Orks — army rules
Blitz Brigade
Detachment rules
Eager for the Fight: Each time an ORKS unit from your army disembarks from a Transport, until the turn ends you may re-roll Advance and Charge rolls made for that ORKS unit.
Enhancements
Runnin’ Boots (10 pts): Orks Infantry Character model only. Each time you make a Charge roll for the bearer's unit, add 1 to the result if that unit disembarked from a Transport this turn.
Blitzkaptin (25 pts): Orks Character model only. Once both armies are deployed, if the bearer's unit (or a Transport carrying it) is on the battlefield, pick up to three Orks Vehicle units from your army and redeploy them. You may place those units into Strategic Reserves even if doing so exceeds the usual Strategic Reserves limit.
Supercharged Squig Oil (10 pts): Mek model only. Whenever the bearer uses its Mekaniak ability, until the turn ends you can re-roll Charge rolls for the chosen VEHICLE model's unit.
Tuff Git (5 pts): Orks Infantry Character model only. At the end of any phase in which the bearer's unit got out of a Transport, if that unit is Battle-shocked, it stops being Battle-shocked.
Stratagems
ARMOURED DUELLISTS
WHEN: Your Shooting phase. TARGET: One Orks Vehicle unit from your army not yet chosen to shoot this phase. EFFECT: Until the phase ends, each attack your unit makes against a MONSTER or VEHICLE unit gets +1 to the Hit roll and +1 to the Wound roll.
MEKANISED BRUTALITY
WHEN: Your Movement phase. TARGET: One Battlewagon, Kill Rig or Hunta Rig unit from your army not yet chosen to move this phase. EFFECT: Until the turn ends, each time a unit disembarks from your unit after it makes a Normal move, that disembarked unit may still declare a charge this turn.
RUN ’EM DOWN
WHEN: Your Movement phase. TARGET: One Battlewagon, Kill Rig or Hunta Rig unit from your army not yet chosen to move this phase. EFFECT: Pick up to two other friendly Orks Vehicle or Orks Monster units within 6" of your unit. Until the turn ends, your unit and each picked unit may declare a charge in a turn in which they Advanced.
YOOZ IN TROUBLE NOW
WHEN: Your opponent's Shooting phase, just after an enemy unit has shot. TARGET: One Battlewagon, Hunta Rig or Kill Rig model from your army hit by one or more of those attacks. EFFECT: One Orks Infantry unit embarked within your model may disembark and make a Surge move. Roll one D6: models in that unit move up to that many inches, but the unit must finish as close as possible to the nearest enemy unit (excluding AIRCRAFT), and its models may move within Engagement Range of that enemy unit.
IMPERVIOUS
WHEN: Your opponent's Shooting phase, just after an enemy unit has chosen its targets. TARGET: One Battlewagon, Kill Rig or Hunta Rig unit from your army chosen as a target of one or more of those attacks. EFFECT: Until the phase ends, each time an attack targets your unit, if the attack's Strength exceeds your unit's Toughness, subtract 1 from the Wound roll.
MOUNT UP, LADZ
WHEN: End of the Fight phase. TARGET: One Orks Infantry unit from your army that is outside Engagement Range of all enemy units, plus one friendly Transport it can embark within. EFFECT: If your ORKS INFANTRY unit is wholly within 6" of that TRANSPORT, it may embark within it.
Bully Boyz
Detachment rules
Da Boss Is Watchin’: At the start of your Command phase, if you have not yet called a Waaagh! this turn and at least one Warboss model is on the battlefield (or in a Transport that is on the battlefield), you may call a Waaagh! a second time this battle. That second Waaagh! only applies to WARBOSS, Nobz and Meganobz units from your army.
Enhancements
Big Gob (20 pts): Infantry Warboss model only. At the start of the Fight phase, choose one enemy unit within Engagement Range of the bearer. That unit must take a Battle-shock test, subtracting 1 from the result.
Da Biggest Boss (15 pts): Infantry Warboss model only. The bearer's Wounds characteristic is increased by 2.
’Eadstompa (10 pts): Infantry Warboss model only. Each time the bearer attacks a unit that is below its Starting Strength, re-roll a Wound roll of 1. If that unit is Below Half-strength, re-roll the whole Wound roll instead.
Tellyporta (25 pts): Warboss in Mega Armour model only. Models in the bearer's unit have the Deep Strike ability.
Stratagems
HULKING BRUTES
WHEN: Your opponent's Shooting phase, right after an enemy unit picks its targets. TARGET: One Nobz or Meganobz unit from your army chosen as a target of one or more of that unit's attacks. EFFECT: Until that attacking unit finishes its attacks, every attack targeting your unit has its Armour Penetration characteristic worsened by 1.
ARMED TO DATEEF
WHEN: Your Shooting phase or the Fight phase. TARGET: One Nobz or Meganobz unit from your army not yet chosen to shoot or fight this phase. EFFECT: Until the phase ends, each attack made by a model in your unit lets you re-roll a Hit roll of 1. If a Waaagh! is active for your unit, you may re-roll the whole Hit roll instead.
CUT’EM DOWN
WHEN: Your opponent's Movement phase, right after an enemy unit is chosen to Fall Back. TARGET: One Nobz or Meganobz unit from your army within Engagement Range of that enemy unit. EFFECT: When that enemy unit Falls Back, every model in it must take a Desperate Escape test. If a Waaagh! is active for your unit, subtract 1 from each of those tests.
CRUSHING IMPACT
WHEN: Your Charge phase, right after a Nobz or Meganobz unit from your army finishes a Charge move. TARGET: That NOBZ or MEGANOBZ unit. EFFECT: Choose one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit within Engagement Range of that enemy unit: for each 5+, it takes 1 mortal wound (up to a maximum of 6). If a Waaagh! is active for your unit, deal 1 mortal wound for each 4+ instead.
TOO ARROGANT TO DIE
WHEN: Your opponent's Shooting phase or the Fight phase, right after an enemy unit picks its targets. TARGET: One Nobz or Meganobz unit from your army chosen as a target of one or more of that unit's attacks. EFFECT: Until the phase ends, each time a model in your unit is destroyed, if it has not shot or fought this phase, roll one D6 (add 2 if a Waaagh! is active for your unit). On a 5+, leave the model in play; it can shoot or fight once the attacking unit has finished its attacks, and is then removed.
ALWAYS LOOKIN’ FER A FIGHT
WHEN: Fight phase, right after an enemy unit is destroyed. TARGET: One Nobz or Meganobz unit from your army that destroyed it. EFFECT: Until the phase ends, each Consolidation move your unit makes can be up to D3+3" instead of up to 3". If a Waaagh! is active for your unit, it can be up to 6" instead.
Da Big Hunt
Detachment rules
Da Hunt Is On: At the start of your Command phase, pick one MONSTER, VEHICLE or CHARACTER unit from your opponent's army. Until the start of your next Command phase, it is your Prey: each Beast Snagga unit from your army declaring a charge that includes your Prey can re-roll the Charge roll; and each attack by a BEAST SNAGGA model against your Prey has its Armour Penetration characteristic improved by 1.
Enhancements
Glory Hog (30 pts): Beastboss on Squigosaur model only. Models in the bearer's unit have the Scouts 9" ability.
Proper Killy (15 pts): Beast Snagga model only. Add 1 to the Damage characteristic of the bearer's melee weapons.
Skrag Every Stash! (25 pts): Beast Snagga model only. At the end of your Command phase, if the bearer is within range of an objective marker you control, you keep control of that marker even with no models within range of it, until your opponent controls it at the start or end of any turn.
Surly as a Squiggoth (20 pts): Beastboss on Squigosaur model only. While the bearer leads a unit, each attack against that unit whose Strength is greater than the unit's Toughness has 1 subtracted from its Wound roll.
Stratagems
STALKIN’ TAKTIKS
WHEN: Your opponent's Shooting phase, right after an enemy unit picks its targets. TARGET: One Beast Snagga Infantry or Beast Snagga Mounted unit from your army chosen as a target of one or more of that unit's attacks. EFFECT: Until the phase ends, against any ranged attack, models in your unit gain the Benefit of Cover. Also, if your unit has the INFANTRY keyword, until the phase ends its models gain the Stealth ability.
DRAG IT DOWN
WHEN: Fight phase. TARGET: One Beast Snagga unit from your army not yet chosen to fight this phase. EFFECT: Until the phase ends, melee weapons carried by models in your unit gain the [SUSTAINED HITS 1] ability. In addition, each melee attack by a model in your unit against your Prey scores a Critical Hit on an unmodified Hit roll of 5+ rather than only a 6.
DAT ONE’S EVEN BIGGA!
WHEN: Your Charge phase. TARGET: One Beast Snagga unit from your army. EFFECT: Until the phase ends, your unit can charge even in a turn it Advanced or Fell Back. Also, you can re-roll Charge rolls for your unit as long as your Prey is one of the targets.
INSTINCTIVE HUNTERS
WHEN: End of your opponent's Fight phase. TARGET: One Beast Snagga unit from your army not within Engagement Range of any enemy unit. EFFECT: Take your unit off the battlefield and put it into Strategic Reserves.
WHERE D’YA FINK YOU’RE GOING?
WHEN: Your opponent's Movement phase, right after an enemy unit finishes a Fall Back move. TARGET: One Beast Snagga Infantry or Beast Snagga Mounted unit from your army that was within Engagement Range of that enemy unit at the start of the phase. EFFECT: If your unit is no longer within Engagement Range of any enemy unit, it can make a Normal move of up to 6".
UNSTOPPABLE MOMENTUM
WHEN: Your Charge phase, right after a Beast Snagga Mounted unit from your army finishes a Charge move. TARGET: That Beast Snagga unit. EFFECT: Choose one enemy unit within Engagement Range of your unit and roll one D6 per model in your unit: for each 4+, it takes 1 mortal wound (up to a maximum of 6). If that enemy unit is your Prey, roll three extra D6.
Dread Mob
Detachment rules
Try Dat Button!: Each time a Mek, Orks Walker or Grots Vehicle unit from your army is chosen to shoot or fight, roll one D6. Until the phase ends, that unit's weapons gain the matching ability: 1-2 gives [SUSTAINED HITS 1]; 3-4 gives [LETHAL HITS]; 5-6 means each attack with the weapon, on a Critical Wound, improves the attack's Armour Penetration characteristic by 2. Alternatively, instead of rolling you may simply pick one of those abilities; if you do, until the phase ends the unit's weapons also gain the [HAZARDOUS] ability. If a weapon has [HAZARDOUS] from more than one source, its Hazardous test is failed on a 1 or a 2.
KEYWORDS: Gretchin units from your army gain the BATTLELINE keyword.
Enhancements
Gitfinder Googlez (10 pts): Mek model only. Ranged weapons carried by models in the bearer's unit have the [IGNORES COVER] ability.
Press It Fasta! (35 pts): Mek model only. Whenever the bearer's unit is chosen to shoot, when rolling for which ability its weapons gain from the Try Dat Button! Detachment rule, roll one extra D6: until the phase ends, the unit's ranged weapons gain both Button Effects from those rolls. A duplicate Button Effect has no extra effect.
Smoky Gubbinz (15 pts): Mek model only. Models in the bearer's unit have the Stealth ability.
Supa-glowy Fing (20 pts): Mek model only. In your Command phase, pick one enemy unit within 18" of and visible to the bearer, then roll one D6: on a 1-2 it must take a Battle-shock test; on a 3-4 it takes D3 mortal wounds; on a 5-6, until the start of your next Command phase, each attack by a model in it subtracts 1 from the Hit roll.
Stratagems
DAKKA! DAKKA! DAKKA!
WHEN: Your Shooting phase. TARGET: One Orks Walker or Grots Vehicle unit from your army not yet chosen to shoot this phase. EFFECT: Each use, you may choose to push it. Until the phase ends, each attack by a model in your unit lets you re-roll a Hit roll of 1. If pushed, re-roll the whole Hit roll instead, and until the phase ends the unit's ranged weapons also gain the [HAZARDOUS] ability.
BIGGER SHELLS FOR BIGGER GITZ
WHEN: Your Shooting phase. TARGET: One Mek, Orks Walker or Grots Vehicle unit from your army not yet chosen to shoot this phase. EFFECT: Each use, you may choose to push it. Until the phase ends, each attack by a model in your unit against a MONSTER or VEHICLE adds 1 to the Wound roll. If pushed, add 1 to that attack's Damage characteristic as well, and until the phase ends the unit's ranged weapons also gain the [HAZARDOUS] ability.
EXTRA GUBBINZ
WHEN: Your opponent's Shooting phase, right after an enemy unit picks its targets. TARGET: One Orks Walker or Grots Vehicle unit from your army (not TITANIC) chosen as a target of one or more of that unit's attacks. EFFECT: Until the phase ends, each attack allocated to a model in your unit has its Damage characteristic reduced by 1.
KLANKIN’ KLAWS
WHEN: Fight phase. TARGET: One Orks Walker unit from your army not yet chosen to fight this phase. EFFECT: Each use, you may choose to push it. Until the phase ends, add 2 to the Strength characteristic of melee weapons carried by models in your unit; if pushed, until the phase ends also add 1 to their Damage characteristic and give them the [HAZARDOUS] ability.
CONNIVING RUNTS
WHEN: Your opponent's Movement phase, right after an enemy unit finishes a Normal, Advance or Fall Back move. TARGET: One Gretchin unit from your army within 9" of that enemy unit and not within Engagement Range of any enemy unit. EFFECT: Roll one D6: on a 4+, that enemy unit takes D3+1 mortal wounds. Your unit can then make a Normal move.
SUPERFUELLED BOILER
WHEN: Your Movement phase, right after an Orks Walker unit from your army is chosen to Advance. TARGET: That Orks Walker unit. EFFECT: Until the turn ends, you can re-roll Advance rolls for your unit, and its ranged weapons gain the [ASSAULT] ability.
Freebooter Krew
Detachment rules
Here Be Loot: At the start of your Command phase, pick one objective marker. Until the start of your next Command phase, it is your loot objective. Each attack by a model in an Orks Infantry, Orks Mounted or Orks Walker unit from your army gains the [SUSTAINED HITS 1] ability if either is true: that model's unit is within range of your loot objective, or the attack targets a unit within range of your loot objective.
Enhancements
Da Kaptin (10 pts): Warboss model only. Once per battle round, at the start of any phase, pick one friendly Battle-shocked ORKS unit within 12" of the bearer. It takes D3 mortal wounds and stops being Battle-shocked.
Git-spotter Squig (20 pts): ORKS model only. Ranged weapons carried by models in the bearer's unit have the [IGNORES COVER] ability.
Bionik Workshop (15 pts): Big Mek or Painboy model only. At the start of the battle, roll one D3: until the battle ends, models in the bearer's unit gain the matching bioniks ability. Bionik Legs (1): add 2" to this model's Move characteristic. Bionik Arms (2): add 1 to the Strength characteristic of this model's melee weapons. Bionik Bonce (3): improve the Weapon Skill characteristic of this model's melee weapons by 1.
Razgit’s Magik Map (25 pts): ORKS model only. Once both armies are deployed, pick up to three Orks Infantry units from your army and redeploy them. You may place those units into Strategic Reserves even if that exceeds the usual limit.
Stratagems
BOARDIN’ RUSH
WHEN: Your Movement phase. TARGET: One ORKS unit from your army not yet chosen to move this phase. EFFECT: Until the phase ends, when your unit Advances, do not make an Advance roll; instead add 6" to the Move characteristic of its models until the phase ends.
BASH AND GRAB
WHEN: The Fight phase. TARGET: One ORKS unit from your army not yet chosen to fight this phase. EFFECT: Until the phase ends, each attack by a model in your unit against an enemy unit within range of the loot objective lets you re-roll the Wound roll.
ROLLING LOOT-HEAP
WHEN: Your Shooting phase. TARGET: One Flash Gitz unit from your army not yet chosen to shoot this phase. EFFECT: Until the phase ends, ranged weapons carried by models in your unit gain the [ANTI-VEHICLE 4+] ability.
GRAB AND BASH
WHEN: Your Command phase. TARGET: One ORKS unit from your army (not Gretchin) within range of the loot objective. EFFECT: Until the start of your next Command phase, the Waaagh! is active for your unit, even if you have already called one this battle. Note: any abilities that work while the Waaagh! is active for your army will apply to your unit.
DECK FRAGGERS
WHEN: Your Shooting phase. TARGET: One ORKS unit from your army not yet chosen to shoot this phase. EFFECT: Until the phase ends, each time a model in your unit targets an INFANTRY unit with a ranged weapon, that weapon gains the [BLAST] ability.
KRUMP AND RUN
WHEN: Your opponent's Movement phase, right after an enemy unit falls back. TARGET: One ORKS unit from your army that was within Engagement Range of that enemy unit at the start of the phase and is not within range of any enemy unit. EFFECT: Your unit can make a Normal move of up to 6".
Green Tide
Detachment rules
Mob Mentality: Each attack targeting a Boyz unit from your army gives its models a 6+ invulnerable save. If the BOYZ unit has 10 or more models, its models get a 5+ invulnerable save against that attack instead.
Enhancements
Bloodthirsty Belligerence (15 pts): Orks Infantry model only. While the bearer leads a unit, you can re-roll Advance rolls for that unit. While that unit has 10 or more models, you can also re-roll its Charge rolls.
Brutal But Kunnin’ (25 pts): Orks Infantry model only. In your Command phase, if the bearer is on the battlefield (or in a TRANSPORT that is on the battlefield), roll one D6, adding 2 if its unit has 10 or more models: on a 5+, gain 1CP.
Ferocious Show Off (10 pts): Orks Infantry model only. Each time the bearer fights, while resolving those attacks add 1 to the Strength characteristic of its melee weapons. If the bearer's unit has 10 or more models, add 3 instead.
Raucous Warcaller (20 pts): Orks Infantry model only. While the bearer leads a unit, that unit always counts as having 10 or more models for your Detachment rule and any Stratagems you use.
Stratagems
BULLDOZER BRUTALITY
WHEN: Fight phase. TARGET: One Boyz unit from your army not yet chosen to fight this phase and within Engagement Range of one or more enemy units. EFFECT: Until the phase ends, when your unit is chosen to fight, models within 3" of one or more enemy models also count as eligible to fight, and when resolving their attacks they can target one of those enemy units within 3" of them and within Engagement Range of their unit.
COMPETITIVE STREAK
WHEN: Fight phase. TARGET: One Boyz unit from your army not yet chosen to fight this phase. EFFECT: Until the phase ends, each attack by a model in your unit lets you re-roll a Wound roll of 1. If your unit has 10 or more models, re-roll the whole Wound roll instead.
TIDE OF MUSCLE
WHEN: Your Charge phase. TARGET: One Boyz unit from your army that has not declared a charge this phase. EFFECT: Until the phase ends, each charge your unit declares adds 1 to the Charge roll, and if your unit has 10 or more models you can re-roll the Charge roll.
COME ON LADZ!
WHEN: Your Command phase. TARGET: One Boyz unit from your army. EFFECT: Return up to D3+2 destroyed models to your unit (not Character models).
BRAGGIN’ RIGHTS
WHEN: Your Command phase. TARGET: Two Boyz units from your army within 6" of each other. EFFECT: Until the start of your next Command phase, while those two units stay within 6" of each other, both count as having 10 or more models for your Detachment rule, any Enhancements your models have, and any Stratagems you use.
