++ Brigade Detachment +12CP (Orks) [149
PL, 2000pts] ++
Rules: Dis Is Ours! Zog Off!
+ No Force Org Slot +
Clan Kultur: Goffs
. Categories: No Force Org Slot
. Abilities: Goffs
Profiles:
. Goffs: Description:Each time you roll an unmodified hit roll of 6 for an attack with a melee weapon made by a model with this kultur, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls.
+
HQ [9
PL, 186pts] +
Weirdboy [3
PL, 62pts]: 2. Warpath
. Categories: Character,
HQ, Infantry, Psyker, Faction: Ork, Faction: <Clan>, Weirdboy
. Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
. Abilities: Waaagh! Energy, Psychic Power: Smite, Warpath, Psyker: Psyker, Unit: Weirdboy, Weapon: Weirdboy Staff
Profiles:
. Waaagh! Energy: Description:Add 1 to any Psychic test rolls made for this model for every 10 friendly ORK models excluding gretchin within 10" of it when the roll is made, to a maximum of +3. However, if result of the test is 12+, this model immediately suffers Perils of the Warp.
. Smite: Warp Charge:5|Range:18"|Details:Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (
pg 181). If the result of the Psychic test was more than 10 the target suffers
D6 mortal wounds instead.
. Warpath: Warp Charge:7|Range:18"|Details:If Manifested, select a friendly ORK unit within 18" of the psyker. Increase that unit's Attacks characteristic by 1 until your next Psychic phase.
. Psyker: Cast:1|Deny:1|Powers Known:1|Other:See Waaagh! Energy
. Weirdboy: M:5"|
WS:3+|
BS:5+|S:5|T:4|W:4|A:3|
Ld:6|Save:6+
. Weirdboy Staff: Range:Melee|Type:Melee|S:+2|
AP:-1|D
3|Abilities:-
Weirdboy [3
PL, 62pts]: 3. Da Jump, Scorched Gitbonez
. Categories: Character,
HQ, Infantry, Psyker, Faction: Ork, Faction: <Clan>, Weirdboy
. Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
. Abilities: Scorched Gitbonez, Waaagh! Energy, Psychic Power: Da Jump, Smite, Psyker: Psyker, Unit: Weirdboy, Weapon: Weirdboy Staff
Profiles:
. Scorched Gitbonez: Description
syker only. You can add 1 to psychic tests by the bearer manifesting powers from the Power of the WAAAAGH! discipline.
. Waaagh! Energy: Description:Add 1 to any Psychic test rolls made for this model for every 10 friendly ORK models excluding gretchin within 10" of it when the roll is made, to a maximum of +3. However, if result of the test is 12+, this model immediately suffers Perils of the Warp.
. Da Jump: Warp Charge:7|Range:12"|Details:If Manifested, select a friendly ORK INFANTRY unit within 12" of the psyker. Remove that unit from the battlefield, and then set it up anywhere on the battlefield more than 9" from any enemy units. That unit counts as having moved for any rules purposes, such as firing Heavy weapons
. Smite: Warp Charge:5|Range:18"|Details:Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (
pg 181). If the result of the Psychic test was more than 10 the target suffers
D6 mortal wounds instead.
. Psyker: Cast:1|Deny:1|Powers Known:1|Other:See Waaagh! Energy
. Weirdboy: M:5"|
WS:3+|
BS:5+|S:5|T:4|W:4|A:3|
Ld:6|Save:6+
. Weirdboy Staff: Range:Melee|Type:Melee|S:+2|
AP:-1|D
3|Abilities:-
Weirdboy [3
PL, 62pts]: 5. Da Krunch
. Categories: Character,
HQ, Infantry, Psyker, Faction: Ork, Faction: <Clan>, Weirdboy
. Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
. Abilities: Waaagh! Energy, Psychic Power: Da Krunch, Smite, Psyker: Psyker, Unit: Weirdboy, Weapon: Weirdboy Staff
Profiles:
. Waaagh! Energy: Description:Add 1 to any Psychic test rolls made for this model for every 10 friendly ORK models excluding gretchin within 10" of it when the roll is made, to a maximum of +3. However, if result of the test is 12+, this model immediately suffers Perils of the Warp.
