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- ++ Battalion Detachment +5CP (Orks) [57 PL, 1114pts] ++
- Rules: Dis Is Ours! Zog Off!
- + No Force Org Slot [2 PL, 35pts] +
- 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.|
- Runtherd [2 PL, 35pts]: Grot Lash, Grot-Prod, Slugga
- . Categories: Character, Infantry, Runtherd, No Force Org Slot
- . Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
- . Abilities: Grot Lash, Runtherd (Restriction), Unit: Runtherd, Weapon: Grot-Prod, Slugga
- Profiles:
- . Grot Lash: Description:Reroll hit rolls of 1 in the fight phase for units comprised entirely of GRETCHIN INFANTRY while within 3" of a friendly Runtherd with a Grot Lash.|
- . Runtherd (Restriction): Description:If your army is battleforged you must include at least 1 unit comprised entirely of Gretchin infantry for each Runtherd in this detachment. Runtherds to not take up a battlefield role.|
- . Runtherd: M:5"|WS:3+|BS:5+|S:4|T:4|W:4|A:3|Ld:7|Save:6+|
- . Grot-Prod: Range:Melee|Type:Melee|S:+2|AP:-1|D:1|Abilities:-|
- . Slugga: Range:12"|Type:Pistol 1|S:4|AP:0|D:1|Abilities:-|
- + HQ [15 PL, 297pts] +
- Ghazghkull Thraka [12 PL, 235pts]: Kustom Klaw, Stikkbombs, Twin Big Shoota, Warlord
- . Categories: Character, Infantry, Warboss, HQ, Faction: Ork, Mega Armour, Ghazghkull Thraka, Faction: Goff, Warlord
- . Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
- . Abilities: Great Waagh!, Proper Killy, Prophet of Gork and Mork, The Boss is Watchin', Unit: Ghazghkul Thraka, Weapon: Kustom Klaw, Stikkbombs, Twin Big Shoota
- Profiles:
- . Great Waagh!: Description:Friendly ORK INFANTRY units within 6" of this model at the start of the Charge phase can charge even if they Advanced this turn. Furthermore, friendly ORK INFANTRY models add 1 to their Attacks characteristic if they charged this turn and Ghaz is within 6" of their unit when they are chosen to fight.|Codex: Orks p84
- . Proper Killy: Description:Add 1 to your Warlord’s Attacks characteristic. In addition, improve the Armour Penetration characteristic of melee weapons this Warlord is equipped with by 1 during any turn in which they made a charge move, were charged, or performed a Heroic Intervention (e.g. AP -1 becomes AP -2).’|
- . Prophet of Gork and Mork: Description:Ghazghkull Thraka has a 4+ invul save.|Codex: Orks p84
- . The Boss is Watchin': Description:If a friendly ORK unit fails a Morale test within 6" of Ghaz, he can restore order with a brutal display of violence. If they do, the unit suffers D3 mortal wounds, but the Morale test is then considered to have been passed.|Codex: Orks p84
- . Ghazghkul Thraka: M:5"|WS:2+|BS:5+|S:6|T:6|W:8|A:5|Ld:8|Save:2+/4++|
- . Kustom Klaw: Range:Melee|Type:Melee|S:x2|AP:-3|D:3|Abilities:-|
- . Stikkbombs: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-|
- . Twin Big Shoota: Range:36"|Type:Assault 6|S:5|AP:0|D:1|Abilities:-|
- Weirdboy [3 PL, 62pts]: 3. Da Jump, Warphead (1 CP), Weirdboy Staff
- . Categories: Character, HQ, Infantry, Psyker, Faction: Ork, Faction: <Clan>, Weirdboy
- . Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
- . Abilities: Waaagh! Energy, Warphead (1 CP), Psychic Power: Da Jump, 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.|Codex: Orks p88
- . Warphead (1 CP): Description:Use this Strategem before the battle begins. Select a WEIRDBOY model knows 1 additional psychic power from the Power of the Waaagh! discipline and can attempt to manifest 1 additional psychich power in each of your Psychic phases.|
- . 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:D3|Abilities:-|
- + Troops [33 PL, 638pts] +
- Boyz [11 PL, 184pts]: 2x Tankbusta Bombs
- . Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops
- . Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
- . Abilities: Green Tide, Weapon: Tankbusta Bombs
- . Boss Nob [30pts]: Killsaw [15pts], Killsaw [8pts], Stikkbombs
- . . Unit: Boss Nob, Weapon: Killsaw, Stikkbombs
- . 22x Ork Boy W/ Slugga & Choppa [154pts]: 22x Choppa, 22x Slugga, 22x Stikkbombs
- . . 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.|
- . 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+|
- . 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.|
- . Killsaw: Range:Melee|Type:Melee|S:x2|AP:-4|D:2|Abilities:When attacking with this weapon, you must subtract 1 from the hit roll. If a model is equipped with 2 Killsaws, add 1 to its Attacks characteristic|
- . Slugga: Range:12"|Type:Pistol 1|S:4|AP:0|D:1|Abilities:-|
- . Stikkbombs: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-|
- . Tankbusta Bombs: Range:6"|Type:Grenade D3|S:8|AP:-2|D:D6|Abilities:-|
- Boyz [11 PL, 227pts]: Skarboyz (1 CP), 3x Tankbusta Bombs
- . Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops
- . Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
- . Abilities: Green Tide, Skarboyz (1 CP), Weapon: Tankbusta Bombs
- . Boss Nob [24pts]: Killsaw [15pts], Kustom Shoota (Index) [2pts], Stikkbombs
- . . Unit: Boss Nob, Weapon: Killsaw, Kustom Shoota, Stikkbombs
- . 29x Ork Boy W/ Slugga & Choppa [203pts]: 29x Choppa, 29x Slugga, 29x Stikkbombs
- . . 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+|
- . 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.|
- . Killsaw: Range:Melee|Type:Melee|S:x2|AP:-4|D:2|Abilities:When attacking with this weapon, you must subtract 1 from the hit roll. If a model is equipped with 2 Killsaws, add 1 to its Attacks characteristic|
- . Kustom Shoota: Range:18"|Type:Assault 4|S:4|AP:0|D:1|Abilities:-|Xenos 2
- . Slugga: Range:12"|Type:Pistol 1|S:4|AP:0|D:1|Abilities:-|
- . Stikkbombs: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-|
- . Tankbusta Bombs: Range:6"|Type:Grenade D3|S:8|AP:-2|D:D6|Abilities:-|
- Boyz [11 PL, 227pts]: 3x Tankbusta Bombs
- . Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops
- . Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
- . Abilities: Green Tide, Weapon: Tankbusta Bombs
- . Boss Nob [24pts]: Killsaw [15pts], Kustom Shoota (Index) [2pts], Stikkbombs
- . . Unit: Boss Nob, Weapon: Killsaw, Kustom Shoota, Stikkbombs
- . 29x Ork Boy W/ Slugga & Choppa [203pts]: 29x Choppa, 29x Slugga, 29x Stikkbombs
- . . 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.|
- . 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+|
- . 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.|
- . Killsaw: Range:Melee|Type:Melee|S:x2|AP:-4|D:2|Abilities:When attacking with this weapon, you must subtract 1 from the hit roll. If a model is equipped with 2 Killsaws, add 1 to its Attacks characteristic|
