| Summary Page |
Here is the latest "official" Army list for the Konviktz. Enjoy!
| Unit Name | ## | WS | BS | St | To | Wo | In | At | Ld | Save | Cost |
| Warboss Bob (Warbs) | 1 | 5 | 2 | 5/10 | 4 | 3 | 4 | 4/5 | 9 | 4+ | 452 |
| Independent character (unless accompanied by a bodyguard).; Power Klaw; Shoota | |||||||||||
| 'Eavy Armour | 4+ Armour save. | [8] | |||||||||
| Bosspole | Mobs trying to 'Mob Up' with the mob led by this character may re-roll their Ld test. | [3] | |||||||||
| Banna Wava | The Grot can carry a Bosspole or Waagh Banner. He cannot be chosen as a casualty from enemy shooting. Blast markers and templates affect him as normal. | [3] | |||||||||
| Grot | 1 | 2 | 2 | 2 | 2 | 1 | 2 | 1 | 5 | - | [0] |
| Kustom Job: Shootier | Makes a Shoota or Slugga S5. | [2] | |||||||||
| Kustom Job: More Dakka | Makes a Shoota or Slugga Assault 2 (Sluggas can still be used in close combat as a pistol). | [4] | |||||||||
| Bionik Arm | Causes one S4, I6 hit against one model in base contact in Close Combat. Also counts as an extra CC weapon if you don't otherwise have one (bonus S4 hit not included on profile, extra CC weapon attack is). | [10] | |||||||||
| Waaagh! Banner | Any mob within 12" of a banner can re-roll "Power of the Waaaagh" tests. Only ONE model in an army can have a Waaagh! Banner. | [20] | |||||||||
| Grimfart (BodyG) | 1 | 4 | 2 | 4/8 | 4 | 2 | 3 | 3/4 | 7 | 4+ | [315] |
| Power Klaw; Slugga | |||||||||||
| 'Eavy Armour | 4+ Armour save. | [8] | |||||||||
| Mad Dok Bludcutta (BadDk) | 1 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3 | 7 | 6+ | [20] |
| Choppa; Slugga | |||||||||||
| Dok's Tools | May be used on an ork in the same mob at the end of the shooting phase. Roll a D6- on a 6 the Ork regains 1 wound, on a 2-5 nothing happens, on a 1 the Ork loses a wound. | [1] | |||||||||
| Grot Orderly | Each Orderly in base contact with a Doc gives him a +1 bonus when fixing Orks, up to +3, but a '1' is still a '1'. | [6] | |||||||||
| Grot | 1 | 2 | 2 | 2 | 2 | 1 | 2 | 1 | 5 | - | [0] |
| Gormat (BodyG) | 1 | 4 | 2 | 4/8 | 4 | 2 | 3 | 3/4 | 7 | 4+ | [54] |
| Power Klaw; Slugga | |||||||||||
| 'Eavy Armour | 4+ Armour save. | [8] | |||||||||
| Lefty (BodyG) | 1 | 4 | 2 | 4 | 4 | 2 | 3 | 3/4 | 7 | 4+ | [48] |
| Choppa; Shoota | |||||||||||
| 'Eavy Armour | 4+ Armour save. | [8] | |||||||||
| Kustom Job: Shootier | Makes a Shoota or Slugga S5. | [2] | |||||||||
| Kustom Job: More Dakka | Makes a Shoota or Slugga Assault 2 (Sluggas can still be used in close combat as a pistol). | [4] | |||||||||
| Bionik Arm | Causes one S4, I6 hit against one model in base contact in Close Combat. Also counts as an extra CC weapon if you don't otherwise have one (bonus S4 hit not included on profile, extra CC weapon attack is). | [10] | |||||||||
| Sparkot (BodyG) | 1 | 4 | 2 | 4 | 4 | 2 | 3 | 3 | 7 | 4+ | [38] |
| Choppa; Shoota | |||||||||||
| 'Eavy Armour | 4+ Armour save. | [8] | |||||||||
| Kustom Job: Shootier | Makes a Shoota or Slugga S5. | [2] | |||||||||
| Kustom Job: More Dakka | Makes a Shoota or Slugga Assault 2 (Sluggas can still be used in close combat as a pistol). | [4] | |||||||||
| Grimgrin (BodyG) | 1 | 4 | 2 | 4 | 4 | 2 | 3 | 3/4 | 7 | 4+ | [31] |
| Choppa; Slugga | |||||||||||
| 'Eavy Armour | 4+ Armour save. | [8] | |||||||||
| da 'eavy chevy (Trukk) | 1 | BS: 2 Front: 10 Side: 10 Rear: 10 | [70] | ||||||||
| 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] | |||||||||
| Reinforced Ram | The vehicle may attack enemy vehicles if it is in base contact and moved less than 12". In the Assault Phase, make 1A that hits on a 4+ with a Strength of 6. Big Grabbers, Wrecker Balls, Reinforced Rams and Boarding Planks are cumulative - you get 1A for each you have. Walkers, Infantry and models with a WS cannot be attacked. | [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] | |||||||||
| 10 pt. Armour Plates | If the vehicle is hit, roll a D6- on a 6 ignore the hit. | [10] | |||||||||
| Bolt-on Big Shoota | 36"R, S5, AP5, Assault 3. Must be fired by a passenger. | [10] | |||||||||
| Big Mek Gooba (BigMk) | 1 | 4 | 2 | 4 | 4 | 2 | 3 | 3/4 | 7 | 3+ | 250 |
| Independent character (unless accompanied by a bodyguard).; Slugga; Burna | |||||||||||
| 'Eavy Armour | 4+ Armour save. | [8] | |||||||||
| Mek's Tools | May be used on an 'Immobilised' or 'Weapon Destroyed' vehicle, or a damaged Big Gun, instead of shooting or fighting. At the end of the turn, roll a D6- on a 6 one bit of damage is repaired, on a 2-5 nothing happens, on a 1 you can't try again until the vehicle / weapon recieves further damage. | [2] | |||||||||
| Kustom Job: Blasta | Gives a Shoota or Slugga AP3 at 12" and AP2 at 6". Overheats- if you roll a '1' to hit, make a save or take a wound. | [3] | |||||||||
| Kustom Job: More Dakka | Makes a Shoota or Slugga Assault 2 (Sluggas can still be used in close combat as a pistol). | [4] | |||||||||
| Super Stikkbomz | As Krak Grenades, but AP == 2D6+10. If you roll a double for the AP, the Mek takes a wound unless he can make a save. | [5] | |||||||||
| Bionik Arm | Causes one S4, I6 hit against one model in base contact in Close Combat. Also counts as an extra CC weapon if you don't otherwise have one (bonus S4 hit not included on profile, extra CC weapon attack is). | [10] | |||||||||
| Bionik Bonce | +1 armour save (included on profile). | [10] | |||||||||
| Mekboy | 1 | 4 | 2 | 3/5 | 4 | 1 | 2 | 2 | 7 | 6+/5(I)+ | [36] |
| Slugga; 'Uge Choppa | |||||||||||
| Cybork Body | 5+ Invulnerable save. | [10] | |||||||||
| Super Stikkbomz | As Krak Grenades, but AP == 2D6+10. If you roll a double for the AP, the Mek takes a wound unless he can make a save. | [5] | |||||||||
| Mekboy | 1 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3 | 7 | 4+ | [50] |
| Slugga; Burna | |||||||||||
| 'Eavy Armour | 4+ Armour save. | [8] | |||||||||
| Mek's Tools | May be used on an 'Immobilised' or 'Weapon Destroyed' vehicle, or a damaged Big Gun, instead of shooting or fighting. At the end of the turn, roll a D6- on a 6 one bit of damage is repaired, on a 2-5 nothing happens, on a 1 you can't try again until the vehicle / weapon recieves further damage. | [2] | |||||||||
| Kustom Job: More Dakka | Makes a Shoota or Slugga Assault 2 (Sluggas can still be used in close combat as a pistol). | [4] | |||||||||
| Super Stikkbomz | As Krak Grenades, but AP == 2D6+10. If you roll a double for the AP, the Mek takes a wound unless he can make a save. | [5] | |||||||||
