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Ork Boarding Force List

Orks 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

Ork Boarding Force List

Warbosss Mob, (1 per Campaign force)


Warbosss Mob 10 points
1 1 3 Ork War boss with (Fury) (Veteran) (Leader 2 Light Armour, Slugga or shoota and Stikkbombz. Nob with (Fury) Light Armour, Slugga or shoota and Stikkbombz Boyz with (Fury) Light Armour, Slugga or shoota and Stikkbombz

Options
3 pts 6 pts 5 pts Exchange Boy with Big Mek (Fury) (Engineer), Light Armour, Slugga or shoota and Stikkbombz Exchange Boy with Weird boy (Fury) (Psy), Light Armour, Slugga or shoota and Stikkbombz Upgrade Weird boy to Warp head. (Fury) (Psy 10), Light Armour, Slugga or shoota and Stikkbombz

Free 1 pt
2 pts 1 pt 2 pts 2 pts 1 pt 3 pts 2 pts 1 pt 1 pt 1 pt 1 pt 1 pt 1 pt -1 pt

Equip Weird boy with Frazzle and Zzap powers Equip Weird boy with Warpath power, Ere I go power, Ere you go power or Waaagh! power
Exchange up to one Nob for Pain Boy with (Medic) Exchange Boys, Nobs, Big Meks, Pain Boys or War bosss Light Armour with Eavy armour Exchange Boys, Nobs, Big Meks, Pain Boys or War bosss Light Armour with Cybork Body (Heavily Armoured) Exchange Nobs, Big Meks, Pain boys or War Bosss Light Armour with Mega Armour, Twin Shoota and Power Claw Equip Mega Armour with Stikkbomb Launchers Exchange Boyz Shoota for Burna Exchange Boyz Shoota for Rokkit Launcha Equip Nob, Pain Boy or War Boss with Twin Shoota, Kombi Skorcha or Kombi Rokkit Equip Kombi Skorcha or Kombi Rokket with one reload (Mega Armoured models only) Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to Dakka (Rapid Fire) Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to More Dakka (+1 Dice) (Unreliable) Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to Shootier (+1 Dice) (no More Shootier upgrade) Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to More Shootier (+2 Dice) (Misfire) 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 1 pt free 1 pt Free 1 pt 1 pt 1 pt Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to Blasta (5+ kill target) (Gets Hot) Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to Scatter Gun (Overkill) (no Blasta upgrade) Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to Boom Gun (Area Affect) (may not Over watch) Equip Boy, Nob, Big Mek, or War boss with additional Slugga Equip Nob, Big Mek, or War boss with Power claw (not available to models in Mega Armour) Equip Nob, Big Mek, or War boss with Big Choppa (not available to models in Mega Armour) Equip Nob, Big Mek, or War boss with Boss pole (Leader 1) Equip Big Mek, or War boss with an Attack Squig Attack squigs are small highly aggressive animals that orks use in the same way a humans use war dogs, however, these animals are often strategically chained to there master to prevent there natural aggression from clawing the face off the handler. At any point the ork player may declare that hes releasing the squig roll 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 and doesnt count towards casualties\survivors. The hungry squig takes advantage of its freedom to attack its possessor. Place a Squig model in front of the owner and have him fight a round of hand to hand against it. Afterwards it slinks off. 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. The Hungry Squig launchs an attack on the nearest non-ork model it can reach in 6 squares then slinks off. 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..

Attack Squigs Ranged = n/a Mellee = 2d6

Releasing the Squig 1 Snap Snap! 2 Zzzzz!

3-5 6

Gerr! Roow!!!

Ork Boarding Force List

Ork Force Squads (Min 4 per Campaign force)


