Space Orcs Armylist
Individuals
|
AC |
RA |
CC |
ST |
T |
W |
CO |
AR |
Points |
Captain (1) |
9 |
7 |
7 |
6 |
6 |
3 |
8 |
6 |
111 |
Equipment |
Pounder de-Luxe, Ceremonial Sword (S+1)can be upgraded to Power Fist (S:7 D:2 Mod-2 +24p), Frag Grenade (+8p), Thermal Grenade (+9p) |
Skills |
Unerring (fumbles counts as misses) |
|
AC |
RA |
CC |
ST |
T |
W |
CO |
AR |
Points |
Bodyguard (3-6) |
9 |
6 |
5 |
5 |
5 |
1 |
6 |
4 |
50 |
Equipment |
Pounder de-Luxe.One Guard may carry Army Battle Standard (+12p) |
|
AC |
RA |
CC |
ST |
T |
W |
CO |
AR |
Points |
Warp Wizard (0-1) |
12 |
2 |
5 |
5 |
6 |
3 |
6 |
(5 unmod) |
114 |
Skills |
lvl4 magic user, Unwavering (immune to morale tests), Devourer (never follows up in close combat), evade |
|
AC |
RA |
CC |
ST |
T |
W |
CO |
AR |
Points |
Shaman (0-3) |
8 |
4 |
4 |
4 |
5 |
1 |
4 |
3 |
37 |
Skills |
lvl2 magic user, Adept (7p. Only works when both minders are alive. Roll 2 dice and choose which one to use when casting a spell) |
|
AC |
RA |
CC |
ST |
T |
W |
CO |
AR |
Points |
2 Minders |
8 |
5 |
5 |
5 |
5 |
1 |
5 |
3 |
60 |
Equipment |
Pounder |
Skills |
Take the bullet (if the shaman is hit with a ranged attack or charged, move the minder up to 4" to get in the way 3p) |
Unit Leaders
|
AC |
RA |
CC |
ST |
T |
W |
CO |
AR |
Points |
Sergeant (-) |
8 |
6 |
6 |
5 |
5 |
2 |
6 |
3 |
54* |
Equipment |
Pounder de-Luxe |
Skills |
Determinded (may re-roll missed close combat attacks), * +5p to gain Infiltrate if leading Blue Fists |
|
AC |
RA |
CC |
ST |
T |
W |
CO |
AR |
Points |
Chaplain (0-2) |
8 |
5 |
6 |
5 |
5 |
2 |
7 |
3 |
61* |
Equipment |
Pounder de-Luxe |
Skills |
Inspiring (roll 2D10 for any command check and choose. Roll 2D10 on panic table), * +5p to gain Infiltrate if leading Blue Fists |
Units
|
Unit size |
AC |
RA |
CC |
ST |
T |
W |
CO |
AR |
Points |
Ork Grunt (-) |
4-8 |
8 |
5 |
5 |
5 |
5 |
1 |
5 |
3 |
27 |
Equipment |
Pounder, One Ork may be equipt with either a Launcher (+16p) or a Cutter (+32p) |
|
Unit size |
AC |
RA |
CC |
ST |
T |
W |
CO |
AR |
Points |
Blue Fists (0-1) |
3-6 |
8 |
5 |
6 |
5 |
5 |
1 |
6 |
3 |
38 |
Equipment |
Pounder, One Ork may be equipt with either a Launcher (+16p) |
Skills |
Infiltrate (set up afte other models no closer than 10" from enemy unit), Parry (roll under attackers dice roll to parry the blow) |
|
Unit size |
AC |
RA |
CC |
ST |
T |
W |
CO |
AR |
Points |
Gateway Psychos (0-2) |
2-10 |
10 |
2 |
5 |
6 |
5 |
1 |
5 |
0 |
41 |
Equipment |
Void Breath |
Skills |
Bloodlust (make one additional 2" follow-up. May be combined with a regular follow-up), May only be led by a Warp Wizard. |
|
Unit size |
AC |
RA |
CC |
ST |
T |
W |
CO |
AR |
Points |
Bionorks (0-1) |
2-6 |
8 |
5 |
6 |
6 |
6 |
1 |
6 |
5 (-2) |
49 |
Equipment |
Pounder de-Luxe, One Bionork may be equipt with either a Launcher (+16p) or a Cutter (+32p) |
Skills |
Armour Resilience (-2) , Lumbersome (-4p Bionorks may not cross anything but open terrain). May not be led by any character. |
|
Unit size |
AC |
RA |
CC |
ST |
T |
W |
CO |
AR |
Points |
Cyboars (0-2) |
2-6 |
10 |
5 |
6 |
6 |
6 |
2 |
6 |
5 |
64 |
Equipment |
Pounder, Bayonet (pen mod -1 when charging) |
Skills |
Quick Move (Mx1.5) . May not be led by any character. |
Dozer Herds (No more than number of units)
Moving Dozers are done by using the herders control zone, which is half their CO in inches. Dozers will always try to move out of any control zone in an almost straight line. Roll a D10 when moving the Dozer, 1-2:move Dozer 45° to the left of the line pointing directly away from the herders, 9-10 move 45° right and 3-8 move straight away.
If the Dozer moves into another herder's control area re-run the steps above. Although you do not fully control the Dozers direction, you do control how far they move.
If there isn't enough herders left, or the Dozer is outside any friendly herder's CO range when activated, the Dozers will move in a random direction of their 180° front arc each turn, unless there is something to attack (friend or foe, but not other friendly Dozers or friendly herders) within their range in their 180° front arc.
Note, Dozer Herds does not have to main any unit coherency, but due to the nature of the herd they will have to stick close together.
