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Warhammer 40K Ork Roster Guide

This document provides details on a Warhammer 40k Orks army roster, including unit profiles, weapon profiles, and abilities for various units in the army like Boyz, Tankbustas, a Trukk transport, and a Warboss. The roster includes point costs and details on the clan kultur and specialist mobs rules being used.
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0% found this document useful (0 votes)
256 views5 pages

Warhammer 40K Ork Roster Guide

This document provides details on a Warhammer 40k Orks army roster, including unit profiles, weapon profiles, and abilities for various units in the army like Boyz, Tankbustas, a Trukk transport, and a Warboss. The roster includes point costs and details on the clan kultur and specialist mobs rules being used.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

New Roster (Warhammer 40,000 9th Edition) [24 PL, -1CP, 498pts]

Patrol Detachment 0CP (Orks) [24 PL, -1CP, 498pts]


Rules: Dis Is Ours! Zog Off!

Configuration

Clan Kultur / Specialist Mobs


Selections: Deathskulls
Abilities: Deathskulls

Detachment CP

HQ

Warboss [4 PL, -1CP, 83pts]


Selections: Ard as Nails, Attack Squig, Da Biggest Boss, Kustom Shoota, Power Klaw, Warlord
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Ard as Nails, Breakin' Heads, Da Biggest Boss, Waaagh!, Unit: Warboss, Weapon:
Attack Squig, Kustom Shoota, Power Klaw, Slugga, Stikkbomb

Troops

Boyz [8 PL, 175pts]


Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Green Tide
Boss Nob
Selections: Big Choppa, Slugga
Unit: Boss Nob, Weapon: Big Choppa, Slugga, Stikkbomb
Ork Boy W/ 'Eavy Weapon
Selections: Rokkit Launcha
Unit: Ork Boy, Weapon: Rokkit Launcha, Stikkbomb
18x Ork Boy W/ Shoota
Selections: 18x Shoota, 18x Stikkbombs
Unit: Ork Boy, Weapon: Shoota, Stikkbomb
Boyz [4 PL, 90pts]
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Green Tide
Boss Nob
Selections: Choppa, Slugga
Unit: Boss Nob, Weapon: Choppa, Slugga, Stikkbomb
Ork Boy W/ 'Eavy Weapon
Selections: Rokkit Launcha
Unit: Ork Boy, Weapon: Rokkit Launcha, Stikkbomb
8x Ork Boy W/ Slugga & Choppa
Selections: 8x Choppa, 8x Slugga, 8x Stikkbombs
Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb

Elites

Tankbustas [4 PL, 85pts]


Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Tank Hunters
5x Tankbusta
Selections: 5x Rokkit Launcha, 5x Stikkbombs, 5x Tankbusta Bombs
Unit: Tankbusta, Weapon: Rokkit Launcha, Stikkbomb, Tankbusta Bomb

Dedicated Transport

Trukk [4 PL, 65pts]


Selections: Big Shoota
Rules: Dakka Dakka Dakka
Abilities: Explodes, Open-Topped, Ramshackle, Transport: Trukk, Transport Wound Track:
Trukk1, Trukk2, Trukk3, Unit: Trukk, Weapon: Big Shoota

Profile Summary
Abilities Description Ref
Codex:
Ard as Nails Add 1 to your warlord's Toughness characteristic. Orks
p132
If a <CLAN> unit fails a Morale test within 3" of a friendly <CLAN> WARBOSS, Codex:
Breakin'
they can restore order with a brutal display of violence. If they do, the unit suffers Orks
Heads
D3 mortal wounds, but the Morale test is then considered to have been passed. p85
Use this Stratagem before the battle. Select one WARBOSS model in your army.
Da Biggest Add 1 to that model’s Wounds and Attacks characteristics and it gains a 4+
Boss invulnerable save. You can only use this Stratagem once per battle, and only if
your army does not include GHAZGHKULL THRAKA.
Models with this Kultur have a 6+ invulnerable save. In addition, you can re-roll a
single hit roll, a single wound roll, and a single damage roll for each unit with this
Deathskulls kultur each time it shoots or fights. In addition, INFANTRY units with this kultur gain
the 'Dis is Ours! Zogg Off!' ability, even if they do not have the Troops battlefield
role.
If this model is reduced to 0 wounds, roll a D6 before removing it from the
Explodes battlefield and before any embarked models disembark. On a 6 it explodes, and
each unit within 6" suffers D3 mortal wounds.
If this unit includes 20 or more models, add 1 to the Attacks characteristic of each
Green Tide
model in the unit.
Models embarked on this model can attack in their Shooting phase. Measure the
range and draw line of sight from any point on this model. When they do so, any
restrictions or modifiers that apply to this model also apply to its passengers. For
Open-
example, the passengers cannot shoot if this model has Fallen Back in the same
Topped
turn.
While this transport is within Engagement Range of any enemy units, embarked
units cannot shoot, except with any Pistols they are equipped with.
Roll a D6 each time this model suffers damage from an attack that has a Damage
Ramshackle characteristic of more than 1. On a roll of 6, reduce the damage caused by the
Attack to 1.
Tank
You can re-roll hit rolls for attacks made by this unit that target VEHICLES
Hunters
Codex:
Friendly <CLAN> Infantry units within 6" of this model at the start of the Charge
Waaagh! Orks
phase can charge even if they Advanced this turn.
p85

