3 | Roll a D6 at the start of each of the Destroyer‘s movement phases (23). On a 4+, the Necron retains control and can move normally; otherwise, the Destroyer moves out of control (26) for that turn. |
4 | Destroyer moves out of control and crashes to the ground, where it is destroyed. Anybody under the model when it crashes takes D3 S6 hits with a –2 save modifier. |
5 | Destroyer plummets straight to the ground and is destroyed. Anybody under the Destroyer when it strikes the ground takes D3 S6 hits with a –2 save modifier. |
6 | Destroyer moves out of control and then explodes spectacularly. Anyone beneath the fireball takes D6 S6 hits with a –4 save modifier. |
Necron Warrior Damage Table | |
Roll to wound the Warrior as normal; if the Necron is slain, the Destroyer moves out of control, and continues to move in this manner until it moves off the table, is destroyed, or the Necron Warrior makes a successful repair (120) roll, in which case he regains control of the vehicle. |
Ork Rules
Beginning the Game Orkily
Strategy Rating
Though Orks normally have a Strategy Rating (8) of only 3, they double it when determining who has the first
turn; this means that Orks roll D6+6 to determine who goes first (9).
Mission Cards
Redraw the Mission Card (15) if a Witch Hunt (15) or The Assassins (15) card is drawn for Ork forces.
Ork Field Artillery
Attacking
Ork artillery pieces are generally manned by a crew of two or more. Hits on the crew are resolved normally; if the crew is reduced to half strength or less, the weapon to which they are assigned may only be fired if you first roll a 4+ on D6 (obviously, if all the weapon‘s crew are slain, the weapon may not be fired at all). The weapon itself is assumed to have an Armour Value of 10; any penetrating shots will destroy the weapon entirely.
Moving
The crew of an Orky artillery piece may move it up to 2” in its movement phase, but if it is moved in a turn, it may not be fired later that turn. Normally, the weapon is towed by an Ork vehicle.
Ork Special Equipment
Ork „Eavy Armour
Provides a 4+ armour save. That's it. Nothing more.
Ork Mega-Armour
Confers a 2+ armour save and incorporates a Targeter (221, +1 to hit) In addition, if the Ork wearing this armour fails its normal armour save, it may make another, unmodified armour save of 4+ on D6.
Stormboy Jump Packs
Orky Jump Packs operate just like normal Wargear Card Jump Packs (214), except that, being Orky, they‘re more volatile. To represent this, instead of Scattering the wearer D3” from his desired landing point, roll the
Artillery die and halve the distance to determine how far he misjudges. Additionally, if you roll a Misfire, then something has gone predictably Orkily wrong; roll on the table below:
1 | Blow up in mid-air. The wearer is slain outright. |
2 | Blow up on landing. The wearer is slain outright; any models within D3” of its landing point suffer an S4 hit with a –1 save modifier. |
3-5 | Haywire. Scatter the wearer 3D6” away from his desired landing point. |
6 | Waaaagh! The wearer is borne over the horizon by the malfunctioning jump pack, but is not counted as a casualty for Victory Point purposes. |
Madboyz Behavior
If your army includes Madboyz (132), roll a D6 at the start of the game to determine the mob's insanity:
1 | Afraid! The Madboyz suffer from fear (47) of all enemy models, but are otherwise unaffected by other psychology (47) rules, including Terror. |
2 | Duh? The Madboyz must test for stupidity (48) at the start of each turn, but are otherwise unaffected by all psychology (47). |
3 | Get 'em! Every Madboy suffers from hatred (48) of every enemy model on the board. They may, however, ignore any other psychology (47) rules, including Fear or Terror. |
4 | Grrrr… All Madboyz on the board suffer from frenzy (47), all the time. They disregard all other psychology (47) rules. |
5 | Waaaagh! The mob is so out in left field it completely ignores every psychology (47) rule, including it's own insanity! |
6 | Crazed! The Madboyz insanity has gone over the edge. In addition to being immune to all psychology (47), the mob gets +1 to one to the following characteristics, determined randomly: M (1), WS (2), BS (3), S (4), T (5), A (6) |
At the beginning of each Ork turn, roll another D6. On a 1-5, the behavior is unchanged. On a 6, re-roll for a new insanity which takes hold from that point forward. If the unit is somehow broken (46), re-roll on the above chart whenever the unit rallies (46).
