Green Tide

Homebrew by guitarninja

Orks are seen by their enemies (pretty much everyone else in the galaxy) as savage, warlike and crude, but they are one of the most successful species in the Milky Way, outnumbering possibly every other intelligent race, including Mankind.

However, the power of the Ork race as a whole is limited due to the fact that they are split into hundreds of tiny empires, klanz and tribes, which are more often warring between themselves than not. Were the Orks ever to unite as a species, they would undoubtedly crush all opposition in a massive migration-invasion known as a WAAAGH!.

100% positive
Composition

A GREEN TIDE kill team consists of 10 operatives selected from the following list:

  • BOY BOSS NOB operative equipped with one of the following options:
    • Slugga; Big Choppa
    • Slugga; Power Klaw
  • PAINBOY
  • BOY FIGHTER equipped with one of the following options:
    • Shoota; fists
    • Slugga; choppa
  • BOY GUNNER equipped with fists and one of the following options:
    • Big shoota or rokkit launcha
  • 2 GRETCHIN operatives (Still count as one selection)

Other than BOY FIGHTER, GRETCHIN and BOY GUNNER operatives, your kill team can only include each operative on this list once. Your kill team can only include up to two BOY GUNNER operatives. Your Kill team can include up to four GRETCHIN operatives.

Common Abilities and Options

Waaaagh!:
STRATEGIC GAMBITOnce per game you may start a Waaaagh. Until the end of the turning point, all friendly GREEN TIDE operatives gain the following bonuses.

  • Whenever an enemy operative is shooting a friendly GREEN TIDE operative, normal Dmg of 3 or more inflicts 1 less damage on this operative.
  • Friendly GREEN TIDE operatives' melee weapons have the Ceaseless weapon rule.
  • Add 1" to the Move stat of friendly GREEN TIDE operatives.
Boss Nob
A 3
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Slugga (Rng 6")
4
4+
3/4
Big Choppa
4
2+
5/6
Power Klaw (Brutal)
4
3+
5/7
Abilities
1AP: Breakin 'EadsWaaaagh!

Breakin 'Eads (1AP): SUPPORT Select one other friendly GREEN TIDE operative (excluding GRETCHIN) visible to and within 6" of this operative. Until the end of that operative's next activation add 1 to its APL stat.

This operative cannot perform this action while within control range of an enemy operative.

GREEN TIDE, ORK, LEADER, BOY, BOSS NOB
Pain Boy
A 3
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
Power Klaw (Brutal)
4
3+
5/7
'Urty Syringe (Lethal 5+, Lim1)
1
3+
5/7
Abilities
Medic!1AP: MedikitWaaaagh!

Medic!: The first time during each turning point that another friendly GREEN TIDE would be removed from the killzone is incapacitated while visible to and within 3" of this operative,\nyou can use this rule, providing neither this operative nor that operative is within control range of an enemy operative. If you do, that friendly operative is not incapacitated and has 1 wound remaining. That friendly operative can then immediately perform a free Dash action, but must end that move within this operative's control range.

Subtract 1 from this and that operative's APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative's activation, that activation ends.

You cannot use this rule if this operative is incapacitated.

Medikit (1AP): Select one friendly GREEN TIDE operative within this operative's control range to regain 2D3 lost wounds. It cannot be an operative that the Medic! Rule was used on during this turning point.

This operative cannot perform this action while within control range of an enemy operative.

GREEN TIDE, ORK, BOY, PAIN BOY
Boy Fighter
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Shoota
4
4+
3/4
Slugga (Rng 6")
4
4+
3/4
Choppa
4
3+
4/5
Fists
3
3+
3/4
Abilities
Waaaagh!
GREEN TIDE, ORK, BOY, FIGHTER
Boy Gunner
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Big Shoota
Stationary (Hvy, Dev2)
5
4+
3/3
Sweeping (Hvy(DashOnly), Tor 1")
5
4+
3/4
Rokkit Launcha
Aimed (Blast 1", Ceaseless, Hvy(DashOnly))
6
4+
4/5
Mobile (Blast 1")
6
4+
4/5
Fists
3
3+
3/4
Abilities
Waaaagh!
GREEN TIDE, ORK, BOY, GUNNER
Gretchin
A 2
M 6"
S 6+
W 5
Weapons
ATK
HIT
DMG
Gretchin Blasta (Rng 6")
3
4+
2/3
Gretchin Knife
3
5+
1/2
Abilities
ElusiveGroup ActivationSmallWaaaagh!

Elusive: This operative can perform mission actions while within control range of an enemy operative (taking precedence over those actions' normal conditions).

It can move through enemy operatives, move within control range of them, and during the Charge action can leave their control range (it must still end the move following all requirements for that move).

Group Activation: Whenever this operative is expended, you must then activate any other ready friendly GREEN TIDE GRETCHIN operative (if able) before your opponent activates.

When that other operative is expended, your opponent then activates as normal.

Small: - This operative cannot use any weapons that are not on its datacard, or perform unique actions.

  • While this operative has a Conceal order, it is always treated as having a conceal order, taking precedence over all other rules (i.e, vantage terrain).
  • This operative can perform the Fall Back action for 1 less AP.
GREEN TIDE, ORK, BOY, GRETCHIN
Equipment

'Eavy Armour:
Once per turning point, when an operative is shooting a friendly ORK BOY operative, in the roll defence dice step, you can retain one of your normal successes as a critical success instead.


Bosspole:
You can ignore any changes to the Move stat of friendly GREEN TIDE operatives from being injured while within 3" of the BOSS NOB operative.


Drum Mags:
Ork shootas and big shootas gains the Ceaseless weapon rule for the battle.


Stikkbomb:*
Once per turning point, a friendly ORK BOY operative can use the following ranged weapon:

NameATKHITDMG
Stikkbomb43+2/4
Rng 6", Lim, Blast 2", Saturate

Ploys

Firefight - Gimme Dat!:
Use this firefight ploy during a friendly GREEN TIDE operative’s activation. Until the end of that activation, that operative doesn’t have to control a marker to perform the Pick Up Marker or mission actions that usually require this (taking precedence over that action’s conditions – it only needs to contest the marker).


Firefight - Just A Scratch:
Use this firefight ploy when an attack dice inflicts Normal Damage on a friendly ORK BOY operative. Ignore that inflicted damage.


Firefight - Krump Em!:
Use this firefight ploy at the end of the Firefight phase. Select one friendly ORK BOY operative. It can immediately perform a free Fight action.


Firefight - Run Them Down!:
Use this firefight ploy after a friendly ORK BOY operative performs the Fight action, if it’s no longer within control range of enemy operatives. That friendly operative can immediately perform a free Charge action (even if it’s already performed the Charge action during that activation), but cannot move more than 3" during that action.


Strategic - Dakka! Dakka! Dakka:
Until the end of the Turning Point, each time a friendly GREEN TIDE operative makes a shooting attack, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, you can select one of your failed hits to be retained as a successful normal hit.


Strategic - Green Tide!:
Once per game, until the end of the Turning Point, operatives are treated as benefitting from the Waaaagh! ability but you may only choose one bonus instead of benefitting from all three.


Strategic - Get Stuck In!:
Until the end of the Turning Point, each time a friendly ORK BOY operative performs a Fight action, in the Roll Attack Dice step of that combat, you can re-roll one of your attack dice.


Strategic - Get `Em!:
Until the end of the Turning Point, each time a shooting attack is completed against a friendly ORK BOY operative, that operative may perform a free Dash action.


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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

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 Dominate tokens.

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.