Necromunda Gangs: Orlock

Homebrew by Aionexron1441

House Orlock, known as the House of Iron, is one of the six Clan Houses who make their home in the "Hive City" part of Hive Primus, the capital of Necromuda. Due to its roots in the ferrous slag pits located across the blasted surface of Necromunda, Orlock controls not only the mines, but the most vital transmotive lines between them, and are famed for their tough and fearless fighters who defend them from ash waste nomads and rival House agents alike. All-arounder gangers yet prove to be the enough solution for anyone’s “problems”.

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Composition

An ORLOCK KillTeam is composed of:

  • 1 ORLOCK LEADER operative selected from the following list:
    • ROAD SERGEANT equipped with one of the following options:
      • Mining Laser; Power Pick
      • Seismic Cannon; Power Maul
      • Bolt Pistol; Las Cutter
    • ARMS MASTER
  • 8 ORLOCK operatives selected from the following list:
    • GUNNER equipped with one of the following options:
      • Meltagun; Fists*
      • Plasma Gun; Fists*
      • Flamer; Fists*
      • Grenade Launcher; Fists*
      • Harpoon Launcher; Fists*
      • Boltgun; Power knife
      • Combat Shotgun; Power knife
      • Bolt Pistol; Chainsword
    • WRECKER equipped with one of the following options:
      • Stub Gun; Chainsword
      • Sawn-Off Shotgun; Flail
    • GREENHORN equipped with one of the following options:
      • Maul**
      • Fighting knife
  • 2 ORLOCK HIRED ARM operatives selected from the following list:
    • LUGGER-SERVITOR equipped with one of the following options:
      • Harpoon launcher
      • Heavy bolter
    • PRIZE FIGHTER
    • CYBER-MASTIFF

Other than GUNNER, GREENHORN and CYBERMASTIFF, your kill team can only include each operative on these lists once.

Your kill team can include up to four GUNNER, six GREENHORN and two CYBER-MASTIFF operatives.

CYBER-MASTIFF operative counts as half a selection. LUGGER-SERVITOR operative counts as two selections.

*You cannot select this option more than once and you cannot select more than 3 of these options combined.

**You cannot select this option more than once.

Common Abilities and Options

Iron Flux:
Whenever a friendly ORLOCK operative (excluding HIRED ARM) performs a shooting attack (except for shooting attacks against secondry targets); at the end of that action, roll 1D3. On 1, that operative gains one of your Jammed Tokens. Whenever a friendly operative has a Jammed Token, it cannot perform shooting attacks using the same ranged weapon it used during the action in which it gained the token. In the Ready step of the next strategy phase, roll 1D3 for each friendly operative with a Jammed Token. On 2+, remove that token from that operative.

Outrider:
Whenever a friendly ORLOCK operative (except for GUNNER and LUGGER-SERVITOR) is performing a Fall Back action, add 1 to its Move stat until the end of the turning point and that action costs 1 less AP.

Whenever a friendly ORLOCK operative (excluding LUGGER-SERVITOR) is counteracting, it can perform a free Shoot action but worsen the Hit stat of the ranged weapon used for that action by 1.

*Drag:
Whenever this operative is shooting with this weapon; at the start of the Resolve Attack Dice step (before inflicting damage), you can move the target up to x inches. X is your total number of successful unblocked attack dice, multiplied by 2. The target must be moved to a location it can be placed as close as possible to this operative, determined by the x inches you choose to use. The move must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch. Whenever the target is dropping during that move, ignore the vertical distance.

*Impale:
Whenever this operative is shooting with this weapon, each retained critical success immediately inflicts 1D3 damage on each other operative within its range and along one (and only one) straight targeting line (roll separately for each operative), but the target isn’t affected. An operative is along a targeting line if that line can be drawn from this operative to its base while crossing the base of the original target but not crossing Heavy terrain. Afterward, you can use the DRAG weapon rule for each operative (except the target) along that targeting line as well but use half the x inches from the target’s shooting attack sequance.

