KTA: Orks

Homebrew by Belluomini

Kill Team: Armageddon

A scaled up Kill Team with an expanded roster including vehicles and squads. Focuses on longer and more tactical gameplay via alternating activations.


Core Game Setup

  • Play Area: Played on scaled down 40K board around 48"x36"
  • Activations: Teams are structured around target of 15 activations per side
  • Deployment: Players alternate deployment in thirds like standard kill team
  • Team Rule: Each team has a unique team rule special to that faction
  • Initiative: Rolled at the start of the game and at the beginning of every new turning point.
  • Command Point Economy:
    • The player who wins initiative receives 4 CP.
    • The player who loses initiative receives 5 CP
    • CP are spent on stratagems

Rules & Modifications

1. Squad Activations

Squads must maintain formation, staying no further than 3 inches from another squadmate. Squads activate together.

2. Control Zones

Units do not possess control zones allowing for fluid movement across board without limitation, including point blank shooting and retreats without penalty

3. To Keep Pace - Synchronized rollouts

When attacking with multiple units using same ranged or melee weapons,dice are pooled. The other player will also pool save dice. Works in conjuction with cover saves and armor peircing

4. To Keep Pace - Double activations

To further increase pace of game, if activations between players are even, each player can do 2 activations of standard units in a single turn.

5. Unit Hierarchy

Units are labeled as Boss, leader, standard unit and vehicle.

6. Equipment

Razor wire, ladders, large and small barricades, etc., can be deployed on your entire half of the board including on terrain, and placement is alternated at the beginning of the game aside from ladders which can be placed at any time.


When Attacking

1. Ranged attacks

Unless blast, attack only one model. Excess damage does not spill over to rest of squad.

2. Melee attacks

Melee attacks when squad vs squad deal damage to entire squad. As damage is dealt to squad, models are removed as damage is dealt.

3. Split Fire

You can target different enemies during the same activations in situations like Bolter discipline and different squad members

4. Cover and Height

While in cover you are granted an auto cover save. When attacking from an elevated position, you are granted an auto hit.


To Victory!

  • Victory Target: The game ends immediately when a player reaches 21 VP or when an entire enemy team is wiped out (unless otherwise specified)
  • Round 1 Restriction: Just like standard Kill Team, no Victory Points can be scored from objectives during the first turning point.
  • Standard Objectives: Objectives are captured at the end of the turning point by the player with the most squads on the objective. Captures are worth +5VP.
  • Kill Op (Bonus VPs):
    • Leader Kills: +1 VP
    • Boss Kills: +2 VP
    • Total Team Wipe: +5 VP
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Composition

'Ardmob Orks Roster (v1)

Army Overview

  • Total Models: 38
  • Total Activations: 16
  • Composition: 4 Leaders, 30 Standard Units, 2 Vehicles

Leaders (6 Units / 4 Activations)

  • Boss Squad: Ork Warboss and Banner Nob
  • Weirdboy
  • Painboy with Grot Orderly
  • Bigboss

Standard Units (30 Units / 10 Activations)

  • 8 Boyz Squad: 2 Boyz, 1 Grot
  • 2 Nob Squads: 1 Nob, 1 Boy, 1 Grot (per squad)

Vehicles (2 Units / 2 Activations)

  • Big Mek Dakka Rig
  • Wartrakk

Team Rule

  • WAAAGH! Once per game, a WAAAGH! can be called. All ork units activated or not move an additional 5" at once. Can be called at anytime during ork players turn. Player MUST yell WAAAGH! for this to count.






Ork Stratagems

Universal Stratagems - 1CP

  • Command Reroll: Reroll 1 dice
  • Tank Shock: If vehicle moves into an enemy unit and engages in melee, deal 4 damage
  • Rapid Ingress: D6 inches for extra movement of any unit

Team Stratagems - 1CP

  • Reinforce: One standard squad comes back to edge of board and displays a ready token.
  • Just a Scratch: Allows any Ork unit to avoid taking any damage from a single attack.
  • Green Tide: Move standard Ork unit an additional 4".

Team Stratagems - 2CP

  • Dakka Dash: Allow one standard unit/squad a free dash and shoot action.
  • Blitza Fire: Roll and extra 2 dice for either attack or save
  • More gitz over here!: Reinforce a standard squad to any friendly squad already on the board and display a ready token

Ultimate Stratagems - 3CP

  • Keep the Pressure Boyz!: Upgrade up to three success rolls to critical rolls (either attack or save)
Common Abilities and Options

Krumpin' Time:
Can perform two fight actions during activation

Dakka Dakka:
Can perform two shoot actions

Nob Inspiration:
While the nob is in a squad with grot and boy, all squad members are awarded 3APL and have a +1 to save value.

Deadly Demise:
Upon death, roll D6. On 6, this vehicle explodes dealing D6 damage to every model that is within 4"

Vehicle:
All vehicle units are always on engage and do not receive cover bonuses

War Boss
A 3
M 8"
S 3+
W 22
Weapons
ATK
HIT
DMG
Kustom Shoota (Range 18", Armor Piercing)
6
3+
3/4
Kustom Choppa (Melee)
5
3+
4/6
Abilities
Krumpin' TimeMight is Right!

