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New Roster (Warhammer 40,000 9th Edition) [49 PL, 4CP, 993pts]

Patrol Detachment 0CP (Orks) [49 PL, 4CP, 993pts]


Rules: Dis Is Ours! Zog Off!

Configuration [6CP]

Battle Size [6CP]


Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]
Categories: CONFIGURATION

Clan Kultur / Specialist Mobs


Selections: Deathskulls
Categories: CONFIGURATION
Abilities: Deathskulls

Detachment Command Cost


Categories: CONFIGURATION

Gametype
Selections: Matched
Categories: CONFIGURATION

HQ [8 PL, -2CP, 158pts]

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


Selections: Da Biggest Boss [-1CP], Da Killa Klaw, Kustom Shoota [3pts], Might is Right,
Power Klaw [10pts], 2x Slugga, Stikkbombs, Warlord
Categories: CHARACTER, INFANTRY, WARBOSS, HQ, FACTION: <CLAN>, FACTION: ORK, WARLORD
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Breakin' Heads, Da Biggest Boss, Might is Right, Waaagh!, Unit: Warboss (Da
Biggest Boss), Weapon: Da Killa Klaw, Kustom Shoota, Power Klaw, Slugga, Stikkbomb

Weirdboy [4 PL, -1CP, 75pts]


Selections: 1. 'Eadbanger, 2. Warpath, Warphead [-1CP], Weirdboy Staff
Categories: CHARACTER, HQ, INFANTRY, PSYKER, FACTION: ORK, FACTION: <CLAN>, WEIRDBOY
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Waaagh! Energy, Warphead (1 CP), Psychic Power: 'Eadbanger, Smite, Warpath,
Psyker: Psyker, Unit: Weirdboy, Weapon: Weirdboy Staff

Troops [20 PL, 435pts]


Boyz [12 PL, 260pts]
Categories: BOYZ, INFANTRY, FACTION: ORK, FACTION: <CLAN>, TROOPS
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Green Tide
Boss Nob [13pts]
Selections: Big Choppa [5pts], Slugga, Stikkbombs
Unit: Boss Nob, Weapon: Big Choppa, Slugga, Stikkbomb
Ork Boy W/ 'Eavy Weapon [13pts]
Selections: Big Shoota [5pts], Stikkbombs
Unit: Ork Boy, Weapon: Big Shoota, Stikkbomb
Ork Boy W/ 'Eavy Weapon [13pts]
Selections: Big Shoota [5pts], Stikkbombs
Unit: Ork Boy, Weapon: Big Shoota, Stikkbomb
Ork Boy W/ 'Eavy Weapon [13pts]
Selections: Big Shoota [5pts], Stikkbombs
Unit: Ork Boy, Weapon: Big Shoota, Stikkbomb
26x Ork Boy W/ Shoota [208pts]
Selections: 26x Shoota, 26x Stikkbombs
Unit: Ork Boy, Weapon: Shoota, Stikkbomb

Boyz [8 PL, 175pts]


Categories: BOYZ, INFANTRY, FACTION: ORK, FACTION: <CLAN>, TROOPS
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Green Tide
Boss Nob [13pts]
Selections: Big Choppa [5pts], Slugga, Stikkbombs
Unit: Boss Nob, Weapon: Big Choppa, Slugga, Stikkbomb
Ork Boy W/ 'Eavy Weapon [13pts]
Selections: Big Shoota [5pts], Stikkbombs
Unit: Ork Boy, Weapon: Big Shoota, Stikkbomb
Ork Boy W/ 'Eavy Weapon [13pts]
Selections: Big Shoota [5pts], Stikkbombs
Unit: Ork Boy, Weapon: Big Shoota, Stikkbomb
17x Ork Boy W/ Slugga & Choppa [136pts]
Selections: 17x Choppa, 17x Slugga, 17x Stikkbombs
Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb

Elites [8 PL, 170pts]

Tankbustas [8 PL, 170pts]


Categories: ELITES, FACTION: <CLAN>, FACTION: ORK, INFANTRY, TANKBUSTAS
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Tank Hunters
10x Tankbusta [170pts]
Selections: 10x Rokkit Launcha [100pts], 10x Stikkbombs, 10x Tankbusta Bombs
Unit: Tankbusta, Weapon: Rokkit launcha, Stikkbomb, Tankbusta Bomb
Heavy Support [9 PL, 165pts]

Killa Kans [9 PL, 165pts]


