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BRUTE RAM SHIP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 pts<br />
TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS<br />
Escort/1 25cm 90° 1 6+ front/4+ 1<br />
ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC<br />
Gunz battery 30cm 2 Front/left/right<br />
The Brute is a curious vessel and characteristically Orkish in its concept. It is fitted<br />
with superior engines and manoeuvring thrusters, compared to most Ork vessels,<br />
but these are not intended to make the ship handier in a fight. The true purpose of the<br />
Brute is betrayed by its armoured beak, festooned with rotary blades and drills, which<br />
is deadly when it rams enemy vessels at maximum thrust. In combat, Brutes manoeuvre<br />
to try to reach a position where they can charge an enemy ship and burst it apart with a<br />
single impact. The Brute is so heavily built that it can badly damage even a capital ship.<br />
Notes: The Brute ram ship is built for smashing into an enemy vessel at top speed,<br />
hence it rolls 4 dice to damage an opposing ship when it rams.<br />
ORK PIRATES <strong>OF</strong> <strong>THE</strong> CYCLOPS CLUSTER FLEET LIST<br />
WARLORD<br />
Up to 1 Warlord per 500 pts<br />
You may include 1 or more Warlord in your fleet,<br />
each of whom must be assigned to a ship or<br />
squadron. If the fleet is worth 500 points or more<br />
it must include at least 1 Warlord to lead it.<br />
Ork Warlord . . . . . . . . . . . . . . . . . . . . 40 pts<br />
Warlords get one re-roll. They can have up to two<br />
more re-rolls for the additional cost noted below.<br />
One extra re-roll . . . . . . . . . . . . . . . . . . . . 20 pts<br />
Two extra re-rolls . . . . . . . . . . . . . . . . . . . 40 pts<br />
A vessel carrying a Warlord doubles its boarding<br />
value and may include up to one of the upgrades<br />
shown below at the additional cost indicated.<br />
Maniac Gunners . . . . . . . . . . . . . . . . . . +35 pts<br />
The ship may re-roll the dice for the firepower of<br />
its gunz when it fires.<br />
Mad Meks . . . . . . . . . . . . . . . . . . . . . . . +25 pts<br />
The ship may re-roll the dice for damage control.<br />
Extra Power Fields . . . . . . . . . . . . . . . . +25 pts<br />
The ship’s shield value is increased by +1.<br />
Mega-armoured Boarding Parties . . . . +15 pts<br />
+1 modifier on boarding.<br />
Looted Torpedoes . . . . . . . . . . . . . . . . . +20 pts<br />
The ship may re-roll the dice for the strength of<br />
torpedo salvoes when it fires.<br />
An Ork fleet can include a max. of one Warlord<br />
per 500 points. Ie, if the fleet is worth up to 500<br />
points, it may have one Warlord. If it is worth 500-<br />
1,000 points two Warlords may be included, etc.<br />
KROOZERS<br />
You may include up to six kroozers in your fleet.<br />
Ork Kill kroozer . . . . . . . . . . . . . . . . . . . 155 pts<br />
Ork Terror kroozer. . . . . . . . . . . . . . . . . . 185 pts<br />
ESCORTS<br />
You can include any number of escorts in your<br />
fleet.<br />
Ork Onslaught attack ship . . . . . . . . . . . . . 45 pts<br />
Ork Savage gunship . . . . . . . . . . . . . . . . . 40 pts<br />
Ork Ravager attack ship . . . . . . . . . . . . . . 35 pts<br />
Ork Brute ramship. . . . . . . . . . . . . . . . . . . 25 pts<br />
“...Wherein the bestial Orks shall appear within<br />
the orrery of worlds beneath your protection.<br />
At first they will assay a thrust upon the<br />
inhabited spheres, committing greater forces<br />
against the weaker while withdrawing from the<br />
stronger. Should all such thrusts be parried<br />
with success the Ork Warlords will retreat to<br />
the outer reaches and emplace hidden<br />
strongholds upon uninhabited worlds and<br />
asteroids beyond the reach of righteous<br />
retribution. There they will breed and spread in<br />
the manner of a contagion, each Warlord<br />
directing his minions to mine for metals and<br />
build more vessels. Ork ships will prey upon<br />
passing ships and plunder them without mercy.<br />
Thus picket ships need to be set to guard<br />
battlefields to prevent the Orks stealing forth<br />
to capture hulks and debris for their fleet.<br />
Without an aggressive and effective xenocidal<br />
campaign in time the beasts will grow to such<br />
numbers that they return and overwhelm the<br />
inner spheres.”<br />
Excerpted from De Xenos Maleficorum,<br />
Inquisitorial tome of the Ordo Xenos.<br />
139<br />
<strong>GOTHIC</strong>