The Putrid Path

Homebrew by sirenspear

From the below they march, birthed in ruined rot, drawn by the sound of putrid drums, that blister in the grot.

No votes yet
Composition

From the below they march, birthed in ruined rot, drawn by the sound of putrid drums, that blister in the grot.

Common Abilities and Options

Endless Rot:
No pain on 5+ against shooting actions against this operative, and on 6+ reduce incoming damage from normal hits and critical hits by 1 during fighting and retaliating actions

Sloth:
Mawbroth may only use 1 DEF dice against shooting actions

Staggered Heave:
Mawbroth may reposition, charge, or dash twice during their activation, and they may do so in any order

Thrice the Pain (1AP):
Mawbroth may shoot three times, with any profile of their chossing, once per battle

Twice the Sin:
Mawbroth may shoot twice, or fight twice every turning point, but may not use the same shooting profile for both actions, or the same melee weapon for both actions

Agony of the Black:
Pox operatives may shoot twice with Blacktooth every turning point and if you retain two critical hits during the second shooting action, you may perform a third shooting action for free regardless of how much AP you have left to spend

Paracidal Echo:
If the primary target suffers a critical hit from Paracidal, once the shooting action is finished, perform another Paracidal shooting action on that primary target but ignore the Blast 2" rule

Reach of the Liar:
Pox operatives may ignore the first 2" of every climbing action, and may never pay more than 1" to drop

Acid Cloud:
If an operative dies as a result of Acid Rain, place a token where that operative was located as you remove them from the battlefield. Any enemy operative that moves, activates or ends their activation within 3" of that token must take D6MW.

Worm:
If you successfully retain two critical hits with Worm, roll for an additional shooting attack on the target and repeat this process until you finish a shooting action without retaining two critical hits, afterward, select another visible operative within 7" and repeat this process on them, and so forth, until Worm no longer procs

Rancid Mawbroth
A 4
M 4"
S 6+
W 37
Weapons
ATK
HIT
DMG
Poxsma
Ruined Bolt (RNG 7", Severe, Balanced)
4
4+
4/5
Hateful Bolt (RNG 3", Blast 2", Dev 3, Ceaseless)
3
4+
4/3
Butcher's Blessing (Dev 1, Balanced, Brutal)
4
4+
5/5
Ruined Claw (Tor 1", Dev 1, Ceaseless, Brutal)
6
4+
2/2
Abilities
Endless RotSlothStaggered Heave1AP: Thrice the PainTwice the Sin
32
Rotten Mawbroth
A 4
M 4"
S 6+
W 37
Weapons
ATK
HIT
DMG
Poxsma
Ruined Bolt (RNG 7", Severe, Balanced)
4
4+
4/5
Hateful Bolt (RNG 3", Blast 2", Dev 3, Ceaseless)
3
4+
4/3
Butcher's Blessing (Dev 1, Balanced, Brutal)
4
4+
5/5
Ruined Claw (Tor 1", Dev 1, Ceaseless, Brutal)
6
4+
2/2
Abilities
Endless RotSlothStaggered Heave1AP: Thrice the PainTwice the Sin
32
Punished Pox
A 3
M 7"
S 4+
W 10
Weapons
ATK
HIT
DMG
Blacktooth (Severe, Balanced)
5
4
3/4
Paracidal (RNG 7", Blast 2", Dev 1, Balanced, Lim 2)
6
3+
2/2
Purple Tongue (Balanced)
4
4+
3/4
Abilities
Agony of the BlackEndless RotParacidal EchoReach of the Liar
32
Purifying Pox
A 3
M 7"
S 3+
W 10
Weapons
ATK
HIT
DMG
Blacktooth (Severe, Balanced)
5
4
3/4
Paracidal (RNG 7", Blast 2", Dev 1, Balanced, Lim 2)
6
3+
2/2
Purple Tongue (Balanced)
4
4+
3/4
Abilities
Agony of the BlackEndless RotParacidal EchoReach of the Liar
32
Miasmic Monarch
A 3
M 4"
S 3+
W 14
Weapons
ATK
HIT
DMG
Plagueburst
Pulse (Prc 2, Dev 3, Lethal 5+, Balanced)
4
4+
4/4
Worm (RNG 7", Prc 2, Lethal 4+, Worm)
6
2+
1/1
Acid Rain (Blast 6", Prc 3, Dev 3, Lethal 3+, Acid Cloud)
1
2+
7/4
Tentacle (Balanced)
3
4+
2/3
Abilities
Acid CloudEndless RotWorm
32
Malignant Monarch
A 3
M 4"
S 3+
W 14
Weapons
ATK
HIT
DMG
Plagueburst
Pulse (Prc 2, Dev 3, Lethal 5+, Balanced)
4
4+
4/4
Worm (RNG 7", Prc 2, Lethal 4+, Worm)
6
2+
1/1
Acid Rain (Blast 6", Prc 3, Dev 3, Lethal 3+, Acid Cloud)
1
2+
7/4
Tentacle (Balanced)
3
4+
2/3
Abilities
Acid CloudEndless RotWorm
32
Equipment

Blessing of Rot:
Once per turning point, select any visible element on the map (terrain, objective marker, etc) and place a Blessing of Rot token on it. Any enemy operative that passes through or stops movement within 3" of the Blessing of Rot token takes D3MW+1. Any friendly operative that passes through or stops movement within 7" of the Blessing of Rot token heals D3+1


By Three They Follow:
Once per turning point you may ignore all damage inflicted on your operatives by dice with the result of 3


By Seven They Fall:
Once per turning point you may select an operative and for the remainder of the turning point they may take no more than 7 damage from all combined sources


Unclean Thoughts:
Once per battle you may select a visible enemy operative and force them to roll 10 dice, afterward roll 10 dice of your own. For everey matching dice they take 1MW and you heal 1WND


Ploys
TacOps
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.