Orks – Runtherd

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Runtherd
(⌀32mm)
M
6"
T
5
SV
5+
W
3
LD
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Slugga CLOSE-QUARTERS LETHAL HITS: non-MONSTER/VEHICLE
Slugga CLOSE-QUARTERS LETHAL HITS: non-MONSTER/VEHICLE
12"
1
5+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Runtherd’s Toolz
Runtherd’s Toolz
Melee
3
3+
5
0
1
CORE ABILITIESSupport
ARMY RULESWaaagh!
ABILITIES
That’ll Learn Ya (Once per battle round, per unit): When this unit becomes battle-shocked, if this unit contains 4+ Gretchin models, you can roll one D3:
  • That number of Gretchin models in this unit are destroyed.
  • This unit is no longer battle-shocked.
UNIT COMPOSITION
  • 1 Runtherd model
This model is equipped with: 1 Runtherd’s Toolz; 1 Slugga.
YOUR UNIT COSTS
1 model
10
SUPPORT
This model can be attached to the following unit:
KEYWORDS: INFANTRY; CHARACTER
FACTION KEYWORDS:
ORKS
STRATAGEMS
KEEP IT RUNNIN'
1CP
Blitz Brigade Stratagem
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
MOB MENTALITY
1CP
Green Tide Stratagem
LONG, UNCONTROLLED BURSTS
1CP
More Dakka! Stratagem
SPESHUL SHELLS
1CP
More Dakka! Stratagem
CALL DAT DAKKA?
1CP
More Dakka! Stratagem
GLOWIN' DAKKA
1CP
Shoota Boyz Stratagem
KUSTOM DAKKA
1CP
Shoota Boyz Stratagem
NEVER ENOUGH DAKKA
1CP
Shoota Boyz Stratagem
ON DA MOVE
1CP
Speedwaaagh! – Strategic Ploy
SPESHUL AMMO
1CP
Speedwaaagh! – Wargear
DUST TRAILS
1CP
Speedwaaagh! – Strategic Ploy
BREAKIN' HEADS
1CP
War Horde Stratagem
CLOSE-RANGE DAKKA
1CP
War Horde Stratagem
HIT 'EM HARDER
1CP
War Horde Stratagem
ORKS IS NEVER BEATEN
1CP
War Horde Stratagem
DETACHMENT ABILITY
Get Stuck In
Dakka! Dakka! Dakka!
Here Be Loot
Mob-handed Brutality
ENHANCEMENTS
Headwoppa's Killchoppa
15
Follow Me Ladz
20
Kunnin' But Brutal
20
Da Boss is Watchin'
25
Da Gobshot Thunderbuss
15
Dead Shiny Shootas
15
Git-spotter Squig
20
Razgit’s Magik Map
25
Supa-glowy Fing
25
Ferocious Show-off
15

The CHARACTER 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 TITANIC keyword is used in the following Orks datasheets:

The TRANSPORT keyword is used in the following Orks datasheets:

Dedicated Transports
Fortifications

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.
[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 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).
01.07.01 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.
01.07.02 Battle-shock Test
The term Battle-shock test is the same as battle-shock roll.
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.

SEE ALSO
  • Battlefield Morale 01.07.01
  • Battle-shock Test 01.07.02

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.

FAQ

Q:If a unit has a rule that allows it to start an action when it is battle-shocked can it also continue doing that action if it becomes battle-shocked after starting an action?
A:
Yes
Q:If a unit becomes battle-shocked after starting an action does it stop performing that action?
A:
Yes
01.05.01 Automatically Successful/Passes/Hits/Wounds
When a dice roll or test is automatically successful or automatically passes/hits/wounds, do not roll the dice and instead move to the next step of the sequence for that roll as if the required result had been rolled. Any rules that take effect on a particular dice result or roll result do not take effect.

Example: If a hit roll is automatically successful, move straight to the Wound Rolls step for that attack. Such a hit roll is not a critical hit.

Example: If a wound roll is automatically successful, move straight to the Save Rolls step for that attack. Such a wound roll is not a critical wound.
[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).
[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).
18.02.01 Able To Embark
A unit is able to embark if it meets all of the conditions in Embarking (18.02). Note that one or more of these conditions may be modified by other rules, in which case a unit must satisfy those modified conditions in addition to any unmodified conditions to be able to embark.
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).

The INFANTRY and CHARACTER 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.
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.
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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KEEP IT RUNNIN'
1CP
Blitz Brigade Stratagem
The crews of the Orks’ hulking transports maintain a high level of readiness for when the ladz get bored and rapidly clamber back on board to look for a new fight.
WHEN: End of the Fight phase.

TARGET: One friendly unengaged ORKS INFANTRY unit that was eligible to fight this phase and is wholly within 6" of a friendly TRANSPORT unit that INFANTRY unit is able to embark within.

EFFECT: Your INFANTRY unit embarks within that TRANSPORT unit.
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.
MOB MENTALITY
1CP
Green Tide Stratagem
With volleys of wagers, threats, insults, dung and the occasional rock, large mobs bolster the spirits of others in the most Orky ways possible.
WHEN: Start of the Battle-shock step of your Command phase.

TARGET: One friendly ORKS INFANTRY unit of 13+ models.

