Squig Herd

Homebrew (Unpublished) by Zephyr970

Easily Replacable - STRATEGIC GAMBIT: At the start of each turning point return d3+1 incapacitated SQUIG operatives to the killzone, entirely within your territory. You can have up to a maximum of 10 SQUIG operatives on the killzone at one time

Entirely Worthless - Your opponent's kill op is determined differently. Instead, your opponent's kill grade goes up by 1:

  • Whenever 5 SQUIGS are incapacitated.
  • Whenever all SQUIGS are incapacitated.
  • Whenever any non-SQUIG operative is incapacitated.
Composition

2 Squig Herders, chosen from the following list, the same profile can be selected more than once: Musical Squig Herder Pokey Squig Herder 10 Squigs

Common Abilities and Options

Agitating Presence:
Whenever you activate a friendly SQUIG operative within 4" of this operative, you can treat its move stat as being 2" higher for that activation.

Pokey Squig Herder
A 2
M 6"
S 2+
W 6
Weapons
ATK
HIT
DMG
Pointy Prod (Piercing 1)
4
4+
3/4
Abilities
Agitating Presence1AP: Sudden Cacaphony

Sudden Cacaphony (1AP): Select a friendly SQUIG operative visible to this operative. Roll 1d3. Until end of turn, for that operative and each other friendly SQUIG operative within 3" of that operative gain ANNOYED tokens with the following effect:

  • On a 1, those operatives take 1 damage and gain Balance to their melee profiles
  • On a 2, those operatives takes 1 damage and gains Ceaseless to their melee profiles.
  • On a 3, those operatives gain Relentless to their melee profiles.

This operative can only perform this action once per turning point.

25
Musical Squig Herder
A 2
M 6"
S 2+
W 6
Weapons
ATK
HIT
DMG
Irritating Instruments (Range 6", Seek, Stun, Blast)
6
5+
1/1
Instrument Bash
3
5+
2/3
Abilities
Agitating Presence1AP: Drive Frenzy

Drive Frenzy (1AP): Select a friendly SQUIG operative visible to this operative. Roll 1d3. Until end of turn, for that operative and each other friendly SQUIG operative within 3" of that operative gain AGITATED tokens with the following effect:

  • On a 1, those operatives take 1 damage and gain Balance to their melee profiles
  • On a 2, those operatives takes 1 damage and gains Ceaseless to their melee profiles.
  • On a 3, those operatives gain Relentless to their melee profiles.

This operative can only perform this action once per turning point.

25
Squig
A 2
M 6"
S 5+
W 6
Weapons
ATK
HIT
DMG
Teef (Feeble)
7
4+
1/2
Abilities
FeebleWimps

Feeble: Weapons with Feeble can only block with Criticals (criticals can still be used to block two Normals or one Critical).

Wimps: SQUIGS only count as 1APL operatives for the purposes of controling markers

25
Equipment

Puny:
Whenever an operative is shooting a friendly SQUIG HERD operative, if you can retain any cover saves, you can retain one additional cover save. This isn’t cumulative with improved cover saves from Vantage terrain.


Good Arm!:
Friendly SQUIG HERDER operatives gain the following ability:

Throw - 1APL: Select one friendly SQUIG operative within 3" of this operative. Remove it from the killzone and set it back up wholly within 8" measured horizontally of its original location. This distance cannot be measured over or through terrain more than 3" tall. If the squig is set up within engagement range of an enemy operative, roll a D6. On a 4+ the enemy operative suffers 1d3+1 wounds. This operative can only perform this action once per turning point.


Slippery:
Once per turning point, a friendly SQUIG HERD operative can perform a free Fall Back action


Aggrivating:
Friendly SQUIG operatives gain the following ability:

Bad-tempered: Whenever an enemy operative performs the Fight action, if this operative is a valid operative to fight against, you can force them to select this operative to fight against instead. Whenever an enemy operative ends the Charge action (you can change its order to Engage to do so) within control range of another friendly SQUIG HERDER operative within 3" of this operative, if this operative isn’t within control range of enemy operatives, this operative can immediately perform a free Charge action, but must end that move within control range of that enemy operative.


Ploys

Strategic - Swarmz of Teeth:
SQUIG operatives gain +1 to their attack stat for each other SQUIG in control range of an enemy operative that they are also in control range of, to a maximum of +2


Strategic - Unsurpisingly Uncooperative:
Squig operatives lose the ability to perform mission actions or contest objectives, but gain 3" to their Charge (on top of the 2" provided, to a total of an addtional 5" added to their move stat)


Strategic - Reckless Herders:
Friendly SQUIG HERDER operatives can perform the Drive Frenzy action for 0APL and up to twice per turning point (this takes precedence over that rule)


Strategic - Sneaky Little Gitz:
Friendly SQUIG HERD operatives on Conceal cannot be visible to enemy operatives more than 4" from it.


Firefight - Fresh Meat:
Once per battle you can use this ploy to set up one incapacitated SQUIG HERDER 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 2 SQUIG HERDER operatives at once. (Note: This does not effect your opponent's grade)


Firefight - Get Eatz:
Use this firefight ploy if two or more injured SQUIG operatives are within engagment of each other. Choose one of these operatives to become incapacitated. The remaining models each regain 1d3+2 hit points.


Firefight - Bite the hand that feeds you:
Use this ploy whenever a friendly SQUIG operative is targeted by an ability of a friendly SQUIG HERDER operative that is withinin 3" and takes damage as a result. The SQUIG HERDER operative takes 1d3 damage, and the SQUIG operative gains Lethal 5+ and Rending to its melee profile until the end of its next activation.


Firefight - Mistaken Meal:
Use this firefight ploy whenever a friendly SQUIG operative is incapacitated. Roll a d6. On a 4+ the SQUIG explodes and deals 2D3+1 to all operatives (including friendly operatives) within a 1" radius. Otherwise, the squig can be set back up on a conceal order, expended, entirely within your dropzone.


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.