| Bionik Arm | Causes one S4, I6 hit against one model in base contact in Close Combat. Also counts as an extra CC weapon if you don't otherwise have one (bonus S4 hit not included on profile, extra CC weapon attack is). | [10] | |||||||||
| Mekboy | 1 | 4 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ | [28] |
| Slugga; Burna | |||||||||||
| Mek's Tools | May be used on an 'Immobilised' or 'Weapon Destroyed' vehicle, or a damaged Big Gun, instead of shooting or fighting. At the end of the turn, roll a D6- on a 6 one bit of damage is repaired, on a 2-5 nothing happens, on a 1 you can't try again until the vehicle / weapon recieves further damage. | [2] | |||||||||
| Super Stikkbomz | As Krak Grenades, but AP == 2D6+10. If you roll a double for the AP, the Mek takes a wound unless he can make a save. | [5] | |||||||||
| Goobaz Wrecka (Trukk) | 1 | BS: 2 Front: 10 Side: 10 Rear: 10 | [58] | ||||||||
| Fast, Open-topped.; Big Shoota (x1) | |||||||||||
| Reinforced Ram | The vehicle may attack enemy vehicles if it is in base contact and moved less than 12". In the Assault Phase, make 1A that hits on a 4+ with a Strength of 6. Big Grabbers, Wrecker Balls, Reinforced Rams and Boarding Planks are cumulative - you get 1A for each you have. Walkers, Infantry and models with a WS cannot be attacked. | [5] | |||||||||
| Wrecker Ball | The vehicle may attack enemy vehicles if it is in base contact and moved less than 12". In the Assault Phase, make 1A that hits on a 4+ with a Strength of 6. Big Grabbers, Wrecker Balls, Reinforced Rams and Boarding Planks are cumulative - you get 1A for each you have. Walkers, Infantry and models with a WS cannot be attacked. | [5] | |||||||||
| Bolt-on Big Shoota | 36"R, S5, AP5, Assault 3. Must be fired by a passenger. | [10] | |||||||||
| 'Ard Boyz | 19 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 4+ | 310 |
| Slugga & Choppa (x16); Big Shoota (x1); Burna (x2) | |||||||||||
| Slagot (Nob) | 1 | 4 | 2 | 4/8 | 4 | 2 | 3 | 3/4 | 7 | 4+ | [62] |
| Power Klaw; Slugga | |||||||||||
| 'Eavy Armour | 4+ Armour save. | [0] | |||||||||
| Bosspole | Mobs trying to 'Mob Up' with the mob led by this character may re-roll their Ld test. | [3] | |||||||||
| Big Horns / Iron Gob | +1 Leadership if leading a Mob. Not included on profile. | [6] | |||||||||
| da Flash Boyz (Flash) | 9 | 4 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ | 170 |
| Kustom Sh.: Shootier (x1); Shoota (x4); Big Shoota (x4) | |||||||||||
| Nob | 1 | 4 | 2 | 4 | 4 | 2 | 3 | 3 | 7 | 6+ | [39] |
| Choppa; Big Shoota | |||||||||||
| Tankbusta Bomz | As Krak Stikkbomz, but AP == (D6 * 2)+6. | [3] | |||||||||
| Skarboyz | 16 | 4 | 2 | 4 | 4 | 1 | 2 | 2/3* | 7 | 6+ | 176 |
| Slugga & Choppa (x16) | |||||||||||
| da loonz (Storm) | 16 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3 | 7 | 6+ | 317 |
| 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; Frag Stikkbomz; Krak Stikkbomz | |||||||||||
| Sturmgar (Nob) | 1 | 4 | 2 | 4 | 4 | 2 | 3 | 3/4 | 7 | 6+ | [29] |
| Choppa; Slugga; Frag Stikkbomz; Krak Stikkbomz | |||||||||||
| da smokaz (Burna) | 9 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 6+ | 127 |
| Slugga & Choppa (x5); Burna (x4) | |||||||||||
| Mekboy | 1 | 4 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ | [22] |
| Slugga; Burna | |||||||||||
| Mek's Tools | May be used on an 'Immobilised' or 'Weapon Destroyed' vehicle, or a damaged Big Gun, instead of shooting or fighting. At the end of the turn, roll a D6- on a 6 one bit of damage is repaired, on a 2-5 nothing happens, on a 1 you can't try again until the vehicle / weapon recieves further damage. | [2] | |||||||||
| dem gitz (Gretc) | 20 | 2 | 2 | 2 | 2 | 1 | 2 | 1 | 5 | - | 69 |
| Orks shot at through Gretchin mobs make take 5(I)+ Cover saves, but for every save made one Grot is killed. If Grots are moving through the same difficult ground as Orks, the Orks may re-roll the distance they can move (unless they're wearing Mega-Armour... stomp *squelch*, stomp *squelch*, etc). If Grots move through a minefield, remove 3d6 grots and the minefield- if there are too few grots to remove, they are all killed and the minefield stays.; Blasta | |||||||||||
| Slapgit (Slave) | 1 | 4 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ | [9] |
| Shoota Boyz | 10 | 4 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ | 104 |
| Shoota (x7); Big Shoota (x3) | |||||||||||
| da sluggaz (Slugg) | 30 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 6+ | 290 |
| Slugga & Choppa (x27); Big Shoota (x1); Burna (x2) | |||||||||||
| da bommaz (Stikk) | 12 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 6+ | 172 |
| Tankbusta Bomz; Slugga & CC Weapon (x10); Big Shoota (x2); Frag Stikkbomz; Krak Stikkbomz | |||||||||||
| Tankbustas | 10 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 6+ | 124 |
| Tank Hunters: The mob always passes Tank Shock tests, and adds +1 to all Armour Penetration rolls.; Tankbusta Bomz; Slugga & CC Weapon (x8); Rokkit Launcha (x2); Frag Stikkbomz | |||||||||||
| Tiggz Trukkaz (TrkMb) | 9 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 6+ | 161 |
| 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 (x9) | |||||||||||
| Tigg (Nob) | 1 | 4 | 2 | 4 | 4 | 2 | 3 | 3/4 | 7 | 6+ | [23] |
| Choppa; Slugga | |||||||||||
| Tankbusta Bomz | As Krak Stikkbomz, but AP == (D6 * 2)+6. | [3] | |||||||||
| Trukk | 1 | BS: 2 Front: 10 Side: 10 Rear: 10 | [57] | ||||||||
| Fast, Open-topped.; Big Shoota (x1) | |||||||||||
| Red Paint Job | 1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc. | [3] | |||||||||
| Stikkbom Chucka | Vehicle can make Tank Shock attacks. If it can already Tank Shock, enemies have -1 to their Morale check when it does. | [3] | |||||||||
| Reinforced Ram | The vehicle may attack enemy vehicles if it is in base contact and moved less than 12". In the Assault Phase, make 1A that hits on a 4+ with a Strength of 6. Big Grabbers, Wrecker Balls, Reinforced Rams and Boarding Planks are cumulative - you get 1A for each you have. Walkers, Infantry and models with a WS cannot be attacked. | [5] | |||||||||
| Armoured Top | The vehicle no longer counts as being Open-Topped, however only 4 passangers may shoot from vehicle | [8] | |||||||||
| Kurtz Kroozas (TrkMb) | 10 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 6+ | 144 |
| The Trukk Boyz only take a wound on a 6 (instead of a 4+) if their Trukk is destroyed with them in it.; Shoota (x4); Slugga & Choppa (x6) | |||||||||||
| Trukk | 1 | BS: 2 Front: 10 Side: 10 Rear: 10 | [54] | ||||||||
| Fast, Open-topped.; Big Shoota (x1) | |||||||||||
