Armageddon Orks

Homebrew by Piney_5

On the Planet Armageddon, millions of Orks have descended upon the hive world in an unending green tide, crashing against the steel walls of the Imperium in battles that consumed entire continents. Gargants strode across the ash wastes, Speed Freeks raced through burning highways, and endless mobs fought over every manufactorum, refinery, and hive district.

These Armageddon Orks are one such warband. Whether separated from the main Waaagh!, dispatched to seize a strategic objective, or simply chasing the promise of a better fight, they embody the relentless brutality that defined the invasion. They strike wherever resistance is weakest—or strongest—caring little for strategy beyond finding the next battle.

(This is a kill team based on the models found in the Warhammer 11th Edition Launch Box)

100% positive
Composition

This team consists of 10 operatives:

  • Warboss (counts as 3 selections)
  • Bigboss (counts as 2 selections)
  • Banner Nob (counts as 2 selections)
  • Painboy (counts as 2 selections)
  • Weirdboy (counts as 2 selections)
  • Boss Nob (counts as 2 selections)
  • Armageddon Boy with one of the following:
    • Shoota; Fists
    • Slugga; Choppa
    • Big Shoota; Fists*
  • Gretchin (counts as half of a selection)

Other than Armageddon Boy operatives, your kill team can only include each operative on this list once. Your kill team can only include up to two Gretchin operatives.

*Your kill team can only include up to 1 Big Shoota and must have at least 5 Armageddon Ork Boy operatives (excluding Painboy and Weirdboy) selected to include it.

Warboss
A 3
M 6”
S 4+
W 18
Weapons
ATK
HIT
DMG
Kustom Shoota (Piercing Crits 1)
5
4+
4/5
Kustom Choppa (Lethal 5+, Shock)
5
3+
5/6
Abilities
Faction Rule: Boss’s Orders!Faction Rule: THE WAAAGH!!!1AP: Get it Dun!Might Makes Right1AP: Throw ‘Em!

Faction Rule: Boss’s Orders!: In the Gambit Step of each turning point, a boss character can issue an order. Each order corresponds with the following abilities:

Krump 'Em: Whenever a friendly Armageddon Ork operative (excluding the Warboss) performs the Fight action, if both that friendly operative and the enemy operative that retaliated aren't incapacitated, that Armageddon Ork operative can immediately perform a free Fight action afterwards, but it must be the same enemy operative. This takes precedence over action restrictions, and you cannot perform more than two Fight actions in succession as a result of this rule.

Blast 'Em: Whenever a friendly Armageddon Ork operative (excluding the Warboss) performs the Shoot action, if both that friendly operative and the enemy operative that was the target of the shoot action aren't incapacitated, that Armageddon Ork operative can immediately perform a free Shoot action afterwards, but it must be the same enemy operative. This takes precedence over action restrictions, you cannot use this rule if you performed the Reposition and the Dash action and you cannot perform more than two Shoot actions in succession as a result of this rule.

Faction Rule: THE WAAAGH!!!: At the Ready Step of each Turning Point, you can choose to "Call the Waaagh!!!". "The Waaagh!!!" lasts the entire turning point and once it has been called, it cannot be called again. There are different kinds of Waaagh!!!s you can call but you can still only call one Waaagh!!! per battle. To call a Waaagh!!! you must first fufill it's criteria as only Orks who have proved themselves can call it.

Waaagh!!!: Condition: None.

Friendly Armageddon Ork operative's melee weapons have the balanced weapon rule.

WAAAGH!!!: Condition: The Warboss operative must have incapacited at least 1 operative during the battle and must still be alive.

Add 1 to the ATK of friendly Armageddon Ork operative's melee weapons (to a maximum of 5) and all friendly Armageddon Ork operative's melee weapons have the Balanced weapon rule.

Big Waaagh!!!: Condition: The Bigboss operative must have incapacited at least 1 operative during the battle and must still be alive.

Normal Dmg of 3 or more inflicts 1 less damage on friendly Armageddon Ork operatives this turning point. This is not cumulative with other rules. Additionally, all friendly Armageddon Ork operative's melee weapons have the Balanced weapon rule.

Banner Waaagh!!!: Condition: The Banner Nob operative must have incapacited at least 1 operative during the battle and must still be alive.

Whenever determining control of a marker, treat friendly Armageddon Ork operative’s APL stat as 2 higher (to a maximum of 4). Note this isn’t a change to its APL stat, so any changes are cumulative with this. Additionally, all friendly Armageddon Ork operative's melee weapons have the Balanced weapon rule

Pain Waaagh!!!: Condition: The Painboy operative must have incapacited at least 1 operative during the battle and must still be alive.

All friendly Armageddon Ork operatives heal D3+1 wounds and all friendly Armageddon Ork operative's melee weapons have the Balanced weapon rule.

Weird Waaagh!!!: Condition: The Weirdboy operative must have incapacited at least 1 operative during the battle and must still be alive.

All 3 Channeling the Warp abilities are active for the turning point and improve the hit stat of all the Weirdboy's weapons by 2 (to a maximum of 2+). Additionally, all friendly Armageddon Ork operative's melee weapons have the Balanced weapon rule.

Dakka Waaagh!!!: Condition: The Boss Nob operative must have incapacited at least 1 operative with a ranged weapon during the battle and must still be alive.

Add 1 to the ATK of friendly Armageddon Ork operative's ranged weapons (excluding frag and krak grenades) (to a maximum of 5) and they have the Ceaseless and Severe weapon rules. Additionally, the DAKKA! DAKKA! DAKKA! firefight ploy costs you 0 CP and the Armor Piercing Rounds equipment can be used twice this turning point (instead of once).

Boyz Waaagh!!!: Condition: A Boy (excluding Painboy and Weirdboy) must have incapacited at least 1 operative during the battle and must still be alive.

Friendly Armageddon Ork operative's melee weapons have the Balanced weapon rule. Additionally, friendly Armageddon Ork Boy and Nob operative's ranged weapons have the Balanced weapon rule.

Grot Waaagh!!!: Condition: A Gretchin operative must have incapacited at least 1 operative during the battle and must still be alive.

For the rest of the battle, add 1 to the APL of friendly Gretchin operatives, add 1 to the ATK, Normal, and Critical dmg stats of all Gretchin weapons (excluding frag and krak grenades), and add 2" to all Gretchin move stats.

Get it Dun! (1AP): SUPPORT. Select one other friendly Armaggedon 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, or while counteracting.

Might Makes Right: This operative can perform either two Shoot actions or two Fight actions. This operative can counteract regardless of its order.

Throw ‘Em! (1AP): Select one enemy operative within this operative’s control range. You can move that enemy operative up to 3" to a location it can be placed. Then inflict D3 damage on it (even if you don’t move it). If that enemy operative has heavy terrain in it's control range and it didn't before the action, inflict an additional D3 damage. This operative can then 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.

32Armageddon Orks, Ork, Leader, Boss, Warboss
Bigboss
A 2
M 5”
S 4+
W 17
Weapons
ATK
HIT
DMG
Slugga (Range 8”)
4
4+
3/4
Two Handed Big Choppa (Brutal)
5
4+
5/7
Abilities
1AP: CleaveSomething to Prove

Cleave (1AP): Inflict D3+2 damage on each other operative that’s both visible to and within 2" of this operative. Roll separately for each.

For the purposes of the Boss's Orders Krump 'Em rule, treat this action as a fight action and this operative can either do this action again or fight one of the operatives damaged by this action (Assuming they are in your control range). This operative cannot perform this action while it has a Conceal order.

Something to Prove: Whenever this operative is fighting, retaliating, or selected as the target of a shoot action, Normal Dmg of 4 or more inflicts 1 less damage on it.

