BLOOD AXES ARMY LIST |
This section of the book is given over to the Blood Axes army list, a listing of the different troops and vehicles a Blood Axe Warboss can use in games of Warhammer 40,000. The army list allows you to fight battles using the scenarios included in the Warhammer 40,000 rulebook, but it also provides you with the basic information you'll require to field a Blood Axe army in scenarios you've devised yourself, or as part of a campaign series of games, or what ever else may take your fancy.
The army list is split into five sections. All of the squads, vehicles and characters in an army list are placed in one of the five sections depending upon their role on the battlefield. In addition every model included in the army list is given a points value, which varies depending upon how effective that model is on the battlefield.
Before you can choose an army for a game you will need to agree with your opponent upon a scenario and upon the total number of points each of you will spend on your army. Having done this you can proceed to pick an army as described below.
The army lists are used in conjunction with the Force Organisation chart from a scenario. Each Force Organisation chart is split into five categories that correspond to the sections in the army list, and each catagory has one or more boxes. Each box indicates that you may make one choice from that section of the army list, while a dark toned box means that you must make a choice from that section.
To make a choice, look in the relevant section in the army list and decide what unit you wish to have in your army, how many models there will be in the unit, and which upgrades that you want (if any). Remember that you can not field models that are equipped with weapons and wargear that is not shown on the model. Once this is done subtract the points value of the unit from your total points, and then go back and make another choice. Continue doing this until you have spent all your points. Then you can get on with the serious business of commanding your Blood Axe army!
SPECIAL RULESOrk Mob Rule! An Ork Mob has to check Morale in the same way as any other unit. However, if the mob fails a test it will immediately 'check size' Roll 2D6. If the score is equal to or less than the number of Orks (not including Gretchin) in the mob then the Orks carry on, confident in the belief that there are enough of them left to fight and win. Their courage is bolstered by their comrades, spurring them on to battle. This means that an Ork mob of 12 models or more will always fight on, regardless of any casualties it might have received. Orks Falling back can attempt to regroup normally if there are enough left, but this rarely happens as Orks will only withdraw once most of them are dead. However, an Ork unit of any size can attempt to join another Mob or 'mob up'. When Orks fall back they can move towards any Ork Mob that lies behind their own position. If any withdrawing Orks get within 6" of the new Mob once moves are complete then the withdrawing Mob can attempt to join up with the OK one. Make a 2D6 roll against the leadership of the Mob which is falling back. If successful the two Mobs combine together (mob up) and the previously withdrawing Mob can immediately move up to 6" so they are in proper formation. Only Ork foot troops will mob up in this way - warbikes and stormboyz may not mob up. Gretchin Slaves Gretchin are notoriously cowardly by Ork standards so in battle they are led (or rather driven forward) by an Ork Slaver. In the case of these units morale checks are made against the Ork's leadership value as you would expect - but there is no Mob Rule for Gretchin. Grotz don't count when it come to counting heads! Gretchin are affecting by morale checks for losing an assault just like normal troops. However, Gretchin who fail a morale check caused by enemy shooting or tank shock 'go to ground' and hide with almost preternatural skill; in the blink of an eye they disappear under rocks and down burrows, behind foliage, and so on. The Gretchin mob is removed and the Slaver is left in place to indicate their position (as he starts the thankless task of rounding them up again). The hiding Gretchin can attempt to regroup each turn as long as the Slaver is still alive, even if the Gretchin mob has been reduced below 50% its original strength or the enemy is within 6". If the Gretchin regroup they are replaced on the tabletop in coherency with the Slaver and not more than 6" from him. Whilst hiding the Gretchin cannot be harmed. Ork slavers trying to regroup Gretchin can be attacked as normal by shooting and in close combat. The Slaver may not move, shoot or intiate an assault (although he can still fight back if attacked in close combat). If the Slaver is killed the Gretchin mob will count as being destroyed. |