Site hosted by Angelfire.com: Build your free website today!

New Space Ork Vandals Army List

A Space Ork Vandal Army must have a Warboss.
Choppas give the enemy a -1 armor save.
Kustom Blastas on a roll of 1 overheat and may not be fired next round.
Orks Rokkit launchas may choose to fire a frag shell.

HQ 0-1 Warboss ws bs s t a i w ld save cost
Gorker Warboss 5 2 5 4 4 4 3 9 6+ 60
Gorker Nob 4 2 4 4 3 3 2 7 6+ 20
Gorker Mek/Dok 4 2 3 4 2 2 1 7 6+ 10
Morker Warboss 3 4 5 4 4 4 3 9 6+ 60
Morker Nob 3 3 4 4 3 3 2 7 6+ 20
Morker Weird Boy 0-1 3 3 3 4 2 2 1 7 6+ 20
Morker Mek/Dok 3 3 3 4 2 2 1 7 6+ 10
GorkaMorka Warboss 4 3 5 4 4 4 4 9 6+ 60
GorkaMorka Nob 4 3 4 4 3 3 2 7 6+ 25
GorkaMorka Mek/Dok 4 3 3 4 2 2 1 7 6+ 15

A Gorker Warboss' band must consist of at least 75% (rounded up) Gorker units.
A Morker Warboss' band must consist of at least 75% (rounded up) Morker units.
A GorkaMorka Warboss' band must consist of at least 50% (rounded up or down) Gorker or Morker units.

Warboss + Retinue of 5 to 10 Nobz + 0-2 Mekboyz + 0-2 Mad Doks
A warboss must take a retinue of nobs and orkz of the same faith. A Morker or a GorkaMorka retinue may contain 1 Morker weirdboy.
Morker Warboss: Big shoota 24 pts Rokkit 15 pts, shoota 6 pts, slugga 3
Morker Nob: Big Shoota 16 pts, Rokkit 10 pts, shoota 4 pts, slugga 2
Morker Mek: big shoota 16, rokkit 10, Kustom Blasta 25, shoota 4 pts, slugga 2
GorkaMorka Warboss: Big Shoota 16 pts, Rokkit 12 pts, shoota 4 pts, slugga 2
GorkaMorka Nob: Big Shoota 16 pts, Rokkit 12 pts, shoota 4 pts, slugga 2
GorkaMorka Mek: big shoota 16, rokkit 10, Kustom Blasta 25, shoota 4 pts, slugga 2
Mega Armor Retinue: If the warboss is equipped with mega armor, then any nobz in his retinue may spend 100 pts on wargear instead of their normal allotment (the mega armor does count for this)

HQ 0-1 Big Mek ws bs s t a i w ld save cost
Gorker Big Mek 4 2 4 4 3 3 2 7 6+ 25
Gorker Meks 3 to 5 4 2 3 4 2 2 1 7 6+ 10
Morker Big Mek 3 3 4 4 3 3 2 7 6+ 25
Morker Meks 3 to 5 3 3 3 4 2 2 1 7 6+ 10

Morker Mek: big shoota 16, rokkit 10, Kustom Blasta 25, shoota 4, slugga 2, burna 10
Big Mek: big shoota 16, rokkit 10, Kustom Blasta 25, shoota 4, slugga 2, burna 12
Mines Betta! -  Meks in a Big Meks retinue are fiercely competitive, they will not use the same weapon combination as any other mek in the unit, different kustom jobs make a weapon count as different.

HQ 0-1 Pain Boss ws bs s t a i w ld save cost
Gorker Pain Boss 4 2 4 4 3 3 2 7 6+ 25
Gorker Cyborks 5 to 10 4 2 3 4(5) 2 2 1 7 5+invul 15?
Morker Pain Boss 3 3 4 4 3 3 2 7 6+ 25
Morker Cyborks 5 to 10 3 3 3 4(5) 2 2 1 7 5+invul 15?

1 Pain Boss / Retinue of 5 to 10 Cyborks.
Morker Painboss: big shoota 16, rokkit 10
Morker cyborks are equipped with shootas and may always fire as if stationary, they may not assault but fight normally when assaulted. If the painboss is killed, cyborks must make a leadership test every round to move, the may assault and fire normally if allowed. If Cyborks loose their painboss and manage to mob up with a mob of boyz they may move normally. Morker cyborks mobbed with another unit that assaults do not make a 6" assault move, but may make a 6" consolidation move into the combat after resolution and are still counted as being in the combat.

