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EVIL EYE IN DA SKY Deffkopta

POINTS: 650
The mechanical monstrosity known to the Orks Supa-Rokkits
as the Evil Eye in da Sky is the insane creation
of Big Mek Dakrok. The Evil Eye in da Sky is a
Stompa, with a number of ‘Big Mek’s Speshuls’ Spotter’s post
added. These include extra and larger rokkits, a
head-mounted supa-gatler, a belly-mounted
deth kannon, and, most unusually, an unlikely Supa-gatler
system for transporting and launching its
compliment of Deffkoptas.

Dakrok has become an expert of sorts in using


the Deffkoptas to pinpoint enemy positions so
that the Evil Eye’s rokkits can be zeroed in on
the foe with unerring accuracy. It takes a
particularly unhinged Ork to volunteer to pilot
one of Dakrok's Deffkoptas, but for many the
chance to be propelled at breakneck speed
from the Evil Eye’s launch ramp is just too
exciting an opportunity to pass up.

Deth Supa-dupa Rokkit


Kannon

Size Komparison

UNIT: 1 Evil Eye in da Sky


ARMOUR d SPECIAL RULES:
TYPE: Super-heavy walker Effigy: The Evil Eye in da Sky is a roaring, belching personification of the
WS BS S FRONT SIDE REAR I A
4 2 10 13 13 12 1 1 warrior god Gork (or possibly Mork) that hums with pure Orkiness. All
STRUCTURE POINTS: 4 Ork Mobs within 12" are Fearless.

Cleared for Launch!: The Evil Eye in da Sky carries three Deffkoptas. One
POWER FIELDS: 2
can be launched per player turn, at the beginning of the Movement
phase. On the turn it is launched a Deffkopta moves as if using the
TRANSPORT: The Evil Eye in da Sky carries 3 Deffkoptas (see special rule). Strategic Redeployment strategic asset, but must make a dangerous
terrain test as it does so. Note that no damage can be caused to the
ACCESS POINTS: None Deffkoptas until they are launched.

FIRE POINTS: None Spottas: When the Evil Eye in da Sky is firing at a target within 24” and
line of sight of one of its Deffkoptas, its supa-rokkits and supa-dupa
WEAPONS AND EQUIPMENT: rokkit may re-roll to hit.
The following weapons can be fired in the Evil Eye in da Sky’s front arc:
It’s Gonna Blow!: Should the Evil Eye in da Sky be destroyed with one or
- 5 supa-rokkits
more Deffkoptas yet to launch, Dakrok may attempt to escape. Roll a
- 1 supa-dupa rokkit
D6. On 4+ Dakrok takes control of the Deffkopta and it immediately
- Deth kannon launches as described above. This is counted as a normal Deffkopta, but
- Supa-gatler while alive it counts as an additional objective scored by the Orks side.
- 1 big shoota Any remaining undeployed Deffkoptas are destroyed.
It also has a rear-mounted big shoota that can fire in a 180-degree fire arc
to the Evil Eye in da Sky’s rear.

