[5.0] Ork revision Part 4 (long)

From: Peter Ramos <primarch_at_...>
Date: Sat, 6 Sep 2003 16:53:01 -0400

Hi!
 
Gargants and their weapons.
 
This one was resent since the "part" was not specified in the original
message.
 

Gargants

Gargants are the Titans of the Ork armies. They are large fat war
machines walking on short legs. Gargants are powered by low-technology
boilers and lack the agility of Imperial and Eldar Titans. Nevertheless,
with their powerful arsenal of weapons and their structural resiliency,
they are matching opponents to most of those.

Gargant Power Fields

Ork Gargants, with their inferior technology, use Power Fields to
protect themselves from enemy fire in place of Imperial Titan Void
Shields. Ork Gargant Power Fields differ in two ways from Void Shields:
 
Unstable generators that may momentarily flicker during combat power
Gargant Power Fields. To represent this roll a D6 for each shot that
hits. On a roll of a 6 the field flickers in the instance the shot was
fired and thus hits the Gargant (roll for scatter and damage as normal,
saves may apply). The field that flickered on the other hand remains in
use, as it was not struck itself.
Once a Power Field is struck, its generator overloads and burns out, the
Gargant losing its protection for the rest of the game. Unlike Void
Shields they cannot be repaired during battle.

Ork Gargant Types

Orks use four main types of Gargants. Of these, the gigantic
Mega-Gargant and the hastily built Mekboy Gargant have fixed armament
and are not bought by the Purchasing Titans rules. These are explained
in detail in their own sections at the end of this chapter. The
remaining two are the Slasha and the Great Gargants. Both carry a belly
gun mount typically occupied by the dreadful Gutbuster cannon. In
addition to this, Slashas have 2 weapon mounts at the arm positions and
Great Gargants have 4 of such. These Gargants are purchased modularly
like Imperial Titans. See the Titans chapter of the Core Rules booklet
for details. Below are the weapons that can be fitted on Slashas and
Great Gargants.

Ork Gargant Big Mobz

Big Mobz is battle groups where you can have both Great Gargants and
Slasha Gargants. You get a free chassis for the smallest of the 3. The
largest becomes the Boss Gargant and automatically receives a full
compliment of power fields (12 in case of the Great Gargant).
 
All Gargants in the Big Mobz must be at least 25 cm away from the Boss
Gargant to receive orders for the turn. If the Boss Gargant is destroyed
another takes it place in the following turn.

Slasha and Great Gargant Weapons


Battle Cannon Head

Many Great Gargants carry a heavy, quick-fire battle cannon mounted in
their heads. Adding a gun to the Gargant's head means that fewer armor
plates can be fitted, and those used are thinner. Because of this the
saving throw for a battle cannon head is 1 point lower than that shown
on the hit location template on the Gargant data sheet.
 

Range
Attack Dice
To Hit Roll
Target's Save Modifier
Notes

75 cm
2
4+
-2
Armor save reduced by 1 point.

Battle Cannon Turret

Battle cannons can be mounted on the upper shoulders (only) of Great
Gargants. They represent a good long-range weapon with armor penetrating
capability.
 

Range
Attack Dice
To Hit Roll
Target's Save Modifier
Notes

75 cm
1
4+
-2
 

Cluster Buster

This weapon can be fitted to Slasha Gargants only. It consists of a long
armor-piercing gun surrounded by several smaller rapid-fire guns that
fire in a tight cluster. When the main gun is fired the smaller guns
fire as well in the same area, which is useful for scoring multiple hits
on a large target like Titans/Praetorians or for breaking up mixed
groups of vehicles and supporting infantry. Regardless of the main gun
hits or not, place a barrage template centered over the target and roll
for hits from the smaller cluster guns against targets under the
template. If the target fills the template like Titans/Praetorians roll
6 attack dice for shots from the cluster guns
 

Range
Attack Dice
To Hit Roll
Target's Save Modifier
Notes

75 cm
1
4+
-2
Nearby targets under barrage template are hit on 5+

Gork and Mork Heads

Gargants are the physical embodiment of the Ork gods. To emphasize their
idol like nature they are sometimes ornately designed. Gargants fitted
with Gork or Mork heads inspire Ork units within 25 cm and these ignore
any morale checks they may be required to make. To have this head blown
off the Gargant is very demoralizing and causes all Ork units within 25
cm of the Gargant to roll immediately for morale regardless if its has
reached its Break Point or not.
 
The Mork head also has a scorcher turret fitted on top. The Gork head is
fitted with an observation turret and Traktor Kannons as eyes. All
weapons on these special Gargant heads have a 360-degree firing arc.
 

Weapon
Range
Attack Dice
To Hit Roll
Target's Save Modifier
Notes

Scorcher
35 cm
2
3+
0
Ignores modifiers for cover

Traktor Kannon
50 cm
2
4+
-2
Special Rules
 

Special Rule: Traktor Kannons

Any model struck and failing its saving throw must roll on the following
table (add +1 to the D6 roll for models with no armor saving throw, e.g.
infantry).
 
D6 Roll Result
1-4 Immobilized. May do nothing next turn.
5+ Squashed! Model is destroyed.
 
This weapon ignores void/power fields, but Holo-fields on Eldar Titans
function normally. Titan/Praetorians use the best value on their
corresponding templates for their armor saves. Models immobilized may
not perform any actions and if engaged in close combat may only use
their CAF value (they don't roll 2 D6 for close combat).

Deth Kannon

This weapon is fitted on to Slasha Gargants to deal with heavily armed
targets like Titans and others.
 

Range
Attack Dice
To Hit Roll
Target' Save Modifier
Notes

100 cm
1
3+
-3
Adds +2 to Titan/Praetorian damage rolls

Gatling Cannon

This is a rapid-fire multi-barreled gun commonly mounted on Great
Gargants. Do to the huge expenditures of ammunition only one of these
may be fitted on any Great Gargant.
 

Range
Attack Dice
To Hit Roll
Target's Save Modifier
Notes

50 cm
8
5+
-1
No more than one per model

GutBuster Mega-Cannon

This is a huge cannon that may fire an array of specialized ammunition.
It is loaded one shot at a time so the Ork player must state (or write
down) what type of shot is loaded at the start of the turn. This weapon,
due to its lengthy loading process, can only be fired once every other
turn. There are three types of shots:
 
* Ball-rounds are like immense cannonballs. Place the special 3 cm
template over your target and roll for scatter as for an indirect
barrage (note that this may only be fired if target is in line of sight
and it always scatters). Anything under the template is automatically
hit and must save at a -4 modifier. After the location of the template
is determined the cannonball will roll 4 D6 cm (use the special rolling
ball template for this) along the line of fire. Any model in the ball's
path will be struck automatically and must save with a -4 modifier.
Moreover, if fired at a Titan, the ball-round blows down all its shields
and continues its way to destruction.
* Chainshot consists of two or more medium sized projectiles
linked together by heavy chains, which spread out like bolas when fired.
These only damages Imperial and Eldar Titans (also Chaos Titans that are
similar to Imperial Titans, like warlords, warhounds and reavers), other
models are unaffected. An eligible target hit with this weapon receives
automatic damage to the leg location (no save) and +3 is added to the
damage roll. Unfortunately any intervening terrain between the Gargant
and the target will block the shot. Therefore a clear line of sight is
needed for this weapon to work.
* High Explosive rounds are huge cannon shells packed with
hundreds of pounds of explosive. A special large 12cm template is used
instead of the standard 6cm template for this attack. The blast is less
effective against armored opponents; to represent this model may add +1
to their armor saves against this attack (assuming they have a save to
begin with of course).
 

Weapon
Range
Attack Dice
To Hit Roll
Target's Save Modifier
Notes

Ball
100 cm
-
Ball template
-4
Ball template skids 4 D6 cm

Chain
75 cm
1
3+
-
Only affects Imperial and Eldar Titans

Explosive
100 cm
8 BP
3+
+1
12 cm template

Magnum Mega-Cannon

This is an enormous gun fitted on the lower arm mounts of Great
Gargants. The firing mechanism is similar to the GutBuster; therefore it
fires more two types of shots: Armor piercing shots (Klangerz) and high
explosive shots (Bangerz).
 

Weapon
Range
Attack Dice
To Hit Roll
Target's Save Modifier
Notes

Armor piercing
100 cm
1
3+
-3
 

High explosives
75 cm
8 BP
3+
0
Fires barrage. May not fire indirectly

Observation Turret

The turret is packed with all sorts of "Orky" devices to enable the
Gargant crew to target the enemy better. A Gargant fitted with this
weapon may add +1 to all hit rolls against one target each turn. This
bonus applies to the weapons fired by the Gargant.

Ripper Fist

This is a motorized saw blade with a huge cannon attached to it. A
Gargant armed with this weapon receives an extra D6 for close combat
resolution and adds +2 to damage rolls. This weapon may not be used as a
close combat weapon and ranged weapon in the same turn.
 

Range
Attack Dice
To Hit Roll
Target's Save Modifier
Notes

75 cm
2
4+
-2
CC weapon, Adds +D6 to CC score and +2 to damage rolls

Scorcher Turret

These turrets fire long gout of flame that ignores cover modifiers.
 

Range
Attack Dice
To Hit Roll
Target's Save Modifier
Notes

35 cm
2
3+
0
Ignores cover modifiers

Slasha Attack Gun

This weapon is only fitted on the Slasha Gargant. It has a high rate of
fire and shoots hefty explosive shells. Due to the prodigious amounts of
ammunition it consumes only one per model may be fitted.
 

Range
Attack Dice
To Hit Roll
Target's Save Modifier
Notes

50 cm
5
4+
-2
No more than one per model

Snapper

This weapon is a mechanical jaw powered by a reinforced boiler in the
Gargants Belly. When it opens, a high-pressure steam pipe spouts out
boiling fluid and masses of super heated steam. The Snapper may make a
special grab attack if it wins close combat instead of rolling for
normal damage. If the player selects to make a grab attack, he must
select a location (from the Titans corresponding damage location chart)
and roll a D6 with a +2 modifier. The defending player also rolls a D6,
but with no modifiers. If the Titan making the grab attacks scores
higher, the location the player selected receives maximum damage (the
most damaging result). If the result is a tie the defender has slipped
out of the grasp, but receives normal damage (resolve normally by
rolling once on the damage table for that location). If the defenders
score is higher, it has broken free and receives no damage.
 
Gargants in base-to-base contact with buildings may elect, in addition
to normal attacks, to hit the building once. The building must make a
save with a -4 modifier or be destroyed.
 
The Snapper's boiler provides the Gargant with extra movement. It can
add 1 D6 to movement on Advance Orders and 3 D6 on Charge Orders. Roll
for the extra movement every time the Gargant moves.
 
The Snapper can also fire a blast of super heated steam. To represent
this use the special triangular shaped template for this. All models
under the template are hit on a 2+ and models hit must make an
unmodified saving throw to survive. This weapon ignores cover modifiers.

Super Lifta Droppa

Great Gargants may be fitted with this shoulder-mounted weapon. Place a
barrage template within line of sight and 75 cm range any models under
the template are affected if hit on a 4+ on a D6. Models that fail their
save are lifted and may be "dropped" on another model within 6cm. To
determine where it lands roll the scatter dice and 2D6 (like an indirect
barrage), if you roll cross hairs it lands on the selected target, if
not place the affected model in the direction and distance indicated by
the die rolls and if there is a model there it is affected as well. To
determine if a model the model it lands on is destroyed; compare the
armor saves of the dropped model and the target model (the one it is
falling on), if the armor of the dropped model is higher than the target
model it is destroyed. In case the armor save of the target model is
higher than the dropped model the target model is unaffected. Regardless
of what happens to the target model the dropped model is always
destroyed.
 
Titans/Praetorians are too large to be picked up by this weapon but may
be hit by falling debris. A shielded model loses one shield when hit by
a dropped model. When an unshielded Titan/Praetorian is hit determine
where the hit lands normally and if the armor save of that location is
worse than that or the dropped model it suffers damage, otherwise it is
not affected. Damage is determined normally according to the respective
damage table.
The super Lifta Droppa may affect buildings directly or by falling
debris. When hit it must make an unmodified save to avoid destruction.
The area of effect of the falling debris/model's is the size of the
template; therefore multiple targets may be subject to damage when it
scatters.
 

Range
Attack Dice
To Hit Roll
Target's Save Modifier
Notes

75 cm
Template
4+
-4
Special attack

Summary


Weapon
Range
Attack Dice
To Hit Roll
TSM
Notes

Battle Cannon Head
75 cm
2
4+
-2
Armor save reduced by -1 point for the Gargants head

Cluster Buster
75 cm
1
4+
-2
 

Deth Kannon
100 cm
1
3+
-3
Adds +2 to Titan/ Praetorian rolls

Gatling Cannon
50 cm
8
5+
-1
No more then one per model

Gork Head with Traktor Kannon
50 cm
2
4+
-2
Orks within 25 cm ignore morale tests. Carries observation turret.

Mork Head with Scorcher
35 cm
2
3+
0
Ignores cover modifiers

GutBuster Mega-Cannon Ball
 
100 cm
 
-
 
Ball template
 
-4
 
Template skids 4 D6 cm

Chain
75 cm
1
3+
-
Only effects Titans

Explosive
100 cm
8 BP
3+
+1
Use 12 cm template

Magnum Mega-Cannon, Armor piercing
 
100 cm
 
1
 
3+
 
-3
 

High Explosive
75 cm
8 BP
3+
0
Fires barrage. May not indirect fire.

Observation Turret
-
-
-
-
Adds +1 to all to hit rolls versus one target

Ripper Fist
75 cm
2
4+
-2
Close combat weapon. Adds D6 to close combat score and +2 to damage
rolls

Scorcher Turret
35 cm
2
3+
0
Ignores cover modifiers

Slasha Attack Gun
50 cm
5
4+
-2
No more than one per model

Snapper
Special
-
2+
0
Use special triangular template

Super Lifta Droppa
75 cm
Template
4+
-4
See special rules
 
Peter
 

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To: <netepic_at_yahoogroups.com>
Subject: [5.0] Ork revision Part 7
Date: Sat, 6 Sep 2003 16:58:29 -0400
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Hi!
 
Mekboy card descriptions for review. This is the last of the ork
postings.
 
Mekboy Repair Cards
 
1. RED PAINT JOB
Give to: Any red painted vehicle squadron.
Effect: All the vehicles in the squadron have such a splendid red paint
job that the Orks are convinced they go faster than normal. Their
conviction is so strong that they do actually go 1D6cm faster whenever
they move.
 
