Unit Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
Warboss |
1 |
5 |
2 |
5/10 |
4 |
3 |
4 |
4 |
9 |
2+ |
457 |
Independent Character; Power Klaw; Shoota
|
Mega-Armour |
2+ armour save. Always moves as if in difficult terrain. Cannot Infiltrate. |
[30] |
Mega Boosta |
Re-roll the dice to determine how far the model moves. If a unit of Mega-armoured Orks includes some with and some without Mega Boostas, only the ones with the boosta get the benefir of the re-roll. |
[10] |
Kustom Job: Shootier |
Makes a Shoota or Slugga S5. |
[2] |
Kustom Job: More Dakka |
Makes a Shoota or Slugga Assault 2 (Sluggas can still be used in close combat as a pistol). |
[4] |
Nobz Bodyguard |
5 |
4 |
2 |
4/8 |
4 |
2 |
3 |
3 |
7 |
2+ |
[351] |
Power Klaw; Shoota
|
Mega-Armour |
2+ armour save. Always moves as if in difficult terrain. Cannot Infiltrate. |
[30] |
Mega Boosta |
Re-roll the dice to determine how far the model moves. If a unit of Mega-armoured Orks includes some with and some without Mega Boostas, only the ones with the boosta get the benefir of the re-roll. |
[10] |
Mekboy |
1 |
4 |
2 |
3 |
4 |
1 |
2 |
2 |
7 |
6+ |
[51] |
Slugga; Kustom Force Field
|
Mek's Tools |
May be used on an 'Immobilised' or 'Weapon Destroyed' vehicle, or a damaged Big Gun, instead of shooting or fighting. At the end of the turn, roll a D6- on a 6 one bit of damage is repaired, on a 2-5 nothing happens, on a 1 you can't try again until the vehicle / weapon recieves further damage. |
[2] |
Grot Oiler |
Each Oiler in base contact with a Mek gives him a +1 bonus when fixing vehicles, up to +3, but a '1' is still a '1'. |
[6] |
Grot |
1 |
2 |
2 |
2 |
2 |
1 |
2 |
1 |
5 |
- |
[0] |
Grot Oiler |
Each Oiler in base contact with a Mek gives him a +1 bonus when fixing vehicles, up to +3, but a '1' is still a '1'. |
[6] |
Grot |
1 |
2 |
2 |
2 |
2 |
1 |
2 |
1 |
5 |
- |
[0] |
Grot Oiler |
Each Oiler in base contact with a Mek gives him a +1 bonus when fixing vehicles, up to +3, but a '1' is still a '1'. |
[6] |
Grot |
1 |
2 |
2 |
2 |
2 |
1 |
2 |
1 |
5 |
- |
[0] |
Stormboyz |
11 |
4 |
2 |
3 |
4 |
1 |
2 |
2/3 |
7 |
6+ |
191 |
Jump Packs; Slugga & Choppa
|
Nob |
1 |
4 |
2 |
4 |
4 |
2 |
3 |
3/4 |
7 |
6+ |
[26] |
Choppa; Slugga
|
Kommandos |
5 |
4 |
2 |
3 |
4 |
1 |
2 |
2/3* |
7 |
- |
84 |
Infiltrate if allowed; Roll an additional dice when moving through difficult terrain.; Slugga & Choppa (x4); Rokkit Launcha (x1)
|
Nob |
1 |
4 |
2 |
4 |
4 |
2 |
3 |
3 |
7 |
- |
[29] |
Slugga; Shoota / Skorcha
|
Slugga Boyz |
29 |
4 |
2 |
3 |
4 |
1 |
2 |
2/3* |
7 |
6+ |
305 |
Slugga & Choppa (x26); Big Shoota (x3)
|
Nob |
1 |
4 |
2 |
4 |
4 |
2 |
3 |
3/4 |
7 |
6+ |
[20] |
Choppa; Slugga
|
Dreadnought |
1 |
WS: 4 BS: 2 S: 5/10 I: 2 A: 2/3 |
