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CP - Orks - Gordrang's Gitstompas 10.2

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0% found this document useful (0 votes)
143 views6 pages

CP - Orks - Gordrang's Gitstompas 10.2

Uploaded by

Jon
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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COMBAT PATROL: ORKS

GORDRANG’S
GITSTOMPAS
Nothing gets in the way of Warboss Gordrang’s ladz. At least, not without being riddled with bullets
and rokkits, smashed flat with an assortment of piston-driven klaws, then trampled into the mud by a
stampede of bellowing lunatics. What Gordrang lacks in subtlety – and it’s a lot – is more than made
up for by the brute savagery and resilience of his horde, who live to rampage across battlefield after
battlefield and hurl themselves into every fight they can find.

This Combat Patrol includes the units shown below.

A Warboss Gordrang C Boyz


(1 model) (10 models)
■ This model is equipped with: big shoota; ■ 1 Boss Nob is equipped with: slugga;
’uge choppa. power klaw.
■ 5 Boyz are equipped with: slugga; choppa.
B Boyz ■ 3 Boyz are equipped with: shoota; close
(10 models) combat weapon.
■ 1 Boss Nob is equipped with: slugga; ■ 1 Boy is equipped with: rokkit launcha; close
big choppa. combat weapon.
■ 5 Boyz are equipped with: slugga; choppa.
■ 3 Boyz are equipped with: shoota; close D Deffkoptas
combat weapon. (3 models)
■ 1 Boy is equipped with: big shoota; close ■ 1 model is equipped with: kustom mega-blasta;
combat weapon. slugga; spinnin’ blades.
■ 2 models are equipped with: kopta rokkits;
slugga; spinnin’ blades.

E Deff Dread
(1 model)
■ This model is equipped with: rokkit launcha; 3
dread klaws.

Dread klaw

Shoota

Boy

Slugga

Rokkit launcha

Choppa
Deff Dread Boy

1
Kustom
Kopta rokkits mega-blasta

Deffkoptas

E
D

C
B

A
COMBAT PATROL: ORKS
GORDRANG’S GITSTOMPAS
ABILITIES ENHANCEMENTS

The datasheets required to use Gordrang’s Gitstompas can be Your Warboss model is your Warlord and has the Grizzled
found on the following pages, and are designed exclusively for Skarboy Enhancement. You can replace this with Tellyporta.
Combat Patrol games. A unit’s datasheet will list all the abilities
it has. This will include a Faction ability – Waaagh! – that is
referenced on each unit’s datasheet, and is described below.
DEFAULT ENHANCEMENT
WAAAGH!
The infamous war cry of the Orks is known and feared throughout GRIZZLED SKARBOY
the galaxy. When it echoes across the battlefield, bellowed from The more fights an Ork survives, the bigger, meaner,
hundreds or even thousands of greenskin mouths, even the most and more covered in leathery scars he becomes. Many
stalwart warriors fear the onslaught to come. Warbosses boast a gnarled green hide as tough as any
conventional body armour and are capable of shrugging
Once per battle, at the start of the battle round, you can call a off the sort of firepower that would cripple a light tank.
Waaagh!. If you do, until the start of the next battle round:
Each time a ranged attack is allocated to the bearer, halve
■ Orks units from your army are eligible to declare a charge in a the Damage characteristic of that attack.
turn in which they Advanced.

■ Add 1 to the Strength and Attacks characteristics of melee


weapons equipped by Orks models from your army.

■ Orks models from your army have a 5+ invulnerable save.

INVULNERABLE SAVES: Never modified by an attack’s AP. The


controlling player can choose to use either a model’s invulnera-
ble save or its Save characteristic.

OR

OPTIONAL ENHANCEMENT

TELLYPORTA
What Ork teleportation technology lacks in safety
measures, accuracy, reliability, blueprints or indeed the
most basic comprehension of its functions by those who
use it, it more than makes up for in its ability to catapult
mobs of bellowing Orks through the warp and directly into
the teeth of their horrified foes.

In the Declare Battle Formations step, select one Boyz


unit from your army. Until the end of the battle, the
bearer and every model in that Boyz unit have the
Deep Strike ability. When setting these units up on the
battlefield using the Deep Strike ability, they must be set
up in the same turn and within 3" of each other.

DEEP STRIKE: Unit can be set up in Reserves instead of


on the battlefield. Unit can be set up in your Reinforce-
ments step, more than 9” horizontally away from all enemy
models.

