Jerry Wayne Odom Jr.

Ork Kult Of Speed - 40K



1500 Pt Orks Army Army 1

Unit Name ## WS BS St To Wo In At Ld Save Cost
Stormboyz 15 4 2 3 4 1 2 2/3 7 6+ 318
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 7 3+/5(I)+ [93]
Power Klaw; Rokkit Launcha
    '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]
'Ard Boyz 9 4 2 3 4 1 2 2/3* 7 4+ 235
Slugga & Choppa (x8); Rokkit Launcha (x1)
  Nob 1 4 2 4/8 4 2 3 3/4 7 3+/5(I)+ [82]
Choppa; Power Klaw
    'Eavy Armour 4+ Armour save. [0]
    Tankbusta Bomz As Krak Stikkbomz, but AP == (D6 * 2)+6. [3]
    Bionik Bonce +1 armour save (included on profile). [10]
    Big Horns / Iron Gob +1 Leadership if leading a Mob. Not included on profile. [6]
    Cybork Body 5+ Invulnerable save. [10]
  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]
Warboss 1 5 2 5/10 4 3 4 4/5 9 3+/5(I)+ 121
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]
  Bionik Bonce +1 armour save (included on profile). [10]
  Cybork Body 5+ Invulnerable save. [10]
Trukk Boyz 8 4 2 3 4 1 2 2/3* 7 6+ 197
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); Burna (x1)
  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]
    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 [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]
Trukk Boyz 9 4 2 3 4 1 2 2/3* 7 6+ 206
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 (x8); Burna (x1)
  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]
    Big Horns / Iron Gob +1 Leadership if leading a Mob. Not included on profile. [6]
    Bionik Bonce +1 armour save (included on profile). [10]
    Cybork Body 5+ Invulnerable save. [10]
  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]
Trukk Boyz 9 4 2 3 4 1 2 2/3* 7 6+ 172
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 (x8); Burna (x1)
  Nob 1 4 2 4/8 4 2 3 3/4 7 6+ [45]
Choppa; Power Klaw
  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]
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)
Guntrukk 1 BS: 2 Front: 10 Side: 10 Rear: 10 85
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]
  Red Paint Job 1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc. [3]
  5 pt. Armour Plates If the vehicle is hit, roll a D6- on a 6 ignore the hit. No effect against Ordnance. [5]
  Turbo Boosta Vehicle moves +D6" straight ahead. It counts as moving it's unmodified amount for shooting & disembarking, but if you roll 4+" nobody may shoot or disembark. [5]
Guntrukk 1 BS: 2 Front: 10 Side: 10 Rear: 10 85
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]
  Turbo Boosta Vehicle moves +D6" straight ahead. It counts as moving it's unmodified amount for shooting & disembarking, but if you roll 4+" nobody may shoot or disembark. [5]
Option Footnotes:
  Burna (Template, S4, AP5, Assault 1) OR (No armour save in close combat). May not be used as both in the same turn. AP 4+2D6 vs. vehicles.
  Choppa +1A if used with another Pistol or CC Weapon. Saving throws of 3+ or 2+ count as 4+ against a Choppa.
  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: 1524 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: 65


Validation Results:
Roster satisfies all enforced validation rules
Looking for Ork Kult of Speed Minis? Here are some possible searches you might consider:
Troop Type Count Unused Points Unused Percent
HQ (>=1unit <=2unit) 1 1 121 1879 6%
Elite (<=3unit) 2 1 553 1447 27%
Troops (>=2unit <=6unit) 3 3 575 1425 28%
Fst. Atck. (<=3unit) 1 2 105 1895 5%
Hvy. Supp. (<=3unit) 2 1 170 1830 8%
Other (N/A) 0 n/a 0 2000 0%
Equipment Summary 37 n/a 215 n/a 10%