Categories
Bad Moon Warband Oldhammer Projects Rouge Trader

Warlord Badnaz Gorteef’s Warband

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.