. Da Krunch: Warp Charge:8|Range:18"|Details:If Manifested, select an enemy unit within 18" of the psyker. Roll a
D6 for each model in that unit. For each roll of 6, that unit suffers 1 mortal wound. Then roll
2D6; on a 10+, roll a
D6 once more for each model in that unit. For each roll of 6, that unit suffers 1 mortal wound.
. Smite: Warp Charge:5|Range:18"|Details:Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (
pg 181). If the result of the Psychic test was more than 10 the target suffers
D6 mortal wounds instead.
. Psyker: Cast:1|Deny:1|Powers Known:1|Other:See Waaagh! Energy
. Weirdboy: M:5"|
WS:3+|
BS:5+|S:5|T:4|W:4|A:3|
Ld:6|Save:6+
. Weirdboy Staff: Range:Melee|Type:Melee|S:+2|
AP:-1|D
3|Abilities:-
+ Troops [23
PL, 413pts] +
Boyz [11
PL, 215pts]: Skarboyz (1
CP)
. Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops
. Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
. Abilities: Green Tide, Skarboyz (1
CP)
. Boss Nob [12pts]: Big Choppa [5pts], Choppa
. . Unit: Boss Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. 29x Ork Boy W/ Slugga & Choppa [203pts]
. . Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbombs
Profiles:
. Green Tide: Description:If this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
. Skarboyz (1
CP): Description:Gains the Skarboyz keyword, and the Strength characteristic of models in this unit is changed to 5. This unit can only use the Mob Up Strategem to merge with other units of Skarboyz.
. Boss Nob: M:5"|
WS:3+|
BS:5+|S:5|T:4|W:2|A:3|
Ld:7|Save:6+
. Ork Boy: M:5"|
WS:3+|
BS:5+|S:4|T:4|W:1|A:2|
Ld:6|Save:6+
. Big Choppa: Range:Melee|Type:Melee|S:+2|
AP:-1|D:2|Abilities:-
. Choppa: Range:Melee|Type:Melee|S:user|
AP:0|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
. Slugga: Range:12"|Type
istol 1|S:4|
AP:0|D:1|Abilities:-
. Stikkbombs: Range:6"|Type:Grenade
D6|S:3|
AP:0|D:1|Abilities:-
Gretchin [2
PL, 33pts]: 11x Gretchin [33pts]
. Categories: Faction: <Clan>, Faction: Ork, Gretchin, Infantry, Troops
. Rules: Dakka Dakka Dakka, Grots
. Abilities: Surprisingly Dangerous in Large Numbers
Profiles:
. Surprisingly Dangerous in Large Numbers: Description:Add 1 to the hit rolls for models in this unit while this unit includes 20 or more models.
. Gretchin: M:5"|
WS:5+|
BS:4+|S:2|T:2|W:1|A:1|
Ld:4|Save:6+
. Grot Blaster: Range:12"|Type
istol 1|S:3|
AP:0|D:1|Abilities:-
Gretchin [2
PL, 33pts]: 11x Gretchin [33pts]
. Categories: Faction: <Clan>, Faction: Ork, Gretchin, Infantry, Troops
. Rules: Dakka Dakka Dakka, Grots
. Abilities: Surprisingly Dangerous in Large Numbers
Profiles:
. Surprisingly Dangerous in Large Numbers: Description:Add 1 to the hit rolls for models in this unit while this unit includes 20 or more models.
