Greenskin

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  Warhammer 40,000 Kill Team: Compendium
  Warhammer 40,000 Kill Team: CompendiumIndex21.3December 2022

Greenskin Kill Team

A GREENSKIN kill team consists of two fire teams selected from the following list:
  • BOY
  • CLAN KOMMANDO
  • SPESHULIST (max one per kill team)

Boy Fire Team

  • A BOY fire team includes five BOY operatives selected from the following list:
    • BOY FIGHTER each separately equipped with one of the following options:
      • Shoota; fists
      • Slugga; choppa
    • BOY GUNNER each separately equipped with fists and one of the following options:
      • Big shoota or rokkit launcha
Each BOY fire team can only include up to one BOY GUNNER operative.
  • Instead of selecting one BOY FIGHTER operative in each BOY fire team, you can select two BOY GRETCHIN operatives.
  • If your kill team does not include any other LEADER operatives, one BOY fire team can also include one BOY BOSS NOB operative equipped with one of the following options:
    • Shoota; fists
    • One option from each of the following:
      • Kombi-rokkit, kombi-skorcha or slugga
      • Big choppa, choppa, killsaw or power klaw

Clan Kommando Fire Team

  • A CLAN KOMMANDO fire team includes five CLAN KOMMANDO FIGHTER operatives.
  • If your kill team does not include any other LEADER operatives, instead of selecting one CLAN KOMMANDO FIGHTER operative for one CLAN KOMMANDO fire team, you can select one CLAN KOMMANDO KOMMANDO NOB operative equipped with a slugga and one of the following options:
    • Choppa or power klaw

Archetype: Seek & Destroy

Speshulist Fire Team

  • A SPESHULIST fire team includes four SPESHULIST operatives selected from the following list:
  • If your kill team does not include any other LEADER operatives, instead of selecting one BURNA BOY operative for one SPESHULIST fire team, you can select one SPANNER SPESHULIST operative equipped with fists and one of the following options:
    • Big shoota, kustom mega-blasta or rokkit launcha

Strategic Ploys

If your faction is GREENSKIN, you can use the following Strategic Ploys during a game.

DAKKA! DAKKA! DAKKA!1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly GREENSKIN 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.
WAAAAGH!1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly GREENSKIN operative fights in combat, in the Roll Attack Dice step of that combat, when you would retain two or more normal hits, you can select one of those hits to be retained as a critical hit instead.
GET STUCK IN!1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly BOY operative performs a Fight action, in the Roll Attack Dice step of that combat, you can re-roll one of your attack dice.
SKULK ABOUT1CP
Strategic Ploy
Until the end of the Turning Point, each time a shooting attack is made against a friendly CLAN KOMMANDO operative, in the Roll Defence Dice step of that shooting attack, before rolling defence dice, if it has a Conceal order, you can retain one as a successful normal save without rolling it.

Tactical Ploys

If your faction is GREENSKIN, you can use the following Tactical Ploys during a game.

JUST A SCRATCH1CP
Tactical Ploy
Use this Tactical Ploy in the Resolve Successful Hits step of a shooting attack or combat, when damage would be inflicted on a friendly GREENSKIN operative from an attack dice. Ignore the damage inflicted from that attack dice.
MORE DAKKA1CP
Tactical Ploy
Use this Tactical Ploy after making a shooting attack with a friendly GREENSKIN operative in which the target did not lose any wounds. Repeat that shooting attack.

Equipment

GREENSKIN operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Any equipment marked with a + can be selected a maximum of once, and each operative can be equipped with no more than one of each item.

STIKKBOMB [2EP]

The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Stikkbomb
4
3+
2/4
Special Rules
!
Rng , Limited, Blast , Indirect
-

’EAVY ARMOUR [2EP]

Operative with a 5+ Save characteristic only. Change the operative’s Save characteristic to 4+ for the battle.

BOSSPOLE+ [3EP]

BOSS NOB or KOMMANDO NOB operative only. Add 1 to the operative’s APL for the battle.

DRUM MAG [2EP]

Select one shoota or big shoota this operative is equipped with. That weapon gains the Ceaseless special rule for the battle.

TARGETIN’ FING [3EP]

Select one ranged weapon this operative is equipped with (excluding a burna or a ranged weapon with the Kombi special rule). Improve that weapon’s Ballistic Skill characteristic by 1 for the battle (to a maximum of 4+).

CUTTIN’ NOZZLE [2EP]

BURNA BOY operative only. The operative is equipped with the following melee weapon for the battle:
 
Name
A
BS/WS
D
Cuttin’ nozzle
4
3+
3/5
Special Rules
!
Lethal 5+
-

KUSTOM FORCE FIELD+ [3EP]

SPANNER operative only. The operative gains the following ability for the battle:

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.


