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Alex Cameron

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New Roster (Warhammer 40,000 9th Edition) [91 PL, -1CP, 1,746pts]

  • Battalion Detachment 0CP (Orks) [91 PL, -1CP, 1,746pts]

    Rules: Dis Is Ours! Zog Off!

    • Configuration [3CP]
      • Battle Size [3CP]

        Selections: 1. Combat Patrol (0-50 Total PL / 0-500 Points) [3CP]

        Categories: Configuration

      • Clan Kultur / Specialist Mobs

        Selections: Evil Sunz

        Categories: Configuration

        Abilities: Evil Sunz


        AbilitiesDescriptionRef
        Evil SunzAdd 1 to the Move characteristic of models with this kultur (adding 2 instead if that model is a SPEED FREEK), and add 1 to Advance and charge rolls made for them. In addition, models with this kultur do not suffer the penalty to their hit rolls for Advancing and firing Assault weapons.
      • Detachment CP

        Categories: Configuration

    • HQ [17 PL, -2CP, 320pts]
      • Deffkilla Wartrike [7 PL, 125pts]

        Selections: Killa Jet, Kunnin but Brutal, Snagga Klaw, 3x Twin Boomstick, Warlord

        Categories: Character, HQ, Faction: <Clan>, Faction: Ork, Deffkilla Wartrike, Speed Freeks, Speedboss, Vehicle, Warlord

        Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule

        Abilities: Explodes, Fuel Mixa Grot, Kunnin but Brutal, SPEEDWAAAGH!, Unit: Deffkilla Wartrike, Weapon:Killa Jet (Burna), Killa Jet (Cutta), Snagga Klaw (Melee), Snagga Klaw (Shooting), Twin Boomstick


        AbilitiesDescriptionRef
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
        Fuel Mixa GrotOnce per battle when this model advances, you may add 6" to the Move instead of D6"
        Kunnin but BrutalAt the start of the first battle round but before the first turn begins, you can remove your warlord and up to D3 friendly units from the battlefield and set them up again as described in the deployment section of the mission you are playing. If you pick a transport, the units embarked on it are also redeployed.Codex: Orks p132
        SPEEDWAAAGH!Friendly <CLAN> BIKER and VEHICLE units within 6" of this model at the start of the Charge phase can charge even if they Advanced this turn.
        UnitMWSBSSTWALdSaveRef
        Deffkilla Wartrike14"2+5+568574+Codex: Orks p89
        WeaponRangeTypeSAPDAbilitiesRef
        Killa Jet (Burna)8"Assault D65-11This weapon automatically hits its target
        Killa Jet (Cutta)8"Assault 28-4D6If a target is within 1/2 range roll 2 dice when determining damage and discard the lowest.
        Snagga Klaw (Melee)8"Melee+2-2D3You can re-roll wound rolls for attacks made with this weapon.
        Snagga Klaw (Shooting)8"Assault 1411You can re-roll wound rolls for attacks made with this weapon.
        Twin Boomstick12"Assault 2501If you are within 1/2 range you can add 1 to hit rolls for this weapon.
      • Warboss in Mega Armour [Legends] [6 PL, -1CP, 120pts]

        Selections: Da Biggest Boss [-1CP], Da Killa Klaw, Kustom Shoota [3pts], Power Klaw [10pts]

        Categories: Character, Infantry, Warboss, HQ, Faction: <Clan>, Faction: Ork, Mega Armour

        Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule

        Abilities: Breakin' Heads, Da Biggest Boss, Waaagh!, Unit: Warboss in Mega Armour, Weapon: Da Killa Klaw, Kustom Shoota, Power Klaw