Might is Right!: Add plus 1 to all dice rolls for melee attacks

32Leader
Banner Nob
A 3
M 8"
S 4+
W 18
Weapons
ATK
HIT
DMG
Shoota (Range 18")
5
4+
3/4
Choppa (Melee)
4
3+
4/5
Abilities
Waaagh! banner

Waaagh! banner: All standard units within 5" can reroll 1 failed attack or save dice

32Leader
Big Boss w/Two handed choppa
A 3
M 8"
S 4+
W 18
Weapons
ATK
HIT
DMG
Slugga (Range 8", Blast 1")
5
3+
3/4
Two Handed Big Choppa (Melee, Stunning)
5
3+
5/6
Abilities
Formidably ToughKrumpin' Time

Formidably Tough: All enemy critical attacks and critical saves are downgraded to a roll of 5

32Leader
Weirdboy
A 3
M 8"
S 4+
W 16
Weapons
ATK
HIT
DMG
'eadbanger (Range 18", Armor Piercing, Stunning)
4
4+
3/6
Waaagh! staff (Melee)
4
4+
3/4
Abilities
2AP: Da Jump

Da Jump (2AP): Hazardous Psychic teleport. Roll single dice

  • On 1, unit takes 2 damage

  • On 2+, unit can teleport to any friendly unit anywhere on the board with or without a nearby squad within 5"

32Leader
Painboy w/Grot Orderly
A 3
M 8"
S 4+
W 16
Weapons
ATK
HIT
DMG
D'urty Syringe Shoota (Range 10")
3
3+
3/4
Grot Scalpel (Melee)
4
4+
3/4
Abilities
1AP: Field Surgery

Field Surgery (1AP): Any friendly non vehicle unit within 5" has the chance of being healed. Can be done max of 2 times per activation. Roll single dice.

  • On 1, targeted unit takes one damage instead
  • On 2-5, targeted unit is healed 6 health
  • On 6, targeted unit is healed 8 health
32Standard Unit
Boy
A 2
M 8"
S 5+
W 12
Weapons
ATK
HIT
DMG
Shoota (Range 18")
5
5+
3/4
Dynamite (Range 6", Blast 1", 2APL)
5
4+
4/5
Choppa (Melee)
4
4+
4/5
32Standard Unit
Grot
A 2
M 8"
S 5+
W 5
Weapons
ATK
HIT
DMG
Grot Cannon (10")
4
5+
2/3
Grot Choppa (Melee)
3
4+
1/3
Abilities
Grot Meat Shield

Grot Meat Shield: While in squad, the grot can be thrown into incoming fire or melee attacks absorbing any and all damage. Excess damage dealt does not spill over to rest of squad.

32Standard Unit
Rokkit Launcha Nob
A 3
M 8"
S 4+
W 16
Weapons
ATK
HIT
DMG
Kombi-shoota (Range 18")
5
4+
3/4
Kombi-rokkit launcha
Frag (Range 8", Blast 1")
5
5+
3/5
Krak (Range 8", Armor Piercing)
5
4+
3/5
Big Choppa (Melee)
5
3+
4/5
Abilities
Dakka DakkaNob Inspiration
32Standard Unit
Machine Gunna Nob
A 3
M 8"
S 4+
W 16
Weapons
ATK
HIT
DMG
Kustom Machine Gun (Range 18", Saturate)
6
4+
3/4
Big Choppa (Melee)
5
3+
4/5
Abilities
Dakka DakkaNob Inspiration
32Standard Unit
Wartrakk
A 3
M 12"
S 4+
W 20
Weapons
ATK
HIT
DMG
Kustom Shoota (Range 18")
4
4+
3/5
Rokkit Launcha
Frag Rokkits (Range 8", Blast 2", Saturate)
6
5+
3/5
Krak Rokkits (Range 8", Armor Piercing)
6
4+
3/5
Choppas (Melee)
4
3+
4/5
Abilities
Dakka Dakka Dakka DakkaDeadly Demise
Options
Vehicle

Dakka Dakka Dakka Dakka: First attack with any weapon is 1AP. Second attack with any weapon costs 2AP.

32Vehicle
Big Mek Dakkarig
A 3
M 8"
S 3+
W 24
Weapons
ATK
HIT
DMG
Blitzkannon (Range 18", Stunning)
10
5+
2/3
Rokkit Launcha
Frag Rokkits (Range 8", Blast 2", Saturate)
6
5+
3/5
Krak Rokkits (Range 8", Armor Piercing)
6
4+
3/5
Stompy Feet (Melee)
5
3+
4/5
Abilities
Assault Dakka DakkaDeadly DemiseSkrap Mekanik
Options
Vehicle

Assault Dakka Dakka: Can shoot twice and perform normal move in any order during its activation.

Skrap Mekanik: After ork vehicle takes damage, roll D6.

  • If 5, recover 1 health.
  • If 6, recover 2 health.
32Vehicle
Equipment
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 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.