Event: Iowaaagh! Open 2024

Nathan Beilke

Ork list (Warhammer 40,000 10th Edition) [2,000pts] Army Roster (Xenos - Orks) [2,000pts] Rules: Waaagh! Configuration Battle Size Selections: 2. Strike Force (2000 Point limit) Categories: Configuration Detachment Selections: Kult of Speed Categories: Configuration Rules: Adrenaline Junkies Show/Hide Options Selections: Legends are visible, Unaligned Forces are visible, Unaligned Fortifications are visible Categories: Configuration Character [360pts] Deffkilla Wartrike [90pts] Selections: Deffkilla boomstikks, Killa jet, Snagga klaw, Wazblasta [10pts] Categories: Mounted, Warboss, Deffkilla Wartrike, Faction: Orks, Character, Speed Freeks Rules: Assault, Deadly Demise 1, Ignores Cover, Leader, Melta, Torrent, Waaagh! Abilities: Fuel-mixa Grot, Invulnerable Save (5+), Leader, Speedboss, Wazblasta, Melee Weapons: Snagga klaw, Ranged Weapons: Deffkilla boomstikks, ➤ Killa jet - burna, ➤ Killa jet - cutta, Unit: Deffkilla Wartrike Abilities Description Ref Fuel-mixa Grot Each time this model’s unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit. Invulnerable Save (5+) This model has a 5+ invulnerable save. Leader This model can be attached to the following unit: - WARBIKERS Speedboss While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll. Wazblasta DEFFKILLA WARTRIKE model only. In your Shooting phase, after the bearer's unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, it is not eligible to declare a charge. Melee Weapons Range A WS S AP D Keywords Ref Snagga klaw Melee 4 3+ 10 -2 2 - Ranged Weapons Range A BS S AP D Keywords Ref Deffkilla boomstikks 12" 6 5+ 5 0 1 Assault ➤ Killa jet - burna 12" D6 N/A 5 -1 1 Ignores Cover, Torrent ➤ Killa jet - cutta 12" 1 5+ 9 -4 D6 Melta 2 Unit M T SV W LD OC Ref Deffkilla Wartrike 12" 6 4+ 9 6+ 3 Painboy [80pts] Selections: Grot orderly, Power klaw, ’Urty syringe Categories: Infantry, Character, Painboy, Faction: Orks Rules: Anti-, Extra Attacks, Leader, Precision, Waaagh! Abilities: Dok’s Toolz, Grot Orderly, Hold Still and Say ‘Aargh!’, Leader, Melee Weapons: Power klaw, ’Urty syringe, Unit: Painboy Abilities Description Ref Dok’s Toolz While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. Grot Orderly Once per battle, in your Command phase, if the bearer is leading a unit that is below its Starting Strength, you can return up to D3 destroyed Bodyguard models to that unit. Designer’s Note: Place a Grot Orderly token next to the unit, removing it once this ability has been used. Hold Still and Say ‘Aargh!’ Each time an attack made by this model with its ’urty syringe scores a Critical Wound against a unit (excluding VEHICLE units), that unit suffers D6 mortal wounds. Leader This model can be attached to the following units: - BOYZ - NOBZ - LOOTAS - BURNA BOYZ - TANKBUSTAS Melee Weapons Range A WS S AP D Keywords Ref Power klaw Melee 3 4+ 9 -2 2 - ’Urty syringe Melee 1 3+ 2 0 1 Anti-Infantry 4+, Extra Attacks, Precision Unit M T SV W LD OC Ref Painboy 6" 5 5+ 3 7+ 1 Warboss [100pts] Selections: Attack squig, Fasta Than Yooz [35pts], Kombi-weapon, Power klaw, Twin slugga, Warlord Categories: Warboss, Character, Infantry, Grenades, Faction: Orks, Warlord Rules: Anti-, Devastating Wounds, Extra Attacks, Leader, Pistol, Rapid Fire, Twin-linked, Waaagh! Abilities: Da Biggest and da Best, Fasta Than Yooz, Invulnerable Save (5+), Leader, Might is Right, Melee Weapons: Attack Squig, Power klaw, Ranged Weapons: Kombi-weapon, Twin slugga, Unit: Warboss Abilities Description Ref Da Biggest and da Best When you call a Waaagh!, until the start of the next battle round, add 4 to the Attacks characteristic of this model’s melee weapons. Fasta Than Yooz ORKS INFANTRY model only. Each time the bearer's