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==Gubbinz and Gunz== ===Melee Weapons=== ====Klaw Weapons==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" !Name ! Range ! S ! AP ! Type |- | Power klaw | - | x2 | 2 | Melee, Unwieldy, Specialist Weapon |- | Rippa klaw | - | x2 | 1 | Melee, Unwieldy, Specialist Weapon |- | Klaw of Gork (or possibly Mork) | - | 10 | 1 | Melee, Concussive |- |}<br style="clear: both; height: 0px;" /> ====Choppa Weapons==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Mega-choppa | - | D | 2 | Melee, Killin’ Kombo |- |}<br style="clear: both; height: 0px;" /> ::'''Killin’ Kombo:''' A model armed with two weapons with this special rule adds +3 to its Attack characteristic. ===Ranged Weapons=== ====Deff Arsenal==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 120" | 9 | 3 | Heavy 3D6 |- |}<br style="clear: both; height: 0px;" /> ====Killkannon==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 24" | 7 | 3 | Ordnance 1, Large Blast |- |}<br style="clear: both; height: 0px;" /> ====Kombi-weapons==== A model armed with a kombi-weapon can choose to fire either the primary shoota or the secondary weapon, which will be either a rokkit launcha or a skorcha. The shoota can be fired every turn, but the secondary weapon can only be fired once per battle. You cannot fire both weapons in the same turn. Each kombi-weapon has only one secondary weapon. ====Kustom Mega-weapons==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Name ! Range ! S ! AP ! Type |- | Kustom mega-slugga | 12" | 7 | 3 | Pistol, Gets Hot, Shred |- | Kustom mega-blasta | 18" | 7 | 3 | Assault 2, Gets Hot, Shred |- | Kustom mega-kannon | 36" | 7 | 3 | Salvo 1/2, Blast, Gets Hot |- |}<br style="clear: both; height: 0px;" /> ====Kill Krusha Weapons==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" !Name ! Range ! S ! AP ! Type |- | Belly Gun | 72" | 7 | 3 | Ordnance 1, Variable Blast 3D6" |- | Bursta kannon | 36" | D | 2 | Heavy 1, Massive Blast |- | Gigashoota | 48" | 6 | 4 | Heavy 6D6 |- | Krusha kannon | | | | |- | (Boom shell) | 60" | 8 | 3 | Ordnance 1, Large Blast, Loader Gubbins |- | (Tankhamma shell) | 60" | 10 | 2 | Heavy 1, Armourbane, Loader Gubbins |- | (Scrap shell) | Hellstorm | 2 | - | Heavy 1, Shred, Rend, Loader Gubbins |- | (Burna shell) | 48" | 4 | 5 | Heavy 1, Massive Blast, Ignores Cover, Loader Gubbins |- |}<br style="clear: both; height: 0px;" /> ::'''Loader Gubbins:''' Roll a D6 each time a weapon with this special rule is fired. If you roll a a 1, then roll again on the following table. ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! D6 ! Result |- | '''1-2''' | '''Dud:''' No shot is fired this turn. |- | '''3-5''' | '''Dis one?:''' The shot is fired using the boom shell profile. |- | '''6''' | '''Not that way!:''' No shot is fired this turn and the firing vehicle suffers a Glancing hit with no saves of any kind allowed. |- |}<br style="clear: both; height: 0px;" /> ====Bomm Weapons==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Name ! Range ! S ! AP ! Type |- | Aporkalypse bomm | - | 6 | 4 | Bomb 8, Apocalyptic Barrage, One Shot |- | Bomm | - | 6 | 4 | Bomb 1, Blast |- | Doomskorcha bomm | - | 5 | 4 | Bomb 1, Hellstorm Inferno, Flamer Weapon, One Use Only, Ignores Cover |- | Grot bomm | 24"-72" | 8 | 3 | Ordnance 1, Large BLast, Twin-linked, One Use Only |- |}<br style="clear: both; height: 0px;" /> ::'''Hellstorm Inferno:''' When making a bombing run with a weapon with this special rule place the hellstorm template anywhere within the length of the of the bombing run with the teardrop pointing forwards. Then move the template forwards 2D6" and resolve the attack. ::'''Flamer Weapon:''' Note that this weapon is a Flamer Weapon as described in ''Warhammer 40,000: The Rules''. ====Boom Kannister==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 10" | 4 | 5 | Assault 1, Large Blast, Pinning, Defensive Weapon |- |}<br style="clear: both; height: 0px;" /> ::'''Defensive Weapon:''' Weapons with this special rule must always be fired in a straight line directly away from the hull and must always target the ground exactly 10" from the weapon. Note that this weapon may be fired even if no enemy units are beneath the template but may not be fired if one or more friendly models are beneath the template. ====Flamer Weapons==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Name ! Range ! S ! AP ! Type |- | Burna | Template | 4 | 5 | Assault 1 |- | | - | User | 3 | Melee, Two-handed |- | Skorcha bomm | - | 5 | 4 | Bomb 1, Large Blast, Ignores Cover, One Use Only |- | Skorcha missile | 24" | 5 | 4 | Heavy 1, Blast, Ignores Cover, One Use Only |- | Doomskorcha bomm | - | 5 | 4 | Bomb 1, Hellstorm