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ORK SPECIAL RULES Powwa of the Waaagh! A mob of Orks charging is a ferocious thing to behold, a solid wall of blades and muscle yelling as loudly as they can as they slam into the enemy, bowling over those unfortunate to be caught in its path as the Orks jostle to be the first to hit the foe. To represent this sheer power, when an mob charges into assault the Ork player rolls 2D6 and compares the score to the size of the mob. If his dice roll is equal to the number of Orks present, all the Orks will double their initiative characteristics for the duration of that assault phase. Note that this only applies to Orks – Grots and Squigs receive no benefit from the Power of the Waaagh, nor are they counted when determining mob size. Mob Tests Orks have a mob mentality, a supreme self confidence in the abilities of a large group of them to overcome any opponent, regardless of the odds. Any Ork unit which fails a Morale or Pinning test may immediately make a second attempt to pass the test. For this second chance, the mob's Ld value is considered to be the same as the number of Orks in the unit – this means that a mob containing 12 or more Orks will automatically pass a Mob test. As above, Grots and Squigs do not count for this purpose. Mobbing Up: Orks have a tendency to coalesce, for small weak groups to merge to form ever-larger gatherings, eventually leading to huge Waaaghs which engulf

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ORK SPECIAL RULES

Powwa of the Waaagh! A mob of Orks charging is a ferocious thing to behold, a solid wall of blades and muscle yelling as loudly as they can as they slam into the enemy, bowling over those unfortunate to be caught in its path as the Orks jostle to be the first to hit the foe. To represent this sheer power, when an mob charges into assault the Ork player rolls 2D6 and compares the score to the size of the mob. If his dice roll is equal to the number of Orks present, all the Orks will double their initiative characteristics for the duration of that assault phase. Note that this only applies to Orks – Grots and Squigs receive no benefit from the Power of the Waaagh, nor are they counted when determining mob size.

Mob Tests Orks have a mob mentality, a supreme self confidence in the abilities of a large group of them to overcome any opponent, regardless of the odds. Any Ork unit which fails a Morale or Pinning test may immediately make a second attempt to pass the test. For this second chance, the mob's Ld value is considered to be the same as the number of Orks in the unit – this means that a mob containing 12 or more Orks will automatically pass a Mob test. As above, Grots and Squigs do not count for this purpose.

Mobbing Up: Orks have a tendency to coalesce, for small weak groups to merge to form ever-larger gatherings, eventually leading to huge Waaaghs which engulf entire sectors. To represent this, any Ork infantry mob which is broken and falling back for any reason may attempt to mob up with any other Ork Mob. Make a single Ld test for the mob which is falling back at the beginning of the Ork turn; if passed, the mob automatically joins with any Ork mob within 6”. The retreating unit is treated as destroyed for victory condition purposes, and the two merged units are treated as a single unit from that point onwards. Mobs mounted on Dethcoptaz or Warbikes may not mob up or be mobbed up with.

Followers Some Ork characters choose to be accompanied by a selection of Grots and squigs, which they use as pets, guards and general slave labour. Followers must remain within 2” of their master at all times, they are not free to move within a unit but must stay beside the Ork they are bought for. If the owning Ork model is removed as a casualty for any reason, all followers must

be removed too (it is assumed they run to get help, attend to their master's injuries and guard him, or simply leg it). Followers do not affect the status of an independent character. Followers may not be taken for any model which uses the movement rules for cavalry, jump infantry or bikes (whether due to upgrades or as part of the model's basic profile).

Grot and Snotling Packs Runts are reluctant fighters at the best of times, herded into battle in great packs as cannon fodder and walking shields, and instinctively burrow themselves away at the first sign of trouble. If a Grot or Snotling pack fails a Morale Test from shooting or tank shock the Grots or Snotlings in the mob will go to ground, hiding away in whatever scraps of cover they can find. Remove the remaining Grot or Snotling models from the board and leave the Runt'erda in place as he yells at them to get back up. The Runt'erda will not fall back but will count as pinned as he keeps attempting to rally his charges, until the pack passes their Leadership test or the Runt'erda is killed. During this time the Runt'erda is treated as an independent character for targeting purposes (so he can only be chosen as a target if he is the closest model and within 12” of the firing unit). If the pack rallies, return the remaining Grots or Snotlings to the board, within unit coherency and within 6” of the Runt'erda. If the Runt'erda is killed before he can rally the mob, the remaining runts are treated as destroyed.

