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Codex: Deff Skulls

HQ:
Warboss: See unit entry in Codex: Orks. Additional Options: May replace shoota/slugga with a Kustom-kombi-weapon for +15 pts (replace twin-linked shoota for +10 pts if mega armour is taken) May replace choppa with a Burna for +30pts (replace twin-linked shoota for +25pts of mega armor is taken) May take any of the following: Lucky 'Fing for +10 points. Bloo Paint for +5 points Extra lukky blue paint for +15pts Special Rules: Da Big Boss: A Warboss allows one Meganobz or Nobz mob to be taken as a troops choice. Grog Ironteef: 200 points. Grog Ironteef WS5 BS3 S5 T5 W4 I4 A5 Ld9 Sv4+ Wargear: Lucky 'Fing, Extra Lukky Bloo Paint, Cybork body, 'Eavy armour, Kutta, Twin-linked Kustom-kombiweapon. Special Rules: Da Dakka Boss: Grog allows any unit of Lootas to upgrade their Deffguns to Supa-Deffguns for +4 points per model. Waaagh! Furious Charge. Mob Rule. Supa-Deffgun: As a Deffgun, but Heavy D3+1 Big Mek: See unit entry in Codex: Orks. Additional Options: May replace shoota/slugga for a Kustom-kombi-weapon for +15 points (replace twin-linked shoota for +10 points if mega armour is taken). May take any of the following: May take a Lucky 'Fing for +10 points. May take Bloo Paint for +5 points. May take Extra lukky blue paint for +15pts. Special Rules: Da Big Lootin Mek: A Big Mek allows one Lootas mob to be taken as a troops choice. Mad Doc Grotsnik: See unit entry in Codex: Orks. Wierdboy: See unit entry in Codex: Orks.

Elites:
Meganobz: See unit entry in Codex Orks. Nobz: See unit entry in Codex: Orks. Burna Boyz: See unit entry in Codex: Orks. Tank Bustas: See unit entry in Codex: Orks. Lootas: See unit entry in Codex: Orks. Mek may replace his megablasta with a Deffgun for no additional cost. Transport: May take a Wagon as a dedicated transport but may not take the Boomgun, Mega Kannon or Deffkannon upgrade. 0-1 Kommandos: See unit entry in Codex: Orks. Mekboy Hotwirez: 10 points each. Mekboy WS4 BS2 S3 T4 W1 I2 A2 Ld7 Sv6+ Unit Composition: 3-10 Mekboy Hotwirez. Wargear: Meks Tools, Shoota. Options: May take one Grot Oiler each at +5 points per model. May take 'Eavy armour at +4 points per model. May take a Trukk or Scrappa as a dedicated transport. Special Rules: Furious Charge Mob Rule Waaagh! Mine Now!

Troops:
Ork Boyz: See unit entry in Codex: Orks. One in 10 models may opt to take one of the following instead of a big shoota or rokkit launcha: Burna+10pts Deffgun.+10pts Mega Blasta..+15pts

Scrap Boyz: 6 points per model. Scrap boy WS4 BS2 S3 T4 W1 I2 A2 Ld7 Sv6+ Scrap Nob WS4 BS2 S4 T4 W2 I3 A3 Ld7 Sv6+ Unit Composition: 5-15 Scrap Boyz. Wargear: Bolta, Choppa. Options: The mob may take 'Eavy armour for +4 points per model. One in three models may take one of the following: Zzappa for +10 points, Big Rokkit for +10 points, 'Eavy Shoota for +7 points, Big Zzappa for +20 points, Burna for +10 points or a Bomb Chukka for +15 points. One Scrap boy may be upraded to a Scrap nob for +10 points, he may take the following: Bosspole for +5 points. 1-3 Ammo Runts for +3 points per model. 'Uge Choppa for +5 points. Power Klaw for +25 points. Transport: May take a Wagon but may not take the Boomgun, Mega Kannon or Deffkannon upgrade. Special Rules: Furious Charge Mob Rule Waaagh! Gretchin: See unit entry in Codex: Orks.

Fast Attack:
0-1 Stormboyz: See unit entry in Codex: Orks. 0-1 Warbikers: See unit entry in Codex: Orks. 0-1 Deff Koptas: See unit entry in Codex: Orks. Warbuggies: See unit entry in Codex: Orks. In additional regular upgrades, may take the following: Replace twin-linked big shoota with a twin-linked mega blasta for +8 points or twin linked deffgun for +12pts

Heavy Support:
Killa Kans: See unit entry in Codex: Orks Deffdread: See unit entry in Codex: Orks Big gunz: See unit entry in Codex: Orks

Wagon: 30 points.

