Ork Bosses NPOs (REVISION PENDING)

Homebrew (Unpublished) by Redjandro

The many and important Ork character NPOs to be the main threats of any mission.

Composition
Common Abilities and Options

Control 4:

Nemesis Tempo:
This operative can activate twice per turning point. WIth his full AP3. It can only do its second activation after another operative's activation (allied or enemy).

Bulky:
This operative cannot:

  • Use ladders
  • Dash
  • Get into vantage points (with exceptions)
  • Pass through doors
  • Vault over less than 2" tall terrain

Control 2:

Reap:
When this NPO strikes with a critical hit in close combat with this weapon, you deal D6 mortal wounds to each other enemy operative within 1" of your original target.

Big Mek
A 3
M 5"
S 4+
W 26
Weapons
ATK
HIT
DMG
Traktor Blasta (rng 10", Piercing 1, Pull)
4
4+
5/6
Drilla (Brutal, Rending)
4
3+
5/7
Abilities
Behavior: Big Mek1AP: Breach DrillaControl 4Nemesis TempoPull2AP: Shokk-Boosta
Options
Allegiance: Waagh!Trait: Close-Range Lethality

Behavior: Big Mek: Priorities:

  1. If in engagement range, fight.
  2. If it can shoot, shoot target in cover or obcured, otherwise shoot closest abvailable target
  3. If it can charge and then fight, do so
  4. Use Shokk-Boosta if then it can attack or reach an enemy it could not in normal circumstances
  5. Use Breach Drilla if a wall blocks path
  6. If unable to attack, reposition towards closest enemy or objective

This operative can do two fight actions in the same activation.

Breach Drilla (1AP): Once per turning point; when Big Mek realizes a Reposition or Charge ction and a valid piece of terrain blocks its movement path, it can use the Drilla to create a 2" breach. Then, it can continue its Reposition or Charge action through that gap.

Pull: When this operative shoots and obtains one critical hit; after resolving the attack, the target can be moved D6 inches towards Big Mek. Cannot move the target through terrain or invalid positions.

Shokk-Boosta (2AP): Once per turning point. When Big Mek does a Reposition or Charge action, it can activate Shook-Boosta. It can move anywhere within 8" of its previous location, visible or not. Upon use; roll one D6, on a 1, this operative suffers D3 mortal wounds but the move still happens. During this movement:

  • Can move through operatives
  • Can move through terrain
  • Cannot end move into terrain or engagement range of an enemy operative
  • Can only move at its base movement stat

Allegiance: Waagh!: When an Ork NPO is fighting, its weapons have the Balanced weapon rule.

Trait: Close-Range Lethality: WHenever this operative is shooting the closest valid target within 8" of it, its ranged weapons have the Lethal 5+ weapon rule, it the weapon already has that weapon rule, it also has teh Severe weapon rule.

50Ork, Big Mek, Mek, Mega Armor
Mek Boy
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Kustom Mega Slugga (Rng 8, Piercing 1, Shock)
4
4+
4/4
Mek Saw (Brutal, Ceaseless)
4
4+
4/6
Abilities
Behavior: MekboyKustom Rebuild0AP: Mekaniak

Behavior: Mekboy: Mek priorities:

  1. If an allied NPO with the word Armor is nearby and has lost wounds, try to use Mekaniak
  2. If necessary, it will move towars said allied NPO to be at 3" from it
  3. If no allied NPO needs repairs, Mek Boy will shoot at the closest valid target
  4. If already in engagement range, fight with Mek Saw

Kustom Rebuild: Once per battle: if an allied operative with the keyword Armor is incapacitated and this operative is 3" from it and it can do so only once per Armor operative:

Instantly, Roll a D6. On a 1-5, it recovers half its wounds and on 6.

Mekaniak (0AP): Select an allied NPO with the ARMOR, visible and within 3" of this operative. The target recovers D6 wounds. One NPO cannot benefit from this ability more than once per turning point.

32Ork, Mek
Big Mek in Mega Armor
A 3
M 4"
S 2+
W 28
Weapons
ATK
HIT
DMG
Kustom Mega Blasta (Rng 10", Piercing 1, Hot)
4
4+
5/7
Power Klaw (Brutal)
4
3+
5/6
Abilities
Behavior: Big Mek in Mega ArmorBulkyControl 4Kustom Force FieldServo-Powered

Behavior: Big Mek in Mega Armor: 1. Fight if within control range of enemy 2. Mission action if you secure an objective. 3. Shoot at the priority target. 4. Charge + Fight if possible. 5. Reposition toward the objective, ensuring allies are covered with KFF.

If there is no relevant objective, advance toward the enemy.

