Orks
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The Orks are the most belligerent and resourceful race in the galaxy. Rampaging across the void in their billions, the greenskins devastate everything in their path with their ramshackle weapons and war machines, taking brutish glee in wanton destruction and revelling in warfare for its own sake.

Books

BookKindEditionVersionLast update
  Orks
  OrksFaction Pack101.3April 2026
  Da Red Gobbo’s Tinboy (Warhammer Legends)
  Da Red Gobbo’s Tinboy (Warhammer Legends)Datasheet10October 2025
  Boarding Actions
  Boarding ActionsExpansion101.1July 2025
  Munitorum Field Manual
  Munitorum Field ManualExpansion111.0

FAQ

Faction Pack: Orks

Q:If a model has an ability that triggers when you call a Waaagh! and that model is embarked within a TRANSPORT when this happens (e.g. a WARBOSS’ Da Biggest and da Best ability), does that ability take effect?
A:
No. Abilities do not take effect while units are embarked within TRANSPORTS unless they explicitly state otherwise.
Q:When using the Conniving Runts Stratagem, to be able to make the Normal move as part of the Stratagem, do I need to roll a 4+ and have inflicted any mortal wounds?
A:
No.
Q:In the Effect section of the Go Get ’Em! Stratagem there is an additional effect if my unit contains 10 or more models. When do I check if my unit has 10 or more models?
A:
This is checked after the attacking unit has shot.
Q:Can a unit equipped with multiple Bomb Squigs use its Bomb Squig ability more than once each phase?
A:
No.
Q:If a model has an ability that triggers when you call a Waaagh! and that model is embarked within a TRANSPORT when this happens (e.g. a Warboss’ Da Biggest and da Best ability), does that ability take effect?
A:
Yes.
Q:If a unit has an ability that checks if the Waaagh! is active for your army in order for that ability to take effect (e.g. the Meganobz’ Krumpin’ Time ability), does that ability take effect if another rule makes the Waaagh! active for that unit (e.g. the Bully Boyz Detachment rule)?
A:
Yes.

Keywords

AIRCRAFT (6);
ARTILLERY (1);
BATTLELINE (2);
BEAST SNAGGA (9);
BIG MEK (3);
CHARACTER (29);
DEDICATED TRANSPORT (1);
EPIC HERO (11);
FLY (11);
FORTIFICATION (2);
FRAME (9);
GRENADES (25);
GROTS (9);
INFANTRY (33);
JUMP PACK (2);
MEGA ARMOUR (3);
MEK (4);
MOB (2);
MONSTER (4);
MOUNTED (14);
ORKS (88);
PSYKER (3);
SMOKE (3);
SPEED FREEKS (24);
TITANIC (7);
TOWERING (4);
TRANSPORT (16);
VEHICLE (38);
WALKER (9);
WARBOSS (8)


The keywords presented in this section have a number of special features:
  • CLICK on the link to open the tooltip.
  • The number in parentheses indicates the number of datasheets containing this keyword. This number represents the total number of datasheets in the faction, regardless of the filter.
  • The list does not include named keywords that match the datasheet’s name (unless there are other datasheets with such a keyword).

Introduction

On the following pages you will find several ORKS Detachments you can select from, as described in the Core Rules (see the Select Detachment Rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade Army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Orks - the rules they include are as follows:

1
DETACHMENT RULE
The Detachment rule listed here will apply to either your whole army or to particular units within it. If any additional restrictions or benefits apply to a Detachment, they will be listed here. This can include units your army either must include or cannot include, as well as additional keywords some of your units may gain.

2
ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here, as described in the Core Rules (see the Select Units step).
If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements, as described in the main Crusade rules.

3
STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems.

Army Rules

Waaagh!

The infamous war cry of the Orks is known and feared throughout the galaxy. When it echoes across the battlefield, bellowed from hundreds or even thousands of greenskin mouths, even the most stalwart warriors fear the onslaught to come.

If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and:
  • Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced.
  • Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability.
  • Models from your army with this ability have a 5+ invulnerable save.

War Horde3DP

Detachment Rule

Get Stuck In

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.

Melee weapons equipped by ORKS models from your army have the [SUSTAINED HITS 1] ability.

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 greenskin allows his foes to close in before 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

CAREEN!
1CP
War Horde – Epic Deed Stratagem
If their vehicle is on its last legs, any Ork worth their steering wheel will aim its blazing remains into the nearest cluster of enemies. The ensuing explosions never fail to raise a rousing cheer from nearby Ork onlookers.
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 roll 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
2CP
War Horde – Epic Deed Stratagem
So resilient is Ork physiology – and so slow are Orks on the uptake – that even killing wounds can take a while 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 model’s unit has finished making attacks, and is then removed from play.
UNBRIDLED CARNAGE
1CP
War Horde – Battle Tactic Stratagem
When Orks get stuck into the foe, the carnage is wonderful to behold, at least for other 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 a melee attack, an unmodified hit roll of 5+ scores a Critical Hit.
’ARD AS NAILS
1CP
War Horde – Battle Tactic Stratagem
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.
MOB RULE
1CP
War Horde – Battle Tactic Stratagem
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
1CP
War Horde – Battle Tactic Stratagem
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.

Da Big Hunt2DP

Detachment Rule

Da Hunt Is On

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.

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:
  • When a friendly BEAST SNAGGA unit declares a charge, If your Prey is within 12" of that unit, you can use this part of this ability. If you do:
    • That BEAST SNAGGA unit can re-roll that charge roll.
    • That BEAST SNAGGA unit must end that charge move engaged with your Prey.
  • 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.

Enhancements

  • Glory Hog 30 pts

Obsessed with being the first to make a kill, this hunter spurs his unruly mount ahead of the warband, coaxing his mob to follow him with the explicit threat of feeding them to his squigosaur if they don’t keep up.

BEASTBOSS ON SQUIGOSAUR model only. Models in the bearer’s unit have the Scouts 9" ability.

  • Proper Killy 15 pts

This Beast Snagga is an unstoppable engine of destructive butchery who has left the brutalised corpses of his huge prey piled in his wake on world after world.

BEAST SNAGGA model only. Add 1 to the Damage characteristic of melee weapons equipped by the bearer.

  • Skrag Every Stash! 25 pts

Successful hunt leaders are never short of a kunnin' plan to flush out the prey. This sneaky git has mastered the art of ransacking whatever the prey values, luring the quarry in to retaliate or else ensuring they’re cornered, with no bolthole or gear to fall back on.

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.

  • Surly as a Squiggoth 20 pts

With a lifetime of leading notoriously deadly Beast Snagga hunts behind them, and gnarled hides thicker than Battlewagon armour, this Ork and his favoured Boyz have survived blows that would fell a Gargant.

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.


Stratagems

DRAG IT DOWN
1CP
Da Big Hunt – Battle Tactic Stratagem
Beast Snaggas have many tales of the times they took on the biggest prey, clobbering them with so many blows that what was left was a crumpled mass of broken hide and squished innards.
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
1CP
Da Big Hunt – Strategic Ploy Stratagem
Smasha squigs are essentially battering rams on legs. Driven on by the squighogs piling in behind them, they plunge headlong into the foe, trampling one after the next.
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!
1CP
Da Big Hunt – Strategic Ploy Stratagem
When bigger prey is sighted, nothing can keep a mob of Beast Snaggas from it. A great hunting chant erupts, and lesser gitz are swiftly forgotten in the enthusiastic impetus to pile into a bigger challenge.
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. If you do, your unit must end that charge move engaged with your Prey.
WHERE D’YA FINK YOU’RE GOING?
1CP
Da Big Hunt – Strategic Ploy Stratagem
Beast Snagga victims often make a break for it before the Orks have had their fill of fighting. With a roar, the Orks immediately give chase, or else lose interest and lunge after other potential trophies.
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
1CP
Da Big Hunt – Battle Tactic Stratagem
There is no hiding a Beast Snagga stampede, but the more agile amongst the hunters know how to evade the worst of an unsporting prey’s dakka.
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
1CP
Da Big Hunt – Strategic Ploy Stratagem
With a keen eye for tracking their prey, especially kunnin' Beast Snaggas will circle round the hunt site to ambush the luckless gitz from another angle.
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.

Kult of Speed2DP

Detachment Rule

Adrenaline Junkies

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.

SPEED FREEKS units from your army are eligible to shoot and declare a charge in a turn in which they Advanced or Fell Back.

Enhancements

  • Fasta Than Yooz 35 pts

The thrill-seeking Orks at the head of Speed Freeks warbands lead their Kult of Speed brethren right into enemy lines, leaping from speeding Trukks and Battlewagons if need be to plunge into the fight.

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.

  • Speed Makes Right 25 pts

This Orks adrenaline-addled mind lurches from one insight to the next, a bone-shaker whose engine only fires on all cylinders when he is in the thick of the fighting. Once there, however, it revs into overdrive.

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.

  • Squig-hide Tyres 15 pts

Scaly squig-hide is the perfect material for fast and grippy tyres, able to provide traction even in the mire of blood, guts and oil left over from most Speed Freekfights.

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".

  • Wazblasta 10 pts

This warlord’s fanatical devotion to speed is such that he cannot stand being anywhere other than in the heart of the action and he pushes the ladz around him to crank their throttles in order to close the distance with the enemy as soon as possible.

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.


Stratagems

SPEEDIEST FREEKS
1CP
Kult of Speed – Strategic Ploy Stratagem
Speed Freeks are often just blurs of vehicular mayhem that prove difficult to land a blow on.
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’
1CP
Kult of Speed – Strategic Ploy Stratagem
Speed Freeks live in their vehicles, so it's no surprise to find small squigs lurking in some compartments. A few are vicious, and entertaining, enough to be worth lobbing into nearby enemies to cause anarchy.
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
1CP
Kult of Speed – Battle Tactic Stratagem
Often all an enemy will see of a Kult of Speed is a blur as they speed by, all guns blazing.
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
1CP
Kult of Speed – Battle Tactic Stratagem
Fiercely gripping the trigger, with a manic grin as they close on their foes, Speed Freeks fire so many rounds that some just have to find a weak spot.
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!
1CP
Kult of Speed – Battle Tactic Stratagem
When racing buggies and warbikes charge at full pelt, the power behind their crews’ assault is so great that they can smash through the enemy.
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!
1CP
Kult of Speed – Strategic Ploy Stratagem
Sometimes new targets that emerge are just too juicy to ignore.
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 8" 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".

Dread Mob2DP

Detachment Rule

Try Dat Button!

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!

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.
D6BUTTON EFFECT
[SUSTAINED HITS 1] ability.
[LETHAL HITS] ability.
Each time an attack is made with this weapon, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 2.

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 1-3.

KEYWORDS

GRETCHIN units from your army gain the BATTLELINE keyword.

Enhancements

  • Gitfinder Googlez 10 pts

By squinting hard through the mismatched lenses of these goggles, even the sneakiest git can be pinpointed.

MEK model only. Ranged weapons equipped by models in the bearer’s unit have the [ignores cover] ability.

  • Press It Fasta! 35 pts

Impatient for better results, this Mek is an avid advocate of the theory that smashing buttons and cranking dials faster makes kustom guns more shooty.

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.

  • Smoky Gubbinz 15 pts

This loud, fume-belching device wreathes the bearer and his mates in a thick bank of smoke. This is hard for the enemy to see through, but has little detriment on the Orks’ own accuracy.

MEK model only. Models in the bearer’s unit have the Stealth ability.

  • Supa-glowy Fing 20 pts

The Mek cobbled together this strange device in a flash of feverish inventin’. He isn’t sure what it does - and it glows weirdly - but he proudly carries it to battle, eager to know what its big switch will do this time.

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.


Stratagems

KLANKIN’ KLAWS
1CP
Dread Mob – Battle Tactic Stratagem
The krews of a Mek’s stompiest contraptions revel in ripping apart anything they can get their kiaws on, heedless of the damage done to their own gubbinz.
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
1CP
Dread Mob – Strategic Ploy Stratagem
By pushing their engines past any sane level, Ork combat walkers can build terrifying momentum.
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
1CP
Dread Mob – Battle Tactic Stratagem
Stashes of extra speshul ammo provided by the Meks are often expended on rival monstrosities.
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!
1CP
Dread Mob – Battle Tactic Stratagem
Orks have a tendency to hold the trigger down until their weapon stops firing, falls apart or misfires.
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
1CP
Dread Mob – Strategic Ploy Stratagem
A Gretchin’s lot is often a wretched one, and the spiteful zoggers will take any chance to cause pain and mischief using sneaky traps before legging it.
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
1CP
Dread Mob – Battle Tactic Stratagem
The Meks' creations can afford to have all manner of useless junk blasted from them with little effect.
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.

Green Tide2DP

Detachment Rule

Mob Mentality

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.

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.’

Enhancements

  • Bloodthirsty Belligerence 15 pts

Buoyed on by his chanting ladz and eager to smash into his enemies first, this boss leads the way, racing towards one fight after the next.

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.

  • Brutal But Kunnin’ 25 pts

What tactics occasionally pop into this Orks head revolve purely around throwing as many Boyz into the enemy’s face as possible.

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.

  • Ferocious Show Off 10 pts

This brutal fighter is even more dangerous with a raucous audience of chanting Orks as he displays his violent abilities as a warning to all.

ORKS INFANTRY model only. Each time the bearer fights, while resolving those attacks, add 1 to the Strength characteristic of the bearers melee weapons. If the bearer’s unit contains 10 or more models, while resolving those attacks, add 3 to the Strength characteristic instead.

  • Raucous Warcaller 20 pts

This hulking boss is a focal point of violent enthusiasm. Orks flocking to his bosspole feel emboldened, the boss exuding an energetic dynamism that keeps his ladz at the height of rampaging excitement.

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.


Stratagems

COMPETITIVE STREAK
1CP
Green Tide – Battle Tactic Stratagem
Galvanised by the rest of their mates fighting around them, Orks will redouble their efforts to outdo each other.
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
1CP
Green Tide – Battle Tactic Stratagem
In the massive fights that Orks enjoy, the only way to ensure a slice of the action is to bludgeon a path through the press to get a hand on the enemy.
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
1CP
Green Tide – Strategic Ploy Stratagem
With volleys of wagers, threats, insults, dung and the occasional hurled rock, mobs of Orks bolster each other’s spirits in the most Orky ways possible.
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 purposes of your Detachment rule, any Enhancements models from your army have and any Stratagems you use.
COME ON LADZ!
1CP
Green Tide – Strategic Ploy Stratagem
Orks are drawn to conflict and constantly race into battle at the merest hint of violence.
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
1CP
Green Tide – Epic Deed Stratagem
Once a horde of Orks get a sight of the foe, nothing can stop them.
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!
1CP
Green Tide – Strategic Ploy Stratagem
Keeping Orks at arm’s length and pummelling them with as much firepower as possible is often the safest tactic for their victims. Unfortunately, it can also draw their attention and give them the urge to re-educate the gitz in the joys of up-close savagery.
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: Your unit can make a surge move of up to D6".

Bully Boyz2DP

Detachment Rule

Da Boss Is Watchin’

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.

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.

Enhancements

  • Big Gob 20 pts

This warlords bellowing war cry is so loud that it can be heard over the thickest of fighting, rolling outwards in a terrifying bestial roar.

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

The bigger the Waaagh!, the bigger the boss must be to exert control. This Ork has countless huge battles under his belt and has grown in stature and aggression to match.

INFANTRY WARBOSS model only. Add 2 to the bearer’s Wounds characteristic.

  • ’Eadstompa 10 pts

A solid slab of muscle and aggression, this Ork is living embodiment of the undeniable truth of his enemies’ inferiority.

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.

  • Tellyporta 25 pts

Nothing shocks the enemy like an angry mob of the biggest and surliest Orks imaginable suddenly appearing in a blast of green lightning!

WARBOSS IN MEGA ARMOUR model only. Models in the bearer’s unit have the Deep Strike ability.


Stratagems

ARMED TO DATEEF
1CP
Bully Boyz – Battle Tactic Stratagem
Nobz load themselves with all manner of weapons in shows of wealth and influence, enabling them to smash the foe with a ceaseless barrage of attacks.
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
1CP
Bully Boyz – Strategic Ploy Stratagem
With bone-headed arrogance, Nobz will carry on killing before their deaths finally register.
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
1CP
Bully Boyz – Strategic Ploy Stratagem
As one enemy falls to the choppas of a battle-hungry mob of Nobz, they immediately seek out more.
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
1CP
Bully Boyz – Epic Deed Stratagem
When a thundering mob of hulking Ork Nobz stampedes into the foe, their crushing momentum is a lethal weapon by itself.
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
1CP
Bully Boyz – Battle Tactic Stratagem
Furious with any snivelling gitz who attempt to back away from a good fight, Nobz will ruthlessly hack them apart as they turn to flee.
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
1CP
Bully Boyz – Battle Tactic Stratagem
The sheer aggressive contempt advancing Nobz project, not to mention their thick skulls and ‘eavy armour, make them a terrifying prospect for foes desperately trying to gun them down.
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.

Freebooter Krew2DP

Ork Freebooterz are the most selfish, acquisitive and merciless of their kind. Kicked out of their tribes for failing to respect even the brutal structures of Orkoid society, they find their way into the company of equally shifty gits and form Freebooter krewz. Freebooterz typically sail the void aboard kroozers bristling with guns and boarding craft, and take every opportunity to pillage and destroy everything in their path. When Freebooter Krewz gather under the banner of an especially ambitious and cunning Kaptin, they form pirate fleets that can endanger even fortified worlds and full-fledged battle stations. Any manner of Ork can become a Freebooter – though the most iconic of their kind are the gunned-up show-offs known as Flash Gitz – and so their krewz may include mobs of Boyz and Grots, hurtling packs of bad Ork Bikerboyz, piratical Beast Snaggas, fleets of trophy-festooned Battlewagons and more besides. The only unifying features are the Freebooterz’ greed for loot of every kind, and their willingness to do just about anything to get their talons on it.

Detachment Rule

Here Be Loot

Grabbing loot is a Freebooter’s favourite pastime, followed closely by bludgeoning senseless anyone stupid enough to try to stop him doing so – or, even worse, seeking to take the loot for themselves.

At the start of your Command phase, select one objective marker. Until the start of your next Command phase, that objective marker is your loot objective.

Each time a model in an ORKS INFANTRY, ORKS MOUNTED or ORKS WALKER unit from your army makes an attack, that attack has the [SUSTAINED HITS 1] ability if either or both of the following are true:
  • That model’s unit is within range of your loot objective.
  • That attack targets a unit within range of your loot objective.

Enhancements

  • Da Kaptin 10 pts

Kaptins are experts in violently motivating their lads in the pursuit of even more loot.

WARBOSS model only. Once per battle round, at the start of any phase, you can select one friendly ORKS unit that is Battle-shocked and within 12" of the bearer. That unit suffers D3 mortal wounds and it is no longer Battle-shocked.

  • Git-spotter Squig 20 pts

Wealthy Freebooterz can afford augmetically enhanced Git-spotter Squigs to sit on their shoulders and spot gits.

ORKS model only. Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability.

  • Bionik Workshop 15 pts

Bad Meks and Doks are sought after by Freebooterz to provide cybork bioniks for those with the teef to pay.

BIG MEK or PAINBOY model only. At the start of the battle, roll one D3 and compare the result to the list below. Until the end of the battle, models in the bearer’s unit have that bioniks ability.

  1. Bionik Legs: Add 2" to the Move characteristic of this model.
  2. Bionik Arms: Add 1 to the Strength characteristic of melee weapons equipped by this model.
  3. Bionik Bonce: Improve the Weapon Skill characteristic of melee weapons equipped by this model by 1.

  • Razgit’s Magik Map 25 pts

Stolen from a humie cogboy, this remarkable digital map helps Freebooterz outwit their enemies.

ORKS model only. After both players have deployed their armies, select up to three ORKS INFANTRY 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.


Stratagems

BASH AND GRAB
1CP
Freebooter Krew – Battle Tactic Stratagem
Freebooterz waste no time getting violently stuck into anyone unwise enough to try to keep prized loot out of their grasping claws.
WHEN: The 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 within range of the loot objective, you can re-roll the Wound roll.
GRAB AND BASH
1CP
Freebooter Krew – Strategic Ploy Stratagem
Few warriors in the galaxy fight with greater brutality than a Freebooter determined to hang onto his loot.
WHEN: Your Command phase.

TARGET: One ORKS unit from your army (excluding GRETCHIN units) that is within range of the loot objective.

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.
BOARDIN’ RUSH
1CP
Freebooter Krew – Battle Tactic Stratagem
Having cut their gold-plated fangs storming aboard hostile warships, these Freebooterz are good at getting stuck straight into the enemy.
WHEN: Your Movement phase.

TARGET: One ORKS unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, each time your unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
DECK FRAGGERS
1CP
Freebooter Krew – Strategic Ploy Stratagem
Invented by some sadistic Bad Mek, these shrapnel-packed rounds of kustom ammunition are excellent for scything down tight-packed enemy infantry.
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 targets an INFANTRY unit with a ranged weapon, that weapon has the [BLAST] ability.
ROLLING LOOT-HEAP
1CP
Freebooter Krew – Strategic Ploy Stratagem
Just because an enemy vehicle is still mobile and fighting doesn’t stop any suitably arrogant Flash Gitz from claiming it as their loot, especially when their snazzguns are more than capable of explosively backing up that claim.
WHEN: Your Shooting phase.

TARGET: One FLASH GITZ 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 [ANTI-VEHICLE 4+] ability.
KRUMP AND RUN
1CP
Freebooter Krew – Strategic Ploy Stratagem
Freebooterz are unscrupulous pirates through and through, always on the look out for new looting opportunities and sometimes even willing to forgo a good punch up in favour of hauling away their riches.
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 and is not within range of one or more enemy units.

EFFECT: Your unit can make a Normal move of up to 6".

Speedwaaagh!2DP

When a Speedwaaagh! is unleashed, entire planets become Ork speedways. The aliens tear across battlefields and weave through no man’s land at breakneck pace, blazing away at anything in their path. So fast-moving are these Orkoid formations that they often punch clean through the enemy lines before their foes truly realise they are in battle. The Orks then haul their jostling vehicles and turbo-boosted Trukks around, charging back for another pass and then another. As they roar, they fill the air with deafening hails of firepower and choking clouds of dust and fume. Half-blinded, deafened by engines and bellowing, the enemy reels as swarms of light vehicles hit them from every direction. Ordered battle descends into high-octane anarchy as the Orks compete in contests of speed and violence in which their enemies are an unwilling audience and participants. Soon enough, the once-proud ranks of the foe are reduced to mangled ruin and the Orks race onward towards the next battle.

Detachment Rule

Turbo Boostas

No self-respecting Speed Freek goes to war without highly tuned, Mek-approved turbo boostas to power them to battle. These devices come in all shapes and sizes, but all give their operators a violent burst of speed, allowing them to close with the enemy at breakneck speed and get stuck in.

Each time a SPEED FREEKS or TRUKK unit (excluding AIRCRAFT) from your army Advances, it can use its turbo. If it does, do not make an Advance roll for it; instead, until the end of the phase, models in that unit have a Move characteristic of 24" but can only move in one straight line, and until the end of the turn, ranged weapons equipped by those models have the [ASSAULT] ability and that unit cannot declare a charge.

Designer’s Note: When a unit uses its turbo, the models in that unit cannot pivot, and they cannot make a move of two or more straight lines (e.g. to navigate around obstacles). That unit also cannot declare a charge, even if another rule would let it declare a charge in a turn in which it Advanced.

Enhancements

  • Kustom Shokk Box 10 pts

Obtained from a Big Mek for a veritable fortune of teef, this device incorporates a shokk-boosta that enables a Warboss and their steed to take potentially deadly shortcuts through the Warp.

DEFFKILLA WARTRIKE model only. Each time the bearer uses its turbo, its unit can move horizontally through terrain features.

  • Dakkamek 25 pts

Mekboyz with a penchant for overwhelming firepower can always get some more dakka out of a vehicle’s guns.

MEK model only. Each time the bearer uses its Mekaniak ability, until the start of your next Command phase, ranged weapons equipped by the selected VEHICLE model have the [RAPID FIRE 1] ability.

  • Supa-burny Fuel 15 pts

The highly volatile, Mek-brewed fuel that powers this Wartrike emits particularly large and exceptionally deadly gouts of flame.

DEFFKILLA WARTRIKE model only. Change the Attacks characteristic of the bearer’s killa jet – burna weapon to 3D6, and change the Attacks characteristic of the bearer’s killa jet – cutta weapon to 3.

  • Master Meknologist 20 pts

A talented gunsmith, even by the standards of his Big Mek rivals, this Ork reserves the finest of his creations for personal use.

BIG MEK model only. Improve the Ballistic Skill characteristic of the bearer’s ranged weapons by 1.


Stratagems

ON DA MOVE
1CP
Speedwaaagh! – Strategic Ploy Stratagem
Speed Freeks live for the thrill of high-octane warfare, rarely letting their feet off the accelerator, even in the most furious fighting.
WHEN: Your Movement phase.

TARGET: One ORKS unit from your army that has not been selected to move this phase.

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 or Advanced (unless it used its turbo this turn).
MOBILE DAKKASTORM
1CP
Speedwaaagh! – Strategic Ploy Stratagem
No self-respecting Speed Freek stops to aim. Instead, they fire on the move, concentrating hails of dakka on their chosen targets.
WHEN: Your Shooting phase, just after a SPEED FREEKS or TRUKK unit from your army has shot.

TARGET: That SPEED FREEKS or TRUKK unit.

EFFECT: Select one enemy unit hit by one or more of those attacks (excluding attacks made with Indirect Fire weapons). Until the end of the phase, each time a model in a SPEED FREEKS or TRUKK unit from your army makes an attack that targets that unit, improve the Strength characteristic of that attack by 2.
SPESHUL AMMO
1CP
Speedwaaagh! – Wargear Stratagem
Though the cost in teef is high, Mek-crafted speshul ammunition always comes in handy when taking on big targets.
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 (excluding Torrent weapons) have the [ANTI-MONSTER 4+] and [ANTI-VEHICLE 4+] abilities.
DED KILLY CONSTRUCTION
1CP
Speedwaaagh! – Strategic Ploy Stratagem
Fitted with jagged ploughs, spiked tyres and steel bars, Ork vehicles are potent weapons in their own right.
WHEN: Your Fight phase.