. Gretchin: M:5"|
WS:5+|
BS:4+|S:2|T:2|W:1|A:1|
Ld:4|Save:6+
. Grot Blaster: Range:12"|Type
istol 1|S:3|
AP:0|D:1|Abilities:-
Gretchin [2
PL, 33pts]: 11x Gretchin [33pts]
. Categories: Faction: <Clan>, Faction: Ork, Gretchin, Infantry, Troops
. Rules: Dakka Dakka Dakka, Grots
. Abilities: Surprisingly Dangerous in Large Numbers
Profiles:
. Surprisingly Dangerous in Large Numbers: Description:Add 1 to the hit rolls for models in this unit while this unit includes 20 or more models.
. Gretchin: M:5"|
WS:5+|
BS:4+|S:2|T:2|W:1|A:1|
Ld:4|Save:6+
. Grot Blaster: Range:12"|Type
istol 1|S:3|
AP:0|D:1|Abilities:-
Gretchin [2
PL, 33pts]: 11x Gretchin [33pts]
. Categories: Faction: <Clan>, Faction: Ork, Gretchin, Infantry, Troops
. Rules: Dakka Dakka Dakka, Grots
. Abilities: Surprisingly Dangerous in Large Numbers
Profiles:
. Surprisingly Dangerous in Large Numbers: Description:Add 1 to the hit rolls for models in this unit while this unit includes 20 or more models.
. Gretchin: M:5"|
WS:5+|
BS:4+|S:2|T:2|W:1|A:1|
Ld:4|Save:6+
. Grot Blaster: Range:12"|Type
istol 1|S:3|
AP:0|D:1|Abilities:-
Gretchin [2
PL, 33pts]: 11x Gretchin [33pts]
. Categories: Faction: <Clan>, Faction: Ork, Gretchin, Infantry, Troops
. Rules: Dakka Dakka Dakka, Grots
. Abilities: Surprisingly Dangerous in Large Numbers
Profiles:
. Surprisingly Dangerous in Large Numbers: Description:Add 1 to the hit rolls for models in this unit while this unit includes 20 or more models.
. Gretchin: M:5"|
WS:5+|
BS:4+|S:2|T:2|W:1|A:1|
Ld:4|Save:6+
. Grot Blaster: Range:12"|Type
istol 1|S:3|
AP:0|D:1|Abilities:-
Gretchin [2
PL, 33pts]: 11x Gretchin [33pts]
. Categories: Faction: <Clan>, Faction: Ork, Gretchin, Infantry, Troops
. Rules: Dakka Dakka Dakka, Grots
. Abilities: Surprisingly Dangerous in Large Numbers
Profiles:
. Surprisingly Dangerous in Large Numbers: Description:Add 1 to the hit rolls for models in this unit while this unit includes 20 or more models.
. Gretchin: M:5"|
WS:5+|
BS:4+|S:2|T:2|W:1|A:1|
Ld:4|Save:6+
. Grot Blaster: Range:12"|Type
istol 1|S:3|
AP:0|D:1|Abilities:-
+ Elites [42
PL, 519pts] +
Nobz [14
PL, 173pts]: 2x Ammo Runt [8pts]
. Categories: Elites, Faction: <Clan>, Faction: Ork, Infantry, Nobz, Ammo Runt, Gretchin
. Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
. Abilities: Ammo Runt, Keepin' Order, Unit: Ammo Runt
. Boss Nob [19pts]: Big Choppa [5pts], Choppa
. . Unit: Boss Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. Nob [19pts]: Big Choppa [5pts], Choppa
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. Nob [19pts]: Big Choppa [5pts], Choppa
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. Nob [19pts]: Big Choppa [5pts], Choppa
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. Nob [19pts]: Big Choppa [5pts], Choppa
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. Nob [14pts]: Choppa, Choppa
. . Unit: Nob, Weapon: Choppa, Stikkbombs
. Nob [14pts]: Choppa, Choppa
. . Unit: Nob, Weapon: Choppa, Stikkbombs
. Nob [14pts]: Choppa, Choppa
. . Unit: Nob, Weapon: Choppa, Stikkbombs
. Nob [14pts]: Choppa, Choppa
. . Unit: Nob, Weapon: Choppa, Stikkbombs
. Nob [14pts]: Choppa, Choppa
. . Unit: Nob, Weapon: Choppa, Stikkbombs
Profiles:
. Ammo Runt: Description:Each time this unit shoots, when making to hit rolls, you can re-roll one dice for each ammo runt accompanying it. When rolling to wound this unit, always use the Unit's Toughness (While it is on the battlefield). The death of a Ammo Runt is ignored for the purposes of morale. If the unit has CHARACTER, then the Ammo Runt is considered to have the CHARACTER keyword for the purposes of shooting attacks.