Nobz Mob 10 pts
5 Nobz with Light armour, (Fury) and Slugga

Options
6 pts 2 pts 1 pt 2 pts 2 pts 1 pt free 1 pt 1 pt 1 pt 1 pt 1 pt -1 pt Exchange up to one Nob for Warlord with (Fury) (Veteran) (Leader 2 Light Armour, Slugga or shoota and Stikkbombz Exchange up to one Nob for Pain Boy with (Fury, Medic), Light armour and Slugga Exchange Boys, Nobs, Pain Boys or War bosss Light Armour with Eavy armour Exchange Boys, Nobs, Pain Boys or War bosss Light Armour with Cybork Body (Heavily Armoured) Exchange Nobs, Pain boys or War Bosss Light Armour with Mega Armour, Twin Shoota and Power Claw Equip Nob, Pain Boy or War Boss with Twin Shoota Exchange Twin Shoota with Kombi Skorcha or Kombi Rokkit Equip Kombi Skorcha or Kombi Rokket with one reload (Mega Armoured models only) Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to Dakka (Rapid Fire) Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to More Dakka (+1 Dice) (Unreliable) Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to Shootier (+1 Dice) (no More Shootier upgrade) Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to More Shootier (+2 Dice) (Misfire) 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 1 pt free 1 pt free 1 pt 2 pts Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to Blasta (5+ kill target) (Gets Hot) Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to Scatter Gun (Overkill) (no Blasta upgrade) Upgrade Nobs, Big Meks, Pain Boys or War Bosss Shoota (any type) to Boom Gun (Area Affect) (may not Over watch) Equip Entire Mob with Stikkbombz Equip Nob, Pain Boy or War Boss with Power Klaw Equip Nob, Pain Boy or War Boss with Big Choppa Equip Nob, Pain Boy or War Boss with Bosspole

Boyz Mob 2 pts


1 4 Nobz with Light armour, (Fury) and Slugga Boyz with Light armour, (Fury) and Slugga

Options
1 pt 1 pt 1 pt free 1 pt 2 pts 5 pts Upgrade Boy or Nob to Ard Boy\Ard Boy Nob with (Fury) Slugga and Eavy armour Upgrade Boy or Nob to Scar Boy adding (Veteran) Exchang Nobs or Ard Boy Nobs Shoota with Twin Shoota, Kombi Skorcha or Kombi Rokkit Equip Nob or Ard Boy Nob with Power Klaw Equip Nob or Ard Boy Nob with Big Choppa Equip Nob or Ard Boy Nob with Bosspole (Leader 1) Exchange Boy with Weird boy (Fury) (Psy), Light Armour and Slugga or shoota

Free 1 pt
free 2 pts 1 pt

Equip Weird boy with Frazzle and Zzap powers Equip Weird boy with Warpath power, Ere I go power, Ere you go power or Waaagh! power
Exchange boys Slugga for Shoota Exchange up to two boys Sluggas with Big Shoots or Rokkit Launcha Equip Entire Mob with Stikkbombz

Ork Boarding Force List

Support Squads
Burna Boz Mob 13 points
1 3 Mek Boy with Light Armour, (Fury), Custom Mega Blasta (Engineer) Burna Boyz with Light Armour, (Fury) and Burna

Options
Free Free Free Exchange Mek boys weapons with Slugga and Big Choppa Exchange Mek boys weapons with Big Shoota Exchange Mek boys weapons with Rokkit Launcha

Lootas Mob 10 points


1 3 Mek Boy with Light Armour, (Fury), Custom Mega Blasta (Engineer) Lootas with Light Armour, (Fury) and Deffgun

Options
free free free -1 pt -2 pts free -1 pt 1 pt 2 pts 1 pt 1 pt free free 1 pt 3 pts 1 pt free 2 pts 1 pt Exchange Mek boys weapons with Slugga and Big Choppa Exchange Mek boys weapons with Big Shoota Exchange Mek boys weapons with Rokkit Launcha Downgrade Lootas Deffgun to Short Barrel (Range 12) (No Sawn off downgrade) Downgrade Lootas Deffgun to Sawn Off (Range 6) (No Short Barrel downgrade) Downgrade Lootas Deffgun to Light Shells (ignores Light Armour, No ammo limit) (no heavy shells upgrade) Downgrade Lootas Deffgun to Reduced Ammo Box (ammo 6) (no extended Ammo Pack) Upgrade Lootas Deffgun to Extended Ammo Pack (Ammo 12) (no reduced Ammo Pack) Upgrade Lootas Deffgun to Ammo Runts & Grot Oilers (1 reload) Upgrade Lootas Deffgun to Dakka (Rapid Fire) Upgrade Lootas Deffgun to Shootier (+1 Dice) Upgrade Lootas Deffgun to More Dakka (+1 Dice) (Unreliable) (needs Dakka First) Upgrade Lootas Deffgun to More Shootier (+1 Dice) (Misfire) (needs Shootier First) Upgrade Lootas Deffgun to Blasta (5+ kill target) (Gets Hot) (no Scatter Gun or Biga Blasta upgrade) Upgrade Lootas Deffgun to Biga Blasta (4+ kill target) (One shot per turn) (Gets Hot) (no Scatter Gun upgrade) Upgrade Lootas Deffgun to Scatter Gun (Overkill) (no Blasta upgrade) Upgrade Lootas Deffgun to Boom Gun (Area Affect) (may not Over watch) Upgrade Lootas Deffgun to Beamer (Lance) (no Scatter Gun upgrade) Upgrade Lootas Deffgun to Heavy Shell's (ignores Heavy Armour) (no light shells downgrade)