Categories: FACTION: <CLAN>, FACTION: ORK, VEHICLE, HEAVY SUPPORT, KILLA KANS, GRETCHIN
Rules: Dakka Dakka Dakka, Grots
Abilities: Explodes, Scrag 'Em
Killa Kan [55pts]
Selections: Kan Klaw, Rokkit Launcha [5pts]
Unit: Killa Kan, Weapon: Kan Klaw, Rokkit launcha
Killa Kan [55pts]
Selections: Kan Klaw, Rokkit Launcha [5pts]
Unit: Killa Kan, Weapon: Kan Klaw, Rokkit launcha
Killa Kan [55pts]
Selections: Kan Klaw, Rokkit Launcha [5pts]
Unit: Killa Kan, Weapon: Kan Klaw, Rokkit launcha

Dedicated Transport [4 PL, 65pts]

Trukk [4 PL, 65pts]


Selections: Big Shoota
Categories: FACTION: <CLAN>, FACTION: ORK, TRANSPORT, TRUKK, VEHICLE, DEDICATED TRANSPORT
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
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 3" suffers 1 mortal wound.
If this unit includes 20 or more models, add 1 to the Attacks characteristic of each
Green Tide
model in the unit.
Codex:
Might is
Add 1 to this Warlord's Strength and Attacks characteristic. Orks
Right
p132
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 Codex:
Ramshackle characteristic of more than 1. On a roll of 6, reduce the damage caused by the Orks
Attack to 1. p113
Scrag 'Em Add 1 to their Attacks characteristic if this unit contains 3 or more models
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
Add 1 to any Psychic test rolls made for this model for every 10 friendly ORK
Codex:
Waaagh! models excluding gretchin within 10" of it when the roll is made, to a maximum of
Orks
Energy +3. However, if result of the test is 12+, this model immediately suffers Perils of the
p88
Warp.
Use this Stratagem before the battle begins. Select a WEIRDBOY model knows 1
Warphead
additional psychic power from the Power of the Waaagh! discipline and can
(1 CP)
attempt to manifest 1 additional psychic power in each of your Psychic phases.
Psychic Warp
Range Details Ref
Power Charge
If Manifested, roll a D6 and compare it to the Toughness of the Index:
'Eadbanger 8 18" closest visible enemy model within 18" of the psyker. If the result is Xenos
higher then the model's Toughness, it is slain. 2
Smite has a warp charge value of 5. If manifested, the closest
visible enemy unit within 18" of the psyker suffers D3 mortal
Smite 5 18"
wounds (pg 181). If the result of the Psychic test was more than 10
the target suffers D6 mortal wounds instead.
If Manifested, select a friendly ORK unit within 18" of the psyker.
Warpath 7 18" Increase that unit's Attacks characteristic by 1 until your next
Psychic phase.

Psyker Cast Deny Powers Known Other Ref


Psyker 1 1 1 See Waaagh! Energy

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
Killa Kan 6" 5+ 4+ 5 5 5 3 6 3+ Codex: Orks p109
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 (Da Biggest Boss) 5" 2+ 5+ 6 5 7 5 8 4+ Codex: Orks p85
Weirdboy 5" 3+ 5+ 5 4 4 3 6 6+ Codex: Orks p88
Weapon Range Type S AP D Abilities Ref
Big Codex:
Melee Melee +2 -1 2 -
Choppa Orks p121
Assault Codex:
Big Shoota 36" 5 0 1 -
3 Orks p119
Each time the bearer fights, it can make 1 Codex:
Choppa Melee Melee user 0 1
additional attack with this weapon. Orks p121
Da Killa Model with Power Klaw only. You can re-roll Codex:
Melee Melee x2 -3 3
Klaw failed wound rolls for this weapon. Orks p130
Kan Klaw Melee Melee +3 -3 3 -
Kustom Assault Codex:
18" 4 0 1 -
Shoota 4 Orks p120
Power When attacking with this weapon, you must Codex:
Melee Melee x2 -3 D3
Klaw subtract 1 from the hit roll Orks p121
Rokkit Assault Codex:
24" 8 -2 3 -
launcha 1 Orks p120
Assault Codex:
Shoota 18" 4 0 1 -
2 Orks p120
Codex:
Slugga 12" Pistol 1 4 0 1 -
Orks p120
Grenade Codex:
Stikkbomb 6" 3 0 1 Blast
D6 Orks p120
Tankbusta Grenade Codex:
6" 8 -2 D6 Blast
Bomb D3 Orks p120
Weirdboy
Melee Melee +2 -1 D3 -
Staff

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)
Grots: Units comprised entirely of GRETCHIN cannot benefit from any Clan Kultur. In addition, Ork
Stratagems can only be used on these units if the Stratagem explicitly states so (e.g. the 'Grot Shields'
Stratagem) ()
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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