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Clan Kultur
Selections: Evil Sunz
Categories: No Force Org Slot
Abilities: Evil Sunz
Add 1 to the Move characteristic of models with this kultur (adding 2 instead if that model is a SPEED
Evil
FREEK), and add 1 to Advance and charge rolls made for them. In addition, models with this kultur do
Sunz
not suffer the penalty to their hit rolls for Advancing and firing Assault weapons.
At the end of your Movement phase, this model can repair a single friendly (CLAN) Vehicle
Big Codex:
model within 3". That model regains D3 lost wounds. A model can only be repaired once per
Mekaniak Orks p86
turn.
If this model is equipped with a kustom force field, friendly ORK units have a 5+ invulnerable
Kustom save against attacks made with ranged weapons while they are wholly within 9" of it. While a Codex :
Force Field model equipped with a kustom force field is embarked, the vehicle transporting it has a 5+ Orks p87
invulnerable save against attacks made with ranged weapons instead.
The Add 1 to the movement characteristic of any transport the bearer is currently embarked on. In
Redder addition if the bearer is embarked on any transport at the start of your movement phase roll d6
Armour for each enemy unit within 6" of that model. On a 4+ that unit sufferes d3 mortal wounds.
Kustom Assault If you roll one or more hit rolls of 1, the bearer suffers a mortal
24" 8 -3 D6
Mega-blasta 1 wound after all of the weapon's shots have been resolved
When attacking with this weapon, you must subtract 1 from the
Power Klaw Melee Melee x2 -3 D3
hit roll
Evil Sunz Your warlord and any Evil Sunz unit within 6" of him can charge even if they fell back this turn.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and
Explodes before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers 1
mortal wound.
Fuel Mixa Grot Once per battle when this model advances, you may add 6" to the Move instead of D6"
Friendly <CLAN> BIKER and VEHICLE units within 6" of this model at the start of the Charge
SPEEDWAAAGH!
phase can charge even if they Advanced this turn.
Super Cybork Each time the bearer loses a wound, roll a d6; on a roll of 5+ that wound is not lost. You
Body cannot make a Dokk's Tools roll for this model if you do so.
Deffkill
14" 2+ 5+ 5 6 8 5 7 4+
Wartrike
Assault
Killa Jet (Burna) 8" 5 -1 1 This weapon automatically hits its target
D6
Snagga Klaw You can reroll wound rolls for attacks made with this
8" Melee +2 -2 D3
(Melee) weapon.
Snagga Klaw You can reroll wound rolls for attacks made with this
8" Assault 1 4 1 1
(Shooting) weapon.
If you are withing 1/2 range you can add 1 to wound rolls
Twin Boomstick 12" Assault 2 5 0 1
for this weapon.
Scorched Psyker only. You can add 1 to psychic tests by the bearer manifesting powers from the
Gitbonez Power of the WAAAAGH! discipline.
Add 1 to any Psychic test rolls made for this model for every 10 friendly ORK models
Waaagh! Codex:
excluding gretchin within 10" of it when the roll is made, to a maximum of +3. However, if
Energy Orks p88
result of the test is 12+, this model immediately suffers Perils of the Warp.
Warphead
This unit knows 2 powers, can cast and deny 2.
(1 CP)
Psychic Warp
Range Details Ref
Power Charge
Select a friendly ORK INFANTRY unit within 12" of the psyker. Remove this unit
from the battlefield, and then set it up anywhere on the battlefield more than 9" from
Da Jump 7 6"
any enemy models. This unit counts as having moved for the purposes of any rules
(e.g. firing Heavy Weapons).
Select a friendly ORK CHARACTER model that is visible to and within 12" of the
Fists of
6 12" psyker. Add 2 to that model's Strength and Attacks characteristics until the start of
Gork
your next Psychic phase.
Smite has a warp charge value of 5. If manifested, the closest visible enemy unit
Smite 5 18" 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.
Powers
Psyker Cast Deny Other Ref
Known
Weirdboy 5" 3+ 5+ 5 4 4 3 6 6+
Weirdboy
Melee Melee +2 -1 D3 -
Staff
Green
If this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
Tide
Ork
5" 3+ 5+ 4 4 1 2 6 6+
Boy
Each time the bearer fights, it can make 1 additional attack with
Choppa Melee Melee user 0 1
this weapon.
