Orks – Rukkatrukk Squigbuggies

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Rukkatrukk Squigbuggies
(⌀150 x 95mm)
M
12"
T
7
SV
4+
W
9
LD
7+
OC
3
INSV
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Sawn-off Shotgun ASSAULT LETHAL HITS: non-MONSTER/VEHICLE
Sawn-off Shotgun ASSAULT LETHAL HITS: non-MONSTER/VEHICLE
12"
2
5+
4
0
1
Squig Launchas Ignores Cover
Squig Launchas Ignores Cover
24"
D6+6
4+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Saw Blades CLEAVE 1
Saw Blades CLEAVE 1
Melee
4
3+
7
-1
2
CORE ABILITIESDeadly Demise 1
ARMY RULESWaaagh!
ABILITIES
Squig Barrage: In your Shooting phase, when this unit has shot, select one enemy unit (excluding MONSTER/VEHICLE units) hit by this unit’s Squig Launchas weapons. That enemy unit is covered in Squigs until the start of your next turn:
  • While a unit is covered in Squigs, that unit’s attacks have -1 to hit rolls.
UNIT COMPOSITION
  • 1-2 Rukkatrukk Squigbuggy models
Every model is equipped with: 1 Saw Blades; 1 Sawn-off Shotgun; 1 Squig Launchas.
YOUR UNIT COSTS
1 model
85
2 models
160
KEYWORDS: VEHICLE; EXPLOSIVES; SPEED FREEKS
FACTION KEYWORDS:
ORKS
STRATAGEMS
GRAB AND BASH
1CP
Freebooter Krew – Strategic Ploy
BOARDIN’ RUSH
1CP
Freebooter Krew – Battle Tactic
KRUMP AND RUN
1CP
Freebooter Krew – Strategic Ploy
DECK FRAGGERS
1CP
Freebooter Krew – Strategic Ploy
BASH AND GRAB
1CP
Freebooter Krew – Battle Tactic
DELICIOUS EATING SQUIGS
1CP
Kult of Speed Stratagem
DAKKASTORM
1CP
Kult of Speed Stratagem
SPEEDIEST FREEKS
1CP
Kult of Speed Stratagem
ON DA MOVE
1CP
Speedwaaagh! – Strategic Ploy
MOBILE DAKKASTORM
1CP
Speedwaaagh! – Strategic Ploy
SPESHUL AMMO
1CP
Speedwaaagh! – Wargear
DUST TRAILS
1CP
Speedwaaagh! – Strategic Ploy
DED KILLY CONSTRUCTION
1CP
Speedwaaagh! – Strategic Ploy
EVASIVE MANOOVA
1CP
Speedwaaagh! – Strategic Ploy
FUNGUS-FUEL INJECTION
1CP
War Horde Stratagem
CLOSE-RANGE DAKKA
1CP
War Horde Stratagem
MOW 'EM DOWN
1CP
War Horde Stratagem
HIT 'EM HARDER
1CP
War Horde Stratagem
ORKS IS NEVER BEATEN
1CP
War Horde Stratagem
DETACHMENT ABILITY
Get Stuck In
Turbo Boostas
Adrenaline Junkies
ENHANCEMENTS
Smoky Gubbinz
10

The AIRCRAFT keyword is used in the following Orks datasheets:

The EXPLOSIVES keyword is used in the following Orks datasheets:

13.01 Placing Terrain
Before the battle, place a selection of terrain features on the battlefield using one or more of the following methods:
  • Place a well-defined boundary (such as a base or mat) in each location you want to furnish with terrain, then place one or more terrain features wholly within that boundary.
  • Place one terrain feature directly on the battlefield.
  • Place two or more terrain features directly on the battlefield in such a way that together they define the boundary of an area.

In each case, the area of the battlefield occupied by that boundary or terrain feature is known as a terrain area. A mission’s deployment map may define the location and dimensions of each terrain area. Otherwise, players must agree on this before the battle.