unit disembarks from a TRANSPORT after that TRANSPORT has made a Normal move, the bearer's unit is still eligible to declare a charge this turn. Invulnerable Save (5+) This model has a 5+ invulnerable save. Leader This model can be attached to the following units: - BOYZ - NOBZ Might is Right While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll. Melee Weapons Range A WS S AP D Keywords Ref Attack Squig Melee 2 4+ 4 0 1 Extra Attacks Power klaw Melee 4 3+ 10 -2 2 - Ranged Weapons Range A BS S AP D Keywords Ref Kombi-weapon 24" 1 5+ 4 0 1 Anti-Infantry 4+, Devastating Wounds, Rapid Fire 1 Twin slugga 12" 2 5+ 4 0 1 Pistol, Twin-linked Unit M T SV W LD OC Ref Warboss 6" 5 4+ 6 6+ 1 Warboss [90pts] Selections: Attack squig, Kombi-weapon, Power klaw, Speed Makes Right [25pts], Twin slugga Categories: Warboss, Character, Infantry, Grenades, Faction: Orks Rules: Anti-, Devastating Wounds, Extra Attacks, Leader, Pistol, Rapid Fire, Twin-linked, Waaagh! Abilities: Da Biggest and da Best, Invulnerable Save (5+), Leader, Might is Right, Speed Makes Right, Melee Weapons: Attack Squig, Power klaw, Ranged Weapons: Kombi-weapon, Twin slugga, Unit: Warboss Abilities Description Ref Da Biggest and da Best When you call a Waaagh!, until the start of the next battle round, add 4 to the Attacks characteristic of this model’s melee weapons. Invulnerable Save (5+) This model has a 5+ invulnerable save. Leader This model can be attached to the following units: - BOYZ - NOBZ Might is Right While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll. Speed Makes Right ORKS model only. In your Command phase, if the bearer (or a TRANSPORT the bearer is embarked within) is within 9" of one or more enemy units, roll one D6; on a 3+, you gain 1CP. Melee Weapons Range A WS S AP D Keywords Ref Attack Squig Melee 2 4+ 4 0 1 Extra Attacks Power klaw Melee 4 3+ 10 -2 2 - Ranged Weapons Range A BS S AP D Keywords Ref Kombi-weapon 24" 1 5+ 4 0 1 Anti-Infantry 4+, Devastating Wounds, Rapid Fire 1 Twin slugga 12" 2 5+ 4 0 1 Pistol, Twin-linked Unit M T SV W LD OC Ref Warboss 6" 5 4+ 6 6+ 1 Battleline [340pts] Boyz [170pts] Categories: Infantry, Battleline, Mob, Grenades, Boyz, Faction: Orks Rules: Waaagh! Abilities: Bodyguard, Get Da Good Bitz, Unit: Boy Boss Nob Unit: Boss Nob Power klaw and slugga Selections: Power klaw, Slugga Rules: Pistol Melee Weapons: Power klaw, Ranged Weapons: Slugga 19x Boy w/ Slugga and choppa Selections: 19x Choppa, 19x Slugga Rules: Pistol Melee Weapons: Choppa, Ranged Weapons: Slugga Abilities Description Ref Bodyguard If this unit has a Starting Strength of 20, you can attach up to two Leader units to it instead of one (but only if one of those is a WARBOSS model). If you do, and this unit is destroyed, the Leader units attached to it become separate units with their original Starting Strengths. Get Da Good Bitz At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. Melee Weapons Range A WS S AP D Keywords Ref Choppa Melee 3 3+ 4 -1 1 - Power klaw Melee 3 4+ 9 -2 2 - Ranged Weapons Range A BS S AP D Keywords Ref Slugga 12" 1 5+ 4 0 1 Pistol Unit M T SV W LD OC Ref Boss Nob 6" 5 5+ 2 7+ 2 Boy 6" 5 5+ 1 7+ 2 Boyz [85pts] Categories: Infantry, Battleline, Mob, Grenades, Boyz, Faction: Orks Rules: Waaagh! Abilities: Bodyguard, Get Da Good Bitz, Unit: Boy Boss Nob Unit: Boss Nob Big choppa and slugga Selections: Big choppa, Slugga Rules: Pistol Melee Weapons: Big choppa, Ranged Weapons: Slugga 9x Boy w/ Slugga and choppa Selections: 9x Choppa, 9x Slugga Rules: Pistol Melee Weapons: Choppa, Ranged Weapons: Slugga Abilities Description Ref Bodyguard If this unit has a Starting Strength of 20, you can attach up to two Leader units to it instead of one (but only if one of those is a WARBOSS