HQ 0-1 Nob Mob ws bs s t a i w ld save cost
Gorker Nob 5 to 10 4 2 4 4 3 3 2 7 6+ 20
Morker Nob 5 to 10 4 2 4 4 3 3 2 7 6+ 20

Morker Nob: Big Shoota 16 pts, Rokkit 10 pts, Assault Shoota 12

HQ 0-1 Warp 'Ead ws bs s t a i w ld save cost
Morker Warp 'Ead 3 3 4 4 3 3 2 8 6+ 30
Morker Weird Boyz 3 to 5 3 3 3 4 2 2 1 7 6+ 20
Morker Minderz 1 per weird boy 3 3 3 4 2 2 1 7 6+ 9

The Warp 'Ead may take any 2 following powers: 10 pts Gork Stomp 24" str 5 ap 3; 15 pts Get Um! Move single unit w/in 6", 6" toward enemy unit; 20 pts WAAAGH! Give single unit w/in 6" +1 Attacks per model; 10 Save Us! Negates enemy psychic power effecting single unit w/in 12". 
The Warp 'Ead may be given a retinue of 3 to 5 weird boyz and must take a minder for each one. Alternatly the Warp 'Ead may join another non-HQ mob, but if he does so he may not leave it. The Warp 'Ead may not be used as an independent character but may take wargear as if he wear a nob. Minderz are equipped with shootas.

Elite Flash Git Mob 0-1 ws bs s t i a w ld save pts
Morker Flash Git 3 3 3 4 2 2 1 7 6+ 9
Morker Flash Git Nob 3 3 4 4 3 3 2 7 6+ +11

10 to 20 boyz with shootas. Flash Gits must all upgrade their shootas with the same Kustom job: Shootier 2pts, Blasta 3 pts, or Mo Dakka 4 pts.
up to 4 special weapons - B. shoota 12, Rokkit 7, Burna 6

Elite 'Ard Boyz Mob ws bs s t i a w ld save pts
Gorker 'Ard Boyz 4 2 3 4 2 2 1 7 4+ 12
Gorker 'Ard Boy Nob 4 2 4 4 3 3 2 7 4+ +16
Morker 'Ard Boyz 4 2 3 4 2 2 1 7 4+ 12
Morker 'Ard Boy Nob 4 2 4 4 3 3 2 7 4+ +16

Gorkers - 10 to 20 boyz with sluggas and choppas- Up to 3 special weapons B. shoota 8, Rokkit 5, Burna 6
Morkers -  10 to 20 boyz with shootas- Up to 3 special weapons B. shoota 12, Rokkit 7, Burna 6
Both may be equipped with frag for 1, krak for 2.

Elite Kommandos ws bs s t i a w ld save pts
Morker Kommando 3 3 3 4 2 2 1 7 6+ 10
Morker Kommando Nob 3 3 4 4 3 3 2 7 6+ +11

The Kommandos may have either shoots or slugga and choppa for free. They may all exchange their weapons for a Long Shoota for 5pts. heavy 36" 1, hits on 3+ wounds on 4+. 1 Kommand may carry either a  big shoota for 12 pts, a rokkit for 7 pts, or a burna for 6 pts. They may be given frag for 1/model, krak 2/model, smoke 2/model, tankbomz for 4/model. Kommandos are slippery they may roll an extra die when movin thru difficult terrain.

Elite Skarboyz Mob ws bs s t i a w ld save pts
Gorker Skarboy 4 2 4 4 2 2 1 7 6+ 10
Gorker Skarboy Nob 4 2 4 4 3 3 2 7 6+ +9
Morker Skarboy 3 3 4 4 2 2 1 7 6+ 11
Morker Skarboy Nob 3 3 4 4 3 3 2 7 6+ +11

Gorkers: 10 to 20 Boyz sluggas + choppas, and up to 3 weapons: B. Shoota 8, Rokkit 4, Burna 7
Morkers: 10 to 20 Boyz shootas, and up to 3 weapons: B. Shoota 12, Rokkit 6, Burna 7
Both may be equipped with frag for 1, krak for 2 per model.

Elite Stormboyz Mob ws bs s t i a w ld save pts
Gorker Storm Boy 4 2 3 4 2 2 1 7 6+ 9
Gorker Storm Boy Nob 4 2 4 4 3 3 2 7 6+ +11

Stormboyz are Gung-Ho. They may re-roll any failed leadership test, and may always test to regroup even when under 50%.
Rokkit packs, slugga and choppa; may be equipped with frag for 1, krak for 2 per model.

