Greenskins kt21
The Orks, also called greenskins, are a savage, warlike, green-skinned species of humanoids who possess physiological features of both animals and fungi who are spread all across the Milky Way Galaxy.
They are seen by their enemies (pretty much everyone else in the universe) as savage, violent, and crude, but they are the most successful species in the whole galaxy, outnumbering possibly every other intelligent starfaring species, even Humanity (with the very plausible exception of the Tyranids).
Boyz
Boss Nob
APL
2
MOVE
3⬤
SAVE
4+
WOUND
13
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Kombi-Rokkit (Kombi-Shoota, Lim, AP1, Splash 1) | 5 | 5+ | 4/5 |
Kombi-Scorcha (Kombi-Shoota, Lim, Rng ⬟, Tor ⬤) | 6 | 2+ | 2/2 |
Shoota | 4 | 5+ | 3/4 |
Slugga (Rng ⬟) | 4 | 5+ | 3/4 |
Big Choppa | 4 | 2+ | 5/6 |
Choppa | 4 | 2+ | 4/5 |
Fists | 3 | 2+ | 3/4 |
Killsaw (Rending) | 4 | 3+ | 5/7 |
Power Klaw (Brutal) | 4 | 3+ | 5/7 |
GREENSKIN, ORK, <CLAN>, LEADER, BOY, BOSS NOB
Boy Fighter
APL
2
MOVE
3⬤
SAVE
5+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Shoota | 4 | 5+ | 3/4 |
Slugga (Rng ⬟) | 4 | 5+ | 3/4 |
Choppa | 4 | 3+ | 4/5 |
Fists | 3 | 3+ | 3/4 |
GREENSKIN, ORK, <CLAN>, BOY, FIGHTER
Boy Gunner
APL
2
MOVE
3⬤
SAVE
5+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Big Shoota (Fus) | 6 | 5+ | 2/3 |
Rokkit Launcha (AP1, Splash 1) | 5 | 5+ | 4/5 |
Fists | 3 | 3+ | 3/4 |
GREENSKIN, ORK, <CLAN>, BOY, GUNNER
Gretchin
APL
2
MOVE
3⬤
SAVE
6+
WOUND
5
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Gretchin Blasta (Rng ⬟) | 3 | 4+ | 2/3 |
Gretchin Knife | 3 | 5+ | 1/2 |
ABILITIES
Runt
GREENSKIN, ORK, <CLAN>, BOY, GRETCHIN
Clan Kommandoz
Clan Kommando Fighter
APL
2
MOVE
3⬤
SAVE
5+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Slugga (Rng ⬟) | 4 | 5+ | 3/4 |
Choppa | 4 | 3+ | 4/5 |
GREENSKIN, ORK, <CLAN>, CLAN KOMMANDO, FIGHTER
Clan Kommando Nob
APL
2
MOVE
3⬤
SAVE
4+
WOUND
13
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Slugga (Rng ⬟) | 4 | 4+ | 3/4 |
Choppa | 4 | 2+ | 4/5 |
Power Klaw (Brutal) | 4 | 3+ | 5/7 |
GREENSKIN, ORK, <CLAN>, CLAN KOMMANDO, KOMMANDO NOB
Speshulists
Burna Boy
APL
2
MOVE
3⬤
SAVE
5+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Burna (Rng ⬟, Tor ⬤) | 5 | 2+ | 2/2 |
Fists | 3 | 3+ | 3/4 |
GREENSKIN, ORK, <CLAN>, SPESHULIST, BURNA BOY
Loota
APL
2
MOVE
3⬤
SAVE
5+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Deffgun | 5 | 5+ | 4/6 |
Fists | 3 | 3+ | 3/4 |
GREENSKIN, ORK, <CLAN>, SPESHULIST, LOOTA
Spanner
APL
2
MOVE
3⬤
SAVE
5+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Big Shoota (Fus) | 6 | 4+ | 2/3 |
Kustom Mega-Blasta (AP2, Hot) | 4 | 4+ | 5/6 |
Rokkit Launcha (AP1, Splash 1) | 5 | 4+ | 4/5 |
Fists | 3 | 3+ | 3/4 |
GREENSKIN, ORK, <CLAN>, LEADER, SPESHULIST, SPANNER
Strategic Ploys
Dakka! Dakka! Dakka!
Get Stuck In!
Skulk About
Waaaagh!
Firefight Ploys
Just A Scratch
More Dakka
Equipment
'Eavy armour
Bosspole*
Cuttin' Nozzle
Name | A | WS | D |
---|---|---|---|
Cuttin' Nozzle | 4 | 3+ | 3/5 |
Special Rules | |||
Lethal 5+ |
Drum Mag
Kustom Force Field*
Kustom Force Field: Each time an operative makes a shooting attack, if the target is wholly within• of this operative and the operative making the shooting attack is not, the target has a 5+ invulnerable save for that shooting attack.
Stikkbomb*
Name | A | BS | D |
---|---|---|---|
Stikkbomb | 4 | 3+ | 2/4 |
Special Rules | |||
Rng ⬟, Lim, Blast ⬤, Indirect |
Targetin' Fing
Rare Equipment
Auto-Loader
This ranged weapon gains the Ceaseless special rule.
Flux Capacitor
This ranged weapon gains the P1 critical hit rule.
