Welcome to Scribd, the world's digital library. Read, publish, and share books and documents. See more
Download
Standard view
Full view
of .
Save to My Library
Look up keyword
Like this
10Activity
0 of .
Results for:
No results containing your search query
P. 1
Ork Rules for Space Hulk

Ork Rules for Space Hulk

Ratings: (0)|Views: 760 |Likes:
Published by PlainNormalGuy

A set of unofficial standardized rules for playing an Ork Waaagh! in Space Hulk (rules for 1st. Ed.) by Games Workshop. Units include Boyz, Gretchins, Nobz, Mega-Nobz, Wierdboyz, and Warboss. Includes adaptations from Advanced Space Crusade. Space Hulk & Advanced Space Crusade are copyright Games Workshop.

A set of unofficial standardized rules for playing an Ork Waaagh! in Space Hulk (rules for 1st. Ed.) by Games Workshop. Units include Boyz, Gretchins, Nobz, Mega-Nobz, Wierdboyz, and Warboss. Includes adaptations from Advanced Space Crusade. Space Hulk & Advanced Space Crusade are copyright Games Workshop.

More info:

Published by: PlainNormalGuy on Mar 08, 2012
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

01/24/2013

pdf

text

original

 
Updated March 2012
 
PLAYING ORKS
Orks main strength is in their vastly superior numbers, as they bury their enemies in wave after wave of greenskin fury. In Space Hulk, Orks play similar to Genestealers as they enter the board as blips (pages7-8). The Ork Units chart describes the blips used, & representative models.
Starting Forces
: For every 10 points in a game, Orks will draw 1 blip per turn for reinforcements &starting forces i.e. 20 pts. = 2 blips start & per turn.
Timer:
An Ork Waaagh! starts with 2:00 per turn as a baseline.
When a Warboss is present(revealed), Orks use no Timer
as his commanding & intimidating presence maximizes Orks' naturallyheightened instincts and reflexes, and focuses their concentration. Without a Warboss, Orks look to the Nobz for leadership, and
every Nob in play (revealed) adds + 1:00 to the Ork timer.
Withoutleadership, Orks tend to fall into disarray and a large mob may get very little done.
ORK UNITS
Model / UnitAPCABKill-asPoint CostBlip DesignationOrk Slugga BoyzOrk Shoota Boyz5Free 90'1D6-11D6-2Hybrid1 pt. Per 3 OrBoyz'3' Ork BlipGretchin5Free 90'1D6-3Hybrid -11 pt. Per 4Gretchins'2' Gretchin BlipOrk Painboy5Free 90'1D6-1Hybrid2 pts. each'10' android BlipOrk Nobz51D6-1BasePower Armor 1 pt. each Any'5' BlipOrk Mega-Nobz41D6+2Terminator3 pts. each'10' BlipOrk Warboss51D6+3Terminator5 pts. 1 max'25' BlipOrk Wierdboy & 2Minderz51D6-2Hybrid3 pts. eachAny '3' Ork Blip
 
When
 
Ork Boyz 
Blips are revealed, the player can choose between what type of Ork they will place
 Slugga Boyz 
or 
 Shoota Boyz 
.
Player may mix unit types.
Ork Slugga Boy
is armed with Slugga pistol & Stikk Bomb (equivalent to bolt pistol & Crack grenade). Their more brutal hand-to-hand tactic earns them 1D6-1 in close combat.
“We'zemoor choppy!”
Ork Shoota Boy
is armed with Shoota Gun (equivalent to
range 18
bolter) & Frag Grenade .Shoota boyz have better guns, but are more vulnerable up close – 1D6-2 CAB.
“We'ze moor shooty!”
 –
Ork Boyz are able to
Cheer da Waaagh!
, and can be made
Fearless!
(see Special Rules)
Gretchins
are armed with blunderbuss..
Gretchin Blunderbuss
cost 1AP to fire, and have 2types of ammunition:
Slugs
&
Shrapnel.
Slugs are single target shells, with a range of 12,dealing damage equivalent to a bolter. Shrapnel hit all models in LOS & fire-arc within 3squares, with the strength of a bolter on the Weapon Reference Table. The player must announcewhich type of shot is being fired before rolling. For each model, the blunderbuss may only befired offensively
once per turn,
 
& may go on Overwatch for a single defensive shot.
May move & fire.
Gretchins
are skittish and cowardly requiring a
morale check 
anytime one is told to directlyattack an enemy within 6 squares of the Gretchin. Roll on the
Gretchin Morale Chart 
immediately before the Gretchin performs a shoot (or move & shoot) action, or makes a closecombat attack. Gretchins make
a Morale Check 
 
only in offensive actions,
not in defensiveclose assault, or Overwatch.
Gretchins
starting their turn within
2 squares of a Nob
, Mega-Nob, or within
5 squares of aWarboss
become
Fearless
!
(See Special Rules). Gretchins revere & fear 
“beatin's from
 
 Da big un's”
much more than any
“soft n' puny 'oomie o' wotnotz”.
 Fleeing 
 
Gretchins
may take a free (0AP) morale roll for every move within 2 squares of any
 Nobz ,
or 
 
within 5 squares of a Warboss. If they pass, remaining AP may be used normally .
GRETCHIN MORALE CHART
1D6 Die RollResult1Gretchen flees in utter cowardice. Movesimmediately away from
target enemy
with allremaining AP. Ork Player chooses facing of lastsquare.2-3Gretchen stands paralyzed with fear & doubt.Must now spend 1AP to roll on the chart again.4-6Gretchen musters up enough guts to attack theenemy. Continue normally.

Activity (10)

You've already reviewed this. Edit your review.
1 hundred reads
1 thousand reads
xanthate66 liked this
samiamt liked this
norscape4292 liked this
Chris Lucking liked this

You're Reading a Free Preview

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