Armageddon Waaagh! Boyz

Armageddon Waaagh! Boyz

Common Abilities and Options

Da Waaagh!:
STRATEGIC GAMBIT Once per game, you may call Da Waaagh!. For the duration of that Turning Point the following effects are active for all friendly WAAAGH! BOYZ operatives.

  • Charge moves gain an additional 1" of movement.
  • Friendly WAAAGH! BOYZ operatives ignore enemy Piercing X and Piercing Crits X rules.
  • Just a Scratch firefight ploy costs one less CP to a minimum of 0.
  • Friendly WAAAGH! BOYZ operatives gain the Ceaseless weapon rule on all weapons. Weapons that have the Ceaseless rule already gain Relentless (ie. Big Shoota short range, Follow me Ladz effected operatives)

Operatives

1. WAAAGH! BOYZ WARBOSS
WAAAGH! BOYZ WARBOSS
A 3
M 6"
S 4+
W 17/17
Weapons
ATK
HIT
DMG
Kustom Shoota (Ceaseless)
4
4+
3/4
Kustom Choppa (Lethal 5+)
5
3+
4/6
Abilities
Follow Me Ladz!Biggest and the BestDa Waaagh!

Follow Me Ladz!: When this operative Fights or Retaliates within enemy territory, its melee weapons gain the Relentless weapon rule.

Whenever friendly WAAAGH! BOYZ operatives are within enemy territory and within 6" of this operative, their melee weapons gain the Ceaseless weapon rule.

Biggest and the Best: This operative can perform two Fight actions per activation, and may perform a free Fight action for 0AP when counteracting.

50WAAAGH! BOYZ, ORK, WARBOSS, LEADER
2. WAAAGH! BOYZ WEIRDBOY
WAAAGH! BOYZ WEIRDBOY
A 3
M 6"
S 4+
W 15/15
Weapons
ATK
HIT
DMG
Weirdboy Staff (Shock, Stun)
5
3+
4/6
'Eadbanger (Devastating 3, Hot, Seek)
5
3+
3/3
Abilities
Da Waaagh!'Eadbanger Energy1AP: Manifest Psychic Power

'Eadbanger Energy: Each time this operative uses its 'Eadbanger weapon, you may add one to its attacks characteristic for each friendly WAAAGH! BOYZ operative within 6", to a maximum of ten.

If any dice are added to the attack characteristic of this weapon, the damage infliced by the Hot weapon rule is multiplied by the number of additional dice to a minimum of three instead of two.

Manifest Psychic Power (1AP): When a WAAAGH! BOYZ operative performs the Manifest Psychic Power action in each of its activations, select one psychic power from the list below to be resolved. Each Psychic Power can only be resolved once per Turning Point.

Da Jump: Select one fiendly WAAAGH! BOYZ operative visible to this operative and within 6". Remove one friendly WAAAGH! BOYZ operative from the killzone and set them up anywhere else in the killzone outside the enemy drop zone and 3" away from any enemy operatives.

Warpath: Select one fiendly WAAAGH! BOYZ operative visible to this operative and within 6". That operative adds d3 attacks to its melee weapons attacks characteristic.

Jabbin' Fingerz: Select a visible enemy operative. Until the start of the active operatives next activation, the selected enemy operative's ranged weapons gain the Rng 8" weapon rule.

50WAAAGH! BOYZ, ORK, WEIRDBOY, LEADER, PSYKER
3. WAAAGH! BOYZ BOSS NOB
WAAAGH! BOYZ BOSS NOB
A 3
M 6"
S 5+
W 14/14
Weapons
ATK
HIT
DMG
Power Klaw (Brutal, Shock)
4
3+
5/7
Kustom Shoota (Ceaseless)
4
4+
3/4
Abilities
1AP: Get it DunDa Waaagh!

Get it Dun (1AP): SUPPORT Select one other friendly WAAAGH! BOYZ GUNNA or BOY 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.

40WAAAGH! BOYZ, ORK, BOSS NOB
4. WAAAGH! BOYZ GUNNA with BIG SHOOTA
WAAAGH! BOYZ GUNNA with BIG SHOOTA
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Big Shoota
Short Range (Rng 8", Ceaseless)
5
4+
3/4
Long Range (Torrent 2")
4
4+
3/4
Choppa
4
3+
4/5
Abilities
Da Waaagh!
32WAAAGH! BOYZ, ORK, GUNNA with BIG SHOOTA
5. WAAAGH! BOYZ GUNNA with BURNA
WAAAGH! BOYZ GUNNA with BURNA
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Burna
Standard (Rng 8", Sat, Tor 2")
4
2+
3/3
Deluge (Rng 4", Sat, Seek, *Torrent 0")
4
2+
3/3
Choppa
4
3+
4/5
Abilities
Da Waaagh!*Torrent 0"

*Torrent 0": Note that Torrent 0" means you cannot select secondary targets, but this weapon still has the Torren weapon rule for all other rules purposes, e.g. the Condensed Stronghold rule (see Killzone: Volkus).

32WAAAGH! BOYZ, ORK, GUNNA with BURNA
6. WAAAGH! BOYZ GUNNA with ROKKIT LAUNCHA
WAAAGH! BOYZ GUNNA with ROKKIT LAUNCHA
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Rokkit Launcha
Aimed (Blast 1", Ceaseless, Hvy(Dash))
6
4+
4/5
Mobile (Blast 1")
6
4+
4/5
Choppa
4
3+
4/5
Abilities
Da Waaagh!
32WAAAGH! BOYZ, ORK, GUNNA
7. WAAAGH! BOYZ BOY
WAAAGH! BOYZ BOY
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Shoota
4
4+
3/4
Choppa
4
3+
4/5
Abilities
Da Waaagh!
32WAAAGH! BOYZ, ORK, BOY
8. WAAAGH! BOYZ BOY
WAAAGH! BOYZ BOY
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Shoota
4
4+
3/4
Choppa
4
3+
4/5
Abilities
Da Waaagh!
32WAAAGH! BOYZ, ORK, BOY
9. WAAAGH! BOYZ BOY
WAAAGH! BOYZ BOY
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Shoota
4
4+
3/4
Choppa
4
3+
4/5
Abilities
Da Waaagh!
32WAAAGH! BOYZ, ORK, BOY
10. WAAAGH! BOYZ BOY
WAAAGH! BOYZ BOY
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Shoota
4
4+
3/4
Choppa
4
3+
4/5
Abilities
Da Waaagh!
32WAAAGH! BOYZ, ORK, BOY
11. WAAAGH! BOYZ BOY
WAAAGH! BOYZ BOY
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Shoota
4
4+
3/4
Choppa
4
3+
4/5
Abilities
Da Waaagh!
32WAAAGH! BOYZ, ORK, BOY
12. WAAAGH! BOYZ BOY
WAAAGH! BOYZ BOY
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Shoota
4
4+
3/4
Choppa
4
3+
4/5
Abilities
Da Waaagh!
32WAAAGH! BOYZ, ORK, BOY

Equipment

'Eavy Gunna Armour

Change friendly WAAAGH! BOYZ GUNNA operatives save characteristic to 4+ and its movement to 5".

Ammo Runts

Once per turning point, when a friendly WAAAGH! BOYZ operative (excluding WEIRDBOY operatives) is performing the Shoot action you can use this rule. If you do, until the end of that action, that weapon has the Relentless weapon rule.

Targeting Squigs

Once per turning point, when a friendly WAAAGH! BOYZ operative (excluding WEIRDBOY operatives) is performing the Shoot action you can use this rule. If you do, until the end of that action, that weapon has the Accurate 1 weapon rule.

Attack Squigs

Once per turning point, when a friendly WAAAGH! BOYZ operative is performing the Fight action you can use this rule. If you do, until the end of that action, the retaliating operative cannot benefit from Combat Support.

Ploys

That's Mine
Firefight Ploy

Use this firefight ploy when a friendly WAAAGH! BOYZ operative incapacitates an enemy operative in control range of an objective. That friendly WAAAGH! BOYZ operative gains +1AP for the purposes of determining control of objectives until the start of the next Strategy Phase.

Just a Scratch
Firefight Ploy

Use this firefight ploy when an attack dice inflicts Normal Damage on a friendly WAAAGH! BOYZ operative. Ignore that inflicted damage.

Krump 'Em
Firefight Ploy

Use this firefight ploy at the end of the Firefight phase. Select one friendly WAAAGH! BOYZ operative. It can immediately perform a free Fight action.

On To The Next
Firefight Ploy

Use this firefight ploy at the end of a friendly WAAAGH! BOYZ operatives' activation. If that operative incapacitated an enemy operative during its activation, it may immediatley perform a free Charge action of up to 3", regardless of if it performed a Charge action during its activation.

Amped Up
Strategy Ploy

Each friendly WAAAGH! BOYZ operative that has an Engage order can immediately reagin 1D3+1 lost Wounds (roll separately for each).

Kick it Open
Strategy Ploy

Friendly WAAAGH! BOYZ operatives ignore 1" movement penalties for travelling through Accessible terrain.

Friendly WAAAGH! BOYZ operatives reduce the cost of Operate Hatch and Breach actions by 1AP to a minimum of 0.

Tuff Gitz
Strategy Ploy

Whenever an operative is shooting a friendly WAAAGH! BOYZ operative that has an Engage order, you can re-roll one of your Defense dice.

Proper Orky
Strategy Ploy

Whenever a friendly WAAAGH! BOYZ operative is fighting or retaliating, any rolled Critical Hits generate an additional Normal Hit.

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.