Codex - Da Warp Gitz: /tg/'s 8th Edition

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Revision as of 01:15, 2 September 2019 by 107.159.25.44 (talk) (Orky Prince)
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Did you ever think that orks were fun but a little bit squishy? Have you ever been annoyed by the fact that only the custodes get really tough baseline troops? Want an army where a single model can happily rip a light vehicle to pieces in a single turn of combat? Then Da Warp Gitz are what you have been looking for!

Da Warp Gitz are the ork forces who have been eternally fighting in the warp for...well, nobody is quite sure how long because time doesn’t work in the immaterium, but we can safely say thousands, if not millions of years. For anyone else this would be eternal hell, constantly dying and being brought back to life by Khorne for his enjoyment, but for the orks led by Tuska the Demon Killa, this is as close to paradise as any being in 40k has ever reached.

This, combined with the unique ork biology, means that Tuska’s orks are constantly growing, and without the inconvenience of death Tuska’s Wargh simply becomes more and more powerful by the day. Tuska’s ladz have never made an appearance into the materium, but if they did then even the lowliest boy would be tougher than any nob, and be far more heavily armed and armoured. The downside of working for khorne in the warp is that even though the orks would be able to make crude armour and weapons, they would lack the sophistication (even by ork standards) to make heavy weapons and tanks. But really, who needs tanks when your standard infantry can slice an imperial guard artillery piece in half without even trying.

Abilities

  • Dakkadakkadakka!:
    • A model with this rule always hits with its ranged weapons on an unmodified hit roll of 6, and unmodified hit rolls of 6 count as 2 hits instead of 1.
  • ’Ere We Go:
    • A model with this rule may reroll one or both dice when determining charge distances.
  • Always Growing: The more an Ork fights the larger they become, and Tuska and his boyz are always fighting. Ergo, they are always growing.
    • This unit heals 1 previously lost wound at the start of each turn and ignores damage taken on a 5+, if the unit has no lost wounds but has lost models then instead roll a D6, on a 4+ return 1 previously lost model to the unit with 1 would remaining. In addition to this, every time a unit with this rule slays an enemy unit roll a D6. On a 6 increase the toughness and wound characteristics of each model in this unit by 1. You may only increase the characteristics of a unit with this rule in this manner once a game.
  • Followers of Da Best Fights: He Zoggin' told us he knew ‘ere Da Best Fights ‘eer an 'e was roight!
    • Units with this rule may only be in your army if a DA WARP GITZ CHARACTER is your warlord. However, models with this rule may never suffer morale casualties or negative modifiers to their hit rolls as long as your warlord is alive.
  • Followers of Gork 'n Mork To Da End: Tuska and his lads may be being kept alive by the will of Khorne, and he certainly provides them with excellent fights, but they are still devoted to Gork and Mork.
    • If your army is battleforged and is made up entirely of DA WARP GITZ units then all INFANTRY and MONSTER units get Objective secured, except that MONSTER units count as 3 models instead of 1.In addition, DA WARP GITZ units cannot be affected by enemy abilities, weapons or psychic powers because of their CHAOS keyword, however, you may not include any DA WARP GITZ units in a CHAOS army unless all other CHAOS units either have the ORK or KHORNE keyword.

Stratagems

  • By the Will of Khorne: E’ll keep bringin us back as long as we ‘eep da blud flowin.
    • 3CP, use when a WARP GITZ INFANTRY or MONSTER unit has been slain (but not a CHARECTER unit) and roll a D6. On a 1 nothing happens, remove the unit as normal, on a 2-5 return the slain unit to the battlefield as close as possible to its previous position, with each model having 1 remaining wound, and on a 6 return the slain unit to the battlefield within 9” of its previous position and no lost wounds.
  • Sudden Growth Spurt:
    • 2CP, use once before the battle starts, select a WARP GITZ unit with the Always Growing rule. That unit increases its toughness and wounds characteristics by 1 for the duration of the battle as if it had rolled a 6 after slaying an enemy unit.

