Escolar Documentos
Profissional Documentos
Cultura Documentos
POINTS: 650
Deffkopta
Supa-Rokkits
Spotters post
Supa-gatler
Supa-dupa Rokkit
Deth
Kannon
Size Komparison
2 10
13
13
12
1 1
STRUCTURE POINTS: 4
d SPECIAL RULES:
Effigy: The Evil Eye in da Sky is a roaring, belching personification of the
warrior god Gork (or possibly Mork) that hums with pure Orkiness. All
Ork Mobs within 12" are Fearless.
Spottas:
POWER FIELDS: 2
TRANSPORT: The Evil Eye in da Sky carries 3 Deffkoptas (see special rule).
WEAPON
Supa-Rokkit
Supa-dupa Rokkit*
Supa-gatler**
Big shoota
Deth kannon
RANGE STR
Unlimited 8
Unlimited 10
48
7
36"
72"
5
10
AP
3
2
3
5
1
SPECIAL
Heavy 1, One-shot
Heavy 1, One-shot
Heavy 2D6, Co-Axial,
Psycho-Dakka-Blasta!
Assault 3
Ordnance 1, 7" blast
Primary weapon
Gitstomps Ladz
Warboss Gitstomp
POINTS: 75 + MODELS
FORMATION:
A single unit consisting of a Warboss leading an Uge mob.
An Uge mob is identical to a normal Ork Boyz mob and has
all the same options with the exception that the unit numbers
at least 100 models and may include a mixture of Boyz armed
with sluggas and choppas and Boyz with shootas. There is no
maximum size this unit may reach. The Warboss may not leave
this unit. The entire formation goes to battle on foot and as
such may not ride in any troop transports. The Warboss may
not take a Warbike.
An adjutant directed the Generals gaze to the south, where the Orks
were said to be mustering after planetfall. Adjusting the focus of his
magnoculars, Titus gave a gasp of disbelief. There were the Orks. The
shapes of a dozen Gargants jutted up from the undulating ash
wastes, a swarm of similar vehicles surrounding them. But it was not
this that had given Titus such a shock. For miles in every direction
around the Gargants, the ash desert was green; a sea of Orks so
massive that the mind refused to acknowledge the possibility. Titus
examined his own forces once more, his heart in his throat.
Emperors mercy, he whispered to himself, I pray I have enough
men to face that!
SPECIAL RULES
Stampede: Nothing can stand in the way of so many stomping Orks. The formation has the Move Through Cover rule to
represent the momentum the Boyz have barrelling through terrain. In addition the sheer number of Orks whips the Boyz into a
constant state of bloodlust. The formation may call upon the Waaagh! each and every turn. If the rest of the army also calls upon
the Waaagh! then the Green Tide may roll two dice and pick the highest when determining the extra distance moved.
Follow Me Ladz!: Nearby mobs tend to be caught up and swept along when such a large horde of Orks stampedes across the
battlefield. Any Ork Boyz mob that falls back within 48 of the Warboss is removed and immediately placed in the unit led by the
Warboss (or if by some miracle ALL his Boyz have been shot up, they form a unit which he then leads). The models are placed such
that they are in unit coherency and are no closer to the enemy than the Warboss. There is no limit to the size this unit may reach.
Games Workshop Limited 2007. Games Workshop, Warhammer, Warhammer 40,000, Apocalypse are , TM and/or Games Workshop Limited 2007. All rights reserved.
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ORK MINELAYER
POINTS: 250
The Minepig
Battle of Gogrok Island, M41
Mine Grabber
(also used for
light crane work)
Repulsor prongs
Anti-gravitic
gut plates
Sensor snout
Size Komparison
SPECIAL RULES
BS
FRONT
13
ARMOUR
SIDE
REAR
12
11
STRUCTURE POINTS: 2
WEAPONS AND EQUIPMENT:
- Minelaying winch (see Minelayer, opposite)
OPTIONS:
- Can be upgraded to have up to 3 big shootas at +5 points
per gun and/or a killkannon at +60 points.
Games Workshop Limited 2007. Games Workshop, Warhammer, Warhammer 40,000, Apocalypse are , TM and/or Games Workshop Limited 2007. All rights reserved.
