TROOPS

 

SHOOTY BOYZ

  Points/model WS BS S T W I A Ld Save
Shooty Boyz 12 3 3 3 4 1 3 2 7 5+
Nob +11 4 3 4 4 2 4 3 7 5+

Shooty Boyz are the tactical troopers of the Blood Axes.  They are trained to be able to either destroy the enemy through sheer weight of fire or launch a counter charge if the enemy gets too close.

Mob: The mob consists of between 5 and 10 Shooty Boyz.

Weapons: Shoota.

Options: Up to one model in the mob may be armed with one of the following weapons:  heavy bolter at +5 pts; missile launcher at +10 pts; or a lascannon at +15 pts.

In addition, one model in the mob may be armed with one of the following weaons:   flamer at +6 pts; meltagun at +10 pts; plasma gun at +6 pts.

The entire mob may be given frag grenades at an additional cost of +1 pt per model and krak grenades at an additional cost of +2 pts per model.

Character: For an additional cost of +11pts one of the boyz may be upgraded to a Nob. The Nob may be given any equipment allowed by the Ork armoury.

Transport:  The mob may be mounted in a wartruk at +35 points or a Rhino at +45 points.

 

SLUGGA BOYZ

  Points/model WS BS S T W I A Ld Save
Slugga Boyz 12 4 2 3 4 1 3 2 7 5+
Nob +11 4 2 4 4 2 4 3 7 5+

Slugga Boyz are the close combat troops, the Boyz who could barely overcome their savage instints in training.  They are vicious hand to hand fighters, tearing into their opponents with a ferocity that can not be matched.

Mob: The mob consists of 10 to 30 boyz.

Weapons: Slugga and axe (or other close combat weapon).

Options: Up to three models in the mob can be armed with either a Big Shoota at +8 pts, a Rokkit Launcha at +5 pts or a Burna at +6 points.

Character: For an additional cost of +11pts one of the boyz may be upgraded to a Nob. The Nob may be given any equipment allowed by the Ork armoury.

Transport:  The mob may be mounted in a wartruk at +35 points or a Rhino at +45 points.

 

SNEAKY GITZ

  Points/model WS BS S T W I A Ld Save
Sneaky Gitz 12 3 3 3 4 1 3 2 7 5+
Nob +11 3 3 4 4 2 4 3 7 5+

Sneaky Gitz are Blood Axes trained to fight in a multitude of roles, and are often used in dense terrain, where they are drilled to use the terrain to its fullest advantage.  They are excellent fighters, and their use of such weapons as the sniper rifle has gained them respect throughout their clan.

Mob: The mob consists of 5 to 10 boyz.

Weapons: Slugga and axe (or other close combat weapon).

Options: Any model in the squad may replace their slugga and close combat weapon with a sniper rifle at +5 points, or a bolter or shotgun at no additional points cost.

One of the Sneaky Gitz may can have one of the following:  heavy bolter at +15 pts; autocannon at +20 pts; missile launcher at +20 pts.

The entire mob can have frag grenades at an additional cost of +1 pt per model and krak grenades at an additional cost of +2 pts per model.

Character: For an additional cost of +11pts one of the boyz may be upgraded to a Nob. The Nob may be given any equipment allowed by the Ork armoury.

Transport:  The mob may be mounted in a wartruk at +35 points or a Rhino at +45 points.

 

STIKK BOMMAS

  Points WS BS S T W I A Ld Sv
Boyz 12 4 2 3 4 1 3 2 7 5+
Nob +11 4 2 4 4 2 4 3 7 5+

Stikk Bommas are the Blood Axes who have been drilled to work as grenadiers.  They are experts at using their grenades in assaults, either using them to make the enemy duck and hesitate while they charge, or stuffing them in the cracks of a tank's armour.

Mob: The mob consists of 10 to 30 Stikk Bommas.

Weapons: Slugga, close combat weapon, (usually one of their stikkbomz) frag and krak stikkbomz.

Options: Up to three models in the mob can be armed with either a Big Shoota at +8 pts, a Rokkit Launcha at +5 pts or a Burna at +6 points. The mob may be equipped with Tankbusta bomz at an additional cost of +3 pts per model.

Character: For an additional cost of +11pts one of the boyz may be upgraded to a Nob. The Nob may be given any equipment allowed by the Ork armoury.

