Orks¶
This page is a work in progress!
Special Rules¶
Leadership¶
While Orks approach space combat with the same gusto they reserve for all forms of violence, the technical nature of the fighting is often at odds with their ability. This means that all Ork ships reduce their Leadership by -1 from whatever they rolled, giving them a Leadership range of 5 to 8.
All Ahead Full Special Orders¶
One thing Orks need very little encouragement to do is go fast. Their ships commonly mount a plethora of excess (and excessive) thrusters, boosters and extra drives – usually all wired up to a prominent red button in the cockpit.
Because of this, Orks do not need to pass a Command check to use [All Ahead Full] special orders. However, Ork drives are less efficient than those of other races and are often short on fuel, so they only travel an extra 2D6 cm on [All Ahead Full] orders instead of 4D6 cm. This special rule does not exempt it from the restrictions that occur when a ship or squadron fails a special order command check. If an Ork command check is failed Ork ships not already on [All Ahead Full] may not then be put on [All Ahead Full] special orders.
Boarding¶
Orks are ferocious close combat opponents and exceptionally good at boarding actions, where their brute strength and hardiness is most useful. To represent this renowned savagery, they get a +1 bonus in boarding actions.
Ordnance¶
Boarding Torpedoes¶
Any capital ship in the Ork fleet list armed with torpedoes can use boarding torpedoes for +5 points. A Space Hulk may use boarding torpedoes for +15 points. Escorts cannot use boarding torpedoes.
Launch capacity¶
Some ships in an Ork fleet may possess a variable launch capacity (as is the case with many Ork capital ships). In the Ordnance phase of each Ork turn when Ork attack craft remain in play, an Ork fleet with variable launch bay Strength must roll to check its attack craft capacity. Roll the relevant dice for any vessel with variable launch bay Strength and add on to this the launch bay Strength for any ship with fixed Strengths to find the total launch capacity for the fleet. Any excess attack craft above this total are removed at the end of the turn as they run out of fuel – use ’em or lose ’em. Torpedoes are not subject to this rule, as they have no launch limits.
Fighta-Bommas¶
Ork attack craft are known as fighta-bommas and perform the roles of both interceptor and bomber. They carry heavy bombs and rockets for attacking at close range, but gladly pounce on other attack craft they encounter. This hybrid approach means that they function as fighters with a speed of 25 cm normally but can attack ships as if they were bombers. However, when attacking a ship, each squadron only rolls a D3 not a D6 for the number of attacks they inflict.
As they behave as both fighters and bombers, they apply a bonus to turret suppression by adding +1 attack for each marker in the wave after attacks are modified by turrets – meaning each ordnance marker that survives against turrets will be able to conduct at least one attack and will not have a minimum of zero attacks.
When a wave of fighta-bommas attacks a ship, you must decide beforehand if any of the markers will forgo their attack runs in favour of turret suppression. Every one that does so cannot make any attack rolls but adds an additional +1 bonus attack to any surviving fighta-bommas when rolling their attacks. Fighta-bommas used in this manner cannot contribute more bonus attacks than the defending ship actually has turrets or the number of surviving fighta-bommas, whichever number is lower.
NOTE: In either case, at least one fighta-bomma has to survive against turrets for the wave to attack in this manner.
Example: A Terror Ship launches a single wave of four fighta-bommas against a Devastation cruiser with three turrets and no CAP, declaring two markers are not attacking and will only be suppressing turrets. The Devastation’s turrets roll 2,3,4 to knock down one fighta-bomma. Another one of the surviving markers is removed for suppressing turrets. The two remaining markers now each roll 1D3-3 (minimum zero) attacks, but because each marker also counts as a fighter, it adds +1 attack for each marker. It then adds +2 attacks for the two markers used only to suppress turrets (even though one was removed), for a single total addition of +4 attacks.
