Wych Cult

Homebrew by Lunarcultist

Combat Drugs: As a Stratigic Gambit you can choose to assign up to 3 combat drugs to models on your team. Each model can only recive one drug and each drug can only be given once per turning point Adrenalight: Whenever a Model with this drug activates, during that activation, that operative can perform two Fight actions, and one of them can be free.

Hypex: Models with this drug gain 1" of movement

Serpentin: Models with this drug gain Relentless on Melee Weapons

Painbringer: Normal and Critical Dmg of 3 or more inflicts 1 less damage on this operative.

Grave Lotus: Melee Weapons add 1 to both Dmg stats.

Splintermind: When a model is given this drug It regains up to 2D3 lost wounds, and during that turning point you can ignore any changes to its APL stat.

Feralex: Weapon equiped by this model gain the Rending keyword

Agonite: Models with this drug gain Relentless on Shooting Weapons

100% positive
Composition
  • 1 Hekatrix
  • 6 From
  • Yraqnae
    
  • Hydrae
    
  • Lacerai
    
  • Hekatarii Warrior
    

Only Multiples of Warrior

Hekatarii Warrior
A 2
M 7"
S 5+
W 9
Weapons
ATK
HIT
DMG
Splinter Pistol (Lethal 5+, Rng 8")
4
3+
2/4
Hekatarii Blade
6
3+
3/4
Abilities
Preternatral Stims

Preternatral Stims: When this model activates if it has a COMBAT DRUG you may choose a different COMBAT DRUG for this model to have until the end of its activation

Lacerai
A 2
M 7"
S 5+
W 9
Weapons
ATK
HIT
DMG
Splinter Pistol (Rng 8", Lethal 5+)
4
3+
2/4
Razorflails (Brutal, Tangle)
4
2+
4/5
Abilities
Bloody SlaughterTangle

Bloody Slaughter: Whenever this operative performs an action, if an enemy operative was injured or incapacitated during that action, during that activation, this operative can perform two Fight actions, and one of them can be free.

Tangle: Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).

Hydrae
A 2
M 7"
S 5+
W 9
Weapons
ATK
HIT
DMG
Hydra Gauntlets (Brutal, Rending)
5
3+
5/6
Abilities
Augmented Brutality

Augmented Brutality: When this model is affected by a COMBAT DRUG treat it as effected by that combat drug as well as PAINBRINGER

Yraqnae
A 2
M 7"
S 5+
W 9
Weapons
ATK
HIT
DMG
Net (Lethal 4+, Stun, Rng 6")
4
3+
2/4
Twin-bladed Impaler (Rending)
4
3+
4/5
Abilities
Net Control

Net Control: Whenever an enemy operative is visible to and within 3" of this operative, if this operative isn’t within control range of any other enemy operatives Subtract 1 from the Atk stat of that enemy operative’s melee weapons (to a minimum of 1).

Duelist
A 2
M 7"
S 5+
W 9
Weapons
ATK
HIT
DMG
Duel Hekatarii Blade (Ceaseless)
6
3+
3/4
Abilities
Bladed StanceFinal Cruelty

Bladed Stance: Whenever this operative is fighting or retaliating, you can resolve one of your successes before the normal order. If you do, that success must be used to block.

Final Cruelty: If this operative is incapacitated while fighting or retaliating, you can strike the enemy operative in that sequence with one of your unresolved successes before it’s removed from the killzone.

Hekatrix
A 3
M 7"
S 4+
W 10
Weapons
ATK
HIT
DMG
Heavy Splinter Pistol (Lethal 5+)
4
3+
3/4
Hekatarii Blade
6
3+
3/4
Abilities
Hekatrix

Hekatrix: This operative can perform two Shoot or two Fight actions during its activation. If it’s two Shoot actions, a Heavy Splinter Pistol must be selected for at least one of them

Equipment

Tourture Chains:
Whenever an enemy operative would perform the Fall Back action while within control range of a friendly WITCH CULT operative, you can use this rule. If you do, inflict D3 damage on that enemy operative before it moves.


Bloodsplattered Chains:
Once during each of a friendly Witch CULT Operatives Activations, if it incapacitates an enemy operative, it can perform the Pick Up Marker or a mission action for 1 less AP until the end of that activation.


Icon of the Dark Muse:
Once per turning point, when a friendly WITCH CULT operative is fighting, if you roll two or more Normal Successes, you can discard one of them to retain another as a Critical success instead.


Poisoned Blades:
Whenever a friendly WITCH CULT operative is Fighting or Retaliating during an Turning Point in which it performed the Charge action, its melee weapons have the Lethal 5+ weapon rule.


Ploys

Firefight - Joy of The Hunt:
Use this firefight ploy when a friendly WITCH CULT operative performs the Shoot action and you’re selecting a valid target. Until the end of that activation, Injured enemy operatives within 6" of it cannot be in cover (instead of 2"). While this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any), unless the friendly WITCH CULT operative is within 2" as normal.


Firefight - Dazzling Motion:
Use this firefight ploy when a friendly WITCH CULT operative is activated. Until the end of the turning point that operative can not be selected as the target of shooting attack unless its the operative thats shootings activation. (IE no Guard, No counteract shoot)


Firefight - Bloody Artistry:
Use this ploy when a friendly operative incapacitates an enemy operative within its control range, select each other enemy operative visible to and within 3" of either the friendly operative or the incapacitated enemy operative. Until the start of the next turning point, those other enemy operative cannot control markers or perform the Pick Up Marker or mission actions.


Firefight - Power From Pain:
This Ploy can only be used on the 4th turning Point Play this ploy when you would activate an operative. You may activate an expended model. (It behaves as if it was ready)


Strategic - PROCLIVITY FOR VIOLENCE:
Whenever a WITCH CULT operative incapacitates an enemy operative within its control range. That friendly operative can immediately perform a free Charge action (for the former, it cannot move more than 3"), even if it’s performed an action that prevents it from performing those actions


Strategic - Overwhelming Agression:
Whenever a friendly WITCH CULT operative is Fighting, its weapons have the Balanced weapon rule


Strategic - Bloody Blur:
Whenever an operative is shooting a friendly WITCH CULT operative that performed an action in which it moved during this turning point, that model can not retain your opponent cannot retain attack dice results of less than 6 as critical successes (e.g. as a result of the Lethal, Rending or Severe weapon rules).


Strategic - Blissful Movement:
During each friendly WITCH CULT operative’s activation they may preform one of the following

  • If they preform a reposition action you can ignore the first vertical distance of 3" they move.
  • If they preform a charge action you can ignore the first vertical distance of 1" they move.
  • They may preform the Open Hatch action for 1 less APL

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.


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.