Rng: |
S: |
AP: |
Type |
template |
4 |
5 |
Heavy 1 |
Cybork body: Critically injured Orks may survive to fight another day after an
extensive rebuild at the Bad Doks. An Ork with a Cybork body can survive terrible injuries
which would fell a flesh and blood creature so it gains a 5+ invulnerable saving throw.
This may not be combined with mega armour.
Doks tools: A Mad Dok equipped with Doks tools can have a go at fixin one
wounded Ork in the mob he is in each turn at the end of the opponents shooting phase, even
Orks which have been reduced to 0 wounds can be saved... perhaps. If several Orks have
been wounded the Mad Dok can choose which one to render his tender ministrations to. Roll
a D6 for his efforts and look up the result below.
D6 roll |
Result |
6 |
Jobs a good un. |
The Ork regains 1 wound, up
to the maximum it started the game with. |
2-5 |
Da patient is
restin.... |
The Dok achieves precisely
nothing this time. If the Ork had been reduced to 0 wounds remove it as a casualty |
1 |
Aaargh! |
The Ork suffers one wound,
if it is reduced to 0 wounds by this unhappy case of malpractice, remove it as a casualty. |
Eavy Armour: Ork eavy armour is made up thick armour plates shaped to
fit an Ork (sort of) and cover up its few vulnerable spots. eavy armour gives the
Ork wearing it a 4+ armour save.
Grabba stik: In close combat a slaver armed with a Grabba stik can make its
full number of attacks even if it is 2" away from an enemy model. The effects of the
Grabba stik may not be combined with any other special close combat attacks.
Grot orderly: Bad doks often have a little gaggle of Gretchin slaves which help
fetch and carry, stitch wounds and so on. Each Grot orderly in base to base contact with a
Mad Dok gives them a +1 bonus on the dice roll for using their Doks tools, up to a maximum
of +3. However the enthusiasm of Grot orderlies often exceeds their capabilites so a roll
of 1 before bonuses always fails and inflicts a wound on the unfortunate patient.
|
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Grot Orderly |
2 |
2 |
2 |
2 |
1 |
2 |
1 |
5 |
- |
Grot Oiler: Mekboyz use grot slaves to help out by carrying their tools,
holding stuff in place, bashing in extra nails an so on. Each Grot oiler in base to base
contact with a mekboy gives them a +1 bonus the dice roll for using their meks tools, up
to a maximum of +3. Grot oilers sometimes get under the Meks' feet and pull the wrong
wires out so a roll of 1 always fails.
|
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Grot Oiler |
2 |
2 |
2 |
2 |
1 |
2 |
1 |
5 |
- |
Kombi Weapons: A combi-weapon is two weapons nailed/wired/welded together, and
gives the Ork a choice of two weapons to fire. An Ork armed with a combi-weapon may choose
to fire one of the weapons in the shooting phase. The shoota may be fired any number of
times, but the other weapon may only be fired once per battle. Note that you may not
choose to fire both weapons at once.
Kustom Blasta: A kustom Blasta is a marvel of Ork teknologee which works in
exactly the same way as a Plasma kannon.
Kustom Force Field: Ork Mekboyz have an uncanny understanding of field technology and
sometimes build or scavenge powerful force field projectors to protect Orks on the
battlefield. A kustom force field gives all models within 6" a 5+ cover saving throw.
It has no effect in close combat.
Kustom Job: More Dakka: Mekboyz spend much of their time tinkering with weaponry to make
it more powerful or fast firing. Their most successful creations are much sought after by
Ork warriors. More Dakka kustomisin' makes a shoota or slugga Assault 2 instead of rapid
fire. A More Dakka kustom job may be combined with with a shootier kustom job to produce a
S5, assault 2 Shoota(!)
Kustom Job: Shootier: Just as popular as More Dakka kustom jobs, shootier weapons use a
larger caliber and heavier ammo to give them more punch. A shootier kustom job makes a
Shoota or Sugga Strength 5 instead of Strength 4.
Mega Armour: Mega armour is a suit of massively thick and heavy armour plates
over a powered exo-skeleton. Though slow and ponderous Mega armour has the advantages of
giving a 2+ armour save and includes a shoota and power claw. However an Ork in mega
armour always moves as if in difficult terrain. Mega armour weaponry may not be changed
for other types (because it's built in) but the shoota may be upgraded to a kombi shoota
or kustom shoota. An Ork in Mega armour may not use the following abilities, equipment or
weapons: jump packs, bikes, infiltration, bioniks, frag or krak stikkbomz or tankbusta
bomz.
Mega Boosta: Some mega armoured Orks get extra power boost units fitted to
their suits to ensure that they don't miss out on any chances for a fight. If an Ork in
mega armour has a mega boosta he can reroll his dice for the distance he moves.
Mekboys Tools: A mekboy equipped with mekboy tools can attempt to repair a
vehicle which has suffered an Immobilised or Weapon destroyed
damage result, or to fix a big gun which has been destroyed. In order to attempt a repair
the Mekboy has to be able to reach the vehicle in his movement phase and may not shoot or
fight in close combat that turn. At the end of the turn roll a D6 and look up the result
on the table below.
