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ORC MARAUDERS

Ships & Squadrons Heroes Weapons


Hulk Ship (Heavy 5) - 90pts Omega Boss (5pts): This ship counts as 3 Mega Cannon: Ran 6" / Att 2 / Str 4
• Speed: Move 4" / Cruise 6" ships for the purpose of morale tests. Special: Deadly, Overheating
• Turret: Ran 24" / Att 2 / Str 2 Scrap King (15pts): The first time this ship Ripper Array: Ran 6" / Att 3 / Str 1
would be destroyed, restore 1 disabled
• Defense: Eva 2 / Tou 3 Special: Broadside
upgrade instead.
• Special: Orc Crew Ship-Buster Gun: Ran 6" / Att 1 / Str 3
War Chanter (10pts): Once per round,
Killer Ship (Heavy 4) - 75pts when an enemy ship within 12“ makes a Special: Deadly, Anti-Ship
boarding marker roll, it gets -1 to its roll.
• Speed: Move 4" / Cruise 6" Motion-Tracker: Ran 12" / Att 2 / Str 1
• Turret: Ran 24" / Att 2 / Str 2 Titles Special: Once per round, this weapon may
be fired immediately at one enemy moving
• Defense: Eva 2 / Tou 2
Ravager (10pts): May pivot twice when within range.
• Special: Orc Crew using cruise or ram actions.
Barracks Launcher: Ran 12" / Att 2 / Str 0
Crusher Ship (Medium 3) - 50pts Impetuous (5pts): Ignores difficult and Special: Boarding Pod, Broadside
• Speed: Move 6" / Cruise 9" dangerous terrain.
Scream Missle: Ran 18" / Att 1 / Str 2
• Turret: Ran 12" / Att 2 / Str 1 Speed Freak (10pts): When using cruise
Special: Blast
actions enemies get -1 to hit against this
• Defense: Eva 4 / Tou 3
ship until its next activation. Red Blaster: Ran 12" / Att 4 / Str 1
• Special: Orc Crew
Special: Overheating
Systems
Goblin Hab Ship (Medium 3) - 50pts Blue Blaster: Ran 12" / Att 3 / Str 1
• Speed: Move 6" / Cruise 9" Over-Charged Thrusters: May take D3
Special: Anti-Squadron
damage to get +9“ speed when using the
• Turret: Ran 18" / Att 3 / Str 1 cruise or ram actions.
• Defense: Eva 4 / Tou 3 Special Rules
Charged Munitions: Turret gets the Deadly
• Special: Goblin Crew rule when shooting at targets that are 6“ or Orc Crew: Counts as having +1 upgrade for
closer to it. the purpose of ramming, but gets -1 to hit
Chopper Ship (Light 2) - 30pts when shooting at targets that are 12“ or
Gunnery Crew: Turret gets +1 to hit and +1 further away.
• Speed: Move 8" / Cruise 12"
strength when shooting at targets that are
• Turret: Ran 6" / Att 2 / Str 0 12“ or closer to it. Goblin Crew: At the end of its activation
may move 3“ backwards, but gets -1 to hit
• Defense: Eva 5 / Tou 4 Fuel Dispensers: Friendly squadrons within when shooting at targets within 12“.
• Special: Orc Crew 4“ get +2“ on move and +3“ on cruise
actions. Suicide Run: May use ram actions (counts
Goblin Cutter Ship (Light 2) - 30pts as having 0 upgrades), but is immediately
Boarding Spike: When this ship rams an destroyed when doing so.
• Speed: Move 10" / Cruise 15" enemy ship, you may place a boarding
• Turret: Ran 18" / Att 1 / Str 0 marker on that ship. Scram: This squadron may choose to move
even if engaged, but may not shoot when
• Defense: Eva 4 / Tou 5 Teleporter Pods: Once per activation, you doing so.
• Special: Goblin Crew may place a boarding marker on an enemy
ship within 6“.
Turbo Squadron - 10pts
• Speed: Move 12" / Cruise 18"
• Turret: Ran 2" / Att 2 / Str 0
• Defense: Eva 5 / Tou 6

Suicide Squadron - 10pts


• Speed: Move 10" / Cruise 15"
• Turret: Ran 2" / Att 2 / Str 0
• Defense: Eva 5 / Tou 5
• Special: Fragile, Suicide Run

Scram Squadron - 10pts


• Speed: Move 10" / Cruise 15"
• Turret: Ran 2" / Att 2 / Str 1
• Defense: Eva 5 / Tou 6
• Special: Anti-Ship, Scram

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