GO GET ’EM!
WHEN: Your opponent's Shooting phase, right after an enemy unit picks its targets. TARGET: One Boyz unit from your army chosen as a target of one or more of that unit's attacks. EFFECT: After that unit shoots, your unit can make a Go Get 'Em! move: roll one D6; each model can move up to that many inches, but the unit must end as close as possible to the nearest enemy unit and may move within Engagement Range of it. If your unit has 10 or more models, you can re-roll the D6.
Kaptin Killers
Detachment rules
Comin’ Through: In your Movement phase, Desperate Escape tests for ORKS models from your army are passed automatically, and each Normal, Advance or Fall Back move by an ORKS unit from your army can pass through other models as if they were not there, provided those models have a lower Toughness characteristic.
Enhancements
Tellyporta (0 pts): During the Deploy Armies step, pick one MEGANOBZ unit from your army. Until the battle ends, its models have the Deep Strike ability.
Gnasher Squig Crates (0 pts): WARBOSS model only. In your Command phase, you may pick one Nobz or Meganobz unit from your army (not Battle-shocked) within 6" of the bearer and within range of an objective marker. If no enemy models are within range of that marker, it is Secured by your army.
Stratagems
CORNERED AND KRUMPED
WHEN: Your opponent's Movement phase, right after an enemy unit is chosen to Fall Back. TARGET: One ORKS unit from your army within Engagement Range of that enemy unit. EFFECT: Your unit can fight as if it were the Fight phase, but its models may only target that enemy unit (if it is eligible), and each attack scores a hit only on an unmodified Hit roll of 6.
PIT FIGHTER
WHEN: Your Charge phase. TARGET: One WARBOSS model from your army. EFFECT: Until the phase ends, your model can declare a charge even in a turn it Fell Back.
LOOT ON THE MOVE
WHEN: Your Movement phase, right after an ORKS unit from your army opens a Hatchway. TARGET: That ORKS unit. EFFECT: That Hatchway cannot be closed for the rest of the battle. Until the turn ends, each attack targeting your unit has its Armour Penetration characteristic worsened by 1.
PILE THROUGH
WHEN: Your Movement phase, right after an ORKS unit from your army opens a Hatchway. TARGET: That ORKS unit. EFFECT: Until the turn ends, your unit has the Fights First ability.
Kult of Speed
Detachment rules
Adrenaline Junkies: Speed Freeks units from your army can shoot and declare a charge even in a turn they Advanced or Fell Back.
Enhancements
Fasta Than Yooz (35 pts): Orks Infantry model only. Each time the bearer's unit disembarks from a TRANSPORT after that TRANSPORT made a Normal move, the bearer's unit can still declare a charge this turn.
Speed Makes Right (25 pts): Orks model only. In your Command phase, if the bearer (or a TRANSPORT carrying it) is within 9" of one or more enemy units, roll one D6: on a 3+, gain 1CP.
Squig-hide Tyres (15 pts): Deffkilla Wartrike model only. Each Consolidation move by a model in the bearer's unit can be up to 6" instead of up to 3".
Wazblasta (10 pts): Deffkilla Wartrike model only. In your Shooting phase, after the bearer's unit shoots, if it is not within Engagement Range of any enemy unit it can make a Normal move of up to 6". If it does, it cannot declare a charge for the rest of the turn.
Stratagems
DAKKASTORM
WHEN: Your Shooting phase. TARGET: One Speed Freeks unit from your army not yet chosen to shoot this phase. EFFECT: Until the phase ends, ranged weapons carried by models in your unit gain the [SUSTAINED HITS 1] ability, or [SUSTAINED HITS 2] while targeting a unit within 9". RESTRICTIONS: A unit cannot be targeted by this and the Blitza Fire Stratagem in the same phase.
BLITZA FIRE
WHEN: Your Shooting phase. TARGET: One Speed Freeks unit from your army not yet chosen to shoot this phase. EFFECT: Until the phase ends, ranged weapons carried by models in your unit gain the [LETHAL HITS] ability, and each attack against a unit within 9" scores a Critical Hit on an unmodified Hit roll of 5+ rather than only a 6. RESTRICTIONS: A unit cannot be targeted by this and the Dakkastorm Stratagem in the same phase.
FULL THROTTLE!
WHEN: Your Charge phase, right after a SPEED FREEKS unit from your army finishes a Charge move. TARGET: That Speed Freeks unit. EFFECT: Until the turn ends, each melee attack by a model in your unit adds 1 to the Wound roll.
MORE GITZ OVER ’ERE!
WHEN: Your opponent's Movement phase, right after an enemy unit finishes a Normal, Advance or Fall Back move. TARGET: One Speed Freeks unit from your army within 9" of that enemy unit and not within Engagement Range of any enemy unit. EFFECT: Your unit can make a Normal move of up to 6".
