February 1, 2012 scrollmaster 0Comment

1500 point Bad Moon

This is my first Ork army since WH40k 2nd edition came out. It is made for a month of Rouge Trader at Ponder’s End Wargaming Club. These retro games will take place in March 2004.

RT Orks require a lot of rolls made while you make the army list and I have cheated in three occasions:

  1. I have not rolled on Range Weapons table, since I only have Plasma guns and on Flamer. This does mean I didn’t get the lucky roll of Kustom weapons for the price of Range weapons so I think it evens up.
  2. Kustom weapons. I have as much as posible chosen the weapons on the actual mini.
  3. I did roll a kustom Auto-cannon with +3 to hit and 3″ template and +12″ to range… looking at the weapons I thought: “Nobody is ever going to believe I rolled that” so I re-rolled this mighty gun!

Warlord Badnaz Gorteef ‘imself, 126 point

M WS BS S T W I A Ld Int Cl WP
4 6 6 4 5 3 5 3 9 8 9 9
Power armour Save: 4+
Konvertor field S1-4: 4+, S5-7: 5+, S8+: 6, no S: 4+
Weapon Short Long To hit Short To hit Long Strength Damage Save mod Special
Bolt Pistol 0-8 8-16 +2 4 1 -1 Close combat
Plasma gun 0-6 6-24 +1 7 1 -2 Sustained fire. Fires every other turn
Power fist 8 1 -5 Close combat
Fungus bomb 0-12 auto 1 Auto wound
Enclosed vehicles and Dreadnoughts: 2+, Enclosed armour, power armour, aspect armour and terminator armour: 3+, Eldar Guardians: 4+, Other troops: 5+

Wizzabark and Wazzabark, 2 Weirdboyz plus minderz , 100 point

M WS BS S T W I A Ld Int Cl WP
Weirdboy 4 3 3 4 4 1 4 1 7 8 7 9
Minderz 4 4 3 4 4 1 2 1 7 6 7 7
Flak armour Save: 6+
Weapon Short Long To hit Short To hit Long Strength Damage Save mod Special
Bolt Pistol 0-8 8-16 +2 4 1 -1 Close combat

Runtherd Morrunt Squiggog with Squig Katapult, 70 point

M WS BS S T W I A Ld Int Cl WP
4 4 4 4 4 1 3 1 7 7 7 7
Flak armour Save: 6+
2 gretchin crew
M WS BS S T W I A Ld Int Cl WP
4 2 3 3 3 1 2 1 5 5 5 5
Weapon Short Long To hit Short To hit Long Strength Damage Save mod Special
Bolt Pistol 0-8 8-16 +2 4 1 -1 Close combat
Plasma gun 0-6 6-24 +1 7 1 -2 Sustained fire. Fires every other turn
Da Katapult 0-48 Roll D6: 1=missies, 2=undershoot by 2D6, 3=overshoot by 2D6, 4=to the left by 2D6″, 5=to the right by 2D6″, 6=bang on target!
Save or die! Enclosed vehicles, robots and dreanoughts: 2+, Enclose power armour, aspect armour and terminator armour: 3+, Any other troops: 5+
After swarm has eaten 4+ still hungry
Swarm moves randomly 2D6″ each turn untill it is not hungry anymore. Will not eat Orks, Gretchin or Snotlings

Mekboy Gorstud , 20 point

M WS BS S T W I A Ld Int Cl WP
4 4 4 4 4 1 3 1 7 7 7 7
Flak armour Save: 6+
Targeter eye +1 to hit
Weapon Short Long To hit Short To hit Long Strength Damage Save mod Special
Bolter 0-12 12-24 +1 4 1 -1

Super Dreadnought, 125 points. See Vehicle Manaul for details

Doc Urtyskar , 20 point

M WS BS S T W I A Ld Int Cl WP
4 4 3 4 4 2 3 1 7 8 7 7
Flak armour Save: 6+
Weapon Short Long To hit Short To hit Long Strength Damage Save mod Special
Bolt Pistol 0-8 8-16 +2 4 1 -1 Close combat
Plasma gun 0-6 6-24 +1 7 1 -2 Sustained fire. Fires every other turn

Nobz mob, 4 Big Bosses, 120 points

M WS BS S T W I A Ld Int Cl WP
4 5 5 4 4 1 4 1 8 7 8 7
Flak armour Save: 6+
Weapon Short Long To hit Short To hit Long Strength Damage Save mod Special
Bolter 0-12 12-24 +1 4 1 -1
1 Bolt Pistol 0-8 8-16 +2 4 1 -1 Close combat
2 chainswords 4 1 -1 Close combat
2 power swords 5 1 -3 Close combat

Clan boss Panzeebonk, 61 points

Part of the Nobz mob but have been assigned to the Big mob

M WS BS S T W I A Ld Int Cl WP
4 5 5 4 4 2 4 1 8 7 8 8
Power armour Save: 4+
Weapon Short Long To hit Short To hit Long Strength Damage Save mod Special
1 Bolt Pistol 0-8 8-16 +2 4 1 -1 Close combat
Bionik arm with Kustom meltagun 0-18 18-24 +1 8 D6 -4 12″ extra range
Goo bomb 0-10 1″ blast
Dreadnoughts and robots: 4+, Other troops: 5+
If hit, useless for the rest of the game
Power fist 8 1 -5 Close combat

Big mob, 12 boyz, 271 points

M WS BS S T W I A Ld Int Cl WP
4 3 3 3 4 1 2 1 7 6 7 7
Flak armour Save: 6+
Weapon Short Long To hit Short To hit Long Strength Damage Save mod Special
Bolters 0-12 12-24 +1 4 1 -1
Frag bombs 0-8 3 1 -1 2″ blast
1 heavy plasmagun 0-20 20-40/75 7/10 D4/D10 -2/-6 Heavy, 1″ penalty, move or fire, 1″ blast
Takes two turns to re-charge if fire on full burst
2 heavy stubbas 0-20 20-40 4 1 -1 Heavy, 1″ penalty, move or fire, sustained fire
1 missile launcha 0-20 20-72 as missile Heavy, 1″ penalty, move or fire
Frag 4 1 -1 2″ blast
Krak 8 D10 -6

Blood Axe attachment

6 Blood Axe boyz, 57 points

M WS BS S T W I A Ld Int Cl WP
4 3 3 3 4 1 2 1 7 6 7 7
Flak armour Save: 6+
Weapon Short Long To hit Short To hit Long Strength Damage Save mod Special
Bolters 0-12 12-24 +1 4 1 -1
1 heavy stubba 0-20 20-40 4 1 -1 Heavy, 1″ penalty, move or fire, sustained fire

Blood Axe Mekboy gitmek , 25 point

M WS BS S T W I A Ld Int Cl WP
4 4 4 4 4 1 3 1 7 7 7 7
Flak armour Save: 6+
Targeter eye +1 to hit
Weapon Short Long To hit Short To hit Long Strength Damage Save mod Special
Bolt Pistol 0-8 8-16 +2 4 1 -1 Close combat
Plasma gun 0-6 6-24 +1 7 1 -2 Sustained fire. Fires every other turn

Freebooterz. aaaaarrrrr

Flashgits, 280 points

Kaptin Skraga Bad’un
M WS BS S T W I A Ld Int Cl WP
4 6 5 4 5 3 5 1 9 8 9 8
Flak armour Save: 6+
Kustom Force field Roll D6: 1=nothing, 2=Overload. Safe but field is detroyed an takes a D6 hit, 3=Rebound 4D6″ directly back, 5=Freeze. Saved but Ork cannot move until he rolls 4+ at the start of a turn, 5-6: saved
Weapon Short Long To hit Short To hit Long Strength Damage Save mod Special
Bolt Pistol 0-8 8-16 +2 4 1 -1 Close combat
Kombi
Meltagun 0-6 6-12 +2 +1 8 D6 -4 +1 to hit
Lasgun 0-20 20-32 +1 3 1 -1 +12″ to range
Power fist 8 1 -5 Close combat

 

Iron Git, first mate
M WS BS S T W I A Ld Int Cl WP
4 4 6 5 4 1 3 1 7 6 7 7
Flak armour Save: 6+
Refraktor field Strength of weapon hits with -D6
Cybork body S+2 and T+2
Iron Git’s stuff
Weapon Short Long To hit Short To hit Long Strength Damage Save mod Special
Bolt Pistol 0-8 8-16 +2 4 1 -1 Close combat
Kustom Needle sniper rifle 0-16 16-32 +1 Auto 1 -1 1″ blast, normal RoF

 

4 Flash gitz
M WS BS S T W I A Ld Int Cl WP
4 4 4 3 4 1 3 1 7 6 7 7
Flak armour Save: 6+
Weapon Short Long To hit Short To hit Long Strength Damage Save mod Special
Bolt Pistol 0-8 8-16 +2 4 1 -1 Close combat

 

First Flash Git’s stuff
Kustom force field Roll D6: 1=nothing, 2=Overload. Safe but field is detroyed an takes a D6 hit, 3=Rebound 4D6″ directly back, 5=Freeze. Saved but Ork cannot move until he rolls 4+ at the start of a turn, 5-6: saved
Weapon Short Long To hit Short To hit Long Strength Damage Save mod Special
Kombi weapon
Flamer 4 1 -2 Dam: 1, -2 to hit
Lasgun 0-12 12-24 +1 4 1 -1 1″ blast, S+1
Missile launcher (frag) 0-20 20-72 +2 +2 4 D3 -1 2″ blast, D3 dam,+2 to hit, move or fire, -1″ penalty

 

Second Flash Git’s stuff
Deflektor force field 4+ save. If saved the shot will travel 6″ in random direction
Weapon Short Long To hit Short To hit Long Strength Damage Save mod Special
Kombi weapon
Bolter 0-12 12-24 +1 4 D3 -1 RoF: Slow, D3 Dam
Autocannon 0-12 12-64 +2 +2 8 D6 -3 range -8″, +2 to hit, 2″ penalty, sustained fire, move or fire
Autogun 0-12 12-32 +4 +3 3 D6 -1 +3 to hit, Dam=D6

 

Third Flash Git’s stuff
Konvertor field S1-4: 4+, S5-7: 5+, S8+: 6, no S: 4+
Weapon Short Long To hit Short To hit Long Strength Damage Save mod Special
Kombi weapon
Bolter 0-12 12-24 -2 -3 4 -1 RoF: Slow, -3 to hit
Bolter 0-12 12-24 +2 +1 4 -1 3″ blast, +1 to hit
Heavy stubba 0-16 16-36 +1 +1 4 1 -1 range -4″, +1 to hit, Heavy, 1″ penalty, move or fire, sustained fire

 

Fourth Flash Git’s stuff
Refraktor field Strength of weapon hits with -D6
Weapon Short Long To hit Short To hit Long Strength Damage Save mod Special
Heavy plasmagun 0-20 20-40/75 7/10 D4/D10 -2/-6 Heavy, 1″ penalty, move or fire, 1″ blast

Outcast Oddboyz, 225 points

Painboy
M WS BS S T W I A Ld Int Cl WP
4 4 3 4 4 1 5 1 7 8 7 7
Flak armour Save: 6+
Telescopic arm I+2
Stainless steel skull +1 to wound when charging
Weapon Short Long To hit Short To hit Long Strength Damage Save mod Special
Bolter 0-12 12-24 +1 4 1 -1

 

Runtherd
M WS BS S T W I A Ld Int Cl WP
4 4 4 4 4 1 3 1 7 7 7 7
Flak armour Save: 6+
Weapon Short Long To hit Short To hit Long Strength Damage Save mod Special
Bolter 0-12 12-24 +1 4 1 -1

 

First mekboy
M WS BS S T W I A Ld Int Cl WP
4 4 4 4 4 1 3 1 7 7 7 7
Flak armour Save: 6+
Weapon Short Long To hit Short To hit Long Strength Damage Save mod Special
Bolt pistol 0-8 8-16 +2 4 1 -1 Close combat
Flamer 4 1 -2 4+ victim catches fire

 

Second mekboy
M WS BS S T W I A Ld Int Cl WP
4 4 4 4 4 1 3 1 7 7 7 7
Flak armour Save: 6+
Bionic leg Does nothing
Telescopic eye +1 to hit from 18″ or more away
Weapon Short Long To hit Short To hit Long Strength Damage Save mod Special
Bolt Pistol 0-8 8-16 +2 4 1 -1 Close combat
Kustom Conversion Beamer 0-20 20-40 +1 D6 2 shots, +1 to hit, -2″ penalty, move or fire, see p58 in Battle Manual for full rules

 

Third mekboy
M WS BS S T W I A Ld Int Cl WP
4 4 4 4 4 1 3 2 7 7 7 7
Flak armour Save: 6+
Targeter eye +1 to hit
Deluxe kicking leg +1 A
Weapon Short Long To hit Short To hit Long Strength Damage Save mod Special
Bolt Pistol 0-8 8-16 +2 4 1 -1 Close combat
Kombi weapon
Plasma pistol 0-18 18-30 0 -3 6 1 -1 Range +12″, -2 to hit, sustained fire, close combat, can only fire every other turn
Graviton gun 0-8 8-16 +2 +1 +1 to hit, 1/2″ blast
Model hit is immobilised for the rest of the game and can only fire at 4+, vehicles roll for hit location as normal, but ignore armour penetration Roll once for damage adding +1 to the roll.