No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | |
20 Deffkopta |
|||||||||||
1‑5 | 20 Deffkopta |
14" | 3+ | 5+ | 4 | 5 | 4 | 2 | 6 | 4+ |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
+25 Kopta rokkits | ||||||
+25 Kopta rokkits | 24" | Assault 2 | 8 | -2 | 3 | - |
Slugga | ||||||
Slugga | 12" | Pistol 1 | 4 | 0 | 1 | - |
+10 Twin big shoota | ||||||
+10 Twin big shoota | 36" | Assault 6 | 5 | 0 | 1 | - |
Spinnin’ blades | ||||||
Spinnin’ blades | Melee | Melee | +1 | 0 | 1 | Make D3 hit rolls for each attack made with this weapon. |
Make D3 hit rolls for each attack made with this weapon. | ||||||
+10 Kustom mega-blasta | ||||||
+10 Kustom mega-blasta | 24" | Assault 1 | 8 | -3 | D6 | If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved. |
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved. | ||||||
Killsaw | ||||||
Killsaw | Melee | Melee | x2 | -4 | 2 | When resolving an attack made with this weapon, subtract 1 from the hit roll. If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack with this weapon profile. |
When resolving an attack made with this weapon, subtract 1 from the hit roll. If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack with this weapon profile. |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• Any model may replace its twin big shoota with kopta rokkits. • Any model can be equipped with 1 kustom mega-blasta instead of 1 twin big shoota. • Any model can additionally be equipped with 1 killsaw. • Any model can have 1 bigbomm. If it does, that model gains the Bigbomm ability.
|
ABILITIES | |
ABILITIES |
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka! Turbo-boost: When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. Scoutin’ Ahead: During deployment, you can set up this unit behind enemy lines instead of placing it on the battlefield. At the end of any of your Movement phases, they can swoop around to ambush the foe – set them up anywhere on the battlefield that is more than 9" away from any enemy models and within 14" of a battlefield edge. Bigbomm: +6 Once per battle, at the end of your Movement phase, this model can drop its bigbomm on one enemy unit it moved over in that phase. To a maximum of five D6, roll one D6 for each model in that unit. For each roll of 5+ that unit suffers 1 mortal wound. |
FACTION KEYWORDS: ORK, <CLAN> | |
KEYWORDS: VEHICLE, FLY, SPEED FREEKS, DEFFKOPTAS |
1CP | ||
KULT OF SPEED Specialist Detachment Stratagem Orks thrive on the high-octane thrills of the Kults of Speed, large nomadic cavalcades that rampage across war zones leaving carnage in their wake. Use this Stratagem when choosing your army. Pick an ORK Detachment from your army to be a Kult of Speed Specialist Detachment. SPEED FREEKS in that Detachment gain the KULT OF SPEED keyword. | ||
2CP | ||
RAMMING SPEED Orks Stratagem Ork drivers are infamous for using their vehicles as huge blunt instruments with which to clobber the foe. Use this Stratagem in your Charge phase. Select an ORK VEHICLE unit from your army. You can roll 3D6 when making a charge move with that unit this phase. In addition, if the unit finishes a charge move this phase, select an enemy unit within 1" of it and roll a D6; on a 2+ that enemy unit suffers D3 mortal wounds. | ||
1CP | ||
BILLOWING EXHAUST CLOUDS Orks Stratagem These impetuous Orks create massive clouds of dust and exhaust fumes that cloak their advance. Use this Stratagem at the start of your Movement phase. Select a SPEED FREEKS unit from your army. Until the start of your next turn, subtract 1 from hit rolls for attacks made by ranged weapons that target that unit. | ||
2CP | ||
MORE DAKKA! Orks Stratagem There is no such thing as too much dakka. Use this Stratagem before an ORK unit from your army shoots in your Shooting phase. Until the end of the phase, that unit’s Dakka! Dakka! Dakka! ability triggers on unmodified hit rolls of 5 or 6, instead of 6. | ||
2CP | ||
TELLYPORTA Orks Stratagem Nothing shocks the enemy like an angry mob of Boyz or looming war effigy suddenly appearing in a blast of green lightning! Use this Stratagem during deployment. You can set up an ORK unit from your army with a Power Rating of 20 or less on a tellyporta pad instead of placing it on the battlefield. Units on a tellyporta pad can teleport down at the end of any of your Movement phases – set them up anywhere on the battlefield that is more than 9" from any enemy models. If you use this Stratagem on a TRANSPORT, all units embarked inside it remain so when it is set up on a tellyporta. | ||
1CP | ||
LONG, UNCONTROLLED BURSTS Orks Stratagem Ork Flyboyz will fill the skies with lead in an attempt to bring down enemy aircraft. Use this Stratagem at the start of your Shooting phase. Select an ORK VEHICLE unit from your army that can FLY. Until the end of the phase, add 1 to hit rolls for shooting attacks made by that unit that target enemy units that can FLY. | ||
1CP | ||
DRIVE-BY KRUMPIN’ Evil Sunz Stratagem Evil Sunz Speed Freeks are notorious for their deadly hit-and-run attacks. Use this Stratagem at the end of your Shooting phase. Select an EVIL SUNZ SPEED FREEKS unit from your army. That unit can immediately make a move as if it were the Movement phase, but cannot charge this turn. | ||
This datasheet has Fast Attack Battlefield Role. Full list of Orks units sharing same Battlefield Role follows:
Kopta rokkits used in following datasheets:
Slugga used in following datasheets:
Twin big shoota used in following datasheets:
Spinnin’ blades used in following datasheets:
|
Kustom mega-blasta used in following datasheets:
Once a mob of Orks builds up a good head of steam, their sheer momentum carries them into the fight like a green avalanche.
You can re-roll charge rolls for this unit. When doing so, you can re-roll all or any of the dice.The more Orks in one place, the more the Waaagh! energy flows, and the more fearless they all become.
When using the Leadership characteristic of this unit, you can use either its own Leadership characteristic, or you can choose for the characteristic to be equal to either the number of models in the unit or the number of models in another friendly unit within 6" that has this ability.Nothing aids accuracy like the simple expedient of firing so many shots that you just can’t miss.
Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon made by a model in this unit, that hit roll succeeds regardless of any modifiers. In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls. When firing a weapon with randomly determined characteristics (e.g. a bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target.The ORK keyword is used in following Orks datasheets:
The <CLAN> keyword is used in following Orks datasheets:
The VEHICLE keyword is used in following Orks datasheets:
The FLY keyword is used in following Orks datasheets:
The SPEED FREEKS keyword is used in following Orks datasheets:
The DEFFKOPTAS keyword is used in following Orks datasheets:
The SPEED FREEKS keyword is used in following Orks datasheets:
The ORK and VEHICLE keywords are used in following Orks datasheets:
Nothing aids accuracy like the simple expedient of firing so many shots that you just can’t miss.
Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon made by a model in this unit, that hit roll succeeds regardless of any modifiers. In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls. When firing a weapon with randomly determined characteristics (e.g. a bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target.The TRANSPORT keyword is used in following Orks datasheets:
The EVIL SUNZ and SPEED FREEKS keywords are used in following Orks datasheets: