Grot Revolushun

Homebrew (Unpublished) by bigender_liver
Composition
Common Abilities and Options

Sneaky Git:
Whenever a friendly GROT REVOLUSHUN operative (excluding BOMB SQUIG and BOOMA SQUIG) is in cover, if it has a Conceal order, it cannot be selected as a valid target, taking precedence over all other rules (e.g, Seek, Vantage Terrain) except being within 2".

*Explosive:
This operative can perform the shoot action with this weapon while within control range of an enemy operative. Do not select a valid target, instead this operative is always the primary target and cannot be in cover or obscured.

Boom!:
Whenever this operative is incapacitated during a battle in which it has not used its explosives, roll one D6, or two D6 if you wish. If any result is a 4+, this operative performs a free Shoot action with its explosives before it is removed from the Killzone.

Expendable:
This operative is ignored for your opponent's kill/elimination op (when it is incapacitated, and when determining your starting number of operatives). It is also ignored for victory conditions and scoring VPs that require operatives to "escape", "survive", or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operative must escape/survive/ be incapacitated, etc).

Stoopid:
In the Firefight Phase, whenever you determine this operative's order, you cannot select Conceal. This operative cannot perform any actions other than Charge, Dash, Fight, Reposition and Shoot, or use any weapons that are not on its data card.

Revolushun Boss
A 2
M 6"
S 5+
W 6
Weapons
ATK
HIT
DMG
Grot Slugga (Rng 8")
5
4+
2/3
Stikkbomb (Rng 6", Lim1, Prc1)
5
4+
3/5
Fists
3
5+
1/1
Abilities
Just a Flesh WoondSneaky Git

Just a Flesh Woond: While this operative is on the Killzone, friendly GROT REVOLUSHUN operatives (except BOMB SQUIG and BOOMA SQUIG) reduce all incoming damage by 1 (to a minimum of 0)

25GROT REVOLUSHUN, ORK, GROT, REVOLUSHUN BOSS
Warrior
A 2
M 6"
S 5+
W 5
Weapons
ATK
HIT
DMG
Grot shoota
5
4+
2/3
Grot slugga (Rng 8")
5
4+
2/3
Grot choppa
3
5+
1/4
Fists
3
5+
1/1
Abilities
1AP: Runnaway!Sneaky Git

Runnaway! (1AP): Perform a free Fall Back action.

25GROT REVOLUSHUN, ORK, GROT, WARRIOR
Gun Nut
A 2
M 6"
S 5+
W 5
Weapons
ATK
HIT
DMG
Twin grot sluggas (Rng 8", Ceaseless)
5
4+
2/3
Fists
3
5+
1/1
Abilities
1AP: Gunz Blazin'Sneaky Git

Gunz Blazin' (1AP): Perform a free Dash action and a free shoot action with this operative in any order. You can only select Twin Grot Sluggas for that shoot action.

This operative cannot perform this action while within control range of an enemy operative or while it has a Conceal order.

25GROT REVOLUSHUN, ORK, GROT, GUN NUT
Pistoleer
A 2
M 6"
S 5+
W 5
Weapons
ATK
HIT
DMG
Scoped Grot Slugga
Short Range (Rng 8", Lethal 5+)
5
4+
2/3
Long Range
5
4+
2/3
Fists
3
5+
1/1
Abilities
Perfect ShotSneaky Git

Perfect Shot: You can ignore any changes to the Hit stat of this operative’s ranged weapons.

25GROT REVOLUSHUN, ORK, GROT, PISTOLEER
Bomb Squig
A 2
M 6"
S 5+
W 5
Weapons
ATK
HIT
DMG
Explosives (Blast 1", Lim1, *Explosive)
6
4+
4/5
Bite
3
4+
4/5
Abilities
*ExplosiveBoom!ExpendableStoopid
25GROT REVOLUSHUN, ORK, BOMB SQUIG
Booma Squig
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Many Explosives (Blast 3", Lim1, *Explosive)
9
4+
5/6
Bite
3
4+
4/5
Abilities
*ExplosiveBoom!ExpendableStoopid
32GROT REVOLUSHUN, ORK, BOOMA SQUIG
Equipment

Quality Squigfeed:
Increase the Wounds characteristic of all friendly GROT REVOLUSHUN Operatives by 1.


Makeshift Armour:
Whenever an operative is shooting a friendly GROT REVOLUSHUN GROT operative, defence dice results of 5+ are critical successes.


Spiked Bitz:
Once per turning point, when an enemy operative ends the Charge action with friendly GROT REVOLUSHUN GROT operatives within its control range, you can use this rule. If you do, inflict D3+1 damage on that enemy operative.


Sweet Waaagh Skar:
Once per turning point, during a friendly GROT REVOLUSHUN GROT operative's activation, before or after it performs an action, if it’s not within control range of enemy operatives, you can use this rule. If you do, add 1 to that friendly operative’s APL stat until the end of its activation.


Ploys

Firefight - Red Luck:
Use this firefight ploy when an operative is shooting a friendly GROT REVOLUSHUN GROT operative, in the Roll Defence Dice step. You can retain one of your normal successes or failures as a critical success instead.


Firefight - Saved by Gork or Mork:
Use this firefight ploy when one or more attack dice inflict Normal Damage on a friendly GROT REVOLUSHUN GROT operative. Ignore that inflicted damage.


Firefight - Deadeye Shootas:
Use this firefight ploy at the end of the Firefight phase. Select one friendly GROT REVOLUSHUN GROT operative. It can immediately perform a free Shoot action.


Firefight - Guided by Mork or Gork:
Use this firefight ploy when a friendly GROT REVOLUSHUN GROT operative performs the Shoot action. Until the end of the activation/counteraction, its ranged weapons have the Saturate weapon rule and enemy operatives cannot be obscured.


Strategic - Dakka! Dakka! Dakka!:
Friendly GROT REVOLUSHUN GROT operatives' ranged weapons have the Punishing weapon Rule. Punishing: If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.


Strategic - The Gobbo's Manny-Fester:
Select Conceal or Engage. Whenever a friendly GROT REVOLUSHUN GROT operative is shooting against or fighting against an enemy operative that has that order, that friendly operative’s weapons have the Balanced weapon rule.


Strategic - Kunning Defense:
Whenever an enemy operative is shooting a friendly GROT REVOLUSHUN operative that has a Conceal order, you can retain one of your defence dice as a normal success without rolling it (in addition to a cover save, if any).


Strategic - Grot WAAAGH!:
Friendly GROT REVOLUSHUN GROT operatives' ranged weapons have the Balanced weapon rule. Balanced: Can re-roll one Attack die.


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.


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.