32Armageddon Orks, Ork, Boss, Bigboss
Banner Nob
A 2
M 6"
S 4+
W 15
Weapons
ATK
HIT
DMG
Slugga (Range 8”)
4
4+
3/4
Choppa
5
3+
4/5
Abilities
Waaaagh! Banner

Waaaagh! Banner: Whenever determining control of a marker, treat this operative’s APL stat as 2 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.

32Armageddon Orks, Orks, Nob, Banner Nob
Painboy
A 2
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Slugga (Range 8”)
4
4+
3/4
Doc’s Tools
4
4+
3/6
‘Urty Syringe (Lethal 4+, Shock, Stun)
1
4+
5/7
Abilities
1AP: All Better!1AP: Doc’s MedicineMedic!

All Better! (1AP): Select one friendly Armageddon Ork operative within this operative’s control range and roll a D6. On a 1, that operative takes 1 damage. On a 2-5, that operative heals D3+3 wounds. On a 6, that operative heals 6 wounds. It cannot be an operative that the Medic! rule was used on during this turning point.

Doc’s Medicine (1AP): Select 1 friendly Armageddon Ork operative in this operative's control range, for the rest of battle whenever an attack dice inflicts damage of 3 or more on this operative, roll one D6: on a 6, subtract 1 from that inflicted damage. This is not cumulative with Bigboss's Something to Prove ability.

Medic!: The first time during each turning point that another friendly Armageddon Ork operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has D3 wounds remaining and cannot be incapacitated for the remainder of the action. After that action, that friendly operative can immediately perform a free Dash action, but must end that move within this operative’s control range. Subtract 1 from this and that operative’s APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule if this operative is incapacitated, or if it’s a Shoot action and this operative would be a primary or secondary target.

32Armageddon Orks, Orks, Boy, Painboy
Weirdboy
A 2
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
‘Eadbanger (Blast 2”, Saturate)
5
4+
3/5
‘Eadbanger (Severe, Saturate)
4
4+
4/7
Waaagh! Staff (Severe, Shock, Stun)
4
3+
3/4
Abilities
Channeling the Waaagh!1AP: WAAAGH! Shout

Channeling the Waaagh!: In the gambit step of each turning point, this operative can choose 1 out of 3 of the following effects. These effects are active until the end of the turning point or when this operative is incapacited.

Waaagh! Shield: Whenever an operative that's within 6" of this operative or activated within 6" of this operative this turning point is selected as the target of a shooting attack, worsen the x of the Piercing weapon rule by 1 (if any; note that Piercing 1 would therefore be ignored) and damage inflicted from the Devastating weapon rule is only applied if the critical success is resolved and not blocked by successful defence dice.

Waaagh! Empower: Friendly Armageddon Ork operatives within 6" of this operative or activated within 6" of this operative this turning point can ignore any changes to their APL stat and they aren't affected by the Shock weapon rule.

Waaagh! Ritual: You gain 1 CP.

WAAAGH! Shout (1AP): Every enemy operative within 5" and visible to this operative takes D3+2 damage, if the D3 result is a 3, also subtract 1 from that enemy operative's APL stat until the end of its next activation.

32Armageddon Orks, Orks, Boy, Weirdboy
Boss Nob
A 2
M 6"
S 4+
W 15
Weapons
ATK
HIT
DMG
Kombi-Shoota (Lethal 5+)
4
4+
4/5
Kombi-Rocket (Blast 2”, Limited 1)
5
4+
4/5
Choppa
4
3+
4/5
Abilities
1AP: ‘Ey! Listen Up!

‘Ey! Listen Up! (1AP): SUPPORT. Select one other friendly Armageddon Ork Boy operative visible to and within 6" of this operative. That selected operative can immediately perform a 1AP action for free; it cannot move more than or be removed and set up more than 2" during that action, perform an action it’s already performed during this turning point, or perform that action again during this turning point.

32Armageddon Orks, Ork, Boss, Nob, Boss Nob
Ork Boy
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Shoota
4
4+
4/5
Slugga (Range 8”)
4
4+
3/4
Big Shoota (Heavy (Reposition))
5
4+
4/5
Fists
3
3+
3/4
Choppa
4
3+
4/5
Abilities
Da Bigger De Are

Da Bigger De Are: When this operative is shooting or fighting an operative with a wounds stat of 12 or higher, that operatives weapons have the Lethal 5+ weapon rule.

