Ash Waste Nomads

Homebrew by DrMercury

The Nomads are taking the fight to the rest of the universe.

Ash Waste Nomad Faction Rule: Jumping at Shadows: During deployment, one third of your KillTeam Operatives can be linked to GHOST tokens. These tokens will be deployed at the same time as their operative, and must be deployed in your deployment zone and within 6 inches of the operative model. The token and the model represent the actual operative and the GHOST. You must secretly designate which is which at deployment. The tokens will say GHOST on the bottom, or be blank. The blank token is the hidden position of the operative, while the model would be the GHOST. The token that says GHOST will be the GHOST and the actual model will be the operative.

The operative model and the token must end each activation within 6 inches of each other, must choose a conceal order, and cannot perform any action other than Reposition, Dash or Climb. If they take an engage order or perform any other action you must reveal if the operative or the token is the GHOST. If an enemy operative moves within 3 inches of either the Token or the Operative associated with it, you must reveal which one is the GHOST. When you reveal, flip over the token, if it is the GHOST, remove it from the Killzone. If it is not the GHOST, then the model is the GHOST and you will remove it from the killzone and place it in the exact same spot as the token.

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Composition
    • Kha'Tragi Cheiftan with one of the following: Chain Lance and Mono Hook Long Blade and Mono Hook And one of the following Web Pistol Blast Pistol Or with a Blast Carbine and a knife

12 Operatives from the following list

-Tarn'Runi Nomad Gunner With a Venom Caster and Stalking Knife -Tarn'Runi Nomad Gunner with a charge caster And Stalking Knife -Tarn'Runi Nomad Gunner with Heavy Blaster and Stalking Knife -Tarn'Runi Nomad Gunner with a Scoped Long Rifle and Staking Knife -Tarn'Runi Nomad Gunner with Webber and Stalking Knife -Naku'Taari Watcher -Wy'Tari Stormcaller -Sha'Dar Hunter with two Chitin Weapons or two Venom Whips -Arthromite Spineworm* -Arthromite Handler -Nomad Harrier (counts as 2 models) -Tarn'Runi Nomad Sapper -Tarn''Runi Nomad Warrior -Ashwing Helamite

Each model on this list can only be taken once, except for Warriors, Hunters and Spineworms. Your list can only include up to 4 total gunners, 2 hunters and 4 spineworms. *These operatives only count as half a selection The Ashwing Helamite cannot be included unless you also include the Arthromite Handler

Common Abilities and Options

Poison:
In the resolve attack dice step, If you inflict damage with any successes, the operative this weapon is being used against gains one of your Poison Tokens. Whenever an operative that has one or more Poison tokens is activated, inflict one damage on it.

Beast:
This operative cannot perform any action other than Charge, Dash, Fall Back, Pick Up Marker, Place Marker Fight, Gather, Guard, and Reposition. It cannot use any weapons not on its datacard.

Kha'Tragi Nomad Chieftain
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Web Pistol (Range 6" Severe Stun)
4
3+
3/4
Blast Carbine
4
4+
2/3
Blast Pistol
4
3=
2/3
Stalking Knife
3
3+
2/3
Chain Lance and Mono Hook (Balanced, Rending)
4
3+
4/5
Long Blade and Mono Hook (Balanced, Lethal 5+)
4
3+
4/5
New Weapon
4
4+
3/4
New Weapon
4
4+
3/4
Abilities
Slink into the Shadows

Slink into the Shadows: STRATEGIC GAMBIT: If this model is in the KillZone, Select one friendly Nomad operative other than a Ashwing Helamite or Spineworm, that has a conceal order, is not within 3 inches of an enemy operative, and does not already have a GHOST token. You can give that model a GHOST token of your choice.

Ash Waste Nomad, Leader Chieftain
Naku'Taari Watcher
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Scoped Blast Carbine (Accurae)
4
3+
2/3
Stalking Knife
4
3+
2/3
New Weapon
4
4+
3/4
Abilities
ATTACK ATTACK!!!1AP: On the Back Foot

ATTACK ATTACK!!!: When this model is expended, Select a ready friendly Ash Waste Nomad Warrior operative to immediately activate before your opponent activates. When that model is expended, your oponent activates as normal. You cannot use the Nomad Group activation ( In other words, you cannot activate more than one Nomad Warrior Operative with this rule)

On the Back Foot (1AP): Select one Ready Enemy operative that is a valid target for this operative, or visible to this operative instead if you spend one additional AP. Roll a D6. Untill the end of the turning point, that enemy operative cannot be activated or perform actions until it is the last enemy operative to be activate, or until your opponent has activated a number of enemy operatives equal to the result of the D6 (whichever comes first)

Ash Waste Nomad Naku'Taari Watcher
Wy'Tari StormCaller
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Blast Pistol
4
3+
2/3
Static Lightning (PSYCHIC, 2" Devastating 1, Rending, HEAVY dash only)
4
3+
3/3
Stormcaller Staff (Psychic, Shock)
4
3+
4/6
Mono Hook (Balanced)
4
3+
3/4
Abilities
1AP: Storm Cloud

Storm Cloud (1AP): PSYCHIC. This operative and all Friendly Nomad operatives within 6 inches of this operative are Obscured.

