7
EVIL EYE IN DA SKY The mechanical monstrosity known to the Orks 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’ added. These include extra and larger rokkits, a head-mounted supa-gatler, a belly-mounted deth kannon, and, most unusually, an unlikely 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. UNIT: 1 Evil Eye in da Sky TYPE: Super-heavy walker STRUCTURE POINTS: 4 POWER FIELDS: 2 TRANSPORT: The Evil Eye in da Sky carries 3 Deffkoptas (see special rule). ACCESS POINTS: None FIRE POINTS: None WEAPONS AND EQUIPMENT: The following weapons can be fired in the Evil Eye in da Sky’s front arc: - 5 supa-rokkits - 1 supa-dupa rokkit - Deth kannon - Supa-gatler - 1 big shoota 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. ARMOUR WS BS S FRONT SIDE REAR I A 4 2 10 13 13 12 1 1 Spotter’s post Deffkopta Size Komparison WEAPON RANGE STR AP SPECIAL Unlimited 8 3 Heavy 1, One-shot Unlimited 10 2 Heavy 1, One-shot 48” 7 3 Heavy 2D6, Co-Axial, Psycho-Dakka-Blasta! 36" 5 5 Assault 3 72" 10 1 Ordnance 1, 7" blast Primary weapon *A supa-rokkit is a Grot-guided weapon that hits on a result of 2+. It can only be fired once per game. SPECIAL RULES: The Evil Eye in da Sky is a roaring, belching personification of the warrior god Gork (or possibly Mork) that hums with pure Orkiness. All Ork Mobs within 12" are Fearless. The Evil Eye in da Sky carries three Deffkoptas. One 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 Strategic Redeployment strategic asset, but must make a dangerous terrain test as it does so. Note that no damage can be caused to the Deffkoptas until they are launched. 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 rokkit may re-roll to hit. Should the Evil Eye in da Sky be destroyed with one or more Deffkoptas yet to launch, Dakrok may attempt to escape. Roll a D6. On 4+ Dakrok takes control of the Deffkopta and it immediately launches as described above. This is counted as a normal Deffkopta, but while alive it counts as an additional objective scored by the Orks side. Any remaining undeployed Deffkoptas are destroyed. **Psycho-Dakka-Blasta! Once fired, the supa-gatler continues to fire until all of its ammunition is expended - all the gunner can do is sweep it across the enemy and hope that some of its many, many shots hit home. After firing the supa-gatler you must nominate another enemy unit within 12" from the original target unit and fire again. You must then target another enemy unit within 12" (this may be the previous unit). The supa-gatler keeps firing as long as it has got ammunition left - if the number of shots rolled for the 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 not resolve any shots against the final target). POINTS: 650

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Page 1: Apocalypse ork datasheets 40k warhammer

EVIL EYE IN DA SKYThe mechanical monstrosity known to the Orksas the Evil Eye in da Sky is the insane creationof Big Mek Dakrok. The Evil Eye in da Sky is aStompa, with a number of ‘Big Mek’s Speshuls’added. These include extra and larger rokkits, ahead-mounted supa-gatler, a belly-mounteddeth kannon, and, most unusually, an unlikelysystem for transporting and launching itscompliment of Deffkoptas.

Dakrok has become an expert of sorts in usingthe Deffkoptas to pinpoint enemy positions sothat the Evil Eye’s rokkits can be zeroed in onthe foe with unerring accuracy. It takes aparticularly unhinged Ork to volunteer to pilotone of Dakrok's Deffkoptas, but for many thechance to be propelled at breakneck speedfrom the Evil Eye’s launch ramp is just tooexciting an opportunity to pass up.

UNIT: 1 Evil Eye in da Sky

TYPE: Super-heavy walker

STRUCTURE POINTS: 4

POWER FIELDS: 2

TRANSPORT: The Evil Eye in da Sky carries 3 Deffkoptas (see special rule).

ACCESS POINTS: None

FIRE POINTS: None

WEAPONS AND EQUIPMENT: The following weapons can be fired in the Evil Eye in da Sky’s front arc:- 5 supa-rokkits- 1 supa-dupa rokkit- Deth kannon- Supa-gatler- 1 big shootaIt also has a rear-mounted big shoota that can fire in a 180-degree fire arcto the Evil Eye in da Sky’s rear.

dARMOURWS BS S FRONT SIDE REAR I A4 2 10 13 13 12 1 1

Supa-Rokkits

Supa-dupa RokkitDethKannon

Spotter’s post

Deffkopta

Supa-gatler

Size Komparison

WEAPON RANGE STR AP SPECIALSupa-Rokkit Unlimited 8 3 Heavy 1, One-shotSupa-dupa Rokkit* Unlimited 10 2 Heavy 1, One-shotSupa-gatler** 48” 7 3 Heavy 2D6, Co-Axial,

Psycho-Dakka-Blasta!Big shoota 36" 5 5 Assault 3Deth kannon 72" 10 1 Ordnance 1, 7" blast

Primary weapon

*A supa-rokkit is a Grot-guided weapon that hits on a result of 2+. Itcan only be fired once per game.

SPECIAL RULES:Effigy: The Evil Eye in da Sky is a roaring, belching personification of thewarrior god Gork (or possibly Mork) that hums with pure Orkiness. AllOrk Mobs within 12" are Fearless.

Cleared for Launch!: The Evil Eye in da Sky carries three Deffkoptas. Onecan be launched per player turn, at the beginning of the Movementphase. On the turn it is launched a Deffkopta moves as if using theStrategic Redeployment strategic asset, but must make a dangerousterrain test as it does so. Note that no damage can be caused to theDeffkoptas until they are launched.

Spottas: When the Evil Eye in da Sky is firing at a target within 24” andline of sight of one of its Deffkoptas, its supa-rokkits and supa-duparokkit may re-roll to hit.

It’s Gonna Blow!: Should the Evil Eye in da Sky be destroyed with one ormore Deffkoptas yet to launch, Dakrok may attempt to escape. Roll aD6. On 4+ Dakrok takes control of the Deffkopta and it immediatelylaunches as described above. This is counted as a normal Deffkopta, butwhile alive it counts as an additional objective scored by the Orks side.Any remaining undeployed Deffkoptas are destroyed.

**Psycho-Dakka-Blasta! Once fired, the supa-gatler continues to fire until allof its ammunition is expended - all the gunner can do is sweep it across theenemy and hope that some of its many, many shots hit home. After firingthe supa-gatler you must nominate another enemy unit within 12" from theoriginal target unit and fire again. You must then target another enemy unitwithin 12" (this may be the previous unit). The supa-gatler keeps firing aslong as it has got ammunition left - if the number of shots rolled for thesecond or subsequent burst is a double, the supa-gatler has run out ofammunition and stops firing immediately and for the rest of the battle (donot resolve any shots against the final target).

POINTS: 650

Page 2: Apocalypse ork datasheets 40k warhammer

wwwwww..ggaammeess--wwoorrkksshhoopp..ccoomm

A single Ork is a formidable adversary, muscular and violentwith a resilient physiology and an unquenchable lust forwar. A single Ork is, however, rarely encountered, for whenOrks go to battle they do so in countless thousands. This iswhen the Orks are at their most dangerous. When they arepart of a great Waaagh! ‘Uge mobz of Ork Boyz gather, forevery Ork gunned down, three step forward to take itsplace. Their numbers are so vast that they resemble a greenocean. Wave after wave of Ork Boyz comes crashing downon enemy positions, quite literally a green tide that rises upand sweeps away all before it.

Any Orks in the vicinity of such a stampede get caught upin the violent charge. Some have no choice and must jointhe rush or else get crushed, but more often than not theBoyz find themselves tagging along by instinct. Somethingabout so many Orks charging towards the enemy triggerssomething in the Ork psyche – after all, wherever they’regoing, so many Boyz can’t be wrong! Even Orks that dorun away quickly turn back and are once again swallowedup by the horde. In this way the ranks of the horde swell asthe charge gathers momentum, overwhelming anyresistance that dares oppose the might of the Greenskins.

THE GREEN TIDE POINTS: 75 + MODELS

FORMATION:

A single unit consisting of a Warboss leading an ‘Uge mob.

An ‘Uge mob is identical to a normal Ork Boyz mob and hasall the same options with the exception that the unit numbersat least 100 models and may include a mixture of Boyz armedwith sluggas and choppas and Boyz with shootas. There is nomaximum size this unit may reach. The Warboss may not leavethis unit. The entire formation goes to battle on foot and assuch may not ride in any troop transports. The Warboss maynot take a Warbike.