| Red Paint Job | 1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc. | [3] | |||||||||
| Stikkbom Chucka | Vehicle can make Tank Shock attacks. If it can already Tank Shock, enemies have -1 to their Morale check when it does. | [3] | |||||||||
| Bolt-on Big Shoota | 36"R, S5, AP5, Assault 3. Must be fired by a passenger. | [10] | |||||||||
| Bobz Angelz (Warbk) | 9 | 4 | 2 | 3 | 4/5 | 1 | 2 | 2 | 7 | 6+/5(U)+ | 349 |
| 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.; Twin Linked Big Shoota (x9) | |||||||||||
| Nob | 1 | 4 | 2 | 4/8 | 4/5 | 2 | 3 | 3/4* | 7 | 6+/5(U)+ | [79] |
| Power Klaw; Slugga; Assault Weapons | |||||||||||
| 'Eavy Armour | 4+ Armour save. | [8] | |||||||||
| Bosspole | Mobs trying to 'Mob Up' with the mob led by this character may re-roll their Ld test. | [3] | |||||||||
| Da Gun Buggy (WarBg) | 1 | BS: 2 Front: 10 Side: 10 Rear: 10 | 166 | ||||||||
| Fast, Open-Topped.; Twin Linked Big Shoota (x1) | |||||||||||
| 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. | [5] | |||||||||
| Da Shoota Buggy (WarBg) | 1 | BS: 2 Front: 10 Side: 10 Rear: 10 | [54] | ||||||||
| Fast, Open-Topped.; Twin Linked Big Shoota (x1) | |||||||||||
| Red Paint Job | 1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc. | [3] | |||||||||
| Reinforced Ram | The vehicle may attack enemy vehicles if it is in base contact and moved less than 12". In the Assault Phase, make 1A that hits on a 4+ with a Strength of 6. Big Grabbers, Wrecker Balls, Reinforced Rams and Boarding Planks are cumulative - you get 1A for each you have. Walkers, Infantry and models with a WS cannot be attacked. | [5] | |||||||||
| Da Blasta Buggy (WarBg) | 1 | BS: 2 Front: 10 Side: 10 Rear: 10 | [58] | ||||||||
| Fast, Open-Topped.; Kustom Mega-Blasta (x1) | |||||||||||
| 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] | |||||||||
| Da Rokkit Trakk (WarBg) | 1 | BS: 2 Front: 10 Side: 10 Rear: 10 | 90 | ||||||||
| Fast, Open-Topped.; Twin Linked Rokk. Launcha (x1) | |||||||||||
| Red Paint Job | 1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc. | [3] | |||||||||
| Stikkbom Chucka | Vehicle can make Tank Shock attacks. If it can already Tank Shock, enemies have -1 to their Morale check when it does. | [3] | |||||||||
| Da Smoka Trakk (WarBg) | 1 | BS: 2 Front: 10 Side: 10 Rear: 10 | [44] | ||||||||
| Fast, Open-Topped.; Skorcha (x1) | |||||||||||
| Red Paint Job | 1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc. | [3] | |||||||||
| Stikkbom Chucka | Vehicle can make Tank Shock attacks. If it can already Tank Shock, enemies have -1 to their Morale check when it does. | [3] | |||||||||
| Big Gunz Battery | 3 | Armour: 10 | 128 | ||||||||
| Randomise hits between the Gun and Krew; on a 1-4 the Krew is hit, on a 5+ the Guns are hit (it has Armour 10 all round and is destroyed by any glancing or penetrating hits).; Lobba | |||||||||||
| Krew | 6 | 2 | 2 | 2 | 2 | 1 | 2 | 1 | 5 | - | [56] |
| Mekboy | 1 | 4 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ | [38] |
| Slugga; Kustom Force Field | |||||||||||
| Mek's Tools | May be used on an 'Immobilised' or 'Weapon Destroyed' vehicle, or a damaged Big Gun, instead of shooting or fighting. At the end of the turn, roll a D6- on a 6 one bit of damage is repaired, on a 2-5 nothing happens, on a 1 you can't try again until the vehicle / weapon recieves further damage. | [2] | |||||||||
