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Orks 1850 (Warhammer 40,000 8th Edition) [102 PL, 1850pts]

Brigade Detachment +12CP (Orks) [102 PL, 1850pts]


Rules: Dis Is Ours! Zog Off!

No Force Org Slot

Clan Kultur
Selections: Evil Sunz
Categories: No Force Org Slot
Abilities: Evil Sunz

Abilities Description Ref

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.

Extra Gubbins (1/3 CP)


Selections: 2 Extra Shiny Gubbins (3 CP)
Categories: No Force Org Slot

HQ [15 PL, 301pts]

Big Mek in Mega Armour [6 PL, 119pts]


Selections: Kustom Force Field [20pts], Kustom Mega-blasta [9pts], Power Klaw [13pts], The Redder Armour
Categories: Big Mek, Character, Faction: <Clan>, Faction: Ork, HQ, Infantry, Mega Armour
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Big Mekaniak, Kustom Force Field, The Redder Armour, Unit: Big Mek in Mega Armour, Weapon: Kustom
Mega-blasta, Power Klaw

Abilities Description Ref

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.

Unit M WS BS S T W A Ld Save Ref

Big Mek in Mega


4" 3+ 5+ 5 4 5 3 8 2+
Armour

Weapon Range Type S AP D Abilities Ref

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

Deffkilla Wartrike [6 PL, 120pts]


Selections: Evil Sunz, Snagga Klaw, Super Cybork Body, Warlord
Categories: Character, HQ, Faction: <Clan>, Faction: Ork, Deffkilla Wartrike, Speed Freeks, Speedboss, Vehicle, Warlord
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Evil Sunz, Explodes, Fuel Mixa Grot, SPEEDWAAAGH!, Super Cybork Body, Unit: Deffkill Wartrike, Weapon:
Killa Jet (Burna), Killa Jet (Cutta), Snagga Klaw (Melee), Snagga Klaw (Shooting), Twin Boomstick

Abilities Description Ref

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.

Unit M WS BS S T W A Ld Save Ref

Deffkill
14" 2+ 5+ 5 6 8 5 7 4+
Wartrike

Weapon Range Type S AP D Abilities Ref

Assault
Killa Jet (Burna) 8" 5 -1 1 This weapon automatically hits its target
D6

If a target is within 1/2 range roll 2 dice when determining


Killa Jet (Cutta) ? Assault 2 8 -4 D6
damage and discard the lowest.

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.

Weirdboy [3 PL, 62pts]


Selections: 3. Da Jump, 4. Fists of Gork, Scorched Gitbonez, Warphead (1 CP)
Categories: Character, HQ, Infantry, Psyker, Faction: Ork, Faction: <Clan>, Weirdboy
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Scorched Gitbonez, Waaagh! Energy, Warphead (1 CP), Psychic Power: Da Jump, Fists of Gork, Smite, Psyker:
Psyker, Unit: Weirdboy, Weapon: Weirdboy Staff

Abilities Description Ref

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

Psyker 1 1 1 See Waaagh! Energy

Unit M WS BS S T W A Ld Save Ref

Weirdboy 5" 3+ 5+ 5 4 4 3 6 6+

Weapon Range Type S AP D Abilities Ref

Weirdboy
Melee Melee +2 -1 D3 -
Staff

Troops [19 PL, 350pts]

Boyz [4 PL, 70pts]


Selections: 10x Ork Boy W/ Slugga & Choppa [70pts]
Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Green Tide

Abilities Description Ref

Green
If this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
Tide

Unit M WS BS S T W A Ld Save Ref

Ork
5" 3+ 5+ 4 4 1 2 6 6+
Boy

Weapon Range Type S AP D Abilities Ref

Each time the bearer fights, it can make 1 additional attack with
Choppa Melee Melee user 0 1
this weapon.