Waaagh Psychic Powers A Wyrdboy does not tap into warp space itself to attain warp power for his psychic abilities, it is absorbed from the surrounding Ork boyz. All Orks have their own latent psychic abilities, and in times of great excitement (such as the heat of battle) the combined effect produces powerful side effects in the Wyrdboyz within the army. When a Wyrdboy attempts to activatea psychic power, the Wyrdboy does not test against his Leadership value – instead his Leadership is considered to be the same as the number of Orks other than the Wyrdboy in the Wyrdboy's unit – this means that a Wyrdboy mob or Warp'ead retinue containing 12 or more Orks will automatically pass a psychic test. Grots and Squigs do not count for this purpose. Wyrdboyz may be affected by Perils of the Warp as usual, although the danger actually comes from psychic feedback generated by the presence of an army of battle-frenzied boyz, rather than a Daemonic attack. ORK ARMOURY:

Ork characters may select up to 2 single handed weapons from the armoury, or up to one single handed and one double handed weapon. In addition, each character may select up to 50pts of wargear and followers from the lists below. Bigboss and Oddboss characters may select up to 70pts from the wargear and follower lists, and Warboss and Warlord characters may select up to 100pts. You may not take duplicate wargear or weapons. Followers may be

duplicated, but an Ork may not select more than three followers in total.

Single Handed Weapons:

Choppa: 3pts ² Close combat weapon: 1pt Grabbstikk (Runt'erdaz only): 5pts Slugga: 1pt ² Powwa Claw: 25pts Skullcrusha: 8pts

Double Handed Weapons:

Big Choppa: 5pts ² Big Shoota: 14pts ¹ ² Burna: 6pts Ooge Choppa: 10pts ² Rokkit Launcha: 10pts Sawn-off Big Shoota: 14pts ² Sawn-off Shoota: 2pts ² Shoota: 1pt ¹ ² Skorcha: 10pts ¹

Wargear:

Big 'Ornz: 8pts ¹ Bionik Arm: 15pts Bosspole: 4pts ¹ 'Evvy Arma: 6pts Frag Stikkbommz: 1pt ¹ Fungus Brew (Warpeadz only) : 15pts Iron Gob: 10pts ¹ Krak Stikkbommz: 1pt

Kombi Weapon Attachment: - Kombi Big Shoota: 7pts ¹ - Kombi Rokkit: 5pts ¹ - Kombi Skorcha: 8pts ¹ Kustom Force Field (Mek only, one per army): 22pts Kustom Jobz: -Blasta *: 3pts / 8pts ¹ -Morr Dakka *: 4pts / 7pts ¹ -Shootia *: 2pts / 5pts ¹ -BludRippa **: 2pts / 3pts -Dethblade **: 3pts / 5pts -SoopaSlicer **: 3pts / 8pts Medi-Squig: 17pts ¹ Mega Arma(Nobz, WarBoss and Oddboss only): 30pts Mega Boosta (Mega Arma'd models only): 8pts ¹ Soopa Stikbommz: 6pts (Mek only) Steel Skull: 15pts ¹ Tankbusta Bommz: 4pts

* Ranged weapons only

** Choppa weapons only

Followers:

Ammo Grot: 7pts ¹ Attack Squig: 6pts ¹ Banna Wayva Grot: 2pts ¹ Grot Runna: 3pts Sniffa Squig: 2pts ¹ Squighound (Runt'erdaz only): 5ptsORK VEHICLE UPGRADES:

Bolt-on Big Shoota: A Bolt-on Big Shoota is simply an additional gun attached to a Trukk or Wagun to give some extra shooting punch. It is operated by one of the passengers, and so can only be fired if a mob is embarked on the vehicle during the shooting phase. A bolt-on big shoota may not be fired if the passengers are not able to fire during the turn due to movement or vehicle damage. Bolt-on Big shootas are exempt from the usual fire point rules if mounted on enclosed vehicles (they come with their own fire point).

Bolt-on Combat Implements: A variety of items come under the description of combat implements, from wrecking balls and giant remote claws to battering rams. Combat implements

can only be used when an Ork transport with an embarked unit moves within 1” of an enemy vehicle. Each combat implement allows a single embarked model to carry out an assault on the enemy vehicle. The attacking model rolls to hit and penetrate exactly as if they had disembarked and assaulted normally. In addition, the attacking model doubles their basic strength characteristic. This bonus cannot be combined with any special close combat weapons or grenades.

Enclosed: Ork Trukks can offer an improved degree of protection for passengers and crew simply by adding a roof to deflect shrapnel and blasts away. A vehicle upgraded to be enclosed is no longer treated as Open-Topped, has a single access point at the rear of the vehicle, and no Fire Points.

Grot Riggaz: A team of Grot Riggaz are equipped with various tools and devices allowing them to crawl over a vehicle, clambering into gaps and carrying out makeshift repairs in the midst of battle. If a vehicle which carries Grot Riggaz suffers an immobilised result, the Riggaz may attempt to make temporary repairs at the beginning of the Ork turn. Roll a D6; if the result is a 5+, the vehicle may move as normal during the current turn. Note that as the repair job only lasts for the current turn, Grot Rigaz do not allow immobilised vehicles to count as mobile for Victory Condition purposes.

Force Field Projecta: By projecting a bubble of energy around the vehicle, a Force Field Projecta can sap the energy of incoming shots, increasing the survivability of Ork vehicles. The Force Field Projecta allows an Ork player to force their opponent to re-roll any dice for penetration when the vehicle is hit by enemy shooting. Each time the Force Field Projecta is used in this way, roll a D6: if the score is a '1', the field has burned out and may not be used for the remainder of the game.

Mek Gunner: Some Meks like to ride along with their creations to see them in action, and to operate the guns for themselves! Each Mek Gunner may be assigned to any one gun on the vehicle, allowing it to fire with a BS of 3.

Slikk Servos: Dredds and Kans may sometimes be fitted with powered up combat gear which gives them an unexpected edge in hand to hand combat. A Dredd or Kan with

Slikk Servos strikes at double its regular Initiative characteristic in hand to hand combat.

Spikez and Bladez: The addition of impaling and whirling blades means that even the flimsiest of Ork vehicles can cause enemies to run and dive for cover as it hurtles towards them. An Ork vehicle with Spikez and Bladez is able to perform Tank Shock moves even if it is not a tank.

Stikkbomm Chukka: Stikkbomm Chukkas are simple launching devices which rain bundles of frag stikkbomms into the enemy. A Stikkbomm Chukka is activated automatically during the Ork shooting phase if any enemy unit is within 3” of the vehicle, inflicting D6 automatic hits with a Strength of 3 and an AP of 6 on the nearest enemy unit. Stikkbomm Chukkaz will be activated even if the Ork vehicle is locked in combat.

Squig Fuel Injector: A turbo-boosta gives a noticeable, if temporary burst of speed to an Ork vehicle, allowing them to get into the thick of the action more quickly! A Squig Fuel Injector may be activated during the shooting phase instead of firing any weapons and grants an additional D6 of movement (2D6 for Fast vehicles).

Paint Jobz: - Black Paint Job: Black, the colour of choice for the Goff clan, signifies that an Ork is the meanest, toughest and scariest around. A vehicle with a Black paint Job applies -1 to the Leadership of any unit subjected to a Tank Shock move or which loses a round of combat against the vehicle. Note that this modifier is not cumulative if multiple vehicles are involved in the

tank shock move or close combat. - Blue Paint Job: All Orks know that blue is a lucky colour, and Ork vehicles are often daubed in blue paint to bring them good fortune in battle. An Ork vehicle with a Blue Paint Job subtracts -1 from the damage table result for any Glancing Hits it receives. This may not modify a result to a score less than 1. - Red Paint Job: Red ones go fasta, and by applying a good coat of red paint an Ork crew can ensure that extra bit of speed when they want it. Any vehicle other than a walker with a Red Paint Job may move an additional 1” in the movement phase, without it counting for shooting or disembarking purposes. A walker with Red Paint Job gains +1 to its initiative characteristic when rolling for a Sweeping Advance

ORK WEAPONS:

Range Strength AP Notes Slugga 12” 4 - Pistol Shoota 24” 4 - Rapid Fire Big Lobba G72” 6 5 Heavy 1, Ordnance Big Shoota 36” 5 5 Assault 3 Burna - 4 5 Assault 1, Template* Grot Blasta 12” 3 - Assault 1 Kannon: - Frag 48” 5 6 Heavy 1, Blast - Shell 48” 8 3 Heavy 1

Kustom Mega Blasta 36” 7 2 Assault 1, Blast, Gets Hot Kustom Soopa Shoota 36” 6 5 Heavy D6 Lobba G12-48” 5 - Heavy 1, Blast Pulsa Rokkit G18-72” - - Heavy 1, * Rokkit Launcha 24” 8 3 Assault 1 Sawn-off Big Shoota 12” 5 5 Assault 3 Sawn-off Shoota 12” 4 - Assault 2 Shokk Attakk Gunn 72” 3 - Heavy 2D6, Lance, Rending* Skorcha - 5 4 Assault 1, Template Soopagunn 72” 7 5 Heavy 1, Ordnance Squig Catapult G12-48” 4 - Heavy 1 Large Blast * Stikkbomm Chukka 3” 3 6 Assault D6 * Zzap Gunn 24” x 2 Heavy D3 *

* Additional special rules, see Wargear section

ORK PROFILES:

WS BS S T W I A Ld Sv Boy 4 2 3 4 1 2 2 7 6+ Skarboy 4 2 4 4 1 2 2 7 6+ Nob 4 2 4 4 2 3 3 7 6+ Bigboss 4 2 4 4 2 3 3 8 6+ Warboss 5 2 5 4 3 4 4 9 6+

Warlord 6 2 6 5 4 4 4 9 6+ Mekboy / Dok / Wyrdboy 3 3 3 4 1 2 1 7 6+ Big Mek / Painboss / Warpead 4 2 4 4 2 3 3 7 6+ Grot 2 2 2 2 1 2 1 5 - Squig 3 0 2 3 1 2 1 2 - Attack Squig 3 0 3 3 1 4 2 2 -

HQ: 0-1 WARBOSS

Points WS BS S T W I A Ld Sv Bigboss 35 4 2 4 4 2 3 3 8 6+ Warboss 60 5 2 5 4 3 4 4 9 6+ Warlord 90 6 2 6 5 4 4 4 9 6+

Options: A Warboss may purchase any equipment from the Ork Armoury.

Retinue: A Warboss may be accompanied by a retinue, see the entry below. A

Warboss and his retinue are treated as a single unit during the battle, and the retinue does not count as a further HQ choice.

Transport: A Warboss and his retinue may be mounted in either a Trukk or a Wagun, see the Fast Attack and Heavy Support sections for details and points

costs. The vehicle must be constructed with sufficient transport capacity to mount the entire unit, including any followers, and remembering that Mega-Armoured models each take up 2 spaces in a vehicle.

Bikerz: If the Warboss is not mounted in a vehicle, he and any retinue members may be mounted on Warbikes at a cost of +15pts per model. For a further +10pts per model, the Warboss and the entire retinue may mount twin-linked sawn off big shootas on their warbikes. If this option is taken, no followers may be taken by the Warboss or any member of the retinue.

Independent character: Unless accompanied by a retinue, a Warboss is an independent character and follows all the rules for independent characters in the 40K rulebook.

--------------- Warboss Retinue:

Number: More powerful warbosses inevitably attract a greater following due to their reputation and ego, and so the size of the available retinue varies according to the status of the Warboss:

Bigboss Retinue: May include 3-10 Skarboyz, 0-1 Mek, 0-1 Dok Warboss Retinue: May include 3-6 Nobz, 0-10 Skarboyz, 0-2 Meks, 0-2 Doks Warlord Retinue: May include 5-10 Nobz, 0-15 Skarboyz, 0-2 Meks, 0-2 Doks

-------

Points/model WS BS S T W I A Ld Sv Nob 20 4 2 4 4 2 3 3 7 6+

Options: Nobz may purchase any equipment from the Ork Armoury

------- Points/model WS BS S T W I A Ld Sv Skarboy 11 4 2 4 4 1 2 2 7 6+

Weapons: Skarboyz are armed with either a shoota, or a slugga and choppa

Options: Any Skarboy may replace his weapons with a Big Choppa for +3pts. Up to one Skarboy in three may replace his weapons with a Big Shoota for +10pts or a Rokkit Launcha for +8pts.