WEAPON RANGE STR AP SPECIAL **Psycho-Dakka-Blasta! Once fired, the supa-gatler continues to fire until all
Supa-Rokkit Unlimited 8 3 Heavy 1, One-shot of its ammunition is expended - all the gunner can do is sweep it across the
Supa-dupa Rokkit* Unlimited 10 2 Heavy 1, One-shot enemy and hope that some of its many, many shots hit home. After firing
Supa-gatler** 48” 7 3 Heavy 2D6, Co-Axial, the supa-gatler you must nominate another enemy unit within 12" from the
Psycho-Dakka-Blasta! original target unit and fire again. You must then target another enemy unit
Big shoota 36" 5 5 Assault 3 within 12" (this may be the previous unit). The supa-gatler keeps firing as
Deth kannon 72" 10 1 Ordnance 1, 7" blast long as it has got ammunition left - if the number of shots rolled for the
Primary weapon second or subsequent burst is a double, the supa-gatler has run out of
ammunition and stops firing immediately and for the rest of the battle (do
*A supa-rokkit is a Grot-guided weapon that hits on a result of 2+. It not resolve any shots against the final target).
can only be fired once per game.
THE GREEN TIDE POINTS: 75 + MODELS
A single Ork is a formidable adversary, muscular and violent Any Orks in the vicinity of such a stampede get caught up
with a resilient physiology and an unquenchable lust for in the violent charge. Some have no choice and must join
war. A single Ork is, however, rarely encountered, for when the rush or else get crushed, but more often than not the
Orks go to battle they do so in countless thousands. This is Boyz find themselves tagging along by instinct. Something
when the Orks are at their most dangerous. When they are about so many Orks charging towards the enemy triggers
part of a great Waaagh! ‘Uge mobz of Ork Boyz gather, for something in the Ork psyche – after all, wherever they’re
every Ork gunned down, three step forward to take its going, so many Boyz can’t be wrong! Even Orks that do
place. Their numbers are so vast that they resemble a green run away quickly turn back and are once again swallowed
ocean. Wave after wave of Ork Boyz comes crashing down up by the horde. In this way the ranks of the horde swell as
on enemy positions, quite literally a green tide that rises up the charge gathers momentum, overwhelming any
and sweeps away all before it. resistance that dares oppose the might of the Greenskins.

Warboss Gitstomp Gitstomp’s Ladz


THE GREEN TIDE

FORMATION:
An adjutant directed the General’s gaze to the south, where the Orks
A single unit consisting of a Warboss leading an ‘Uge mob. were said to be mustering after planetfall. Adjusting the focus of his
magnoculars, Titus gave a gasp of disbelief. There were the Orks. The
An ‘Uge mob is identical to a normal Ork Boyz mob and has shapes of a dozen Gargants jutted up from the undulating ash
all the same options with the exception that the unit numbers wastes, a swarm of similar vehicles surrounding them. But it was not
at least 100 models and may include a mixture of Boyz armed this that had given Titus such a shock. For miles in every direction
around the Gargants, the ash desert was green; a sea of Orks so
with sluggas and choppas and Boyz with shootas. There is no massive that the mind refused to acknowledge the possibility. Titus
maximum size this unit may reach. The Warboss may not leave examined his own forces once more, his heart in his throat.
this unit. The entire formation goes to battle on foot and as
such may not ride in any troop transports. The Warboss may “Emperor’s mercy,” he whispered to himself, “I pray I have enough
not take a Warbike. men to face that!”

SPECIAL RULES
Stampede: Nothing can stand in the way of so many stomping Orks. The formation has the Move Through Cover rule to
represent the momentum the Boyz have barrelling through terrain. In addition the sheer number of Orks whips the Boyz into a
constant state of bloodlust. The formation may call upon the Waaagh! each and every turn. If the rest of the army also calls upon
the Waaagh! then the Green Tide may roll two dice and pick the highest when determining the extra distance moved.
Follow Me Ladz!: Nearby mobs tend to be caught up and swept along when such a large horde of Orks stampedes across the
battlefield. Any Ork Boyz mob that falls back within 48” of the Warboss is removed and immediately placed in the unit led by the
Warboss (or if by some miracle ALL his Boyz have been shot up, they form a unit which he then leads). The models are placed such
that they are in unit coherency and are no closer to the enemy than the Warboss. There is no limit to the size this unit may reach.

© Games Workshop Limited 2007. Games Workshop, Warhammer, Warhammer 40,000, Apocalypse are ©, TM and/or ® Games Workshop Limited 2007. All rights reserved.

