Freebooterz Krew

Homebrew by TheSeeker

Freebooterz are a group of Orks who were born with unusual characteristics and were ostracized from the majority of Ork society. Often, they pose as explorers, merchants, or even mercenaries, working for any race that pays well enough or offers a worthwhile exchange. They may be too open to the cultures of other races, and may have different ideas than most Orks when come in contact with others. But one thing they're still have in common with most Orks is a penchant for fighting and destruction.

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Composition

OPERATIVES

- FREEBOOTERZ Kaptin

- FREEBOOTERZ First mate with the follwing options

  • Mortar!(Valley)
  • Mortar!(Dirty bomb)

- FREEBOOTERZ Kannoneer

- FREEBOOTERZ Bosun

- FREEBOOTERZ Sail master

Common Abilities and Options

Looter shooter:
Whenever a friendly FREEBOOTERZ operative is shooting, fighting or retaliating, in the Roll Attack Dice step:

• For each attack dice result of 6 you retain, you gain one Loot point.

• You can spend up to 3 of your Loot points. For each point.

you spend this way, retain one of your fails as a normal success instead of discarding it.

You cannot have more than 6 Loot points at once. If you start an action with 6 Loot points, you cannot gain any more during that action.

Kompetitive Streak:
Once per Shoot action, if this operative shoots an enemy operative that another friendly operative has already shot during this turning point, you gain 1 Loot point. Determine this when you select a valid target, but you can include any secondary targets when doing so (e.g. from the Blast or Torrent weapon rule).

Kaptin
A 3
M 6"
S 4+
W 15
Weapons
ATK
HIT
DMG
Kaptin's snazz kannon
Aimed Dakka (Blast 1, Ceaseless, Heavy (Dash only))
6
4+
4/5
Dakka Dakka Dakka (Blast 1, Ceaseless)
6
5+
4/5
Kaptin's cutlass
4
3+
5/6
Abilities
Kaptin's trickLooter shooter

Kaptin's trick: Whenever this operative performs the Shoot or Fight action (excluding Guard), you gain 1 Loot point.

Ork, Xenos, Flash gitz, Freebooterz, Kaptin
First mate
A 3
M 6"
S 4+
W 13
Weapons
ATK
HIT
DMG
Snazz kannon
Aimed Dakka (Blast 1, Heavy (Dash only))
6
4+
4/5
Dakka Dakka Dakka (Blast 1)
6
5+
4/5
Mortar! (Volley) (Blast 2", Heavy (Reposition only), Limited 1, Relentless)
6
5+
4/5
Mortar! (Dirty bomb) (Heavy (Reposition only), Limited 1, Dirty bomb*)
4
4+
3/4
Fist
4
3+
3/4
Abilities
Dirty bomb*Looter shooterRadiation*

Dirty bomb:* Don’t select a valid target. Instead, place a Dirty bomb marker visible to this operative, or on Vantage terrain of a terrain feature that’s visible to this operative. That marker gains 1 Radiation point, then roll attack dice: it gains 1 additional Radiation point for each success (to a maximum of 3 additional points). Separately inflict D3 damage on each operative wholly within x" of that marker, where x is that marker’s Radiation points. Then the action ends.

Radiation:* Whenever an operative is within x" of your Radiation marker, worsen the Hit stat of its weapons by 1 and subtract 2" from its Move stat. This is cumulative with being injured. X is that marker’s Pulsa points. In the Ready step of each Strategy phase, subtract 1 from your Radiation marker’s points. If a Radiation marker ever has 0 points, remove it.

Ork, Xenos, Flash gitz, Freebooterz, First mate
Kannoneer
A 3
M 6"
S 4+
W 13
Weapons
ATK
HIT
DMG
Snazz kannon
Aimed (Blast 1, Heavy (Dash only))
6
4+
4/5
Volley! (Blast 1)
6
5+
4/5
Fist
4
3+
3/4
Abilities
Kompetitive StreakLooter shooter
Ork, Xenos, Flash gitz, Freebooterz, Kannoneer
Bosun
A 3
M 6"
S 4+
W 13
Weapons
ATK
HIT
DMG
Snazz kannon
Aimed Dakka (Blast 1, Heavy (Dash only))
6
4+
4/5
Dakka Dakka Dakka (Blast 1)
6
5+
4/5
Fist
4
3+
3/4
Abilities
Kompetitive StreakLooter shooter
Ork, Xenos, Flash gitz, Freebooterz, Bosun
Sail master
A 3
M 6"
S 4+
W 13
Weapons
ATK
HIT
DMG
Snazz kannon
Aimed Dakka (Blast 1, Heavy (Dash only))
6
4+
4/5
Dakka Dakka Dakka (Blast 1)
6
5+
4/5
Fist
4
3+
3/4
Abilities
Kompetitive StreakLooter shooter
Ork, Xenos, Flash gitz, Freebooterz, Sail master
Equipment

Hull piercer:
Once per turning point, when a friendly FREEBOOTERZ operative is performing the Shoot action and you select a Snazz Kannon, you can use this rule.If you do, until the end of that action, that weapon loses the Blast weapon rule but has the Piercing 1 weapon rule.


Looted armour:
Subtract 1" from the Move stat of friendly FREEBOOTERZ operatives and add 1 to their Save stat.


Ork's grog:
Once per turning point, when a friendly FREEBOOTERZ operative is activated, you can use this rule. If you do, until the end of that activation, you can ignore any changes to that operative’s stats from being injured (including its weapons’ stats).


Ship's log:
When this item of equipment is selected, also select the Waaagh! or Shrapnel strategy ploy. The first time you would use that ploy during the battle, it costs 0CP; whenever you would use it thereafter, it costs 0CP if you have any Loot points.


Ploys

Firefight - JUST A SCRATCH:
Use this firefight ploy when an attack dice inflicts Normal Dmg on a friendly FREEBOOTERZ operative Ignore that inflicted damage.


Firefight - X MARK THE SPOT:
Use this firefight ploy after a friendly FREEBOOTERZ operative performs the Shoot or Fight action, just before incapacitated operatives are removed (if any). Place one of your X Mark's marker within the target’s control range (if it’s using a Blast weapon, the primary target). Whenever a friendly FREEBOOTERZ operative is shooting against, fighting against or retaliating against an operative that’s within 3" of that marker, you can spend a Loot point for free (even if you have none). In the Ready step of the next Strategy phase, remove that marker.


Firefight - PROPPA SCRAP:
Use this firefight ploy during a friendly FREEBOOTERZ operative’s activation. During that activation, that operative can perform two Fight actions.


Firefight - EXTRA POWDER:
Use this firefight ploy when a friendly FREEBOOTERZ operative performs the Shoot action and a weapon with the Blast weapon rule is selected. Until the end of that action, add 1" to that weapon’s Blast and it has the Severe weapon rule when shooting the primary target. You cannot use this ploy and the Hull piercer rule (see faction equipment) during the same action. Note that Severe doesn’t generate a Loot point (as it’s not a 6).


Strategic - WAAAGH!:
Friendly FREEBOOTERZ operatives’ melee weapons have the Balanced weapon rule.


Strategic - TUFF GITZ:
Whenever an operative is shooting a friendly FREEBOOTERZ operative that has an Engage order, you can re-roll one of your defence dice.


Strategic - SHRAPNEL:
Friendly FREEBOOTERZ operatives’ ranged weapons have the Saturate weapon rule.


Strategic - SLUG YER GROG:
Each friendly FREEBOOTERZ operative that has an Engage order can immediately regain up to D3+1 lost wounds (roll separately for each).


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.


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.