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Orc Marauders • 730pts

Big Boss [1] - 135pts 3x Orc Leader [1] - 60pts Orc Mini-Copter [1] - 80pts

Quality 3+ Defense 5+ Tough 6 Quality 4+ Defense 5+ Tough 3 Quality 4+ Defense 5+ Tough 3


Bad Shot, Furious, Hero, Tough(6), 1x Cyborg Bad Shot, Furious, Hero, Tough(3), 1x Ultra Armor(Defense Bad Shot, Fast, Flying, Furious, Tough(3), Assault Bombs,
Body(Regeneration) +2) 1x Rotor Blade Attack(Impact(3))

Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE

CCW - A3 - - Pistol 12" A1 - - CCW - A2 - -

Twin Carbine 18" A4 - - Ultra Axe - A2 1 Rending Pistol 12" A1 - -

Ultra Claw - A3 4 - Rocket Launcher 18" A1 2 Deadly(3)

Goblin Champ [1] - 55pts


Orc Leader [1] - 80pts Orc Marauders Psychic Spells
Quality 6+ Defense 6+ Tough 3
Quality 4+ Defense 5+ Tough 3 Good Shot, Hero, Tough(3), 1x Shaman(Psychic(1)) Warpath (4+): Target 2 friendly units within 6”

Bad Shot, Furious, Hero, Tough(3), 1x Gun Master(Shooting


get Stealth next time they are shot at.
Weapon RNG ATK AP SPE
Frenzy), 1x Ultra Armor(Defense +2)
CCW - A2 - -
Crackling Bolt (4+): Target enemy unit within 6”
Weapon RNG ATK AP SPE
Lightning
12" A3 -
Rending,  Lock- rolls as many dice as models in it, and takes 1 hit
Ultra Axe - A2 1 Rending Pistol On for each 4+ rolled.
Plasma Pistol 12" A1 4 -
Headbang (5+): Target 2 friendly units within 12”
2x Orc [1] - 40pts
get Rending next time they fight in melee.
Orc Leader [1] - 70pts
Quality 4+ Defense 5+
Death Bolt (5+): Target enemy unit within 6"
Quality 4+ Defense 5+ Tough 3 Bad Shot, Furious
takes 1 hit with AP(4) and Deadly(3).
Bad Shot, Furious, Hero, Tough(3), 1x Ultra Armor(Defense Weapon RNG ATK AP SPE
+2) Teleport (6+): Target 2 friendly units within 12”
Heavy Machinegun 30" A3 1 -
Weapon RNG ATK AP SPE get Flying next time they activate.
Ultra Club - A1 - Blast(3)
Ultra Axe - A2 1 Rending
Psychic Vomit (6+): Target enemy unit within 6”
Lightning Rending,  Lock-
12" A3 - Boss [1] - 50pts takes 5 hits with AP(2).
Pistol On

Quality 3+ Defense 5+ Tough 3


Bad Shot, Furious, Tough(3)

Weapon RNG ATK AP SPE

Pistol 12" A1 - -

Ultra Axe - A3 1 Rending


Special Rules

AP: Targets get -X to Defense rolls when blocking Good Shot: This model shoots at Quality 4+. Regeneration: When taking a wound, roll one die.
hits. On a 5+ it is ignored.
Hero: Friendly units within 12” of the hero may use
Assault Bombs: Whenever this model moves over his quality for morale tests, as long as it isn’t Relentless: For each unmodified roll of 6 to hit when
enemy units, pick one of them and roll one die, on a Stunned. shooting, this model may roll 1 extra attack. This
2+ it takes 1 hit. Impact: Deals X melee hits when charging (must be rule doesn’t apply to newly generated attacks.

Bad Shot: This model shoots at Quality 5+. in striking range). Rending: Unmodified results of 6 to hit count as

Blast: Ignores cover and multiplies hits by X, but Lock-On: Ignores all negative modifiers to hit rolls having AP(4), and ignore the regeneration rule.
can’t deal more than one hit per model. May choose and range. Shooting Frenzy: This model and all friendly units
to split hits within 3” as if they were attacks. Psychic: May cast one spell during its activation, at within 12” get the Relentless special rule.

Deadly: Assign each wound to one model, and any point before attacking. Pick a spell and a target Stealth: Enemies get -1 to hit rolls when shooting at
multiply it by X. Note that these wounds don't carry in line of sight, and roll D6+X. If the result is equal or this unit.
over to other models if the target is killed. higher than the number in brackets, you may Tough: This model only rolls to see what happens
resolve the effects. Spells may target a single unit or
Fast: Moves +2” when using Advance, and +4” when from wounds once it has taken at least X wounds,
using Rush/Charge. split their effects evenly among all friendly or enemy and is only Knocked Out on rolls of 5+X or more.
units within 6” of a single model (target picks how). When Stunned and hit by shooting or charged, this
Flying: May move through all obstacles, and may Enemy psychics within 18” and line of sight of the model takes 1 wound instead of being Knocked Out,
ignore terrain effects. This model only needs to roll caster may roll D6+X at the same time, and if the
2+ for a successful drop or leap, and it may freely unless it already has X or more wounds.
result is higher the spell is blocked. Psychics may
jump without having to roll for it. only either try to cast or try to block a spell each
Furious: Gets +1 attack with a weapon of your round.
choice when charging.

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