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:
- 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.
- Kustom weapons. I have as much as posible chosen the weapons on the actual mini.
- 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. |