Jerry Wayne Odom Jr.

Ork Death Skullz - Warhammer 40K

1300 Pts
Warhammer 40k Death Skullz Army
Tournament Boyz

This is the Army list I'll be using in a multiple week tourney we're running at Arcade's Gameworx.

Update: February 2005

You can read my revised list in my Warhammer 40k page to the left.(Or By Clicking Here) The tourney I'm playing this list in allows 200 points of alterations at the halfway mark to allow for fixed to your army if you're not so happy with it. My army has functioned well but has proven to be lacking in the its ability to utilize all of its points value. I'm refering particularly to my killa kan unit which isn't effective enough in early rounds to make it a factor throughout the game. What happens is my opponents are able to ignore the Kanz early in the game and shoot them down in turn 3 or later. The kanz are too slow and unable to reach engagements until turn 4 at earliest which makes them no help to my fast attack transport based army. The end effect is I'm at a 140 point disadvantage because orks need to be able to attack in mass.(everyone hits within the same 2 turns) To fix this I've switched the kanz out for the Leman Russ battle tank for the second half of the tournament. The Leman Russ does tons of damage early in the game with its battle cannon and is unignorable by opponents. To make the Russ more effective and less likely to disappear early on in the game I'll continue to have the Mekboy follow it around with his toolbag and force field so even if opponents can hit it penetration will be out of the question and anything short of a glancing 6 will be useless to opponents. I've also toned down the Warboss squad by about 50 points and dispersed those points to the other units.

Unit Name ## WS BS St To Wo In At Ld Save Cost
Snoop Dog Warboss 1 5 2 5/10 4 3 4 4/5 9 6+/5(I)+ 446
Independent Character; Choppa (x1); Power Klaw (x1)
  #Lucky Tattoos
[5]
  Nobz Bodyguard 5 4 2 4 4 2 3 3/4 7 6+/5(I)+ [314]
Choppa (x2)
    Cybork Body 5+ Invulnerable save. [10]
    Time Haterz (BodyG) 1 4 2 4/8 4 2 3 3/4 7 6+/5(I)+ [57]
Choppa (x1); Power Klaw (x1); Nob with a power claw
      Cybork Body 5+ Invulnerable save. [10]
    Rick James (BodyG) 1 4 2 4/8 4 2 3 3/4 7 6+/5(I)+ [57]
Choppa (x1); Power Klaw (x1); Nob with a powerclaw.
      Cybork Body 5+ Invulnerable save. [10]
    Mekboy 1 4 2 3 4 1 2 2 7 6+ [30]
Kustom Force Field
  Pimp Ride (Trukk) 1 BS: 2 Front: 10 Side: 10 Rear: 10 [40]
Fast; Open-topped; Rokkit Launcha (x1)
    Grot Riggers If the vehicle is immobilised, it is repaired on a 4+ at the start of it's turn. [2]
    Red Paint Job 1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc. [3]
Mexican Mafia
TrukkBoyz
8 4 2 3 4 1 2 2/3* 7 6+ 157
Only take a wound on a 6 (instead of a 4+) if their Trukk is destroyed with them in it; Slugga & Choppa (x8)
  Nob 1 4 2 4/8 4 2 3 3/4 7 6+ [45]
Choppa (x1); Power Klaw (x1)
  Low Rider (Trukk) 1 BS: 2 Front: 10 Side: 10 Rear: 10 [40]
Fast; Open-topped; Rokkit Launcha (x1)
    Grot Riggers If the vehicle is immobilised, it is repaired on a 4+ at the start of it's turn. [2]
    Red Paint Job 1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc. [3]
Za Big Mek (BigMk) 1 4 2 4/8 4 2 3 3/4 7/8 4+/5(I)+ 76
Independent Character; Choppa (x1); Power Klaw (x1); Big Mek is attached to Trukk Boyz unit. A little extra nightmare for whoever they dump out on
  'Eavy Armour 4+ Armour save. [8]
  Cybork Body 5+ Invulnerable save. [10]
  Big Horns / Iron Gob +1 Leadership if leading a Mob. [6]
Da Bouncers (SkarB) 9 4 2 4 4 1 2 2/3* 7 6+ 144
Slugga & Choppa (x9); This unit is loaded into the Rhino
  Nob 1 4 2 4/8 4 2 3 3/4 7 6+ [45]
Choppa (x1); Power Klaw (x1)
Rhino (Heavy Support) 1 BS: 2 Front: 11 Side: 11 Rear: 10 55
Make a Breakdown test for each looted vehicle at the start of each turn; Rhinos; Tank; The Rhinos can carry 10 models each; If immobilised, can attempt to repair instead of shooting - this succeeds on the roll of a 6; Storm Bolter
  Grot Riggers If the vehicle is immobilised, it is repaired on a 4+ at the start of it's turn. [2]
  Red Paint Job 1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc. [3]
Basilisk's Bitches (Loota) 4 4 2 3 4 1 2 2 7 5+ 80
If you roll a 1 to hit with a Looted weapon, it hits the Loota unit instead of the target; Shoota (x4); Keep a force Field on the heavy support. People come for the heavy support so they'll get to do some fighting
  Mekboy 1 4 2 3 4 1 2 2 7 6+ [40]
Kustom Force Field
    Mek's Tools May be used on an 'Immobilised' or 'Weapon Destroyed' vehicle, or a damaged Big Gun, instead of shooting or fighting. At the end of the turn, roll a D6- on a 6 one bit of damage is repaired, on a 2-5 nothing happens, on a 1 you can't try again until the vehicle / weapon recieves further damage. [2]
    #Grot Oiler Can 'help' the Mek with repair jobs. [6]
      Grot Oiler 1 2 2 2 2 1 2 1 5 - [0]
    #Grot Oiler Can 'help' the Mek with repair jobs. [6]
      Grot Oiler 1 2 2 2 2 1 2 1 5 - [0]
    #Grot Oiler Can 'help' the Mek with repair jobs. [6]
      Grot Oiler 1 2 2 2 2 1 2 1 5 - [0]
Killer Kan Escort Service (Loota) 4 4 2 3 4 1 2 2 7 5+ 80
If you roll a 1 to hit with a Looted weapon, it hits the Loota unit instead of the target; Fire Support Sqd. Weapons; The squad can have 3 Heavy Weapons. Note that the Heavy Weapons come in a team of 2 people- one can use his Shoota, the other can use the Heavy Weapon.; Shoota (x4); These guys are basically the bitch of the Killer Kanz. They walk behind with the Mekboy and his field and repair if necessary. When the Kanz reach the otherside of the board and the fight breaks out they do what they can.
  Mekboy 1 4 2 3 4 1 2 2 7 6+ [40]
Kustom Force Field
    Mek's Tools May be used on an 'Immobilised' or 'Weapon Destroyed' vehicle, or a damaged Big Gun, instead of shooting or fighting. At the end of the turn, roll a D6- on a 6 one bit of damage is repaired, on a 2-5 nothing happens, on a 1 you can't try again until the vehicle / weapon recieves further damage. [2]
    #Grot Oiler Can 'help' the Mek with repair jobs. [6]
      Grot Oiler 1 2 2 2 2 1 2 1 5 - [0]
    #Grot Oiler Can 'help' the Mek with repair jobs. [6]
      Grot Oiler 1 2 2 2 2 1 2 1 5 - [0]
    #Grot Oiler Can 'help' the Mek with repair jobs. [6]
      Grot Oiler 1 2 2 2 2 1 2 1 5 - [0]
Huuuuge Bitch Basilisk (Lootd) 1 BS: 2 Front: 12 Side: 10 Rear: 10 127
Make a Breakdown test for each looted vehicle at the start of each turn; Basilisk; Tank, open-topped.; Earthshaker Cannon; Heavy Bolter; Indirect Fire Capability; May fire indirectly. If it does so, the Earthshaker Cannon becomes G36"-240", S9, AP3, Ordnance 1, Blast (and uses the Barrage rules).
  Grot Riggers If the vehicle is immobilised, it is repaired on a 4+ at the start of it's turn. [2]
Junk Yard Wars Killa Kanz (KillK) 3 WS: 4 BS: 2 S: 5/10 I: 2 A: 2 135
Front Armour: 11; Side Armour: 11; Rear Armour: 10; Walker; Dreadnought CC Weapon; Rokkit Launcha
Option Footnotes:
  Choppa +1A if used with another Pistol or CC Weapon. Saving throws of 3+ or 2+ count as 4+ against a Choppa.
  Dreadnought CC Weapon No armour save in close combat. 1 CCW doubles strength; 2 give +1 Attacks.
  Earthshaker Cannon 120"R, S9, AP3, Ordnance 1, Blast.
  Grot Oiler Each Oiler in base contact with a Mek gives him a +1 bonus when fixing vehicles, up to +3, but a '1' is still a '1'.
  Heavy Bolter 36"R, S5, AP4, Heavy 3.
  Kustom Force Field All models within 6" have a 5+ (I) saving throw, vehicles are Hull Down. No effect in close combat or shooting within 6" of the operator.
  Power Klaw Doubles strength, no armour save & always strikes last in close combat. +1A if used with another Pistol or CC Weapon.
  Rokkit Launcha 24"R, S8, AP3, Assault 1.
  Shoota 24"R, S4, AP6, Rapid Fire.
  Slugga 12"R, S4, AP6, Pistol. +1A if used with another Pistol or CC Weapon.
  Storm Bolter 24"R, S4, AP5, Assault 2.
Total Army Cost: 1300 Pts.
Notes:
Core Mob: Lootas
Common Unit: Looted Vehicle
Rare Mobs: Skarboyz, Kommandos, & Flashgitz
Warboss gets Lucky Tattoos
Troop Mobz may be lead by Mekboyz
Power of the WAAAAAAAAAAAGH, Mob Rule

Models in Army: 52


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Points Unused Percent
HQ (>=1unit <=2unit) 2 0 522 778 40%
Elite (<=3unit) 1 2 144 1156 11%
Troops (>=2unit <=6unit) 2 4 160 1140 12%
Fst. Atck. (<=3unit) 1 2 157 1143 12%
Hvy. Supp. (<=3unit) 3 0 317 983 24%
Other (N/A) 0 n/a 0 1300 0%
Equipment Summary 22 n/a 156 n/a 12%