Ash Waste Nomad Stormcaller Psyker
Tarn'Runi Gunner
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Venom Caster (Range 8" Saturate, Poison, Torrent 2")
4
2+
3/3
Charge Caster (Shock) (Blast 2" Stun)
4
4+
2/2
Charge Caster (Krack) (Piercing 1)
4
4+
4/5
Heavy Blaster (Torren 2" Piercing Crits 1)
4
4+
4/5
Scoped Long Rifle (concealed) (Devastating 3, Heavy, Silent, Concealed Position*)
4
2+
3/3
Webber (Range 12" Severe, Stun)
4
3+
3/4
Stalking Knife
3
4+
2/3
Scoped Long Rifle (Stationary) (Devastating 3, HEAVY)
4
2+
3/3
Scoped Long Rifle (mobile)
4
3+
3/4
New Weapon
4
4+
3/4
New Weapon
4
4+
3/4
New Weapon
4
4+
3/4
Abilities
Concealed PositionPoison

Concealed Position: This operative can only use this weapon the first time it is performing the SHOOT action during the battle

Ash waste Nomad, Gunner
Tarn'Runi Warrior
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Blast Carbine
4
4+
2/3
Stalking Knife
3
3+
2/3
Abilities
Group Activation

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

Ash Waste Nomad, WARRIOR
Tarn'Runi Sapper
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Demolition Charge (Range 3", Blast 2", Heavy (reposition only) Limited 1, Piercing 1, Saturate)
4
3+
4/6
Stalking Knife
4
3+
2/3
Abilities
1AP: ExplosivesFinal DefianceGrenadier

Explosives (1AP): The first time this operative performs this action during the battle, place your explosives marker within its control range. The second time this operative performs this action during the battle, inflict 2D6 damage on each operative within 2" of that marker (roll seperately for each) unless Heavy terrain is wholly intervening between that operative and the marker. This operative cannot perform this action more than twice per battle, while within control range of an enemy operative, or during any turning point in which it performed the Charge, Dash or Fall Back action (or Vice versa)

Final Defiance: If this operative is incapacitated, it can perform a free Explosives unique action before it is removed from the Killzone

Grenadier: THis operative can use frag and krak grenades (see universal special equipment) Doing so does not count towards any limied uses you have (i.e. if you select it as an equipment for other operatives) Whenever it is doing so, improve the Hit stat of that weapon by 1

Ash Waste Nomad Sapper
Helamite Handler
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Blast Pistol
4
3+
2/3
Chain Lance (Rending)
4
3+
3/4
Abilities
Ashwing Lure0AP: Ashwing WhistleHandler

Ashwing Lure: If this model is incapacitated during a battle, Place a Lure marker at its final position, and remove any Ashwing Helamite operative you had in the Killzone. Once per turning point, whenever an enemy operative ends their activation within 6" of this marker, the ashwing Helamite will swoop down and attack them. Treat this as a shooting attack with the following Profile A - 4 Hit - 4+ DMG - 3-4 Rending

Ashwing Whistle (0AP): Select one friendly Ashwing Helemite operative, change its order.

Handler: When this operative is activated, you can activate a ready friendly Ashwing Halamite operative at the same time. Complete thier activations action by action in any order.

Ash Waste Nomad, Helamite Herder
Ashwing Helamite
A 2
M 8"
S 5+
W 7
Weapons
ATK
HIT
DMG
Mandibles and Claws (Rending)
4
3+
3/4
Abilities
BeastFlying

Flying: Whenever the Ashwing Helamite performs an action in which it moves, it can FLY. If it does, don't move it. Instead, remove it from the killzone, and set it back up wholly within a distance equal to its move stat. (Or 3" if it was a dash) horizontally from its original location. (in a killzone that uses the close quarters, this distance cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point. (in other words it calnnot fly through an open hatchway) Note it gains no additional distance when performing a Charge action. It must be set up in a location it can be placed, and unless it is the Charge action, it cannot be set up in control range of an enemy operative.