Stormboyza Mob 10 points


1 4 Stormboy Nob with Light Armour, (Fury) (Leap) and Slugga Boyz with Light Armour, (Fury) (Leap) and Slugga

Options
1 pt 2 pts free 1 pt 1 pt Equip Nob with Eavy Armour Equip Nob with Bosspole (Leader 1) Equip Nob with Power Claw Equip Nob with Big Choppa Equip Entire Mob with Stikkbombz

Ork Boarding Force List


Tankbusta Mob 12 points
1 3 Tank Busta Nob with Light Armour, (Fury) and Rokkit Launcha Tank Bustas with Light Armour, (Fury) and Rokkit Launcha

Options
1 pt 2 pts free free 1 pt Equip Nob with Eavy Armour Equip Nob With Bosspole (Leader 1) Exchange Nobs Rokkit Launcha for Slugga and Power Claw Exchange Tank Bustas Rokkit Launch for Slugga and Tankhammer (Power Claw) 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 war AP = 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 and Melee = 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 2 3 4-5 6 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. 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 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! 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 play 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+ Fizz

Gretchen Mob 1 point


1 4 Runtherd with Light Armour, (Fury), Slugga and Grabba Stick (Assault) Gretchen with Light Armour, Grot Blasta, Little Gitz

Options
Free 2 pts 2 pts 2 pts 4 pts Exchange Runt herds Grabba Stick with Grot Prod (Big Choppa) Equip Gretchen with Loudhailer adding (Recon) Upgrade Gretchen to Grot Orderly adding (Medic) Upgrade Gretchen to Grot Oiler adding (Engineer, Gretchen weapons only) 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.

Scout Squads
Kommandos Mob 1 point
1 4 Nob with Light Armour, (Fury), Slugga Boyz with Light Armour, (Fury), Slugga

Options
1 pt 1 pt Free 2 pts 3 pts Equip Nob with Eavy Armour Equip Nob with Big Choppa Equip Nob With Power Claw Equip Nob with Bosspole (leader 1) Up to 2 boyz may exchange there weapons for Big shoota, Rokkit Launcha or Burna

Ork Boarding Force List

Additional Forces
Big Mek 4 points
1 Ork Big Mek with (Fury) (Engineer) Light Armour, Slugga or shoota and Stikkbombz.

1
1 pt 1 pt 1 pt 1 pt 1 pt 2 pts 2 pts 1 pt 1 pt 1 pt -1 pt Acompany Big Mek with 2 Grot Assistants with (light armour, Little Gitz) Grot blasta Acompnay Big Mek wth Runtherd with Light Armour, (Fury), Slugga and Grabba Stick (Assault) Accompany Runtherd with 2 Squig Hounds with (claws and Squig Hound) Equip Runtherd with Snotling swarm (max 2 + 1 per Squig Hound) Exchange Big Meks or Runtherds Light Armour with Eavy armour Exchange Big Meks or Runtherds Light Armour with Cybork Body (Heavily Armoured) Exchange Big Meks or Runtherds Light Armour with Mega Armour, Twin Shoota and Power Claw Equip Mega Armour with Stikkbomb Launchers Exchange Big Meks Shoota with Kombi Skorcha or Kombi Rokkit Equip Kombi Skorcha or Kombi Rokket with one reload (Mega Armoured models only) 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 1 pt 1 pt 1 pt free free 1 pt 3 pts 1 pt free 2 pts 1 pt 1 pt 2 pts free 1 pt 4 pts Free 1 pt 1 pt Downgrade Big Meks Shoota (any type) to Reduced Ammo Box (ammo 6) (no extended Ammo box) Upgrade Big Meks Shoota (any type) to Extended Ammo Box (Ammo 12) (no reduced Ammo box) Upgrade Big Meks Shoota (any type) to Dakka (Rapid Fire) Upgrade Big Meks Shoota (any type) to Shootier (+1 Dice) Upgrade Big Meks Shoota (any type) to More Dakka (+1 Dice) (Unreliable) (needs Dakka First) Upgrade Big Meks Shoota (any type) to More Shootier (+1 Dice) (Misfire) (needs Shootier First) Upgrade Big Meks Shoota (any type) to Blasta (5+ kill target) (Gets Hot) (no Scatter Gun or Biga Blasta upgrade) Upgrade Big Meks Shoota (any type) to Biga Blasta (4+ kill target) (One shot per turn) (Gets Hot) (no Scatter Gun upgrade) Upgrade Big Meks Shoota (any type) to Scatter Gun (Overkill) (no Blasta, Biga Blasta, Boom Gun or Beamer upgrade) Upgrade Big Meks Shoota (any type) to Boom Gun (Area Affect) (may not Over watch, no Scatter Gun or Beamer upgrade) Upgrade Big Meks Shoota (any type) to Beamer (Lance) (no Scatter Gun or Boom Gun upgrade) Upgrade Big Meks Shoota (any type) to Heavy Shell's ignores (Heavily Armoured) Exchange Big Meks Shoota with Kustom Mega Blasta Exchange Big Meks Shoota with Shockk Attack Gun Exchange Big Meks Shoota with Custom Force Field Projecta Equip Big Mek with off hand Slugga Equip Big Mek with off hand Burna Equip Big Mek with off hand Power claw (not available to models in Mega Armour) Equip Big Mek with Boss pole (Leader 1) 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 some volunteer 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 panels 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 this section to do so.