. Keepin' Order: Description:Roll a
D6 for each model that flees from a <CLAN> unit that is within 3" of any friendly <CLAN> unit with this ability. On a 6, that model doesn't flee.
. Ammo Runt: M:5"|
WS:5+|
BS:4+|S:2|T:2|W:1|A:1|
Ld:4|Save:6+
. Boss Nob: M:5"|
WS:3+|
BS:5+|S:5|T:4|W:2|A:3|
Ld:7|Save:4+
. Nob: M:5"|
WS:3+|
BS:5+|S:5|T:4|W:2|A:3|
Ld:6|Save:4+
. Big Choppa: Range:Melee|Type:Melee|S:+2|
AP:-1|D:2|Abilities:-
. Choppa: Range:Melee|Type:Melee|S:user|
AP:0|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
. Stikkbombs: Range:6"|Type:Grenade
D6|S:3|
AP:0|D:1|Abilities:-
Nobz [14
PL, 173pts]: 2x Ammo Runt [8pts]
. Categories: Elites, Faction: <Clan>, Faction: Ork, Infantry, Nobz, Ammo Runt, Gretchin
. Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
. Abilities: Ammo Runt, Keepin' Order, Unit: Ammo Runt
. Boss Nob [19pts]: Big Choppa [5pts], Choppa
. . Unit: Boss Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. Nob [19pts]: Big Choppa [5pts], Choppa
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. Nob [19pts]: Big Choppa [5pts], Choppa
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. Nob [19pts]: Big Choppa [5pts], Choppa
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. Nob [19pts]: Big Choppa [5pts], Choppa
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. Nob [14pts]: Choppa, Choppa
. . Unit: Nob, Weapon: Choppa, Stikkbombs
. Nob [14pts]: Choppa, Choppa
. . Unit: Nob, Weapon: Choppa, Stikkbombs
. Nob [14pts]: Choppa, Choppa
. . Unit: Nob, Weapon: Choppa, Stikkbombs
. Nob [14pts]: Choppa, Choppa
. . Unit: Nob, Weapon: Choppa, Stikkbombs
. Nob [14pts]: Choppa, Choppa
. . Unit: Nob, Weapon: Choppa, Stikkbombs
Profiles:
. Ammo Runt: Description:Each time this unit shoots, when making to hit rolls, you can re-roll one dice for each ammo runt accompanying it. When rolling to wound this unit, always use the Unit's Toughness (While it is on the battlefield). The death of a Ammo Runt is ignored for the purposes of morale. If the unit has CHARACTER, then the Ammo Runt is considered to have the CHARACTER keyword for the purposes of shooting attacks.
. Keepin' Order: Description:Roll a
D6 for each model that flees from a <CLAN> unit that is within 3" of any friendly <CLAN> unit with this ability. On a 6, that model doesn't flee.
