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New Roster (Warhammer 40,000 8th Edition) [37 PL, 668pts]

Unbound Army (Faction) (Orks) [37 PL, 668pts]


Rules: Dis Is Ours! Zog Off!

No Force Org Slot

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

Abilities Description Ref

You can take units from multiple clans, but you lose access to particular Clan
No Clan
Kultures.

Gametype
Selections: Open
Categories: No Force Org Slot

Fast Attack [19 PL, 548pts]

DeffKopta [8 PL, 366pts]


Categories: Faction: <Clan>, Faction: Ork, Deffkoptas, Fast Attack, Fly, Speed Freeks, Vehicle
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Scoutin' Ahead, Turbo-boost

DeffKopta [36pts]
Selections: Bigbomm [Legends] [6pts], Twin Big Shoota [10pts]
Abilities: Bigbomm, Unit: Deff Kopta, Weapon: Slugga, Spinnin' Blades, Twin Big Shoota

DeffKopta [35pts]
Selections: Bigbomm [Legends] [6pts], Kustom Mega-blasta [Legends] [9pts]
Abilities: Bigbomm, Unit: Deff Kopta, Weapon: Kustom Mega-blasta, Slugga, Spinnin' Blades

DeffKopta [50pts]
Selections: Bigbomm [Legends] [6pts], Kopta Rokkits [24pts]
Abilities: Bigbomm, Unit: Deff Kopta, Weapon: Kopta Rokkits, Slugga, Spinnin' Blades

DeffKopta [50pts]
Selections: Bigbomm [Legends] [6pts], Kopta Rokkits [24pts]
Abilities: Bigbomm, Unit: Deff Kopta, Weapon: Kopta Rokkits, Slugga, Spinnin' Blades

DeffKopta [65pts]
Selections: Bigbomm [Legends] [6pts], Killsaw [Legends] [15pts], Kopta Rokkits [24pts]
Abilities: Bigbomm, Unit: Deff Kopta, Weapon: Killsaw, Kopta Rokkits, Slugga, Spinnin' Blades

DeffKopta [65pts]
Selections: Bigbomm [Legends] [6pts], Killsaw [Legends] [15pts], Kopta Rokkits [24pts]
Abilities: Bigbomm, Unit: Deff Kopta, Weapon: Killsaw, Kopta Rokkits, Slugga, Spinnin' Blades

DeffKopta [65pts]
Selections: Bigbomm [Legends] [6pts], Killsaw [Legends] [15pts], Kopta Rokkits [24pts]
Abilities: Bigbomm, Unit: Deff Kopta, Weapon: Killsaw, Kopta Rokkits, Slugga, Spinnin' Blades
Abilities Description Ref

A model equipped with a bigbomm can drop it as it flies over enemy units in its Movement
Index:
phase After the model has moved, pick one enemy unit that it flew over. then, roll a D6 for each
Bigbomm Xenos 2
model in the enemy unit (up to a Max of 5 dice). For Each roll of a 5+, the target unit suffers 1
p28
mortal wound. It can only do this once per battle.

During deployment, you can set up a unit of Deffkoptas behind enemy lines instead of placing it
Scoutin' on the battlefield. At the end of any of your Movement phases, the Deffkoptas can swoop
Ahead around to ambush the foe - set them up anywhere on the battlefield that is more than 9" away
from any enemy models and within 14" of a battlefield edge.

Turbo- Turbo-boost: When this model Advances, add 6" to its Move characteristic for that Movement
boost phase instead of rolling a dice.

Unit M WS BS S T W A Ld Save Ref

Deff
14" 3+ 5+ 4 5 4 2 6 4+ Codex: Orks p104
Kopta

Weapon Range Type S AP D Abilities Ref

When attacking with this weapon, you must subtract 1 from


Codex:
Killsaw Melee Melee x2 -4 2 the hit roll. If a model is equipped with 2 Killsaws, add 1 to
Orks p121
its Attacks characteristic

Kopta Assault
24" 8 -2 3 -
Rokkits 2

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


Kustom Assault Codex:
24" 8 -3 D6 mortal wound after all of the weapon's shots have been
Mega-blasta 1 Orks p119
resolved