TARGET: One SPEED FREEKS or TRUKK 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 [LANCE] ability and, if your unit made a Charge move this turn, until the end of the phase, add 1 to the Damage characteristic of those weapons.
DUST TRAILS
1CP
Speedwaaagh! – Strategic Ploy Stratagem
Large formations of Ork vehicles throw up columns of dust and clouds of smoke. These combine to shroud and obscure them as they thunder across the battlefield.
WHEN: Your opponent’s Shooting 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, your unit has the Benefit of Cover.
EVASIVE MANOOVA
1CP
Speedwaaagh! – Strategic Ploy Stratagem
The wiliest Speed Freeks see no shame in running away, especially when they can always come back and have ’annuva go.
WHEN: End of your opponent’s Fight phase.

TARGET: One SPEED FREEKS or TRUKK 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.
UNIQUE: WAGONS

Blitz Brigade2DP

Blitz Brigades consist of as many Battlewagons, Trukks and other wheeled and tracked monstrosities as a Tankboss can cobble together. Hulking constructions festooned with barbaric trophies and vomiting acrid clouds of choking exhaust fumes, these ramshackle vehicles bristle with rokkit batteries, pintle-mounted shootas and massive cannons as crude as they are destructive. Varying widely in size and shape, all drive to war laden with battle-hungry Orks. Thundering forward in a roaring avalanche of jagged scrap metal and burning rubber, Blitz Brigades plough directly into the enemy, tracks, wheels and pulverising rollers throwing up clots of mud and gore. Crude speakers spit out discordant Goffik roars and booming war cries that are in turn drowned out by the thunderous reports of oversized cannons and the jubilant bellows of Boyz as they leap from their transports and hurl themselves into the thick of the fight.

Detachment Rule

Eager for the Fight

Blitz Brigades thunder into battle laden with eager, belligerent Orks, all desperate to get stuck into the enemy. Clambering from transport compartments or leaping from armoured hulls, these wild-eyed killers descend on the enemy in roaring savagery.

Each time an ORKS unit from your army disembarks from a TRANSPORT, until the end of the turn, you can re-roll Advance and Charge rolls made for that ORKS unit.

Enhancements

  • Runnin’ Boots 10 pts

These squighide boots were looted from the corpse of a particularly nippy Speed Freek. The wearer is utterly convinced that they make him faster.

ORKS INFANTRY CHARACTER model only. Each time you make a Charge roll for the bearer’s unit, if that unit disembarked from a TRANSPORT this turn, add 1 to the result.

  • Blitzkaptin 25 pts

Keeping a Blitz Brigade going in one direction is hard enough for most Orks. This particular commander, however, is a master of armoured taktiks.

ORKS CHARACTER model only. After both players have deployed their armies, if the bearer’s unit (or any TRANSPORT it is embarked within) is on the battlefield, select up to three ORKS VEHICLE 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.

  • Supercharged Squig Oil 10 pts

A few drops of this volatile admixture of Squig oil, rokkit fuel and various other noxious chemicals is enough to provide any engine with increased performance.

MEK model only. Each time the bearer uses its Mekaniak ability, until the end of the turn, you can re-roll Charge rolls for the selected VEHICLE model’s unit.

  • Tuff Git 5 pts

Big, brash and belligerent, this Ork is resilient in both mind and body. Even the explosion of his transport isn’t enough to shake him.

ORKS INFANTRY CHARACTER model only. At the end of a phase in which the bearer’s unit disembarked from a TRANSPORT, if that unit is Battle-shocked, it is no longer Battle-shocked.


Stratagems

MOUNT UP, LADZ
1CP
Blitz Brigade – Strategic Ploy Stratagem
With nothing left to blast or krump, these Orks scramble aboard their transport and thunder towards the next engagement.
WHEN: End of the Fight phase.

TARGET: One ORKS INFANTRY unit from your army that is not within Engagement Range of one or more enemy units, and one friendly TRANSPORT it is able to embark within.

EFFECT: If your ORKS INFANTRY unit is wholly within 6" of that TRANSPORT, it can embark within it.
MEKANISED BRUTALITY
1CP
Blitz Brigade – Strategic Ploy Stratagem
As Orkoid vehicles thunder into battle at high speed, hatches and ramps swing open, unleashing eager mobs into the thick of the fight.
WHEN: Your Movement phase.

TARGET: One BATTLEWAGON, KILL RIG or HUNTA RIG unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the turn, each time a unit disembarks from your unit after your unit makes a Normal move, that disembarked unit is still eligible to declare a charge this turn.
RUN ’EM DOWN
1CP
Blitz Brigade – Strategic Ploy Stratagem
Driving forward in loose formation, Ork vehicles smash into the foe, crushing fleeing enemies beneath tyres, steel tracks and Squig trotters.
WHEN: Your Movement phase.

TARGET: One BATTLEWAGON, KILL RIG or HUNTA RIG unit from your army that has not been selected to move this phase.

EFFECT: Select up to two other friendly ORKS VEHICLE or ORKS MONSTER units within 6" of your unit. Until the end of the turn, your unit and each unit you selected are eligible to declare a charge in a turn in which they Advanced.
ARMOURED DUELLISTS
1CP
Blitz Brigade – Battle Tactic Stratagem
Ork crews delight in engaging enemy vehicles and monsters in mobile battles.
WHEN: Your Shooting phase.

TARGET: One ORKS VEHICLE unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time your unit makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Hit roll and add 1 to the Wound roll.
IMPERVIOUS
1CP
Blitz Brigade – Strategic Ploy Stratagem
Ramshackle though they may appear, Ork vehicles are frighteningly resilient in their construction.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One BATTLEWAGON, KILL RIG or HUNTA RIG 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 an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
YOOZ IN TROUBLE NOW
1CP
Blitz Brigade – Strategic Ploy Stratagem
Spilling from their damaged transport, enraged Orkoid infantry mobs surge towards their attackers.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One BATTLEWAGON, HUNTA RIG or KILL RIG model from your army that was hit by one or more of the attacking unit’s attacks.

EFFECT: One ORKS INFANTRY unit embarked within your model makes a disembark move, then makes a surge move of up to D6”.

More Dakka!1DP

A HORDE OF GUN‑CRAZED ORKS UNLEASH A DEVASTATING STORM OF DAKKA INTO THE ENEMY

Detachment Rule

Dakka! Dakka! Dakka!

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.

  • Friendly ORKS INFANTRY units’ ranged attacks have [ASSAULT].
  • In your Shooting phase, if the Waaagh! is active for your army, friendly ORKS INFANTRY units’ ranged attacks have [SUSTAINED HITS 1].

Enhancements

  • Dead Shiny ShootasUPGRADE 15 pts

Rumoured to have been made by Big Mek Buzzgob, da Dead Shiny Shootas are a set of multi‑barrelled brutes packed full of dakka. The guns kick out a deafening storm of hot lead, much to the enjoyment of the Orks pulling the triggers, their volume of fire so great that even the most inaccurate shooter can land a respectable number of hits.

ORKS INFANTRY unit only. This unit’s ranged attacks have:

  • [RAPID FIRE 1].
  • Or: If that attack already has [RAPID FIRE], +1 to the value of that [RAPID FIRE] (e.g. [RAPID FIRE 1] becomes [RAPID FIRE 2]).

  • Da Gobshot Thunderbuss 15 pts

Requiring an entire chest of teef to be loaded into its breach before each shot, the Gobshot Thunderbuss’ worky gubbinz plates its unconventional ammunition in gold before firing it in an inescapable cone of fanged death. Not only can this madcap weapon sweep away swathes of enemies with every shot, it also fires a literal fortune in teef every time, proclaiming its owner’s obscene wealth in the process.

ORKS INFANTRY model only. This model’s ranged attacks have:

  • [DEVASTATING WOUNDS].
  • [HAZARDOUS].


Stratagems

LONG, UNCONTROLLED BURSTS
1CP
More Dakka! Stratagem
When facing off against sneaky gitz who like to lurk in cover, most Orks believe the most effective strategy is to fire off so many bullets and munitions that something is bound to hit the target.
WHEN: Your Shooting phase, when a friendly ORKS INFANTRY unit is selected to shoot.

TARGET: That ORKS INFANTRY unit.

EFFECT: Your unit’s ranged attacks have [IGNORES COVER].
SPESHUL SHELLS
1CP
More Dakka! Stratagem
Nothing helps a round punch through armour better than stuffing it full of extra propellant.
WHEN: Your Shooting phase, when a friendly ORKS INFANTRY unit is selected to shoot.

TARGET: That ORKS INFANTRY unit.

EFFECT: Your unit’s ranged attacks that target a unit within 9" have +1 AP.
CALL DAT DAKKA?
1CP
More Dakka! Stratagem
Gun-crazed mobs of Orks take incoming fire as a primal challenge, one that must be answered with an even bigger show of dakka.
WHEN: Your opponent’s Shooting phase, when an enemy unit that targeted a friendly ORKS INFANTRY unit has shot.

TARGET: That ORKS INFANTRY unit.

EFFECT: Your unit shoots using snap shooting, but while doing so your unit can only target that enemy unit.
UNIQUE: WAGONS

Rollin’ Deff1DP

LIKE AN AVALANCHE OF RIVETED METAL, HEAVILY ARMED TANKS AND RIGS PLOUGH TOWARDS THE FOE

Detachment Rules

Thundering Wagons

Like mobile armoured fortresses, little can stop the crushing impetus of the Orks’ hurtling wagons.

  • Friendly BATTLEWAGON/HUNTA RIG/KILL RIG units have WAGON.
  • Friendly WAGON units can re-roll charge rolls.
  • When a friendly WAGON unit is selected to make an advance move, that unit can change advance rolls to a 6.

This detachment has the WAGONS tag and cannot be taken with another WAGONS detachment.

Enhancements

  • Boarding RampsUPGRADE 10 pts

Nothing eases the passage of an embarked mob of Orks into the enemy lines than a big plank of rusty metal to stampede down and straight into the fight.

WAGON unit only. When a unit embarked within this unit is selected to make a disembark move, that unit has +1 to charge rolls until the end of the turn

  • Targetin’ GizmosUPGRADE 15 pts

These sparkly optics and other elaborate gitfindas help focus a wagon’s dakka, but it takes a really clever Mek to know how to work them.

WAGON unit only. While a BIG MEK model is embarked within this unit:

  • This unit’s ranged attacks have [IGNORES COVER].
  • If the Waaagh! is active for this unit, this unit’s ranged attacks have [SUSTAINED HITS 1].


Stratagems

BRUTAL BROADSIDE
1CP
Rollin’ Deff Stratagem
Rolling into the midst of the foe, this wagon unleashes a rippling fusillade of rapid-fire death and destruction.
WHEN: Your Shooting phase, when a friendly BATTLEWAGON unit is selected to shoot.

TARGET: That BATTLEWAGON unit.

EFFECT: Your unit’s ranged attacks (excluding attacks made by weapons selected with Firing Deck) have [RAPID FIRE X], where X is that attack’s A.
IMPENDING CRUNCH
1CP
Rollin’ Deff Stratagem
Having several tons of metal covered in blood, rust and spikes bearing down on them can shake the resolve of the most stoic warriors.
WHEN: Your Charge phase, when a friendly WAGON unit ends a charge move.

TARGET: That WAGON unit.

EFFECT: Each enemy unit engaged with your unit makes a battle-shock roll, with -1 to that battle-shock roll.
DEVASTATING DRIFT
1CP
Rollin’ Deff Stratagem
Hitting the enemy lines at full speed results in a crushing impact and a good deal of indiscriminate spraying gore.
WHEN: Your Fight phase, when a friendly WAGON unit that made a charge move this turn is selected to fight.

TARGET: That WAGON unit.

EFFECT: Your unit’s melee attacks have [CLEAVE 1].

Taktikal Brigade1DP

EMPLOYING THEIR KUNNIN TO FASHION A BATTLE PLAN, THE BLOOD AXES SURPRISE THEIR FOES

Detachment Rule

Lissen ’Ere

Blood Axe leaders bellow actual orders to the ladz under their command, coordinating assaults and even fighting retreats in a most un-Orky and alarmingly organised fashion.


Enhancements

  • Mork’s Kunnin’ 20 pts

Possessed of an exceptionally keen mind – for an Ork at least – this boss matches wits with his opponents, holding his ladz back until an opportune moment arrives.

ORKS model only. When both players have deployed their armies, you can redeploy up to three friendly ORKS INFANTRY units. When doing so, you can set those units up in strategic reserves, regardless of how many units are already in strategic reserves.

  • Slippery Git 15 pts

So steeped in the devious ways of the Blood Axe Clan is this Warboss that he can even sneak into battle at the head of a mob of Kommandos.

INFANTRY WARBOSS model only (excluding MEGA ARMOUR models). This model has Infiltrators and Stealth.


Stratagems

TAKTIKAL RETREAT
1CP
Taktikal Brigade Stratagem
Blood Axes feel no shame in retreating from a fight, particularly if the boss wants someone else duffed up.
WHEN: Your Movement phase, when a friendly KOMMANDOS/ STORMBOYZ unit is selected to make a fall-back move.

TARGET: That KOMMANDOS/STORMBOYZ unit.

EFFECT: That move does not prevent your unit from being eligible to declare a charge
ON TO DA NEXT
1CP
Taktikal Brigade Stratagem
Seeing little value in pursuing fleeing foes, Blood Axe mobs turn their attention towards the next fight or press towards whatever cache of shiny gubbinz the boss desires.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unengaged BOYZ/KOMMANDOS/STORMBOYZ unit that was engaged at the start of the phase.