D6 roll |
Result |
|
6 |
Jobs a good un.
|
The weapon/big gun is fixed
or the vehicle made mobile again. |
2-5 |
Umm, dis bit goes
dere.... |
The mekboy makes no
progress this turn. He can keep trying in his next turn or give up and go somewhere else. |
1 |
Krunch!...Oops |
If it wasnt broken
before its broken now! No further repair attempts can be made on the vehicle unless
it becomes damaged again. |
Skorcha: A skorcha is an Ork vehicle-mounted flamethrower which sprays a gout of
burning fuel over the target area, reducing it to a burning shambles in seconds. The
Skorcha has the following profile;
Rng: |
S: |
AP: |
Type |
template |
5 |
4 |
Heavy 1 |
Squighound: Squigs are an essential part of Ork ecology (or Orkology), some
are trained as guards and hunters, particularly by Slavers. A slaver with a Squighound in
base contact with it may reroll Leadership tests and morale checks for a Grot mob or Big
Gun battery he is leading. The Squighound is represented by a separate model with the
following characteristics:
|
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Squighound |
3 |
0 |
3 |
3 |
1 |
2 |
1 |
2 |
- |
Super Stikkbomz: Mekboyz can't resist proving that they can improve something,
even if it makes that something hideously dangerous in the process. Super stikkbomz are a
case in point, each one is a bundle of krak bomz wired together to make one almighty bang.
Super stikkbomz work just like krak stikkbomz but have an armour penetration of 10 plus
2D6. If a double is rolled on the 2D6 the mekboy using them is caught in the explosion,
suffers a wound and must pass an armour save or be removed as a casualty.
Stikkbom chukka: A
stikkbom chukka allows a mega armoured Ork to use frag stikkbomz. An Ork in mega armour using a stikkbom chukka must use the
attack with its basic strength.
Tankbusta bomz: Tankbusta
bomz are directional explosive charges the size of manhole covers. They are used by Orks
against vehicles and fortifications which krak stikkbomz just arent heavy enough to
break. Tankbusta bomz are used just like Krak grenades to attack vehicles and bunkers.
However Tankbusta bomz double the D6 roll for penetrating armour, giving them an
armour penetration of 6+(D6x2).
Uge choppa: Uge choppas are vastly unsubtle double-handed hitting
implements easily capable of cleaving an opponent in two. An Ork with an uge choppa
always strikes last in close combat (it takes a long time to swing something that
hefty...) but adds +2 to their Strength characteristic and counts as having a power
weapon. Obviously an Ork using a uge choppa may not use any other close combat
weapons at the same time.
Urty syringe: Ork bad doks carry all sorts of crude, rusty, bloody medical
paraphenelia. Most of the saws, blades and hammers they carry make perfectly servicable
close combat weapons, but a special favourite is a huge steel syringe filled with a toxic
goo of the Doks own devising. A Bad Dok armed with an urty syringe always
wounds on a 4+ regardless of the victims Toughness. Urty syringes have no effect on
vehicles, Daemons or Eldar Wraithguard.
Waaagh! Banner (one per army): Any mob that has one or more models within 6" of the Waaagh! banner gains +1
Intiative in close combat.
ORK VEHICLE UPGRADES
Armour plates: A vehicle with armour plates has extra protection against hits.
Roll a D6 for each glacing or penetrating hit against the vehicle. On a roll of a 6 the
armour plates block the hit and it is ignored. There are two costs for armour plates. The
cheaper one is for vehicles which are worth 50 points or less (including any other
upgrades they have apart from armour plates) the second cost is for vehicles which are
worth 51 points or more.
Big Grabber/Wrecker ball/Reinforced ram/Boarding
plank: Although all these upgrades
work in slightly different their effects in the game are the same. They allow an Ork
vehicle to attack an enemy vehicle in close combat. The Ork vehicle must move into contact
with the target vehicle during its movement phase and may not attack at all if it moved
over 12". The Ork vehicle may shoot in the shooting phase as normal and then resolves
an attack in the assault phase. The Ork vehicle has one attack for each of the upgrades
listed (ie a vehicle with a boarding plank, big grabber and ram would get 3 attacks).
Attacks hit on a 4+ regardless of the targets speed and are resolved with a Strength
of 6. Walkers, infantry and any other models with a WS characteristic may not be attacked
as these weapons are too cumbersome to be brough into action against them.
Bolt-on Big Shoota (Wartruks only): A bolt-on big shoota can only be mounted on a war truk. It can be
fired by one of da boyz being carried as passengers onboard the truk as long as it does
not move more than 12".
Grot riggers: An Ork vehicle with Grot Riggers on board which becomes
immobilised will be able to start moving again on a D6 roll of 4,5 or 6. You can test to
see if the vehicle becomes mobile at the start of each Ork turn.
Red paint job: An
Ork vehicle with a red paint job adds +1" to all of its move distances. So, for
example a fast Ork vehicle with a red paint job could move 13" and still fire one
weapon and/or disembark troops or move 25" and not fire at all.
Searchlight: Searchlights are only of any use in missions where the rules for
night fighting are being used, such as the Night Fight mission. They allow one enemy unit
spotted by the vehicle or dreadnought to be fired at by any other Orks that are in range
and have a line of fire (the enemy unit has been illuminated by the vehicles searchlight).
However, a vehicle or dreadnought that uses a searchlight can be fired on by any enemy
units in their next turn, as they can see the searchlight shining out in the dark.
Spikes n blades: Enemy infantry which try to attack the vehicle in close combat
and miss suffer a S3 hit. Wartruks may not be fitted with spikes n blades because da
boyz would get skewered by them when they jumped off!
Stikkbom chucka: A vehicle or dreadnought equipped with stikkbom chuckas can make
a Tank Shock attack even if it isnt a tank. If a proper Tank is equipped with
stikkbom chuckas any Tank shock it inflicts has an extra -1 modifier to the troops morale
check.
Turbo-Boosta: A vehice with turbo boostas can trigger them in any of its
movement phases. The turbo boostas add D6" to the vehicles movement, but for the
purposes of shooting and disembarking troops the vehicle counts as moving at the speed it
went before the turbo boosters were added. The extra D6" movement must be used to
move in a straight line and if a 4,5 or 6 is rolled the vehicle and any passengers onboard
may not shoot or disembark that turn as theyre too busy hanging on for grim death. |