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Ork Formations

Ork Formations

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Published by Max Golovanov
Ork Formations for Apocalypse Warhammer 40k
Ork Formations for Apocalypse Warhammer 40k

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Published by: Max Golovanov on Mar 29, 2013
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12/04/2013

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POINTS 2500

Great Gargants are huge walking war machi nes protected within powerful force fi elds and mounting massive weapons of awesome destructive power. They are the Orks g reatest fig hting mach ines. Orga nized into Ga rgant Mobs, they are used to spearhead massive assaults during large Ork Waaaghs. Each Waaag h of large size will have several Great Garga nts available to its Warboss which were spontaneously constructed during the preceding months by the mekboys in the surrounding region . UNIT: 1 Great Gargant TYPE: Supe r Heavy Walker STRUCTURE POINTS: 10 POWER FIELDS: 7+D3 TRANSPORT: 60 Ork s, Mek boy's Kustom Force Fields have no effect w hile in a Gargant ACCES POINTS: One Rear

The Imperium considers the building of Great Gargants to be a prime indicator if an impending Ork Waaag h, and their construction is monitored closely. They are heavy battle titans., dwarfing the smaller Stompas. Each Great Ga rgant is crewed by huge numbers of Nobs, g unnerz, and boys under the command of a Kaptain. lts maze li ke interior will house dozens of Grot Rigg er Teams under the command of Mek-boys whose j ob is to keep the war machine running and to perform battlefield repairs once the enemy is engaged

WEAPONS AND EQUIPMENT:
2 Hull mounted Big Shootas 1 rear mounted Twin lin ked Big Shootas Gut Busta One head weapon from the followin g list: Gaze of Mark Flame Belcha Sku llhamma Kannon Two shoul der weapons** from the following list' Deff Kannon Giga Shoota Flakk Gun Supa·Lobba Big·lappa Supa·Sco rcha Shu nta Observat ion Tower*** Two Arm Weapons fro m the following li st : Uge Shoota Supa·Lifta·Droppa* Supa·lappa Supa·Bu rsta Kanno n Uge Lob ba Titan Clo se Combat Weapo n* Krusha Ball '"

A RMOUR

WSBSSFSRSP 4 2 10 14 13 II 10

I A I 2

Catastrophic Damage Table "Wrecked " results instead move the Gargant ahead 2d6". All normal movement rules apply. It is no longer scori ng, may not fire any weapons or change its facing. Roll again on the Catastrophic Damage Table at the start of each ork turn until the Great Gargant explodes o r leaves the table. . Observation Tower: Grants the Precision Strike asset. This Asset on ly applys to the Great Garg ant's weapons .

SPECIAL RULES:
Repair Krew, same as rule in lAB but each big Mek rid ing in the Gargant allows an add iti onal roll to repair up to a max imu m of 3 rolls. · Effigy · Ramshackle Monster · Towerin g Inferno: Once cripp led, a Great Gargant will tend to erupt in great gouts of flame, careening out of control as internal fires

OPTIONS:
Add up to 9 supa·rokkits ... ............... ............. + 20pts each Add up to 6 Big shootas .................................... +5pts each Add up to 4 Grat Bomb Launchas ......... +10pts each Reduce transport by 10 mode ls and gain ·Kannon ................................................................... + 1Opt s ·Flame Belch a ............... ............... ............... ... +30pts ·Big lappa ...............................................................+30pts ·Killkannon ............ .............. ............... ............... .. +60pts ·Giga·shoota ............................................................ + 7 5pts

7" Blast. Primary Weapon Ordinance 3 10" Blast. Primary Weapon Ordnance 1. Primary Weapon Ordnance 1. Primary Weapon Ordinance D3 7" Blast. Primary Weapon **** Heavyl 10" Blast Primary Weapon***** 2 3 3 9 7 D 9 3D6 D 2 3 2 1 * A Great Gargant can only take a single Supa-lifta-Droppa. 5" Blast Destroyer. or Krusha Ball ** All shoulder weapons count as Primary Weapons *** A Great Gargant can only have one Observation Tower **** Any roll for Strength that equals 11 or more is considered Strength D ***** The Supa lifta Droppa uses the same rules as a regular lifta-Droppa except it's range is 72" and it can effect Super heavies and Gargantuan Creatures .Weapon Gut Busta Air Burst Shot Solid Shot Chain 5hot Uge Shoota Supa Bursta Kannon Uge lobba Supa Zappa Uge lifta Droppa* Range 60" 60" 60" 48" 72" 180" 96" 48" Strength 6 D AP 3 Special Apocalypse Barrage (10). Titan Close Combat Weapon. Primary Weapon Heavy 6D6 Primary Weapon Ordinance 1 7" Blast.

