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

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), Primary Weapon Ordnance 1, 5" Blast Destroyer, Primary Weapon Ordnance 1, 7" Blast, Primary Weapon Heavy 6D6 Primary Weapon Ordinance 1 7" Blast, Primary Weapon Ordinance 3 10" Blast, 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, Titan Close Combat Weapon, 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

POINTS : 700

A Rok is a form of spaceship used by the Orks, basically a large hollowed out asteroid fitted with guns, engines, guns, targeting systems and some more guns. Roks are incapable of warp travel and are used to dri ft from o ne world to an other within a system. 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 .

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.

ARMOUR

Squad should be moved so they retain squad coherency. Small removab le terrain should be taken off he table. Th en place the Rok centered on the point emerges from . 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 .

ACCES POINTS: The Rok is tread as open-topped
for the pu rposes of passenge rs embark ing and disembarking.
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. Fist place one 10" blast marker anywhere on the table. Determine the point of im pact and roll 306 for scatter. If hit is rolls, the marker scatters in the direction indicated by th e smaller arrow, but in on ly scatters 306 -6 . Any mode l under the blast marker's final position suffe rs a St rength 10, AP - hit. Vehic les which are hit are struck as if using its side armour value . Any su rviving mode ls caught in t he blast are moved 1" away from the Rok.

OPTIONS:
The Rok can be upgrade to have a one of these opt ions: - Stable Force Field at the cost of + I SO points . A Rok with th is upgrade has the same effect as a force Generator Strategic Asset . - Tellyporta Platform at t he cost of + 100 points . One unit within Rok at the star of the movement phase can be placed on the tabletop using the deep strike ru les . The Rok may have any of the following upgrad es : - Up to four Grot Sponsons . .. .. + S pts each - Up to 1 Deff Arsenal .......... ...... ....... + 120 pts - Repair Krew ............ +75 pts - Powerfield .. .......... .. .. . .... +60 pts (max imu m of I per Rok)

The Rok may be equipped with up to: - Three Grot Bom ms (one use each) ... ................ +20 pts each · or three Supa·Rokkits (one use each) ............... + 15 pts each · or four big shoot as at +5 points per weapon, These have the 5kyfire special rule at a further cost of +5 points per weapon .

Grot Guided (Supa·Rokkit): A Supa-rokkit is a Grot-guided weapon that hits on a 2+ . It may only be fired once per game . Grot Bomm s: A Grot Bomm is a guided miss ile, pi · loted to its target by a Gretchin 'pi lot'. Each Grot Bomm Launcha may only f ire once per game, once its missile is launched it ca nnot fire another.

The Grot 80mm works i n exactly the same way as normal barrage The Rok may be equipped with up to three: weapons, except you may re·roll the Scatter dice · Deth Kannon .................................................. + I 00 pts and distance if you · Deth Kannon with co·ax ial supa - gatler ......... + 150 pts do not like the first resu lt, but you must acce pt the · Deth kannon wi th co·axial giga·s hoota ....... ... + 150 pts second ro 11. · Giga Shoota ... .................................................... +75 pt s · Bursta Gun ............................ .............. ............ +75 pts RANGE STR AP SPECIAL · Sk ullh amma Kannon ...................................... + 100 pts WEAPON 8 3 Ordnance barrage 1, · Big 5hoota ............................... ............... ........... +5 pts Grot Bomm 24"·72" SHblast, one use, · Twin ·linked Big Shoota ..................................... + 10 pts twin-lin ked · Rokkit Laun cha ... ............... .. ............... + 10 pts · Ku stom Mega Blasta ................ .. .................... .. + 15 pts - Lobba .............................................................. + 15 pts - Kannon ........................ .. ......... .............. .......... + 10 pts - Zzap Gun ..................................... ..................... + 15 pts · Supa·5korcha...................... .. ......... .. . .. ............. +20 pt s · Deffgu n ........................................... ................. +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 ............................. +5 pts each Reduce transport ca pacity to 40 arks and gain : · Kannon .............................................. .............. + 10 pts · Su pa Lobba .................... ............... .............. ... +20 pts · Big Zzappa ...................................... ............ .... +30 pts · Killkannon ................... ............... .............. ..... +60 pts · Gigashoota ......................................... ......... .... +75 pts · Redu ce transport capacity to '30' and gain : · Belly Gun ....................................................... + 150 pts