Codex:
Slugga 12" Pistol 1 4 0 1 -
Orks p120

Spinnin' Make D3 hit rolls for each attack made with this weapon
Melee Melee +1 0 1
Blades instead of 1

Twin Big Assault Codex:


36" 5 0 1 -
Shoota 6 Orks p120

Kustom Boosta Blastas [5 PL, 80pts]


Categories: Faction: <Clan>, Faction: Ork, Vehicle, Fast Attack, Speed Freeks, Kustom Boosta-Blasta
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule, Speed Mob
Abilities: Explodes, Grot Gunner, Riding Shotgun, Spiked Ram

Kustom Boosta Blastas [5 PL, 80pts]


Unit: Kustom Boosta Blastas, Weapon: Burna Exhaust, Grot Blaster, Rivet Cannon, Stikkbomb

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 6" suffers D3 mortal wounds.

Grot
Add 1 to hit rolls for attacks made with this model's grot blasta
Gunner

Riding When this model shoots, it can throw a grenade and shoot with its pistol(s) in addition to any other
Shotgun weapons.

Each time this model finishes a charge move, select an enemy unit within 1" of it and on a 4+ that
Spiked Ram
unit suffers D3 mortal wounds

Unit M WS BS S T W A Ld Save Ref

Kustom Boosta
12" 4+ 5+ 5 6 8 4 6 4+ Codex: Orks p101
Blastas
Weapon Range Type S AP D Abilities Ref

Burna
8" Assault D3 4 0 1 This weapon automatically hits its target.
Exhaust

Grot Blaster 12" Pistol 1 3 0 1 - Codex: Orks p119

Rivet Cannon 36" Assault 6 7 -2 2

Stikkbomb 6" Grenade D6 3 0 1 - Codex: Orks p120

Shokkjump Dragstas [6 PL, 102pts]


Categories: Faction: <Clan>, Faction: Ork, Vehicle, Fast Attack, Speed Freeks, Shokkjump Dragsta
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule, Speed Mob
Abilities: Explodes, Grot Gunner and Targeting Squig, Shokk tunnel

Shokkjump Dragstas [6 PL, 102pts]


Selections: Rokkit Launcha [12pts]
Unit: Shokkjump Dragstas, Weapon: Kustom Shokk Rifle, Rokkit Launcha, Saw Blades

Abilities Description Ref

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
D3 mortal wound.

Grot Gunner and


Add 2 to the hit rolls for attacks made by this models Kustom Shokk Rifle.
Targeting Squig

If you roll a 4+ when advancing with this model, remove it from the battlefield, and set it up
Shokk tunnel more than 9" away from enemy units. After doing so, roll a D6 on a 6, the model suffers 1
mortal wound.

Unit M WS BS S T W A Ld Save Ref

Shokkjump
14" 4+ 5+ 5 6 8 4 6 4+ Codex: Orks p101
Dragstas

Weapon Range Type S AP D Abilities Ref

If you roll one or more unmodified hit rolls of 1 for this weapon,
Kustom the bearer suffers 1 mortal wound after all of this weapon's
Assault
Shokk 24" 8 -3 D6 attacks have been resolved. Each time you make a wound roll
2
Rifle of 6+ for this weapon, the target suffers 1 mortal wound in
addition to any other damage.

Codex:
Rokkit Assault
24" 8 -2 3 - Orks
Launcha 1
p120

Saw
Melee Melee +1 -1 1
Blades

Heavy Support [18 PL, 120pts]

Killa Kans [7 PL, 120pts]


Categories: Faction: <Clan>, Faction: Ork, Vehicle, Heavy Support, Killa Kans, Gretchin
Rules: Dakka Dakka Dakka, Grots
Abilities: Explodes, Scrag 'Em

Killa Kan [40pts]


Selections: Drilla, Grotzooka [10pts]
Unit: Killa Kan, Weapon: Drilla, Grotzooka
Killa Kan [40pts]
Selections: Buzzsaw, Grotzooka [10pts]
Unit: Killa Kan, Weapon: Buzzsaw, Grotzooka

Killa Kan [40pts]


Selections: Grotzooka [10pts], Kan Klaw
Unit: Killa Kan, Weapon: Grotzooka, Kan Klaw

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 1 mortal wound.

Scrag
Add 1 to their Attacks characteristic if this unit contains 3 or more models
'Em

Unit M WS BS S T W A Ld Save Ref

Killa
6" 5+ 4+ 5 5 5 3 6 3+ Codex: Orks p109
Kan

Weapon Range Type S AP D Abilities Ref

Each time you fight, you can make 1 additional attack with
Buzzsaw Melee Melee +2 -2 2
this weapon.

On a unmodified roll of a 6 to wound, you do 1 mortal


Drilla Melee Melee +1 -4 2
wound in addition to any other damage.

Heavy Codex: Orks


Grotzooka 18" 6 0 1 -
2D3 p119

Kan Klaw Melee Melee +3 -3 3 -

Wagon [11 PL]


Selections: Killkannon, Rokkit Launcha, Skorcha, Stikkbomb Launcha, Zzap gun
Categories: Wagon, Vehicle, Looted Wagon, Faction: <Clan>, Faction: Ork, Heavy Support
Rules: Dakka Dakka Dakka
Abilities: Big Red Button, Explodes, Shoot 'Em Again!, Big Red Button: 1) Boosta, 2) More Dakka, 3) Auto-Welder, Flier
Wound Track: Wagon 1, Wagon 2, Wagon 3, Unit: Wagon, Weapon: Killkannon, Rokkit Launcha, Skorcha, Stikkbomb
Launcha (Wagon), Zzap gun

Abilities Description Ref

Once per battle, at the start of the Shooting phase, the driver of the Looted Vehicle can hit Chapter
Big Red
the inviting and mysterious red button mounted on his dashboard. When he does, roll a D3 Approved
Button
on the table below to see what happens. 2018

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 6" suffers
D3 mortal wounds.

If this model remains stationary or moves under half speed in its Movement phase (i.e. it
Chapter
Shoot 'Em moves a distance in inches less than half of its current Move characteristic) it can shoot
Approved
Again! twice in the following Shooting phase with its killkannon or lobba (the weapon must target
2018
the same unit both times).

Big Red
Result Ref
Button

Immediately move this model 6" as if it were your Movement phase (models cannot
Chapter
1) Boosta disembark from the vehicle before doing so). A model cannot use the Shoot ’Em Again!
Approved 2018
ability this turn.

2) More Add 1 to the Strength characteristic of this model’s ranged weapons until the end of the Chapter
Dakka phase. This modifier counts towards the result when rolling for a zzap gun’s Strength. Approved 2018
3) Auto- Chapter
This model regains D3 lost wounds.
Welder Approved 2018

Flier Wound
Wounds Move BS Attacks Ref
Track

Wagon 1 7-12+ 10" 5+ 3 Chapter Approved 2018

Wagon 2 4-6 7" 6+ D3 Chapter Approved 2018

Wagon 3 1-3 4" 6+ 1 Chapter Approved 2018

Unit M WS BS S T W A Ld Save Ref

Chapter Approved 2018


Wagon * 5+ * 7 8 12 * 6 3+
p10

Weapon Range Type S AP D Abilities Ref

Heavy Codex: Orks


Killkannon 24" 8 -2 2 -
D6 p119

Rokkit Assault Codex: Orks


24" 8 -2 3 -
Launcha 1 p120

Assault Codex: Orks


Skorcha 8" 5 -1 1 This weapon automatically hits its target.
D6 p120

Stikkbomb Chapter
Assault
Launcha 12" 3 0 1 This weapon can be fired once per battle. Approved
2D6
(Wagon) 2018 p10

Before firing this weapon, roll to determine the


Strength of the shot. if the result is 11+ do not make a
Codex: Orks
Zzap gun 36" Heavy 1 2D6 -3 3 wound roll - instead, if the attack hits it causes 3
p120
mortal wounds. The bearer then suffers a mortal
wound.

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 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. (Codex: Orks p82)
Dakka Dakka Dakka: Each time you roll an unmodified 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 Stratagem explicitly states so (e.g. the 'Grot Shields' Stratagem) ()
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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