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ORK MINELAYER POINTS: 250
Perhaps one of the strangest of all Mekboy creations is the To reconcile this, Orghamek created the floating minelayer,
gigantic minelaying vehicle that patrols Gogrok Island, the a craft held aloft by powerful repulsor fields. Its cavernous
operational base of the Ork savant known as Orghamek. bomb bays contain row upon row of specially-built
Though an Ork minelayer in itself is not unheard of, explosive mines that themselves contain repulsor fields,
Orghamek’s creation, comprised of over fifty tons of rusted albeit ones of far lesser potency.
metal and salvaged scrap, floats through the air in a way
that beggars belief. The Minelayer uses a winch-and-claw arrangement to place
these mines at the rear of the craft, where their fields are
Orks are often unsatisfied with the concepts of minefields. remotely activated, enabling the mine to stay hovering high
After all, such static defences require the foe to transgress in the air. Should a foe attempt to cross the ground
upon Ork territory to be effective, and few are the enemies underneath one of the Minelayer’s charges, he will collapse
prepared to take the fight to the Orks on their own terms. the delicate repulsor field, causing the mine to plummet
Still, there is something undeniably appealing to an Ork down on top of him. Should the impact of such a crude
about the bloody spectacle of a crude bomb detonating in device not kill the trespasser, the ensuing detonation of a
the thick of the enemy ranks. ton of high explosive invariably will.

The ‘Minepig’
Battle of Gogrok Island, M41
Mine Grabber
(also used for
light crane work)

Repulsor prongs

Anti-gravitic
gut plates

Sensor snout

Size Komparison

UNIT: 1 Ork Minelayer SPECIAL RULES


Drifter: An Ork minelayer moves at a sedate pace, occasionally
TYPE: Super-heavy vehicle.
dropping the odd offering to hang in the sky. The Minelayer is
treated as a Skimmer that moves a maximum of 6” a turn.
ARMOUR Immobilised results will cause it to settle to earth but not to
BS FRONT SIDE REAR become a wreck. Due to its deadly cargo, add +3 to the roll if
2 13 12 11 the Minelayer has to roll on the Catastrophic Damage table.

Minelayer: Unless it has suffered a Gun Crew Shaken or Driver


STRUCTURE POINTS: 2 Stunned result in the previous turn, the Minelayer may lay one
mine per turn at the beginning of the Ork shooting phase.
WEAPONS AND EQUIPMENT:
Mines remain in place once they have been laid. Each Mine
- Minelaying winch (see Minelayer, opposite) may be detonated if an enemy model passes within 2” of its
base. Remove the mine and replace it with the 10” Blast
OPTIONS:
template. Every model under the template takes a S8 hit with
- Can be upgraded to have up to 3 big shootas at +5 points an AP of 3.
per gun and/or a killkannon at +60 points.

© Games Workshop Limited 2007. Games Workshop, Warhammer, Warhammer 40,000, Apocalypse are ©, TM and/or ® Games Workshop Limited 2007. All rights reserved.

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ORK SUBMERSIBLE POINTS: 350
One of the peculiar machineries invented by the mad will grind open and whole mobs of Orks will pour forth,
Mekaniak known only as Orghamek is the Ork Submersible, hooting and hollering as they splash through the shallows
first devised for the purposes of surprise assault. Thick- to engage the enemy from an unexpected quarter.
hulled and crude, these improbable machines are heavy
duty enough to negotiate storm-wracked seas and Submersibles were first used in the Third War for
poisonous oceans alike. Their cavernous holds are large Armageddon. Cannibalised and cobbled together from
enough to transport an entire warband of Orks, and they disused Imperial tankers, a flotilla of Submersibles was built
invariably mount massive cannons and torpedos with which in the region known as the Fire Wastes, judged tactically
to open fire upon the enemy once they have manoeuvred worthless by Imperial Strategos because of its remote
into position. location. Ghazghkull and Orghamek demonstrated the folly
of this assumption when the Submersibles crossed the
The Ork Boyz who ride within the bellies of these great ocean between the Fire Wastes and Armaggedon Prime.
metal beasts see them as aquatic battlewagons, and They revealed themselves from the waters around Hive
embrace this new form of attack with the gung-ho attitude Tempestora in a battlefield coup of such violence and
typical of Greenskins across the galaxy. When a Submersible cunning that it wrested the fiercely contested Hive from
beaches, usually behind enemy lines, its great metal doors Imperial hands within the space of a few hours.