Inferno, One Use Only, Ignores Cover |- | Skorcha | Template | 5 | 4 | Assault 1 |- |}<br style="clear: both; height: 0px;" /> ::'''Hellstorm Inferno:''' When making a bombing run with a weapon with this special rule place the hellstorm template anywhere along the line the of the bombing run with the teardrop pointing forwards. Then move the template forwards 2D6" and resolve the attack. ====Flakka Gun==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 24" | 7 | 4 | Assault 4, Skyfire, Interceptor, Go! Go! |- |}<br style="clear: both; height: 0px;" /> ::'''Go! Go!:''' This weapon may be fired even if the vehicle firing it moved Flat Out. ====Lifta-droppa==== To use a lifta-droppa nominate an enemy vehicle within 48" and roll a D6 and consult the table below. ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! D6 ! Effect |- | '''1 Mishap''' | Roll a further D6 on the table below this one. |- | '''2-3 Nothing happens''' | Nothing happens. |- | '''4+ Caught...''' | Roll a scatter dice and move the target 2D6" in the direction shown by the arrow. The vehicle immediately stops when it reaches base contact with a friendly model or a piece of terrain or if it moves within 1" of an enemy model. If the vehicle moves into base contact with another vehicle the target counts as having Rammed the other vehicle in addition the target suffers D6 Strength * AP - hits with the Grav special rule. If the target moves into base contact with a non-vehicle model the target D6 Strength * AP - hits with the Grav special rule and the unit it moved into suffers 2D6 AP 4 Wounds. If a Hit! is rolled the vehicle remains still and if it remains still or moves into base contact with a piece of terrin it suffers 2D6 Strength * AP - hits with the Grav special rule. |- |}<br style="clear: both; height: 0px;" /> ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! D6 ! Effect |- | '''1 Rattle-rattle''' | The vehicle armed with the lifta-droppa suffers D6 Strength * AP - hits with the Grav special rule. |- | '''2-5 Aaagh, it´s glowin’!''' | The vehicle armed with the lifta-droppa suffers D6 Strength * AP - hits with the Grav special rule and all units (friend and foe) within 6" of the vehicle armed with the lifta-droppa suffer D6 Strength 3 AP 4 hits. |- | '''6 W-we´re flying!''' | The vehicle armed with the lifta-droppa suffers 2D6 Strength * AP - hits with the Grav special rule. |- |}<br style="clear: both; height: 0px;" /> ====Mek Gun Weapons==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Name ! Range ! S ! AP ! Type |- | Supa-lobba | 48" | 7 | 4 | Ordnance 1, Massive Blast |- | Supa-kannon | 60" | 9 | 3 | Ordnance 1, Large Blast |- |}<br style="clear: both; height: 0px;" /> ====Rattler Weapons==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Name ! Range ! S ! AP ! Type |- | Rattler kannon | 24" | 4 | 6 | Heavy 2D6, Jam! |- | Supa-rattler | 24" | 8 | 3 | Heavy 6D6, Whirrrr Click-click |- |}<br style="clear: both; height: 0px;" /> ::'''Jam!:''' When you roll 10 or more for the number of shots fired by a weapon with this special rule it may not be fired again until the end of your next Shooting phase. ::'''Whirrrr Click-click:''' When you roll 30 or more for the number of shots fired by a weapon with this special rule it may not be fired again until the end of your next Shooting phase. ====Rokkit Weapons==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Name ! Range ! S ! AP ! Type |- | Rokkit | 24" | 8 | 3 | Heavy 1, One Use Only |- | Rokkit launcha | 24" | 8 | 3 | Heavy 1 |- |}<br style="clear: both; height: 0px;" /> ===Runts and Squigs=== ====Weird Squig==== One use only. A model with a weird squig can re-roll one psychic test. ===Orky Know-wots=== ====Bosspole==== Each time a unit that includes at least one model with a Bosspole rolls on the Mob Rule table, you may choose to re-roll any result other than a Breaking Heads result. You must accept the result of the re-roll. ====Cybork Body==== A model with a cybork body has the Feel No Pain (6+) special rule, while it is in a unit including a model armed with dok’s tools it instead has the Feel No Pain (4+) special rule. ====Gitfinda==== A model with a gitfinda has Ballistic Skill 3. ====Kustom Force Field==== The bearer, and all models within 6", receive a 5+ invulnerable save against any shooting attacks. If the bearer is embarked in a vehicle, then the vehicle receives a 5+ invulnerable save against any shooting attacks instead. ====Mek’s Tools==== In each of your Shooting phases, a model equipped with Mek’s tools may choose to repair a single friendly vehicle that he is in base contact with or embarked upon. To repair a vehicle, roll a D6. If the result is 5 or more, you may either restore a Hull