Ork Pirates Fleet List
'Ere we go, 'ere we go, 'ere we go!
Forces
The Ork Pirates Fleet List uses the datasheets from the Ork Pirates Forces section.
Using The Fleet List
The fleet list includes the following information:
- Class
- The type of the ship.
- Notes
- Notes on usage or optional upgrades.
- Cost
- The points value of the formation.
Special Rules
Ork Pirates uses the Ork Special Rules and are armed with Ork Weapons.
Ork Special Rules
- Leadership
- All Ork ships reduce their Leadership by -1 from whatever they rolled, giving them a Leadership range of 5 to 8.
- All Ahead Full Special Orders
- Orks do not need to pass a Command check to use All Ahead Full special orders. However, Ork drives are less efficient than those of other races and are often short on fuel, so they only travel an extra 2D6cm on All Ahead Full orders instead of 4D6cm.
- Boarding
- Orks they get a +1 bonus in boarding actions to represent their savagery.
- Dakka Dakka
- Ork capital ships can add +2 turrets to their ships for +20 points (this is not the same thing as saying “up to two turrets at +10 points each”). Ork escorts may add +1 turret for +5 points per escort unless a particular fleet list adjusts this. If this option is taken, every escort in a given squadron must take the refit, not just individual escorts in a squadron.
Ork Pirates Fleet List
Ork Pirates have an attack rating of 3.
You may include 1 or more Warlord in your fleet, each of whom must be assigned to a ship or squadron. If the fleet is worth 500 points or more it must include at least 1 Warlord to lead it. An Ork fleet can include a max. of one Warlord per 500 points. | ||
---|---|---|
Type | Cost | Notes |
Ork Warlord | 40 | |
Warlords get one re-roll. They can have up to two more re-rolls for the additional cost noted below. | ||
Type | Cost | Notes |
One extra reroll | 20 | |
Two extra rerolls | 40 | |
A vessel carrying a Warlord doubles its boarding value and may include up to one of the upgrades shown below at the additional cost indicated. | ||
Maniac Gunners | 35 | The ship may re-roll the dice for the firepower of its gunz when it fires. |
Mad Meks | 25 | The ship may re-roll the dice for damage control. |
Extra Power Fields | 25 | The ship's shield value is increased by + 1. |
Mega-armoured Boarding Parties | 15 | +1 modifier when boarding. |
Looted torpedoes | 20 | The ship may re-roll the dice for the strength of torpedo salvoes when it fires. |
You may include up to 6 kroozers in your fleet. | ||
---|---|---|
Type | Cost | Options |
Kill Kroozer | 155 pts |
|
Terror Kroozer | 185 pts |
|
You may include any number of escorts in your fleet. | ||
---|---|---|
Class | Cost | Options |
Onslaught attack ship | 35 pts | |
Ravager attack ship | 40 pts | |
Savage gunship | 30 pts | |
Grunt assault ship | 30 pts | |
Brute ram ship | 25 pts |
Any ship with launch bays carries Fighta-Bommas and Assault Boats. Ships with torpedo tubes carry regular torpedos, but any capital ship may carry boarding torpedos for +5 pts. |
Ork Pirates Forces
Rolls 4 dice to damage an opposing ship when it rams.
May not Come to New Heading. Boarding strength 2: counts as a 2HP vessel in boarding actions. Rolls 2 dice to damage an opposing ship when it rams. Must use large (60mm) base.
May replace prow heavy gun battery with a torpedo launcha (Speed 30cm, Strength D6+2) at no extra points cost. If fitted with a torpedo launcha, a Kill Kroozer may carry boarding torpedoes (Speed 20cm, Strength D6+2) at an additional cost of +5 pts.
May replace prow heavy gun battery with a torpedo launcha (Speed 30cm, Strength D6+2) at no extra points cost. If fitted with a torpedo launcha, a Terror ship may carry boarding torpedoes (Speed 20cm, Strength D6+2) at an additional cost of +5 pts.
Ork Weapons
- Gunz
- Standard Ork weapons batteries are referred to as ‘gunz’. These have a random firepower which is rolled each time they are fired. The dice roll and modifier for different gunz is indicated on the Ork ship’s characteristics.
- Torpedo Launchas
- As with their gunz, Ork torpedoes can vary wildly in their effectiveness. The strength of a salvo from an Ork torpedo launcha is randomly generated each time it is fired by rolling the dice indicated on its characteristics. Ork ships in squadrons may not combine torpedoes into larger salvoes.
- Heavy Gunz
- Heavy gunz roll to hit like ordinary weapons batteries but do not count gunnery modifiers for range. Each hit scored by heavy gunz causes double damage, ie, two hits instead of one.
- Fighta-Bommas
- Ork attack craft are known as fighta-bommas and perform the roles of both interceptor and bomber. This hybrid approach means that they function as fighters normally but can attack ships as if they were bombers. However, when attacking a ship, each squadron only rolls a D3 (rather than a D6) for the number of attacks they inflict.