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Forces of the Blood Axes

In previously published manuscripts, there is much information available concerning the Blood Axe clan of Orks. We encourage you to seek out and review those sources for more information. Herein, we will only present the information needed to provide additional perspective on the forces and army composition of the Blood Axes. The Blood Axe clan of Orks has had the most contact and experience with the Imperium and humanity. Consequently, they are less xenophobic than other Ork clans are. They do not hesitate to trade with, borrow (steal) from or (gasp!) fight alongside humans. They take the following approach: "Ask 'em questions first and then shoot 'em later". Blood Axes fight alongside humans for mutual benefit or mercenary profit. The Blood Axe orks have made allies of independent Ogryn tribes, human mercenaries and even Imperial Guard units of deserters. Having such units to bolster the Blood Axe numbers has helped them survive considering the violent disdain other Ork clans bear against them. From unscrupulous human elements, Blood Axes buy and mimic technology. They make use of their own versions of the Chimera, Basilisk, Leman Russ and Hellhound Imperial vehicles. They prefer these to the more traditional Ork Trukks and Battlewagons, which are uncommon in their armies. Humans have contributed much to Blood Axe kultur. They function in a symbiotic and advisory role to the Ork clan's leadership. Unfortunate for humanity, the Blood Axes have only adapted the bits of human culture that fit in with the traditional warmongering Ork kultur wherein might makes absolute right.

I got da right to do whatever I want. If you don't like it, you got da right to shoot me.
- Excerpt from the Blood Axe Bill of Rights

BLOOD AXES SPECIAL RULE Nobz Rule! Blood Axes are natural leaders. They are more adept at strategy and tactics. Their smaller numbers result in less peer pressure to stick with a losing cause. As such, they are more likely to fall back and regroup. This rule replaces the Mob Rule from Codex: Orks. Instead of using the mob size for leadership, all Nobz in a Blood Axes army have +1 to their Leadership characteristic. Blood Axe mobs do not become Fearless based on mob size. BLOOD AXE CLAN VARIANT The following pages provide descriptions and rules for the forces of the Blood Axe Clan Orks. This document will not reprint unit options that appear in Codex: Orks. This manuscript presents only variations to such units or entirely new units.

Forces of the Blood Axes 1

BLOOD AXE WARBOSSES


I've got a kunnin' plan wot to frag 'em gud.
- Blood Axe Boss Gorstomp Blood Axe clan Warbosses hardly differ from other clan Warbosses; they are still the biggest and strongest Orks around. They tend, however, to be smarter than the average Ork (not that they brag about this to peers) and excel in their leadership capability. Their dealings with "da 'Umies" has brought them wealth, power, access to advanced weaponry and new tactics that would make Mork proud. That is, if he cared.
WS Warboss 5 BS 2 S 5 T W 5 3 I A Ld 10 Sv 6+

Speshul Ops: Grants one unit in the Blood Axe army the Infiltrate Universal Special Rule. Note this unit on your roster before determining deployment zones. Masta of Dakka: The Ork player may select one Ordnance weapon in each shooting phase to fire as an Ordnance Barrage. Smart 'Un: Grants the warboss's army a +1 bonus on rolls to deploy units from reserve. 'Umie Advisor models are purely decorative and are always ignored for game purposes, just move them to one side if they become a problem. Indeed, the advisor may not even be on the battlefield but remotely calling in his advice to the Boss. Kunnin' Planz: Some Blood Axe Warbosses are themselves sneaky gits and like to give their enemies a nasty surprise. A Warboss with Kunnin' Planz has the Scout Universal Special Rule. Mega-Armour is prohibited for a Kunnin' Warboss as it would slow him down too much. These planz also allow a unit of Kommando Nobz to be taken as a troops choice (this replaces the usual codex rule Da Big Boss).

4 4

WARGEAR 'Umie Advisor: Blood Axe Bosses always have a human advisor that they call upon for their tactical expertise. Sometimes this human is loyal to the Imperium and trying to exploit the Blood Axes for the "glory of the Emperor" and sometimes it is a mutually profitable illicit arrangement. A Warboss's 'Umie Advisor will be one of the following types:

Forces of the Blood Axes 2

KOMMIZAR
Nobz that grow too big for their britches frequently challenge Warbosses. Blood Axe Warbosses grant such nobz the honour to be Kommizars. Nobz that refuse the office receive a traditionally messy dispatch. The modicum of power and wealth that comes with the Kommizar title satisfies most Nobz who then form a first line of defense against other Nobz who grow uppity. Kommizars are fiercely loyal Orks that keep the rabble in their place politically and on the battlefield via the threat of extreme violence. Now a Blood Axe Warboss is not stupid. They grant their newly enlisted Kommizars a special gift. The local Painboy hooks them up with some shiny new bionic bits. However, this "cybork" body includes an explosive cranium device the remote control of which resides in the sweaty claw of the Warboss. This explains both the Kommizar's resilience and fanatical loyalty to the Warboss. Kommizars often employ the assistance of a Yella. Off the battlefield, Yellaz use their overdeveloped lungpower to lead yoofz with marching songs, shout obscenities to encourage them, and generally make a ruckus. On the battlefield, they are a low-tech alternative to a radio, their battle cries, threats, marching songs and random bellowing rises above the other sounds of combat enabling the guidance of the Kommizar to extend further on the front lines. SPECIAL RULES Run An' Yer Dead!: When using bosspoles within 6 of the Kommizar, always remove a model (i.e., no save roll vs. the wound inflicted) and the unit counts as having passed its morale test (instead of re-rolling). This wound does not apply to the Kommizar or the Nob if they are the last remaining members of the unit. Stubborn: The Kommizar and any unit he has joined are Stubborn as per the Universal Special Rule in the Warhammer 40,000 rulebook. Orderz: The Kommizar may attempt to issue one order to a unit within 6" at the beginning of the Ork Shooting phase. The target unit must pass a Leadership test to successfully receive the order. A successful order takes effect immediately and its effect lasts until the beginning of the following Ork Shooting phase. If the target unit fails its Leadership test it loses one model to the Kommizar's violent temper. A Kommizar may issue orderz from open-topped transports and while in close combat. Orderz issued to the Kommizars unit may use the Kommizars Leadership value. A Kommizar must select 1-5 of the following Orderz:
WS Kommizar 4 BS 2 S T 4 4 W 2 I 3 A 3 Ld 9 Sv 4+

For Gork and Mork! This order confers the Fearless Universal Special Rule to the chosen unit. Dakka Dakka Dakka! This order allows the chosen unit to re-roll failed rolls to hit in the current Ork Shooting Phase. Fasta, FASTA! This order confers the Fleet of Foot Universal Special Rule to the chosen unit. Bust Skullz Boyz! This order confers the CounterAttack Universal Special Rule to the chosen unit. Smash! Chomp! Stomp! This order confers the Preferred Enemy (against the opposing army) Universal Special Rule to the chosen unit.