Submersibles observed at the Battle for Tempestora: Ork Freebooters often tell of the Submersible Orkilus,
O.S.S. Snaggletoof which beached to the west of Tempestora a few days after
Da Drilljaw the main attack hit home. Its hull was crushed and buckled
Peekin’ tubes in several places, and the thick metallic paint on its surface
Killafish had been ground away in great strings of circular scars. Not
Da Big Ugly Surprise one Ork survived the disaster, which the Freebooters ascribe
Da Orka to a beast known only as ‘Da Big Tentacley Fing’.

Stabilising fins

Seacannon

Prow (lowered position)

Thrust Generators
Spyholes
Size Komparison

UNIT: 1 Ork Submersible ARMOUR


TYPE: Super-heavy Vehicle BS FRONT SIDE REAR
2 13 12 12
STRUCTURE POINTS: 2
An Ork Submersible has a Transport Capacity of 60
models, has one access point (the prow/jaw) and no fire SPECIAL RULES
points. Aquatic Deployment: A Submersible may only enter play at an
area that has been designated as water (or equivalent!). This area
OPTIONS:
must be large enough to contain the Submersible model. The
Options: A Submersible can be upgraded to have: Submersible must touch an area of land for its passengers to
disembark. Submersibles may never enter play on the first turn.
- a Seacannon at +120pts, using the profile below:
Roll a dice on the second and subsequent turns to see if the
WEAPON RANGE STR AP SPECIAL Submersible enters play. Once it has entered play the Submersible
Seacannon 90” 9 3 Ordnance, may not move, but its passengers may disembark and assault as
7” Blast if it were an open-topped vehicle.

- Up to three big shootas at +5 points per weapon. These Turn 1 Turn 2 Turn 3 Turn 4
can have the anti-aircraft special rule at a further cost of Submersible enters on: n/a 3+ 2+ Automatic
+5 points per weapon (use normal BS when firing at
flyers).

© Games Workshop Limited 2007. Games Workshop, Warhammer, Warhammer 40,000, Apocalypse are ©, TM and/or ® Games Workshop Limited 2007. All rights reserved.

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ORK PULSA ROKKIT POINTS: 200
A Pulsa Rokkit is far more than a mere incendiary device. It force that can grind an enemy face first into the dirt. The
contains a large and unstable force field generator that force-pulses emitted by the largest Pulsa Rokkits can crush
teeters on the brink of contradictory physics; should its low- an enemy as effectively as if the Ork Gods themselves have
grade force field be disrupted, it will collapse with squashed the foe flat with their hoary green feet.
unpredictable but usually devastating results. The Orks like
to encourage such a potentially lethal disruption by wiring As with all Ork inventions, the Pulsa Rokkit varies greatly in
the force field into a missile and firing the whole design and implementation. Some are little more than field
contraption at the enemy. generator spheres with wings and rokkits strapped to them,
others are building-sized labours of love. Whatever their
The resultant impact drives the potent force field inside into size, they all force the enemy to the ground, giving the
a state of collapse, sending out great waves of suppressing Boyz all the time they need to reach the enemy lines.

Pulsa Rokkit ‘Foot of Gork’,


Guiding grindrails
Asgrax Devastation, M.41

Pulsa Rokkit
When the Pulsa Rokkit
known as ‘Da Big Red Fist’
was launched at the
Imperial forces invading
Gogrok Island, the pulses it
emitted forced an entire
company of Ultramarines
into the dirt of the
archipelago’s airstrip. The
island eventually fell apart
under the terrible forces
acting upon it, sending the
Ultramarines into the
polluted depths.

Size Komparison.

