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Jeremy Aitken

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Tempest meganobz (Warhammer 40,000 9th Edition) [64 PL, 1CP, 1,250pts]

  • Outrider Detachment -3CP (Orks) [64 PL, 1CP, 1,250pts]

    Rules: Dis Is Ours! Zog Off!

    • Configuration [3CP]
      • Battle Size [6CP]

        Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]

        Categories: Configuration

      • Clan Kultur / Specialist Mobs

        Selections: Deathskulls

        Categories: Configuration

        Abilities: Deathskulls


        AbilitiesDescriptionRef
        DeathskullsModels with this Kultur have a 6+ invulnerable save. In addition, you can re-roll a single hit roll, a single wound roll, and a single damage roll for each unit with this kultur each time it shoots or fights. In addition, INFANTRY units with this kultur gain the 'Dis is Ours! Zogg Off!' ability, even if they do not have the Troops battlefield role.
      • Detachment Command Cost [-3CP]

        Categories: Configuration

    • HQ [13 PL, -1CP, 240pts]
      • Deffkilla Wartrike [7 PL, 125pts]

        Selections: Killa Jet, Snagga Klaw, 3x Twin Boomstick

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

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

        Abilities: Explodes, Fuel Mixa Grot, 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"
        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.Codex: Orks p89
        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 on Warbike [6 PL, -1CP, 115pts]

        Selections: Da Biggest Boss [-1CP], Da Killa Klaw, 2x Dakkagun, Power Klaw

        Categories: Character, Warboss, HQ, Faction: <Clan>, Faction: Ork, Biker, Speedboss, Speed Freeks

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

        Abilities: Breakin' Heads, Da Biggest Boss, SPEEDWAAAGH!, Unit: Warboss on Warbike (Da Biggest Boss), Weapon: Da Killa Klaw, Dakkagun, 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.
        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.Codex: Orks p89
        UnitMWSBSSTWALdSaveRef
        Warboss on Warbike (Da Biggest Boss)14"2+5+678684+Imperial Armour: Compendium p193
        WeaponRangeTypeSAPDAbilitiesRef
        Da Killa KlawMeleeMeleex2-33Model with Power Klaw only. You can re-roll failed wound rolls for this weapon.Codex: Orks p130
        Dakkagun18"Assault 3501-Codex: Orks p119
        Power KlawMeleeMeleex2-3D3When attacking with this weapon, you must subtract 1 from the hit rollCodex: Orks p121
    • Elites [19 PL, 1CP, 385pts]
      • Meganobz [16 PL, 320pts]

        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/ two kill saws [2 PL, 40pts]

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

          Unit: Boss Meganob, Weapon: Killsaw, Stikkbomb

        • Meganob w/ 2 kill saws [2 PL, 40pts]

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

          Unit: Meganob, Weapon: Killsaw, Stikkbomb

        • Meganob w/ 2 kill saws [2 PL, 40pts]

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

          Unit: Meganob, Weapon: Killsaw, Stikkbomb

        • Meganob w/ 2 kill saws [2 PL, 40pts]

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

          Unit: Meganob, Weapon: Killsaw, Stikkbomb

        • Meganob w/ 2 kill saws [2 PL, 40pts]

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

          Unit: Meganob, Weapon: Killsaw, Stikkbomb

        • Meganob w/ 2 kill saws [2 PL, 40pts]

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

          Unit: Meganob, Weapon: Killsaw, Stikkbomb

        • Meganob w/ 2 kill saws [2 PL, 40pts]

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

          Unit: Meganob, Weapon: Killsaw, Stikkbomb

        • Meganob w/ 2 kill saws [2 PL, 40pts]

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

          Unit: Meganob, Weapon: Killsaw, Stikkbomb


        AbilitiesDescriptionRef
        Keepin' OrderWhile a <CLAN> unit is within 3" of any friendly <CLAN> 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
        KillsawMeleeMeleex2-42When attacking with this weapon, you must subtract 1 from the hit roll. If a model is equipped with two killsaws, add 1 to its Attacks characteristic.Codex: Orks p121
        Stikkbomb6"Grenade D6301BlastCodex: Orks p120
      • Painboy [3 PL, 1CP, 65pts]

        Selections: 'Urty Syringe, Follow Me, Ladz! [1CP], Power Klaw, Warlord

        Categories: Character, Faction: <Clan>, Faction: Ork, Infantry, Elites, Painboy, Warlord

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

        Abilities: Dok's Tools, Follow me Ladz!, Grot Orderly, Sawbonez, Unit: Painboy, Weapon: 'Urty Syringe, Power Klaw