2. ROCKET PACKS
Give to: Any Freebooterz* or Madboyz mob.
Effect: All stands in the formation add +10cm to their movement rate and
can jump over difficult and impassable terrain without penalty. Each
stand scatters 1D6cm from its landing point when it moves. Any stand
landing in impassable or difficult terrain, or rolling a 'hit' and a 6
is destroyed.
 
3. SUPER POWER ARMOR
Give to: Any Nobz mob.
Effect: All the stands in the mob gain a 6+ saving throw that are not
modified by the attacker's armor saving throw.
 
4. SQUIG FUEL INJECTOR
Give to: Any vehicle squadron or Bikeboyz mob.
Effect: After the squadron has moved the Ork player may use the Squig
fuel injector to boost them an extra 5D6cm forward in a straight line.
Each vehicle's movement is rolled for separately; any vehicle that rolls
21+ shakes itself apart and is destroyed.
5. KUSTOM FORCE FIELD
Give to: Any vehicle squadron.
Effect: All the vehicles in the squadron gain an extra 2+ saving throw
that are taken before their normal saving throw. If the force field
saving throw is failed, the vehicle's armor save is taken with an extra
-1 modifier.
 
6. XTRA-BIG WHEELS
Give to: Any wheeled vehicle squadron.
Effect: Whenever the formation has charge orders they can move at triple
their movement rate. Roll a D6 for each vehicle whenever they do so - on
a roll of 1 that particular vehicle has a horrible accident and is
destroyed.
 
7. BIG GUNS
Give to: Any vehicle squadron or boyz mob.
Effect: All the models in the unit gain an extra -1 saving throw
modifier on their attacks. Any model that rolls a 1 on any of its attack
dice suffers from a misfiring gun and must make a saving throw at -1 to
survive.
 
8. BIONIK BITZ
Give to: Any Nobz mob.
Effect: Roll a D6 for each Nobz stand before the battle. On a 6 it
becomes a Madboyz stand and adds to the Madboyz mob (or forms one if you
didn't have one before). Nobz that didn't become Madboyz roll an extra
D6 in close combat and gain a 6+ armor save that ignores save modifiers.
 
9. KUSTOM WEAPONS
Give to: Any Nobz mob.
Effect: All the Nobz stands in the mob roll one extra attack dice,
increasing their number of attacks from 2 to 3. If any Nobz stand rolls
1 on any of their attack dice, roll the dice again, on a 5 or 6 the Nobz
their misfiring weapons destroy stand.
 
10. CYBOARS
Give to: Any Snakebites Boarboyz mob.
Effect: All the stands in the mob gain +2D6 movement and roll an extra
D6 in close combat when they charge into combat.
 
11. XTRA-SPIKY BITZ
Give to: Any vehicle squadron.
Effect: All the vehicles in the squadron are fitted with retractable
ramming spikes, crash bars and rotating scythe blades. This means they
gain +2 to their close assault factor when they charge.
 
12. ARMOR PLATING
Give to: Any vehicle squadron.
Effect: All the vehicles in the squadron are fitted with extra thick
armor plates welded or bolted into place so they gain +1 on all their
armor saving throws.
 
13. SUPER STIKKBOMZ
Give to: Any boyz mob.
Effect: All the boyz stands in the mob roll an extra D6 in close combat.
If any of them rolls a double in close combat, it is blown up by its own
stikkbomz and is removed as a casualty; its opponents survive even if
the Orks won the close combat.
 
14. SOUNDZ
Give to: Any vehicle squadron.
Effect: Huge speakers mounted on the vehicles constantly blare out
extra-loud Goffik Rok, getting nearby Orks excited. Any Ork units within
10cm of the vehicles (including the vehicles themselves) get to add +1
to their dice rolls for morale checks.
 
15. GLYPH INSCRIPTIONS
Give to: Any vehicle squadron.
Effect: All the vehicles in the squadron gain some very flashily
inscribed Ork glyphs. Their immense pride in their vehicles gives the
unit +1 on their dice rolls for morale checks.
 
16. FLITE SUITS
Give to: Fighta-Bomma Squadrons only.
Effect: the MekBoyz has made a pressurized Flight Suit for this
squadron. These suits allow the FlyBoyz to perform daring high-G
maneuvers during dogfights. The effect of this is to increase the CAF of
the Fighta-Bommas by D3. Roll for each squadron for each combat phase.
 
17. AFTABURNAS
Give to: Fighta-Bommas only.
Effect: Trained Snotlings are placed near the exhaust units. With the
push of a button a pole prods them and they lit their lighters and
ignite the exhaust fumes that propel the Fighta-Bomma at incredible
speeds. Any units firing at this Squadron suffers an additional -1
modifier to hit. Roll a D6 for each Fighta-Bomma. On a roll of 1 the
pilot can't pull out of dive and crashes. The unit is destroyed without
causing any damage before the Strafe is finished.
                                    