WARGEAR Yella: A Yella echoing the Kommizars commands allows the Kommizar to issue orders up to 12" away. Yella models are purely decorative and are always ignored for game purposes; just move them to one side if they become a problem

Forces of the Blood Axes 3

KOMMANDO NOBZ
"Right boyz, now we got this ere jungle ta sneaks throo, so we gotta be quiet. So dat meenz no 'Waaaghs' or shoutin even if one of dem Kutta-chanz hitz ya real good. If you diez ya gotta do it quiet like, or youll have me to answer to. Skragga assembled his crack team of Kommando Nobz, holding a choppa-knife the size of a sword in one meaty fist, and his kustom slugga in the other. His kustom 'silenced' slugga worked by being so loud it deafened all within earshot. Right-o ladz, Snikat and Drumz can take da flankz. So dem is da ladz wot will kill da umiez that are watchin for us, see? Gestering with his slugga, he picked out the members of his mob. Hedz, yoo can be van-guard. Krumpa can take da rokkitz dont waste dem on da marinez. Actualy dat waz a proppa laff, shoot em at wheneva ya want. But wait til were in pozishun first, coz the kaptin wasnt appy last time. Cutting down a small tree with a swing of his muchetty, just for the heck of it, he led da Whiteskar Kommandoz into the jungle thickness, moving with a grace unnatural for such a massive ork. Some beakiez were going to get a surprise. **** Tar-git sighted boss! Hedz announced in a loud whisper. With this, the ultramarine vanguard turned around. Right ladz, time ta krump some marineboyz! Skragga bellowed, giving the signal. Suddenly three large orks dropped from the treetops, taking most of the upper canopy with them, landing on the unlucky marines. The marine sergeant started to radio in for reinforcements, but before he could, the barrel of a rokkit launcha knocked him unconscious. Krumpa reached down, pulled the sergeant's head off, and attached it to his belt. I was gonna dakka da git, but I want to see dat wagon ova dere explode". Blood Axes know the advantages of sneaking about. After all, what is the fun in getting all shot up before you get to bash some skulls? Normally, Nobz mobs are too large and loud to be adept Kommandoz. However, in Blood Axe clans a select few have developed their concealment abilities to get close enough to crack some heads. In fact, a Nob's prodigious size allows him to use some unique stealth techniques such as hiding under rocks too large for weedier infiltrators to lift or carrying whole trees as camouflage. These hulking Orks lurking at a weak flank take many Imperial patrols by surprise. With knives larger than their victims and silenced sluggas they drop enemy sentries. SPECIAL RULES Infiltrate

Forces of the Blood Axes 4

BIG 'UMIES
We found these big 'Umies dat love a scrap almost as much as an Ork. They fight for us since we seen 'em first and they don't bite the hand that feeds 'em like a squig would.
- Wurrmek Some Blood Axe clan hordes include units of Big 'Umies. These Ogryn abhumans first encountered Orks while still dwelling on their penal colony worlds. The Big 'Umies' harsh and simple culture melded well with the Orkish "kultur" of the Blood Axes. Yet these Big 'Umies feel superior to their Ork allies and look down on them with quaint amusement. The Big 'Umies enjoy charging into battle to show the little green men how to get the job done. They wield the Dakkaguns customarily mounted on Ork Warbikes.
WS Big 'Umie 4 BS 2 S 5 T W 4 3 I 3 A Ld 2 8 Sv 5+

WARGEAR Dakkaguns, Big Shirts

SPECIAL RULES Stubborn, Furious Charge Big: Big 'Umies are big. They count as two models in any transport.

Forces of the Blood Axes 5

DAKKAKARTS
This tank is a Big Mek's take on a Chimera. Sometimes the vehicle is "acquired" from human allies and "kustomized". Occasionally, they build one using stolen plans and material, or produce them from Ork-occupied forge worlds. Blood Axes commonly use these vehicles as transports, preferring them to common Ork Trukks.
Armour S 10

SPECIAL RULES Amphibious: A Dakkakart treats water features as clear terrain when it moves. Don't Press... Waaagh! Due to non-Ork technology, these vehicles are subject to malfunction. Roll a die for each vehicle with this rule in the beginning of the Ork movement phase. On a roll of 1, the vehicle moves full speed plus D6 inches straight ahead. The vehicle counts as moving Flat Out even if not a fast vehicle normally. Any nonvehicle units (friend or foe) in the path are subject to a Tank Shock. Any vehicles (or buildings with an armour value) in its path are subject to a Ram. If the vehicle's path hits impassible terrain or the board edge, it is subject to a penetrating hit at the point where its path reaches said terrain. Waah-HEE! WARGEAR Loudspeaka: While Kommizars prefer to get stuck into combat, there are times when directing the battle from the relative safety of a vehicle is required. A Loudspeaka allows Orderz to be issued from a non-open-topped vehicle.

BS Dakkakart 2

F 12

R 10

Special Tank

Transport: A Dakkakart has a transport capacity of 12 models. Orks in Mega Armor or Big 'Umies count as two models. Fire Points: 3 models can fire from the Dakkakart's top hatch. Access Points: Dakkakarts have one access point at the rear.

Forces of the Blood Axes 6

UZSQUIGS
Also referred to as Lungburstas, these vehicles are a big mek's take on a Hellhound. In a manner similar to the Dakkakarts, they are built upon acquired technology. This vehicle is a Big Meks favourite. It hurls itself toward the opponent at high speed while spewing gouts of hot liquid death upon them. Who wouldnt want one of these puppies in their army?
Armour BS Uzsquig 2 F 12 S 11 R 10 Special Tank, Fast

WARGEAR Supa-skorcha:
Range Supa-skorcha Template STR 6 AP 3 Type Assault 1

To fire the supa-skorcha, place the flame template so that the narrow end is within 12" of the weapon and the large end is no closer to the weapon than the narrow end. The supa-skorcha is then treated like any other template weapon. SPECIAL RULES Don't Press... Fwoosh! As per Don't Press... Waaagh! (see page 6). Additionally, at the end of the vehicle's movement a fuel leak showers flame on all within D6" of the hull. Models in range suffer a Strength 3 AP - hit. If the Uzsquig suffers a Destroyed - Explodes result from a Penetrating hit from this malfunction the effected range is 2D6", inflicting Strength 4 AP 6 hits.

Forces of the Blood Axes 7

BONEBREAKAS
Another tank built upon acquired technology to emulate the Imperial Basilisk. This vehicle is little more than a platform for the humongous Bonebreaka Kannon that lobs thunderous explosive shells the size of a Nob upon the foe. The kommandas of these tanks are especially sneaky and cunning, and love nothing more than hiding the bonebreaka behind cover or under primitive camouflage netting and firing salvos at an enemy that cannot see them. Bonebreakas will generally hang back behind the rest of the army and fire indiscriminately at the enemy, providing cover for the troops that surge forth and softening them up for the inevitable charge.
Armour S R 10 10

WARGEAR Bonebreaka Kannon:


Range STR AP Type Ordnance Barrage 1, Large Blast

Bonebreaka kannon

24-120

SPECIAL RULES Don't Press... Boom! Due to non-Ork technology, these vehicles are subject to malfunction. Roll a D6 for each vehicle with this rule in the beginning of the Ork movement phase. On a roll of 1, the Bonebreaka Kannon fires prematurely. The shot lands 4D6" away in a direction determined by a scatter die. If a "hit" is rolled on the scatter die, the shot is fired straight up and comes down on the Bonebreaka itself. Resolve the shot against the Side Armour value of the Bonebreaka. In any event, the kannon will not fire again in the shooting phase.

