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  • 8/3/2019 Orks Boarding Force Listv1

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    Orks Boarding Force ListOrks Boarding Force ListOrks Boarding Force ListOrks Boarding Force List

    Rules by Me to convert models of DA WHAARGH! For tunnel fighting

    Space hulk and the space hulk logo are the property of Games Workshop

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    Warbosss Mob, (1 per Campaign force)

    Warbosss Mob 10 points

    1 Ork War boss with (Fury) (Veteran) (Leader 2 Light Armour, Slugga or shoota and Stikkbombz.

    1 Nob with (Fury) Light Armour, Slugga or shoota and Stikkbombz

    3 Boyz with (Fury) Light Armour, Slugga or shoota and Stikkbombz

    Options

    3 pts Exchange Boy with Big Mek(Fury) (Engineer), Light Armour, Slugga or shoota and Stikkbombz

    6 pts Exchange Boy with Weird boy (Fury) (Psy), Light Armour, Slugga or shoota and Stikkbombz

    5 pts Upgrade Weird boy to Warp head. (Fury) (Psy 10), Light Armour, Slugga or shoota and Stikkbombz

    Free Equip Weird boy with Frazzle and Zzap powers

    1 pt Equip Weird boy with Warpath power, Ere I go power, Ere you go power or Waaagh! power

    2 pts Exchange up to one Nob for Pain Boy with (Medic)

    1 pt Exchange Boys, Nobs, Big Meks, Pain Boys or War bosss Light Armour with Eavy armour

    2 pts Exchange Boys, Nobs, Big Meks, Pain Boys or War bosss Light Armour with Cybork Body (Heavily Armoured)

    2 pts Exchange Nobs, Big Meks, Pain boys or War Bosss Light Armour with Mega Armour, Twin Shoota and Power Claw

    1 pt Equip Mega Armour with Stikkbomb Launchers

    3 pts Exchange Boyz Shoota for Burna

    2 pts Exchange Boyz Shoota for Rokkit Launcha

    1 pt Equip Nob, Pain Boy or War Boss with Twin Shoota, Kombi Skorcha or Kombi Rokkit

    1 pt Equip Kombi Skorcha or Kombi Rokket with one reload (Mega Armoured models only)

    1 pt Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to Dakka (Rapid Fire)

    1 pt Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to More Dakka (+1 Dice) (Unreliable)

    1 pt Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to Shootier(+1 Dice) (no More Shootier upgrade)

    1 pt Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to More Shootier(+2 Dice) (Misfire)

    -1 pt Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to Short Barrel (Range 12) (No Sawn off upgrade)

    -2 pts Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to Sawn Off(Range 6) (No Short Barrel upgrade)

    1 pt Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to Blasta (5+ kill target) (Gets Hot)

    1 pt Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to Scatter Gun (Overkill) (no Blasta upgrade)

    free Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to Boom Gun (Area Affect) (may not Over watch)

    1 pt Equip Boy, Nob, Big Mek, or War boss with additional Slugga

    Free Equip Nob, Big Mek, or War boss with Power claw (not available to models in Mega Armour)

    1 pt Equip Nob, Big Mek, or War boss with Big Choppa (not available to models in Mega Armour)

    1 pt Equip Nob, Big Mek, or War boss with Boss pole (Leader 1)

    1 pt Equip Big Mek, or War boss with an Attack Squig

    Attack Squigs Attack squigs are small highly aggressive animals that orks use in the same way a humans use war dogs,Ranged = n/a however, these animals are often strategically chained to there master to prevent there natural aggression

    Mellee = 2d6 from clawing the face off the handler. At any point the ork player may declare that hes releasing the squigroll on the table below. Letting the squig go is an action and so removes Over watch or Guard but costs no

    action points Note that as the Squig is a weapon it is replaced automatically at the start of each mission andReleasing the Squig doesnt count towards casualties\survivors.

    1 Snap Snap! The hungry squig takes advantage of its freedom to attack its possessor. Place a Squig model in front ofthe owner and have him fight a round of hand to hand against it. Afterwards it slinks off.