 

BURNA BOYZ

  Points WS BS S T W I A Ld Sv
Boyz 12 4 2 3 4 1 3 2 7 5+
Mekboy +9 4 2 3 4 1 3 2 7 5+

The Burna Boyz are the Boyz who just could not be taught how to shoot.  They gained a love for the burna early in training and often used them in mischievous pranks while in drilling, often upsetting their drill instrukta.  In battle they use these burnas to unleash a ferocious gout of flames upon their enemies.

Mob: The mob consists of 5 to 10 burna boyz.

Weapons: Slugga and choppa.

Options: Up to four models in the mob can be armed with a Burna at +6 points. The entire mob may be equipped with Frag stikk bomz at an additional cost of +1 pts per model and krak stikk bomz at an additional cost of +2 pts per model.

Character: For an additional +9 pts the Burna boyz mob may be led by an Ork Mekboy. The Mekboy may be given any equipment allowed by the Ork armoury.

 

TANK HUNTAS

  Points WS BS S T W I A Ld Sv
Boyz 15 4 2 3 4 1 3 2 7 5+
Nob +12 4 2 4 4 2 4 3 7 5+

Tank Huntas are the Blood Axes who are trained for close combat fighting and to destroy tanks.  They are drilled to perform daring attacks on tanks, running up to them and slapping on the special shaped tankbusta bomz before dashing away to safety as their target blows.

Mob: The mob consists of 5 to 10 Tankbusta boyz.

Weapons: Slugga, choppa, Frag stikkbomz and Tankbusta bomz.

Options: Up to three models in the mob can be armed with a Rokkit launcha at +8 points each.

Character: For an additional cost of +11pts one of the boyz may be upgraded to a Nob. The Nob may be given any equipment allowed by the Ork armoury.

SPECIAL RULES

Tank hunters: The mob always passes tank shock tests and adds +1 to all armour penetration rolls.

 

GRETCHIN MOBZ

  Points WS BS S T W I A Ld Sv
Gretchin 3 2 2 2 2 1 2 1 5 -
Slaver 13 4 2 3 4 1 4 2 7 5+

Gretchin are the lower cousins of Orks.  They are used in battle in a multitude of roles:  To lend their weight of fire, or to lend their weight of numbers in close combat, or to use as simple mine clearance.  The Gretchin are herded into battle by a Slaver.

Mob: The mob consists of one Slaver and between 10 and 30 Gretchin.

Weapons: Gretchin are armed with a Grot blasta.

Character: For an additional +9 pts the Gretchin mob may be led by an Ork Slaver. The Slaver may be given any equipment allowed by the Ork armoury.

SPECIAL RULES

Living Shield: Orks are adept at using Grots to draw enemy fire. Any Ork mobs which are shot at ‘through’ a Grot mob can claim a 5+ cover saving throw. Each save made by the Orks means one of the Grots must be removed as a casualty.

Better footing: Orks are also adept at using Grots to clear a path through difficult ground, sometimes by the simple expedient of stepping on them! If a Grot mob is in difficult ground any Ork mobs moving through the same difficult ground may reroll the dice for how far they move.

Mine clearance: Grots are sometimes driven across minefields to exhaust them before the Orks have to cross. If a Grot mob moves onto a minefield take off 3D6 Grots as casualties and then remove the minefield marker. If there aren't enough Grots in the mob to satisfy the casualty quota the minefield remains in play and the Grot mob is wiped out anyway.

 

TRANSPORT: RHINO

  Points Front Armour Side Armour Rear Armour BS
Rhino 45 11 11 10 3
Type: Tank Crew: Orks

Weapons: The wartruk is armed with either a big shoota at +8 points or a rokkit launcha at +5 points.

Transport: The Rhino can carry up to ten models.

 

TRANSPORT: WARTRUK

  Points Front Armour Side Armour Rear Armour BS
Wartruk 35 11 11 10 3
Type: Fast, Open-topped Crew: Orks

Weapons: The wartruk is armed with either a big shoota at +8 points or a rokkit launcha at +5 points.

Transport: The Rhino can carry up to ten models.

TRANSPORTING TROOPS

Certain units in the Blood Axe army may have a Rhino or Wartruk
to transport them. Adding a Rhino or Wartruk to a squad does not count as
part of the squad and does not use up any of your choices on the Force
Organisation chart.

 


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