spawn herd

Homebrew by henry
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Composition
Common Abilities and Options

spawn:
During each friendly SPAWN operative's activation, it can perform two Fight actions.

Each friendly SPAWN operative can counteract regardless of its order.

spawn mutation:
during the stratagy phase of every turning poin pick one of the three options or roll 2d3 to select two options from the list below (if doubles are rolled you only get that one):

1.Subcutaneous Armour - this operatives save stat is increased by 1 2.Toxic Vomit - this operative gains this weapon (ATK 4, HIT 2+, DMG 4/4, WR range 8", lethal 5+, tor 2") 3.Hideous Visage - this operatives weapons gain shock and this operative is -1 to hit from ranged attacks (does stack with injured but with nothing else)

If this operative is a khorne, nurgle, slaanesh or tzeentch operative you may pick the coresponding ability instead of one of the ones above: khorne - gore filled rage - when this operative incapacitates an enemy operative this operative can preform a free charge action tzeentch - warpcharged breath - this operative gains this weapon (ATK 4, HIT 4+, DMG 4/6, WR blast 1", stun) slaanesh - quicksilver speed - this operative has a 8" move and when retaliating can strike first (before the operative that declared the attack) nurgle - bloated form - at the start of this operatives activated this operative regains d3+3 hitpoints

New Ability:

legionary spawn shepherd
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
bolt pistol (range 8", severe)
4
3+
3/4
spawngoad (shock, stun, severe)
4
3+
4/5
Abilities
astarties1AP: shepherdworshipper of dark powers

astarties: During each friendly LEGIONARY operative's activation, it can perform either two Shoot actions or two Fight actions. If it is two Shoot actions, a bolt pistol, boltgun or tainted bolt pistol must be selected for at least one of them.

Each friendly LEGIONARY operative can counteract regardless of its order.

shepherd (1AP): all spawn operatives within 3" of this operative can preform a dash action, a charge action in which they could not move more the 3" during or a fall back in whic they cannot move more then 3" during.

worshipper of dark powers: before the game begins pick a mark of chaos for this operative to have for the game, this operative gains the rule associated with the mark chosen. the marks are:

rage - all friendly operatives within 3" have severe mutation - all friendly operatives within 3" can select a different spawn mutation when they activate seduction - all friendly operatives within 3" are -1 to hit resilience - all friendly operatives within 3" take 1 less damage from attacks that deal 3 or more damage (this does not stack)

LEGIONARY, CHAOS, HERETIC ASTARTES
gore spawn
A 3
M 7"
S 5+
W 18
Weapons
ATK
HIT
DMG
Grasping Pseudopods
claw (lethal 5+, rend)
4
3+
4/5
Profile
4
4+
3/4
barbed tentacles (severe)
4
3+
3/4
bladed limbs (brutal)
4
4+
5/6
Abilities
gore consumptionspawnspawn mutation

gore consumption: when this operative incapacitates an enemy operative this operative regains d3+2 hitpoints

chaos, khorne, spawn
spawn mutaloid
A 3
M *"
S *+
W 18
Weapons
ATK
HIT
DMG
Grasping Pseudopods
claws (lethal 5+, rend)
4
3+
4/5
barbed tentacles (severe)
5
3+
3/4
bladed limbs (brutal)
4
4+
5/6
Abilities
ever changingspawnspawn mutation

ever changing: when you select a spawn mutation for this operative in the stratagy phase depending on what option you pick this operative gains these stats and abilities (if this operative has 2 spawn mutations then select one of the options below that coresponds to a spawn mutation that this operative currently has active):

1.Subcutaneous Armour - if chosen then this operative has a 4+ save, 5" of movement and once per turning point this operative can ignore the damage from 1 normal hit. 2.Toxic Vomit - if chosen this operatives ranged weapons gain lethal 5+, this operative will also have a save value of 5+ and a movement value of 7" 3.Hideous Visage - if chosen then this operative has a 5+ save, a movement value of 7" and this operatives weapons have stun. tzeentch - warpcharged breath - if chosen this operative has a 4+ save, a 6" movement and its ranged weapons have severe

the operative loses these stats and abilities at the start of the next turning point

chaos, tzeentch, spawn
lust spawn
A 3
M 7"
S 5+
W 16
Weapons
ATK
HIT
DMG
Grasping Pseudopods
claws (lethal 5+, rend)
4
3+
4/5
barbed tentacles (severe)
5
3+
3/4
bladed limbs (brutal)
4
4+
5/6
Abilities
New AbilityNew AbilityNew Abilityspawnspawn mutation

New Ability:

chaos, slaanesh, spawn
spawn plague hulk
A 2
M 5"
S 4+
W 20
chaos, nurgle, spawn
chaos spawn
A 3
M 6"
S 5+
W 18
chaos, spawn
Equipment
Ploys
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.