ELITES

 

STORMBOYZ

  Points WS BS S T W I A Ld Sv
Boyz 18 4 2 3 4 1 3 2 7 5+
Nob +12 4 2 4 4 2 4 3 7 5+

Stormboyz are close assault mobs trained to use their jump packs to get to the enemy quickly.  They are drilled in the use of hit and run attacks, jumping in to assault their foe and then jumping back out.

Mob: The mob consist of between 5 and 10 Ork Stormboyz.

Weapons: Slugga and choppa.

Options: The entire mob may be equipped with frag stikkbomz at +1 pts per model and krak stikkbomz at +2 pts per model.

Character: For an addional cost of +11pts one of the Stormboyz may be upgraded to a nob. The Nob may be given any equipment allowed by the Ork armoury with the exception of mega armour.

SPECIAL RULES

Jump Packs: The entire mob is equipped with jump packs.

 

KOMMANDOS

  Points WS BS S T W I A Ld Sv
Boyz 13 4 2 3 4 1 3 2 7 5+
Nob +12 4 2 4 4 2 4 3 7 5+

Kommandos are Blood Axes trained to infiltrate behind enemy lines.   They scout out the enemy position and report it back to the main Blood Axe force, then attack their enemy from behind during battle.

Mob: The mob consists of between 5 and 10 Kommandos.

Weapons: Slugga and choppa

Options: Up to one model in the mob can be armed with either a Big Shoota at +8 pts, a Rokkit Launcha at +5 pts or a Burna at +6 points. The entire mob may be equipped with frag stikkbomz at +1 pts per model, krak stikkbomz at +2 pts per model and/or Tankbusta bomz at +3 points per model.

Character: For an additional cost of +11 pts one of the Kommandos may be upgraded to a Nob. The Nob may be given any equipment allowed by the Ork armoury with the exception of mega armour.

SPECIAL RULES

Infiltrators: Kommandos are infiltrators and follow any special scenario rules for infiltrators.

Slippery: Kommandoes slink through cover quickly and easily, so they roll an extra dice when they move through difficult ground.

 

'ARD BOYZ

  Points WS BS S T W I A Ld Sv
Boyz 13 3 3 3 4 1 3 2 7 4+
Nob +13 3 3 4 4 2 4 3 7 4+

'Ard Boyz are Boyz who have managed to get 'eavy armour, through either building a suit, scrapping together pieces of metal from the battlefield, stripping power armour from dead Marines, or simply buying a suit from the local Mekboy.

Mob: The mob consists of between 5 and 10 ‘Ard Boyz

Weapons: The models in the mob may be armed with either a Shoota or Slugga and choppa (you may have a mixture of weapons within the mob).

Options: Up to two models in the mob can be armed with either a Big Shoota at +8 pts, a Rokkit Launcha at +5 pts or a Burna at +8 points.

Character: For an additional cost of +13pts one of the boyz may be upgraded to a Nob. The Nob may be given any equipment allowed by the Ork armoury, but already counts as having ‘eavy armour.


Back to Codex: Blood Axes

E-mail me!