Scavengin' Gretchin Herd

Homebrew by Crisbobo

"WAAAAAAGH!"- Eagerly screams the Runtherd whilst forcing the cowardly Gretchin into battle. A couple will flee in absolute terror, finding themselves quickly devoured by his pet Squig; the rest will see this and march forward in fear of becoming the next meal, into the slaughter. Uncaring for the losses, for an experienced Runtherd, it's just a matter of time until the enemy stops moving.

100% positive
Composition

1 SCAVENGIN' RUNTHERD operative with one of the following options:

  • Slugga; Runtherd Tools, Squig Bites.
  • Slugga; Big Choppa, Squig Bites.

13 SCAVENGIN' GRETCHIN HERD operatives selected from the following list:

  • BOMB SQUIG
  • BRUTAL DAKKA GROT
  • BRUTAL STABBA GROT
  • KUNNIN DAKKA GROT
  • KUNNIN STABBA GROT
  • SCAVENGIN' GROT

Other than SCAVENGIN' GROT operatives, your kill team can only include each operative on this list twice.

Common Abilities and Options

Bomb's Strapped!:
When this operative would be incapacitated, before removing it from the Killzone, you can choose and resolve one of the following effects:

  • Inflict D3 Damage on all operatives whitin its control Range.
  • Inflict D3 Damage on one enemy operative that's visible to and within 2'' of this operative.

Group Activation:
Whenever this operative is expended, you must then activate one other ready friendly SCAVENGIN' HERD operative (if able) with the GROT keyword before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).

SCAVENGIN' RUNTHERD (⌀32mm)
A 3
M 5"
S 4+
W 14
Weapons
ATK
HIT
DMG
Slugga (Rng 8'')
4
4+
3/4
Big Choppa (Balanced)
5
3+
5/6
Runtherd Tools (Shock, Stun, Balanced)
4
3+
5/6
Squig Bites (Expendable Pet*)
3
4+
4/5
Abilities
*Expendable Pet1AP: Emergency Provisions!Grot ProdThievin' ScavengersWaaagh!

*Expendable Pet: When a friendly SCAVENGIN' RUNTHERD operative would fight or retaliate, you can use this weapon:

  • During that fight sequence, your operative does not take damage; instead, the first time you would receive damage, the fight ends, this weapon is discarded from this operative's datacard and it cannot be used again for the rest of the battle.
  • When this weapon is discarded, this operative's Move stat gains 1''.
  • You cannot use the JUST A SCRATCH Firefight Ploy when fighting or retaliating with this weapon.

Emergency Provisions! (1AP): - Select one friendly operative (Excluding BOMB SQUIG) wholly within 3'' of this operative: That operative loses a number of wounds of your choosing, then this operative gains a number of lost wounds equal to it.

  • This operative cannot perform this action while within control Range of an enemy operative.

Grot Prod: - SUPPORT. Select one other friendly SCAVENGIN' HERD operative (excluding BOMB SQUIG) visible to and within 6” of this operative. Inflict 1 Damage to that operative, then add 1 to its APL stat until the start of its next activation.

  • This operative cannot perform this action while within control Range of an enemy operative, or while counteracting.

Thievin' Scavengers: Once per battle Strategic Gambit; roll one D6: on a 3+ you gain 1 CP, on a 6 you gain 2 CP.

Waaagh!: As a Strategic Gambit during the first turning point roll 2D3, then select a number of friendly operatives (Excluding SCAVENGIN' RUNTHERD and BOMB SQUIG) equal to the result: Those friendly operatives' melee weapons have the Balanced weapon rule until the end of the battle.

SCAVENGIN' GRETCHIN HERD, ORK, CLAN, LEADER, SCAVENGIN' RUNTHERD
BOMB SQUIG (⌀25mm)
A 2
M 6"
S 5+
W 5
Weapons
ATK
HIT
DMG
Dynamite (Blast 1, Limited 1, Explosive*)
6
4+
4/5
Vicious Bite
3
4+
4/5
Abilities
*ExplosiveBoom!ExpendableStoopid

*Explosive: This operative can perform the Shoot action with this weapon while within control Range of an enemy operative. Don’t select a valid target. Instead, this operative is always the primary target and cannot be in cover or obscured.

Boom!: If this operative is incapacitated during a battle in which it hasn’t 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’s removed from the killzone.

Expendable: This operative is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives 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. It cannot use any weapons that aren’t on its datacard.