        AbilitiesDescriptionRef
        Dok's ToolsRoll a D6 each time a <CLAN> INFANTRY or <CLAN> BIKER unit loses a wound whilst within 3" of any friendly <CLAN> PAINBOYZ. On a 6, that unit does not lose that wound.
        Follow me Ladz!Your Warlord gains the Waaagh! and Breakin’ Heads abilities (pg 85). If your Warlord already has the Waaagh! and Breakin’ Heads abilities, the range of each ability is increased by 3". In addition, if your army is Battle-forged, you receive an additional +1 Command Point.Codex: Orks p132
        Grot OrderlyOnce per battle, you can re-roll the dice when this model is attempting to heal a model using the Sawbonez ability, either when determining if the surgery is successful or when determining the number of lost wounds regained.
        SawbonezAt the end of your Movement phase, this model can attempt surgery on a single friendly <CLAN> INFANTRY or BIKER model within 1" of it. If it does so, roll a D6 to determine if the surgery is successful. On a 1 the surgery fails and the model you were attempting to heal loses a wound. On a 2+ the surgery succeeds and that model regains D3 lost wounds. A model can only be the target of a surgery attempt once per turn.
        UnitMWSBSSTWALdSaveRef
        Painboy5"3+5+544466+Codex: Orks p93
        WeaponRangeTypeSAPDAbilitiesRef
        'Urty SyringeMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon. This weapon always wounds on a 4+ unless it is targeting a VEHICLE or TITANIC model, in which case it wounds on a 6+.Codex: Orks p121
        Power KlawMeleeMeleex2-3D3When attacking with this weapon, you must subtract 1 from the hit rollCodex: Orks p121
    • Fast Attack [23 PL, -1CP, 465pts]
      • DeffKoptas [2 PL, 35pts]

        Categories: Faction: <Clan>, Faction: Ork, Deffkoptas, Fast Attack, Fly, Speed Freeks, Vehicle

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

        Abilities: Scoutin' Ahead, Turbo-boost

        • DeffKopta [2 PL, 35pts]

          Selections: Slugga, Spinnin' Blades, Twin Big Shoota [10pts]

          Unit: Deff Kopta, Weapon: Slugga, Spinnin' Blades, Twin Big Shoota


        AbilitiesDescriptionRef
        Scoutin' AheadDuring deployment, you can set up a unit of Deffkoptas behind enemy lines instead of placing it on the battlefield. At the end of any of your Movement phases, the Deffkoptas can swoop around to ambush the foe - set them up anywhere on the battlefield that is more than 9" away from any enemy models and within 14" of a battlefield edge.
        Turbo-boostWhen this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
        UnitMWSBSSTWALdSaveRef
        Deff Kopta14"3+5+454264+Codex: Orks p104
        WeaponRangeTypeSAPDAbilitiesRef
        Slugga12"Pistol 1401-Codex: Orks p120
        Spinnin' BladesMeleeMelee+101Make D3 hit rolls for each attack made with this weapon instead of 1
        Twin Big Shoota36"Assault 6501-Codex: Orks p120
      • Kustom Boosta Blastas [5 PL, 90pts]

        Categories: Faction: <Clan>, Faction: Ork, Vehicle, Fast Attack, Speed Freeks, Kustom Boosta-Blasta

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

        Abilities: Explodes, Grot Gunner, Riding Shotgun, Spiked Ram

        • Kustom Boosta Blastas [5 PL, 90pts]

          Selections: 4x Burna Exhaust, Grot Blasta, Rivet Cannon, Stikkbombs

          Unit: Kustom Boosta Blastas, Weapon: Burna Exhaust, Grot Blaster, Rivet Cannon, Stikkbomb


        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.
        Grot GunnerAdd 1 to hit rolls for attacks made with this model's grot blasta
        Riding ShotgunWhen this model shoots, it can throw a grenade and shoot with its pistol(s) in addition to any other weapons.
        Spiked RamEach time this model finishes a charge move, select an enemy unit within 1" of it and on a 4+ that unit suffers D3 mortal wounds
        UnitMWSBSSTWALdSaveRef
        Kustom Boosta Blastas12"4+5+568464+Codex: Orks p101
        WeaponRangeTypeSAPDAbilitiesRef
        Burna Exhaust8"Assault D3401This weapon automatically hits its target.
        Grot Blaster12"Pistol 1301-Codex: Orks p119
        Rivet Cannon36"Assault 67-22
        Stikkbomb6"Grenade D6301BlastCodex: Orks p120
      • Megatrakk Scrapjets [10 PL, -1CP, 220pts]

        Categories: Faction: <Clan>, Faction: Ork, Vehicle, Fast Attack, Speed Freeks, Megatrakk Scrapjet

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

        Abilities: Explodes, Grot Gunner, Spiked Ram

        • Kustom Job [-1CP]

          Selections: Korkscrew

          Categories: Stratagems

          Abilities: Korkscrew, Kustom Job

        • Megatrakk Scrapjet [5 PL, 110pts]

          Selections: Nose Drill, Rokkit Cannon, 2x Twin Big Shoota, Wing Missiles

          Unit: Megatrakk Scrapjet, Weapon: Nose Drill, Rokkit Cannon, Twin Big Shoota, Wing Missiles

        • Megatrakk Scrapjet [5 PL, 110pts]

          Selections: Nose Drill, Rokkit Cannon, 2x Twin Big Shoota, Wing Missiles

          Unit: Megatrakk Scrapjet, Weapon: Nose Drill, Rokkit Cannon, Twin Big Shoota, Wing Missiles


