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Orks

War Horde

3 CP

Detachment Rules

Get Stuck In

Enhancements

Follow Me Ladz

25 pts

Always found at the forefront of an assault, this Ork likes to be the first into the fray.

  • ORKS* model only. While the bearer is leading a unit, add 2" to the Move characteristic of models in that unit.

Headwoppa’s Killchoppa

20 pts

Grand Warboss Headwoppa and his tribe were last seen charging headlong into a horde of Khornate daemons, but legend speaks of a blood slick choppa that still turns up occasionally. Though this weapon looks normal, a dark voice is said to growl in the mind of its wielder, driving them on to ever greater excesses of violence.

  • ORKS* model only. Melee weapons equipped by the bearer (excluding Extra Attacks weapons) have the [DEVASTATING WOUNDS] ability.

Kunnin’ but Brutal

15 pts

Feigning weakness, this Ork allows his foes to think he’s legging it before suddenly piling back into the fight and delivering a brutal flurry of attacks.

  • ORKS* model only. While the bearer is leading a unit, that unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Supa-Cybork Body

15 pts

The original owner of this one‑of‑a‑kind endoskeleton became the envy of every Warboss around, and was soon gutted and stripped for parts by a stronger rival. The Supa‑Cybork Body has been retransplanted several times since then, filling its new owner with confidence, resilience and a belated hope that the Painboyz gave it a quick clean before shoving it back in place…

  • ORKS* model only. The bearer has the Feel No Pain 4+ ability.

Stratagems

eitherPlayer

Careen!

1 CP
CommandMovementShootingChargeFight

If their vehicle is on its last legs, any sensible Ork driver will aim its fiery remains into the nearest foe.

When:

Any phase, just 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 ability. You can use this Stratagem on that unit even though it was just destroyed.

Effect:

Your unit can make a Normal or Fall Back move before its Deadly Demise ability is resolved, and before any embarked units perform an Emergency Disembarkation. When making this move, your unit can move over enemy units (excluding MONSTERS and VEHICLES) as if they were not there.

Orks is Never Beaten

2 CP
Fight

So resilient is Ork physiology – and so slow are Orks on the uptake – even death can take time to register

When:

Fight phase, just after an enemy unit has selected its targets.

Target:

One ORKS 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 a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making attacks, and is then removed from play.

Unbridled Carnage

1 CP
Fight

When Orks get stuck into the foe, the carnage is wonderful to behold, at least for all their mates.

When:

Fight phase.

Target:

One Orks unit from your army that has not been selected to fight this phase.

Effect:

Until the end of the phase, each time a model in your unit makes a melee attack, an unmodified hit roll of 5+ scores a Critical Hit.

’Ard as Nails

1 CP
ShootingFight

Even the lowliest Ork Boy has a toughened hide and a dense skull. While there yet remains the prospect of a git to give a good kicking, it takes a blow of truly phenomenal strength to even give the Ork pause.

When:

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

Target:

One ORKS unit from your army (excluding GROTS, MONSTER and VEHICLE units) 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, subtract 1 from the Wound roll.

Your Turn

Mob Rule

1 CP
Command

The more Orks that gather in one place the more the Waaagh! energy flows, and the more fearless they all become.

When:

End of your Command phase.

Target:

One MOB unit from your army that contains 10 or more models and is not Below Half‑strength.

Effect:

Select one friendly Battle‑shocked ORKS INFANTRY unit within 6" of that Mob unit. That ORKS INFANTRY unit is no longer Battle‑shocked.

’Ere We Go

1 CP
Movement

Even Orks can put on a surprising turn of speed when the promise of a good face‑to‑face fight is in the offing.

When:

Start of your Movement phase.

Target:

One ORKS INFANTRY unit from your army.

Effect:

Until the end of the turn, add 2 to Advance and Charge rolls made for your unit.