FAD 40k Orks 0.2

Embed Size (px)

Citation preview

  • 8/14/2019 FAD 40k Orks 0.2

    1/15

    OrksOrks are the most warlike species in the entire universe, born and living only for battle. Heavilymuscled and tough, but clumsy and not too bright, Orks favor brutal had-to-hand combat. Ork technology is a ramshackle affair, thrown together by psychotically brilliant Mekboys. Painboyzcrudely stitch together maimed and injured Orks.

    Orkish warbands, once they reach a certain size, launch themselves on a massive campaign of devastation and bloodshed called a Waaagh! lead by the Warboss, the biggest and meanest Ork in the band.

    Disposition of ForcesChoose the Clan that your Orks belong to:Goffs: Goffs are the largest, toughest and meanest Orks (even by Ork standards). They are the mostnumerous of all the Orkish Clans and their exceptional brutality gives them an unrivaled love of hand-to-hand combat.

    Evil Sunz: The Evil Sunz love speed and are the most mechanized of all the Clans, zoomingeverywhere in the ramshackle vehicles Orks always construct, modified for maximum speed, resultingin a minimum of safety for both the riders and their targets.

    Snakebites: Snakebites are seen as backwards by the rest of the Orkish Clans, clinging to a primitivelifestlye. Snakebites breed unusually large numbers of Grots, Squigs and a wide menagerie of other creatures to make use of.

    Bad Moons: The Bad Moons Clan is the closest thing to a merchant class that the Orks have, becausetheir teeth, the Orkish unit of currency, grow faster than anyone else's. They have a reputation for beingshowoffs, and swagger into battle with as many of the biggest and loudest Shootas that money (as itwere) can buy.

    Blood Axes: Blood Axes are looked down on by other Orks as a bunch of treacherous, untrustworthygits. Their use of camouflage and tactics and their willingness to talk with their enemies. They aren'twell regarded by their Orky brethren outside of the Clan.

    Deathskulls: Deathskulls like to loot and they like to steal, from other Orks or anyone else who happensto be near bye and has anything they'd like to have, such as flashy guns or fancy vehicles. A battle tothe Deathskulls is seen as just a prelude to the good part, when they get to take everything they can findthat isn't nailed down and can't be pried free.

  • 8/14/2019 FAD 40k Orks 0.2

    2/15

    You may spend a Challenge Point to add any of the following units:Warboss*Big Mek*Weirdboy*

    Nobz Mob

    Burna Boyz MobTankbustas MobLootaz Mob**Kommandos Mob**Boyz MobGretchin HerdStormboyz MobWarbuggy SquadronWarbiker SquadronDeffkopta SquadronLooted Wagon**Flash Gits***You must purchase at least one of these, and may only have one of each.**You may only have one of each of these units.

    You may also spend any number of Challenge Points to Grow the Waaagh! For each point spent toGrow the Waaagh!, do the following:Add 10 models to each Mob of Boyz, to a maximum of 30.Add 3 models to each Mob of Nobz, to a maximum of 10.Add 5 models to each Mob of Burnaboyz, to a maximum of 15.Add 5 models to each Mob of Tankbustas, to a maximum of 15.Add 5 models to each Mob of Lootas, to a maximum of 15.Add 5 models to each Mob of Kommandos, to a maximum of 15.Add 5 models to each Mob of Stormboyz, to a maximum of 20.Add 1 vehicle to each Squadron of Warbuggies, to a maximum of 3.Add 3 models to each Squadron of Warbikers, to a maximum of 12.Add 2 models to each Squadron of Deffkoptas, to a maximum of 5.Add 2 models to each Mob of Flash Gits, to a maximum of 10.

    If your Orks belong to the Goff Clan, you grow the Waaagh! twice for every point spent.

  • 8/14/2019 FAD 40k Orks 0.2

    3/15

    Ork Special RulesWe'z Muckin' About!Orks like to fight, even more than they like to win. This means that unless they have someone meanenough to keep them in line, and cunning enough to actually know how to plan, they'll likely wander off to pick fights with anyone they can find, including each other.

    Any Ork unit that doesn't have a model within 12 of a friendly Model with the I'm Da Boss! Trait atthe beginning of its activation must take a Skill Test.

