Meet the new spawn of my bordem. Some old reprised units, new gubbins and weapon options, and where to find those FW units, as well as completely new unit in the Hunta-killa-eater unit, inspired by a Rynns World (Crimson Fists homeworld those not in the know) piece of fluff.
UPDATED LIKE A snake on a planeGUNZ, GUBBINZ, & ORKS
by Dropfall
This list is an addition to Codex: Orks and cannot be used without it.NEW WARGEAR
Bangstikk - A Bangstikk is a large explosive on the end of a long pole. They are Krak Grenades that have an armour penetration of 2D6+6.
Big Lobba - A very big Lobba, usually stolen Imperial ordnance, or built to similar size specifications.
Rng: 12-48
Str: 6
AP: 4
Type: Ordnance 1, Barrage
Burnkannon - A looted tank mounted heavy flame thrower weapon, often a looted but seen better days Inferno Cannon.
Rng: 12
Str: 6
AP: 4
Type: Heavy 1, Template*
*When firing the Burnkannon place the template so it is wholly within range and line of sight. Its narrow end does not need to touch the base of the firing model.
Cyboar - A monstrous combination of boar and metal; reinforced with steel plates, bionic limbs and bladed tusks, and pumped full of stimulants. A model riding a Cyboar gains a 4+ Armour Save, and +1 Attack.
Outrider Bike - An Outrider Bike is a stripped down Warbike without any Dakkaguns. Without the Dakkaguns the bike weighs less, and so moves faster and puts less strain on the engine reducing the exhaust. Any model mounted on a Outrider Bike add 1 to his Toughness (though not for determining Instant Death), modifies his unit type to Bike, and gains a 4+ armour save. Outrider Bike are allowed to move 6 in the Assault phase (subject to the normal movement phase rules), even if they dont assault.
Pig-stikka - The simplest of weapons tend to be nastiest, and the pig-stikka is a simple as it gets; a long pole with a sharpened head. Used by Boarboyz to deliver a fatal charge, thanks to the momentum and weight placed behind a single point. On any turn in which a model with a Pig-stikka charges they may forgo all their normal attacks and make a single attack that double the models Strength, adds +2 to their Initiative, and is Rending. This cannot be combined with the bonuses of Furious Charge.
Twin Deffguns - Two Deffguns mounted on the same vehicle. Ouch!
Rng: 48"
Str: 7
AP: 4
Type: Heavy 2D3
NEW SPECIAL RULES
Hunt & Kill - A Hunta-killa-eater unit that begins the game in reserve may test to see if they have successfully hunted and attacked an Outflanking non-vehicle enemy unit (units in transports can still be targeted) of the Hunta-killa-eater players choice, on a D6 roll of 4+.
If
failed they cannot test against another unit, but can be deployed in the next Ork turn.
If
successful you may choose to either:
Shoot - Resolve one round of Shooting between both units, Hunta-killa-eater player shoots first,
followed by the enemy. No morale checks are made.
Assault - Resolve one Assault phase between both entire units, with the Hunta-killer-eaters
doubling their Initiative. At the end of the phase no morale checks are made, and it is
assumed the losing unit has successfully broken off.
- Units taken below half-strength dont count as below half-strength when deployed.
- If the targeted unit has been completely destroyed, the Hunta-killa-eaters cannot be deployed
as they are too busy feasting on the dead.
- A Hunta-killa-eater unit that successfully attacks and survives
must deploy on the same board
edge as the targeted unit in the next Ork turn, but not within 6 of it.
- No victory or kill points are ever given for the destruction of either unit when off the board.
Mad! - At the beginning of each Ork turn roll a D6 and consult this table and apply the result. All results from the table end at the beginning of your next Ork turn.
1 - The Madboyz see something ominous in the clouds, or they just feel like having a nose
picking session in the middle of a battlefield, regardless of what caused them to stop fighting
the unit immediately goes to ground.
2 - Some completely random (and probably cute) thing has whipped the Madboyz into a
psychotic frenzy. The unit gains the Rage special rule.
3 - Deluded or just coming to their sense the Madboyz have seen something (or at least they
think they have
) that they dont really want to go near, cuz its icky. Randomly choose one
enemy unit within 18 of the Madboyz that they may not go within 6 of. If in the opponents
turn the enemy unit moves within 6, the Madboyz may immediately open fire on the unit. If
Assaulted by the unit the Madboyz are hit on a 2+.
4 - True Orkness has gripped the Madboyz and they need to get to grips with enemy as soon as
possible. The Madboyz and any attached character immediately gain the Fleet special rule,
and re-roll failed Hits in the first round of any Assault.
5 - Feeling the raw psychic power of the Waaagh! flow harmoniously through the Madboyz
minds, they begin to effect the Weirdboyz psychic powers. Any Weirdboy joined with the
Madboyz can deduct or add 1 to his rolls to determine the psychic power he has that turn. If
the Weirdboy has the Warphead upgrade the -/+ 1 applies to any re-roll. If no Weirdboy is
present count as a roll of 4.
6 - Overcome by delusional thoughts that they are Gork (or Mork), they begin fighting with
an inner strength and ferocity, all at the expense of any defence. The unit gains +1 WS, +1
Strength, +1 Initiative and +1 Attack; but are hit on a 2+ in Assault.
- An Independent Character that joins the unit is not subject to the Mad! special rule, so are free
to move away in the movement phase, otherwise they must move or go to ground with the unit.
Lucky Omen - An Independent Character that joins the unit becomes Lucky, and is allowed to re-roll a single failed dice roll per phase, in both the Orks and enemies turn.
Grot Bomb Battery - You may fire as many Launchas as you like in a single turn, but as a vehicle squadron they must target the same enemy unit.
HQ:MADBOYZ 13 POINTS PER MODELYou may take one unit of Madboyz for every Weirdboy in your army. This unit does not count against your HQ allowance.Madboy - Ork Boy StatlineUnit Composition: 5-20 Madboyz
Unit Type: Infantry
Wargear: Slugga
Choppa
Special Rules: Fearless
Furious Charge
Mad!
Lucky Omen
Waaagh!
ELITES:Hunta-killa-eaters come from those Orks who have not given up their hunting ways. They spend as much time as there Warboss allows hunting large or dangerous creatures, and nothing is more dangerous than enemy forces roaming around in Ork territory, and its then that a Warboss gives them free reign to do what they do best; they hunt you, they kill you, they eat you.HUNTA-KILLA-EATERS 9 POINTS PER MODEL
Hunta-killa-eater - Ork Boy StatlineOrk Nob Statline WS BS S T W I A LD SV
Face-bitter Squig 3 0 3 3 1 4 2 3 6+ Unit Composition: 5-15 Hunta-killa-eaters
1-6 Face-bitter Squig
Unit Type: Infantry
Wargear: Slugga
Choppa
Face-bitter Squig:
Huge Teeth & A Bad Temper
Special Rules: Furious Charge
Hunt & Kill
Mob Rule
Move Through Cover
Scouts
Waaagh!
Options: Any Hunta-killa-eater may replace their Slugga with a Shoota for
free Up to two Hunta-killa-eaters may replace their Slugga for one of the following:
- Big Shoota for +
10 pts - Burna for +
15 pts (max one)
- Rokkit Launcha for +
15 ptsCharacter: One Hunta-killa-eater may be upgraded to a Nob for +
10 pts The Nob may replace his Slugga or Choppa with one of the following:
- Big Choppa for +
5 pts - Burna for +
15 pts - Power Klaw for +
25 pts The Nob may take any of the following:
- Bosspole for +
5 pts - Eavy Armour for +
5 ptsNOBZAdd the following weapons to the replace his slugga with options. Any Nob may replace his slugga with:
- Big Shoota for +
10 pts - Rokkit Launcha +
10 ptsMEGANOBZAdd the following weapons to the replace twin-linked shoota options. Any Meganob may replace his twin-linked shoota on his mega armour with one of the following:
- Big Shoota for +
10 pts - Kustom Mega-blasta for +
10 ptsTROOPS:ORK BOYZArd Boyz Option:Ignore the Ard Boyz option line and replace with the following. Any Boyz Mob may be upgrade to a unit of Ard Boy for +
X pts per model.
A maximum of one Ard Boyz unit may be taken as a Troops selection, all others are Elites.
Skarboyz Option: Any Boyz Mob may be upgrade to a unit of Skarboy for +
3 pts per Ork Boy. Nobz do not purchase the upgrade. Skarboyz are S4.
A maximum of one Skarboy unit may be taken as a Troops selection, all others are Elites.
FAST ATTACK:Some Orks just cant let go of their feral roots and feel the urge to speed around on living breathing (or part living, hissing) boar.BOARBOYZ 12 POINTS PER MODELBoarboy - Ork Boy Statline Ork Nob StatlineUnit Composition: 5-15 Boarboyz
Unit Type: Cavalry
Wargear: Slugga
Choppa
Special Rules: Furious Charge
Mob Rule
Waaagh!
Options: The entire unit may be equipped with Cyboars for +
10 pts per model Any Boarboy or Nob may replace his Slugga and/or Choppa with one of the following:
- Shoota for
free - Bangstikk for +
5 points - Pig-stikka for +
3 pointsCharacters: One Boarboy may be upgraded to a Nob for +
10 pts The Nob may replace his Choppa with one of the following:
- Big Choppa for +
5 pts - Power Klaw for +
25 pts The Nob may take any of the following:
- Bosspole for +
5 pts - Eavy Armour for +
5 ptsOUTRIDERS 16 POINTS PER MODELOutrider - Warbiker StatlineNob from Warbikers' StatlineUnit Composition: 3-9 Outriders
Unit Type: Bikes
Wargear: Slugga
Choppa
Outrider Bike
Special Rules: Furious Charge
Mob Rule
Scouts
Options: Any Outrider may replace his Slugga with a Shoota for free
Up to two Outriders may equip their Outrider Bike with a:
- Big Shoota for +
10 pts - Kustom Mega-blasta +
10 ptsCharacters: One Outrider may be upgraded to a Nob for +
10 pts The Nob may replace his Choppa with one of the following:
- Big Choppa for +
5 pts - Power Klaw for +
25 pts The Nob may take a Bosspole for +
5 ptsHEAVY SUPPORT:BATTLEWAGON Boomgun Option: Instead of a Killkannon a Battlewagon may have a Boomgun for +
70 pts A Battlewagon with a Boomgun has a transport capacity of 8.
BIG SQUIGGOTH SEE IMPERIAL ARMOUR APOCALYPSE PAGE 44Options:Replace the Big Squiggoth weapon options with the following. A Big Squiggoth may have one of the following weapons:
- Twin-linked Rokkit Launcha for +
15 pts - Twin-linked Big Shoota for +
10 pts - Kannon for +
15 pts - Zzap Gun for +
20 pts - Lobba for +
20 ptsBigger than a Big Squiggoth but smaller than the Gargantuan Squiggoths, they are still a sight to see
and avoid, least you be gored or stomped to death.MASSIVE SQUIGGOTH 100 POINTS PER MODEL WS BS S T W I A LD SV
Massive Squiggoth 2 2 9 7 6 1 4 7 4+ Unit Composition: 1 Massive Squiggoth
Unit Type: Monstrous Creature
Wargear: Tusks, Fangs, and Stomping Feet
Transport Capacity: A Massive Squiggoth can transport 16 models. A Massive Squiggoth count as open-topped vehicles for the purpose of transport, and Passengers suffer a Destroyed - Wrecked result if the Squiggoth is ever killed.
Options: A Massive Squiggoth may have two of the following weapons:
- Twin-linked Rokkit Launcha for +
15 pts - Twin-linked Big Shoota for +
10 pts - Kannon for +
15 pts - Zzap Gun for +
20 pts - Lobba for +
20 ptsGROT BOMB BATTERY SEE IMPERIAL ARMOUR APOCALYPSE PAGE 52Unit: 1-3 Grot Bomb Launchas
Special Rules: Grot Bomb Battery
GUN WAGON SEE IMPERIAL ARMOUR APOCALYPSE PAGE 45KRUSHA BATTLEWAGON SEE IMPERIAL ARMOUR APOCALYPSE PAGE 46 LOOTED VEHICLEOptions: A Looted Vehicle may increase its armour values using the following rules:
- The Front armour value may be increased by 1 for +
10 pts, per point increase (max 13)
- The Side armour values may be increased by 1 for +
20 pts (max 12)
- The Rear armour value may be increased by 1 for +
20 pts (max 11)
Add the following weapons to the take one of weapon options. May take one of the following:
- Big Lobba for +
50 pts - Burnkannon +
50 pts - Twin Deffguns +
40 pts A Looted Vehicle with a Big Lobba, Burnkannon or Twin Deffguns has no transport capacity
LEGAL DISCLAIMERThis mini-dex is completely unofficial and in no way indorsed by Games Workshop Limited. Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, the Chaos devices, Cityfight, the Chaos logo, Citadel, Citadel Device, Codex, Daemonhunters, Dark Angels, Dark Eldar, Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, Inquisitor, the Inquisition logo, the Inquisition device, Inquisitor: Conspiracies, Keeper of Secrets, Khorne, Kroot, Lord of Change, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau the Tau caste designations, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer 40K Device, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are either â, TM and/or ã Copyright of Games Workshop Ltd 2000-2009, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.P.S. ~ Because I Can