SPECIAL RULES

Stampede: Nothing can stand in the way of so many stomping Orks. The formation has the Move Through Cover rule torepresent the momentum the Boyz have barrelling through terrain. In addition the sheer number of Orks whips the Boyz into aconstant state of bloodlust. The formation may call upon the Waaagh! each and every turn. If the rest of the army also calls uponthe 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 thebattlefield. Any Ork Boyz mob that falls back within 48” of the Warboss is removed and immediately placed in the unit led by theWarboss (or if by some miracle ALL his Boyz have been shot up, they form a unit which he then leads). The models are placed suchthat 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.

THE

GREE

N TI

DE

Warboss Gitstomp Gitstomp’s Ladz

An adjutant directed the General’s gaze to the south, where the Orkswere said to be mustering after planetfall. Adjusting the focus of hismagnoculars, Titus gave a gasp of disbelief. There were the Orks. Theshapes of a dozen Gargants jutted up from the undulating ashwastes, a swarm of similar vehicles surrounding them. But it was notthis that had given Titus such a shock. For miles in every directionaround the Gargants, the ash desert was green; a sea of Orks somassive that the mind refused to acknowledge the possibility. Titusexamined his own forces once more, his heart in his throat.

“Emperor’s mercy,” he whispered to himself, “I pray I have enoughmen to face that!”

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Page 3: Apocalypse ork datasheets 40k warhammer

wwwwww..ggaammeess--wwoorrkksshhoopp..ccoomm

Perhaps one of the strangest of all Mekboy creations is thegigantic minelaying vehicle that patrols Gogrok Island, theoperational base of the Ork savant known as Orghamek.Though an Ork minelayer in itself is not unheard of,Orghamek’s creation, comprised of over fifty tons of rustedmetal and salvaged scrap, floats through the air in a waythat beggars belief.

Orks are often unsatisfied with the concepts of minefields.After all, such static defences require the foe to transgressupon Ork territory to be effective, and few are the enemiesprepared to take the fight to the Orks on their own terms.Still, there is something undeniably appealing to an Orkabout the bloody spectacle of a crude bomb detonating inthe thick of the enemy ranks.

To reconcile this, Orghamek created the floating minelayer,a craft held aloft by powerful repulsor fields. Its cavernousbomb bays contain row upon row of specially-builtexplosive mines that themselves contain repulsor fields,albeit ones of far lesser potency.

The Minelayer uses a winch-and-claw arrangement to placethese mines at the rear of the craft, where their fields areremotely activated, enabling the mine to stay hovering highin the air. Should a foe attempt to cross the groundunderneath one of the Minelayer’s charges, he will collapsethe delicate repulsor field, causing the mine to plummetdown on top of him. Should the impact of such a crudedevice not kill the trespasser, the ensuing detonation of aton of high explosive invariably will.

ORK MINELAYER POINTS: 250

Sensor snout

The ‘Minepig’Battle of Gogrok Island, M41

Anti-graviticgut plates

Mine Grabber(also used forlight crane work)

UNIT: 1 Ork Minelayer

TYPE: Super-heavy vehicle.

STRUCTURE POINTS: 2

WEAPONS AND EQUIPMENT:

- Minelaying winch (see Minelayer, opposite)

OPTIONS:

- Can be upgraded to have up to 3 big shootas at +5 pointsper gun and/or a killkannon at +60 points.

SPECIAL RULESDrifter: An Ork minelayer moves at a sedate pace, occasionallydropping the odd offering to hang in the sky. The Minelayer istreated as a Skimmer that moves a maximum of 6” a turn.Immobilised results will cause it to settle to earth but not tobecome a wreck. Due to its deadly cargo, add +3 to the roll ifthe Minelayer has to roll on the Catastrophic Damage table.

Minelayer: Unless it has suffered a Gun Crew Shaken or DriverStunned result in the previous turn, the Minelayer may lay onemine per turn at the beginning of the Ork shooting phase.Mines remain in place once they have been laid. Each Minemay be detonated if an enemy model passes within 2” of itsbase. Remove the mine and replace it with the 10” Blasttemplate. Every model under the template takes a S8 hit withan AP of 3.