BS Bonebreaka 2

F 12

Special Tank, Opentopped

Forces of the Blood Axes 8

BLITZWAGONS
When a Blood Axe army containing a blitzwagon approaches, the earth itself trembles. It is a brave foe indeed who faces this behemoth. Blitzwagons are the epitome of Blood Axe tank warfare. They are often looted Imperial Leman Russ battle tanks, or at least built to imitate them. No Blood Axe warboss wants his army to be without one of these babies. The main turret bears either a boomgun or the dreaded mega-killkannon while the rest of the sluggish beasts bristles with guns, whether they be hull-mounted, fixed to sponsons or fired from the top hatch. WARGEAR Mega Killkannon:
Range MegaKillkannon 24 STR 10 AP 2 Type Ordnance 1, Large Blast

When the Mega-Killkannon fires, the recoil moves the Blitzwagon D3" away from where the shot landed. This movement interacts with terrain and units in the same way as the movement from the Don't Press... Waaagh! rule does. SPECIAL RULES Don't Press... Waaagh! See page 6. Slow As All Zog: The massive weight and the amount of power diverted to weaponry prevent the Blitzwagon from moving faster than combat speed at any time. However, this careful progress and the enthusiasm of the crew allows the vehicle to fire its ordnance turret weapon in addition to any other weapons it is allowed to fire based on its movement.

Armour BS Blitzwagon 2 F 14 S 13 R 10 Special Tank

Forces of the Blood Axes 9

PANZAKILLA
Built upon the basic Blitzwagon chassis, the Panzakilla is designed specifically for hunting down and destroying the enemys main battle tanks. Its gigantic energy weapon, referred to as a Zzap Kannon, can turn even the toughest vehicles into molten puddles of plasteel and adamantium. It is rarely seen on the battlefield, because of the immense amount of energy required to fire it. As many a mek would testify to, a power source that is capable of supplying the amount of energy required is also inherently unstable and prone to mishaps. This makes it a threat to itself and those around it, but the temptation of obliterating something in such electrifying style is worth the risk. Armour BS Panzakilla 2 F 14 S 13 R 10 Special Tank 3 WARGEAR Zzap Kannon:
Range Zzap Kannon 36 STR 3D6 D6* AP 2 Type Heavy 3

SPECIAL RULES Don't Press... Waaagh! See page 6. Slow As All Zog See page 9. Overload: Sometimes the energy generated by the Zzap Kannon's power source becomes too great and causes damage to the tank itself. When a triple is rolled for determining strength, the Panzakilla suffers the results detailed below: Triple Result 1 The power source detonates in a dazzling display. The Panzakilla automatically suffers a Destroyed - Explodes result and no shot is fired. 2 The power supply explodes, creating havoc inside the tank. The Panzakilla suffers D3 penetrating hits. No shot is fired. Electricity arcs all over the kannon's controls, frying the device and melting the controls. The Zzap Kannon is destroyed and cannot be repaired. No shot is fired. The power source overloads and disrupts the tank's mechanics, leaving the kannon unpredictable. It is treated as Heavy D3 for the rest of the battle. A power surge results in the Kannon firing only once, but it is a devastating shot. The Zzap Kannon is Heavy 1 for this turn, but may roll an additional D6 when rolling for armour penetration. The kannon is somehow able to harness the immense build-up of power. All of the Zzap Kannon's shots automatically hit this turn at Strength 10.

*The Zzap Kannons strength is 3D6 minus the lowest roll. For example, a roll of 3D6 yields 1, 4 and 5. 1 is the lowest and is discarded, leaving the strength of 4 + 5 = 9. Supa Kondukta: Meks that decide to build a Zzap Kannon will often add a supa kondukta to the power source. This makes an already potent weapon even more dangerous, because it allows the energy to be amplified. A Supa Kondukta adds +1 to the strength of the Zzap Kannon and Zzap Gun (if taken), but adds +1 to rolls on the Damage Chart when the Panzakilla is damaged.

Forces of the Blood Axes 10

KOMMANDO KOPTA
Da dadada da Da dadada da Da dadada da Whats better than sneakily attacking someone from behind? Sneakily attacking them from above! Kommandos that have witnessed attacks by Imperial stormtroopers from their valkyries or space marines from their stormravens or thunderhawks often try and replicate the tactic of airborne insertion. Meks are more than happy to try and create a flying machine, usually fashioned like deff koptas with rotor blades to provide momentum. The more outlandish meks will use large rokkit boosters instead, but while providing great speed they usually dont end well. As with most of their projects, meks will not stop at producing a mere troop transport. They will attach guns, rokkits and bombs until the kopta resembles something more like a flying tank. Sometimes the end result is hardly a transport at all. The number of weapon systems built into the vehicle, which need extra gunners or crew members, leaves barely enough room for passengers. These are deployed in groups of two or three and are used as gunships; hovering over the battlefield and unleashing their armaments on their unprotected foes below. Armour BS Kommando Kopta 2 F 10 S 10 Special Fast, Skimmer, 10 Open-Topped R SPECIAL RULES Scout Ang On: The Kommando Kopta may be overloaded to carry a unit of up to 20 models. If so, it will not count as a fast vehicle until they are all disembarked. Any extra models above 10 will hang on to the vehicles exterior or zip wires. At the beginning of each Blood Axes Movement phase turn roll a D6 for each of these figures: a result of 1 means that they have fallen off and are removed with no saving throw allowed. Zip Wire: If the Kommando Kopta has moved flat out, its passengers may still disembark. Nominate any point over which the Kopta has moved and deploy the squad as if it were deep striking. If the unit scatters every model must immediately take a dangerous terrain test. If any of the models cannot be deployed the unit is destroyed as described in the 1-2 result on the Deep Strike Mishap table. Ekslusive: Although built and maintained by a mek, the kopta is thought by the kommandos that own it to be their baby and are very protective of it. A Kommando Kopta may only transport Kommando Boyz, Vetrun Kommandos or Kommando Nobz. Not even independent characters are allowed on board.

Forces of the Blood Axes 11

HUNTA-KILLA KANZ
What is a Warboss to do when those weedy 'umies, fish 'eadz and panzees keep getting the drop on him? Send out a squadron of hunta-killa kanz, that's what! Stripped of armour and its dreadnought close-combat weapon, a hunta-killa kan is light and mobile. They are fitted with a twin-linked weapon instead of the usual gear. Blood Axes feel this is a more appropriate bit of war machinery for a grot to pilot. Hunta-killa kanz move out in advance of the Blood Axe army or use their mobility to maneuver to the enemys flank in order to take out annoying infiltrators and straggling enemy units.
WS HuntaKilla Kan 2 BS 3 S 5 I 2 A 2 F 10 Armour S 10 R 10

SPECIAL RULES Scout

Forces of the Blood Axes 12

'UMIE MERKS
War is my business... and business is good!
-Kaptin Harken, Mercenary WARGEAR Big Shirts
Weapon Lasgun Bolt pistol Shotgun Meltagun Plasmagun WS Merks Kaptin Weapons Team 3 4 3 BS 4 4 4 S 3 3 3 T 3 3 3 W 1 1 2 I 3 4 3 A 1 2 2 Ld 7 8 7 Sv 5+ 5+ 5+ Autocannon Heavy Bolter Missile launcher: frag Missile launcher: krak Range STR AP Type

Blood Axe armies may contain bands of adventurous 'umie merks. These units are composed of freebooting sell-swords that fight for the highest bidder. They often come from worlds independent of the Imperium and ply their bloody trade in the stars. 'Umies have access to a vast array of weapons due to their wealth. They can be equipped in a variety of ways. Their expertise with these weapons is renowned.

