Ork Waagh

Homebrew (Unpublished) by TruckDriggle
Composition
Common Abilities and Options

Available Equipment:
- Stikkbomb

  • Eavy Armour
  • Drum Mag
  • Targetin' Fing
  • Choppa
  • Bosspole

Krumpin’ Time:
This operative can perform two Fight actions during its activation

Throat Slittaz:
Each friendly KOMMANDO operative can perform the Charge action while it has a Conceal order.

Tanked Up:
The first time a friendly WRECKA operative that has an Engage order performs either the Charge, Shoot, or Fight action (excluding Guard), during each of its activations/counteractions, add 1 to its APL stat until the start of its next activation.

Natural Strength:
Once per turning point for each friendly BEAST SNAGGA; on a roll of a 5+; when fighting or retaliating and in the Resolve Attack Dice step, you can ignore the damage inflicted on it from one normal success.

Thundering Stampede:
When charging, this operative gains an addtional 1" of movement for the Charge action.

CORE
A 0
M 0"
S 1+
W 1
Weapons
ATK
HIT
DMG
New Weapon
1
1+
0/0
Abilities
WAAAAAAGH!
Options
DAKKA! DAKKA! DAKKA! (Strategy Ploy)KRUMP 'EM (Strategy Ploy)JUST A SCRATCH (Tactical Ploy)FUEL RUPTCHA (Tactical Ploy)

WAAAAAAGH!: Whenever a friendly ORK or GROT operative is shooting, fighting, or retaliating, in the Roll Attack Dice step:

  • For each attack die result of 6 you retain, you gain one Waaagh point
  • You can spend up to 2 of your Waaagh points. For each point you spend this way, retain one of your fails as a normal success instead of discarding it
  • You can gain and spend Waaagh points during the same action and can do so in an order of your choice, unless you started the action with 6, in which case you can only spend them. If you start an action with 6 Wrecka points, you cannot gain any more during that action.

DAKKA! DAKKA! DAKKA! (Strategy Ploy): Friendly ORK or GROT 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.

KRUMP 'EM (Strategy Ploy): Friendly ORK or GROT operatives' melee 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.

JUST A SCRATCH (Tactical Ploy): Use this tactical ploy when an attack die inflicts Normal dmg on a friendly ORK or GROT operative. Ignore that inflicted damage.

FUEL RUPTCHA (Tactical Ploy): Use this tactical ploy when a ORK or GROT operative with either a Burna or a Skorcha weapon is incapacitated. All Operatives within 1” take d3+2 damage.

32
Warboss
A 3
M 6"
S 4+
W 16
Weapons
ATK
HIT
DMG
Kustom-Shoota (Lethal 5+)
4
3+
4/5
Shoota
4
3+
3/4
Kombi-Rokkit (Lim1, Prc1)
5
3+
4/5
Kombi-Skorcha (Lim1, Rng 8'', Tor 2'', Bal)
6
2+
3/3
Big Choppa
5
2+
5/6
Power Klaw (Brutal, Shock)
4
2+
5/7
Abilities
’Ere We Go, Waaagh!Da Biggest BossStrategise (1 AP)

’Ere We Go, Waaagh!: Friendly ORK or GROT operatives within 6'' of this operative add 4'' when they charge instead of 2''.

Da Biggest Boss: Whenever this operative performs the Shoot or Fight action (excluding Guard), you gain 2 Waaagh Point.

Strategise (1 AP): You gain 1CP. This operative cannot perform this action while within 3'' of an enemy operative. In addition you can spend 1 Waaagh Point to gain 1 additional CP

32WARBOSS, ORK, INFANTRY, LEADER, LORD, COMMANDER
Weirdboy
A 3
M 6"
S 6+
W 16
Weapons
ATK
HIT
DMG
Slugga (Rng 8'')
4
4+
3/4
Fist of Gork (Blast 3'', Seek Light)
4
3+
3/5
'Eadbanger (Prc 1, 'Eadpopper)
3
3+
3/4
Staff
5
3+
3/4
Abilities
Da JumpManifest Psychic Power (1AP)

Da Jump: This operative and other friendly ORK or GRETCHIN operative wholly within 3'' of it can perform a repostition and a charge action in the same turn.

Manifest Psychic Power (1AP): Roll one D6: on a 1-2, that friendly operative suffers D3 mortal wounds; on a 3+, select one psychic power from the list below to be resolved. You cannot select a psychic power that you have already resolved during this Turning Point.

  • Fist Of Gork
  • 'Eadbanger
  • Da Jump
32WEIRDBOY, ORK, INFANTRY, LEADER, LORD, PSYKER
Boss Nob [20R]
A 3
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Slugga (Rng 8'')
4
5+
3/4
Shoota
4
5+
3/4
Kombi-Rokkit (Lim1, Prc1)
5
5+
4/5
Kombi-Skorcha (Lim1, Rng 8'', Tor 2'')
6
2+
3/3
Big Choppa
5
3+
5/6
Fists
3
2+
3/4
Kill Saw (Rending)
5
3+
5/6
Power Klaw (Brutal, Shock)
4
3+
5/7
Abilities
Available EquipmentGet It DunKrumpin’ Time
Options
GET STUCK IN! (Strategy Ploy)GREENTIDE (Strategy Ploy)GET'EM (Strategy Ploy)DATS OUR LOOT! (Strategy Ploy)SHOO 'EM GOOD (Tactical Ploy)KORNERED AN' KRUMPED (Tactical Ploy)MORE FOIGHTIN! (Tactical Ploy)LOIGHT 'EM UP (Tactical Ploy)

Get It Dun: - Select one other friendly ORK operative (excluding BOMB SQUIG) visible to and within 6" of this operative. 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, or while counteracting.

GET STUCK IN! (Strategy Ploy): Until the end of the Turning Point, each time a friendly BOY operative performs a Fight action, in the Roll Attack Dice step of that combat, you can re-roll one of your attack dice.

GREENTIDE (Strategy Ploy): Whenever a friendly BOY operative is shooting, fighting or retaliating, in the Roll Attack Dice step: For each attack dice result of 5+ you retain, you gain one Waaagh point.

GET'EM (Strategy Ploy): Until the end of the Turning Point, each time a shooting attack is completed against a friendly BOY operative, that operative may perform a free Dash action.

DATS OUR LOOT! (Strategy Ploy): While within control range of an objective marker or when selecting a target within control range of an objective marker; friendly BOY and LOOTA operatives ranged weapons gain Ceaseless. if they already have Ceaseless, they gain Relentless instead.

SHOO 'EM GOOD (Tactical Ploy): Use this Tactical Ploy after making a shooting attack with a friendly BOY operative in which the target did not lose any wounds. Repeat that shooting attack.

KORNERED AN' KRUMPED (Tactical Ploy): Use this tactical ploy when an enemy operative is performing a Fallback action, before it moves, you can strike it with 1 attack die of a friendly operative's melee weapon that is within control range of that enemy operative (roll for it).

MORE FOIGHTIN! (Tactical Ploy): Use this tactical ploy when an enemy operative is incapacitated. You gain 2 Waaagh points

LOIGHT 'EM UP (Tactical Ploy): Use this tactical ploy during a LOOTA operatives activation. If it does not perform a Fight action during that activation, it can perform two Shoot actions during that activation.

32BOY, ORK, INFANTRY, LEADER
Boss Nob [20R]
A 3
M 6"
S 5+
W 14
Weapons
ATK
HIT
DMG
Skobed Slugga (Lethal 5+, Rng 10'')
4
5+
3/4
Big Choppa
5
3+
5/6
Power Klaw (Brutal, Shock)
4
3+
5/7
Abilities
Available EquipmentKrumpin’ TimeThroat Slittaz
Options
SSSSHHHH! (Strategy Ploy)SKULK ABOUT (Strategy Ploy)GUERILLA WAAAGH (Strategy Ploy)EMBEDDED GIT (Strategy Ploy)SHAKE IT OFF (Tactical Ploy)KUNNIN’ BUT BRUTAL (Tactical Ploy)KRUMP ’EM! (Tactical Ploy)SNEAKY GIT (Tactical Ploy)

SSSSHHHH! (Strategy Ploy): Each friendly KOMMANDO operative that’s not a valid target for enemy operatives, or has a Conceal order and is more than 6" from enemy operatives, can immediately perform a free Dash action. You cannot use this ploy during the first turning point.

SKULK ABOUT (Strategy Ploy): Whenever an enemy operative is shooting a friendly KOMMANDO operative that has a Conceal order, you can retain one of your defence dice as a normal success without rolling it (in addition to a cover save, if any).

