JDs Ork NPOs

Homebrew (Unpublished) by iammetalman
Composition
Common Abilities and Options

Behaviour - Battler/Guardian:
#### Battler

This NPO will move towards the enemy to fight them, but will shoot if the need arises. When activated, if it's a NEMESIS NPO or will perform the Fight, Charge or Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  1. Fight.
  2. Charge the closest player operative via the shortest possible route.
  3. Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this).
  4. Shoot.
  5. Dash towards the closest player operative, to cover if possible.

Guardian

This NPO will shoot the enemy as a priority, but will fight if the need arises. When activated, if it's a NEMESIS NPO or will perform the Fight, Charge or Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  1. Fight.
  2. Shoot.
  3. Charge the closest player operative that's within 4" of it via the shortest possible route.
  4. Reposition. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission (a subsequent Dash action can fulfil these).
  5. Dash. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission.

Weapon Options:
This NPO has either a slugga and choppa or a shoota and fists. 1 in 5 can have their shoota replaced with a ranged weapon marked with an asterisk (*).

Boyz
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Big shoota (Hvy(Repos), Punishing, Tor1")
5
5+
4/5
Rokkit launcha (Blast 1", Hvy(Repos), Punishing)
6
5+
4/5
Shoota (Punishing)
4
5+
3/4
Slugga
3
5+
3/4
Choppa (Punishing)
4
3+
3/4
Fists
3
3+
2/3
Abilities
Behaviour - Battler/GuardianWeapon Options
32ORK
Nob
A 3
M 6"
S 5+
W 16
Weapons
ATK
HIT
DMG
Kustom shoota
5
5+
3/4
Big choppa (Brutal, Shock)
5
3+
5/6
Power klaw
4
3+
5/7
Abilities
Behaviour - BattlerTwo ActionsWeapon Options

Behaviour - Battler: This NPO will move towards the enemy to fight them, but will shoot if the need arises. When activated, if it's a NEMESIS NPO or will perform the Fight, Charge or Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  1. Fight.
  2. Charge the closest player operative via the shortest possible route.
  3. Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this).
  4. Shoot.
  5. Dash towards the closest player operative, to cover if possible.

Two Actions: This NPO can perform two Fight or two Shoot actions during each of its activations.

32ORK
Beast Snagger Boyz
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Big shoota (Hvy(Repos), Punishing, Tor1")
5
5+
4/5
Rokkit launcha (Blast 1", Hvy(Repos), Punishing)
6
5+
4/5
Shoota (Punishing)
4
5+
3/4
Slugga
3
5+
3/4
Choppa (Punishing)
4
3+
3/4
Fists
3
3+
2/3
Abilities
Behaviour - Battler/GuardianWeapon Options
32ORK
Beast Snagger Nob
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Big shoota (Hvy(Repos), Punishing, Tor1")
5
5+
4/5
Rokkit launcha (Blast 1", Hvy(Repos), Punishing)
6
5+
4/5
Shoota (Punishing)
4
5+
3/4
Slugga
3
5+
3/4
Choppa (Punishing)
4
3+
3/4
Fists
3
3+
2/3
32ORK
Gretchin
A 2
M 6"
S 6+
W 5
Weapons
ATK
HIT
DMG
Grot blasta (Rng8")
4
4+
2/3
Grot knife
3
5+
2/3
Abilities
RuntherdSmall

Runtherd: While Gretchin NPOs are within 2" of friendly Runtheard operatives add 1 extra attack to their weapons.

Small: Whenever this NPO has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

25ORK, NPO
Runtheard
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Slugga
3
5+
3/4
Grabba Stikk (Punishing)
4
3+
3/4
Sqigg Bite
3
4+
2/3
Abilities
Gretchin Trainer

Gretchin Trainer: Friendly Gretchin NPOs within 2” of this model gain 1 extra attack to their weapons

32ORK, NPO
Warboss in Mega Armour
A 3
M 6"
S 4+
W 35
Weapons
ATK
HIT
DMG
Atomic Disassembler (Rng 8", Dev 3, Prc2)
5
4+
4/2
Eradicator Glove (Brutal, Shock, Stun)
4
4+
5/7
Abilities
BehaviorBulkyExtra DefenceMega Armour

Behavior: This NPO will shoot the closest player operative as a priority, but will fight if the need arises and shoot other NPOs. When activated, if it will perform the Fight or Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  1. Fight.
  2. Shoot the closest player operative.
  3. Charge the closest operative with less than 10 wounds remaining.
  4. Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this).
  5. Shoot the closest NPO.
  6. Dash towards the closest player operative, to cover if possible.

Bulky: - This operative cannot be placed on Vantage terrain higher than 2" from the killzone floor.

  • Whenever this operative would perform the Fight action, the distance requirements of its control range can be changed to 1" horizontally and 4" vertically until the end of that action.
  • This operative can move through other operatives (excluding NEMESIS operatives).
  • Ignore all changes to this operative’s APL and if it’s a player operative, APL changes don’t affect the 5AP you can spend per turning point.

Extra Defence: Whenever an operative is shooting this operative, collect and roll one additional defence dice, unless this operative is injured.

Mega Armour: Whenever an operative is shooting this NPO:

  • Ignore the Piercing weapon rule.
  • Normal and Critical Dmg of 4 or more inflicts 1 less damage on this operative.
  • This NPO can benefit from the effects of the Extra Defence core rule regardless of being injured (this takes precedence over that rule).
50NEMESIS, ORK, NPO, WARBOSS, MEGA ARMOUR
Squighog Boyz
A 2
M 6"
S 4+
W 10
32ORK, NPO
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.


Infiltration: Track Enemy

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

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


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

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


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.