Stormboyz - Orky Airborne Shock Troops

Homebrew by Spiff

Faction Rule: Fly

Whenever a friendly STORMBOY operative (excluding Mek operatives) performs an action in which it moves, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Tomb World, this distance cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point – in other words it cannot FLY through an open hatchway). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.

Faction Rule: Flyby

While using the Fly rule, you can use this one. If you do, your selected operative gains one of your flyby tokens.

Whenever a freindly STORMBOY operative with a concealed order has one of your flyby tokens: Improve its move stat by 1" and improve its save stat by 1.

Whenever a freindly STORMBOY operative has an engage order and one of your flyby tokens performs a shoot action after performing a FLY movement: its ranged weapon profiles gain the Seek Light, and Accurate 1 weapon rules (this is not cumularive with the benefits of vantage terrain). However, worsen both the hit stat of their ranged weapon profiles by 1, and their move stat by 1". This is considered an "flyby shot". A freindly STORMBOY operative can perform a flyby shot during a move in which it also moved with FLY and can continue its movement with FLY with the distance it had remaining (if any).

Freindly STORMBOY operatives cannot use this rule if they are within control range of an enemy operative or if they did not FLY.

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Composition

OPERATIVES 1 STORMBOY KAPTIN operative with one of the following options:

  • Double Barrel Boomstikk; Fists
  • Bolta Pistol or Looted Plasma Pistol; Chain Slasha

6 STORMBOY operatives selected from following list:

  • FIREBOMBER
  • DIVEBOMBER
  • GUNNER with one of the following options:
    • Splinta Shoota; Fists
    • Snazzgun; Fists
    • Gitseeking Missiles; Choppa
  • TROOPER with one of the following options:
    • Slugga; Choppa
    • Hand Scorcha: Choppa
    • Dual Sluggas
  • GROT GITSEEKER *
  • GROT GLIDEBOMBER *
  • GROT MEK *

Other than the TROOPER operatives, your kill team can only include operatives from this list once.

  • These operatives count as half a selection each, meaning you can select two of them and it’s treated as one selection in total. You cannot select more than two of these operatives combined.
Common Abilities and Options

Faction Rule: Fly:
Whenever a friendly STORMBOY operative (excluding Mek operatives) performs an action in which it moves, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Tomb World, this distance cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point – in other words it cannot FLY through an open hatchway). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.

Faction Rule: Flyby:
While using the Fly rule, you can use this one. If you do, your selected operative gains one of your flyby tokens.

Whenever a freindly STORMBOY operative with a concealed order has one of your flyby tokens: Improve its move stat by 1" and improve its save stat by 1.

Whenever a freindly STORMBOY operative has an engage order and one of your flyby tokens performs a shoot action after performing a FLY movement: its ranged weapon profiles gain the Seek Light, and Accurate 1 weapon rules (this is not cumularive with the benefits of vantage terrain). However, worsen both the hit stat of their ranged weapon profiles by 1, and their move stat by 1". This is considered an "flyby shot". A freindly STORMBOY operative can perform the shoot action during a move in which it also moved with FLY and can continue its movement with FLY with the distance it had remaining (if any).

Freindly STORMBOY operatives cannot use this rule if they are within control range of an enemy operative or if they did not FLY.

Speedy Zogger:
This operative cannot have an engage order. Whenever this operative is in cover and has a concealed order, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2"

Stormboy Kaptin
A 3
M 6"
S 5+
W 15
Weapons
ATK
HIT
DMG
Double Barrel Boomstikk (standard) (Range 8", Torrent 2")
4
2+
2/3
Double Barrel Boomstikk (volley) (Range 4", Relentless, Knockback*)
8
4+
4/6
Bolta Pistol (Range 8", Piercing Crits 1)
4
3+
3/4
Looted Plasma Pistol (standard) (Range 8", Piercing 1)
4
4+
3/5
Looted Plasma Pistol (supacharged) (Range 8", Hot, Lethal 5+, Piercing 1)
5
4+
4/5
Chain Slasha (Shock)
4
4+
4/5
Fists
3
3+
3/4
Abilities
*KnockbackFaction Rule: FlyFaction Rule: Flyby1AP: Get r' dun

*Knockback: After performing the shoot action remove the operative that was target of the previous shoot action from the killzone and set it back up again 1" directly away from the operative that performed the previous shoot action.