GUERILLA WAAAGH (Strategy Ploy): Friendly KOMMANDO operatives can perform the following unique action:

Guerrila Waaagh (1 AP): Change this operative’s order.

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

EMBEDDED GIT (Strategy Ploy): Whenever an operative is shooting a friendly KOMMANDO operative that has a Conceal order, if Light terrain is intervening, that friendly operative is obscured (unless the intervening Light terrain is within 1" of either operative).

SHAKE IT OFF (Tactical Ploy): Use this tactical ploy when a friendly KOMMANDO operative is activated, or when its APL stat is changed. Until the start of the next turning point, you can ignore any changes to its APL stat.

KUNNIN’ BUT BRUTAL (Tactical Ploy): Use this tactical ploy when a friendly KOMMANDO operative that has a Conceal order is fighting during an activation in which it performed the Charge action, you’re resolving the first attack dice, and it’s a strike with a normal success. Treat that normal success as a critical success instead.

KRUMP ’EM! (Tactical Ploy): Use this tactical ploy at the end of the Firefight phase. Select one friendly KOMMANDO operative. It can immediately perform a free Fight action.

SNEAKY GIT (Tactical Ploy): Use this Tactical Ploy in the Set Up Operatives step of the mission sequence. Select one friendly KOMMANDO operative. That operative can be set up with a Conceal order anywhere on the battlefield that is within of Heavy terrain and more than from enemy operatives and the enemy drop zone. You can only use it once per battle, and that operative cannot have its order changed in the first Turning Point (i.e. from the Infiltrate scouting option).

32KOMMANDO, ORK, INFANTRY, LEADER
Wrecka Nob [35R]
A 2
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Rokkit Pistol (Range 8", Blast 1")
6
5+
4/5
Two Rokkit Pistol
Focused (Range 8", Blast 1", Ceaseless)
6
4+
4/5
Salvo (Range 8", Blast 1", Salvo*)
6
5+
4/5
Choppaa
4
3+
4/5
Smash Hammer (Brutal)
4
3+
5/6
Abilities
Available EquipmentSalvoTanked UpWrecka Boss
Options
TUFF GITZ (Strategy Ploy)DESTRUCTION (Strategy Ploy)AMPED UP (Strategy Ploy)SCRAP ARMOUR (Strategy Ploy)PROPPA SCRAP (Tactical Ploy)KABOOM! (Tactical Ploy)DEMOLITION JOB (Tactical Ploy)COMPETITIVE STREAK (Tactical Ploy)

Salvo: Select up to two different valid targets that aren’t within control range of friendly operatives. Shoot with this weapon against both primary targets in an order of your choice, then against all remaining secondary targets in the same manner (roll each sequence separately). Each target (primary and secondary) cannot be shot more than once during the action.

Wrecka Boss: Whenever this operative performs the Shoot or Fight action (excluding Guard), you gain 1 Waagh Point.

TUFF GITZ (Strategy Ploy): Whenever an operative is shooting a friendly WRECKA operative that has an Engage order, you can re-roll one of your defence dice.

DESTRUCTION (Strategy Ploy): Friendly WRECKA operatives’ ranged weapons have the Saturate weapon rule.

AMPED UP (Strategy Ploy): Each friendly WRECKA operative that has an Engage order can immediately regain up to D3+1 lost wounds (roll separately for each).

SCRAP ARMOUR (Strategy Ploy): Whenever an enemy operative is shooting a WRECKA operative, or this operative is fighting or retaliating, your opponent cannot retain attack dice results of less than 6 as critical successes.

PROPPA SCRAP (Tactical Ploy): Use this tactical ploy during a friendly WRECKA operative’s activation. During that activation, that operative can perform two FIGHT actions.

KABOOM! (Tactical Ploy): Use this tactical ploy when a friendly WRECKA operative performs the Shoot action and a weapon with the Blast weapon rule is selected. Until the end of that action, add 1" to that weapon’s Blast and it has the Severe weapon rule when shooting the primary target.

DEMOLITION JOB (Tactical Ploy): Use this tactical ploy after a friendly WRECKA operative performs the Shoot or Fight action, just before incapacitated operatives are removed (if any). Place one of your Demolition markers within the target’s control range (if it’s using a Blast weapon, the primary target). Whenever a friendly WRECKA operative is shooting against, fighting against or retaliating against an operative that’s within 3" of that marker, you can spend a Waaagh point for free (even if you have none). In the Ready step of the next Strategy phase, remove that marker.