Rending Rounds
This ranged weapon gains the Rending special rule.
Propulsion Amplifier
Add 1 to both Damage characteristics of this ranged weapon.
Thermal Sight
This ranged weapon gains the No Cover special rule.
Seeker Spirit
Each time a friendly operative makes a shooting attack with this ranged weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit you retain, you can re-roll one of your attack dice.
Power Enhancer
Add 1 to both Damage characteristics of this melee weapon.
Inertia Displacer
This melee weapon gains the Brutal special rule.
Perfectly Weighted
This melee weapon gains the Balanced special rule.
Rending Blade
This melee weapon gains the Rending special rule.
Monomolecular Edge
This melee weapon gains the Lethal 5+ special rule.
Arc Unit
This melee weapon gains the Stun critical hit rule.
Infiltration
Stalk Target
Once you do so, at the end of each Target Reveal step, select one enemy operative to be stalked for that Turning Point.
- At the end of any Turning Point, if a friendly operative with a Conceal order is within ◼ but not within Engagement Range of the enemy operative you selected to be stalked for that Turning Point, you score 1 VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1 VP.
Gather Surveillance
Once you do so, at the end of each Target Reveal step, select one friendly operative to gather surveillance for that Turning Point.
- At the end of any Turning Point, if the friendly operative you selected to gather surveillance for that Turning Point has a Conceal order, is wholly within your opponent's territory and is more than ◼ from enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Implant
- Instead of inflicting damage on an enemy operative from that strike, you can implant that operative instead. That operative does not lose any wounds and you score 1 VP
- If two other enemy operatives are implanted, you score 1 VP
Seize Defences
- At the end of any Turning Point, if you control an opponent's barricade, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Install Device
- At the end of any Turning Point, if your Device token has been in the killzone for the whole of that Turning Point, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Install Device (1 AP):
An operative can perform this action while it controls an objective marker in your opponent's territory or on the centre line. Place your Device token on that objective marker. Remove it if an enemy operative controls that objective marker. An operative connot perform this action if your Device token is in the killzone.
Subversive Control
- At the end of the third Turning Point, if friendly operatives control an objective marker in your opponent's territory and not on the centre line, you score 1VP.
- At the end of the fourth Turning Point, if friendly operatives control an objective marker in your opponent's territory and not on the centre line, you score 1VP.
Seek And Destroy
Headhunter
- You score 1 VP
- If it is the first or second Turning Point, you score 1 VP
Assassinate Target
Your opponent selects one of their operatives.
- If that operative is incapacitated, you score 2VPs.
- At the end of the battle, if that operative has not been incapacitated but has fewer than half of its wounds remaining, you score 1VP.
Rout
- If an enemy operative is incapacitated by a friendly operative, and that friendly operative is within ⬟ of your opponent's drop zone when it does so, you score 1 VP
- If you achieve the first condition in any subsequent Turning Point, you score 1 VP
Executioner
When you do so, select one friendly operative to be your executioner. At the end of each Target Reveal step, select one enemy operative to be executed for the Turning Point.
- If the enemy operative you selected to be executed for the Turning Point is incapacitated by your executioner during the same Turning Point, score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Eliminate Guards
Once you do so, at the end of each Target Reveal step, select an objective marker on the centre line or within your opponent's territory, then select one enemy operative within ⬤ of it to be the guard for the Turning Point.
- If the enemy operative you selected to be the guard for the Turning Point is incapacitated during the same Turning Point, you score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Rob And Ransack
- You score 1 VP
- At the end of the battle, if you achieved the first condition and that friendly operative has not been incapacitated, you score 1 VP
Security
Seize Ground
You must reveal this Tac Op in the Target Reveal step of the first turning point.
Select one terrain feature that is more than ◼ from your drop zone and includes any parts with the Heavy trait.
- At the end of the battle, if friendly operatives control that terrain feature, you score 1VP.
- If you achieve the first condition, there are no enemy operatives within ▲ of that terrain feature, and the total APL of the friendly operatives that control it is 4 or more, you score 1VP.
Hold Them Back
- At the end of any Turning Point, if there are no enemy operatives wholly within your territory, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Protect Assets
- At the end of any Turning Point, if two or more enemy operatives were incapacitated within ⬤ of an objective marker during that Turning Point, you score 1 VP
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Secure Centre Line
- At the end of any Turning Point, if the total APL of friendly operatives on the centre line and not on a Vantage Point is greater than that of the enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Escort Operative
Select one friendly operative.
At the end of the battle:
- If that friendly operative is wholly within your opponent's territory, you score 1VP.
- If that friendly operative is within ⬟ of your opponent's killzone edge, you score 1VP.
Central Control
- At the end of any Turning Point, if the total APL of friendly operatives within ◼ of the center and not on a Vantage Point is greater than that of enemy operatives, you score 1 VP
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Seize Access Point
You must reveal this Tac Op in the Target Reveal step of the first Turning Point.
Select one access point on the centre line or within your opponent’s territory.
- At the end of the battle, if the total APL of friendly operatives within ⬤ of that access point is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition, there are no enemy operatives within ⬤ of that access point, and the total APL of friendly operatives within ⬤ of it is 4 or more, you score 1VP.
Ferratonic Furnace Control
- At the end of any Turning Point, if the total APL of friendly operatives on the roof of the ferratonic furnace is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.