. Ammo Runt: M:5"|
WS:5+|
BS:4+|S:2|T:2|W:1|A:1|
Ld:4|Save:6+
. Boss Nob: M:5"|
WS:3+|
BS:5+|S:5|T:4|W:2|A:3|
Ld:7|Save:4+
. Nob: M:5"|
WS:3+|
BS:5+|S:5|T:4|W:2|A:3|
Ld:6|Save:4+
. Big Choppa: Range:Melee|Type:Melee|S:+2|
AP:-1|D:2|Abilities:-
. Choppa: Range:Melee|Type:Melee|S:user|
AP:0|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
. Stikkbombs: Range:6"|Type:Grenade
D6|S:3|
AP:0|D:1|Abilities:-
Nobz [14
PL, 173pts]: 2x Ammo Runt [8pts]
. Categories: Elites, Faction: <Clan>, Faction: Ork, Infantry, Nobz, Ammo Runt, Gretchin
. Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
. Abilities: Ammo Runt, Keepin' Order, Unit: Ammo Runt
. Boss Nob [19pts]: Big Choppa [5pts], Choppa
. . Unit: Boss Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. Nob [19pts]: Big Choppa [5pts], Choppa
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. Nob [19pts]: Big Choppa [5pts], Choppa
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. Nob [19pts]: Big Choppa [5pts], Choppa
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. Nob [19pts]: Big Choppa [5pts], Choppa
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. Nob [14pts]: Choppa, Choppa
. . Unit: Nob, Weapon: Choppa, Stikkbombs
. Nob [14pts]: Choppa, Choppa
. . Unit: Nob, Weapon: Choppa, Stikkbombs
. Nob [14pts]: Choppa, Choppa
. . Unit: Nob, Weapon: Choppa, Stikkbombs
. Nob [14pts]: Choppa, Choppa
. . Unit: Nob, Weapon: Choppa, Stikkbombs
. Nob [14pts]: Choppa, Choppa
. . Unit: Nob, Weapon: Choppa, Stikkbombs
Profiles:
. Ammo Runt: Description:Each time this unit shoots, when making to hit rolls, you can re-roll one dice for each ammo runt accompanying it. When rolling to wound this unit, always use the Unit's Toughness (While it is on the battlefield). The death of a Ammo Runt is ignored for the purposes of morale. If the unit has CHARACTER, then the Ammo Runt is considered to have the CHARACTER keyword for the purposes of shooting attacks.
. Keepin' Order: Description:Roll a
D6 for each model that flees from a <CLAN> unit that is within 3" of any friendly <CLAN> unit with this ability. On a 6, that model doesn't flee.
. Ammo Runt: M:5"|
WS:5+|
BS:4+|S:2|T:2|W:1|A:1|
Ld:4|Save:6+
. Boss Nob: M:5"|
WS:3+|
BS:5+|S:5|T:4|W:2|A:3|
Ld:7|Save:4+
. Nob: M:5"|
WS:3+|
BS:5+|S:5|T:4|W:2|A:3|
Ld:6|Save:4+
. Big Choppa: Range:Melee|Type:Melee|S:+2|
AP:-1|D:2|Abilities:-
. Choppa: Range:Melee|Type:Melee|S:user|
AP:0|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
. Stikkbombs: Range:6"|Type:Grenade
D6|S:3|
AP:0|D:1|Abilities:-
+ Fast Attack [48
PL, 330pts] +
Megatrakk Scrapjet [16
PL, 110pts]
. Categories: Faction: <Clan>, Faction: Ork, Vehicle, Fast Attack, Speed Freeks, Megatrakk Scrapjet
. Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule, Speed Mob
. Abilities: Explodes, Grot Gunner, Spiked Ram
. Megatrakk Scrapjet [110pts]: 2x Twin Big Shoota [20pts]
. . Unit: Megatrakk Scrapjet, Weapon: Nose Drill, Rokkit Cannon, Twin Big Shoota, Wing Missiles
Profiles:
. Explodes: Description:If this model is reduced to 0 wounds, roll a
D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers D3 mortal wound.
. Grot Gunner: Description:Add 1 to hit rolls for attacks made with this model's Twin Big Shoota
. Spiked Ram: Description:Each time this model finishes a charge move, select an enemy unit within 1" and roll a
D6". On a roll of 4+ that unit suffers D3 mortal wounds.
