Hey guys,
I've come up with a Formation in the spirit of the rules that came out for the models released in Deathwatch Overkill. This Formation is for Boss Badgrub's Backstabbaz, a krak unit of eight Ork Kommandoz who undertake only the most dangerous and insane missions vital to the success of a Waaaagh!
I'm posting here and on The Waaagh Forums to get some feedback. What I would like to ask from you guys is to take a look at the list and give any feedback you have on point costs, abilities (existing or ones I should add), rules (existing or ones I should add), equipment, mistakes I made, things I overlooked, the fluff, or anything else you can think of. This Formation is meant to be fluffy, but it is also meant to be balanced for it's point cost--I'm aiming for 500. I'd like to be able to play this list in casual environments and have it be fair, both to my opponent as well as to myself.
Sorry if the formatting is not great. I couldn't get any Preformatting Tags to work nor could I get it make a table for the life of me, so I had to redo it all by hand . It should be readable though.
It starts out with some Fluff and the Rules are below that.
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Commit to: Imperial Record BTP/1240 Inquistoria 624
Input Date: 619.999.M41
Input Clearance: Inquisitor Rulgatt
Author: Interrogator Anton Verr
Transmitted from: Munitions Manufactorum Obsidio, Amacus Prime, Hysis Sub-sector
Transmitting Astropath: Astropath Zaal
Thought for the Day: Compromise is akin to treachery.
My Lord,
It appears the disruptions on Amacus Prime which have hereto been attributed to the work of heretical insurgents are, in fact, the work of only a single band of Orks: Badgrub's Backstabbers. While this may be hard to believe, the data from no less than forty-seven independent sources from across the hive confirm it, despite myriad reports to the contrary. I am now certain that these Orks are responsible for the training incident that resulted in the loss of the nearly a quarter of the planet's PDF forces, the sabotage of Munitions Manufactorum Obsidio, the partial destruction of the orbital ring, and the subsequent disappearance of Imperial Governor Torris. Boss Badgrub and his subordinates were reported to have been eliminated on Nidum III by the Officio Assassinorum despite the loss of their agent. I can confirm these reports have been greatly exaggerated.
Since the first incidents on Amacus Prime which occurred on 232.999.M41, Badgrubb and his Backstabbers have engaged in a systematic and thorough campaign of assassination, sabotage, and psychological warfare that has nearly crippled the planet. The production and distribution of munitions from Amacus Prime have fallen by nearly a third and the effect this is having on the war efforts in this sector is staggering. The notion that a campaign of such magnitude and effectiveness has been prosecuted by a team of less than a dozen Greenskins can hardly be believed. Yet, it is, nonetheless, true.
Inquisitorial records indicate that Imperial forces have previously encountered a group referred to as or claiming to be “Boss Badgrub's Backstabbaz” on no less than five Imperial worlds. What is interesting in this case is that all of those previous encounters were on worlds with heavy fighting between Imperial and Ork forces. Amacus Prime contains no such conflict. It is, however, a vital strategic asset which supplies a significant portion of the munitions to the Astra Militarum forces currently combating Waaagh! Skullsqueeza. I am of the opinion that this incursion is not merely an inauspicious coincidence, but a calculated plan to sabotage the Imperial war effort. This shows an incredible foresight and level of strategic thinking not often associated with the Greenskin mind. Coupled with the appetite for destruction displayed by he and his subordinates, the results will be disastrous should Badgrub's campaign here on Amacus Prime be allowed to continue.
The threat that Boss Badgrub and his Kommandos pose to the world of Amacus Prime and it's vital manufactorums cannot be overstated. It is my recommendation that a Deathwatch Kill Team be dispatched immediately to bring a quick end to this threat.
