Krootox Stampede - (work in process)

Homebrew by Zephyr970

The idea is that you have 4 specialist Krootox Riders that play fast and impose sudden violence over a large area. The operatives care about keeping themselves moving with momentum, and can get away with being practically a melee-only team by attempting to hide in combat with enemy operatives. Everything on these guys is about pure stats: overwhelming force, but zero consistency. Almost no access to rerolls, just keywords that make melee a threat or are able to hinder enemy operatives in some way. The Herd Shaper allows access to a free Strat Ploy and makes the Kroothawk better. The preycatcher can drag someone into melee with him. The RampartBreaker can charge through a wall (KoolAidMan-style) once per game and breach the wall. And the Vox-Mimic interferes with enemy operatives orders, but has no serious combat advantage like the others. Lastly, the Kroothawk exists for zoning, and trying to move-block enemies to kite them towards the Krootox instead.

Rules: STAMPEDE: Whenever a friendly KROOTOX operative performs a Dash, Charge, or RAMPAGE action, give it a Momentum token, to a maximum of one. While an operative has a Momentum token, add 2" to its Move stat. (The token is added after the movement, meaning that the additional 2" will not be added until the operative's next movement).

Remove an operative’s Momentum tokens if it performs a Fall Back action or does not perform a Dash, Charge, or RAMPAGE action during a Turning Point.

Friendly KROOTOX operatives can perform the following unique action:

RAMPAGE - 1 AP This operative can perform this action only if it has incapacitated an enemy operative during this activation. Make a free 4" Reposition. This move must end within Engagement Range of an enemy operative.

Beastly Vigor: During each friendly KROOTOX STAMPEDE MOUNTED operative’s activation, it can perform two Fight actions.

Each friendly KROOTOX STAMPEDE MOUNTED operative can counteract regardless of its order. Whenever it does, it can move up to 4" instead of 2", and can perform a free Rampage action

100% positive
Composition
  • 1 Krootox Stampede Herd Shaper
  • 1 Krootox Stampede Vox-Mimic
  • 1 Krootox Stampede Preycatcher
  • 1 Krootox Stampede Rampart Breaker
  • 1 (or 2?) Krootox Stampede Kroothawk

Faction Rules:

STAMPEDE: Whenever a friendly KROOTOX operative performs a Dash, Charge, or RAMPAGE action, give it a Momentum token, to a maximum of one. While an operative has a Momentum token, add 2" to its Move stat. (The token is added after the movement, meaning that the additional 2" will not be added until the operative's next movement).

Remove an operative’s Momentum token if it performs a Fall Back action or does not perform a Dash, Charge, or RAMPAGE action during a Turning Point.

Friendly KROOTOX operatives can perform the following unique action:

RAMPAGE - 1 AP This operative can perform this action only if it has incapacitated an enemy operative during this activation. Make a free 4" Reposition. This move must end within Engagement Range of an enemy operative.

Beastly Vigor: Each friendly KROOTOX STAMPEDE MOUNTED operative can counteract regardless of its order. Whenever it does, it can move up to 4" instead of 2", and can perform a free Rampage action

Herd Shaper
A 3
M 7"
S 4+
W 18
Weapons
ATK
HIT
DMG
Preyhook (Range 4", Stun, Severe)
4
3+
2/3
Krootox Fists (Shock)
5
3+
4/5
Abilities
Pheremone FalconeerPrepared for the Hunt

Pheremone Falconeer: STRATEGIC GAMBIT whenever this operative remains in the Killzone. Select one friendly KROOTHAWK operative. Until the end of that operative's next activation ignore the first two bullet points of its Evasive Bird rule (this takes precedence over that rule), and it can perform Herd the Prey for 0APL once this turning point.

Prepared for the Hunt: When selecting your operatives for the battle, also select one KROOTOX STAMPEDE strategy ploy. Whenever this operative is in the killzone, that ploy costs you 0CP.

50
Preycatcher
A 3
M 7"
S 4+
W 18
Weapons
ATK
HIT
DMG
Great Hunting Harpoon (Heavy (Reposition Only), Range 6", Lethal 5+, Hooked)
4
3+
4/4
Krootox Fists (Shock)
4
3+
4/5
Abilities
HOOKED1AP: Take Aim

HOOKED: Hooked Prey: If you retain one or more critical successes when attacking with a weapon with this weapon rule, after resolving the attack, you can move the target into engagement range with this operative and give the target a HOOKED token. An enemy operative with a HOOKED token has its Move stat reduced by 3". An operative can remove its HOOKED token by performing a Fall Back action. Only one enemy operative can have a HOOKED token at a time. If another enemy operative would gain a HOOKED token, remove the existing token and give it to the new operative.

Take Aim (1AP): This operative's ranged weapon gains Severe until the end of its activation. If this operative has a Momentum token, discard it.

50
Vox-Mimic
A 3
M 7"
S 4+
W 18
Weapons
ATK
HIT
DMG
Vox Shriek (Seek, Stun)
5
3+
1/2
Krootox Fists (Shock)
5
3+
4/5
Abilities
2AP: False OrdersVox Chatter

False Orders (2AP): Roll a D6, adding 1 to the result for every 2 enemy operatives your opponent has more than you.

