Rules: Ork Detachment Abilities, Waaagh!
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 a model with this kultur makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit. - Each time a model with this kultur makes a melee attack, if this model's unit makes a charge move, or perfformed a Heroic Intervention this turn, add 1 to the Strength characteristic of that attack. |
Categories: Configuration
Selections: Gork's Klaw, Mork's Roar, Stikkbombs
Categories: Character, Warboss, Faction: Orks, Mega Armour, Ghazghkull Thraka, Faction: Goff, Monster, HQ
Rules: 'Ere We Go!
Abilities: Goffs is da Best, Grand Warlord, Prophet of Gork and Mork, The Boss is Watchin' (Aura), Unit: Ghazghkull Thraka [1] (7+ Wounds), Ghazghkull Thraka [2] (4-6 Wounds), Ghazghkull Thraka [3] (1-3 Wounds), Weapon: Gork's Klaw, Mork's Roar, Stikkbomb
Selections: Proper Killy
Categories: Warlord, Warlord - Goffs
Abilities: Proper Killy
Abilities | Description | Ref |
---|---|---|
Goffs is da Best | While a friendly GOFF CORE or GOFF CHARACTER unit is within 6" of this model, each time a model in that unit makes a melee attack, you can re-roll the hit roll. | |
Grand Warlord | If this model is included in your army, it must be your WARLORD. | |
Proper Killy | - Add 1 to your Warlord’s Attacks characteristic - Each time this WARLORD makes a melee attack, improve the Armour Penetration characteristic of that attack by 1. |
Codex: Orks 2021 p133 |
Prophet of Gork and Mork | This model has a 4+ invulnerable save, in addition, this model can only lose a maximum of 4 wounds in each phase. | Codex: Orks 2021 p84 |
The Boss is Watchin' (Aura) | While a friendly ORKS unit is within 6" of this model, each time a combat Attrition test is taken for that unit, ignore any or all modifiers. | Codex: Orks 2021 p84 |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Ghazghkull Thraka [1] (7+ Wounds) | 7" | 2+ | 5+ | 7 | 7 | 12 | 5 | 8 | 2+ | Codex: Orks 2021 p84 |
Ghazghkull Thraka [2] (4-6 Wounds) | 6" | 2+ | 5+ | 6 | 7 | N/A | 6 | 8 | 2+ | Codex: Orks 2021 p84 |
Ghazghkull Thraka [3] (1-3 Wounds) | 5" | 2+ | 5+ | 5 | 7 | N/A | 7 | 8 | 2+ | Codex: Orks 2021 p84 |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Gork's Klaw | Melee | Melee | x2 | -4 | 4 | - | |
Mork's Roar | 36 | Dakka 16/12 | 5 | -1 | 1 | - | |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast | Codex: Orks 2021 p120 |
Selections: 2. Big Gob, Power Snappa, Stratagem: Big Boss [-1CP]
Categories: Character, Faction: <Clan>, Faction: Orks, Infantry, Painboy, Beast Snagga, Painboss, HQ
Rules: 'Ere We Go!, Mob Rule
Abilities: Beast Snagga, Big Gob, Dok's Tools (Aura), Sawbonez (PainBoss), Stratagem: Big Boss, Unit: Painboss, Weapon: Power Snappa
Abilities | Description | Ref |
---|---|---|
Beast Snagga | - Each time a model with this ability makes an attack that targets a VEHICLE or MONSTER, add 1 to that attack's hit roll. - Every model in this unit has a 6+ invulnerable save. |
|
Big Gob | Add 3" to the range of this WARLORD's aura abilitieis (to a maximum of 9"). | |
Dok's Tools (Aura) | While a friendly <CLAN> INFANTRY, <CLAN> BIKER or <CLAN> CAVALRY unit is within 3" of this model, each time a model in that unit would loses a wound, roll one D6, on a 6, that wound is not lost | |
Sawbonez (PainBoss) | At the end of your Movement phase, this model can heal one friendly <CLAN> BEAST SNAGGA INFANTRY, <CLAN> BIKER or <CLAN> BEAST SNAGGA CAVALRY model whose unit is within 3" of it. IF you do so, roll one D6: on a 1, that model suffers 1 mortal wound. On a 2+, that model regains up to 2 lost wounds. Each odel can only be healed once per turn. | |