EFFECT: Your unit can make a normal move of up to 6".
DED SNEAKY
1CP
Taktikal Brigade Stratagem
Utilising camouflage, cover or misdirection, these Orks slip away to prepare their next ambush, leaving their foes staring at thin air.
WHEN: End of your opponent’s Fight phase.

TARGET: One friendly unengaged KOMMANDOS/STORMBOYZ unit.

EFFECT: Place your unit in strategic reserves

Equatorial Hordes

COUNTLESS ORKS INFEST ARMAGEDDON’S JUNGLES IN RAVENING HORDES

Detachment Rules

Jungle Know-Wotz

The Ork tribes of the Equatorial Jungle know their territories all too well, and can always find a kunnin’ trail by which they can sneak up on their quarry

In the Declare Battle Formations step, select up to three friendly MOB/KOMMANDOS units. Those units have Scouts 6" until the end of the battle.

Enhancements

  • Kunnin’ Hunta pts

It takes both brutality and kunnin’ to stalk the monstrous carnivores of Armageddon’s deep jungles. The same talents can be applied to hunting battlefield foes.

BEASTBOSS/INFANTRY WARBOSS model only. (Once per turn, per unit) In your opponent’s Movement phase, when an enemy unit ends a move within 8" of this unit, if this unit is unengaged, this unit can make a normal move of up to D3+3".

  • Unkillable Scourge pts

Having survived the perilous jungles long enough to claim rule over Armageddon’s equatorial tribes, this Ork leader has built up an impressive immunity to staying dead.

BEASTBOSS/INFANTRY WARBOSS model only. When this model is destroyed, if this unit has not been selected to fight this phase, roll one D6, with +1 to that roll if the Waaagh! is active for this unit:

  • On a 3+, do not remove this model from the battlefield. When this unit has fought, or at the end of the phase (whichever comes first), this model is removed from the battlefield.


Stratagems

CONCEALED KRUMPIN’
1CP
Equatorial Hordes Stratagem
Orks erupting as though from nowhere amidst hails of dakka and flurries of ferocious choppa blows can cause spectacular devastation.
WHEN: Your Shooting phase or the Fight phase, when a friendly hidden MOB unit is selected to attack.

TARGET: That MOB unit.

EFFECT: Your unit’s attacks have [LETHAL HITS].
STRAGGLERZ
1CP
Equatorial Hordes Stratagem
Extricating themselves from dense jungle terrain takes some Orks longer than others, but the latecomers arrive just in time to bolster their warband’s ranks.
WHEN: Your Command phase.

TARGET: One friendly MOB/KOMMANDOS unit.

EFFECT: Your unit heals 2D3 wounds.
DEY’RE OVER ‘ERE
1CP
Equatorial Hordes Stratagem
Pointing and shouting can prove a surprisingly effective way of rooting out hidden enemies.
WHEN: Start of your Shooting phase.

TARGET: One friendly MOB/KOMMANDOS unit.

EFFECT: While a visible enemy unit is within 6" of your unit, that unit has +3" detection range.

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles that are bespoke to ORKS units.

This section contains the following rules:

LAUNCHING THE WAAAGH!
Your ORKS Crusade force will grow larger and more dangerous as your campaign goes on - but with that, it will also get out of hand! Orky Ructions await you, but so too does the magnificent power of an Ork Waaagh! tearing across the galaxy.

AGENDAS
Orks units can attempt to achieve unique Agendas in addition to those found in other publications. These represent the factions goals and their particular methods of waging war.

REQUISITIONS
ORKS armies have access to a number of bespoke Requisitions in addition to those found in other publications.

BATTLE TRAITS
As they gain experience, Orks units in your Crusade force can be given one of the Battle Traits in this section instead of one presented elsewhere.

KUSTOM JOBS
As your Waaagh! grows, you gain access to kustom Battle Traits to enhance ORKS VEHICLES.

CRUSADE RELICS
In addition to the Crusade Relics presented in other Crusade publications, ORKS CHARACTER models can claim one of the Crusade Relics.

BESTEST BOSSLOOT
As well as their Crusade Relics, your Waaagh!boss can gain unique Crusade Relics as your Waaagh! grows, unavailable to other CHARACTERS.

CRUSADE BADGES
Here you will find three Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once you have achieved one, you could set yourself a new goal, or take the opportunity to start a new Crusade force.

Launching The WAAAGH!

The Orks’ infamous war cry takes on another meaning as a mass of Ork warbands begins to assimilate into a Waaagh!. Led by a single Waaagh!Boss, a Waaagh! has the potential to conquer enemy fleets, whole worlds, entire systems and more. As the Waaagh! grows, the Orks’ resources become more plentiful, their hordes more deadly, and the biggest and baddest rise to the top. Yet as a Waaagh! swells in size, it can also become less predictable, as described in the Orky Ructions section.

Waaagh!Boss

When you create your Order of Battle, select one WARBOSS unit from your Crusade force to be your WAAAGH!BOSS. That unit gains the WAAAGH!BOSS keyword, which allows it to take unique upgrades and interact with various other Ork Crusade rules. If your WAAAGH!BOSS is removed from your Order of Battle (e.g. due to receiving too many Battle Scars), your Crusade force loses 20 Stompin’ points, and you must select another WARBOSS unit from your Crusade force to be your WAAAGH!BOSS (adding one to your Order of Battle if it does not already include one).

Tracking Stompin’ Points

Stompin’ points are an indicator of the size of your Waaagh!, and the more your Crusade force has, the more unique features you can access. They can be gained through specific events and actions you take, as well as through rules such as Crusade Relics and Requisitions. Keep a tally of your Stompin’ points as you participate in battles and grow your Order of Battle. The standard methods of increasing your Crusade force’s Stompin’ points, and by how much, are listed below.

+1
Stompin’ Points
Each time you increase your Supply Limit
+2
Stompin’ Points
Each time you win a battle
+2
Stompin’ Points
Each time you destroy the enemy WARLORD in a battle
+5
Stompin’ Points
Each time an ORKS CHARACTER unit from your Crusade force reaches Legendary rank

Stage Of The WAAAGH!

As you gain Stompin’ points, you move through Waaagh! stages that are approximate measurements of the size of your roving warband. Progressing through these stages allows for access to various new bonuses and other rules, including the possibility of suffering Orky Ructions as your Crusade force gets out of hand. The effects of each stage are listed below, as well as how many Stompin’ points are required to enter that stage.

Stage 1: Gathering WAAAGH!

The ambitions of one visionary or especially bloodthirsty individual draw Orcs together into a growing amalgamation of gleeful violence.

0-9
Stompin’ Points

Stage 2: Escalating WAAAGH!

The Waaagh! begins to span entire worlds, as rivalries between mobs, clans and entire tribes drive competition to unleash ever greater destruction.

  • Stompin’ Points: After each battle, gain l Stompin’ point.
  • Orky Ruction: After each battle, take a Ruction test, subtracting 1 from the result if you lost that battle.
  • Kustom Jobs: You can apply one Kustom Job to an ORKS VEHICLE units from your Order of Battle using the Kustom Job Requisition.
10-24
Stompin’ Points

Stage 3: Thunderous WAAAGH!

The Orks mass in numbers that swell with a roar like a savage ocean.

  • Stompin’ Points: After each battle, gain 2 Stompin’ points.
  • Orky Ruction: After each battle, take a Ruction test, subtracting 1 from the result if you lost that battle.
  • Kustom Jobs: You can apply one Kustom Job to an ORKS VEHICLE units from your Order of Battle using the Kustom Job Requisition.
  • Bestest Bossloot: Your WAAAGH!Boss can be given one Bestest Bossloot Crusade Relic.
25-49
Stompin’ Points

Stage 4: All-Conquering WAAAGH!

Only an Ork of supreme strength can keep the largest Waaagh! on course.

  • Stompin’ Points: You no longer gain Stompin’ Points. The Waaagh! is as big as it gets; try to hold on!
  • Orky Ruction: After each battle, take a Ruction test, subtracting 2 from the result if you lost that battle.
  • Kustom Jobs: You can apply one Kustom Job to an ORKS VEHICLE units from your Order of Battle using the Kustom Job Requisition.
  • Bestest Bossloot: Your WAAAGH!Boss can be given one Bestest Bossloot Crusade Relic.
  • Massive Waaagh!: After each battle, your Crusade force gains 2 Requisition points instead of 1. Additionally, you can select one additional unit to be Marked for Greatness after each battle.
50+
Stompin’ Points

Orky Ructions

When a Waaagh! forms, two things are certain: it will cause immense destruction, and it will be fraught with infighting, risk-taking and unpredictable calamities. After a battle, if your Waaagh! is at Stage 2 or higher, you must take a Ruction test. To do so, take a Leadership test using your WAAAGH!Boss’ Leadership characteristic, applying any modifier that may apply based on your current Waaagh! stage. If that test is passed, nothing happens. Otherwise:
  • If that test is failed but no double was rolled: You must choose either for your Crusade force to suffer a Minor Ruction (see Minor Ructions table below), or reduce your Stompin’ points by 10.
  • If that test is failed on a double (e.g. double 1, double 2): You must choose either for your Crusade force to suffer a Major Ruction (see Major Ructions table below), or reduce your Stompin’ points by 15.

Minor Ructions
D6
Minor Ructions
If your Crusade force suffers a Minor Ruction, roll one D6 and apply the relevant Minor Ruction below. If it is not possible to apply that Minor Ruction, re-roll the result.
UNRULY MOBS
Select two ORKS INFANTRY units from your Order of Battle with the lowest XP, then roll one D6 for each of those units (re-rolling duplicate results): the unit you roll higher for gains 2XP; the other unit must take an Out of Action test.
RECKLESS MEKS
Select one ORKS VEHICLE unit from your Order of Battle. Treat that unit as if it had just failed an Out of Action test. You can then select one MEK unit from your Order of Battle to gain 2XP.
IMPATIENT IRRITABILITY
During your next battle, until you use the Waaagh! army rule, reduce the Leadership characteristic of ORKS units from your Crusade army by 1.
THIEVIN' GITS
Select one ORKS CHARACTER model from your Order of Battle that has an Enhancement or Crusade Relic, then select one of those Enhancements or Crusade Relics. Until the end of the next battle, that model cannot use that Enhancement or Crusade Relic. If you win the battle, that CHARACTER model gains 3XP.
ROWDY YOOFS
The next time you purchase the Increase Supply Limit Requisition, it costs 1 additional Requisition point.
CONFRAZZLED BY MIND MONSTERS
During your next battle, at the start of the battle round, ORKS PSYKER units from your Crusade army that start your Command phase on the battlefield must take a Battle-shock test, even if their unit is not Below Half-strength. After the battle, each ORKS PSYKER unit from your Crusade army that is not destroyed gains 3XP.

Major Ructions
D6
Major Ructions
If your Crusade force suffers a Major Ruction, roll one D6 and apply the relevant Major Ruction below. If it is not possible to apply that Major Ruction, re-roll the result. Each Major Ruction can only occur once per Waaagh! stage, but if you regress to an earlier stage in which that Major Ruction previously occurred, it can occur again.
RUCKUS IN DA RANKS
Select one ORKS INFANTRY unit from your Order of Battle; that unit gains one Battle Scar.
EXTERNAL COMBUSTION TEST
Select one ORKS VEHICLE unit from your Order of Battle; that unit gains one Battle Scar.
LAST BOSS STANDIN’
Select two ORKS CHARACTER units from your Order of Battle, then roll one D6 for each of those units, adding 2 to the result if the unit being rolled for is your Waaagh!boss (re-rolling duplicate results): the unit you roll higher for gains 3XP; the other unit gains D3 Battle Scars.
UNSTABLE DISCHARGE
Select one of the following to apply:
FIZZLIN’ MOMENTUM
During your next battle, you cannot use the Waaagh! army rule in the first or second battle rounds.
LOST IN DA WARP
Reduce your Requisition points to 0. If your number of Requisition points is already 0, reduce your Stompin’ points by 10 instead.

Agendas

If your Crusade army includes any ORKS units, you can select Agendas from those presented here.

SCRAP ’EM

Many Meks see enemy heavy-armour formations not as a formidable foe, but as a treasure trove, waiting to be plundered.

At the end of the battle, each ORKS unit from your Crusade army that is within Engagement Range of one or more enemy VEHICLES and/or destroyed one or more enemy VEHICLE models with a melee attack during the battle gains 1XP. If one or more MEK units from your Crusade army gain XP from this Agenda, your Crusade force gains 2 Stompin’ points.
SHOW ’EM HOW IT’S DONE

Its important for even the most cerebral of Warbosses to get stuck in and show the ladz how tough he is, just to make sure none of them get any ideas about replacing him. Enemy commanders and war machines are valuable targets in demonstrating that he is just as ‘killy’ as ever.

Each time your WARLORD model destroys an enemy CHARACTER, MONSTER or VEHICLE unit, it gains 2XP (or 3XP instead if that WARLORD model is your WaaaghIboss).
SKRAG DA KILLIEST GITZ

Keen to show off, Orks often make a beeline for the flashiest and most dangerous enemies around.

