Bully Boyz
Detachment Rules
Da Boss Is Watchin’
At the start of your Command phase, in a turn in which you have not called a Waaagh!, if you have one or more WARBOSS models on the battlefield (or embarked within a TRANSPORT that is on the battlefield), you can call a Waaagh! for a second time this battle. When doing so, that second Waaagh! only counts as having been called for WARBOSS, NOBZ and MEGANOBZ units from your army.
Gathered together into an all‑conquering mass of hulking brutes, the biggest Nobz and their even larger bosses are – or so they claim – more Orky than anyone else. Their bellowed war cries are louder, their self‑belief, impetus and sheer presence an affront to the senses. Theirs is a violent momentum that can roll through entire enemy armies in an unrelenting wave of aggression.
Stratagems
Armed To Da Teef
When: Your Shooting phase or the Fight phase.
Target: One NOBZ or MEGANOBZ unit from your army that has not been selected to shoot or fight this phase.
Effect: Until the end of the phase, each time a model in your unit makes an attack, re‑roll a Hit roll of 1. If a Waaagh! is active for your unit, you can re‑roll the Hit roll instead.
Too Arrogant To Die
When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
Target: One NOBZ or MEGANOBZ 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 shot or fought this phase, roll one D6, adding 2 to the result if a Waaagh! is active for your unit. On a 5+, do not remove the destroyed model from play; it can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play.
Always Lookin’ Fer A Fight
When: Fight phase, just after an enemy unit is destroyed.
Target: One NOBZ or MEGANOBZ unit from your army that destroyed that enemy unit.
Effect: Until the end of the phase, each time your unit makes a Consolidation move, it can move up to D3+3" instead of up to 3". If a Waaagh! is active for your unit, it can move up to 6" instead.
Crushing Impact
When: Your Charge phase, just after a NOBZ or MEGANOBZ unit from your army ends a Charge move.
Target: That NOBZ or MEGANOBZ unit.
Effect: Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). If a Waaagh! is active for your unit, that enemy unit suffers 1 mortal wound for each 4+ instead.
Cut’ Em Down
When: Your opponent’s Movement phase, just after an enemy unit is selected 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, all models in that enemy unit must take a Desperate Escape test. When doing so, if a Waaagh! is active for your unit, subtract 1 from each of those tests.
Hulking Brutes
When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Target: One NOBZ or MEGANOBZ unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
Enhancements
Tellyporta — 25 pts
WARBOSS IN MEGA ARMOUR model only. Models in the bearer’s unit have the Deep Strike ability.
Big Gob — 20 pts
INFANTRY WARBOSS model only. At the start of the Fight phase, select one enemy unit within Engagement range of the bearer. That unit must take a Battle‑shock test, and when doing so, subtract 1 from the result.
Da Biggest Boss — 15 pts
INFANTRY WARBOSS model only. Add 2 to the bearer’s Wounds characteristic.
’Eadstompa — 10 pts
INFANTRY WARBOSS model only. Each time the bearer makes an attack that targets a unit that is below its Starting Strength, re‑roll a Wound roll of 1. If that unit is Below Half‑strength, you can re‑roll the Wound roll instead.
Da Big Hunt
Detachment Rules
Da Hunt Is On
At the start of your Command phase, select one MONSTER, VEHICLE or CHARACTER unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Prey:
- Each time a BEAST SNAGGA unit from your army declares a charge that includes your Prey as one of the targets, you can re‑roll the Charge roll.
- Each time a BEAST SNAGGA model from your army makes an attack that targets your Prey, improve the Armour Penetration characteristic of that attack by 1.
Spying the largest or most dangerous threats on the battlefield – besides the Orks themselves – Beast Snaggas chase them down with gleeful enthusiasm, mobs racing each other to claim the kill and to snag a worthy trophy with which to proclaim their status as the warband’s greatest hunters. Until, that is, the easily distracted ladz notice their next quarry.
Stratagems
Drag It Down
When: Fight phase.
Target: One BEAST SNAGGA unit from your army that has not been selected to fight this phase.
Effect: Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. In addition, each time a model in your unit makes a melee attack that targets your Prey, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.
Unstoppable Momentum
When: Your Charge phase, just after a BEAST SNAGGA MOUNTED unit from your army ends a Charge move.
Target: That BEAST SNAGGA unit.
Effect: Select one enemy unit within Engagement Range of your unit and roll one D6 for each model in your unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). If that enemy unit is your Prey, roll three additional D6.
Dat One’s Even Bigga!
When: Your Charge phase.
Target: One BEAST SNAGGA unit from your army.
Effect: Until the end of the phase, your unit is eligible to charge in a turn in which it Advanced or Fell Back. In addition, you can re-roll Charge rolls made for your unit, provided one of the targets of that charge is your Prey.