Always His Faithful Servant,
Interrogator Anton Verr
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Da Backstabbaz
Boss Badgrub's Backstabbaz are one of the most dangerous units of Kommandos in the galaxy. A handpicked squad of only the sneakiest most low down Orks, they take only the most dangerous missions. They are the epitome of Kommando warfare. They are consummate assassins and saboteurs who excel at psychological warfare, spreading fear and terror wherever they operate. They strike vital targets and leave a trail of carnage in their wake only to vanish into thin air.
Formation Rules
Boss Badgrub's Backstabbaz: All Units in this formation form a single unit called Da Backstabbaz. This is a single unit for all game purposes and cannot be split apart during battle, even if a model within it has the Independent Character Special Rule.
Kunnin' Ambush: As long as they are not aboard Da 'Eap, when Da Backstabbaz deploy using the Infiltrate special rule they are allowed to deploy anywhere on the table more than 1” from an enemy unit regardless or whether an enemy unit is able to draw line of sight to them. They may attempt to charge on the first turn.
Kustom Goggles: Da Backstabbaz ignore the Night Fighting rules when they are in effect.
Units
Boss Badgrub
Boss Badgrub is a hulking figure, a brutish Blood Axe covered in a mix of kamoflagued paint and the blood of his foes. He moves with a grace that shouldn't be possible for an Ork his size. His speed and stealth are unmatched even by his highly trained Backstabba Kommandos. He prefers to deal with his foes up close and nothing gives him more satisfaction than stickin' a git who never saw it coming.
A naturally sneaky git, Badgrub realized early just how many more gits you could snik if they never saw you coming. When Badgrub and his boyz single handledly saved Warboss Traktateef's mob from annhilation by eliminating 'umie artillery emplacments, he realized just how effective a propa raid could be to a Waaagh! Subsequently, he proved skilled at planning ambushes and raids and pretty soon he was coming up krafty battle plans which proved to be highly effective, if underappreciated by the average Ork.
Over time Boss Badgrub's exploits and the kunning of his plans have grown. He's dealt devastating blows to 'Umies, dem pansee panzeez, da Beakees, da blue-skinned dakka gits, da cybork-'umies, and even dem crawly bug gits too.
Boss Badgrub could undoubtedly lead more than a single unit of his fellow Greenskins, but he prefers to surround himself with Da Best o' Da Best. 'Sides, the less boyz there are, the more enemies there are for him to kill.
Badgrubb has assembled a handpicked group of the sneakiest, most kunnin', and most skilled Orks alive to take on the most dangerous raids possible. Why? Cuz its fun.
Boss Badgrub
Type: Infantry (C) Points: 100 WS 7 BS: 2 S: 5 T: 5 W: 3 I: 4 A: 4 Ld: 8 Save: 4+
Wargear: 'Eavy Armor, Da Kutthroatz, Slugga, Stikk Bombs, Tankbusta Bombs
Rules: 'Ere We Go!, Fear, Fearless, Furious Charge, Infiltrate, Mob Rule, Move Through Cover, Stealth, Shrouded
Da Best Laid Planz - Boss Badgrub possess a keen strategic mind that might even be called genius by some. Few expect this level of sophistication from an Ork making the consequences for his enemies all the more devastating. Da Backstabbaz may add +2 to any seize the initiative roll.
Stikk 'Em 'For Dey See Ya: As long and Boss Badgrub is alive all models in Da Backstabbaz have the Hammer of Wrath Special rule and receive +1 Initiative on the turn they charge.
Da Kutthroatz: Da Kutthroatz are a pair of customized choppas with the following profile. Range: – Strength: User AP: 5 Type: Melee, Shred, Rending
Snikgrod & Slugslinga
Snikgrod is the Boss's second in command and one tough Ork. He lost both hands when Da Backstabbaz were targeted by an Eversor assassin on Nidum III. Not deterred by loss of limb he fought his assailant with bloody stumps long enough for his fellow Backstabbaz to gain the advantage and finally bring the skull-faced whirlwind down. Rotgutz and Krumpdreg have since replaced his missing limbs with bionic prostheses including a huge power klaw called Da Pincha.