3
SECONDARY OBJECTIVES STRATAGEMS

You will use the Stomp ’Em secondary objective. You can You can use the following Stratagems:
replace this with Proper Lootin’.
GET STUCK IN
GORDRANG’S GITSTOMPAS – BATTLE TACTIC STRATAGEM
DEFAULT SECONDARY OBJECTIVE Orks hurl themselves into close-quarters combat with unalloyed
eagerness bordering on delight.
1CP
STOMP ’EM WHEN: Fight phase.
Ork battle strategy rarely stretches far beyond singling out TARGET: One Orks unit from your army that has not been
their victims, piling onto them with choppas swinging, selected to fight this phase.
and engaging in an orgy of gratuitous violence that EFFECT: Until the end of the phase, each time a model in your
doesn’t peter out until the last of the foe stops twitching. unit makes a Pile-in or Consolidation move, it can move up to 6"
Fortunately for these brutish xenos, it is an approach at instead of up to 3".
which they naturally excel.

From the second battle round onwards, at the start of the


BRUTAL BUT KUNNIN’
battle round, select one enemy unit that is not destroyed GORDRANG’S GITSTOMPAS – STRATEGIC PLOY STRATAGEM

to be your army’s target. At the end of the battle round, Subtle, Orks are not, but their seemingly random outbursts
you score 3VP if your army’s target for that battle round of violence and healthy dose of feral cunning make them
1CP unpredictable – and thus even more dangerous – foes.
was destroyed by a melee attack made by an Orks model
from your army. WHEN: Your Charge phase.
TARGET: One Orks Infantry unit from your army.
EFFECT: Until the end of the phase, your unit is eligible to declare
a charge in a turn in which it Fell Back.

KRUMP DA GITZ!
GORDRANG’S GITSTOMPAS – STRATEGIC PLOY STRATAGEM

While Orks delight in the deafening din and ferocious recoil of


OR a good firefight, they take a dim view of the foe shooting them
1CP before they can get stuck into a proper hand-to-hand brawl.
Such unsporting behaviour is likely to provoke a swift and
violent response.
OPTIONAL SECONDARY OBJECTIVE
WHEN: Your opponent’s Shooting phase, just after an enemy unit
has finished making its attacks.
PROPER LOOTIN’ TARGET: One Orks unit from your army that was selected as the
Be it priceless technological artefacts, heaps of guns and target of one or more of the attacking unit’s attacks.
ammo, a nifty statue ideal for target practice, or just a
EFFECT: Your unit can make a Normal move of up to D6", but must
pile of especially shiny rocks, Orks will happily rip it to end that move as close as possible to that enemy unit.
bits for salvage and – more often than not – find a way to
seriously injure people with it.

At the end of your Command phase, for each objective


marker you control that is not within your deployment
zone and has not yet been looted by your army, you can
attempt to loot it. You can loot an objective marker if
one or more Orks units from your army are within range
of that objective marker and those units are not within
Engagement Range of one or more enemy units. If this is
the case, roll one D6: on a 2-4, your army has looted that
objective marker and you score 3VP; on a 5+, your army
has looted that objective marker and you score 5VP.

4
Combat Patrol Datasheet
WARBOSS GORDRANG Any good Ork hunter knows the safest way to deal with a
M T SV W LD OC
rampaging Warboss is to hit them with tank-busting artillery
5" 6 2+ 7 6+ 1 from as far away as possible. By donning a piston-driven
suit of incredibly durable mega armour, Gordrang makes a
mockery of such underhanded tactics, much to the terror of
5+ INVULNERABLE SAVE
his foes.

RANGED WEAPONS RANGE A BS S AP D ABILITIES


Big shoota [RAPID FIRE 2] 36" 3 4+ 5 0 1 FACTION: Waaagh!

MELEE WEAPONS RANGE A WS S AP D Dead ’ard: When you call a Waaagh!, until the start of the next
battle round, this model has the Feel No Pain 4+ ability.
’Uge choppa Melee 4 2+ 12 -2 2

INVULNERABLE SAVES: Never modified by an attack’s AP. The controlling player can FEEL NO PAIN X+: Each time this model would lose a
choose to use either a model’s invulnerable save or its Save characteristic. wound, roll one D6: if the result equals or exceeds ‘x’,
that wound is not lost.
RAPID FIRE X: Increase the Attacks by ‘x’ when targeting units within half range.

FACTION KEYWORDS:
KEYWORDS: Infantry, Character, Warboss, Gordrang
Orks

Combat Patrol Datasheet


BOYZ
M T SV W LD OC
Ork Boyz surge into battle in huge, unruly mobs dotted with
crude special weapons and led by foul-tempered Boss Nobz.
6" 5 5+ 1 7+ 2 BOY Most simply stampede towards the enemy lines, relying on
their numbers and natural hardiness to carry the charge
6" 5 5+ 2 7+ 2 BOSS NOB home, while others hitch a ride on Trukks and Battlewagons
so as to get stuck in all the faster.

