Codex - Boyz of the Ztarz: /tg/'s 9th Edition

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This Codex is made based on a small entry from an ork codex, in which it said that some tech-priests had launched a probe outside the galaxy and most of the living planets were populated by orks. The theory begins when it is believed that those orks have not had any difficulty in their expansion / evolution and could even have Kroorks for this very reason. The fact is that recent performances in the galaxy (the beast, Armageddon, Ghazi, the rift ...) have attracted a number of them. In this sense so good, if GW wanted to give relevance to the orks (HAHAHAHA) it would be a very plausible way. But what concerns us now is what would happen if some orks in the galaxy, for unknown and varied reasons, have felt that a waaagh is approaching, but it never finishes arriving, although its arrival is closer and closer.

This makes X warboss, mekz, weirdboyz, etc. decide to start your own adventures to get to that end WAAAGH or to pave the way for it. Each leader is unique, and they know they have to do something that other warboss haven't done to earn their favor, or even prepare to take power from those outside orks by force (bad idea). This is how an uprising has appeared, the orks of all corners go crazy and poor whoever tries to stop them, because now they fight for something beyond them, they fight for THE BOIZ OF THE ZTARZ.

Uze your Head[edit]

This codex is intended as a supplement to the future 9th edition Orko codex for fans with retired units and / or crazy conversions. For example, so that your warlord with a titanic chainsword does not "count as" big choppa. As a good supplement, you can use all units of the Codex Ork with 3 exceptions: 1 named characters 2 units that already appear in this Codex 3 units that consciously and intentionally abuse any abusive rules combo with the sole objective of winning (don't play a Codex fan for being competitive).

If you have a crazy idea of ​​a unit or lore that has not been squeezed put it in the discussion room.

Any contribution or idea is appreciated ( will also leave some ideas open in case someone finds it interesting to expand them). This Codex is not intended to end, as there are always crazy ideas to convert to and all new models can become Ork models.

Army Rules[edit]

Universal[edit]

  • Follow da biger, biger,biger.Here we go! : Many orks feel safer around a larger ork. It is not very logical, since large orks tend to get into the most dangerous areas and use minor orks as a shield. But hey, so I suppose they will feel useful.
If a unit with this rule fails the leadership roll and is within 6 "or less of a unit with the <character> keyword, that unit is considered to have passed the roll, but on the next turn it must approach or stay close to the The same distance from him. If it is not met or the <character> is removed in any way, in the next morale phase you automatically fail his morale roll unless there is another <character> at 6 ".
  • Dual Melee Weapons: Bekuz moar choppy iz alwayz a gud fing.
If a model with this special rule is equipped with two of the same Melee weapon or Type of Melee weapon, you can add 1 to its Attacks characteristic.
  • Zhot your problemz awey: When the orks find a problem, they usually shoot or hit him. When Orks have a problem with their shots, they shoot or hit. When orks get tired of shooting (very, very unlikely with a good weapon), they shoot or strike.
When a unit with this rule fires a weapon, on a natural 6+ that shot hits 2 times. If one fails to hit any miniature shots with their ranged weapons in the shooting phase, they can use the ZOG OFF ZTUPID profile, immediately afterwards they can no longer use one of their ranged weapons until they run out of any.

ZOG OFF ZTUPID:

Weapon Range Type S AP D Abilities
Infantery class S×2" pistol 1 user-1 0 1 impact with 3+
monster class S×2" pistol 2 user -2 2 impact with 2+
vehicle class 1d6" - - - - cause 1d3 mortal wounds in any unit in range (vehicle inclodes)
  • Im ready to kruBONNNNG: Would you really hope that some war fanatic mushrooms don't forget their sense of self preservation every time they see something nearby?
You can repeat to load. In addition, before making the roll you can add +3 to the charge if you want, but if you do, roll a die for each model that is in range of threat in that unit, with 5+ that model is hit by an attack made by itself. same with one of his weapons (you cannot choose the default one if you have another).

Detachment Rules[edit]

lore Intención


  • Clan Kulturs – tittle: descripción


  • Warlord Trait - tittle: rules


  • Shiny Gubbin - tittle: rules
  • Stratagem - [[tittle] ( CP): rules.


  • Psychic Power - title(WC ): rules


Special Character


Sons of Urlakk[edit]

Ork-Warbosses-Prototipes-Geargutz-DOW3.jpg

In the grim darkness of far future, the orks are more biggest.