32Armageddon Orks, Orks, Boy, Ork Boy
Gretchin
A 2
M 6"
S 5+
W 5
Weapons
ATK
HIT
DMG
Blasta (Range 6”)
3
5+
2/3
Grot Choppa
3
5+
1/4
Abilities
Teeny Target

Teeny Target: 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".

32Armageddon Orks, Orks, Gretchin
Equipment

Huntin’ Squigs:
Whenever an enemy operative would perform the Fall Back action while within control range of a friendly Armageddon Orks operative, if no other enemy operatives are within that friendly operative’s control range, you can use this rule. If you do, roll two D6, or one D6 if that enemy operative has a higher Wounds stat than that friendly operative. If any result is a 4+, that enemy operative cannot perform that action during that activation/counteraction (no AP are spent on it), and you cannot use this rule again during this turning point.


Warforged Boyz Helmets:
Friendly Armageddon Ork Boy operatives (excluding Painboy and Weirdboy) have a 4+ save.


Armor Piercing Dakka!:
Once per turning point, when a friendly Armageddon Orks operative is performing the Shoot action and you select a Shoota, Big Shoota, Kombi-Shoota, Kustom Shoota, or Slugga you can use this rule. If you do, until the end of the turning point, that weapon has the Piercing Crits 1 weapon rule. If it's the Kustom Shoota, it has the Piercing 1 weapon rule.


Big Choppas:
Select any number of friendly Armageddon Ork operatives and worsen the hit stat of the Choppa melee weapon by 1 but add 1 to the Normal and Critical Dmg of the Choppa melee weapon and it has the Brutal weapon rule.


Ploys

Firefight - Just a Scratch:
Use this firefight ploy when an attack dice inflicts Normal Dmg on a friendly Armageddon Ork operative (excluding Gretchin). Ignore that inflicted damage.


Firefight - Sneaky Scrappa:
Use this firefight ploy when a friendly Armageddon Ork operative (excluding Gretchin) is retaliating, this operative can resolve one of your successes before the normal order. If you do, that success must be used to block. Additionally, you can use a normal success to block one unresolved critical success (unless the enemy operative’s weapon has the Brutal weapon rule).


Firefight - DAKKA! DAKKA! DAKKA!:
Use this firefight ploy at the beginning of a friendly Armageddon Ork operative's shoot action. Until the end of that action, that friendly operative's ranged weapons have the Torrent 2" and Seek Light weapon rules (excluding frag grenades, krak grenades, and Kombi Rocket).


Firefight - You Ain’t Beatin’ Me!:
Use this firefight ploy when an friendly Armageddon Ork operative is fighting, retaliating, shooting an enemy operative within 3", or the target of a shoot action with an enemy that's within 3" after your opponent rolls their attack or defence dice, but before re-rolls. Your opponent cannot re-roll their attack or defence dice.


Strategic - Get Stuck In!:
Friendly Armageddon Orks melee weapons have the Balanced weapon rule. If that friendly Armageddon Ork melee weapon already has the Balanced weapon rule, it has the Ceaseless weapon rule instead.


Strategic - MORE DAKKA!:
Friendly Armageddon Orks ranged weapons have the Ceaseless and Saturate weapon rules. If that friendly Armageddon Ork ranged weapon already has the Ceaseless or Balanced weapon rule, it has the Relentless weapon rule instead.


Strategic - Tough as Nails:
Whenever an operative is shooting a friendly Armageddon Ork operative, if you cannot retain any cover saves, you can retain one of your defence dice as a normal success without rolling it.


Strategic - ‘Dats Ours!:
Select one objective marker or token within 3" of a friendly Armageddon Ork operative. Enemy operatives must spend an additional 1 APL to perform the pick up marker or mission action on that objective or token this turning point.


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.