Grenade
Stikkbombs 6" 3 0 1 -
D6
Green
If this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
Tide
Grenade
Stikkbombs 6" 3 0 1 -
D6
Surprisingly Dangerous in Large Add 1 to the hit rolls for models in this unit while this unit includes 20 or
Numbers more models.
Gretchin 5" 5+ 4+ 2 2 1 1 4 6+
Grot
12" Pistol 1 3 0 1 -
Blaster
Surprisingly Dangerous in Large Add 1 to the hit rolls for models in this unit while this unit includes 20 or
Numbers more models.
Gretchin 5" 5+ 4+ 2 2 1 1 4 6+
Grot
12" Pistol 1 3 0 1 -
Blaster
Surprisingly Dangerous in Large Add 1 to the hit rolls for models in this unit while this unit includes 20 or
Numbers more models.
Gretchin 5" 5+ 4+ 2 2 1 1 4 6+
Grot
12" Pistol 1 3 0 1 -
Blaster
Surprisingly Dangerous in Large Add 1 to the hit rolls for models in this unit while this unit includes 20 or
Numbers more models.
Gretchin 5" 5+ 4+ 2 2 1 1 4 6+
Grot
12" Pistol 1 3 0 1 -
Blaster
At the end of your Movement phase, this model can repair a single friendly <CLAN> VEHICLE within 1".
Mekaniak
That model regains 1 wound lost earlier in the battle. A vehicle can only be repaired once each turn.
Mek 5" 3+ 5+ 4 4 3 2 6 6+
Grenade
Stikkbombs 6" 3 0 1 -
D6
Nobz [14 PL, 169pts]
Selections: Cybork Body [5pts]
Categories: Elites, Faction: <Clan>, Faction: Ork, Infantry, Nobz
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Cybork Body, Keepin' Order
Nob [31pts]
Selections: Kombi-Skorcha [17pts]
Abilities: Kombi-Skorcha, Unit: Nob, Weapon: Shoota, Skorcha, Stikkbombs
Nob [14pts]
Selections: Choppa, Slugga
Unit: Nob, Weapon: Choppa, Slugga, Stikkbombs
Nob [14pts]
Selections: Choppa, Slugga
Unit: Nob, Weapon: Choppa, Slugga, Stikkbombs
Nob [14pts]
Selections: Choppa, Slugga
Unit: Nob, Weapon: Choppa, Slugga, Stikkbombs
Nob [14pts]
Selections: Choppa, Slugga
Unit: Nob, Weapon: Choppa, Slugga, Stikkbombs
Nob [14pts]
Selections: Choppa, Slugga
Unit: Nob, Weapon: Choppa, Slugga, Stikkbombs
Nob [17pts]
Selections: Power Stabba [3pts], Slugga
Unit: Nob, Weapon: Power Stabba, Slugga, Stikkbombs
Nob [19pts]
Selections: Big Choppa [5pts], Slugga
Unit: Nob, Weapon: Big Choppa, Slugga, Stikkbombs
Each time a model with a Cybork body loses a wound, roll a D6; on a 6 that wound is not lost.
Cybork Body
You cannot make a Dok's Tools roll for this model if you do so.
Roll a D6 for each model that flees from a <CLAN> unit that is within 3" of any friendly <CLAN>
Keepin' Order
unit with this ability. On a 6, that model doesn't flee.
Boss
5" 3+ 5+ 5 4 2 3 7 4+
Nob
Nob 5" 3+ 5+ 5 4 2 3 6 4+
Power
Melee Melee User -2 1 -
Stabba
Grenade
Stikkbombs 6" 3 0 1 -
D6
9x Tankbusta [153pts]
Selections: 9x Rokkit Launcha [108pts]
Unit: Tankbusta, Weapon: Rokkit Launcha, Stikkbombs, Tankbusta Bombs
Tank
You can re-roll failed hit rolls for attacks made by this unit that target VEHICLES
Hunters
Tankbusta 5" 3+ 5+ 4 4 1 2 6 6+
Tankbusta
6" Grenade D3 8 -2 D6 -
Bombs
Billowing
-1 to hit rolls made with ranged weapons to target this model.
Fumes
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any
Explodes embarked models disembark. On a 4+ it explodes, and each unit within D6" suffers D3 mortal
wounds.