. Megatrakk Scrapjet: M:10"|
WS:4+|
BS:5+|S:6|T:6|W:9|A:4|
Ld:6|Save:4+
. Nose Drill: Range:Melee|Type:Melee|S:+2|
AP:-2|D
3|Abilities:
. Rokkit Cannon: Range:24"|Type:Assault 2D3|S:8|
AP:-2|D:3|Abilities:
. Twin Big Shoota: Range:36"|Type:Assault 6|S:5|
AP:0|D:1|Abilities:-
. Wing Missiles: Range:24"|Type:Assault 1|S:8|
AP:-2|D:3|Abilities:Add 1 to hit rolls for this weapon against VEHICLES, Subtract 1 from hit rolls made with this weapon against all other targets
Megatrakk Scrapjet [16
PL, 110pts]
. Categories: Faction: <Clan>, Faction: Ork, Vehicle, Fast Attack, Speed Freeks, Megatrakk Scrapjet
. Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule, Speed Mob
. Abilities: Explodes, Grot Gunner, Spiked Ram
. Megatrakk Scrapjet [110pts]: 2x Twin Big Shoota [20pts]
. . Unit: Megatrakk Scrapjet, Weapon: Nose Drill, Rokkit Cannon, Twin Big Shoota, Wing Missiles
Profiles:
. Explodes: Description:If this model is reduced to 0 wounds, roll a
D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers D3 mortal wound.
. Grot Gunner: Description:Add 1 to hit rolls for attacks made with this model's Twin Big Shoota
. Spiked Ram: Description:Each time this model finishes a charge move, select an enemy unit within 1" and roll a
D6". On a roll of 4+ that unit suffers D3 mortal wounds.
. Megatrakk Scrapjet: M:10"|
WS:4+|
BS:5+|S:6|T:6|W:9|A:4|
Ld:6|Save:4+
. Nose Drill: Range:Melee|Type:Melee|S:+2|
AP:-2|D
3|Abilities:
. Rokkit Cannon: Range:24"|Type:Assault 2D3|S:8|
AP:-2|D:3|Abilities:
. Twin Big Shoota: Range:36"|Type:Assault 6|S:5|
AP:0|D:1|Abilities:-
. Wing Missiles: Range:24"|Type:Assault 1|S:8|
AP:-2|D:3|Abilities:Add 1 to hit rolls for this weapon against VEHICLES, Subtract 1 from hit rolls made with this weapon against all other targets
Megatrakk Scrapjet [16
PL, 110pts]
. Categories: Faction: <Clan>, Faction: Ork, Vehicle, Fast Attack, Speed Freeks, Megatrakk Scrapjet
. Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule, Speed Mob
. Abilities: Explodes, Grot Gunner, Spiked Ram
. Megatrakk Scrapjet [110pts]: 2x Twin Big Shoota [20pts]
. . Unit: Megatrakk Scrapjet, Weapon: Nose Drill, Rokkit Cannon, Twin Big Shoota, Wing Missiles
Profiles:
. Explodes: Description:If this model is reduced to 0 wounds, roll a
D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers D3 mortal wound.
. Grot Gunner: Description:Add 1 to hit rolls for attacks made with this model's Twin Big Shoota
. Spiked Ram: Description:Each time this model finishes a charge move, select an enemy unit within 1" and roll a
D6". On a roll of 4+ that unit suffers D3 mortal wounds.
. Megatrakk Scrapjet: M:10"|
WS:4+|
BS:5+|S:6|T:6|W:9|A:4|
Ld:6|Save:4+
. Nose Drill: Range:Melee|Type:Melee|S:+2|
AP:-2|D
3|Abilities:
. Rokkit Cannon: Range:24"|Type:Assault 2D3|S:8|
AP:-2|D:3|Abilities:
. Twin Big Shoota: Range:36"|Type:Assault 6|S:5|
AP:0|D:1|Abilities:-
. Wing Missiles: Range:24"|Type:Assault 1|S:8|
AP:-2|D:3|Abilities:Add 1 to hit rolls for this weapon against VEHICLES, Subtract 1 from hit rolls made with this weapon against all other targets
+ Heavy Support [27
PL, 552pts] +
BoneBreaker [9
PL, 184pts]: 4x Big Shoota [20pts], Deff Rolla [19pts], Stickbomb Chucka [5pts]
. Categories: Faction: <Clan>, Faction: Ork, Transport, Vehicle, Heavy Support, Bonebreaker
. Rules: Dakka Dakka Dakka
. Abilities: Bonebreaker Ram, Explodes, Mobile Fortress, Transport Wound Track: Wagon1, Wagon2, Wagon3, Transport: BoneBreaker, Unit: BoneBreaker, Weapon: Big Shoota, Deff Rolla, Stickbomb Chucka
Profiles:
. Bonebreaker Ram: Description:Add
D6 to the Attacks characteristic of this model in the Fight phase until the end of that phase if it made a charge move this turn.
. Explodes: Description:If this model is reduced to 0 wounds, roll a
D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers
D6 mortal wounds.
. Mobile Fortress: Description:This Model ignores the penalty for moving and firing Heavy weapons, but it does not apply to embarked models (per
GW FAQ Xenos 2 ver1)
. Wagon1: Wounds:8-16+|Move:12"|Strength:8|Attacks:6
. Wagon2: Wounds:4-7|Move:9"|Strength:6|Attacks
6
. Wagon3: Wounds:1-3|Move:6"|Strength:4|Attacks
3
. BoneBreaker: Capacity:12 FLASHGITZ or (CLAN) INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of 2.
. BoneBreaker: M:*|
WS:5+|
BS:5+|S:*|T:8|W:16|A:*|
Ld:7|Save:4+
. Big Shoota: Range:36"|Type:Assault 3|S:5|
AP:0|D:1|Abilities:-
. Deff Rolla: Range:Melee|Type:Melee|S:+1|
AP:-2|D:2|Abilities:Add 3 to hit rolls made for this weapon
. Stickbomb Chucka: Range:12"|Type:Assault
D6|S:3|
AP:0|D:1|Abilities:This weapon can only be fired if a unit is embarked on the vehicle.
BoneBreaker [9
PL, 184pts]: 4x Big Shoota [20pts], Deff Rolla [19pts], Stickbomb Chucka [5pts]
. Categories: Faction: <Clan>, Faction: Ork, Transport, Vehicle, Heavy Support, Bonebreaker
. Rules: Dakka Dakka Dakka
. Abilities: Bonebreaker Ram, Explodes, Mobile Fortress, Transport Wound Track: Wagon1, Wagon2, Wagon3, Transport: BoneBreaker, Unit: BoneBreaker, Weapon: Big Shoota, Deff Rolla, Stickbomb Chucka
Profiles:
. Bonebreaker Ram: Description:Add
D6 to the Attacks characteristic of this model in the Fight phase until the end of that phase if it made a charge move this turn.
. Explodes: Description:If this model is reduced to 0 wounds, roll a
D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers
D6 mortal wounds.
. Mobile Fortress: Description:This Model ignores the penalty for moving and firing Heavy weapons, but it does not apply to embarked models (per
GW FAQ Xenos 2 ver1)
. Wagon1: Wounds:8-16+|Move:12"|Strength:8|Attacks:6
. Wagon2: Wounds:4-7|Move:9"|Strength:6|Attacks
6
. Wagon3: Wounds:1-3|Move:6"|Strength:4|Attacks
3
. BoneBreaker: Capacity:12 FLASHGITZ or (CLAN) INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of 2.
