Armageddon Waaagh! Boyz

Homebrew by Cptpanda29

Orks from the Armageddon box can be used to make this Kill Team, in addition to the generic Warboss and Boyz kits for 11th Edition 40k.

Designed to be simple with the Armageddon and generic 11th Edition 40k kits in mind.

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Composition

A WAAAGH! BOYZ Kill eam is composed of:

1 WAAAGH! BOYZ LEADER operative selected from the following list:

WAAAGH! WARBOSS with one option from each of the following:

  • Big Choppa, Kustom Choppa, Power Klaw

  • Kustom Shoota, Kombi-Weapon

WAAAGH! WEIRDBOY

10 WAAAGH! BOYZ operatives from the following list:

WAAAGH! BOSS NOB may replace its Big Choppa and Slugga with one option from each of the following:

  • Kustom Choppa or Power Klaw

  • Kustom Shoota or Kombi-Weapon

WAAAGH! GUNNA with BIG SHOOTA

WAAAGH! GUNNA with ROKKIT LAUNCHA

WAAAGH! GUNNA with BURNA

WAAAGH! BOY

Other than BOY operatives, your kill team can only include each operative on this list once

Common Abilities and Options

Da Waaagh!:
STRATEGIC GAMBIT Once per game, you may call Da Waaagh!. For the duration of that Turning Point the following effects are active for all friendly WAAAGH! BOYZ operatives.

  • Charge moves gain an additional 1" of movement.
  • Friendly WAAAGH! BOYZ operatives ignore enemy Piercing X and Piercing Crits X rules.
  • Just a Scratch firefight ploy costs one less CP to a minimum of 0.
  • Friendly WAAAGH! BOYZ operatives gain the Ceasless weapon rule on all weapons. Weapons that have the Ceaseless rule already gain Relentless (ie. Big Shoota short range, Follow me Ladz effected operatives)
WAAAGH! BOYZ WARBOSS
A 3
M 6"
S 4+
W 17
Weapons
ATK
HIT
DMG
Kustom Shoota (Ceaseless)
4
4+
3/4
Kombi-Weapon (Devastating 2)
4
4+
3/3
Big Choppa (Ceaseless)
5
3+
5/6
Power Klaw (Brutal, Shock)
4
3+
5/7
Kustom Choppa (Lethal 5+)
5
3+
4/6
Abilities
Biggest and the BestDa Waaagh!Follow Me Ladz!

Biggest and the Best: This operative can perform two Fight actions per activation, and perform a second Fight action for 0AP when counteracting.

Follow Me Ladz!: When this operative Fights or Retaliates within enemy territory, its melee weapons gain the Relentless weapon rule.

Whenever friendly WAAAGH! BOYZ operatives are within enemy territory and within 6" of this operative, their melee weapons gain the Ceaseless weapon rule.

50WAAAGH! BOYZ, ORK, WARBOSS, LEADER
WAAAGH! BOYZ WEIRDBOY
A 3
M 6"
S 4+
W 15
Weapons
ATK
HIT
DMG
'Eadbanger (Devastating 3, Hot, Seek)
5
3+
3/3
Weirdboy Staff (Shock, Stun)
5
3+
4/6
Abilities
'Eadbanger EnergyDa Waaagh!1AP: Manifest Psychic Power

'Eadbanger Energy: Each time this operative uses its 'Eadbanger weapon, you may add one to its attacks characteristic for each friendly WAAAGH! BOYZ operative within 6", to a maximum of ten.

If any dice are added to the attack characteristic of this weapon, the damage infliced by the Hot weapon rule is multiplied by the number of additional dice to a minimum of three instead of two.

Manifest Psychic Power (1AP): When a WAAAGH! BOYZ operative performs the Manifest Psychic Power action in each of its activations, select one psychic power from the list below to be resolved. Each Psychic Power can only be resolved once per Turning Point.

Da Jump: Select one fiendly WAAAGH! BOYZ operative visible to this operative and within 6". Remove one friendly WAAAGH! BOYZ operative from the killzone and set them up anywhere else in the killzone outside the enemy drop zone and 3" away from any enemy operatives.

Warpath: Select one fiendly WAAAGH! BOYZ operative visible to this operative and within 6". That operative adds d3 attacks to its melee weapons attacks characteristic.

Jabbin' Fingerz: Select a visible enemy operative. Until the start of the active operatives next activation, the selected enemy operative's ranged weapons gain the Rng 8" weapon rule.

