Glut's Parade

Homebrew by Ninwa

Once proud members of high society within the Imperium, these families and their thralls became enraptured by the decadence and bounty afforded to their position. Lost to their desires, they gorge themselves to the point that their bodies bulge and their flesh is barely contained by their skin and clothes, always seeking ever grander meals. This bottomless hunger has them wanting even more excessive quantities of food and flavors, leading many to submit themselves to the god of excess, the dreadful Slaanesh. Now always on the hunt for more, roaming bands of the bloated Gluts can be found throughout the galaxy, ready for their next meal.

80% positive
Composition

A GLUT'S PARADE Kill team is composed of:

  • 1 Glut Decadent with one of the following options:
    • Inferno Pistol, Hungering Mace
    • Plasma Pistol, Hungering Mace
  • 7 operatives selected from the following list:
    • Glut Chef
    • Glut Gorger
    • Glut Prodigal
    • Glut Sommelier
    • Glut Soprana
    • Glut Warrior

Other than WARRIOR operatives, your kill team can only include each operative on this list once.

Common Abilities and Options

Blessed Blubber:
When Normal Damage would be inflicted on a friendly operative, you can choose to roll a D3. If the result is greater than the number of Blubber Points on the friendly operative, ignore that damage die and the operative gains a Blubber Point.

As a strategic gambit each strategy phase, you can remove 1 Blubber Point from any friendly operatives that currently have Blubber Points.

Dark Feast:
When a friendly operative incapacitates an enemy operative while within control range, that friendly operative regains D3 Wounds and removes 1 Blubber Point.

Glut Decadent
A 2
M 5"
S 5+
W 14
Weapons
ATK
HIT
DMG
Inferno Pistol (Rng 4", Dev 4, Piercing 2)
4
4+
5/2
Plasma Pistol
Standard (Rng 8", Piercing 1)
4
4+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Piercing 1)
4
4+
4/5
Hungering Mace (Brutal, Rending, Shock)
4
3+
4/6
Abilities
1AP: Air of CommandBlessed BlubberDark FeastGreatest Girth

Air of Command (1AP): Select up to two operatives visible to and within 6” of this operative. Those operatives gain 1APL until the end of their next activation. If this operative is selected, the change only lasts until the end of its current activation.

This action can not be performed during a counteraction or while within control range of an enemy operative.

Greatest Girth: When targeting this operative with the Blessed Blubber rule, add 1 to the roll. (Note that this means this operative can have a maximum of 4 Blubber Points)

GLUT’S PARADE, CHAOS, LEADER, DECADENT, 40mm Base
Glut Chef
A 2
M 5"
S 5+
W 13
Weapons
ATK
HIT
DMG
Pepperbox (Rng 8", Seasoning*)
6
4+
2/2
Great Cleaver (Seasoning*)
4
4+
3/4
Abilities
*SeasoningBlessed BlubberDark Feast1AP: Spice Bag

*Seasoning: Whenever a weapon with this rule deals damage to an enemy operative, that operative gains a Seasoned token. Operatives can only have 1 Seasoned token. When a friendly operative incapacitates an enemy operative with a Seasoned token in engagement range, instead of the normal rules for Dark Feast, the operative regains 3 wounds and removes 2 Blubber points.

Spice Bag (1AP): Remove your Spice Bag marker from the killzone (if any). Then, place your Spice Bag marker visible to and within 6” of this operative. Enemy operatives within 2” of your Spice Bag marker are treated as having a Seasoned token. If this operative is incapacitated, remove the Spice Bag marker from the killzone.

This action cannot be performed while within control range of an enemy operative.

GLUT’S PARADE, CHAOS, CHEF, 32mm Base
Glut Gorger
A 2
M 5"
S 5+
W 13
Weapons
ATK
HIT
DMG
Great Maw (Rending, Chew*)
4
3+
4/5
Abilities
*ChewBlessed BlubberDark Feast

*Chew: Whenever critical damage is dealt with this weapon profile, this operative regains 1 wound.

GLUT’S PARADE, CHAOS, GORGER, 32mm Base
Glut Prodigal
A 2
M 5"
S 5+
W 13
Weapons
ATK
HIT
DMG
Duelist's Laspistol (Rng 8")
4
4+
3/5
Power Rapier (Lethal 5+)
4
3+
3/4
Abilities
Blessed BlubberDark FeastInnate Talent

Innate Talent: At the end of the Select Operatives step, if this operative is selected for deployment, select one of the following abilities for it to have until the end of the battle:

  • MARKSMAN: Add 4” to the Range of this operative’s ranged weapon profile, and it gains the ceaseless weapon rule.
  • FENCER: Add 1 to the Atk stat of this operative’s melee weapon profile, and it gains the ceaseless weapon rule.
  • STEADY HAND: Ignore changes to the Hit stat for all weapon profiles on this operative. All weapon profiles on this operative gain the balanced weapon rule.
GLUT’S PARADE, CHAOS, PRODIGAL, 32mm Base
Glut Sommelier
A 2
M 5"
S 5+
W 13
Weapons
ATK
HIT
DMG
Vintage Spew (Rng 6", Saturate, Torrent 2")
4
2+
4/4
Gilded Cask (Shock)
3
4+
4/5
Abilities
Blessed BlubberDark FeastWinekeg

Winekeg: This operative can be the target of the Full to Bursting firefight ploy for 0CP. If you do select this operative for the ploy, increase the range of the ploy to 3” and add 1 to the damage.

