Stormboyz - Ork Airborne Shock Troops

Homebrew by Spiff

Faction Rule: Fly

Whenever a friendly STORMBOY operative 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.

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Composition

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
    • Gitseeking Missle; Choppa
  • TROOPER with one of the following options:
    • Slugga; Choppa
    • Hand Scorcha: Choppa
  • GROT GITSEEKER *
  • GROT GLIDEBOMBA *

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 both of them and it’s treated as one selection in total.
Common Abilities and Options

Fly:
Whenever a friendly STORMBOY operative 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.

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:
Whenever this operative is in cover and has a cpncealed 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
*KnockbackFlyFlyby1AP: 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 friendly STORMBOY operative both visible to and within 6" of this operative, within 3" of the killzone edge and who is 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 and a FLY movement. Continue performing actions with that operative as normal.

STORMBOY, Ork, Kaptin
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 8", Torrent 1", Hot, Severe, Saturate)
6
3+
3/3
Choppa
4
3+
4/5
Abilities
FirebomberFlyFlyby1AP: Shockscreen

Firebomber: This operative can use Utility Grenades( see universal equipment) and Firebombs (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 acrion or Stun Grenade action or the Shoot action while performing the Reposition, Dash, or Charge actions. Doing so using this rule doesnt interrupt those actions (meaning this operative can continue its move after 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!FlyFlyby

*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 Missle (Range 9", Seek, Saturate, Piercing Crits 1, Limited 2)
4
3+
4/4
Fists
3
3+
3/4
Choppa
4
3+
4/5
Abilities
Extra DakkaFlyFlyby

Extra Dakka: This operative can perform two shoot actions while using this rule. If you do, you cannot select weapons that are not on this operatives datacard (note, you are able to do so if you choose not to use this rule).

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 8", Torrent 1", Hot, Severe, Saturate)
6
3+
3/3
Choppa
4
3+
4/5
Abilities
FlyFlybyMore Choppa

More Choppa: This operative can perform two fight actions.

STORMBOY, Ork, Stormboy Trooper
Grot Glidebomba
A 2
M 6"
S 5+
W 5
Weapons
ATK
HIT
DMG
Grot Chopper
3
5+
1/4
Abilities
FlyFlybySpeedy 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, Glidebomba
Grot Gitseeker
A 2
M 6"
S 5+
W 5
Weapons
ATK
HIT
DMG
Grot Choppa
3
5+
1/4
Abilities
FlyFlyby1AP: 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, Gitseeker
Equipment

Firebombs:
Stormboys utilize special explosive devices manufactured by the mek boyz in their warband

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

Firebombs: ATK: 3, HIT: 2+, DMG: 3/3, WR: Range 6", Blast 3", Saturate


Gitseeking Squig:
Once per battle, one freindly STORMBOY Gunner or Divebomber operative can ignore the Limited weapon rule of its ranged weapons. If you choose the STORMBOY Divebomber operative, replace the Explosive weapon rule with the Range 8" weapon rule instead.


Afterburners:
As a STRATEGIC GAMBIT, up to 3 of your freindly STORMBOY operatives gain one of your afterburner tokens. Increase the move stat of Operatives with this token by 1".

After the first turning point, when you would activate an operative with one of your afterburner tokens, roll one D3:

  • On a 1 that operative takes 1 damage at the end of its activation.
  • On a 2 that operative cannot FLY.
  • 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 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. That operative will not be placed on the killzone. Instead, select one freindly STORMBOY operative (Excluding Grot Gitseeker and Grot Glidebomber operatives) to gain one of your Grot Handlebar tokens. A freindly STORMBOY operative with your Grot Handlebar token gains a bonus APL until the end of the battle.

Whenever you would activate the operative you selected as part of the rules of this equipment, it cannot perform the Charge, Reposition, Dash, Fly, or Fallback actions. Visability of this operative is determined from the head of the freindly STORMBOY operative with the grot handlebar token. Whenever an opponent is shooting an operative with your Grot Handlebar tokens they can select either operative as the target if the one with the token is a valid target.

For determining whether each operative is ready or expended, use the grot handlebar token face up or face down to signify ready or expended for the selected Grot operative.

The selected grot operative activates immediately after the freindly STORMBOY operative with the grot handlebar token does (or vice versa). This does not affect counteractions.


Ploys

Firefight - Tactikal Retreat:
Even the most brutal of stormboy bosses knows the value in retreating from a firefight if it means devising a plan even 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 (you can interrupt your opponents activation or ongoing actions to do so). That freindly STORMBOY Kaptin operative can immediately perform a free Dash, Reposition, or Fallback action. 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.


Firefight - Smokescreen:
Use this ploy whenever you end the activation of a freindly STORMBOY operative (excluding the Firebomber and Divebomber 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.

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 - Desperate 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 - Flashy Loot:
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 - Direct Deposit:
Whenever a freindly STORMBOY operative (Excluding Grot Gitseeker and Grot Glidebomber 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 - Rokkit Reliance:
Freindly STORMBOY 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.