    2 Zzzzz! The Squig is currently fast asleep and just slumps to the floor, Place a squig model in front of the owner (if

    the squig frenzied last turn leave it where it is) as a marker and roll again at the start of the Ork players next

    turn to see what happens.3-5 Gerr! The Hungry Squig launchs an attack on the nearest non-ork model it can reach in 6 squares then slinks off.6 Roow!!! Suddenly awoken from a peaceful sleep the squig launches itself into a frenzy, the squig attacks as in Gerr!,

    but afterwards decides to stick about. Place a Squig model in the square the Squig just fought as a marker

    and roll again at the start of the Ork players turn to see what the maddened beast will do next..

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    Ork Force Squads (Min 4 per Campaign force)

    Nobz Mob 10 pts

    5 Nobz with Light armour, (Fury) and Slugga

    Options

    6 pts Exchange up to one Nob for Warlord with (Fury) (Veteran) (Leader 2 Light Armour, Slugga or shoota and Stikkbombz

    2 pts Exchange up to one Nob for Pain Boy with (Fury, Medic), Light armourand Slugga

    1 pt Exchange Boys, Nobs, Pain Boys or War bosss Light Armour with Eavy armour

    2 pts Exchange Boys, Nobs, Pain Boys or War bosss Light Armour with Cybork Body (Heavily Armoured)

    2 pts Exchange Nobs, Pain boys or War Bosss Light Armour with Mega Armour, Twin Shoota and Power Claw

    1 pt Equip Nob, Pain Boy or War Boss with Twin Shoota

    free Exchange Twin Shoota with Kombi Skorcha or Kombi Rokkit

    1 pt Equip Kombi Skorcha or Kombi Rokket with one reload (Mega Armoured models only)

    1 pt Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to Dakka (Rapid Fire)

    1 pt Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to More Dakka (+1 Dice) (Unreliable)1 pt Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to Shootier (+1 Dice) (no More Shootier upgrade)

    1 pt Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to More Shootier (+2 Dice) (Misfire)

    -1 pt Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to Short Barrel (Range 12) (No Sawn off upgrade)

    -2 pts Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to Sawn Off (Range 6) (No Short Barrel upgrade)

    1 pt Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to Blasta (5+ kill target) (Gets Hot)

    1 pt Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to Scatter Gun (Overkill) (no Blasta upgrade)

    free Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to Boom Gun (Area Affect) (may not Over watch)

    1 pt Equip Entire Mob with Stikkbombz

    free Equip Nob, Pain Boy or War Boss with Power Klaw

    1 pt Equip Nob, Pain Boy or War Boss with Big Choppa

    2 pts Equip Nob, Pain Boy or War Boss with Bosspole

    Boyz Mob 2 pts

    1 Nobz with Light armour, (Fury) and Slugga

    4 Boyz with Light armour, (Fury) and Slugga

    Options

    1 pt Upgrade Boy or Nob to Ard Boy\Ard Boy Nob with (Fury) Slugga and Eavy armour

    1 pt Upgrade Boy or Nob to Scar Boy adding (Veteran)

    1 pt Exchang Nobs or Ard Boy Nobs Shoota with Twin Shoota, Kombi Skorcha or Kombi Rokkit

    free Equip Nob or Ard Boy Nob with Power Klaw

    1 pt Equip Nob or Ard Boy Nob with Big Choppa

    2 pts Equip Nob or Ard Boy Nob with Bosspole (Leader 1)

    5 pts Exchange Boy with Weird boy (Fury) (Psy), Light Armour and Slugga or shoota

    Free Equip Weird boy with Frazzle and Zzap powers

    1 pt Equip Weird boy with Warpath power, Ere I go power, Ere you go power or Waaagh! power

    free Exchange boys Slugga for Shoota

    2 pts Exchange up to two boys Sluggas with Big Shoots or Rokkit Launcha

    1 pt Equip Entire Mob with Stikkbombz

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    Support Squads

    Burna Boz Mob 13 points

    1 Mek Boy with Light Armour, (Fury), Custom Mega Blasta (Engineer)

    3 Burna Boyz with Light Armour, (Fury) and Burna

    Options

    Free Exchange Mek boys weapons with Slugga and Big Choppa

    Free Exchange Mek boys weapons with Big Shoota

    Free Exchange Mek boys weapons with Rokkit Launcha

    Lootas Mob 10 points

    1 Mek Boy with Light Armour, (Fury), Custom Mega Blasta (Engineer)

    3 Lootas with Light Armour, (Fury) and Deffgun

    Options

    free Exchange Mek boys weapons with Slugga and Big Choppa

    free Exchange Mek boys weapons with Big Shoota

    free Exchange Mek boys weapons with Rokkit Launcha

    -1 pt Downgrade Lootas Deffgun to Short Barrel (Range 12) (No Sawn off downgrade)