At the start of the battle, select the unit from your opponent’s Crusade army that has the highest points value (if one or more are tied for the highest points value, your opponent selects one). Until the end of the battle, that enemy unit is Da Killiest Gitz.

Each time Da Killiest Gitz unit is reduced to Below Half-strength as a result of an attack made by an ORKS unit from your army, that ORKS unit gains 3XP. If an ORKS unit from your Crusade army destroys Da Killiest Gitz, that unit gains 3XP. At the end of the battle, if Da Killiest Gitz unit is destroyed, your Crusade force gains 3 Stompin’ points.
OVERWHELMING AGGRESSION

Orks are known to swarm the battlefield in great waves. To their foes, it can seem as though their hordes stretch over the horizon.

At the end of the battle, for each table quarter, if there are more ORKS units from your Crusade army wholly within that table quarter than there are units from your opponent’s Crusade army wholly within it, you can select one of those units from your Crusade army. Each of those selected units gains 2XP. If you are able to select an ORKS unit from each table quarter for this Agenda, your Crusade force gains 2 Stompin’ points.

Requisitions

If your Crusade army includes any ORKS units, you can spend Requisition points (RPs) on any of the following Requisitions.

DOK'S ORDERS1RP

Ork physiology is incredibly resilient and even possessed of some regenerative properties. Often, though, the only thing that will make an Ork feel better is to embark on an unremitting rampage.

Purchase this Requisition after your WAAAGH!Boss gains a Battle Scar. During the next battle in which your WAAAGH!BOSS is part of your Crusade army, if its unit destroys one or more enemy units, your WAAAGH!BOSS gains 2XP. If one or more of those destroyed enemy units were MONSTER or VEHICLE units, your WAAAGH!BOSS gains an additional 2XP. At the end of that next battle, if you won that battle and your WAAAGH!BOSS gained 4XP from this Requisition, you can do one of the following:
  • Remove the Battle Scar your WAAAGH!BOSS gained just before you purchased this Requisition.
  • Your WAAAGH!BOSS gains an additional 5XP.
TIME FOR NEW GEAR1RP

Whether obsessed with new and more impressive wargear or needing to replace weapons and armour that have failed to stand up to the Ork’s more aggressive tendencies, the biggest bosses make sure they have the best gear for the fights to come.

Purchase this Requisition when you add a new WARBOSS unit to your Order of Battle. Remove your WAAAGH!BOSS from your Order of Battle. The new WARBOSS unit starts with the same number of XP as that WAAAGH!BOSS, and gains the appropriate number of Battle Honours for its rank. That new WARBOSS unit is now your WAAAGH!BOSS and gains the WAAAGH!BOSS keyword. Using this Requisition does not cause you to lose 20 Stompin’ points for removing your WAAAGH!BOSS from your Order of Battle.
KUSTOM JOB2RP

Much of the scrap taken from enemy vehicles brings with it exciting new technology, ready to be adapted into original forms by the Mek. Many of these forms would undoubtedly give the original crafter nightmares, but their effectiveness cannot be denied.

Purchase this Requisition at any time, if your Order of Battle includes one or more MEK units. Select one VEHICLE unit from your Order of Battle that can gain a Battle Trait; that VEHICLE unit gains one Battle Trait from the Kustom Jobs section. If that unit has the maximum number of Battle Honours, you can replace one of its existing Battle Honours with a Kustom Job Battle Trait. Each VEHICLE unit can only have one Kustom Job Battle Trait at the same time.
BESTEST BOSSLOOT2RP

With the right threats or bribes - or a bit of both - Mekaniaks can be motivated to invent or improve some tasty bit of kit to make their boss even more dangerous.

Purchase this Requisition at any time, if your Order of Battle includes one or more MEK units. Your WAAAGH!Boss gains one Crusade Relic from the Bestest Bossloot section. If that unit has the maximum number of Battle Honours, you can replace one of its existing Battle Honours with a Bestest Bossloot Crusade Relic.

Battle Traits

When a ORKS unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.

MOUNTED UNITS
D6
RIDE 'EM DOWN

These lunatics have forked out handfuls of hard-earned teefto have their roaring mounts' speed boosted so as to ensure no cowardly enemies can get away.

Add 1 to Advance and Charge rolls made for this unit.
HIGH-SPEED DAKKA

Nothing fills these Orks with more of a thrill than unloading storms of shots into the enemy at full pelt.

Each time a model in this unit makes a ranged attack, add 1 to the Hit roll.
SMOG-BELCHAS

Plumes of exhaust and sprays of dust and chewed up dirt fill the air around these stampeding Orks, obscuring them - and their obscene gestures -from the enemy.

This unit gains the SMOKE keyword and, once per battle, you can target this unit with the Smokescreen Stratagem for 0CP.

MOB Units
D6
DED CHOPPY

These Orks show a great enthusiasm for battle, even above that of their warlike peers.

While the Waaagh! is active for your army, each time a model in this unit makes a melee attack, re-roll a Wound roll of 1.
BIONIK TARGETERS

These ladz have scrounged enough teef together for all manner of rangefinders, optiks, skopes and targetin’squigs that have been stitched, bolted or stapled into place to improve their aim.

Each time a model in this unit makes a ranged attack, add 1 to the Hit roll.
DAKKALADZ

These Orks have learned that if you pour enough firepower into the enemy, it makes the gitz less inclined to start any sneaky nonsense.

Once per battle, in your Shooting phase, when this unit is selected to shoot, it can use this ability. If it does, after it has shot, select one enemy unit hit by one or more of those attacks; that enemy unit must take a Battle-shock test
DED KEEN

These ladz can’t wait to get stuck into the enemy, leaping on any that come near in a surge of green muscle.

You can target this unit with the Heroic Intervention Stratagem for 0CP.
OPPORTUNISTIC

These ladz have an instinct for spotting valuable bits of loot. They swarm over likely sites, knowing which bits to bash and which bits to leave in one piece.

Once per battle, at the start of your Command phase, this unit can use this ability. If it does, until the end of the turn, add 1 to the Objective Control characteristic of models in that unit.
GNARLY SCARS

The ladz in this mob wear with pride their impressive array of horrific scars.

While an enemy unit is within Engagement Range of one or more units with this ability, worsen that unit’s Leadership characteristic by 1.

MEK AND BIG MEK MODELS
D6
BOSS MEK

This Mek always makes sure his customers' vehicles are in full working order, at least when he hands them back.

At the end of the battle, if this model was part of your Crusade army and is not destroyed, you can ignore one failed Out of Action test taken for an ORKS VEHICLE unit from your Crusade army - that test is treated as having been passed instead.
MEKANIKAL MEKANIAK

This Mek has conducted many experiments on his own body.

This model has a 5+ invulnerable save.

PAINBOY AND PAINBOSS MODELS
D6
RECYKLER

This Dok stalks the battlefield for 'spare parts' after the battle, ensuring transplants are conducted in a timely manner.

At the end of the battle, if this model was part of your Crusade army and is not destroyed, you can ignore one failed Out of Action test taken for an ORKS unit from your Crusade army (excluding VEHICLES) - that test is treated as having been passed instead.
BAD REPUTATION

This Dok has conducted plenty of surgery on himself. augmenting his body to fend off customers unhappy with the experimental cybork limbs they don't remember asking for.

This model has a 5+ invulnerable save.

Kustom Jobs

Kustom Jobs count as Battle Traits and follow the same rules as Battle Traits.

FORTRESS ON WHEELS

This vehicle is replete with so much additional armour and non-essential extras that landing a telling blow is almost impossible.

TRUKK or BATTLEWAGON model only. Add 1 to the Toughness characteristic of this model, and this model has a 5+ invulnerable save.
SHOOTIER GUNZ

Flared ammo feeds, squig-oiled rounds and increased rotary speeds ensure this vehicles guns are even shootier than its rivals'.

Each time this unit is selected to shoot, you can roll one D6: on a 1, until the end of the phase, ranged weapons equipped by models in this unit have the [hazardous] ability; on a 2-5, until the end of the phase, improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1; on a 6, until the end of the phase, improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1 and those weapons have the [IGNORES COVER] ability.
SHOKKA HULL

Rewired batteries ensure that careless enemies get a nasty surprise if they come too close.

In the Fight phase, each time an enemy unit is selected to fight, if this unit was selected as the target of one or more of the attacking unit’s attacks, after those after those attacks have been resolved, roll one D6: on a 4+, that enemy unit suffers D3 mortal wounds.
STOMPAMATIC PISTONS

Employing everything from steam-feeds to really big iron springs, these leg upgrades allow walkerz to put on a real burst of speed.

WALKER model only (excluding Killa Kans).
  • Add 2" to this model’s Move characteristic.
  • Add 1 to Advance and Charge rolls made for this model.
FUNGUS-FUEL INJECTA

Fermented through entirely unstable processes by specialist brewboyz, potent fungal additives are kept in this thickly shielded injecta system. Just a drop can supercharge any Mek-built engine.

SPEED FREEKS unit only.
  • Add 2" to the Move characteristic of models in this unit.
  • Once per battle, you can target this unit with the Smokescreen Stratagem for 0CP.

Crusade Relics


Artificer Relics

BOSSPOLE

Space Marine helmets are the favoured trophy of many an Ork. They proclaim that the bearer has bested one of the finest warriors the Imperium has to offer, and also come in a variety of snazzy colours to collect.

Improve the Leadership characteristic of the bearer by 1. Once the bearer has participated in at least three battles during which its unit destroyed one or more ADEPTUS ASTARTES units, the bearer gains the following ability:
’Elmet Rack: Each time this model’s unit takes a Battle-shock or Leadership test, you can ignore any or all modifiers to that test.
DED 'ARD ARMOUR

These chest plates are crafted from bulkheads salvaged from rugged dropships, and are robust enough to resist orbital descents through the planets atmosphere.

INFANTRY or MOUNTED model only,
  • Add 1 to the bearer’s Wounds characteristic.
  • Each time an attack is allocated to the bearer, worsen the Armour Penetration of that attack by 1.

Antiquity Relics

GLOWY GIZMO UPGRADE

This chunk of mechanisms, wires, switches, buttons and strange pulsing glyphs has found its way onto a variety of guns. It never fails to impart all manner of weird lethality to its host weapon. Almost never.

MEK model only.
  • Add 1 to the Ballistic Skill and Strength characteristics of the bearer’s ranged weapons.
  • Add 6" to the Range characteristic of the bearer’s ranged weapons.
Each time the bearer’s unit is selected to shoot, if that unit is not within Engagement Range of one or more enemy units, the bearer can use this Crusade Relic. If it does, roll one D6:
  • On a 1, the bearer’s unit cannot make ranged attacks this phase.
  • On a 2-3, until the end of the phase, the bearer’s ranged weapons have the [Hazardous] ability.
  • On a 4+, until the end of the phase, the bearers ranged weapons have the [SUSTAINED HITS 1] ability, and ranged attacks made by the bearer score a Critical Hit on a successful unmodified Hit roll of 5+.
WAZGIT’S KOPPER SKULLKAP

Mad Wazgit was an especially unstable Warphead in the employ of Blood Axes Warboss Razdakka da Finka. Razdakka eventually got fed up with Wazgit’s presence giving him headaches when he was trying to come up with da grand plan, and had this dented bowllike artefact nailed to Wazgit’s head to try to contain some of his rampant power. Sadly it had the opposite effect, and the skullkap was the only thing found in the crater after a mighty green explosion consumed Razdakka’s planning hut. This unfortunate event hasn’t stopped countless subsequent Weirdboyz from nailing this device to their head in an attempt try and stop da voices.

WEIRDBOY or WURRBOY model only. Each time the bearer makes a Psychic Attack, add 1 to the Hit roll and if that attack destroys one or more enemy models, the bearer regains up to 2 lost wounds.

Legendary Relics

CHOPPA OF DA GREAT WAAAGH!

Orkish legend tells of a great choppa - or possibly a massive klaw, Orkish legends aren’t bothered about such details - powerful enough to split mountains with a single blow. In truth, to many this blade wouldn’t appear different to any of the other crude weapons wielded by their species. Many Orks have claimed to possess this fabled weapon over the millennia, and though different bits of it have been repaired, replaced and reworked hundreds of times, this weapon retains its grand destiny. Once it is in the hands of its intended bearer - as decided by Gork and Mork - a direct link to those brutish deities will be established, and the choppa’s true power will be unlocked.

INFANTRY WAAAGH!BOSS or MOUNTED WAAAGH!BOSS model only. Select one melee weapon equipped by the bearer (excluding Extra Attacks weapons). Add 1 to the Strength and Armour Penetration characteristics of that weapon. In addition, each time you call a Waaagh!, if the bearer is on the battlefield, melee weapons equipped by friendly ORKS models have the [Lethal Hits] ability.

Bestest Bossloot Relics

Each Bestest Bossloot counts as a Crusade Relic, and follows the rules for such Battle Honours. Your Waaagh!Boss can only have a single Bestest Bossloot Crusade Relic at once, and you must use the Bestest Bossloot Requisition each time you wish to replace one for another.

REZMEKKA'S REDDER PAINT

Badmek Rezmekka formulated a type of paint so red that staring directly at it for too long caused actual retinal damage. So red was Rezmekka’s new colour - artfully named Redder - that he immediately daubed it over his best suit of ’eavy armour. A few pots of this paint have made it onto the open market, so any boss who can afford it can dazzle his underlings and his enemies with eye-bleeding redness.