COMPETITIVE STREAK (Tactical Ploy): Once per Shoot action, if a WRECKA operative shoots an enemy operative that another WRECKA operative has already shot during this turning point, you gain 1 Waaagh point. Determine this when you select a valid target, but you can include any secondary targets when doing

32WRECKA, ORK, ELITE, LEADER
Squighog Nob [35R]
A 3
M 8"
S 4+
W 20
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
3+
3/4
Beastchoppa and Squighog Maw (Rnd, Brutal)
5
2+
5/6
Beast Snagga Klaw and Squighog Maw (Rnd, Brutal, Shock)
5
3+
5/7
Abilities
Available EquipmentNatural StrengthThundering Stampede
Options
KRUSHIN' MASS (Strategy Ploy)GRAB 'EM (Strategy Ploy)EXPERT WRANGLAS (Strategy Ploy)CHARGIN' IN (Strategy Ploy)ONE LAST HUNT (Tactical Ploy)BRUTAL LUNGE (Tactical Ploy)APEX PREDATOR (Tactical Ploy)MONSTA HUNTA (Tactical Ploy)

KRUSHIN' MASS (Strategy Ploy): Whenever a friendly SQUIGHOG BOY operative finishes a Charge action, roll a stun test for a single enemy operative within its control range. For an operative to take a stun test, roll one D6: on a 4+, subtract 1 from its APL stat until the end of its next activation.

GRAB 'EM (Strategy Ploy): Friendly BEAST SNAGGA operatives can perform a free Pick Up Marker or Place Marker action when they perform a Reposition or Dash action. During that move, you can determine control of that marker during that action, and any remaining move distance it had from the Dash or Reposition action can be used after it does so.

EXPERT WRANGLAS (Strategy Ploy): Friendly BEAST SNAGGA operatives ignore the movement changes from being injured.

CHARGIN' IN (Strategy Ploy): Each friendly BEAST SNAGGA operative wholly within your territory can immediately perform a free Dash action, but it must end its move closer to your opponent's territory.

ONE LAST HUNT (Tactical Ploy): Use this Tactical Ploy when a friendly BEAST SNAGGAS operative is incapacitated in combat by an enemy operative. Before that friendly operative is removed from the killzone, you can strike with one of your remaining attack dice before it’s removed from the killzone.

BRUTAL LUNGE (Tactical Ploy): Use this Tactical ploy after a friendly BEAST SNAGGAS operative performs the Fight action, if it’s no longer within control range of enemy operatives. That friendly operative can immediately perform a free Charge action (even if it’s already performed the Charge action during that activation), but cannot move more than 3" during that action.

APEX PREDATOR (Tactical Ploy): Use this Tactical ploy during a friendly BEAST SNAGGAS operative's activation. During that activation, that operative can perform two Fight actions. Subtract 2 from your Waaagh points.

MONSTA HUNTA (Tactical Ploy): Use this Tactical ploy when a BEAST SNAGGAS operative is fighting an enemy operative with equal or more wounds; they get the Severe and Balanced weapon rule.

32BEAST SNAGGA, ORK, ELITE, LEADER
Head Honcho Grot [10R]
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Kustom Shoota (Rng 8", Seek(light), Severe,)
4
3+
3/4
Broken Chainsword (Stun, Brutal)
4
3+
3/5
Abilities
Available EquipmentFollo' My Lead (1 AP)For Da Revoloushun!!!!! (1 AP)
Options
GUERILLA TAKTEEK (Strategy Ploy)SNEAKY TAKTEEK (Strategy Ploy)UN FO' ALL, ALL FO' UN (Strategy Ploy)BULKY GIT (Strategy Ploy)UNTIL DA LAS' OF UZ (Tactical Ploy)DIRTY CHOPPA (Tactical Ploy)GROT R GOOD AT LOSIN (Tactical Ploy)SCRAM! (Tactical Ploy)

Follo' My Lead (1 AP): select up to 2 other friendly ready GROT operative visible and within 8" of this operative. They must make a free dash action and must finish their action closer as possible of this operative.

For Da Revoloushun!!!!! (1 AP): - SUPPORT Select 1 other ready friendly GROT operative visible to and whitin 8" of this operative then choose one:

  • That operative can immediately perform a free charge action. or That operative can immediatly perform a free shoot action

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

GUERILLA TAKTEEK (Strategy Ploy): Whenever a friendly GROT operative performs a dash action, you can change his order to conceal.