Troops ws bs s t i a w ld save pts
Gorker Slugga 4 2 3 4 2 2 1 7 6+ 9
Gorker Slugga Nob 4 2 4 4 3 3 2 7 6+ +11
Morker Shoota 3 3 3 4 2 2 1 7 6+ 9
Morker Shoota Nob 3 3 4 4 3 3 2 7 6+ +11

Gorkers - 10 to 30 boyz with sluggas and choppas- Up to 3 special weapons B. shoota 8, Rokkit 5, Burna 6
Morkers -  10 to 30 boyz with shootas- Up to 3 special weapons B. shoota 12, Rokkit 7, Burna 6

Troops Stikkbomma Mob 0-2 ws bs s t i a w ld save pts
Gorker Stikkbomma 4 2 3 4 2 2 1 7 6+ 11
Gorker Stikkbomma Nob 4 2 4 4 3 3 2 7 6+ +12?
Morker Stikkbomma 3 3 3 4 2 2 1 7 6+ 11
Morker Stikkbomma Nob 3 3 4 4 3 3 2 7 6+ +12?

Gorkers - 10 to 20 boyz with sluggas and frag and krak stikkboms - Up to 3 special weapons B. shoota 8, Rokkit 5, Burna 6
Morkers -  10 to 20 boyz with sluggas and frag and krak stikkboms- Up to 3 special weapons B. shoota 12, Rokkit 7, Burna 6
Either unit may be equipped with tankbusta boms for 4 pts a model.

Troops Grot Mob ws bs s t i a w ld save pts
Grot 2 3 2 3 2 1 1 5 - 3
Gorker Slaver 4 2 3 4 2 2 1 7 6+ 9
Morker Slaver 3 3 3 4 2 2 1 7 6+ 9

Grots may be given an auto gun or an auto pistol and close combat for free. They must be lead by a Slaver.

Troops Burna Boyz Mob 0-2 ws bs s t i a w ld save pts
Gorker Burna Boyz 4 2 3 4 2 2 1 7 6+ 9
Gorker Mek Boy 4 2 3 4 2 2 1 7 6+ 9
Morker Burna Boyz 3 3 3 4 2 2 1 7 6+ 9
Morker Mek Boy 3 3 3 4 2 2 1 7 6+ 9

Mob of 5 to 10 burna boyz and up to one Mekboy. 4 boyz may take burnas for 6 pts or a scorcha for 12 pts.
Both may be equipped with frag for 1, krak for 3 per model.

Troops Tank Busta Mob 0-2 ws bs s t i a w ld save pts
Gorker Tank Busta Boyz 4 2 3 4 2 2 1 7 6+ 9
Gorker Tank Busta Nob 4 2 4 4 3 3 2 7 6+ +11
Morker Tank Busta Boyz 4 2 3 4 2 2 1 7 6+ 9
Morker Tank Busta Nob 4 2 4 4 3 3 2 7 6+ +11

Gorkers may have up to 3 rokkits for 7 pts a piece. Morkers may have up to 3 rokkits for 9 pts a piece.

Fast Attack Warbuggies/Trakks BS FA SA RA   pts
G. Buggy/Trakk 2 10 10 10 fast, open 30
M. Buggy/Trakk 3 10 10 10 fast, open 30

Gorker: Twin Big Shootas 16, Twin Rokkits 10, Scorcha 10, Mega Blasta 20
Morker: Twing Big Shootas 20, Twin Rokkits 14, Scorcha 10, Mega Blasta 25

Fast Attack Warbikerz Mob ws bs s t i a w ld save pts
Gorker Warbiker Boyz 4 2 3 4 2 2 1 7 4+ 22
Gorker Warbiker Nob 4 2 4 4 3 3 2 7 4+  
Morker Warbiker Boyz 3 3 3 4 2 2 1 7 4+ 34
Morker Warbiker Nob 3 3 4 4 3 3 2 7 4+  

Mob of 3 to 10 warbikez.
Gorker Warbikerz are equipped with sluggas and choppas. One Warbiker boy may be be given a burna for 6 pts.
Morker Warbikers are equipped with twin-linked assault shootas (str 5 assault 3 18"). Two warbikers may trade their twin assault shootas for a twin-rokkit or a scorcha for free.
Warbikerz are Gung-Ho. They may re-roll any failed leadership test, and may always test to regroup even when under 50%.
Smoke screen: Warbikes are equpped with smoke stikkbomb chuckas. Once per game the unit may declare they are laying down a smoke screen during their movement phase. They may not shoot or assault for the rest of that turn but receive a 5+ invulnearble save.

