Ork Boyz from Combat Patrol 43-45

Ork Boyz from Combat Patrol 43-45

Common Abilities and Options

Get it Dun (1AP):
SUPPORT Select one other friendly KOMMANDO operative (excluding BOMB SQUIG) 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.

Krumpin' Time:
This operative can perform two Fight actions during its activation.

Throat Slittas:
Each friendly KOMMANDO operative (excluding BOMB SQUIG) can perform the Charge action while it has a conceal order.

Tactical Wot-Notz:
You can do one of each of the following once per turning point:

  • One friendly KOMMANDO BOY can perform the Smoke Grenade action
  • One friendly KOMMANDO BOY can perform the Stun Grenade action

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 from equipment).

Operatives

1. Boss Nob Big Choppa
Boss Nob Big Choppa
A 3
M 6"
S 5+
W 14/14
Weapons
ATK
HIT
DMG
Big Choppa
5
3+
5/6
Abilities
1AP: Get it DunKrumpin' TimeThroat Slittas
32KOMMANDO, ORK, BOSS NOB
2. Boss Nob Claw
Boss Nob Claw
A 3
M 6"
S 5+
W 14/14
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
4+
3/4
Power Claw (Brutal, Shock)
4
3+
5/7
Abilities
Krumpin' Time1AP: Get it DunThroat Slittas
32KOMMANDO, ORK, BOSS NOB
3. Boy with chain slasha and slugga
Boy with chain slasha and slugga
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
4+
3/4
Chain slasha (Shock)
4
4+
4/5
Abilities
Tactical Wot-NotzThroat Slittas
32KOMMANDO, ORK, BOY
4. Boy with grenade and slugga
Boy with grenade and slugga
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
4+
3/4
Explosives (Blast 1'')
6
4+
4/5
Abilities
Throat SlittasTactical Wot-Notz
32KOMMANDO, ORK, BOY
5. Boy with slugga and choppa-axe
Boy with slugga and choppa-axe
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
4+
3/4
Choppa
4
3+
4/5
Abilities
Throat SlittasTactical Wot-Notz
32KOMMANDO, ORK, BOY
6. helmet Boy with slugga and choppa-axe
helmet Boy with slugga and choppa-axe
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
4+
3/4
Choppa
4
3+
4/5
Abilities
Throat SlittasTactical Wot-Notz
32KOMMANDO, ORK, BOY
7. Boy with slugga and choppa-blade
Boy with slugga and choppa-blade
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
4+
3/4
Choppa
4
3+
4/5
Abilities
Tactical Wot-NotzThroat Slittas
32KOMMANDO, ORK, BOY
8. Rokkit Boy
Rokkit Boy
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
Fists
3
3+
3/4
Abilities
Throat Slittas
32KOMMANDO, ORK, ROKKIT BOY
9. Big Shoota Boy
Big Shoota Boy
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Big Shoota
Stationary (Hvy, Dev 2)
5
3+
3/3
Sweeping (Hvy(Dash), Tor 1")
5
3+
3/4
Fists
3
3+
3/4
Abilities
Throat Slittas
32KOMMANDO, ORK, SNIPA BOY
10. Boy with shoota
Boy with shoota
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Shoota (Rng 8", Ceaseless)
4
4+
3/4
Fists
3
3+
3/4
Abilities
Tactical Wot-NotzThroat Slittas
32KOMMANDO, ORK, BOY
11. helmet Boy with shoota
helmet Boy with shoota
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Shoota (Rng 8", Ceaseless)
4
4+
3/4
Fists
3
3+
3/4
Abilities
Throat SlittasTactical Wot-Notz
32KOMMANDO, ORK, BOY
12. armour Boy with shoota
armour Boy with shoota
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Shoota (Rng 8", Ceaseless)
4
4+
3/4
Fists
3
3+
3/4
Abilities
Tactical Wot-NotzThroat Slittas
32KOMMANDO, ORK, BOY

Equipment

Ploys

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.