SPEEDIEST FREEKS
WHEN: Your opponent's Shooting phase or the Fight phase, right after an enemy unit picks its targets. TARGET: One Speed Freeks or Trukk unit from your army chosen as a target of one or more of that unit's attacks. EFFECT: Until the phase ends, models in your unit have a 5+ invulnerable save. If your unit is a VEHICLE with an unmodified Toughness of 8 or less, they have a 4+ invulnerable save instead.
SQUIG FLINGIN’
WHEN: Your Movement phase, right after a SPEED FREEKS or TRUKK unit from your army finishes a Normal, Advance or Fall Back move. TARGET: That Speed Freeks or Trukk unit. EFFECT: Pick one enemy unit within 9" of your unit. It must take a Battle-shock test, subtracting 1 from the result.
More Dakka!
Detachment rules
Dakka! Dakka! Dakka!: Ranged weapons carried by Orks Infantry and Orks Walker models from your army have the [ASSAULT] ability. While the Waaagh! is active for your army, during your Shooting phase, ranged weapons carried by ORKS INFANTRY and ORKS WALKER models from your army also gain the [SUSTAINED HITS 1] ability.
Enhancements
Da Gobshot Thunderbuss (15 pts): ORKS model only. Ranged weapons carried by the bearer have the [DEVASTATING WOUNDS] and [HAZARDOUS] abilities.
Dead Shiny Shootas (35 pts): ORKS model only. Ranged weapons carried by models in the bearer's unit have the [RAPID FIRE 1] ability.
Targetin’ Squigs (15 pts): ORKS model only. Each ranged attack by a model in the bearer's unit adds 1 to the Hit roll.
Zog Off and Eat Dakka! (10 pts): ORKS model only. The bearer's unit can shoot even in a turn it Fell Back.
Stratagems
LONG, UNCONTROLLED BURSTS
WHEN: Your Shooting phase. TARGET: One ORKS unit from your army not yet chosen to shoot this phase. EFFECT: Until the phase ends, ranged weapons carried by models in your unit gain the [IGNORES COVER] ability.
ORKS IS STILL ORKS
WHEN: Fight phase. TARGET: One ORKS unit from your army not yet chosen to fight this phase. EFFECT: Until the phase ends, each attack by a model in your unit against an enemy unit lets you re-roll a Wound roll of 1. If that enemy unit is within range of an objective marker, re-roll the whole Wound roll instead.
GET STUCK IN, LADZ!
WHEN: Your Command phase. TARGET: One ORKS unit from your army (not Gretchin). EFFECT: Until the start of your next Command phase, the Waaagh! is active for your unit, even if you have already called one this battle. Note: any abilities active while the Waaagh! is active for your army will apply to your unit.
HUGE SHOW-OFFS
WHEN: Your Command phase. TARGET: One Orks Walker unit (not Killa Kans) from your army. EFFECT: Until the start of your next Command phase, improve your unit's Move, Leadership and Objective Control characteristics by 1, and each attack by a model in it adds 1 to the Hit roll.
CALL DAT DAKKA?
WHEN: Your opponent's Shooting phase, right after an enemy unit has shot. TARGET: One ORKS unit from your army that lost one or more models to that unit's attacks. EFFECT: Your unit can shoot as if it were your Shooting phase, but may only target that enemy unit, and only if it is an eligible target.
SPESHUL SHELLS
WHEN: Your Shooting phase. TARGET: One ORKS unit from your army not yet chosen to shoot this phase. EFFECT: Until the phase ends, each ranged attack by a model in your unit against the closest eligible target within 18" improves the Armour Penetration characteristic of that unit's ranged weapons by 1.
Ramship Raiders
Detachment rules
Belligerent Boarders: Each attack targeting an ORKS unit from your army (not GROTS units) whose Strength is greater than that unit's Toughness has 1 subtracted from its Wound roll.
Enhancements
Living Battering Ram (0 pts): Each time the bearer attempts to operate a closed Hatchway, your opponent cannot try to prevent it. Also, each time the bearer opens a Hatchway, every enemy unit within 6" of it and wholly on the far side of it from the bearer must take a Battle-shock test.
Scarred Brute (0 pts): The bearer has the Feel No Pain 5+ ability.
Stratagems
ENRAGED RUSH
WHEN: Your opponent's Shooting phase, right after an enemy unit has shot. TARGET: One BOYZ unit from your army chosen as a target of one or more of that unit's attacks. EFFECT: Your unit can make an Enraged Rush move: roll one D6; the unit can move up to that many inches but must end as close as possible to the attacking unit, and may move within Engagement Range of it but only that enemy unit.
PILE THROUGH
WHEN: Your Movement phase, right after an ORKS unit from your army opens a Hatchway. TARGET: That ORKS unit. EFFECT: Until the turn ends, your unit has the Fights First ability.
RAMBOYZ RAMPAGE
WHEN: Your Movement phase. TARGET: One BOYZ unit from your army not yet chosen to move this phase. EFFECT: Until the turn ends, your unit can declare a charge even in a turn it Advanced, and when it Advances do not make an Advance roll; instead add 6" to its models' Move characteristic until the phase ends.