Grot Gunner Add 1 to hits made by this models Big Shoota and Grot Blaster.
Riding When this model shoots, it can throw a Grenade and shoot with its Pistol(s) in addition to any other
Shotgun weapons
Boomdakka
12" 4+ 5+ 5 6 8 4 6 4+
Snazzwagon
Xenos 2
Big Shoota 36" Assault 3 5 0 1 -
p132
Burna Grenade Units do not recieve the benefit of cover to their saving
6" 4 0 1
Bottles 2d6 throws for attacks made with this weapon.
Grot
12" Pistol 1 4 0 1 -
Blaster
Mek
24" Assault 9 5 -2 1
Speshul
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any
Explodes
embarked models disembark. On a 6 it explodes, and each unit within 3" suffers D3 mortal wound.
Spiked Each time this model finishes a charge move, select an enemy unit within 1" and roll a D6". On a roll of
Ram 4+ that unit suffers D3 mortal wounds.
Megatrukk
10" 4+ 5+ 6 6 9 4 6 4+
Scrapjet
Rokkit Assault
24" 8 -2 3
Cannon 2D3
Twin Big
36" Assault 6 5 0 1 -
Shoota
Wing Add 1 to hit rolls for this weapon against VEHICLES, Subtract 1
24" Assault 1 8 -2 3
Missiles from hit rolls made with this weapon against all other targets
7x Warbiker [161pts]
Selections: 7x Choppa, 7x Slugga, 7x Stikkbombs
Unit: Warbiker, Weapon: Choppa, Dakkagun, Slugga, Stikkbombs
Boss
14" 3+ 5+ 5 5 3 3 7 4+
Nob
Warbiker 14" 3+ 5+ 4 5 2 2 6 4+
Grenade
Stikkbombs 6" 3 0 1 -
D6
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before
Explodes any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal
wounds.
Mobile This Model ignores the penalty for moving and firing Heavy weapons, but it does not apply to
Fortress embarked models (per GW FAQ Xenos 2 ver1)
Models embarked on this model can attack in their Shooting phase. Measure the range and draw
line of sight from any point on this model. When they do so, any restrictions or modifiers that apply
Open-Topped to this model also apply to its passengers; for example, the passengers cannot shoot if this model
has Fallen Back in the same turn, cannot shoot (except with Pistols) if this model is within 1" of an
enemy unit, and so on.
Transport Wound
Wounds Move Strength Attacks Ref
Track
20 FLASHGITZ or (CLAN) INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes
Battlewagon
the space of 2. If this model is equipped with a Killkannon it can only transport 12 models.
Battlewagon * 5+ 5+ * 7 16 * 7 4+
Bonebreaker Add D6 to the Attacks characteristic of this model in the Fight phase until the end of that phase if
Ram it made a charge move this turn.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before
Explodes any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal
wounds.
If a model has a grot rigger, the grot can attempt repairs at the end of the movement phase. Roll
Grot Riggers
a D6, on a roll of a 2+, this model regains 1 wounds lost earlier in the battle.
Mobile This Model ignores the penalty for moving and firing Heavy weapons, but it does not apply to
Fortress embarked models (per GW FAQ Xenos 2 ver1)
Transport Wound
Wounds Move Strength Attacks Ref
Track
12 FLASHGITZ or (CLAN) INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes
BoneBreaker
the space of 2.
BoneBreaker * 5+ 5+ * 8 16 * 7 4+
Deff
Melee Melee +1 -2 2 Add 3 to hit rolls made for this weapon
Rolla
The first time this unit is set up on the battlefield, all of its models must be placed within 6" of at least
Dread
one other model from the unit. From that point onwards, each operated independently and is treated as
Mob
a separate unit for all rules purposes.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any
Explodes
embarked models disembark. On a 6 it explodes, and each unit within 3" suffers D3 mortal wound.
Deff
6" 3+ 5+ 5 7 8 2 7 3+
Dread
Dread Each time the bearer fights, it can make 1 additional attack with each
Melee Melee x2 -3 3
Klaw dread klaw it is equipped with
Dread Each time the bearer fights, it can make 1 additional attack with each
Melee Melee +4 -2 2
Saw dread saw it is equipped with
Force 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 marekr (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. (Codex: Orks p82)
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. (Codex: Orks p82)
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. (Codex: Orks p82)
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. (Codex: Orks p82)