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ORK SUBMERSIBLE
POINTS: 350
will grind open and whole mobs of Orks will pour forth,
hooting and hollering as they splash through the shallows
to engage the enemy from an unexpected quarter.
Submersibles were first used in the Third War for
Armageddon. Cannibalised and cobbled together from
disused Imperial tankers, a flotilla of Submersibles was built
in the region known as the Fire Wastes, judged tactically
worthless by Imperial Strategos because of its remote
location. Ghazghkull and Orghamek demonstrated the folly
of this assumption when the Submersibles crossed the
ocean between the Fire Wastes and Armaggedon Prime.
They revealed themselves from the waters around Hive
Tempestora in a battlefield coup of such violence and
cunning that it wrested the fiercely contested Hive from
Imperial hands within the space of a few hours.
Stabilising fins
Seacannon
Thrust Generators
Spyholes
Size Komparison
OPTIONS:
Options: A Submersible can be upgraded to have:
- a Seacannon at +120pts, using the profile below:
WEAPON
Seacannon
RANGE STR
90
AP
SPECIAL
Ordnance,
7 Blast
BS
FRONT
13
ARMOUR
SIDE
REAR
12
12
SPECIAL RULES
Aquatic Deployment: A Submersible may only enter play at an
area that has been designated as water (or equivalent!). This area
must be large enough to contain the Submersible model. The
Submersible must touch an area of land for its passengers to
disembark. Submersibles may never enter play on the first turn.
Roll a dice on the second and subsequent turns to see if the
Submersible enters play. Once it has entered play the Submersible
may not move, but its passengers may disembark and assault as
if it were an open-topped vehicle.
Turn 1
n/a
Turn 2
3+
Turn 3
2+
Turn 4
Automatic
Games Workshop Limited 2007. Games Workshop, Warhammer, Warhammer 40,000, Apocalypse are , TM and/or Games Workshop Limited 2007. All rights reserved.
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POINTS: 200
force that can grind an enemy face first into the dirt. The
force-pulses emitted by the largest Pulsa Rokkits can crush
an enemy as effectively as if the Ork Gods themselves have
squashed the foe flat with their hoary green feet.
As with all Ork inventions, the Pulsa Rokkit varies greatly in
design and implementation. Some are little more than field
generator spheres with wings and rokkits strapped to them,
others are building-sized labours of love. Whatever their
size, they all force the enemy to the ground, giving the
Boyz all the time they need to reach the enemy lines.
Guiding grindrails
Pulsa Rokkit
ARMOUR
FRONT SIDE
REAR
12
12
12
OPTIONS:
- The Pulsa Rokkit can be upgraded to a Big Pulsa Rokkit at
a cost of +50 points. Big Pulsa Rokkits add +1 to their rolls
on the Pulsa Rokkit chart and have an additional Structure
Point.
- The Pulsa Rokkit can have a Grot pilot at +30 points. A
Grot pilot enables you to re-roll the scatter dice to
determine where the Pulsa Rokkit lands.
- The Pulsa Rokkit can be upgraded to have a Stable Force
Field at the cost of +75 points. A Pulsa Rokkit with this
upgrade has the same effect as a Force Field Generator
Strategic Asset until it is launched.
SPECIAL RULES
Unknown Quantity: When firing the Pulsa Rokkit, choose a
target within 120 of the launch pad. The Rokkit is treated as
Ordnance that deviates 4D6. Place the Rokkit itself as near as
possible to the point of impact, otherwise use a marker. When it
has landed, and again at the beginning of each Ork turn, roll on
the following table:
D6 roll Result
1-2
Fzzzcrack - The Pulsa Rokkit sends out a short sharp pulse of
force. All units within 2D6 must take a Pinning test.
3-4
Thrrrummm The ground itself trembles and shakes. All units
with a model within 3D6 of the Pulsa Rokkit must take a
Pinning test and have their WS and BS reduced to 1 until the
beginning of the next Ork turn.
5-6
Wohhhm - The Pulsa Rokkit thrums and shakes, sending out
waves of surpressive energy. All units within 4D6 are Pinned
and take 3D6 S4 hits. Vehicles instead take D3 glancing hits.
Games Workshop Limited 2007. Games Workshop, Warhammer, Warhammer 40,000, Apocalypse are , TM and/or Games Workshop Limited 2007. All rights reserved.