FAQ

Q:Are models that are within the boundary of a terrain area, but not on the ground floor of a terrain area (e.g. overhanging parts of FRAME VEHICLES or models on terrain features that are within that terrain area) within that terrain area?
A:
Yes

The SPEED FREEKS keyword is used in the following Orks datasheets:

Mounted Epic Hero
Dedicated Transports

The TITANIC keyword is used in the following Orks datasheets:

The VEHICLE keyword is used in the following Orks datasheets:

The WALKER keyword is used in the following Orks datasheets:

Vehicle Character
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.

FAQ

Q:Does my model or unit become engaged while moving through a enemy units engagement range during a move?
A:
No
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:
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.
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).
[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].
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.

FAQ

Q:When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them?
A:
Line of sight is drawn from any part of the observing model to any part of the model being observed.
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.
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).

FAQ

Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+. Does this work when snap shooting?
A:
Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6.
Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+, and I would otherwise need a 5+ to hit. Does a 4+ hit?
A:
Yes, except when snap shooting: when snap shooting, each attack only hits on a roll of 6.
[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.
06.02.01 Normal Damage
Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
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.

SEE ALSO
  • Normal Damage 06.02.01

FAQ

Q:I have a rule that triggers when a mortal wound is allocated to a model, when does this happen?
A:
When you select a model in the Select Model step of Mortal Wounds (06.02).
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.

FAQ

Q:I failed hazard rolls from [Hazardous] weapons, do those mortal wounds have to be allocated to the models with the [HAZARDOUS] weapons?
A:
No, you allocate the mortal wounds to the unit as per Mortal Wounds (06.02). (This represents Bob the guardsmen picking up his fallen squad mates plasma gun or that the twisting power of James the Chaos Sorcerer pulling his followers into the warp.)
Q:If a rule says my unit must make a hazard roll does every model in the unit make a hazard roll?
A:
No, the unit would make 1 single hazard roll.
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:
[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).
Waaagh!

The infamous war cry of the Orks is known and feared throughout the galaxy. When it echoes across the battlefield, bellowed from countless toothy maws, it galvanises the Orks and riles them into a raucous state of excited aggression.

Friendly ORKS units with this ability can:
War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn.

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

[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).

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

Mounted Epic Hero
[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).
[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.
05.02.01 Multiple Toughness Characteristics
When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
  • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
  • Use the highest T characteristic amongst models in that unit that are on 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).


SEE ALSO
  • Multiple Toughness Characteristics 05.02.01
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.
[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+.
[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.
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.

FAQ

Q:When my unit shoots at another unit, how does it work if some models in the target unit are fully visible to some models in my unit, while others are within a terrain area/not fully visible?
A:
For each attacking model in your unit, determine whether the target unit has the benefit of cover, as described in Terrain and Visibility. In this scenario, the target unit will likely have the benefit of cover against some of the attacking models, but not all.

This means that, in an example unit where all attacking models are using the same weapon, when you get to the Resolve Attacks step of the Attack Sequence, you will collect dice for attacks made by models against which the target unit has the benefit of cover separately from the dice for attacks made by models against which the target unit does not have the benefit of cover.
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).
[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).
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 (excluding CHARACTER 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.
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: (1) Wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. OR: (2) If the above is not possible while remaining unengaged, set up that model wholly within the set-up distance of that TRANSPORT, as close as possible to that TRANSPORT, and engaged. Each model that still cannot be set up 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 with this ability 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").
Before selecting targets for this weapon, select one of its eligible profiles to make attacks with.
[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).
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.
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).
[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.
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.

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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.
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".
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.
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.
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).
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.
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.
CLOSE-RANGE DAKKA
1CP
War Horde Stratagem
Many Orks think it’s a waste of time blazing away at long range, when it’s more fun to see the effects of potent dakka up close.
WHEN: Your Shooting phase, when a friendly ORKS unit is selected to shoot.

TARGET: That ORKS unit.