See Codex: Imperial Guard See Codex: Imperial Guard See Codex: Imperial Guard See Codex: Imperial Guard See Codex: Imperial Guard See Codex: Imperial Guard See Codex: Imperial Guard See Codex: Imperial Guard See Codex: Imperial Guard

Forces of the Blood Axes 13

GROT SKOUTZ
Runtherds are rare among the Blood Axes who are harder on their grots than other clans are. This is why huge mobs of grots are seldom seen in a Blood Axe army; grot communities have learned well how to remain out of sight. Blood Axe grots often make use of the Grotzooka, a weapon that is usually found on killa kanz. It takes two grots to manage the weapon, but it adds extra firepower to a unit not usually renowned for it. The discipline and sneakiness in most Blood Axe armies rubs off on grots, and the best of them band together in squads of skoutz. They have devised a sniper rifle, commonly referred to as a Grot Shoota, to engage threats from a distance. Surrounded by enemy forces, the skouts usually go to ground near cover and with their exceptional stealth they are difficult for the enemy to extricate from these strategic locations. It is obvious to even the thickest ork that a runtherd would be spotted too easily if they went sneaking around with the grots. Instead, the most loyal grot is put in charge and promised a reward if he keeps the rest of them in line. Because they are not led by an ork, the skoutz see themselves as an elite unit, these skoutz take it upon themselves to embark on dangerous missions. They sneak into position to spy on the enemy, or to lie in wait while the enemy advances, until they are close enough to subdue them with a surprise volley of sniper fire. Warboss Grimgrod is credited for developing a special tactic for exploiting the exceptionally stealthy traits of grot skoutz. Grimgrod would trap them in specially crafted "drop" cages and load these onto his fighta-bommas. The pilots flew over the battlefield dropping the cages as close to the target as Orkishly possible. These little critters dug in and won the day for Boss Grimgrod. Since then, other Blood Axe bosses have adopted the tactic.
WS Weapons Team Korpral 2 2 BS 3 3 S 2 2 T W 2 3 2 1 I A Ld 5 6 Sv -

WARGEAR Grot Shoota:


Range Grot Shoota 18 STR X AP Type Heavy 1, Sniper

Shiny Fingz: Since most Blood Axe armies have less grots than other klanz, those who survive a battle are sometimes rewarded with a trinket from their masters. It may be a medal pulled from an enemy corpse, a dirty coin, or merely a shard of metal, but the grots are so elated that they are more likely to stick around in the next battle in the hopes of gaining more loot. A Korpral with Shiny Fingz automatically pass Morale checks caused by enemy shooting, but instead count as Pinned. Guard Squigs: Grots are naturally weary and can normally sense danger from a mile away but even the survival instincts of a grot can fail and allow an enemy to get too close. Guard squigs are smaller than those employed by runtherds, but are just as ferocious. It has been proved time and again that guard squigs latched on to various parts of the anatomy can throw an enemys carefully planned assault into disarray. Guard Squigs count as defensive grenades and may be used even if the mob has gone to ground. Komm-Link: This crude radio is often used by grots to communicate battlefield information to their brethren, especially big gun crews who use this knowledge to devastating advantage. A Komm-Link allows any big gun crew to re-roll ToHit rolls or scatter dice against any enemy unit that is in line of sight of another unengaged unit with a Komm-Link. SPECIAL RULES Stealth, Infiltrate Deepstrike: The skoutz drop-cages are not very shock-absorbent, so D3+1 grots are lost upon impact.

2 2 2 2

Forces of the Blood Axes 14

KERNAL DRAGNATZ
Kernal Dragnatz commands the thunderous cloud of smoke and rusting metal that is the Junktank Elite Mechanised Column.
WS Dragnatz 5 BS 2 S 5 T W 5 3 I A Ld 9 Sv 4+ 3 Forward! All vehicles in the squadron move 6" straight ahead, stopping one inch away from units or impassible terrain in their path. This counts as the squadron's full movement for this turn. Charge! All vehicles in the squadron must move their maximum distance straight ahead; units in the squadron's path and impassible terrain are resolved as per "Don't Press... Waaagh" (see page 6). Hop to! All vehicles in the squadron pivot on the spot to face the direction indicated by the roll of a single scatter die. On a "hit" roll, Ork player chooses the direction for the squadron to face. All vehicles in the squadron then move 6" straight ahead, stopping one inch away from units or impassible terrain in their path. This counts as the squadron's full movement for this turn. Dakka! Now! The squadron immediately fires everything they have on hand. Hastily loading and shooting without regard to such unimportant things like targeting or using the right ammunition. The squadron immediately fires at the nearest enemy unit to Kernal Dragnatz (or the squadron itself if Dragnatz is not on the table). The squadron fires as one salvo with the following profile: Range: unlimited, Str: 7, AP: 3, Heavy 2D6. The vehicles in the squadron can take no further actions this turn. 4

4 4

WARGEAR Kernal Dragnatz has 'Eavy Armour, a Big Choppa and a Kombi Shoota-Rokkit SPECIAL RULES Independent Character, Furious Charge, Waaagh! Junktank Elite: Dragnatz leads an armoured force onto the battlefield. Burna Boy, Tankbusta, Flash Git and 'Umie Merk units may take a Dakkakart as a dedicated transport vehicle in this army. In addition, Blitzwagons, Uzsquigs and Bonebreakas in Dragnatz's army have their Unit Composition changed to a Vehicle Squadron of 1-3 vehicles. The squadrons are very familiar with the non-Ork technology of their tanks and so lose their respective "Don't Press..." rules. However, his strict training regimen and harsh discipline have consequences. The Ork tank commanders in these squadrons are chomping at the bit to unleash their tanks. As such, they are prone to jumping the gun; interpreting a sneeze, itch or other casual gesture from Dragnatz or the squadron commander as a command to action. At the beginning of the Ork turn, roll a D6 for each squadron. On a result of 1, the squadron leaps into action to implement a perceived order from Dragnatz. Determine the order by rolling a D6 and consulting the following table:
D6 1 Resulting "Order" Hold and Cease Fire! All vehicles in the squadron may not move or fire this turn. Turn Face! All vehicles in the squadron pivot on the spot to face the direction indicated by the roll of a single scatter die. On a "hit" roll, the Ork player chooses the direction for the squadron to face. This counts as the squadron's full movement for this turn.

Smoke columns: When the Junktank Elite are on the move, they are visible from miles off. An army led by Kernal Dragnatz automatically fails the roll to steal the initiative! Tank Rider: Kernal Dragnatz can hitch a ride on any tank in his army by climbing and hanging on. He can "embark" on any tank by moving within 2" of its hull. He can even embark on a tank that has no transport capacity. Position his model on top of the tank. While Dragnatz is embarked in this manner, he can be picked out as normal by enemy shooting but cannot be assaulted. If the tank a Destroyed-Explodes result, he is considered to be within 1" of the vehicle rather than embarked. Place his model somewhere within the space formerly occupied by the vehicle.