The first Warboss who hear the external Waaaagh was Urlakk,warlord of Ullanor.It is known that he managed to create a device the size of a planet with an unknown objective, however Horus managed to defeat him before his plan was finalized. Since then that machine that the empire called Ullanor and later Armaggedon has been calling some great warboss, but that is another story ... Since the beginning of the third war of armaggedon the number of orks has increased with the objective of Urlakk, but A little distorted, they think that if they manage to have an empire with the highest concentration of orks and become big enough they will be able to attract that WAAAGH that I wanted to call Urlakk faster. Until now they have not managed to have a very large area of ​​domain, but they have managed to increase the number and size of nobles, warboss and even warlords by unknown methods.

Intension: This list totally designed for fans of the conversions of the large size orks (with a lot of dakka, using demon princes ...) who said that Orruks Warboss are small.If you want to play a single huge guy that is capable of killing knights Imperials with ease, you go to the real Codex, if you want to play 6 use this. Obviously they can have screens to protect them, so they have to be resistant screens. If you want to overwhelm your enemy with real gitz, this is your klan.

  • Clan Kulturs – Hardbody like me: You subtract -1 from all wound rolls against Infantry, Bikes, or Monsters belonging to this klan. Additionally, characters belonging to this klan can perform Heroic Intervention at 6 "and you do not necessarily have to perform it against the nearest enemy unit. Also, if that character is monster or vehicle, it can do Heroic Intervention even if it is in Threat Range.


  • Warlord Trait - We need more warboss: In addition to this Warlord Trait, your MONSTER Warlord has one selected Ork Ztar Warlord Trait . If your Warlord is slain, you can immediately select another CHARACTER with more than 8 wounds in your army to take their place and generate a Warlord Trait for them (that one and another random). If the mission you are playing grants victory points for slaying the enemy Warlord, your opponent will only achieve that objective if all of the CHARACTERS with more than 8 wounds in your army have been slain.


  • Shiny Gubbin - Fall arrezt belt'a: Each time a unit attempts to charge against this Warlord, it subtracts -2 from the charge roll and cannot be targeted by Heroic Interventions. Also, when moving, loading or consolidating, ignore the vertical distance down.
  • Stratagem - [[Green Ztorm] (1 CP): Select 1 Unit Ork Character, while any other friendly Ork Sons of Urlakk units are within 3” of this model, enemy models cannot target this model with ranged attacks.


  • Psychic Power - Now it'z da faiz fight.(WC 7): If the power is manifested, all invulnerable saves and / or rules to ignore wounds (if they had any) from all units (friendly or enemy) at 18 "will only be effective with 6 unmodified.


Special Character


Wazdakka followerz[edit]

WeirdWAAAAGH Zogwort[edit]

Orkztealer Movement[edit]

Ork hybrids of the Genestealer species have been detected for a long time, but normally they would not usually work if they were not Wild Orks. This changed since an unknown Warlord thought that the outer WAAAGH was approaching because they were chasing the Tyranids like it was a hunt. This idea made him lead hundreds of Ork ships of all sizes for several Hive Fleets with the intention of passing through the bioships and reaching the other side of the swarm ... It is not known exactly what happened next but it was not a digestion (at least totally). A few years later, bio-covered junk ships landed on dozens of worlds with Ork and Human populations. The surviving humans of those worlds have spoken of giant orks with biomorphs and suspicious alliances between xenos just before the arrival of the tyranids. There are numerous inquisitors of the Ordo Xenos (and Deathwach) who fear that this fusion between greenskin and tyranids could end up creating an enemy that no force will be able to stop in the not-so-distant future. Because, in a duel to decide the future of a Waaagh, who would bet on the 3-meter ork, being able to bet on the 3-and-a-half meter ork, skin with chitin reinforcement and 4 arms with some steely claws? Intención


  • Klan Kulturs – Inexpected Green Skin: All models NO vehicle (included grechins and Squigs) wear 1 Zuzpizius arm (see Melee weapons). Additionally, all non-TITANIC units with this Klan can stay in Strategic Reserves without spending CP

Warp Gitz[edit]

This is other tipe of Codex but need a mention

Stratagems[edit]

