Burning Death Speed Freeks Army List
Forces
The Burning Death Speed Freeks Army List uses the datasheets from the Speed Freek Forces section.
Using The Army List
Unlike the very rigid formations used by the Imperium, Ork formations vary widely in both size and composition. The rules for creating Ork formations reflect this. The different types of Ork formations you may choose are shown on the army list that follows. The army list includes the following information:
- Type
- The name of the formation.
- Core Units
- The units that make up the formation. An Ork player can choose to double or triple the number of units in the formation if he wishes. A formation with double the normal number of units is called a big formation, and a formation with three times the normal number of units is called a ’uge formation.
- Cost
- Most Ork formations have three values. The first value is the cost for the basic formation, the second is its cost if it is a big formation, and the third value is its cost if it is a ’uge formation. If the formation only has one cost then it may not be increased in size. Up to one third of the points available to an Ork army can be spent on aircraft and Gargants.
- Extra Units
- An Ork formation may include any of the extra units listed in the
Extras
column. You may include any number of extra units in a formation unless it is specifically noted otherwise. If there is a limitation then the limit is doubled for a big formation and tripled for a ’uge formation. All of the core, extra, and free units in an Ork formation count as being part of one large formation. The different units may not move off on their own.
Special Rules
The Mob Rule (see Mob Rule) and Power of the Waaagh! (see Power of the Waaagh!) rules apply to all Ork formations.
Speed Freek Epic Tournament Special Rules
Every Speed Freek Ork army must include a Mekboy Bad Ork Bikerboy unit. The unit is free, you don’t have to pay any points for him, and it can be added to any formation in the army.
Every unit in a Speed Freek army must either have a speed of 30cms plus, or be transported in a unit with a speed of 30cm plus. In other words, formations may not include units with a speed of less than 30cm unless they also have a transport vehicle capable of carrying the unit around.
Burning Death Speed Freek armies are allowed to field a Warbike Outriders formation. All units in the formation have scout.
Burning Death Speed Freeks Army List
Burning Death Speed Freek armies have a strategy rating of 3. All formations have an initiative rating of 3+, but receive modifiers depending on the action chosen when taking an action test (see Power of the Waaagh!), or the size of the formation when rallying (see Mob Rule).
Cost | |||||
---|---|---|---|---|---|
Type | Core Units | Normal | Big | ’Uge | Extra Units |
Blitz Brigade | Any four of the following units: Deth Kopta, Flakwagon, Gunwagon | 150 | 250 | 350 |
|
Fortress Mob | Any two of the following units: Battlefortress, Gunfortress | 275 | 475 | 675 |
|
0–1 Kill Kroozer | One Kill Kroozer | 150 | n/a | n/a | Replace the Kill Kroozer with a Battlekroozer for +50 points |
Kult Of Speed | Any eight of the following units: Scorcha, Warbikes, Warbuggy | 200 | 350 | 500 |
|
Warband | One Nobz, three Boyz and four Trukks, plus any four of the following units: Scorcha, Warbikes, Warbuggy | 200 | 375 | 550 |
|
Warbike Outriders | Five Warbikes | 150 | 250 | 350 |
None Note: All units in the formation have Scout |
(Up to a third of the points available may be spent on these formations.) | |||||
Cost | |||||
---|---|---|---|---|---|
Type | Core Units | Normal | Big | ’Uge | Extra Units |
Fighta Sqwadron | Three Fighter Bombers | 150 | n/a | n/a | Add up to six Fighter-Bombers for +50 points each |
Landa | One Landa | 200 | n/a | n/a | None |
Speed Freek Forces
- MW
- EA(+1)
- MW
- EA(+1)
- MW
- Invulnerable Save
- Mounted
- Supreme Commander
- EA(+1)
- Leader
- Mounted
- EA(+1)
- Leader
- Jump Packs
- Scout
- Mounted
- Skimmer
- IC
- Transport
May transport one infantry units without Jump Packs or Mounted. With the exception of Big Gunz, units being transported may shoot.
- Transport
May transport two infantry units without Jump Packs or Mounted; only one of the two units may be a Big Gunz; plus one unit of Grotz.
- Transport
May transport one infantry unit without Jump Packs or Mounted.
- Transport
May transport one infantry unit without Jump Packs or Mounted.
- D3 Power Fields
- Damage Capacity 3
- Transport
May transport eight infantry units without Jump Packs or Mounted; only one of the eight units may be a Big Gunz; plus four units of Grotz. Critical Hit Effect: Move the unit D6cm in a random direction, all units under it suffer a hit. The unit is destroyed and all units being carried are destroyed unless they roll a 6+.
- Damage Capacity 3
- Transport
May transport four infantry units without Jump Packs or Mounted; only one of the four units may be a Big Gunz; plus two units of Grotz. Critical Hit Effect: Move the unit D6cm in a random direction, all units under it suffer a hit. The unit is destroyed and all units being carried are destroyed unless they roll a 6+.
- FxF
- Damage Capacity 3
- Planetfall
- Reinforced Armour
- Transport
May transport ten infantry units (except Big Gunz), light vehicle units, Killa Kans or Dreadnoughts; plus four units of Grotz. Light vehicles and Dreadnoughts count as two units each. Critical Hit Effect: The unit and all units being carried are destroyed.
- MW
- Slow and Steady
- Transport
May transport twelve Landas and the units being carried on them.
- MW
Mob Rule
Orks believe that as long as there’s a bunch of them still fighting together (slightly more than they can count up to is ideal!) then there’s always a chance that they’ll prevail, no matter the odds. To represent this, Ork formations with more than five units (i.e., too many to count on the fingers of one hand), not including Gretchin or Big Gunz units, receive a +1 modifier to any rally rolls they make, and formations with more than 10 such units receive a +2 modifier. For the purposes of this rule war engine’s count each point of starting damage capacity as a unit.
Power of the Waaagh!
Orks are not noted for their organisational abilities, and thus usually have a pretty low initiative rating. However, if there is one thing that will galvanise an Ork warband, it’s the thought of a good punch-up! Because of this, Ork formations that are attempting to take engage or double actions receive a +2 modifier to their action test roll. Ork flyboyz similarly relish the chance to shoot things up, and receive a +2 modifier to their action test roll when attempting to carry out interception or ground attack actions (see Aircraft).
Power Fields
Some Ork war engines are protected by banks of power fields. The number each war engine has is noted on its datasheet. Power fields work in exactly the same manner as Imperial Void Shields (see Imperial Void Shields), with the sole exception that they may not be repaired once they have been knocked down by a hit, and will instead remain down for the remainder of the battle.