SNEAKY TAKTEEK (Strategy Ploy): Whenever a friendly DA KOMMITTEE operative has a Conceal order and is in Cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Vantage terrain) except being within 2".

UN FO' ALL, ALL FO' UN (Strategy Ploy): Until the end of the turning point GROT operatives (excluding KILLA KAN) gain the Group Activation rule.

BULKY GIT (Strategy Ploy): Until the end of the turning point KILLA KAN operatives gain 3 APL

UNTIL DA LAS' OF UZ (Tactical Ploy): If a friendly HEAD HONCHO or a GRETCHIN with the keyword Leader operative is incapacitated and removed from the killzone, you can use this tactical ploy. If you do, until the end of the battle, this operative can use FOR DA REVOLOUSHAUN for 1 AP and add the keyword LEADER. You can only have one leader at the same time.

DIRTY CHOPPA (Tactical Ploy): Use this Tactical Ploy when a friendly GROT operative is fighting with a Grot Choppa and strikes with a normal success. Inflict D3 additional damage.

GROT R GOOD AT LOSIN (Tactical Ploy): Whenever a friendly GROT is incapacitated, you can use this ploy to gain a Waaagh Point.

SCRAM! (Tactical Ploy): Whenever a friendly GROT operative is selected as a valid target for a fight or ranged attack, you can use this Tactical ploy. Each other friendly GROT operative in the control range of that operative can perform a free dash action or a free fall back action(you cannot fall back more than 3"). It can’t move within control range of enemy operatives.

32GROT, SWARM, LEADER
Killa Kan [20R]
A 2
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
Big Shoota
Sweeping (Tor 1'', Ceaseless)
6
4+
2/3
Focused (Prccrits1, Ceaseless)
6
4+
3/4
Skorcha
Melta (Dev3, Prc2, Rng 6'')
5
3+
3/3
Burna (Rng 6'', Sat, Tor 2'')
5
2+
3/3
Rokkit Laucha
Frag (Heavy, Blast 2'')
4
3+
3/5
Krak (Heavy, , Prc1)
4
3+
5/6
Killa Saw (Rending)
4
3+
5/7
32KILLA KAN, GROT, ELITE
Boy [15R]
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Shoota
4
5+
3/4
Slugga (Rng 8'')
4
5+
3/4
Big Shoota (Tor 1'')
6
5+
2/3
Rokkit Launcha
Mobile (Prc1, Blast 1'')
5
5+
4/5
Aimed (Prc1, Blast 1'', Ceaseless, Hvy (Dash))
5
5+
4/5
Fists
3
3+
3/4
Choppa
4
3+
4/5
Abilities
A Good FoightAvailable Equipment

A Good Foight: When an operative with this rule is fighting an enemy operative with equal or more wounds, they get the Severe and Balanced weapon rule.

32BOY, ORK, INFANTRY
[15R]
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Slugga (Rng 8'')
4
4+
3/4
Burna (Rng 8'', Sat, Tor 2'')
4
2+
3/3
Shokka Pistol (Range 8", Devastating 2, Severe, Stun)
6
4+
1/0
Dakka Shoota
Short Range (Range 9", Ceaseless)
5
4+
3/4
Long Range
5
4+
3/4
Rokkit Launcha
Default (Prc1, Blast 1'')
5
4+
3/4
Profile (Prc1, Blast 1'', Ceaseless, Hvy (Dash))
5
4+
3/4
Scoped Big Shoota
Aimed (Devastating 2, Heavy)
5
3+
3/3
Sweeping (Heavy (Dash only), Torrent 1")
5
3+
3/4
Choppa
4
3+
4/5
Fists
3
3+
3/4
Breacha Ram (Brutal, Severe, Shock)
4
4+
5/5
Abilities
Available EquipmentThroat Slittaz
32KOMMANDO, ORK, INFANTRY
Loota [20R]
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Deffgun
5
3+
4/6
Big Shoota (Ceaseless, Tor 1'')
6
3+
2/3
Kustom Mega-blasta (Prc2, Hot)
4
3+
5/6
Burna (Rng 8'', Sat, Tor 2'', Bal)
5
2+
3/3
Fists
3
3+
3/4
Abilities
Available EquipmentDakka Dash (1 AP)

Dakka Dash (1 AP): Perform a free Shoot action and free Dash action with this operative in any order.