Fast Attack Trukk Boyz Mob ws bs s t i a w ld save pts
Gorker Trukk Boyz 4 2 3 4 2 2 1 7 4+ 9
Gorker Trukk Boyz Nob 4 2 4 4 3 3 1 7 4+ +11
Morker Trukk Boyz 3 3 3 4 2 2 1 7 4+ 9
Morker Trukk Boyz Nob 3 3 4 4 3 3 1 7 4+ +11
Fast Attack WarTrukk BS FA SA RA   pts
G. WarTrukk 2 10 10 10 fast, open 30
M. WarTrukk 3 10 10 10 fast, open 30

Mob of 5 to 10 Trukk Boyz. 
G. Wartrukk: B. Shoota 8, Rokkit 5, Scorhca 10 , Boyz: Sluggas and Choppas + 1 weapon - B Shoota 8, Rokkit 5, Burna 6
M. Wartrukk: B. Shoota 12, Rokkit 7, Scorcha 10, Boyz: Shootas + 1 weapon - B. Shoota 12, Rokkit 7, Burna 6
Trukk boyz must ride in a trukk piloted by boyz of the same faith.
Land on their 'Eads: Trukk boyz are experts at bailing out. If their vehicle is destroyed while they are in it they are only wounded on a 6.

Heavy Support Lootas Mob ws bs s t i a w ld save pts
Morker Loota Boy 3 3 3 4 2 2 1 7 4+ 9?
Morker Loota Boy Nob 3 3 4 4 3 3 2 7 4+ 9?

Lootas may be given bolters for +1 pt a model. May be equipped with the weapon options of the following units: IG Infantry unit, IG Infantry command, IG anti-tank squad, IG fire support squad, SM tactical squad, SM devastator squad

Heavy Support  Battle Wagon BS FA SA RA   pts
G. Battle Wagon 2 13 11 10 tank, open  
M. Battle Wagon 3 13 11 10 tank, open  

comes with 3 twin-linked big shootas, rokkits, or scorchas of any mix. One weapon may be upgraded to a big gun for +20 pts.
may be equipped with up to 5 bolt on big shootas.

Heavy Support  Dreadnought WS BS s a i FA SA RA   pts
G. Dreadnought 4 2 5(10) 3(4) 2 12 12 10 walker 80
M. Dreadnought 3 3 5 2 2 12 12 10 walker 75

Gorker Dreads come with two power klaws and two of the folling weapons: a big shoota 8, scorcha 5, rokkit 5, mega blasta 10. This weapon may be twin linked for double the pts. The Gorker dread may drop its guns in exchange for 2 more power weapons for 10 pts. If it does so it receives and extra d6 penetration against armor as long as it has at least 3 klaws. Gorker Dread are Fearsome! giving them an extra attack in melee
Morker Dreads come with four of the folling weapons: a big shoota 12, scorcha 5, or rokkit 7, mega blasta 15. This weapon may be twin linked for double the pts. Morker Dreads are Extra Shooty! they may measure range to targets in line of sight as if they were equipped with targeters. The Morker Dread may drop 1 gun for 5 pt and take a power klaw, giving it str 10, dropping another gun and 5 more pts gives it an extra attack.

Heavy Support  Killer Kans WS BS s a i FA SA RA   pts
G. Killer Kan 4 2 5(10) 2 2 11 11 10 walker 45
M. Killer Kan 3 3 5 2 2 11 11 10 walker 52

Gorker Kans come with a power klaw and either a big shoota, scorcha, or rokkit for free. This weapon may be twin linked for 5 pts. The Kan may replace its gun with a second power klaw for 5 pts.
Morker Kans come equipped with 2 of the following weapons: big shoota, scorcha, or rokkit. These weapons may be twinlinked for 7 pts. The Kan may replace one gun with a power klaw for 5 points.

Heavy Support Big Gunz Battery 0-2 ws bs s t i a w ld save pts
Grot 2 3 2 3 2 1 1 5 - 3
Gorker Slaver/Mek 4 2 3 4 2 2 1 7 6+ 9
Morker Slaver/Mek 3 3 3 4 2 2 1 7 6+ 9

1 to 3 Big Gunz and 2 to 15 grot krew plus one slaver and/or one mekboy
Each big gun costs 30 pts and comes with 2 grot krew. You can pay 3 pts each for up to 3 more grot krew for each gun. 
One Mekboy and/or one Slaver may be attached to the unit. The gunz may be either Kannons, Lobbas, or Zzaps, but must all gunz in the unit must be of the same type. Gunz are treated as immobile vehicles with an armor of 10 all around. They do not count for combat in any way and attackers may choose to ignore them in hand to hand combat. The grot krew may move the gunz along with them, but the gunz may not fire in any turn the krew moves. If the krew breaks, they will leave the gunz behind and run or go to ground. Another group of grots make krew the weapons as long as they have a slaver.

Heavy Support  Looted Vehicle 0-1

Morkers sometimes make use of salvageable Imperial vehicles. They may loot any imperial ground vehicle, if the vehicle costs 50 pts or less they make take 3 and field them as a unit. Rhinos do not have to function as a single unit and may be attached to any unit of orks numbering 10 or less without mega armor. Sentinels must function as a unit.