. BoneBreaker: M:*|
WS:5+|
BS:5+|S:*|T:8|W:16|A:*|
Ld:7|Save:4+
. Big Shoota: Range:36"|Type:Assault 3|S:5|
AP:0|D:1|Abilities:-
. Deff Rolla: Range:Melee|Type:Melee|S:+1|
AP:-2|D:2|Abilities:Add 3 to hit rolls made for this weapon
. Stickbomb Chucka: Range:12"|Type:Assault
D6|S:3|
AP:0|D:1|Abilities:This weapon can only be fired if a unit is embarked on the vehicle.
BoneBreaker [9
PL, 184pts]: 4x Big Shoota [20pts], Deff Rolla [19pts], Stickbomb Chucka [5pts]
. Categories: Faction: <Clan>, Faction: Ork, Transport, Vehicle, Heavy Support, Bonebreaker
. Rules: Dakka Dakka Dakka
. Abilities: Bonebreaker Ram, Explodes, Mobile Fortress, Transport Wound Track: Wagon1, Wagon2, Wagon3, Transport: BoneBreaker, Unit: BoneBreaker, Weapon: Big Shoota, Deff Rolla, Stickbomb Chucka
Profiles:
. Bonebreaker Ram: Description:Add
D6 to the Attacks characteristic of this model in the Fight phase until the end of that phase if it made a charge move this turn.
. Explodes: Description:If this model is reduced to 0 wounds, roll a
D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers
D6 mortal wounds.
. Mobile Fortress: Description:This Model ignores the penalty for moving and firing Heavy weapons, but it does not apply to embarked models (per
GW FAQ Xenos 2 ver1)
. Wagon1: Wounds:8-16+|Move:12"|Strength:8|Attacks:6
. Wagon2: Wounds:4-7|Move:9"|Strength:6|Attacks
6
. Wagon3: Wounds:1-3|Move:6"|Strength:4|Attacks
3
. BoneBreaker: Capacity:12 FLASHGITZ or (CLAN) INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of 2.
. BoneBreaker: M:*|
WS:5+|
BS:5+|S:*|T:8|W:16|A:*|
Ld:7|Save:4+
. Big Shoota: Range:36"|Type:Assault 3|S:5|
AP:0|D:1|Abilities:-
. Deff Rolla: Range:Melee|Type:Melee|S:+1|
AP:-2|D:2|Abilities:Add 3 to hit rolls made for this weapon
. Stickbomb Chucka: Range:12"|Type:Assault
D6|S:3|
AP:0|D:1|Abilities:This weapon can only be fired if a unit is embarked on the vehicle.
++ Total: [149
PL, 2000pts] ++
++ Roster Rules ++
. Dis Is Ours! Zog Off!: If your army is battle-forged, all Troops units in Ork Detachments gain this ability. Such a unit that is within range of an objective Markers (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.
++ Selection Rules ++
. 'Ere We Go!: You can re-roll charge rolls for this unit. When doing so, you can re-roll all or any of the dice.
. Dakka Dakka Dakka: Each time you roll an unmoddified hit roll of 6 for an attack with a ranged weapon by a model in this unit, that hit roll succeeds regardless of modifiers.
In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate extra hit rolls. When firing a weapon with randomly determined characteristics (ie. Bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target.
. Grots: Units comprised entirely of GRETCHIN cannot benefit from any Clan Kultur. In addition, Ork Stratagems can only be used on these units if the Strategem explicitly states so (e.g. the 'Grot Shields' Strategem)
. Mob Rule: When using the Leadership characteristic of this unit, you can use either its own Leadership characteristic, or you can choose for the characteristic to be equal to either the number of models in the unit, or the number of models in another friendly unit within 6" that has this ability.
. Speed Mob: The first time this unit sets up on the battlefield, all of its models must be placed within 6" of at least one other model from the unit. From that point onwards each model operates independently and is treated as a seperate unit for all rules purposes.
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