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Page 1: Ork Formations

Great Gargants are huge walking war machines pro­tected within powerful force fields and mounting mas­sive weapons of awesome destructive power. They are the Orks greatest fig hting mach ines. Organized into Gargant Mobs, they are used to spearhead massive as­saults during large Ork Waaaghs. Each Waaagh of large size will have several Great Gargants available to its Warboss which were spontaneously constructed during the preceding months by the mekboys in the surround­ing region .

UNIT: 1 Great Gargant TYPE: Super Heavy Walker STRUCTURE POINTS: 10 POWER FIELDS: 7+D3 TRANSPORT: 60 Orks, Mek boy's Kustom Force Fields have no effect w hile in a Gargant ACCES POINTS: One Rear

WEAPONS AND EQUIPMENT: 2 Hull mounted Big Shootas 1 rear mounted Twin l inked Big Shootas Gut Busta

One head weapon from the following list: Gaze of Mark Flame Belcha Sku llhamma Kannon

Two shoulder weapons** from the following list' Deff Kannon Giga Shoota Flakk Gun Supa·Lobba Big·lappa Supa·Scorcha Shunta Observat ion Tower***

Two Arm Weapons fro m the following li st : Uge Shoota Supa·Lifta·Droppa* Supa·lappa Supa·Bursta Kannon Uge Lobba Titan Close Combat Weapon* Krusha Ball '"

SPECIAL RULES: Repair Krew, same as rule in lAB but each big Mek

rid ing in the Gargant allows an add iti onal roll to repair up to a max imum of 3 rolls. · Effigy · Ramshackle Monster · Towering Inferno: Once cripp led, a Great Gargant will tend to erupt in great gouts of flame, careening out of control as internal fires

POINTS 2500

The Imperium considers the building of Great Gargants to be a prime indicator if an impending Ork Waaagh, and their construction is monitored closely. They are heavy battle titans., dwarfing the smaller Stompas. Each Great Gargant is crewed by huge numbers of Nobs, gunnerz, and boys under the command of a Kaptain. lts maze li ke interior will house dozens of Grot Rigger Teams under the command of Mek-boys whose j ob is to keep the war ma­chine running and to perform battlefield repairs once the enemy is engaged

A RMOUR

WSBSSFSRSP 4 2 10 14 13 II 10

I A I 2

Catastrophic Damage Table "Wrecked " results instead move the Gargant ahead 2d6". All normal movement rules apply. It is no longer scoring, may not fire any weapons or change its facing. Roll again on the Catastrophic Damage Table at the start of each ork turn until the Great Gargant explodes or leaves the table. . Observation Tower: Grants the Precision Strike asset. This Asset on ly applys to the Great Garg ant's weapons .

OPTIONS: Add up to 9 supa·rokkits ... ........... .... ........... .. +20pts each Add up to 6 Big shootas .................................... +5pts each Add up to 4 Grat Bomb Launchas ......... +10pts each

Reduce transport by 10 mode ls and gain ·Kannon ................................................................... + 1 Opt s ·Flame Belcha ........... .... ........... .... ........... .... ... +30pts ·Big lappa ............................................................... +30pts ·Killkannon ........ .... ........... ... ........... .... ........... .... .. +60pts ·Giga·shoota ............................................................ + 7 5 pts

Page 2: Ork Formations

Weapon Range Strength AP Special Gut Busta Air Burst Shot 60" 6 3 Apocalypse Barrage (10), Primary Weapon Solid Shot 60" D 2 Ordnance 1, 5" Blast Destroyer,

Primary Weapon Chain 5hot 60" 9 3 Ordnance 1, 7" Blast, Primary Weapon Uge Shoota 48" 7 3 Heavy 6D6 Primary Weapon Supa Bursta Kannon 72" D 2 Ordinance 1 7" Blast, Primary Weapon Uge lobba 180" 9 3 Ordinance 3 10" Blast, Primary Weapon Supa Zappa 96" 3D6 2 Ordinance D3 7" Blast,

Primary Weapon**** Uge lifta Droppa* 48" D 1 Heavyl 10" Blast Primary Weapon*****

*A Great Gargant can only take a single Supa-lifta-Droppa, Titan Close Combat Weapon, or Krusha Ball ** All shoulder weapons count as Primary Weapons *** A Great Gargant can only have one Observation Tower **** Any roll for Strength that equals 11 or more is considered Strength D ***** The Supa lifta Droppa uses the same rules as a regular lifta-Droppa except it's range is 72" and it can effect Super heavies and Gargantuan Creatures

Page 3: Ork Formations

POINTS: 700

A Rok is a form of spaceship used by the Orks, basically a large hollowed out asteroid fitted with guns, engines, guns, targeting systems and some more guns. Roks are incapable of warp travel and are used to dri ft from one world to an ­other within a system. It is known that any system containing Orks will quickly gather a large number of Roks as they are 'built ' at a startling rate .

UNIT: 1 Ork Rok TYPE: Stat ic Super-heavy STRUCTURE POINTS: 3

ARMOUR BS Front Side Rear 2131313

TRANSPORT: A Rok has a Transport Capacity of 60 models. ACCES POINTS: The Rok is tread as open-topped for the pu rposes of passenge rs embark ing and dis­embarking.