Datacards


Boy (Fighter)

Boyz form the muscled, brutal majority of any teeming Ork horde. No self-respecting Ork would be without a loud slugga and at least one enormous choppa with which to vent their wild fury. They live only for the joy of violence and the clamouring din of war.

Boy (Fighter)

Boyz form the muscled, brutal majority of any teeming Ork horde. No self-respecting Ork would be without a loud slugga and at least one enormous choppa with which to vent their wild fury. They live only for the joy of violence and the clamouring din of war.

M APL GA DF SV W Base
3 2 1 3 5+ 10 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Shoota
Shoota
4
5+
3/4
--
Slugga
Slugga
4
5+
3/4
Rng Rng -
Choppa
Choppa
4
3+
4/5
--
Fists
Fists
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
GET STUCK IN!
GREENSKIN, ORK, <CLAN>, BOY, FIGHTER
GREENSKIN, ORK, <CLAN>, BOY, FIGHTER


Boss Nob

Orks grow bigger and more belligerent the more they fight. Over time, the most experienced fighters become hulking greenskins. Nobz have survived endless war and infighting through a combination of strength, cunning and the instinct to destroy anything that challenges them.

Boss Nob

Orks grow bigger and more belligerent the more they fight. Over time, the most experienced fighters become hulking greenskins. Nobz have survived endless war and infighting through a combination of strength, cunning and the instinct to destroy anything that challenges them.

M APL GA DF SV W Base
3 2 1 3 4+ 13 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Kombi-rokkit
Kombi-rokkit
5
5+
4/5
Kombi*, Limited, AP1. !Splash 1Kombi*, Limited, AP1Splash 1
Kombi-skorcha
Kombi-skorcha
6
2+
2/2
Kombi*, Limited, Rng , Torrent Kombi*, Limited, Rng , Torrent -
Shoota
Shoota
4
5+
3/4
--
Slugga
Slugga
4
5+
3/4
Rng Rng -
Big choppa
Big choppa
4
2+
5/6
--
Choppa
Choppa
4
2+
4/5
--
Fists
Fists
3
2+
3/4
--
Killsaw
Killsaw
4
3+
5/7
!Rending-Rending
Power klaw
Power klaw
4
3+
5/7
BrutalBrutal-
ABILITIES UNIQUE ACTIONS
*Kombi: An operative equipped with this weapon is also equipped with a shoota.
-
ABILITIES
*Kombi: An operative equipped with this weapon is also equipped with a shoota.
UNIQUE ACTIONS
-
DATACARD-RELATED
GET STUCK IN! , Bosspole
GREENSKIN, ORK, <CLAN>, LEADER, BOY, BOSS NOB
GREENSKIN, ORK, <CLAN>, LEADER, BOY, BOSS NOB


Boy (Gunner)

Orks enjoy the din and recoil of the large firearms they refer to collectively as shootas, as much as the weapons’ gory results. Shootas are often cobbled together from scrap, but unleash hails of solid shot that can rip apart almost anything through sheer volume.

Boy (Gunner)

Orks enjoy the din and recoil of the large firearms they refer to collectively as shootas, as much as the weapons’ gory results. Shootas are often cobbled together from scrap, but unleash hails of solid shot that can rip apart almost anything through sheer volume.

M APL GA DF SV W Base
3 2 1 3 5+ 10 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Big shoota
Big shoota
6
5+
2/3
FusilladeFusillade-
Rokkit launcha
Rokkit launcha
5
5+
4/5
AP1. !Splash 1AP1Splash 1
Fists
Fists
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
GET STUCK IN!
GREENSKIN, ORK, <CLAN>, BOY, GUNNER
GREENSKIN, ORK, <CLAN>, BOY, GUNNER


Gretchin

Gretchin - or grots - are stunted, sneaky and vicious. They are more nimble than their Ork masters, able to squeeze through narrow spaces and operate more complicated gubbins. Their sharp eyes enable them to act as lookouts and sentries, and their screech of alarm is piercing.

Gretchin

Gretchin - or grots - are stunted, sneaky and vicious. They are more nimble than their Ork masters, able to squeeze through narrow spaces and operate more complicated gubbins. Their sharp eyes enable them to act as lookouts and sentries, and their screech of alarm is piercing.