Slugga 12" Pistol 1 4 0 1 -

Grenade
Stikkbombs 6" 3 0 1 -
D6

Boyz [11 PL, 160pts]


Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Green Tide

Boss Nob [20pts]


Selections: Choppa, Power Klaw [13pts]
Unit: Boss Nob, Weapon: Choppa, Power Klaw, Stikkbombs

20x Ork Boy W/ Slugga & Choppa [140pts]


Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbombs

Abilities Description Ref

Green
If this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
Tide

Unit M WS BS S T W A Ld Save Ref


Boss
5" 3+ 5+ 5 4 2 3 7 6+
Nob

Ork Boy 5" 3+ 5+ 4 4 1 2 6 6+

Weapon Range Type S AP D Abilities Ref

Each time the bearer fights, it can make 1 additional attack


Choppa Melee Melee user 0 1
with this weapon.

When attacking with this weapon, you must subtract 1 from


Power Klaw Melee Melee x2 -3 D3
the hit roll

Slugga 12" Pistol 1 4 0 1 -

Grenade
Stikkbombs 6" 3 0 1 -
D6

Gretchin [1 PL, 30pts]


Selections: 10x Gretchin [30pts]
Categories: Faction: <Clan>, Faction: Ork, Gretchin, Infantry, Troops
Rules: Dakka Dakka Dakka, Grots
Abilities: Surprisingly Dangerous in Large Numbers

Abilities Description Ref

Surprisingly Dangerous in Large Add 1 to the hit rolls for models in this unit while this unit includes 20 or
Numbers more models.

Unit M WS BS S T W A Ld Save Ref

Gretchin 5" 5+ 4+ 2 2 1 1 4 6+

Weapon Range Type S AP D Abilities Ref

Grot
12" Pistol 1 3 0 1 -
Blaster

Gretchin [1 PL, 30pts]


Selections: 10x Gretchin [30pts]
Categories: Faction: <Clan>, Faction: Ork, Gretchin, Infantry, Troops
Rules: Dakka Dakka Dakka, Grots
Abilities: Surprisingly Dangerous in Large Numbers

Abilities Description Ref

Surprisingly Dangerous in Large Add 1 to the hit rolls for models in this unit while this unit includes 20 or
Numbers more models.

Unit M WS BS S T W A Ld Save Ref

Gretchin 5" 5+ 4+ 2 2 1 1 4 6+

Weapon Range Type S AP D Abilities Ref

Grot
12" Pistol 1 3 0 1 -
Blaster

Gretchin [1 PL, 30pts]


Selections: 10x Gretchin [30pts]
Categories: Faction: <Clan>, Faction: Ork, Gretchin, Infantry, Troops
Rules: Dakka Dakka Dakka, Grots
Abilities: Surprisingly Dangerous in Large Numbers

Abilities Description Ref

Surprisingly Dangerous in Large Add 1 to the hit rolls for models in this unit while this unit includes 20 or
Numbers more models.

Unit M WS BS S T W A Ld Save Ref

Gretchin 5" 5+ 4+ 2 2 1 1 4 6+

Weapon Range Type S AP D Abilities Ref

Grot
12" Pistol 1 3 0 1 -
Blaster

Gretchin [1 PL, 30pts]


Selections: 10x Gretchin [30pts]
Categories: Faction: <Clan>, Faction: Ork, Gretchin, Infantry, Troops
Rules: Dakka Dakka Dakka, Grots
Abilities: Surprisingly Dangerous in Large Numbers

Abilities Description Ref

Surprisingly Dangerous in Large Add 1 to the hit rolls for models in this unit while this unit includes 20 or
Numbers more models.

Unit M WS BS S T W A Ld Save Ref

Gretchin 5" 5+ 4+ 2 2 1 1 4 6+

Weapon Range Type S AP D Abilities Ref

Grot
12" Pistol 1 3 0 1 -
Blaster

Elites [24 PL, 368pts]

Mek [2 PL, 29pts]


Selections: Choppa, Kustom Mega-Slugga [7pts]
Categories: Character, Faction: <Clan>, Faction: Ork, Infantry, Elites, Mek
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Mekaniak, Unit: Mek, Weapon: Choppa, Kustom Mega-Slugga, Stikkbombs

Abilities Description Ref

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.

Unit M WS BS S T W A Ld Save Ref

Mek 5" 3+ 5+ 4 4 3 2 6 6+

Weapon Range Type S AP D Abilities Ref

Each time the bearer fights, it can make 1 additional


Choppa Melee Melee user 0 1
attack with this weapon.

