Necromunda Gangs: Orlock
Common Abilities and Options
Outrider:
Whenever a friendly ORLOCK operative (except for GUNNER and LUGGER-SERVITOR) is performing a Fall Back action, add 1 to its Move stat until the end of the turning point and that action costs 1 less AP.
Whenever a friendly ORLOCK operative (excluding LUGGER-SERVITOR) is counteracting, it can perform a free Shoot action but worsen the Hit stat of the ranged weapon used for that action by 1.
Iron Flux:
Whenever a friendly ORLOCK operative (excluding HIRED ARM) performs a shooting attack (except for shooting attacks against secondry targets); at the end of that action, roll 1D3. On 1, that operative gains one of your Jammed Tokens. Whenever a friendly operative has a Jammed Token, it cannot perform shooting attacks using the same ranged weapon it used during the action in which it gained the token. In the Ready step of the next strategy phase, roll 1D3 for each friendly operative with a Jammed Token. On 2+, remove that token from that operative.
*Drag:
Whenever this operative is shooting with this weapon; at the start of the Resolve Attack Dice step (before inflicting damage), you can move the target up to x inches. X is your total number of successful unblocked attack dice, multiplied by 2. The target must be moved to a location it can be placed as close as possible to this operative, determined by the x inches you choose to use. The move must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch. Whenever the target is dropping during that move, ignore the vertical distance.
*Impale:
Whenever this operative is shooting with this weapon, each retained critical success immediately inflicts 1D3 damage on each other operative within its range and along one (and only one) straight targeting line (roll separately for each operative), but the target isn’t affected. An operative is along a targeting line if that line can be drawn from this operative to its base while crossing the base of the original target but not crossing Heavy terrain. Afterward, you can use the DRAG weapon rule for each operative (except the target) along that targeting line as well but use half the x inches from the target’s shooting attack sequance.
Prove Your Worth:
You can perform a Smoke Grenade action or Stun Grenade action once per battle. The rules for these actions are found in Universal Equipment. Performing these actions using this rule does not count towards their action limits (i.e, if you select those grenades as equipment).
Beast:
This operative cannot perform any actions other than Charge, Dash, Fall Back, Reposition and Fight. It cannot use any weapon that is not on its datacard.
Apprehend (1AP):
Select one enemy operative within this operative’s control range. Until that enemy operative is no longer within this operative’s control range, or until this operative performs this action again (whichever comes first), worsen the Hit stat of that enemy operative’s weapons by 1 (this isn’t cumulative with being injured); in addition, that enemy operative cannot perform a Fall Back action. This operative cannot perform this action unless an enemy operative is within its control range.
Operatives
1. The Major
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Seismic Cannon | |||
| Long Wave (Hvy(Dash), Stun, Blast 1") | 6 | 4+ | 2/2 |
| Short Wave (Rng 6", Hvy(Dash), PrcCrits1, Stun) | 4 | 3+ | 4/4 |
| Power Maul (Shock) | 4 | 3+ | 3/6 |
Abilities
OutriderBig Brother1AP: Iron StareIron Flux2. Zeke
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Gun | |||
| Standard (Prc1) | 4 | 4+ | 4/6 |
| Supercharge (Prc1, Lethal 5+, Hot) | 4 | 4+ | 5/6 |
| Fists | 3 | 4+ | 2/3 |
Abilities
*DragIron Flux*ImpaleOutrider3. Narkos
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Meltagun (Rng 6", Prc2, Dev4) | 4 | 3+ | 6/3 |
| Fists | 3 | 4+ | 2/3 |
Abilities
*DragIron Flux*ImpaleOutrider4. Bryn
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Harpoon Launcher (Rng 8", Stun, *Drag, *Impale) | 4 | 3+ | 4/5 |
| Fists | 3 | 4+ | 2/3 |
Abilities
*DragIron Flux*ImpaleOutrider5. Lander
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combat Shotgun | |||
| Long Range | 4 | 4+ | 2/2 |
| Short Range (Rng 6") | 4 | 3+ | 4/4 |
| Power Knife (Lethal 5+) | 3 | 4+ | 3/4 |
Abilities
*DragIron Flux*ImpaleOutrider6. 'Cinder' Zed
A 2
M 7"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sawn-Off Shotgun (Rng 3", Tor 1") | 3 | 3+ | 5/5 |
| Flail (Brutal) | 4 | 4+ | 2/4 |
Abilities
Outrider1AP: Two GunsJump BoosterIron Flux7. Red
A 2
M 6"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Stub Gun (Rng 6", Acc1) | 4 | 4+ | 2/3 |
| Maul (Shock) | 3 | 4+ | 3/4 |
Abilities
OutriderProve Your WorthIron Flux8. Sour
A 2
M 6"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Stub Gun (Rng 6", Acc1) | 4 | 4+ | 2/3 |
| Fighting Knife | 4 | 4+ | 2/3 |
Abilities
OutriderProve Your WorthIron Flux9. Gilmore
A 2
M 6"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Stub Gun (Rng 6", Acc1) | 4 | 4+ | 2/3 |
| Fighting Knife | 4 | 4+ | 2/3 |
Abilities
OutriderProve Your WorthIron Flux10. Jax
A 2
M 6"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Stub Gun (Rng 6", Acc1) | 4 | 4+ | 2/3 |
| Fighting Knife | 4 | 4+ | 2/3 |
Abilities
OutriderProve Your WorthIron Flux11. Una
A 2
M 6"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Stub Gun (Rng 6", Acc1) | 4 | 4+ | 2/3 |
| Fighting Knife | 4 | 4+ | 2/3 |
Abilities
OutriderProve Your WorthIron Flux12. Radder
A 2
M 6"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Stub Gun (Rng 6", Acc1) | 4 | 4+ | 2/3 |
| Fighting Knife | 4 | 4+ | 2/3 |
Abilities
OutriderProve Your WorthIron Flux13. Steelteeth Endr
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Power Knuckles (Brutal) | 4 | 4+ | 4/5 |
Abilities
Leash MasterWin Or DieOutrider14. Roky
A 2
M 6"
S 5+
W 4
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Mechanical Bite (Lethal 5+) | 4 | 4+ | 3/5 |
Abilities
BeastOutrider1AP: Apprehend15. Don
A 2
M 6"
S 5+
W 4
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Mechanical Bite (Lethal 5+) | 4 | 4+ | 3/5 |
Abilities
BeastOutrider1AP: ApprehendEquipment
AMBUSH SET-UP
You can set up a Light Barricade and one of your Ammo Cache Markers wholly within your territory and more than 2 inches from other equipment terrain features, access points, and Accessible terrain (this takes precedence over any Universal Equipment set-up rules). Note that these are set-up in addition to any Light Barricades or Ammo Cache (i.e. Universal Equipment) you may have selected in the Select Operatives phase.