------- Points/model WS BS S T W I A Ld Sv Mek / Dok 13 3 3 3 4 1 2 1 7 6+

Equipment: A Mek is equipped with Mek Tools, and a Dok is equipped with Dok Tools.

Options: A Mek or Dok may purchase any equipment from the Ork Armoury. In addition, a Mek or Dok may take up to two Grot Assistants as followers at a cost of 4pts each. HQ: ODDBOSS

Points/model WS BS S T W I A Ld Sv Oddboss 35 4 2 4 4 2 3 3 8 6+

Oddboy: An Oddboss falls into one of the following three categories: either a Big Mek with Mek Tools, a Painboss with Dok Tools, or a Warp'ead with Coppa Staff (counts as close combat weapon) and the Brain Bursta psychic power.

Equipment: A Big Mek or Painboss may be given any equipment from the Ork Armoury. In addition, they may be accompanied by up to three Grot Assistants at a cost of +5pts each

Transport: An Big Mek or Painboss and his retinue may be mounted in either a Trukk or a Wagun, see the Fast Attack and Heavy Support sections for details and points costs. The vehicle must be constructed with sufficient transport capacity to mount the entire unit, including any followers, and remembering that Mega-Armoured models each take up 2 spaces in a vehicle.

Independent character: Unless accompanied by a retinue, an Oddboss is an independent character and follows all the rules for independent characters in the 40K rulebook.

---------- HQ: ODDBOSS

Points/model WS BS S T W I A Ld Sv Oddboss 35 4 2 4 4 2 3 3 8 6+

Oddboy: An Oddboss falls into one of the following three categories: either a Big Mek with Mek Tools, a Painboss with Dok Tools, or a Warp'ead with Coppa Staff (counts as close combat weapon) and the Brain Bursta psychic power.

Equipment: A Big Mek or Painboss may be given any equipment from the Ork Armoury. In addition, they may be accompanied by up to three Grot Assistants at a cost of +5pts each

Transport: An Big Mek or Painboss and his retinue may be mounted in either a Trukk or a Wagun, see the Fast Attack and Heavy Support sections for details and points costs. The vehicle must be constructed with sufficient transport capacity to mount the entire unit, including any followers, and remembering that Mega-Armoured models each take up 2 spaces in a vehicle.

Independent character: Unless accompanied by a retinue, an Oddboss is an independent character and follows all the rules for independent characters in the 40K rulebook.

---------- WARP'EAD SPECIAL RULES:

Fearless: A Warp'ead is so crazed with Waaagh power that no foe or circumstance can intimidate him. A Warp'ead is treated as Fearless.

Wyrdboy: A Warp'ead is subject the the rules for Waaagh Psychic Power in the Ork Special Rules section.

Brain Bursta: Arcs of coloured lightning spray from the Warp'eadz mouth and arms, smashing into nearby enemies with devastating effect. The Brain Bursta power automatically targets the nearest enemy unit within 18" with a number

of shots equal to the amount of Orks within 6" of the Warp'ead. Shots are resolved using the Warp'ead's ballistic skill and with a Strength of 4 and an AP of 4.

----------

------------------ Oddboy Retinue:

Points/model WS BS S T W I A Ld Sv Mek Apprentice 10 3 3 3 4 1 2 1 7 6+ Cybork 7 4 2 3 4 1 2 2 7 6+ Madboyz 8 4 2 3 4 1 2 2 7 6+

Mek Apprentices: A Big Mek may be accompanied by a retinue of between 3 and 10 Mek Apprentices. Mek Apprentices are armed with either a shoota or a slugga and choppa. Up to one in three Mek Apprentices may be armed with a burna for +6pts. Each Mek Apprentice not upgraded to carry burnas may purchase a single Kustom Job from the armoury. You must buy Kustom Jobz for all Mek Apprentices not carrying burnas in the retinue if you buy any, however each Mek Apprentice may take a different Kustom Job.