Eternal WAAAGH! Discipline

  • Morkin Great Pull: Mork’s da best cus he iz kunnin but brutal.
    • WC5, choose any unit within 24” of the psyker, that unit is immediately moved 6” (3” is the unit has the TITANIC keyword) towards the psyker. This move does not count as a standard move, so does not prevent the unit from moving in the proceeding movement phase etc. This move can also move units out of combat with a unit and into combat with another unit, but does not count as charging.
  • Gorkin Great Push: Gork’s da best cus he iz brutal but kunnin.
    • WC5, choose any unit within 24” of the psyker, that unit is immediately moved 6” (3” is the unit has the TITANIC keyword) away from the psyker. This move does not count as a standard move, so does not prevent the unit from moving in the proceeding movement phase etc. This move can also move units out of combat with a unit and into combat with another unit, but does not count as charging.
  • Unstable Thoughts: An ork psyker is not a stable being at the best of times, when they’re deliberately trying to be unstable then it is best to not be on the same planet.
    • WC8, if this power is manifested roll a D6 and consult the table below.
      • 1 Ow Zog (bang): The psyker is immediately slain as if it had suffered perils in the warp.
      • 2-3 Dat urt a bit: All units with 6” suffers D3 mortal wounds.
      • 4 Wot you lot ‘omplainin bout?: All units with 6” other than the manifester of the power suffer D3 mortal wounds.
      • 5 Dat wos zoggin impressive: All units with 12” other than the manifester of the power suffer D6 mortal wounds.
      • 6 Krump dem other gitz: All units other than WARP GITZ with 12” suffer D6 mortal wounds.
  • Warp Summon:
    • WC 6, select a WARP GITZ unit in reserve, place that unit from reserve within 18” of the psyker and more than 9” away from any enemy units.
  • Skulls fer Dat Gitz Zoggin' Chair!:
    • WC 8, select a Warp Gitz unit within 6” of the psyker, at the end of the following fight phase that unit may pile in up to 6” and make a full round of melee attacks, even if it fought earlier in the fight phase.
  • Spiritual Healing: Da ladz are really ‘omforted by da glowi green loight. ‘Cept when it makes dem go bang.
    • WC 8, select a WARP GITZ unit within 12” of the caster and roll a D6. On a 1 to unit suffers D6 mortal wounds, on a 2-5 it regains 1 previously lost wound and on a 6 it heals D3 previously lost wounds. Then roll another D6, on a 6 the same effect then applies to every WARP GITZ unit within 6” of the caster.

Warlord Traits

  • Favoured by Khorne:
    • A unit with this trait gains D3 previously lost wounds instead 1 from its Always Growing rule.
  • Warrgh Crazed:
    • This units attack characteristics is XD3 (where X is it’s original attack characteristic). However for every dice roll of 1 when determining the number of attacks this unit makes in the fight phase deals 1 mortal wound to this unit.
  • Warp Wanderer:
    • During your deployment phase you may set this unit and one other WARP GITZ INFANTRY unit reserve instead of on the battlefield. At the end of your movement phase you may deploy this unit and the other reserved unit 9” or further away from enemy units.

Relics

Units

HQ

Orky Prince

Orks cannot become demon princes, the normal chaos gods cannot bestow blessings upon them and gork and mork don’t go into that whole bestowing favour upon those followers except to say “we like you, go start a waaagh”. Some of the largest orks under tuskas command however see all the khornate demon princes wondering around (who they smash to tiny pieces on a regular basis) and wish that they could have some of those flashy gifts. To this end, entrepreneuring warbosses under Tuska will take a defeated greater demon, and chop off any bits they like, weapons, horns, wings, heads etc and strap, bolt and duct tape these parts onto themselves. Any other race which tried this would not only be unable to make such parts function, would would also most likely be instantly corrupted by the raw chaos they contain. Orks however, are immune to chaos taint (or at least its influence) so they can wear demon body parts with impunity. This combined with ork psychology and the effects of wargh energy means that if a powerful enough ork strap on a set of demon wings, and believes that said wings will allow them to fly, then they will be able to fly.

A Great Big Git is a single model, and is armed with a Blud Cannon and a Boss Klaw. The Git may also lash out at its foes with a Giant Orkish Kick.

