’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Waaagh! Energy: Add 1 to Psychic tests taken for this model for every 10 ORK models (excluding GRETCHIN) within 10" of it when the roll is made, to a maximum of +3. If the result of the test is 12+ this model immediately suffers Perils of the Warp.
|This model can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite psychic power and one psychic power from the Power of the Waaagh! discipline.|
|FACTION KEYWORDS: ORK, <CLAN>|
|KEYWORDS: CHARACTER, INFANTRY, PSYKER, WEIRDBOY|
HOLD ON, BOYZ!
The Warboss shouts at his ladz to grab onto the Battlewagon and hitch a ride across the battlefield.Use this Stratagem during your Movement phase before you move a <CLAN> BLITZ BRIGADE BATTLEWAGON from your army. Pick a friendly <CLAN> INFANTRY unit wholly within 3" of that model and remove it from the battlefield. After that BATTLEWAGON has moved, set the <CLAN> INFANTRY unit up on the battlefield wholly within 3" of that BATTLEWAGON, and more than 3" from any enemy models. (Note that this infantry unit is not embarked within the Battlewagon and therefore does not count towards the number of models it can transport.) That infantry unit cannot move further this phase (but counts as having moved this turn for all rules purposes) and it cannot charge this turn.
From syringe squigs to vaccine squigs, Painboyz make use of all kinds of medical beasties.Use this Stratagem at the end of your Movement phase. Select a <CLAN> CHARACTER from your army that is within 3" of a friendly <CLAN> PAINBOY. The selected model immediately regains D3 lost wounds.
Some Weirdboyz become addicted to the thrill of soaking up and unleashing Waaagh! energy. These lunatics actively seek out battle with reckless abandon.Use this Stratagem before the battle begins. Select a WEIRDBOY model from your army to become a Warphead. This model knows 1 additional psychic power from the Power of the Waaagh! discipline and can attempt to manifest 1 additional psychic power in each of your Psychic phases. Each WEIRDBOY model can only be selected for this Stratagem once per battle.
Some lucky gits get more than their fair share of shiny gubbinz.Use this Stratagem before the battle. Your army can have one extra Shiny Gubbinz for 1 CP, or two extra Shiny Gubbinz for 3 CPs. All of the Shiny Gubbinz that you include must be different and be given to different ORK CHARACTERS. You can only use this Stratagem once per battle.
GET STUCK IN, LADZ!
Laying about himself with ferocious blows and bellowing loud enough to burst eardrums, the biggest Ork present ‘persuades’ his ladz to fight even harder.Use this Stratagem at the end of the Fight phase. Select an ORK INFANTRY unit from your army that has already fought once this Fight phase to fight a second time.
ORKS IS NEVER BEATEN
So resilient is Ork physiology – and so slow are Orks on the uptake – that even killing wounds can take a while to register.Use this Stratagem when an ORK CHARACTER model from your army is slain. That model is not removed from the battlefield as normal, and can immediately either shoot as if it were your Shooting phase, or fight as if it were the Fight phase. The slain model is then removed from the battlefield.
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.
Orks often use nearby grot mobs as bullet shields.Use this Stratagem after a <CLAN> INFANTRY unit from your army (excluding units comprised entirely of GRETCHIN models) has been hit by a ranged weapon. Until the end of the phase, you can roll a D6 each time an attack made with a ranged weapon wounds that unit if there is a friendly unit comprised entirely of <CLAN> GRETCHIN INFANTRY models within 6" of it, and the GRETCHIN unit is closer to the attacking model than the target unit. On a 2+ one model of your choice in that GRETCHIN unit is slain and the attack sequence ends.
After a spot of mid-battle larceny, these Orks have become so laden down with loot that it actually acts as ablative armour!Use this Stratagem when a VEHICLE unit is destroyed. Select an ORK INFANTRY unit from your army that was either within 3" of the vehicle or embarked within it when it was destroyed. Improve the Save characteristic of that infantry unit by 1 (e.g. a Save characteristic of 6+ will become a Save characteristic of 5+), to a maximum of 2+. A unit can only be affected by this Stratagem once per battle, and once affected, cannot be selected for the Mob Up Stratagem. If this Stratagem is used on a LOOTAS unit from your army, roll a D6; on a 4+ the CP spent to use this Stratagem is immediately refunded.
Bad Moons Stratagem
Bad Moons Orks love nothing better than flaunting their wealth through demonstrations of ballistic largesse that leave other greenskins’ jaws agape and the enemy reduced to flaming ruin.Use this Stratagem immediately after resolving a shooting attack with a BAD MOONS INFANTRY unit from your army. That unit can shoot all of its weapons a second time. This Stratagem can only be used once per phase.
Blood Axe Stratagem
These sneaky gits never appear where you expect them to.Use this Stratagem during deployment. If you spent 1 CP, select a BLOOD AXE INFANTRY unit from your army that has a Power Rating of 8 or less and set it up in hiding instead of placing it on the battlefield. If you spent 2 CPs, select a BLOOD AXE INFANTRY unit that has a Power Rating of 9 or more instead. At the end of any of your Movement phases that unit can emerge from hiding – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
This datasheet has HQ Battlefield Role. Full list of Orks units sharing same Battlefield Role follows:
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 GRETCHIN keyword is used in following Orks datasheets:
The ORK keyword is used in following Orks datasheets:
The <CLAN> keyword is used in following Orks datasheets:
The CHARACTER keyword is used in following Orks datasheets:
The INFANTRY keyword is used in following Orks datasheets:
The <CLAN> and INFANTRY keywords are used in following Orks datasheets:
The <CLAN> and PAINBOY keywords are used in following Orks datasheets:
The WEIRDBOY keyword is used in following Orks datasheets:
The ORK and INFANTRY keywords are used in following Orks datasheets:
The TRANSPORT keyword is used in following Orks datasheets:
The <CLAN>, GRETCHIN and INFANTRY keywords are used in following Orks datasheets:
Smaller Ork mobs tend to be caught up and swept along when a large enough horde of greenskins stampedes across the battlefield.Use this Stratagem at the end of your Movement phase, before setting up any reinforcement units in your army on the battlefield (if any). Select two <CLAN> BOYZ units from your army that are within 2" of each other. If one of the units has 10 or more models, and the other has 10 or fewer, the two units merge and, for the rest of the battle, they are counted as a single unit for all rules purposes.
The LOOTAS keyword is used in following Orks datasheets:
The BAD MOONS and INFANTRY keywords are used in following Orks datasheets:
The BLOOD AXE and INFANTRY keywords are used in following Orks datasheets: