Green Tide
Operatives
Equipment
'Eavy Armour
Once per turning point, when an operative is shooting a friendly ORK BOY operative, in the roll defence dice step, you can retain one of your normal successes as a critical success instead.
Bosspole
You can ignore any changes to the Move stat of friendly GREEN TIDE operatives from being injured while within 3" of the BOSS NOB operative.
Drum Mags
Ork shootas and big shootas gains the Ceaseless weapon rule for the battle.
Stikkbomb*
Once per turning point, a friendly ORK BOY operative can use the following ranged weapon:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Stikkbomb | 4 | 3+ | 2/4 |
| Rng 6", Lim, Blast 2", Saturate |
Ploys
Gimme Dat!
Firefight PloyUse this firefight ploy during a friendly GREEN TIDE operative’s activation. Until the end of that activation, that operative doesn’t have to control a marker to perform the Pick Up Marker or mission actions that usually require this (taking precedence over that action’s conditions – it only needs to contest the marker).
Just A Scratch
Firefight PloyUse this firefight ploy when an attack dice inflicts Normal Damage on a friendly ORK BOY operative. Ignore that inflicted damage.
Krump Em!
Firefight PloyUse this firefight ploy at the end of the Firefight phase. Select one friendly ORK BOY operative. It can immediately perform a free Fight action.
Run Them Down!
Firefight PloyUse this firefight ploy after a friendly ORK BOY 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.
Dakka! Dakka! Dakka
Strategy PloyUntil the end of the Turning Point, each time a friendly GREEN TIDE operative makes a shooting attack, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, you can select one of your failed hits to be retained as a successful normal hit.
Green Tide!
Strategy PloyOnce per game, until the end of the Turning Point, operatives are treated as benefitting from the Waaaagh! ability but you may only choose one bonus instead of benefitting from all three.
Get Stuck In!
Strategy PloyUntil the end of the Turning Point, each time a friendly ORK BOY operative performs a Fight action, in the Roll Attack Dice step of that combat, you can re-roll one of your attack dice.
Get `Em!
Strategy PloyUntil the end of the Turning Point, each time a shooting attack is completed against a friendly ORK BOY operative, that operative may perform a free Dash action.
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Dominate
Seek And DestroyReveal: 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 Dominate tokens.
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 DestroyReveal: 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
SecurityReveal: 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
SecurityReveal: 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
SecurityReveal: 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.