MOUNTED WAAAGH!BOSS model only. Add 2" to the Move characteristic of models in the bearer’s unit, and models in the bearer’s unit have the Fights First ability.
DA IRONGOB

This brutal iron-plated jaw tells all that see it that the wearer is a mighty warlord indeed. If they don’t listen, a single devastating headbutt from the wearer will certainly reinforce the point.

At the start of the Fight phase, you can select one enemy INFANTRY unit within Engagement Range of the bearer and roll one D6: on a 2+, that enemy unit suffers 3 mortal wounds and must take a Battle-shock test.
FRAZZLE FIELD GENERATOR

When wired into the boss’favourite choppa, this happy accident of force field technology wreathes his weapon in a crackling cloud of green lightning. On a good day, the energy can rip open armour plating and burn flesh black. The frazzle field has the habit of emitting sparking backdrafts that cause any hair squigs the user wears to go rigid and stand on end. This is viewed as a fashionable extra and serves to make him look even more imposing.

Select one melee weapon equipped by the bearer. That weapon gains the [DEVASTATING WOUNDS] ability.
DA KRUSHIN' ARMOUR

Crafted from the heaviest Space Marine vehicles and finished with brutal spikes, this huge suit of armour propels its wearer into (and often straight through) the enemy like a living battering ram. The racks of rokkits fitted to the back of this suit certainly help too.

  • The bearer has a 4+ invulnerable save.
  • Add 1 to the bearer’s Wounds characteristic.
  • Each time the bearer’s unit ends a Charge move, select one enemy unit within Engagement Range of the bearer and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.
DA SHOOTIEST BLASTA

A mountain of teef is alleged to have gone into procuring all the components that supplement this impressive looking gun. So has said every Mek to have passed this on to his Warboss. Gyrostabilisers and weird iridescent stones scavenged from war zones, plasma cores and molecular realignment fields looted from watch fortresses, additional ammo-racks and supa-charged boosta barrels have all been tinkered with through millennia of inventive Orky know-wotz. With a good enough aim, it can obliterate the toughest of enemies.

Select one ranged weapon equipped by the bearer. That weapon gains the [MELTA 3] ability.

Crusade Badges

When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.

Ambitious Boss

Your infamy as a ferocious fighter brings mobs flooding to your garish banner as your growing Waaagh! stampedes from one thrilling fight to the next. Cities and voidcraft have fallen to your expanding horde, but this is only the beginning. Your eyes now stray to the stars. Your strength and victories have drawn other Orks in your wake, keen to share in the violence. Coteries of Oddboyz in thrall to your ambitions - and scared of your temper - have given you access to the know-wotz needed to realise your visions of bloodshed. Seize your chance, don’t slow down, just get out there and get stompin’!

  • Your Waaagh! has reached Stage 2.
  • You have won two or more battles.


Rampaging Bigboss

There seems no stopping the avalanche of slaughter and riotous destruction your Waaagh! visits upon every world your armies reach. What losses and disruptive calamities have occurred among your teeming warbands have been steamrollered into insignificance - where you bother to acknowledge them at all - by your fearsome charisma and timely doses of no-nonsense violence. Roaring tides of Orks, whole blitz brigades of ramshackle war engines, herds of unruly beasts and towering war effigies follow your lead onto new battlefields aplenty, taking up your war cry with each new promise of the best punch-up in the galaxy.

  • Your Waaagh! has reached Stage 3
  • You have won six or more battles.


Grand Warlord

Your Waaagh! is known and feared amongst the greatest of Ork conquests and your name is chanted on more battlefields than even the brainiest Oddboyz can count. You have forged a trail of truly epic destruction, a warpath so grand it has surely distracted Gork and Mork from their eternal brawling. Warbands flock to your bosspole, eager for the privilege of fighting in the best Waaagh!, bulking your huge horde further, with you as the biggest, meanest and greenest Ork of them all, a hulking idol of brutality!


Boarding Actions

Introduction

Within the following pages you will find numerous Boarding Actions Detachments that can be used in your Boarding Actions games. Each lists which units you can include in your army, any modifications to those units’ army rule as presented in their Codex or Index, a Detachment rule unique to that Detachment, and a number of Enhancements and Stratagems that you can use.

ARMY FACTION
A keyword that will be shared by all units in your army.

MUSTERING RULES
Which units you are allowed to include in your army.

FORMING BOARDING SQUADS
Any additional rules that will apply in the missions Form Boarding Squads step. Note that not all Detachments will have these.

RULES ADAPTATIONS
Some units will be unable to use certain abilities in Boarding Actions battles. Where this is the case, these units and their relevant abilities will be listed here.

ARMY RULE
Due to the distinct nature of close-quarters battle in Boarding Actions, most army rules require some modifications to their effects. Where this is the case, these will be described here.

DETACHMENT RULE
Each faction will have a number of different Detachments to choose from, each with its own Detachment rule to reflect the unique fighting methods of such forces.

ENHANCEMENTS
Further Enhancements that you can give to CHARACTER models from your army, beyond those(Boarding Actions Enhancments), will be found here.

STRATAGEMS
Additional Stratagems that you can use, in addition to those (Boarding Actions Stratagems), will be found here.

Ramship Raiders

When Ork void fleets attack enemy shipping, they often lead the assault with ramships. These pugnacious craft slam headlong into the foes’ vessels, burying themselves in the superstructure of larger enemy ships before filling them with rampaging Ork boarders.

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
You can include up to three of each of the following units:
You can include up to one of each of the following units:

Forming Boarding Squads

  • Do not split GRETCHIN units into separate units in the Form Boarding Squads step.
  • When splitting a KOMMANDOS unit, select one of the resulting Boarding Squads to gain the Distraction Grot token (if equipped with one). The Boarding Squad without the Distraction Grot token loses the Distraction Grot ability.

Rules Adaptations

  • The BIG MEK model loses the Shokk-boosta ability.
  • The BOSS SNIKROT model loses the Kunnin’ Infiltrator ability.
  • The BOYZ unit loses the Get Da Good Bitz ability.
  • The KOMMANDOS unit loses the Sneaky Gitz and Bomb SQUIG abilities.
  • The STORMBOYZ unit loses the Deep Strike and Full Throttle abilities.
  • The WEIRDBOY model loses the Waaagh! Energy’ and Da Jump abilities.
  • The WURRBOY model loses the Unstable Oracle ability.
  • The ZODGROD WORTSNAGGA model loses the Special Dose ability.

Army Rule

Void WAAAGH!

For all the noise and mayhem of a boarding action, it can be harder to build up a full head of steam when trying to navigate sealed bulkheads and winding corridors.

Units from your army with the Waaagh! ability retain that ability and gain this one.

Once per battle, at the start of the battle round, you can call a Void Waaagh!. If you do, until the start of the next battle round, the Void Waaagh! is active for your army and:
  • Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability.
  • Models from your army with this ability have a 5+ invulnerable save. A Void Waaagh! counts as a Waaagh! for any datasheet abilities.

Detachment Rule

Belligerent Boarders

Between the excitement of smashing their way through the all-too-lootable interior of an enemy warship and their natural tendency to overlook their own mortal hurts - sometimes for hours at a time - Ork boarding parties can prove nightmarishly tough.

Each time an attack targets an ORKS unit from your army (excluding GROTS units), if the Strength characteristic of that attack is greater than the Toughness characteristic of that ORKS unit, subtract 1 from the Wound roll.

Enhancements

Living Battering Ram

There is something uniquely terrifying to the foe about a nine-foot-tall, four-hundred-pound Ork who prefers to open hatchways with their head while running full tilt and bellowing like a battle tank.

Each time the bearer attempts to operate a closed Hatchway, your opponent cannot try to prevent it. In addition, each time the bearer opens a Hatchway, each enemy unit within 6" of that Hatchway and wholly on the opposite side of it from the bearer must take a Battle-shock test.

Scarred Brute

A veteran of many boarding actions, this monstrous Ork has been shot, stabbed and ejected into hard vacuum many times, and has all the toughened scarring and bionik wotnots to show for it.

The bearer has the Feel No Pain 5+ ability.

Stratagems

PILE THROUGH
1CP
Ramship Raiders – Strategic Ploy Stratagem
Orks react to the sudden availability of a good scrap with immediate and enthusiastic aggression.
WHEN: Your Movement phase, just after an ORKS unit from your army opens a Hatchway.

TARGET: That ORKS unit.

EFFECT: Until the end of the turn, your unit has the Fights First ability.
RAMBOYZ RAMPAGE
1CP
Ramship Raiders – Strategic Ploy Stratagem
These ramship-riding Orks emulate the actions of their warship by barrelling full-tilt towards the enemy while roaring like lunatics then crashing into them head-on.
WHEN: Your Movement phase.

TARGET: One BOYZ unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced and each time your unit Advances, do not make an Advance roll; instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
EAGER TO FIGHT
1CP
Ramship Raiders – Strategic Ploy Stratagem
Impatient from being bottled up aboard their voidships with no one to clobber, this mob cannot wait to get stuck in to a proper scrap.
WHEN: Your Movement phase, in the Reinforcements step, just after an ORKS unit from your army is set up in an Entry Zone.

TARGET: That ORKS unit.

EFFECT: Your unit can make an Advance move.
ENRAGED RUSH
1CP
Ramship Raiders – Strategic Ploy Stratagem
Shooting this mob only serves to attract their attention while simultaneously making them angry at such a blatant attempt to deny them a good punch up.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One BOYZ unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Your unit can make an Enraged Rush move. To do so, roll one D6: your unit can be moved a distance in inches up to the result, but must end that move as close as possible to the attacking unit. When doing so, those models can be moved within Engagement Range of that enemy unit, but only that enemy unit.

Kaptin Killers

Regardless of the wider objectives of a void war, once a Warboss and his best Boyz get aboard an enemy ship their top priority is nearly always finding the enemy shipmaster and beating them to a pulp. If that leads to capturing the vessel in the process, so much the better!

Army Rule

Void WAAAGH!

For all the noise and mayhem of a boarding action, it can be harder to build up a full head of steam when trying to navigate sealed bulkheads and winding corridors.

Units from your army with the Waaagh! ability retain that ability and gain this one.

Once per battle, at the start of the battle round, you can call a Void Waaagh!. If you do, until the start of the next battle round, the Void Waaagh! is active for your army and:
  • Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability.
  • Models from your army with this ability have a 5+ invulnerable save. A Void Waaagh! counts as a Waaagh! for any datasheet abilities.

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
You can include up to two of each of the following units:

Rules Adaptations


Detachment Rule

Comin’ Through

Very little can prevent a hulking Ork from smashing a path through a voidship’s decks to wherever he is trying to go. It is generally considered deeply unwise bordering on suicidal to try...

In your Movement phase, Desperate Escape tests taken for ORKS models from your army are automatically passed and each time an ORKS unit from your army makes a Normal, Advance or Fall Back move, it can move through other models as if they were not there, provided those other models have a lower Toughness characteristic than it.

Enhancements

Tellyporta

Employing madcap tellyporta arrays, Ork Meks can beam massively armoured Nobz through the warp and onto an enemy vessel, much to the horror of the defenders.

In the Deploy Armies step, select one MEGANOBZ unit from your army. Until the end of the battle, models in that unit have the Deep Strike ability.

Gnasher Squig Crates

This Warboss has ordered his ladz to bring armoured crates of vicious gnasher squigs aboard. Upended into strategically vital areas, they create a dangerous infestation that enemies will struggle to remove.

WARBOSS model only. In your Command phase, you can select one NOBZ or MEGANOBZ unit from your army (excluding Battle-shocked units) that is within 6" of the bearer and is within range of an objective marker. If there are no enemy models within range of that objective marker, it is Secured by your army.

Stratagems

LOOT ON THE MOVE
1CP
Kaptin Killers – Strategic Ploy Stratagem
Not only does ripping a door hatch right off its hinges allow for ease of progress, but the resultant large slab of bulletproof metal can make a handy temporary shield.
WHEN: Your Movement phase, just after an ORKS unit from your army opens a Hatchway.

TARGET: That ORKS unit.

EFFECT: Until the end of the battle, that Hatchway cannot be closed. Until the end of the turn, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
PILE THROUGH
1CP
Kaptin Killers – Strategic Ploy Stratagem
Orks react to the sudden availability of a good scrap with immediate and enthusiastic aggression.
WHEN: Your Movement phase, just after an ORKS unit from your army opens a Hatchway.

TARGET: That ORKS unit.

EFFECT: Until the end of the turn, your unit has the Fights First ability.
PIT FIGHTER
1CP
Kaptin Killers – Epic Deed Stratagem
This Warboss is a terror of the fighting pits, single-mindedly battering his way through lesser foes or simply sweeping them aside as he carves a path towards his true quarry.
WHEN: Your Charge phase.

TARGET: One WARBOSS model from your army.

EFFECT: Until the end of the phase, your model is eligible to declare a charge in a turn in which it Fell Back.
CORNERED AND KRUMPED
1CP
Kaptin Killers – Battle Tactic Stratagem
It is no easy thing to disentangle from a mob of ferocious Orks and retreat in good order, especially when cornered by them within the claustrophobic confines of a voidship.
WHEN: Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back.

TARGET: One ORKS unit from your army that is within Engagement Range of that enemy unit.

