Green Gitcrushaz (Nemesis NPOs for Orks)

Homebrew by Chill-Team

A list of Ork NPOs from the Nemesis Operatives book to be used for Kill Team applications. Includes a Warboss in Mega Armor Nemesis Operative.

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Composition

Weapon Options:
This NPO has either a slugga and choppa or a shoota and fists. 1 in 5 can have their shoota replaced with a ranged weapon marked with an asterisk(*)

Gretchin
A 2
M 6"
S 5+
W 5
Weapons
ATK
HIT
DMG
Grot Blasta (Range 8")
4
4+
2/3
Grot Knife
3
5+
2/3
Abilities
Small

Small: Whenever this NPO has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

Ork, Gretchin
Boy
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Big Shoota* (Heavy (Reposition only), Punishing, Torrent 1")
5
5+
4/5
Rokkit launcha* (Blast 1")
6
5+
4/5
Shoota (Punishing)
4
5+
3/4
Slugga (Range 8", Punishing)
4
5
3/4
Choppa
4
3+
4/5
Fists
3
3+
3/4
Options
Weapon Options
Ork, Boy
Nob
A 3
M 6"
S 5+
W 16
Weapons
ATK
HIT
DMG
Kustom shoota (Relentless)
5
5
3/4
Big choppa
5
3+
5/6
Power klaw (Brutal, Shock)
4
3+
5/7
Abilities
Nobz
Options
Weapon Options

Nobz: This NPO can perform two Fight or two Shoot actions during each of its activations.

Ork, Nob
Warboss in Mega Armor
A 5
M 6"
S 4+
W 50
Weapons
ATK
HIT
DMG
Heavy stubber (Torrent 1")
5
3+
4/5
Chain weapon (Brutal, Rending)
4
3+
5/6
Abilities
Allegiance Trait: Waaagh!Nemesis Trait: Fury

Allegiance Trait: Waaagh!: Worsen the Hit stat of this operative's ranged weapons by 1, but its melee weapons have the Severe weapon rule

Nemesis Trait: Fury: This operative's melee weapons have the Ceaseless weapon rule; if a weapon already has it, it gains Relentless instead. Worsen the Hit stat of this operative's ranged weapons by 1.

Ork, Nemesis, Warboss in Mega Armor
Equipment
Ploys
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.