Toolshed

UNIT: 1 Ork Pulsa Rokkit ARMOUR


SPECIAL RULES
TYPE: Static Super-heavy FRONT SIDE REAR Unknown Quantity: When firing the Pulsa Rokkit, choose a
12 12 12 target within 120” of the launch pad. The Rokkit is treated as
STRUCTURE POINTS: 2
Ordnance that deviates 4D6”. Place the Rokkit itself as near as
OPTIONS: possible to the point of impact, otherwise use a marker. When it
has landed, and again at the beginning of each Ork turn, roll on
- The Pulsa Rokkit can be upgraded to a Big Pulsa Rokkit at
the following table:
a cost of +50 points. Big Pulsa Rokkits add +1 to their rolls
D6 roll Result
on the Pulsa Rokkit chart and have an additional Structure
1-2 Fzzzcrack - The Pulsa Rokkit sends out a short sharp pulse of
Point.
force. All units within 2D6” must take a Pinning test.
- The Pulsa Rokkit can have a Grot pilot at +30 points. A 3-4 Thrrrummm – The ground itself trembles and shakes. All units
Grot pilot enables you to re-roll the scatter dice to with a model within 3D6” of the Pulsa Rokkit must take a
determine where the Pulsa Rokkit lands. Pinning test and have their WS and BS reduced to 1 until the
beginning of the next Ork turn.
- The Pulsa Rokkit can be upgraded to have a Stable Force
5-6 Wohhhm - The Pulsa Rokkit thrums and shakes, sending out
Field at the cost of +75 points. A Pulsa Rokkit with this
waves of surpressive energy. All units within 4D6” are Pinned
upgrade has the same effect as a Force Field Generator
and take 3D6 S4 hits. Vehicles instead take D3 glancing hits.
Strategic Asset until it is launched.
One-shot wonder: Pulsa Rokkits can be fired once per battle.
They ignore all damage results except ‘Destroyed’.

© Games Workshop Limited 2007. Games Workshop, Warhammer, Warhammer 40,000, Apocalypse are ©, TM and/or ® Games Workshop Limited 2007. All rights reserved.

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SHOKK ATTACK BATTERY POINTS: 75 + MODELS
The shokk attack gun is a miracle of Ork technology that Meks resent time spent rounding up Snots to fire from their
few Meks ever manage to build. When bands of insane shokk attack guns, time that could be better used making
Meks mob together brandishing these fearsome - if something more zappy! To get around this and to ensure
unpredictable - weapons, it results in a myriad of that a constant stream of Snotlings is herded towards the
devastating effects. Infantry regiments are overwhelmed, Meks, the assistance of several Runtherds is required. Each
drowned by a continuous tide of deranged, terrified Runtherd is usually given a brand new grot-prod or an extra
Snotlings. Battle-tanks are destroyed and even mighty grabby stick for his troubles, which is only fair seeing as he
Titans buckle, as the collosal forces of crossing warp beams probably won’t get any of his Snots back. The Meks, not
are unleashed. The destructive potential of a Shokk Attack needing to worry about the bothersome process of
Battery is not something that should be underestimated, by ‘loading’ the Snotlings themselves anymore, can
friend or foe! concentrate on more exciting things like shooting.
Occasionally they even explore the concept of ‘aiming’.
The sheer number of Snotlings required to keep a Shokk
Attack Battery ‘fully loaded’ is staggering. Normally the

Ghargamek Bazzgut Nofftek


BOSS MEK

BIG MEK

BIG MEK
Gitbag’s Herd Gitbag
Ghargamek’s Shokk Mob
Gehenna Prime
SNOTLING

Siege of Kravaster
HERD

FORMATION: Snotling Herd: Consisting of 5-20 Snotling Swarms at 8


points per base and 1-4 Runtherds. One Runtherd must be
3+ Big Meks with shokk attack guns.
chosen for every 5 Snotling Swarms (or part thereof).
1+ Snotling Herd.
One Big Mek must be designated as a Boss Mek (his profile is WS BS S T W I A Ld Sv
unchanged). Snots 2 1 2 2 3 2 3 4 -