SPECIAL RULES:

Da Rok Them! The Rok always beg ins play in Reserve and always arrive in play via the Deep Strike spec ial rul es be low.

Fist place one 10" blast marker anywhere on the table. Determine the point of impact and roll 306 for scatter. If hit is rolls, the marker scatters in the direction indicated by th e smaller arrow, but in on ly scatters 306-6.

Any mode l under the blast marker's final position suffe rs a St rength 1 0, AP - hit. Vehic les which are hit are struck as if using its side armour value. Any su rviving models caught in the blast are moved 1" away from the Rok.

Squad should be moved so they retain squad coher­ency. Small removab le terrain should be taken off he table. Th en place the Rok centered on the point emerges from.

In the case of large pieces of terrain and large fortifi ­cations move the Rok as it emerges so it is as close to the target point as you can get it .

OPTIONS:

The Rok can be upgrade to have a one of these op­t ions: - Stable Force Field at the cost of + I SO points . A Rok with th is upgrade has the same effect as a force Gen­erator Strategic Asset . - Tellyporta Platform at t he cost of + 100 points . One unit within Rok at the star of the movement phase can be placed on the tabletop using the deep strike ru les .

The Rok may have any of the following upgrad es : - Up to four Grot Sponsons . .. .. +S pts each - Up to 1 Deff Arsenal .......... ...... ....... + 120 pts - Repair Krew ............ +75 pts - Powerfield .. .......... .. .. . .... +60 pts (max imum of I per Rok)

Page 4: Ork Formations

The Rok may be equipped with up to: - Three Grot Bomms (one use each) ... ...... ........ .. +20 pts each · or three Supa·Rokkits (one use each) ...... ......... + 15 pts each · or four big shootas at +5 points per weapon, These have the 5kyfire special rule at a further cost of +5 points per weapon.

The Rok may be equipped with up to three: · Deth Kannon .................................................. + I 00 pts · Deth Kannon with co·ax ial supa -gatler ......... + 150 pts · Deth kannon wi th co·axial giga·shoota ....... ... + 150 pts · Giga Shoota ... ....... ............................................. +75 pts · Bursta Gun ............................ .......... .... ........ .... +75 pts · Skullhamma Kannon ...................................... + 100 pts · Big 5hoota ............................... ............ ... .......... . +5 pts · Twin ·linked Big Shoota ..................................... + 10 pts · Rokkit Launcha ... ............... .. .......... .. ... + 10 pts · Ku stom Mega Blasta .... ............ .. ...... ............ .. .. + 15 pts - Lobba ...................................................... ........ + 15 pts - Kannon ........................ .. ......... ....... ....... ........ .. + 10 pts - Zzap Gun ..................................... ..................... +15 pts · Supa·5korcha ...................... .. ......... .. . .. ............. +20 pts · Deffgun ........................................... ................. +25 pts

Or you may choose one of the following with the corre' sponding reduction in transport capacity:

Reduce transport capacity to 50 orks and gain: · Up to 5 Big Shootas in gun ports ............................. +5 pts each

Reduce transport capacity to 40 arks and gain: · Kannon .............................................. .......... .... +10 pts · Supa Lobba .................... ........ ....... ...... ........ ... +20 pts · Big Zzappa ...................................... ............ .... +30 pts

· Killkannon ................... ........ ....... ...... ........ ..... +60 pts · Gigashoota ......................................... ......... .... +75 pts · Redu ce transport capacity to '30' and gain: · Belly Gun .................................................... ... + 150 pts

Grot Guided (Supa·Rokkit): A Supa-rokkit is a Grot-guided weapon that hits on a 2+. It may only be fired once per game.

Grot Bomms: A Grot Bomm is a guided miss ile, pi · loted to its target by a Gretchin 'pi lot'. Each Grot Bomm Launcha may only f ire once per game, once its missile is launched it ca nnot fire another.

The Grot 80mm works in exactly the same way as normal barrage weapons, except you may re·roll the Scatter dice and distance if you do not l ike the first resu lt, but you must accept the second ro 11.

WEAPON Grot Bomm

RANGE 24"·72"

STR AP 8 3

SPECIAL Ordnance barrage 1, SH blast, one use, twin-linked

Page 5: Ork Formations

· ROCK'N ROLL ROLLER

Kaptin Badrukk is the most infamous Ork Freebooter of all. He leads Badrukk's Flash Gitz who have fought with many Warbosses, including every major Warlord in recent times. Originally of the Bad Moons clan, Badrukk was chased out his tribe for having too many leef. He is an excellent strategist (by Ork standards) and will act as an advisor for any Warlord who can afford his fees.

FORMATION: 3+ Ork Roks 3+ Full mobs of Ork boys * 3+ Flash GilZ (one mob must be led by Kaplin Badrukk) *

SPECIAL RULES:

50 POINTS + MODELS

Badrukk's Flash Gitz have become so successful that they have accumulated vast wealth, and there are rumours that they have left great chests of teef buried on wasted worlds and barren asteroids. Much of this wealth can be attributed to Badrukk's excep­tional cunning, which he has used to double-cross or intimi­date many of his employers out of their rightful share of the loot

* MuSt be deployed via Roks.