EAGER TO FIGHT
WHEN: Your Movement phase, in the Reinforcements step, right after an ORKS unit from your army is set up in an Entry Zone. TARGET: That ORKS unit. EFFECT: Your unit can make an Advance move.
Speedwaaagh!
Detachment rules
Turbo Boostas: Each time a Speed Freeks or Trukk unit (not Aircraft) from your army Advances, it can use its turbo. If it does, do not make an Advance roll; instead, until the phase ends its models have a Move characteristic of 24" but may only move in one straight line, and until the turn ends their ranged weapons gain the [ASSAULT] ability and the unit cannot declare a charge. Note: a unit using its turbo cannot pivot or move in more than one straight line, and cannot declare a charge even if another rule would allow it after Advancing.
Enhancements
Kustom Shokk Box (10 pts): Deffkilla Wartrike model only. Each time the bearer uses its turbo, its unit can move horizontally through terrain features.
Dakkamek (25 pts): Mek model only. Each time the bearer uses its Mekaniak ability, until the start of your next Command phase the chosen Vehicle model's ranged weapons gain the [RAPID FIRE 1] ability.
Supa-burny Fuel (15 pts): Deffkilla Wartrike model only. Change the Attacks characteristic of the bearer's killa jet - burna weapon to 3D6, and the Attacks characteristic of its killa jet - cutta weapon to 3.
Master Meknologist (20 pts): Big Mek model only. Improve the Ballistic Skill characteristic of the bearer's ranged weapons by 1.
Stratagems
ON DA MOVE
WHEN: Your Movement phase. TARGET: One ORKS unit from your army not yet chosen to move this phase. EFFECT: Until the turn ends, your unit can shoot and declare a charge even in a turn it Fell Back or Advanced (unless it used its turbo this turn).
EVASIVE MANOOVA
WHEN: End of your opponent's Fight phase. TARGET: One Speed Freeks or Trukk unit from your army not within Engagement Range of any enemy unit. EFFECT: Take your unit off the battlefield and put it into Strategic Reserves.
DUST TRAILS
WHEN: Your opponent's Shooting phase, right after an enemy unit picks its targets. TARGET: One ORKS unit from your army chosen as a target of one or more of that unit's attacks. EFFECT: Until the phase ends, your unit has the Benefit of Cover.
DED KILLY CONSTRUCTION
WHEN: Your Fight phase. TARGET: One Speed Freeks or Trukk unit from your army not yet chosen to fight this phase. EFFECT: Until the phase ends, melee weapons carried by models in your unit gain the [LANCE] ability, and if your unit made a Charge move this turn, add 1 to those weapons' Damage characteristic until the phase ends.
MOBILE DAKKASTORM
WHEN: Your Shooting phase, right after a Speed Freeks or Trukk unit from your army shoots. TARGET: That SPEED FREEKS or TRUKK unit. EFFECT: Pick one enemy unit hit by one or more of those attacks (not attacks from Indirect Fire weapons). Until the phase ends, each attack by a SPEED FREEKS or TRUKK unit from your army against that unit improves the attack's Strength characteristic by 2.
SPESHUL AMMO
WHEN: Your Shooting phase. TARGET: One ORKS unit from your army not yet chosen to shoot this phase. EFFECT: Until the phase ends, ranged weapons carried by models in your unit (not Torrent weapons) gain the [ANTI-MONSTER 4+] and [ANTI-VEHICLE 4+] abilities.
Taktikal Brigade
Detachment rules
Lissen ’Ere: Once per battle round, in your Command phase or just after being set up on the battlefield in your Movement phase, each Boss Snikrot, Mek and Warboss model in your army can issue Taktiks. To do so, pick one Taktik below and one friendly ORKS unit within 6" of that model to receive it. That model takes a Leadership test; on a failure the chosen unit takes 1 mortal wound. Until the start of your next Command phase the chosen unit is affected by that Taktik. A unit can only be issued Taktiks once per battle round. Taktiks cannot be issued to Battle-shocked units, and a unit that becomes Battle-shocked stops being affected by Taktiks while it remains so. Get Stuck In: re-roll Charge rolls for this unit. Get On Wiv It: add 1 to the Strength characteristic of this unit's melee weapons. Sneaky Stalkin': Infantry and Mounted models (not Meganobz) in this unit gain the Stealth ability and the Benefit of Cover against ranged attacks. Shoota Drills: each ranged attack by an INFANTRY or MOUNTED model in this unit adds 1 to the Hit roll. Stormboyz units from your army gain the Battleline keyword.
Enhancements
Skwad Leader (15 pts): Warboss Infantry model only. During the Declare Battle Formations step, the bearer can be attached to a Kommandos unit. While leading a Kommandos unit, it has the Infiltrators and Stealth abilities.
