Abilities and Options

Disgusting Resilience:
Roll 1x D6 for every point of DMG inflicted. On 5+ ignore the DMG inflicted

Flies of the Piety:
This unit gains obscurity from all ranged attacks 7" or further away

Hum of the Hive:
When below 10 WND, all enemy operatives within 3" have -1 to ATK and +1 to HIT. (Stacks with being injured)

Relentless Chaos:
This unit may fight twice, or shoot twice in their activation

Tub of Lard:
Cannot gain cover from Light Terrain

Relentless Onslaught:
This unit may triple fight during its activation

Filthy Resilience:
Roll 1x D6 for every point of DMG inflicted. On 6+ ignore the DMG inflicted

Opportunity of Pain:
If this unit kills an enemy on their activation, they roll 1 D6, and on 4+ they become GA2

Cloud of Miasma:
This may not target friendly operatives. ATK 4 - HIT 4+ - DMG 4/5 (Blast 2", Poison)

Poison:
Whenever an enemy operative receives damage from an attack that has the poison keyword, that enemy operative gains a poison token for the remainder of the battle, and it may not be removed. Poison inflicts an initial 1 DMG, and whenever that unit is activated for the remainder of the battle, they must roll a D3 and receive that DMG.

Repulsive Flight (3AP):
Repulsive Flight: Unit sprouts wings, and gains Flying (ignores all climbing / dropping) for the remainder of the battle but may no longer use ranged attacks. After Repulsive Flight is activated, unit gains Filthy Resilience

Wheezing Demise:
Explodes on death. Roll 1x D6, on 3+, trigger Cloud of Miasma

Vulgarpox
A 3
M 6"
S 4+
W 30
Weapons
ATK
HIT
DMG
Hatehearth (RNG 8", Ceaseless, Severe, Tor 2", Lethal 5+, Catches Fire)
5
3
3/3
Vile Carbon (Brutal, Lethal 5+)
4
3
4/5
Abilities
2AP: Aura of FearAura of FilthCatches FireDisgusting Resilience1AP: Finger of the PyreFlies of the PietyHum of the HiveRelentless ChaosTub of LardVile Healing

Aura of Fear (2AP): Every enemy operative within 7" of Vulgarpox loses 3" of MOV and has 1+ added to SAV until the end of the turning point

Aura of Filth: Every friendly operative within 3" of Vulgarpox gains Disgusting Resilience

Catches Fire: If two critical hits were retained during the shooting action, proceed to roll a D3 and apply the result as damage to the unit, then determine a compass precedent for the map, then roll a D4 where 1 is North, 2 is East, 3 is South and 4 is West, and the character must move 3" in that direction - they stop if they run into light or heavy terrain, and if on a vantage point they can fall off and instantly stop where they land, the unit may pass through friendly or enemy units, and if it does, that new unit rolls 1x D6, on a 6 they catch fire and must repeat the steps above starting at rolling a D3 to determine damage, followed by D4 to determine direction, etc

Finger of the Pyre (1AP): Select two visible friendly operatives and they each gain +1 APL and 2" to MOV, or you may select a single friendly operative and they gain 1+ APL and 3" to MOV

Vile Healing: At the start of every turning point after TP1, roll 1x D6 and heal yourself for the amount, or spend 1AP to roll 2x D6 and heal for that amount instead

Filthreach
A 3
M 6"
S 4+
W 24
Weapons
ATK
HIT
DMG
Wretched Embrace
Entanglement (RNG 7", Dev 2, Tor 2", Stun)
7
3
2/1
Rotted Grip (RNG 7", Ceaseless, Stun, Deathgrip)
3
5+
0/1
Vile Tongue (Brutal)
4
3+
3/5
Abilities
DeathgripDisgusting Resilience2AP: Endless LeapEndless ReachFlies of the PietyHum of the HiveRelentless ChaosTub of Lard

Deathgrip: Pull enemy into engagement range

Endless Leap (2AP): May jump up to 8" horizontal and ignores vertical distance. This ability may end in engagement zone of enemies

Endless Reach: May climb any distance for 2" and dropping is always 0"

Ripgut
A 3
M 6"
S 4+
W 24
Weapons
ATK
HIT
DMG
Mutated Appendage
Crushing Spire (Brutal, Severe, Shock)
7
5
2/6
Spitting Fly (Blast 1", Stun)
3
3
1/2
Abilities
Disgusting ResilienceEvolving BloodlustFlies of the Piety2AP: Hateful ChargeHum of the HiveRelentless OnslaughtTub of Lard

Evolving Bloodlust: Every enemy unit Ripgut kills during a Fighting Action using Crushing Spire, add +1 DMG to Crushing Spire's normal and critical DMG, to a maximum of 10

Hateful Charge (2AP): Add 4" to charge, and you may charge through any number of enemies, ignoring all light and heavy terrain, but cannot end your movement in Light or Heavy Terrain, roll 1 D3 for each enemy charged through and inflict that amount of DMG on the enemy, roll 1 D3 for every piece of heavy terrain you charged through and inflict that amount of DMG on yourself, if you melee after charge, automatically retain one critical hit to primary recipient of charge, this stacks with Severe

Vilemouth
A 3
M 6"
S 4+
W 24
Weapons
ATK
HIT
DMG
Lobotomizer
Cleaving Swing (Brutal, Relentless, Tor 2")
4
4+
4/5
Splitting Blow (Dev 9, Balanced, Brutal, Cower)
1
5+
9/1
Abilities
CowerDisgusting ResilienceFlies of the PietyHum of the HiveRelentless Onslaught1AP: Scream of Ruin

Cower: This weapon profile may not be used when retaliating, and when enemy operatives are retaliating against it, they may use a maximum of 1 dice

Scream of Ruin (1AP): All enemies within 3" roll 1 D3. On 1, they lose 0 AP, on 2 they lose 1 AP, on 3 they lose 2 AP until the end of the turning point

Toothless
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Putrid Sling (Rng 8", Balanced)
4
4+
2/3
Bent Edge (Ceaseless)
4
4+
3/4
Abilities
Filthy ResilienceOpportunity of Pain
Brainless
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Putrid Sling (Rng 8", Balanced)
4
4+
2/3
Bent Edge (Ceaseless)
4
4+
3/4
Abilities
Filthy ResilienceOpportunity of Pain
Heartless
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Putrid Sling (Rng 8", Balanced)
4
4+
2/3
Bent Edge (Ceaseless)
4
4+
3/4
Abilities
Filthy ResilienceOpportunity of Pain
Wretch
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Venomous Spit (Prc1, Balanced, Poison)
4
4+
3/4
Claw (Poison)
3
4+
2/3
Abilities
Cloud of MiasmaFilthy ResiliencePoison3AP: Repulsive FlightWheezing Demise
Wretch
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Venomous Spit (Prc1, Balanced, Poison)
4
4+
3/4
Claw (Poison)
3
4+
2/3
Abilities
Cloud of MiasmaFilthy ResiliencePoison3AP: Repulsive FlightWheezing Demise
Wretch
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Venomous Spit (Prc1, Balanced, Poison)
4
4+
3/4
Claw (Poison)
3
4+
2/3
Abilities
Cloud of MiasmaFilthy ResiliencePoison3AP: Repulsive FlightWheezing Demise
Wretch
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Venomous Spit (Prc1, Balanced, Poison)
4
4+
3/4
Claw (Poison)
3
4+
2/3
Abilities
Cloud of MiasmaFilthy ResiliencePoison3AP: Repulsive FlightWheezing Demise
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 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.