HEAVY SUPPORT

 

'EAVY WEAPON TROOPAZ

  Points/model WS BS S T W I A Ld Sv
Troopa 12 3 3 3 4 1 3 2 7 5+
Nob +12 3 3 4 4 2 4 3 7 5+

Mob: The mob consists of 6 to 10 troopaz.  Up to six of the troopaz can be arranged in weapons teams of two troopaz each.

Weapons: Shoota.

Options: You may choose one of the following sets of options for your weapons teams:

Anti-Tank:  Each of the weapon teams may be armed with one of the following heavy weapons:  missile launcher at +20 points or lascannon at +30 points.

Mortar:  Each of the weapon teams is armed with a mortar for +10 points each.

Fire Support:  Each of the weapon teams may be armed with one of the following heavy weapons: heavy bolter at +20 points; autocannon at +30 points.

Character: For an additional cost of +12pts one of the boyz may be upgraded to a Nob. The Nob may be given any equipment allowed by the Ork armoury.

Transport:  The mob may be mounted in a wartruk at +35 points or a Rhino at +45 points.

 

0-2 BIG GUNZ (30 pts)

  Points WS BS S T W I A Ld Sv
Krew +3 2 2 2 2 1 2 1 5 -
Slaver/Mek +9 4 2 3 4 1 2 2 7 6+

Big Gun Stats:

Mob: The battery consists of between 1 and 3 big gunz and two Gretchin krew per big gun.

Weapons: All of the weapons in a battery must be of the same type, either lobbas, Zzap weapons or kannon. Their characteristics are shown below.

Weapon Range Str AP Type
Lobbas Guess 48" 5 5 Heavy 1/Blast
Zzap 24" 2D6 2 Heavy 1
Kannon (frag) 24" 4 5 Assault 1/Blast
Kannon (shell) 24" 8 3 Heavy 1

The Zzap gun automatically hits any target within 24" of the weapon. Simply pick a target and roll 2D6 determine the strength of each hit (up to a maximum of S10). If a zap gun rolls an 11 or 12 for its Strength it overheats and one its Gretchin krew is killed.
Kannon shots using frag are resolved in the same way as ordnance - place the marker and roll the scatter dice, scattering the marker D6" in the direction indicated if an arrow is rolled. If a hit and a 6 are rolled one of the krew is killed.
Options: You may have include up to 3 extra grot krew per gun at an additional cost of +3 points per model. Character: It is common for a Slaver or a Mek to accompany a battery of big gunz. You may include a Slaver or a Mek at an additional cost of +9 points. The Slaver or Mek may have any equipment permitted by the Ork Armoury.

SPECIAL RULES

Hits on the battery: When a battery of big guns is fired at randomise any hits between the Krew and the gunz themselves by rolling a D6; 1-4 Hits the Krew 5-6 Hits a big gun. Hits against the krew are resolved as normal, Guns count as vehicles with an armour value of 10, any penetrating or glancing hit destroys them.

 

 

ORK SUPER-DREAD

  Points WS BS S Front Armour Side Armour Rear Armour I A
Dreadnought 70 + weapons 4 2 5(10) 12 12 10 2 2(3)

Weapons: The Dreadnought is armed with two close combat weapons (power claws usually), and two of the following weapons: Rokkit launcha at +5 pts each; big shootas at +8 pts each; Skorchas at +5 pts each. You may have two of one weapon type if you wish or have two different weapons.

Some Ork Dreadnoughts replace one or both close combat weapons with extra heavy weapons for the cost shown above. In these cases count the weapons as linked. If one weapon is replaced the Dreadnought is reduced to its basic 2 attacks, if two are replaced the Dreadnought is reduced to its basic strength of 5.

 

ORK KILLER KAN

  Points WS BS S Front Armour Side Armour Rear Armour I A
Killer Kan 45 4 2 5(10) 11 10 10 2 2

Killer kans are smaller and less sophisticated Ork Dreadnoughts which fight in small mobs of one to three machines. More lightly armoured than the larger super-dreads, they retain the deadly power claws of their larger cousins so they are dangerous foes at close quarters.

Krew: The Kan has a crew of one Ork.

Mob: You may choose a mob of one to three Kans.

Weapons: The Dreadnought is armed with a Dreadnought close combat weapon and a big shoota.

Options: A Killer Kan may replace its big shoota with a rokkit launcha for +5 ps or a skorcha for +5 pts.

 

LEMAN RUSS

  Points Front Armour Side Armour Rear Armour BS
Leman Russ 140 + weapons 14 12 10 3

Type: Tank.

Crew: Orks

Weapons: The Leman Russ is armed with a turret-mounted battle cannon.  In addition, you must also have a hull-mounted weapon at the following additional points cost:  lascannon at +15 points; heavy bolter at +5 points.

Options: The Leman Russ may be upgraded with two side sponsons armed with a pair of heavy bolters at +10 points or a pair of heavy flamers at +10 points.

 

GRIFFON

  Points Front Armour Side Armour Rear Armour BS
Griffon 75 12 10 10 3

The Griffon armoured weapons carrier is one of the most frequently employed of all special Chimera variants.  It is tailored to provide close to medium range mobile artillery support.  Its armament is a deadly heavy mortar designed to lob shells high over the battlefield and onto concealed enemy targets.

Type: Tank, Open-topped.

Crew: Orks

Weapons: The Griffon is armed with a heavy mortar and a hull-mounted heavy bolter.

 

GOBSMASHA

  Points Front Armour Side Armour Rear Armour BS
Gobsmasha 95 14 12 10 3

Type: Tank

Crew: Orks

Weapons: The Gobsmasha is armed with a hull-mounted battlecannon and two big shootas.

Options: You may replace either or both of the big shootas with a rokkit launcha at +5 points each.

 

FLAK WAGON

  Points Front Armour Side Armour Rear Armour BS
Flak Wagon 110 12 11 10 3

Type: Tank

Crew: Orks

Weapons: The Flak Wagon is armed with two pairs of pintle/turret mounted autocannons.

Options: You may replace the lower pair of autocannons in the pintle/turret mount with a pair of rokkit launchas at no additional cost.

SPECIAL RULES

The Flak Wagon is a designated anti-flyer/skimmer vehicle.  Because of this, a Flak Wagon can get Penetrating Hits on a skimmer/flyer moving over 6" in a turn.

 

0-2 TINBOYZ MOBZ

  Points WS BS S T W I A Ld Sv
Tinboy 50 4 3 4 5 2 3 2 10 3+

Mob: The mob consists of 3-10 Tinboyz.

Weapons: Power weapon and shoota.

Options: The mob may upgrade their shootas to big shootas at +8 points each.

SPECIAL RULES

Tinboyz are Fearless.  They never need to take any kind of morale test.


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