WH40K Army List - Ork (v6)

10
Ork Army List 4/13/2014 BAD MOON CLAN Orks use their teeth for currency, and Bad Moon’s teeth grow faster than any other orks, making them the richest clan. They spend their wealth on expensive weaponry and armour. M WS B S S T W I A L d Bad Moon 4 3 3 3 4 1 2 1 7 Boss 4 4 4 3 4 1 3 1 8 Big Boss 4 5 5 4 5 2 4 2 8 Warboss 4 6 6 4 5 3 5 3 9 GOFF CLAN The Goffs are the fiercest of all the ork clans and prefer close quarter fighting. They have little patience for complex tactics or sophisticated strategy. M WS B S S T W I A L d Goff 4 4 3 3 4 1 2 1 7 Boss 4 5 4 3 4 1 3 1 8 Big Boss 4 6 5 4 5 2 4 2 8 Warbos s 4 7 6 4 5 3 5 3 9 Ork Mixed Armour Rule When making armour saves Ork mobs will use the Save value of the mob’s majority. Casualties must also come from the mob’s majority. In the case of a tie, use the weaker armour save. Mob Rule Ork mobs that fail morale checks or pinning checks, immediately ‘check size’ by rolling 2d6. If the score is equal to or less than the number of models in the mob (not counting Gretchin or Squigs), then the mob continues as if the moral or pinning checks had passed. WAAAGH! An Ork mob charging into close combat, may ‘check size’ by rolling 2d6. If the score is equal to or less than the number of models in the mob (not counting Gretchin and Squigs), then all Orks in the mob add +1 to their Attack characteristic for the remainder of the assault phase. Values revert to normal for future assault phases, unless additional charges are made (not follow up moves). Mobbing Up Orks falling back may move towards any mob that lies behind their position. If they are within 6” of the new mob once moves are complete then the withdrawing mob can attempt to join up with the new one. Roll 2d6 against the Leadership value of the mob which is falling back. If the leadership test is successful, then the two mobs combine. The previously withdrawing mob may immediately move up to 6” to gain proper coherency. For victory points, the previously withdrawing mob is counted as destroyed. Only Ork infantry units may mob up—not grot mobs, vehicles, etc. Living Shields Rule Ork mobs being shot at through a grot mob or snotling herd may use them as living shields, allocating wounds to the grot mob or snotling herd. All wounds are allocated prior to saving throws. The number of wounds allocated may not exceed the number of grots or the number of wounds remaining in a snotling herd. Grot mobs may use snotling herds as living shields in the same manner. 1

description

House rules army list for WH40K orks, based on 2E rules. Applies old rules to new models.

Transcript of WH40K Army List - Ork (v6)

Page 1: WH40K Army List - Ork (v6)

Ork Army List4/13/2014

BAD MOON CLANOrks use their teeth for currency, and Bad Moon’s teeth grow faster than any other orks, making them the richest clan. They spend their wealth on expensive weaponry and armour.

M WS

BS

S T W I A Ld

Bad Moon 4 3 3 3 4 1 2 1 7Boss 4 4 4 3 4 1 3 1 8Big Boss 4 5 5 4 5 2 4 2 8Warboss 4 6 6 4 5 3 5 3 9

GOFF CLANThe Goffs are the fiercest of all the ork clans and prefer close quarter fighting. They have little patience for complex tactics or sophisticated strategy.

M WS

BS

S T W I A Ld

Goff 4 4 3 3 4 1 2 1 7Boss 4 5 4 3 4 1 3 1 8Big Boss

4 6 5 4 5 2 4 2 8

Warboss

4 7 6 4 5 3 5 3 9

Ork Mixed Armour RuleWhen making armour saves Ork mobs will use the Save value of the mob’s majority. Casualties must also come from the mob’s majority. In the case of a tie, use the weaker armour save.

Mob RuleOrk mobs that fail morale checks or pinning checks, immediately ‘check size’ by rolling 2d6. If the score is equal to or less than the number of models in the mob (not counting Gretchin or Squigs), then the mob continues as if the moral or pinning checks had passed.

WAAAGH!An Ork mob charging into close combat, may ‘check size’ by rolling 2d6. If the score is equal to or less than the number of models in the mob (not counting Gretchin and Squigs), then all Orks in the mob add +1 to their Attack characteristic for the remainder of the assault phase. Values revert to normal for future assault phases, unless additional charges are made (not follow up moves).