Torpedo-Bommas¶
Orks will sometimes strip out all point-defence weapons from their fighta-bommas to sling gigantic, ship killing weapons underneath their attack craft, all in the effort to make them more shooty. Such converted attack craft are torpedo-bommas, which lose all their manoeuvrability and are slowed down considerably to carry such enormous weapons.
Torpedo-bommas only move 20 cm and do NOT retain the ability to behave as fighters and cannot intercept other ordnance or provide a bonus attack for turret suppression.
In the beginning of any turn after the turn they are launched, each torpedo-bomma marker may be converted into a Strength-2 torpedo salvo. Torpedo-bommas in a wave may combine their salvoes into a single salvo, or any number of markers may launch their salvoes separately.
Torpedo-bommas may be taken by any ship equipped with launch bays for +10 points per launch bay strength. For ships with variable launch bays, this is calculated based on the maximum number of launch bays available. This means a Terror Ship must pay +40 points and a Space Hulk must pay +160 points to use Torpedo Bommas.
When taken, torpedo-bommas are an additional ordnance choice available to the carrier and do not replace fighta-bommas.
Ork Orbital Mines¶
Orks may buy orbital mines like other fleets at +5 pts per (maximal) launch bay strength and minefields for the normal point cost.
Note: Ork Space Hulks cannot take orbital mines.
Regardless of how the Orks refer to the four named Ork battleships, they are battleships nonetheless and cannot take orbital mines.
Ork Weapons¶
Ork weapons are mostly limited to fairly crude but efficient slug-throwers and missiles, mixed with other captured weaponry salvaged from hulks and defeated ships. The effectiveness in battle of Ork firing varies wildly from moment to moment as different weapons break down or are repaired, or even improved during combat.
Gunz¶
Standard Ork weapons batteries are referred to as 'gunz'. These often have a random firepower which is rolled each time they are fired. The dice roll and modifier for different gunz is indicated on the Ork ship's characteristics.
Heavy Gunz¶
The Orks commonly mount massed batteries of very powerful but short ranged weapons on their ships, as well as more standard weapons batteries. At close ranges, the barrage of fire from these weapons has spelled the doom of many ships.
Heavy gunz roll to hit like ordinary weapons batteries but do not count gunnery modifiers for range. Each hit scored by heavy gunz causes double damage, i.e, two hits instead of one.
Torpedo Launchas¶
As with their gunz, Ork torpedoes can vary wildly in their effectiveness. The strength of a salvo from an Ork torpedo launcha is randomly generated each time it is fired by rolling the dice indicated on its characteristics. Ork ships in skwadrons may not combine torpedoes into larger salvoes.
Ork Planetary Defences¶
Ork Roks can be taken as planetary defences and purchased using planetary defence point allowances in scenarios that allow the use of planetary defences and the Orks are the defender. When used in this manner, they follow all rules for planetary defences, meaning they automatically pass all leadership checks they are required to make but cannot undergo any Special Orders except [Reload Ordnance] and [Brace For Impact], for which they are Leadership 7 (Yes, 7 and not 6!).
Ork Roks cannot move and count as stationary in all effects when purchased as defences, including all rules concerning removal of blast markers from planetary defences. When used in this manner, roll a 2D6 after setting up each Rok. On a roll of 12, the Rok falls 2D6 cm toward the celestial phenomena it is orbiting near. If the Rok makes contact with an asteroid field or the planet edge in this manner, it is destroyed!
When playing the defender in scenarios that call for planetary defences, Orks have access to all the defences listed on [???] pp.141-146 in the rulebook. These can be represented as captured Imperial or Chaos defences, or weapon emplacements installed on small asteroids. System ships, defence monitors and fireships can all be captured vessels, worn out Brute ramships or gunships that have more dakka bolted on to defend ‘da planet! In place of the Imperial Blackstone Fortress, substitute a non-moving Space Hulk using the same (unchanged) profile and point cost listed on [???] p.145.
Ork Pirates: Cyclops Cluster Fleet List¶
Warlord¶
You may include 1 or more Warlord in your fleet, each of whom must be assigned to a ship or squadron. If the fleet is worth 500 points or more it must include at least 1 Warlord to lead it. An Ork fleet can include a max. of one Warlord per 500 points. ie, if the fleet is worth up to 500 points, it may have one Warlord. If it is worth 500–1,000 points two Warlords may be included, etc.
Ork Warlord ................................................ 40 pts
Warlords get one re-roll. They can have up to two more re-rolls for the additional cost noted below.
One extra re-roll........................................+20 pts
Two extra re-rolls ......................................+40 pts
A vessel carrying a Warlord doubles its boarding value and may include up to one of the upgrades shown below at the additional cost indicated.
Maniac Gunners.................................. +35 pts
The ship may re-roll the dice for the firepower of its gunz when it fires.
Mad Meks ........................................... +25 pts
The ship may re-roll the dice for damage control.
Extra Power Fields .............................. +25 pts
The ship’s shield value is increased by +1. If this would take it to 3 or more shields, don’t forget to mount it on a 60 mm base!
Mega-armoured Boarding Parties .... +15 pts
+1 modifier on boarding.
Looted Torpedoes ...............................+20 pts
The ship may re-roll the dice for the strength of torpedo salvoes when it fires.
Kroozers¶
You may include up to six kroozers in your fleet.
Terror ship (pg. 362) ...................................... 185 pts
Kill kroozer (pg. 364) .................................... 155 pts
Escorts¶
You may include any number of escorts in your fleet in squadrons of 2–6.
Ravager attack ship (pg. 368) ......................... 40 pts
Onslaught attack ship (pg. 366) ..................... 35 pts
Grunt assault ship (pg. 370)............................ 30 pts
Savage gunship (pg. 367)................................. 30 pts
Brute ramship (pg. 369) .................................. 25 pts
Dakka Dakka¶
Ork capital ships can add +2 turrets to their ships for +20 points (this is not the same thing as saying “up to two turrets at +10 points each”).
Ork escorts may add +1 turret for +5 points per escort. If this option is taken, every escort in a given squadron must take the refit, not just individual escorts in a squadron.
Third Armageddon war: Ork Waaagh! Fleet List¶
This fleet list represents an Ork fleet either conducting, or preparing for, an Ork Waaagh! and may be used instead of the Ork pirate fleet list. The Waaagh! Fleet list is particularly appropriate for using with Ork fleets which are fighting battle scenarios, especially planetary assaults and fleet actions, such as those conducted throughout the Third Armageddon War.
Warlord¶
You may include 1 or more Warlord in your fleet, each of whom must be assigned to a ship or squadron. If the fleet is worth 500 points or more it must include at least 1 Warlord to lead it. An Ork fleet can include a max. of one Warlord per 500 points. ie, if the fleet is worth up to 500 points, it may have one Warlord. If it is worth 500–1,000 points two Warlords may be included, etc.
Ork Warlord ..............................................................................40 pts
Warlords get one re-roll. They can have up to two more re-rolls for the additional cost noted below.
One extra re-roll......................................................................+20 pts
Two extra re-rolls ................................................................... +40 pts
A vessel carrying a Warlord doubles its boarding value and may include up to one of the upgrades shown below at the additional cost indicated.
Maniac Gunners............................................................. +35 pts
The ship may re-roll the dice for the firepower of its gunz when it fires.
Mad Meks ...................................................................... +25 pts
The ship may re-roll the dice for damage control.
Extra Power Fields ......................................................... +25 pts
The ship’s shield value is increased by +1. If this would take it to 3 or more shields, don’t forget to mount it on a 60 mm base!
Mega-armoured Boarding Parties ............................... +15 pts
+1 modifier on boarding.
Looted Torpedoes .......................................................... +20 pts
The ship may re-roll the dice for the strength of torpedo salvoes when it fires.
Space Hulks¶
You may include up to one Ork Space Hulk in your fleet per 1,500 points.
