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
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.