Xenos - Orks - We da orks - (1990 pts) Army Roster (Xenos - Orks) (1990 pts) Rules: Waaagh! Configuration Battle Size Incursion (1000 Point limit) Detachment Waaagh! Tribe Rules: Get Stuck In, Sustained Hits Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible, Legends are visible Epic Hero (235 pts) Ghazghkull Thraka (2) (235 pts) Warlord • Makari • Ghazghkull Thraka Rules: Waaagh!, Leader, Lethal Hits, Rapid Fire, Devastating Wounds Abilities: Ghazghkull’s Waaagh! Banner (Aura), Invulnerable Save (2+*): Makari, Invulnerable Save (4+): Ghazghkull, Leader[1], Prophet of Da Great Waaagh!, Supreme Commander Unit: Ghazghkull Thraka, Makari Ranged Weapons: Mork’s Roar Melee Weapons: Gork’s Klaw, Makari’s stabba Character (280 pts) Big Mek in Mega Armour (1) (85 pts) Kombi-weapon, Grot oiler Rules: Waaagh!, Leader, Devastating Wounds, Anti-, Rapid Fire Unit: Big Mek in Mega Armour Abilities: Fix Dat Armour Up, Grot Oiler, Leader[2], More Dakka Melee Weapons: Power klaw[1] Ranged Weapons: Kombi-weapon Painboy (1) (85 pts) Kunnin’ But Brutal, Grot orderly Rules: Waaagh!, Leader, Anti-, Extra Attacks, Precision Unit: Painboy Abilities: Dok’s Toolz, Grot Orderly, Hold Still and Say ‘Aargh!’, Kunnin’ But Brutal, Leader[3] Melee Weapons: ’Urty syringe, Power klaw[2] Weirdboy (1) (55 pts) Rules: Deadly Demise D3, Waaagh!, Leader, Hazardous, Precision Unit: Weirdboy Abilities: Da Jump (Psychic), Leader[4], Waaagh! Energy Ranged Weapons: ’Eadbanger Melee Weapons: Weirdboy staff Weirdboy (1) (55 pts) Rules: Deadly Demise D3, Waaagh!, Leader, Hazardous, Precision Unit: Weirdboy Abilities: Da Jump (Psychic), Leader[4], Waaagh! Energy Ranged Weapons: ’Eadbanger Melee Weapons: Weirdboy staff Battleline (255 pts) Boyz (10) (85 pts) • 8x Boy w/ Slugga and choppa • Boy w/ Rokkit launcha and close combat weapon • Boss Nob: Power klaw and slugga Rules: Waaagh!, Pistol, Blast Unit: Boss Nob, Boy Abilities: Bodyguard, Breakin’ Heads Ranged Weapons: Rokkit launcha[1], Slugga Melee Weapons: Choppa[1], Close combat weapon[1], Power klaw[2] Boyz (10) (85 pts) • 8x Boy w/ Slugga and choppa • Boy w/ Rokkit launcha and close combat weapon • Boss Nob: Kombi-weapon and close combat weapon Rules: Waaagh!, Devastating Wounds, Anti-, Rapid Fire, Pistol, Blast Unit: Boss Nob, Boy Abilities: Bodyguard, Breakin’ Heads Melee Weapons: Choppa[1], Close combat weapon[1] Ranged Weapons: Kombi-weapon, Rokkit launcha[1], Slugga
Boyz (10) (85 pts) • 8x Boy w/ Slugga and choppa • Boy w/ Big shoota and close combat weapon • Boss Nob: Kombi-weapon and close combat weapon Rules: Waaagh!, Devastating Wounds, Anti-, Rapid Fire, Pistol Unit: Boss Nob, Boy Abilities: Bodyguard, Breakin’ Heads Melee Weapons: Choppa[1], Close combat weapon[1] Ranged Weapons: Big shoota, Kombi-weapon, Slugga Infantry (290 pts) Burna Boyz (5) (60 pts) • 4x Burna Boy • Spanner w/ Kustom mega-blasta Rules: Waaagh!, Hazardous, Ignores Cover, Torrent Unit: Burna Boyz Abilities: Pyromaniaks Melee Weapons: Close combat weapon[2], Cuttin’ flames Ranged Weapons: Burna, Kustom mega-blasta[1] Flash Gitz (10) (190 pts) • 9x Flash Gitz • Kaptin Rules: Waaagh!, Heavy, Sustained Hits Unit: Flash Gitz Abilities: Gun-crazy Show-offs Melee Weapons: Choppa[2] Ranged Weapons: Snazzgun Gretchin (11) (40 pts) • Runtherd • 10x Gretchin Rules: Waaagh!, Pistol Abilities: Runtherd, Thievin’ Scavengers Unit: Gretchin, Runtherd Melee Weapons: Close combat weapon[3], Grot-smacka Ranged Weapons: Grot blasta, Slugga Vehicle (930 pts) Deffkoptas (3) (100 pts) • 3x Deffkopta Rules: Deep Strike, Waaagh!, Blast, Twin-linked, Pistol Unit: Deffkoptas Abilities: Deff from Above, Invulnerable Save (6+)[1] Melee Weapons: Spinnin’ blades Ranged Weapons: Kopta rokkits, Slugga Grot Tanks (8) (310 pts) • 3x Grot Tank w/ Grotzooka • Grot Tank w/ Kustom mega-blasta • 2x