Mobsters

Homebrew (Unpublished) by hammerfred
Composition
Boss Nob
A 3
M 6"
S 5+
W 14
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
4+
3/4
Power Klaw (Brutal, Shock)
4
3+
5/7
Abilities
Krumpin' Time

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

Ork, Leader, Boss Nob
Boy
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
4+
3/4
Big Shoota
5
4+
3/4
Choppa
4
4+
3/4
Ork, Boy
Runtherd
A 2
M 6"
S 5+
W 11
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
4+
3/4
Runtherd tools
4
3+
3/4
Abilities
Goad 'Em On

Goad 'Em On: Each time a friendly GROT operative is within 6 inches of this operative, it hits on a 4+ instead of a 5+ when shooting or fighting.

Ork, Runtherd
Gretchin
A 2
M 6"
S 5+
W 5
Weapons
ATK
HIT
DMG
Grot Blasta (Rng 8")
3
5+
2/3
Grot Choppa
3
5+
1/4
Ork, Gretchin, Grot
Equipment

Stikkbombs:
Once per battle, a friendly ORK operative (excluding Runtherd and GROT) can use the following ranged weapon:

NAMEATKHITDMG
Stikkbombs54+4/5

WR: Rng 4", Blast 1", Heavy (Reposition only), Saturate


Ploys

Firefight - JUST A SCRATCH:
use this firefight ploy when an attack dice inflicts Normal Dmg on a friendly ORK operative. Ignore that inflicted damage.


Firefight - KRUMP 'EM!:
Use this firefight ploy at the end of the Firefight phase. Select one friendly ORK operative. It can immediately perform a free Fight action.


Firefight - PROPPA SCRAP:
Use this firefight ploy during a friendly ORK operative's activation. During that activation, that operative can perform two Fight actions.


Firefight - GET 'EM, YA GITZ!:
Until the end of the Turning Point, each time a friendly BOY operative performs a Charge action, if the target enemy operative is already within the Control Range of a friendly GROT operative, apply the following benefits -

  1. The BOY gains +1" to its maximum Charge distance for that action.
  2. When that BOY subsequently performs a Fight action against that enemy during that activation, you can re-roll one of your attack dice.

Strategic - DAKKA! DAKKA! DAKKA!:
Friendly ORK Operatives' ranged weapons have the Punishing weapon rule.


Strategic - WAAAGH!:
Friendly ORK operatives' melee weapons have the Balanced weapon rule.


Strategic - TUFF GITZ:
Whenever an operative is shooting a friendly ORK operative that has an Engage order, you can re-roll one of your defence dice.


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


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.