1000 Pt. Orks Army
Unit Name | ## | WS | BS | St | To | Wo | In | At | Ld | Armor | Cost |
Gorfang (Warbs) | 1 | 5 | 2 | 5 | 4 | 3 | 4 | 4 | 9 | 4+ | 89 |
Independent character (unless accompanied by
a bodyguard). Choppa Big Shoota |
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Frag Stikkbomz | When attacking models in cover, both sides strike simultaneously (Power / Chain Fists go last). | [1] | |||||||||
Tankbusta Bomz | As Krak Stikkbomz, but AP == (D6 * 2)+6. | [3] | |||||||||
'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] | |||||||||
Sneaky Gitz (Kommn) | 9 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | - | 171 |
Infiltrate if allowed. May roll an
additional dice (and choose the best) when moving through difficult terrain. Frag Stikkbomz Smoke Stikkbomz Tankbusta Bomz Slugga & Choppa (x9) |
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Skumbo (Nob) | 1 | 4 | 2 | 4 | 4 | 2 | 3 | 3/4 | 7 | - | [27] |
Frag Stikkbomz Smoke Stikkbomz Tankbusta Bomz Choppa Slugga |
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Blasta Boyz (Shoot) | 15 | 4 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ | 178 |
Shoota (x12) Big Shoota (x2) Rokkit Launcha (x1) |
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Squigbref (Nob) | 1 | 4 | 2 | 4 | 4 | 2 | 3 | 3 | 7 | 6+ | [37] |
Choppa Big Shoota |
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Bosspole | Mobs trying to 'Mob Up' with the mob led by this character may re-roll their Ld test. | [3] | |||||||||
Bad Gitz (Slugg) | 15 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 6+ | 183 |
Slugga & Choppa (x12) Burna (x3) |
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Mangla (Nob) | 1 | 4 | 2 | 4 | 4 | 2 | 3 | 3/4 | 7 | 6+ | [30] |
Choppa Slugga |
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Bosspole | Mobs trying to 'Mob Up' with the mob led by this character may re-roll their Ld test. | [3] | |||||||||
Kustom Job: More Dakka | Makes a Shoota or Slugga Assault 2 (Sluggas can still be used in close combat as a pistol). | [4] | |||||||||
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] | |||||||||
Flame Boyz (Burna) | 9 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 6+ | 141 |
Frag Stikkbomz Slugga & Choppa (x6) Burna (x3) |
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Fudgit (Mekz) | 1 | 4 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ | [33] |
Frag Stikkbomz Choppa Burna |
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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] | |||||||||
Speedstas (WarBg) | 3 | - | 2 | - | - | - | - | - | - | 10/10/10 | 138 |
Fast, Open-Topped. Twin Linked Big Shoota (x3) |
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Big Stompa (Dread) | 1 | 4 | 2 | 5/10 | - | - | 2 | 2/3 | - | 12/12/10 | 96 |
Dreadnought CC Weapon (x2) Big Shoota (x1) Rokkit Launcha (x1) |
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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] | |||||||||
10 pt. Armour Plates | If the vehicle is hit, roll a D6- on a 6 ignore the hit. | [10] | |||||||||
Option Footnotes: | |||||||||||
Big Shoota | 36"R, S5, AP5, Assault 3. | ||||||||||
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. | ||||||||||
Dreadnought CC Weapon | No armour save in close combat. 1 CCW doubles strength; 2 give +1 Attacks. | ||||||||||
Rokkit Launcha | 24"R, S8, AP3, Assault 1. | ||||||||||
Shoota | 24"R, S4, AP6, Rapid Fire. | ||||||||||
Slugga | 12"R, S4, AP6, Pistol. +1A if used with another Pistol or CC Weapon. | ||||||||||
Twin Linked Big Shoota | 36"R, S5, AP5, Assault 3, Linked. | ||||||||||
Frag Stikkbomz | When attacking models in cover, both sides strike simultaneously (Power / Chain Fists go last). | ||||||||||
Smoke Stikkbomz | Use instead of Shooting. Unit counts as in 5+ cover for one full turn. You can't assault if you use Smoke Stikkbomz in the shooting phase. | ||||||||||
Tankbusta Bomz | AP 6+(D6 * 2) vs vehicles and immobile Dreadnoughts in close combat- only one attack may be made per model with grenades. |
Total Army Cost: 996 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 = Army Break Point: 15 |
Validation Results: Roster satisfies all enforced validation rules |
Troop Type | Count | Points | Unused | Percent |
HQ (1 - 2) | 1 | 89 | n/a | 8% |
Elite (0 - 3) | 1 | 171 | n/a | 17% |
Troops (2 - 6) | 3 | 502 | n/a | 50% |
Fst. Atck. (0 - 3) | 1 | 138 | n/a | 13% |
Hvy. Supp. (0 - 3) | 1 | 96 | n/a | 9% |
Equipment Summary | 11 | 43 | n/a | 4% |