EFFECT: Your 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]).
HIT 'EM HARDER
1CP
War Horde Stratagem
Even the weediest Orks possess great strength, and need little persuasion to bring it to bear.
WHEN: Fight phase, when a friendly ORKS unit is selected to fight.

TARGET: That ORKS unit.

EFFECT: Your unit’s melee attacks have [Lethal Hits].
ORKS IS NEVER BEATEN
1CP
War Horde Stratagem
So resilient is Ork physiology - and so slow are Orks on the uptake - even death can take time to register.
WHEN: Fight phase, when an enemy unit targets a friendly ORKS unit (excluding TITANIC units).

TARGET: That ORKS unit.

EFFECT: When a model in your unit is destroyed, if your unit has not been selected to fight this phase, roll one D6, with +1 to that roll if your unit is riled up:
  • On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield.
Get Stuck In
War Horde Detachment

Joyously anarchic and recklessly destructive, all Orks eagerly get stuck in to every fight.

Friendly ORKS units’ melee attacks have [Sustained Hits 1].
DAKKASTORM
1CP
Kult of Speed Stratagem
Often all an enemy will see of a Kult of Speed is a dust cloud as they speed by, all guns blazing.
WHEN: Your Shooting phase, when a friendly SPEED FREEKS unit is selected to shoot.

TARGET: That SPEED FREEKS unit.

EFFECT: Your unit’s ranged attacks have [Sustained Hits 1].
SPEEDIEST FREEKS
1CP
Kult of Speed Stratagem
Speed Freeks are often just blurs of vehicular mayhem that prove difficult to land a blow on.
WHEN: Your opponent’s Shooting phase, when an enemy unit targets a friendly SPEED FREEKS unit.

TARGET: That SPEED FREEKS unit.

EFFECT: Ranged attacks that target your unit fail on an unmodified hit roll of 1-3.
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.
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.
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.
FUNGUS-FUEL INJECTION
1CP
War Horde Stratagem
Fermented through entirely unstable processes, just a drop of these potent additives can supercharge any Mek-built engine.
WHEN: Your Movement phase, when a friendly ORKS MOUNTED/VEHICLE unit is selected to move.

TARGET: That ORKS MOUNTED/VEHICLE unit.

EFFECT: Your unit has +2" M.
MOW 'EM DOWN
1CP
War Horde Stratagem
Spiked rams, deff rollas and glyph-heavy dozer blades are more than just stylish statements for the crew of Ork vehicles.
WHEN: Fight phase, when a friendly ORKS VEHICLE unit (excluding WALKER units) that made a charge move this turn is selected to fight.

TARGET: That ORKS VEHICLE unit.

EFFECT: Your unit’s melee attacks have:
  • [Cleave 1].
  • Or: If that attack already has [CLEAVE], +1 to the value of that [CLEAVE] (e.g. [CLEAVE 1] becomes [CLEAVE 2]).
Turbo Boostas
Speedwaaagh! Detachment

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.
Adrenaline Junkies
Kult of Speed Detachment

After smashing into the foe at full tilt, a Speed Freek will pull hairpin turns to do it all again.

  • Smoky GubbinzUPGRADE
    10 pts
Kult of Speed Detachment

These loud, fume-belching devices wreathe those in the Speed Freeks’ wake in a thick bank of obscuring smoke.

SPEED FREEKS unit only (excluding AIRCRAFT units). When an attack targets a unit that is not fully visible to the attacking model because of a model in this unit, the target has the benefit of cover against that attack.

DELICIOUS EATING SQUIGS
1CP
Kult of Speed Stratagem
Besides more dangerous fare, Squig-lobbing buggies fire edible Squigs for a price, guaranteed to enliven any Ork if he can eat it before it eats him.
WHEN: Your Movement phase.

TARGET: One friendly RUKKATRUKK SQUIGBUGGIES unit.

EFFECT: Select any number of friendly ORKS INFANTRY units within 3" of your unit. Each selected unit heals 3 wounds.
© Vyacheslav Maltsev 2013-2026