· 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, including every major Warlord in recent times. Originally of the Bad Moons clan, Badrukk was chased out his tribe for having too many leef. He is an excellent strategist (by Ork standards) and will act as an advisor for any Warlord who can afford his fees.

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.
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.

SPECIAL RULES:
Strike Force: All Roks in the formation must arrive in the first turn within 24 " of each other. Strategic Asset s: An ork's player containing th is format ions automatically has the careful Planning strategic asset and Rok ' Em Boyz.

TELLYPORTA PLATFORMS

POINTS: 150

Ork Mekboys have an innate understanding of ma ny types of technology. one of which is teleportation, which t hey have mastered to a g reater extent than races widely believed to be more adva nced. The techno logy is believed to be the creatio n of the brill iant Mekboy Orkimedes, but given the specifics of O rk scientific process it ca n't be sa id that no Ork utilised the technology before. Meks usually stru gg le to fi nd willing test subj ects for teleportatio n, 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. The resu lts of Ork Tellyportas may be erratic. but their physique is robust eno ugh to withstand them These range from smaller devices. 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, after they landed, could be used to bring down reinforcements quickly, includi ng even pre-built Ga rgants.

UNIT: 1 Tellyporta TYPE: Fortifications
SPECIAL RULES:

ARMOUR
F S R HP

1· Fzzcrack! The Ork unit stays in place. It takes 06 56 hits and is now pinned . 2-5 - Whobb! The unit is removed from the tabletop and immed iately placed bac k together anywhere using the dee p st rike rules. 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. The Ork unit immed iately reappears on the destina· t ion te llyport ation plate. It may not assault in tha t Assau lt phase unless it has rolled a 'Zoop!' re sult on the tabl e.

13 13 13

4

Orks have an innate und erstand ing of many types of technology, includi ng teleportation - a nd luckily, 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, t he entire unit must be on the telIyportatio n plate . At the end of the Movement phase, roll a 06 and consult the following table.

. ORKlMEDES PRINCIPAL
Orkimedes is one of the most infamous Ork Mek Boyz. 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. Orkimedes is a mysterious figure in Ghazghkull's army, so much so that his exact existence has never been verified. Instead, the Imperium has only encountered his hand iwork on Armageddon such as up-gun ned Garga nts and submarines.

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. Tellyporta 'Em: Every turn units on the tellyportation plate may use Strategic Redeployment, but roll a singl e D6 and consult the table of what happened to them.

· THE PRODUKTlON UNE

POINTS : 2S0

The kan factory is an industrial mangle, created by the Big Mek to add Killer Kans to Ghazghkull 's hordes at a frightening rate. Worse still, when the kan factory is going full pelt, 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. 2·3 The kan factory produces D6 Killa Kans.

F S R HP
13 13 13 6
4·5 Th e kan factory prod uces D3 Ork Dread· noughts.

SPECILA RULES:

Ku stom Force field: Meks will bui ld or scavenge
powerful force fiekl projectors with which to protect the ir warty hides. A ku stom force field gives all units with in 6" of the Mek a cover save of 5+. Vehicles wilhin GM ar treated as being obscu red targets.
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 . 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, in which case he can not perform any othe r actions. 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.
Dreadnoughts and Stompas produced by the factory enter play from the main factory gates. Kans ente r play f rom the kan hatch . They may act as normal the turn they come into play. If Orghamek is not in combat, the Orks may add 1 to either the dice roll on the production line table or the tellyporta table each turn .

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