1500 Pts - Orks Army | Speed Freaks |
Unit Name | ## | WS | BS | St | To | Wo | In | At | Ld | Save | Cost |
'Ard Boyz | 7 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 4+ | 208 |
Slugga & Choppa (x7) | |||||||||||
Nob | 1 | 4 | 2 | 4/8 | 4 | 2 | 3 | 3/4 | 7 | 3+/5(I)+ | [79] |
Choppa; Power Klaw | |||||||||||
'Eavy Armour | 4+ Armour save. | [0] | |||||||||
Bionik Bonce | +1 armour save (included on profile). | [10] | |||||||||
Cybork Body | 5+ Invulnerable save. | [10] | |||||||||
Big Horns / Iron Gob | +1 Leadership if leading a Mob. Not included on profile. | [6] | |||||||||
Trukk | 1 | BS: 2 Front: 10 Side: 10 Rear: 10 | [45] | ||||||||
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] | |||||||||
5 pt. Armour Plates | If the vehicle is hit, roll a D6- on a 6 ignore the hit. No effect against Ordnance. | [5] | |||||||||
Red Paint Job | 1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc. | [3] | |||||||||
Skarboyz | 7 | 4 | 2 | 4 | 4 | 1 | 2 | 2/3* | 7 | 6+ | 201 |
Slugga & Choppa (x7) | |||||||||||
Nob | 1 | 4 | 2 | 4/8 | 4 | 2 | 3 | 3/4 | 7 | 3+/5(I)+ | [79] |
Choppa; Power Klaw | |||||||||||
'Eavy Armour | 4+ Armour save. | [8] | |||||||||
Cybork Body | 5+ Invulnerable save. | [10] | |||||||||
Bionik Bonce | +1 armour save (included on profile). | [10] | |||||||||
Big Horns / Iron Gob | +1 Leadership if leading a Mob. Not included on profile. | [6] | |||||||||
Trukk | 1 | BS: 2 Front: 10 Side: 10 Rear: 10 | [45] | ||||||||
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] | |||||||||
5 pt. Armour Plates | If the vehicle is hit, roll a D6- on a 6 ignore the hit. No effect against Ordnance. | [5] | |||||||||
Red Paint Job | 1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc. | [3] | |||||||||
Warbike Outriders | 3 | 4 | 2 | 3 | 4/5 | 1 | 2 | 2 | 7 | 6+ | 105 |
Move 12". The Warbikes, and any unit behind them relative to the enemy unit shooting at them, count as in 5(I)+ Cover to shooting. If they charge, in the first round of combat the Orks go first, making a shooting attack instead of attacking before their opponents can retaliate. Warbikes are completely immune to the effects of morale and pinning. Scouts: Outriders may be deployed at the start of the battle, even in scenarios where they wouldn't normally be allowed to. E.g., if you were the defender in a Take and Hold, they would start on the table instead of in reserve. If you can only deploy a limited number of units, the Outriders do not count toward the limit. After both sides have deployed, but before the first turn, the Outriders may make a free 2D6" move (to which all the normal rules apply).; Twin Linked Big Shoota (x3) | |||||||||||
Basilisk | 1 | BS: 2 Front: 12 Side: 10 Rear: 10 | 150 | ||||||||
Make a Breakdown test for each looted vehicle at the start of each turn. Roll a D6, on a '1', roll again; 1) May not move this turn, roll again next turn, 2-3) May not move this turn, 4+) Don't press that... the vehicle moves 2D6" straight ahead, as if moving normally (e.g., tank shock, dangerous terrain, etc. apply) and cannot move further that turn.; Basilisk; Tank, open-topped.; Smoke Launchers; Earthshaker Cannon; Hull 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] | |||||||||
10 pt. Armour Plates | If the vehicle is hit, roll a D6- on a 6 ignore the hit. No effect against Ordnance. | [10] | |||||||||
Spikes 'N' Blades | Enemy infantry which attack and miss the vehicle take an S3 hit. | [5] | |||||||||