Point lost earlier in the battle or repair a Weapon Destroyed result or an Immobilised result instead; this is effective immediately. A model cannot fire any ranged weapons in the same turn it uses its Mek’s tools, ====Rokkit Pack==== A unit made up exclusively of models with rokkit packs can choose to use them to Run 2D6" in the Shooting phase instead of the normal D6" even if it used them in the Movement phase. If it does so, every model in the unit must take a Dangerous Terrain test. ====Firebombs==== Wounds caused by firebombs to the unit that is carrying them never cause Morale checks. '''''Shooting''''' Firebombs may be fired as a shooting attack using one of the following profiles, only one model per phase in each unit may make use of one of these ranged profiles: ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 8" | 3 | - | Assault 1, Blast, Whoops |- | 8" | 1 | - | Assault 1, Blast, Blind, Whoops |- |}<br style="clear: both; height: 0px;" /> ::'''Whoops:''' When one or more models use a weapon with this special rule, randomly allocate D3 wounds to models in the unit armed with firebombs. '''''Assault''''' Models equipped with firebombs don’t suffer the penalty to their Initiative for charging enemies through difficult terrain, but fight at their normal Initiative in the ensuing combat. In addition when models armed with firebombs charge randomly allocate D3 wounds to models in the unit armed with firebombs. Models charging a unit that includes any models with firebombs do not gain bonus Attacks from charging. However, if the charged unit was already locked in combat from a previous turn, or has Gone to Ground, these grenades have no effect and the attackers gain bonus Attacks as normal. Whenever firebombs stop any models from gaining bonus Attacks from charging, randomly allocate D3 wounds to models in the unit armed with firebombs. ====Stikkbombs==== '''''Shooting''''' Stikkbombs may be fired as a shooting attack using the following profile, only one model per phase in each unit may make use of the ranged profile: ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 8" | 3 | - | Assault 1, Blast |- |}<br style="clear: both; height: 0px;" /> '''''Assault''''' Models equipped with stikkbombs don’t suffer the penalty to their Initiative for charging enemies through difficult terrain, but fight at their normal Initiative in the ensuing combat. ====Tankbusta Bombs==== When fighting one or more units including a Vehicle and/or a Monstrous Creature any number of models armed with tankbusta bombs may make a single attack against one of those units with the profile below instead of attacking normally: ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | 8 | 1 | Armourbane, Unwieldy |- |}<br style="clear: both; height: 0px;" /> ====Waaagh! Banner==== All models in a unit that includes a Waaagh! Banner add +1 to the Weapon Skill characteristic on their profile for each Waaagh! Banner in the unit. ====Warbike==== When models armed with a warbike turbo-boosts, they gain the Stealth special rule until the start of its next turn. ===Armour=== ====’Eavy Armour==== Models armed with ’Eavy armour increases their Sv to 4+. ====Mega Armour==== Models armed with mega armour increases their Sv to 3+, add +1 to their Toughness and gain the Bulky special rule in addition models armed with mega armour cannot Run, Turbo-boost, move Flat Out, perform Sweeping Advances or fire Overwatch. However, they can shoot with Heavy, Salvo and Ordnance weapons, counting as stationary even if they moved in the previous Movement phase. They are also allowed to charge in the same turn they fire Heavy, Ordnance, Rapid Fire or Salvo weapons. ===Ork Vehicle Equipment=== ====’Ard Case==== A vehicle with an ’ard case no longer counts as Open-topped. Note that this affects its Access Points and Fire Points as detailed in the appropriate datasheet entry. ====Boarding Plank==== If a unit disembarks from an Open-topped vehicle with a boarding plank and declares a charge in the same turn, it adds +2 to its charge distance (to a maximum of 12). ====Deff Rolla==== A vehicle with a deff rolla treats its front armour as two higher than normal when Ramming. In addition, if an enemy unit makes a Death or Glory attack on a vehicle with a deff rolla and fails to stop it, then the unit suffers D3 Strength 10 AP4 hits in addition to the damage they normally suffer for the failed attack. Furthermore, a vehicle with a deff rolla only Dangerous Terrain tests on the D6 roll of a 1. ====Extra Armour==== Rules for this upgrade can be found in ''Warhammer 40,000: The Rules''. ====Flyboss==== A vehicle with a Flyboss has Ballistic Skill 3 when shooting at Jetbikes, Skimmers, Flyers or Flying Monstrous Creatures. A vehicle with a Flyboss still fires Overwatch at Ballistic Skill 1 when firing Snap Shots. ====Grabbin’ Klaw==== At the beginning of the enemy Movement phase, nominate a single enemy Vehicle that is within 2" of the vehicle’s grabbin’ klaw. On the roll of a 4+, that vehicle may not move this turn. Super-heavy Vehicles, Flyers and Skimmers cannot be affected by a grabbin’ klaw. ====Grot Riggers==== A vehicle with grot riggers has the It Will Not Die special rule. ====Mega-charga==== One Use Only. A model armed with a mega-charga may activate it at the beginning of any of your turns if it does roll a D6 and consult the table below. ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! D6 ! Effect |- | '''1 Disfunctional''' | Nothing happens. |- | '''2-5 It Works!''' | The model armed with the mega-charga gains the Fleet special rule until the end of the turn. |- | '''6 A little too good...''' | The model armed with the mega-charga may move an addition 6" in the movement phase but suffers an Immobilized result on the Vehicle Damage table at the end of this turn. |- |}<br style="clear: both; height: 0px;" /> ====Red Paint Job==== Ork vehicles with red paint jobs add +1" to the amount they can move whenever they move. ====Reinforced Ram==== A vehicle with a reinforced ram can Tank Shock and Ram, and treats its front Armour Value as two higher than normal when Ramming. Furthermore, the vehicle may re-roll failed Dangerous Terrain tests. ====Rokkit-bomm Racks==== A vehicle armed with rokkit-bomm racks must roll 2D3 at the start of each shooting phase and consult the table below twice. ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! D6 ! Effect |- | '''1-2 Dud''' | Nothing happens. |- | '''3-4 Lobbas away!''' | The model armed with the rokkit-bomm pack counts as being armed with a lobba until the end of the Shooting phase. |- | '''5-6 Rokkit rain!''' | The model armed with the rokkit-bomm pack counts as being armed with a rokkit launcha until the end of the Shooting phase. |- |}<br style="clear: both; height: 0px;" /> ====Stikkbomb Chukka==== A vehicle armed with a stikkbomb chukkas is armed with stikkbombs. Any unit disembarking from a vehicle with a stikkbomb chukkas is treated as having stikkbombs for the remainder of that turn. ====Wreckin’ Ball==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 3" | 9 | 4 | Assault D3 |- |}<br style="clear: both; height: 0px;" /> ===Gifts of Gork and Mork=== ====Chosen of Gork (or possibly Mork)==== A model with this gift of Gork and Mork has a 5+ Invulnerable save. ====Da Dead Shiny Shoota==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 18" | 4 | 6 | Assault 6, Stray Shot, Twin-linked |- |}<br style="clear: both; height: 0px;" /> ::'''Stray Shot:''' Roll a D6 each time Da Dead Shiny Shoota fails To Hit its target (after re-rolls). For each roll of 1, a friendly unit within 6" of the target, chosen by your opponent, suffers a single Strength 4 AP6 hit as if it were just shot by the wielder of da Dead Shiny Shoota. The wielder of da Dead Shiny Shoota, and its unit, cannot be chosen as the targets for a Stray Shot. ====Da Finkin’ Kap==== The wearer of Da Finkin’ Kap generates an additional Warlord Trait from the Strategic Traits table in ''Warhammer 40,000: The Rules''. If the additional trait is the same as the first trait they generated, roll again until a different trait is generated. ====Da Fixer Upperz==== In each of your Shooting phases, instead of firing a weapon, a model equipped with da Fixer Upperz can choose to repair a single friendly vehicle he is in base contact with or embarked upon. To repair a vehicle, roll a D6. If the result is 3 or more, you may either restore a lost Hull Point or repair a Weapon Destroyed or an Immobilised result instead; this is effective immediately. ====Da Lucky Stikk==== All models in the bearer’s unit add +1 to the Weapon Skill characteristic on their profile (this is not cumulative with the bonus from a Waaagh! banner). In addition, the bearer can choose to re-roll any failed To Hit or To Wound rolls they make. However, should three or more of the re-rolls generate failed results in the same turn, the model is immediately removed as a casualty with no saving throws of any kind allowed. ====Destrorktion Body==== A model with armed with the Destrorktion Body has the '''Feel No Pain (6+)''' special rule. Once per game at the beginning of any player turn you may turn the Destrorktion Body into ''ovadrive mode'' for the remainder of the turn. While in ''ovadrive mode'' the model armed with Destrorktion Body gains the '''Feel No Pain (4+)''' special rule and its Strength is increased by 1.
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