Name M WS BS S T W A Ld Sv Points
Great Big Git 12" 2+ 4+ 7 6 9 6 8 2+ 350
Weapon Range Type S AP D Abilities
Blud Cannon 36” Assault 2D6 8 -2 D3 This weapon deals 3 damage instead of D3 damage against VEHICLES and MONSTERS. Below half this weapons maximum range this weapon automatically hits its target.
Boss Klaw Melee Melee x2 -4 6 -
Giant Orkish Kick Melee Melee User -1 2 Each hit with this weapon counts as 2 hits instead of 1.

Wargear:

  • This unit may exchange its Blud Cannon and/or its Boss Klaw for one or two of the following items (you may not pick two of the same item):
    • A Blood Thirster Head
    • A Great Unclean One Head
    • A Keeper of Secrets Head
    • A Lord of Change Head

Abilities:

  • Dakkadakkadakka!
  • ’Ere We Go
  • Always Growing
  • Krumper Chief:
    • ORK models within 6” of this model may re-roll all failed hit rolls.
  • Veteran of a Billion Battles: Itz zoggin ‘ard to be scared of a metal bawks wen uve smashed one of dem humie gods.
    • This model has a 4++ invulnerable save and rerolls rolls of 1 when rolling a dice to ignore damage.
  • Demon Head Trophies:
    • A Blood Thirster Head: If this model has a head of a Blood Thirster then hit rolls of 6+ in the fight phase generate an additional attack. These extra attacks can not generate additional attacks, but may be used with different weapon profiles.
    • A Great Unclean One Head: If this model has a head of a Great Unclean one then subtract 1 from the hit rolls made by enemy units against this unit.
    • A Keeper of Secrets Head: If this model has a head of a Keeper of Secrets then subtract 1 from the leadership characteristics of enemy units within 9”. In addition to this each fight phase this model is always considered to have charged, even if it hasn’t.
    • A Lord of Change Head: If this model has a head of a Lord of Change then you may reroll failed invulnerability saves of 1 for this unit.


Faction Keywords: ORKS, CHAOS

Keywords: CHARACTER, MONSTER, Orky Prince, ORK, Da Warp Gitz, Fly

Great Big Git

A Great Big Git is a single model, and is armed with a Uber Shot Gun and a Boss Klaw. The Git may also lash out at its foes with a Giant Orkish Kick.

Name M WS BS S T W A Ld Sv Points
Great Big Git 6" 2+ 5+ 6 6 9 5 8 2+ 250
Weapon Range Type S AP D Abilities
Uber Shot Gun 12” Assault X 5 -1 2 This weapon’s number of shots is equal to the total number of wounds in the target unit to a maximum of 12 shots. If the bearer of this weapon is within 6” of its target then add 2 to the hit roll.
Harpoon Cannon 24” Assault 1 9 -5 6 You may add 1 to the hit rolls for this weapon against VEHICLES and MONSTERS, and re-roll failed wound rolls against TITANIC units.
Boss Klaw Melee Melee x2 -4 6 -
Giant Orkish Kick Melee Melee User -1 2 Each hit with this weapon counts as 2 hits instead of 1.

Wargear:

  • This unit may swap its Uber Shot Gun for a Harpoon Cannon for 20 points.

Abilities:

  • Dakkadakkadakka!
  • ’Ere We Go
  • Always Growing
  • Krumper Chief:
    • ORK models within 6” of this model may re-roll all failed hit rolls.
  • Veteran of a Billion Battles: Itz zoggin ‘ard to be scared of a metal bawks wen uve smashed one of dem humie gods.
    • This model has a 4++ invulnerable save and rerolls rolls of 1 when rolling a dice to ignore damage.