Ash Waste Nomad, Ashwing Helamite
Sha'dar Hunter
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Chitin Weapons (Ceaseless. Lethal 5+)
4
3+
4/5
Venom Whip (Poison, Shock)
5
3+
3/4
Abilities
AmbushCounter AttackPoison

Ambush: This operative can perform the Charge action while it has a Conceal order

Counter Attack: Whenever this operative is fighting or retaliating, whenever your opponent resolves a normal success, inflict 1 damage on the enemy operative in that sequence.

Ash Waste Nomad Sha'Dar hunter
Nomad Harrier
A 3
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Chitin Spikes (Range 6" Silent, Poison)
4
3+
2/3
Chitin Gauntlet and Long Blade (Lethal 5+ Poison)
4
3+
3/4
Abilities
Bladed StanceDesert WhirlwindPoison

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

Desert Whirlwind: This operative can perform 2 Fight actions during its activation. Whenever this operative ends a fight action, if it is no longer within control range of an enemy operative, it can immediately perform a Shoot action or a free charge action (even if it already performed a charge action during that activation) but it cannot move more than 3" during that Action. Doing so does not prevent it from performing the DASH action afterwards during that activation.

Ash Wase Nomad, Harrier
Arthromite Spineworms
A 2
M 6"
S 5+
W 5
Weapons
ATK
HIT
DMG
Mandibles and Claws (Rending)
3
3+
3/4
Abilities
BeastBondedSmall

Bonded: Whenever an enemy operative performs the Fight action against a Friendly Sha'Dar Hunter operative, you can force them to select this operative to fight against instead. Whenever an enemy operative ends the Charge action within control range of a friendly Sha'Dar Hunter operative within 3' of this operative, this operative can immediately perform a free charge action (you can change its order to Engage to do so) but it must end that Charge move within control range of that enemy operative.

Small: Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precidence over all other targeting rules (such as Seek, Vantage terrain) except being within 2". This operative can perform the Fall Back action for one less AP.

Ash Waste Nomad Spineworm
Equipment

Sky Mantle:
Once Per turning Point Select one friendly Nomad operative other than a Ashwing Helamite or Spineworm, that has a conceal order, is not within 3 inches of an enemy operative, and does not already have a GHOST token. You can give that model a GHOST token of your choice.


Insective Knives:
Friendly Ash Wast Nomads replace their Stalking Knives with Insective Knives with the following profile

AK - 3 HI - 3+ DMG - 3/4 POISON

In the resolve attack dice step, If you inflict damage with any successes, the operative this weapon is being used against gains one of your Poison Tokens. Whenever an operative that has one or more Poison tokens is activated, inflict one damage on it.


Luck Talisman:
Once Per turning Point when an enemy operative is shooting a friendly Ash Waste Nomad Operative (Excluding Ashwing Helamite or Arthromite Spineworm), in the roll defence dice step, you can retain one of your normal successes as a critical success or a failure as a normal success.


Infra Sights:
Blast Carbines equipt to Friendly Ash Waste Nomad Operatives gain the Balanced Rule


Ploys

Firefight - Deadly Toxins:
Use this firefight ploy when en enemy operative with one of your Poison tokens is activated. Your poison will inflict D3+1 wounds instead of 1


Firefight - Hit and Move:
Use this firefight ploy when friendly Ash Wase nomad operative (Excluding Ashwing Helamite and Arthromite Spineworm operatives) eliminates an enemy operative on a mission objective. That frinedly operative can immediately make a free dash action and change its order to conceal if it is within 1" of cover.


Firefight - Now you see me...:
Use this Firefight ploy when an enemy operative moves within 3" of one of your Ghost Tokens or the Operative model associated with it. You can change the token from Blank to Ghost or vice versa.


Firefight - Disappear:
Use this firefight ploy when a Friendly Ash Waste Nomad operative eliminates an enemy operative with a shot action. That freindly operative gains a GHOST token of your choice.


Strategic - Masters of Concealment:
Whenever an enemy operative is shooting a friendly Ash Wase Nomad operative this turn, they cannot use the Seek light rule, and if you can retain any cover saves, you can retain one additional cover save.


Strategic - Unseen Strike:
Whenever a friendly Ash Waste Nomad operative (excluding Ashwing Helamite and Arthromite Spineworm operatives) is activated and its order is changed from Conceal to Engage, until the end of that activation: Its Ranged weapons have the Rending weapon rule Its Melee weapons have the Balance Weapon Rule


Strategic - Withdraw:
Untl the end of the turning point Friendly Ash Waste Nomad operatives can perform the fall back action for one less AP (minimum 1)


Strategic - Better positioning:
Up to D3 friendly Ash Waste nomads can immediately perform a free Dash action. They must end this action within 1" of cover, and they may change their order at the end of that action.


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.


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.


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.