Ork hulk (pg. 371) .........................................600 pts
An Ork fleet can include a maximum of one space hulk per 1,500 points. So if the fleet is worth up to 1,500 points, it may include one Space hulk. If it is worth 1,500-3,000 points, two space hulks may be included, etc. Each Ork hulk must be assigned an Ork Warlord to command it.
Battleships & Battlekroozers¶
During the Third Armageddon War, four particularly monstrous Ork vessels earned the appellation ‘ battleship’ even if such distinct classes are unknown to the Orks themselves, who refer to these four, and most similar vessels, as battlekroozers. For every two kroozers included in your fleet, you may pick one vessel from the list below.
(0–1) Gorbag’s Revenge (pg. 359).................. 310 pts
(0–1) Slamblasta (pg. 360) ............................ 295 pts
(0–1) Dethdeala (pg. 358) .............................. 275 pts
(0–1) Kroolboy (pg. 361) ................................ 270 pts
Hammer class battlekroozer (pg. 356)........ 245 pts
Kroozers¶
You may include up to six kroozers in your fleet.
Terror ship (pg. 362) ...................................... 185 pts
Kill kroozer (pg. 364) .................................... 155 pts
Escorts¶
You may include any number of escorts in your fleet in squadrons of 2–6.
Ravager attack ship (pg. 368) ......................... 40 pts
Onslaught attack ship (pg. 366) ..................... 35 pts
Grunt assault ship (pg. 370)............................ 30 pts
Savage gunship (pg. 367)................................. 30 pts
Brute ramship (pg. 369) .................................. 25 pts
Ork Roks¶
You can include any number of Ork Roks in your fleet.
Rok (pg. 374) ..................................................... 80 pts
Ork Roks may also be purchased with points for planetary defences, in scenarios where these are used. Ork Roks may be squadroned with up to three other Roks (total squadron size of four), but not with any other vessels.
Ordnance¶
Ships with launch bays can have a mixture of fighta-bommerz or assault boats. Kill kroozers and Terror ships can replace their prow batteries with torpedo tubes at no extra cost.
Dakka Dakka¶
Ork capital ships can add +2 turrets to their ships for +20 points (this is not the same thing as saying “up to two turrets at +10 points each”).
Ork escorts may add +1 turret for +5 points per escort. If this option is taken, every escort in a given squadron must take the refit, not just individual escorts in a squadron.
Ork Clanz: 'Ere we go! 'Ere we go! 'Ere we Go!¶
Using Ork Clanz¶
The Ork Clanz rules can be used in addition to the normal Ork rules, but only with its dedicated Clanz fleet list.
Musterin' da Clanz¶
Orks live in tribes, individual armies each led by a Warlord. However, Orks are also divided into clans, ancient allegiances to which the Orks remain loyal throughout their lives, no matter which tribe they fight for or against. Tribes frequently break apart or are conquered by larger, more powerful tribes, but no matter what an Ork will retain the colours of his clan. Tribes usually contain Orks from several clans, but an Ork’s first loyalty is always to his Warboss. Members of the same clan may well end up fighting one another if their tribes clash, though this doesn’t really bother the Orks too much, who will cheerfully fight anyone they can. Each clan has its own distinctive character and abilities, and an Ork will retain these no matter which tribe he belongs to.
Clan Upgrades¶
A Warlord and his skwadrons may only be from one clan, but as many different clans as desired can be in a single fleet. In fact, it is perfectly legal for every single Warlord in the fleet to be of a different clan. Any skwadron can be given a clan upgrade by paying the points cost shown, but the squadron must show clan colours. In case players have any smart ideas about showing all the colours on their Ork ships for maximum flexibility, a skwadron only counts as showing clan colours if the majority of the ships in the skwadron have their clan colour covering more than half of the model. The colours for each clan is shown after the points cost for the upgrade.
