Orkstein's Speshul
Orkstein lugs his kustom built supa-gubbins with him into battle, but it is impossible to predict which one he will bring to any given scrap! Orkstein's Speshul functions as a randomly selected piece of equipment from the following list - roll
2d6, and choose one of the two options rolled. If a double is rolled, you may either choose any one option of your choice,
or, take the option for which a double was rolled, and roll once more to get a second piece of equipment (simply re-roll if you roll the same number again)
1 - Supa Shokk Attak Gun: Functions as per a usual Shokk Attak Gun, with a few changes. Firstly, it is
Heavy 1d3, though all shots must choose the same target. Roll for scatter and strength seperately for each shot, and all shots must be fired - you cannot choose to fire less than the amount rolled on the D3.
Secondly, before firing the gun (and before rolling for # of shots), Orkstein may choose to suck up up to nine Gretchin within 6" (even enermy Grots aren't safe!) to add to the Snotlings being fired through the Warp! Each Gretchin sucked up is removed as a casualty, and for every three Grots sucked up like this, you recieve a single +/-1 modifier to apply to one dice roll from your shots this turn, allowing you to change
one dice per shot to be one point higher or one point lower than before. All Gretchin sucked up must be expended within the d3 shots fired this turn
if possible and cannot be carried over to later turns. Doubles effects are resolved after the modifier is applied.
Doubles results of Boom, Oops, Zoink or Bzzap stop Orkstein from firing subsequent shots in the same turn.
2 - Supa Forcefield
Sometimes Orkstein takes a less direct role in the fight, and protects his mates with a Supa Forcefield of his own design. When active, the Supa Forcefield works as a usual
KFF. However, all shots fired into the unit are altered to be S4 - both stronger weapons *and* weaker ones. Shots being fired out of the unit are also affected in the same way, Big Shootas and such being modified to S4.
But sometimes, even a Supa Forcefield isn't enough. During your opponents shooting phase you may choose to
turn it up to 11, reducing all incoming and outgoing shooting to S3. If you do this, roll a
d6 - on a 1, there is so much energy in the air that it starts to fry da boys! - Every model affected by the
KFF takes an automatic S1 hit, armour saves allowed as usual
3 - Supa-Zappa
Orkimedes is a nutter even by Ork standards, but even he would never bring a Supa-Zappa if there are no metal bawkses to shoot it at! When fighting against an opponent with no vehicles in their army list, you may choose to re-roll this Orkstein's Speshul result until you get something else. This does not apply if Supa-Zappa is rolled as a second piece of gear due to getting a double.
One day, Orkstein thought to himself "da boyz, dey krump real well... but not if da 'umies are hidin in dere metal bawkses...", and decided to come up with a way to get them outta those boxes so dey can fight roight and propa. The Supa-Zappa is a Zapp gun with a few... upgrades.
For starters, the shot does not roll to-hit as usual. Rather, fire it as though it was a small blast, scattering as usual, and select any one vehicle under the final location of the template as the target - this vehicle is automatically hit. Secondly, if an 11 or 12 is rolled for strength, the shot is no longer wasted, though Orkstein must take an S4 AP1 hit after resolving the shot.
Finally, the shot will bounce to nearby vehicles from its original target - bouncing shots automatically hit but do so at 2 less strength than the last hit and at
AP -, so a S10 shot will hit the original target at 10, the second target at 8, the third target at 6, and so on until it runs out of strength or runs out of targets. Bouncing shots will bounce to a randomly determined vehicle within
d6" (roll for each bounce), and always hit the side armour. Shots cannot bounce to a vehicle they have already hit in this shooting phase. Shots can bounce to fliers with no penalty, though fliers cannot be hit by the initial shot of the Supa-Zappa.
4 - Beamy Deffgun
A ded killy beam of destruction that cuts a path through the enermy, the Beamy Deffgun has unlimited range, S10,
AP 1 and uses a special mechanic for hitting the target. Place a token anywhere exactly 24" away from Orkstein. Scatter this token 1d6 - and if a hit is rolled, you choose the scatter direction but the token must still scatter. Draw a 1" thick line from Orkstein, through the centre of this token, and off the edge of the board - every model in this line is liable to be hit! Resolve hits against every model in this line, friend or foe (though Orkstein obviously is not affected), starting with the closest model.
Non-vehicle models that are in the path of the line must make an INT check and if they pass, they have avoided the attack. Vehicles are hit automatically on the armour facing the beam, though if applicable, vehicles may make a jink save to avoid the attack (bikes etc just use INT and cannot use Jink). Resolve the S10, AP1 hit against the first model. If the target passes its INT check, or if the beam successfully wounds a non-vehicle model, or
penetrates a vehicles armour, it passes through to hit the next model. Every model that is hit, but not the models that pass INT checks and avoid the attack, reduce the strength of the beam by one and make its
AP one level worse. If the beam fails to wound a target or fails to penetrate, the attack has ended.
5- Supa Juica
By pluggin their weapons into his Supa Gubbins, Orkstein can boost the strength of his mates attacks... making them more dangerous both to them and to their enermies! At the start of each turn, the unit Orkstein is attached to, though not Orkstein himself, can gain one of the following bonuses;
Glowin Choppas: The mob's choppa attacks are resolved at S user +1, AP 1d6. Roll once for AP before resolving the fight subphase of each turn. To-hit rolls of 1 inflict a wound on the attacker as though they had failed a "gets hot" roll. However, wounds from this effect are resolved after the attacker has finished their attacks.
Supa-Ammo: The mob's shooting attacks gain the fleshbane and armourbane special rules, but also gain the "gets hot" special rule
6- Fightin Juice: During the shooting phase, Orkstein may
juice up any one friendly unit with a model within 6". Juiced Up models recieve the following special rules;
Killin' Frenzy!: The mob must move towards, shoot at (or run towards), and assault the nearest enermy unit that they can hurt each turn. Essentially, it's "One Scalpel short of a Medpack!". They may ride in vehicles but the vehicle must then also move towards, shoot at, disembark troops towards, and so on as much as possible towards the nearest enermy.
Keel Over: At the start of each turn, so not in the turn in which they become juiced up, every model in the mob must take an S1 AP1 hit.
Feel No Pain, Fearless, Fleet, Hatred (everything!), Rage