Mobbing UpOrks falling back may move towards any mob that lies behind their position. If they are within 6” of the new mob once moves are complete then the withdrawing mob can attempt to join up with the new one. Roll 2d6 against the Leadership value of the mob which is falling back. If the leadership test is successful, then the two mobs combine. The previously withdrawing mob may immediately move up to 6” to gain proper coherency. For victory points, the previously withdrawing mob is counted as destroyed. Only Ork infantry units may mob up—not grot mobs, vehicles, etc.

Living Shields RuleOrk mobs being shot at through a grot mob or snotling herd may use them as living shields, allocating wounds to the grot mob or snotling herd. All wounds are allocated prior to saving throws. The number of wounds allocated may not exceed the number of grots or the number of wounds remaining in a snotling herd. Grot mobs may use snotling herds as living shields in the same manner.

ORK WARBOSSBad MoonGoff

24 points32 points

Equipped with a slugga, choppa, frag stikkbombz, and flak armour (6+ save). The Warboss may select any armour, weapons, or stikkbombz, and up to 3 wargear items. The Warboss is an independent character. An Ork army may only have one Warboss.

M WS

BS

S T W I A Ld

Bad 4 6 6 4 5 3 5 3 9

MoonGoff 4 7 6 4 5 3 5 3 9

1

Page 2: WH40K Army List - Ork (v6)

Ork Army List4/13/2014BIG BOSSBad MoonGoff

18 points24 points

Equipped with a slugga, choppa, frag stikkbombz, and flak armour (6+ save). The Big Boss may select any armour, weapons, or stikkbombz, and up to 3 wargear items. Big Bosses are independent characters.

M WS

BS S T W I A Ld

Bad Moon

4 5 5 4 5 2 4 2 8

Goff 4 6 5 4 5 2 4 2 8

NOB (Boss)Bad MoonGoff

12 points16 points

Equipped with a slugga, choppa, frag stikkbombz, and flak armour (6+ save). Nobz may select any armour, weapons, or stikkbombz, and up to 1 wargear item. Nobz are not independent characters and must be part of a mob, however, mobs may be formed by 3 or more nobz.

M WS

BS S T W I A Ld

Bad Moon

4 4 4 3 4 1 3 1 8

Goff 4 5 4 3 4 1 3 1 8

MEKMekBig Mek

14 points20 points

Equipped with slugger, chopper, flak armour (6+ save), and mek tools. Meks may select any armour, weapons, or stikkbombz, and up to 2 wargear items. Meks are not independent characters and must be part of a mob or attached to a vehicle. Big meks are independent characters. Any members of a mob which includes a mek may select kustom job weapons.

M WS

BS

S T W I A Ld

Mek 4 4 4 3 4 1 3 1 8Big Mek 4 5 5 4 5 2 4 2 8

DOKPainboyPain Boss

14 points20 points

Equipped with slugger, chopper, flak armour (6+ save), and docs tools. Docs may select any armour, weapons, or stikkbombz, and up to 2 wargear items. Painboys are not independent characters and must be part of a mob. Pain bosses are independent characters. Any members of a mob which includes a dok may select cybork bodies or other bioniks.

M WS

BS

S T W I A Ld

Painboy 4 4 4 3 4 1 3 1 8Pain Boss 4 5 5 4 5 2 4 2 8

2

Page 3: WH40K Army List - Ork (v6)

Ork Army List4/13/2014

ORK PSYKERSWarpheadBig Warphead

32 points48 points

Equipped with a slugger, chopper, and flak armour (6+ save). Ork psykers may select any armour, weapons, or stikkbombz, and up to 3 wargear items. Warpheads are level 2 psykers and big warpheads are level 3 psykers. For each psychic mastery level, the warphead may select a psychic power. All psyker models may be independent characters.

M WS

BS

S T W I A Ld

Warphead

4 4 4 4 5 2 3 1 7

Big Warphead

4 5 5 4 5 3 4 2 7

ORK MOBBad MoonGoff

6 points per model8 points per model

Mob consists of 5-30 orks, equipped according to the mob’s clan. The mob may include Nobz and other characters. If Nobz, a big boss, or warboss is included, they must be of the same clan as the mob. Up to 3 gretchin may be included in the mob for each character model.