RANGED WEAPONS RANGE A BS S AP D ABILITIES


Big shoota [RAPID FIRE 2] 36" 3 5+ 5 0 1 FACTION: Waaagh!
Rokkit launcha [BLAST] 24" D3 5+ 9 -2 3
Shoota [RAPID FIRE 1] 18" 2 5+ 4 0 1
Slugga [PISTOL] 12" 1 5+ 4 0 1

MELEE WEAPONS RANGE A WS S AP D


BLAST: Add 1 to the Attacks characteristic for every
Big choppa Melee 3 3+ 7 -1 2
five models in the target unit (rounding down) Can
Choppa Melee 3 3+ 4 -1 1 never be used against a target that is within Engage-
Close combat weapon Melee 2 3+ 4 0 1 ment Range of any units from the attacking model’s
Power klaw Melee 3 4+ 9 -2 2 army (including its own).
PISTOL: Can be shot even if the bearer’s unit is within
Engagement Range of enemy units, but must target
one of those enemy units. Cannot be shot alongside
any other non-Pistol weapon (except by a Monster
or Vehicle).
RAPID FIRE X: Increase the Attacks by ‘x’ when target-
ing units within half range.

FACTION KEYWORDS:
KEYWORDS: Infantry, Battleline, Mob, Boyz
Orks

5
Combat Patrol Datasheet
DEFFKOPTAS
M T SV W LD OC
Most Orks take a dim view of muckin’ about in the sky, and
would much rather go to war with their feet firmly on the
12" 6 4+ 4 7+ 2 ground. Deffkopta pilots are the lunatic exception, hurtling
ahead to spy out enemy forces for their warband to bring to
battle, and to give those same enemies a good strafing run
6+ INVULNERABLE SAVE
or three in the meantime.

RANGED WEAPONS RANGE A BS S AP D ABILITIES


Kopta rokkits [BLAST, TWIN-LINKED] 24" D3 5+ 9 -2 3 CORE: Deep Strike
Kustom mega-blasta [HAZARDOUS] 24" 3 5+ 9 -2 D6
FACTION: Waaagh!
Slugga [PISTOL] 12" 1 5+ 4 0 1
DEEP STRIKE: Unit can be set up in Reserves instead
MELEE WEAPONS RANGE A WS S AP D of on the battlefield. Unit can be set up in your
Spinnin’ blades Melee 6 3+ 5 0 1 Reinforcements step, more than 9” horizontally away
from all enemy models.
HAZARDOUS: After a unit shoots or fights, roll one
Hazardous test (one D6) for each Hazardous weapon
used. For each 1, one model equipped with a Hazard-
ous weapon is destroyed (Characters, Monsters and
BLAST: Add 1 to the Attacks characteristic for every five models in the target unit Vehicles suffer 3 mortal wounds instead).
(rounding down) Can never be used against a target that is within Engagement Range
PISTOL: Can be shot even if the bearer’s unit is within
of any units from the attacking model’s army (including its own).
Engagement Range of enemy units, but must target
INVULNERABLE SAVES: Never modified by an attack’s AP. The controlling player can one of those enemy units. Cannot be shot alongside
choose to use either a model’s invulnerable save or its Save characteristic. any other non-Pistol weapon (except by a Monster
or Vehicle).
TWIN-LINKED: You can re-roll that attack’s Wound roll.

FACTION KEYWORDS:
KEYWORDS: Vehicle, Fly, Deffkoptas
Orks

Combat Patrol Datasheet


DEFF DREAD
M T SV W LD OC
Being wired into a Deff Dread affords strength, resilience
and a terrifying array of vicious weaponry. Of course, the
8" 9 2+ 8 7+ 3 reality of being stuck in a metal box for life and drinking
your meals through a straw soon gets old, but the pilots’
resulting unhinged ferocity only serves to make Deff Dreads
6+ INVULNERABLE SAVE all the more dangerous in battle.

RANGED WEAPONS RANGE A BS S AP D ABILITIES


Rokkit launcha [BLAST] 24" D3 5+ 9 -2 3 CORE: Deadly Demise 1

MELEE WEAPONS RANGE A WS S AP D FACTION: Waaagh!


Dread klaw [DEAD CHOPPY] Melee 4 3+ 10 -2 3 Piston-driven Brutality: At the start of the Fight phase, each
Dead Choppy: The Attacks characteristic of this weapon is increased by 1 for each additional dread klaw enemy unit within Engagement Range of one or more units
this model is equipped with. with this ability must take a Battle-shock test.

BLAST: Add 1 to the Attacks characteristic for every five models in the target unit
(rounding down) Can never be used against a target that is within Engagement Range
of any units from the attacking model’s army (including its own).
DEADLY DEMISE X: When this model is destroyed,
INVULNERABLE SAVES: Never modified by an attack’s AP. The controlling player can roll one D6. On a 6, each unit within 6” suffers ‘x’
choose to use either a model’s invulnerable save or its Save characteristic. mortal wounds.

FACTION KEYWORDS:
KEYWORDS: Vehicle, Walker, Deff Dread
Orks

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