    With two or more successes, the unit activates and acts normally. Otherwise, it must Close Assault thenearest enemy unit within line of sight. If no enemy units are within Close Assault distance, it mustMove towards the closest enemy unit, then Close Assault it. If it cannot Close Assault after Moving, itmust Shoot at the nearest enemy unit instead. If no enemy units can be targeting by the units Shooting,the Mob fights itself! Roll a number of Close Assault attacks, targeting the unit, equal to the number of models in the unit. Each of these attacks scores a hit on a 6.

    Orks is Made for Fightin'!Orks live to fight; they fought then to fight now, and fight now to fight later. Most Orks won't stop tohelp their wounded, leaving them to fend for themselves and rely on the terrifying mercies of the ClanPainboyz.

    Orks may always abandon wounded, suffering no penalty for doing so. Whenever an Ork would diefrom being abandoned he takes a Resilience Test. Roll 1d6. If the result is a 7+ (remember to add +1for each instance of the Tough Trait the model has), the model somehow survives his wounds throughsheer grit and fortitude. The scrappy Ork is removed as normal, but does not count as a casualty.

    Unit Statistics Name Warboss

    Quality Rabble

    Resolve

    Determined

    Armor Flak Vest (+0)

    Traits Tough, Powerful, Furious Charge, Mob Rule, Waaagh!, I'm Da Boss,Wounds

    A Warboss is an Independent Character. He is equipped with a Choppa, Slugga and Stikkbombz.

    If you have 20 or more models in your force, you may replace the Warboss' Choppa with a Big Choppaand his Slugga with a Twin-Linked Shoota.

    If you have 30 or more models in your force, give the Warboss 'Eavy Armor and replace his BigChoppa with a Power Klaw.

    If you have 40 or more models in your force, the Warboss gains the Cybork upgrade.

    If you have 50 or more models in your force, you may replace the Warbosses weapons and armor withMega Armor.

  • 8/14/2019 FAD 40k Orks 0.2

    4/15

    Name Big Mek

    Quality Rabble

    Resolve

    Determined

    Armor Flak Vest (+0)

    Traits Tough, Furious Charge, Mob Rule, Waaagh!, I'm DaBoss

    A Big Mek is an Independent Character. He is equipped with a Choppa, Mek's Tools and your choice of a Slugga or Shoota.

    You may spend a challenge point to replace the Big Meks weapons and armor with Mega Armor.

    Name Weirdboy

    Quality Rabble

    Resolve

    Determined

    Armor Flak Vest (+0)

    Traits Tough, Furious Charge, Mob Rule, Psyker, Power of theWaaagh!

    A Weird Boy is an Independent Character. He is equipped with a Close Combat Weapon.

    A Weirdboy must take a Psychic Test at the beginning of its activation; this counts as using a PsychicPower. With two or more successes, roll 1d6 and consult the following table to determine which power the Wierdboy uses:

    1 'Eadbanger- The Weirdboy immediately targets himself with the Frazzle Psychic Power.2 Frazzle- The Weirdboy may use the Frazzle Psychic Power instead of firing a weapon during its

    activation. The Weirdboy may have his attacks in Close Assault count as Power Weapons instead.

    3 Zzap- The Wierdboy may use the Zzap Psychic Power instead of firing a weapon during itsactivation. The Weirdboy may have his attacks in Close Assault count as Power Weapons instead.

    4 Warpath- The Wierdboy immediately uses the Warpath Psychic Power.

    5 'Ere We Go- The Wierdboy immediately uses the 'Ere We Go Psychic Power.

    6 Waaagh!- The Wierdboy and his unit immediately activate as though the Ork player had declared aWaaagh! No other unit benefits, and this does not use the Ork player's Waaagh! for the game.

    If you have 25 or more models in your force, upgrade the Wierdboy to a Warphead. A Warphead mayreroll the die when determining which power he uses.

  • 8/14/2019 FAD 40k Orks 0.2

    5/15

    Name Boyz

    Quality Rabble

    Resolve

    Uncertain

    Armor Flak Vest (+0)Traits Tough, Furious Charge, Mob Rule, Slow

    A mob of Boyz consists of 10 models. They are equipped with Close Combat Weapons and your choiceof Sluggas or Shootas.

    For every 10 models in the unit, you may replace one Boyz weapons with a Big Shoota or RokkitLauncha at no additional cost. If your Orks belong to the Bad Moon Clan, you may select an additionalweapon.

    You may spend a Challenge Point to upgrade one mob of Boyz to 'Ard Boyz. All models in the unitgain 'Eavy Armor.