model). If you do, and this unit is destroyed, the Leader units attached to it become separate units with their original Starting Strengths. Get Da Good Bitz At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. Melee Weapons Range A WS S AP D Keywords Ref Big choppa Melee 3 3+ 7 -1 2 - Choppa Melee 3 3+ 4 -1 1 - Ranged Weapons Range A BS S AP D Keywords Ref Slugga 12" 1 5+ 4 0 1 Pistol Unit M T SV W LD OC Ref Boss Nob 6" 5 5+ 2 7+ 2 Boy 6" 5 5+ 1 7+ 2 Boyz [85pts] Categories: Infantry, Battleline, Mob, Grenades, Boyz, Faction: Orks Rules: Waaagh! Abilities: Bodyguard, Get Da Good Bitz, Unit: Boy Boss Nob Unit: Boss Nob Power klaw and slugga Selections: Power klaw, Slugga Rules: Pistol Melee Weapons: Power klaw, Ranged Weapons: Slugga 9x Boy w/ Slugga and choppa Selections: 9x Choppa, 9x Slugga Rules: Pistol Melee Weapons: Choppa, Ranged Weapons: Slugga Abilities Description Ref Bodyguard If this unit has a Starting Strength of 20, you can attach up to two Leader units to it instead of one (but only if one of those is a WARBOSS model). If you do, and this unit is destroyed, the Leader units attached to it become separate units with their original Starting Strengths. Get Da Good Bitz At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. Melee Weapons Range A WS S AP D Keywords Ref Choppa Melee 3 3+ 4 -1 1 - Power klaw Melee 3 4+ 9 -2 2 - Ranged Weapons Range A BS S AP D Keywords Ref Slugga 12" 1 5+ 4 0 1 Pistol Unit M T SV W LD OC Ref Boss Nob 6" 5 5+ 2 7+ 2 Boy 6" 5 5+ 1 7+ 2 Infantry [250pts] Gretchin [40pts] Categories: Infantry, Gretchin, Faction: Orks, Grots Rules: Waaagh! Abilities: Runtherd, Thievin’ Scavengers 1 Runtherd and 10 Gretchin 10x Gretchin Selections: 10x Close combat weapon, 10x Grot blasta Rules: Pistol Melee Weapons: Close combat weapon, Ranged Weapons: Grot blasta, Unit: Gretchin Runtherd Selections: Grot-smacka, Slugga Rules: Pistol Melee Weapons: Grot-smacka, Ranged Weapons: Slugga, Unit: Runtherd Abilities Description Ref Runtherd Each time an attack targets this unit, if it contains one or more Gretchin models, until that attack is resolved, Runtherd models in this unit have a Toughness characteristic of 2. Thievin’ Scavengers At the start of your Movement phase, roll one D6 for each objective marker you control that has one or more units from your army with this ability within range of it (excluding Battle-shocked units). If one or more of those rolls is a 4+, you gain 1CP. Melee Weapons Range A WS S AP D Keywords Ref Close combat weapon Melee 1 5+ 2 0 1 - Grot-smacka Melee 3 3+ 5 0 1 - Ranged Weapons Range A BS S AP D Keywords Ref Grot blasta 12" 1 4+ 3 0 1 Pistol Slugga 12" 1 5+ 4 0 1 Pistol Unit M T SV W LD OC Ref Gretchin 6" 2 7+ 1 8+ 2 Runtherd 6" 5 5+ 2 7+ 1 Nobz [210pts] Selections: 2x Ammo Runt Categories: Infantry, Nobz, Grenades, Faction: Orks Rules: Lethal Hits, Waaagh! Abilities: Ammo Runt, Da Boss’ Ladz, Unit: Nobz Boss Nob Slugga and power klaw Selections: Power klaw, Slugga Rules: Pistol Melee Weapons: Power klaw, Ranged Weapons: Slugga Nob w/ Slugga and big choppa Selections: Big choppa, Slugga Rules: Pistol Melee Weapons: Big choppa, Ranged Weapons: Slugga 8x Nob w/ Slugga and power klaw Selections: 8x Power klaw, 8x Slugga Rules: Pistol Melee Weapons: Power klaw, Ranged Weapons: Slugga Abilities Description Ref Ammo Runt Once per battle for each ammo runt this unit has, when this unit is selected to shoot, it can use this ability. If it does, until the end of the phase, ranged weapons equipped by models in this unit have the [LETHAL HITS] ability. Designer’s Note: Place the relevant number of Ammo Runt tokens next to the unit, removing one each time the unit uses this ability. Da Boss’ Ladz While a WARBOSS model is leading this unit, each time