M APL GA DF SV W Base
3 2 2 3 6+ 5 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Gretchin blasta
Gretchin blasta
3
4+
2/3
Rng Rng -
Gretchin knife
Gretchin knife
3
5+
1/2
--
ABILITIES UNIQUE ACTIONS
Runt: This operative cannot be equipped with equipment. This operative cannot benefit from your Strategic and Tactical Ploys.
-
ABILITIES
Runt: This operative cannot be equipped with equipment. This operative cannot benefit from your Strategic and Tactical Ploys.
UNIQUE ACTIONS
-
GREENSKIN, ORK, <CLAN>, BOY, GRETCHIN
GREENSKIN, ORK, <CLAN>, BOY, GRETCHIN


Clan Kommando (Fighter)

Kommandos epitomise the Orky virtue of low cunning, taking a less directly confrontational approach to their peers. Few things make them happier than sneaking up on an unsuspecting enemy and hacking, slashing and shooting before the foe can strike back.

Clan Kommando (Fighter)

Kommandos epitomise the Orky virtue of low cunning, taking a less directly confrontational approach to their peers. Few things make them happier than sneaking up on an unsuspecting enemy and hacking, slashing and shooting before the foe can strike back.

M APL GA DF SV W Base
3 2 1 3 5+ 10 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Slugga
Slugga
4
5+
3/4
Rng Rng -
Choppa
Choppa
4
3+
4/5
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
SKULK ABOUT
GREENSKIN, ORK, <CLAN>, CLAN KOMMANDO, FIGHTER
GREENSKIN, ORK, <CLAN>, CLAN KOMMANDO, FIGHTER


Clan Kommando Nob

The sneakiest of all their tribe’s sneaky gits, Kommando Nobs are both brutal and cunning enough to boss about the most conniving of their species as they lead espionage operations behind enemy lines.

Clan Kommando Nob

The sneakiest of all their tribe’s sneaky gits, Kommando Nobs are both brutal and cunning enough to boss about the most conniving of their species as they lead espionage operations behind enemy lines.

M APL GA DF SV W Base
3 2 1 3 4+ 13 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Slugga
Slugga
4
4+
3/4
Rng Rng -
Choppa
Choppa
4
2+
4/5
--
Power klaw
Power klaw
4
3+
5/7
BrutalBrutal-
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
SKULK ABOUT , Bosspole
GREENSKIN, ORK, <CLAN>, LEADER, CLAN KOMMANDO, KOMMANDO NOB
GREENSKIN, ORK, <CLAN>, LEADER, CLAN KOMMANDO, KOMMANDO NOB


Burna Boy

Burna Boyz are pyromaniacs all, obsessed with raging infernos - the bigger and hotter the better. Their burnas can weed hiding enemies out of cover, belching roaring flames that rush into defensive networks and incinerate lighter barriers entirely.

Burna Boy

Burna Boyz are pyromaniacs all, obsessed with raging infernos - the bigger and hotter the better. Their burnas can weed hiding enemies out of cover, belching roaring flames that rush into defensive networks and incinerate lighter barriers entirely.

M APL GA DF SV W Base
3 2 1 3 5+ 10 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Burna
Burna
5
2+
2/2
Rng , Torrent Rng , Torrent -
Fists
Fists
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
Cuttin’ Nozzle
GREENSKIN, ORK, <CLAN>, SPESHULIST, BURNA BOY
GREENSKIN, ORK, <CLAN>, SPESHULIST, BURNA BOY


Loota

Lootas are the most heavily armed of all Orks - because they steal the best weapons from everyone else! They are kleptomaniacs obsessed with owning and firing the loudest and most destructive guns, modifying them to make them ever more ostentatious and killy.

Loota

Lootas are the most heavily armed of all Orks - because they steal the best weapons from everyone else! They are kleptomaniacs obsessed with owning and firing the loudest and most destructive guns, modifying them to make them ever more ostentatious and killy.

M APL GA DF SV W Base
3 2 1 3 5+ 10 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Deffgun
Deffgun
5
5+
4/6
--
Fists
Fists
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
GREENSKIN, ORK, <CLAN>, SPESHULIST, LOOTA
GREENSKIN, ORK, <CLAN>, SPESHULIST, LOOTA


Spanner

On the lower hierarchical rungs of the madcap geniuses known as Meks, Spanners help to keep Ork technology working. They obsessively acquire loot and scrap to build weapons and contraptions, as well as kustom weapons that unleash strange energy beams or ammo.

Spanner

On the lower hierarchical rungs of the madcap geniuses known as Meks, Spanners help to keep Ork technology working. They obsessively acquire loot and scrap to build weapons and contraptions, as well as kustom weapons that unleash strange energy beams or ammo.

