No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | Base |
20 Deffkopta (base: 65mm) |
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1‑5 | 20 Deffkopta |
14" | 3+ | 5+ | 4 | 5 | 4 | 2 | 6 | 4+ | 65mm |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Kopta rokkits | ||||||
Kopta rokkits | 24" | Heavy 2D3 | 8 | -2 | 3 | Blast |
Blast | ||||||
Slugga | ||||||
Slugga | 12" | Pistol 1 | 4 | 0 | 1 | - |
Twin big shoota | ||||||
Twin big shoota | 36" | Dakka 10/6 | 5 | 0 | 1 | - |
Spinnin’ blades | ||||||
Spinnin’ blades | Melee | Melee | +1 | -1 | 1 | Each time an attack is made with this weapon, make 3 hit rolls instead of 1. |
Each time an attack is made with this weapon, make 3 hit rolls instead of 1. | ||||||
Kustom mega-blasta | ||||||
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. | ||||||
Killsaw | ||||||
Killsaw | Melee | Melee | x2 | -4 | D3 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon. |
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon. |
WARGEAR OPTIONS | ||||||||||
WARGEAR OPTIONS |
• Any model may replace its twin big shoota with kopta rokkits. • Any model can be equipped with 1 kustom mega-blasta instead of 1 twin big shoota. • Any model can additionally be equipped with 1 killsaw. • Any model can have 1 bigbomm. If it does, that model gains the Bigbomm ability.
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ABILITIES | ||||||||||
ABILITIES |
’Ere We Go, Mob Rule, Dakka Weapons 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. Bigbomm: +6 Once per battle, at the end of your Movement phase, this model can drop its bigbomm on one enemy unit it moved over in that phase. To a maximum of five D6, roll one D6 for each model in that unit. For each roll of 5+ that unit suffers 1 mortal wound. |
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Deffkoptas (Legendary) can receive the following Kustom Jobs upgrades:
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FACTION KEYWORDS: ORK, | ||||||||||
KEYWORDS: VEHICLE, FLY, SPEED FREEKS, DEFFKOPTAS |
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.
Speed Freeks take immense pleasure in crushing enemy positions with fiat-out vehicle charges.
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.
Ork drivers are infamous for using their vehicles as huge blunt instruments with which to clobber the foe.
Sometimes even the most enthusiastic greenskins need a little ‘encouragement’ to stay in the fight. Luckily, their bosses are more than happy to offer it.
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.
A common Deffkopta tactics is to fly high into the sky before diving down upon the foe.
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.
Often all an enemy will see of the Evil Sunz is a blur of red as they speed by, guns blazing.
Nothing shocks the enemy like an angry mob of Boyz, or a looming war effigy suddenly appearing in a blast of green lightning!
When Speed Freeks race into battle en masse, the resultant dust plumes and choking smoke serve to conceal them from enemy fire.
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.
1CP | ||
KULT OF SPEED Specialist Detachment Stratagem Orks thrive on the high-octane thrills of the Kults of Speed, large nomadic cavalcades that rampage across war zones leaving carnage in their wake. Use this Stratagem when choosing your army. Pick an ORK Detachment from your army to be a Kult of Speed Specialist Detachment. SPEED FREEKS in that Detachment gain the KULT OF SPEED keyword. | ||
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.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:
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 more Orks in one place, the more the Waaagh! energy flows, and the more fearless they all become.
While this unit is within 6" of a friendly MOB unit that is not under half strength, this unit is never considered to be under half strength.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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Slugga used in the following datasheets:
Killsaw used in the following datasheets:
The VEHICLE keyword is used in the following Orks datasheets:
The WALKERZ keyword is used in the following Orks datasheets:
The AIRCRAFT keyword is used in the following Orks datasheets:
This datasheet has Fast Attack Battlefield Role. Full list of Orks units sharing same Battlefield Role follows:
The FLY keyword is used in the following Orks datasheets:
Kopta rokkits used in the following datasheets:
Spinnin’ blades used in the following datasheets:
The SPEED FREEKS keyword is used in the following Orks datasheets:
The DEFFKOPTAS keyword is used in the following Orks datasheets:
The KUSTOM BOOSTA-BLASTAS keyword is used in the following Orks datasheets:
The BIKER keyword is used in the following Orks datasheets:
The MEGATRAKK SCRAPJETS keyword is used in the following Orks datasheets:
The BOOMDAKKA SNAZZWAGONS keyword is used in the following Orks datasheets:
The EVIL SUNZ and SPEED FREEKS keywords are used in the following Orks datasheets:
The SPEED FREEKS and VEHICLE keywords are used in the following Orks datasheets:
Twin big shoota used in the following datasheets: