The Homebrew Nids
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 StepsTermagant
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 |
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 StaminaLictor
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 LictorRipper 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 OrganismBarbguant
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 |
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.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight 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.
Strategy Ploys
Strategy: Hivemind
For objective control purposes, friendly operatives count as having +1 AP for each other friendly operative in their control range.
Strategy: 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.
Strategy: 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
Strategy: 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.
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.
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.