Get r' dun (1AP): SUPPORT. Select one other readied friendly STORMBOY operative (excluding GROT operatives) both visible to and within 6" of this operative, within 3" of the killzone edge and who are not within control range of an enemy operative. That selected operative is immediately removed from the killzone until its next activation. When that operative is next activated, place it on the killzone floor wholly within 3" of the same killzone edge that it was nearest to before it was removed. This is treated as a Reposition action with FLY. Continue performing actions with that operative as normal. This operative cannot perform this action while counteracting or while within control range of an enemy operative.

STORMBOY, Ork, Kaptin, Leader
Stormboy Firebomber
A 2
M 6"
S 5+
W 14
Weapons
ATK
HIT
DMG
Hand Scorcha (standard) (Range 6", Torrent 2", Saturate)
5
3+
2/2
Hand Scorcha (focused) (Range 7", Torrent 1", Hot, Severe, Saturate)
6
3+
3/3
Choppa
4
3+
4/5
Abilities
Faction Rule: FlyFaction Rule: FlybyFirebomber1AP: Shockscreen

Firebomber: This operative can use Utility Grenades( see universal equipment) and Flashbangs (see faction equipment). Performing these actions using this rule doesn’t count towards their action limits (i.e. if you also select those grenades from equipment).

Shockscreen (1AP): This operative can perform the Smoke Grenade, Stun Grenade or Shoot action and the Repositon, action for free using this ability (you choose which action this operative performs first). But it cannot move or be set up more than 4" while doing so.

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

STORMBOY, Ork, Firebomber
Stormboy Divebomber
A 2
M 6"
S 5+
W 14
Weapons
ATK
HIT
DMG
Slugga (Range 8")
4
4+
3/4
Rokkit Detonation (Lethal +5, Blast 2", 1" Devastating 4, Limited 1, Explosive*)
5
4+
3/4
Choppa
4
3+
4/5
Abilities
*ExplosiveBoom!Faction Rule: FlyFaction Rule: Flyby

*Explosive: This operative can perform the Shoot action with this weapon while within control range of an enemy operative. Don’t select a valid target. Instead, this operative is always the primary target and cannot be in cover or obscured

Boom!: If this operative is incapacitated during a battle in which it hasn’t used its explosives, roll one D6, or two D6 if you wish. If any result is a 4+, this operative performs a free Shoot action with its explosives before it’s removed from the killzone.

STORMBOY, Ork, Divebomber
Stormboy Gunner
A 2
M 6"
S 5+
W 14
Weapons
ATK
HIT
DMG
Splinta Shoota (shoot) (Devastating 1, Heavy (Reposition Only), Ceaseless)
5
4+
3/3
Splinta Shoota (splinter) (Devastating 2, Heavy (Reposition Only), Torrent 1", Seek Light)
5
4+
2/1
Gitseeker Missiles (Range 9", Seek, Saturate, Piercing Crits 1, Limited 2)
4
3+
3/4
Snazzgun (Heavy, Ceaseless, Saturate, Torrent 1")
10
6+
2/2
Fists
3
3+
3/4
Choppa
4
3+
4/5
Abilities
Faction Rule: FlyFaction Rule: Flyby
STORMBOY, Ork, Stormboy Gunner, Gitseeker
Stormboy Trooper
A 2
M 6"
S 5+
W 14
Weapons
ATK
HIT
DMG
Slugga (Range 8")
4
4+
3/4
Hand Scorcha (standard) (Range 6", Torrent 2", Saturate)
5
3+
2/2
Hand Scorcha (focused) (Range 7", Torrent 1", Hot, Severe, Saturate)
6
3+
3/3
Dual Sluggas (focused) (Range 8", Ceaseless)
5
4+
3/4
Dual Sluggas (salvo) (Range 8", Salvo*)
5
4+
3/4
Dual Sluggas (point blank) (Range 1", Ceaseless, Punishing, Point Blank*)
5
5+
3/4
Choppa
4
3+
4/5
Abilities
*Range 0"*SalvoFaction Rule: FlyFaction Rule: Flyby

*Range 0": This operative cannot retaliate if you selected this weapon profile for the battle. Instead, this operative can perform the shoot action with this weapon profile while within control range of an enemy operative.

