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Orkoz ezpazialez • 500pts

Big Boss [1] - 135pts Goblin Champ [1] - 55pts Orc Mini-Copter [1] - 70pts

Quality 3+ De fe nse 5+ Tough 6 Quality 6+ De fe nse 6+ Tough 3 Quality 4+ De fe nse 5+ Tough 3


Bad Sh ot, Fu riou s , H ero, Tou gh (6), 1x U ltra Good Sh ot, H ero, Tou gh (3), 1x Sh am an (Ps ych ic(1)) Bad Sh ot, Fas t, Flyin g, Fu riou s , Tou gh (3), 1x Rotor Blade
Arm or(Defen s e +2) Attack(Im pact(3))
We a pon RNG ATK AP SPE
We a pon RNG ATK AP SPE We a pon RNG ATK AP SPE
CCW - A2 - -
CCW - A3 - - CCW - A2 - -
Ligh tn in g Ren din g,  Lock-
12" A3 -
Ultra Cla w - A3 4 - Pistol On Pistol 12" A1 - -

Ca rbin e 18" A2 - - Rocke t


18" A1 2 Deadly(3)
La u n ch e r
Rocke t-Mod 9" A1 2 Deadly(3) 2x Orc [1] - 35pts

Quality 4+ De fe nse 5+ Orc Marauders Psychic Spells


2x Orc Leader [1] - 40pts
Bad Sh ot, Fu riou s
Quality De fe nse Tough
Warpath (4+): Target 2 friendly units within 6”
4+ 5+ 3 We a pon RNG ATK AP SPE
get Stealth next time they are shot at.
Bad Sh ot, Fu riou s , H ero, Tou gh (3) CCW - A2 - -

We a pon RNG ATK AP SPE He a vy Ma ch in e gu n 30" A3 1 - Crackling Bo lt (4+): Target enemy unit within
6” rolls as many dice as models in it, and takes 1
Ultra Axe - A2 1 Ren din g
hit for each 4+ rolled.
Pla s m a Pistol 12" A1 4 -

Headbang (5+): Target 2 friendly units within


3x Orc Leader [1] - 30pts 12” get Rending next time they fight in melee.

Quality 4+ De fe nse 5+ Tough 3 Death Bo lt (5+): Target enemy unit within 6"
takes 1 hit with AP(4) and Deadly(3).
Bad Sh ot, Fu riou s , H ero, Tou gh (3)

We a pon RNG ATK AP SPE Telepo rt (6+): Target 2 friendly units within 12”
CCW - A2 - - get Flying next time they activate.

Pistol 12" A1 - -
Psychic Vo mit (6+): Target enemy unit within 6”
takes 5 hits with AP(2).

Special Rules

AP: Targets get -X to Defense rolls when blocking Hero : Friendly units within 12” of the hero may use Rending: Unmodified results of 6 to hit count as
hits. his quality for morale tests, as long as it isn’t having AP(4), and ignore the regeneration rule.
Bad Sho t: This model shoots at Quality 5+. Stunned. Stealth: Enemies get -1 to hit rolls when shooting at

Deadly: Assign each wound to one model, and Impact: Deals X melee hits when charging (must be this unit.

multiply it by X. Note that these wounds don't carry in striking range). To ugh: This model only rolls to see what happens
over to other models if the target is killed. Lo ck-On: Ignores all negative modifiers to hit rolls from wounds once it has taken at least X wounds,

Fast: Moves +2” when using Advance, and +4” when and range. and is only Knocked Out on rolls of 5+X or more.

using Rush/Charge. Psychic: May cast one spell during its activation, at When Stunned and hit by shooting or charged, this
any point before attacking. Pick a spell and a target model takes 1 wound instead of being Knocked Out,
Flying: May move through all obstacles, and may unless it already has X or more wounds.
ignore terrain effects. This model only needs to roll in line of sight, and roll D6+X. If the result is equal or
higher than the number in brackets, you may
2+ for a successful drop or leap, and it may freely
jump without having to roll for it. resolve the effects. Spells may target a single unit or
split their effects evenly among all friendly or enemy
Furio us: Gets +1 attack with a weapon of your choice units within 6” of a single model (target picks how).
when charging. Enemy psychics within 18” and line of sight of the
Go o d Sho t: This model shoots at Quality 4+. caster may roll D6+X at the same time, and if the
result is higher the spell is blocked. Psychics may
only either try to cast or try to block a spell each
round.

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