Kustom Force Field: When this NPO is targeted by a shot.;

  • It can ignore Piercing 1
  • Reduces value of Piercing by 1 (ex. Piercing 2 into Piercing 1)

Once per turning point, when any allied NPOs are visible and within 3" of this NPO and are targeted by a shot:

  • Reduce the value of Piercing by 1

Servo-Powered: The first time this NPO does a Fight action during every activation: Can turn a normal sucessful hit into a critical hit.

40Ork, Big Mek, Armor
Meganob
A 3
M 4"
S 2+
W 24
Weapons
ATK
HIT
DMG
Kombi-Skorcha (Range 6", Torrent 1")
4
2+
3/4
Kustom Shoota (Rng 8")
5
4+
3/4
Killsaw (Brutal, Rending, Reap)
4
4+
5/7
Power Klaw (Brutal)
4
3+
5/6
Kombi Rokkit (Rng 8", Piercing 1)
4
5+
5/7
Rokkit Lancha (Rng 10", Piercing 1)
4
4+
5/7
Abilities
Behavior: MeganobBulkyControl 2Reap

Behavior: Meganob: 1. Fight if within control range of enemy. 2. Perform a mission action if you can secure or contest an objective. 3. Shoot if you have a valid target. 4. Charge + Fight if you can complete both actions and there is a reachable enemy. 5. Reposition toward the nearest enemy/uncontrolled target.

If there are no relevant targets, advance toward the nearest enemy, using Cover when it does not significantly delay your advance.

40Ork, Armor
Meganob Melee
A 3
M 4"
S 2+
W 24
Weapons
ATK
HIT
DMG
Twin Killsaws (Brutal, Ceaseless, Reap)
5
4+
5/7
Abilities
Behavior: Meganob MBulkyControl 2Reap

Behavior: Meganob M: 1. Fight if within control range of an enemy 2. Mission action if it can secure an objective 3. Charge + Fight the closest target 4. Reposition towars objective or cover 5. Reposition closer towards enemy

40Ork, Armor
Gretchin
A 2
M 6"
S 5+
W 5
Weapons
ATK
HIT
DMG
Grot Blasta (Rng 8")
4
4+
2/3
Grot Shiv/Improvised Weapon
3
5+
2/3
Abilities
Behavior: GretchinGroup activation

Behavior: Gretchin: 1. Prioritizes mision action(s) 2. If it can shoot a valid target from cover, Shoot 3. If it is exposed, it repositions to cover 4. Only charges if the target has 5W or less 5. If it cannot do all of the former, Reposition towards the closest mision objective

Group activation: When one Gretchin is activated;

  • Two aditional Gretchin withing 3" of the activated Gretchin can activate consecutively before the activation turn passes to the next player.
32
Boy
A 2
M 5"
S 5+
W 10
Weapons
ATK
HIT
DMG
Slugga (Rng 8", Punishing)
4
5+
3/4
Shoota (Ceaseless)
4
5+
3/4
Big Shoota (Ceaseless, Saturate)
5
5+
4/5
Rokkit Launcha (Piercing 1, Blast 1")
4
5+
5/7
Choppa
4
3+
4/5
Fists
3
3+
2/3
Abilities
Behavior(s): Boyz

Behavior(s): Boyz: If a Boy has a Slugga and Choppa selected as weapons, its behavior is of a Brawler;

  1. Fight
  2. Charge the closest operative via shortest possible route
  3. Reposition towards closest player operative, to cover if possible (with subsequent Dash action)
  4. Dash towards closest player operative, to cover if possible

If a Boy has a Shoota, Big Shoota or Rokkit Launcha selected as it main weapon, its behavior is of a Guardian;

  1. Fight
  2. Shoot
  3. Charge the closest player operative that's within 4" of it via the shortest possible route
  4. Reposition. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission (a subsequent Dash action can fulfil these).
  5. Dash. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to bettter win the mission.
32Ork, Boy
Deff Dread
A 2
M 5"
S 2+
W 38
Weapons
ATK
HIT
DMG
Big Shoota
SINGLE (Ceaseless)
6
5+
3/4
TWIN (Ceaceless)
8
5+
3/4
Rokkit Launcha
SINGLE (Range 12", Piercing 1, Blast 1")
4
5+
5/7
TWIN (Range 12", Piercing 1, Blast 1")
5
5+
5/7
Kustom Mega Blasta
SINGLE (Range 12", Piercing, Hot)
4
5+
5/7
TWIN (Range 12", Piercing, Hot)
5
5+
5/7
Skorcha
SINGLE (Range 6", Torrent 2")
5
2+
3/4
TWIN (Range 6", Torrent 2")
7
2+
3/4
Dread Klaw
2 Klaws (Brutal)
5
3+
6/8
1 Klaw (Brutal)
4
3+
6/8
3-4 Klaws (Brutal)
6
3+
6/8
Stompy Feet
4
3+
4/5
Abilities
Behavior: Deff DreadControl 41AP: Dread BreachNemesis TempoSTATUS: DamagedWalker1AP: Weapon Array