Ork Boarding Force List


Weird Boy 7 points 1
Weird boy (Fury) (Psy), Light Armour, Slugga or shoota and Stikkbombz.

Options 1 pt 1 pt Accompany Weird boy with 2 Grot Assistants with (light armour, Little Gitz) Grot blasta (max 4 Accompanists) 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 (adds psy 10), May use up to two powers per turn. Free 1 pt
1 pt 1 pt 1 pt free 1 pt 2 pts 2 pts 1 pt 2 pts

Equip Weird boy or Warp head with Frazzle and Zzap powers Equip Weird boy or Warp head with Warpath power, Ere I go power, Ere you go power or Waaagh! power
Upgrade Ork Minder or Nob to Ard Boy\Ard Boy Nob with (Fury) Slugga and Eavy armour Upgrade Ork Minder or Nob to Scar Boy adding (Veteran) Exchang Nobs or Ard Boy Nobs Shoota with Twin Shoota, Kombi Skorcha or Kombi Rokkit Equip Nob or Ard Boy Nob with Power Klaw Equip Nob or Ard Boy Nob with Big Choppa Equip Nob or Ard Boy Nob with Boss pole (Leader 1) Exchange up to one Ork Minders Shoota with Big Shoots or Rokkit Launcha Exchange up to one Ork Minders Shoota with Slugga and Big Choppa Equip Grot Assistant with Loudhailer adding (Recon)

Powers Ere I go

Cost
2

Range Dice Kill


6 Special

Notes
Teleports the Weird boy or Warp head up to six squares in any direction. The target square must be empty and the weird boy or warp head appears in the target square with the same facing.

Powers Ere you go

Cost
2

Range Dice Kill


6 Special

Notes
Teleports the Target Ork model up to six squares in any direction. The target square must be empty and the model appears in the target square with the same facing.

Powers Frazzle Powers Warpath Powers Waaagh Powers Zzap

Cost
2

Range Dice Kill


12 1d6 3+ Area Affect, Lingering Affect

Notes

Cost
1

Range Dice Kill


6 Special

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

Cost
4

Range Dice Kill


6 Special

Notes
All inactivated Ork Models in range gains +1 action point and +1 melee. Once per model, stacks with Warpath.

Cost
2

Range Dice Kill


LOS 1d6 3+

Notes
Ignores (hard to kill, Heavily Armoured, Terminator\Mega Armoured)

Ork Boarding Force List


Killa Kan Squadron 9 points
3 Killa Kans with Power Claw (Big Guy, Mega Armour) and one of weapons below

1
2 pts 3 pts Equip Killa Kan with Big Shoota, or Grotzooka Equip Killa Kan with Rokkit Launcha, Kustom Mega Blasta or Skorcha

Ranged Weapons
Weapon Big Shoota* Burna Custom Force Field Projecta* Deffgun* Grot Blasta Grotzooka Rokkit Launcha* Scorcha Shock Attack Gun* Shoota Slugga Stikkbomb Launcha Thrown Stikkbomb Twin Shoota Kannon* Kobmi Shoota Kustom Mega Blasta* Zzap Gun
1 1 Yes Yes

Fire Move Firing Dice Kill Cost & fire Range


1 2 2 1 1 1 2 2 2 1 1 1 2 Yes No No No Yes Yes No No No Yes Yes Yes No UL 12 6 6 UL 6 12 UL 12 UL 12 2d6 1d6 Special 1d6 1d6 1d5 1d6 1d6 Special 1d6 1d6 1d6 1d6 6+ 6+ 6+ 6+ 5+ 2+ 6+ 3+ Over watch, Rapid Fire