32LOOTA, ORK, INFANTRY
Beast Snagga Boy [15R]
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
5+
3/4
Thump Gun
Frag (Blast 2")
5
4+
2/4
Krak (Prc1)
5
4+
4/5
Choppa
4
3+
4/5
Abilities
Available EquipmentNatural StrengthPrimal Instinct

Primal Instinct: After resolving an enemy shooting attack against them, each friendly BEAST SNAGGA operative (excluding SQUIGHOG BOY) can perform a free 2" reposition in any direction.

32BEAST SNAGGA, ORK, INFANTRY
Wrecka Boy [30R]
A 2
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
Eavy Rokkit Launcha (Blast 1", Hvy(Dash))
6
4+
4/5
Rokkit Rack (Blast 2", Hvy(Repos), Lim 1, Relentless)
6
5+
4/5
Rokkit Launcha (Blast 1")
6
5+
4/5
Fists
3
3+
3/4
Knucklebustas (Brutal, Shock)
4
3+
5/6
Smash Hammer (Brutal)
4
3+
5/6
Tankhammer
Bash
4
3+
4/5
Detonate (Lethal 5+, Lim 1, Detonate)
4
4+
3/4
Abilities
Available EquipmentTanked Up
32WRECKA, ORK, ELITE
Squighog Boy [30R]
A 3
M 8"
S 4+
W 14
Weapons
ATK
HIT
DMG
Beastchoppa and Squighog Maw (Rnd, Brutal)
5
3+
5/6
Abilities
Available EquipmentNatural StrengthThundering Stampede
32BEAST SNAGGA, ORK, ELITE
Gretchin [5R]
A 2
M 6"
S 5+
W 6
Weapons
ATK
HIT
DMG
Gretchin Slugga (Rng 3'')
4
4+
2/3
Gretchin Shoota (Rng 8'')
4
4+
2/3
Scrawny Fists
3
5+
2/3
Gretchin Choppa
3
4+
3/4
Abilities
Available Equipment
32GROT, SWARM
Grot [7R]
A 2
M 6"
S 5+
W 5
Weapons
ATK
HIT
DMG
Grot Choppa
4
4+
3/4
Abilities
Available EquipmentSneaky ZoggerThroat Slittas

Sneaky Zogger: This operative cannot have an Engage order. Whenever this operative 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".

Throat Slittas: Each friendly KOMMANDO operative can perform the Charge action while it has a conceal order.

32KOMMANDO, GROT, SWARM
Bomb Squig [7R]
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Explosives (Blast 1", Limited 1, Explosive*)
6
4+
4/5
Bite
3
4+
4/5
Abilities
Boom!ExpendableExplosiveStoopid

Boom!: If this operative is incapacitated during a battle in which it hasn’t used its explosives, roll one D6, or two D6 if you wish. If any result is a 4+, this operative performs a free Shoot action with its explosives before it’s removed from the killzone.

Expendable: This operative is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).

Explosive: This operative can perform the Shoot action with this weapon while within control range of an enemy operative. Don’t select a valid target. Instead, this operative is always the primary target and cannot be in cover or obscured.

Stoopid: In the Firefight phase, whenever you determine this operative’s order, you cannot select Conceal. This operative cannot perform any actions other than Charge, Dash, Fight, Reposition and Shoot. It cannot use any weapons that aren’t on its datacard.

32SQUIG, SUPPORT
Equipment

Stikkbomb [2R]:
The operative is equipped with the following ranged weapon for the battle:

NameATKHITDMGWR
Stikkbomb43+2/4Lim, Sat, Blast 2'', Rng 6''

War Paint [3R]:
Once per Turning Point, whenever this operative is activated, you can use this rule. If you do, until the end of that activation, you can ignore any changes to that operative's stats from being injured (including its weapons' stats).


Choppa [2R]:
The operative is equipped with the following melee weapon for the battle:

NameATKHITDMGWR
Stikkbomb33+4/5

Drum Mag [2R]:
Select one shoota or big shoota this operative is equipped with. That weapon gains the Ceaseless special rule for the battle.


Kovert Git [3R]:
Roll one D3. As a STRATEGIC GAMBIT in the first turning point, a number of friendly GROT operatives equal to the result that are wholly within your drop zone can immediately perform a free Reposition action, but must end that move wholly within 3" of your drop zone.