*Salvo: Select up to two different valid targets that aren’t within control range of friendly operatives. Shoot with this weapon against both primary targets in an order of your choice (roll each sequence separately). Each target cannot be shot more than once during the action.

STORMBOY, Ork, Stormboy Trooper
Grot Glidebomber
A 2
M 6"
S 5+
W 5
Weapons
ATK
HIT
DMG
Grot Chopper
3
5+
1/4
Abilities
Faction Rule: FlyFaction Rule: FlybySpeedy ZoggerStorm Tactiks1AP: Surprise Boom

Storm Tactiks: This operative can perform the Smoke Grenade and Stun Grenade actions.

The rules for these actions are found in universal equipment. Performing these actions using this rule doesn’t count towards their action limits (i.e. if you also select those grenades from equipment).

Surprise Boom (1AP): Once per battle, this operative performs a free shoot action with either a krak grenade (see universal equipment) or a firebomb (see faction equipment) with the following changes to their weapon rules:

  • Range 4"
  • Silent

Doing so doesn't count towards the limited uses you have if you select them for equipment. This operative cannot perform this action while within control range of an enemy operative.

STORMBOY, Ork, Grot, Glidebomber
Grot Gitseeker
A 2
M 6"
S 5+
W 5
Weapons
ATK
HIT
DMG
Grot Choppa
3
5+
1/4
Abilities
Faction Rule: FlyFaction Rule: Flyby1AP: GitseekingSpeedy Zogger

Gitseeking (1AP): SUPPORT Until the start of this operative’s next activation, whenever a freindly STORMBOY operative visible to and within 6" of this operative is shooting an enemy operative visible to and within 6" of this operative, that enemy operative cannot be obscured.

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

STORMBOY, Ork, Grot, Gitseeker
Grot Mek
A 2
M 6"
S 5+
W 5
Weapons
ATK
HIT
DMG
Welda (Accurate 1, Weld*)
3
5+
1/2
Abilities
*WeldDetermined ZoggerQuik Fix

*Weld: This operative can select one freindly STORMBOY operative as the target of a fight action using this weapon. If you do so, you can choose to not retaliate with the selected target and the target gains lost wounds equal to the inflicted damage instead of taking that damage.

Determined Zogger: This operative cannot have an engage order. Whenever this operative is within control range of a freindly STORMBOY operative and has a concealed order, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2". This operative cannot use weapons that are not on its datacard.

Quik Fix: When you would roll the D3 for the Fire Afterburners equipment, you can re-roll that dice if this operative is within control range of or connected to a freindly STORMBOY operative that has one of your Afterburner tokens.

STORMBOY, Ork, Grot, Mek
Equipment

Flashbang:
Some Stormboys utilize special devices manufactured by the flashgits in their warband to make their krumpin strategies more effective.

Once per turning point, a friendly STORMBOY operative (Excluding STORMBOY Gitseeker and Mek operatives) can select the following weapon when performing the shoot action:

Flashbang: ATK: 4, HIT: 3+, DMG: 1/1, WR: Range 6", Blast 3", Silent, Stun


Gitseeking Squig:
Once per battle, one freindly STORMBOY Gunner, Grot Gitseeker or Divebomber operative can ignore the Limited weapon rule of the ranged weapons on its datacard. If you choose the STORMBOY Divebomber operative, replace the Explosive weapon rule with the Range 8" weapon rule instead. If you choose the STORMBOY Grot Gitseeker operative, it can perform the Gitseeking action for one less AP until it is incapacitated.


Afterburners:
After the first turning point, as a STRATEGIC GAMBIT, up to 3 of your freindly STORMBOY operatives of your choice (excluding GROT operatives) gain one of your afterburner tokens. Increase the move stat of operatives with this token by 1".