Peter

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<p class=3DMsoNormal><font size=3D2 face=3DArial><span style=3D'font-size=
:10.0pt;
font-family:Arial'>Hi!<o:p></o:p></span></font></p>

<p class=3DMs=
oNormal><font size=3D2 face=3DArial><span style=3D'font-size:10.0pt;
font-f=
amily:Arial'><o:p> </o:p></span></font></p>

<p class=3DMsoNormal><spa=
n class=3DSpellE><font size=3D2 face=3DArial><span
style=3D'font-size:10.0p=
t;font-family:Arial'>Mekboy</span></font></span><font
size=3D2 face=3DArial=
><span style=3D'font-size:10.0pt;font-family:Arial'> card
descriptions for =
review. This is the last of the <span class=3DSpellE>ork</span>
postings.<o=
:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 face=3DAri=
al><span style=3D'font-size:10.0pt;
font-family:Arial'><span style=3D'mso-s=
pacerun:yes'> </span><o:p></o:p></span></font></p>

<p class=3DMsoNorm=
al><span class=3DSpellE><font size=3D2 face=3DArial><span
style=3D'font-siz=
e:10.0pt;font-family:Arial'>Mekboy</span></font></span><font
size=3D2 face=
=3DArial><span style=3D'font-size:10.0pt;font-family:Arial'> Repair
Cards<o=
:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 face=3DAri=
al><span style=3D'font-size:10.0pt;
font-family:Arial'><o:p> </o:p></s=
pan></font></p>

<p class=3DMsoNormal><font size=3D2 face=3DArial><span sty=
le=3D'font-size:10.0pt;
font-family:Arial'>1. RED PAINT JOB<o:p></o:p></spa=
n></font></p>

<p class=3DMsoNormal><font size=3D2 face=3DArial><span style=
=3D'font-size:10.0pt;
font-family:Arial'>Give to: Any red painted vehicle s=
quadron.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 =
face=3DArial><span style=3D'font-size:10.0pt;
font-family:Arial'>Effect: Al=
l the vehicles in the squadron have such a
splendid red paint job that the =
<span class=3DSpellE>Orks</span> are convinced
they go faster than normal. =
Their conviction is so strong that they do actually
go 1D6cm faster wheneve=
r they move.<span style=3D'mso-tab-count:1'>      =
</span><o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 f=
ace=3DArial><span style=3D'font-size:10.0pt;
font-family:Arial'><o:p> =
</o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 face=3DArial>=
<span style=3D'font-size:10.0pt;
font-family:Arial'>2. ROCKET PACKS<o:p></o=
:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 face=3DArial><sp=
an style=3D'font-size:10.0pt;
font-family:Arial'>Give to: Any <span class=
=3DSpellE>Freebooterz</span>* or <span
class=3DSpellE>Madboyz</span> mob.<o=
:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 face=3DAri=
al><span style=3D'font-size:10.0pt;
font-family:Arial'>Effect: All stands i=
n the formation add +10cm to their
movement rate and can jump over difficul=
t and impassable terrain without
penalty. Each stand scatters 1D6cm from it=
s landing point when it moves. Any
stand landing in impassable or difficult=
 terrain, or rolling a
‘hit’ and a 6 is destroyed. <span style=
=3D'mso-tab-count:1'>         =
 </span><o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 =
face=3DArial><span style=3D'font-size:10.0pt;
font-family:Arial'><o:p> =
;</o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 face=3DArial=
><span style=3D'font-size:10.0pt;
font-family:Arial'>3. SUPER POWER ARMOR<o=
:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 face=3DAri=
al><span style=3D'font-size:10.0pt;
font-family:Arial'>Give to: Any <span c=
lass=3DSpellE>Nobz</span> mob.<o:p></o:p></span></font></p>

<p class=3DMso=
Normal><font size=3D2 face=3DArial><span style=3D'font-size:10.0pt;
font-fa=
mily:Arial'>Effect: All the stands in the mob gain a 6+ saving throw
that a=
re not modified by the attacker’s armor saving throw.<span
style=3D'm=
so-tab-count:1'>    </span><o:p></o:p></span></font></p>

<p=
 class=3DMsoNormal><font size=3D2 face=3DArial><span style=3D'font-size:10.=
0pt;
font-family:Arial'><o:p> </o:p></span></font></p>

<p class=3DMso=
Normal><font size=3D2 face=3DArial><span style=3D'font-size:10.0pt;
font-fa=
mily:Arial'>4. SQUIG FUEL INJECTOR<o:p></o:p></span></font></p>

<p class=
=3DMsoNormal><font size=3D2 face=3DArial><span style=3D'font-size:10.0pt;
f=
ont-family:Arial'>Give to: Any vehicle squadron or <span class=3DSpellE>Bik=
eboyz</span>
mob.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font =
size=3D2 face=3DArial><span style=3D'font-size:10.0pt;
font-family:Arial'>E=
ffect: After the squadron has moved the <span class=3DSpellE>Ork</span>
pla=
yer may use the <span class=3DSpellE>Squig</span> fuel injector to boost th=
em
an extra 5D6cm forward in a straight line. Each vehicle’s movement=
 is
rolled for separately; any vehicle that rolls 21+ shakes itself apart a=
nd is
destroyed.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font s=
ize=3D2 face=3DArial><span style=3D'font-size:10.0pt;
font-family:Arial'><o=
:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 face=3DAri=
al><span style=3D'font-size:10.0pt;
font-family:Arial'>5. KUSTOM FORCE FIEL=
D<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 face=3D=
Arial><span style=3D'font-size:10.0pt;
font-family:Arial'>Give to: Any vehi=
cle squadron.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=
=3D2 face=3DArial><span style=3D'font-size:10.0pt;
font-family:Arial'>Effec=
t: All the vehicles in the squadron gain an extra 2+
saving throw that are =
taken before their normal saving throw. If the force
field saving throw is =
failed, the vehicle’s armor save is taken with an
extra -1 modifier.<=
span style=3D'mso-tab-count:1'>       &n=
bsp;  </span><o:p></o:p></span></font></p>

<p class=3DMsoNormal><font=
 size=3D2 face=3DArial><span style=3D'font-size:10.0pt;
font-family:Arial'>=
<o:p> </o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 fa=
ce=3DArial><span style=3D'font-size:10.0pt;
font-family:Arial'>6. XTRA-BIG =
WHEELS<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 fa=
ce=3DArial><span style=3D'font-size:10.0pt;
font-family:Arial'>Give to: Any=
 wheeled vehicle squadron.<o:p></o:p></span></font></p>

<p class=3DMsoNorm=
al><font size=3D2 face=3DArial><span style=3D'font-size:10.0pt;
font-family=
:Arial'>Effect: Whenever the formation has charge orders they can
move at t=
riple their movement rate. Roll a D6 for each vehicle whenever they do
so &=
#8211; on a roll of 1 that particular vehicle has a horrible accident and
i=
s destroyed.<span style=3D'mso-tab-count:1'>  </span><o:p></o:p></span=
></font></p>

<p class=3DMsoNormal><font size=3D2 face=3DArial><span style=
=3D'font-size:10.0pt;
font-family:Arial'><o:p> </o:p></span></font></p=
>

<p class=3DMsoNormal><font size=3D2 face=3DArial><span style=3D'font-siz=
e:10.0pt;
font-family:Arial'>7. BIG GUNS<o:p></o:p></span></font></p>

<p c=
lass=3DMsoNormal><font size=3D2 face=3DArial><span style=3D'font-size:10.0p=
t;
font-family:Arial'>Give to: Any vehicle squadron or <span class=3DSpellE=
>boyz</span>
mob.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font =
size=3D2 face=3DArial><span style=3D'font-size:10.0pt;
font-family:Arial'>E=
ffect: All the models in the unit gain an extra -1 saving
throw modifier on=
 their attacks. Any model that rolls a 1 on any of its attack
dice suffers =
from a misfiring gun and must make a saving throw at -1 to
survive.<span st=
yle=3D'mso-tab-count:1'>         </=
span><o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 fac=
e=3DArial><span style=3D'font-size:10.0pt;
font-family:Arial'><o:p> </=
o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 face=3DArial><s=
pan style=3D'font-size:10.0pt;
font-family:Arial'>8. BIONIK BITZ<o:p></o:p>=
</span></font></p>

<p class=3DMsoNormal><font size=3D2 face=3DArial><span =
style=3D'font-size:10.0pt;
font-family:Arial'>Give to: Any <span class=3DSp=
ellE>Nobz</span> mob.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><f=
ont size=3D2 face=3DArial><span style=3D'font-size:10.0pt;
font-family:Aria=
l'>Effect: Roll a D6 for each <span class=3DSpellE>Nobz</span>
stand before=
 the battle. On a 6 it becomes a <span class=3DSpellE>Madboyz</span>
stand =
and adds to the <span class=3DSpellE>Madboyz</span> mob (or forms one if
yo=
u didn’t have one before). <span class=3DSpellE><span class=3DGramE>N=
obz</span></span><span
class=3DGramE> that didn’t become <span class=
=3DSpellE>Madboyz</span> roll an
extra D6 in close combat and gain a 6+ arm=
or save that ignores save modifiers.</span><o:p></o:p></span></font></p>

<=
p class=3DMsoNormal><font size=3D2 face=3DArial><span style=3D'font-size:10=
.0pt;
font-family:Arial'><o:p> </o:p></span></font></p>

<p class=3DMs=
oNormal><font size=3D2 face=3DArial><span style=3D'font-size:10.0pt;
font-f=
amily:Arial'>9. KUSTOM WEAPONS<o:p></o:p></span></font></p>

<p class=3DMso=
Normal><font size=3D2 face=3DArial><span style=3D'font-size:10.0pt;
font-fa=
mily:Arial'>Give to: Any <span class=3DSpellE>Nobz</span> mob.<o:p></o:p></=
span></font></p>

<p class=3DMsoNormal><font size=3D2 face=3DArial><span st=
yle=3D'font-size:10.0pt;
font-family:Arial'>Effect: All the <span class=3DS=
pellE>Nobz</span> stands in the
mob roll one extra attack dice, increasing =
their number of attacks from 2 to 3.
If any <span class=3DSpellE>Nobz</span=
> stand rolls 1 on any of their attack
dice, roll the dice again, on a 5 or=
 6 the <span class=3DSpellE>Nobz</span> their
misfiring weapons destroy sta=
nd.<span style=3D'mso-tab-count:1'>      </span><o=
:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 face=3DAri=
al><span style=3D'font-size:10.0pt;
font-family:Arial'><o:p> </o:p></s=
pan></font></p>

<p class=3DMsoNormal><font size=3D2 face=3DArial><span sty=
le=3D'font-size:10.0pt;
font-family:Arial'>10. CYBOARS<o:p></o:p></span></f=
ont></p>

<p class=3DMsoNormal><font size=3D2 face=3DArial><span style=3D'f=
ont-size:10.0pt;
font-family:Arial'>Give to: Any Snakebites <span class=3DS=
pellE>Boarboyz</span>
mob.<o:p></o:p></span></font></p>

<p class=3DMsoNorm=
al><font size=3D2 face=3DArial><span style=3D'font-size:10.0pt;
font-family=
:Arial'>Effect: All the stands in the mob gain +2D6 movement and
roll an ex=
tra D6 in close combat when they charge into combat.<span
style=3D'mso-tab-=
count:1'>   </span><o:p></o:p></span></font></p>

<p class=3DMsoN=
ormal><font size=3D2 face=3DArial><span style=3D'font-size:10.0pt;
font-fam=
ily:Arial'><o:p> </o:p></span></font></p>

<p class=3DMsoNormal><font =
size=3D2 face=3DArial><span style=3D'font-size:10.0pt;
font-family:Arial'>1=
1. XTRA-SPIKY BITZ<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font=
 size=3D2 face=3DArial><span style=3D'font-size:10.0pt;
font-family:Arial'>=
Give to: Any vehicle squadron.<o:p></o:p></span></font></p>

<p class=3DMso=
Normal><font size=3D2 face=3DArial><span style=3D'font-size:10.0pt;
font-fa=
mily:Arial'>Effect: All the vehicles in the squadron are fitted with
retrac=
table ramming spikes, crash bars and rotating scythe blades. This means
the=
y gain +2 to their close assault factor when they charge.<span
style=3D'mso=
-tab-count:1'>          &=
nbsp; </span><o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=
=3D2 face=3DArial><span style=3D'font-size:10.0pt;
font-family:Arial'><o:p>=
 </o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 face=3D=
Arial><span style=3D'font-size:10.0pt;
font-family:Arial'>12. ARMOR PLATING=
<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 face=3DA=
rial><span style=3D'font-size:10.0pt;
font-family:Arial'>Give to: Any vehic=
le squadron.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=
=3D2 face=3DArial><span style=3D'font-size:10.0pt;
font-family:Arial'>Effec=
t: All the vehicles in the squadron are fitted with extra
thick armor plate=
s welded or bolted into place so they gain +1 on all their
armor saving thr=
ows.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 face=
=3DArial><span style=3D'font-size:10.0pt;
font-family:Arial'><o:p> </o=
:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 face=3DArial><sp=
an style=3D'font-size:10.0pt;
font-family:Arial'>13. SUPER STIKKBOMZ<o:p></=
o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 face=3DArial><s=
pan style=3D'font-size:10.0pt;
font-family:Arial'>Give to: Any <span class=
=3DSpellE>boyz</span> mob.<o:p></o:p></span></font></p>

<p class=3DMsoNorm=
al><font size=3D2 face=3DArial><span style=3D'font-size:10.0pt;
font-family=
:Arial'>Effect: All the <span class=3DSpellE>boyz</span> stands in the
mob =
roll an extra D6 in close combat. If any of them rolls a double in close
co=
mbat, it is blown up by its own <span class=3DSpellE>stikkbomz</span> and i=
s
removed as a casualty; its opponents survive even if the <span class=3DSp=
ellE>Orks</span>
won the close combat.<span style=3D'mso-tab-count:1'> =
;           </span><o:p><=
/o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 face=3DArial><=
span style=3D'font-size:10.0pt;
font-family:Arial'><o:p> </o:p></span>=
</font></p>

<p class=3DMsoNormal><font size=3D2 face=3DArial><span style=
=3D'font-size:10.0pt;
font-family:Arial'>14. SOUNDZ<o:p></o:p></span></font=
></p>

<p class=3DMsoNormal><font size=3D2 face=3DArial><span style=3D'font=
-size:10.0pt;
font-family:Arial'>Give to: Any vehicle squadron.<o:p></o:p><=
/span></font></p>