Mek Kaptin (45 pts): Big Mek, Big Mek in Mega Armour or Big Mek with Shokk Attack Gun model only. During the Declare Battle Formations step, the bearer can be attached to a Flash Gitz unit. Each ranged attack by a model in the bearer's unit lets you re-roll the Hit roll.
Mork’s Kunnin’ (15 pts): ORKS model only. Once both armies are deployed, pick up to three ORKS units from your army and redeploy them. You may place those units into Strategic Reserves even if that exceeds the usual limit.
Gob Boomer (10 pts): Warboss or Mek model only. When the bearer issues Taktiks, it can do so to a friendly Orks Infantry or Orks Mounted unit within 18" instead of 6".
Stratagems
KRUNCHIN’ DESCENT
WHEN: Your Charge phase, right after a STORMBOYZ unit from your army finishes a Charge move. TARGET: That Stormboyz unit. EFFECT: Pick one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit within Engagement Range of it: for each 4+, it takes 1 mortal wound (up to a maximum of 6).
FIGHT PROPPA
WHEN: Fight phase. TARGET: One Orks Infantry or Orks Mounted unit from your army not yet chosen to fight this phase. EFFECT: Pick the [SUSTAINED HITS 1] or [LETHAL HITS] ability. Until the phase ends, melee weapons carried by models in your unit gain the chosen ability.
DED SNEAKY
WHEN: End of your opponent's Fight phase. TARGET: One Kommandos or Stormboyz unit from your army not within Engagement Range of any enemy unit. EFFECT: Take your unit off the battlefield and put it into Strategic Reserves.
ON TO DA NEXT
WHEN: Your opponent's Movement phase, right after an enemy unit Falls Back. TARGET: One ORKS unit from your army that was within Engagement Range of that enemy unit at the start of the phase. EFFECT: Your unit can make a Normal move of up to 6".
TAKTIKAL RETREAT
WHEN: Your Movement phase, right after an ORKS unit from your army Falls Back. TARGET: That ORKS unit. EFFECT: Until the turn ends, your unit can shoot and declare a charge even in a turn it Fell Back.
DAT’S OURS
WHEN: Command phase. TARGET: One ORKS unit from your army within Engagement Range of one or more enemy units. EFFECT: Until the start of the next Command phase, add 1 to the Objective Control characteristic of models in your unit.
War Horde
Detachment rules
Get Stuck In: Melee weapons carried by ORKS models from your army have the [SUSTAINED HITS 1] ability.
Enhancements
Follow Me Ladz (25 pts): ORKS model only. While the bearer leads a unit, add 2" to the Move characteristic of models in that unit.
Headwoppa’s Killchoppa (20 pts): ORKS model only. Melee weapons carried by the bearer (not Extra Attacks weapons) have the [DEVASTATING WOUNDS] ability.
Kunnin’ But Brutal (15 pts): ORKS model only. While the bearer leads a unit, that unit can shoot and declare a charge even in a turn it Fell Back.
Supa-Cybork Body (15 pts): ORKS model only. The bearer has the Feel No Pain 4+ ability.
Stratagems
ERE WE GO
WHEN: Start of your Movement phase. TARGET: One Orks Infantry unit from your army. EFFECT: Until the turn ends, add 2 to Advance and Charge rolls for your unit.
MOB RULE
WHEN: End of your Command phase. TARGET: One Mob unit from your army with 10 or more models that is not Below Half-strength. EFFECT: Pick one friendly Battle-shocked Orks Infantry unit within 6" of that MOB unit. That unit stops being Battle-shocked.
’ARD AS NAILS
WHEN: Your opponent's Shooting phase or the Fight phase, right after an enemy unit picks its targets. TARGET: One ORKS unit from your army (not Grots, Monster or Vehicle units) chosen as a target of one or more of that unit's attacks. EFFECT: Until the phase ends, each attack targeting your unit subtracts 1 from the Wound roll.
UNBRIDLED CARNAGE
WHEN: Fight phase. TARGET: One ORKS unit from your army not yet chosen to fight this phase. EFFECT: Until the phase ends, each melee attack by a model in your unit scores a Critical Hit on an unmodified Hit roll of 5+.
ORKS IS NEVER BEATEN
WHEN: Fight phase, right after an enemy unit picks its targets. TARGET: One ORKS unit from your army chosen as a target of one or more of that unit's attacks. EFFECT: Until the phase ends, each time a model in your unit is destroyed, if it has not fought this phase, leave it in play. It can fight after the attacking unit finishes its attacks, and is then removed.
CAREEN!
WHEN: Any phase, right after an Orks Vehicle unit from your army with the Deadly Demise ability is destroyed. TARGET: That destroyed ORKS VEHICLE unit, if you rolled a 6 for its Deadly Demise. You may use this even though it was just destroyed. EFFECT: Your unit can make a Normal or Fall Back move before its Deadly Demise resolves and before any embarked units make an Emergency Disembarkation. During this move it can pass over enemy units (not MONSTERS or VEHICLES) as if they were not there.