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Scott Clough

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Tempest Mech Orks (Warhammer 40,000 9th Edition) [64 PL, 11CP, 1,250pts]

  • Battalion Detachment 0CP (Orks) [64 PL, 11CP, 1,250pts]

    Rules: Dis Is Ours! Zog Off!

    • Configuration [12CP]
      • Battle Size [12CP]

        Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]

        Categories: Configuration

      • Clan Kultur / Specialist Mobs

        Selections: Goffs

        Categories: Configuration

        Abilities: Goffs


        AbilitiesDescriptionRef
        GoffsEach time you roll an unmodified hit roll of 6 for an attack with a melee weapon made by a model with this kultur, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls.
      • Detachment Command Cost

        Categories: Configuration

    • HQ [19 PL, -1CP, 375pts]
      • Ghazghkull Thraka [15 PL, 300pts]

        Selections: Gork's Klaw, Mork's Roar, Stikkbombs, Warlord

        Categories: Character, Warboss, HQ, Faction: Ork, Mega Armour, Ghazghkull Thraka, Faction: Goff, Monster, Warlord

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

        Abilities: Goffs is da Best, Grand Warboss, Great Waagh!, Proper Killy, Prophet of Gork and Mork, The Boss is Watchin', Transport Wound Track: Ghazghkull Thraka1, Ghazghkull Thraka2, Ghazghkull Thraka3, Unit:Ghazghkull Thraka, Weapon: Gork's Klaw, Mork's Roar, Stikkbomb


        AbilitiesDescriptionRef
        Goffs is da BestRe-roll hit rolls of 1 for attacks made with melee weapons by models in friendly GOFF ORK units whilst their unit is within 6" of this model.
        Grand WarbossThis model can be included in an ORK Detachment without preventing other units from that Detachment from gaining a Clan Kultur or Subkultur. Note, however, that this model does not benefit from any Clan Kultur unless the Clan Kultur selected for that Detachment is the Goffs Clan Kultur.
        Great Waagh!Friendly ORK INFANTRY and MONSTER units within 6" of this model can be chosen to charge with even if they Advanced this turn. In addition, add 1 to the Attacks characteristic of models in friendly ORK INFANTRY units whilst their unit is within 6" of this model, if their unit made a charge move this turn.Codex: Orks p84
        Proper KillyAdd 1 to your Warlord’s Attacks characteristic. In addition, improve the Armour Penetration characteristic of melee weapons this Warlord is equipped with by 1 during any turn in which they made a charge move, were charged, or performed a Heroic Intervention (e.g. AP -1 becomes AP -2).’Codex: Orks p133
        Prophet of Gork and MorkThis model has a 4+ invulnerable save. In addition, this model can only lose a maximum of 4 wounds in each phase.Codex: Orks p84
        The Boss is Watchin'When a friendly ORK unit within 6" of this model fails a Morale test, this model can restore order in a brutal display of violence. If it does, that unit suffers D3 mortal wounds and that Morale test is treated as having been passed.Codex: Orks p84
        Transport Wound TrackWoundsMoveStrengthAttacksRef
        Ghazghkull Thraka17-12+7"75Psychic Awakening I: Phoenix Rising
        Ghazghkull Thraka23-66"66Psychic Awakening I: Phoenix Rising
        Ghazghkull Thraka31-25"57Psychic Awakening I: Phoenix Rising
        UnitMWSBSSTWALdSaveRef
        Ghazghkull Thraka*2+5+*712*82+Codex: Orks p84
        WeaponRangeTypeSAPDAbilitiesRef
        Gork's KlawMeleeMeleex2-44-
        Mork's Roar36Assault 125-11-
        Stikkbomb6"Grenade D6301BlastCodex: Orks p120
      • Weirdboy [4 PL, -1CP, 75pts]

        Selections: 3. Da Jump, 4. Fists of Gork, Super Cybork Body, Warphead [-1CP], Weirdboy Staff

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

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

        Abilities: Super Cybork Body, Waaagh! Energy, Warphead (1 CP), Psychic Power: Da Jump, Fists of Gork, Smite, Psyker: Psyker, Unit: Weirdboy, Weapon: Weirdboy Staff


        AbilitiesDescriptionRef
        Super Cybork BodyEach time the bearer loses a wound, roll a d6; on a roll of 5+ that wound is not lost. You cannot make a Dokk's Tools roll for this model if you do so.
        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
        Fists of Gork612"If Manifested, select a friendly ORK CHARACTER model that is visible to and within 12" of the psyker. Add 2 to that model's Strength and Attacks characteristics until the start of your next Psychic phase.
        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.
        PsykerCastDenyPowers KnownOtherRef
        Psyker111See Waaagh! Energy
        UnitMWSBSSTWALdSaveRef
        Weirdboy5"3+5+544366+Codex: Orks p88
        WeaponRangeTypeSAPDAbilitiesRef
        Weirdboy StaffMeleeMelee+2-1D3-
    • Troops [24 PL, 460pts]
      • Boyz [12 PL, 250pts]

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

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

        Abilities: Green Tide

        • Boss Nob [18pts]

          Selections: Power Klaw [10pts], Slugga, Stikkbombs

          Unit: Boss Nob, Weapon: Power Klaw, Slugga, 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
        Power KlawMeleeMeleex2-3D3When attacking with this weapon, you must subtract 1 from the hit rollCodex: Orks p121
        Slugga12"Pistol 1401-Codex: Orks p120
        Stikkbomb6"Grenade D6301BlastCodex: Orks p120
      • Boyz [4 PL, 90pts]