Faction Keywords: ORKS, CHAOS

Keywords: CHARACTER, MONSTER, Great Big Git, ORK, Da Warp Gitz

Ed Banger ‘umpreme

Ork psykers generally don’t live very long in the real world. They’re simply not competent or stable enough to get past the initial stage of “what happens if I do this?” However, in the warp and being kept alive by khorne any ork psyker who goes bang from an edbang simply gets brought back after the battle with their head not in a million tiny pieces. This means that even without a proper education system, or even resources on the topic even the most incompetent ork psyker can become fairly good at magic. Now that this situation, but remove the incompetent ork and replace them with one of the rare individuals who has a proper skill with the warp. While in the materium these orks will still only reach the skill level of a normal imperium psyker (except with more raw power), under tuska they can reach thousand sons levels of potential.

A Ed Banger ‘upreme is a single model. It is armed with a Copper Wreathed Skull Staff.

Name M WS BS S T W A Ld Sv Points
Ed Banger ‘upreme 6" 2+ 5+ 6 6 7 5 8 3+ 220
Weapon Range Type S AP D Abilities
Copper Wreathed Skull Staff Melee Melee +2 -4 2D3 -

Abilities:

  • Dakkadakkadakka!
  • ’Ere We Go
  • Always Growing
  • Exploding with WAAAGH! Energy: Itz dus wot itz says on da zoggin lid!
    • This unit has a constant plus 1 to its casting rolls, and gains a further plus 1 for every 10 ORK models within 9” of it. In addition to this, this model adds a further 1 to its casting rolls for every 10 damage it deals throughout the battle and suffers perils in the warp when it makes a casting roll greater than 14 instead of 12, but all units within 2D6” suffer D6 mortal wounds when this model suffers perils in the warp or is slain.
  • WAAAGH! Conduit:
    • During your psychic phase if this unit would have a casting bonus of 4 or greater then all ORK units within 9” may add 2 to their advance and charge rolls. In addition to this this model has a 4++ invulnerability save.
  • Plant the Copper Staff: Maximium zoggin POWER!
    • A model with this rule may decide once a game at the beginning of a turn (other than the first turn) to plant its staff and channel the wargh energies around it in a (even less) controlled manner than normal. If so it it may not perform any actions until your next psychic phase. However, during your next psychic phase this model automatically manifests the Unstable Thoughts psychic power twice (even if it hadn’t selected it as a known power), except that the you total number of mortal wounds the power causes and the effect range is doubled. If this model is slain as a result of this then it explodes, releasing all the Wargh power it was attempting to channel, all models within 3D6” suffer D6 mortal wounds.
  • Proper gud at dis warp stuff: Itz zoggin nuthin reely, itz just a matter of zurvivin a few ed bangs.
    • A unit with this rule adds 1 to its manifestation and deny rolls.

A Herald of Tuska is a PSYKER, and knows a total of three powers from the Power of the WAAAGH! and/or Eternal Wargh Disciplines and Smite, and my manifest and deny three powers each turn.

Faction Keywords: ORKS, CHAOS

Keywords: INFANTRY, MONSTER, PSYKER, Ed Banger ‘upreme, ORK, Da Warp Gitz

Troops

Tuska’s Ladz

A unit of Tuska’s Ladz is made up of at least 5 models, and can include up to 25 additional models. Each model is armed with a ‘ery Big Choppa and a Twin Linked Big Shoota,

Name M WS BS S T W A Ld Sv Points (including wargear)
Tuska’s Ladz 6" 2+ 5+ 5 5 4 4 8 3+ 55
Weapon Range Type S AP D Abilities
Twin Linked Big Shoota 36” Assault 6 5 - 1 -
‘ery Big Choppa Melee Melee +1 -2 2 Hit rolls of 6+ for this weapon generate an additional attack.
Power Klaw Melee Melee x2 -3 3 Subtract 1 from the hit rolls for this weapon.
Mini Psycho Dakka Blasta 36” Assault 4D6 4 -1 1 Add 1 to the hit rolls for this weapon for attacks made against units with 5 or more models.

Wargear:

  • Any model may replace its 'ery Big Choppa with a Power Klaw.
  • For every 10 models in this unit a model may replace its Twin Linked Big Shoota for a Mini Psycho Dakka Blasta for 40 points.