Cyborks: A Painboss may be accompanied by a retinue of between 3 and 10 Cyborks. Cyborks are armed with sluggas and choppas. The entire Cybork retinue must purchase one or more of the following Orkmentations: - Bionik Bonce: +2pts per model. - Bodyspikez: +1pt per model - Boostaz: +1pt per model - Dakka Arm: +2pts per model - 'Otwired Edd: +2pts per model - Servo Implants: +3pts per model - Tinbitz: +2pts per model

Madboyz: A Warp'ead must be accompanied by a retinue of between 5 and 10 Madboyz. Madboyz are armed with a slugga and choppa. ------------------

ELITES: TUFFBOYZ MOB

Points WS BS S T W I A Ld Sv Ork 8 4 2 3 4 1 2 2 7 6+ Nob +14 4 2 4 4 2 3 3 7 6+

Mob: The mob consists of between 5 and 20 Orks.

Weapons: Each Ork is armed with a close combat weapon and either a shoota or slugga (you may have a mixture of these weapons within the mob if you wish). In addition, the mob may take any of the following weapons:

- Mob replaces all close combat weapons with Choppas: +1pt per model - Mob replaces all close combat weapons with Big Choppas: +2pts per model.

- Mob gains a single Kustom Job for either their shootas and sluggas or choppas at cost listed in the Ork Armoury. All Orks in the mob must take the same Kustom Job.

Up to four Boyz may be armed with either a Big Shoota for +10pts, a Rokkit Launcha for +8pts, a Burna for +8pts, or a big choppa for +3pts.

Options: The entire mob may take any combination of the following unit options:

- Equip mob with frag stikkbommz: +1pt per model - Equip mob with krak stikkbommz: +1pt per model - Equip mob with evvy arma: +3pts per model - Upgrade entire mob to Strength 4: +2pts per model

One Boy may be upgraded to a Nob for +14 pts. A Nob may be given any equipment from the Ork Armoury.

Tim ELITES: TANKBUSTA BOYZ

Points WS BS S T W I A Ld Sv Ork 11 4 2 3 4 1 2 2 7 6+ Nob +14 4 2 4 4 2 3 3 7 6+

Mob: The mob consists of between 5 and 15 Boyz.

Weapons: Each boy is armed with either a shoota or a slugga and close combat weapon (you may have a mixture of these weapons within the mob if you wish). In addition, all Tankbusta Boyz are armed with tankbusta bommz.

Up to three Boyz may be armed with rokkit launchas for +10pts.

Options: One Boy may be upgraded to a Nob for +14pts. A Nob may be given any equipment from the Ork Armoury.

.

------------

ELITES: WYRDBOY MOB

Points WS BS S T W I A Ld Sv Wyrdboy 25 3 3 3 4 1 2 1 7 6+

Ork 7 4 2 3 4 1 2 2 7 6+ Minder 9 4 2 4 4 1 2 2 7 6+

Mob: The mob consists of a Wyrdboy, between 2 and 4 Minderz and between 5 and 10 Orks.

Weapons: Each Boy and Minder is armed with a slugga and choppa. The Wyrdboy is armed with a Coppa Staff (counts as close combat weapon) and has the Da

Krunch psychic power.

----------- SPECIAL RULES:

Waaagh Power: the Wyrdboy is subject to the rules for Waaagh Psychic Powers as listed in the Ork Special Rules section.

Da Krunch: The turbulent psychic aura around the Wyrdboy manifests itself as a giant green fist or foot smashing down on the enemy. If successfully activated, Da Krunch targets the nearest enemy unit, and has the following profile:

Da Krunch – Range G24”, S X, AP –, Assault1, Blast, Pinning.

The Strength of the attack is equal to the number of Ork models within 6” of the Wyrdboy, up to a maximum of 10.

Minderz: The Minderz must remain in base to base contact with the Wyrdboy at all times to stop him from running off. If all the Minderz are removed from the game as casualties, the Wyrdboy is removed too (he sees his opportunity and makes a break for freedom) ------------

TROOPS: 0-2 KOMMANDO SKWAD

Points WS BS S T W I A Ld Sv Ork 7 4 2 3 4 1 2 2 7 6+ Nob +12 4 2 4 4 2 3 3 7 6+

Mob: The skwad consists of between 5 and 15 Orks.