ARMOURBS FRONT SIDE REAR2 13 12 11

Repulsor prongs

Size Komparison

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Page 4: Apocalypse ork datasheets 40k warhammer

Submersibles observed at the Battle for Tempestora:O.S.S. SnaggletoofDa DrilljawKillafishDa Big Ugly SurpriseDa Orka

wwwwww..ggaammeess--wwoorrkksshhoopp..ccoomm

One of the peculiar machineries invented by the madMekaniak known only as Orghamek is the Ork Submersible,first devised for the purposes of surprise assault. Thick-hulled and crude, these improbable machines are heavyduty enough to negotiate storm-wracked seas andpoisonous oceans alike. Their cavernous holds are largeenough to transport an entire warband of Orks, and theyinvariably mount massive cannons and torpedos with whichto open fire upon the enemy once they have manoeuvredinto position.

The Ork Boyz who ride within the bellies of these greatmetal beasts see them as aquatic battlewagons, andembrace this new form of attack with the gung-ho attitudetypical of Greenskins across the galaxy. When a Submersiblebeaches, usually behind enemy lines, its great metal doors

will grind open and whole mobs of Orks will pour forth,hooting and hollering as they splash through the shallowsto engage the enemy from an unexpected quarter.

Submersibles were first used in the Third War forArmageddon. Cannibalised and cobbled together fromdisused Imperial tankers, a flotilla of Submersibles was builtin the region known as the Fire Wastes, judged tacticallyworthless by Imperial Strategos because of its remotelocation. Ghazghkull and Orghamek demonstrated the follyof this assumption when the Submersibles crossed theocean between the Fire Wastes and Armaggedon Prime.They revealed themselves from the waters around HiveTempestora in a battlefield coup of such violence andcunning that it wrested the fiercely contested Hive fromImperial hands within the space of a few hours.

ORK SUBMERSIBLE POINTS: 350

Thrust Generators

SPECIAL RULESAquatic Deployment: A Submersible may only enter play at anarea that has been designated as water (or equivalent!). This areamust be large enough to contain the Submersible model. TheSubmersible must touch an area of land for its passengers todisembark. Submersibles may never enter play on the first turn.Roll a dice on the second and subsequent turns to see if theSubmersible enters play. Once it has entered play the Submersiblemay not move, but its passengers may disembark and assault asif it were an open-topped vehicle.

Turn 1 Turn 2 Turn 3 Turn 4Submersible enters on: n/a 3+ 2+ Automatic

ARMOURBS FRONT SIDE REAR2 13 12 12

UNIT: 1 Ork Submersible

TYPE: Super-heavy Vehicle

STRUCTURE POINTS: 2

An Ork Submersible has a Transport Capacity of 60models, has one access point (the prow/jaw) and no firepoints.

OPTIONS:

Options: A Submersible can be upgraded to have:

- a Seacannon at +120pts, using the profile below:

WEAPON RANGE STR AP SPECIALSeacannon 90” 9 3 Ordnance,

7” Blast

- Up to three big shootas at +5 points per weapon. Thesecan have the anti-aircraft special rule at a further cost of+5 points per weapon (use normal BS when firing atflyers).

Ork Freebooters often tell of the Submersible Orkilus,which beached to the west of Tempestora a few days afterthe main attack hit home. Its hull was crushed and buckledin several places, and the thick metallic paint on its surfacehad been ground away in great strings of circular scars. Notone Ork survived the disaster, which the Freebooters ascribeto a beast known only as ‘Da Big Tentacley Fing’.

Prow (lowered position)

Spyholes

Peekin’ tubes

Seacannon

Stabilising fins

Size Komparison

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Page 5: Apocalypse ork datasheets 40k warhammer

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A Pulsa Rokkit is far more than a mere incendiary device. Itcontains a large and unstable force field generator thatteeters on the brink of contradictory physics; should its low-grade force field be disrupted, it will collapse withunpredictable but usually devastating results. The Orks liketo encourage such a potentially lethal disruption by wiringthe force field into a missile and firing the wholecontraption at the enemy.