Forces of the Blood Axes 15

BOSS KOMMIZAR NARSKRAGA


Narskraga is a particularly nasty Ork, born with a predilection for 'umie practices like wearing uniforms and shiny medals. He takes great pleasure in forging a disciplined army, especially from banging the requisite heads together to accomplish this. As a yoof, he showed an even greater interest in humans and their societies than your average Blood Axe. Because of this, he became an outcast among outcasts who eventually left his tribe to taste life among the humans. After several attempts, Narskraga finally managed to hitch a ride on a pirate cruiser to Radon IV. There he encountered an Imperial patrol that took him to their base for interrogation. Narskraga impressed the Imperial commander with his offer of service and was employed as a member of his bodyguard. He spent the next few decades fighting along side humans, and earned a veiled respect for his knowledge and seeming loyalty to the Imperium. Once he felt he learned all he could from these humans, he vanished (along with the resident Lord Commissar's hat) and returned to his tribe. When he returned, Narskraga was not as big as the other bosses were but the vicious tactics he had learned from the Imperial Commissars made him a more effective leader. Ridiculing Narskraga about his 'umie ways or disobeying orders results in what he calls a 'Sumree Exe-kewshun', that is a slugga bullet to the offender's skull.
WS Narskraga 5 BS 2 S 5 T W 4 3 I A Ld 10 Sv 4+

Naffnar: Accompanying Narskraga wherever he goes is a ferocious little gretchin named Naffnar da Kommigrot. This little menace is a psychotic; he tortures snotlings for fun and kills other grots if they disobey his orders. In battle, he follows his master, matching Narskraga hit for hit against the enemy. For every hit inflicted by Narskraga in close combat, the enemy suffers the same number of Strength 2 hits, as Naffnar bites, claws, stabs and shoots in a brutal assault on his master's adversaries. SPECIAL RULES Independent Character, Furious Charge, Waaagh!, Run an' Yer Dead, Stubborn, Orderz Boss Kommizar: Narskraga is a Kommizar in all respects and can issue any of the Orderz listed in the Kommizar entry (page 3). In addition, he may issue up to two Orderz per turn, rather than one. I'm Da Boss: Narskraga is a strict leader; it is his way or a very painful highway. A control freak, he does not let any one else make important decisions. You may not have a Blood Axe Warboss or another Kommizar in the same army as Narskraga. Know-Wotz: Trained in Imperial tactics, Narskraga is able to anticipate their moves. When fighting Imperial armies (Space Marines, Imperial Guard, Witch Hunters, etc.), Narskraga has the Preferred Enemy special rule (see pg. 75 of the Warhammer 40,000 rulebook) and confers this benefit to his unit.

4 5

WARGEAR Boss Kommizar Narskraga has 'Eavy Armour, Stikkbombz, Cybork Body and a Yella Da Stormklawz: Da Stormklawz are a pair of powerklaws that have each had a double-barreled slugga attached to it, allowing Narskraga to shoot and cut heads off with ease. Narskraga benefits from the +1 Attack for having two power klaws (included in profile) and counts as having a twin-linked slugga. Boss Kommizar Hat: Narskraga's hat shows his superiority, instilling fear and discipline into his subordinates. The Boss Kommizar Hat counts as a Bosspole in all respects and works in conjunction with the "Run an' Yer Dead" special rule.

Blood Axes Army List 16

TANK KOMMANDA SHAKTHUG


Tank Kommanda Shakthug is a famous Blood Axe tank pilot. When Shakthug commandeers a tank, he replaces the crew with his own crack team of tank specialists and expertly trained grots.
WS Shakthug 4 BS 3 S T W 4 4 2 I A Ld 8 Sv 4+

Destroyed-Wrecked or Destroyed-Explodes! result on the Vehicle Damage Table. Once he has disembarked, he does not yield a kill point if or when he is killed. Swarm of grots: Shakthug's trained grot crewmembers scurry all over the tank firing the guns and making emergency repairs. The tank's ballistic skill improves to three. In addition, each time the tank suffers an immobilized result on the Vehicle Damage Table, the grots may immediately attempt to negate the result as per Grot Riggers (they do not have to wait until the Ork shooting phase). Hide n Seek n Destroy: A tank commanded by Shakthug gains the Scout Universal Special Rule.

3 3

WARGEAR Tank Kommanda Shakthug has 'Eavy Armour, Choppa, Rokkit Launcha and two Ammo Runts SPECIAL RULES Independent Character, Furious Charge, Waaagh! Tank Kommanda: Shakthug must be assigned to an Ork tank. He and his crew replace the standard crew. Shakthug may only disembark if the tank suffers a

Blood Axes Army List 17

KILLBOSS
They say Killboss is only a figment of the imagination of battle-weary Guardsmen. They say it is preposterous to speak of a Warboss so cunning that his entire army sneaks up on you. They say he is merely an exaggerated report by incompetent officers of an encounter with Boss Snikrot. They say Killboss could not possibly exist in reality. The Blood Axe clan knows better.
WS Killboss 5 BS 2 S T W 5 5 3 I A Ld 9 Sv 4+(I)

Razor: Killboss hefts the mighty Razor, a power weapon that adds +2 to his Strength. SPECIAL RULES Independent Character, Furious Charge, Waaagh!, Move Through Cover, Stealth, Infiltrate Masta of Sneakin': Big 'Umies, Burna Boyz, Tankbustas, Grots and Umie Merks units in Killboss's army have the Infiltrate Universal Special Rule. Mork Protects: Mork's eye is upon Killboss, granting him a 4+ invulnerable save.

5 4

WARGEAR Killboss has a Kombi Shoota-Skorcha, Stikkbombz and Tankbusta Bombz.

Blood Axes Army List 18

BEGINNING YOUR BLOOD AXE WAAAGH!


The typical Blood Axe army, like all Ork armies, is built around a solid block of Boyz. Being more tactically minded, however, allows the Blood Axes to be more flexible, and you can customise your army to meet any challenge you face or to fit a certain theme. Infantry Platoon: This army consists of mainly boyz, and lots of em! Large mobs in large numbers will give your enemy more targets than bullets. Throw in Nobz or Big Umies for some multi-wound models and high strength attacks and watch as the enemy are unable to gun enough down before the boyz crash into their lines. Add a Kommizar or two, or Boss Kommizar Narskraga himself, to keep the boyz in the fight, boost their firepower or get em stuck into combat. Speshul Forcez: Kommandos are what all Blood Axes aspire to be, and with this Codex, you can create an all-Kommando army. If you wish, you can have an entirely outflanking force, with Kommando Nobz, Vetrun Kommandos and Kommando Boyz. If Killboss joins the party, even more units can infiltrate and outflank, taking your enemy completely by surprise. Armoured Krumpany: This army is built around a mechanised force, utilising the various vehicles available to the Blood Axes. Bonebreakas and Blitzwagons will bombard the enemy with devastating firepower, while infantry in Dakkakarts advance towards the enemy lines. With Kernal Dragnatz, vehicles are allowed to be taken in squadrons, which make this army even more deadly.

DA TROOPAZ
As mentioned before, your boyz are the mainstay of your army. But unlike other clanz, the Blood Axes can turn their boyz into Kommandos, allowing mass infiltration or pincer movements to attack the enemys flanks. It also allows them to come on the field late in the game and claim that all-important objective. Blood Axe grots are devious little buggers, and are the ideal objective holders. Upgraded to Skoutz, they can go to ground on an objective and with stealth claim a cover save that only flamers can seriously threaten. They can also be dropped behind enemy lines to muck up the enemys plans.