    You may mount the mob in a Trukk at no additional cost. If you do, reduce the number of models in theunit to 12 if it would normally be higher.

    If your Orks belong to the Blood Axes Clan, the Boyz gains the Infiltrate Trait.

    Name Nobz

    Quality Rabble

    Resolve

    Determined

    Armor Flak Vest (+0)

    Traits Tough, Furious Charge, Mob Rule, I'm DaBoss!

    A mob of Nobz consists of 3 models. They are equipped with Big Choppas, Sluggas and Stikkbombz.

    Any Nob may replace his Slugga with a Twin-Linked Shoota at no cost.

    If the unit consists of 5 or more models, you may replace any Nobz Big Choppa with a Power Klaw. If your Orks belong to the Bad Moon Clan, an additional Nob may replace his Big Choppa in this way.

    If the unit consists of 10 or more models, you may replace a Nob with a Painboy. If you do, all modelsin the unit gain the Cybork upgrade.

    You may mount the Nobz in a Trukk at no additional cost.

    If your Orks belong to the Blood Axes Clan, the Nobz gain the Infiltrate Trait.

  • 8/14/2019 FAD 40k Orks 0.2

    6/15

    Name Burna Boyz

    Quality Rabble

    Resolve

    Steady

    Armor Flak Vest (+0)Traits Tough, Furious Charge, Mob

    RuleA mob of Burna Boyz consists of 5 models. Each Burna Boy is equipped with a Burna.

    For every 5 models in the unit, you may replace one Burna Boy with a Mek. Each Mek is equippedwith a Kustom Mega-blasta and Mek's Tools. A Mek may replace his Kustom Mega-blasta with aSlugga or Choppa or Big Shoota.

    If your Orks belong to the Blood Axes Clan, the Burna Boyz gain the Infiltrate Trait.

    Name Tankbustas

    Quality Rabble

    Resolve

    Steady

    Armor Flak Vest (+0)

    Traits Tough, Furious Charge, Mob Rule, Tank Killas

    A mob of Tankbustas consists of 5 models. Each Tankbusta is equipped with a Rokkit Launcha andTankbusta Bombz.

    If your Orks belong to the Blood Axes Clan, the Tankbustas gain the Infiltrate Trait.

    Name Lootas

    Quality Rabble

    Resolve

    Steady

    Armor Flak Vest (+0)

    Traits Tough, Furious Charge, Mob RuleA mob of Lootas consists of 5 models. Each Loota is equipped with a Deffgun.

    For every 5 models in the unit, you may replace one Loota with a Mek. Each Mek replaces hisequipment with a Kustom Mega-blasta and Mek's Tools. A Mek may replace his Kustom Mega-blaster with a Slugga and Choppa or Big Shoota.

    If your Orks belong to the Blood Axes Clan, the Lootas gain the Infiltrate Trait.

  • 8/14/2019 FAD 40k Orks 0.2

    7/15

    Name Kommandos

    Quality Rabble

    Resolve

    Determined

    Armor Flak Vest (+0)

    Traits Tough, Furious Charge, Mob Rule, InfiltrateA mob of Kommandos consists of 5 models. Each Kommando is equipped with a Slugga and Choppaand Stikkbombz.

    For every 5 models in the unit, you may replace one Kommandos Slugga and Choppa with a BigShoota, Rokkit Launcha or Burna. If your Orks belong to the Bad Moon Clan, two Kommands mayreplace their weapon this way for every 5 models in the unit.

    Name Gretchin Herd

    Quality Rabble

    Resolve

    Reluctant

    Armor None (-2)

    Traits Tiny, Stand 'Ere Runt!, Weak, FrailA Gretchin Herd consists of 15 Gretchin. Each Gretchin is equipped with a Grot Blasta.

    For every 10 models in the Gretchin Herd, one Runtherd is attached to the unit. They cannot leave theunit.

    Name RuntherdQuality Rabble

    Resolve

    Steady

    Armor Flak Vest (+0)

    Traits Tough, Furious Charge, Mob RuleA Runtherd is an Independent Character. Each Runtherd is equipped with a Grot-Prod and a SquigHound.

    Name StormboyzQuality Conscript

    Resolve

    Steady

    Armor Flak Vest (+0)

    Traits Tough, Furious Charge, Mob RuleA mob of Stormboyz consists of 5 models. Each Stormboy is equipped with a Slugga and Choppa,Rokkit Pack and Stikkbombz.