  • name (x CP): description
effect
  • The steps of the horde(3 CP): A wave of Orks roars and chants in unison, the ground shaking as if to break, as a million iron boots pass, echoing like the menacing roar of a storm about to break.
Use this stratagem at the start of the game, during the entire first turn all units on the field other than Monster, Fly or Vehicle count for all purposes as having moved. If any unit has a rule that allows it to act as if it hadn't moved, it can use it as normal.
  • A Littla Puzh? (2 CP): Orks often annoy their subordinates or their enemies don't move into the fight as fast as they could ... Luckily you have a hammer.
Use this Stratagem at the beginning of your Shooting phase. Choose a Vehicle that is neither Titanic nor a Flyer and that is within 3" of a friendly Monster unit equipped with a weapon from the Hammer Weaponz list; Move that model up to 8" away, then it suffers 4 mortal wounds. In Vehicle units with more than one model, only chose one of them to be moved (the model still needs to follow unit coherency) and suffer damage. If a model is destroyed as a result of this Stratagem and has a special rule such as Explode, that special rule is activated automatically, no need to roll a dice.
  • We Dian't 'ear No Bell(3 CP): An ork is terrified of the idea of ​​dying without a fight, so if they've been through a storm of gunfire, having their head blown off isn't going to stop them.
Use this stratagem at the beginning of any fighting phase. All your units that have reached Threat Rank that turn can fight on death if they haven't fought before during that phase.

Warlord Traits[edit]

  • 1: Tiz But a zcracht: Thiz monzta fokuzed on itz zurvival to live long enough to zee the real orks arrive, it will zurely die zooner, but it is not very likely that it will die today.
When receiving a wound roll 2 dice, with a 5+ on one of them ignore that wound. In case of self-inflicted injury by the Warlord controller, ignore this rule. Also if your Warlord loses its last wound on a 3+ it comes back to play with 2d3 wound but with 1 single attack profile.
  • 2: GHAZI IZ TRASH: This ork has heard what Ghazi is doing in the universe and is very angry that he believes that his waaagh is the largest, he will show him that not only is it not the largest in the universe, but that there are many orks above he in power. Obviously they do not know that Ghazi's actions are one of the things that accelerated the external WAAAGH the most.
<ORK> units within 6 "of your WARLORD may advance, fire assault weapons normally and charge. Also, if friendly <ORK> units have finished their movement phase within 6" of your WARLORD, they win that phase by + 1 to his attack attribute. Also, your WARLORD re-rolls to hit and wound against GOFF and BLACK LEGION.
  • 3: Ar thay tolking to me? THAY TALK TO ME!: This ork has received the amount of WAAAGH energies that is beginning to overflow their mind and body, unlocking the genetic code that makes them sensitive to the warp to live that energy.
Your warlord obtains the <psychic> key, also can manifest a power, negate a power, and knows 1 power from the psychic powers table, the power of its subfaction, and Smite.
  • 4: Oh no, he's coming ...: Orks normally don't like to be over-shot, but some, love to get through the powerful shots and see the faces of the poor fools who didn't know the obvious moral: Your Dakka iz inzufficient
Every time an enemy unit completes its firing sequence and one (or the only) of its targets was the Warlord, the Warlord can move as if it were in the movement phase, but with the obligation that it has to be equal or more near the unit that performed the firing sequence.
  • 5: name: description
effect
  • 6: name: description
effect

Wargear[edit]

Melee Weapons[edit]

  • Burna Weaponz:
Weapon Range Type S AP D Abilities
Burna (Melee) Melee Melee user -2 1 This profile can only be use if this weapon's Flamma profile wasn't used in the previous Shooting phase.
Burna (Cutta) Melee Melee user -3 2 This profile can only be used if this weapon wasn't used in the previous Shooting phase.
  • Choppa:
Weapon Range Type S AP D Abilities
Choppa Melee Melee User 0 1 Each time the user fights, they can make one additional attack with this weapon.
  • Teef Squig:
Weapon Range Type S AP D Abilities
Teef Squig Melee Melee User 0 1 You can re-roll 1s to hit and wound if the target of this weapon isn't a Vehicle.
  • Variouz Hammerz
Weapon Range Type S AP D Abilities
Acceptable Hammer (Strike) Melee Melee x2 -4 6 Enemy can't use invulnerable salvation if is a Infantery/Swarm/Beast unit.
Acceptable Hammer (Sweep) Melee Melee User -2 2 Each hit with this weapon counts as 3 hits instead of 1.
Acceptable Hammer (Dazed Flail) Strength” Assault 2D6 User -1 2 Blast. 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 is within 3” or less.
  • Zuzpiziuz Arm:
Weapon Range Type S AP D Abilities
Zuzpiziuz Arm Melee Melee User -1 1 Each time the bearer fights, it can make an additional attack with this weapon.