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POINTS: 75 + MODELS
Meks resent time spent rounding up Snots to fire from their
shokk attack guns, time that could be better used making
something more zappy! To get around this and to ensure
that a constant stream of Snotlings is herded towards the
Meks, the assistance of several Runtherds is required. Each
Runtherd is usually given a brand new grot-prod or an extra
grabby stick for his troubles, which is only fair seeing as he
probably wont get any of his Snots back. The Meks, not
needing to worry about the bothersome process of
loading the Snotlings themselves anymore, can
concentrate on more exciting things like shooting.
Occasionally they even explore the concept of aiming.
Bazzgut
Nofftek
BIG MEK
BIG MEK
BOSS MEK
Ghargamek
Gitbags Herd
Gitbag
SNOTLING
HERD
FORMATION:
3+ Big Meks with shokk attack guns.
1+ Snotling Herd.
One Big Mek must be designated as a Boss Mek (his profile is
unchanged).
Snots
WS
BS
Ld
Sv
SPECIAL RULES
Strike Force: All Big Meks and Snotling Herds must be deployed within 6 of the Boss Mek, or, if coming on from reserve, they
must enter the table within 6 of the point entered by the Boss Mek.
Firing a Shokk Attack Battery: Instead of firing separately a Shokk Attack Battery may fire using the Apocalyptic Barrage
template, with a number of dice equal to the number of shokk attack guns in the battery. Roll 2D6 to determine the Strength of
the whole battery. If a double (or an 11) is rolled consult the chart on page 35 of Codex: Orks and immediately apply that result to
all shokk attack guns in the battery.
We Needs More Zoggin Snotlings!: If both a Runtherd and a Snotling Swarm are within 6 of a shokk attack gun you may
sacrifice D3 Snotling bases and roll three dice instead of two when determining the Strength of the Shokk Attack Battery, discarding
the lowest dice roll. If a triple is rolled, the combined warp-beams manage to rip a gaping hole in the fabric of reality. Resolve the
attack exactly as if a Vortex Grenade had landed on the central hole of the Apocalyptic Barrage template. In the unfortunate result
of a triple 1 something goes disastrously wrong as warp containment fields overload and collapse. No shot is fired. Remove all Big
Meks in the Shokk Attack Battery and resolve the shot as if a Vortex Grenade has landed where the Boss Mek was standing.
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POINTS: 50 + MODELS
Trukk drivers also try to stick close to one another, the
better to see who actually wins the race (though this is
usually subject to rather a lot of discussion after the battle
is won). As a result it is common to see all the Trukks of a
Speed Freek warband careen into battle together in a great
flotilla of ramshackle vehicles, accidentally swinging their
wreckin balls at each other, attacking from boarding planks
and trying to ram each other off the road. The raucous
camaraderie and sheer mayhem of the Deff-race can
actually work to the Speed Freeks advantage, however, for
the enemies of the Orks find it almost impossible to draw a
bead on the skidding, careening vehicles as they shove and
jostle for pole position.
TRUKK
COMMAND VEHICLE
Da Roadstas
Other Trukk-mounted
units of the Flaming
Wheels tribe:
Da Meen Machine Ladz
Da Red Deff Boyz
Da Speedstas
Krugs Blitz Boyz
Da Burnin Rubber Boyz
Da Killkart Krew
TRUKK
TRUKK
Fundas Bolts
FORMATION:
3+ Ork Trukks. One Trukk must be designated as the Command Vehicle.
SPECIAL RULES
Strike Force: All units in a Trukk Konvoy must be deployed
within 6 of the Command Vehicle or must enter play within
6 of the point entered by the Command Vehicle.
Roadsters: The Ork Trukk Konvoy benefits from a Strategic
Redeployment stratagem. If the Trukks travel only on roads in
any given turn their maximum move is 48 instead of 24.
Oops, da wheels slipped: Once per turn, instead of
shooting, any Trukk in the Konvoy can inflict a S6 hit on
another Trukk in base contact in order to immediately move
Games Workshop Limited 2007. Games Workshop, Warhammer, Warhammer 40,000, Apocalypse are , TM and/or Games Workshop Limited 2007. All rights reserved.
www.games-workshop.com