GLUT’S PARADE, CHAOS, SOMMELIER, 32mm Base
Glut Soprana
A 2
M 5"
S 5+
W 13
Weapons
ATK
HIT
DMG
Sonic Screech (Rng 6", Saturate, Seek Light, Stun)
5
2+
2/2
Pristine Nails (Rending)
4
3+
3/4
Abilities
1AP: Alluring CallBlessed BlubberDark FeastGrating Serenade

Alluring Call (1AP): Select any number of enemy operatives Visible to and within 8” of this operative. Those targeted must each take a will test. To do so, roll a D6: if the result is higher than the target’s APL, it must immediately take a Reposition action up to 3”, ending as close to this operative as possible. The rules of Grating Serenade are ignored for the duration of this action.

This action cannot be performed while within control range of an enemy operative.

Grating Serenade: - Whenever an enemy operative performs an action in which it moves (excluding Dash), if it would move visible to and within 6" of this operative, treat the distance as an additional 2" and ignore the additional distances from the Obstructing and Accessible terrain rules.

  • Whenever an enemy operative is fighting or retaliating while visible to and within 6" of this operative, worsen the Hit stat of that enemy operative’s melee weapons by 1. This is cumulative with being injured.
GLUT’S PARADE, CHAOS, SOPRANA, 32mm Base
Glut Warrior
A 2
M 5"
S 5+
W 13
Weapons
ATK
HIT
DMG
Heirloom Laspistol (Rng 8")
4
4+
3/4
Cane of Office
4
4+
3/4
Abilities
Blessed BlubberDark FeastHoarder of Delicacies

Hoarder of Delicacies: At the end of a friendly GLUT WARRIOR’S activation, you can use the Leftovers equipment rule. This doesn't count for its once per turning point limit.

GLUT’S PARADE, CHAOS, WARRIOR, 32mm Base
Equipment

Exotic Fat:
Up to three times each turning point, when rolling for the Blessed Blubber faction rule you can choose to roll 2D3 and select which die to use.


Craven Menu:
As a Strategic Gambit each turning point, select an enemy operative to gain your Morsel token. When fighting or retaliating against an enemy operative with your Morsel token, melee weapon profiles gain the Ceaseless weapon rule, or the Relentless weapon rule if it already has Ceaseless. The Morsel token is removed when the enemy is incapacitated, or the turning point ends.


Leg Braces:
Friendly operatives ignore changes to their Move stat from being injured.


Leftovers:
Once per turning point, at the end of a friendly operative’s activation, if it hadn't yet used the Dark Feast faction rule this turning point, you can choose to target it with the Dark Feast faction rule as if it had incapacitated an enemy while within engagement range.


Ploys

Firefight - Divvy Up:
When a friendly operative incapacitates an enemy within its control range you can use this ploy. Every friendly operative within 3” of the target operative regains 1 wound, excluding the target operative.


Firefight - Full To Bursting:
When a friendly operative is incapacitated, you can use this ploy. Before removing that operative from the kill zone, deal 1 damage to every other operative within 2” of that operative.


Firefight - Leadbelly:
When a friendly operative is the target of a Shoot action, fighting, or retaliating, after rolling your defense dice or attack dice you can use this ploy. Until the end of the action, the Blessed Blubber faction rule can also apply to Critical Hits.


Firefight - Stampede Of Flesh:
When a friendly operative ends a charge, you can use this ploy. Select one enemy operative within the active operatives control range and deal D3 Mortal Wounds to them.


Strategic - Starved Elacrity:
Until the end of the turning point, friendly operatives that have at least 1 Blubber Point add 2” to their movement during the Charge action


Strategic - Layers of Flab:
Until the end of the turning point, when a friendly operative is the target of a shoot action, if it has no Blubber Points you ignore the Piercing weapon rule.


Strategic - The Noble House Stands:
Select an objective marker.

  • Whenever determining control of that marker, treat the total APL of friendly operatives that contest it as 1 higher.
  • Improve the Save stat of friendly operatives within 3” of that marker by 1.

Strategic - Overwhelming Flavor:
Until the end of the turning point, while an operative within 3” of an enemy operative is shooting, fighting, or retaliating, you can choose to add 2 to the ATK stat of all of its weapon profiles (to a maximum of 6) and worsen the Hit stat of all its weapon profiles by 1. (This is cumulative with being injured)


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.


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.