Slugslinga is a grot who despite being considered a weedy runt has proven his worth to Da Backstabbaz time and again as a capable sniper. He often rides upon Snikgrod's back using the imposing Kommando as a mobile firing platform.
Snikgrod & Slugslinga
Type: Infantry (C) Points: 100 WS 5 BS: 2 S: 5 T: 5 W: 3 I: 3 A: 3 Ld: 7 Save: 4+
Wargear: 'Eavy Armor, Power Klaw, Slugga, Stikk Bombs, Tankbusta Bombs
Rules: 'Ere We Go!, Fear, Fearless, Furious Charge, Infiltrate, Mob Rule, Move Through Cover, Stealth, Shrouded
Slugslinga- During the shooting phase in addition to any shooting done by Snikgrod, Slugslinga the grot sniper, may make a single shooting attack at BS4 with the following profile: Range: 36” Strength: -- AP: 5 Type: Assault 1, Sniper
Rotgutz
The only reason Rotgutz isn't some Mad Dok conducting 'spermintz on his fellow boyz is because Badgrub saw the profusion of low down brutal kunning in him. Indeed, Rotguz makes an excellent Kommando, and he uses his Painboy instincts to keep the rest of the Backstabbaz alive and in the fight.
Rotgutz
Type: Infantry (C) Points: 100 WS 5 BS: 2 S: 4 T: 4 W: 2 I: 3 A: 3 Ld: 7 Save: 4+
Wargear: 'Eavy Armor, Choppa, Slugga, Stikk Bombs, Tankbusta Bombs, Dok's Tools
Rules: 'Ere We Go!, Fear, Fearless, Furious Charge, Infiltrate, Mob Rule, Move Through Cover, Stealth, Shrouded
Krumpdreg
Similar to Rotgutz, Krumpdreg could very easily have become a full-fledged oddboy if he wasn't such a sneaky git. He certainly has a knack for mekaniks. His extra 'splody kustom-built Pokkit Rokkit Pistol is a work of Orky genius. Whenever Da Backstabbaz need a kustom whachacallit or a newfangled mekfing to pull off their plans, Krumpdreg is always eager and able to hammer one together.
Krumpdreg
Type: Infantry (C) Points: 100 WS 5 BS: 2 S: 4 T: 4 W: 2 I: 3 A: 3 Ld: 7 Save: 4+
Wargear: 'Eavy Armor, Choppa, Pokkit Rokkit, Stikk Bombs, Tankbusta Bombs, Mek's Tools
Rules: 'Ere We Go!, Fear, Fearless, Furious Charge, Infiltrate, Mob Rule, Move Through Cover, Stealth, Shrouded
Pokkit Rokkit- Da Pokkit Rokkit is a customized rokkit launcha with the following profile. Range: 24” Strength: 8 AP: 3 Type: Pistol, Armourbane
Beltfed
When Da Backstabbaz need to bring the Dakka, Beltfed answers the call. Bedecked in belts of shoota ammunition that he somehow manages to keep from rattling all the time, Beltfed is able to lay down a truly withering hail of fire when necessary. Sometimes he even hits too! Da Backstabbaz are fond of herding their enemies into a kill box set up by the waiting Beltfed so that he can mow them down with reckless abandon.
Beltfed
Type: Infantry (C) Points: 100 WS 5 BS: 2 S: 4 T: 4 W: 2 I: 3 A: 3 Ld: 7 Save: 4+
Wargear: 'Eavy Armor, Choppa, Big Shoota, Stikk Bombs, Tankbusta Bombs,
Rules: 'Ere We Go!, Fear, Fearless, Furious Charge, Infiltrate, Mob Rule, Move Through Cover, Stealth, Shrouded
Dakka Dakka Dakka: Shots made by Beltfed with his Big Shoota have the Twin-linked and Pinning special rules.
Gitlit
A burly Ork covered in scars. Every Ork likes to watch stuff burn, but Gitlit really likes it. His talent with a Burna might be considered to border upon artistry, because what is truer art to an Ork than causing wholesale destruction?