    -2 pts Downgrade Lootas Deffgun to Sawn Off(Range 6) (No Short Barrel downgrade)

    free Downgrade Lootas Deffgun to Light Shells (ignoresLight Armour, No ammo limit) (no heavy shells upgrade)

    -1 pt Downgrade Lootas Deffgun to Reduced Ammo Box (ammo 6) (no extended Ammo Pack)

    1 pt Upgrade Lootas Deffgun to Extended Ammo Pack(Ammo 12) (no reduced Ammo Pack)

    2 pts Upgrade Lootas Deffgun to Ammo Runts & Grot Oilers (1 reload)

    1 pt Upgrade Lootas Deffgun to Dakka (Rapid Fire)

    1 pt Upgrade Lootas Deffgun to Shootier(+1 Dice)

    free Upgrade Lootas Deffgun to More Dakka (+1 Dice) (Unreliable) (needs Dakka First)

    free Upgrade Lootas Deffgun to More Shootier(+1 Dice) (Misfire) (needs Shootier First)

    1 pt Upgrade Lootas Deffgun to Blasta (5+ kill target) (Gets Hot) (no Scatter Gun or Biga Blasta upgrade)

    3 pts Upgrade Lootas Deffgun to Biga Blasta (4+ kill target) (One shot per turn) (Gets Hot) (no Scatter Gun upgrade)

    1 pt Upgrade Lootas Deffgun to Scatter Gun (Overkill) (no Blasta upgrade)

    free Upgrade Lootas Deffgun to Boom Gun (Area Affect) (may not Over watch)

    2 pts Upgrade Lootas Deffgun to Beamer(Lance) (no Scatter Gun upgrade)

    1 pt Upgrade Lootas Deffgun to Heavy Shell's (ignoresHeavy Armour) (no light shells downgrade)

    Stormboyza Mob 10 points

    1 Stormboy Nob with Light Armour, (Fury) (Leap) and Slugga

    4 Boyz with Light Armour, (Fury) (Leap) and Slugga

    Options

    1 pt Equip Nob with Eavy Armour

    2 pts Equip Nob with Bosspole (Leader 1)

    free Equip Nob with Power Claw

    1 pt Equip Nob with Big Choppa

    1 pt Equip Entire Mob with Stikkbombz

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    Scout Squads

    Tankbusta Mob 12 points

    1 Tank Busta Nob with Light Armour, (Fury) and Rokkit Launcha

    3 Tank Bustas with Light Armour, (Fury) and Rokkit Launcha

    Options

    1 pt Equip Nob with Eavy Armour

    2 pts Equip Nob With Bosspole (Leader 1)

    free Exchange Nobs Rokkit Launcha for Slugga and Power Claw

    free Exchange Tank Bustas Rokkit Launch for Slugga and Tankhammer (Power Claw)

    1 pt The Mob may be accompanied by a Bomb Squig with Claws and (Bomb Squig)

    Bomb Squig . Bomb Squigs are trained to find enemy vehicles and fortifications and find ways into and under them. When at warAP = 6 tankbustas strap large packs of explosives tied to a remote controlled detonator and presser switch.

    Ranged = n/a As long as the Tank Busta Nob is still alive the orc player can at any time have the Nob pay 1 action point andMelee = 2d6 Press da button. You must also roll on this table if the squig is killed.

    Note that as the Squig is a weapon it is replaced automatically at the start of each mission and doesnt count towards casualties\survivors

    D6 Affect,1 Fizz The Nob Firmly presses the button but nothing happens, giving it a good whack he may try again.

    If rerolling due to a mishap then nothing happens.