an attack targets this unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll. Melee Weapons Range A WS S AP D Keywords Ref Big choppa Melee 3 3+ 7 -1 2 - Power klaw Melee 3 4+ 9 -2 2 - Ranged Weapons Range A BS S AP D Keywords Ref Slugga 12" 1 5+ 4 0 1 Pistol Unit M T SV W LD OC Ref Nobz 6" 5 4+ 2 7+ 1 Mounted [280pts] Warbikers [70pts] Categories: Mounted, Grenades, Warbikers, Faction: Orks, Speed Freeks Rules: Waaagh! Abilities: Drive-by Dakka, Invulnerable Save (6+), Unit: Warbiker Boss Nob on Warbike Selections: Close combat weapon, Power klaw, Twin dakkagun Rules: Assault, Rapid Fire, Twin-linked Melee Weapons: Close combat weapon, Power klaw, Ranged Weapons: Twin dakkagun, Unit: Boss Nob on Warbike 2x Warbiker w/ Choppa Selections: 2x Choppa, 2x Close combat weapon, 2x Twin dakkagun Rules: Assault, Rapid Fire, Twin-linked Melee Weapons: Choppa, Close combat weapon, Ranged Weapons: Twin dakkagun Abilities Description Ref Drive-by Dakka Each time a model in this unit makes a ranged attack that targets a unit within 9", improve the Armour Penetration characteristic of that attack by 1. Invulnerable Save (6+) Models in this unit have a 6+ invulnerable save. Melee Weapons Range A WS S AP D Keywords Ref Choppa Melee 3 3+ 4 -1 1 - Close combat weapon Melee 2 3+ 4 0 1 - Power klaw Melee 3 4+ 9 -2 2 - Ranged Weapons Range A BS S AP D Keywords Ref Twin dakkagun 18" 3 5+ 5 0 1 Assault, Rapid Fire 2, Twin-linked Unit M T SV W LD OC Ref Boss Nob on Warbike 12" 6 4+ 4 7+ 2 Warbiker 12" 6 4+ 3 7+ 2 Warbikers [70pts] Categories: Mounted, Grenades, Warbikers, Faction: Orks, Speed Freeks Rules: Waaagh! Abilities: Drive-by Dakka, Invulnerable Save (6+), Unit: Warbiker Boss Nob on Warbike Selections: Close combat weapon, Power klaw, Twin dakkagun Rules: Assault, Rapid Fire, Twin-linked Melee Weapons: Close combat weapon, Power klaw, Ranged Weapons: Twin dakkagun, Unit: Boss Nob on Warbike 2x Warbiker w/ Choppa Selections: 2x Choppa, 2x Close combat weapon, 2x Twin dakkagun Rules: Assault, Rapid Fire, Twin-linked Melee Weapons: Choppa, Close combat weapon, Ranged Weapons: Twin dakkagun Abilities Description Ref Drive-by Dakka Each time a model in this unit makes a ranged attack that targets a unit within 9", improve the Armour Penetration characteristic of that attack by 1. Invulnerable Save (6+) Models in this unit have a 6+ invulnerable save. Melee Weapons Range A WS S AP D Keywords Ref Choppa Melee 3 3+ 4 -1 1 - Close combat weapon Melee 2 3+ 4 0 1 - Power klaw Melee 3 4+ 9 -2 2 - Ranged Weapons Range A BS S AP D Keywords Ref Twin dakkagun 18" 3 5+ 5 0 1 Assault, Rapid Fire 2, Twin-linked Unit M T SV W LD OC Ref Boss Nob on Warbike 12" 6 4+ 4 7+ 2 Warbiker 12" 6 4+ 3 7+ 2 Warbikers [140pts] Categories: Mounted, Grenades, Warbikers, Faction: Orks, Speed Freeks Rules: Waaagh! Abilities: Drive-by Dakka, Invulnerable Save (6+), Unit: Warbiker Boss Nob on Warbike Selections: Big choppa, Close combat weapon, Twin dakkagun Rules: Assault, Rapid Fire, Twin-linked Melee Weapons: Big choppa, Close combat weapon, Ranged Weapons: Twin dakkagun, Unit: Boss Nob on Warbike 5x Warbiker w/ Choppa Selections: 5x Choppa, 5x Close combat weapon, 5x Twin dakkagun Rules: Assault, Rapid Fire, Twin-linked Melee Weapons: Choppa, Close combat weapon, Ranged Weapons: Twin dakkagun Abilities Description Ref Drive-by Dakka Each time a model in this unit makes a ranged attack that targets a unit within 9", improve the Armour Penetration characteristic of that attack by 1. Invulnerable Save (6+) Models in this unit have a 6+ invulnerable save. Melee Weapons Range A WS S AP D Keywords Ref Big choppa Melee 3 3+ 7 -1 2 - Choppa Melee 3 3+ 4 -1 1 - Close combat weapon Melee 2 3+ 4 0 1 - Ranged Weapons Range A BS S AP D Keywords