When you would activate an operative with one of your afterburner tokens, roll one D3:

  • On a 1 inflict 1 damage to that operative at the end of its activation.
  • On a 2 that operative cannot FLY until the end of its activation.
  • On a 3 that operative can perform a free Dash action until the end if its next activation and doing so does not count towards action restrictions.

When the result of the D3 has been resolved, remove the afterburner token.


Grot sized handlebars:
You can select this equipment option during the select operatives step of the mission sequence. If you do so, select one freindly STORMBOY GROT operative to become "connected". Then select one freindly STORMBOY Kaptin or Trooper operative to become "handling". The selected handling operative then gains one of your Handlebar tokens. The base of the connected operative must be touching the base of the handling operative. The freindly handling operative gains a bonus APL until the end of the battle.

The commected operative activates immediately after the handling operative does (or vice versa). This does not effect counteractions.

Whenever you would activate the connected operative, it cannot move or FLY. Instead, this operative moves with the freindly handling operative and must remain connected to it (the connected operative can still gain the benefits of the flyby faction rule if the handling operative currently is). Whenever an opponent is shooting an operative with your Handlebar tokens they can select either the connected or handling operative as the target if at least one of then is a valid target. If the freindly handling operative is incapacitated, place the connected operative within control range of the handling operative before removing it from the killzone. The connected operative is no longer connected and can then perform actions as normal. If the friendly connected operative is incapacitated, remove the Handlebar token from the handling operative.


Ploys

Firefight - Tactikal Retreat:
Even the most brutal of stormboy bosses knows the value in retreating from a firefight if that means they can devise a plan more kunnin than the last.

Use this ploy when a freindly STORMBOY Kaptin operative is within 3" of your dropzone edge and is wounded, or if it becomes injured. That freindly STORMBOY Kaptin operative can immediately perform a free Dash, Reposition, or Fallback action (you can interrupt your opponents activation or ongoing actions to do so). If it ends that move wholly within your territory you gain 1CP. If it ends that move within 3" of your dropzone edge you gain 2CP instead.

You cannot use this ploy during the first turning point.


Firefight - Smokescreen:
Use this ploy whenever you end the activation of a freindly STORMBOY operative (excluding the Firebomber, Divebomber, and Mek operatives). Until the start of the next turning point that operative and any operative wholly within 1" of it are obscured (to any operatives not within 2" of them) if any of the following are true:

  • It did not move or be set up more than its move stat.
  • It did not FLY.

You cannot use this ploy during the first turning point.


Firefight - Hot Bomber:
Use this ploy whenever an enemy operative is activated or ends an action within control range of freindly STORMBOY Firebomber, Divebomber, or Glidebomber operatives. Inflict D3 damage on that enemy operative or D3 +2 damage if the freindly STORMBOY operative has one of your afterburner tokens.


Firefight - Final Flight:
Use this ploy after your opponent rolls attack dice for a shooting attack against a freindly STORMBOY operative in control range of an objective marker. Before you roll your defence dice you can do one of the following:

  • Retain one save dice as a success without rolling it.
  • Immediately perform a free Mission action with the targeted operative (You can interrupt your opponents action to do so).

If the damage taken is enough to incapacitate your operative, they can perform the free Dash action before being removed from the killzone.


Strategic - WAAAAAGH!:
The infamous and dreaded battle cry of the Orks heralds a tempest of violence and butchery.

Friendly STORMBOY operarives' melee weapons have the Balanced weapon rule.


Strategic - Nab da flashy fings!:
Freindly STORMBOY operatives can perform a free Pick Up Marker or Place Marker action when they perform a Reposition or Dash action. During that move, you can determine control of that marker during that action, and any remaining move distance it had from the Dash or Reposition action can be used after it does so.


Strategic - Land right on 'em!:
Whenever a freindly STORMBOY operative (excluding GROT operatives) finishes a Charge action, roll a stun test for every operative within its control range. For an operative to take a stun test, roll one D6: on a 4+, subtract 1 from its APL stat until the end of its next activation.


Strategic - Use da go juice!:
Freindly STORMBOY operatives (excluding GROT operatives) ignore the movement changes from being injured.


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.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

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


Recon: Retrieval

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

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

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

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

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