| Grot Oiler | Each Oiler in base contact with a Mek gives him a +1 bonus when fixing vehicles, up to +3, but a '1' is still a '1'. | [6] | |||||||||
| Big Gunz Battery | 2 | Armour: 10 | 60 | ||||||||
| Randomise hits between the Gun and Krew; on a 1-4 the Krew is hit, on a 5+ the Guns are hit (it has Armour 10 all round and is destroyed by any glancing or penetrating hits).; Zzap Gun | |||||||||||
| Krew | 4 | 2 | 2 | 2 | 2 | 1 | 2 | 1 | 5 | - | [12] |
| Da Grotstompa (Dread) | 1 | WS: 4 BS: 2 S: 5/10 I: 2 A: 2/3 | 80 | ||||||||
| Front Armour: 12; Side Armour: 12; Rear Armour: 10; Rokkit Launcha; Skorcha; Dreadnought CC Weapon; Dreadnought CC Weapon | |||||||||||
| Da Gitsquisher (Dread) | 1 | WS: 4 BS: 2 S: 5/10 I: 2 A: 2/3 | 93 | ||||||||
| Front Armour: 12; Side Armour: 12; Rear Armour: 10; Mega-Blasta; Big Shoota; Dreadnought CC Weapon; Dreadnought CC Weapon | |||||||||||
| Da Klunkaz (KillK) | 3 | WS: 4 BS: 2 S: 5/10 I: 2 A: 2 | 150 | ||||||||
| Front Armour: 11; Side Armour: 11; Rear Armour: 10; Dreadnought CC Weapon; Big Shoota (x2); Rokkit Launcha (x1) | |||||||||||
| 5 pt. Armour Plates | If the vehicle is hit, roll a D6- on a 6 ignore the hit. | [5] | |||||||||
| Rhinoz | 1 | BS: 2 Front: 11 Side: 11 Rear: 10 | 100 | ||||||||
| Make a Breakdown test for each looted vehicle at the start of each turn. Roll a D6, on a '1', roll again; 1) May not move this turn, roll again next turn, 2-3) May not move this turn, 4+) Don't press that... the vehicle moves 2D6" straight ahead, as if moving normally (e.g., tank shock, dangerous terrain, etc. apply) and cannot move further that turn.; Rhinos; Tank. The Rhinos can carry 10 models each.; Storm Bolter | |||||||||||
| Looted Rhinos #1 | 1 | BS: 2 Front: 11 Side: 11 Rear: 10 | [50] | ||||||||
| Storm Bolter | |||||||||||
| Leman Russ Battle Tank | 1 | BS: 2 Front: 14 Side: 12 Rear: 10 | 159 | ||||||||
| Make a Breakdown test for each looted vehicle at the start of each turn. Roll a D6, on a '1', roll again; 1) May not move this turn, roll again next turn, 2-3) May not move this turn, 4+) Don't press that... the vehicle moves 2D6" straight ahead, as if moving normally (e.g., tank shock, dangerous terrain, etc. apply) and cannot move further that turn.; Leman Russ; Tank.; Battle Cannon; Heavy Bolter; 2 Spn. Heavy Flamers | |||||||||||
| Red Paint Job | 1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc. | [3] | |||||||||
| Searchlight | In a "Night Fight" mission, the Searchlight lets one unit be shot at by everyone, but the vehicle using it can be targetted by everyone in return. Use once per turn. | [1] | |||||||||
| Zzap Dragon | 1 | BS: 2 Front: 12 Side: 12 Rear: 10 | 138 | ||||||||
| Tank, Fast vehicle; Skorcha (x1); Zzap Gun (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] | |||||||||
| Option Footnotes: |
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| 'Uge Choppa | Always strikes last. +2 Strength. Cannot be used with another CC Weapon. Saving throws of 3+ or 2+ count as 4+ against an 'Uge Choppa. | ||||||||||
| Battle Cannon | 72"R, S8, AP3, Ordnance 1, Blast. | ||||||||||
| Big Shoota | 36"R, S5, AP5, Assault 3. | ||||||||||
| Blasta | 12"R, S3, AP-, Assault 1. | ||||||||||