SCAVENGIN' GRETCHIN HERD, ORK, CLAN, BOMB SQUIG
BRUTAL DAKKA GROT (⌀25mm)
A 2
M 5"
S 5+
W 5
Weapons
ATK
HIT
DMG
Rokkit Launcha (Blast 1, Ceaseless, Super Heavy*)
6
5+
4/5
Grot Choppa
3
5+
1/4
Abilities
*Super HeavyBomb's Strapped!Group Activation

*Super Heavy: - When this operative would perform the Shoot action using this weapon, that action costs one additional AP.

  • This operative cannot shoot this weapon in an activation or counteraction in which it has moved, nor can it move during an activation or counteraction in which it has used this weapon.
SCAVENGIN' GRETCHIN HERD, ORK, CLAN, BRUTAL DAKKA GROT
BRUTAL STABBA GROT (⌀25mm)
A 2
M 6"
S 5+
W 5
Weapons
ATK
HIT
DMG
Grot Blasta (Balanced, Rng 8'')
4
4+
1/3
Proppa Choppa (Stabba Charge*)
3
4+
3/5
Abilities
*Stabba ChargeBomb's Strapped!Group Activation

*Stabba Charge: Once per turning when this operative would perform the Fight action, if it performed the Charge action beforehand during its activation, you can resolve two Attack Dice before your opponent resolves theirs.

SCAVENGIN' GRETCHIN HERD, ORK, CLAN, BRUTAL STABBA, GROT
KUNNIN DAKKA GROT (⌀25mm)
A 2
M 6"
S 5+
W 5
Weapons
ATK
HIT
DMG
Dakka Shoota
Short Range (Rng 6'', Ceaseless, Torrent 1)
4
4+
2/4
Long Range
4
4+
2/4
Grot Choppa
3
5+
1/4
Abilities
Bomb's Strapped!1AP: Dakka DashGroup Activation

Dakka Dash (1AP): - Perform a free Dash action and a free Shoot action with this operative in any order. You can only select a Dakka Shoota for that Shoot action.

  • This operative cannot perform this action while it has a Conceal order, or while within control Range of an enemy operative.
SCAVENGIN' GRETCHIN HERD, ORK, CLAN, KUNNIN DAKKA, GROT
KUNNIN STABBA GROT (⌀25mm)
A 2
M 6"
S 5+
W 5
Weapons
ATK
HIT
DMG
Grot Blasta (Balanced, Rng 8'')
4
4+
1/3
Sneaky Choppa (Sneaky Stab*)
3
4+
3/5
Abilities
*Sneaky StabBomb's Strapped!Group Activation

*Sneaky Stab: - When this operative would fight or retaliate using this weapon, in the Resolve Attack Dice step of that sequence, this operative resolves the first attack dice (Taking precedence over the Guard action and Garrisoned Stronghold rules).

  • When this operative would perform the **Fight **action, before the Resolve Attack Dice step, deal 1 Damage to the enemy operative this operative is fighting against.
SCAVENGIN' GRETCHIN HERD, ORK, CLAN, KUNNIN STABBA, GROT
SCAVENGIN' GROT (⌀25mm)
A 2
M 6"
S 5+
W 5
Weapons
ATK
HIT
DMG
Grot Blasta (Balanced, Rng 8'')
4
4+
1/3
Grot Choppa
3
5+
1/4
Abilities
Bomb's Strapped!Group ActivationNatural Scavengers

Natural Scavengers: During the turning point, this operative can perform one mission action for 1 less AP.

SCAVENGIN' GRETCHIN HERD, ORK, CLAN, GROT
Equipment

Heavy Armor:
As a Strategic Gambit during the first Turning Point, select 3 friendly SCAVENGIN' GRETCHIN HERD operatives (Excluding SCAVENGIN' RUNTHERD and BOMB SQUIG): Those operatives gain an additional 3 Wounds, but their Move stat is reduced by 1'' until the end of the battle. You cannot select the same operatives for the Sneaky Zoggers and Grappling Hooks equipment options.


Sneaky Zoggers:
As a Strategic Gambit during the first Turning Point, select 3 friendly SCAVENGIN' GRETCHIN HERD operatives (Excluding SCAVENGIN' RUNTHERD and BOMB SQUIG): Whenever those operatives are in cover and have a Conceal order, they cannot be selected as valid targets, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2". You cannot select the same operatives for the Heavy Armor equipment option.


