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.
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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.
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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
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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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