M APL GA DF SV W Base
3 2 1 3 5+ 11 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Big shoota
Big shoota
6
4+
2/3
FusilladeFusillade-
Kustom mega-blasta
Kustom mega-blasta
4
4+
5/6
AP2, HotAP2, Hot-
Rokkit launcha
Rokkit launcha
5
4+
4/5
AP1. !Splash 1AP1Splash 1
Fists
Fists
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
Kustom Force Field
GREENSKIN, ORK, <CLAN>, LEADER, SPESHULIST, SPANNER
GREENSKIN, ORK, <CLAN>, LEADER, SPESHULIST, SPANNER
Fire Teams
Many of the kill teams presented in Kill Team: Compendium require you to select your kill team by selecting one or two fire teams. A fire team is a collection of operatives and their selection requirements for the associated kill team. If your kill team consists of two fire teams, you can select the same fire team more than once. Many fire teams have the option to select a LEADER operative. When selecting your kill team, you can only include one LEADER operative, and in matched play, you must include one LEADER operative. Finally, each fire team has one or more archetypes. In such circumstances, your kill team’s overall archetype(s) is the archetype(s) of its fire teams.

The BOY keyword is used in the following Greenskin datacards:

The LEADER keyword is used in the following Greenskin datacards:

• Spanner

The SPESHULIST keyword is used in the following Greenskin datacards:

• Loota
• Spanner

The CLAN KOMMANDO keyword is used in the following Greenskin datacards:

Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
Limited
This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
  3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.
Indirect
Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover.
Ceaseless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice results of 1.
Lethal x
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.
Invulnerable Save x+
Each time a shooting attack is made against an operative, the defender can use its invulnerable save instead of its normal Save characteristic. An invulnerable save is used like a normal Save characteristic, except that it cannot be modified in any way, and is not affected by any APx special rules (meaning the defender would use their normal Defence characteristic). x of the invulnerable save is the dice roll required for the defence dice to be successful, e.g. 4+.
GET STUCK IN!1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly BOY operative performs a Fight action, in the Roll Attack Dice step of that combat, you can re-roll one of your attack dice.

The GREENSKIN keyword is used in the following Greenskin datacards:

• Loota
• Spanner

The ORK keyword is used in the following Greenskin datacards:

• Loota
• Spanner

The <CLAN> keyword is used in the following Greenskin datacards:

• Loota
• Spanner

The BOY keyword is used in the following Greenskin datacards:

The FIGHTER keyword is used in the following Greenskin datacards:

APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.
Splash x
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target and each other operative Visible to and within of it. x is the number after the weapon’s Splash, e.g. Splash 1.
Torrent x
Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon, after making the shooting attack against the target, it can make a shooting attack with this weapon against each other valid target within x of the original target and each other, x is the distance after the weapon’s Torrent, e.g. Torrent .

  1. An operative performs a Shoot action, selects a ranged weapon with the Torrent special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B and C, determining if they are a valid target as normal.
  3. It cannot make a shooting attack against operative D, as while that operative is within of operative A and C, it is not within of operative B.
Rending
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits you can retain one normal hit as a critical hit.
Brutal
Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, your opponent can only parry with critical hits.

BOSSPOLE+ [3EP]

BOSS NOB or KOMMANDO NOB operative only. Add 1 to the operative’s APL for the battle.

The LEADER keyword is used in the following Greenskin datacards:

• Spanner
Fusillade
Each time a friendly operative performs a Shoot action and selects this weapon, after selecting a valid target, you can select any number of other valid targets within of the original target. Distribute your attack dice between the targets you have selected. Make a shooting attack with this weapon (using the same profile) against each of the targets you have selected using the attack dice you have distributed to each of them.
SKULK ABOUT1CP
Strategic Ploy
Until the end of the Turning Point, each time a shooting attack is made against a friendly CLAN KOMMANDO operative, in the Roll Defence Dice step of that shooting attack, before rolling defence dice, if it has a Conceal order, you can retain one as a successful normal save without rolling it.

The CLAN KOMMANDO keyword is used in the following Greenskin datacards:

CUTTIN’ NOZZLE [2EP]

BURNA BOY operative only. The operative is equipped with the following melee weapon for the battle:
 
Name
A
BS/WS
D
Cuttin’ nozzle
4
3+
3/5
Special Rules
!
Lethal 5+
-

The SPESHULIST keyword is used in the following Greenskin datacards:

• Loota
• Spanner
Hot
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each attack dice result of 1 that is discarded, that operative suffers three mortal wounds.

KUSTOM FORCE FIELD+ [3EP]

SPANNER operative only. The operative gains the following ability for the battle:

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.

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