Welcome to Scribd. Sign in or start your free trial to enjoy unlimited e-books, audiobooks & documents.Find out more
Download
Standard view
Full view
of .
Look up keyword
Like this
33Activity
0 of .
Results for:
No results containing your search query
P. 1
Apocalypse ork datasheets 40k warhammer

Apocalypse ork datasheets 40k warhammer

Ratings:

5.0

(1)
|Views: 6,611|Likes:
Published by jackdagreenskin
Combined datasheets for warhammer 40k. All web-published ork datasheets, stompa, green tide, trukk convoy.... etc etc
Combined datasheets for warhammer 40k. All web-published ork datasheets, stompa, green tide, trukk convoy.... etc etc

More info:

Published by: jackdagreenskin on Jun 02, 2010
Copyright:Attribution Non-commercial

Availability:

Read on Scribd mobile: iPhone, iPad and Android.
download as PDF, TXT or read online from Scribd
See more
See less

04/18/2015

pdf

text

original

 
EVIL EYE IN DA SKY
The mechanical monstrosity known to the Orksas the Evil Eye in da Sky is the insane creationof Big Mek Dakrok. The Evil Eye in da Sky is aStompa, with a number of ‘Big Mek’s Speshuls’ added. These include extra and larger rokkits, ahead-mounted supa-gatler, a belly-mounted deth kannon, and, most unusually, an unlikely  system for transporting and launching itscompliment of Deffkoptas.Dakrok has become an expert of sorts in usingthe Deffkoptas to pinpoint enemy positions sothat the Evil Eye’s rokkits can be zeroed in onthe foe with unerring accuracy. It takes a particularly unhinged Ork to volunteer to pilot one of Dakrok's Deffkoptas, but for many thechance to be propelled at breakneck speed from the Evil Eye’s launch ramp is just tooexciting an opportunity to pass up.
UNIT:
1 Evil Eye in da Sky
TYPE:
Super-heavy walker
STRUCTURE POINTS:
4
POWER FIELDS:
2
TRANSPORT:
The Evil Eye in da Sky carries 3 Deffkoptas (see special rule).
ACCESS POINTS:
None
FIRE POINTS:
None
WEAPONS AND EQUIPMENT:
The following weapons can be fired in the Evil Eye in da Sky’s front arc:-5 supa-rokkits-1 supa-dupa rokkit-Deth kannon-Supa-gatler-1 big shootaIt also has a rear-mounted big shoota that can fire in a 180-degree fire arcto the Evil Eye in da Sky’s rear.d
ARMOURWSBSSFRONTSIDEREARIA
421013131211
Supa-RokkitsSupa-dupaRokkitDethKannon
Spotter’s postDeffkopta
Supa-gatler
Size Komparison
WEAPONRANGESTRAPSPECIAL
Supa-Rokkit
Unlimited83Heavy 1, One-shot
Supa-dupaRokkit*
Unlimited102Heavy 1, One-shot
Supa-gatler**
4873Heavy 2D6, Co-Axial,Psycho-Dakka-Blasta!
Bigshoota
36"55Assault 3
Dethkannon
72"101Ordnance 1, 7" blastPrimary weapon*A supa-rokkit is a Grot-guided weapon that hits on a result of 2+. Itcan only be fired once per game.
 
SPECIAL RULES:
Effigy:
The Evil Eye in da Sky is a roaring, belching personification of thewarrior god Gork (or possibly Mork) that hums with pure Orkiness. AllOrk Mobs within 12" are Fearless.
ClearedforLaunch!:
The Evil Eye in da Sky carries three Deffkoptas. Onecan be launched per player turn, at the beginning of the Movementphase. On the turn it is launched a Deffkopta moves as if using theStrategic Redeployment strategic asset, but must make a dangerousterrain test as it does so. Note that no damage can be caused to theDeffkoptas until they are launched.
Spottas:
When the Evil Eye in da Sky is firing at a target within 24” andline of sight of one of its Deffkoptas, its supa-rokkits and supa-duparokkit may re-roll to hit.
It’sGonnaBlow!:
Should the Evil Eye in da Sky be destroyed with one ormore Deffkoptas yet to launch, Dakrok may attempt to escape. Roll aD6. On 4+ Dakrok takes control of the Deffkopta and it immediatelylaunches as described above. This is counted as a normal Deffkopta, butwhile alive it counts as an additional objective scored by the Orks side.Any remaining undeployed Deffkoptas are destroyed.**Psycho-Dakka-Blasta! Once fired, the supa-gatler continues to fire until allof its ammunition is expended - all the gunner can do is sweep it across theenemy and hope that some of its many, many shots hit home. After firingthe supa-gatler you must nominate another enemy unit within 12" from theoriginal target unit and fire again. You must then target another enemy unitwithin 12" (this may be the previous unit). The supa-gatler keeps firing aslong as it has got ammunition left - if the number of shots rolled for thesecond or subsequent burst is a double, the supa-gatler has run out ofammunition and stops firing immediately and for the rest of the battle (donot resolve any shots against the final target).
POINTS: 650
 
w
 
w
 
w.games-workshop.c
 
om
 A single Ork is a formidable adversary, muscular and violent with a resilient physiology and an unquenchable lust for war. A single Ork is, however, rarely encountered, for whenOrks go to battle they do so in countless thousands. This iswhen the Orks are at their most dangerous. When they are part of a great Waaagh! ‘Uge mobz of Ork Boyz gather, for every Ork gunned down, three step forward to take its place. Their numbers are so vast that they resemble a greenocean. Wave after wave of Ork Boyz comes crashing downon enemy positions, quite literally a green tide that rises upand sweeps away all before it. Any Orks in the vicinity of such a stampede get caught upin the violent charge. Some have no choice and must jointhe rush or else get crushed, but more often than not theBoyz find themselves tagging along by instinct. Somethingabout so many Orks charging towards the enemy triggers something in the Ork psyche – after all, wherever they’re going, so many Boyz can’t be wrong! Even Orks that dorun away quickly turn back and are once again swallowed up by the horde. In this way the ranks of the horde swell asthe charge gathers momentum, overwhelming any resistance that dares oppose the might of the Greenskins.
THE GREEN TIDE
POINTS: 75 + MODELS
 
FORMATION:
A single unit consisting of a Warboss leading an ‘Uge mob.An ‘Uge mob is identical to a normal Ork Boyz mob and hasall the same options with the exception that the unit numbersat least 100 models and may include a mixture of Boyz armedwith sluggas and choppas and Boyz with shootas. There is nomaximum size this unit may reach. The Warboss may not leavethis unit. The entire formation goes to battle on foot and assuch may not ride in any troop transports. The Warboss maynot take a Warbike.
SPECIAL RULES
Stampede:
Nothing can stand in the way of so many stomping Orks. The formation has the Move Through Cover rule torepresent the momentum the Boyz have barrelling through terrain. In addition the sheer number of Orks whips the Boyz into aconstant state of bloodlust. The formation may call upon the Waaagh! each and every turn. If the rest of the army also calls uponthe Waaagh! then the Green Tide may roll two dice and pick the highest when determining the extra distance moved.
Follow Me Ladz!:
Nearby mobs tend to be caught up and swept along when such a large horde of Orks stampedes across thebattlefield. Any Ork Boyz mob that falls back within 48” of the Warboss is removed and immediately placed in the unit led by theWarboss (or if by some miracle ALL his Boyz have been shot up, they form a unit which he then leads). The models are placed suchthat they are in unit coherency and are no closer to the enemy than the Warboss. There is no limit to the size this unit may reach.
    T    H    E    G    R    E    E    N     T    I   D    E
Warboss GitstompGitstomp’s Ladz
 An adjutant directed the General’s gaze to the south, where the Orkswere said to be mustering after planetfall. Adjusting the focus of hismagnoculars, Titus gave a gasp of disbelief. There were the Orks. The shapes of a dozen Gargants jutted up from the undulating ashwastes, a swarm of similar vehicles surrounding them. But it was not this that had given Titus such a shock. For miles in every directionaround the Gargants, the ash desert was green; a sea of Orks somassive that the mind refused to acknowledge the possibility. Titusexamined his own forces once more, his heart in his throat.“Emperor’s mercy,” he whispered to himself, “I pray I have enoughmen to face that!” 
© Games Workshop Limited 2007. Games Workshop, Warhammer, Warhammer 40,000, Apocalypse are ©, TM and/or ® Games Workshop Limited 2007. All rights reserved.
 