ROAD SERGEANT
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Mining Laser (Hvy(Dash), Prc1)
5
4+
5/6
Seismic Cannon
Long Wave (Hvy(Dash), Stun, Blast 1")
6
4+
2/2
Short Wave (Rng 6", Hvy(Dash), PrcCrits1, Stun)
4
3+
4/4
Bolt Pistol (Rng 8")
4
3+
3/4
Power Pick (Rending)
4
3+
4/5
Power Maul (Shock)
4
3+
3/6
Las Cutter (Lethal 5+)
5
2+
3/4
Abilities
Big BrotherIron Flux1AP: Iron StareOutrider

Big Brother: Whenever a friendly ORLOCK operative (except LUGGER-SERVITOR and CYBER-MASTIFF) is within 6 inches of this operative and in cover, you can retain one of your defense dice as a normal success without rolling it in addition to the cover save.

Whenever this operative is wholly within your opponent's territory or within 3 inches of enemy operatives, this operative’s weapons have the Severe weapon rule.

Iron Stare (1AP): Until the start of this operative's next activation, This operative’s ranged weapons have the Seek Light weapon rule and enemy operatives cannot be obscured whenever this operative is shooting them. This operative cannot perform this action while within control range of an enemy operative.

NECROMUNDA GANGS, ORLOCK, GANG, LEADER, ROAD SERGEANT; 28
ARMS MASTER
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Combat Shotgun
Long Range
4
4+
2/2
Short Range (Rng 6")
4
3+
4/4
Arc Hammer (Stun, Shock)
4
3+
4/7
Abilities
Badzone LegendIron FluxOutriderRule Of Iron

Badzone Legend: Whenever an operative is shooting this operative; if the ranged weapon in that sequence has the Blast or Torrent weapon rule, you can re-roll one of your defense dice, or all of your defense dice if this operative was a secondary target in that sequence (i.e from the Blast X” weapon rule). In addition, this operative is not affected by the X" Devastating X weapon rule (i.e. Devastating with a distance) unless they are the target during that sequence.

This operative’s Combat Shotgun has the Torrent 1” weapon rule.

Rule Of Iron: STRATEGIC GAMBIT once per battle and if this operative is in the killzone. Select a rule for friendly ORLOCK operatives (except HIRED ARM) to have for the battle:

  • Rock Steady: All their ranged weapons have the Accurate 1 weapon rule.

  • Iron Spirit: All their ranged weapons have the Punishing weapon rule.

  • Blade Breaker: All their melee weapons have the Accurate 1 weapon rule.

NECROMUNDA GANGS, ORLOCK, GANG, LEADER, ARMS MASTER; 28
GUNNER
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Plasma Gun
Standard (Prc1)
4
4+
4/6
Supercharge (Prc1, Lethal 5+, Hot)
4
4+
5/6
Meltagun (Rng 6", Prc2, Dev4)
4
3+
6/3
Flamer (Rng 8", Saturate, Tor 2")
4
2+
3/3
Grenade Launcher
Frag (Blast 2")
4
4+
2/4
Krak (Prc1)
4
4+
4/5
Combat Shotgun
Long Range
4
4+
2/2
Short Range (Rng 6")
4
3+
4/4
Harpoon Launcher (Rng 8", Stun, *Drag, *Impale)
4
3+
4/5
Boltgun
4
4+
3/4
Bolt Pistol (Rng 8")
4
4+
3/4
Power Knife (Lethal 5+)
3
4+
3/4
Chainsword
4
4+
4/5
Fists
3
4+
2/3
Abilities
*Drag*ImpaleIron FluxOutrider
NECROMUNDA GANGS, ORLOCK, GANG,, GUNNER; 25
WRECKER
A 2
M 7"
S 5+
W 7
Weapons
ATK
HIT
DMG
Sawn-Off Shotgun (Rng 3", Tor 1")
3
3+
5/5
Stub Gun (Rng 6", Acc1)
4
3+
2/3
Chainsword
4
4+
4/5
Flail (Brutal)
4
4+
2/4
Abilities
Iron FluxJump BoosterOutrider1AP: Two Guns

Jump Booster: Whenever this operative is climbing a terrain, ignore the first 2 inches of that climb.

Two Guns (1AP): Perform 2 free Shoot actions with this operative (this takes precedence over action restrictions). You must select either its Sawn-off Shotgun or Stub Gun (whichever the selected option is during the Select Operatives phase) for both actions. This operative cannot perform this action while it has a Conceal order, or during an activation in which it performed a Shoot action (or vice versa).