Behavior: Deff Dread: 1. Fight if in control Range. 2. Perform Charge and Fight if possible 3. Use Weapon Array if you have two useful targets or if two shooting attacks offer more value than moving during that activation. 4. Secure/contest an objective if possible. 5. Perform another useful attack if available. 6. Reposition to enable your Preferred Attack. 7. If there is no better option, advance toward the objective/enemy. 8. Use Breach when your route clearly improves.

Dread Breach (1AP): When this NPO performs a Reposition or Charge action, it can go through a terrain section designated as "Breachable". The first time it breaches the section:

  • Creates a permanent breach gap of 2" width and continues its movement normally

Maximum one breach gap per activation.

STATUS: Damaged: When this NPO has 19W or less; it becomes Damaged instead of Injured

  • Movement drops 1"
  • Worsens HIT stat of ranged attacks by 1

Walker: This NPO cannot:

  • Use ladders
  • Climb to vantage points
  • Go through doors
  • Vault over ruins 2" tall or less
  • Dash

Weapon Array (1AP): Once per Turning Point, after this NPO performs a Shoot action, it can spend an additional 1 AP to immediately perform another Shoot action with a different weapon system that it has not used during that Turning Point.

Each ranged weapon system can only be used once per Turning Point. Duplicate weapons represented by a Twin/Paired profile count as a single system.

60Ork, Walker, Deff Dread, Armor
Mozrog Skragbad
A 2
M 8"
S 3+
W 42
Weapons
ATK
HIT
DMG
Thump Gun (Rng 12", Blast 2")
4
5+
4/5
Gutrippa (Brutal, Severe)
5
2+
6/7
Big Chompa's Jaws (Dev 2)
3
3+
7/9
Abilities
Behavior: Beast Hunter1AP: Big Chompa Breach1AP: Big Chompa, Sic 'EmControl 4Cybork ResilienceDa Bigger Dey Iz...Gulp 'Em Down!Nemesis Tempo

Behavior: Beast Hunter: Priority Prey: S3+ enemy → enemy controlling an objective → wounded enemy → nearest enemy. Only consider enemies that can reasonably be attacked or reached.

Priorities:

  1. Fight if in Engagement Range.
  2. Use Big Chompa, Sic 'Em! after Gutrippa if possible.
  3. Charge + Fight if possible.
  4. Reposition to secure/dispute an important objective if melee isn't possible.
  5. Shoot with Thump Gun. Prioritize grouped enemies.
  6. Reposition toward Priority Prey, then objective, then nearest enemy.
  7. Use Breach when it meaningfully shortens the route.

DAMAGED/BLOODIED HUNT While this operative has 21 or fewer wounds remaining, worsen its Save characteristic to 4+. Whenever it performs a Charge action, it can move up to 2" further during that action.

Big Chompa Breach (1AP): Once per activation, during a Reposition or Charge action, this operative can move through one section of Breachable terrain. Create a permanent opening up to 2" wide in that section, then continue the move normally.

Big Chompa, Sic 'Em (1AP): Once per Turning Point, after this operative has fought using Gutrippa, it can perform this action if it is still within Engagement Range of an enemy operative. Immediately fight using Big Chompa's Jaws. This fight can target the same enemy operative or another eligible enemy operative.

This action can be performed even if this operative has already performed a Fight action during this activation.

Cybork Resilience: Once per Turning Point, when this operative would suffer damage from an attack dice, reduce that damage by 3. This operative does not suffer the normal penalties for being Injured.

Da Bigger Dey Iz...: Whenever this operative fights against an big enemy operative (Like a Deff Dread) or greater, you can re-roll one of this operative's attack dice during that fight.

S3+ examples: Deff Dread, Carnifex, Mozrog, Redemptor, Armiger and larger models.

Gulp 'Em Down!: Once per Turning Point, when resolving a critical strike with Big Chompa's Jaws against a Size 0 or Size 1 enemy operative, before inflicting damage, roll one D6. If the result equals or exceeds that operative's remaining wounds, it is swallowed whole and incapacitated instead. Mozrog regains lost wounds equal to the result, to a maximum of 4. If unsuccessful, resolve the critical strike normally.

80Ork, Boss, Beastboss, Mounted
Equipment
Ploys
TacOps