DA ARD UNS
Nobz and Vetrun Kommandos provide hard-hitting surprises for enemy troops. Nobz that can appear at your enemys rear will scare the pants off the even the mightiest marine. Vetrun Kommandos also provide a sneaky tank-hunting ability with tankbusta bombz and the dangerous supa-stikkbomb. Tankbustas can also be upgraded to Tank Hunters, giving them even more of an edge against vehicles.

PAINTING YOUR BLOOD AXES


Blood Axes are partial to following umie practices such as uniforms and camouflage. This presents a great opportunity to convert your force, whether it is adding gasmasks, ghilli suits, berets or something else to your orks. Others might say this is unproppa, but to Blood Axes, it is not only acceptable, but encouraged. Whether you want an army in great coats and gasmasks to imitate the Death Korps of Krieg, a fully camouflaged army to take on the Catachans, or an urban city fighting force, you can do it with Blood Axes. In the following section you will find magnificently converted and painted examples of Blood Axe models. You may wish to follow these examples, use them as inspiration or you may think of something entirely different. For more examples look in the Meks Garage at Da Waaagh! (www.the-waaagh.com).

DA BOSSES
The Blood Axes have a wealth of powerful HQ choices, from the Kommizar who can inspire and boost nearby units to the Kunnin Warboss who can outflank and take an advisor to aid in a range of ways to the plentiful special characters, like Dragnatz, Killboss and Narskraga.

YOUR OWN BLOOD AXE ARMY


You see by reading through this book that a Blood Axe army can be built and equipped in a variety of ways. Most players will develop a balanced list that can take on a variety of opponents, but many will develop a list themed around a particular brand of warfare. Here are some examples of these themed lists.

Blood Axes Army List 19

BLOOD AXE WARGEAR


This section of Codex: Blood Axes lists the weapons, equipment and vehicle upgrades used by Blood Axes forces, along with the details which you will need to use them. This document will not reprint wargear that appears in Codex: Orks. Only variations to such wargear or entirely new wargear are presented here.

WARGEAR
Bonebreaka Kannon See page 8 Grot Shoota See page 14 Mega Killkannon See page 9 Supa-Scorcha See page 7 Supa-Stikkbomb: Supa-Stikkbombs are used just like Krak grenades, except they have an armour penetration of 2D6+8. If a double is rolled, remove the model as a casualty of the explosion. Umie Weapons: The weapons used by Umie Merks are detailed in Codex: Imperial Guard. Zzap Kannon See page 10

VEHICLE UPGRADES
Kamo Nets: Blood Axe Orks take great pains to disguise their vehicles with Kamo paint jobs and concealing rubbish in an effort to keep them from getting blown-up before they get to the enemy. An Ork vehicle with Kamo Nets that has remained stationary in the previous friendly Movement phase gains the Stealth special rule. This applies to enemy shooting in the first turn if the Orks do not have the initiative. Loudspeaka See page 6 Smoke Belcha: The Ork vehicle is capable of spewing smoke out of every vent, stack and bullethole. A smoke-belching vehicle functions as if equipped with a Smoke Launcher (see the Warhammer 40,000 Rulebook, page 62). Supa Kondukta See page 10 Supa-Rokkit:
Range Supa-Rokkit Unlimited STR 8 AP Type 3 Heavy 1, oneshot

ARMOUR
Big Shirt: These multi-layered ballistic vests provide the wearer with a 5+ armour save.

OTHER EQUIPMENT
Guard Squigs See page 14 Komm-Link See page 14 Shiny Fingz See page 14 Yella See page 3

A Supa-rokkit is a grot-guided weapon that hits on a result of 2+. It can only be fired once per game.

Blood Axes Army List 20

Blood Axes Army List


The following pages provide an army list for the Blood Axes. This document will not reprint unit options that appear in Codex: Orks. Only variations to such units or entirely new units are presented. Please take note of the changes to the unit type allocations for some of the standard units.

HQ
KILLBOSS
Killboss

COST: 180 POINTS


WS 5 BS 2 S T W 5 5 3 I A Ld 9 Sv 4+(I) 5 4

PAGE 18
Wargear: Razor Kombi shootaskorcha Stikkbombs Tankbusta bombs Special Rules: Independent Character Furious Charge Waaagh! Move Through Cover Stealth Infiltrate Masta of Sneakin' Mork Protects

Unit Composition: 1 (Unique) Unit Type: Infantry

Da Kunnin Boss: Allows one unit of Kommando Nobz to taken as a Troops choice.

BOSS KOMMIZAR NARSKRAGA COST: 225 POINTS


WS Narskraga 5 BS 2 S 5 T W 4 3 I A Ld 10 Sv 4+

PAGE 16
Special Rules: Independent Character Furious Charge Waaagh! Run An' Yer Dead Stubborn Orderz Boss Kommizar I'm Da Boss Know-Wotz

4 5

Unit Composition: 1 (Unique) Unit Type: Infantry

Wargear: 'Eavy Armour Stikkbombz Cybork Body Yella Da Stormklaws Boss Kommizar's Hat Naffnar

KERNAL DRAGNATZ
WS Dragnatz 5 BS 2

COST: 160 POINTS


S 5 T W 5 3 I A Ld 9 Sv 4+ 4 4

PAGE 15
Special Rules: Independent Character Furious Charge Waaagh! Junktank Elite Smoke Columns Tank Rider

Unit Composition: 1 (Unique) Unit Type: Infantry

Wargear: 'Eavy Armour Big Choppa Kombi Shoota-Rokkit

Blood Axes Army List 21

BLOOD AXE WARBOSS


WS Warboss 5 BS 2 S 5 T W 5 3 I A Ld 10 Sv 6+ 4 4

PAGE 2
Options: Must take one 'Umie advisor: - Speshul Ops - Masta of Dakka - Smart 'Un May take: - Kunnin' Planz

See the Warboss entry in Codex: Orks and Forces of the Blood Axes. A Blood Axe Warboss also has the options shown here. Kunnin' Planz: Allows one unit of Kommando Nobz to be taken as a Troops choice. This rule replaces Da Big Boss rule.

+30 points +30 points +30 points +20 points

NOTE: Blood Axe Warbosses may not take a Warbike.

KOMMIZAR
WS Kommizar 4

COST: 55 POINTS PER MODEL


BS 2 S T 4 4 W 2 I 3 A 3 Ld 9 Sv 4+

PAGE 3
Options: The Kommizar must take at least one of the following Orderz: - For Gork and Mork +20 points - Dakka Dakka Dakka +20 points - Fasta, FASTA +20 points - Bust Skullz Boyz +20 points - Smash, Chomp, Stomp +20 points The Kommizar may replace his choppa with: - Power Klaw +25 points per model - Big Choppa +5 points per model The Kommizar may replace his slugga and choppa with: - Shoota Free - Kombi Shoota-Rokkit +5 points - Kombi Shoota-Skorcha +5 points - Twin-linked shoota +5 points The Kommizar may be accompanied by: - Yella +10 points

Unit Composition: 1 Kommizar Unit Type: Infantry Wargear: Slugga Choppa Eavy Armor Stikkbombs Cybork Body

Special Rules: Independent Character Furious Charge Waaagh! Run an' yer Dead! Stubborn Orderz Transport: A Kommizar may take a Dakkakart as a dedicated transport vehicle.

BIG MEK
See the entry in Codex: Orks.