Weapons: Each boy is armed with a close combat weapon. The Skwad may take any combination of the following weapons: - Equip entire mob with sluggas: +1pt per model

- Equip entire mob with shootas: +1pt per model - Upgrade all close combat weapons to Choppas: +1pt per model

Up to two Boyz may be armed with either a big shoota for +10pts, a Rokkit Launcha for +8pts, a burna for +8pts, or a big choppa for +3pts.

Options: The entire skwad may take any combination of the following unit options:

- Equip mob with frag stikkbommz: +1pts per model - Equip mob with krak stikkbommz: +2pts per model - Equip mob with tankbusta bommz: +4pts per model

One Boy may be upgraded to a Nob for +12 pts. A Nob may be given any equipment from the Ork Armoury.

------------

TROOPS: RUNT PACK

Points WS BS S t W I A Ld Sv Runt'erd 9 4 2 3 4 1 2 2 7 6+ Snotlings 11 2 0 2 3 3 2 3 3 - Grot 3 2 2 2 2 1 2 1 5 - Attack Squig 8 3 0 3 3 1 4 2 2 -

Pack: A Runt Pack consists of a Runt'erd and one of the following: - between 5 and 12 Snotling bases at a cost of +11pts per base - between 10 and 40 Grots at a cost of +3pts per model - between 5 and 25 Attack squigs at a cost of +8pts per model

Weapons: The Runt'erd is armed with a slugga and close combat weapon. Grots are armed with grot blastas.

Options: The Runt'erd may be given any equipment from the Ork Armoury.

------------ SPECIAL RULES:

Snotlings: Snotlings are tiny, skulking creatures and are subject to the Small Targets and Vulnerable to Blasts universal special rules on pages 75 and 76 of the 40K rulebook. They are also affected by the rules for Grot and Snotling packs in the Ork Special Rules section of this Codex.

Grots: Grots are subject to the rules for Grot and Snotling packs in the Ork Special Rules section of this Codex. In addition they are subject to the Living Shield and Path Clearing rules below: Living Shield: Grots are frequently used to distract enemy fire away from the Orks, marched into the open and sometimes given brightly coloured

clothing and banners to ensure the enemy can see them. Any enemy unit who's nearest Ork unit to them is a Grot Pack must roll 3D6 for any Target Priority test they wish to take, rather than 2D6 as would otherwise be the case. Path Clearing: Grots are used to beat paths through terrain for the Orks to follow. Any Ork mob moving through difficult terrain which is already occupied by a Grot Pack become subject to the Move Through Cover universal special rule. This has no effect on Dreadnoughts or Killa Kanz, or models in Mega armour. In addition, Orks have no qualms about using Grots to march through minefields, detonating the explosives to make them safe for the Orks. If a Grot Pack triggers a minefield, remove 3D6 Grots as casualties, and remove the minefield marker. If there are more casualties than Grots, the Grots are still killed but the minefield remains in place.

Attack Squigs: Attack Squigs are subject to the Let Slip the Squigs Of Waaagh special rule below: Let Slip The Squigs Of Waaagh!: Attack Squigs are difficult to control at the best of times, and when under fire they may react in the only way they know – charge! If an Attack Squig Pack fails a Morale or Pinning test, the Squigs break free of the Runt'erd and charge towards the enemy. The Runt'erd is removed from the game, the remaining Attack Squigs will automatically move towards the nearest visible enemy models and charge them if possible for the rest of the game, and become subject to the Fearless and Fleet universal special rules. The mob will count as destroyed for victory points purposes (any surviving Attack Squigs are hopelessly scattered across the warzone). ------------

TROOPS: 0-2 BURNA BOYZ MOB

Points WS BS S T W I A Ld Sv Ork 8 4 2 3 4 1 2 2 7 6+ Mek +10 3 3 3 4 1 2 1 7 6+

Mob: The mob consists of between 5 and 15 Orks.

Weapons: Each boy is armed with a slugga and close combat weapon.

Options: The entire mob may take any combination of the following unit options: - Equip mob with shootas: +1pt per model - Upgrade all close combat weapons to Choppas: +1pt per model

Up to five Boyz may be armed with a burna for +8pts each.

One Boy may be upgraded to a Mek for +10 pts. A Mek may be given any

equipment from the Ork Armoury. A Mek may be equipped with a burna for +5pts.