Note that although these rules refer to skwadrons, this also applies to single vessels (since battleships, battlekroozers and kroozers can, of course, be fielded in ‘skwadrons’ of one). Additionally, being from a particular clan and being painted as such does not obligate the skwadron to take the benefits of being from a particular clan by paying the extra points for them, nor are Ork vessels limited to only these paint schemes. It’s not uncommon for Ork freebooters to incorporate several colour schemes in their ships, when they bother to paint their rust-buckets at all!
Clan upgrades are different from Gubbins and may be taken (and paid for) in addition to Gubbins by individual skwadrons. If taken, every capital ship in the skwadron must separately take and pay for the clan upgrade, not just individual ships. The point cost for clan upgrades for tiddla skwadrons count for the whole skwadron (regardless of how large it is!), not individual escorts. This also means the enemy only gets additional victory points for the clan upgrade if the tiddla skwadron is wiped out. If a single escort survives the battle, the enemy does not get additional victory points for the clan upgrade.
Goffs ......................................... +20 pts/Black
The Goffs are the most aggressive of the Ork clans, born fighters amongst a race born for fighting. Goffs like it up close and personal, and consider the other clans wimps for hanging back and shooting. All Goff ships (including tiddla skwadrons) gain a +1 bonus to the dice roll during boarding actions and a +1 Leadership bonus when attempting to ram.
Evil Sunz ...................................... +20 pts/Red
Evil Sunz are obsessed with speed, endlessly tinkering with the engines of all their vehicles and ships, trying to get as much speed out of them as possible. All Evil Sunz ships gain +5 cm speed.
Bad Moonz ............................. +30 pts/Yellow
Bad Moonz are the richest of the clans, using their own fast-growing teeth as currency. This also has the effect of making them a valuable target for other Orks. They don’t mind being a target though, and proudly display their wealth through a combination of gaudy colours and all the best gizmos that money can buy. All ships in a Bad Moonz skwadron gain the Maniac Gunners upgrade.
Deathskullz ................................ +30 pts/Blue
The Deathskulls are the masters of salvage. After a good old scrap it will always be the Deathskullz who are whizzing about scrounging what they can from any wrecks left floating across the battlefield. Deathskullz capital ships and/ or tiddla skwadrons have ‘looted’ upgrades (torpedoes and/or lances) for no additional cost.
Blood Axes.................................... Free/Green
Most Orks distrust the Blood Axes, who they consider to be treacherous gits and cowards who sneak around in poncey clothes to make themselves look like trees. Most of all the Blood Axes are disliked for their dealings with humies and other non-Orks, from whom the Blood Axes proudly ‘acquire’ various practices and even bits of equipment. The Warlord’s ship may take one refit from the Imperial Navy refit table (rolled randomly) for +20 points. A Blood Axe tiddla skwadron of at least six escorts may include up to three Imperial Navy and/or Chaos escorts from any fleet list at their listed cost. These commandeered vessels must have an Orky colour scheme and kustom-job – you can’t just borrow the ships from your Imperial or Chaos fleet!
Snakebites .................................... Free/Brown
The Snakebites are a primitive clan (even by Ork standards) and use technology only reluctantly. Snakebites will indulge in space travel if it’s likely to take them to a new scrap, but are likely to spend much of the journey clinging on to the sturdiest (and least techy looking) thing they can find. Snakebite capital ship skwadrons can only use space hulks or roks – no other kind of capital ship skwadrons are permitted to bear the clan colours. Snakebite skwadrons gain a special +1 bonus to Command checks when attempting to Brace for Impact.
Mob Rule¶
Big groups of Ork escorts are surprisingly coordinated. Ork escort skwadrons gain a +1 bonus to their Leadership while they contain more than five models (or ‘lotz’ as the Orks call it – Orks aren’t very good at counting). Note: the maximum number of escorts in an Ork squadron can be up to ten.
