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Orks

Blitz Brigade

2 CP

Detachment Rules

Eager for the Fight

Enhancements

Runnin’ Boots

10 pts

These squighide boots were looted from the corpse of a particularly nippy Speed Freek. The wearer is utterly convinced that they make him faster.

  • ORKS INFANTRY CHARACTER* model only. Each time you make a Charge roll for the bearer’s unit, if that unit disembarked from a TRANSPORT this turn, add 1 to the result.

Blitzkaptin

25 pts

Keeping a Blitz Brigade going in one direction is hard enough for most Orks. This particular commander, however, is a master of armoured taktiks.

  • ORKS CHARACTER* model only. After both players have deployed their armies, if the bearer’s unit (or any TRANSPORT it is embarked within) is on the battlefield, select up to three ORKS VEHICLE units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.

Supercharged Squig Oil

10 pts

A few drops of this volatile admixture of Squig oil, rokkit fuel and various other noxious chemicals is enough to provide any engine with increased performance.

  • MEK* model only. Each time the bearer uses its Mekaniak ability, until the end of the turn, you can re‑roll Charge rolls for the selected VEHICLE model’s unit.

Tuff Git

5 pts

Big, brash and belligerent, this Ork is resilient in both mind and body. Even the explosion of his transport isn’t enough to shake him.

  • ORKS INFANTRY CHARACTER* model only. At the end of a phase in which the bearer’s unit disembarked from a TRANSPORT, if that unit is Battle‑shocked, it is no longer Battle‑shocked.

Stratagems

eitherPlayer

Mount up, Ladz

1 CP
Fight

With nothing left to blast or krump, these Orks scramble aboard their transport and thunder towards the next engagement.

When:

End of the Fight phase.

Target:

One ORKS INFANTRY unit from your army that is not within Engagement Range of one or more enemy units, and one friendly TRANSPORT it is able to embark within.

Effect:

If your ORKS INFANTRY unit is wholly within 6" of that TRANSPORT, it can embark within it.

Your Turn

Mekanised Brutality

1 CP
Movement

As Orkoid vehicles thunder into battle at high speed, hatches and ramps swing open, unleashing eager mobs into the thick of the fight.

When:

Your Movement phase.

Target:

One BATTLEWAGON, KILL RIG or HUNTA RIG unit from your army that has not been selected to move this phase.

Effect:

Until the end of the turn, each time a unit disembarks from your unit after your unit makes a Normal move, that disembarked unit is still eligible to declare a charge this turn.

Run ’em Down

1 CP
Movement

Driving forward in loose formation, Ork vehicles smash into the foe, crushing fleeing enemies beneath tyres, steel tracks and Squig trotters.

When:

Your Movement phase.

Target:

One BATTLEWAGON, KILL RIG or HUNTA RIG unit from your army that has not been selected to move this phase.

Effect:

Select up to two other friendly ORKS VEHICLE or ORKS MONSTER units within 6" of your unit. Until the end of the turn, your unit and each unit you selected are eligible to declare a charge in a turn in which they Advanced.

Armoured Duellists

1 CP
Shooting

Ork crews delight in engaging enemy vehicles and monsters in mobile battles.

When:

Your Shooting phase.

Target:

One ORKS VEHICLE unit from your army that has not been selected to shoot this phase.

Effect:

Until the end of the phase, each time your unit makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Hit roll and add 1 to the Wound roll.

Opponent's Turn

Impervious

1 CP
Shooting

Ramshackle though they may appear, Ork vehicles are frighteningly resilient in their construction.

When:

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target:

One BATTLEWAGON, KILL RIG or HUNTA RIG unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect:

Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.

Yooz in Trouble Now

1 CP
Shooting

Spilling from their damaged transport, enraged Orkoid infantry mobs surge towards their attackers.

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 that was hit by one or more of the attacking unit’s attacks.

Effect:

One ORKS INFANTRY unit embarked within your model makes a disembark move, then makes a surge move of up to D6”.