Da Ork Boyz

Homebrew by Tommygee
100% positive
Composition

An Ork Boyz killteam consists of:

1 Boss Nob operative 1 Murda Boy operative 1 Bomb Chukka operative 1 Gunner operative selected from: Mo-Dakka Shoota and Rokkit Boy

3 Ork Boy operatives selected from: Choppa Boy Helmet Head Choppa Boy Chain Link Shoota Boy Helmet Head Shoota Boy Raging Shoota Boy

3 Grot operatives selected from: Gretchin Warrior Gretchin Shooter Bomb Grot Gunslinger Grot

Common Abilities and Options

Group Activation-3:
You must immediately activate a number of models of with this same rule. If a model has a GA of 2, you immediately activate 2 models and then your opponent may take their turn. If not enough models remain to fulfill conditions, you may still activate.

New Ability:

Battle Cry (1AP):
Limited Once Per Turn. An Ork Choppa Boy may grant themselves +1 APL or donate +1 APL to another Ork operative visible and within 6". The operative under the effect of Battle Cry this turn may shoot or fight twice.

Helmet Head:
This boy has a hard head! When a helmeted ork charges, it may pass within control range of enemy units, they all must roll for D3 damage.

Gretchin warrior
A 2
M 5"
S 5+
W 6
Weapons
ATK
HIT
DMG
Smol' Shoota (Range 6")
3
4+
2/3
Slicer / Club
3
3+
2/3
Abilities
Group Activation-3New Ability
25Ork, Gretchin
Gretchin Shoota
A 2
M 5"
S 5+
W 6
Weapons
ATK
HIT
DMG
Shoota (Range 9")
3
4+
2/3
Fists
3
3+
2/2
Abilities
Group Activation-3New Ability
25Ork, Gretchin
Bomba Grot
A 2
M 5"
S 5+
W 6
Weapons
ATK
HIT
DMG
Nade (Range 6" Blast 1")
4
4+
2/4
Club
4
4+
2/3
Abilities
Group Activation-3
25Ork, Gretchin
Gunslinger Grot
A 2
M 5"
S 5+
W 6
Weapons
ATK
HIT
DMG
Smol' shootas (Range 6")
4
4+
2/3
Point blank blast
4
4+
2/3
Abilities
Group Activation-3
25Ork, Gretchin
Choppa Boy
A 2
M 6"
S 4+
W 11
Weapons
ATK
HIT
DMG
Slugga (Range 8" Dev 1 6")
4
4+
3/4
Choppa (Rending)
4
3+
4/5
Abilities
1AP: Battle Cry
32Ork, Boy
Helmet Head Choppa Boy
A 2
M 6"
S 4+
W 11
Weapons
ATK
HIT
DMG
Slugga (Range 8" Dev 1 6")
4
4+
3/4
Choppa (Rending)
4
3+
4/5
Abilities
1AP: Battle CryHelmet Head
32Ork, Boy
Chain Link Shoota Boy
A 2
M 6"
S 4+
W 11
Weapons
ATK
HIT
DMG
Shoota (Ceaseless Dev1 6")
5
4+
3/4
Fists (Lethal 5+)
4
3+
3/4
Abilities
Helmet Head
32Ork, Boy
Helmet Head Shoota Boy
A 2
M 6"
S 4+
W 11
Weapons
ATK
HIT
DMG
Shoota (Lethal 5+ Dev1 6")
5
4+
3/4
Fists (Lethal 5+)
4
3+
3/4
Abilities
Helmet Head
32Ork, Boy
Raging Shoota Boy
A 2
M 6"
S 4+
W 11
Weapons
ATK
HIT
DMG
Shoota (Ceaseless Dev1 6")
5
4+
3/4
Choppa (Rending)
4
3+
4/5
Abilities
Berserk Rage1AP: More Rage

Berserk Rage: This operative starts the match with a Berzerk range of 2". Enemy operatives within the range suffer the effects of being injured. Subtract 2" from move range and add 1 to the hit stat of all weapons. This is not cumulative if the operative is already injured.