        AbilitiesDescriptionRef
        Breakin' HeadsIf a <CLAN> unit fails a Morale test within 3" of a friendly <CLAN> WARBOSS, they can restore order with a brutal display of violence. If they do, the unit suffers D3 mortal wounds, but the Morale test is then considered to have been passed.Codex: Orks p85
        Da Biggest BossUse this Stratagem before the battle. Select one WARBOSS model in your army. Add 1 to that model’s Wounds and Attacks characteristics and it gains a 4+ invulnerable save. You can only use this Stratagem once per battle, and only if your army does not include GHAZGHKULL THRAKA.
        Waaagh!Friendly <CLAN> Infantry units within 6" of this model at the start of the Charge phase can charge even if they Advanced this turn.Codex: Orks p85
        UnitMWSBSSTWALdSaveRef
        Warboss in Mega Armour4"2+5+657482+Index: Xenos 2 p12
        WeaponRangeTypeSAPDAbilitiesRef
        Da Killa KlawMeleeMeleex2-33Model with Power Klaw only. You can re-roll failed wound rolls for this weapon.Codex: Orks p130
        Kustom Shoota18"Assault 4401-Codex: Orks p120
        Power KlawMeleeMeleex2-3D3When attacking with this weapon, you must subtract 1 from the hit rollCodex: Orks p121
      • Weirdboy [4 PL, -1CP, 75pts]

        Selections: 2. Warpath, 3. Da Jump, Warphead [-1CP], Weirdboy Staff

        Categories: Character, HQ, Infantry, Psyker, Faction: Ork, Faction: <Clan>, Weirdboy

        Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule

        Abilities: Waaagh! Energy, Warphead (1 CP), Psychic Power: Da Jump, Smite, Warpath, Psyker: Psyker, Unit: Weirdboy, Weapon: Weirdboy Staff


        AbilitiesDescriptionRef
        Waaagh! EnergyAdd 1 to any Psychic test rolls made for this model for every 10 friendly ORK models excluding gretchin within 10" of it when the roll is made, to a maximum of +3. However, if result of the test is 12+, this model immediately suffers Perils of the Warp.Codex: Orks p88
        Warphead (1 CP)Use this Stratagem before the battle begins. Select a WEIRDBOY model knows 1 additional psychic power from the Power of the Waaagh! discipline and can attempt to manifest 1 additional psychic power in each of your Psychic phases.
        Psychic PowerWarp ChargeRangeDetailsRef
        Da Jump712"If Manifested, select a friendly ORK INFANTRY unit within 12" of the psyker. Remove that unit from the battlefield, and then set it up anywhere on the battlefield more than 9" from any enemy units. That unit counts as having moved for any rules purposes, such as firing Heavy weapons
        Smite518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        Warpath718"If Manifested, select a friendly ORK unit within 18" of the psyker. Increase that unit's Attacks characteristic by 1 until your next Psychic phase.
        PsykerCastDenyPowers KnownOtherRef
        Psyker111See Waaagh! Energy
        UnitMWSBSSTWALdSaveRef
        Weirdboy5"3+5+544366+Codex: Orks p88
        WeaponRangeTypeSAPDAbilitiesRef
        Weirdboy StaffMeleeMelee+2-1D3-
    • Troops [24 PL, 520pts]
      • Boyz [4 PL, 90pts]

        Selections: Tankbusta Bombs

        Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops

        Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule

        Abilities: Green Tide, Weapon: Tankbusta Bomb

        • Boss Nob [18pts]

          Selections: Choppa, Killsaw [10pts], Stikkbombs

          Unit: Boss Nob, Weapon: Choppa, Killsaw, Stikkbomb

        • 9x Ork Boy W/ Slugga & Choppa [72pts]

          Selections: 9x Choppa, 9x Slugga, 9x Stikkbombs

          Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb


        AbilitiesDescriptionRef
        Green TideIf this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
        UnitMWSBSSTWALdSaveRef
        Boss Nob5"3+5+542376+Codex: Orks p91
        Ork Boy5"3+5+441266+Codex: Orks p89
        WeaponRangeTypeSAPDAbilitiesRef
        ChoppaMeleeMeleeuser01Each time the bearer fights, it can make 1 additional attack with this weapon.Codex: Orks p121
        KillsawMeleeMeleex2-42When attacking with this weapon, you must subtract 1 from the hit roll. If a model is equipped with 2 Killsaws, add 1 to its Attacks characteristicCodex: Orks p121
        Slugga12"Pistol 1401-Codex: Orks p120
        Stikkbomb6"Grenade D6301BlastCodex: Orks p120
        Tankbusta Bomb6"Grenade D38-2D6BlastCodex: Orks p120
      • Boyz [4 PL, 90pts]

        Selections: Tankbusta Bombs

        Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops

        Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule

        Abilities: Green Tide, Weapon: Tankbusta Bomb

        • Boss Nob [18pts]

          Selections: Choppa, Killsaw [10pts], Stikkbombs

          Unit: Boss Nob, Weapon: Choppa, Killsaw, Stikkbomb

        • 9x Ork Boy W/ Slugga & Choppa [72pts]

          Selections: 9x Choppa, 9x Slugga, 9x Stikkbombs

          Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb


        AbilitiesDescriptionRef
        Green TideIf this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
        UnitMWSBSSTWALdSaveRef
        Boss Nob5"3+5+542376+Codex: Orks p91
        Ork Boy5"3+5+441266+Codex: Orks p89
        WeaponRangeTypeSAPDAbilitiesRef
        ChoppaMeleeMeleeuser01Each time the bearer fights, it can make 1 additional attack with this weapon.Codex: Orks p121
        KillsawMeleeMeleex2-42When attacking with this weapon, you must subtract 1 from the hit roll. If a model is equipped with 2 Killsaws, add 1 to its Attacks characteristicCodex: Orks p121
        Slugga12"Pistol 1401-Codex: Orks p120
        Stikkbomb6"Grenade D6301BlastCodex: Orks p120
        Tankbusta Bomb6"Grenade D38-2D6BlastCodex: Orks p120
      • Boyz [4 PL, 90pts]

        Selections: Tankbusta Bombs

        Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops

        Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule

        Abilities: Green Tide, Weapon: Tankbusta Bomb

        • Boss Nob [18pts]

          Selections: Choppa, Killsaw [10pts], Stikkbombs

          Unit: Boss Nob, Weapon: Choppa, Killsaw, Stikkbomb

        • 9x Ork Boy W/ Slugga & Choppa [72pts]

          Selections: 9x Choppa, 9x Slugga, 9x Stikkbombs

          Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb


        AbilitiesDescriptionRef
        Green TideIf this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
        UnitMWSBSSTWALdSaveRef
        Boss Nob5"3+5+542376+Codex: Orks p91
        Ork Boy5"3+5+441266+Codex: Orks p89
        WeaponRangeTypeSAPDAbilitiesRef
        ChoppaMeleeMeleeuser01Each time the bearer fights, it can make 1 additional attack with this weapon.Codex: Orks p121
        KillsawMeleeMeleex2-42When attacking with this weapon, you must subtract 1 from the hit roll. If a model is equipped with 2 Killsaws, add 1 to its Attacks characteristicCodex: Orks p121
        Slugga12"Pistol 1401-Codex: Orks p120
        Stikkbomb6"Grenade D6301BlastCodex: Orks p120
        Tankbusta Bomb6"Grenade D38-2D6BlastCodex: Orks p120
      • Boyz [12 PL, 250pts]

        Selections: 3x Tankbusta Bombs

        Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops

        Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule

        Abilities: Green Tide, Weapon: Tankbusta Bomb

        • Boss Nob [18pts]

          Selections: Choppa, Killsaw [10pts], Stikkbombs

          Unit: Boss Nob, Weapon: Choppa, Killsaw, Stikkbomb

        • 29x Ork Boy W/ Slugga & Choppa [232pts]

          Selections: 29x Choppa, 29x Slugga, 29x Stikkbombs

          Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb


        AbilitiesDescriptionRef
        Green TideIf this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
        UnitMWSBSSTWALdSaveRef
        Boss Nob5"3+5+542376+Codex: Orks p91
        Ork Boy5"3+5+441266+Codex: Orks p89
        WeaponRangeTypeSAPDAbilitiesRef
        ChoppaMeleeMeleeuser01Each time the bearer fights, it can make 1 additional attack with this weapon.Codex: Orks p121
        KillsawMeleeMeleex2-42When attacking with this weapon, you must subtract 1 from the hit roll. If a model is equipped with 2 Killsaws, add 1 to its Attacks characteristicCodex: Orks p121
        Slugga12"Pistol 1401-Codex: Orks p120
        Stikkbomb6"Grenade D6301BlastCodex: Orks p120
        Tankbusta Bomb6"Grenade D38-2D6BlastCodex: Orks p120
    • Elites [24 PL, 466pts]
      • Meganobz [8 PL, 160pts]

        Categories: Elites, Faction: <Clan>, Faction: Ork, Infantry, Mega Armour, Meganob, Nobz

        Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule

        Abilities: Keepin' Order

        • Boss Meganob w/ Saws [2 PL, 40pts]

          Selections: Killsaws (Pair) [15pts], Stikkbombs

          Unit: Boss Meganob, Weapon: Killsaws (Pair), Stikkbomb

        • Meganob w/ Saws [2 PL, 40pts]

          Selections: Killsaws (Pair) [15pts], Stikkbombs

          Unit: Meganob, Weapon: Killsaws (Pair), Stikkbomb

        • Meganob w/ Saws [2 PL, 40pts]

          Selections: Killsaws (Pair) [15pts], Stikkbombs

          Unit: Meganob, Weapon: Killsaws (Pair), Stikkbomb

        • Meganob w/ Saws [2 PL, 40pts]

          Selections: Killsaws (Pair) [15pts], Stikkbombs

          Unit: Meganob, Weapon: Killsaws (Pair), Stikkbomb


        AbilitiesDescriptionRef
        Keepin' OrderWhile a <Cl an> unit is within 3" of any friendly <Cl an> units with this ability, each time a model would flee that unit as a result of a failed Morale or Combat Attrition test, roll one D6: on a 6, that model does not flee.
        UnitMWSBSSTWALdSaveRef
        Boss Meganob4"3+5+543372+Codex: Orks p98
        Meganob4"3+5+543362+Codex: Orks p98
        WeaponRangeTypeSAPDAbilitiesRef
        Killsaws (Pair)MeleeMeleex2-42When attacking with this weapon, you must subtract 1 from the hit roll. If a model is equipped with 2 Killsaws, add 1 to its attack characteristic.Codex: Orks p121
        Stikkbomb6"Grenade D6301BlastCodex: Orks p120
      • Tankbustas [8 PL, 153pts]

        Categories: Elites, Faction: <Clan>, Faction: Ork, Infantry, Tankbustas

        Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule

        Abilities: Tank Hunters

        • Boss Nob [17pts]

          Selections: Rokkit Launcha [10pts], Stikkbombs, Tankbusta Bombs

          Unit: Boss Nob, Weapon: Rokkit Launcha, Stikkbomb, Tankbusta Bomb

        • 8x Tankbusta [136pts]

          Selections: 8x Rokkit Launcha [80pts], 8x Stikkbombs, 8x Tankbusta Bombs

          Unit: Tankbusta, Weapon: Rokkit Launcha, Stikkbomb, Tankbusta Bomb


        AbilitiesDescriptionRef
        Tank HuntersYou can re-roll hit rolls for attacks made by this unit that target VEHICLES
        UnitMWSBSSTWALdSaveRef
        Boss Nob5"3+5+542376+Codex: Orks p96
        Tankbusta5"3+5+441266+Codex: Orks p96
        WeaponRangeTypeSAPDAbilitiesRef
        Rokkit Launcha24"Assault 18-23-Codex: Orks p120
        Stikkbomb6"Grenade D6301BlastCodex: Orks p120
        Tankbusta Bomb6"Grenade D38-2D6BlastCodex: Orks p120
      • Tankbustas [8 PL, 153pts]

        Categories: Elites, Faction: <Clan>, Faction: Ork, Infantry, Tankbustas

        Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule

        Abilities: Tank Hunters

        • Boss Nob [17pts]

          Selections: Rokkit Launcha [10pts], Stikkbombs, Tankbusta Bombs

          Unit: Boss Nob, Weapon: Rokkit Launcha, Stikkbomb, Tankbusta Bomb

        • 8x Tankbusta [136pts]

          Selections: 8x Rokkit Launcha [80pts], 8x Stikkbombs, 8x Tankbusta Bombs

          Unit: Tankbusta, Weapon: Rokkit Launcha, Stikkbomb, Tankbusta Bomb


        AbilitiesDescriptionRef
        Tank HuntersYou can re-roll hit rolls for attacks made by this unit that target VEHICLES
        UnitMWSBSSTWALdSaveRef
        Boss Nob5"3+5+542376+Codex: Orks p96
        Tankbusta5"3+5+441266+Codex: Orks p96
        WeaponRangeTypeSAPDAbilitiesRef
        Rokkit Launcha24"Assault 18-23-Codex: Orks p120
        Stikkbomb6"Grenade D6301BlastCodex: Orks p120
        Tankbusta Bomb6"Grenade D38-2D6BlastCodex: Orks p120
    • Heavy Support [18 PL, -2CP, 310pts]
      • Battlewagon [9 PL, -1CP, 155pts]

        Selections: 'ard Case, Deff Rolla [20pts]

        Categories: Faction: <Clan>, Faction: Ork, Transport, Vehicle, Battlewagon, Heavy Support

        Rules: Dakka Dakka Dakka

        Abilities: 'ard Case, Explodes, Transport: Battlewagon, Transport Wound Track: Wagon1, Wagon2, Wagon3, Unit: Battlewagon ('ard Case), Weapon: Deff Rolla

        • Kustom Job [-1CP]

          Selections: Forktress

          Categories: Stratagems

          Abilities: Forktress, Kustom Job


        AbilitiesDescriptionRef
        'ard CaseIf this model is equipped with an 'ard case, its Toughness characteristic is increased by 1 and it loses the Open-topped ability.
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
        ForktressBATTLEWAGON , BONEBREAKA or GUNWAGON model only. The model has a Save characteristic of 3+ and a 5+ invulnerable save.
        Kustom JobUse this Stratagem before the battle. Your army can have one additional Kustom Job (pg 76-77). All of the Kustom Jobs that you include must be different and be given to different units.
        Psychic Awakening VI: Saga of the Beast p72
        TransportCapacityRef
        Battlewagon20 FLASHGITZ or (CLAN) INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of 2. If this model is equipped with a Killkannon it can only transport 12 models.
        Transport Wound TrackWoundsMoveStrengthAttacksRef
        Wagon18-16+12"86
        Wagon24-79"6D6
        Wagon31-36"4D3
        UnitMWSBSSTWALdSaveRef
        Battlewagon ('ard Case)*5+5+*816*74+Codex: Orks p106
        WeaponRangeTypeSAPDAbilitiesRef
        Deff RollaMeleeMelee+1-22Each time an attack is made with this weapon, the bearer has a WS characteristic of 2+ for that attack.Codex: Orks p121
      • Battlewagon [9 PL, -1CP, 155pts]

        Selections: 'ard Case, Deff Rolla [20pts]

        Categories: Faction: <Clan>, Faction: Ork, Transport, Vehicle, Battlewagon, Heavy Support

        Rules: Dakka Dakka Dakka

        Abilities: 'ard Case, Explodes, Transport: Battlewagon, Transport Wound Track: Wagon1, Wagon2, Wagon3, Unit: Battlewagon ('ard Case), Weapon: Deff Rolla

        • Kustom Job [-1CP]

          Selections: Squig-Hide Tyres

          Categories: Stratagems

          Abilities: Kustom Job, Squig-Hide Tyres


        AbilitiesDescriptionRef
        'ard CaseIf this model is equipped with an 'ard case, its Toughness characteristic is increased by 1 and it loses the Open-topped ability.
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
        Kustom JobUse this Stratagem before the battle. Your army can have one additional Kustom Job (pg 76-77). All of the Kustom Jobs that you include must be different and be given to different units.
        Psychic Awakening VI: Saga of the Beast p72
        Squig-Hide TyresSPEED FREEKS (excluding named characters and units that can FLY), BATTLEWAGON , GUNWAGON , BONEBREAKA or TRUKK unit only. Add 2" to the unit’s Move characteristic.
        TransportCapacityRef
        Battlewagon20 FLASHGITZ or (CLAN) INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of 2. If this model is equipped with a Killkannon it can only transport 12 models.
        Transport Wound TrackWoundsMoveStrengthAttacksRef
        Wagon18-16+12"86
        Wagon24-79"6D6
        Wagon31-36"4D3
        UnitMWSBSSTWALdSaveRef
        Battlewagon ('ard Case)*5+5+*816*74+Codex: Orks p106
        WeaponRangeTypeSAPDAbilitiesRef
        Deff RollaMeleeMelee+1-22Each time an attack is made with this weapon, the bearer has a WS characteristic of 2+ for that attack.Codex: Orks p121
    • Dedicated Transport [8 PL, 130pts]
      • Trukk [4 PL, 65pts]

