SQUIGHOG kill team

Homebrew by Grunzreita

Bipedal wrecking balls that charge ahead of the Ork line

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Composition

A SQUIGHOG Killteam is composed of

1 SQUIGHOG BOSS NOB on SMASHA SQUIG

3 SQUIGHOG BOYZ with one of the following options: *

  • Stikka and Bitey squig blasta
  • Stikka and Dynamite
  • Stikka and Boost rockit

1 SQUIGHOG BOMB SQUIG

1 SQUIGHOG GROT

*Each Squighog Boy has a different option

Common Abilities and Options

Dead tough:
Whenever an attack dice effects damage of 3 or more to this operative roll one D6. on a 5+ substract 1 from that inflicted damage.

Instinctiv hunters:
When setting up an
SQUIGHOG kill team before the battle, the first third of your kill team must be friendly Grot and Bomb Squig operatives set up as normal. Each friendly SQUIGHOG MOUNTED operative thereafter must be set up in reserve: place it to one side instead of in the killzone. In the first Firefight phase, each friendly SQUIGHOG MOUNTED operative set up in reserve is activated as normal. When it is, set it up in a location it can be placed on the killzone floor with its base touching your killzone edge (it’s no longer in reserve). The operative is treated as performing the Turn action (spend the AP accordingly), then continue its activation as normal. Each friendly SQUIGHOG MOUNTED operative is activated twice per turning point (it’s only expended after the second activation). You cannot spend more than 2 APL (3 APL SQUGHOG Boss) for it per activation, or more than its APL stat per turning point. Each friendly SQUIGHOG MOUNTED operative cannot be in cover from or obscured by Light terrain, terrain parts less than 2" tall or terrain that's not wholly intervening. Whenever a friendly SQUIGHOG MOUNTED operative would perform the Fight action, the distance requirements of its control range can be changed to 1" horizontally and 4" vertically until the end of that action

Mercurial speed:
Each friendly SQUIGHOG MOUNTED operative has a SPEED that has three levels: SPEED 3-, SPEED 4+ and SPEED 7+. An operative can only have one SPEED level at a time, and it starts the battle with SPEED 3-. An SQUIGHOG MOUNTED operative has SPEED 3- if either of the following are true: • It ends the Sprint action and it either moved backwards or less than 4" forwards. • It ends its activation without performing the Sprint action. An SQUIGHOG MOUNTED operative has SPEED 4+ if it ends the Sprint action and moved 4" or more during that action, or SPEED 7+ instead if it moved 7" or more during that action

Sprint (0AP):
SQUIGHOG MOUNTED operatives cannot perform the Charge, Dash, Fall Back or Reposition actions; instead they can perform the Sprint and Turn unique actions. SPRINT: Move the active operative to a location it can be placed. This must be directly forwards or backwards in one or more straight-line increments, and increments are always rounded up to the nearest inch. It cannot move more than 9" forwards or 3" backwards per activation, and it cannot move more than 12" per turning point. Before or after one of the increments, you can pivot the active operative up to 45°. This doesn’t use any of its movement allowance, and it can then continue its movement with any remaining move distance. The active operative cannot climb or finish the move on Vantage terrain higher than 2" from the killzone floor. It can move through operatives and it treats terrain parts less than 2" tall as Accessible terrain. Whenever it moves through an equipment terrain feature, remove that terrain feature from the battle. An operative cannot perform this action while counteracting. For the purposes of your opponent's rules, mission rules and killzone rules, this action is treated as the Reposition action, or the Charge action if the active operative ends the action within control range of an enemy operative.

Turn (1AP):
Pivot the active operative up to 45°. This doesn’t use any of its movement allowance. An operative cannot perform this action while counteracting. For the purposes of your opponent's rules, mission rules and killzone rules, this action is treated as the Dash action, or the Charge action if the active operative ends the action within control range of an enemy operative

Squighog Boss nob on smasha squig
A 4
M 12“
S 4+
W 24
Weapons
ATK
HIT
DMG
Thumb gun (Blast 2“, saturate)
4
4+
3/5
Big choppa (Punishment)
5
3+
5/6
Abilities
Dead toughInstinctiv huntersKrumpin‘ timeMercurial speed0AP: Smasha squig0AP: Sprint1AP: Turn

Krumpin‘ time: this operative can perform two Fight actions during its activation

Smasha squig (0AP): place one of your breach markers within this operative's control range as close as possible to a terrain feature within control range of it. whenever an operative is within 1" of that marker, it treats part of that terrain feature that are no more as 1" thick as accessable terrain. This operative can perform this action only during a Sprint action. Any remaining move distance can be used after it does so.