Grot Tank w/ Rokkit launcha • 2x Grot Tank w/ Skorcha Rules: Deadly Demise 1, Waaagh!, Blast, Hazardous, Ignores Cover, Torrent Unit: Grot Tanks Abilities: Scatter! Ranged Weapons: Grotzooka, Kustom mega-blasta[2], Rokkit launcha[2], Skorcha Melee Weapons: Ramshackle hull Mega Dread (1) (225 pts) Dread killsaw, Killkannon Rules: Deadly Demise D6, Waaagh!, Twin-linked, Torrent Unit: Mega Dread Abilities: Damaged: 1-5 Wounds Remaining, Dead Rippy, Invulnerable Save (6+)[2], Mega Carnage Ranged Weapons: Boombits (2), Killkannon Melee Weapons: Dread killsaw, Stompy feet Morkanaut (1) (295 pts) Rules: Deadly Demise D6, Waaagh!, Blast, Hazardous, Twin-linked, Rapid Fire Unit: Morkanaut Abilities: Big an’ Shooty, Clankin’ Forward, Damaged: 1-7 Wounds Remaining, Invulnerable Save (5+) Transport: Morkanaut Ranged Weapons: Kustom mega-blasta[1], Kustom mega-zappa, Rokkit launcha (2), Twin big shoota (2) Melee Weapons: Klaw of Mork - strike, Klaw of Mork - sweep
Rules: Waaagh! If your Army Faction is ORKS, once per battle, at the start of the battle round, you can call a Waaagh! If you do, until the start of the next battle round: - ORKS units from your army are eligible to declare a charge in a turn in which they Advanced. - Add 1 to the Strength and Attacks characteristics of melee weapons equipped by ORKS models from your army. - ORKS models from your army have a 5+ invulnerable save. Get Stuck In Melee weapons equipped by ORKS models from your army have the [SUSTAINED HITS 1] ability. Sustained Hits Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’ Leader While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character models in that unit. Lethal Hits Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target. Rapid Fire Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’. Devastating Wounds Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved Anti- Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound. Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of such a weapon fights, it can make attacks with that weapon in addition to the one it chooses to fight with. The number of attacks made with an Extra Attacks weapon cannot be modified by other rules. Precision Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a Character model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that Character model instead of following the normal attack sequence. Deadly Demise D3 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6"). Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, if one or more models attack with Hazardous weapons, then after that unit has resolved all of its attacks, you must take one Hazardous test for each Hazardous weapon that was just used by rolling one D6. For each roll of 1, that test is failed and one model in that unit equipped with a Hazardous weapon is destroyed (selected by the controlling player), unless that model is a Character, Monster or Vehicle, in which case it suffers 3 mortal wounds instead. Note that if you selected a Character model in an Attached unit, the mortal wounds suffered must be allocated to that model first, even if there is another model in that unit that has lost one or more wounds or has had attacks allocated to it this phase. Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit. If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets. Blast Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit). Ignores Cover Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack. Torrent Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target. Heavy Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.
Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll. Deadly Demise 1 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6"). Deadly Demise D6 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").