Abilities:

  • Dakkadakkadakka!
  • ’Ere We Go
  • Followers of Da Best Fights
  • Always Growing
  • Blud fer Da Blud Git!: Zoggin ‘ell, dem ‘orny gitz are roight proppa choppy!
    • If this unit contains at least 10 models each model in the unit may add 1 to its attack characteristic. If it contains 20 or models then each model adds 2 to its attack characteristic instead.

Faction Keywords: ORKS, CHAOS

Keywords: INFANTRY, MONSTER, Tuska’s Ladz, ORK, Da Warp Gitzot

Orky Bloodletters

A unit of Orky Bloodletters is made up of at least 10 models, and can include up to 30 additional models. Each model is armed with a Big Choppa.

Name M WS BS S T W A Ld Sv Points
Orky Bloodletter 6" 3+ - 3 3 1 2 6 6+ 9
Weapon Range Type S AP D Abilities
Big Choppa Melee Melee +1 -1 1 -

Wargear:

  • None

Abilities:

  • Followers of Da Best Fights
  • I Guess We Work For the Green Guys Now: Still, they sure do fight well.
    • A model with this rule has a 6+ invulnerability save.
  • Blud fer Da Blud Git!: Zoggin ‘ell, dem ‘orny gitz are roight proppa choppy!
    • If this unit contains at least 10 models each model in the unit may add 1 to its attack characteristic. If it contains 20 or models then each model adds 2 to its attack characteristic instead.

Faction Keywords: ORKS, CHAOS

Keywords: INFANTRY, Khorne, Orky Bloodletter, Da Warp Gitz

Eternally Suffering Grots

Grots never live happy lives at the best of times. Their lives are short and filled with brutality that comes from being surrounded by orks, but they have the small conciliation that when they die, it is all over. The few grots that came along with Tuska on his crusade into the eye of terror however live very different lives, in that when they die, they get brought back, only to die again, and again and again. In short, while the orks they serve are having the times of their lives, the grots are going through the hell of being small and almost helpless on a battlefield that never ends. For millions of years.

Such grots have to be clever to not suffer for the rest of eternally, and even in death there is something to be learnt. And so the grots get better, they organise and they equip themselves with whatever they can make from the scraps in the warp

A unit of Eternally Suffering Grots is made up of at least 10 models, and can include up to 30 additional models. Each model is armed with a Shoota and a Cursed Stabba.

Name M WS BS S T W A Ld Sv Points
Eternally Suffering Grot 6" 4+ 4+ 3 3 1 1 5 4+ 8
Weapon Range Type S AP D Abilities
Shoota 24” Assault 2 4 - 1 -
Cursed Stabba Melee Melee User -1 1 Wound rolls of 6+ made by this weapon inflict a mortal wound instead of normal damage.

Wargear:

  • None

Abilities:

  • Dakkadakkadakka!
  • ’Ere We Go
  • Followers of Da Best Fights
  • Always Growing
  • Blud fer Da Blud Git!: Zoggin ‘ell, dem ‘orny gitz are roight proppa choppy!
    • If this unit contains at least 10 models each model in the unit may add 1 to its attack characteristic. If it contains 20 or models then each model adds 2 to its attack characteristic instead.
  • Independently minded:
    • A model with this rule may only not suffer morale casualties from its Followers of Da Best Fights rule if it is within 3” of a Warp Gitz CHARACTER. However, if a unit is more than 9” away from a Warp Gitz CHARACTER then they gain a 5++ invulnerability save and adds 2 to its armour save instead of 1 when in cover.

Faction Keywords: ORKS, CHAOS

Keywords: INFANTRY, Eternally Suffering Grot, Da Warp Gitz

Elites

Tuska's Chosen Gitz

A unit of Tuska’s Chosen Gitz contains 3 models, and may add up to 7 additional models to the unit. Models in this unit are armed with A Bigga Big Shoota and a Mega Klaw.

Name M WS BS S T W A Ld Sv Points
Tuska’s Chosen Gitz 6" 2+ 5+ 6 6 5 5 8 2+ 120
Weapon Range Type S AP D Abilities
A Bigga Big Shoota 36” Assault 8 5 -1 1 -
Mega Klaw Melee Melee x2 -4 3 -
Colossal Khornate Cleaver Melee Melee x3 -4 4 Invulnerability saves made against this weapon suffer a minus 1 to their save rolls. In addition subtract 1 from the hit rolls for this weapon.

Wargear:

  • Any model in the unit may exchange its Mega Klaw for a Colossal Khornate Cleaver for 5 points.

Abilities:

  • Dakkadakkadakka!
  • ’Ere We Go
  • Followers of Da Best Fights
  • Always Growing
  • Demon Trophies:
    • Models with this rule have a 5++ invulnerability save and subtract 1 from all damage received (to a minimum of 1).

Faction Keywords: ORKS, CHAOS

Keywords: INFANTRY, MONSTER, Tuska’s Chosen Gitz, ORK, Da Warp Gitz

Herald of Tuska

A Herald of Tuska is a single model. It is armed with a Copper Wreathed Skull Staff.

Name M WS BS S T W A Ld Sv Points
Herald of Tuska 6" 2+ 5+ 5 5 6 4 8 3+ 180
Weapon Range Type S AP D Abilities
Copper Wreathed Skull Staff Melee Melee +2 -4 2D3 -

Abilities:

  • Dakkadakkadakka!
  • ’Ere We Go
  • Always Growing
  • Exploding with WAAAGH! Energy: Itz dus wot itz says on da zoggin lid!
    • This unit has a constant plus 1 to its casting rolls, and gains a further plus 1 for every 10 ORK models within 9” of it. In addition to this, this model adds a further 1 to its casting rolls for every 10 damage it deals throughout the battle and suffers perils in the warp when it makes a casting roll greater than 14 instead of 12, but all units within 2D6” suffer D6 mortal wounds when this model suffers perils in the warp or is slain.
  • WAAAGH! Conduit:
    • During your psychic phase if this unit would have a casting bonus of 4 or greater then all ORK units within 9” may add 2 to their advance and charge rolls. In addition to this this model has a 4++ invulnerability save.
  • Plant the Copper Staff: Maximium zoggin POWER!
    • A model with this rule may decide once a game at the beginning of a turn (other than the first turn) to plant its staff and channel the wargh energies around it in a (even less) controlled manner than normal. If so it it may not perform any actions until your next psychic phase. However, during your next psychic phase this model automatically manifests the Unstable Thoughts psychic power twice (even if it hadn’t selected it as a known power), except that the you total number of mortal wounds the power causes and the effect range is doubled. If this model is slain as a result of this then it explodes, releasing all the Wargh power it was attempting to channel, all models within 3D6” suffer D6 mortal wounds.

A Herald of Tuska is a PSYKER, and knows a total of three powers from the Power of the WAAAGH! and/or Eternal Wargh Disciplines and Smite, and my manifest and deny two powers each turn.

Faction Keywords: ORKS, CHAOS

Keywords: INFANTRY, MONSTER, PSYKER, Herald of Tuska, ORK, Da Warp Gitz

Heavy Support

Colossal Git

Some Orks grow faster than others, their bones and skin growing so fast that the pain and deformity of it drives them mad. In reality this never happens, as such orks quickly die out, but in the warp they are given the opportunity to grow to giant size, driven mad by the pain of their growth and the warp. Such Colossal Gitz are coaxed into battle by fellow orks using the basic carrot and stick method of carrot: there’s gitz over there to smash and stick: if you don’t hit dem gits you zoggin numpty. Such tactics are crude yet highly effective for guiding such monsters of war.

A Colossal Git is a single model. It is armed with a Very Large Improvised Weapon.

Name M WS BS S T W A Ld Sv Points
Colossal Git * * 5+ 8 7 20 5 5 4+ 300
Weapon Range Type S AP D Abilities
Very Large Improvised Weapon When using this weapon choose one of the following profiles.
-Strike Melee Melee x2 -4 6 Failed hit rolls of 1 with this weapon deal D6 mortal wounds to the weapons bearer, and hit rolls of 6 deal D3 mortal wounds in addition to normal damage.
-Sweep Melee Melee User -2 2 Each hit with this weapon counts as 3 instead as 1.
-Dazed Flail 6” Assault 2D6 User -1 2 This weapon profile may be used even if the bearer is within 1” of an enemy model. In addition, this weapon automatically hits its target if the target 3” or less away.

Wargear:

  • This unit may take Colossal Warplate for 50 points.

Abilities:

  • Dakkadakkadakka!
  • ’Ere We Go
  • Followers of Da Best Fights
  • Always Growing
  • Colossal Warplate:
    • A unit with Colossal Warplate has a 2+ armour save and a 5++ invulnerability save but subtracts 2” from its movement distances.


Faction Keywords: ORKS, CHAOS

Keywords: INFANTRY, MONSTER, Tuska’s Chosen Gitz, ORK, Da Warp Gitz

Lords of War

Tuska Deamon-Killa

Tuska Deamon-Killa is a single model, and is armed with Da Biggest Big Shoota and Tuska's Klaw. Tuska may also lash out at his foes with a Giant Orkish Kick.

Name M WS BS S T W A Ld Sv Points
Tuska Deamon-Killa 8" 2+ 5+ 8 7 15 6 9 2+ 520
Weapon Range Type S AP D Abilities
Da Biggest Big Shoota 36” Assault 8 6 -2 2 -
Tuska’s Klaw Melee Melee x2 -5 6 Hit and wound rolls of 6+ by this weapon inflict 6 mortal wounds instead of normal damage.
Giant Orkish Kick Melee Melee User -1 2 Each hit with this weapon counts as 2 hits instead of 1.

Abilities:

  • ’Ere We Go
  • Always Growing
  • Dakkadakkadakkadakkadakkadakka!
    • A model with this rule always hits on an unmodified hit roll of 5 or 6 with ranged weapons (even in overwatch), and unmodified hit rolls of 5 or 6 with ranger weapons count as 2 hits instead of 1.
  • Da Greatist Krumpa da Warp Az Eva Seen!: Since The Beast at least.
    • ORK models within 6” of this model may re-roll all failed hit rolls and ORK INFANTRY and MONSTERS within 6” of this model add 1 to their attack characteristics.
  • Truly Inspiring Choppiness:
    • Warp Gitz MONSTERS and INFANTRY within 6” of a model with this rule may reroll failed wound rolls of 1 in the fight phase.
  • Victor of a Billion Battles: Tuska has been fighting for a very, very long time, and with the warp being the warp he could have had a billion battles over the course of five minutes. As such he has gotten very good at fighting and surviving battles.
    • This model has a 4++ invulnerable save, rerolls rolls of 1 when rolling a dice to ignore damage and reduces all damage received by 1 (to a minimum of 1). In addition to this all non Da Warp Gitz units within 6” of this model subtract 1 from their leadership characteristic.

Faction Keywords: ORKS, CHAOS

Keywords: CHARACTER, MONSTER, Tuska Deamon-Killa, ORK, Da Warp Gitz

Greater Brass Scorpion of Gork and Mork

A Greater Brass Scorpion of Gork and Mork is a single model.

Name M WS BS S T W A Ld Sv Points
Greater Brass Scorpion of Gork and Mork * 2+ 4+ 8 8 20 * 8 3+ 650
Weapon Range Type S AP D Abilities
Hellcrusher Claws Melee Melee +4 -4 6 -
Scorpion Cannon 36” Heavy 10 6 -2 2 -
Soulshatter Bombard 24” Heavy D6 10 -3 D6 Against VEHICLES, MONSTERS and BUILDINGS this weapon deals 2D6 damage instead of D6.
Twin Hellmaw Blasters 8” Pistol 2D6 User -1 1 Thus weapon automatically hits its target.

Abilities:

  • ’Ere we go
  • Always growing
  • Dakkadakkadakkadakka
  • Frenzied Charge:
    • A unit with this rule charges 3D6” instead of 2D6”.

Faction Keywords: ORKS, CHAOS

Keywords: TITANIC, VEHICLE, Greater Brass Scorpion of Gork and Mork, ORK, Da Warp Gitz