.. + 120 pts . Th en place the Rok centered on the point emerges from .. Any su rviving mode ls caught in t he blast are moved 1" away from the Rok. . ACCES POINTS: The Rok is tread as open-topped for the pu rposes of passenge rs embark ing and disembarking... ... + S pts each . One unit within Rok at the star of the movement phase can be placed on the tabletop using the deep strike ru les .hit.... basically a large hollowed out asteroid fitted with guns.. OPTIONS: The Rok can be upgrade to have a one of these opt ions: .... +60 pts (max imu m of I per Rok) . ........ Fist place one 10" blast marker anywhere on the table. Roks are incapable of warp travel and are used to dri ft from o ne world to an other within a system. . targeting systems and some more guns. A Rok with th is upgrade has the same effect as a force Generator Strategic Asset . SPECIAL RULES: Da Rok Them! The Rok always beg in s play in Reserve and always arrive in play via the Deep Strike spec ial rul es be low.. .. Small removab le terrain should be taken off he table. Vehic les which are hit are struck as if using its side armour value .. . Any mode l under the blast marker's final position suffe rs a St rength 10. Determine the point of im pact and roll 306 for scatter..Tellyporta Platform at t he cost of + 100 points .Stable Force Field at the cost of + I SO points .. . engines.. The Rok may have any of the following upgrad es : ... ARMOUR Squad should be moved so they retain squad coherency.. If hit is rolls..... ...Up to four Grot Sponsons ..... guns..POINTS : 700 A Rok is a form of spaceship used by the Orks. . It is known that any system containing Orks will quickly gather a large num ber of Roks as they are 'built' at a startling rate .. but in on ly scatters 306 -6 .Powerfield .Up to 1 Deff Arsenal .. In the case of large pieces of terrain and large fortifi cations move the Rok as it emerges so it i s as close to the target point as you can get it ... AP ....Repair Krew . +75 pts .. UNIT: 1 Ork Rok BS Front Side Rear TYPE: Stat ic Super-heavy 2131313 STRUCTURE POINTS: 3 TRANSPORT: A Rok has a Transport Capacity of 60 mode ls. the marker scatters in the direction indicated by th e smaller arrow.

........Kannon .................. ......... +75 pt s · Bursta Gun .... ...gatler ... .......................... one use........................... ................ + 15 pts · Supa·5korcha...Lobba .......................................................... These have the 5kyfire special rule at a further cost of +5 points per weapon ................ once its missile is launched it ca nnot fire another............ + 15 pts ...... +20 pts · Big Zzappa .... ........................ .. ............ The Grot 80mm works i n exactly the same way as normal barrage The Rok may be equipped with up to three: weapons.......... ..... It may only be fired once per game ................................. ..... + 10 pts ........... + 150 pts do not like the first resu lt................................... ......... +60 pts · Gigashoota ....... .. · Giga Shoota ....................................... +30 pts · Killkannon ................... .................... .... ............................ +20 pts each · or three Supa·Rokkits (one use each) ......... ........................... Each Grot Bomm Launcha may only f ire once per game..... ...................... ........................Zzap Gun .......... ................... + 15 pts each · or four big shoot as at +5 points per weapon...... ........... +75 pts RANGE STR AP SPECIAL · Sk ullh amma Kannon ............ + 15 pts . +5 pts each Reduce transport ca pacity to 40 arks and gain : · Kannon ..................... ............................Three Grot Bom ms (one use each) ....... ................. ......... +20 pt s · Deffgu n ............ ...The Rok may be equipped with up to: ............ but you must acce pt the · Deth kannon wi th co·axial giga·s hoota .............. ..... + 150 pts second ro 11... + 10 pts · Ku stom Mega Blasta ...................................................... +75 pts · Redu ce transport capacity to '30' and gain : · Belly Gun .... + 100 pts WEAPON 8 3 Ordnance barrage 1........... .................. · Twin ·linked Big Shoota ............. .......................... + I 00 pts and distance if you · Deth Kannon with co·ax ial supa ................................ + 10 pts · Su pa Lobba ... ...... ........ +5 pts Grot Bomm 24"·72" SHblast........... . + 150 pts ................ except you may re·roll the Scatter dice · Deth Kannon .. ... .... ... pi · loted to its target by a Gretchin 'pi lot'....... + 10 pts twin-lin ked · Rokkit Laun cha ..... ............................ +25 pts Or you may choose one of the following with the corre' sponding red uction in transport capacity: Reduce transport capacity to 50 orks and gain: · Up to 5 Big Shootas in gun ports ............................ Grot Guided (Supa·Rokkit): A Supa-rokkit is a Grot-guided weapon that hits on a 2+ ............ ......... ..... ....... Grot Bomm s: A Grot Bomm is a guided miss ile.... · Big 5hoota ...........

including every major Warlord in recent times. 50 POINTS + MODELS Badrukk's Flash Gitz have become so successful that they have accumulated vast wealth. and there are rumours that they have left great chests of teef buried on wasted worlds and barren asteroids. He is an excellent strategist (by Ork standards) and will act as an advisor for any Warlord who can afford his fees. Much of this wealth can be attributed to Badrukk's exceptional cunning. which he has used to double-cross or intimi- date many of his employers out of their rightful share of the loot FORMATION : 3+ Ork Roks 3+ Full mobs of Ork boys * 3+ Flash Gil Z (one mob must be led by Kaplin Badrukk) * * MuSt be deployed via Roks.· ROCK'N ROLL ROLLER Kaptin Badrukk is the most infamous Ork Freebooter of all. . He leads Badrukk's Flash Gitz who have fought with many Warbosses. Strategic Asset s: An ork's player containing th is format ions automatically has the careful Planning strategic asset and Rok ' Em Boyz. Badrukk was chased out his tribe for having too many leef. Originally of the Bad Moons clan. SPECIAL RULES: Strike Force: All Roks in the formation must arrive in the first turn within 24 " of each other.

