No | NAME | M | WS | BS | S | T | W! | A | Ld | Sv | Base |
100 Chinork Warkopta (base: 120 x 92mm flying base) |
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1 | 100 Chinork Warkopta |
16" | 3+ | 5+ | 6 | 6 | 6-10 | 3 | 6 | 4+ | 120 x 92mm flying base |
14" | 4+ | 6+ | 6 | 6 | 3-5 | D3 | 6 | 4+ | |||
12" | 5+ | 6+ | 6 | 6 | 1-2 | 1 | 6 | 4+ |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Big shoota | ||||||
Big shoota | 36" | Dakka 5/3 | 5 | 0 | 1 | - |
Deffgun | ||||||
Deffgun | 48" | Dakka 3/2 | 7 | -1 | 2 | - |
+5 Kustom mega-blasta | ||||||
+5 Kustom mega-blasta | 24" | Assault D3 | 8 | -3 | D6 | Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. |
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. | ||||||
Rattler kannon | ||||||
Rattler kannon | 24" | Heavy D6 | 6 | -2 | 1 | - |
+5 Rokkit launcha | ||||||
+5 Rokkit launcha | 24" | Heavy D3 | 8 | -2 | 3 | Blast |
Blast | ||||||
+10 Skorcha | ||||||
+10 Skorcha | 12" | Assault D6 | 5 | -1 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. |
WARGEAR OPTIONS | |||||||
WARGEAR OPTIONS |
• This model’s big shoota can be replaced with one of the following: 1 kustom mega-blasta; 1 rokkit launcha; 1 skorcha. • This model’s 2 deffguns can be replaced with 2 rattler kannons. • This model can be equipped with up to 2 bigbomms.
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ABILITIES | |||||||
ABILITIES |
Dakka Weapons, ’Ere We Go, Ramshackle Turbo-boost: When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. Scoutin’ Ahead: During deployment, you can set up this unit behind enemy lines instead of placing it on the battlefield. At the end of any of your Movement phases, they can swoop around to ambush the foe – set them up anywhere on the battlefield that is more than 9" away from any enemy models and within 14" of a battlefield edge. Open-topped: In your Shooting phase, units embarked within this transport can be selected to shoot with; measure distances and draw line of sight from any point on this transport when doing so. If this transport made a Normal Move, Advanced or Fell Back this turn, embarked units are considered to have done the same. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, except with Pistols. Bigbomm: +10 Once per battle for each bigbomm that this model is equipped with it can drop a bomm. If it does, in your Movement phase, after this model has made a Normal Move or Advanced, you can select one enemy unit this model moved across as part of that move. If you do, roll one D6 for each model in that enemy unit (up to a maximum of five D6). That enemy unit suffers 1 mortal wound for each result of 5+.Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. |
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TRANSPORT | |||||||
TRANSPORT |
This model has a transport capacity of 10 FLASH GITZ or INFANTRY models. It cannot transport MEGA ARMOUR or JUMP PACK models. | ||||||
Chinork Warkopta can receive the following Kustom Jobs upgrades:
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FACTION KEYWORDS: ORK, | |||||||
KEYWORDS: VEHICLE, AIRCRAFT, FLY, TRANSPORT, CHINORK WARKOPTA |
Blood Axes take extra satisfaction in outmanoeuvring the enemy and mobbing them with ladz.
The Speed Freeks fire so many rounds, some just have to hit the target.
When Orks gather in large numbers, their sheer impetus carries them into the foe, destroying everything in their path.
Though it is normally known for its inaccuracy, the typical deluge of Ork shooting is utterly devastating in the close confines of a ship.
Orks live tough lives, their hardy greenskin constitutions pushed to extremes by the danger they surround themselves with. As a result, even the lowliest Ork can take a tremendous amount of punishment before being slain.
If their vehicle is on its last legs, any Ork worth his steering wheel will aim its blazing remains into the nearest cluster of enemies. The ensuing messy explosions never fail to raise a rousing cheer from nearby Ork onlookers.
Ork drivers are infamous for using their vehicles as huge blunt instruments with which to clobber the foe.
It can take a long time for an Ork to grasp the fact that it has been mortally wounded, especially if its enjoying a good fight.
Sometimes new targets that emerge are just too juicy to ignore.
Nothing shocks the enemy like an angry mob of Orks suddenly appearing in a blast of green lightning!
Orks react to the sudden availability of a good scrap with immediate and enthusiastic aggression.
Nothing shocks the enemy like an angry mob of Boyz, or a looming war effigy suddenly appearing in a blast of green lightning!
Orks have no real concept of ammunition preservation, instead tending to hold the trigger down until their weapon stops firing or falls apart in their hands.
Flared ammo feeds, squig-oiled rounds and increased rotary speeds ensure this vehicle’s guns are even shootier than its rivals.
VEHICLE model only. Each time this model shoots, roll one D6. On a 4+, make 1 additional attack with each Dakka weapon this model is equipped with. On a 6, make 2 additional attacks with each Dakka weapon this model is equipped with instead.Rewired batteries ensure that careless enemies get a nasty surprise if they come too close.
VEHICLE model only. Each time an enemy unit selects this model as the target of any attacks in the Fight phase, after these attacks have been resolved, roll one D6: on a 4+ that unit suffers D3 mortal wounds.Big shoota used in the following datasheets:
Dakka weapons unleash a terrifying volume of shots. Whether these are effective or not depends on the proximity of the target.
Dakka weapons have two values for the number of attacks they make. When a model shoots a Dakka weapon, use the first value if the target is within half the weapon’s range. If the target is not within half the weapon’s range, use the second value instead.Kustom mega-blasta used in the following datasheets:
Rokkit launcha used in the following datasheets:
Even lumbering Orks can put on a surprising turn of speed when the promise of a good face-to-face fight is in the offing.
You can re-roll charge rolls made for units with this ability.The TRANSPORT keyword is used in the following Orks datasheets:
The ORK and VEHICLE keywords are used in the following Orks datasheets:
The ORK keyword is used in the following Orks datasheets:
The GRETCHIN keyword is used in the following Orks datasheets:
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The MEGA ARMOUR keyword is used in the following Orks datasheets:
Ork vehicles are often covered in additional metal plates, intimidating glyphs, errant grots, snacksquig pens and other non-essential parts. Significant portions of these makeshift constructions can be blasted off or destroyed without impairing the vehicle in the slightest.
Each time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).The FLASH GITZ keyword is used in the following Orks datasheets:
The JUMP PACK keyword is used in the following Orks datasheets:
The VEHICLE keyword is used in the following Orks datasheets:
The TRANSPORT keyword is used in the following Orks datasheets:
The WAGON keyword is used in the following Orks datasheets:
The TITANIC keyword is used in the following Orks datasheets:
The FLY keyword is used in the following Orks datasheets:
The KUSTOM BOOSTA-BLASTAS keyword is used in the following Orks datasheets:
The BOOMDAKKA SNAZZWAGONS keyword is used in the following Orks datasheets:
This datasheet has Flyers Battlefield Role. Full list of Orks units sharing same Battlefield Role follows:
The AIRCRAFT keyword is used in the following Orks datasheets:
Skorcha used in the following datasheets:
Deffgun used in the following datasheets: