Orks
Freebooter Krew
Detachment Rules
Here be Loot
Enhancements
Da Kaptin
10 ptsKaptins are experts in violently motivating their lads in the pursuit of even more loot.
- WARBOSS* model only. Once per battle round, at the start of any phase, you can select one friendly ORKS unit that is Battle‑shocked and within 12" of the bearer. That unit suffers D3 mortal wounds and it is no longer Battle‑shocked.
Git-Spotter Squig
20 ptsWealthy Freebooterz can afford augmetically enhanced Git‑spotter Squigs to sit on their shoulders and spot gits.
- ORKS* model only. Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability.
Bionik Workshop
15 ptsBad Meks and Doks are sought after by Freebooterz to provide cybork bioniks for those with the teef to pay.
- BIG MEK* or PAINBOY model only. At the start of the battle, roll one D3 and compare the result to the list below. Until the end of the battle, models in the bearer’s unit have that bioniks ability.
- 1. Bionik Legs:* Add 2" to the Move characteristic of this model.
- 2. Bionik Arms:* Add 1 to the Strength characteristic of melee weapons equipped by this model.
- 3. Bionik Bonce:* Improve the Weapon Skill characteristic of melee weapons equipped by this model by 1.
Razgit’s Magik Map
25 ptsStolen from a humie cogboy, this remarkable digital map helps Freebooterz outwit their enemies.
- ORKS* model only. After both players have deployed their armies, select up to three ORKS INFANTRY 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.
Stratagems
eitherPlayer
Bash and Grab
1 CPFreebooterz waste no time getting violently stuck into anyone unwise enough to try to keep prized loot out of their grasping claws.
The Fight phase.
One ORKS unit from your army that has not been selected to fight this phase.
Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of the loot objective, you can re‑roll the Wound roll.
Your Turn
Grab and Bash
1 CPFew warriors in the galaxy fight with greater brutality than a Freebooter determined to hang onto his loot.
Your Command phase.
One ORKS unit from your army (excluding GRETCHIN units) that is within range of the loot objective.
Until the start of your next Command phase, the Waaagh! is active for your unit, even if you have already called a Waaagh! this battle.
- Designer’s Note:* This means that any abilities that are in effect while the Waaagh! is active for your army will be in effect for your unit.
Boardin’ Rush
1 CPHaving cut their gold‑plated fangs storming aboard hostile warships, these Freebooterz are good at getting stuck straight into the enemy.
Your Movement phase.
One ORKS unit from your army that has not been selected to move this phase.
Until the end of the phase, each time your unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
Deck Fraggers
1 CPInvented by some sadistic Bad Mek, these shrapnel‑packed rounds of kustom ammunition are excellent for scything down tight‑packed enemy infantry.
Your Shooting phase.
One ORKS unit from your army that has not been selected to shoot this phase.
Until the end of the phase, each time a model in your unit targets an INFANTRY unit with a ranged weapon, that weapon has the [BLAST] ability.
Rolling Loot-Heap
1 CPJust because an enemy vehicle is still mobile and fighting doesn’t stop any suitably arrogant Flash Gitz from claiming it as their loot, especially when their snazzguns are more than capable of explosively backing up that claim.
Your Shooting phase.
One FLASH GITZ unit from your army that has not been selected to shoot this phase.
Until the end of the phase, ranged weapons equipped by models in your unit have the [ANTI‑VEHICLE 4+] ability.
Opponent's Turn
Krump and Run
1 CPFreebooterz are unscrupulous pirates through and through, always on the look out for new looting opportunities and sometimes even willing to forgo a good punch up in favour of hauling away their riches.
Your opponent’s Movement phase, just after an enemy unit falls back.
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 one or more enemy units.
Your unit can make a Normal move of up to 6".