| 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. | ||||||||||
| CC Weapon | +1A if used with another Pistol or CC Weapon. Note: A CC Weapon is NOT a Choppa. | ||||||||||
| Choppa | +1A if used with another Pistol or CC Weapon. Saving throws of 3+ or 2+ count as 4+ against a Choppa. | ||||||||||
| Dreadnought CC Weapon | No armour save in close combat. 1 CCW doubles strength; 2 give +1 Attacks. | ||||||||||
| Frag Stikkbomz | When attacking models in cover, both sides strike simultaneously (Power / Chain Fists go last). | ||||||||||
| Heavy Bolter | 36"R, S5, AP4, Heavy 3. | ||||||||||
| Heavy Flamer | Template, S5, AP4, Assault 1. | ||||||||||
| Krak Stikkbomz | AP 6+D6 vs vehicles and immobile Dreadnoughts in close combat- only one attack may be made per model with grenades. | ||||||||||
| Kustom Force Field | All models within 6" have a 5+ (I) saving throw, vehicles are Hull Down. No effect in close combat. | ||||||||||
| Kustom Mega-Blasta | 24"R, S7, AP2, Heavy 1, Blast. Overheats: if you roll a '1' to hit, make a save or take a wound / glancing hit. | ||||||||||
| Kustom Sh.: Shootier | 24"R, S5, AP6, Rapid Fire. | ||||||||||
| Lobba | G48"R, S5, AP5, Heavy 1 Blast. | ||||||||||
| 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. | ||||||||||
| Shoota | 24"R, S4, AP6, Rapid Fire. | ||||||||||
| Skorcha | Template, S5, AP4, Assault 1. | ||||||||||
| Slugga | 12"R, S4, AP6, Pistol. +1A if used with another Pistol or CC Weapon. | ||||||||||
| Storm Bolter | 24"R, S4, AP5, Assault 2. | ||||||||||
| Tankbusta Bomz | AP 6+(D6 * 2) vs vehicles and immobile Dreadnoughts in close combat- only one attack may be made per model with grenades. | ||||||||||
| Twin Linked Big Shoota | Normal: 36"R, S5, AP5, Assault 3, Linked. Warbike: 18"R, S5, AP5, Assault 3, Linked. | ||||||||||
| Twin Linked Rokk. Launcha | 24"R, S8, AP3, Assault 1, 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. | ||||||||||
| Total Army Cost: 4379 Pts. |
|
Notes: Mob Rule: If an Ork Mob fails a Morale or Pinning test, roll 2D6- if you roll equal to or less than the number of Orks in the unit, the unit passes the test. If falling back Orks are within 6 inches of other Orks at the end of their movement, they can make a Ld test- if they pass the mobs combine, and the falling back Mob rallies and can immediately move up to 6 inches to get into Coherency. Stormboyz and Warbikes may not mob up. Mobs which have Mobbed Up count as destroyed. When shooting at ork Mobs wih mixed armour values (because of mobbing up), only take casualties from the most numerous save value. Power of the WAAAAAAAAAAAGH: When an Ork Mob charges into combat, roll 2D6. If you roll =< the number of Orks in the mob, they double their Initiative for that Assault phase! Models in Army: 233 |
| Troop Type | Count | Unused | Points | Unused | Percent |
| HQ (>=1unit <=2unit) | 2 | 0 | 702 | n/a | 16% |
| Elite (<=3unit) | 4 | -1 | 973 | n/a | 22% |
| Troops (>=2unit <=6unit) | 6 | 0 | 886 | n/a | 20% |
| Fst. Atck. (<=3unit) | 5 | -2 | 910 | n/a | 20% |
| Hvy. Supp. (<=3unit) | 8 | -5 | 908 | n/a | 20% |
| Other (N/A) | 0 | n/a | 0 | n/a | 0% |
| Equipment Summary | 76 | n/a | 388 | n/a | 8% |
Roster created with Army Builder - Copyright (c) 1998-2000 by Lone Wolf Development, Inc. |