Where D’ya Fink You’re Going?
When: Your opponent’s Movement phase, just after an enemy unit ends 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 not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6".
Stalkin’ Taktiks
When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Target: One BEAST SNAGGA INFANTRY or BEAST SNAGGA MOUNTED 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 ranged attack targets your unit, models in your unit have the Benefit of Cover against that attack. In addition, if your unit has the Infantry keyword, until the end of the phase, models in your unit have the Stealth ability.
Instinctive Hunters
When: End of your opponent’s Fight phase.
Target: One BEAST SNAGGA unit from your army that is not within Engagement Range of one or more enemy unit.
Effect: Remove your unit from the battlefield and place it into Strategic Reserves.
Enhancements
Glory Hog — 30 pts
BEASTBOSS ON SQUIGOSAUR model only. Models in the bearer’s unit have the Scouts 9" ability.
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, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
Proper Killy — 15 pts
BEAST SNAGGA model only. Add 1 to the Damage characteristic of melee weapons equipped by the bearer.
Surly As A Squiggoth — 20 pts
BEASTBOSS ON SQUIGOSAUR model only. While the bearer is leading a unit, each time an attack targets that unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll.
Dread Mob
Detachment Rules
Try Dat Button!
Each time a MEK, ORKS WALKER or GROTS VEHICLE unit from your army is selected to shoot or fight, roll one D6. Until the end of the phase, weapons equipped by models in that unit have the corresponding ability shown in the table below.
-
Alternatively, when such a unit is selected to shoot or fight, you can select one of the abilities above instead of rolling the D6. If you do, until the end of the phase, weapons equipped by models in that unit have the [HAZARDOUS] ability as well.
If a weapon equipped by a model from you army has the [HAZARDOUS] ability from multiple sources, each time you take a Hazardous test for that weapon, it is failed on a roll of a 1 or a 2.
Inventive Meks wire all manner of kustomised gubbinz, suspicious extras and inviting big red buttons to weapons or into the cockpits of their clanking kan creations. Eager Orks are always enthusiastic to try out such random innovations to see what sort of destruction they can cause. Sometimes this can be risky, but that’s half the fun!
Stratagems
Klankin’ Klaws
When: Fight phase.
Target: One ORKS WALKER unit from your army that has not been selected to fight this phase.
Effect: Each time you use this Stratagem, you can choose to push it. Until the end of the phase, add 2 to the Strength characteristic of melee weapons equipped by models in your unit and, if you chose to push it, until the end of the phase, add 1 to the Damage characteristic of those weapons and they have the [HAZARDOUS] ability as well.
Superfuelled Boiler
When: Your Movement phase, just after an ORKS WALKER unit from your army has been selected to Advance.
Target: That ORKS WALKER unit.
Effect: Until the end of the turn, you can re‑roll Advance rolls made for your unit and ranged weapons equipped by models in your unit have the [ASSAULT] ability.
Bigger Shells For Bigger Gitz
When: Your Shooting phase.
Target: One MEK, ORKS WALKER or GROTS VEHICLE unit from your army that has not been selected to shoot this phase.
Effect: Each time you use this Stratagem, you can choose to push it. Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE, add 1 to the Wound roll. If you chose to push it, add 1 to the Damage characteristic of that attack and, until the end of the phase, ranged weapons equipped by models in your unit have the [HAZARDOUS] ability as well.
Dakka! Dakka! Dakka!
When: Your Shooting phase.
Target: One ORKS WALKER or GROTS VEHICLE unit from your army that has not been selected to shoot this phase.
Effect: Each time you use this Stratagem, you can choose to push it. Until the end of the phase, each time a model in your unit makes an attack, re‑roll a Hit roll of 1. If you chose to push it, you can re‑roll the Hit roll instead and, until the end of the phase, ranged weapons equipped by models in your unit have the [HAZARDOUS] ability as well.
Conniving Runts
When: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
Target: One GRETCHIN unit from your army that is within 9" of that enemy unit and not within Engagement Range of any enemy units.
Effect: Roll one D6: on a 4+, that enemy unit suffers D3+1 mortal wounds. Your unit can then make a Normal move.
Extra Gubbinz
When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Target: One ORKS WALKER or GROTS VEHICLE unit from your army (excluding TITANIC 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 is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
Enhancements
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, select one enemy unit within 18" of and visible to the bearer, then roll one D6: on a 1‑2, that enemy unit must take a Battle‑shock test; on a 3‑4, that enemy unit suffers D3 mortal wounds; on a 5‑6, until the start of your next Command phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll.
Press It Fasta! — 35 pts
MEK model only. Each time the bearer’s unit is selected to shoot, when rolling to determine which ability that unit’s weapons gain from the Try Dat Button! Detachment rule, roll one additional D6: until the end of the phase, ranged weapons equipped by models in that unit gain both Button Effects generated by those rolls. If a duplicate Button Effect is rolled, it has no additional effect.