Abilities Big an’ Shooty Each time this model makes a ranged attack during the battle round in which you called a Waaagh!, add 1 to the Hit roll. Bodyguard If this unit has a Starting Strength of 20, you can attach up to two Leader units to it instead of one (but only if one of those is a WARBOSS model). If you do, and this unit is destroyed, the Leader units attached to it become separate units with their original Starting Strengths. Breakin’ Heads While a WARBOSS model is leading this unit, in your Command phase, the first time a Battle-shock test is failed for this unit that phase, if it is within range of an objective marker, you can choose to break some heads. If you do, 1 Bodyguard model in this unit is destroyed and you can re-roll that test. Clankin’ Forward Each time this model makes a Normal, Advance or Fall Back move, it can move over enemy models (excluding MONSTER and VEHICLE models) and terrain features that are 4" or less in height as if they were not there. Da Jump (Psychic) Once per turn, at the end of your Movement phase, one WEIRDBOY from your army can use this ability. If it does, roll one D6: on a 1, that WEIRDBOY’s unit suffers D6 mortal wounds; on a 2+, remove this WEIRDBOY’s unit from the battlefield and set it up again anywhere on the battlefield that is more than 9" horizontally away from all enemy models. Damaged: 1-5 Wounds Remaining While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. Damaged: 1-7 Wounds Remaining While this model has 1-7 wounds remaining, subtract 4 from this model’s Objective Control characteristic, and each time this model makes an attack, subtract 1 from the Hit roll. Dead Rippy If this model is equipped with 2 dread killsaws, those weapons have the [TWIN-LINKED] ability. If this model is equipped with 2 dread rippa klaws, those weapons have the [TWIN-LINKED] ability. Deff from Above Each time this unit ends a Normal move, you can select one enemy unit it moved over during that move and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound. Dok’s Toolz While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. Fix Dat Armour Up While this model is leading a unit, in your Command phase, you can return 1 destroyed Bodyguard model to that unit. Ghazghkull’s Waaagh! Banner (Aura) While a friendly ORKS unit is within 12" of Makari, if you have called a Waaagh! this battle round, melee weapons equipped by models in that unit have the [LETHAL HITS] ability. Grot Oiler Once per battle, at the end of your Movement phase, one model in the bearer’s unit regains D3 lost wounds. Designer’s Note: Place a Grot Oiler token next to the unit, removing it once this ability has been used. Grot Orderly Once per battle, in your Command phase, if the bearer is leading a unit that is below its Starting Strength, you can return up to D3 destroyed Bodyguard models to that unit. Designer’s Note: Place a Grot Orderly token next to the unit, removing it once this ability has been used. Gun-crazy Show-offs Each time a model in this unit targets the closest eligible target with its snazzgun, until the end of the phase, that weapon has an Attacks characteristic of 4. Hold Still and Say ‘Aargh!’ Each time an attack made by this model with its ’urty syringe scores a Critical Wound against a unit (excluding VEHICLE units), that unit suffers D6 mortal wounds.
Invulnerable Save (2+*): Makari This model has a 2+ invulnerable save. You cannot re-roll invulnerable saving throws made for this model. Invulnerable Save (4+): Ghazghkull This model has a 4+ invulnerable save. Invulnerable Save (5+) This model has a 5+ invulnerable save. Invulnerable Save (6+)[1] Models in this unit have a 6+ invulnerable save. Invulnerable Save (6+)[2] This model has a 6+ invulnerable save. Kunnin’ But Brutal ORKS model only. While the bearer is leading a unit, that unit is eligible to shoot and declare a charge in a turn in which it Fell Back. Leader[1] This unit can be attached to the following unit: - MEGANOBZ If this unit’s Bodyguard unit is destroyed, Ghazghkull Thraka and Makari become a single unit with their original Starting Strength. Leader[2] This model can be attached