Ork Equipment
Assault Weapons
Models picking from this list may select as many items as they wish.
Assault Weapon | Cost |
Axe (230) | 1 |
Sword (232) | 1 |
Chainsword (230) | 2 |
Power Axe (231) | 7 |
Power Fist (231, Nobz and characters only) | 10 |
Power Sword (232) | 6 |
Autopistol (240) | 1 |
Bolt Pistol (240) | 2 |
Hand Flamer (240) | 6 |
Plasma Pistol (241) | 4 |
Replace Bolt Pistol with Boltgun (224) | +1 |
Special Weapons
Models picking from this list may select only one item.
Special Weapon | Cost |
Boltgun (224) | 3 |
Flamer (225) | 7 |
Meltagun (227) | 6 |
Plasma Gun (228) | 6 |
Heavy Weapons
Models picking from this list may select only one item.
Heavy Weapon | Cost |
Autocannon (233) | 16 |
Heavy Bolter (234) | 10 |
Lascannon (235) | 30 |
Missile Launcher (236) w/Frag and Krak missiles (256) | 30 |
Multi-Melta (236) | 39 |
Heavy Plasma Gun (235) | 26 |
Heavy Stubber (235) | 7 |
Armour
Models picking from this list may select only one item. Can only be taken by Character models.
Armour | Cost |
Ork „Eavy Armour (4+ save) | 7 |
Ork Mega-Armour (123, 2+ save) | 25 |
Stikkbombz
Models picking from this list may select as many items as they wish. Stikkbombz work exactly like Grenades of the same name.
Stikkbombz | Cost |
Frag (256) | 2 |
Krak (256) | 3 |
Melta bombs (256) | 5 |
Dreadnought Weapons
Ork Dreadnoughts may select up to two weapons from this list.
Weapon | Cost |
Heavy Bolter (234) | Free |
Heavy Flamer (235) | Free |
Lascannon (235) | 25 |
Missile Launcher (236) w/Frag and Super Krak Missiles (256) | 25 |
Anti-plant (256) missiles | +5 |
Transport
Models picking from this list may select only one mount.
Transport | Cost |
Boar | 6 |
Cyboar | 15 |
BoarBoyz
Orks riding boars use standard Cavalry (12) rules, except they gain an additional +1 modifier (total of +2) to their
armour saves. Models which charge (23) also get an extra +1 to their combat scores (total +2). However, boars are very difficult to control and their riders suffer a -1 penalty to their Leadership rating.
Mount | M | WS | BS | S | T | W | I | A | Ld |
Warboar | 7 | 4 | 0 | 3 | 4 | 1 | 3 | 1 | 3 |
Cyboar | 10 | 3 | 0 | 4 | 3 | 1 | 4 | 2 | 3 |
Cyboar
Once per game, a Cyboar may move an additional D6+4 and gain an extra D4 attacks. This bonus lasts for the remainder of the current turn and may be used at any time. The additional movement and attacks are special
bonuses, and are not doubled if the model charges (23).
Ork Units
Characters <50%
Warboss
Points (0-1x)
Troop Type | M | WS | BS | S | T | W | I | A | Ld |
Warboss | 4 | 6 | 6 | 4 | 5 | 4 | 5 | 3 | 9 |
Wears Flak Armour (105, 6+ save), carries a Bolt Pistol (240). Any Ork units within 12” of the Warboss may
use his Leadership rating for their Break Tests (47). Provides a Strategy Rating (8) of 3.
Options
May purchase from the Armour (125), Assault (125), Special (125), Transport (126), and Stikkbombz (126) lists. May have up to 3 Wargear Cards (14). May be joined by up to 4 Gretchin Assistants (129).
Battle Standard
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