Dynamite [4R]:
The operative is equipped with the following ranged weapon for the battle:

NameATKHITDMGWR
Dynamite43+5/6Lim, Sat, Blast 2'', Rng 6'', Piercing 1, Unwieldy

Kommspack [2R]:
The operative can perform the following action for the battle:

  • Listen In (1 AP): SUPPORT. Select one other friendly ORK operative visible to and within 6" of this operative. 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.

Doubl' Burna Bottle [3R]:
Doubl' Burna Bottle (1 AP): Select up to two valid targets. Shoot this weapon against both primary targets in an order of your choice, then against all remaining secondary targets in the same manner (roll each sequence separately).

NameATKHITDMGWR
Doubl' Burna Bottle54+2/2Sat, Blast 2''

Targetin' Fing [3R]:
Select one ranged weapon this operative is equipped with (excluding a burna or a ranged weapon with the Kombi special rule). Improve that weapon’s Ballistic Skill characteristic by 1 for the battle (to a maximum of 4+).


Engine Oil [2R]:
Once per turning point, when this operative is activated, you can use this rule. If you do, until the end of that activation, you can ignore any changes to that operative’s stats from being injured (including its weapons’ stats).


Beasthide Armour [3R]:
Once per turning point, when an operative is shooting this operative, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the x of the Piercing weapon rule by 1 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.


Stun Grenade [2R]:
The operative can perform the following action for the battle:

  • Stun Grenade (1 AP): Select one point on the battlefield within 6'' of this operative. Roll one D6 for each operative within 2'' of that point, subtracting 1 from the result if they are not Visible to this operative. On a 4+, subtract 1 from that operative’s APL. This operative can only perform this action once, and cannot perform this action if it is within the Engagement Range of an enemy operative.

Boss Pole [3R]:
Add 1 to the operative’s APL for the battle.


Climbing Rope [1R]:
The operative gains the following ability for the battle:

  • Climbing Rope:
  1. Each time this operative ascends or descends a terrain feature while climbing, the first vertical distance of up to 6'' it travels are counted as 2'' for that climb.
  2. This operative only needs to be within 1'' horizontally of a terrain feature in order to climb it.
  3. Each time this operative drops, the intended location can be any vertical distance from the level it occupies.
  4. Each time this operative drops, it counts any vertical distance it travels as half for that drop.

Harpoon [3R]:
The operative is equipped with the following ranged weapon for the battle:

NameATKHITDMGWR
Harpoon44+4/5Rng 6'', Stun

Sledgehammer [3R]:
The operative is equipped with the following melee weapon for the battle:

NameATKHITDMGWR
Sledgehammer43+4/4Stun

Throwing Knives [3R]:
The operative is equipped with the following ranged weapon for the battle:

NameATKHITDMGWR
Throwing Knives43+2/5Range 6'', Silent, Lim 2

Improvised Scope [2R]:
Whenever a friendly DA KOMMITTEE operative perform a shoot action, the maximum of their weapon range is increase by 4". Atfer the action, roll D6. On a 4+ the improsived Scope can't be used again for that ranged weapon.


Drill Rokkits [2R]:
Once per turning point, when this operative is performing the Shoot action and you select a rokkit launcha or ’eavy rokkit launcha, you can use this rule. If you do, until the end of that action, that weapon loses the Blast weapon rule but has the Piercing 1 weapon rule.


Purple Camo [2R]:
Once per battle, this operative can perform a mission action for 1 less AP.


Extra Armour [2R]:
Subtract 1" from the Move stat of this operative and improve their Save stat by 1.


'Eavy Armour [2R]:
Change the operative’s Save characteristic to 4+ for the battle.


Smoke Grenade [3R]:
The operative can perform the following action for the battle:

  • Smoke Grenade (1 AP): Place the centre of one Smoke token on a point within 6'' of this operative. That token creates an area of smoke with a 2'' radius and unlimited upward height (but not below) measured from the centre of that token. Until the end of the Turning Point, an operative is Obscured if every Cover line drawn to it crosses an area of smoke. This operative can only perform this action once, and cannot perform this action if it is within Engagement Range of an enemy operative.

Dok'z Tools [3R]:
The operative gains the MEDIC keyword until the start of the next battle and can perform the following action during the battle:

  • Dok'z Tools (1 AP): Select one friendly ORK operative within 1'' of and Visible to this operative. That operative regains 2D3 lost wounds. This operative cannot perform this action while within Engagement Range of enemy operatives.

Ploys
TacOps