Young Gunz¶
While not technically skilled, Orks do possess boundless enthusiasm for fighting, and mobs of young Orks, eager to prove themselves to their elder and larger peers often pack themselves aboard rickety old escort vessels and tag along to any battle they can find. Any Ork escort skwadron with a Leadership of 5 or 6 gets a bonus escort ship added for free, demonstrating quantity has a quality all of its own. This includes if the leadership is a result of being swapped with that of a Warboss! The free ship can be any Ork escort class in the fleet list costing equal to or less than that of the cheapest escort paid for in the skwadron (the skwadron cannot exceed ten escorts). Young Gunz can be applied before Mob Rule: a tiddla skwadron with five escorts that rolls Ld 5 may have a sixth escort for free, increasing its Ld to 6!
Gubbins¶
Orks are always trying to improve their ships in some fashion and will do whatever they have to for either more parts or the teef to buy them. A warlord in particular gathers around himself a number of other cunning and successful leaders, each one an enterprising Mekboss or Nob in his own right. Several warlords may band together to fight a common foe, and they will each of course bring the best of their wargear to the fight, as much to demonstrate their prowess to their fellow warlords as to bring the fight to the enemy. A vessel or escort skwadron led by a Warlord may be given up to one of the following upgrades per Command re-roll the Warlord has. Each upgrade can only be applied once. Note: Players are actively encouraged to change their upgrades from battle to battle in typically restless Orky fashion. Each Warlord that does so at least twice over the course of a campaign may have their first normally earned refit for free instead of paying the normal +10% cost.
For tiddla skwadrons, the point cost for Gubbins count for the whole skwadron (regardless of how large it is!), not individual escorts. This also means the enemy only gets additional victory points for the Gubbins if the tiddla skwadron is wiped out. If a single escort survives the battle, the enemy does not get additional victory points for the Gubbins. Not all Gubbins apply to escorts or are taken the same way as capital ships, as indicated by their notes.
Soopa Boostas ..................................... +25 pts
The ship gains +5 cm speed, and it rolls 4D6 cm when on [All Ahead Full] special orders.
Extra Power Fields ............................. +25 pts
(Not for escorts) The ship’s shield value is increased by +1. If this would take it to 3 or more shields, don’t forget to mount it on a 60 mm base!
Extra Turrets .......................................+20 pts
The ship gains +2 Turrets (Escorts get +1 Turret). This cannot be combined with Maniac Turrets.
Maniac Turrets .................................... +10 pts
(Not for escorts.) The ship’s turret value is replaced by D3 turrets. This cannot be combined with Extra Turrets.
Looted Lances......................................+30 pts
Any heavy gunz batteries on the ship can be replaced with a Strength-2 lance battery. Range is 15 cm for escorts, 30 cm for capital ships.
Looted Torpedoes ...............................+20 pts
The ship may re-roll the dice for the Strength of torpedo salvoes when it fires.
Mad Meks ............................................ +25 pts
(Not for escorts.) The ship may re-roll the dice when repairing critical damage.
Maniac Gunners..................................+30 pts
The ship may re-roll the dice for the firepower of its gunz when it fires.
Mega-Armoured Boarding Parties .... +15 pts
(Not for escorts.) The ship has an additional +1 modifier when rolling for boarding actions and hit-and-run attacks of any type.
Prow Ram ............................................ +10 pts
(Not for escorts.) This adds +1 bonus when rolling a leadership check to ram and causes 1Hp before rolling to inf lict damage.
Tellyporta ............................................+30 pts
(Not for escorts.) Hit-and-run teleport attacks can be made to 30 cm.
More Gubbins¶
The following gubbins can be taken by any number of capital ships in the fleet. More Gubbins are not available for escorts (except the Grunt where indicated) and can only be added to capital ships.
Klaws ................................................... +10 pts
(Not for escorts except the Grunt at +5 points per escort.) Klaws are unaffected by special orders of any kind but cannot be used by capital ships if they are crippled. Any time the ship moves in base contact with any one enemy ship during the movement phase, immediately roll two D6. Each roll of a 4+ inflicts one hit on the target, ignoring shields but not holofields. [Brace for Impact] works normally against attacks by Klaws.
