The Homebrew Nids

Homebrew by TheExcelWizard

Nid operative Mix

100% positive
Composition

9 Operatives total 1 Parasite of Mortrex 1 Lictor 2 Hormagaunt operatives 2 Termagant operatives 2 Barbguant operatives 1 Ripper swarms

Hormagaunt
A 2
M 8"
S 5+
W 8
Weapons
ATK
HIT
DMG
Claws
4
3+
3/4
Abilities
2AP: Pouncing Strike0AP: Scrambling Steps

Pouncing Strike (2AP): This operative performs a free (valid) charge and deal 2D3 damage to the closest enemy operative in engagement range of this operative. This ability cannot be used if there are no enemy operatives available for a valid charge.

Scrambling Steps (0AP): This operative can ignore 4" of the first climb it performes each activation

Horde
Termagant
A 2
M 6"
S 5+
W 6
Weapons
ATK
HIT
DMG
Biorifle
Devourer (Piercing 1)
3
4+
4/5
Flesh Ripper
5
4+
2/3
Scratch Claws
3
3+
2/3
Horde
Parasite of Mortrex
A 2
M 6"
S 3+
W 16
Weapons
ATK
HIT
DMG
Sycthing Talons (Ceaseless)
4
2+
3/4
Devouring Bite (Lethal 5+)
1
2+
6/8
Abilities
0AP: Rapid Digestion0AP: Synaptic Stamina

Rapid Digestion (0AP): After killing an enemy operative with Devouring Bite, immedietly restore 4 wounds to this operative.

Synaptic Stamina (0AP): After resolving a fight action during this operative's activation, this operative can perform a one free fight action. This ability cannot be used more than once per activation

Champion, Large (Can be shot while engaged )
Lictor
A 2
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Mantis Claws (Lethal 5+, Rending)
4
3+
4/6
Abilities
1AP: Stalker0AP: The Lictor

Stalker (1AP): Ranged attacks against this operative count as obscured

The Lictor (0AP): During a fight action, Mantis claws gains 1 to ATK when this operative initiated the fight

Champion
Ripper Swarm
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Gnashing teeth
3
2+
2/3
Abilities
0AP: Devour The Weak0AP: Small Organism

Devour The Weak (0AP): if the enemy operative is injured, gnashing teeth has 6 attacks

Small Organism (0AP): Friendly operatives can perform shoot actionst against enemy operatives in engagement range of this unit

Barbguant
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Digestion Cannon
Enzyme Spray (6" Range, Saturate, Torrent 1")
5
2+
2/2
Ripper Launcher (Devastating 3, Piercing 2)
1
3+
3/3
Acidic Globule (Heavy)
3
4+
3/4
Equipment

Focused Will:
Once per battle, if more than one enemy operative is ready this turning point, this equipment can be consumed to return one friendly Homebrew Nids operative to the ready state.


Synaptic Instincts:
Once per turning point, activate this equipment to mark one friendly operative. While the marked operative has 2 or more other friendly operatives within 3" of it, add 1 to the ATK stat of it's weapons for the duration of the turning point.


Evolve: Enhanced Reflexes:
Strategic Gambit (Exclusive with other Evolve Equipment): During retaliations Champion friendly operatives resolve their attack dice first, taking precedence over all other rules affecting retaliation order.


Evolve: Rapid Ossification:
Strategic Gambit (Exclusive with other Evolve Equipment): Give all friendly operatives an improved save (+1) at the cost of 2" movement for the duration of the turning point.


Ploys

Firefight - Organic Overload:
Use this firefight ploy when a friendly Horde operative performs a fight or shoot action. The operative immedietly takes d3 damage to improve their outgoing damage on all weapons by +1/+1


Firefight - Sense of Danger:
Use this firefight ploy when a friendly operative survives an enemy operative's shoot action against them. That friendly operative can immedietly perform a free dash action


Firefight - Unnerving Presence:
Use this firefight ploy when activating a friendly Champion operative. Enemy Operatives within 3" of this operative have -1 to their hit stats when performing shoot, fight or retaliation actions. This aura only applies to units while they are within 3" of the affected operative. This ploy is in effect until the friendly champion operative is incapacitated or the turning point ends, whichever comes first.


Firefight - Biomass Recovery:
Use this firefight ploy when a friendly operative is incapacitated. Another friendly operative can perform a free dash action towards the incapacitated operative if they would end the dash in control range of the incapacitated operative. The dashing operative restores up to 6 wounds depending where they started the dash from. For each inch they moved, they restore 2 less wounds. If they were already in control range of the incapacitated operative, they do not dash and but they do heal all 6 wounds.


Strategic - Hivemind:
For objective control purposes, friendly operatives count as having +1 AP for each other friendly operative in their control range.


Strategic - Scent of Biomass:
When selecting this ploy roll 1D3. Friendly Horde operatives have that D3 roll's value as a bonus to thier inches of movement during repositon and charge actions until the end of this turning point.


Strategic - Regenerative Tissues:
Friendly Horde operatives can heal up to D3 wounds after defending a shoot action or surviving a retaliation action. This ploy ends at the end of the turning point


Strategic - Limitless Aggression:
For the duration of the turning point, Friendly operatives within 3" of (or fully inside) an enemy deployment zone can interrupt an enemy operative's activation after a fall back action. The friendly operative may move up to 3" towards the enemy operative that fell back from the friendly operative's control range. The friendly operative can end this move within control range of the enemy operative that just fell back or any other enemy operative, as long as it moved closer to the retreating enemy operative.


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.