Gitfinder Gogglez — 10 pts
MEK model only. Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability.
Green Tide
Detachment Rules
Mob Mentality
Each time an attack targets a BOYZ unit from your army, models in that unit have a 6+ invulnerable save against that attack. Each time an attack targets a BOYZ unit from your army that contains 10 or more models, models in that unit have a 5+ invulnerable save against that attack.
Caught up in the infectious and nigh supernatural belligerence that suffuses such large hordes of Orks on the warpath, the Boyz tend to push through lethal wounds, being too immersed in the energetic riot to worry about such things as long as they have a load of mates to enjoy the fight with.
Stratagems
Competitive Streak
When: Fight phase.
Target: One BOYZ 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 an attack, re‑roll a Wound roll of 1. If your unit contains 10 or more models, re‑roll the Wound roll instead.
Bulldozer Brutality
When: Fight phase.
Target: One BOYZ unit from your army that has not been selected to fight this phase and is within Engagement Range of one or more enemy units.
Effect: Until the end of the phase, each time your unit is selected to fight, when determining which models in your unit are eligible to fight, any models in your unit that are within 3" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3" of them and within Engagement Range of their unit.
Braggin’ Rights
When: Your Command phase.
Target: Two BOYZ units from your army that are within 6" of each other.
Effect: Until the start of your next Command phase, while those two units are within 6" of each other, they both count as containing 10 or more models for the purpose of your Detachment rule, any Enhancements models from your army have and any Stratagems you use.
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 (excluding CHARACTER models).
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 end of the phase, each time your unit declares a charge, add 1 to the Charge roll and, if your unit contains 10 or more models, you can re-roll the Charge roll.
Go Get ’Em!
When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Target: One BOYZ unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: After the attacking unit has shot, your unit can make a Go Get ’Em! move. To do so, roll one D6: each model in your unit can move a distance in inches up to the result, but your unit must end that move as close as possible to the closest enemy unit. When doing so, those models can be moved within Engagement Range of that enemy unit. If your unit contains 10 or more models, you can re-roll the D6 to determine how far your unit can move.
Enhancements
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 the bearer’s melee weapons. If the bearer’s unit contains 10 or more models, while resolving those attacks, add 3 to the Strength characteristic instead.
Brutal But Kunnin’ — 25 pts
ORKS INFANTRY model only. In your Command phase, if the bearer is on the battlefield (or is embarked within a TRANSPORT that is on the battlefield), roll one D6, adding 2 to the result if the bearer’s unit contains 10 or more models: on a 5+, you gain 1CP.
Bloodthirsty Belligerence — 15 pts
ORKS INFANTRY model only. While the bearer is leading a unit, you can re‑roll Advance rolls made for that unit. While that unit contains 10 or more models, you can re‑roll Charge rolls made for that unit as well.
Raucous Warcaller — 20 pts
ORKS INFANTRY model only. While the bearer is leading a unit, that unit always counts as containing 10 or more models for the purposes of your Detachment rule and any Stratagems you use.
Kult of Speed
Detachment Rules
Adrenaline Junkies
SPEED FREEKS units from your army are eligible to shoot and declare a charge in a turn in which they Advanced or Fell Back.
If there is one thing Speed Freeks love more than racing full tilt towards the enemy, smashing into them and pulling hair pin turns to do it all again, it is loosing incredible amounts of noisy, chugging dakka as they do so.
Stratagems
Speediest Freeks
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.
Squig Flingin’
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
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
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
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.
More Gitz Over ’Ere!
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 9" 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".
Enhancements
Wazblasta — 10 pts
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
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
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
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.
More Dakka!
Detachment Rules
Dakka! Dakka! Dakka!
Ranged weapons equipped 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 equipped by ORKS INFANTRY and ORKS WALKER models from your army have the [SUSTAINED HITS 1] ability.
Orks have no real concept of ammunition preservation, instead tending to hold the trigger down until their ammunition runs dry or their weapon falls apart in their hands.
Stratagems
Orks Is Still Orks
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 an attack that targets an enemy unit, re‐roll a Wound roll of 1. If that enemy unit is within range of an objective marker, you can re‐roll the Wound roll instead.
Get Stuck In, Ladz!
When: Your Command phase.
Target: One ORKS unit (excluding GRETCHIN) from your army.
Effect: 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.*
Huge Show-offs
When: Your Command phase.
Target: One ORKS WALKER unit (excluding 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 time a model in your unit makes an attack, add 1 to the Hit roll.
Long, Uncontrolled Bursts
When: Your Shooting phase.
