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++ Orks Database ++
++ Imperial Database access 25573.6 ++ ++ Group Affiliation: Warboss ++
Any ork units that have a model within 12' of the Warboss may use his Leadership value when they take a Break or Panic test. The Warboss may be accompanied by up to four Gretchin assistants. You must pay for these- see Gretchin Assistants.
++ Imperial Database access 23789.0 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Battle Standard Bearer ++
++ Imperial Database access 28948.2 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Bigboss ++
++ Imperial Database access 27475.1 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Freebooter Kaptin ++
++ Imperial Database access 29237.5 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Blood Axe Kommando Kaptin ++
++ Imperial Database access 26458.3 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Drillboss ++
If the Stormboyz he is leading are equipped with jump packs then the Drillboss must
also take one, at cost of 5 points.
++ Imperial Database access 25363.2 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Nobz ++
++ Imperial Database access 29857.4 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Mekaniak ++
The Mekaniak may be accompanied by up to four Gretchin Assistants at an additional cost.
++ Imperial Database access 21178.4 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Painboy ++
The Painboy may be accompanied by up to four Gretchin Assistants at an additional
cost-see Gretchin Assistants.
++ Imperial Database access 26729.8 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Runtherd ++
The Runtherd may be accompanied by up to four Gretchin Assistants. You must pay
for these- see Gretchin Assistant.
++ Imperial Database access 24532.0 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Weirdboy ++
Either or both Minderz may replace their bolt pistol for a bolter at a cost of 1 point per model. A Weirdboy is a psyker with a mastery level of 2.
++ Imperial Database access 24536.5 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Weirdboy Warphead ++
Any Minderz may replace their bolt pistol for a bolter at a cost of 1 point per model. A Warphead is a psyker with a mastery level of 4.
++ Imperial Database access 29839.1 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Ogryn Leader ++
The Ogryn Leader may be given an extra axe or club at a cost of 1 point. The Ogryn Leader may have a Ripper Gun at a cost of 3 points. The Ogryn Leader may be given mesh armor at a cost of 3 points.
++ Imperial Database access 29883.2 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Gretchin Assistants ++
A Gretchin Assistant may be given a Gretchin blunderbuss, autopistol, or autogun at a cost of 1 point. A Gretchin Assistant may be given Flak Armor at a cost of 1 point. Special: The character and his assistants form a small unit and must obey the
Squad Coherency rules.
++ Imperial Database access 29488.2 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Nobz Mob ++
Any Nob may replace his boltpistol for a bolter at a cost of 1 point. Any Nob may be given 'eavy armor for an additional cost of +7 points. Bad Moons
Nobz may be given mega-armor at an additional cost of +25 points.
++ Imperial Database access 24415.6 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Blood Axe Kommando Mob ++
Any Kommando may replace his boltpistol for a bolter at a cost of 1 point. Any model may replace his axe with a power axe at a cost of 6 points. Up to one model may have additional equipment chosen from the Special Weapons or Heavy Weapons section of the Wargear list. Special: The Blood Axe Kommando Mob may deploy using the infiltration rule.
++ Imperial Database access 20378.4 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Freebooter Pirates ++
In addition, up to one model may be given a eapon chosen from the Special Weapons or Heavy weapons section of the Wargear list.
++ Imperial Database access 29589.4 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Mad Mob ++
Any Madboy may replace his boltpistol for a bolter at a cost of 1 point.
++ Imperial Database access 27376.3 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Bad Moon Boyz Mob ++
Any Boy may replace his boltpistol for a bolter at a cost of 1 point. In addition, up to two models may be given weapons from the Heavy weapons section of
the Wargear list.
++ Imperial Database access 28283.6 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Blood Axe Boyz Mob ++
Any Boy may replace his boltpistol for a bolter at a cost of 1 point. In addition, up to one model may be given a weapon chosen from the Special Weapons or
Heavy Weapons sections of the Wargear list.
++ Imperial Database access 29334.5 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Stormboyz Korps ++
Any Stormboy may replace his boltpistol for a bolter at a cost of 1 point. The entire Korps may be equipped with jump packs at a cost of 5 points per model. Up to one model may have additional equipment chosen from the Special Weapons or Heavy
Weapons sections of the Wargear list.
++ Imperial Database access 29847.4 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Deathskulls Mob ++
Any Boy may replace his boltpistol for a bolter at a cost of 1 point. In addition, any model may be given a kustom kombi-weapon at a cost of 15 points or a
weapon chosen from the Heavy weapons section of the Wargear list.
++ Imperial Database access 20940.2 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Evil Sunz Boyz Mob ++
Any Boy may replace his boltpistol for a bolter at a cost of 1 point. In addition up to one model may be given a weapon chosen from the Special Weapons or Heavy Weapons sections of the Wargear list. An Evil Sunz Mob may be mounted on warbikes at an extra cost of 35 points
per model.
++ Imperial Database access 29837.4 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Goff Boyz Mob ++
Any Madboy may replace his boltpistol for a bolter at a cost of 1 point. In addition, up to one model mat be given a weapon chosen from the Special Weapons or Heavy Weapons sections of the Wargear list. Any number of models in the mob can be upgraded to Skarboyz at a cost of +1 point each.
++ Imperial Database access 23412.1 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Snakebite Boyz Mob ++
Any Boy may replace his boltpistol for a bolter at a cost of 1 point. In addition, up to one model may be given a weapon chosen from the Special Weapons or Heavy Weapons sections of the Wargear lists. A Snakebite Mob may be mounted on boars at a cost of 6 points per model or cyboars at a
cost of 15 points per model. All of the models in a mob must be mounted if any of
them are, you may not leave some members of the mob on foot, but models may be mounted on
a combination of boars and cyboars.
