Rules: Dis Is Ours! Zog Off!
Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]
Categories: Configuration
Selections: Goffs
Categories: Configuration
Abilities: Goffs
Abilities | Description | Ref |
---|---|---|
Goffs | Each time you roll an unmodified hit roll of 6 for an attack with a melee weapon made by a model with this kultur, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls. |
Categories: Configuration
Selections: Attack Squig, Da Biggest Boss [-1CP], Da Lucky Stikk, Kombi-weapon with rokkit launcha [10pts], Might is Right, Power Klaw [10pts], 2x Slugga, Stikkbombs, Warlord
Categories: Character, Infantry, Warboss, HQ, Faction: <Clan>, Faction: Ork, Warlord
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Breakin' Heads, Da Biggest Boss, Goffs - Da Lucky Stikk, Kombi-weapon with rokkit launcha, Might is Right, Waaagh!, Unit: Warboss (Da Biggest Boss, Might is Right), Weapon: Attack Squig, Power Klaw, Rokkit launcha, Shoota, Slugga, Stikkbomb
Abilities | Description | Ref |
---|---|---|
Breakin' Heads | If a <CLAN> unit fails a Morale test within 3" of a friendly <CLAN> WARBOSS, they can restore order with a brutal display of violence. If they do, the unit suffers D3 mortal wounds, but the Morale test is then considered to have been passed. | Codex: Orks p85 |
Da Biggest Boss | Use this Stratagem before the battle. Select one WARBOSS model in your army. Add 1 to that model’s Wounds and Attacks characteristics and it gains a 4+ invulnerable save. You can only use this Stratagem once per battle, and only if your army does not include GHAZGHKULL THRAKA. | |
Goffs - Da Lucky Stikk | The bearer can re-roll any hit and wound rolls in the fight phase. In addition any friendly Goff characters within 6" of the bearer can add 1 to their hit rolls in the fight phase. | |
Kombi-weapon with rokkit launcha | When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls. | Codex: Orks p119 |
Might is Right | Add 1 to this Warlord's Strength and Attacks characteristic. | Codex: Orks p132 |
Waaagh! | Friendly <CLAN> Infantry units within 6" of this model at the start of the Charge phase can charge even if they Advanced this turn. | Codex: Orks p85 |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Warboss (Da Biggest Boss, Might is Right) | 5" | 2+ | 5+ | 7 | 5 | 7 | 6 | 8 | 4+ | Codex: Orks p85 |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Attack Squig | Melee | Melee | 4 | -1 | 1 | Each time a model with an attack squig fights, it can make 2 additional attacks with this weapon. | Codex: Orks p121 |
Power Klaw | Melee | Melee | x2 | -3 | D3 | When attacking with this weapon, you must subtract 1 from the hit roll | Codex: Orks p121 |
Rokkit launcha | 24" | Assault 1 | 8 | -2 | 3 | - | Codex: Orks p120 |
Shoota | 18" | Assault 2 | 4 | 0 | 1 | - | Codex: Orks p120 |
Slugga | 12" | Pistol 1 | 4 | 0 | 1 | - | Codex: Orks p120 |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast | Codex: Orks p120 |
Selections: 'Ard Boyz [-2CP], 3x Tankbusta Bombs
Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: 'Ard Boyz (2 CP), Green Tide, Weapon: Tankbusta Bomb
Selections: Power Klaw [10pts], Slugga, Stikkbombs
Unit: Boss Nob, Weapon: Power Klaw, Slugga, Stikkbomb
Selections: 29x Choppa, 29x Slugga, 29x Stikkbombs
Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb
Abilities | Description | Ref |
---|---|---|
'Ard Boyz (2 CP) | The Save characteristic of models in this unit is changed to 5+. This unit can only use the Mob Up Stratagem to merge with other units of 'Ard Boyz. | Codex: Orks p127 |
Green Tide | If this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit. |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Boss Nob | 5" | 3+ | 5+ | 5 | 4 | 2 | 3 | 7 | 6+ | Codex: Orks p91 |
Ork Boy | 5" | 3+ | 5+ | 4 | 4 | 1 | 2 | 6 | 6+ | Codex: Orks p89 |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Choppa | Melee | Melee | user | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. | Codex: Orks p121 |
Power Klaw | Melee | Melee | x2 | -3 | D3 | When attacking with this weapon, you must subtract 1 from the hit roll | Codex: Orks p121 |
Slugga | 12" | Pistol 1 | 4 | 0 | 1 | - | Codex: Orks p120 |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast | Codex: Orks p120 |
Tankbusta Bomb | 6" | Grenade D3 | 8 | -2 | D6 | Blast | Codex: Orks p120 |
Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Green Tide
Selections: 10x Shoota, 10x Stikkbombs
Unit: Ork Boy, Weapon: Shoota, Stikkbomb
Abilities | Description | Ref |
---|---|---|
Green Tide | If this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit. |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Ork Boy | 5" | 3+ | 5+ | 4 | 4 | 1 | 2 | 6 | 6+ | Codex: Orks p89 |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Shoota | 18" | Assault 2 | 4 | 0 | 1 | - | Codex: Orks p120 |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast | Codex: Orks p120 |
Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Green Tide
Selections: 10x Shoota, 10x Stikkbombs
Unit: Ork Boy, Weapon: Shoota, Stikkbomb
Abilities | Description | Ref |
---|---|---|
Green Tide | If this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit. |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Ork Boy | 5" | 3+ | 5+ | 4 | 4 | 1 | 2 | 6 | 6+ | Codex: Orks p89 |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Shoota | 18" | Assault 2 | 4 | 0 | 1 | - | Codex: Orks p120 |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast | Codex: Orks p120 |
Categories: Elites, Faction: <Clan>, Faction: Ork, Infantry, Mega Armour, Meganob, Nobz
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Keepin' Order
Selections: Killsaws (Pair) [15pts], Stikkbombs
Unit: Boss Meganob, Weapon: Killsaw, Stikkbomb
Selections: Killsaws (Pair) [15pts], Stikkbombs
Unit: Meganob, Weapon: Killsaw, Stikkbomb
Selections: Killsaws (Pair) [15pts], Stikkbombs
Unit: Meganob, Weapon: Killsaw, Stikkbomb
Abilities | Description | Ref |
---|---|---|
Keepin' Order | While a <CLAN> unit is within 3" of any friendly <CLAN> units with this ability, each time a model would flee that unit as a result of a failed Morale or Combat Attrition test, roll one D6: on a 6, that model does not flee. |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Boss Meganob | 4" | 3+ | 5+ | 5 | 4 | 3 | 3 | 7 | 2+ | Codex: Orks p98 |
Meganob | 4" | 3+ | 5+ | 5 | 4 | 3 | 3 | 6 | 2+ | Codex: Orks p98 |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Killsaw | Melee | Melee | x2 | -4 | 2 | When attacking with this weapon, you must subtract 1 from the hit roll. If a model is equipped with two killsaws, add 1 to its Attacks characteristic. | Codex: Orks p121 |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast | Codex: Orks p120 |
Selections: 'Urty Syringe, Power Klaw
Categories: Character, Faction: <Clan>, Faction: Ork, Infantry, Elites, Painboy
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Dok's Tools, Grot Orderly, Sawbonez, Unit: Painboy, Weapon: 'Urty Syringe, Power Klaw
Abilities | Description | Ref |
---|---|---|
Dok's Tools | Roll a D6 each time a <CLAN> INFANTRY or <CLAN> BIKER unit loses a wound whilst within 3" of any friendly <CLAN> PAINBOYZ. On a 6, that unit does not lose that wound. | |
Grot Orderly | Once per battle, you can re-roll the dice when this model is attempting to heal a model using the Sawbonez ability, either when determining if the surgery is successful or when determining the number of lost wounds regained. | |
Sawbonez | At the end of your Movement phase, this model can attempt surgery on a single friendly <CLAN> INFANTRY or BIKER model within 1" of it. If it does so, roll a D6 to determine if the surgery is successful. On a 1 the surgery fails and the model you were attempting to heal loses a wound. On a 2+ the surgery succeeds and that model regains D3 lost wounds. A model can only be the target of a surgery attempt once per turn. |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Painboy | 5" | 3+ | 5+ | 5 | 4 | 4 | 4 | 6 | 6+ | Codex: Orks p93 |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
'Urty Syringe | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. This weapon always wounds on a 4+ unless it is targeting a VEHICLE or TITANIC model, in which case it wounds on a 6+. | Codex: Orks p121 |
Power Klaw | Melee | Melee | x2 | -3 | D3 | When attacking with this weapon, you must subtract 1 from the hit roll | Codex: Orks p121 |
Categories: Faction: <Clan>, Faction: Ork, Deffkoptas, Fast Attack, Fly, Speed Freeks, Vehicle
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Scoutin' Ahead, Turbo-boost
Selections: Slugga, Spinnin' Blades, Twin Big Shoota [10pts]
Unit: Deff Kopta, Weapon: Slugga, Spinnin' Blades, Twin Big Shoota
Abilities | Description | Ref |
---|---|---|
Scoutin' Ahead | During deployment, you can set up a unit of Deffkoptas behind enemy lines instead of placing it on the battlefield. At the end of any of your Movement phases, the Deffkoptas can swoop around to ambush the foe - set them up anywhere on the battlefield that is more than 9" away from any enemy models and within 14" of a battlefield edge. | |
Turbo-boost | When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Deff Kopta | 14" | 3+ | 5+ | 4 | 5 | 4 | 2 | 6 | 4+ | Codex: Orks p104 |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Slugga | 12" | Pistol 1 | 4 | 0 | 1 | - | Codex: Orks p120 |
Spinnin' Blades | Melee | Melee | +1 | 0 | 1 | Make D3 hit rolls for each attack made with this weapon instead of 1 | |
Twin Big Shoota | 36" | Assault 6 | 5 | 0 | 1 | - | Codex: Orks p120 |
Selections: 2x Big Shoota [10pts], Deff Rolla [20pts], Grot Rigger [5pts], Killkannon [15pts]