NECROMUNDA GANGS, ORLOCK, GANG, WRECKER; 25
GREENHORN
A 2
M 6"
S 5+
W 6
Weapons
ATK
HIT
DMG
Stub Gun (Rng 6", Acc1)
4
4+
2/3
Maul (Shock)
3
4+
3/4
Fighting Knife
4
4+
2/3
Abilities
Iron FluxOutriderProve Your Worth

Prove Your Worth: You can perform a Smoke Grenade action or Stun Grenade action once per battle. The rules for these actions are found in Universal Equipment. Performing these actions using this rule does not count towards their action limits (i.e, if you select those grenades as equipment).

NECROMUNDA GANGS, ORLOCK, GANG, GREENHORN; 25
LUGGER-SERVITOR
A 1
M 4"
S 4+
W 12
Weapons
ATK
HIT
DMG
Harpoon Launcher (Rng 8", Stun, *Drag, *Impale)
4
2+
4/5
Heavy Bolter (Hvy(Dash), PrcCrits1)
5
3+
4/5
Servo-Claw
3
4+
3/3
Abilities
*Drag*ImpaleHouse BruteWeapons' Platform

House Brute: Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. Whilst this can allow this operative to be targeted (assuming it is visible), it does not remove its cover save (if any).

Whenever this operative is activated; if it’s visible to and within 3 inches of another friendly ORLOCK operative (excluding GREENHORN and CYBER-MASTIFF) or vice versa, add 1 to this operative’s APL stat until the end of that activation. Whenever a friendly operative that is within control range of this operative is selected as the valid target of a Shoot action or to fight against during a Fight action, this operative becomes the valid target or to be fought against (as appropriate) instead, even if it normally would not be valid for this. If it is the Fight action, treat this operative as being within the fighting operative's control range for the duration of that action. If it is the Shoot action, this operative is only in cover or obscured if the original target was. This rule has no effect if it is the shoot action and the ranged weapon has Blast or Torrent special rule.

Weapons' Platform: In the Select Operatives phase and if you select this operative to be included in your team, you can select one additional equipment option.

Whenever a friendly ORLOCK operative is within control range of this operative, that operative can perform the following Mission action:

RESTOCK (0 AP): A friendly ORLOCK operative gains one of your Restock Tokens (if it does not have one already). Whenever that operative has a Restock Token and is performing a shooting attack, you can re-roll one of your attack dice. After that sequance has ended, remove that token. That operative cannot perform this action while within control range of an enemy operative.

NECROMUNDA GANGS, ORLOCK, GANG, HIRED ARM, LUGGER-SERVITOR; 32
PRIZE FIGHTER
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Power Knuckles (Brutal)
4
4+
4/5
Abilities
Leash MasterOutriderWin Or Die

Leash Master: STRATEGIC GAMBIT if this operative is in the killzone. Select one of the following rules for a friendly ORLOCK CYBER-MASTIFF to have for the turning point:

  • Aggressive: Its melee weapons have the Ceasless weapon rule.

  • Swift: Add 2 inches to its Move stat.

  • Defensive: Improve its Save stat by 1.

Win Or Die: Whenever an enemy operative within 6 inches of this operative is incapacitated, until the end of the turning point; this operative can perform the Pick-Up Marker, Place Marker or a Mission action for 1 less AP if it is wholly within your opponent's territory.

NECROMUNDA GANGS, ORLOCK, GANG, HIRED ARM, PRIZE FIGHTER; 25
CYBER-MASTIFF
A 2
M 6"
S 5+
W 4
Weapons
ATK
HIT
DMG
Mechanical Bite (Lethal 5+)
4
4+
3/5
Abilities
1AP: ApprehendBeastOutrider

Apprehend (1AP): Select one enemy operative within this operative’s control range. Until that enemy operative is no longer within this operative’s control range, or until this operative performs this action again (whichever comes first), worsen the Hit stat of that enemy operative’s weapons by 1 (this isn’t cumulative with being injured); in addition, that enemy operative cannot perform a Fall Back action. This operative cannot perform this action unless an enemy operative is within its control range.

Beast: This operative cannot perform any actions other than Charge, Dash, Fall Back, Reposition and Fight. It cannot use any weapon that is not on its datacard.