but their physique is robust eno ugh to withstand them These range from smaller devices. roll a 06 and consult the following table. 6 -Zoop! The unit is removed from the tabletop and immed iately placed back together anywhere using the deep strike ru les and may assault this turn. 2-5 . one of which is teleportation. includi ng even pre-built Ga rgants. The techno logy is believed to be the creatio n of the brill iant Mekboy Orkimedes. but in the heat of battle it's never too hard to convince the Boyz to try the Tellyporta if they can close on enemy that bit sooner.a nd luckily. The resu lts of Ork Tellyportas may be erratic. . At the end of the Movement phase. It takes 06 56 hits and is now pinned . but given the specifics of O rk scientific process it ca n't be sa id that no Ork utilised the technology before. The Ork unit immed iately reappears on the destina· t ion te llyport ation plate. 13 13 13 4 Orks have an innate und erstand ing of many types of technology. their physiques are robust enough t o withstand the somewhat e rratic res u lts! If an Ork u nit wants to use a tellyporta. UNIT: 1 Tellyporta TYPE: Fortifications SPECIAL RULES: ARMOUR F S R HP 1· Fzzcrack! The Ork unit stays in place. Meks usually stru gg le to fi nd willing test subj ects for teleportatio n. t he entire unit must be on the telIyportatio n plate .TELLYPORTA PLATFORMS POINTS: 150 Ork Mekboys have an innate understanding of ma ny types of technology. It may not assault in tha t Assau lt phase unless it has rolled a 'Zoop!' re sult on the tabl e. could be used to bring down reinforcements quickly. includi ng teleportation . after they landed. which t hey have mastered to a g reater extent than races widely believed to be more adva nced.Whobb! The unit is removed from the tabletop and immed iately placed bac k together anywhere using the dee p st rike rules. able to teleport infantry squads to massive Tellyporta Patforms. able to teleport even Stompas in and around the battlefi eld_ Sometimes even bigger devices are mounted o n Roks and.

FORMATION: 3+ Tell yportas 1 + Big Mek 3+ Gretchin s SPECIAL RULES: Strike Force: All Roks in the formation must arrive in the first turn within 12" of each other. . but roll a singl e D6 and consult the table of what happened to them. the Imperium has only encountered his hand iwork on Armageddon such as up-gun ned Garga nts and submarines. Ading as the persona l Mek Boy of the even more infamous Warboss Ghazghkull Mag Uruk Thraka. Orkimedes is perhaps most famous for his tellyporta technology which was used to devastating effect by Ork forces 50 POINTS + MODELS during the Third War for Armageddon. Tellyporta 'Em: Every turn units on the tellyportation plate may use Strategic Redeployment. so much so that his exact existence has never been verified.. ORKlMEDES PRINCIPAL Orkimedes is one of the most infamous Ork Mek Boyz. Instead. Orkimedes is a mysterious figure in Ghazghkull's army.

it is also capable of creating Dreadnoughts and occasionally even Stompas! UNIT: 1 Produktion Line ARMOUR TYPE: Fortification The kan factory clanks and whirrs but produces nothing other than a noxious smell. the Orks may add 1 to either the dice roll on the production line table or the tellyporta table each turn . . Vehicles wilhin GM ar treated as being obscu red targets. SPECILA RULES: Ku stom Force field: Meks will bui ld or scavenge powerful force fiekl projectors with which to protect the ir warty hides. Worse still.· THE PRODUKTlON UNE POINTS : 2S0 The kan factory is an industrial mangle. Kans ente r play f rom the kan hatch . when the kan factory is going full pelt. created by the Big Mek to add Killer Kans to Ghazghkull 's hordes at a frightening rate. Dreadnoughts and Stompas produced by the factory enter play from the main factory gates. F S R HP 13 13 13 6 4·5 Th e kan factory prod uces D3 Ork Dread· noughts. They may act as normal the turn they come into play. but you can Roll on the fo llowing table at t he beginning of the Ork t urn as long as t he fac· tory is still operational : 6 The kan fac tory krew is preparing a fresh 5tompa for the Waaagh ! Every second time th is result is rolled t he Factory produces a Stompa. in which case he can not perform any othe r actions. If Orghamek is not in combat. Work! Work! Dream fjght! At the beginning of t he player turn Mek Boy may declare that he's up to his ears in work. A ku stom force field gives all units with in 6" of the Mek a cover save of 5+. Gret Workers: Add + 1 to Mek's Tools repai r roll and you may always re -roll a failed test if Mek Boy is within 2" of the building . 2·3 The kan factory produces D6 Killa Kans.

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