++ Imperial Database access 20696.1 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Gretchin Mob ++
Any Gretchin may replace his autogun with one of the following weapons at no additional point cost: Autopistol, Gretchin Blunderbuss.
++ Imperial Database access 28778.2 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Snotling Herd ++
++ Imperial Database access 21132.9 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Ogryn Mob ++
Any model may be given an extra axe or club at a cost of 1 point. Any model may be given a Ripper Gun at a cost of 3 points. Any model may be given mesh armor at a cost of 3 points.
++ Imperial Database access 27855.6 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Bad Moon Clan ++ ++ Character Identification: Nazdreg Ug Urdgrub, Bad Moon Warlord ++
Nazdreg has a strategy rating of 3. In addition, if you take Nazdreg as the
commander of your force you may take an extra d3-1 strategy cards at the start of the
game.
++ Imperial Database access 29083.7 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Gretchin ++ ++ Character Identification: Makari, Gahzghkull's Battle Standard Bearer ++
Special Rules: The main reason for Makari's longevity is his quite extraordinary
good luck. The number of times that bolter shells have been deflected by medals,
grenades landing at his feet have proved duds or attackers have slipped on a patch of oil
is legendary. Makari's good luck is represented by a special saving throw of 2 or
more on a d6, which is never modified for any reason and which he gets against any and all
damage that he suffers for whatever reason.
++ Imperial Database access 26525.4 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Freebooter Pirates ++ ++ Character Identification: Kaptin "Flash Git" Badrukk ++
The Flash Gitz: If Kaptin Badrukk is included with an Ork army then up to one band of Freebooter Pirates bought from the Mobs section of the army list may be upgraded to Flash Gitz at no additional cost in points. This scurvy bunch of rogues and cut-throats have the characteristics shown above. In addition to the equipment normally allowed to a Freebooter Pirate, each Flash Git model may have up to one Wargear card.
++ Imperial Database access 29349.2 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Snakebite Clan ++ ++ Character Identification: Zodgrod Wortsnagga, Snakebite Runtmaster ++
Special Rules: If Zodgrod is included with an Ork army then
one mob of Gretchin or Snotlings bought at additional cost from the Mobs section of the
army list may be upgraded to "Super-Runts" at no additional cost in points.
Super-runts have enhanced abilities as a result of their selective breeding and
thorough training, which is shown by the special set of characteristics above.
Zodgrod will not allow Super Snotlings to be fired through a Shokk Attack Gun, they are
far too precious!
++ Imperial Database access 22398.7 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Deathskull Clan ++ ++ Character Identification: Mad Doc Grotsnik, Deathskull Painboy ++
Special Rules: Because Grotsnik is mad he must follow the rules for Madboy
behavior ( see the Madboys entry in the Forces section). Because Grotsnik is quite
an independent chap and prone to wandering off on his own he is not allowed to join or
lead any mobs and must always remain on his own. Note that this means that he cannot
be a part of the Madboyz mob if there is one in the army.
++ Imperial Database access 29597.4 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Evil Sunz ++ ++ Character Identification: Wazdakka Gutzmek, Evil Sunz Mekaniak and Bad Ork Bikeboy ++
Transport: Wazdakka rides a specially kustomized warbike that uses the following four Vehicle Cards: Kustom Force Field, Squig Fuel Injector, Supercharged Engine, Reinforced armor. In addition, the warbike is fitted with a battle cannon that fires over Wazdakka's head, an auto launcher with Frag and blind stikkbombz as well as the autocannon with which the warbike is normally armed. The auto-cannon and battle cannon are linked and must fire at the same target, although the auto-cannon can use their sustained fire ability to hit targets within 4" of the primary target. Note that the battle cannon can always fire, even if the auto-cannon are jammed. Speed Freak: Wazdakka is a highly skilled biker and adds +2 to the dice roll when he rolls on the Bike Skid turn table. Unfortunately he is very reluctant to slow down or stop once his bike is moving. To represent this, he may not decrease his speed compared to a previous turn (eg, from Combat speed to Slow speed) unless he takes and passes a Speed test first. To take a speed test roll a d6 and consult the chart below. Battle Cannon Recoil: The warbike is a bit too light to cope with the huge amounts of recoil generated by the battle cannon. To represent this, Wazdakka and his warbike are pushed d3" directly backwards every time that the battle cannon is fired and will collide with any model or obstacle they hit. Speed Test 1-3 Slows Down. Wazdakka restrains his natural instincts and slows down as required. 4-5 Same Speed. Try as he might Wazdakka is unable to bring himself to slow down. He travels at the same speed as he did in the previous turn. 6 Yaaaaaaargh! Whats all this rubbish about slowing down! Wazdakka grins broadly and opens the throttle. The vehicle accelerates to its maximum speed regardless of the wishes of the player.
++ Imperial Database access 20933.4 ++ ++Bio-Classification: Orks ++ ++ Group Affiliation: Goff Clan ++ ++ Character Identification: Ghazghkull Mag Uruk Thraka, Mighty Goff Warlord and Leader of the WAAAGH! ++
Ghazghkull has a strategy rating of 3. Special Rules: Once per game Ghazghkull may call on the Ork
gods Mork and Gork to invoke the Power of the WAAAGH! He may do this at any time,
including his opponent's turn. As soon as Ghazghkull calls on the Power of the
WAAAGH, any fleeing ork models immediately rally. For the remainder of the turn and
all the following turn ghazghkull is immune to any damage- he cannot be harmed in any way
at all- and all Orks ( including Ghazghkull himself) receive a +1 modifier in hand to hand
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