Each ship with Klaws may only use it once per turn, regardless of how many vessels it contacts during the Ork player’s movement phase, though it does not have to be the first ship in contact. If the Klaws hit only once or not at all, the ship can continue moving after making the attack and shoot/launch ordnance later in the turn. If both attacks hit, then the vessel has grabbed the target with its enormous mechanical Klaws and has latched on! Neither vessel can move if they are of the same class or smaller (such as cruiser to cruiser), but a larger class vessel may still move but only at half rate. Both ships may shoot at half effectiveness (nova cannon and similar special weapons cannot fire). In every End phase roll to attack again (two dice needing 4+ to hit). If both attacks hit when a vessel is already grappled then it takes a third additional hit. Either ship may conduct boarding actions as normal. Damage caused by Klaws cause critical hits as normal.
Shokk-Attack Lance .................................Free
(Not for escorts.) A ship’s prow heavy gunz batteries can be replaced with this weapon, which cannot be used if the ship is crippled or braced. It is only effective against ships with shields down in the same manner as teleporters. When used, the ship rolls to hit on a 4+, range: 30 cm. Holofields and being braced both save normally against this. If a hit is rolled, D3+1 snotling hordes are teleported onto the enemy ship! If a miss is rolled, place a blast marker in base contact with the vessel (even if shields are already down) for the hordes of vacuum-frozen snotlings bashing against the exterior of the hull. Each hit does not cause damage. Instead, the next leadership check or special order made by the ship must be with an extra D6 (such as 3D6, or even more when already using 3D6, such as when [All Ahead Full] through an asteroid field)! Additional “hits” from this weapon only add to the number of hordes that must be eradicated before the ship can return to conducting leadership checks normally. Every special order done in this manner (even if failed) “repairs” one of these hordes as the crew works furiously to shove thousands of snotlings out the nearest airlock! These can also each be repaired in the end phase normally when rolling to repair critical damage.
Escorts have fewer complex systems than capital ships and are smaller overall. While multiple snotling hordes can possibly get into some vital system that in the end overwhelms the vessel, it is just as likely they will miss vital spaces entirely. When fired at escorts, the defending squadron rolls a D6. On a 4+, the closest escort gets an additional blast marker placed in contact with it as the hordes have no effect. On a roll of 3 or less, the nearest escort in range with no shields is destroyed (being braced works normally).
Assault Karrier.........................................Free
(Not for escorts.) Any ship that takes both attack craft and torpedoes can be optimized for hit-and-run attacks and boarding actions by particularly zealous Orks. It takes boarding torpedoes for free, but it may only use assault boats. It may launch +1 assault boat marker each time it launches attack craft normally (even if crippled or braced, but not both).
Choozin’ yer Fleet: Da Ork Clanz Fleet List¶
Warlord¶
Ork fleets always include one Warlord for every 500 points, or part, that the fleet is worth – no more, no less.
Ork Warlord ................................................... Free
A Warlord adds +2 to one boarding dice roll per game. A Warlord has one re-roll, and may purchase one or two more for the points cost shown below.
One extra re-roll........................................+20 pts
Two extra re-rolls ......................................+40 pts
A Warlord may choose for his own ship or escort skwadron one upgrade from the Gubbins list for every re-roll he has at its listed cost. He must be embarked on the most expensive ship under his own command (as opposed to the whole fleet), even if it is an escort - annotate which one it is. A Warlord’s re-rolls only count for the skwadrons under his command and not for the whole fleet.
Skwadrons¶
For every re-roll a Warlord has (including the first one for free), the Warlord must be in command of one tiddla skwadron of at least three escorts and one other skwadrons. He may also swap leadership with any one ship or escort squadron under his command.