        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 D3 mortal wound.
        Grot GunnerAdd 1 to hit rolls for attacks made with one of this model's Twin Big Shootas.
        KorkscrewMEGATRAKK SCRAPJET unit only. The first time this unit finishes a consolidation move in each Fight phase, it can immediately fight again.
        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
        Spiked RamEach time this model finishes a charge move, select an enemy unit within 1" and roll a D6". On a roll of 4+ that unit suffers D3 mortal wounds.
        UnitMWSBSSTWALdSaveRef
        Megatrakk Scrapjet10"4+5+669464+Codex: Orks p102
        WeaponRangeTypeSAPDAbilitiesRef
        Nose DrillMeleeMelee+2-2D3
        Rokkit Cannon24"Assault 2D38-23Blast
        Twin Big Shoota36"Assault 6501-Codex: Orks p120
        Wing Missiles24"Assault 18-23Add 1 to hit rolls for this weapon against VEHICLES, Subtract 1 from hit rolls made with this weapon against all other targets
      • Stormboyz [3 PL, 60pts]

        Categories: Faction: Ork, Faction: <Clan>, Fast Attack, Stormboy, Infantry, Jump Pack, Fly

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

        Abilities: Full Throttle, Stormboyz Strike

        • Boss Nob [12pts]

          Selections: Choppa, Slugga, Stikkbombs

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

        • 4x Stormboy [48pts]

          Selections: 4x Choppa, 4x Slugga, 4x Stikkbombs

          Unit: Stormboy, Weapon: Choppa, Slugga, Stikkbomb


        AbilitiesDescriptionRef
        Full ThrottleWhen this unit advances you can add 6" to its movement rather than rolling a dice. But if you do so, you roll a D6 for each model in the unit at the end of the phase; for each roll of 1, the unit suffers 1 mortal wound.
        Stormboyz StrikeDuring deployment, you can set up this unit flying high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this unit can plummet onto the battlefield - set them up anywhere on the battlefield, more than 9" away from any enemy models.
        UnitMWSBSSTWALdSaveRef
        Boss Nob12"3+5+542376+Codex: Orks p104
        Stormboy12"3+5+441266+Codex: Orks p104
        WeaponRangeTypeSAPDAbilitiesRef
        ChoppaMeleeMeleeuser01Each time the bearer fights, it can make 1 additional attack with this weapon.Codex: Orks p121
        Slugga12"Pistol 1401-Codex: Orks p120
        Stikkbomb6"Grenade D6301BlastCodex: Orks p120
      • Stormboyz [3 PL, 60pts]

        Categories: Faction: Ork, Faction: <Clan>, Fast Attack, Stormboy, Infantry, Jump Pack, Fly

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

        Abilities: Full Throttle, Stormboyz Strike

        • Boss Nob [12pts]

          Selections: Choppa, Slugga, Stikkbombs

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

        • 4x Stormboy [48pts]

          Selections: 4x Choppa, 4x Slugga, 4x Stikkbombs

          Unit: Stormboy, Weapon: Choppa, Slugga, Stikkbomb


        AbilitiesDescriptionRef
        Full ThrottleWhen this unit advances you can add 6" to its movement rather than rolling a dice. But if you do so, you roll a D6 for each model in the unit at the end of the phase; for each roll of 1, the unit suffers 1 mortal wound.
        Stormboyz StrikeDuring deployment, you can set up this unit flying high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this unit can plummet onto the battlefield - set them up anywhere on the battlefield, more than 9" away from any enemy models.
        UnitMWSBSSTWALdSaveRef
        Boss Nob12"3+5+542376+Codex: Orks p104
        Stormboy12"3+5+441266+Codex: Orks p104
        WeaponRangeTypeSAPDAbilitiesRef
        ChoppaMeleeMeleeuser01Each time the bearer fights, it can make 1 additional attack with this weapon.Codex: Orks p121
        Slugga12"Pistol 1401-Codex: Orks p120
        Stikkbomb6"Grenade D6301BlastCodex: Orks p120
    • Heavy Support [9 PL, -1CP, 160pts]
      • Battlewagon [9 PL, -1CP, 160pts]

        Selections: 'ard Case, Deff Rolla [20pts], Grot Rigger [5pts]

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

        Rules: Dakka Dakka Dakka

        Abilities: 'ard Case, Explodes, Grot Riggers, Transport: Battlewagon, Transport Wound Track:Battlewagon1, Battlewagon2, Battlewagon3, 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.
        Grot RiggersIf a model has a grot rigger, the grot can attempt repairs at the end of the movement phase. Roll a D6, on a roll of a 2+, this model regains 1 wounds lost earlier in the battle.
        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
        BattlewagonThis model can transport 20 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of two other models. If this model is equipped with a killkannon, it can only transport 12 models.
        Transport Wound TrackWoundsMoveStrengthAttacksRef
        Battlewagon18-16+12"86
        Battlewagon24-79"6D6
        Battlewagon31-36"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
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)

Speed Mob: The first time this unit sets up on the battlefield, all of its models must be placed within 6" of at least one other model from the unit. From that point onwards each model operates independently and is treated as a separate unit for all rules purposes. (Codex: Orks p82)


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