90Squighog, Ork, mounted, Leader, Squighog Boss
Squighog Boy
A 3
M 12“
S 4+
W 20
Weapons
ATK
HIT
DMG
Stikka (Range 8“, Piercing 1)
4
4+
4/5
Bitey squig blasta (Range 8“, devasting 2, Severe, stun, blasta git*)
6
4+
1/0
Boost Rockit (Range 16“, Limited 1, Lethal 5+, Piercing 1)
4
4+
5/6
Dynamite (Range 4“, blast 1, saturate, boom git*)
5
4+
4/5
Stikka & Squig jaws
5
3+
4/5
Abilities
1AP: *blasta git1AP: *boom gitDead toughInstinctiv huntersMercurial speedSaddlegit0AP: Sprint1AP: Turn

*blasta git (1AP): perform 2 free shoot actions with this operative. you must select its stikka for one action and its bitey squig blasta for the other (in any order). Both weapons gain no benefit from accurate rule

*boom git (1AP): Whenever this operative performs the sprint action, you can use this rule. If you do, after it moves, draw a imaginary line 1mm in diameter between it an the previous location. Perform a free shoot action with „Dynamite“ at any point of these line. Dynamite gains no benefit from accurate rule.

Saddlegit: This operative weapons have the Accurate 1 weapon rule unless it's injured. Whenever determining control of a marker, treat this operativs APL stat as 1 higher, unless it's injured ( note this is not a change to its APL stat, so any changes are cumulative with this).

75Squighog, Ork, mounted, Squighog Boy
Bomb squig
A 2
M 6"
S 5+
W 5
Weapons
ATK
HIT
DMG
Explosives (Blast 1“, limited 1, explosive*)
6
4+
4/5
Bite
3
4+
4/5
Abilities
*ExplosiveBoom!ExpandableStoopid

*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.

Expandable: 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.

25Squighog, Ork, Bomb squig
Grot
A 2
M 6"
S 5+
W 5
Weapons
ATK
HIT
DMG
Grot choppa
3
5+
1/4
Abilities
1AP: Grappling hookSneaky git

Grappling hook (1AP): 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).

Sneaky git: This operative cannot have an Engage order. Whenever this operative is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

25Squighog, Ork, Grot
Equipment

Boar Blood:
Once per turning point, when a friendly SQUIGHOG operative (excluding BOMB SQUIG and Grot) is activated, you can use this rule. If you do, until the end of that activation, you can ignore any changes to that operative’s stats from being injured (including its weapons’ stats)


Squig Armour:
Once per turning point, when an operative is shooting a friendly SQUIGHOG MOUNTED operative, in the Roll Defence Dice step, you can retain one of your normal successes as a critical success instead


Glyphs:
When this item of equipment is selected, also select the Waaagh! or Drag it down strategy ploy. The first time you would use that ploy during the battle, it costs you 0CP; whenever you would use it thereafter, it costs you 0CP if 2 or more friendly operatives have an engage order.


Squig injection:
Once per turning point when a friendly operative (excluding Bombsquig and Grot) is shooting, fighting or retaliating, squig jaws from one friendly operative have the ceaseless weapon rule.


Ploys

Firefight - Krump em:
Use this firefight ploy at the end of the Firefight phase. Select one friendly SQUIGHOG operative. It can immediately perform a free Fight action


Firefight - Leap:
Use this firefight ploy when a friendly SQUIGHOG MOUNTED operative performs the Sprint action. Instead of moving that operative, remove it from the killzone and set it back up in a location it can be placed within 1" horizontally of its original location. This distance cannot be measured through terrain features more than 2" tall, and that operative cannot be set up on Vantage terrain higher than 2" from the killzone floor. That operative is treated as having moved 3" for the purposes of its movement allowance and has SPEED 3-


Firefight - Just a scratch:
Use this firefight ploy when an attack dice inflicts Normal Dmg on a friendly SQUIGHOG operative (excluding BOMB SQUIG and GROT). Ignore that inflicted damage


Firefight - Instinctive aggression:
When a friendly operative is incapacicated while fighting or retaliating you can strike the enemy operative in that sequence with one of your unresolved successes before this operative is removed from the killzone.


Strategic - Waaagh!:
Friendly SQUIGHOG operatives’ melee weapons have the Balanced weapon rule


Strategic - Tough as squig hide:
For purposes of rule Dead Tough reduce 1 from inflicted damage on a 4+ (instead of 5+)


Strategic - Get da big git:
Whenever a friendly operative is shooting against or fighting against the enemy operative that has the most wounds remaining, that operative weapons have the Lethal 5+ weapon rule.


Strategic - Drag it down:
Once during each friendly SQUIGHOG MOUNTED operative’s activation, whenever it ends its move during the Sprint action: • If it moved 4" or more during that action, you can inflict 1 damage on one enemy operative within its control range. • If it moved 7" or more during that action, or it's a SQUIGHOG BOSS operative, you can inflict D3 damage on one enemy operative within its control range instead


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.


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.