Below was some sort of Humie supply dump, with stacks of crates and barrels, and Imperial Guardsmen scuttling around dousing fires. Skargrim grinned and sounded the Waaagh-horn before kicking his driver to go faster. Around him, the massed vehicles of the Speed Kult raced down towards the shocked Humies at full throttle. Warbuggies vied with bikes and Traks to cover the ground the fastest, Trukks packed with Boyz careened against each other as they fought to get ahead, the greenskins’ shouts inaudible over the thunder of engines. The column of ramshackle, bellowing vehicles snaked and twisted like a living thing as it converged on its prey.
The Burning Death Speed Freeks Army List uses the datasheets from the Speed Freek Forces section.
The name of the formation.
The units that make up the formation. An Ork player can choose to double or triple the number of units in the formation if he wishes. A formation with double the normal number of units is called a big formation, and a formation with three times the normal number of units is called a ’uge formation.
Most Ork formations have three values. The first value is the cost for the basic formation, the second is its cost if it is a big formation, and the third value is its cost if it is a ’uge formation. If the formation only has one cost then it may not be increased in size. Up to one third of the points available to an Ork army can be spent on aircraft and Gargants.
An Ork formation may include any of the extra units listed in the Extras column. You may include any number of extra units in a formation unless it is specifically noted otherwise. If there is a limitation then the limit is doubled for a big formation and tripled for a ’uge formation. All of the core, extra, and free units in an Ork formation count as being part of one large formation. The different units may not move off on their own.
The Mob Rule (see Mob Rule) and Power of the Waaagh! (see Power of the Waaagh!) rules apply to all Ork formations.
Every Speed Freek Ork army must include a Mekboy Bad Ork Bikerboy unit. The unit is free, you don’t have to pay any points for him, and it can be added to any formation in the army.
Every unit in a Speed Freek army must either have a speed of 30cms plus, or be transported in a unit with a speed of 30cm plus. In other words, formations may not include units with a speed of less than 30cm unless they also have a transport vehicle capable of carrying the unit around.
Burning Death Speed Freek armies are allowed to field a Warbike Outriders formation. All units in the formation have scout.
Burning Death Speed Freek armies have a strategy rating of 3. All formations have an initiative rating of 3+, but receive modifiers depending on the action chosen when taking an action test (see Power of the Waaagh!), or the size of the formation when rallying (see Mob Rule).
May transport one infantry units without Jump Packs or Mounted. With the exception of Big Gunz, units being transported may shoot.
May transport two infantry units without Jump Packs or Mounted; only one of the two units may be a Big Gunz; plus one unit of Grotz.
May transport one infantry unit without Jump Packs or Mounted.
May transport eight infantry units without Jump Packs or Mounted; only one of the eight units may be a Big Gunz; plus four units of Grotz. Critical Hit Effect: Move the unit D6cm in a random direction, all units under it suffer a hit. The unit is destroyed and all units being carried are destroyed unless they roll a 6+.
May transport four infantry units without Jump Packs or Mounted; only one of the four units may be a Big Gunz; plus two units of Grotz. Critical Hit Effect: Move the unit D6cm in a random direction, all units under it suffer a hit. The unit is destroyed and all units being carried are destroyed unless they roll a 6+.
May transport ten infantry units (except Big Gunz), light vehicle units, Killa Kans or Dreadnoughts; plus four units of Grotz. Light vehicles and Dreadnoughts count as two units each. Critical Hit Effect: The unit and all units being carried are destroyed.
May transport twelve Landas and the units being carried on them.
Orks believe that as long as there’s a bunch of them still fighting together (slightly more than they can count up to is ideal!) then there’s always a chance that they’ll prevail, no matter the odds. To represent this, Ork formations with more than five units (i.e., too many to count on the fingers of one hand), not including Gretchin or Big Gunz units, receive a +1 modifier to any rally rolls they make, and formations with more than 10 such units receive a +2 modifier. For the purposes of this rule war engine’s count each point of starting damage capacity as a unit.
Orks are not noted for their organisational abilities, and thus usually have a pretty low initiative rating. However, if there is one thing that will galvanise an Ork warband, it’s the thought of a good punch-up! Because of this, Ork formations that are attempting to take engage or double actions receive a +2 modifier to their action test roll. Ork flyboyz similarly relish the chance to shoot things up, and receive a +2 modifier to their action test roll when attempting to carry out interception or ground attack actions (see Aircraft).
Some Ork war engines are protected by banks of power fields. The number each war engine has is noted on its datasheet. Power fields work in exactly the same manner as Imperial Void Shields (see Imperial Void Shields), with the sole exception that they may not be repaired once they have been knocked down by a hit, and will instead remain down for the remainder of the battle.