Strike Force: All Roks in the formation must arrive in the first turn within 24" of each other. Strategic Assets: An ork's player containing th is format ions automatically has the careful Planning strategic asset and Rok ' Em Boyz.

Page 6: Ork Formations

TELLYPORTA PLATFORMS POINTS: 150

Ork Mekboys have an innate understanding of many types of technology. one of which is teleportation, which t hey have mastered to a g reater extent than races widely believed to be more adva nced. The techno logy is believed to be the cre­ation of the bri ll iant Mekboy Orkimedes, but given the specifics of Ork scientific process it ca n't be sa id that no Ork uti­lised the technology before. Meks usually strugg le to fi nd willing test subjects for teleportation, but in the heat of battle it's never too hard to convince the Boyz to try the Tellyporta if they can close on enemy that bit sooner. The resu lts of Ork Tellyportas may be erratic. but their physique is robust enough to withstand them

These range from smaller devices. able to teleport infantry squads to massive Tellyporta Patforms. able to teleport even Stompas in and around the battlefield_ Sometimes even bigger devices are mounted on Roks and, after they landed, could be used to bring down reinforcements quickly, including even pre-built Gargants.

UNIT: 1 Tellyporta

TYPE: Fortifications

SPECIAL RULES:

ARMOUR F S R HP 13 13 13 4

Orks have an innate und erstand ing of many types of technology, includi ng teleportation - a nd luckily, their physiques are robust enough to withstand the somewhat erratic resu lts! If an Ork u nit wants to use a tellyporta, the entire unit must be on the tel­Iyportatio n plate . At the end of the Movement phase, roll a 06 and consult the following table.

1· Fzzcrack! The Ork unit stays in place. It takes 06 56 hits and is now pinned .

2-5 - Whobb! The unit is removed from the tabletop and immed iately placed bac k together anywhere using the deep st rike rules.

6 -Zoop! The unit is removed from the tabletop and immed iately placed back together anywhere using the deep strike ru les and may assault this turn. The Ork unit immed iately reappears on the destina· t ion te llyportation plate. It may not assault in that As­sau lt phase unless it has rolled a 'Zoop!' re sult on the tabl e.

Page 7: Ork Formations

. ORKlMEDES PRINCIPAL

Orkimedes is one of the most infamous Ork Mek Boyz. Ading as the persona l Mek Boy of the even more infa­mous Warboss Ghazghkull Mag Uruk Thraka, Orkimedes is perhaps most famous for his tellyporta technology which was used to devastating effect by Ork forces

FORMATION: 3+ Tellyportas 1 + Big Mek 3+ Gretchin s

SPECIAL RULES:

50 POINTS + MODELS

during the Third War for Armageddon. Orkimedes is a mys­terious figure in Ghazghkull's army, so much so that his exact existence has never been verified. Instead, the Imperium has only encountered his handiwork on Armageddon such as up-gunned Gargants and submarines.

Strike Force: All Roks in the formation must arrive in the first turn within 12" of each other. Tellyporta 'Em: Every turn units on the tellyportation plate may use Strategic Redeployment, but roll a singl e D6 and consult the table of what happened to them.

Page 8: Ork Formations

· THE PRODUKTlON UNE POINTS: 2S0

The kan factory is an industrial mangle, created by the Big Mek to add Killer Kans to Ghazghkull 's hordes at a frightening rate. Worse still, when the kan factory is going full pelt, it is also capable of creating Dreadnoughts and occasionally even Stompas!

UNIT: 1 Produktion Line

TYPE: Fortification

SPECILA RULES:

ARMOUR F S R HP 13 13 13 6

Kustom Force field: Meks will bui ld or scavenge powerful force fiekl projectors with which to protect the ir warty hides. A ku stom force field gives all units with in 6" of the Mek a cover save of 5+. Vehicles wilhin GM ar treated as being obscured targets.

Gret Workers: Add + 1 to Mek's Tools repai r rol l and you may always re -roll a failed test if Mek Boy is within 2" of the building.

Work! Work! Dream fjght! At the beginning of the player turn Mek Boy may declare that he's up to his ears in work, in which case he can not perform any other actions. but you can Roll on the fo llowing table at the beginning of the Ork turn as long as the fac· tory is still operational :

The kan factory clanks and whirrs but produces nothing other than a noxious smell.

2·3 The kan factory produces D6 Killa Kans.

4·5 The kan factory produces D3 Ork Dread· noughts.

6 The kan factory krew is preparing a fresh 5tompa for the Waaagh! Every second time th is result is rolled the Factory produces a Stompa.

Dreadnoughts and Stompas produced by the factory enter play from the main factory gates. Kans enter play f rom the kan hatch. They may act as normal the turn they come into play. If Orghamek is not in combat, the Orks may add 1 to either the dice roll on the production line table or the tellyporta table each turn .