Ref Twin dakkagun 18" 3 5+ 5 0 1 Assault, Rapid Fire 2, Twin-linked Unit M T SV W LD OC Ref Boss Nob on Warbike 12" 6 4+ 4 7+ 2 Warbiker 12" 6 4+ 3 7+ 2 Vehicle [640pts] Battlewagon [160pts] Selections: 4x Big shoota, Deff rolla, Grabbin' klaw, Lobba, Wreckin' ball Categories: Vehicle, Transport, Faction: Orks, Battlewagon Rules: Blast, Deadly Demise D6, Extra Attacks, Firing Deck 11, Indirect Fire, Rapid Fire, Waaagh! Abilities: Damaged: 1-5 Wounds Remaining, Invulnerable Save (6+), Ramshackle but Rugged, Melee Weapons: Deff rolla, Grabbin' klaw, Wreckin' ball, Ranged Weapons: Big shoota, Lobba, Transport: Battlewagon, Unit: Battlewagon Abilities Description Ref Damaged: 1-5 Wounds Remaining While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. Invulnerable Save (6+) This model has a 6+ invulnerable save. Ramshackle but Rugged Each time an attack is allocated to this model, worsen the Armour Penetration characteristic of that attack by 1. Melee Weapons Range A WS S AP D Keywords Ref Deff rolla Melee 6 3+ 9 -1 2 - Grabbin' klaw Melee 2 3+ 8 -2 2 Extra Attacks Wreckin' ball Melee 1 4+ 10 0 D6 Extra Attacks Ranged Weapons Range A BS S AP D Keywords Ref Big shoota 36" 3 5+ 5 0 1 Rapid Fire 2 Lobba 48" D6 5+ 5 0 1 Blast, Indirect Fire Transport Capacity Ref Battlewagon This model has a transport capacity of 22 ORKS INFANTRY models. If this model is equipped with a killkannon, it has a transport capacity of 12 ORKS INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models. The GHAZGHKULL THRAKA model takes up the space of 15 models but can only embark within this model if this model is not equipped with an ’ard case, kannon, killkannon or zzap gun. Unit M T SV W LD OC Ref Battlewagon 10" 10 3+ 16 7+ 5 Boomdakka Snazzwagon [80pts] Selections: Big shoota, Grot blasta, Mek speshul, Spiked wheels Categories: Vehicle, Grenades, Boomdakka Snazzwagon, Faction: Orks, Speed Freeks Rules: Assault, Deadly Demise 1, Pistol, Rapid Fire, Sustained Hits, Waaagh! Abilities: Billowing Fumes (Aura), Invulnerable Save (6+), Melee Weapons: Spiked wheels, Ranged Weapons: Big shoota, Grot blasta, Mek speshul, Unit: Boomdakka Snazzwagon Abilities Description Ref Billowing Fumes (Aura) While an enemy unit (excluding MONSTERS and VEHICLES) is within 6" of this model, each time a model in that unit makes an attack, subtract 1 from the Hit roll. Invulnerable Save (6+) This model has a 6+ invulnerable save. Melee Weapons Range A WS S AP D Keywords Ref Spiked wheels Melee 4 4+ 7 -1 2 - Ranged Weapons Range A BS S AP D Keywords Ref Big shoota 36" 3 5+ 5 0 1 Rapid Fire 2 Grot blasta 12" 1 4+ 3 0 1 Pistol Mek speshul 24" 12 5+ 5 -1 1 Assault, Rapid Fire 4, Sustained Hits 1 Unit M T SV W LD OC Ref Boomdakka Snazzwagon 12" 7 4+ 9 7+ 3 Deffkoptas [200pts] Categories: Vehicle, Fly, Grenades, Deffkoptas, Faction: Orks, Speed Freeks Rules: Deep Strike, Waaagh! Abilities: Deff from Above, Invulnerable Save (6+), Unit: Deffkoptas 6x Deffkopta Selections: 6x Kopta rokkits, 6x Slugga, 6x Spinnin’ blades Rules: Blast, Pistol, Twin-linked Melee Weapons: Spinnin’ blades, Ranged Weapons: Kopta rokkits, Slugga Abilities Description Ref Deff from Above Each time this unit ends a Normal move, you can select one enemy unit it moved over during that move and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound. Invulnerable Save (6+) Models in this unit have a 6+ invulnerable save. Melee Weapons Range A WS S AP D Keywords Ref Spinnin’ blades Melee 6 3+ 5 0 1 - Ranged Weapons Range A BS S AP D Keywords Ref Kopta rokkits 24" D3 5+ 9 -2 3 Blast, Twin-linked Slugga 12" 1 5+ 4 0 1 Pistol Unit M T SV W LD OC Ref Deffkoptas 12" 6 4+ 4 7+ 2 Deffkoptas [100pts] Categories: Vehicle, Fly, Grenades, Deffkoptas, Faction: Orks, Speed Freeks Rules: Deep Strike, Waaagh! Abilities: Deff from Above, Invulnerable Save (6+), Unit: Deffkoptas 3x Deffkopta Selections: 3x Kopta rokkits, 3x Slugga, 3x Spinnin’ blades Rules: Blast, Pistol, Twin-linked Melee Weapons: Spinnin’ blades, Ranged Weapons: Kopta rokkits, Slugga Abilities Description Ref Deff from Above Each time this unit ends a Normal move, you can select one enemy unit it moved over during that move and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound. Invulnerable Save (6+) Models in this unit have a 6+ invulnerable save. Melee Weapons Range A WS S AP D Keywords Ref Spinnin’ blades Melee 6 3+ 5 0 1 - Ranged Weapons Range A BS S AP D Keywords Ref Kopta rokkits 24" D3 5+ 9 -2 3 Blast, Twin-linked Slugga 12" 1 5+ 4 0 1 Pistol Unit M T SV W LD OC Ref Deffkoptas 12" 6 4+ 4 7+ 2 Deffkoptas [100pts] Categories: Vehicle, Fly, Grenades, Deffkoptas, Faction: Orks, Speed Freeks Rules: Deep Strike, Waaagh! Abilities: Deff from Above, Invulnerable Save (6+), Unit: Deffkoptas 3x Deffkopta Selections: 3x Kopta rokkits, 3x Slugga, 3x Spinnin’ blades Rules: Blast, Pistol, Twin-linked Melee Weapons: Spinnin’ blades, Ranged Weapons: Kopta rokkits, Slugga Abilities Description Ref Deff from Above Each time this unit ends a Normal move, you can select one enemy unit it moved over during that move and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound. Invulnerable Save (6+) Models in this unit have a 6+ invulnerable save. Melee Weapons Range A WS S AP D Keywords Ref Spinnin’ blades Melee 6 3+ 5 0 1 - Ranged Weapons Range A BS S AP D Keywords Ref Kopta rokkits 24" D3 5+ 9 -2 3 Blast, Twin-linked Slugga 12" 1 5+ 4 0 1 Pistol Unit M T SV W LD OC Ref Deffkoptas 12" 6 4+ 4 7+ 2 Dedicated Transport [130pts] Trukk [65pts] Selections: Big shoota, Spiked wheels, Wreckin' ball Categories: Dedicated Transport, Vehicle, Transport, Trukk, Faction: Orks Rules: Deadly Demise D3, Extra Attacks, Firing Deck 12, Rapid Fire, Waaagh! Abilities: Grot Riggers, Invulnerable Save (6+), Melee Weapons: Spiked wheels, Wreckin' ball, Ranged Weapons: Big shoota, Transport: Trukk, Unit: Trukk Abilities Description Ref Grot Riggers At the start of your Command phase, this model regains 1 lost wound. Invulnerable Save (6+) This model has a 6+ invulnerable save. Melee Weapons Range A WS S AP D Keywords Ref Spiked wheels Melee 3 4+ 6 0 1 - Wreckin' ball Melee 1 4+ 10 0 D6 Extra Attacks Ranged Weapons Range A BS S AP D Keywords Ref Big shoota 36" 3 5+ 5 0 1 Rapid Fire 2 Transport Capacity Ref Trukk This model has a transport capacity of 12 ORKS INFANTRY models. Each MEGA ARMOUR model takes up the space of 2 models. It cannot transport JUMP PACK or GHAZGHKULL THRAKA models. Unit M T SV W LD OC Ref Trukk 12" 8 4+ 10 7+ 2 Trukk [65pts] Selections: Big shoota, Spiked wheels, Wreckin' ball Categories: Dedicated Transport, Vehicle, Transport, Trukk, Faction: Orks Rules: Deadly Demise D3, Extra Attacks, Firing Deck 12, Rapid Fire, Waaagh! Abilities: Grot Riggers, Invulnerable Save (6+), Melee Weapons: Spiked wheels, Wreckin' ball, Ranged Weapons: Big shoota, Transport: Trukk, Unit: Trukk Abilities Description Ref Grot Riggers At the start of your Command phase, this model regains 1 lost wound. Invulnerable Save (6+) This model has a 6+ invulnerable save. Melee Weapons Range A WS S AP D Keywords Ref Spiked wheels Melee 3 4+ 6 0 1 - Wreckin' ball Melee 1 4+ 10 0 D6 Extra Attacks Ranged Weapons Range A BS S AP D Keywords Ref Big shoota 36" 3 5+ 5 0 1 Rapid Fire 2 Transport Capacity Ref Trukk This model has a transport capacity of 12 ORKS INFANTRY models. Each MEGA ARMOUR model takes up the space of 2 models. It cannot transport JUMP PACK or GHAZGHKULL THRAKA models. Unit M T SV W LD OC Ref Trukk 12" 8 4+ 10 7+ 2 Force Rules Waaagh!: If your Army Faction is ORKS, once per battle, at the start of the battle round, you can call a Waaagh! If you do, until the start of the next battle round, the Waaagh! is active for your army and: - Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. - Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. - Models from your army with this ability have a 5+ invulnerable save. () Selection Rules Adrenaline Junkies: SPEED FREEKS units from your army are eligible to shoot in a turn in which they Advanced or Fell Back. () Anti-: Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound. (10th Edition Core Rules p28) Assault: Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with. (10th Edition Core Rules p25) Blast: Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit). (10th Edition Core Rules p26) Deadly Demise 1: Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6"). (10th Edition Core Rules p23) Deadly Demise D3: Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6"). (10th Edition Core Rules p23) Deadly Demise D6: Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6"). (10th Edition Core Rules p23) Deep Strike: During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. (10th Edition Core Rules p39) Devastating Wounds: Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved (10th Edition Core Rules p28) Extra Attacks: Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of such a weapon fights, it can make attacks with that weapon in addition to the one it chooses to fight with. The number of attacks made with an Extra Attacks weapon cannot be modified by other rules. (10th Edition Core Rules p28) Firing Deck 11: Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with. Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. () Firing Deck 12: Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with. Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. () Ignores Cover: Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack. (10th Edition Core Rules p25) Indirect Fire: Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target. If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll and the target has the Benefit of Cover against that attack. (10th Edition Core Rules p26) Leader: While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character models in that unit. (10th Edition Core Rules p39) Lethal Hits: Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target. (10th Edition Core Rules p25) Melta: Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’. (10th Edition Core Rules p26) Pistol: Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit. If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets. (10th Edition Core Rules p25) Precision: Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a Character model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that Character model instead of following the normal attack sequence. (10th Edition Core Rules p26) Rapid Fire: Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’. (10th Edition Core Rules p25) Sustained Hits: Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’ (10th Edition Core Rules p28) Torrent: Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target. (10th Edition Core Rules p25) Twin-linked: Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll. (10th Edition Core Rules p25) Waaagh!: If your Army Faction is ORKS, once per battle, at the start of the battle round, you can call a Waaagh! If you do, until the start of the next battle round, the Waaagh! is active for your army and: - Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. - Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. - Models from your army with this ability have a 5+ invulnerable save. () Created with BattleScribe undefined