Grot Revolution

Homebrew (Unpublished) by CrunchyTheSkele
Composition
Equipment

Sharpend Gubbinz:
A couple screws and a few metal offcuts make any weapon better


New Equipment:


Rebellion icon:
Be it a mural, a banner, or one just real fancy hat, this relic idolised by the entire rebellion can really get a grot moving when they carry it into battle


Ploys

Firefight - Unseen reinforcement:
There's always another grot hiding somewhere, ready to scoop up a fallen grots gun and start blasting

When a friendly model would be removed from the killzone to a shooting attack (excluding grot bot, ugly grotling, grot-issar, little mek and frothing snots), instead make a dash directly away from the attacking operative, and heal back to maximum health


Firefight - Maniac screeching:
The ear piercing screeches of a ride of grots both rallies them to battle, and drown out any and all voices of command

When an opponent activates a tactical gambit, before the effect is enacted, you and the target each roll a d6. If you roll higher, the opponent still spends a command point, but the ability makes no effect, of your opponent rolls higher, you may no longer use this gambit for the remainder of the game


Firefight - Distraction:
Nothing like the classic toss a rock and their helmet technique

When a friendly model is declared a target for a charge, the opposing model is refunded it's action point, but may not charge the targeted model


Firefight - Meat shield:
It's every grot for himself when shot starts hitting the fan, and some grots just don't value the lives of others

When a friendly operative within 3" of another friendly operative is selected as a target for a shooting action, the second selected operative is the new target of the shooting action (this gambit can only be used of the new target is also an elegable target)


Strategic - Inspirational tactics:
Grot-issar's are a figurehead all grots are tusling to be. With so many names in line, it's not uncommon for a lower class grot to know how to rally his brothers aswell

Select one friendly model to receive the following ability this turning point: when this model activates, a friendly grot operative within 3" (excluding grot bot and ugly Grotling) may activate immediately afterwards


Strategic - Clever hiding spots:
Grots spend enough time getting kicked by Orks to have a good knowhow of where to hide when the violence starts

Operatives with the conceal order may not be a target for a charge activation this turning point


Strategic - Weight of fire:
A great grot philosopher once said, "for every akshun, dere is an equal and opposite reakshun" that action of course, is an enemy, and the reaction, good ol' fashioned dakka

Models making shooting actions may make a free reroll on a result of a 1 when they make a shooting action


Strategic - Squeamish:
Grots are some of the smallest creatures to inhabit the stars, and they are well aware of this unfortunate reality

Before any players move any models, friendly grot operatives may move 1" and long as they end up in cover from the closest enemy 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 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.


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.