to the following unit: - MEGANOBZ Leader[3] This model can be attached to the following units: - BOYZ - NOBZ - LOOTAS - BURNA BOYZ - TANKBUSTAS Leader[4] This model can be attached to the following unit: - BOYZ Mega Carnage Each time this model is selected to fight, you can select one enemy unit within Engagement Range of it and roll one D6, adding 2 to the result if this model made a Charge move this turn: on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6+, that enemy unit suffers 3 mortal wounds. More Dakka While this model is leading a unit, each time a model in that unit makes a ranged attack, re-roll a Hit roll of 1. Prophet of Da Great Waaagh! While this unit is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll and add 1 to the Wound roll. Pyromaniaks Each time a model in this unit makes a ranged attack with a burna that targets an enemy unit within 6", re-roll a Wound roll of 1. If the target of that attack is also within range of an objective marker, you can re-roll the Wound roll instead. Runtherd While this unit contains one or more Gretchin models, each time an attack targets this unit, Runtherd models in this unit have a Toughness characteristic of 2. Scatter! Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". Supreme Commander
If this unit is in your army, its Ghazghkull Thraka model must be your WARLORD. Thievin’ Scavengers At the start of your Command phase, roll one D6 for each objective marker you control that has one or more units from your army with this ability within range of it. If one or more of those rolls is a 4+, you gain 1CP Waaagh! Energy While this model is leading a unit, add 1 to the Strength and Damage characteristics of this model’s ’Eadbanger weapon for every 5 models in that unit (rounding down), but while that unit contains 10 or more models, that weapon has the [HAZARDOUS] ability. Unit M T SV W LD OC Big Mek in Mega Armour 5" 6 2+ 5 7+ 1 Boss Nob 6" 5 5+ 2 7+ 2 Boy 6" 5 5+ 1 7+ 2 Burna Boyz 6" 5 5+ 1 7+ 1 Deffkoptas 12" 6 4+ 4 7+ 2 Flash Gitz 6" 5 4+ 2 7+ 1 Ghazghkull Thraka 5" 6 2+ 10 6+ 4 Gretchin 6" 2 7+ 1 8+ 2 Grot Tanks 10" 6 3+ 5 8+ 2 Makari 5" 6 7+ 1 8+ 1 Mega Dread 8" 10 2+ 16 7+ 5 Morkanaut 8" 12 3+ 20 7+ 8 Painboy 6" 5 5+ 3 7+ 1 Runtherd 6" 5* 5+ 2 7+ 1 Weirdboy 6" 5 5+ 4 7+ 1
Ranged Weapons Range A BS S AP D ’Eadbanger 24" 1 4+ 6 -3 1 Precision, Psychic Big shoota 36" 3 5+ 5 0 1 Rapid Fire 2 Boombits (2) 12" D6 N/A 5 0 1 Torrent Burna 12" D6 N/A 4 0 1 Ignores Cover, Torrent Grot blasta 12" 1 4+ 3 0 1 Pistol Grotzooka 18" D3+3 4+ 6 0 1 Blast Killkannon 24" D6+3 5+ 9 -2 2 - Kombi-weapon 24" 1 5+ 4 0 1 Anti-Infantry 4+, Devastating Wounds, Rapid Fire 1 Kopta rokkits 24" D3 5+ 9 -2 3 Blast, Twin-linked Kustom mega-blasta[1] 24" 3 5+ 9 -2 D6 Hazardous Kustom mega-blasta[2] 24" 2 4+ 9 -2 D6 Hazardous Kustom mega-zappa 36" D6+3 5+ 10 -2 D6 Blast, Hazardous Mork’s Roar 36" 12 5+ 5 0 1 Rapid Fire 4 Rokkit launcha (2) 24" D3 5+ 9 -2 3 Blast Rokkit launcha[1] 24" D3 5+ 9 -2 3 Blast Rokkit launcha[2] 24 D3 4+ 9 -2 3 Blast Skorcha 12" D6 N/A 5 -1 1 Ignores Cover, Torrent Slugga 12" 1 5+ 4 0 1 Pistol Snazzgun 24" 3 5+ 6 -1 2 Heavy, Sustained Hits 1
Twin big shoota (2) 36" 3 5+ 5 0 1 Rapid Fire 2, Twin-linked
Melee Weapons Range A WS S AP D ’Urty syringe Melee 1 3+ 2 0 1 Anti-Infantry 4+, Extra Attacks, Precision Klaw of Mork - strike Melee 4 3+ 18 -3 6 - Klaw of Mork - sweep Melee 12 3+ 8 -1 2 - Choppa[1] Melee 3 3+ 4 -1 1 - Choppa[2] Melee 4 3+ 5 -1 1 - Close combat weapon[1] Melee 2 3+ 4 0 1 - Close combat weapon[2] Melee 3 3+ 4 0 1 - Close combat weapon[3] Melee 1 5+ 2 0 1 - Cuttin’ flames Melee 2 4+ 4 -2 1 - Dread killsaw Melee 4 3+ 14 -3 4 - Gork’s Klaw Melee 6 2+ 14 -3 4 - Grot-smacka Melee 3 3+ 5 0 1 - Makari’s stabba Melee 1 4+ 3 0 1 Devastating Wounds Power klaw[1] Melee 4 3+ 9 -2 2 - Power klaw[2] Melee 3 4+ 9 -2 2 - Ramshackle hull Melee 3 5+ 6 0 1 - Spinnin’ blades Melee 6 3+ 5 0 1 - Stompy feet Melee 4 3+ 7 0 1 - Weirdboy staff Melee 3 3+ 8 -1 D3 Psychic
Transport Morkanaut This model has a transport capacity of 12 ORKS INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models. It cannot transport GHAZGHKULL THRAKA.