Target: One ORKS 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 [IGNORES COVER] ability.
Speshul Shells
When: Your Shooting phase.
Target: One ORKS unit from your army that has not been selected to shoot this phase.
Effect: Until the end of the phase, each time a model in your unit makes a ranged attack that targets the closest eligible target within 18", improve the Armour Penetration characteristic of ranged weapons equipped by models in your unit by 1.
Call Dat Dakka?
When: Your opponent’s Shooting phase, just after an enemy unit has shot.
Target: One ORKS unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks.
Effect: Your unit can shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.
Enhancements
Da Gobshot Thunderbuss — 15 pts
ORKS model only. Ranged weapons equipped by the bearer have the [DEVASTATING WOUNDS] and [HAZARDOUS] abilities.
Dead Shiny Shootas — 35 pts
ORKS model only. Ranged weapons equipped by models in the bearer’s unit have the [RAPID FIRE 1] ability.
Targetin’ Squigs — 15 pts
ORKS model only. Each time a model in the bearer’s unit makes a ranged attack, add 1 to the Hit roll.
Zog Off and Eat Dakka! — 10 pts
ORKS model only. The bearer’s unit is eligible to shoot in a turn in which it Fell Back.
Taktikal Brigade
Detachment Rules
Lissen ’Ere
Once per battle round, in your Command phase or after being set up on the battlefield in your Movement phase, each BOSS SNIKROT, MEK and WARBOSS model in your army can issue Taktiks abilities.
To do so, select one of the Taktiks abilities below and select one friendly ORKS unit within 6" of that model to issue them to. That model must take a Leadership test: if failed, the selected unit suffers 1 mortal wound. Until the start of your next Command phase, the selected unit is affected by the selected Taktik. A unit cannot have Taktiks issued to it in this way more than once per battle round.
Taktiks abilities cannot be issued to Battle‑shocked units, and if a unit affected by Taktiks becomes Battle‑shocked, all Taktiks cease to affect that unit while it is Battle‑shocked.
Get Stuck In: You can re‑roll Charge rolls made for this unit.
Get On Wiv It: Add 1 to the Strength characteristic of melee weapons equipped by models in this unit.
Sneaky Stalkin’: INFANTRY and MOUNTED models (excluding MEGANOBZ) in this unit have the Stealth ability and each time a ranged attack targets this unit, those models have the Benefit of Cover against that attack.
Shoota Drills: Each time an INFANTRY or MOUNTED model in this unit makes a ranged attack, add 1 to the Hit roll.
Blood Axe leaders bellow actual orders to the ladz under their command.
Stratagems
Dat’s Ours
When: Command phase.
Target: One ORKS unit from your army that is 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.
Fight Proppa
When: Fight phase.
Target: One ORKS INFANTRY or ORKS MOUNTED unit from your army that has not been selected to fight this phase.
Effect: Select the [SUSTAINED HITS 1] or [LETHAL HITS] ability. Until the end of the phase, melee weapons equipped by models in your unit have the selected ability.
Taktikal Retreat
When: Your Movement phase, just after an ORKS unit from your army Falls Back.
Target: That ORKS unit.
Effect: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
Krunchin’ Descent
When: Your Charge phase, just after a STORMBOYZ unit from your army ends a Charge move.
Target: That STORMBOYZ unit.
Effect: Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
On To Da Next
When: Your opponent’s Movement phase, just 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".
Ded Sneaky
When: End of your opponent’s Fight phase.
Target: One KOMMANDOS or STORMBOYZ unit from your army that is not within Engagement Range of one or more enemy units.
Effect: Remove your unit from the battlefield and place it into Strategic Reserves.
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 time a model in the bearer’s unit makes a ranged attack, you can re‑roll the Hit roll.
Mork’s Kunnin’ — 15 pts
ORKS model only. After both players have deployed their armies, select up to three ORKS 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.
Gob Boomer — 10 pts
WARBOSS or MEK model only. Each time the bearer issues Taktiks, it can do so to a friendly ORKS INFANTRY or ORKS MOUNTED unit within 18", instead of 6".
War Horde
Detachment Rules
Get Stuck In
Melee weapons equipped by ORKS models from your army have the [SUSTAINED HITS 1] ability.
Once an Ork gets stuck into hand‑to‑hand combat, they quickly overwhelm their enemies through sheer ferocity and an eagerness to give the gitz a good kicking.
Stratagems
Careen!
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
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
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
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.
Mob Rule
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
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.
Enhancements
Follow Me Ladz — 25 pts
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
ORKS model only. Melee weapons equipped by the bearer (excluding Extra Attacks weapons) have the [DEVASTATING WOUNDS] ability.
Kunnin’ but Brutal — 15 pts
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
ORKS model only. The bearer has the Feel No Pain 4+ ability.