Weve got our Gargantz an weve got our weapons. Wot ain't we got? We aint got anyfing for target practice iz wot! So I'll tell you wot we're gonna do. Were gonna give da Humies a taste of ot metal death is wot. Wes gonna take Big Gork and Big Mork ere an wes gonna stomp Hummie!
- Warlord Dragnatz prepares da Boyz for da Waaagh!

Blood Axes Army List 22

ELITES
NOBZ
See the entry in Codex: Orks. Blood Axe Nobz also have the options shown here. Transport: Nobz mobs may take a Dakkakart as a dedicated transport vehicle. Alternatively, they may take a Battlewagon as a dedicated transport vehicle, though it may not have the killkannon upgrade. NOTE: You cannot upgrade Blood Axe Nobz (including Kommando Nobz) to Nob Bikers. Options: The entire mob may be upgraded to: - Kommando Nobz +5 points per model NOTE: Kommando Nobz cannot have Cybork Bodies, a Waaagh! Banner or a dedicated transport.

PAGE 4

BIG 'UMIES
WS Big 'Umie 4

COST: 90 POINTS
BS 2 S 5 T W 4 3 I 3 A Ld 2 8 Sv 5+

PAGE 5
Options: May have up to seven additional: - Big Umies +30 points per model Transport: Big Umie squads of 6 or fewer models may take a Dakkakart as a dedicated transport vehicle.

Unit Composition: 3 Big Umies Unit Type: Infantry

Wargear: Big shirts Dakkagun Stikkbombs Special Rules: Big Furious Charge Stubborn

BURNA BOYZ
See the entry in Codex: Orks.

TANKBUSTAS
See the entry in Codex: Orks. Blood Axe Tankbustas have the additional Option shown here.

Options: The entire squad may be: - Tank Hunters

+15 points

FLASH GITZ
See the entry in Codex: Orks.

Blood Axes Army List 23

VETRUN KOMMANDOS

COST: 15 POINTS PER MODEL

Use the Kommandos entry in Codex: Orks. Vetrun Kommandos have the additional Special Rules, Wargear and Options shown here. Special Rules: Stealth May replace Infiltrate with Deep Strike

Wargear: Tankbusta Bombs Options: One Vetrun Kommando may take: - Supa-Stikkbombs +10 points NOTE: Vetrun Kommandos cannot be led by Boss Snikrot.

Half-glimpsed shadows? Ork wearing camouflage? Do you take us for imbeciles? Orks are barbaric and entirely single-minded. Army dogma, which has served us well for ten thousand years, teaches us this. Greenskins come on in a great horde, they do not slink and sneak in the shade. Guards! Take the prisoner to the holding cells to await execution for cowardice and incompetence.
- Provost-Major Kyne, at the court-martial of Lt Gordo

Blood Axes Army List 24

DEDICATED TRANSPORT VEHICLES


DAKKAKART
BS Dakkakart 2

COST: 55 POINTS
Armour F S 12 10 R 10 Special Tank

PAGE 6
Options: May replace up to 2 big shootas with: - Skorchas +10 points May Take any of the following: - Pintle-mount big shoota +5 points - Grot riggers +5 points - Armour plates +10 points - Boarding plank +5 points - Reinforced ram +5 points - Smoke Belcha +5 points - Supa-Rokkit +10 points - Kamo Nets +15 points

Unit Composition: 1 Dakkakart Unit Type: Vehicle (Tank)

Wargear: Big shoota turret Hull big shoota Special Rules: Dont Press Waaagh! Amphibious Transport Capacity: 12 models

BATTLEWAGON
See the entry in Codex: Orks.

TRUKK
See the entry in Codex: Orks.

Blood Axes Army List 25

TROOPS
ORK BOYZ
Use the entry in Codex: Orks. Replace the Unit Composition and Transport Options as explained here. Blood Axe boys have the additional Options shown here. Unit Composition: 10-20 Ork Boyz Transport: Mobs of 12 or fewer models may take a Dakkakart or a Trukk as a dedicated transport vehicle. Options: Up to two Orks may exchange their slugga or shoota for: - Big Shoota +5 points - Rokkit Launcha +10 points - Burna +15 points The entire mob may be upgraded to: - Kommando Boyz +4 points per model NOTE: Kommando Boyz cannot be upgraded to 'Ard Boyz or take a transport. They have the following additional Special Rules and Wargear: Special Rules: Move Through Cover Infiltrate Wargear: Stikkbombs Boss Snikrot: Instead of a Nob, one mob of Kommando Boyz may be led by: Boss Snikrot (see Codex:Orks) +85 points

GROTS

COST: 3 POINTS PER MODEL

PAGE 14
Options: May replace two Grots with a weapons team armed with: - Grotzooka +10 points The entire mob may be upgraded to: - Grot Skoutz +2 points per model NOTE: Grot Skoutz replace their Runtherds with Korprals. Grot Skoutz have the following special rules and options: Special Rules: Stealth Deep Strike Infiltrate Options: Korprals may take: - Komm-Link - Guard Squigs

Use the Gretchin entry in Codex: Orks. Replace the Unit Composition and Gretchin's Wargear as explained here. Blood Axe Grots have the additional Special Rules and Options shown here.
WS Weapons Team Korpral 2 2 BS 3 3 S 2 2 T W 2 3 2 1 I A Ld 5 6 Sv -

2 2 2 2

Unit Composition: 10-20 Grots and 1-2 Runtherds

Wargear: Grot Skoutz: Grot Shoota Korprals: Grot Shoota Shiny Fingz

+5 points +10 points

Blood Axes Army List 26

FAST ATTACK
STORMBOYZ
See the entry in Codex: Orks.

WARBUGGIES
See the entry in Codex: Orks.

HUNTA-KILLA KANS

30 POINTS PER MODEL


Armour

PAGE 12
Special Rules: Scout
R 10

WS HuntaKilla Kan 2

BS 3

S 5

I 2

A 2

F 10

S 10

Wargear: Twin-linked Big Shoota

Unit Composition: Vehicle Squadron of 1-3 Hunta-Killa Kanz

Unit Type: Vehicle (Walker)

Options: May replace its twin-linked big shoota for a twinlinked: - Skorcha Free - Grotzooka +10 points - Rokkit Launcha +20 points - Kustom mega-blasta +30 points

DEFFKOPTAS
See the entry in Codex: Orks.

KOMMANDO KOPTA
BS Kommando Kopta 2

65 POINTS PER MODEL


Armour F 10 S 10 Special Fast, Skimmer, 10 Open-Topped R

PAGE 11
Options: Any Kopta may replace its big shoota with a: - Skorcha Free - Rokkit Launcha +10 points Any Kopta may replace its deffgun with a: - Twin-linked Big Shoota Free - Twin-linked Deffgun +10 points Any Kopta may take up to four of the following: - Big Shootas +10 points - Rokkit Launchas +15 points Any Kopta may take any of the following: - Stikkbomb Chukka +5 points - Ard Case +10 points - Armour Plates +10 points - Grot Riggers +5 points - Smoke Belcha +5 points - Supa-Rokkit +10 points - Up to two Big Bomms +15 points each

Unit Composition: Vehicle Squadron of 1-3 Kommando Koptas Unit Type: Vehicle (Fast, Skimmer, Open-Topped) Transport: 10 models. May only carry infantry models and none in mega-armour.