<p class=3DMsoNormal><font size=3D2 face=3DArial><span s=
tyle=3D'font-size:10.0pt;
font-family:Arial'>Effect: Huge speakers mounted =
on the vehicles constantly
blare out extra-loud <span class=3DSpellE>Goffik=
</span> <span class=3DSpellE>Rok</span>,
getting nearby <span class=3DSpell=
E>Orks</span> excited. Any <span class=3DSpellE>Ork</span>
units within 10c=
m of the vehicles (including the vehicles themselves) get to
add +1 to thei=
r dice rolls for morale checks.<span style=3D'mso-tab-count:1'>  =
       </span><o:p></o:p></span></font></p>

=
<p class=3DMsoNormal><font size=3D2 face=3DArial><span style=3D'font-size:1=
0.0pt;
font-family:Arial'><o:p> </o:p></span></font></p>

<p class=3DM=
soNormal><font size=3D2 face=3DArial><span style=3D'font-size:10.0pt;
font-=
family:Arial'>15. GLYPH INSCRIPTIONS<o:p></o:p></span></font></p>

<p class=
=3DMsoNormal><font size=3D2 face=3DArial><span style=3D'font-size:10.0pt;
f=
ont-family:Arial'>Give to: Any vehicle squadron.<o:p></o:p></span></font></=
p>

<p class=3DMsoNormal><font size=3D2 face=3DArial><span style=3D'font-si=
ze:10.0pt;
font-family:Arial'>Effect: All the vehicles in the squadron gain=
 some very
flashily inscribed <span class=3DSpellE>Ork</span> glyphs. Their=
 immense pride in
their vehicles gives the unit +1 on their dice rolls for =
morale checks.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font siz=
e=3D2 face=3DArial><span style=3D'font-size:10.0pt;
font-family:Arial'><o:p=
> </o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 face=
=3DArial><span style=3D'font-size:10.0pt;
font-family:Arial'>16. FLITE SUIT=
S<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 face=3D=
Arial><span style=3D'font-size:10.0pt;
font-family:Arial'>Give to:<span sty=
le=3D'mso-spacerun:yes'>  </span><span
class=3DSpellE>Fighta-Bomma</sp=
an> Squadrons only.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><fon=
t size=3D2 face=3DArial><span style=3D'font-size:10.0pt;
font-family:Arial'=
>Effect: the <span class=3DSpellE>MekBoyz</span> has made a
pressurized Fli=
ght Suit for this squadron. These suits allow the <span
class=3DSpellE>FlyB=
oyz</span> to perform daring high-G maneuvers during
dogfights. The effect =
of this is to increase the CAF of the <span class=3DSpellE>Fighta-Bommas</s=
pan>
by D3. Roll for each squadron for each combat phase.<o:p></o:p></span>=
</font></p>

<p class=3DMsoNormal><font size=3D2 face=3DArial><span style=
=3D'font-size:10.0pt;
font-family:Arial'><o:p> </o:p></span></font></p=
>

<p class=3DMsoNormal><font size=3D2 face=3DArial><span style=3D'font-siz=
e:10.0pt;
font-family:Arial'>17. AFTABURNAS<o:p></o:p></span></font></p>

<=
p class=3DMsoNormal><font size=3D2 face=3DArial><span style=3D'font-size:10=
.0pt;
font-family:Arial'>Give to:<span style=3D'mso-spacerun:yes'>  </=
span><span
class=3DSpellE>Fighta-Bommas</span> only.<o:p></o:p></span></fon=
t></p>

<p class=3DMsoNormal><font size=3D2 face=3DArial><span style=3D'fon=
t-size:10.0pt;
font-family:Arial'>Effect: Trained <span class=3DSpellE>Snot=
lings</span> are
placed near the exhaust units. With the push of a button a=
 pole prods them and
they lit their lighters and ignite the exhaust fumes t=
hat propel the <span
class=3DSpellE>Fighta-Bomma</span> at incredible speed=
s. Any units firing at this
Squadron suffers an additional –1 modifie=
r to hit.<span
style=3D'mso-spacerun:yes'>  </span>Roll a D6 for each =
<span class=3DSpellE>Fighta-Bomma</span>.
On a roll of 1 the pilot can't pu=
ll out of dive and crashes.<span
style=3D'mso-spacerun:yes'>  </span>T=
he unit is destroyed without causing
any damage before the Strafe is finish=
ed.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 face=
=3DArial><span style=3D'font-size:10.0pt;
font-family:Arial'><span style=3D=
'mso-tab-count:3'>         &nb=
sp;            =
            &nb=
sp; </span><o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=
=3D2 face=3DArial><span style=3D'font-size:10.0pt;
font-family:Arial'>Peter=
<o:p></o:p></span></font></p>

</div>

</body>

</html>

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Received on Sat Sep 06 2003 - 20:53:01 UTC

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