Orks – Deffkoptas (Legendary)
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2

Deffkoptas (Legendary)

NoNAME  M WS BS S T W A Ld Sv
20
Deffkopta
1‑5
20
Deffkopta
14" 3+ 5+ 4 5 4 2 6 4+
This unit contains 1 Deffkopta. It can include up to 2 additional Deffkoptas (Power Rating +3) or up to 4 additional Deffkoptas (Power Rating +6). Each model is equipped with a twin big shoota, slugga and spinnin’ blades.
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

Datasheet-related Stratagems

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.

Kopta rokkits used in following datasheets:

ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

Spinnin’ blades used in following datasheets:

Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
single/pair
’Ere We Go

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.
Mob Rule

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.
Dakka! Dakka! Dakka!

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.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.

The DEFFKOPTAS keyword is used in following Orks datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Dakka! Dakka! Dakka!

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.
Embark
If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly TRANSPORT model they can embark within it. A unit cannot embark within a TRANSPORT model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.

Units cannot normally do anything or be affected in any way while they are embarked. Unless specifically stated, other units’ abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. For all rules purposes, units that are embarked within a TRANSPORT model that has made a Normal Move, Advanced, Fallen Back or Remained Stationary also count as having made the same kind of move that turn.

  • Units can embark in a friendly TRANSPORT if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a TRANSPORT that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a TRANSPORT.
Flying
If a unit’s datasheet has the FLY keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • FLY models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • FLY models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
© Vyacheslav Maltsev 2013-2021