Categories: Faction: <Clan>, Faction: Ork, Transport, Vehicle, Battlewagon, Heavy Support
Rules: Dakka Dakka Dakka
Abilities: Explodes, Grot Riggers, Open-Topped, Transport: Battlewagon, Transport Wound Track: Battlewagon1, Battlewagon2, Battlewagon3, Unit: Battlewagon, Weapon: Big Shoota, Deff Rolla, Killkannon
Abilities | Description | Ref |
---|---|---|
Explodes | If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds. | |
Grot Riggers | If a model has a grot rigger, the grot can attempt repairs at the end of the movement phase. Roll a D6, on a roll of a 2+, this model regains 1 wounds lost earlier in the battle. | |
Open-Topped | Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers. For example, the passengers cannot shoot if this model has Fallen Back in the same turn. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, except with any Pistols they are equipped with. |
Transport | Capacity | Ref |
---|---|---|
Battlewagon | This model can transport 20 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of two other models. If this model is equipped with a killkannon, it can only transport 12 models. |
Transport Wound Track | Wounds | Move | Strength | Attacks | Ref |
---|---|---|---|---|---|
Battlewagon1 | 8-16+ | 12" | 8 | 6 | |
Battlewagon2 | 4-7 | 9" | 6 | D6 | |
Battlewagon3 | 1-3 | 6" | 4 | D3 |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Battlewagon | * | 5+ | 5+ | * | 7 | 16 | * | 7 | 4+ | Codex: Orks p106 |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Big Shoota | 36" | Assault 3 | 5 | 0 | 1 | - | Codex: Orks p119 |
Deff Rolla | Melee | Melee | +1 | -2 | 2 | Each time an attack is made with this weapon, the bearer has a WS characteristic of 2+ for that attack. | Codex: Orks p121 |
Killkannon | 24" | Heavy D6 | 8 | -2 | 2 | Blast | Codex: Orks p119 |
Selections: Ammo Runt [5pts]
Categories: Faction: Ork, Infantry, Heavy Support, Flash Git, Faction: Freebooterz, Ammo Runt, Gretchin
Rules: 'Ere We Go!, Dakka Dakka Dakka, Gunz for Hire, Mob Rule
Abilities: Ammo Runt, Gun-crazy Showoffs, Unit: Ammo Runt
Selections: 8x Snazzgun, 8x Stikkbombs
Unit: Flash Git, Weapon: Snazzgun, Stikkbomb
Selections: Gitfinda Squig, Snazzgun, Stikkbombs
Abilities: Gitfinda Squig, Unit: Kaptin, Weapon: Snazzgun, Stikkbomb
Abilities | Description | Ref |
---|---|---|
Ammo Runt | Each time this unit shoots, when making to hit rolls, you can re-roll one dice for each ammo runt accompanying it. When rolling to wound this unit, always use the Unit's Toughness (While it is on the battlefield). The death of a Ammo Runt is ignored for the purposes of morale. If the unit has CHARACTER, then the Ammo Runt is considered to have the CHARACTER keyword for the purposes of shooting attacks. | |
Gitfinda Squig | +1 to hit rolls for Shooting Attacks made by the Kaptain. | |
Gun-crazy Showoffs | After this unit has shot in the Shooting phase, roll a D6, On a 6, all models in the unit must immediately shoot again, but can only target the nearest enemy unit. |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Ammo Runt | 5" | 5+ | 4+ | 2 | 2 | 1 | 1 | 4 | 6+ | |
Flash Git | 5" | 3+ | 4+ | 5 | 4 | 2 | 3 | 6 | 4+ | Codex: Orks p112 |
Kaptin | 5" | 3+ | 4+ | 5 | 4 | 2 | 3 | 7 | 4+ | Codex: Orks p112 |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Snazzgun | 24" | Heavy 3 | 6 | -2 | 2 | - | Codex: Orks p120 |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast | Codex: Orks p120 |
Dis Is Ours! Zog Off!: If your army is battle-forged, all Troops units in Ork Detachments gain this ability. Such a unit that is within range of an objective Markers (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal. ()
'Ere We Go!: You can re-roll charge rolls for this unit. When doing so, you can re-roll all or any of the dice. (Codex: Orks p82)
Dakka Dakka Dakka:
Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon by a model in this unit, that hit roll succeeds regardless of modifiers.
In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate extra hit rolls. When firing a weapon with randomly determined characteristics (ie. Bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target.
(Codex: Orks p82)
Gunz for Hire: FLASHGITZ units (including Kaptin Badrukk) can be included in an ORK detachment without preventing other units in that Detachment from gaining a Clan Kulture. Note, howerever, that the FLASHGITZ units do not themselves benefit from any Clan Kultur unless the Clan Kultur selected for the Detachment is the FREEBOOTERZ Clan Kultur. ()
Mob Rule: When using the Leadership characteristic of this unit, you can use either its own Leadership characteristic, or you can choose for the characteristic to be equal to either the number of models in the unit, or the number of models in another friendly unit within 6" that has this ability. (Codex: Orks p82)
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