50WAAAGH! BOYZ, ORK, WEIRDBOY, LEADER, PSYKER
WAAAGH! BOYZ BOSS NOB
A 3
M 6"
S 5+
W 14
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
4+
3/4
Kustom Shoota (Ceaseless)
4
4+
3/4
Kombi-Weapon (Devastating 2)
4
4+
3/3
Big Choppa (Ceaseless)
5
3+
5/6
Power Klaw (Brutal, Shock)
4
3+
5/7
Kustom Choppa (Lethal 5+)
5
3+
4/6
Abilities
Da Waaagh!1AP: Get it Dun

Get it Dun (1AP): SUPPORT Select one other friendly WAAAGH! BOYZ GUNNA or BOY operative 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.

40WAAAGH! BOYZ, ORK, BOSS NOB
WAAAGH! BOYZ GUNNA with BIG SHOOTA
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Big Shoota
Short Range (Rng 9", Ceaseless)
5
4+
3/4
Long Range (Torrent 2")
5
4+
3/4
Choppa
4
3+
4/5
Abilities
Da Waaagh!
32WAAAGH! BOYZ, ORK, GUNNA with BIG SHOOTA
WAAAGH! BOYZ GUNNA with BURNA
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Burna
Standard (Rng 8", Sat, Tor 2")
4
2+
3/3
Deluge (Rng 4", Sat, Seek, *Torrent 0")
4
2+
3/3
Choppa
4
3+
4/5
Abilities
*Torrent 0"Da Waaagh!

*Torrent 0": Note that Torrent 0" means you cannot select secondary targets, but this weapon still has the Torren weapon rule for all other rules purposes, e.g. the Condensed Stronghold rule (see Killzone: Volkus).

32WAAAGH! BOYZ, ORK, GUNNA with BURNA
WAAAGH! BOYZ GUNNA with ROKKIT LAUNCHA
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Rokkit Launcha
Aimed (Blast 1", Ceaseless, Hvy(Dash))
6
4+
4/5
Mobile (Blast 1")
6
4+
4/5
Choppa
4
3+
4/5
Abilities
Da Waaagh!
32WAAAGH! BOYZ, ORK, GUNNA
WAAAGH! BOYZ BOY
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Shoota
4
4+
3/4
Choppa
4
3+
4/5
Abilities
Da Waaagh!
32WAAAGH! BOYZ, ORK, BOY
Equipment

Heavy Gunna Armour:
Change friendly WAAAGH! BOYZ GUNNA operatives save characteristic to 4+ and its movement to 5".


Ammo Runts:
Once per turning point, when a friendly WAAAGH! BOYZ operative (excluding WEIRDBOY operatives) is performing the Shoot action you can use this rule. If you do, until the end of that action, that weapon has the Relentless weapon rule.


Targeting Squigs:
Once per turning point, when a friendly WAAAGH! BOYZ operative (excluding WEIRDBOY operatives) is performing the Shoot action you can use this rule. If you do, until the end of that action, that weapon has the Accurate 1 weapon rule.


Attack Squigs:
Once per turning point, when a friendly WAAAGH! BOYZ operative is performing the Fight action you can use this rule. If you do, until the end of that action, the retaliating operative cannot benefit from Combat Support.


Ploys

Firefight - That's Mine:
Use this firefight ploy when a friendly WAAAGH! BOYZ operative incapacitates an enemy operative in control range of an objective. That friendly WAAAGH! BOYZ operative gains +2AP for the purposes of determining control of objectives.


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


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


Firefight - On To The Next:
Use this firefight ploy at the end of a friendly WAAAGH! BOYZ operatives' activation. If that operative incapacitated an enemy operative during its activation, it may immediatley perform a free Charge action of up to 3", regardless of if it performed a Charge action during its activation.


Strategic - Amped Up:
Each friendly WAAAGH! BOYZ operative that has an Engage order can immediately reagin 1D3+1 lost Wounds (roll separately for each).


Strategic - Kick it Open:
Friendly WAAAGH! BOYZ operatives ignore 1" movement penalties for travelling through Accessible terrain.

Friendly WAAAGH! BOYZ operatives reduce the cost of Operate Hatch and Breach actions by 1AP to a minimum of 0.


Strategic - Tuff Gitz:
Whenever an operative is shooting a friendly WAAAGH! BOYZ operative that has an Engage order, you can re-roll one of your Defense dice.


Strategic - Proper Orky:
Whenever a friendly WAAAGH! BOYZ operative is fighting or retaliating, any rolled Critical Hits generate an additional Normal Hit.


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.