More Rage (1AP): Extend the range of this operatives Berserk Rage by 1"

32Ork, Boy
Murder Boy
A 2
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
Slugga (Range 8" Dev1 6")
4
4+
3/4
Chuggin' Choppa (Ceaseless, Rending)
4
3+
4/5
Abilities
Battle Cry
32Ork, Boy
Bomb Chukka
A 2
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
Slugga (Range 8")
4
4+
3/4
Fists
3
4+
3/4
Nades (Range 6", Blast 1")
4
4+
3/5
Abilities
2AP: Buncha Bombs1AP: Da Ole Sack

Buncha Bombs (2AP): When mo bombs is betta. Once per battle, this operative may throw up to 3 Nades in one action. After using this ability, all Nades are expended and the operative may not use Nades again this game.

Da Ole Sack (1AP): When in doubt, chuck em all. Once per battle, this operative may use their grenade bag as a satchel charge. After using this ability, all Nades are expended and the operative may not use Nades again this game. Satchel: 5Atks 4+Hit 4-5Dmg Range 4” Blast 2” Saturate

32Ork, Boy
Mo Dakka Shoota
A 2
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
MD-11 ((stationary) Severe Torrent x2)
5
4+
3/4
MD-11 ((mobile))
4
4+
3/4
Fists
3
3+
3/4
Abilities
1AP: Hunka down

Hunka down (1AP): The Mo Dakka Shoota takes cover behind his big bag. Until this operative activates next, they get to re-roll one defence dice when targeted by a shoot action. Cannot perform this ability when in control range of an enemy operative

32Ork, Boy
Rokkit Boy
A 2
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
Rokkit Launcha (mobile) ((reposition only) Blast 1" Stun)
5
5+
4/5
Rokkit Launcha (stationary) (Blast 2" Stun)
5
3+
4/5
Fists
4
3+
3/4
32Ork, Boy
Boss Nob Lizzie
A 3
M 6"
S 4+
W 16
Weapons
ATK
HIT
DMG
Mega Slugga (Range 12")
4
3+
3/4
Mass've Axe (Brutal, Ceaseless)
4
3+
4/5
Abilities
2AP: Double Shot1AP: Get up ya gitz!

Double Shot (2AP): In a cacaphonous show of force, Boss Nob can discharge both barrels in one shoot action. He can target two targets individually or do all 6 shots at once to one individual target.

Get up ya gitz! (1AP): Boss Nob gets his boys movin’! Any Ork Boys within a 3” range get a 1” bonus to move and charge range.

40Ork, Nob,
Equipment

Mek's blessins:
You may only select one blessing per game

Dozza Dakka is known for his love of Meks and their creations. This Ork killteam has been blessed with some of their more functional gifts. The first shoot action on any Boss Nob in a turn, and when shooting any Ork boy, improve the save stat by 1. eg: 4+ becomes 3+


Gork and Mork's blessins:
You may only select one blessing per game

Gork and Mork will amp up da boyz who are willing to get stuck in and prove themselves out in the fight. Strategic Gambit At the start of each turn, you may choose 2 Ork Boy operatives to have +1 APL till the end of the turning point. These operatives my not benefit from the Battle Cry ability as well


Collapsible stocks:
The mek boys got their hands on the shootas. We're getting more dakka at the gitz now. All Ork boys and nobs Slugga type weapons have their range requirements removed.


Little blessins:
Da boyz saw the grotz got their hands on some better gear. They might just let them keep it. It'll make them better scrappers anyhow. Improve the save stat of all Grot operatives by 1


Ploys

Firefight - It's Nuffin':
When a friendly ork operative would receive normal damage from a success in a shoot, fight, or retaliate action, you may ignore that damage.


Firefight - Dakka Dakka:
During an Ork operative's shoot action, you may improve the hit stat of the selected weapon by 1


Firefight - Proppa scrap:
Use this during an activation in which a friendly Boy or Grot charged and fought, you may perform a second free fight action for 0AP.


Firefight - Blooded:
If your Ork operative has less than full wounds, you may add an additional 1" to charge range


Strategic - Brutal:
Until the end of the turning point, ork melee weapons have the Balanced rule. You may also select one fight action per turn to add Brutal to a Boy operative's melee weapons.


Strategic - Kunnin':
Until the end of the turning point, your ork ranged weapons have the Balanced rule. You may also select one Ork operative who has shot to change their order for free as long as they have performed a shoot action this turn.


Strategic - Tuff Gitz:
Orks with an engage order may re-roll one of their defence dice. Orks with a conceal order and in cover may retain one succesful defensive dice as a critical success.


Strategic - Shake It Off:
You may ignore changes to all operatives movement and APL stat(unless it is to determine control) for this turn


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.