90 |
Front Armour: 12; Side Armour: 12; Rear Armour: 10; Walker; Skorcha; Mega-Blasta; Dreadnought CC Weapon; Dreadnought CC Weapon
|
Warbike Squadron |
4 |
4 |
2 |
3 |
4/5 |
1 |
2 |
2 |
7 |
6+/5(U)+ |
120 |
Bikes; Warbikes and any unit behind themcount as in 5+ cover to shooting; Charging warbikes go first, making a shooting attack instead of attacking; Immune to morale and pinning; Twin Linked Big Shoota (x4)
|
Trukk Boyz |
8 |
4 |
2 |
3 |
4 |
1 |
2 |
2/3* |
7 |
6+ |
148 |
Only take a wound on a 6 (instead of a 4+) if their Trukk is destroyed with them in it; Slugga & Choppa (x7); Big Shoota (x1)
|
Nob |
1 |
4 |
2 |
4 |
4 |
2 |
3 |
3/4 |
7 |
6+ |
[30] |
Slugga
|
Bionik Arm |
Causes one S4, I6 hit against one model in base contact in Close Combat. Also counts as an extra CC weapon if you don't otherwise have one (bonus S4 hit not included on profile, extra CC weapon attack is). |
[10] |
Trukk |
1 |
BS: 2 Front: 10 Side: 10 Rear: 10 |
[38] |
Fast; Open-topped; Big Shoota (x1)
|
Battlewagon |
1 |
BS: 2 Front: 13 Side: 12 Rear: 10 |
185 |
Tank; Open-topped; Carries 20 Orks; 'Bolt-On Big Shootas' can only be fired by the Mob on board; Bolt-On Big Shoota (x4); Twin Linked Big Shoota (x3); Zzap Gun (x1)
|
10 pt. Armour Plates |
If the vehicle is hit, roll a D6- on a 6 ignore the hit. No effect against Ordnance. |
[10] |
Shoota Boyz |
15 |
4 |
2 |
3 |
4 |
1 |
2 |
2 |
7 |
6+ |
120 |
Shoota (x15)
|
Option Footnotes: |
|
|
Big Shoota |
36"R, S5, AP5, Assault 3. |
|
Choppa |
+1A if used with another Pistol or CC Weapon. Saving throws of 3+ or 2+ count as 4+ against a Choppa. |
|
Dreadnought CC Weapon |
No armour save in close combat. 1 CCW doubles strength; 2 give +1 Attacks. |
|
Kustom Force Field |
All models within 6" have a 5+ (I) saving throw, vehicles are Hull Down. No effect in close combat. |
|
Kustom Mega-Blasta |
24"R, S7, AP2, Heavy 1, Blast. Overheats: if you roll a '1' to hit, make a save or take a wound / glancing hit. |
|
Power Klaw |
Doubles strength, no armour save & always strikes last in close combat. +1A if used with another Pistol or CC Weapon. |
|
Rokkit Launcha |
24"R, S8, AP3, Assault 1. |
|
Shoota |
24"R, S4, AP6, Rapid Fire. |
|
Shoota / Skorcha |
(Shoota, 24"R, S4, AP6, Rapid Fire) OR (Skorcha, Template, S5, AP4, Assault 1). May only fire Skorcha once per game. |
|
Skorcha |
Template, S5, AP4, Assault 1. |
|
Slugga |
12"R, S4, AP6, Pistol. +1A if used with another Pistol or CC Weapon. |
|
Twin Linked Big Shoota |
Normal: 36"R, S5, AP5, Assault 3, Linked. Warbike: 18"R, S5, AP5, Assault 3, Linked. |
|
Zzap Gun |
24"R, S(2D6), AP2, Heavy 1. Hits automatically. If you roll an 11 or 12 for the Strength, one of the Krew is killed. |
|