If you roll one or more hit rolls of 1, the bearer suffers a


Kustom
12" Pistol 1 8 -3 D3 mortal wound after all of the weapon's shots have been
Mega-Slugga
resolved

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

Boss Nob [27pts]


Selections: Power Klaw [13pts], Slugga
Unit: Boss Nob, Weapon: Power Klaw, Slugga, Stikkbombs

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

Abilities Description Ref

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.

Kombi-Skorcha When using both profiles, -1 to hit roll.

Unit M WS BS S T W A Ld Save Ref

Boss
5" 3+ 5+ 5 4 2 3 7 4+
Nob

Nob 5" 3+ 5+ 5 4 2 3 6 4+

Weapon Range Type S AP D Abilities Ref

Big Choppa Melee Melee +2 -1 2 -

Each time the bearer fights, it can make 1 additional attack


Choppa Melee Melee user 0 1
with this weapon.
When attacking with this weapon, you must subtract 1 from
Power Klaw Melee Melee x2 -3 D3
the hit roll

Power
Melee Melee User -2 1 -
Stabba

Shoota 18" Assault 2 4 0 1 -

Skorcha 8" Assault D6 5 -1 1 This weapon automatically hits its target.

Slugga 12" Pistol 1 4 0 1 -

Grenade
Stikkbombs 6" 3 0 1 -
D6

Tankbustas [8 PL, 170pts]


Categories: Elites, Faction: <Clan>, Faction: Ork, Infantry, Tankbustas
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Tank Hunters

Boss Nob [17pts]


Selections: Rokkit Launcha [12pts]
Unit: Boss Nob, Weapon: Rokkit Launcha, Stikkbombs, Tankbusta Bombs

9x Tankbusta [153pts]
Selections: 9x Rokkit Launcha [108pts]
Unit: Tankbusta, Weapon: Rokkit Launcha, Stikkbombs, Tankbusta Bombs

Abilities Description Ref

Tank
You can re-roll failed hit rolls for attacks made by this unit that target VEHICLES
Hunters

Unit M WS BS S T W A Ld Save Ref

Boss Nob 5" 3+ 5+ 5 4 2 3 7 6+

Tankbusta 5" 3+ 5+ 4 4 1 2 6 6+

Weapon Range Type S AP D Abilities Ref

Rokkit Launcha 24" Assault 1 8 -2 3 -

Stikkbombs 6" Grenade D6 3 0 1 -

Tankbusta
6" Grenade D3 8 -2 D6 -
Bombs

Fast Attack [22 PL, 407pts]

Boomdakka Snazzwagon [5 PL, 100pts]


Categories: Faction: <Clan>, Faction: Ork, Vehicle, Fast Attack, Speed Freeks, Boomdakka Snazzwagon
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule, Speed Mob
Abilities: Billowing Fumes, Explodes, Grot Gunner, Riding Shotgun

Boomdakka Snazzwagon [5 PL, 100pts]


Selections: Big Shoota [5pts]
Unit: Boomdakka Snazzwagon, Weapon: Big Shoota, Burna Bottles, Grot Blaster, Mek Speshul

Abilities Description Ref

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

Unit M WS BS S T W A Ld Save Ref

Boomdakka
12" 4+ 5+ 5 6 8 4 6 4+
Snazzwagon

Weapon Range Type S AP D Abilities Ref

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

Megatrukk Scrapjet [5 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, Spiked Ram

Megatrukk Scrapjet [110pts]


Selections: 2x Twin Big Shoota [20pts]
Unit: Megatrukk Scrapjet, Weapon: Nose Drill, Rokkit Cannon, Twin Big Shoota, Wing Missiles

Abilities Description Ref

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.

Unit M WS BS S T W A Ld Save Ref

Megatrukk
10" 4+ 5+ 6 6 9 4 6 4+
Scrapjet

Weapon Range Type S AP D Abilities Ref

Nose Drill Melee Melee +2 -2 D3

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

Warbikers [12 PL, 197pts]


Categories: Faction: <Clan>, Faction: Ork, Biker, Warbikers, Fast Attack, Speed Freeks
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule

Boss Nob [36pts]


Selections: Power Klaw [13pts], Shoota (Index), Stikkbombs
Unit: Boss Nob, Weapon: Dakkagun, Power Klaw, Shoota, Stikkbombs

7x Warbiker [161pts]
Selections: 7x Choppa, 7x Slugga, 7x Stikkbombs
Unit: Warbiker, Weapon: Choppa, Dakkagun, Slugga, Stikkbombs

Unit M WS BS S T W A Ld Save Ref

Boss
14" 3+ 5+ 5 5 3 3 7 4+
Nob

Warbiker 14" 3+ 5+ 4 5 2 2 6 4+

Weapon Range Type S AP D Abilities Ref

Each time the bearer fights, it can make 1 additional attack


Choppa Melee Melee user 0 1
with this weapon.

Dakkagun 18" Assault 3 5 0 1 -

When attacking with this weapon, you must subtract 1 from


Power Klaw Melee Melee x2 -3 D3
the hit roll

Shoota 18" Assault 2 4 0 1 -

Slugga 12" Pistol 1 4 0 1 -

Grenade
Stikkbombs 6" 3 0 1 -
D6

Heavy Support [22 PL, 424pts]

Battlewagon [8 PL, 155pts]


Selections: 4x Big Shoota [20pts], Killkannon [15pts]
Categories: Faction: <Clan>, Faction: Ork, Transport, Vehicle, Battlewagon, Heavy Support
Rules: Dakka Dakka Dakka
Abilities: Explodes, Mobile Fortress, Open-Topped, Transport Wound Track: Wagon1, Wagon2, Wagon3, Transport:
Battlewagon, Unit: Battlewagon, Weapon: Big Shoota, Killkannon

Abilities Description Ref

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

Wagon1 8-16+ 12" 8 6

Wagon2 4-7 9" 6 D6

Wagon3 1-3 6" 4 D3

Transport Capacity Ref

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.

Unit M WS BS S T W A Ld Save Ref

Battlewagon * 5+ 5+ * 7 16 * 7 4+

Weapon Range Type S AP D Abilities Ref


Big
36" Assault 3 5 0 1 - Xenos 2 p132
Shoota

Killkannon 24" Heavy D6 8 -2 2 -

BoneBreaker [9 PL, 164pts]


Selections: Deff Rolla [19pts], Grot Riggers [5pts]
Categories: Faction: <Clan>, Faction: Ork, Transport, Vehicle, Heavy Support, Bonebreaker
Rules: Dakka Dakka Dakka
Abilities: Bonebreaker Ram, Explodes, Grot Riggers, Mobile Fortress, Transport Wound Track: Wagon1, Wagon2,
Wagon3, Transport: BoneBreaker, Unit: BoneBreaker, Weapon: Deff Rolla

Abilities Description Ref

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

Wagon1 8-16+ 12" 8 6

Wagon2 4-7 9" 6 D6

Wagon3 1-3 6" 4 D3

Transport Capacity Ref

12 FLASHGITZ or (CLAN) INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes
BoneBreaker
the space of 2.

Unit M WS BS S T W A Ld Save Ref

BoneBreaker * 5+ 5+ * 8 16 * 7 4+

Weapon Range Type S AP D Abilities Ref

Deff
Melee Melee +1 -2 2 Add 3 to hit rolls made for this weapon
Rolla

Deff Dread [5 PL, 105pts]


Categories: Faction: <Clan>, Faction: Ork, Vehicle, Deff Dread, Heavy Support
Rules: 'Ere We Go!, Dakka Dakka Dakka
Abilities: Dread Mob, Explodes

Deff Dread [5 PL, 105pts]


Selections: Dread Klaw [15pts], Dread Klaw [15pts], Dread Saw [10pts], Dread Saw [10pts]
Categories: Artillery
Unit: Deff Dread, Weapon: Dread Klaw, Dread Saw

Abilities Description Ref

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.

Unit M WS BS S T W A Ld Save Ref

Deff
6" 3+ 5+ 5 7 8 2 7 3+
Dread

Weapon Range Type S AP D Abilities Ref

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)

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