    2 Bleep-Bong!! The Explosive is armed but fails to explode, a ticking can be heard coming from the pack. Roll again on this(mishap) table as an activation during the Ork players next turn. If rerolling due to a mishap then nothing happens

    3 Pop! The Primer detonates, but only sets the Pack on fire roll again on this table as an activation during the ork

    (mishap) players next turn. If rerolling due to a mishap then treat the result as a Boom!4 - 5 Boom The bomb works as intended any model in the section that the squig was standing in are killed on a 1d6 roll

    of 2+. This attack also has an Lingering Affect, this attack may remove doors from play6 Ka-BOOM! The bomb works better then expected, any model on the section the squig was standing on is removed

    automatically, all models in adjacent sections are stunned on a d6 roll of 4+

    Kommandos Mob 1 point

    1 Nob with Light Armour, (Fury), Slugga

    4 Boyz with Light Armour, (Fury), Slugga

    Options

    1 pt Equip Nob with Eavy Armour

    1 pt Equip Nob with Big Choppa

    Free Equip Nob With Power Claw2 pts Equip Nob with Bosspole (leader 1)

    3 pts Up to 2 boyz may exchange there weapons for Big shoota, Rokkit Launcha or Burna

    Gretchen Mob 1 point

    1 Runtherd with Light Armour, (Fury), Slugga and Grabba Stick (Assault)

    4 Gretchen with Light Armour, Grot Blasta,Little Gitz

    Options

    Free Exchange Runt herds Grabba Stick with Grot Prod (Big Choppa)

    2 pts Equip Gretchen with Loudhailer adding (Recon)

    2 pts Upgrade Gretchen to Grot Orderly adding (Medic)

    2 pts Upgrade Gretchen to Grot Oiler adding (Engineer, Gretchen weapons only)

    4 pts Upgrade up to two Gretchen to Ammo Runts Pushing a Zzap Gun or Kannon (Big Guy, Heavily Armoured)

    Little Gitz Even at full growth a standing Gretchin is far shorter then a standing Ork, A standing ork may fire over

    a standing Grot and a Kneeling ork may fire over a kneeling grot.Even there carers don't really give a dam about Gretchin they are easily replaceable and endless as far

    as the ocks are concerned. If a grot is kill on a mission then the Runtherd will swiftly boot some more

    into replace the casualties and any such do not count towards missions, but neither do any survivors.

    . Only if the Runtherd is killed will the mob dissolve, after the mission, and its removed from the roster.

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    Additional Forces

    Big Mek 4 points

    1 Ork Big Mek with (Fury) (Engineer) Light Armour, Slugga or shoota and Stikkbombz.

    1

    1 pt Acompany Big Mek with 2 Grot Assistants with (light armour, Little Gitz) Grot blasta

    1 pt Acompnay Big Mek wth Runtherd with Light Armour, (Fury), Slugga and Grabba Stick(Assault)

    1 pt Accompany Runtherd with 2 Squig Hounds with (claws and Squig Hound)

    1 pt Equip Runtherd with Snotling swarm (max 2 + 1 per Squig Hound)

    1 pt Exchange Big Meks or Runtherds Light Armour with Eavy armour

    2 pts Exchange Big Meks or Runtherds Light Armour with Cybork Body (Heavily Armoured)

    2 pts Exchange Big Meks or Runtherds Light Armour with Mega Armour, Twin Shoota and Power Claw

    1 pt Equip Mega Armour with Stikkbomb Launchers

    1 pt Exchange Big Meks Shoota with Kombi Skorcha or Kombi Rokkit

    1 pt Equip Kombi Skorcha or Kombi Rokket with one reload (Mega Armoured models only)

    -1 pt Downgrade Big Meks Shoota (any type) to Short Barrel (Range 12) (No Sawn off downgrade)

    -2 pts Downgrade Big Meks Shoota (any type) to Sawn Off(Range 6) (No Short Barrel downgrade)

    -1 pt Downgrade Big Meks Shoota (any type) to Reduced Ammo Box (ammo 6) (no extended Ammo box)

    1 pt Upgrade Big Meks Shoota (any type) to Extended Ammo Box (Ammo 12) (no reduced Ammo box)

    1 pt Upgrade Big Meks Shoota (any type) to Dakka (Rapid Fire)

    1 pt Upgrade Big Meks Shoota (any type) to Shootier(+1 Dice)

    free Upgrade Big Meks Shoota (any type) to More Dakka (+1 Dice) (Unreliable) (needs Dakka First)

    free Upgrade Big Meks Shoota (any type) to More Shootier(+1 Dice) (Misfire) (needs Shootier First)

    1 pt Upgrade Big Meks Shoota (any type) to Blasta (5+ kill target) (Gets Hot) (no Scatter Gun or Biga Blasta upgrade)3 pts Upgrade Big Meks Shoota (any type) to Biga Blasta (4+ kill target) (One shot per turn) (Gets Hot) (no Scatter Gun upgrade)

