Ork boyz Killteam

Homebrew by Kiroochii

Orks from introductory set are used for this killteam

A brutally effective warband of Orks who believe that "more dakka" and "bigger choppas" solve every battlefield problem. Led by a towering Boss Nob, this Kill Team combines relentless heavy fire with devastating close-quarters assault, overwhelming opposition through raw strength, stubborn endurance, and sheer volume of weaponry.

An elite Ork fireteam prioritizing maximum firepower and raw resilience. Balanced for high damage output at all ranges, they trade subtlety for crushing board presence and unstoppable momentum.

100% positive
Composition

​A complete Ork Boys Heavy Fireteam consists of 6 Operatives:

​1 Boss Nob equipped with one of the following options: ​Kustom Shoota & Big Choppa

​1 Ork Bomma (Grenadier) equipped with: ​Shoota, Choppa ​ 2 Heavy Gunner / Specialist Boyz, chosen from: ​1 Boyz Big Shoota (Big Shoota, Fists) ​1 Boyz Rokkit Launcha (Rokkit Launcha, Fists)

​2 Core Boyz, chosen from: ​1 Boyz Choppa (Slugga, Choppa) ​1 Boyz Shoota (Shoota, Fists)

Boss Nob
A 3
M 6"
S 5+
W 14
Weapons
ATK
HIT
DMG
Kustom Shoota (Peircing Crits 1)
5
4+
4/5
Big Choppa (Brutal, Servere)
5
3+
5/6
Abilities
1AP: Krump 'Em Good!

Krump 'Em Good! (1AP): While a friendly ORK operative is within 6" of this operative, each time that friendly operative fights in melee or makes a shooting attack against a target within 8", you can re-roll one of your attack dice showing a result of 1.

40Ork, boyz, Boss nob
Ork Bomma
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Shoota
5
4+
3/4
Choppa
4
3+
4/5
Abilities
1AP: Gernadier

Gernadier (1AP): Grenadier: This operative can use frag and krak grenades (see universal equipment). 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.

32Ork, Boyz, Gernadier, Bomma
Boyz Big Shoota
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Big Shoota
Focus (Range 8", Piercing Crits)
5
4+
3/4
Sweeping (Piercing Crits, Torrent 1")
5
4+
3/3
Fists
3
3+
3/4
32Ork, Boyz, Big shoota
Boyz Rokkit Launcha
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Rokkit Launcha
Aimed (Blast 2", Heavy (dash only), Servere)
4
4+
4/5
Mobile (Blast 2")
5
5+
4/5
Fists
3
3+
3/4
32Ork, Boyz, Launcha
Boyz Choppa
A 2
M 7"
S 5+
W 10
Weapons
ATK
HIT
DMG
Slugga (Range 8")
4
4+
3/4
Choppa
4
3+
4/5
32Ork, Boyz, Choppa
Boyz Shoota
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Shoota
5
4+
3/4
Fists
3
3+
3/4
32Ork, Boyz
Equipment
Ploys

Firefight - Too Stubborn To Die:
Trigger: Use this ploy when a friendly ORK operative is incapacitated. ​ Effect: Before that operative is removed from the killzone, it can immediately make a Shooting action or Melee attack (if in engagement range) targeting the nearest eligible enemy operative. The operative is then removed.


Firefight - Kustom Ammo/ Overcharged Rokkit:
Trigger: Use this ploy when selecting a Boyz Big Shoota or Boyz Rokkit Launcha to perform a Shooting action. ​ Effect: For that shooting attack, upgrade one normal hit to a Critical Hit, or add the P1 (Piercing 1) rule to that weapon profile for the turn.


Firefight - Unstoppable Momentum:
Trigger: Use this ploy when a friendly ORK operative incapacitates an enemy operative with a melee attack. ​ Effect: That friendly operative can immediately perform a free Dash action, even if it has already Dashed this activation, and can end this move within Engagement Range of another enemy operative.


Strategic - More DAKKA!!!:

Effect: Until the end of the Turning Point, each time a friendly ORK operative performs a Shooting action, you can re-roll any or all of your attack dice that rolled a result of 1.


Strategic - Eavy Armour Push:
Effect: Until the end of the Turning Point, each time a defense die is rolled for a friendly ORK operative against a shooting attack, if the attacker is more than 6" away, you can retain one 4+ as a normal success (instead of needing a 5+).


Strategic - Get Stuck In!!!!:
Effect: Until the end of the Turning Point, friendly ORK operatives add 1" to their Movement characteristic and can perform a Dash action for 0 AP if they end that Dash in engagement range of an enemy operative.


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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

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


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.


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.