- . Kustom Shoota: Range:18"|Type:Assault 4|S:4|AP:0|D:1|Abilities:-|Xenos 2
- . Slugga: Range:12"|Type:Pistol 1|S:4|AP:0|D:1|Abilities:-|
- . Stikkbombs: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-|
- . Tankbusta Bombs: Range:6"|Type:Grenade D3|S:8|AP:-2|D:D6|Abilities:-|
- + Elites [7 PL, 144pts] +
- Nob with Waaagh! Banner [4 PL, 77pts]: Choppa, Kustom Shoota [2pts], Stikkbombs, Waaagh! Banner
- . Categories: Elites, Faction: <Clan>, Faction: Ork, Infantry, Nobz, Character
- . Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
- . Abilities: Keepin' Order, Waaagh! Banner, Unit: Nob with Waaagh! Banner, Weapon: Choppa, Kustom Shoota, Stikkbombs, Waaagh! Banner
- Profiles:
- . 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.|
- . Waaagh! Banner: Description:(Clan); units within 6" of any friendly Waaagh! banner add 1 to their hit rolls in the Fight phase.|
- . Nob with Waaagh! Banner: M:5"|WS:3+|BS:5+|S:5|T:4|W:4|A:3|Ld:6|Save:4+|
- . 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.|
- . Kustom Shoota: Range:18"|Type:Assault 4|S:4|AP:0|D:1|Abilities:-|Xenos 2
- . Stikkbombs: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-|
- . Waaagh! Banner: Range:Melee|Type:Melee|S:+2|AP:0|D:2|Abilities:-|
- Painboy [3 PL, 67pts]: 'Urty Syringe, Da Lucky Stikk, Killsaw (Index) [15pts]
- . Categories: Character, Faction: <Clan>, Faction: Ork, Infantry, Elites, Painboy
- . Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
- . Abilities: Dok's Tools, Goffs - Da Lucky Stikk, Grot Orderly, Sawbones, Unit: Painboy, Weapon: 'Urty Syringe, Killsaw
- Profiles:
- . Dok's Tools: Description:Roll a D6 each time a <CLAN> INFANTRY or <CLAN> BIKER unit loses a wound whilst within 3" of any friendly <CLAN> PAINBOYZ. On a 6, that unit does not lose that wound.|
- . Goffs - Da Lucky Stikk: Description:The bearer can reroll any hit and wound rolls in the fight phase. In addition any friendly Goff characters within 6" of the bearer can add 1 to their hit rolls in the fight phase.|
- . Grot Orderly: Description:Once per battle, you can re-roll the dice when this model is attempting to heal a model using the Sawbonez ability, either when determining if the surgery is successful or when determining the number of lost wounds regained.|
- . Sawbones: Description:At the end of your Movement phase, mad Dok Grotsnik can attempt to heal a single (CLAN) INFANTRY or ORK BIKER model within 1". Roll a D6; on a 1 the surgery fails, the model you were attempting to heal loses a wound, but on any other result that model regains D3 lost wounds. A model can only be the target of a surgery attempt once per turn. |
- . Painboy: M:5"|WS:3+|BS:5+|S:5|T:4|W:4|A:4|Ld:6|Save:6+|
- . 'Urty Syringe: Range:Melee|Type:Melee|S:User|AP:0|D:1|Abilities:Each the bearer fights, make an additional attack with this weapon. It always wounds on a 4+ unless it is targetting a VEHICLE or TITANIC model.|
- . Killsaw: Range:Melee|Type:Melee|S:x2|AP:-4|D:2|Abilities:When attacking with this weapon, you must subtract 1 from the hit roll. If a model is equipped with 2 Killsaws, add 1 to its Attacks characteristic|
- ++ Battalion Detachment +5CP (Orks) [46 PL, 887pts] ++
- Rules: Dis Is Ours! Zog Off!
- + No Force Org Slot +
- Clan Kultur: Freebooterz
- . Categories: No Force Org Slot
- . Abilities: Freebooterz
- Profiles:
- . Freebooterz: Description:Add 1 to hit rolls for attacks made by models with this kultur if any other friendly unit with this kultur within 24" has destroyed an enemy unit this phase.|
- + HQ [9 PL, 163pts] +
- Big Mek on Warbike (Index) [6 PL, 101pts]: Choppa, 2x Dakkagun, Kustom Force Field [20pts], Stikkbombs
- . Categories: Big Mek, Character, Faction: <Clan>, Faction: Ork, HQ, Biker
- . Rules: 'Ere We Go!, Mob Rule
- . Abilities: Big Bike Mekaniak, Kustom Force Field, Unit: Big Mek on Bike, Weapon: Choppa, Dakkagun, Stikkbombs
- Profiles:
- . Big Bike Mekaniak: Description:At the end of your Movement phase, if it didn't move more than 6", this model can repair a single friendly (Clan); VEHICLE (other than models that can FLY) within 1". That model regains D3 wounds lost earlier in the battle. A vehicle can only be repaired once each turn.|
- . Kustom Force Field: Description:If this model is equipped with a kustom force field, friendly ORK units that are wholly within 9" have a 5+ invulnerable save against ranged weapons.|
- . Big Mek on Bike: M:14"|WS:3+|BS:5+|S:5|T:5|W:5|A:3|Ld:7|Save:4+|
- . 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.|
- . Dakkagun: Range:18"|Type:Assault 3|S:5|AP:0|D:1|Abilities:-|
- . Stikkbombs: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-|
- Weirdboy [3 PL, 62pts]: Weirdboy Staff
- . 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, 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.|Codex: Orks p88
- . 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:D3|Abilities:-|
- + Troops [6 PL, 180pts] +
- Gretchin [2 PL, 60pts]
- . Categories: Faction: <Clan>, Faction: Ork, Gretchin, Infantry, Troops
- . Rules: Dakka Dakka Dakka, Grots
- . Abilities: Surprisingly Dangerous in Large Numbers
- . 20x Gretchin [60pts]: 20x Grot Blaster
- . . Unit: Gretchin, Weapon: Grot Blaster
- 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:Pistol 1|S:3|AP:0|D:1|Abilities:-|
- Gretchin [2 PL, 60pts]
- . Categories: Faction: <Clan>, Faction: Ork, Gretchin, Infantry, Troops
- . Rules: Dakka Dakka Dakka, Grots
- . Abilities: Surprisingly Dangerous in Large Numbers
- . 20x Gretchin [60pts]: 20x Grot Blaster
- . . Unit: Gretchin, Weapon: Grot Blaster
- 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:Pistol 1|S:3|AP:0|D:1|Abilities:-|
- Gretchin [2 PL, 60pts]
- . Categories: Faction: <Clan>, Faction: Ork, Gretchin, Infantry, Troops
- . Rules: Dakka Dakka Dakka, Grots
- . Abilities: Surprisingly Dangerous in Large Numbers
- . 20x Gretchin [60pts]: 20x Grot Blaster
- . . Unit: Gretchin, Weapon: Grot Blaster
- 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:Pistol 1|S:3|AP:0|D:1|Abilities:-|
- + Elites [13 PL, 265pts] +
- Tankbustas [13 PL, 265pts]
- . Categories: Elites, Faction: <Clan>, Faction: Ork, Infantry, Tankbustas
- . Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
- . Abilities: Tank Hunters
- . Bomb Squig [10pts]: Squig Bomb
- . . Categories: Ammo Runt, Gretchin, Infantry
- . . Abilities: Bomb Squig, Unit: Bomb Squig, Weapon: Squig Bomb
- . Boss Nob [17pts]: Rokkit Launcha [12pts], Stikkbombs, Tankbusta Bombs
- . . Unit: Boss Nob, Weapon: Rokkit Launcha, Stikkbombs, Tankbusta Bombs
- . 14x Tankbusta [238pts]: 14x Rokkit Launcha [168pts], 14x Stikkbombs, 14x Tankbusta Bombs
- . . Unit: Tankbusta, Weapon: Rokkit Launcha, Stikkbombs, Tankbusta Bombs
- Profiles:
- . Bomb Squig: Description:The Death of a Bomb Squig is ignored for the purposes of morale|
- . Tank Hunters: Description:You can re-roll failed hit rolls for attacks made by this unit that target VEHICLES|