    1 pt Upgrade Big Meks Shoota (any type) to Scatter Gun (Overkill) (no Blasta, Biga Blasta, Boom Gun or Beamer upgrade)

    free Upgrade Big Meks Shoota (any type) to Boom Gun (Area Affect) (may not Over watch, no Scatter Gun or Beamer upgrade)

    2 pts Upgrade Big Meks Shoota (any type) to Beamer(Lance) (no Scatter Gun or Boom Gun upgrade)

    1 pt Upgrade Big Meks Shoota (any type) to Heavy Shell's ignores (Heavily Armoured)

    1 pt Exchange Big Meks Shoota with Kustom Mega Blasta

    2 pts Exchange Big Meks Shoota with Shockk Attack Gun

    free Exchange Big Meks Shoota with Custom Force Field Projecta

    1 pt Equip Big Mek with off hand Slugga4 pts Equip Big Mek with off hand Burna

    Free Equip Big Mek with off hand Power claw (not available to models in Mega Armour)

    1 pt Equip Big Mek with Boss pole (Leader 1)

    1 pt Equip Big Mek or Runtheard with an Attack Squig

    Snotling Swarms are diminutive critters are the smallest type of Green skin, normally redolent and

    unaggressive the orks generally ignore and trample any that get in there way , that is until a Meck needs somevolunteer to test his new toy on. Should any being make an aggressive move in there direction the instinctive reaction

    of a Snotling is to hide. In the twist corridors of a hulk there a loads of places to hide, in access ways under floor pan-

    els and in air vents. It often takes all the Runt herds skill to round up enough at any one time to be useful.

    Snotling swarms take up no space on the table, nor can they be attacked directly. If the Runtherd is killed then

    all control over the swarm is lost and it will just mill about in the area where he died. Place a snotling base as a marker

    to remind you what section the swarm is in. If the Big Mek wants to fire the Shock attack gun he MUST be on thissection to do so.

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    Weird Boy 7 points

    1 Weird boy (Fury) (Psy), Light Armour, Slugga or shoota and Stikkbombz.

    Options

    1 pt Accompany Weird boy with 2 Grot Assistants with (light armour, Little Gitz) Grot blasta (max 4 Accompanists)

    1 pt Accompany Weird boy with Ork Minder with (light armour, Fury) Shoota (max 4 Accompanists)

    2 pts Accompany Weird boy with a Nob with (light armour, Fury) Shoota (max 4 Accompanists)

    4 pts Upgrade Weird boy to Warp head (addspsy 10), May use up to two powers per turn.

    Free Equip Weird boy orWarp head with Frazzle and Zzap powers

    1 pt Equip Weird boy orWarp head with Warpath power, Ere I go power, Ere you go power or Waaagh! power

    1 pt Upgrade Ork Minderor Nob to Ard Boy\Ard Boy Nob with (Fury) Slugga and Eavy armour

    1 pt Upgrade Ork Minderor Nob to Scar Boy adding (Veteran)

    1 pt Exchang Nobs or Ard Boy Nobs Shoota with Twin Shoota, Kombi Skorcha or Kombi Rokkit

    free Equip Nob or Ard Boy Nob with Power Klaw

    1 pt Equip Nob or Ard Boy Nob with Big Choppa

    2 pts Equip Nob or Ard Boy Nob with Boss pole (Leader 1)

    2 pts Exchange up to one Ork Minders Shoota with Big Shoots or Rokkit Launcha

    2 pts Equip Grot Assistant with Loudhaileradding (Recon)

    1 pt Exchange up to one Ork Minders Shoota with Slugga and Big Choppa

    Powers Cost Range Dice Kill Notes

    Ere I go 2 6Teleports the Weird boy or Warp head up to six squares in anydirection. The target square must be empty and the weird boy orwarp head appears in the target square with the same facing.

    Special

    Powers Cost Range Dice Kill Notes

    Frazzle 2 12 1d6 3+ Area Affect, Lingering Affect

    Powers Cost Range Dice Kill Notes

    Zzap 2 LOS 1d6 3+ Ignores (hard to kill, Heavily Armoured, Terminator\Mega Armoured)

    Powers Cost Range Dice Kill Notes

    Warpath 1 6Target inactivated Ork Model gains +1 action point and +1 melee.Once per model. The Weirdboy\Warphead may cast this on himself

    Special

    Powers Cost Range Dice Kill Notes

    Waaagh 4 6All inactivated Ork Models in range gains +1 action point and +1

    melee. Once per model, stacks with Warpath.Special

    Powers Cost Range Dice Kill Notes

    Ere you go 2 6Teleports the Target Ork model up to six squares in any direction.The target square must be empty and the model appears in the tar-

    get square with the same facing.

