Big Mek generator

Common Abilities and Options

Behavior: Gretchin:
1. Prioritizes mision action(s) 2. If it can shoot a valid target from cover, Shoot 3. If it is exposed, it repositions to cover 4. Only charges if the target has 5W or less 5. If it cannot do all of the former, Reposition towards the closest mision objective

Group activation:
When one Gretchin is activated;

  • Two aditional Gretchin withing 3" of the activated Gretchin can activate consecutively before the activation turn passes to the next player.

Behavior(s): Boyz:
If a Boy has a Slugga and Choppa selected as weapons, its behavior is of a Brawler;

  1. Fight
  2. Charge the closest operative via shortest possible route
  3. Reposition towards closest player operative, to cover if possible (with subsequent Dash action)
  4. Dash towards closest player operative, to cover if possible

If a Boy has a Shoota, Big Shoota or Rokkit Launcha selected as it main weapon, its behavior is of a Guardian;

  1. Fight
  2. Shoot
  3. Charge the closest player operative that's within 4" of it via the shortest possible route
  4. Reposition. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission (a subsequent Dash action can fulfil these).
  5. Dash. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to bettter win the mission.

Operatives

1. Big Mek
Big Mek
A 3
M 4"
S 4+
W 2/26
Weapons
ATK
HIT
DMG
Traktor Blasta (rng 10", Piercing 1, Pull)
4
5+
5/6
Drilla (Brutal, Rending)
4
4+
5/7
Abilities
Control 4Behavior: Big Mek1AP: Breach DrillaNemesis TempoPull2AP: Shokk-Boosta
Options
Allegiance: Waagh!Trait: Close-Range Lethality

Control 4:

Behavior: Big Mek: Priorities:

  1. If in engagement range, fight.
  2. If it can shoot, shoot target in cover or obcured, otherwise shoot closest abvailable target
  3. If it can charge and then fight, do so
  4. Use Shokk-Boosta if then it can attack or reach an enemy it could not in normal circumstances
  5. Use Breach Drilla if a wall blocks path
  6. If unable to attack, reposition towards closest enemy or objective

This operative can do two fight actions in the same activation.

Breach Drilla (1AP): Once per turning point; when Big Mek realizes a Reposition or Charge ction and a valid piece of terrain blocks its movement path, it can use the Drilla to create a 2" breach. Then, it can continue its Reposition or Charge action through that gap.

Nemesis Tempo: This operative can activate twice per turning point. WIth his full AP3. It can only do its second activation after another operative's activation (allied or enemy).

Pull: When this operative shoots and obtains one critical hit; after resolving the attack, the target can be moved D6 inches towards Big Mek. Cannot move the target through terrain or invalid positions.

Shokk-Boosta (2AP): Once per turning point. When Big Mek does a Reposition or Charge action, it can activate Shook-Boosta. It can move anywhere within 8" of its previous location, visible or not. Upon use; roll one D6, on a 1, this operative suffers D3 mortal wounds but the move still happens. During this movement:

  • Can move through operatives
  • Can move through terrain
  • Cannot end move into terrain or engagement range of an enemy operative
  • Can only move at its base movement stat

Allegiance: Waagh!: When an Ork NPO is fighting, its weapons have the Balanced weapon rule.

Trait: Close-Range Lethality: WHenever this operative is shooting the closest valid target within 8" of it, its ranged weapons have the Lethal 5+ weapon rule, it the weapon already has that weapon rule, it also has teh Severe weapon rule.

50Ork, Big Mek, Mek, Mega Armor
2. Mek Boy
Mek Boy
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Kustom Mega Slugga (Rng 8, Piercing 1, Shock)
4
4+
4/4
Mek Saw (Brutal, Ceaseless)
4
4+
4/6
Abilities
Kustom Rebuild0AP: MekaniakBehavior: Mekboy

Kustom Rebuild: Once per battle: if an allied operative with the keyword Armor is incapacitated and this operative is 3" from it and it can do so only once per Armor operative:

Instantly, Roll a D6. On a 1-5, it recovers half its wounds and on 6.

Mekaniak (0AP): Select an allied NPO with the ARMOR, visible and within 3" of this operative. The target recovers D6 wounds. One NPO cannot benefit from this ability more than once per turning point.

Behavior: Mekboy: Mek priorities:

  1. If an allied NPO with the word Armor is nearby and has lost wounds, try to use Mekaniak
  2. If necessary, it will move towars said allied NPO to be at 3" from it
  3. If no allied NPO needs repairs, Mek Boy will shoot at the closest valid target
  4. If already in engagement range, fight with Mek Saw
32Ork, Mek
3. Gretchin
Gretchin
A 2
M 6"
S 5+
W 5/5
Weapons
ATK
HIT
DMG
Grot Blasta (Rng 8")
4
4+
2/3
Grot Shiv/Improvised Weapon
3
5+
2/3
Abilities
Behavior: GretchinGroup activation
32
4. Gretchin
Gretchin
A 2
M 6"
S 5+
W 5/5
Weapons
ATK
HIT
DMG
Grot Blasta (Rng 8")
4
4+
2/3
Grot Shiv/Improvised Weapon
3
5+
2/3
Abilities
Behavior: GretchinGroup activation
32
5. Gretchin
Gretchin
A 2
M 6"
S 5+
W 5/5
Weapons
ATK
HIT
DMG
Grot Blasta (Rng 8")
4
4+
2/3
Grot Shiv/Improvised Weapon
3
5+
2/3
Abilities
Behavior: GretchinGroup activation
32
6. Gretchin
Gretchin
A 2
M 6"
S 5+
W 5/5
Weapons
ATK
HIT
DMG
Grot Blasta (Rng 8")
4
4+
2/3
Grot Shiv/Improvised Weapon
3
5+
2/3
Abilities
Behavior: GretchinGroup activation
32
7. Gretchin
Gretchin
A 2
M 6"
S 5+
W 5/5
Weapons
ATK
HIT
DMG
Grot Blasta (Rng 8")
4
4+
2/3
Grot Shiv/Improvised Weapon
3
5+
2/3
Abilities
Behavior: GretchinGroup activation
32
8. Gretchin
Gretchin
A 2
M 6"
S 5+
W 5/5
Weapons
ATK
HIT
DMG
Grot Blasta (Rng 8")
4
4+
2/3
Grot Shiv/Improvised Weapon
3
5+
2/3
Abilities
Behavior: GretchinGroup activation
32
9. Boy
Boy
A 2
M 5"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Choppa
4
3+
4/5
Slugga (Rng 8", Punishing)
4
5+
3/4
Abilities
Behavior(s): Boyz
32Ork, Boy
10. Boy
Boy
A 2
M 5"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Choppa
4
3+
4/5
Slugga (Rng 8", Punishing)
4
5+
3/4
Abilities
Behavior(s): Boyz
32Ork, Boy
11. Boy
Boy
A 2
M 5"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Rokkit Launcha (Piercing 1, Blast 1")
4
5+
5/7
Fists
3
3+
2/3
Abilities
Behavior(s): Boyz
32Ork, Boy
12. Boy
Boy
A 2
M 5"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Shoota (Ceaseless)
4
5+
3/4
Fists
3
3+
2/3
Abilities
Behavior(s): Boyz
32Ork, Boy

Equipment

Ploys

Tac Ops