EFFECT: Your unit can fight as if it were the Fight phase, but when doing so, models in your unit can only target that enemy unit (and only if it is an eligible target) and each time a model in your unit makes an attack, an unmodified Hit roll of 6 is required to score a hit.

Waaagh!

The infamous war cry of the Orks is known and feared throughout the galaxy. When it echoes across the battlefield, bellowed from hundreds or even thousands of greenskin mouths, even the most stalwart warriors fear the onslaught to come.

If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and:
  • Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced.
  • Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability.
  • Models from your army with this ability have a 5+ invulnerable save.
01.02.04 Not On The Battlefield
A unit that is embarked within a TRANSPORT or that is in strategic reserves is not on the battlefield. The following applies to such units:
  • That unit is not visible to any other units (units are visible to themselves).
  • Any other unit is not visible to that unit.
  • Players cannot measure distances to or from that unit (units are within range of their own abilities).

This means units not on the battlefield cannot be selected or targeted by any attack or rule that requires a unit to be visible or within a certain distance (other than their own abilities).

Such units can still use their other rules, and are still units in the controlling player’s army and so can be affected by rules that require a player to select a unit from an army, as well as rules that affect all units in an army.

The controlling player must make battle-shock rolls for units that are not on the battlefield in their Command phase if they are battle-shocked, or if they are at or below half-strength.
18.02 Embarking
Once the first battle round has started, a friendly unit can embark within a friendly TRANSPORT model after making a normal, advance or fall-back move, if all of the following conditions apply:
  • Each model in that unit is within 3" of that TRANSPORT.
  • That unit was not set up on the battlefield this turn.
  • That unit is eligible to embark within that TRANSPORT, as described on that TRANSPORT’s datasheet.
  • That TRANSPORT has sufficient remaining transport capacity for each model in that unit.

When a unit embarks, the active player removes that unit from the battlefield and places it to one side – it is now embarked within that TRANSPORT and is not on the battlefield.

SEE ALSO
  • Not on the Battlefield

The TRANSPORT keyword is used in the following Orks datasheets:

The WARBOSS keyword is used in the following Orks datasheets:

Mounted Epic Hero
03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.
NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.
FALL-BACK MOVE09.07
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select fall-back mode:
  • Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
  • Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
  • Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.
CONNIVING RUNTS
1CP
Dread Mob – Strategic Ploy Stratagem
A Gretchin’s lot is often a wretched one, and the spiteful zoggers will take any chance to cause pain and mischief using sneaky traps before legging it.
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.
01.04.03 As Close As Possible
  • If a rule instructs you to move a model as close as possible to a unit or model you must end that model’s move in base contact with that unit or model if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If a model is already as close as possible to a unit or model when it is instructed to make a move as close as possible towards a unit or model, that model cannot be moved, but still counts as having made the move in question.
  • If a rule instructs you to move a model as close as possible to an objective you must end that model’s move within range of an objective if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If that model is already within range of an objective it can move up to the maximum distance of that move but must end its move still within range of that objective.
Surge Move
SURGE MOVE21.02
SET-UP DISTANCE: As stated in the rule allowing this move type.
ELIGIBLE IF: All of the following apply:
  • The rule allowing this move type has been triggered.
  • Your unit is not battle-shocked.
  • Your unit is unengaged.
  • Your unit has not moved this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select the closest enemy unit to be the surge target.
WHILE MOVING:
  • Each model must end its move engaged with the surge target if possible.
  • Each model that cannot end its move engaged with the surge target must end its move as close as possible to the surge target.
AFTER MOVING:
  • Your unit cannot be engaged with one or more enemy units that were not the surge target.
  • Your unit cannot move again this phase.
GO GET ’EM!
1CP
Green Tide – Strategic Ploy Stratagem
Keeping Orks at arm’s length and pummelling them with as much firepower as possible is often the safest tactic for their victims. Unfortunately, it can also draw their attention and give them the urge to re-educate the gitz in the joys of up-close savagery.
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: Your unit can make a surge move of up to D6".

The AIRCRAFT keyword is used in the following Orks datasheets:

The ARTILLERY keyword is used in the following Orks datasheets:

Artillery

The BATTLELINE keyword is used in the following Orks datasheets:

The BEAST SNAGGA keyword is used in the following Orks datasheets:

Mounted Epic Hero
Infantry Character
Mounted Character

The BIG MEK keyword is used in the following Orks datasheets:

Mounted Character

The DEDICATED TRANSPORT keyword is used in the following Orks datasheets:

Dedicated Transports

The EPIC HERO keyword is used in the following Orks datasheets:

Vehicle Epic Hero

The FLY keyword is used in the following Orks datasheets:

Infantry Epic Hero
Infantry

The FORTIFICATION keyword is used in the following Orks datasheets:

17.02 Frame
Some models do not have a base; many of these are MONSTER/VEHICLE models. Such models have the FRAME keyword, as do some other large models. Whenever a rule refers to a model’s position in relation to anything else on the battlefield (e.g. when measuring distances), if that model has the FRAME keyword, unless otherwise stated, measure to and from the closest point on that model (so not necessarily from its base, if it has one).

When rotating a FRAME model as part of a move, if that model does not have a base, turn it any amount around its central axis, while keeping it upright.

The FRAME keyword is used in the following Orks datasheets:

Dedicated Transports
Titanic
Transport

The GRENADES keyword is used in the following Orks datasheets:

The GROTS keyword is used in the following Orks datasheets:

Infantry Epic Hero
Vehicle Epic Hero
Artillery
Infantry

The JUMP PACK keyword is used in the following Orks datasheets:

Infantry Epic Hero
Infantry

The MEGA ARMOUR keyword is used in the following Orks datasheets:

Infantry

The MEK keyword is used in the following Orks datasheets:

The MOB keyword is used in the following Orks datasheets:

The MONSTER keyword is used in the following Orks datasheets:

The MOUNTED keyword is used in the following Orks datasheets:

The PSYKER keyword is used in the following Orks datasheets:

Infantry Character
Monster

The SMOKE keyword is used in the following Orks datasheets:

Infantry Epic Hero
Mounted Epic Hero
Infantry

The TITANIC keyword is used in the following Orks datasheets:

22.05 Plunging Fire
Each time a model makes a ranged attack that targets a visible unit containing one or more models on ground level, if one or more of the following conditions apply, improve the BS characteristic of that attack by 1:
  • The attacking model is on a section of a terrain feature that is 3" or more in height.
  • The attacking model has the TOWERING keyword and the target unit is within 12".

The TOWERING keyword is used in the following Orks datasheets:

The TRANSPORT keyword is used in the following Orks datasheets:

The WALKER keyword is used in the following Orks datasheets:

Vehicle Epic Hero

The WARBOSS keyword is used in the following Orks datasheets:

Mounted Epic Hero
Battle Honours
Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits, Weapon Modifications and Crusade Relics. Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category.

  • Once a unit gains enough XP it will gain a rank.
  • Only CHARACTER units can gain the Heroic or Legendary ranks.
  • Each time a unit gains a rank, it can gain a Battle Honour.
  • There are several categories of Battle Honours, which include:
    • Battle Traits: New skills and abilities.
    • Weapon Modifications: Upgrade an item of wargear.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC).

RENOWNED HEROES1-3RP

The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.

When you first start a Crusade force, you can purchase this Requisition the first time you add a CHARACTER unit to your Order of Battle. After that point, you can purchase this Requisition each time a unit from your Order of Battle gains a rank. In either case, you cannot select an EPIC HERO unit, a unit that already has an Enhancement, or a unit that has either the Disgraced or Mark of Shame Battle Scars.

You can select one Enhancement that unit has access to (if using this Requisition when that unit gains a rank, this is instead of it gaining a Battle Honour). When doing so, that unit has access to any Enhancements described within any Detachment rules that it could use, even though you have not yet started to muster your army and so have not selected any Detachment rules yet.

If the selected Enhancement replaces a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or Weapon Modifications are lost. Recalculate the unit’s points value as a result of gaining this Enhancement and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

This Requisition costs 1RP plus 1 additional RP for each other Enhancement that your Order of Battle contains (to a maximum of 3RP).

Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.
[LETHAL HITS]24.23

Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).
[SUSTAINED HITS]24.36

Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
[EXTRA ATTACKS]24.11

Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows.

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.
[DEVASTATING WOUNDS]24.10

The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
FEEL NO PAIN24.12

The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.

This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.
05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.
EMERGENCY DISEMBARK MOVE18.05
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
DEADLY DEMISE24.08

From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.

This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; each unit within 6" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6").

Example: An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
Strength is TWICE (or more than twice) the Toughness
+
Strength is GREATER than the Toughness
+
Strength is EQUAL to the Toughness
+
Strength is LESS than the Toughness
+
Strength is HALF (or less than half) the Toughness
+
Any other resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).
01.02.01 Starting Strength and Half-Strength
The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round.

Some rules refer to units being below starting strength, or at – or below – half-strength. The meaning of these terms varies depending on a unit’s starting strength, as shown below.

UNIT STRENGTH
STARTING STRENGTH OF 1STARTING STRENGTH OF 2 OR MORE
BELOW STARTING STRENGTHModel’s remaining wounds are less than its W characteristic.Number of remaining models in the unit is less than its starting strength.
AT HALF-STRENGTHModel’s remaining wounds are half of its W characteristic.Number of remaining models in the unit is half of its starting strength.
BELOW HALF-STRENGTHModel’s remaining wounds are less than half of its W characteristic.Number of remaining models in the unit is less than half of its starting strength.

Example: A Captain (1 model) is attached to a unit of Intercessors (5 models). This attached unit has a starting strength of 6. If three Intercessors were destroyed, the unit would be at half-strength. If four Intercessors were destroyed, the unit would be below half-strength. If all of the Intercessors were destroyed, the remaining Captain would be below half-strength, despite having his full wounds remaining.

SOME UNITS CANNOT BE AT HALF-STRENGTH
If a model’s W characteristic or a unit’s starting strength cannot be evenly divided in half, that model or unit cannot be at half-strength (but can be below half-strength as described above).
SCOUTS24.31

Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.

This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following:
  • If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone.
  • If that unit is wholly within your deployment zone, it can make a scout move (see below).
  • If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.

SCOUT MOVE24.32
MAXIMUM DISTANCE: The X" in Scouts X".
ELIGIBLE IF: It is the Resolve Pre-battle Abilities step, and your unit is wholly within your deployment zone.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be more than 8" horizontally from all enemy units.

The BEAST SNAGGA and MOUNTED keywords are used in the following Orks datasheets:

Mounted Epic Hero
Mounted Character

The BEAST SNAGGA and INFANTRY keywords are used in the following Orks datasheets:

Infantry Character
13.08 Benefit of Cover
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
  • That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).

Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.
STEALTH24.33

The stealthiest warriors can evade the attentions, and the bullets, of their foes.

If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).

The INFANTRY and CHARACTER keywords are used in the following Orks datasheets:

INGRESS MOVE20.04
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is in strategic reserves (excluding units that are embarked within TRANSPORTS that are themselves in strategic reserves).
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Your unit is set up as described in Set Up (03.02).
WHILE MOVING: Set up your unit wholly within the set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.
  • Before the Third Battle Round: While doing so, no models can be set up within your opponent’s deployment zone.
AFTER MOVING: Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move.
Moving a Model in a Straight Line
Each time you move a model in a straight line, move it horizontally across the battlefield. Measure from the same point on its base at the start and end of that move, and add that distance to any other distance it has moved since its unit began that move. The distance moved cannot be greater than the maximum distance of that move type.
Rotating a Model
Each time you rotate a model, turn it any amount around the centre of its base, while keeping it upright. Note that rotating a model does not count towards the distance it has moved.
REMAIN STATIONARY09.04
MAXIMUM DISTANCE: ‘–’
ELIGIBLE IF: Any unit.
EFFECT: No models are moved (either in straight lines or rotated). Units that remain stationary do not trigger any rules that are triggered when a unit starts or ends a move.
01.02.02 Persisting Rules Effects
Some rules apply an effect that lasts until a certain duration has passed (e.g. until the start of your next turn). Such effects are known as persisting effects.

If a persisting effect applies to a unit when you place it in strategic reserves or when it embarks within a TRANSPORT, make a note of that effect and its duration; if that unit is set up on the battlefield again, any persisting effects continue to apply to that unit for their full duration.

If you have a rule that specifies when it is triggered (e.g. ‘In the Shooting phase’) and it does not specify how long it is active for, it is only active for the duration of that specified period (e.g. until the end of that Shooting phase). After that period, that effect is no longer applicable/active.

If a rule or effect is given to a unit and it does not specify how long it is active for, it is only active for the phase in which it was given.
18.03 Disembarking
In the active player’s Movement phase, each friendly unit embarked within a TRANSPORT model can disembark from it by making a disembark move (see below).

If a TRANSPORT model is destroyed, before removing it from the battlefield, the active player must make an emergency disembark move (see below) with each unit embarked within it.