Special Rules: Swarm

SPECIAL RULES
Strike Force: All Big Meks and Snotling Herds must be deployed within 6” of the Boss Mek, or, if coming on from reserve, they
must enter the table within 6” of the point entered by the Boss Mek.
Firing a Shokk Attack Battery: Instead of firing separately a Shokk Attack Battery may fire using the Apocalyptic Barrage
template, with a number of dice equal to the number of shokk attack guns in the battery. Roll 2D6 to determine the Strength of
the whole battery. If a double (or an 11) is rolled consult the chart on page 35 of Codex: Orks and immediately apply that result to
all shokk attack guns in the battery.
We Needs More Zoggin’ Snotlings!: If both a Runtherd and a Snotling Swarm are within 6” of a shokk attack gun you may
sacrifice D3 Snotling bases and roll three dice instead of two when determining the Strength of the Shokk Attack Battery, discarding
the lowest dice roll. If a triple is rolled, the combined warp-beams manage to rip a gaping hole in the fabric of reality. Resolve the
attack exactly as if a Vortex Grenade had landed on the central hole of the Apocalyptic Barrage template. In the unfortunate result
of a triple 1 something goes disastrously wrong as warp containment fields overload and collapse. No shot is fired. Remove all Big
Meks in the Shokk Attack Battery and resolve the shot as if a Vortex Grenade has landed where the Boss Mek was standing.

© Games Workshop Limited 2007. Games Workshop, Warhammer, Warhammer 40,000, Apocalypse are ©, TM and/or ® Games Workshop Limited 2007. All rights reserved.

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ORK TRUKK KONVOY POINTS: 50 + MODELS
In any large-scale Ork invasion there will always be a hard Trukk drivers also try to stick close to one another, the
core of speed-obsessed nutcases determined to get to the better to see who actually wins the race (though this is
front line first. Even when they are not at war the Orks love usually subject to rather a lot of ‘discussion’ after the battle
violent, white-knuckle rides, and will take any excuse to is won). As a result it is common to see all the Trukks of a
zoom around their encampments in souped-up vehicles. Speed Freek warband careen into battle together in a great
The race to the battlefront, known to many as Da Deff- flotilla of ramshackle vehicles, ‘accidentally’ swinging their
race, is an experience of near-religious ecstasy surpassed wreckin’ balls at each other, attacking from boarding planks
only by the high-speed killing that ensues. To be recognised and trying to ram each other off the road. The raucous
as ‘Da Winna’ is an extremely high accolade, especially if camaraderie and sheer mayhem of the Deff-race can
the driver in question manages to survive the battle. actually work to the Speed Freeks’ advantage, however, for
the enemies of the Orks find it almost impossible to draw a
Though he would never admit it, each Ork driver has his bead on the skidding, careening vehicles as they shove and
favoured opponents in this lethal race – those of his peer jostle for pole position.
group who he constantly tries to outdo with more and
more outlandish modifications to his beloved machine.

Da Roadstas Other Trukk-mounted


units of the Flaming
Wheels tribe:
COMMAND VEHICLE

Da Meen Machine Ladz


Da Red Deff Boyz
Da Speedstas
Krug’s Blitz Boyz
Da Burnin’ Rubber Boyz
TRUKK

Funda’s Bolts Da Killkart Krew


TRUKK
TRUKK

FORMATION:
3+ Ork Trukks. One Trukk must be designated as the Command Vehicle.

SPECIAL RULES an extra +2D6” forward. This represents the Ork krew
Strike Force: All units in a Trukk Konvoy must be deployed ramming into a rival Trukk before making good their escape!
within 6” of the Command Vehicle or must enter play within
6” of the point entered by the Command Vehicle.
Roadsters: The Ork Trukk Konvoy benefits from a Strategic “Oi! Stop runnin’ away, yer snivellin’
Redeployment stratagem. If the Trukks travel only on roads in
any given turn their maximum move is 48” instead of 24”. humies, we got a race on here!”
Oops, da wheels slipped: Once per turn, instead of – Skabgutz, Ork Trukk Boy
shooting, any Trukk in the Konvoy can inflict a S6 hit on
another Trukk in base contact in order to immediately move

© Games Workshop Limited 2007. Games Workshop, Warhammer, Warhammer 40,000, Apocalypse are ©, TM and/or ® Games Workshop Limited 2007. All rights reserved.

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