Bad Moon mob: the mob is equipped with shooters and flak armour (6+ save). Any model may exchange their shooter for a slugger and chopper for free. Any model may select additional armour, two-handed weapons, assault weapons, and special weapons. Up to 3 models may select heavy weapons. The entire mob may select stikkbombz.

Goff mob: the mob is equipped with sluggers, choppers, frag stikkbombz, and flak armour (6+ save). Any model may exchange their slugger and chopper for a shooter for free. Any model may select additional assault or special weapons. Up to 3 models may select heavy weapons. The entire mob may select additional stikkbombz.

M WS

BS

S T W I A Ld

Bad Moon 4 3 3 3 4 1 2 1 7Goff 4 4 3 3 4 1 2 1 7

GROT MOBGrot 3 points per modelGrot Boss 6 pointsMek / Dok 8 pointsGrot Big Boss 9 pointsGrot Warboss 12 pointsWarphead 13 pointsWarphead Boss 26 pointsA grot mob consists of 5 or more gretchin equipped with flak armour (6+ save). Models are typically equipped with autoguns, auto pistols, primitive shields, swords, axes, or bows. All cost 1 point each (bows cost 1/2 point). Independent ork characters may have personal grot mobs numbering 1-3 grots.

Gretchin clans have similar hierarchy to ork clans: grots are ruled by nobles and bosses. The bigger the grot, the more authority the grot has within the clan. Grot meks and doks use the same tools as orks and sometimes even have oilers and orderlies. Grot warpheads and warphead bosses are mastery levels 1 and 2 respectively.

M WS

BS

S T W I A Ld

Grot 4 2 3 3 3 1 2 1 5BossMek or Dok

4 3 4 3 3 1 3 1 6

Big Boss 4 4 5 4 4 2 4 2 6Warboss 4 5 6 4 4 3 5 3 7Warphead 4 2 3 3 4 1 3 1 5Warphead Boss

4 3 4 4 4 2 3 1 5

SNOTLING HERD8 points per baseA snotling herd consists of 2 or more snotling bases and is lead by a Runtherd (see Runtherd profile). M W

SBS

S T W I A Ld

Snotling base

4 2 2 1 1 3 3 3 4

RUNTHERDRuntherd 12 pointsEquipped with a slugga, grabber stick, and flak armour (6+ save). They may select any armour, weapons, or stikkbombz, and up to 1 wargear item. Runtherds are not independent characters. They specialize in bullying smaller creatures and always lead grot mobs, snotling herds, or big gun battery crews.

3

Page 4: WH40K Army List - Ork (v6)

Ork Army List4/13/2014

M WS

BS S T W I A Ld

Runtherd

4 4 4 3 4 1 3 1 8

BIG GUNZ BATTERYThe battery consists of 1 or more big gunz and 2 grot crew members for each gun selected. Up to 3 additional grots may be selected per gun. A Mek or Runtherd may be included in the battery.

Big Gunz points

Kannon 25Lobba 25Zzap gun 25

ORK DREADNOUGHT30 points + weapons and upgradesOrk dreadnoughts may select up to 4 walker weapons and may select from the walker upgrades list. If 2 of the same ranged weapons are selected, they may be twin linked. An ork walker with close combat weapons has a Strength characteristic of 10. Each close combat weapon increases the walker’s Attack characteristic by +1 (e.g. a walker with 1 close combat weapon has an Attack characteristic of 3).

M WS

BS S I A Ld

Dreadnought

6 5 4 6 3 2 6

Front Side/Rear

Armour Value 20 17

Walker Weapons points

Autocanon 20Big shooter 15Close combat weapon 20Heavy bolter 20Heavy stubber 20Kustom mega-blasta 20Rokkit launcher 15Skorcha 30

Walker Upgrades points

Armour plates 10Grot riggers 5Searchlight 1Stikkbomb chucker 10

BUGGIES AND TRAKKS20 points + weapons and upgradesBuggies and trakks are Fast, Open Topped vehicles. They may select 1 vehicle weapon and any vehicle upgrades.

4

Page 5: WH40K Army List - Ork (v6)

Ork Army List4/13/2014

Armourcapacity BS front side/rear3 models 3 10 12

TRUKK30 points + weapons and upgradesTrukks are Fast, Open Topped vehicles and may transport up to 12 models. Models in mega-armour count as 2 models, grots count as 1/2 a model. They may select 2 vehicle weapons and any vehicle upgrades. They may also select 1 big gun (transport capacity is reduced to 6) or a boombun (50 points, transport capacity is reduced to 0).