1–2: Nothing happens.

3–4: Your opponent selects one enemy operative. Change that operative’s order.

5–6: Select one enemy operative. Change that operative’s order.

An operative whose order is changed by this ability cannot have its order changed for the rest of the Turning Point. Each enemy operative can be selected as a target of this ability only once per battle.

Vox Chatter: Once per Turning Point, when an enemy operative uses an ability that would affect another enemy operative, interrupt to select one operative affected by that ability. That operative is not affected by that ability. This operative gets -2 APL until the end of its next activation or counteractivation.

50
Rampart Breaker
A 3
M 7"
S 4+
W 20
Weapons
ATK
HIT
DMG
Kroot Scattergun (Range 6")
4
3+
3/3
Ramming Headbutt (Brutal, Momentous)
3
2+
5/6
Krootox Fists (Shock)
5
3+
4/5
Abilities
Living Battering RamMomentous

Living Battering Ram: Once per battle, this operative can move through a designated section of Heavy terrain during a Charge action, creating a BREACH

Momentous: This weapon can only be used if this operative performed a Charge during this activation.

50
Kroothawk
A 2
M 8"
S 2+
W 5
Weapons
ATK
HIT
DMG
Scratching Claws
3
5+
1/2
Abilities
Evasive BirdFly1AP: Herd the Prey

Evasive Bird: - This operative cannot perform any actions other than Herd the Prey, Charge, Dash, Fall Back, Fight and Reposition.

  • Whenever determining control of an objective marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
  • Whenever an operative is shooting this operative, ignore the Piercing weapon rule.
  • 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.).

Fly: Whenever this operative 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 of its original location. In a killzone that uses the close quarters rules, this distance cannot be measured over or through Wall terrain, and this operative cannot be set up on the other side of an access point.

Herd the Prey (1AP): Select one enemy operative within visible to this operative. Until the end of the Turning Point, whenever that operative performs a Move, Dash or Fall Back action, it cannot finish that action within 3" of this operative.

32
Equipment

Linebreaker Knuckles:
Whenever a friendly KROOTOX STAMPEDE MOUNTED operative enters an enemy operative's control range, that enemy operative suffers 1 wound.


Toughened Hides:
Once per turning point, during a friendly KROOTOX STAMPEDE MOUNTED operative’s activation or counteraction, before or after it performs an action. Until the start of its next activation, you can ignore any changes to that operative's weapon and movement stats from being injured


Battering Harness:
Once during each friendly KROOTOX STAMPEDE MOUNTED operative's activation, if that operative performs a Charge or Dash action, it can move through one piece of Light terrain during that action as though it were not there.


Borthrod Glands:
Once per turning point, whenever a KROOTOX STAMPEDE MOUNTED operative incapacitates an enemy operative while Fighitng or Retaliating, it can regain up to D3+1 lost wounds.


Ploys

Strategic - Bound:
During each friendly KROOTOX STAMPEDE MOUNTED operative’s activation, you can ignore the first vertical distance of 2" they move during one climb up.


Strategic - Stalwart Beasts:
KROOTOX STAMPEDE MOUNTED operatives count as being 1 APL higher when determing control of a marker (this does not effect their actual APL)


Strategic - Call the Flock:
Set up one incapacitated Kroothawk operative ready with a conceal order in a location it can be placed wholly within your dropzone (it can be placed in control range of enemy operatives). You cannot have more than 1 Kroothawk operative at once.


Strategic - Surprising Agility:
Whenever an enemy operative selects a friendly KROOTOX STAMPEDE MOUNTED operative to as a target of a ranged weapon, if that friendly KROOTOX STAMPEDE MOUNTED has a Momentum token, it can automatically retain one defence dice as a success without rolling it.


Firefight - Caught Off-Guard:
Use this firefight ploy whenever a friendly KROOTOX STAMPEDE MOUNTED operative fights an enemy operative that is on Conceal. That friendly KROOTOX STAMPEDE MOUNTED operative's Krootox Fists gain Brutal until the end of this Fight sequence.


Firefight - Coming Through!:
Select one enemy operative visible to a friendly KROOTOX STAMPEDE operative. Remove a Momentum token from that friendly operative. Until the end of the Turning Point, whenever a friendly KROOTOX STAMPEDE MOUNTED operative performs a Charge action against that enemy operative, it can pass through other enemy operative's Control Range during that Charge action.


Firefight - Full Tilt:
Use this firefight ploy whenever a friendly KROOTOX STAMPEDE MOUNTED operative performs a Dash or Reposition action. During that move, it can perform a free Pick Up Marker or Place Marker action (you can determine control during that action to do so), and any remaining move distance it had from the Dash or Reposition action can be used after it


Firefight - Ram the Hatch:
Use this firefight ploy during a friendly KROOTOX STAMPEDE MOUNTED operative’s Charge action. If its Charge movement would cross a doorway with a movement penalty, it can ignore that doorway’s movement penalty and continue the Charge. If it crosses a closed Hatchway, open that Hatchway without spending AP and continue the Charge. Then, roll one D6 for each enemy operative within 1" of that Hatchway. On a 4+, that operative suffers 2 damage.


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.