Notes

Area Affect, Lingering Affect, Ammo 6 Special Over watch, Ignores (hard to kill), Ammo 10 Over watch Area Affect Ignores (hard to kill, Heavily Armoured) Area Affect, Lingering Affect, Ammo 6 Special Over watch, Rapid Fire Over watch, Pistol Area Affect, Ammo 6 Area Affect, May be thrown sideways Over watch, Rapid Fire Ignores (hard to kill, Heavily Armoured) Area Affect

2+

5+ 5+ 6+ 2+ 4+

1 HE Shell Frag Shell 2

Yes No

UL UL

2d6 1d6 1d6

As Shoota or once per game as Scorcha or Rokkit Launcha


12 UL 2d6 2d6 5+ 6+ Over watch, (Gets Hot) Over watch, (Gets Hot) (Lance)

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

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 the miniaturisation 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 swarm
Fire 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 model has a place to go it is killed as the still spinning blades of the shock attack guns warp generator Bludgeon it to bits 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. 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! 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+ 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. 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.

1 2

Power Failed Near Miss

3 4-5 6

Splodge! Eeeck! Ker-Splodge!

Ork Boarding Force List


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.
Pistol Weapons with this note are designed to be fired with 1 hand, a model may fire up to 2 pistols at once as a combined 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 so they 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 only the 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 ignored 1-3 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, either Ricochet 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 weapon is 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 of the bulkhead walls.

Melee Weapons
Troop Type Basic Melee Roll Weapon Big Choppa Burna Power Claw Warboss Big Mek Weirdboy or Warphead Painboy or Nob Boy or Runtherd 3d6-1 2d6-1 2d6-2 2d6-1 Notes 2d6-2 Grot or Killa Kan 1d3

Combat Mod +2 +1 None Has no effect if out of ammo Roll 1D6 in melee per Power Claw

Action Move Forward Move Sideways Move Backward Kneel Down Go prone Stand up Turn 90 Turn 180 Set Over watch or Guard Clear Jam

Mega Armour
1 n/a 2 n/a n/a 2 1 n/a 2 1

Cybork Body eavy armour Light armour Cybork Eavy Light & Heavy & heavy & heavy Body Armour Armour weapon weapon weapon
1 n/a 2 n/a n/a 2 1 n/a 2 1 1 2 2 2 n/a 1 1 2 2 1 1 2 2 n/a n/a 2 1 2 2 1 1 1 2 1 2 1 0 1 2 1 1 2 2 n/a n/a 2 1 2 2 1 1 1 2 0 1 1 0 1 2 1

Ork Boarding Force List


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 Skill Assault Big Guy Affect
If a Model with this skill is in a melee and it is a draw, the model may make free shot with any ranged weapon using at its opponent. 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. Default armour save for the game, Roll ranged attacks as nomal Engineers are Master crafters and forgers of there races weapons if adjacent to any weapon that suffers a jammed 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 the Jam 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) The model gains +1 AP, But can no longer set Guard action as the model is too impatient to stand there waiting for the enemy to close the distance, but blazing away on over watch is.. +X Command points per turn model on board. The model may perform a high leap from wall to wall allowing it to swiftly advance past obstacles friend ad 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 Not Terminators or terminator sized equivalents such as doors and bulkheads. 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 Do not remove casualties at once place face down in squares killed, if medic moves into square place to one side. After the game roll 1d6 for each model recovered in this fashion 1-2 Dead 3-4 Critically Wounded. 5-6 Survived In one off games Critically Wounded models count as casualties for the Genestealer player. In campaign games the squad they are from must miss them for two games then they are returned to service. A kneeling model may not move, but may turn, until it stands up again. Any friendly standing model may 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. 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+ 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 models suffer no mods if Close assaulted. But ma not harm there opponent instead if the win combat they can stand up for free. .This model is a psyker and capable of tremendous feats of raw mental power each psyker may use its mental energy to empower its Melee Scores or produce nasty psionic attack powers. The eyes and ears of the High command these models are loaded with the best communications and scanning 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 exactly the same as any other 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. Mega Armoured models can not be killed by shooting results better than a 5+ A experienced veteran of many battles this model is an expert combatant. It may add +1 to any Melee rolls it is required to make.

Eavy Armour Engineer

Fury Leader X Leap

Light Amour Medic

Kneeling

Heavily Armour Prone

Psy Recon

Stunned Mega Armoured Veteran

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