NECROMUNDA GANGS, ORLOCK, GANG, HIRED ARM, CYBER-MASTIFF; 25
Equipment

AMBUSH SET-UP:
You can set up a Light Barricade and one of your Ammo Cache Markers wholly within your territory and more than 2 inches from other equipment terrain features, access points, and Accessible terrain (this takes precedence over any Universal Equipment set-up rules). Note that these are set-up in addition to any Light Barricades or Ammo Cache (i.e. Universal Equipment) you may have selected in the Select Operatives phase.


GUILD CONTRACT:
Select secretly two Ops (i.e. Crit-Op, Tac-Op or Kill-Op) for one to gain double and the other half its victory points’ score in the Scoring phase by the end of the battle (They cannot be the same Op or any as the Primary Op).


MESH ARMOUR:
Once per turning point when an enemy operative is shooting a friendly ORLOCK operative (excluding GREENHORN and HIRED ARM) with an Engage order, you can re-roll one of its defense dice.


HEALING STIMS:
Once per turning point when a friendly ORLOCK operative (excluding LUGGER-SERVITOR and CYBER-MASTIFF) is activated. If it’s not within control range of enemy operatives, you can use this rule. If you do, that friendly operative regains 1D3+1 lost wounds.


Ploys

Firefight - DISARMAMENT:
Use this firefight ploy when a friendly ORLOCK operative (excluding GREENHORN and LUGGER-SERVITOR) performs a shooting attack against an enemy operative with an Engaged order. After that sequence ends; if you inflicted damage with a critical success, roll a 1D6. If the result is higher than that enemy operative’s APL stat, that enemy operative gains one of your Disarmed Tokens (if it does not already have one). Whenever an enemy operative has one of your Disarmed Tokens, it cannot use the ranged weapons on its datacard in a Shoot action. In the Ready step of the next strategy phase, remove that token from that enemy operative.


Firefight - LUCKY SAVE:
Use this firefight ploy when an enemy operative is shooting a friendly ORLOCK operative (excluding LUGGER-SERVITOR and CYBER-MASTIFF). If you cannot retain any cover saves, you can retain one of your defense dice as a critical success without rolling for it (this takes precedence over any rule).


Firefight - BROTHERHOOD BOND:
Use this firefight ploy when a friendly ORLOCK operative is injured. Until the end of the turning point; whenever that operative is within 6 inches of another friendly ORLOCK operative (excluding LUGGER-SERVITOR and CYBER-MASTIFF), you can ignore any changes to that operative's stats from being injured (including its weapons' stats).


Firefight - BRING IT ON!:
Use this firefight ploy during a friendly ORLOCK operative’s (excluding LUGGER-SERVITOR and CYBER-MASTIFF) activation. Select a ready enemy operative that can have this friendly operative as a valid target for a shooting attack, roll 1D6. If the result is higher than that enemy operative's APL stat, that enemy operative must interrupt your activation and perform a Shoot action against that friendly operative (Note that secondary targets from the Blast weapon rule can still be targeted). After that action ends, subtract 1 from that enemy operative’s APL stat and it cannot perform a Shoot action or shoot for a second time if possible (e.g. ASTARTES faction rule etc.) until the end of its next activation. However, it can perform a Shoot action during its counteraction.


Strategic - LIGHT ‘EM UP:
Whenever a friendly ORLOCK operatives is within your opponent’s territory, its ranged weapons have the Saturate weapon rule.


Strategic - BEAT ‘EM DOWN:
Whenever a friendly ORLOCK operative is fighting or retaliating and selects Fists as its melee weapon for the sequence, after you strike, you can immediately resolve another of your normal successes as a strike (before your opponent) or a critical success if there are none.


Strategic - HIP SHOOTING:
Whenever a friendly ORLOCK operative (excluding LUGGER-SERVITOR) performs a Reposition or Dash action during its activation, it can perform a Shoot action during that action (it must do so in a location it can be placed, and any remaining move distance it had from that Reposition or Dash action can be used after it does so).


Strategic - MUTIONEER:
Whenever a friendly ORLOCK operative performs a Shoot action during its activation and is in cover; its selected ranged weapon for that action has the Balanced weapon rule.


TacOps
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.