Gitlit
Type: Infantry (C) Points: 100 WS 5 BS: 2 S: 4 T: 4 W: 2 I: 3 A: 3 Ld: 7 Save: 4+
Wargear: 'Eavy Armor, Burna, Stikk Bombs, Tankbusta Bombs
Rules: 'Ere We Go!, Fear, Fearless, Furious Charge, Infiltrate, Mob Rule, Move Through Cover, Stealth, Shrouded
Pyromaniork: Gitlit has a Feel No Pain (4+) against wounds caused by Flamer weapons. In addition he may reroll failed to-wound rolls and armour penetration rolls that do not result in a glancing or penetrating hit when using his Burna.
Lugnaff
All of Da Backstabbaz are skilled with explosives, but Lugnaff is the best of them all. If you need something reduced to bits quickly, Lugnaff is your Ork. If you don't need something blown to bits, chances are it will be anyway. Lugnaff's kustom boombundles deal with enemy fortifications and armor in a hurry. Lugnaff doesn't restrict himself to inanimate objects. He once obliterated a pair of rampaging Carinfex's with a sackful of boombundles and healthy dose of suicidal courage.
Lugnaff
Type: Infantry (C) Points: 100 WS 5 BS: 2 S: 4 T: 4 W: 2 I: 3 A: 3 Ld: 7 Save: 4+
Wargear: 'Eavy Armor, Choppa, Slugga, Stikk Bombs, Tankbusta Bombs
Rules: 'Ere We Go!, Fear, Fearless, Furious Charge, Infiltrate, Mob Rule, Move Through Cover, Stealth, Shrouded
Bring it Down: Attack made by Lugnaff have the Monster Hunter Special Rule.
Wortgrim
Wortgrim gets feelings. Not the tingly kind you get when you blow up a tank or scalp a beakee, but the kind that you get when you realize a plan is about to go down 'ill real fast. He says it comes from the time a Wyrdboy cursed him because Wortgrim accidentally kicked his favorite squig. The wyrdboy was gonna fry him good, but his 'ead went bang first. The experience left Wortgrim with even more worts than before and an itchy feeling in his brain whenever he gets close to wyrdboyz.
Wortgrim
Type: Infantry (C) Points: 100 WS 5 BS: 2 S: 4 T: 4 W: 2 I: 3 A: 3 Ld: 7 Save: 4+
Wargear: 'Eavy Armor, Choppa, Slugga, Stikk Bombs, Tankbusta Bombs, Dok's Tools
Rules: 'Ere We Go!, Fear, Fearless, Furious Charge, Infiltrate, Mob Rule, Move Through Cover, Stealth, Shrouded
Itchy Brain: Wortgrim confers the Adamantium Will Special Rule to his unit while he is alive.
Da 'Eap
Da 'Eap isn't a specific vehicle, but the name that Da Backstabbaz give to whatever vehicle they happen to be using (usually to make a getaway) at the time. There have been dozens upon dozen of 'Eaps ranging from ramshackle trukks, gutted rhinos, “borrowed” Valkyrie assault carriers, and even a crippled (and very short lived) Sword-class frigate.
Da 'Eap
Type: Vehicle, Fast, Open-topped, Transport F: 10 S: 10 R:10 BS: 2 HP: 3 Capacity: 12
Equipment: Extra Armor, Big Shoota, Boarding Planks, Grot Riggers, Reinforced Ram, Wreckin' Ball
Rules: Ramshackle
"Sum time ago, a krak kommando unit wuz sent on a missun by a Warboss because he said so. These boyz blew everyfing ta bitz real qwik and went lookin' for a new missun. Today, still wanted by da Warboss ta do somefing else, dey survive az boyz o' fortune. If yuz have a problem, if none of the otha boyz can help, and if you can find them sneaky gitz....mebbe you can hire Da Backstabbaz."