FreeBooters "Kaptins Retinue"

Homebrew by Rocket

A Freebooter is a piratical Ork who exists on the fringe of Ork kultur. Freebooterz are Greenskin bandits and sell-swords belonging to no specific tribe or klan but who will work with any tribe as well as stand against any other if the price is right.

Freebooter warbands are composed of an amalgam of Ork mobs from several different warbands or Orks who have separated themselves from their former klan or tribe by choice or through exile. These roving bands are composed of renegades, bandits, pirates and other outcasts.

100% positive
Composition

1 Kaptin 4 Flash Gitz 1 Mek 1 Pain boy 1 Mega Nob 1 KillaKan

Common Abilities and Options

Gun-crazy Show-offs:
If this unit targets the closest eligible target with its snazzgun, until the end of the activation, that weapon has an ATK of 5

Kaptin
A 3
M 6"
S 4+
W 15
Weapons
ATK
HIT
DMG
Snazzgun (Ceaseless)
4
5+
4/5
BigGoldChoppa (Brutal, Punishing)
4
3+
3/6
Abilities
1AP: GET KRUMPIN LADSGun-crazy Show-offs

GET KRUMPIN LADS (1AP): One Ork visible to and within 6" of the Kaptin. Until the end of that operative's next activation add 1 to its APL stat.

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

Flash Gitz, Boss Nob, Leader, Ork, Freebooter
Flash Gitz
A 3
M 6"
S 5+
W 14
Weapons
ATK
HIT
DMG
Snazzgun (Ceaseless)
4
5+
4/5
Choppa (Punishing)
4
3+
4/5
Abilities
Gun-crazy Show-offs
Flash Gitz, Nob, Ork, Freebooter
Mek
A 3
M 6"
S 5+
W 14
Weapons
ATK
HIT
DMG
Kustom mega-slugga (Blast1, Hot, Devastating 3)
3
5+
5/3
Killsaw (Brutal Lethal5+)
3
3+
4/6
Abilities
1AP: MekaniakMekboy

Mekaniak (1AP): The Mek can select the KillaKan within 3". That model regains up to D3 lost wounds, and, until the start of your next turning point, each time that KillaKan model makes any attack, add 1 to the Hit roll.

Mekboy: While this model is within 3" of the KillaKan, this model has the Stealthy ability.

Mek, Nob, Ork, Freebooter
Pain Boy
A 2
M 6"
S 5+
W 14
Weapons
ATK
HIT
DMG
Power klaw (Brutal)
4
3+
5/7
’Urty syringe (Lethal 5+)
1
2+
3/3
Abilities
Dok’s ToolzHold Still and Say ‘Aargh!’

Dok’s Toolz: Orks within 2" save 1 better

Hold Still and Say ‘Aargh!’: Each time an attack made by this model with its ’urty syringe scores a Critical Wound against an Operative, that Operative suffers D6 mortal wounds.

Painboy, Nob, Ork, Freebooter
Mega Nob
A 3
M 6"
S 4+
W 18
Weapons
ATK
HIT
DMG
Twin killsaw (Ceaseless, Lethal 5+)
6
3+
5/7
Abilities
GET STUCK INKrumpin’ Time

GET STUCK IN: Mega Nob can preform a 4" charge action

Krumpin’ Time: Crit saves on a 5+

Mega Nob, Ork, Freebooter
KillaKan
A 2
M 6"
S 4+
W 20
Weapons
ATK
HIT
DMG
Kan shoota (Ceaseless)
5
4+
3/4
Kan klaw (Ceaseless, Lethal5+)
4
3+
5/7
Abilities
Ork Heavy ArmorShooty Power Trip:

Ork Heavy Armor: Whenever an operative is shooting the KillaKan, worsen the x of the Piercing weapon weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.

Shooty Power Trip:: Each time this unit is selected to shoot, before you shoot you can roll one D6: On a 1-2, This unit suffers D3 mortal wounds. On a 3-4, Ranged weapons gain Lethal 5+ On a 5-6, Ranged weapons gain Devastating 4

KillaKan, Grot, FreeBooter
Equipment
Ploys

Strategic - Amped Up:
Each friendly FREEBOOTER operative that has an Engage order can immediately reagin 1D3+1 lost Wounds (roll separately for each).


Strategic - WAAAGH!:
Friendly FREEBOOTER operatives' melee weapons have the Balanced weapon rule. Balanced: Can re-roll one Attack die.


Strategic - DAKKA!DAKKA!DAKKA!:
Friendly FREEBOOTER operatives' ranged weapons have the Punishing weapon Rule. Punishing: If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.


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.