Armourcapacity BS front side/rear

12 models

3 12 12

BIG TRAKK45 points + weapons and upgradesBig trakks are Tank, Open Topped vehicles and may transport up to 12 models. Models in mega-armour count as 2 models, grots count as 1/2 a model. They may select up to 4 vehicle weapons and any vehicle upgrades. They may also select 1 big gun (transport capacity is reduced to 6) or a boomgun (50 points, transport capacity is reduced to 0).

Armourcapacity BS front side/rear

12 models

3 16 14

BATTLEWAGON90 points + weapons and upgradesBattlewagons are Tank, Open Topped vehicles and may transport up to 20 models. Models in mega-armour count as 2 models, grots count as 1/2 a model, a single dreadnought counts as 12 models. They may select up to 6 vehicle weapons, and vehicle upgrades, 1 big gun, and/or a boomgun (50 points—reduces transport capacity to 12).

Armourcapacity BS front side/rear

20 models

3 20 18

5

Page 6: WH40K Army List - Ork (v6)

Ork Army List4/13/2014LOOTED WAGON Rhino or Chimera 40 points + weaponsLand Raider 100 points + weaponsLooted wagons are Tank, Open Topped vehicles selected from army lists other than orks’. They may select ork vehicle weapons, ork vehicle upgrades, and 1 big gun or a boomgun (50 points). Big guns reduce chimera and rhino capacity to 6 models, boomguns reduce capacity to 0 models. Boomguns reduce land raider capacity to 12 models. Mega-armour counts as 2 models and grots count as 1/2 a model.

Armourcapaci

tyBS

front side/rear

Rhino 12 3 20 18Chimera

12 3 21 18

Land Raider

20 3 22 20

Vehicle Weapons points

Big shooter 15Kustom mega-blasta 20Rokkit Launcher 15Skorcha 30Twin-linked big shoota 30Twin-linked rokkit launcher 30

Vehicle Upgrades points

Hard case 15Armour plates 10Boarding plank 5Bolt on big shoota 15Grabbin’ klaw (tanks only) 5Grot bomb 35Grot riggers 5Lukky gubbinz 10Mine launcher 5Red paint job 5Reinforced ram 5Searchlight 1Shouter 5Stikkbomb chucker 10Turbo booster 5Wreckin’ ball 10

Armour points

Ork ‘eavy armour 4Ork mega armour 15Primitive shield 1Kustom force field (Meks only) 25

Two-Handed Weapons points

Kustom kombi-weapon 20Kustom mega-blasta (meks only) 20Plasma gun 15Twin-linked shoota 10Shooter 1

Assault Weapons points

Big chopper 10Big Hammer 10Chainsword 1Chopper 1Hand flamer 15Plasma pistol 15Power axe 10Power klaw 20Power sword 10Primitive shield 1Shotgun 1Slugger 1

Special Weapons points

Big shooter 15Burner 15Rokkit launcher (frag and krak rokkits)

15

Heavy Weapons points

Character models may not choose from the heavy weapons listAutocannon 20Heavy bolter 20Heavy stubber 20Plasma cannon (Bad Moon only) 30

Stikkbombs points

Frag 2Krak 3Smoke 5Tankbusta bomb 5

6

Page 7: WH40K Army List - Ork (v6)

Ork Army List4/13/2014

Wargear points

Ammo runt 5Attack squig 6Big horns 6Bionik arm 10Bionik eye 5Boss pole 3Brain squig (psykers only) 25Conversion field 20Cybork body 10Deluxe kicking leg 10Displacer field 30Grot 3Grot oiler (meks only) 5Grot orderly (dok only) 5Gyro-stabilized monowheel 10Iron gob 6Kustom job more dakka 4Kustom job more blasta 3Kustom job shootier 2Rebuilt Kranium (steel skull) 10Refractor field 15Rokkit pack* 20Stikkbomb chukka (mega armour only)

10

Targeter 5Telescopic legs 10Waaagh! Banner (one per army) 20Warphead weapon (psykers only) 40

*rokkit packs cannot support models with mega-armour, mono-wheels, or kustom force fields

7