| Unit Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Stormboyz |
15 |
4 |
2 |
3 |
4 |
1 |
2 |
2/3 |
7 |
6+ |
318 |
|
Move 12". If model starts or ends in difficult terrain, roll a D6- on a 6 it crashes and is removed. Flee & pursue 3d6".; Slugga & Choppa
|
| Nob |
1 |
4 |
2 |
4/8 |
4 |
2 |
3 |
3 |
7 |
3+/5(I)+ |
[93] |
|
Power Klaw; Rokkit Launcha
|
| 'Eavy Armour |
4+ Armour save. |
[8] |
| Big Horns / Iron Gob |
+1 Leadership if leading a Mob. Not included on profile. |
[6] |
| Cybork Body |
5+ Invulnerable save. |
[10] |
| Bionik Bonce |
+1 armour save (included on profile). |
[10] |
| 'Ard Boyz |
9 |
4 |
2 |
3 |
4 |
1 |
2 |
2/3* |
7 |
4+ |
235 |
|
Slugga & Choppa (x8); Rokkit Launcha (x1)
|
| Nob |
1 |
4 |
2 |
4/8 |
4 |
2 |
3 |
3/4 |
7 |
3+/5(I)+ |
[82] |
|
Choppa; Power Klaw
|
| 'Eavy Armour |
4+ Armour save. |
[0] |
| Tankbusta Bomz |
As Krak Stikkbomz, but AP == (D6 * 2)+6. |
[3] |
| Bionik Bonce |
+1 armour save (included on profile). |
[10] |
| Big Horns / Iron Gob |
+1 Leadership if leading a Mob. Not included on profile. |
[6] |
| Cybork Body |
5+ Invulnerable save. |
[10] |
| Trukk |
1 |
BS: 2 Front: 10 Side: 10 Rear: 10 |
[40] |
|
Fast, Open-topped.; Rokkit Launcha (x1)
|
| #Grot Riggers |
If the vehicle is immobilised, it is repaired on a 4+ at the start of it's turn. |
[2] |
| Red Paint Job |
1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc. |
[3] |
| Warboss |
1 |
5 |
2 |
5/10 |
4 |
3 |
4 |
4/5 |
9 |
3+/5(I)+ |
121 |
|
Independent character (unless accompanied by a bodyguard).; Choppa; Power Klaw
|
| 'Eavy Armour |
4+ Armour save. |
[8] |
| Big Horns / Iron Gob |
+1 Leadership if leading a Mob. Not included on profile. |
[6] |
| Bionik Bonce |
+1 armour save (included on profile). |
[10] |
| Cybork Body |
5+ Invulnerable save. |
[10] |
| Trukk Boyz |
8 |
4 |
2 |
3 |
4 |
1 |
2 |
2/3* |
7 |
6+ |
197 |
|
The Trukk Boyz only take a wound on a 6 (instead of a 4+) if their Trukk is destroyed with them in it.; Slugga & Choppa (x7); Burna (x1)
|
| Nob |
1 |
4 |
2 |
4/8 |
4 |
2 |
3 |
3/4 |
7 |
3+/5(I)+ |
[79] |
|
Choppa; Power Klaw
|
| 'Eavy Armour |
4+ Armour save. |
[8] |
| Bionik Bonce |
+1 armour save (included on profile). |
[10] |
| Cybork Body |
5+ Invulnerable save. |
[10] |
| Big Horns / Iron Gob |
+1 Leadership if leading a Mob. Not included on profile. |
[6] |
| Trukk |
1 |
BS: 2 Front: 10 Side: 10 Rear: 10 |
[40] |
|
Fast, Open-topped.; Rokkit Launcha (x1)
|
| #Grot Riggers |
If the vehicle is immobilised, it is repaired on a 4+ at the start of it's turn. |
[2] |
| Red Paint Job |
1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc. |
[3] |
| Trukk Boyz |
9 |
4 |
2 |
3 |
4 |
1 |
2 |
2/3* |
7 |
6+ |
206 |
|
The Trukk Boyz only take a wound on a 6 (instead of a 4+) if their Trukk is destroyed with them in it.; Slugga & Choppa (x8); Burna (x1)
|
| Nob |
1 |
4 |
2 |
4/8 |
4 |
2 |
3 |
3/4 |
7 |
3+/5(I)+ |
[79] |
|
Choppa; Power Klaw
|
| 'Eavy Armour |
4+ Armour save. |
[8] |
| Big Horns / Iron Gob |
+1 Leadership if leading a Mob. Not included on profile. |
[6] |
| Bionik Bonce |
+1 armour save (included on profile). |
[10] |
| Cybork Body |
5+ Invulnerable save. |
[10] |
| Trukk |
1 |
BS: 2 Front: 10 Side: 10 Rear: 10 |
[40] |
|
Fast, Open-topped.; Rokkit Launcha (x1)
|
| #Grot Riggers |
If the vehicle is immobilised, it is repaired on a 4+ at the start of it's turn. |
[2] |
| Red Paint Job |
1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc. |
[3] |
| Trukk Boyz |
9 |
4 |
2 |
3 |
4 |
1 |
2 |
2/3* |
7 |
6+ |
172 |
|
The Trukk Boyz only take a wound on a 6 (instead of a 4+) if their Trukk is destroyed with them in it.; Slugga & Choppa (x8); Burna (x1)
|
| Nob |
1 |
4 |
2 |
4/8 |
4 |
2 |
3 |
3/4 |
7 |
6+ |
[45] |
|
Choppa; Power Klaw
|
| Trukk |
1 |
BS: 2 Front: 10 Side: 10 Rear: 10 |
[40] |
|
Fast, Open-topped.; Rokkit Launcha (x1)
|
| #Grot Riggers |
If the vehicle is immobilised, it is repaired on a 4+ at the start of it's turn. |
[2] |
| Red Paint Job |
1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc. |
[3] |
| Warbike Outriders |
3 |
4 |
2 |
3 |
4/5 |
1 |
2 |
2 |
7 |
6+ |
105 |
|
Move 12". The Warbikes, and any unit behind them relative to the enemy unit shooting at them, count as in 5(I)+ Cover to shooting. If they charge, in the first round of combat the Orks go first, making a shooting attack instead of attacking before their opponents can retaliate. Warbikes are completely immune to the effects of morale and pinning. Scouts: Outriders may be deployed at the start of the battle, even in scenarios where they wouldn't normally be allowed to. E.g., if you were the defender in a Take and Hold, they would start on the table instead of in reserve. If you can only deploy a limited number of units, the Outriders do not count toward the limit. After both sides have deployed, but before the first turn, the Outriders may make a free 2D6" move (to which all the normal rules apply).; Twin Linked Big Shoota (x3)
|
| Guntrukk |
1 |
BS: 2 Front: 10 Side: 10 Rear: 10 |
85 |
|
Open-topped. If a Guntrukk rolls a result for it's Big Gun that causes one of the Krew to be killed, the weapon does not fire that turn but the trukk & Krew are unharmed.; Zzap Gun
|
| #Grot Riggers |
If the vehicle is immobilised, it is repaired on a 4+ at the start of it's turn. |
[2] |
| Red Paint Job |
1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc. |
[3] |
| 5 pt. Armour Plates |
If the vehicle is hit, roll a D6- on a 6 ignore the hit. No effect against Ordnance. |
[5] |
| Turbo Boosta |
Vehicle moves +D6" straight ahead. It counts as moving it's unmodified amount for shooting & disembarking, but if you roll 4+" nobody may shoot or disembark. |
[5] |
| Guntrukk |
1 |
BS: 2 Front: 10 Side: 10 Rear: 10 |
85 |
|
Open-topped. If a Guntrukk rolls a result for it's Big Gun that causes one of the Krew to be killed, the weapon does not fire that turn but the trukk & Krew are unharmed.; Zzap Gun
|
| #Grot Riggers |
If the vehicle is immobilised, it is repaired on a 4+ at the start of it's turn. |
[2] |
| 5 pt. Armour Plates |
If the vehicle is hit, roll a D6- on a 6 ignore the hit. No effect against Ordnance. |
[5] |
| Red Paint Job |
1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc. |
[3] |
| Turbo Boosta |
Vehicle moves +D6" straight ahead. It counts as moving it's unmodified amount for shooting & disembarking, but if you roll 4+" nobody may shoot or disembark. |
[5] |
| Option Footnotes: |
|
|
| Burna |
(Template, S4, AP5, Assault 1) OR (No armour save in close combat). May not be used as both in the same turn. AP 4+2D6 vs. vehicles. |
|
| Choppa |
+1A if used with another Pistol or CC Weapon. Saving throws of 3+ or 2+ count as 4+ against a Choppa. |
|
| Power Klaw |
Doubles strength, no armour save & always strikes last in close combat. +1A if used with another Pistol or CC Weapon. |
|
| Rokkit Launcha |
24"R, S8, AP3, Assault 1. |
|
| Slugga |
12"R, S4, AP6, Pistol. +1A if used with another Pistol or CC Weapon. |
|
| Twin Linked Big Shoota |
Normal: 36"R, S5, AP5, Assault 3, Linked. Warbike: 18"R, S5, AP5, Assault 3, Linked. |
|
| Zzap Gun |
24"R, S(2D6), AP2, Heavy 1. Hits automatically. If you roll an 11 or 12 for the Strength, one of the Krew is killed. |
|