Nothing gets in the way of Warboss Gordrang’s ladz. At least, not without being riddled with bullets and rokkits, smashed flat with an assortment of piston-driven klaws, then trampled into the mud by a stampede of bellowing lunatics. What Gordrang lacks in subtlety – and it’s a lot – is more than made up for by the brute savagery and resilience of his horde, who live to rampage across battlefield after battlefield and hurl themselves into every fight they can find.
Book | Kind | Edition | Version | Last update |
Gordrang’s Gitstompas | ||||
Gordrang’s Gitstompas | Index | 10 | June 2023 |
The infamous war cry of the Orks is known and feared throughout the galaxy. When it echoes across the battlefield, bellowed from hundreds or even thousands of toothy maws, even the most stalwart warriors fear the onslaught to come.
Once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next battle round:The more fights an Ork survives, the bigger, meaner, and more covered in leathery scars he becomes. Many Warbosses boast a gnarled green hide as tough as any conventional body armour and are capable of shrugging off the sort of firepower that would cripple a light tank.
Each time a ranged attack is allocated to the bearer, halve the Damage characteristic of that attack.What Ork teleportation technology lacks in safety measures, accuracy, reliability, blueprints or indeed the most basic comprehension of its functions by those who use it, it more than makes up for in its ability to catapult mobs of bellowing Orks through the warp and directly into the teeth of their horrified foes.
In the Declare Battle Formations step, select one BOYZ unit from your army. Until the end of the battle, the bearer and every model in that BOYZ unit have the Deep Strike ability. When setting these units up on the battlefield using the Deep Strike ability, they must be set up in the same turn and within 3" of each other.Ork battle strategy rarely stretches far beyond singling out their victims, piling onto them with choppas swinging, and engaging in an orgy of gratuitous violence that doesn’t peter out until the last of the foe stops twitching. Fortunately for these brutish xenos, it is an approach at which they naturally excel.
From the second battle round onwards, at the start of the battle round, select one enemy unit that is not destroyed to be your army’s target. At the end of the battle round, you score 3VP if your army’s target for that battle round was destroyed by a melee attack made by an ORKS model from your army.Be it priceless technological artefacts, heaps of guns and ammo, a nifty statue ideal for target practice, or just a pile of especially shiny rocks, Orks will happily rip it to bits for salvage and – more often than not – find a way to seriously injure people with it.
At the end of your Command phase, for each objective marker you control that is not within your deployment zone and has not yet been looted by your army, you can attempt to loot it. You can loot an objective marker if one or more ORKS units from your army are within range of that objective marker and those units are not within Engagement Range of one or more enemy units. If this is the case, roll one D6: on a 2-4, your army has looted that objective marker and you score 3VP; on a 5+, your army has looted that objective marker and you score 5VP.RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Big shoota [rapid fire 2] | |||||||
Big shoota [rapid fire 2] | 36" | 3 | 4+ | 5 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
’Uge choppa | |||||||
’Uge choppa | Melee | 4 | 2+ | 12 | -2 | 2 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Big shoota [rapid fire 2] | |||||||
Big shoota [rapid fire 2] | 36" | 3 | 5+ | 5 | 0 | 1 | |
Rokkit launcha [blast] | |||||||
Rokkit launcha [blast] | 24" | D3 | 5+ | 9 | -2 | 3 | |
Shoota [rapid fire 1] | |||||||
Shoota [rapid fire 1] | 18" | 2 | 5+ | 4 | 0 | 1 | |
Slugga [pistol] | |||||||
Slugga [pistol] | 12" | 1 | 5+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Big choppa | |||||||
Big choppa | Melee | 3 | 3+ | 7 | -1 | 2 | |
Choppa | |||||||
Choppa | Melee | 3 | 3+ | 4 | -1 | 1 | |
Close combat weapon | |||||||
Close combat weapon | Melee | 2 | 3+ | 4 | 0 | 1 | |
Power klaw | |||||||
Power klaw | Melee | 3 | 4+ | 9 | -2 | 2 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Kopta rokkits [blast, twin-linked] | |||||||
Kopta rokkits [blast, twin-linked] | 24" | D3 | 5+ | 9 | -2 | 3 | |
Kustom mega-blasta [hazardous] | |||||||
Kustom mega-blasta [hazardous] | 24" | 3 | 5+ | 9 | -2 | D6 | |
Slugga [pistol] | |||||||
Slugga [pistol] | 12" | 1 | 5+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Spinnin’ blades | |||||||
Spinnin’ blades | Melee | 6 | 3+ | 5 | 0 | 1 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Rokkit launcha [blast] | |||||||
Rokkit launcha [blast] | 24" | D3 | 5+ | 9 | -2 | 3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Dread klaw [dead choppy] | |||||||
Dread klaw [dead choppy] | Melee | 4 | 3+ | 12 | -2 | 3 |
Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.
Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.The INFANTRY keyword is used in the following Gordrang’s Gitstompas datasheets:
The infamous war cry of the Orks is known and feared throughout the galaxy. When it echoes across the battlefield, bellowed from hundreds or even thousands of toothy maws, even the most stalwart warriors fear the onslaught to come.
Once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next battle round:Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.Some warriors refuse to be laid low, even by what should be fatal wounds.
Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.
Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.The ORKS keyword is used in the following Gordrang’s Gitstompas datasheets:
The INFANTRY keyword is used in the following Gordrang’s Gitstompas datasheets:
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Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.
Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.
Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.
Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.High-explosives can fell several warriors in a single blast, but firing them where your comrades will get caught in the ensuing detonation is simply unwise.
Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Pistols can be wielded even at point-blank range.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.Dual weapons are often grafted to the same targeting system for greater lethality.
Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.The VEHICLE keyword is used in the following Gordrang’s Gitstompas datasheets:
From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.
Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").