Armageddon Ork Hunters

Homebrew by Thebro19

The Armageddon Ork Hunters are a specialised unit of Astra Militarum soldiers formed in the wake of the Second War for Armageddon after its end in 943.M41. They were created to conduct xenocidal campaigns throughout the equatorial jungles of the Hive World of Armageddon in an attempt to rid them of the Ork presence that had taken root there.

Faction Rule: Skull-Takers

Choose 1 of these trophies for your Armageddon Ork Hunters Killteam to have:

Teef: +1 ATK on melee weapon profiles. Skullz: +1 ATK on ranged weapon profiles. Scalpz: +1" to each operative' Move stat.

Faction Rule: Ambush Tactics

The first time each operative swaps from Conceal to Engage, they may take either Shoot twice or Fight twice, with the second Shoot or Fight action being free.

100% positive
Composition

Sergeant Firesweeper Skull-Taker Trapper Survivalist Doc Grenadier Gunner Chopper Sniper

Sergeant
A 3
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Slugga (Range 8")
4
4+
3/4
Scalper
4
3+
3/4
Abilities
On My Mark

On My Mark: When this operative activates, you can choose another operative visible to this operative. That operative immediately activates after this operative, and then the opposing player activates like usual.

Armageddon Ork Hunters, Imperium, Leader, Sergeant
Firesweeper
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Flamer (Range 8", Saturate, Torrent 2")
4
2+
3/3
Scalper
4
3+
3/4
Abilities
Flush Them Out

Flush Them Out: When this operative is selecting a valid target, enemy operatives with a conceal order can be targeted when 4" away, rather than 2".

Armageddon Ork Hunters, Imperium, Firesweeper
Skull-Taker
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Slugga (Range 8")
4
4+
3/4
Pike (Balanced)
4
3+
4/5
Abilities
Take Them By Surprise

Take Them By Surprise: If this operative started its activation within control range of a terrain feature, it can charge with a conceal order.

Armageddon Ork Hunters, Imperium, Skull-Taker
Trapper
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Shoota
4
4+
3/4
Scalper
4
3+
3/4
Abilities
1AP: Set The Trap

Set The Trap (1AP): Place your Trap marker anywhere within 6" of this operative. Until the end of the turning point, friendly operatives within 5" of that marker gain Balanced on their weapon profiles against enemies within 5" of the marker.

Armageddon Ork Hunters, Imperium, Trapper
Survivalist
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Shoota
4
4+
3/4
Scalper
4
3+
3/4
Abilities
Grit

Grit: This operative can reroll 1's on saves.

Armageddon Ork Hunters, Imperium, Survivalist
Doc
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Shoota
4
4+
3/4
Scalper
4
3+
3/4
Abilities
Medic!1AP: Medikit

Medic!: The first time during each turning point that another friendly ARMAGEDDON ORK HUNTERS operative would be incapactiated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that operative isn't incapacitated, has 1 wound remaining and cannot be incapacitated for the remainder of the action. After that action, that operative may 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, or if it's a Shoot action and this operative would be a primary or secondary target.

Medikit (1AP): Select one friendly ARMAGEDDON ORK HUNTER operative within this operative's control range to regain 2d3 lost wounds. It cannot be an operative the Medic! rule was used on during this turning point.

Armageddon Ork Hunters, Imperium, Doc
Grenadier
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Shoota
4
4+
3/4
Stikkbomb (frag) (Range 6", Blast 2", Saturate)
4
4+
2/4
Stikkbomb (krak) (Range 6", Piercing 1, Saturate)
4
4+
4/5
Scalper
4
3+
3/4
Abilities
Improvised Explosives

Improvised Explosives: This operative is carrying your improvised explosives marker. It cannot be placed within control range of enemy operatives. This operative can perform a free Dash action after placing the marker. For 1 AP, This operative can detonate the explosives, dealing 2D6 damage to any operative within 3" of the marker.

Armageddon Ork Hunters, Imperium, Grenadier
Gunner
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Twin-linked Shoota (Ceaseless)
5
4+
3/4
Scalper
4
3+
3/4
Abilities
1AP: Barrage

Barrage (1AP): Until the end of this operative's activation, it gains relentless on its ranged weapon profiles.

Armageddon Ork Hunters, Imperium, Gunner
Chopper
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Slugga (Range 8")
4
4+
3/4
Choppa (Brutal)
4
4+
5/6
Armageddon Ork Hunters, Imperium, Chopper
Sniper
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Long-las
Concealed (Devastating 3, Heavy, Silent, Concealed Position*)
4
2+
3/3
Mobile
4
3+
3/4
Stationary (Devastating 3, Heavy)
4
2+
3/3
Scalper
4
3+
3/4
Abilities
Concealed Position

Concealed Position: This operative can only use this weapon the first time it's performing the Shoot action during the battle.

Armageddon Ork Hunters, Imperium, Sniper
Equipment

Serrated Scalpers:
Friendly operatives' Scalper weapons gain the Lethal 5+ weapon rule.


Camouflage:
Once per turning point, when an operative is the target of a Shoot action, increase its save characteristic by 1


Explosive Tripwire:
When setting up equipment before the battle, you can set one explosive tripwire marker up wholly within your territory and more than 2" from other markers, access points and Accessible terrain. The first time that marker is within an enemy operative's control range, remove that marker. That operative loses 2d3 wounds.


Reconnaissance:
Strategic Gambit in the first turning point. One operative may perform a free dash action.


Ploys

Firefight - Take Them By Surprise:
When an operative performs the charge action after changing its order from conceal to engage, if it performs the Fight action, it can resolve a dice before the normal order. If it does so, that dice must be used to block.


Firefight - Coordinated Fire:
Choose an enemy operative visible to at least one friendly operative. For the remainder of the turning point, friendly operatives shooting at that enemy operative gain Punishing on their ranged weapon profiles.


Firefight - Pull Back:
Use this on a friendly operative’s activation. Change the order of that operative.


Firefight - Look Out, Sir!:
Use this when the Ork Hunter Sergeant is the target of a Shoot action. A friendly operative within 2” of this operative becomes the target instead.


Strategic - Get Stuck In:
Friendly operatives may charge an additional 1", on top of the regular bonus 2".


Strategic - Jungle Predators:
Friendly operatives may ignore the first vertical distance of 2" of a climb.


Strategic - Pinning Fire:
When a dice inflicts critical damage during a Shoot action, that enemy must make a regular save. On a failure, worsen that enemy’s movement characteristic by 1”.


Strategic - Savage Fighters:
Increase the damage characteristic of friendly operatives’ melee weapons by 1.


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.


Infiltration: Track Enemy

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.