EFFECT: Select one visible friendly ORKS unit within 12" of your unit. That unit’s battle-shock rolls are automatically successful.
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.
GLOWIN' DAKKA
1CP
Shoota Boyz Stratagem
Semi-molten or radioactive slugs; frazzle bullets; shokktastik shells; Orks will try anything they can afford to crack open enemy armour in style.
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.
KUSTOM DAKKA
1CP
Shoota Boyz Stratagem
Extra speshul ammunition is hoarded by those Orks obsessed with dakka, ready for the ideal target when it is splurged in an impressively killy display.
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 (excluding MONSTER/VEHICLE units) have +1 to wound rolls.
NEVER ENOUGH DAKKA
1CP
Shoota Boyz Stratagem
Squeezing the trigger until their weapon stops firing or falls apart in their hands is a standard tactic for many Orks, and their horrifically wild bursts eventually find their mark.
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 [Sustained Hits 1].
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.
BREAKIN' HEADS
1CP
War Horde Stratagem
Sometimes even the most enthusiastic Orks need a little ‘encouragement’ to stay in the fight.
WHEN: Any phase, when a friendly attached ORKS INFANTRY unit becomes battle-shocked.

TARGET: That ORKS INFANTRY unit. You can target that unit with this stratagem even though it is battle-shocked.

EFFECT: Roll one D3:
  • Your unit suffers a number of mortal wounds equal to the result.
  • Your unit is no longer battle-shocked.
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].
Dakka! Dakka! Dakka!
More Dakka! Detachment

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.

Mob-handed Brutality
Green Tide Detachment

In the massive fights that Orks enjoy, the only way to ensure a slice of the action is to fight harder.

  • Dead Shiny ShootasUPGRADE
    15 pts
More Dakka! Detachment

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]).

CLOSE-QUARTERS SHOOTING10.06
ELIGIBLE IF: All of the following apply to your unit:
  • Engaged and did not make an advance move this turn.
  • Has one or more [CLOSE-QUARTERS] weapons or is a MONSTER/VEHICLE unit.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: Models in your unit can target enemy units your unit is engaged with.
  • MONSTER/VEHICLE Models: Each time a MONSTER/VEHICLE model in your unit makes an attack:
    • Unless that attack is made with a [CLOSE-QUARTERS] weapon and targets a unit your unit is engaged with, subtract 1 from the hit roll.
    • If that attack is made with a [BLAST] weapon, it still cannot target a unit your unit is engaged with.
  • Non-MONSTER/Non-VEHICLE Models: You can only select [CLOSE-QUARTERS] weapons to make attacks with and you can only select enemy units that are engaged with your unit as targets.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[CLOSE-QUARTERS]24.07

Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.

Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
  • One or more of its [CLOSE-QUARTERS] weapons.
  • One or more of its other ranged weapons.
  • Headwoppa's Killchoppa
    15 pts
War Horde Detachment

Tribal legend speaks of a blood-slick choppa once owned by Grand Warboss Headwoppa - last seen charging headlong into a horde of daemons - that turns up occasionally across the galaxy in different forms. Though it looks normal, a dark voice is said to growl in the mind of the weapon’s wielder, driving them on to ever greater excesses of violence.

ORKS model only. If this unit made a charge move this turn, this model’s melee attacks have +1 AP.

  • Follow Me Ladz
    20 pts
War Horde Detachment

Always found at the forefront of an assault, this Ork likes to be the first into the fray with his mob close on his heels to join in the violence.

ORKS model only. This unit has +2" M.

  • Kunnin' But Brutal
    20 pts
War Horde Detachment

Feigning weakness, this Ork allows his foes to think he’s legging it before suddenly piling back into the fight and delivering a brutal flurry of attacks.

ORKS model only. When this unit is selected to make a fall-back move, that fall-back move does not prevent this unit from being eligible to shoot/declare a charge.

  • Da Boss is Watchin'
    25 pts
War Horde Detachment

This war leader is a glowering incarnation of violence, his brutality so contagious that when he bellows his blind fury and releases his pent-up aggression, Orks nearby are excitedly swept along with him.

ORKS model only. (Once per battle, per army) In your Movement phase, you can use this ability. If you do, this unit is riled up until the start of your next turn.

  • Da Gobshot Thunderbuss
    15 pts
More Dakka! Detachment

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].

  • Git-spotter Squig
    20 pts
Freebooter Krew Detachment

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.

  • Razgit’s Magik Map
    25 pts
Freebooter Krew Detachment

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.

  • Supa-glowy Fing
    25 pts
Shoota Boyz Detachment

The Mek who cobbled together this strange dakka accelerator isn’t sure exactly what it does - and it glows weirdly - but its new owner proudly carries it to battle, eager to know what its big switch will do this time.

ORKS INFANTRY model only (excluding WEIRDBOY models). This model’s ranged attacks have:

  • [Anti-Infantry 4+].
  • [Devastating Wounds].
  • [SUPA-HAZARDOUS].

[SUPA-HAZARDOUS]: Each time a unit is selected to shoot, after that unit has resolved all of its attacks, make two hazard rolls for that unit for each [SUPA-HAZARDOUS] weapon you selected in the Select Weapons step.

  • Ferocious Show-off
    15 pts
Green Tide Detachment

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. This model’s melee attacks have:

  • +1 A.
  • Or: If this unit has 11+ models, +2 A.

SUPPORT24.23

Mighty heroes fight at the forefront of battle.

Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
© Vyacheslav Maltsev 2013-2026