Wagon F11 S11 R10 BS2 Transport Capacity: 12 Unit Type: Tank, Open Topped. Options: May take any vehicle upgrades (not weapons) as Battle Wagon (see Codex: Orks). May take up to four of the following (price per gun): Big Shoota for +5 points, Rokkit Launcher for +10 points, Megablasta for +12 points. May take either: Up to two of the following (price per gun): Scorcha for +15 points, Zzap gun for +15 points, Kannon for +10 points, Lobba for +15 points. Or One of the following (A Wagon with one of these looses it's Transport Capacity entirely): Killkannon for +60 points, Boomgun for +70 points, Megakannon for +90 points or Deffkannon for +90 points. May take the following: Looted Platez for +15 points. Loadza Platez for +30 points (F13 S12 R10). Loadza Room for +25 points (Transport Capacity 20). Suspensaz for +5 points per weapon. Up to 5 additional Fire Points for +5 points each (facing chosen by player). 1-3 Wagons may be taken as a single Heavy Support choice if their individual cost is 50 points or less. Scrappa: 60 points. Wagon F11 S11 R10 BS2 Transport Capacity: 12 Equipment: Kustom-Beamy-Kutta, Big Shoota, Grabbin' Klaw. Unit Type: Tank, Open Topped. Fire Points (applicable only with 'Ard Case option): 2 per side, one at the rear. Access Points (applicable only with 'Ard Case option): One at the rear. Options: May take the following: 'Ard Case: +10 points Armor plates: +10 points Bloo paint job: +5 points Grot riggers: +5 points Looted plates: +20 points Pintel-mounted big shoota: +5 points Reinforced ram: +5 points Stikkbomb chukka: +5 points Wrekkin' ball: +10 points

Looted plates: +15 points. Bloo paint job: +5 points. Suspensaz for +5 points per weapon. Up to 5 additional Fire Points for +5 points each (facing chosen by player). Upgrade Big Shoota to Rokkit Launcher or Deffgun for +5 points. Special Rules: That was just some gubbinz! Special Rules: Any vehicle may take a Bloo Paint Job for +5 points, +10 points for any vehicle with front armour of 13 or higher (after other upgrades). No vehicle in the deffskull army may take a red paint job. Any vehicle may replace any Rokkit Launcher with a Deffgun for no additional cost. Any Vehicle may take Looted Plates for +10 points per model for Trukks/Buggies/Kans, +20 points for Deff Dreads and Wagons. Any Nob may replace his choppa with a Burna for +20 points. Any model may replace a Power Klaw with Kutter for +5 points per model. Any mob may take Bloo Paint for +1 point per model. Any mob may take Scrap Armour for +1 points per model. Any mob that may take a trukk as a dedicated transport may instead take a Wagon instead but may not take the Killkannon, Boomgun, Megakannon or Deffkannon upgrade. Scrap Armour: 5+ armour save. Bloo Paint: 6+ inv. Save Extra lukky bloo paint: +1 to an existing inv. save. Lucky 'Fing: One re-roll per player turn. Bloo Paint Job: May request a re-roll on the vehicle damage table once a turn. Looted Platez: +1 armour to all sides to a maximum of 14. Suspensaz: Vehicle may choose to count it's weapons as Defensive, but is reduced to BS1. Kutta: Counts as a Chainfist. Mine Now!: At the end of the movement phase, if one or more models with this rule comes into base contact with any vehicle that suffered a Destroyed Wrecked result, roll a D6, Oilers allow a re-roll. On 5+ the vehicle is restored to full working order with BS2 and controlled by the Ork Player. Removed the unit with this rule from the board. Kill points are unaffected and may be collected for a second, third or more times. That was just some gubbinz!: Vehicle ignores Shaken results on 4+. Bolta: 18 Str4 AP5 Assault2 (Boltgun) Zzappa: 18 Str6 AP2 Assault2 Gets Hot! (Plasmagun) Big Zzappa: 36 Str9 AP2 Heavy1 Gets Hot! (Lascannon) 'Eavy Shoota: 36 Str4 AP- Assault4 (Heavy Stubber, used with much exuberance) Big Rokkit: 36 Str4 AP5 Assault1 Small Blast (Frag Missile) Bomb Chukka: 48 Str4 AP6 Heavy1 Barrage (Mortar) Kustom-kombi-weapon: 24 StrD6 AP6 AssaultD6 Roll for Strength and Assault values separately, but roll both once for all kustom-kombi-weapons in a unit in the same manner as the number of shots from a Loota mob. On a roll of 6 for the assault value, the weapon is subject to Gets Hot! Megakannon: 60 Str8 AP3 Ord1 Barrage Large Blast. Deffkannon: Range 24 Str7 Ap2 Ord1 Large Blast. Kustom-Beamy-Kutta: 6 Str 8 AP1 Heavy 1 Beam. Beam: Draw a line from the weapon to the target model. All models under the path of the beam are hit. Allocate hits as normal. A Beam weapon rolls 2D6 for armour penetration.

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