Ranged Weapons[edit]

  • Burna Weaponz:
Weapon Range Type S AP D Abilities
Burna (Shoot) 12" Assault 1D3 4 0 1 This weapon automatically hits its target.
Burna (Flamma) 12" Assault 1D6 4 0 1 This weapon automatically hits its target.
Skorcha 12” Assault D6 5 -1 1 This weapon automatically hits its target.
  • Slugga:
Weapon Range Type S AP D Abilities
Slugga 12" Pistol 1 4 0 1 -
  • Rokkit Things:
Weapon Range Type S AP D Abilities
Rokkit Launcha 24” Assault 1 8 -2 3 -
  • Sonic Things:
Weapon Range Type S AP D Abilities
Guitar Kannon 20” Assault 1 6 -2 1 Add 1 to the hit roll when using this weapon, also targets cannot benefit from cover.

Relics[edit]

  • name: description
effect

Other Wargear[edit]

  • Eletric Shield: ×××
obtains salvation invulnerable 4++
  • Inestable Shield: ×××
obtains salvation invulnerable 3++ but suffer 1 mortal wound in the final of comand fase
  • Chappa shield: ×××
obtains +1 in the salvation (not invulnerable).
  • Chappa wall: ×××
obtains +2 in his salvation (not invulnerable) in ranged attacs (not acumulables with other things) but if wear <Infantería> his movement is reduced 0" (Can charge and advance the normal form)
  • Squig pet: Some veteran orks love to have a squig to order and kick. It can also be used in combat as a distraction to shooting. You don't become a veteran if others don't die ...
Use on when that unit has been hit by a ranged weapon. Each time the unit loses a model, roll a D6. On a 2+, the unit does not lose a model and a squig pet is slain.
  • name: description
effect

Boyz of the Ztarz Wargear List[edit]

x Equipment[edit]

-name - x pts.

Units[edit]

HQs[edit]

x[edit]

This unit contains x (Power Rating x).

Name M WS BS S T W A Ld Sv
x - - - - - - - - -

Wargear: x

Special Rules:

  • name: description
effect

Upgrades: x

Options: x

Keywords:

  • Faction:x
  • x, x


Warboss[edit]

This unit contains x (Power Rating x).It can include up to 1 more Warboss (Power Rating +x), or up to 2 more Warbosses (Power Rating +2x).

Name M WS BS S T W A Ld Sv
Warboss 6" 2+ 5+ 6 5 7 4 9 4+

Wargear: This unit must wear: or 2 weapons of burna/range/melee weapons or 1 weapon of vehicle/more big/Titanic weapons. After, this unit must wear 2 weapons of range/melee weapons.

Special Rules:

  • I dont like thiz Nob: Usually Warboss kill their rivals as soon as possible, but in times of war, large numbers of Nobz often appear and grow too fast. After the end of the campaign, it will be decided who is the leader, but until then it is better that they act as a distraction.
During deployment, every model in this unit must be set up at the same time, though they do not need to be set up in unit coherency. From that point onwards, each model is treated as a separate unit.
  • Zhot your problemz awey
  • Im ready to kruBONNNNG
  • I want thiz: Who is going to say to a 3 m tall mushroom that it is stupid that he brought something for tanks? I will not do it.
If wear vehicle or more big weapon rest 2" Of movement of warboss. If wear Titanic weapon rest 6" of movement of warboss.
  • WAAAAGH: This is a classic battle cry, perfect for cheering up the boyz.
When this unit advance,friendly INFANTRY units within 6" of this model at the start of the Charge phase can charge even if they Advanced this turn.

Upgrades: You can wear 1 Shield options. You can wear 1 Squig options. You can wear 1 war trophy.

Options: You can add 1 melee weapon

Keywords:

  • Faction:Ork Star
  • Ork, Warboss, Infantery, Character

Troops[edit]

x[edit]

This unit contains x (Power Rating x).

Name M WS BS S T W A Ld Sv
x - - - - - - - - -

Wargear: x

Special Rules:

  • name: description
effect

Upgrades: x

Options: x

Keywords:

  • Faction:x
  • x, x

Nobz[edit]

This unit contains 1 Nob Bozz and 4 Nobz (Power Rating x). It can include up to 5 more Nobz (Power Rating +x), up to 10 more Nobz (Power Rating +2x) or up to 15 more Nobz (Power Rating +3x).

Name M WS BS S T W A Ld Sv
Nob 5" 3+ 5+ 5 4 2 3 8 4+
Nob Bozz 5" 3+ 5+ 5 4 2 4 8 4+

Wargear:

  • Choppa
  • Slugga

Special Rules:

  • Follow da biger, biger,biger.Here we go! :
  • Zhot your problemz awey
  • Im ready to kruBONNNNG
  • I WANT TO BE DA BOZZ!: More muscle in the same zone.The nobz start to fight with other nobz,this made that cant coordinate well...
If this unit contains 15 or more models, it can't charge, fell back or use stratagems in this unit. Additional, this unit suffer 2 mortal wounds in the final of your command fase.
  • Kalm damn or we krunch you: They are musculous and they will desmostrate you with the force.
If this unit contains 5 or more models, it automatically passes its Morale tests.
  • We will rocked you: All nobz want punch like a warboss...idiots, no, NO, you are a genius, GENIUS!
If this unit contains 10 or more models, add 1 to the strength characteristic of models in this unit.

Upgrades:

  • Special Banner:

Options:

  • The Nob Bozz may take the Special Banner Upgrade - pts.

All miniatures can change his choppa or/and slugga for any of this options: choppa, slugga, big choppa, big slugga, shortage, big shotta, rokkit launcha, stikk kaboom, burna, power klaws, kill saw, power staba, kustom shotta, kustom choppa, kustom klaws, kustom burna. He can change his choppa and slugga for kombi weapon, or hammer weapons.

You can give 1 pet squig for 6 models you give. Nob in banner can be change his equipped like his individual profile(in construction

Keywords:

  • Faction:STAR ORK
  • Troops, INFANTRY, Nob,ORK, CORE

Squigs[edit]

This unit contains 10 models (Power Rating x).It can include up to 10 more Nobz (Power Rating +x) or up to 20 more Squigs (Power Rating +2x).

Name M WS BS S T W A Ld Sv
Squig 8" 4+ - 3 3 1 2 6 6+

Wargear: They wear Teef Squig

Special Rules:

  • Im ready to kruBONNNNG
  • Lunch time! : When they are led into battle (or escape from their cages) their only objective is to drink. And since they already ate the runtherd, they are going to look for something new.
At the start of your Charge phase, if Squigs is not within 1" of an enemy unit, and is within 12" of an enemy unit, he will automatically attempt to charge the nearest enemy unit. He can do so even if he Advanced or Fell Back in the same turn.
  • Thiz izn't Tiranid Codex: Normally, squigs are not trained, they do not care how big the ork is, they will not understand what they are told ... it seems obvious but ... That guy exists.
This unit cannot benefit from any type of aura, order, upgrade, stratagem, or faction rule that is not expressly designed for Squigs. Ex: WeirdWAAAGH Old Zogwort

Keywords:

  • Faction:Ork Star
  • Squig, Infantery, Troop

Elites[edit]

x[edit]

This unit contains x (Power Rating x).

Name M WS BS S T W A Ld Sv
x - - - - - - - - -

Wargear: x

Special Rules:

  • name: description
effect

Upgrades: x

Options: x

Keywords:

  • Faction:x
  • x, x

Bigga guard[edit]

This unit contains 1 Bigga Guard Bozz and 2 Bigga Guard(Power Rating x). It can include up to 3 more Bigga Guard(Power Rating +x), or up to 6 more Bigga Guard(Power Rating +2x).

Name M WS BS S T W A Ld Sv
Bigga guard 6" 3+ 5+ 5 5 3 3 8 4+
Bigga guard bozz 6" 3+ 5+ 5 5 3 4 8 4+

Wargear:

  • Choppa
  • Choppa

Special Rules:

  • Follow da biger, biger,biger.Here we go! :
  • Zhot your problemz awey
  • Im ready to kruBONNNNG
  • I am the real boss!: These orks are self-conscious about their leaders. Although they are large in size, they usually do not notice if they can kill real warboss. This angers them to such an extent that they will put themselves in the middle of the bullets or swords with the sole purpose of "zhowing that they kould tek it bettah".
Roll a D6 each time a friendly ORK STAR CHARACTER (excluding vehicle) loses a wound whilst they are within 3" of any models with this ability; on a 3+ the ORK character does not lose a wound but one model with this ability suffers a mortal wound.

Upgrades: You can change Choppa for: Shotta, Big Shotta, Kustom Shotta, Power Klaw, Kill Saw, Power Stabba, Slugga, Big Slugga, Burna or Big Choppa.

