Tommygee's Homebrew Team

Operatives

1. Boss Nob Lizzie
Boss Nob Lizzie
A 3
M 6"
S 4+
W 16/16
Weapons
ATK
HIT
DMG
Mass've Axe (Brutal)
4
3+
4/5
Mega Slugga (Range 12")
4
4+
3/4
Abilities
1AP: Get up ya gitz!2AP: Double Shot

Get up ya gitz! (1AP): Boss Nob gets his boys movin’! Any Ork Boys within a 2” range get a 1” bonus to move and charge range.

Double Shot (2AP): In a cacaphonous show of force, Boss Nob can discharge both barrels in one shoot action. He can target two targets individually or do all 6 shots at once to one individual target.

Ork, Nob,
2. Gretchin warrior
Gretchin warrior
A 2
M 5"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Slicer / Club
3
4+
2/3
Smol' Shoota (Range 6")
3
4+
2/3
Ork, Gretchin
3. Gretchin Shoota
Gretchin Shoota
A 2
M 5"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Fists
3
4+
2/2
Shoota (Range 9")
3
4+
2/3
Ork, Gretchin
4. Gunslinger Grot
Gunslinger Grot
A 2
M 5"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Point blank blast
4
4+
2/3
Smol' shootas (Range 6")
4
4+
2/3
Ork, Gretchin
5. Bomba Grot
Bomba Grot
A 2
M 5"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Club
3
4+
2/3
Nade (Range 6" Blast 1")
4
4+
2/4
Ork, Gretchin
6. Choppa Boy
Choppa Boy
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Choppa (Rending)
4
3+
4/5
Slugga (Range 8")
4
4+
3/4
Ork, Boy
7. Shoota Boy
Shoota Boy
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Fists
4
4+
3/4
Shoota
5
4+
3/4
Ork, Boy
8. Rosie Blast-off
Bomb Chukka
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Slugga (Range 8")
4
4+
3/4
Nades (Range 6", Blast 1")
4
4+
3/5
Abilities
1AP: Da Ole Sack2AP: Buncha Bombs

Da Ole Sack (1AP): When in doubt, chuck em all. Once per battle, this operative may use their grenade bag as a satchel charge. After using this ability, all Nades are expended and the operative may not use Nades again this game. Satchel: 4Atks 4+Hit 4-7 Dmg Range 4” Blast 2” Saturate

Buncha Bombs (2AP): When mo bombs is betta. Once per battle, this operative may throw up to 3 Nades in one action. After using this ability, all Nades are expended and the operative may not use Nades again this game.

9. Murder Boy
Murder Boy
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Chuggin' Choppa (Ceaseless Rending)
4
3+
4/5
Slugga (Range 8")
4
4+
3/4
Ork, Boy
10. Mo Dakka Shoota
Mo Dakka Shoota
A 2
M 6"
S 4+
W 11/11
Weapons
ATK
HIT
DMG
Fists
3
3+
3/4
MD-11 ((stationary) Severe Torrent x2)
5
4+
3/4
MD-11 ((mobile))
4
4+
3/4
Abilities
1AP: Hunka down

Hunka down (1AP): The Mo Dakka Shoota takes cover behind his big bag. Until this operative activates next, they get to re-roll one defence dice when targeted by a shoot action. Cannot perform this ability when in control range of an enemy operative

Ork, Boy

Reserves

Killa Kan
Nemesis - Small
A 4
M 6"
S 4+
W 35/35
NEMESIS
Rokkit Boy
Rokkit Boy
A 2
M 6"
S 4+
W 12/12
Ork, Boy

Equipment

Ploys

Just a scratch
Firefight Ploy

When a friendly ork operative would receive normal damage from a success in a shoot, fight, or retaliate action, you may ignore that damage.

Dakka Dakka
Firefight Ploy

Your ork ranged weapons have the ceaseless rule for this shoot action

Proppa scrap
Firefight Ploy

Use this during an activation in which a friendly Boy charged and fought, you may perform a second free fight action for 0AP.

Blooded
Firefight Ploy

If your Ork operative has less than full wounds, you may add an additional 1" to charge range

Waaagh!
Strategy Ploy

Friendly Operatives Melee weapons have the balanced rule

Tuff Gitz
Strategy Ploy

Orks with an engage order may re-roll one of their defence dice

Shake it off
Strategy Ploy

You may ignore changes to all operatives movement and APL stat(unless it is to determine control) for this turn

'Eavy Dakka
Strategy Ploy

Your ork ranged weapons have the Balanced and Saturate rules.

Tac Ops

Sweep & Clear
Seek And Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.

Plant Banner
Security

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.

Martyrs
Security

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.

Envoy
Security

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.