        Selections: Big Shoota [5pts]

        Categories: Faction: <Clan>, Faction: Ork, Transport, Trukk, Vehicle, Dedicated Transport

        Rules: Dakka Dakka Dakka

        Abilities: Explodes, Open-Topped, Ramshackle, Transport: Trukk, Transport Wound Track: Trukk1, Trukk2, Trukk3, Unit: Trukk, Weapon: Big Shoota


        AbilitiesDescriptionRef
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Open-ToppedModels embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers. For example, the passengers cannot shoot if this model has Fallen Back in the same turn.
        While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, except with any Pistols they are equipped with.
        RamshackleRoll a D6 each time this model suffers damage from an attack that has a Damage characteristic of more than 1. On a roll of 6, reduce the damage caused by the Attack to 1.
        TransportCapacityRef
        TrukkThis model can transport 12 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of two other models.
        Transport Wound TrackWoundsMoveStrengthAttacksRef
        Trukk16-10+12"63
        Trukk23-58"5D3
        Trukk31-26"41
        UnitMWSBSSTWALdSaveRef
        Trukk*5+5+*610*64+Codex: Orks p113
        WeaponRangeTypeSAPDAbilitiesRef
        Big Shoota36"Assault 3501-Codex: Orks p119
      • Trukk [4 PL, 65pts]

        Selections: Big Shoota [5pts]

        Categories: Faction: <Clan>, Faction: Ork, Transport, Trukk, Vehicle, Dedicated Transport

        Rules: Dakka Dakka Dakka

        Abilities: Explodes, Open-Topped, Ramshackle, Transport: Trukk, Transport Wound Track: Trukk1, Trukk2, Trukk3, Unit: Trukk, Weapon: Big Shoota


        AbilitiesDescriptionRef
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Open-ToppedModels embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers. For example, the passengers cannot shoot if this model has Fallen Back in the same turn.
        While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, except with any Pistols they are equipped with.
        RamshackleRoll a D6 each time this model suffers damage from an attack that has a Damage characteristic of more than 1. On a roll of 6, reduce the damage caused by the Attack to 1.
        TransportCapacityRef
        TrukkThis model can transport 12 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of two other models.
        Transport Wound TrackWoundsMoveStrengthAttacksRef
        Trukk16-10+12"63
        Trukk23-58"5D3
        Trukk31-26"41
        UnitMWSBSSTWALdSaveRef
        Trukk*5+5+*610*64+Codex: Orks p113
        WeaponRangeTypeSAPDAbilitiesRef
        Big Shoota36"Assault 3501-Codex: Orks p119
Force Rules

Dis Is Ours! Zog Off!: If your army is battle-forged, all Troops units in Ork Detachments gain this ability. Such a unit that is within range of an objective Markers (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal. ()

Selection Rules

'Ere We Go!: You can re-roll charge rolls for this unit. When doing so, you can re-roll all or any of the dice. (Codex: Orks p82)

Dakka Dakka Dakka: Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon by a model in this unit, that hit roll succeeds regardless of modifiers.

In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate extra hit rolls. When firing a weapon with randomly determined characteristics (ie. Bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target. (Codex: Orks p82)

Mob Rule: When using the Leadership characteristic of this unit, you can use either its own Leadership characteristic, or you can choose for the characteristic to be equal to either the number of models in the unit, or the number of models in another friendly unit within 6" that has this ability. (Codex: Orks p82)


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