w
 
w
 
w.games-workshop.c
 
om
Perhaps one of the strangest of all Mekboy creations is the gigantic minelaying vehicle that patrols Gogrok Island, theoperational base of the Ork savant known as Orghamek.Though an Ork minelayer in itself is not unheard of,Orghamek’s creation, comprised of over fifty tons of rusted metal and salvaged scrap, floats through the air in a way that beggars belief.Orks are often unsatisfied with the concepts of minefields. After all, such static defences require the foe to transgressupon Ork territory to be effective, and few are the enemies prepared to take the fight to the Orks on their own terms.Still, there is something undeniably appealing to an Ork about the bloody spectacle of a crude bomb detonating inthe thick of the enemy ranks.To reconcile this, Orghamek created the floating minelayer,a craft held aloft by powerful repulsor fields. Its cavernousbomb bays contain row upon row of specially-built explosive mines that themselves contain repulsor fields,albeit ones of far lesser potency.The Minelayer uses a winch-and-claw arrangement to placethese mines at the rear of the craft, where their fields areremotely activated, enabling the mine to stay hovering highin the air. Should a foe attempt to cross the ground underneath one of the Minelayer’s charges, he will collapsethe delicate repulsor field, causing the mine to plummet down on top of him. Should the impact of such a crudedevice not kill the trespasser, the ensuing detonation of aton of high explosive invariably will.
ORK MINELAYER
POINTS: 250
Sensor snoutThe ‘
Minepig 
Battle of Gogrok Island,M41Anti-graviticgut platesMine Grabber(also used forlight crane work)
 
UNIT:
1 Ork Minelayer
TYPE:
Super-heavy vehicle.
STRUCTURE POINTS:
2
WEAPONS AND EQUIPMENT:
-Minelaying winch (see Minelayer, opposite)
OPTIONS:
-Can be upgraded to have up to 3 big shootas at +5 pointsper gun and/or a killkannon at +60 points.
SPECIAL RULES
Drifter:
An Ork minelayer moves at a sedate pace, occasionallydropping the odd offering to hang in the sky. The Minelayer istreated as a Skimmer that moves a maximum of 6” a turn.Immobilised results will cause it to settle to earth but not tobecome a wreck. Due to its deadly cargo, add +3 to the roll ifthe Minelayer has to roll on the Catastrophic Damage table.
Minelayer:
Unless it has suffered a Gun Crew Shaken or DriverStunned result in the previous turn, the Minelayer may lay onemine per turn at the beginning of the Ork shooting phase.Mines remain in place once they have been laid. Each Minemay be detonated if an enemy model passes within 2” of itsbase. Remove the mine and replace it with the 10” Blasttemplate. Every model under the template takes a S8 hit withan AP of 3.
ARMOURBSFRONTSIDEREAR
2131211
Repulsor prongs
Size Komparison
© Games Workshop Limited 2007. Games Workshop, Warhammer, Warhammer 40,000, Apocalypse are ©, TM and/or ® Games Workshop Limited 2007. All rights reserved.

Activity (33)

You've already reviewed this. Edit your review.
1 thousand reads
1 hundred reads
Jon Farrar liked this
asteroidjawa liked this
David Mc Hugh liked this
Matt Timu liked this
Matt Timu liked this

You're Reading a Free Preview

Download
scribd
/*********** DO NOT ALTER ANYTHING BELOW THIS LINE ! ************/ var s_code=s.t();if(s_code)document.write(s_code)//-->