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MOB NAME:

MOB RATING: TEEF HOARD:

CHARACTERISTICS WEAPONS, SKILLS AND WEAPONS SUMMARY


NAME Cost Exp.
M WS BS S T W I A Ld INJURIES Short
Range
Long
Range
To Hit
Short
To Hit
Long
Str.
Save
Mod.
Dam. Ammo Notes

A mob must consist of at least three models, including one


The mob rating is the total experience divided by ten, plus their total
Total Points Cost
Nob. No more than half of the Orks may be Yoofs. Nore
cost of the warriors and their vehicles.
more than half of the mob may be Grots. And Experience
VEHICLE TYPE: NAME: COST: FIXED WEAPON TYPE: GUNNER:
DRIVER: SPANNER:
Short Long To Hit To Hit Save
Score Armour Location/Damage Score Armour Location/Damage Range Range Short Long
Strength
Modifiers
Damage Ammo Notes

1 4
KUSTOM JOBS, GUBBINZ AND PERMANENT DAMAGE:
2 5

3 6
VEHICLE TYPE: NAME: COST: FIXED WEAPON TYPE: GUNNER:
DRIVER: SPANNER:
Short Long To Hit To Hit Save
Score Armour Location/Damage Score Armour Location/Damage Range Range Short Long
Strength
Modifiers
Damage Ammo Notes

1 4
KUSTOM JOBS, GUBBINZ AND PERMANENT DAMAGE:
2 5

3 6
VEHICLE TYPE: NAME: COST: FIXED WEAPON TYPE: GUNNER:
DRIVER: SPANNER:
Short Long To Hit To Hit Save
Score Armour Location/Damage Score Armour Location/Damage Range Range Short Long
Strength
Modifiers
Damage Ammo Notes

1 4
KUSTOM JOBS, GUBBINZ AND PERMANENT DAMAGE:
2 5

3 6
VEHICLE TYPE: NAME: COST: FIXED WEAPON TYPE: GUNNER:
DRIVER: SPANNER:
Short Long To Hit To Hit Save
Score Armour Location/Damage Score Armour Location/Damage Range Range Short Long
Strength
Modifiers
Damage Ammo Notes

1 4
KUSTOM JOBS, GUBBINZ AND PERMANENT DAMAGE:
2 5

3 6
Gorkaz & Morkaz
MODEL Cost M WS BS S T W I A Ld WEAPONS NOTES
Nob 12 teef 4 4 4 3 4 1 3 1 7(8) Hand-to-Hand, Gunz, Armour, Stikkz Ld8 once won first battle
Spanner 6 teef 4 3 3 3 4 1 2 1 7 Hand-to-Hand, Gunz, Armour, Stikkz Allows up to 1 vehicle or 3 bikes
Slaver 6teef 4 3 3 3 4 1 2 1 7 Hand-to-Hand, Gunz, Slaver, Armour, Stikkz Allows Grots
Boyz 5 teef 4 3 3 3 4 1 2 1 7 Hand-to-Hand, Gunz, Armour, Stikkz
Yoofs 3 teef 4 2 2 3 3 1 2 1 7 Hand-to-Hand, Gunz, Armour, Stikkz +1 T when becomes Boy
Grotz 2 teef 4 2 3 3 3 1 2 1 5 Hand-to-Hand, Gunz Suffer from Pinning

VEHICLES Cost
Buggy/Trukk 20 teef
Trak 15 teef
Bike 10 teef

Diggaz
MODEL Cost M WS BS S T W I A Ld WEAPONS NOTES
Digganob 10 teef 4 4 4 3 3 1 4 1 7(8) Hand-to-Hand, Gunz, Armour, Stikkz Ld8 once won first battle, Pinning
Shaman 8 teef 4 3 3 3 3 1 3 1 7 Hand-to-Hand, Gunz, Armour, Stikkz Mind Powers (in campaigns), Pinning
Digga-Boyz 4 teef 4 3 3 3 3 1 2 1 7 Hand-to-Hand, Gunz, Armour, Stikkz Pinning
Digga-Yoofs 2 teef 4 2 2 3 3 1 2 1 7 Hand-to-Hand, Gunz Pinning

VEHICLES Cost
Buggy/Trukk 20 teef
Trak 15 teef
Bike 10 teef
Da Boyz Armoury

HAND-TO-HAND Cost Weapon Characteristics


Anything that can be used in close quarters Short Range Long Range To Hit Short To Hit Long Str. Save Mod. Dam. Ammo Notes

Slugga 2 teef 6 12 +1 - 3 0 1 4+
'Uge club/Choppa 2 teef - - - - user +2 varies 1 - Double handed. Opponent wins draws

Club/Choppa 1 toof - - - - user +1 varies 1 -


Knife/Knuckles free - - - - user varies 1 -
Chain/Flail 1 toof - - - - user +1 varies 1 - Opponent can't block. Fumble x2.