  • 8/14/2019 FAD 40k Orks 0.2

    8/15

    Name War Buggy

    Armor +1

    Movement

    Wheeled (12 Cruising, 18Flank)

    Crew 2 (Rabble)A War Buggy is equipped with a Twin-linked Big Shoota.

    If your Orks belong to the Evil Sunz Clan, the War Buggy gains the Red Paint Job upgrade at no cost.

    If your Orks belong to the Snakebite Clan, the War Buggy gains the Grot Rigger upgrade at no cost.

    Name Warbikers

    Quality Rabble

    Resolve

    Steady

    Armor 'Eavy Armor (+2)

    Traits Tough, Furious Charge, Mob RuleA squadron of Warbikers consists of 3 models. Each 'Biker is equipped with a Slugga and Choppa, aWarbike and Dakkagun.

    If your Orks belong to the Evil Sunz Clan, each Warbike gains the Red Paint Job upgrade at no cost.

    Name Deffkoptas

    Quality RabbleResolve

    Determined

    Armor 'Eavy Armor (+2)

    Traits Tough, Furious Charge, Mob RuleA squadron of Deffkoptas consists of 1 model. Each Deffkpota pilot is equipped with a Deffkopta.

    If your Orks belong to the Evil Sunz Clan, each Deffkopta gains the Red Paint Job upgrade at no cost.

  • 8/14/2019 FAD 40k Orks 0.2

    9/15

    Name Flash Gits

    Quality Rabble

    Resolve

    Steady

    Armor 'Eavy Armor (+2)Traits Tough, Furious Charge, Mob Rule

    A Mob of Flash Gits consists of 5 models. Each Flash Git is equipped with a Snazzgun and Git Finda.

    For every 5 models in the unit, give them one of the following upgrades:More DakkaShootier Blasta

    If your Orks belong to the Bad Moon Clan, you may select one additional upgrade.

    Name Looted Wagon

    Armor +1

    Movement

    Tracked (12 Cruising, 18Flank)

    Crew 5 (Rabble)You may give the Looted Wagon a Boomgun, 'Ard Case and Armor Plates. If you don't, the LootedWagon instead becomes a transport capable of carrying up to 12 models and gains the StikkbombChucka and Armor Plates upgrades.

    You may give the Looted Wagon up to two Big Shootas or Rokkit Launchas.

    A Looted Wagon is Open Topped; A unit transported in a Looted Wagon may immediately CloseAssault after disembarking.

    If your Orks belong to the Evil Sunz Clan, the Looted Wagon gains the Red Paint Job upgrade at nocost.

    If your Orks belong to the Snakebite Clan, the Looted Wagon gains the Grot Rigger upgrade at no cost.Ork Wargear

    Big Choppa

    A Big Choppa is a close combat weapon. Attacks in Close Assault with a Big Choppa always hit on a4+. A Big Choppa gives +1 to Close Assault resolution against vehicles.

    BlastaA Mob of Flash Gits with this upgrade modify their Snazzguns into deadly energy weapons; the FlashGits Snazzguns add +1d6 to their damage, instead of +1d3, but become Unreliable.

    In addition, the Snazzguns gain a +1d3 bonus to Anti-Tank value.

  • 8/14/2019 FAD 40k Orks 0.2

    10/15

    BoomgunA Boomgun is a Heavy Ordinance weapon. If a vehicle fires an Ordinance weapon it may not fire anyother weapons.

    BurnaA Burna is a Squad Support Weapon. In addition, it may be used in Close Assault, and counts as a

    Power Weapon.ChoppaA Choppa is a Close Combat Weapon.

    Cybork A model with the Cybork upgrade gains a +2 Shield bonus to Armor Rating.

    DeffcoptaA model equipped with a Deffkopta counts as infantry, except that he moves like a vehicle (18Cruising, 30 Flank), suffering a -3 penalty to Fire Effect and inflicting a -1 penalty to Fire Effectattacks targeting it, after moving at Flank Speed. In addition, it counts as a Skimmer; A Deffkoptaignores Difficult terrain when moving, and never gains benefit of terrain. It cannot be the target of aClose Assault from a non-skimmer unit.

    A Deffcopta mounts a Twin-linked Big Shoota.