DISEMBARK MOVE18.04
SET-UP DISTANCE:
  - Rapid/Tactical Disembark: 3"
  - Combat Disembark: 6"
ELIGIBLE IF: All of the following apply to your unit:
  • Embarked within a TRANSPORT model that is on the battlefield.
  • Did not embark within that TRANSPORT this phase.
  • That TRANSPORT has not made an advance or fall-back move this phase.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Select disembark mode:
  • Rapid Disembark:
    If that TRANSPORT made a normal or ingress move this phase, you must select this mode.
  • Tactical Disembark:
    Otherwise, If that TRANSPORT remained stationary or has not yet been selected to move this phase, and if you can set up your unit as described below, you must select this mode.
  • Combat Disembark:
    Otherwise, you must select this mode. Make a hazard roll for each model in your unit.
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT.
  • Rapid Disembark:
    If that TRANSPORT made an ingress move this turn, each model must follow the same rules that TRANSPORT had to follow while resolving that move.
  • Combat Disembark:
    Each model can be set up engaged with one or more enemy units that TRANSPORT is engaged with.
AFTER MOVING:
  • Rapid Disembark:
    Until the end of the turn, your unit is not eligible to declare a charge.
  • Tactical Disembark:
    Select your unit to make a normal or advance move.
  • Combat Disembark:
    Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
RAPID DISEMBARK
When a unit uses the rapid disembark mode after its TRANSPORT makes an ingress move, the models must follow the same rules and restrictions as that TRANSPORT did. For example, if that TRANSPORT had to be set up more than 8" from all enemy units and not within your opponent’s deployment zone, the same applies to the disembarking unit.

EMERGENCY DISEMBARK MOVE18.05
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.

SEE ALSO
  • Hazard Rolls 06.03
  • Persisting Rules Effects
CONSOLIDATION MOVE12.08
MAXIMUM DISTANCE: 3"
ELIGIBLE IF: It is the Fight phase and your unit was eligible to fight this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select consolidation mode:
  • Ongoing Consolidation:
    If your unit is engaged, you must select this mode and select every enemy unit it is engaged with.
  • Engaging Consolidation:
    Otherwise, if your unit is within 3" of one or more enemy units, you must select this mode and select one or more of those enemy units.
  • Objective Consolidation:
    Otherwise, if your unit is within 3" of one or more objectives, you must select this mode and select one of those objectives.
WHILE MOVING:
  • Ongoing Consolidation:
    Models in base-contact with one or more enemy models cannot be moved. Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Engaging Consolidation:
    Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Objective Consolidation:
    Each model that is moved must end its move within range of the selected objective if possible, or closer to it if not.
AFTER MOVING:
  • Ongoing Consolidation:
    Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit.
  • Engaging Consolidation:
    Your unit must be engaged with all of the selected enemy units. If one or more enemy units engaged with your unit have not been selected to fight this phase, your opponent must select each of those units, one at a time; when each is selected, it becomes eligible to fight and is selected to fight (12.04).
  • Objective Consolidation:
    Your unit must be within range of the selected objective.
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:
  • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
  • Its controlling player cannot target that unit with stratagems (15).
  • It is not eligible to start an action (16), and any action it has started cannot be completed.

BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.

The GROTS and VEHICLE keywords are used in the following Orks datasheets:

Vehicle Epic Hero
Artillery
[HAZARDOUS]24.15

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
[IGNORES COVER]24.18

Some weapons are designed to root enemy formations out of entrenched positions.

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
Try Dat Button!
Dread Mob Detachment

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!

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.
D6BUTTON EFFECT
[SUSTAINED HITS 1] ability.
[LETHAL HITS] ability.
Each time an attack is made with this weapon, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 2.

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 1-3.
ASSAULT SHOOTING10.05
ELIGIBLE IF: All of the following apply to your unit:
  • Unengaged and made an advance move this turn.
  • Has one or more [ASSAULT] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: You can only select [ASSAULT] weapons to make attacks with.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[ASSAULT]24.04

Folding stocks, shortened barrels or lightweight construction enable some weapons to be easily fired on the move.

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

The WARBOSS and INFANTRY keywords are used in the following Orks datasheets:

DEEP STRIKE

Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.

The ORKS and MOUNTED keywords are used in the following Orks datasheets:

The PAINBOY keyword is used in the following Orks datasheets:

Infantry Epic Hero
Infantry Character
Here Be Loot
Freebooter Krew Detachment

Grabbing loot is a Freebooter’s favourite pastime, followed closely by bludgeoning senseless anyone stupid enough to try to stop him doing so – or, even worse, seeking to take the loot for themselves.

At the start of your Command phase, select one objective marker. Until the start of your next Command phase, that objective marker is your loot objective.

Each time a model in an ORKS INFANTRY, ORKS MOUNTED or ORKS WALKER unit from your army makes an attack, that attack has the [SUSTAINED HITS 1] ability if either or both of the following are true:
  • That model’s unit is within range of your loot objective.
  • That attack targets a unit within range of your loot objective.
[BLAST]24.05

High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
[ANTI]24.03

Certain weapons are the bane of particular foes.

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
[RAPID FIRE]24.30

Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.
INDIRECT SHOOTING10.07
ELIGIBLE IF: All of the following apply to your unit:
  • Unengaged and did not make an advance move this turn.
  • Has one or more [INDIRECT FIRE] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • [INDIRECT FIRE] weapons in your unit can target units that are not visible to the attacking model.
  • Each time an [INDIRECT FIRE] weapon makes an attack:
    • The target has the benefit of cover against that attack (13.08).
    • You cannot re-roll hit rolls.
    • An unmodified hit roll of 1-5 fails, unless your unit remained stationary this turn and the target is visible to one or more friendly units, in which case an unmodified hit roll of 1-3 fails instead.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
INDIRECT FIRE
When you select indirect shooting for a unit, its [INDIRECT FIRE] weapons can launch punishing barrages on targets that are not visible, but don’t forget that its other weapons can still target other visible targets.
[INDIRECT FIRE]24.19

Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury.

Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).
[TORRENT]24.37

Torrent weapons project clouds of fire, gas or other lethal substances that few foes can hope to evade.

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
[LANCE]24.21

With the momentum of a warrior at full-tilt, lance weapons are deadly on the charge.

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.

The WAGONS tag is used in the following Orks detachments:

The ORKS and MONSTER keywords are used in the following Orks datasheets:

04.03.04 Shot
When all of the attacks made with a ranged weapon have been resolved, that weapon has shot.

When all of a model’s ranged weapons have shot, that model has shot.

When all models in a unit that are making ranged attacks have resolved all of those attacks, that unit has shot.

If a unit was selected to shoot and none of the models in it make any attacks, it has not shot.
DISEMBARK MOVE18.04
SET-UP DISTANCE:
  - Rapid/Tactical Disembark: 3"
  - Combat Disembark: 6"
ELIGIBLE IF: All of the following apply to your unit:
  • Embarked within a TRANSPORT model that is on the battlefield.
  • Did not embark within that TRANSPORT this phase.
  • That TRANSPORT has not made an advance or fall-back move this phase.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Select disembark mode:
  • Rapid Disembark:
    If that TRANSPORT made a normal or ingress move this phase, you must select this mode.
  • Tactical Disembark:
    Otherwise, If that TRANSPORT remained stationary or has not yet been selected to move this phase, and if you can set up your unit as described below, you must select this mode.
  • Combat Disembark:
    Otherwise, you must select this mode. Make a hazard roll for each model in your unit.
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT.
  • Rapid Disembark:
    If that TRANSPORT made an ingress move this turn, each model must follow the same rules that TRANSPORT had to follow while resolving that move.
  • Combat Disembark:
    Each model can be set up engaged with one or more enemy units that TRANSPORT is engaged with.
AFTER MOVING:
  • Rapid Disembark:
    Until the end of the turn, your unit is not eligible to declare a charge.
  • Tactical Disembark:
    Select your unit to make a normal or advance move.
  • Combat Disembark:
    Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
RAPID DISEMBARK
When a unit uses the rapid disembark mode after its TRANSPORT makes an ingress move, the models must follow the same rules and restrictions as that TRANSPORT did. For example, if that TRANSPORT had to be set up more than 8" from all enemy units and not within your opponent’s deployment zone, the same applies to the disembarking unit.
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
The WAGON keyword is used in the following Orks datasheets:

Transport
[ONE SHOT]24.26

Some weapons are so rare, or so complex and slow to reload, that they can only be used once.

Each weapon with this ability can only be selected to make attacks with once per battle.

If a destroyed model is returned to a unit, all of its [ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again.

If a new unit is added to an army, all [ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.
FIRING DECK24.14

Some transports have dedicated platforms or firing ports from which embarked passengers can lay down a withering hail of munitions.

This ability always takes the form Firing Deck X. In your Shooting phase, each time this TRANSPORT is selected to shoot, if one or more units are embarked within it, resolve the following sequence:
  1. Select up to X models embarked within this TRANSPORT (excluding models whose units have already been selected to shoot this phase).
  2. For each selected model, select one of its ranged weapons (excluding [ONE SHOT] weapons).
  3. Until this TRANSPORT has resolved all of its attacks, it has all of those selected weapons in addition to its other weapons.
  4. Until the end of the turn, units embarked within this TRANSPORT are not eligible to shoot.
[CLEAVE]
[CLEAVE]24.06

With sufficient might or skill, warriors may sweep blades or talons through their foes in long lethal arcs.

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
INFILTRATORS24.20

Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.

During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.
04.03.05 Fought
When all of the attacks made with a melee weapon have been resolved, that weapon has fought.

When all of a model’s selected melee weapons have fought, that model has fought.

When all models in a unit that are making melee attacks have resolved all of those attacks, that unit has fought.

If a unit was selected to fight and none of the models in it make any attacks, it has not fought.
13.09 Hidden
A model is hidden while all of the following apply to it:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more dense terrain features.
  • That model’s unit did not make one or more ranged attacks during this turn or during the previous turn.
While a model is hidden, it can only be visible to enemy models that are within its detection range. Unless otherwise stated, a model’s detection range is 15".
04.01.05 Selected to Attack
Some rules use the term selected to attack. If a unit is selected to fight, selected to shoot or chosen to make attacks, that unit is selected to attack.
02.02.04 Healing Or Regaining Lost Wounds
When a unit heals or regains a number of wounds, it regains up to that number of lost wounds. For each wound healed or regained, consult the following:
  • If that unit has one or more models that does not have its full wounds remaining, select one of those models; that model regains one lost wound.
  • If all models in that unit have their starting number of wounds, but one or more models from that unit are currently destroyed, revive one of those destroyed models, with one wound remaining.
This cannot cause a model to have more wounds remaining than it started the battle with.

If a rule states that a model heals or regains a number of wounds, only that model can regain wounds up to its starting number of wounds. Any excess regained wounds are lost and do not cause a destroyed model from that unit to revive.
KUSTOM JOB2RP

Much of the scrap taken from enemy vehicles brings with it exciting new technology, ready to be adapted into original forms by the Mek. Many of these forms would undoubtedly give the original crafter nightmares, but their effectiveness cannot be denied.

Purchase this Requisition at any time, if your Order of Battle includes one or more MEK units. Select one VEHICLE unit from your Order of Battle that can gain a Battle Trait; that VEHICLE unit gains one Battle Trait from the Kustom Jobs section. If that unit has the maximum number of Battle Honours, you can replace one of its existing Battle Honours with a Kustom Job Battle Trait. Each VEHICLE unit can only have one Kustom Job Battle Trait at the same time.
INCREASE SUPPLY LIMIT1RP

Information uncovered by your forces has revealed the growing importance of this war zone and the increasing threat posed by enemies. In response, high command has acceded to your urgent request for reinforcements.

Purchase this Requisition at any time. Increase your Crusade force’s Supply Limit by 200 points.
SMOKESCREEN15.10
1CP
Core Stratagem
Even the most skilled marksmen struggle to hit targets veiled by billowing screens of smoke.
WHEN: Start of your opponent’s Shooting phase.

TARGET: One friendly SMOKE unit.

EFFECT: Until the end of the phase, each time an attack targets either your SMOKE unit, or a unit that is not fully visible to the attacking model because of one or more models in your SMOKE unit, the target has the benefit of cover against that attack (13.08).
HEROIC INTERVENTION15.11
1CP
Core Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: End of your opponent’s Charge phase.

TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.

EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:

  • Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.
+1CP
  • Into the Fray:
    • When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
    • When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.
01.06 Leadership Rolls
To make a leadership roll for a unit, its controlling player rolls 2D6: if the result is equal to or greater than one or more of the Ld characteristics in that unit, that roll succeeds. Otherwise, that roll fails. The rule that instructed you to make that leadership roll will describe the effects of that roll succeeding or failing.
22.03 Psychic Abilities
Abilities tagged with the word ‘Psychic’ are psychic abilities. If a psychic ability causes a model to lose one or more wounds, each of those wounds is said to be inflicted by a psychic attack (this can be important for the triggering of other rules).

The MOUNTED and WARBOSS keywords are used in the following Orks datasheets:

Mounted Epic Hero
BESTEST BOSSLOOT2RP

With the right threats or bribes - or a bit of both - Mekaniaks can be motivated to invent or improve some tasty bit of kit to make their boss even more dangerous.

Purchase this Requisition at any time, if your Order of Battle includes one or more MEK units. Your WAAAGH!Boss gains one Crusade Relic from the Bestest Bossloot section. If that unit has the maximum number of Battle Honours, you can replace one of its existing Battle Honours with a Bestest Bossloot Crusade Relic.
FIGHTS FIRST24.13

Those possessed of lightning-fast reactions may strike before the opponent can react.

While every model in a unit has this ability, that unit is a Fights First unit.

See the Resolve Fights First Combats step in the Fight phase (12.04).
[MELTA]24.25

Melta weapons are powerful heat rays whose fury is magnified at close range.

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2.

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