Options: You can change only 1 Choppa for any Shield You can add 1 pet squig for every 3 models in the unit.

Keywords:

  • Faction:Ork Star
  • Ork, Nob, Guard, Core

Fast Attacks[edit]

x[edit]

This unit contains x (Power Rating x).

Name M WS BS S T W A Ld Sv
x - - - - - - - - -

Wargear: x

Special Rules:

  • name: description
effect

Upgrades: x

Options: x

Keywords:

  • Faction:x
  • x, x


Heavy Supports[edit]

x[edit]

This unit contains x (Power Rating x).

Name M WS BS S T W A Ld Sv
x - - - - - - - - -

Wargear: x

Special Rules:

  • name: description
effect

Upgrades: x

Options: x

Keywords:

  • Faction:x
  • x, x


Rockzta Gitz[edit]

This unit contains 3 Rockzta Boiz(Power Rating x).It can include up to 3 more Rockzta Boiz(Power Rating +x), or up to 6 more Rockzta Boiz(Power Rating +2x).

Name M WS BS S T W A Ld Sv
Rockzta Boy 5" 3+ 5+ 4 4 1 2 6 6+
Rockzta Nob 5" 3+ 5+ 5 4 2 3 7 5+

Wargear: Any model of this unit are equiped with 1 Guitar Kannon

Special Rules:

  • name: description
effect
  • What? WHAT? : The orders of the leaders are always heard above all else, no matter the screams of agony, the explosions, the bursts of projectiles because you can always feel the support and firm hand of your O PLEASE STOP, IT HURTS, IT IS NOT SUPPOSED THAT THIS MUST HAPPEN, MY EARS MELT, MY COMMUNICATORS EXPLODE!
Every time you declare that you are going to shoot a unit with all the weapons in your unit, draw an imaginary line. This line will have as ends a model of the target unit and a model of your unit that are visible between them. Any unit within 3 "of this line will not be able to receive or launch Orders until your next turn, nor will it be affected by any Order if it has been launched previously. An Order is understood to be actions such as: the Adeptus Mechanicus Canticles, the Litanies of Marines Space, the Voice of Command of the Astra Militarum ...

Upgrades: Any Rockzta Boy can be a Rockzta Nob

Options: Any Rockzta Nob can change his Guitar Kannon for Epik Guitar Kannon

You can give 1 pet squig for 4 models you give.

Keywords:

  • Faction:Ork Star
  • Ork, Rockzta Gitz, Nob(only is totally made of Rockzta Nob) , Core

Flyers[edit]

x[edit]

This unit contains x (Power Rating x).

Name M WS BS S T W A Ld Sv
x - - - - - - - - -

Wargear: x

Special Rules:

  • name: description
effect

Upgrades: x

Options: x

Keywords:

  • Faction:x
  • x, x

Dedicated Transports[edit]

x[edit]

This unit contains x (Power Rating x).

Name M WS BS S T W A Ld Sv
x - - - - - - - - -

Wargear: x

Special Rules:

  • name: description
effect

Upgrades: x

Options: x

Keywords:

  • Faction:x
  • x, x


Lords of War[edit]

x[edit]

This unit contains x (Power Rating x).

Name M WS BS S T W A Ld Sv
x - - - - - - - - -

Wargear: x

Special Rules:

  • name: description
effect

Upgrades: x

Options: x

Keywords:

  • Faction:x
  • x, x

Point Costs[edit]

Units[edit]

HQs[edit]

Unit Models per unit Points per model (weapons not included)
x x x
Warboss 1 100

Special Characters[edit]

Unit Models per unit Points per model (weapons included)
x x x

Troops[edit]

Unit Models per unit Points per model (weapons not included)
x x x
Squigz 10-30 5
Nobz 5-20 20

Elites[edit]

Unit Models per unit Points per model (weapons not included)
x x x
Bigga guard 3-9 38

Fast Attacks[edit]

Unit Models per unit Points per model (weapons not included)
x x x

Heavy Supports[edit]

Unit Models per unit Points per model (weapons not included)
x x x
Rockzta Boy 3-9 16
Rockzta Nob 3-9 21

Flyers[edit]

Unit Models per unit Points per model (weapons not included)
x x x

Weapons[edit]

Melee Weapons[edit]

Weapon Points per weapon
Acceptable Hammer 60
Choppa free

Ranged Weapons[edit]

Weapon Points per weapon
Slugga free