GUILD CONTRACT
Select secretly two Ops (i.e. Crit-Op, Tac-Op or Kill-Op) for one to gain double and the other half its victory points’ score in the Scoring phase by the end of the battle (They cannot be the same Op or any as the Primary Op).
MESH ARMOUR
Once per turning point when an enemy operative is shooting a friendly ORLOCK operative (excluding GREENHORN and HIRED ARM) with an Engage order, you can re-roll one of its defense dice.
HEALING STIMS
Once per turning point when a friendly ORLOCK operative (excluding LUGGER-SERVITOR and CYBER-MASTIFF) is activated. If it’s not within control range of enemy operatives, you can use this rule. If you do, that friendly operative regains 1D3+1 lost wounds.
Ploys
DISARMAMENT
Firefight PloyUse this firefight ploy when a friendly ORLOCK operative (excluding GREENHORN and LUGGER-SERVITOR) performs a shooting attack against an enemy operative with an Engaged order. After that sequence ends; if you inflicted damage with a critical success, roll a 1D6. If the result is higher than that enemy operative’s APL stat, that enemy operative gains one of your Disarmed Tokens (if it does not already have one). Whenever an enemy operative has one of your Disarmed Tokens, it cannot use the ranged weapons on its datacard in a Shoot action. In the Ready step of the next strategy phase, remove that token from that enemy operative.
LUCKY SAVE
Firefight PloyUse this firefight ploy when an enemy operative is shooting a friendly ORLOCK operative (excluding LUGGER-SERVITOR and CYBER-MASTIFF). If you cannot retain any cover saves, you can retain one of your defense dice as a critical success without rolling for it (this takes precedence over any rule).
BROTHERHOOD BOND
Firefight PloyUse this firefight ploy when a friendly ORLOCK operative is injured. Until the end of the turning point; whenever that operative is within 6 inches of another friendly ORLOCK operative (excluding LUGGER-SERVITOR and CYBER-MASTIFF), you can ignore any changes to that operative's stats from being injured (including its weapons' stats).
BRING IT ON!
Firefight PloyUse this firefight ploy during a friendly ORLOCK operative’s (excluding LUGGER-SERVITOR and CYBER-MASTIFF) activation. Select a ready enemy operative that can have this friendly operative as a valid target for a shooting attack, roll 1D6. If the result is higher than that enemy operative's APL stat, that enemy operative must interrupt your activation and perform a Shoot action against that friendly operative (Note that secondary targets from the Blast weapon rule can still be targeted). After that action ends, subtract 1 from that enemy operative’s APL stat and it cannot perform a Shoot action or shoot for a second time if possible (e.g. ASTARTES faction rule etc.) until the end of its next activation. However, it can perform a Shoot action during its counteraction.
LIGHT ‘EM UP
Strategy PloyWhenever a friendly ORLOCK operatives is within your opponent’s territory, its ranged weapons have the Saturate weapon rule.
BEAT ‘EM DOWN
Strategy PloyWhenever a friendly ORLOCK operative is fighting or retaliating and selects Fists as its melee weapon for the sequence, after you strike, you can immediately resolve another of your normal successes as a strike (before your opponent) or a critical success if there are none.
HIP SHOOTING
Strategy PloyWhenever a friendly ORLOCK operative (excluding LUGGER-SERVITOR) performs a Reposition or Dash action during its activation, it can perform a Shoot action during that action (it must do so in a location it can be placed, and any remaining move distance it had from that Reposition or Dash action can be used after it does so).
MUTIONEER
Strategy PloyWhenever a friendly ORLOCK operative performs a Shoot action during its activation and is in cover; its selected ranged weapon for that action has the Balanced weapon rule.
Tac Ops
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.
Flank
ReconReveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Retrieval
ReconReveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Scout Enemy Movement
ReconReveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.