‘Uge ship skwadron¶
1 Battlekroozer/ship, chosen from the following list:
(0–1) Gorbag’s Revenge (pg. 359).................. 310 pts
(0–1) Slamblasta (pg. 360) ............................ 295 pts
(0–1) Dethdeala (pg. 358) .............................. 275 pts
(0–1) Kroolboy (pg. 361) ................................ 270 pts
Hammer class battlekroozer (pg. 356)........ 245 pts
Big ship skwadron¶
1-2 Kroozers, chosen from the following list:
Terror ship (pg. 362) ...................................... 185 pts
Kill kroozer (pg. 364) .................................... 155 pts
Lite kroozer (pg. 362) ..................................... 90 pts
Tiddla skwadron¶
3-10 Escorts, chosen from the following list in any mix desired:
Ravager attack ship (pg. 368) ......................... 40 pts
Onslaught attack ship (pg. 366) ..................... 35 pts
Grunt assault ship (pg. 370)............................ 30 pts
Savage gunship (pg. 367)................................. 30 pts
Brute ramship (pg. 369) .................................. 25 pts
Rok skwadron¶
1–4 Roks
Rok (pg. 374) ..................................................... 80 pts
Space Hulks¶
An Ork fleet with at least three Warlords may include one Space Hulk. One of your Warlords must be embarked on it, which by itself counts as all the skwadrons that Warlord can have (including a tiddla skwadron), regardless of how many re-rolls the Warlord has. Space Hulks so led can take upgrades from the list of Gubbins for double the listed cost. Upgrades that increase its boarding value or speed may not be taken.
Ork hulk (pg. 371) .........................................600 pts
Ordnance¶
Ork attack craft carriers use fighta-bommas and assault boats. They may take torpedo-bommas for +10 points per launch bay (counting maximum number of launch bays). Ork capital ships that use torpedoes may use boarding torpedoes for +5 points.
Using Skwadrons¶
There is no restriction for what kinds or how many of what type of skwadrons are in the fleet as long as no Warlord may have more than one ‘Uge Ship, which counts as a skwadron by itself. Each skwadron must be fielded with the number of ships chosen for it in this list; you can’t split up skwadrons or add more ships to them. However, no more than one of each of the named Ork battleships may be in the fleet, no more than one ‘Uge ship may be taken in the fleet for every two kroozers, and a Space Hulk may only be taken by a fleet of no less than 1500 points. This however applies to the fleet as a whole, not to individual skwadrons. While there must be at least one Warlord for every 500 points in the fleet or portion thereof, not all Warlords are created equal! Thus, the smallest fleet a single Warlord with only the one free re-roll may command is two tiddla skwadrons, each with three escorts. The largest fleet a single Warlord with two extra re-rolls (for a total of three) can command is one ‘Uge ship, two skwadrons of two kroozers each and three skwadrons of up to ten escorts each. While the number of Warlords for a given fleet size cannot be altered, how many points each Warlord is put in charge of can be mixed and matched in any way desired; it is perfectly legal for a Warlord with one re-roll to have one or two kroozers and a tiddla squadron of three escorts, or just a single Rok as a skwadron (if desired) and a tiddla squadron of nine escorts, etc. A Warlord must have two kroozers in order to take a “Uge ship, meaning the Warlord must have at least one extra re-roll to do so. A Warlord leading a Space Hulk may only lead it and no other ships, but he is not required to take any extra re-rolls to do so if it is not desired.
In campaigns, nominate one Warlord to command the fleet. This is essentially “you” and must be on the most expensive ship in the fleet, even if it is a Space Hulk. The fleet commander still starts with one re-roll and may purchase up to one more at the start of the campaign, earning more (along with more skwadrons) over the course of the campaign. This means the fleet commander personally starts with no more than one tiddla squadron of up to ten escorts and one other skwadron (or two each if a second re-roll is purchased at the start of the campaign), which may be taken in any manner desired. Fleet commander re-rolls can only be used by his or her own skwadrons. The fleet commander cannot earn more re-rolls than would be allowed by p.153 of the Rulebook, even if a second re-roll was purchased at the start of the campaign.