The resultant impact drives the potent force field inside intoa state of collapse, sending out great waves of suppressing

force that can grind an enemy face first into the dirt. Theforce-pulses emitted by the largest Pulsa Rokkits can crushan enemy as effectively as if the Ork Gods themselves havesquashed the foe flat with their hoary green feet.

As with all Ork inventions, the Pulsa Rokkit varies greatly indesign and implementation. Some are little more than fieldgenerator spheres with wings and rokkits strapped to them,others are building-sized labours of love. Whatever theirsize, they all force the enemy to the ground, giving theBoyz all the time they need to reach the enemy lines.

ORK PULSA ROKKIT POINTS: 200

Size Komparison.

SPECIAL RULESUnknown Quantity: When firing the Pulsa Rokkit, choose atarget within 120” of the launch pad. The Rokkit is treated asOrdnance that deviates 4D6”. Place the Rokkit itself as near aspossible to the point of impact, otherwise use a marker. When ithas landed, and again at the beginning of each Ork turn, roll onthe following table:

D6 roll Result1-2 Fzzzcrack - The Pulsa Rokkit sends out a short sharp pulse of

force. All units within 2D6” must take a Pinning test.3-4 Thrrrummm – The ground itself trembles and shakes. All units

with a model within 3D6” of the Pulsa Rokkit must take a Pinning test and have their WS and BS reduced to 1 until the beginning of the next Ork turn.

5-6 Wohhhm - The Pulsa Rokkit thrums and shakes, sending out waves of surpressive energy. All units within 4D6” are Pinned and take 3D6 S4 hits. Vehicles instead take D3 glancing hits.

One-shot wonder: Pulsa Rokkits can be fired once per battle.They ignore all damage results except ‘Destroyed’.

UNIT: 1 Ork Pulsa Rokkit

TYPE: Static Super-heavy

STRUCTURE POINTS: 2

OPTIONS:

- The Pulsa Rokkit can be upgraded to a Big Pulsa Rokkit ata cost of +50 points. Big Pulsa Rokkits add +1 to their rollson the Pulsa Rokkit chart and have an additional StructurePoint.

- The Pulsa Rokkit can have a Grot pilot at +30 points. AGrot pilot enables you to re-roll the scatter dice todetermine where the Pulsa Rokkit lands.

- The Pulsa Rokkit can be upgraded to have a Stable ForceField at the cost of +75 points. A Pulsa Rokkit with thisupgrade has the same effect as a Force Field GeneratorStrategic Asset until it is launched.

Guiding grindrails

Pulsa Rokkit

Toolshed

Pulsa Rokkit ‘Foot of Gork’, Asgrax Devastation, M.41

When the Pulsa Rokkitknown as ‘Da Big Red Fist’was launched at theImperial forces invadingGogrok Island, the pulses itemitted forced an entirecompany of Ultramarinesinto the dirt of thearchipelago’s airstrip. Theisland eventually fell apartunder the terrible forcesacting upon it, sending theUltramarines into thepolluted depths.

ARMOURFRONT SIDE REAR

12 12 12

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Page 6: Apocalypse ork datasheets 40k warhammer

FORMATION:

3+ Big Meks with shokk attack guns.

1+ Snotling Herd.

One Big Mek must be designated as a Boss Mek (his profile isunchanged).

Snotling Herd: Consisting of 5-20 Snotling Swarms at 8points per base and 1-4 Runtherds. One Runtherd must bechosen for every 5 Snotling Swarms (or part thereof).

Special Rules: Swarm

WS BS S T W I A Ld Sv

Snots 2 1 2 2 3 2 3 4 -

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, theymust 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 Barragetemplate, with a number of dice equal to the number of shokk attack guns in the battery. Roll 2D6 to determine the Strength ofthe whole battery. If a double (or an 11) is rolled consult the chart on page 35 of Codex: Orks and immediately apply that result toall 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 maysacrifice D3 Snotling bases and roll three dice instead of two when determining the Strength of the Shokk Attack Battery, discardingthe lowest dice roll. If a triple is rolled, the combined warp-beams manage to rip a gaping hole in the fabric of reality. Resolve theattack exactly as if a Vortex Grenade had landed on the central hole of the Apocalyptic Barrage template. In the unfortunate resultof a triple 1 something goes disastrously wrong as warp containment fields overload and collapse. No shot is fired. Remove all BigMeks in the Shokk Attack Battery and resolve the shot as if a Vortex Grenade has landed where the Boss Mek was standing.