Spear 1 toof 8 - -1 - user varies 1 - +1 Initative. Throw once per game.

Six Shoota 2 teef 6 12 +1 - 3 0 1 4+ 1 Sus. Fire dice. 1 turn to reload.

GUNZ Cost Weapon Characteristics


Long range weapons, carried in two hands Short Range Long Range To Hit Short To Hit Long Str. Save Mod. Dam. Ammo Notes

Bow 1 toof 12 18 - -1 3 +1 1 4+
Crossbow 1 toof 12 18 - -1 4 0 1 4+ Move or fire

Shoota 2 teef 12 18 +1 - 3 0 1 4+
Kannon 3 teef 4 18 - -1 4 0 1 4+ Knockback

Blunderbuss 1 toof 6 - +3 - 3 +1 1 4+

STIKKZ Cost Weapon Characteristics


Crude orky grenades Short Range Long Range To Hit Short To Hit Long Str. Save Mod. Dam. Ammo Notes

Frag 3 teef varies varies - - 3 -1 1 Auto 2" Blast Marker

Krak 5 teef varies varies -1 -1 6 -3 D6 Auto No Blast Marker

SLAVER Cost Weapon Characteristics


Sneaky stuff. Short Range Long Range To Hit Short To Hit Long Str. Save Mod. Dam. Ammo Notes

Net 2 teef 4 - - - Special - - Auto One Use. Entangle - anyone hit is down, can be freed on a D6 of 6 at end of turn

Grabba Stik 2 teef - - - - user varies - - Anyone taken out automatically captured

Bolas 1 toof 8 - - - Special - - Auto If "1" to hit, Slaver suffers S3 hit. One Use. Entangle.

Whip 2 teef - - - - user -1 varies - - Opponent -1WS.

ARMOUR Cost Save Notes/Special Rules


Basic armour plates!
Shield 1 toof +1 Save against bows, crossbows, Hand-to-Hand Weapons; Block (as 'Parry')

Studded Armour 1 toof 6+


Flak Armour 2 teef 6+ 5+ against template weapons

Eavy Armour 7 teef 4+ Half Initiative for boarding/ avoiding being run over

Vehicle Armoury

BIG GUNZ Cost Weapon Characteristics


Vehicles-mounted Gunz Short Range Long Range To Hit Short To Hit Long Str. Save Mod. Dam. Ammo Notes

Eavy Shoota 15 teef 20 40 - - 5 -2 1 4+ 2 Sustained Fire dice.


Rokkit Launcher 13 teef 12 30 - -1 6 -3 D6 6+
Harpoon Gun 7 teef 12 18 - -1 D6+2 -2 D3 4+
Spear Gun 9 teef 12 18 1 - 4 -1 1 4+ 2 Sustained Fire dice.

Scorcha 8 teef template - - 4 -2 1 4+ Set on fire. D3 hits versus vehicles.

GUBBINZ Cost Notes/Special Rules


Basic armour plates!
'Xtra Armour Plates 4 teef Gives a 6+ save against damage. Additional ones boost save (to 5+ or 4+). 4+ max.

Spikes 5 teef Damage to models is S4, not S3 (falling off, failing to board, etc).

Extra Spiky 10 teef As Spikes, plus any boarders/people leaping out of the way suffer -1I

Wrecker Ball 10 teef +D3 damage when ramming/raking/sidewiping. If driver/crew hit, knocked off vehicle and land D3" away, taking S3 hit on 4+. Must be operated by a boy or spanner.

Big Grabber 5 teef +1 damage when ramming/raking/sidewiping. If driver/crew hit, grabbed off vehicle and are Captured. Must be operated by a boy or spanner.

Reinforced Ram 5 teef Rolls 2 dice and chooses highest for damage roll when ramming or being rammed.

Boarding Plank 3 teef Must specify direction (front/rear/left/right). If within 2" of enemy, can lower it. Models can then cross between vehicles without Initiative tests.

Loadsa Ammo
1
/4 wpn cst Ignores first failed ammo roll.

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