- . Bomb Squig: M:5"|WS:2+|BS:2+|S:3|T:4|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:6+|
- . Tankbusta: M:5"|WS:3+|BS:5+|S:4|T:4|W:1|A:2|Ld:6|Save:6+|
- . Rokkit Launcha: Range:24"|Type:Assault 1|S:8|AP:-2|D:3|Abilities:-|
- . Squig Bomb: Range:18"|Type:Assault 1|S:8|AP:-2|D:D6|Abilities:The weapon cannot target units that can FLY. Remove the bearer after making this attack.|
- . Stikkbombs: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-|
- . Tankbusta Bombs: Range:6"|Type:Grenade D3|S:8|AP:-2|D:D6|Abilities:-|
- + Heavy Support [18 PL, 279pts] +
- Mek Gunz [8 PL, 124pts]
- . Categories: Artillery, Heavy Support, Vehicle, Faction: <Clan>, Faction: Ork, Mek Gunz, Gretchin
- . Rules: Dakka Dakka Dakka, Grots
- . Abilities: Grot Krew, Mek Gunz
- . Gun [2 PL, 31pts]: Smasha Gun [16pts]
- . . Unit: Mek Gun, Weapon: Smasha Gun
- . Gun [2 PL, 31pts]: Smasha Gun [16pts]
- . . Unit: Mek Gun, Weapon: Smasha Gun
- . Gun [2 PL, 31pts]: Smasha Gun [16pts]
- . . Unit: Mek Gun, Weapon: Smasha Gun
- . Gun [2 PL, 31pts]: Smasha Gun [16pts]
- . . Unit: Mek Gun, Weapon: Smasha Gun
- Profiles:
- . Grot Krew: Description:Each Mek Gun and its grot krew are treated as a single model for all rules purposes. the Krew must remain within 1" of their Mek Gun and cannot be targeted or attacked separately. The range and visibility of all attacks made by a Mek Gun are measured from the Mek Gun, not the krew.|
- . Mek Gunz: Description:The 1st time this unit is setup on the battlefield, each Mek Gun must be placed within 6" of at least one other Mek Gun, with each grot Krew within 1" of their Mek Gun. From that point onwards, each Mek Gun operates independently and is treated as a separate unit for all rules purposes.|
- . Mek Gun: M:3"|WS:5+|BS:4+|S:2|T:5|W:6|A:6|Ld:4|Save:5+|
- . Smasha Gun: Range:48"|Type:Heavy D3|S:*|AP:-4|D:D6|Abilities:Instead of making a wound roll for this weapon, roll 2D6. If the result is equal to or greater than the target's Toughness, the attack successfully wounds.|
- Mek Gunz [10 PL, 155pts]
- . Categories: Artillery, Heavy Support, Vehicle, Faction: <Clan>, Faction: Ork, Mek Gunz, Gretchin
- . Rules: Dakka Dakka Dakka, Grots
- . Abilities: Grot Krew, Mek Gunz
- . Gun [2 PL, 31pts]: Smasha Gun [16pts]
- . . Unit: Mek Gun, Weapon: Smasha Gun
- . Gun [2 PL, 31pts]: Smasha Gun [16pts]
- . . Unit: Mek Gun, Weapon: Smasha Gun
- . Gun [2 PL, 31pts]: Smasha Gun [16pts]
- . . Unit: Mek Gun, Weapon: Smasha Gun
- . Gun [2 PL, 31pts]: Smasha Gun [16pts]
- . . Unit: Mek Gun, Weapon: Smasha Gun
- . Gun [2 PL, 31pts]: Smasha Gun [16pts]
- . . Unit: Mek Gun, Weapon: Smasha Gun
- Profiles:
- . Grot Krew: Description:Each Mek Gun and its grot krew are treated as a single model for all rules purposes. the Krew must remain within 1" of their Mek Gun and cannot be targeted or attacked separately. The range and visibility of all attacks made by a Mek Gun are measured from the Mek Gun, not the krew.|
- . Mek Gunz: Description:The 1st time this unit is setup on the battlefield, each Mek Gun must be placed within 6" of at least one other Mek Gun, with each grot Krew within 1" of their Mek Gun. From that point onwards, each Mek Gun operates independently and is treated as a separate unit for all rules purposes.|
- . Mek Gun: M:3"|WS:5+|BS:4+|S:2|T:5|W:6|A:6|Ld:4|Save:5+|
- . Smasha Gun: Range:48"|Type:Heavy D3|S:*|AP:-4|D:D6|Abilities:Instead of making a wound roll for this weapon, roll 2D6. If the result is equal to or greater than the target's Toughness, the attack successfully wounds.|
- ++ Total: [103 PL, 2001pts] ++
- ++ 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. (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)
- Created with BattleScribe (https://battlescribe.net)
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