    You may replace the Deffcoptas Twin-linked Big Shoota with a Twin-linked Rokkit Launcha or Kustom Mega-blasta.

    Git FindaA model equipped with a Git Finda increases its Quality by one step for the purposes of determiningrange.

    Grot-Prod Attacks with a Grot-Prod inflict two hits on a natural roll of a 6.

    Grot RiggersIf a vehicle with this upgrade is Immobilized, roll 1d6 at the end of the vehicles activation. On a 6, thevehicle is no longer Immobilized.

    'Eavy Armor A model equipped with 'Eavy Armor gains a +2 Armor bonus to Armor Rating.

    Mek's ToolsA model equipped with Mek's Tools may attempt to repair a damaged vehicle. The model must be in

    base-to-base contact with the vehicle. Repairing the vehicle prevents the model from doing anythingelse, and it cannot move before or after the repair attempt.

    To repair the vehicle, roll 1d6. On a 4+, you repair one Traction hit or destroyed weapon.

  • 8/14/2019 FAD 40k Orks 0.2

    11/15

    Mega Armor A model equipped with Mega Armor replaces its weapons with a Twin-linked Shoota and Power Klaw.In addition, the model gains a +6 Armor bonus to Armor Rating.

    More DakkaA Mob of Flash Gits with this upgrade modifies their Snazzguns to increase their rate of fire; the

    Snazzguns gain a +1 bonus to Fire Effect. Power KlawA Power Klaw counts as a Power Weapon. A model equipped with a Power Klaw gains the Slow Trait.Attacks with a Power Klaw always hit on a 3+. A Power Klaw gives +2 to Close Assault Resolutionagainst vehicles.

    Red Paint JobA vehicle with this upgrade increases its Flank Speed by 6.

    Rokkit Pack A Rokkit Pack counts as a Jump Pack. When a unit equipped with Rokkit Packs Rushes, it moves anadditional 6

    A Rokkit Pack does not give the Deep Strike Trait.

    In addition, a unit equipped with Rokkit Packs may Close Assault Skimmers.

    Whenever a unit uses a Rokkit Pack to increase its movement, roll 1d6. On a 1, one of the units packsfails; running out of fuel in mid air, spontaneously exploding or slamming the user into the ground. Onemodel of your choice is removed as a casualty.

    SluggaA Slugga is a squad basic weapon. As a pistol, it gives a +1 bonus to Close Assault Resolution.

    ShootaA shoota is a squad basic weapon.

    Shootier A Mob of Flash Gits with this upgrade modifies their Snazzguns to fire even larger rounds; increase thedamage of the Flash Gits Snazzguns by +2.

    Stikkbombz A unit equipped with Stikkbombz gains +2 to Close Assault resolution.

    Squig Hound For each model with a Squig Hound in a Gretchin Herd, once per turn you may have the Squigs eat 1d3Gretchin, to force the Gretchin to reroll a failed Morale Test.

  • 8/14/2019 FAD 40k Orks 0.2

    12/15

    WarbikeA model equipped with a Warbike counts as infantry, except that he moves like a vehicle (12 Cruising,18 Flank), suffering a -3 penalty to Fire Effect and inflicting a -1 penalty to Fire Effect attackstargeting it, after moving at Flank Speed.

    In addition, a unit equipped with Warbikes always counts as Partially Concealed.

    A Warbike mounts a Twin-Linked Dakkaguns, which the user may fire like a personal weapon.

    Squad Basic Weapons

    Name Range Damage

    Grot Blasta x2 +1

    Shoota x3 +2

    Slugga* x2 +2**Each Slugga gives a +1 bonus to Close Assault Resolution.

    Squad Support Weapons

    Name Range Fire Effect Anti-Tank

    Burna x1 +1d6 +2

    'Eavy and Special Weapons

    Name Range Fire Effect Damage Anti-Tank

    Boomgun x6 +0, Large Blast +8 +4

    Dakkaguns x3 +2 +3 +2

    Deffguns x8 +1d3-1 +5 +3

    Kustom Mega-Blasta* x4 +0 +10 +4

    Rokkit Launcha x4 +0 +8 +6

    Snazzgun x4 +0 +2+1d3 +2*This weapon is Unreliable.

  • 8/14/2019 FAD 40k Orks 0.2

    13/15

    Ork Traits Frail A model with this Trait suffers a -1 penalty to Armor Rating.