Grappling Hooks:
As a Strategic Gambit during the first Turning Point, select 3 friendly SCAVENGIN' GRETCHIN HERD operatives (Excluding SCAVENGIN' RUNTHERD and BOMB SQUIG) to gain the following ability:

Grappling Hook (1APL):

  • Select a visible point on a terrain feature for this operative. Remove this operative from the killzone and set it back up within 1” horizontally of that point in a location it can be placed, not within control Range of enemy operatives, and with that point visible to it. This operative cannot perform the Operate Hatch action during this action. This action is treated as a Reposition action.
  • This operative cannot perform this action while within control Range of an enemy operative, or during an activation in which it performed the Charge or Fall Back action (or vice versa).

You cannot select the same operatives for the Heavy Armor equipment option.


Sharp Choppas:
As a Strategic Gambit during the first Turning Point, select 3 friendly SCAVENGIN' GRETCHIN HERD operatives (Excluding SCAVENGIN' RUNTHERD and BOMB SQUIG) to gain the following melee weapon:

[ Sharp Choppa | Attack: 3 | Hit: 4+ | Damage: 3/5 | Weapon Rules: Lethal +5 ]


Ploys

Firefight - EXTRA BOMBS!:
Use this ploy when a friendly SCAVENGIN' GRETCHIN HERD operative (Excluding SCAVENGIN' RUNTHERD and BOMB SQUIG) would be incapacitated and the Bomb's Strapped! ability would activate; choose to resolve one of the following options instead of that ability:

  • Inflict 2D3+1 Damage on all operatives whitin its control Range.
  • Inflict 2D3+1 Damage on one enemy operative that's visible to and within 2'' of this operative.

You cannot activate this firefight ploy and the SUPA-RUNTZ firefight ploy on the same operative.


Firefight - JUST A SCRATCH:
Use this firefight ploy when an attack dice inflicts Normal Dmg on a friendly SCAVENGIN' GRETCHIN HERD operative (excluding BOMB SQUIG). Ignore that inflicted damage.


Firefight - SNAKEBITES PHILOSOPHY:
Use this firefight ploy when a friendly SCAVENGIN' GRETCHIN HERD operative is fighting or retaliating; until the end of that fight sequence, add 1 to the Normal and Critical Damage stats of its melee weapons.


Firefight - SUPA-RUNTZ:
Use this ploy when a friendly SCAVENGIN' GRETCHIN HERD operative (Excluding SCAVENGIN' RUNTHERD and BOMB SQUIG) would be incapacitated and after the Bomb's Strapped! ability has been resolved: That operative is not incapacitated, has 1 wound remaining, cannot be incapacitated for the remainder of the action and they cannot trigger the Bomb's Strapped! ability anymore. You cannot activate this firefight ploy and the EXTRA BOMBS! firefight ploy on the same operative and you can only use this firefight ploy on each operative once.


Strategic - WORTSNAGGA PHILOSOPHY:
Whenever a friendly SCAVENGIN' GRETCHIN HERD operative is visible to and wholly within 4" of a friendly SCAVENGIN' RUNTHERD, Normal and Critical attacks inflict 1 less Damage (To a maximum of 2) on that operative.


Strategic - ANCIENT ORKOID TECHNIQUES:
Choose one:

  • Until the end of the Turning Point, friendly SCAVENGIN' GRETCHIN HERD operatives (Excluding SCAVENGIN' RUNTHERD and BOMB SQUIG) Move stats gain an additional 1'' whilst they have an Engage order.
  • Until the end of the Turning Point, friendly SCAVENGIN' GRETCHIN HERD operatives (Excluding SCAVENGIN' RUNTHERD and BOMB SQUIG) Save stats are treated as 4+ instead of 5+ whilst they have a Conceal order.

Strategic - ODDBOYZ' ORDERS:
Whenever a friendly SCAVENGIN' RUNTHERD would be activated, if it has a Conceal order, all other Ready friendly operatives with a Conceal order can immediately perform a free Dash action. You cannot use this ploy during the first turning point.


Strategic - OVERWORK 'EM!:
Select 3 friendly SCAVENGIN' GRETCHIN HERD operatives (Excluding SCAVENGIN' RUNTHERD and BOMB SQUIG): Until the end of the turning point, whenever they would perform the Fight or Shoot action, add 1 to their ATK stat (To a maximum of 5) and their weapons gain the Accurate 1 weapon rule during the Roll Attack Dice step. Once all attacks are resolved, deal 1 Damage to them (If possible).


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.