Force Field | The vehicle no longer suffers the +1 damage penalty for being Open-Topped, but is no longer Fast. | [5] | |||||||||
Smoke Launchers | Use instead of shooting- for one turn, penetrating hits count as glancing blows. | - | |||||||||
Trukk Boyz | 7 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 6+ | 190 |
The Trukk Boyz only take a wound on a 6 (instead of a 4+) if their Trukk is destroyed with them in it.; Slugga & Choppa (x7) | |||||||||||
Nob | 1 | 4 | 2 | 4/8 | 4 | 2 | 3 | 3/4 | 7 | 3+/5(I)+ | [79] |
Choppa; Power Klaw | |||||||||||
'Eavy Armour | 4+ Armour save. | [8] | |||||||||
Cybork Body | 5+ Invulnerable save. | [10] | |||||||||
Bionik Bonce | +1 armour save (included on profile). | [10] | |||||||||
Big Horns / Iron Gob | +1 Leadership if leading a Mob. Not included on profile. | [6] | |||||||||
Trukk | 1 | BS: 2 Front: 10 Side: 10 Rear: 10 | [48] | ||||||||
Fast, Open-topped.; Big Shoota (x1) | |||||||||||
#Grot Riggers | If the vehicle is immobilised, it is repaired on a 4+ at the start of it's turn. | [2] | |||||||||
5 pt. Armour Plates | If the vehicle is hit, roll a D6- on a 6 ignore the hit. No effect against Ordnance. | [5] | |||||||||
Red Paint Job | 1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc. | [3] | |||||||||
Trukk Boyz | 7 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 6+ | 184 |
The Trukk Boyz only take a wound on a 6 (instead of a 4+) if their Trukk is destroyed with them in it.; Slugga & Choppa (x7) | |||||||||||
Nob | 1 | 4 | 2 | 4/8 | 4 | 2 | 3 | 3/4 | 7 | 3+/5(I)+ | [73] |
Choppa; Power Klaw | |||||||||||
'Eavy Armour | 4+ Armour save. | [8] | |||||||||
Cybork Body | 5+ Invulnerable save. | [10] | |||||||||
Bionik Bonce | +1 armour save (included on profile). | [10] | |||||||||
Trukk | 1 | BS: 2 Front: 10 Side: 10 Rear: 10 | [48] | ||||||||
Fast, Open-topped.; Big Shoota (x1) | |||||||||||
#Grot Riggers | If the vehicle is immobilised, it is repaired on a 4+ at the start of it's turn. | [2] | |||||||||
5 pt. Armour Plates | If the vehicle is hit, roll a D6- on a 6 ignore the hit. No effect against Ordnance. | [5] | |||||||||
Red Paint Job | 1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc. | [3] | |||||||||
Warboss | 1 | 5 | 2 | 5/10 | 4 | 3 | 4 | 4/5 | 9 | 3+/5(I)+ | 127 |
Independent character (unless accompanied by a bodyguard).; Choppa; Power Klaw | |||||||||||
'Eavy Armour | 4+ Armour save. | [8] | |||||||||
Big Horns / Iron Gob | +1 Leadership if leading a Mob. Not included on profile. | [6] | |||||||||
Cybork Body | 5+ Invulnerable save. | [10] | |||||||||
Bionik Bonce | +1 armour save (included on profile). | [10] | |||||||||
Attack Squig | The ork has a pet Attack Squig: | [6] | |||||||||
Attack Squig | 1 | 3 | - | 3 | 3 | 1 | 4 | 2 | 3 | 6+ | [0] |
Guntrukk | 1 | BS: 2 Front: 10 Side: 10 Rear: 10 | 88 | ||||||||
Open-topped. If a Guntrukk rolls a result for it's Big Gun that causes one of the Krew to be killed, the weapon does not fire that turn but the trukk & Krew are unharmed.; Zzap Gun | |||||||||||
#Grot Riggers | If the vehicle is immobilised, it is repaired on a 4+ at the start of it's turn. | [2] | |||||||||
5 pt. Armour Plates | If the vehicle is hit, roll a D6- on a 6 ignore the hit. No effect against Ordnance. | [5] | |||||||||
Red Paint Job | 1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc. | [3] | |||||||||