Herders
|
AC |
RA |
CC |
ST |
T |
W |
CO |
AR |
Points |
Herder Master (-) |
9 |
5 |
5 |
5 |
5 |
1 |
6 |
0 |
40 |
Equipment |
Pounder, Herder staff (S+2 +8p) |
Skills |
Dodge (-1 to RA and CC attack, no effect on templates attack) |
|
AC |
RA |
CC |
ST |
T |
W |
CO |
AR |
Points |
Cyberdog (-) |
10 |
2 |
4 |
4 |
4 |
1 |
4 |
0 |
22 |
Skills |
Quick Move (M*0.5), Herder dog. Can only herd dozers while a Herder is alive |
Dozers
|
AC |
RA |
CC |
ST |
T |
W |
CO |
AR |
Points |
Dozer Adult (1 per 3 herders) |
12 |
2 |
6 |
8 |
7 |
3 |
4 |
5 |
111 |
Skills |
Thick skinned (roll 2D10 to save and choose one result), Fear (1), Unwavering (immune to morale tests) |
|
AC |
RA |
CC |
ST |
T |
W |
CO |
AR |
Points |
Young Dozer (1 per 2 herders) |
12 |
2 |
6 |
6 |
6 |
2 |
4 |
4 |
81 |
Skills |
Thick skinned (roll 2D10 to save and choose one result), Fear (0), Unwavering (immune to morale tests) |
|
AC |
RA |
CC |
ST |
T |
W |
CO |
AR |
Points |
Dozerlings(5 per 1 herder) |
10 |
2 |
4 |
4 |
4 |
1 |
3 |
1 |
22 |
Skills |
Team work (CC+1 and ST+1 for each other dozeling |
Dimensional Delivery Team (0-1)
|
AC |
RA |
CC |
ST |
T |
W |
CO |
AR |
Points |
Orc Tech (1) |
8 |
5 |
5 |
5 |
5 |
1 |
6 |
3 |
83 |
Equipment |
Dimensional Deliverer |
Skills |
Tech , sure shot (r-eroll misses, not fumbles) |
Ammo
|
AC |
RA |
CC |
ST |
T |
W |
CO |
AR |
Points |
Goblins (-) |
8 |
3 |
3 |
3 |
3 |
1 |
4 |
0 |
- |
Crazed State |
8 |
2 |
4 |
4 |
4 |
1 |
4 |
0 |
16 |
Equipment |
None |
Skills |
Team work (CC+1 and ST+1 for each other Crazed Goblin), Bloodlust (make one additional 2" follow-up. May be combined with a regular follow-up). |
|
AC |
RA |
CC |
ST |
T |
W |
CO |
AR |
Points |
Group of Runtlings (-) |
6 |
2 |
3 |
3 |
2 |
3 |
4 |
0 |
- |
Crazed State |
9 |
2 |
3 |
5 |
2 |
3 |
4 |
0 |
37 |
Equipment |
Lots of little teeth and nails |
Skills |
Bloodlust (make one additional 2" follow-up. May be combined with a regular follow-up), Dodge (-1 to RA and CC attack, no effect on templates attack) |
|
AC |
RA |
CC |
ST |
T |
W |
CO |
AR |
Points |
Warp Beast |
10 |
2 |
6 |
5 |
4 |
2 |
6 |
3 |
52/3 incorporated into gun value |
Equipment |
None |
Skills |
Thick skinned (roll 2D10 to save and choose one result), Fear (0), Unwavering (immune to morale tests), Quick Move (M*0.5), Herder dog. Can only herd dozers while a Herder is alive, Incorporeal (may move through objects and troops) |
Special rules |
Warp Beat will move D10" in random direction untill a target (friend or foe) appears within it's reach. If Warp Beast leaves a table edge, it appears on the opposite table edge. |
Weapons
Orcs don't have a huge variaty in weapons, partly because they are not that advanced minded, but also because they rarely have to fight. The Sky Ports are havens for many powerful beings and they all see benefits in protecting the Sky Ports. Hence attackers tend to think twice before anything Orc.
The weapons they have tend to be eithertools or weapons modified in generations from tools.
|
UC |
SR |
MR |
LR |
R0A |
ST |
DA |
Points |
Pounder |
4 |
8/+1 |
16/0 |
24/-1 |
1 |
5 |
1 |
4 |
|
UC |
SR |
MR |
LR |
R0A |
ST |
DA |
Points |
Pounder de-Luxe |
6 |
8/+1 |
16/0 |
24/-1 |
2 |
6 |
1 |
12 |
|
UC |
SR |
MR |
LR |
R0A |
ST |
DA |
Points |
Launcher |
6 |
10/+1 |
20/0 |
30/-1 |
2 |
6 |
1 |
16 |
Special |
Indirect, 2" blast, Knock prone. |
|
UC |
SR |
MR |
LR |
R0A |
ST |
DA |
Points |
Cutter |
7 |
15/+1 |
30/0 |
45/-1 |
1 |
8 |
2 |
32 |
|
UC |
SR |
MR |
LR |
R0A |
ST |
DA |
Points |
Void Breath |
6 |
Large Teardrop template |
1 |
4 |
1 |
12 |
|
UC |
SR |
MR |
LR |
R0A |
ST |
DA |
Points |
Dimensional Deliverer |
7 |
15/+1 |
30/0 |
45/-1 |
1 |
- |
- |
28+17 (Warp Beast) |
Special |
Indirect, 3 " gateway template. If a critical success is rolled, a Warp Beast emerges with the ammo. If a critical faliure happens the ammo is lost and a Warp Beast appears within D10" in a random direction facing a random way. Warp Beast can activate the turn it comes into play. |
Articles
No Quarter
No Limits
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