    Furious ChargeA unit with this trait gains +1d6 to Close Assault resolution for Charging, instead of +1.

    InfiltrateA unit with this trait deploys after all non-infiltrating units. They may deploy anywhere on the table, aslong as they meet the following criteria:

    1) They must be at least 12 from any enemy models, and outside of the enemies deployment area.2) They must be either in cover or outside line of sight of any enemy models.

    A unit with this Trait begins the game Concealed.

    Mob RuleFor every 5 models with this trait in a unit, the units gains a +1 bonus to each die when taking MoraleTests.

    Powerful A model with this Trait counts as two models for determining who is outnumbered in Close Assault.

    Power of the Waaagh!The Weirdboy is a conduit for the psychic energy that fuels the bloodlust among the other Orks in hisWaaagh!

    For every 15 other models in your army, a model with this Traits gains a +1 bonus to each die whentaking Psychic Tests.

    Stand 'Ere Runt!Whenever an attack whose line-of-sight goes through this unit but targets another unit, you may havethis unit take a portion of the hits. After determining Fire Effect, half of it, rounded up, is applied to thisunit and the rest is applied to the original target.

    Tank KillasIf a unit with this Trait hits a vehicle with a Shooting attack, it rolls 2d6 for damage, taking the highestresult.

    In addition, if an enemy vehicle is within range of this unit, it must Shoot at that vehicle. If no vehicleis within range, this unit must Move directly towards the nearest enemy vehicle within Line of Sightand Shoot at it if able.

    A unit with this Trait cannot Shoot at non-vehicle targets.

    TinyA unit with this unit does not block line of sight.

  • 8/14/2019 FAD 40k Orks 0.2

    14/15

    ToughA model with this trait gains a +1 bonus to Armor Rating and Resilience Tests.

    Waaagh!If you control one or more models with this trait, once per game at the beginning of any turn, you maydeclare a Waaagh!

    Activate all friendly Ork units (except Gretchin), in the order that you choose. All of your infantry mustRush directly towards the nearest visible enemy unit. After Rushing, they must immediately CloseAssault the nearest enemy unit, if possible. Your non-vehicle units cannot shoot any weapons.

    All of your vehicles must move at Flank Speed towards the nearest enemy unit. They must then fire allof their weaponry at the closest visible enemy unit.

    During the next turn, you may not activate any units.

    Weak A model with this trait only counts as of a model to determine numbers in Close Assault.

    WoundsA model with this Trait has a Wound. If a Model with one or more Wounds would be wounded or killed, it loses one Wound instead.

    Ork Psychic Powers FrazzleA Weirdboy may use this Power instead of firing a weapon in a Shooting Attack.

    The statistics are found in the Special and Heavy Weapons table.

    ZzapA Weirdboy may use this Power instead of firing a weapon in a Shooting Attack.

    The statistics are found in the Special and Heavy Weapons table.

    'Ere We GoThe Weirdboy and the unit he is attached to is removed for the table and immediately Deep Strikes.This ends their Activation.

    WarpathEvery model in the unit the Weirdboy is attached to (excluding the Weirdboy himself) gains anadditional attack in Close Assault unit the end of the turn.

  • 8/14/2019 FAD 40k Orks 0.2

    15/15

    Revisions0.1Initial Release

    0.2-May now spend any number of points to Grow the Waaagh!

    -Added rules and descriptions for different Ork clans.-Added Grot Rigger and Red Paint Job upgrades.-Added Infiltrate Trait.-Added rules for wounded Orks.-Warboss now has the Wounds and Powerful Traits.-Added Mek's Tools.-Added Ork Psychic Powers.-Altered Weirdboy desciption.-Added Power of the Waaagh! Trait-Altered Mob Rule description.-Altered unit descriptions to reflect Clan rules.-Weirdboys may now become Warpheads.-Altered Deffcopta Wargear description.-Added Boomgun.-Boyz may now reduce the number of models in the unit to mount them in a Trukk if the unit would betoo big.-Revised Waaagh! Trait description.-Revised Warbike and Deff Copta wargear descriptions.-Revised the Infiltrate Trait description.-Added the Powerful Trait.-Revised Rokkit Pack wargear description.-Sluggas now gives bonuses to Close Assault Resolution, not additional attacks.-Blasta upgrade now gives a bonus to Anti-Tank rating.-Revised the More Dakka upgrade.