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The shokk attack gun is a miracle of Ork technology thatfew Meks ever manage to build. When bands of insaneMeks mob together brandishing these fearsome - ifunpredictable - weapons, it results in a myriad ofdevastating effects. Infantry regiments are overwhelmed,drowned by a continuous tide of deranged, terrifiedSnotlings. Battle-tanks are destroyed and even mightyTitans buckle, as the collosal forces of crossing warp beamsare unleashed. The destructive potential of a Shokk AttackBattery is not something that should be underestimated, byfriend or foe!

The sheer number of Snotlings required to keep a ShokkAttack Battery ‘fully loaded’ is staggering. Normally the

Meks resent time spent rounding up Snots to fire from theirshokk attack guns, time that could be better used makingsomething more zappy! To get around this and to ensurethat a constant stream of Snotlings is herded towards theMeks, the assistance of several Runtherds is required. EachRuntherd is usually given a brand new grot-prod or an extragrabby stick for his troubles, which is only fair seeing as heprobably won’t get any of his Snots back. The Meks, notneeding to worry about the bothersome process of‘loading’ the Snotlings themselves anymore, canconcentrate on more exciting things like shooting.Occasionally they even explore the concept of ‘aiming’.

SHOKK ATTACK BATTERY POINTS: 75 + MODELS

Ghargamek’s Shokk MobGehenna Prime

Siege of Kravaster

BOSS

MEK

BIG

MEK

Ghargamek Nofftek

GitbagGitbag’s Herd

SNOT

LING

HERD

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Bazzgut

BIG

MEK

Page 7: Apocalypse ork datasheets 40k warhammer

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In any large-scale Ork invasion there will always be a hardcore of speed-obsessed nutcases determined to get to thefront line first. Even when they are not at war the Orks loveviolent, white-knuckle rides, and will take any excuse tozoom around their encampments in souped-up vehicles.The race to the battlefront, known to many as Da Deff-race, is an experience of near-religious ecstasy surpassedonly by the high-speed killing that ensues. To be recognisedas ‘Da Winna’ is an extremely high accolade, especially ifthe driver in question manages to survive the battle.

Though he would never admit it, each Ork driver has hisfavoured opponents in this lethal race – those of his peergroup who he constantly tries to outdo with more andmore outlandish modifications to his beloved machine.

Trukk drivers also try to stick close to one another, thebetter to see who actually wins the race (though this isusually subject to rather a lot of ‘discussion’ after the battleis won). As a result it is common to see all the Trukks of aSpeed Freek warband careen into battle together in a greatflotilla of ramshackle vehicles, ‘accidentally’ swinging theirwreckin’ balls at each other, attacking from boarding planksand trying to ram each other off the road. The raucouscamaraderie and sheer mayhem of the Deff-race canactually work to the Speed Freeks’ advantage, however, forthe enemies of the Orks find it almost impossible to draw abead on the skidding, careening vehicles as they shove andjostle for pole position.

ORK TRUKK KONVOY POINTS: 50 + MODELS

FORMATION:

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

SPECIAL RULESStrike Force: All units in a Trukk Konvoy must be deployedwithin 6” of the Command Vehicle or must enter play within6” of the point entered by the Command Vehicle.

Roadsters: The Ork Trukk Konvoy benefits from a StrategicRedeployment stratagem. If the Trukks travel only on roads inany given turn their maximum move is 48” instead of 24”.

Oops, da wheels slipped: Once per turn, instead ofshooting, any Trukk in the Konvoy can inflict a S6 hit onanother Trukk in base contact in order to immediately move

an extra +2D6” forward. This represents the Ork krewramming into a rival Trukk before making good their escape!

TRUK

KCO

MM

AND

VEHI

CLE

TRUK

K

TRUK

K

Da Roadstas Other Trukk-mountedunits of the Flaming

Wheels tribe:

Da Meen Machine LadzDa Red Deff Boyz

Da SpeedstasKrug’s Blitz Boyz

Da Burnin’ Rubber Boyz

Funda’s Bolts Da Killkart Krew

“Oi! Stop runnin’ away, yer snivellin’humies, we got a race on here!”

– Skabgutz, Ork Trukk Boy

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