Armoured Top | The vehicle no longer counts as being Open-Topped. | [8] | |||||||||
Stormboyz | 11 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3 | 7 | 6+ | 250 |
Move 12". If model starts or ends in difficult terrain, roll a D6- on a 6 it crashes and is removed. Flee & pursue 3d6".; Slugga & Choppa | |||||||||||
Nob | 1 | 4 | 2 | 4/8 | 4 | 2 | 3 | 3/4 | 7 | 3+/5(I)+ | [85] |
Choppa; Power Klaw | |||||||||||
'Eavy Armour | 4+ Armour save. | [8] | |||||||||
Cybork Body | 5+ Invulnerable save. | [10] | |||||||||
Bionik Bonce | +1 armour save (included on profile). | [10] | |||||||||
Big Horns / Iron Gob | +1 Leadership if leading a Mob. Not included on profile. | [6] | |||||||||
Option Footnotes: |
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Big Shoota | 36"R, S5, AP5, Assault 3. | ||||||||||
Choppa | +1A if used with another Pistol or CC Weapon. Saving throws of 3+ or 2+ count as 4+ against a Choppa. | ||||||||||
Earthshaker Cannon | 120"R, S9, AP3, Ordnance 1, Blast. | ||||||||||
Heavy Bolter | 36"R, S5, AP4, Heavy 3. | ||||||||||
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. | ||||||||||
Slugga | 12"R, S4, AP6, Pistol. +1A if used with another Pistol or CC Weapon. | ||||||||||
Twin Linked Big Shoota | Normal: 36"R, S5, AP5, Assault 3, Linked. Warbike: 18"R, S5, AP5, Assault 3, Linked. | ||||||||||
Zzap Gun | 24"R, S(2D6), AP2, Heavy 1. Hits automatically. If you roll an 11 or 12 for the Strength, one of the Krew is killed. |
Total Army Cost: 1503 Pts. |
Notes: Any mob of Orks in the Speed Freek army can use any transport vehicle, even if it belongs to another unit. Mob up: When a mob of Speed Freeks fails a Morale check, center their fall back corridor on an empty transport vehicle (if there are more than one, choose the route that takes the Orks furthest away from the enemy). When the mob gets within 2 inches of an empty transport, the embark, automatically rally, and can disembark next turn. If no transports are available, the mob is destroyed. Speed Freeks cannot Mob Up. Fast Response: Start rolling for Speed Freek reserves on the first turn of the game, instead of the second. Mob Rule: If an Ork Mob fails a Morale or Pinning test, roll 2D6- if you roll equal to or less than the number of Orks in the unit, the unit passes the test. If falling back Orks are within 6 inches of other Orks at the end of their movement, they can make a Ld test- if they pass the mobs combine, and the falling back Mob rallies and can immediately move up to 6 inches to get into Coherency. Stormboyz and Warbikes may not mob up. Mobs which have Mobbed Up count as destroyed. When shooting at ork Mobs wih mixed armour values (because of mobbing up), only take casualties from the most numerous save value. Power of the WAAAAAAAAAAAGH: When an Ork Mob charges into combat, roll 2D6. If you roll =< the number of Orks in the mob, they double their Initiative for that Assault phase! Models in Army: 55 |
Validation Results: Roster satisfies all enforced validation rules |
Troop Type | Count | Unused | Points | Unused | Percent |
HQ (>=1unit <=2unit) | 1 | 1 | 127 | 1873 | 6% |
Elite (<=3unit) | 3 | 0 | 659 | 1341 | 32% |
Troops (>=2unit <=6unit) | 2 | 4 | 374 | 1626 | 18% |
Fst. Atck. (<=3unit) | 1 | 2 | 105 | 1895 | 5% |
Hvy. Supp. (<=3unit) | 2 | 1 | 238 | 1762 | 11% |
Other (N/A) | 0 | n/a | 0 | 2000 | 0% |
Equipment Summary | 44 | n/a | 276 | n/a | 13% |