Wargear: Hull Deffgun Turret Big Shoota Special Rules: Scout Ang On Zip Wire Ekslusive

Blood Axes Army List 27

HEAVY SUPPORT
BLITZWAGON
COST: 150 POINTS
Armour BS Blitzwagon Unit Composition: 1 Blitzwagon Unit Type: Vehicle (Tank) 2 F 14 S 13 R 10 Special Tank

PAGE 9
Options: May replace boomgun with: - Mega Killkannon +15 points May replace big shoota with: - Skorcha +10 points - Zzap gun +15 points May take a pair of sponsons armed with: - Big shootas +10 points - Rokkit launchas +20 points - Kustom Mega Blastas +40 points May take any of the following: - Pintle-mount big shoota +5 points - Deff Rolla * +20 points - Grot riggers +5 points - Armour plates +10 points - Reinforced ram* +5 points - Smoke Belcha +5 points - Supa-Rokkit +10 points - Kamo Nets +15 points Tank Kommanda Shakthug: The krew of one tank in the army may be replaced by Tank Kommanda Shakthug (see page 17) +50 points * Many not take both a deff rolla and a reinforced ram

Wargear:

Turret Boomgun Hull big shoota

Special Rules: Dont Press Waaagh! Slow As All Zog

DEFF DREAD
See the Entry in Codex: Orks.

KILLA KANS
See the Entry in Codex: Orks.

BIG GUNZ
Use the Big Gunz entry in Codex: Orks. Big Gunz have the additional Options shown here. NOTE: See the Grots entry on page 14 for the profile for the Korpral.

Character: May replace the Runtherd with: - Korpral Free Options: Korprals may take: - Komm-Link +10 points - Guard Squigs +15 points

Blood Axes Army List 28

'UMIE MERKS

COST: 50 POINTS
WS BS 4 4 4 S 3 3 3 T 3 3 3 W 1 1 2 I 3 4 3 A 1 2 2 Ld 7 8 7 Sv 5+ 5+ 5+

PAGE 12
Options: May have up to five additional: - Umie Merks +10 points per model The Kaptin may exchange his close-combat weapon for: - Power Weapon +10 points - Powerfist +15 points Any Merk or the Kaptin may replace his lasgun/bolt pistol with: - Shotgun Free - Meltagun +10 points - Plasmagun +15 points May replace any two Merks with a weapons team armed with: - Autocannon +10 points - Heavy bolter +10 points - Missile launcher +15 points - Lascannon +20 points The entire squad may have: - Eavy armour +15 points

Merks Kaptin Weapons Team

3 4 3

Unit Composition: 1 Kaptin 4 Merks Unit Type: Infantry

Wargear: Big shirts Lasgun (Kaptin has bolt pistol instead) Close-combat weapon Frag and krak grenades

UZSQUIG

COST: 130 POINTS


Armour BS F 12 S 11 R 10 Special Tank, Fast

PAGE 7
Options: May replace big shoota with: - Skorcha May take any of the following: - Pintle-mount big shoota - Grot riggers - Armour plates - Reinforced ram - Smoke Belcha - Supa-Rokkit - Kamo Nets

+10 points +5 points +5 points +10 points +5 points +5 points +10 points +15 points

Uzsquig

Unit Composition: 1 Uzsquig Unit Type: Vehicle (Tank, Fast)

Wargear: Turret supa-skorcha Hull big shoota Special Rules: Dont Press Fwoosh!

Tank Kommanda Shakthug: The krew of one tank in the army may be replaced by Tank Kommanda Shakthug (see page 17) +50 points

Blood Axes Army List 29

BONEBREAKA

COST: 125 POINTS


BS Armour F S R 12 10 10 Special Tank, Opentopped

PAGE 8
Options: May replace big shoota with: - Skorcha May Take any of the following: - Ard case - Pintle-mount big shoota - Grot riggers - Armour plates - Reinforced ram - Smoke Belcha - Supa-Rokkit - Kamo Nets

+10 points +15 points +5 points +5 points +10 points +5 points +5 points +10 points +15 points

Bonebreaka

Unit Composition: 1 Bonebreaka Unit Type: Vehicle (Tank, Opentopped)

Wargear: Bonebreaka kannon Hull big shoota Special Rules: Dont Press Boom!

Tank Kommanda Shakthug: The krew of one tank in the army may be replaced by Tank Kommanda Shakthug (see page 17) +50 points

PANZAKILLA 0-1

COST: 165 POINTS


Armour BS F 14 S 13 R 10 Special Tank

PAGE 10
Options: May replace big shoota with: - Skorcha +10 points - Zzap gun +15 points May take a pair of sponsons armed with: - Big shootas +10 points - Rokkit launchas +20 points - Kustom Mega Blastas +40 points May take any of the following: - Pintle-mount big shoota +5 points - Deff Rolla * +20 points - Grot riggers +5 points - Armour plates +10 points - Reinforced ram* +5 points - Smoke Belcha +5 points - Supa-Rokkit +10 points - Kamo Nets +15 points - Supa Kondukta +10 points Tank Kommanda Shakthug: The krew of one tank in the army may be replaced by Tank Kommanda Shakthug (see page 17) +50 points * Many not take both a deff rolla and a reinforced ram

Panzakilla

Unit Composition: 1 Panzakilla Unit Type: Vehicle (Tank)

Wargear:

Turret Zzap Kannon Hull Big Shoota

Special Rules: Dont Press Waaagh! Slow As All Zog Overload

Blood Axes Army List 30

SUMMARY
The following page provides a summary for the Blood Axes. This document will not reprint unit or weapon profiles that appear in Codex: Orks. Only variations to such units or weapons or entirely new units or weapons are presented.

UNITS
WS BS S Big Umies Dragnatz Grot Weapons Team Kaptin Killboss Kommizar Korpral Umie Merk Weapons Team Narskraga Shakthug Umie Merks 4 5 2 4 5 4 2 3 5 4 3 2 2 3 4 2 2 3 4 2 2 4 5 5 2 3 5 4 2 3 5 4 3 T 4 5 2 3 5 4 3 3 4 4 3 W 3 3 2 1 3 2 1 2 3 2 1 I 3 4 2 4 5 2 3 3 4 3 3 A 2 4 2 2 4 3 2 2 5 3 1 Ld Sv Page 8 9 5 8 5+ 4+ 5+ 5 15 14 12 18 3 14 12 Blitzwagon Bonebreaka Dakkakart Kommando Kopta Panzakilla Uzsquig BS 2 2 2 2 2 2 F 14 12 12 10 14 12

Armour S 13 10 10 10 13 11 R 10 10 10 10 10 10 Page 9 8 6 11 10 7

9 4++ 9 6 7 10 8 7 4+ 5+ 4+ 4+ 5+

Armour 16 17 12 HuntaKilla Kan WS BS S 2 3 5 I 2 A 2 F S R Page 10

10 10 10

RANGED WEAPONS
Range Bonebreaka Kannon Mega Killkannon Grot Shoota Supa-Rokkit Supa-Scorcha Zzap Kannon 24-120 24 24 Unlimited Template 36 Strength 9 10 X 8 6 3D6 - D6* AP 3 2 3 3 2 Type Ordinance Barrage 1, Large Blast Ordinance 1, Large Blast Heavy 1, Sniper Heavy 1, One-shot Assault 1 Heavy 3 Page 8 9 14 6 7 10

*The Zzap Kannons strength is 3D6 minus the lowest roll

Blood Axes Army List 31

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