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Orks

Kult of Speed

2 CP

Detachment Rules

Adrenaline Junkies

Enhancements

Wazblasta

10 pts

This warlord’s fanatical devotion to speed is such that he cannot stand being anywhere other than in the heart of the action and he pushes the ladz around him to crank their throttles in order to close the distance with the enemy as soon as possible.

  • DEFFKILLA WARTRIKE* model only. In your Shooting phase, after the bearer’s unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, it is not eligible to declare a charge.

Fasta Than Yooz

35 pts

The thrill‑seeking Orks at the head of Speed Freeks warbands lead their Kult of Speed brethren right into enemy lines, leaping from speeding Trukks and Battlewagons if need be to plunge into the fight.

  • ORKS INFANTRY* model only. Each time the bearer’s unit disembarks from a TRANSPORT after that TRANSPORT has made a Normal move, the bearer’s unit is still eligible to declare a charge this turn.

Squig-hide Tyres

15 pts

Scaly squig‑hide is the perfect material for fast and grippy tyres, able to provide traction even in the mire of blood, guts and oil left over from most Speed Freek fights.

  • DEFFKILLA WARTRIKE* model only. Each time a model in the bearer’s unit makes a Consolidation move, it can move up to 6" instead of up to 3".

Speed Makes Right

25 pts

This Ork’s adrenaline‑addled mind lurches from one insight to the next, a bone‑shaker whose engine only fires on all cylinders when he is in the thick of the fighting. Once there, however, it revs into overdrive.

  • ORKS* model only. In your Command phase, if the bearer (or a TRANSPORT the bearer is embarked within) is within 9" of one or more enemy units, roll one D6: on a 3+, you gain 1CP.

Stratagems

eitherPlayer

Speediest Freeks

1 CP
ShootingFight

Speed Freeks are often just blurs of vehicular mayhem that prove difficult to land a blow on.

When:

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

Target:

One SPEED FREEKS or TRUKK 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, models in your unit have a 5+ invulnerable save. If your unit is a VEHICLE unit with an unmodified Toughness characteristic of 8 or less, until the end of the phase, models in your unit have a 4+ invulnerable save instead.

Your Turn

Squig Flingin’

1 CP
Movement

Speed Freeks live in their vehicles, so it’s no surprise to find small squigs lurking in some compartments. A few are vicious, and entertaining, enough to be worth lobbing into nearby enemies to cause anarchy.

When:

Your Movement phase, just after a SPEED FREEKS or TRUKK unit from your army ends a Normal, Advance or Fall Back move.

Target:

That SPEED FREEKS or TRUKK unit.

Effect:

Select one enemy unit within 9" of your unit. That enemy unit must take a Battle‑shock test and, when doing so, subtract 1 from the result.

Dakkastorm

1 CP
Shooting

Often all an enemy will see of a Kult of Speed is a blur as they speed by, all guns blazing.

When:

Your Shooting phase.

Target:

One SPEED FREEKS unit from your army that has not been selected to shoot this phase.

Effect:

Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. While targeting a unit within 9", they have the [SUSTAINED HITS 2] ability instead.

Restrictions:

A unit cannot be targeted by this and the Blitza Fire Stratagem in the same phase.

Blitza Fire

1 CP
Shooting

Fiercely gripping the trigger, with a manic grin as they close on their foes, Speed Freeks fire so many rounds that some just have to find a weak spot.

When:

Your Shooting phase.

Target:

One SPEED FREEKS unit from your army that has not been selected to shoot this phase.

Effect:

Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability and, each time a model in your unit makes an attack that targets a unit within 9", a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.

Restrictions:

A unit cannot be targeted by this and the Dakkastorm Stratagem in the same phase.

Full Throttle

1 CP
Charge

When racing buggies and warbikes charge at full pelt, the power behind their crews’ assault is so great that they can smash through the enemy.

When:

Your Charge phase, just after a SPEED FREEKS unit from your army ends a Charge move.

Target:

That SPEED FREEKS unit.

Effect:

Until the end of the turn, each time a model in your unit makes a melee attack, add 1 to the Wound roll.

Opponent's Turn

More Gitz Over ’Ere!

1 CP
Movement

Sometimes new targets that emerge are just too juicy to ignore.

When:

Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

Target:

One SPEED FREEKS unit from your army that is within 8" of that enemy unit and is not within Engagement Range of one or more enemy units.

Effect:

Your unit can make a Normal move of up to 6".