Stormboyz

Homebrew by Gjtaru

"I dunno wot you been told...Stormboy mobs is mighty bold! We're da hardest of da lot...We make you lot look like Grots!"

— Typical Stormboyz Drill-Chant

100% positive
Composition
Common Abilities and Options

Rokkit Krumpin':
Whenever a friendly STORMBOY operative is fighting during an activation in which it’s used JUMP, its melee weapons have the Ceaseless weapon rule.

Rokkit Pack:
Whenever a friendly STORMBOY operative is performing the Reposition or Charge action during its activation, as long as no part of its base is underneath Vantage terrain, it can JUMP. If it does, don't move it. Instead, remove it from the killzone and place your Rokkit Pack marker wholly within the operative's Move stat plus an additional 2" of its original location (in a killzone that uses the close quarters rules, this distance cannot be measured over or through Wall terrain, and the marker cannot be placed on the other side of an access point). It cannot be placed underneath Vantage terrain and, unless it’s the Charge action, it cannot be placed within control range of an enemy operative. After placing the marker, roll one D6:

  • on a 1, the JUMP fails and the operative is set back in its original location. The AP spent for the action is considered as spent, but the action is not performed (i.e. the operative can try to perform the same action a second time if it has sufficient AP).
  • on a 2, 3 or 4, the JUMP is resolved. Roll the scatter die:
    • on a Hit result, set the operative up as close as possibile to the Rokkit Pack marker.
    • on a Arrow result, move the Rokkit Pack marker in the direction of the Arrow by the result of the D6 halved and rounded up. Then, set the operative up as close as possibile to the marker. If the operative cannot be set up on the marker (e.g. part of its base would overlap a terrain feature), inflict D3 damage on that operative. Then, set it up in the closest location it can be set up.
  • on a 5 or 6, the JUMP is resolved, set the operative up as close as possibile to the Rokkit Pack marker and inflict D3 damage on each other operative that’s both visible to and within 2" of this operative (rolling separately for each).
Storm Boss Nob
A 3
M 6"
S 5+
W 14
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
4+
3/4
Power klaw (Brutal, Shock)
4
3+
5/7
Abilities
Krumpin' TimeRokkit Krumpin'Rokkit Pack

Krumpin' Time: This operative can perform two Fight actions during its activation.

STORMBOY, ORK, LEADER, BOSS NOB
Storm Burna Boy
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Burna
Standard (Rng 8", Saturate, Torrent 2")
4
2+
3/3
Deluge (Rng 4", Saturate, Seek Light, Torrent 0"*)
4
2+
3/3
Choppa
4
3+
4/5
Abilities
Rokkit Krumpin'Rokkit PackTorrent 0"

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

STORMBOY, ORK, BURNA BOY
Storm Bombz Boy
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
4+
3/4
Choppa
4
3+
4/5
Stikkbomb (Rng 6", Blast 2", Saturate, Severe, Limited 1)
4
3+
2/4
Abilities
GrenadierRokkit Krumpin'Rokkit Pack

Grenadier: This operative can use frag and krak grenades. Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever it’s doing so, improve the Hit stat of that weapon by 1.

STORMBOY, ORK, BOMBZ BOY
Storm Boy
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
4+
3/4
Choppa
4
3+
4/5
Abilities
Rokkit Krumpin'Rokkit Pack
STORMBOY, ORK, BOY
Equipment

New Equipment:
Once per turning point, when a friendly STORMBOY operative (excluding BOMB SQUIG) is activated, you can use this rule. If you do, until the end of that activation, you can ignore any changes to that operative’s APL stat.


Ploys
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.