BETA TEST
                               V.09b
                               GULL ZAG
                               ARMY LIST
 The Gull Zag is one of the most hated warband in all of Orkdom. Because
they are for hire, they have access to most assault & special weapons.
Other Orks don't trust the mercenaries, so they fight alone.  The G. Z. 
ally with other armies and take wargear for their payment.
------------------------------------------------------------------------

                               SPECIAL CHARACTERS
                               GRIMGOB GUR BADSKAB
                               BLOOD AXE MERC KAPTIN
                               75 Points + Wargear
GRIMGOB was a Blood Axe Kommando KAPTIN.  Then found out that you could
get dakka weapons for helping Chaos.  Soon after that Imperial Guard,
Space Marines, Eldar And even squats.  Due to his success other experienced
Blood Axe Orks have joined him on midnight raids and heated battles.  Their
reward, stolen weapons from raids & fallen allies.  These actions have cost
him the trust of other Orks and has never advanced in rank.

   Troop Move WS BS S T W I A LD.
 GRIMGOB  4   6  6  4 5 3 5 3 9

WEAPONS:    Bolt pistol 

ARMOR:      Flak Armor (6+ save) 

WARGEAR:    Grimgob may have up to 5 Wargear Cards 

            Grimgob may be give additional wargear from the wargear list
            in theOrk codex (p.53) Armor & Stikkbombz only. 

            Gull Zag characters may take any wargear card except for
            demon,
            Psychic, or unique 

            Gull Zag can also take any assault and special weapons 

SPECIAL:    Any Blood Axe Nobz mob can be upgraded to Gull Zag Nobz for
            the
            cost of 2 points per model or Stormtroopaz for the cost of 
            10 points per model. 

AUTONOMY:   Because no one  trusts them, the Gull Zag can't fight with
            their
            allies.  They must fight together but apart from the others. 


                               BLUEBOY DA NITWIT
                               GULL ZAG MEKBOY
                               20 points + Wargear
  Blueboy was the crowning jewel in the Death Skull crown.  Due to a 
mutation his blood & skin is blue.  First thought to be a good luck charm,
but cast out due to his lack of intelligence & fighting skill.  It tuns out
that Blueboy has a knack for throwing together grate weapons.  Grimgob
quickly added him to his force once word got out.

   Troop Move WS BS S T W I A LD.
 BLUEBOY  4   3  3  3 4 1 3 1 7

WEAPONS:    Bolt pistol 

ARMOR:      Flak Armor (6+ save) 

WARGEAR:    Blueboy may have up to 2 Wargear Cards, one must be Mekboy
            tools

            Blueboy may be give additional wargear from the wargear list 
            in
            the Ork codex (p.53).  Armor & Stikkbombz only 

            Gull Zag characters may take any wargear card except for
            demon, 
            Psychic, and unique.

            Gull Zag can also take any assault and special weapons.

SPECIAL:    Any model your army can also be equipped with the wargear
            from
            the Blueboy Wargear List 

AUTONOMY:   Because no one trusts them, the Gull Zag can't fight with
            their
            allies.  They must fight together but apart from the others. 


                               STUDBOSS AD ROKK
                               BLOOD AXE KOMMANDER
                               135 Points + wargear
  You may use Studboss as army commander instead of a Warboss.  Not part of
the Gull Zag, but is known to hire them from time to time.  Studboss is the
oldest living Blood Axe Ork.  He's been blown up so many times his body had
to be replaced. Amazed by his new prowess he tends to hire lots of Gull Zag
Studboyz to assist him in his battles.  He even has Blueboy cyber his
Bodyguards.
                                       
    Troop Move WS BS   S     T      W   I A LD.
 Studboss  4   5  8  4(+2) av(15) 4(+2) 5 3 9

                                       
WEAPONS:    Bolt pistol, axe, Frag & Melta Stikkbombz 

ARMOR:      Cybork Body (see wargear card for AV rules in Ork Codex) 

WARGEAR:    Studboss may have up to 2 Wargear Cards 

            Studboss may be give additional wargear from the Stud boy
            section of the Blueboy Wargear List 

SPECIAL:    Ork units within 12" may use Studbosses LD for brake and
            panic
            tests.                   

            Studboss can also be accompanied by 0 - 5 Studthug
            bodyguards
            that must stay with in 5" of Studboss. 

STRATEGY:   Studboss has a strategy value of 3 


                               STUDTHUG BODYGUARDZ
                               50 points per model + Wargear
                                       
   Troop  Move WS BS   S     T    W   I A LD.
 Studthug  4   4  4  3(+2) av15 1(+2) 3 1 8
Bodyguard  

WEAPONS:    Bolt pistol, axe, Frag Stikkbombz 

ARMOR:      Cybork Body (see wargear card for AV rules in Ork Codex) 

WARGEAR:    A Bodyguard may be give additional wargear from the Stud boy 
            section of the Blueboy Wargear List. 

------------------------------------------------------------------------

                               CHARACTER
                               GULL ZAG
                               BIGBOSS
                               38 points + wargear
 These are Bigbosses who moved on to do more destruction for fun and
profit.  Most of them joined to get away from warbosses that order them
around too much.
  Troop   Move WS BS S T W I A LD.
Gull Zag   4   5  5  4 5 2 4 2 8
Bigboss    

WEAPONS:    Bolt pistol 

ARMOR:      Flak Armor (6+ save) 

WARGEAR:    Gull Zag Bigboss may have up to 2 Wargear Cards 

            Gull Zag Bigboss may be give additional wargear from the wargear
            list in the Ork codex (p.53) Transport, Armor & Stikkbombz
            only. 

            Gull Zag characters may take any wargear card except for
            demon,
            Psychic, and unique. 

            Gull Zag can also take any assault and special weapons. 

SPECIAL:    One out of three Gull Zag Bigbosses may be equipped with a 
            Heavy Weapon. 

AUTONOMY:   Because no one trusts them, the Gull Zag can't fight with
            their
            allies. They must fight together but apart from the others. 

------------------------------------------------------------------------

                               MOBZ

                               GULL ZAG
                               NOBZ
  Nobz fascinated at Grimgob's success will join up.  At first they are put
through what seems to be endless training.  Only to emerge as the best.
They can even take on special training others can't.
  Troop Move WS BS S T W I A LD.
  Gull   4   4  5  3 4 1 3 1 8
  Zag
  Nobz   

                                       
WEAPONS:    Bolt pistol, Axe, Frag Stikkbomb 

ARMOR:      Flak Armor (6+ save) 

WARGEAR:    Gull Zag Nobz may have 1 Wargear Card 

            Gull Zag Nobz may be give additional wargear from the wargear 
            list in the Ork codex (p.53).  Heavy, Transport, Armor & 
            Stikkbombz only. 

            Gull Zag can also take any assault and special weapons. 

SPECIAL:    Gull Zag Nobz can select one of the special training skills 

            Infiltration (see page 11 of 40K rule book) ... +5 Per Model 
            Space Marine Jump packs Training .............. +5 Per Model 
            Crew training (can replace Vehicle or support crew) ...
                                                        ... +5 Per Model 
            Rapid fire Training ........................... +5 Per Model 

AUTONOMY:   Because no one  trusts them, the Gull Zag can't fight with
            their allies.  They must fight together but apart from the
            others. 


                               GULL ZAG
                               STORMTROOPAZ
   Stormtroopaz have left all they know behind.  Taking on ancient Human 
military tactics.  These Gull Zag nobz use terror tactics.  While invading
a planet they will separate and pull the local inhabitancy out of their
homes. Executing them in front of the enemy in the street.  This shows how
cold and hart less war really is.  This cusses fear in the harts of most
worriers.  They are the most hated of the Gull Zag.
  Troop Move WS BS S T W I A LD.
  Storm  5   3  5  3 4 1 5 2 8 
Troopaz  

WEAPONS:    Hand Flamer, Axe, Frag Stikkbomb 

ARMOR:      Flak Armor (6+ save) 

WARGEAR:    Gull Zag Stormtroopaz may be give additional wargear from
            the Blueboy wargear list.  Stormtroopa Assault weapons only. 

SPECIAL:    Gull Zag Stormtroopaz can pair off into teams of two. 
            Because of there brutal tactics and rep.  Gull Zag
            Stormtroopaz cuss Fear. 

AUTONOMY:   Because no one  trusts them, the Gull Zag can't fight with
            their Allies.  They must fight together but apart from the 
            others. 



                               GULL ZAG
                               STUDBOYZ
                               47 points per model + wargear
 You must include Blueboy & a Painboy to use the Studboyz.  Some ambitious
Blood Axe Boyz can't make the cut.  Most of them can dupe Blueboy into
cybering them so they can survive the training.  Only halve of them survive
the implants.
                                       
   Troop Move WS BS   S    T     W   I A LD.
Studboyz  4   3  3  3(+2) av15 1(+2) 3 1 7

MOB:        The mob has 3 - 10 Studboyz 

WEAPONS:    Bolt pistol, axe, Frag stikkbomb 

ARMOR:      Cybork Body (see wargear card for AV rules in Ork Codex) 

WARGEAR:    A Studboy may be give additional wargear from the Studboy
            section in the Blueboy Wargear List. 

AUTONOMY:   Because no one trusts them, the Gull Zag can't fight with
            their allies.  They must fight together but apart from the 
            others. 


                               KAMMA-KAZZEE
                               GRETCHINZ
                               6 points per model + Bomber jacket
  You must include Blueboy, a Runtherd & a Painboy to use the Kamma-Kazzee
Gretchinz.  These little science projects gone awry can be very effective
as long as they don't blow them selves up first.  Injected with a special
chemical that brakes down there physical structure cussing a bigger
explosion.  During your move phase, they will run lethargically towards
the closest enemy.  Their movement is equal to the number on the art. die.
If you roll a misfire they freak out from the pain and pull the pin.  If
they are killed they pull the pin with their dyeing breath.

  Troop Move  WS BS S T W I A LD.
  Kama-  Art. 2  3  3 3 1 2 1 5                     
  Kazee  Die
Grechin Special
        
        

MOB:        The mob has 10 - 20 Kamma-Kazzee Gretchinz 

WEAPONS:    None 

ARMOR:      Flak (6+ save) 

WARGEAR:    Bomber Jacket lined with a explosives plus grenade type 

            Frag (see Blueboy wargear) ............. +4 Points per model 
            Krack (see Blueboy wargear) ............ +6 Points per model 
            Melta (see Blueboy wargear) ............ +7 Points per model
------------------------------------------------------------------------

                               SUPPORT

                               THUNNDA KANNON
                               60 points
  The Thunnda Kannon Fires a shell filled with unstable compressed Squig
gas. On impact the gas expands violently cussing a sonic boom.  Even a
though a direct may not kill you.  It can shake a tank apart.  Due to its
instability the strength and AP very.
                                       
Short Long  To Hit To Hit                 Save     Armor                      
Range Range Short  Long   Strength Damage Modifier Penetration Special 
0-20  21-40 +1     -      D6       1      -6       Str.+3D20   2" + D4                            
                                                               Blast
                                                               Area
Troop   Move WS BS S T W I A LD.
Grechin  4   2  3  3 3 1 2 1 5 
Crew

CREW:       Two Gretchins 

WEAPONS:    None 
 
ARMOR:      Flak (6+ save) 
 

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