    Special

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    Ranged Weapons

    WeaponFire

    Cost

    Move

    & fire

    Firing

    RangeDice Kill Notes

    Big Shoota* 1 Yes UL 2d6 6+ Over watch, Rapid Fire

    Burna 2 No 12 1d6 3+ Area Affect, Lingering Affect, Ammo 6

    Custom Force Field Projecta* 2 No Special Special

    Deffgun* 1 No UL 1d6 6+ Over watch, Ignores (hard to kill), Ammo 10

    Grot Blasta 1 Yes 6 1d6 6+ Over watch

    Grotzooka1 Yes 12 1d5 5+ Area Affect

    Rokkit Launcha* 2 No UL 1d6 2+ Ignores (hard to kill, Heavily Armoured)

    Scorcha 2 No 12 1d6 2+ Area Affect, Lingering Affect, Ammo 6

    Shock Attack Gun* 2 No Special Special

    Shoota 1 Yes UL 1d6 6+ Over watch, Rapid Fire

    Slugga 1 Yes 12 1d6 6+ Over watch, Pistol

    Stikkbomb Launcha 1 Yes 6 1d6 5+ Area Affect, Ammo 6

    Thrown Stikkbomb 2 No 6 1d6 5+ Area Affect, May be thrown sideways

    Twin Shoota 1 Yes UL 2d6 6+ Over watch, Rapid Fire

    Kobmi Shoota As Shoota or once per game as Scorcha or Rokkit Launcha

    Kustom Mega Blasta* 1 Yes 12 2d6 5+ Over watch, (Gets Hot)

    Kannon* HE ShellFrag Shell

    2 No UL 1d61d6

    2+4+

    Ignores (hard to kill, Heavily Armoured)Area Affect

    Zzap Gun 1 Yes UL 2d6 6+ Over watch, (Gets Hot) (Lance)

    Shock Attack Gun This weapon generates a short tunnel through the warp, the Mek will attempt to

    make the exit as close to the enemy as possible as the living snotling ammo is herded into it. Due to theminiaturisation and horrific Warp monsters the Snotlings emerge as tiny dynamo's of terrorised fury.

    Shooting Due to the warp tunnel affect the Shock attack gun may be fired at any target on the board any

    ork model can draw LOS to, not just what the Big Mek operating it can. If the Runtherd accompanying the Big

    Mek has been killed or is more then 3 squares away he suffers a 1 to his dice roll to see what happens when he

    uses the weapon as he is distracted by gathering up ammo, I mean snotlings, and trying to operate the

    complicated weapon. After rolling for the shot remove one Snotling swarmFire Table

    0 Oops! Distracted by an annoying snotling at a key moment the Big Mek gets pulled into the weapons firing portal, to see where

    he emerges roll again on this table (without the 1) if the Big Mek emerges in an occupied square then unless the modelhas a place to go it is killed as the still spinning blades of the shock attack guns warp generator Bludgeon it to bits

    1 Power Failed Just as the weapon was about to fire The Gun Jams. The big mek must first pull the stuck snotling out of the Worky Bits

    before the Shock Attack Gun will fire again.2 Near Miss A random fluctuation in the power grid sends the exit off target. Roll 1d6 the shot lands 1d3 squares 1-2 Behind 3 Left

    4 Right 5-6 in front, of the target model, If the square is in the out of play areas between corridors then nothing happens

    and the snotlings are not fired, if the shot lands in a wall, the square is open or has a Model in it see Eeeck!3 Splodge! The tunnel collapses just as Snotling Swarm (or unlucky Big Mek) starts to exit showing the target in body parts and

    warp critters. Any thing in the target square is shredded on a 4+

    4-5 Eeeck! The exit appears just about the target, Terrified Snotlings swarm target area, killing models on a 5+ as they climb all over

    looking for places to hide.6 Ker-Splodge! Snotlings appear exactly on target. Any model in the target square is instantly killed as its body bursts, the now insane

    tiny snotlings rampage about the board section killing any model on 5+, as they climb inside weapons, armour and

    equipment, looking for places to hide.