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

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

        Abilities: Green Tide

        • Boss Nob [18pts]

          Selections: Power Klaw [10pts], Slugga, Stikkbombs

          Unit: Boss Nob, Weapon: Power Klaw, Slugga, 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
        Power KlawMeleeMeleex2-3D3When attacking with this weapon, you must subtract 1 from the hit rollCodex: Orks p121
        Slugga12"Pistol 1401-Codex: Orks p120
        Stikkbomb6"Grenade D6301BlastCodex: Orks p120
      • Gretchin [4 PL, 60pts]

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

        Rules: Dakka Dakka Dakka, Grots

        • 12x Gretchin [60pts]

          Selections: 12x Grot Blaster

          Unit: Gretchin, Weapon: Grot Blaster


        UnitMWSBSSTWALdSaveRef
        Gretchin5"5+4+221146+Codex: Orks p91
        WeaponRangeTypeSAPDAbilitiesRef
        Grot Blaster12"Pistol 1301-Codex: Orks p119
      • Gretchin [4 PL, 60pts]

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

        Rules: Dakka Dakka Dakka, Grots

        • 12x Gretchin [60pts]

          Selections: 12x Grot Blaster

          Unit: Gretchin, Weapon: Grot Blaster


        UnitMWSBSSTWALdSaveRef
        Gretchin5"5+4+221146+Codex: Orks p91
        WeaponRangeTypeSAPDAbilitiesRef
        Grot Blaster12"Pistol 1301-Codex: Orks p119
    • Elites [3 PL, 65pts]
      • Painboy [3 PL, 65pts]

        Selections: 'Urty Syringe, Power Klaw

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

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

        Abilities: Dok's Tools, 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.
        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
    • Heavy Support [18 PL, 350pts]
      • Mega Dread [9 PL, 175pts]

        Selections: 2x Boombits, 2x Dread Rippa Klaw

        Categories: Heavy Support, Faction: Ork, Faction: <Clan>, Vehicle, Walkerz, Mega Dread

        Rules: 'Ere We Go!, Dakka Dakka Dakka

        Abilities: Explodes, Mega Charge, Ramshackle, Rippa Klaws, Unit: Mega Dread [1] (9+ wounds remaining), Mega Dread [2] (5-8 wounds remaining), Mega Dread [3] (1-4 wounds remaining), Weapon: Boombits, Dread Rippa Klaw


        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.
        Mega ChargeEach time a charge roll is made for this unit, roll one additional D6 and discard one.Imperial Armour: Compendium p195
        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.Codex: Orks p113
        Rippa KlawsIf the bearer is equipped with 2 dread rippa klaws, each time it fights, it can make 1 additional attack with 1 dread rippa klaw.Imperial Armour: Compendium p195
        UnitMWSBSSTWALdSaveRef
        Mega Dread [1] (9+ wounds remaining)8"3+5+7716593+Imperial Armour: Compendium p195
        Mega Dread [2] (5-8 wounds remaining)6"4+5+77N/A493+Imperial Armour: Compendium p195
        Mega Dread [3] (1-4 wounds remaining)4"5+5+77N/A393+Imperial Armour: Compendium p195
        WeaponRangeTypeSAPDAbilitiesRef
        Boombits12"Assault D6501Each time an attack is made with this weapon, that attack automatically hits the target.Imperial Armour: Compendium p195
        Dread Rippa KlawMeleeMeleex2-3D3+3-Imperial Armour: Compendium p195
      • Mega Dread [9 PL, 175pts]

        Selections: 2x Boombits, 2x Dread Rippa Klaw

        Categories: Heavy Support, Faction: Ork, Faction: <Clan>, Vehicle, Walkerz, Mega Dread

        Rules: 'Ere We Go!, Dakka Dakka Dakka

        Abilities: Explodes, Mega Charge, Ramshackle, Rippa Klaws, Unit: Mega Dread [1] (9+ wounds remaining), Mega Dread [2] (5-8 wounds remaining), Mega Dread [3] (1-4 wounds remaining), Weapon: Boombits, Dread Rippa Klaw


        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.
        Mega ChargeEach time a charge roll is made for this unit, roll one additional D6 and discard one.Imperial Armour: Compendium p195
        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.Codex: Orks p113
        Rippa KlawsIf the bearer is equipped with 2 dread rippa klaws, each time it fights, it can make 1 additional attack with 1 dread rippa klaw.Imperial Armour: Compendium p195
        UnitMWSBSSTWALdSaveRef
        Mega Dread [1] (9+ wounds remaining)8"3+5+7716593+Imperial Armour: Compendium p195
        Mega Dread [2] (5-8 wounds remaining)6"4+5+77N/A493+Imperial Armour: Compendium p195
        Mega Dread [3] (1-4 wounds remaining)4"5+5+77N/A393+Imperial Armour: Compendium p195
        WeaponRangeTypeSAPDAbilitiesRef
        Boombits12"Assault D6501Each time an attack is made with this weapon, that attack automatically hits the target.Imperial Armour: Compendium p195
        Dread Rippa KlawMeleeMeleex2-3D3+3-Imperial Armour: Compendium p195
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)

Grots: Units comprised entirely of GRETCHIN cannot benefit from any Clan Kultur. In addition, Ork Stratagems can only be used on these units if the Stratagem explicitly states so (e.g. the 'Grot Shields' Stratagem) ()

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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