Kobolds

Homebrew by Ninadog
100% positive
Composition

One Kobold Sorcerer


Ten operatives selected from the following list:

Any number of Kobold Warriors

Up to three Kobold Crossbowmen

Up to one Kobold Scout

Up to one Kobol Trapper

Up to one Kobold Winger

Up to one Kobold Slinger


Five operatives selected from the following list:

Up to one Dragonborn Cleric

Any number of Dragonbrn Chargers or Warriors.

Common Abilities and Options

Flying:
Ignore measurement of upwards and downwards movement.

The Horde:
Once per turn directly this operative activates you must activate another operative with this rule.

Shield:
Once per game you may or afriendly operative within 1'" may take zero damage from a normal attack die.

Kobold Sorcerer
A 3
M 6”
S 5+
W 8
Weapons
ATK
HIT
DMG
Fireball (Blast 1, Devastating 1, Lim 1)
5
3+
2/2
Burning Hands (Balanced)
4
3+
3/3
Lightning Bolt (Piercing 1, Lim 1)
4
4+
4/5
Magic Missile (Piercing 2, Silent, Lim 1)
6
3+
1/1
Abilities
Defensive FlamesFlying1AP: HealMystic Aura

Defensive Flames: Once per fight or retaliation you can parry ith to dice before the normal order.

Heal (1AP): Target friendly operative within control range regains 1d3 + 1 wounds.

Mystic Aura: Enemy operatives within 3" have their hit stat orsened by one, and this operative can fall back for 1 less AP.

Kobold Warrior
A 2
M 5”
S 5+
W 6
Weapons
ATK
HIT
DMG
Rock (Rng 3")
3
5+
1/1
Sword (Rending)
4
4+
2/3
Spear (Severe)
4
4+
2/3
Abilities
The horde

The horde: Once per turn directly this operative activates you must activate another operative with this rule.

Kobold Crossbowman
A 2
M 4”
S 5+
W 5
Weapons
ATK
HIT
DMG
Crossbow (Rng 12, Loaded)
4
4+
3/4
Dagger
3
5+
2/3
Abilities
1AP: LoadThe Horde

Load (1AP): This opereative gains one of your loaded tokens. When you take the shoot action remove a loaded token. If you cannot you cannot preform that action.

Kobold Trapper
A 2
M 4”
S 5+
W 5
Weapons
ATK
HIT
DMG
Dagger
3
4+
2/3
Abilities
1AP: Set trapThe Horde

Set trap (1AP): Place one of your trap markers within 1" of this operative Any enemy operatives who move within 1" of this marker take 1D3 +1 damage, then this token is removed.

Kobold Slinger
A 2
M 4”
S 5+
W 5
Weapons
ATK
HIT
DMG
Sling (Piercing crits 1)
4
4+
2/3
Dagger
3
5+
2/3
Abilities
The Horde
Kobold Winger
A 2
M 6”
S 5+
W 5
Weapons
ATK
HIT
DMG
Rock (Rng 5")
4
5+
1/2
Dagger
4
4+
2/3
Abilities
FlyingThe Horde
Kobold Scout
A 2
M 6”
S 5+
W 5
Weapons
ATK
HIT
DMG
Hand crossbow (Rng 8")
4
4+
2/3
Sword (Rending)
4
4+
2/3
Abilities
0AP: Quick movementThe Horde

Quick movement (0AP): You can take a free dash action that does not count twoard actions that you can do later or already did, but you cannot charge fight or shoot before or after this action.

Dragonborn Warrior
A 2
M 6"
S 4+
W 11
Weapons
ATK
HIT
DMG
Longsword (Rending)
4
3+
3/4
Breath Weapon (Rng 5", Torrent 1)
6
5+
2/2
Abilities
Shield
Dragonborn Charger
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Battle Axe (Rending, Brutal)
4
4+
4/5
Breath Weapon (Rng 5", Torrent 1)
6
4+
2/2
Abilities
0AP: Dart

Dart (0AP): Immediatly after charging, fighting, and incapacitating an enemy operative, you may take a free dash action, but it must end farther away from your opponent's deployment zone.

Dragonborn Cleric
A 2
M 6"
S 3+
W 10
Weapons
ATK
HIT
DMG
Shield
3
4+
3/3
Breath Weapon (Rng 5", Torrent 1)
6
4+
2/2
Abilities
1AP: Greater HealShield

Greater Heal (1AP): Target friendly operative within 1" regains 2d3 +1 lost wounds.

Equipment

Traps:
As a strategic gambit in both the first and second strategy phase you may place one of your trap markers or within your half of the board, or within 6" of your trapper, more than 1" away from other trap markers.


Flame Charges:
You have two uses of this weapon:

4, 3+ 4/4, Blast 2, Range 8, devestating 1.


Kill trophy:
The first time a friendly kobold operative incapacitates an enemy operative, gain one cp.

The first time a friendly dragonborn operative incapacitates an enemy operative, gain one cp.


Rally point:
Place your rally point within your half of the board. Friendly operatives within 3” gain +1 to their ark stat.


Ploys

Firefight - Explosive Traps:
Choose one trap. All enemy operatives within 2" of it take 2d3+1 damage and lose 1 AP until the end of their next activation.


Firefight - Quick Load:
When a friendly kobold crossbowman operative is activated load their crossbow. Their next atteck has balanced.


Firefight - Distraction:
When a friendly operative fights with combat support, they gain relentless.


Firefight - Healing Traps:
Choose one trap. Friendly operatives within 3" heal 2d3 +1 wounds.


Strategic - Set traps:
1 CP

Place two trap markers within your half of the board more than 1" from other trap markers, and not on any points.


Strategic - Powerful Charges:
Friendly operatives get a +1" charge bonus.


Strategic - Retreat:
Select 3 friendly kobold operatives. Switch their orders to conceal and move them up to 3" twoards your deployment zone


Strategic - Pack Tactics:
Choose three operatives within 6". They gain balanced on attacks until the end of the turning point.


TacOps
Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.


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.