    Killa Kan Squadron 9 points

    3 Killa Kans with Power Claw (Big Guy, Mega Armour) and one of weapons below

    1

    2 pts Equip Killa Kan with Big Shoota, or Grotzooka

    3 pts Equip Killa Kan with Rokkit Launcha, Kustom Mega Blasta or Skorcha

    * Models armed with this weapon move as the heavy weapon option for there armouring

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    Action MegaArmour

    Cybork Body

    & Heavyweapon

    CyborkBody

    eavy armour

    & heavyweapon

    EavyArmour

    Light armour

    & heavyweapon

    LightArmour

    Move Forward 1 1 1 1 1 1 1

    Move Sideways n/a n/a 2 2 1 2 1

    Move Backward 2 2 2 2 2 2 2

    Kneel Down n/a n/a 2 n/a 1 n/a 0

    Go prone n/a n/a n/a n/a 2 n/a 1

    Stand up 2 2 1 2 1 2 1

    Turn 90 1 1 1 1 0 1 0

    Turn 180 n/a n/a 2 2 1 2 1Set Over watch or Guard 2 2 2 2 2 2 2

    Clear Jam 1 1 1 1 1 1 1

    Melee Weapons

    Weapon Combat Mod Notes

    Big Choppa +2

    Power Claw None Roll 1D6 in melee per Power Claw

    Burna +1 Has no effect if out of ammo

    Troop Type Warboss Big Mek Weirdboy or Warphead Painboy or Nob Boy or Runtherd Grot or Killa Kan

    Basic Melee Roll 3d6-1 2d6-1 2d6-2 2d6-1 2d6-2 1d3

    Pistol Weapons with this note are designed to be fired with 1 hand, a model may fire up to 2 pistols at once as acombined shot to it forward fire arc. In addition the ease of pistols to use allows them to be used in the side arc that they are

    held in for no penalty (as shown on the model). Models may Over watch with both pistols at the same time but if they do sothey are subject to the Jamming rules which affects both pistols, as any incidentals that slow firing cant be dealt with.

    Gets Hot!. If a model using a gets hot Weapon jams. the Geanstealer player may roll 1d6, if rolling multiple hits/attacks onlythe first roll in each individual activation counts for if the weapon overheats If only rolling 1 dice roll a different coloured

    dice as well, if this matches the actual attack dice then the weapon overheats as below, otherwise it is ignored1-3 Jammed. A system kicks in and prevents the weapon from firing to prevent malfunction

    4-6 Malfunction The weapon spews hot plasma all-over the place wounding the gunner and he is removed

    Overkill When the weapon operates it fire in such a way that nearby targets can get hit as well as the original target, eitherRicochet rounds, Blow-Through Rounds or Explosive Shrapnel are all common causes. If multiple kill scores are rolled

    then any model next to the Target and in LOS is also hit.N.B. This affect includes the firer of the weapon as a valid target for the Overkill effect.

    Unreliable Weapons with this note are prone to jamming when there mechanisms are over worked. If at any time the weapon

    rolls a double when rapid firing the weapon Jams. Note this can happen at any time and not just when on over watch.

    Malfunction Weapons with this note operate at such high speed that sudden stops caused by jams are catastrophic. The weaponis designed to fire at this rate and so will not jam on a double unless it also has the Unreliable note. If the weapon ever

    rolls three or more numbers the same then the weapon has Malfunctioned. The target is hit by the shot as normal and the

    model firing the weapon is instantly killed, any other models on the same board section as the firer are killed on a 4+.

    Lance Weapons with this note produce a beam of energy capable of cutting down all in the path of the beam. When the

    weapon fires roll to attack each model in the line of fire (Friend or Foe) until it either fails to destroy a door or hits one ofthe bulkhead walls.

    Custom Force Field Projecta Generating a mobile power field over a large area the Custom force Field Projecta

    is the panicle of a the Big Meks Defensive arts. Capable of defending a large tank but still man portable. Most

    are fitted with a adjustable Projector allowing the Big Mek to Shape the Field as he sees fit and needs. Adjusting the

    Field cost the Big Mek 2 action points but the affect remains until he is killed or decides to reset it.

