January 31, 2012 scrollmaster 0Comment

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.