Orks of Telon Reach

From Horus Heresy Supplement
Jump to: navigation, search

Introduction

...within the Telon Reach was an Ork empire that rivalled Ullanor, at its heart was the scrap world of Gorro. The Ork tech-caste, the Mekboyz, dominated Gorro and had made the world their own. The Orks on Gorro were fascinated with a form of plasma technology never encountered before or since. Capable of generating destructive yields of terrifying potency, these plasma weapons had done much to blunt the Great Crusade's advance across the Telon Reach. The Emperor decreed that Gorro must be destroyed...

The Orks of Telon Reach have a strategy rating of 4 and their formations have an initiative rating of 3. The Orks of Telon Reach cannot take Allies.

Special Rules

Waaagh!. Orks love a good fight and are more likely to respond to an order that will let them do just that. Ork formations attempting a Double, Engage, Ground Attack or Intercept action add +2 modifier the action test roll.

Mob Rule. Orks formations that have more than five units (not including Grotz or Gun Crew) remaining during the End Phase receive a +1 modifier to any rally roll they make. An Ork formation that has more than ten units (not including Grotz or Gun Crew) during the End Phase receive a +2 modifier to any rally rolls they are required to take.

Tellyporta. Tellyporta's range from personal devices used to move individuals short distances around the battlefield, to massive Teleporta Platforms capable of transporting Gargants! An ork unit with the Tellyporta special rule can Teleport onto the battlefield, with an increased level of risk.

Formations, where all of the units have the Tellyporta ability, may be kept off the table and can appear at the start of any turn. At the start of any turn, before determining who wins the strategy roll, place the unit anywhere you like on the table. The unit must be placed within 5cms of another unit from its own formation if there are any already in play. So, for example, the first unit could be placed anywhere, but any other units must be placed within 5cms of a unit that has already been placed. All units must be placed outside enemy zones of control. If placed in dangerous terrain then a dangerous terrain test must be taken when the unit is placed on the table.

While teleporting is an inherently dangerous business, it is especially dangerous for Orks. To represent this, once all units have been placed, roll a D6 for each unit that teleported in that formation. For each roll of a 1, a unit in the formation is destroyed, the unfortunate soul has been lost in another dimenshun.

Power Fields. Ork Mekboy's will sometimes add Power Field Generators to Ork vehicles. Each Power Field will automatically stop one point of damage before burning out. No armour save is required and the hit does not generate a blast marker for destroying the power field. Power Fields do not regenerate like Void Shields. Once all Power Fields have been removed, hits, damage and saving throws for the vehicle are made normally. Power Fields cannot absorb close combat hits but will absorb firefight hits during an assault.

Tellyporta Platform. Swap an objective in your own half for a Tellyporta Platform. A Tellyporta Platform removes some of the risk associated with teleporting when using a personal Ork Tellyporta device. A formation where all of the units have the Tellyporta ability may choose to Teleport to the Tellyporta Platform. When doing so, they do not have to roll for dimensional mishaps. You can only use the Teleporta Platform for one formation each turn. Any other Tellyporta formations that wish to arrive that turn must do so at great personal risk, elsewhere..

Line Detachments

A line detachment may choose up to four upgrades, each upgrade for that detachment can only be chosen once.

Detachment Unit Upgrades Cost
Ork Warband 6 Boyz units, 2 Grotz, 2 Nobz units Da Big Bosses, Ere We Go, We'z going in Hot, Moar Dakka, Moar Bosses, Bioniks 150 pts
Big Ork Warband 12 Boyz units, 4 Grotz, 4 Nobz units Da Big Bosses, Ere We Go, We'z going in Hot, Moar Dakka, Moar Bosses, Bioniks 250 pts
Uge Ork Warband 24 Boyz units, 8 Grotz, 8 Nobz units Da Big Bosses, Ere We Go, We'z going in Hot, Moar Dakka, Moar Bosses, Bioniks 350 pts

Support Detachments

Each Ork Warband unlocks two standard support detachments. A Big Ork Warband unlocks access to two Big support detachments. A 'Uge Warband unlocks two 'Uge support detachments. A support detachment may choose up to three upgrades, each upgrade for that detachment can only be chosen once.

Detachment Unit Upgrades Cost
Shooty Mob 1 Mekboy, 5 Loota units or Tankbusta units in any combination and 6 Grotz units We'z Going in Hot!, Moar Dakka, More Bosses 200 pts
Big Shooty Mob 1 Mekboy, 11 Loota units or Tankbusta units in any combination and 6 Grotz units We'z Going in Hot!, Moar Dakka, More Bosses 375 pts
'Uge Shooty Mob 1 Mekboy, 17 Loota units or Tankbusta units in any combination and 6 Grotz units We'z Going in Hot!, Moar Dakka, More Bosses 550 pts
Kult of Speed 8 Warbikes or Warbuggies or Skorchas in any combination We'z Going in Hot! 200 pts
Blitz Brigade 4 Gunwagons or Flakwagons in any combination We'z Going in Hot! 200 pts
Big Blitz Brigade 8 Gunwagons or Flakwagons in any combination We'z Going in Hot! 375 pts
'Uge Blitz Brigade 12 Gunwagons or Flakwagons in any combination We'z Going in Hot! 550 pts
Kommando Squad 6 Kommando units We'z Going in Hot! 200 pts
Big Kommando Squad 12 Kommando units We'z Going in Hot! 375 pts
Mekboy Gunz Mob 1 Mekboy, 5 Gun Crew units and 6 Grotz units We'z Going in Hot!, Moar Dakka, More Bosses, Bigga Gunz 150 pts
Big Mekboy Gunz Mob 1 Mekboy, 11 Gun Crew units and 6 Grotz units We'z Going in Hot!, Moar Dakka, More Bosses, Bigga Gunz 275 pts

Lords of War

An Ork army can select up to one third of its total points value on Lords of War formations.

Detachment Unit Upgrades Cost
Boss Mob 1 Warlord unit and 5 Mega Nobz units Ere We Go! OR We'z Going in Hot! OR Wot's dis button do? 300 pts
Fighta Sqwadron 4 - 6 Dakkajet units - 50 pts each
Bomba Sqwadron 2 - 4 Fighta-Bomma units - 50 pts each
Supa Heavy Tankz Sqwadron 2 - 5 Gunfortress units Bigga Gunz 125 pts each
Gargant 1 - 2 Gargant units - 650 pts each
Great Gargant 1 Great Gargant unit - 850 pts
Tellyporta 1 Tellyporta Platform - 50 pts

Upgrades

Name Description Cost
Bioniks You may "upgrade" any of the Nobz in the formation to Cyborks 50 pts each
Bigga Gunz You may upgrade any Big Gun in the formation to a Zzap Gun 50 pts each
Da Big Bosses You may upgrade a single unit in the formation with either a Warboss OR a Weirdboy upgrade 50 pts
Ere We Go! Add enough Battlewagons, Battlefortress or Trukks in any combination to transport the whole formation. Battlewagons 25 pts each
Trukks 5 pts each
Battlefortress 100 pts each
Moar Dakka Add 2 - 4 Lootas or Tankbustas in any combination to the formation 25 pts each
Moar Bosses Add 2 - 4 Nobz to the formation 25 pts each
We'z Going in Hot! Transport the entire formation in a Drop Rok 25 pts
Wotz dis button do? Add the Tellyporta special rule to each unit in the formation 50 pts


Orks of Telon Reach Reference Sheet