    Mode Affect

    Bubble Field The basic setting of the generator. The Big Mek and all models within 6 squares gain the skill

    (Hard to kill) from shooting from outside of the bubble. Shots from inside the area or outward off

    the area are unaffected by the bubble field.Focused Field Focusing all the generators power on a small area can result in a Impeachable wall of force. Pick

    single square in LOS, it now impassable, may not be shot or psy powered over.

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    Skill Affect

    Assault If a Model with this skill is in a melee and it is a draw, the model may make free shot with any rangedweapon using at its opponent.

    Engineer Engineers are Master crafters and forgers of there races weapons if adjacent to any weapon that suffers ajammed result for any reason and they are able to act (not Prone or KOed) and they have ether Action

    points available or Command points Available to them then they may interrupt the turn to prevent theJam at the cost of 1 Action point.(N.B. this is a exception to the normal ruling in that a model MUST use all its action points at one time)

    Fury The model gains +1 AP, But can no longer set Guard action as the model is too impatient to stand therewaiting for the enemy to close the distance, but blazing away on over watch is..

    Leader X +X Command points per turn model on board.

    Leap The model may perform a high leap from wall to wall allowing it to swiftly advance past obstacles friendad foe alike. When moving straight forward the model may spend 1 AP to perform a leap action. Move

    the model forward two squares ignoring intervening models and obstructions as long as they are NotTerminators or terminator sized equivalents such as doors and bulkheads.

    Medic Do not remove casualties at once place face down in squares killed, if medic moves into square place toone side. After the game roll 1d6 for each model recovered in this fashion

    1-2 Dead 3-4 Critically Wounded. 5-6 SurvivedIn one off games Critically Wounded models count as casualties for the Genestealer player. In campaigngames the squad they are from must miss them for two games then they are returned to service.

    Kneeling A kneeling model may not move, but may turn, until it stands up again. Any friendly standing modelmay shoot (or over watch) over them, Kneeling models suffer an 1 if assaulted, as they are off balance,

    and if they draw a combat they are knocked prone in as well as losing over watch.

    Heavily Armour The Second Best personal armour it is possible to acquire.Models wearing this armour can not be killed on shooting results better than a 4+

    Prone A prone may not move turn or shoot with anything other than Pistols or Sniper Rifles. Until it stands

    up again. Any friendly standing or kneeling model may shoot (or over watch) over them. Prone modelssuffer no mods if Close assaulted. But ma not harm there opponent instead if the win combat they canstand up for free.

    Psy .This model is a psyker and capable of tremendous feats of raw mental power each psyker may use itsmental energy to empower its Melee Scores or produce nasty psionic attack powers.

    Recon The eyes and ears of the High command these models are loaded with the best communications andscanning gear that there race can provide. Du to the constant relaying of commands and updates this

    model has no action points of its own.

    At the start of each of the owning players turns I generates 1d6 Command Points that may be spent ex-actly the same as any other

    Mega Armoured Mega Armoured models can not be killed by shooting results better than a 5+

    Veteran A experienced veteran of many battles this model is an expert combatant. It may add +1 to any Meleerolls it is required to make.

    Big Guy Models with this skill are incredibly large they always may as a Terminator/Mega Armoured model.If they take a kill then instead of being removed the attacking player must instead nominate a weapon to

    be destroyed, the model is only remove when it has no more weapons to lose.

    Eavy Armour Default armour save for the game, Roll ranged attacks as nomal

    Light Amour Lightly Armoured the model is more dexterous, however that mobility comes at the cost of protection.All shooting attacks are at +1 to the dice, a roll of a 1 sill has no effect

    Stunned Stunned models are placed prone with there original facing, losing over watch and guard in the process.Un-activated models may pay 2 action points to recover and stand up.

    Action Point's All Ork Boarding Force models have 3 Action points when activated for the turn.

    Da Waaagh! ! The ork command chain normally involves a lot of shouting amd head cracking, however

    when the boyz get involved in a good scrap they start to generate Da Waaagh.

    This Waaagh energy helps push the boyz along without to much guidance from the warlord.

    To see how much Waaagh energy the boyz are generating count the number of Nobz, Painboyz, and Mekboyz,

    on the board add 1d3 if the Warboss, Big mec or weirdboy is in play and that is the number of command point

    available to the orks for the turn.Weirdboys and warpheads tap into the waaagh to power psyonic abilities. These models

    may (must in the case of the Weirdboy) Use 1 waaagh point in place of 1 psy point