Transport Capacity Ref


This model can transport 12 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA
Trukk
ARMOUR or JUMP PACK model takes the space of two other models.

Transport Wound Track Wounds Move Strength Attacks Ref


Trukk1 6-10+ 12" 6 3
Trukk2 3-5 8" 5 D3
Trukk3 1-2 6" 4 1
Unit M WS BS S T W A Ld Save Ref
Boss Nob 5" 3+ 5+ 5 4 2 3 7 6+ Codex: Orks p91
Ork Boy 5" 3+ 5+ 4 4 1 2 6 6+ Codex: Orks p89
Tankbusta 5" 3+ 5+ 4 4 1 2 6 6+ Codex: Orks p96
Trukk * 5+ 5+ * 6 10 * 6 4+ Codex: Orks p113
Warboss 5" 2+ 5+ 6 5 6 4 8 4+ Codex: Orks p85

Weapon Range Type S AP D Abilities Ref


Codex:
Attack Each time a model with an attack squig fights, it
Melee Melee 4 -1 1 Orks
Squig can make 2 additional attacks with this weapon.
p121
Codex:
Big
Melee Melee +2 -1 2 - Orks
Choppa
p121
Codex:
Big Assault
36" 5 0 1 - Orks
Shoota 3
p119
Codex:
Each time the bearer fights, it can make 1
Choppa Melee Melee user 0 1 Orks
additional attack with this weapon.
p121
Codex:
Kustom Assault
18" 4 0 1 - Orks
Shoota 4
p120
Codex:
Power When attacking with this weapon, you must
Melee Melee x2 -3 D3 Orks
Klaw subtract 1 from the hit roll
p121
Codex:
Rokkit Assault
24" 8 -2 3 - Orks
Launcha 1
p120
Codex:
Assault
Shoota 18" 4 0 1 - Orks
2
p120
Codex:
Slugga 12" Pistol 1 4 0 1 - Orks
p120
Codex:
Grenade
Stikkbomb 6" 3 0 1 Blast Orks
D6
p120
Codex:
Tankbusta Grenade
6" 8 -2 D6 Blast Orks
Bomb D3
p120

Force Rules
Dis Is Ours! Zog Off!: If your army is battle-forged, all Troops units in Ork Detachments gain this ability.
Such a unit that is within range of an objective Markers (as specified in the mission) controls the objective
marker even if there are more enemy models within range of that objective marker. If an enemy unit within
range of the same objective marker has a similar ability, then the objective marker is controlled by the player
who has the most models within range of it as normal. ()

Selection Rules
'Ere We Go!: You can re-roll charge rolls for this unit. When doing so, you can re-roll all or any of the dice.
(Codex: Orks p82)
Dakka Dakka Dakka: Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon by a
model in this unit, that hit roll succeeds regardless of modifiers.

In addition, immediately make an additional hit roll against the same target using the same weapon. These
additional hit rolls cannot themselves generate extra hit rolls. When firing a weapon with randomly
determined characteristics (ie. Bubblechukka), any additional hit rolls use the same characteristics as the hit
roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their
target. (Codex: Orks p82)
Mob Rule: When using the Leadership characteristic of this unit, you can use either its own Leadership
characteristic, or you can choose for the characteristic to be equal to either the number of models in the unit,
or the number of models in another friendly unit within 6" that has this ability. (Codex: Orks p82)

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