Stratagem: Big Boss | Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ORKS keyword. Select one ORKS CHARACTER from your army and determine one Warlord Trait for that model (this must be a Warlord Trait they could have); that model it is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times). | Codex: Orks 2021 p63 |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Painboss | 7" | 3+ | 5+ | 5 | 5 | 5 | 4 | 8 | 4+ | Codex: Orks 2021 p93 |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Power Snappa | Melee | Melee | +2 | -2 | 2 |
Categories: Boyz, Infantry, Faction: Orks, Faction: <Clan>, Troops
Rules: 'Ere We Go!, Mob Rule
Selections: Choppa, Power Klaw [10pts], Stikkbombs
Unit: Boss Nob, Weapon: Choppa, Power Klaw, Stikkbomb
Selections: 29x Choppa, 29x Slugga, 29x Stikkbombs
Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Boss Nob | 5" | 3+ | 5+ | 5 | 5 | 2 | 3 | 7 | 6+ | Codex: Orks 2021 p91 |
Ork Boy | 5" | 3+ | 5+ | 4 | 5 | 1 | 2 | 6 | 6+ | Codex: Orks 2021 p89 |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Choppa | Melee | Melee | User | -1 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. | Codex: Orks 2021 p121 |
Power Klaw | Melee | Melee | x2 | -3 | 2 | Each time an attack is made with this weapon, subtract 1 from that attack's hit roll. | Codex: Orks 2021 p121 |
Slugga | 12" | Pistol 1 | 4 | 0 | 1 | - | Codex: Orks 2021 p120 |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast | Codex: Orks 2021 p120 |
Categories: Boyz, Infantry, Faction: Orks, Faction: <Clan>, Troops
Rules: 'Ere We Go!, Mob Rule
Selections: Choppa, Power Klaw [10pts], Stikkbombs
Unit: Boss Nob, Weapon: Choppa, Power Klaw, Stikkbomb
Selections: 9x Choppa, 9x Slugga, 9x Stikkbombs
Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Boss Nob | 5" | 3+ | 5+ | 5 | 5 | 2 | 3 | 7 | 6+ | Codex: Orks 2021 p91 |
Ork Boy | 5" | 3+ | 5+ | 4 | 5 | 1 | 2 | 6 | 6+ | Codex: Orks 2021 p89 |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Choppa | Melee | Melee | User | -1 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. | Codex: Orks 2021 p121 |
Power Klaw | Melee | Melee | x2 | -3 | 2 | Each time an attack is made with this weapon, subtract 1 from that attack's hit roll. | Codex: Orks 2021 p121 |
Slugga | 12" | Pistol 1 | 4 | 0 | 1 | - | Codex: Orks 2021 p120 |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast | Codex: Orks 2021 p120 |
Categories: Boyz, Infantry, Faction: Orks, Faction: <Clan>, Troops
Rules: 'Ere We Go!, Mob Rule
Selections: Choppa, Power Klaw [10pts], Stikkbombs
Unit: Boss Nob, Weapon: Choppa, Power Klaw, Stikkbomb
Selections: 9x Choppa, 9x Slugga, 9x Stikkbombs
Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Boss Nob | 5" | 3+ | 5+ | 5 | 5 | 2 | 3 | 7 | 6+ | Codex: Orks 2021 p91 |
Ork Boy | 5" | 3+ | 5+ | 4 | 5 | 1 | 2 | 6 | 6+ | Codex: Orks 2021 p89 |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Choppa | Melee | Melee | User | -1 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. | Codex: Orks 2021 p121 |
Power Klaw | Melee | Melee | x2 | -3 | 2 | Each time an attack is made with this weapon, subtract 1 from that attack's hit roll. | Codex: Orks 2021 p121 |
Slugga | 12" | Pistol 1 | 4 | 0 | 1 | - | Codex: Orks 2021 p120 |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast | Codex: Orks 2021 p120 |
Categories: Boyz, Infantry, Faction: Orks, Faction: <Clan>, Troops
Rules: 'Ere We Go!, Mob Rule
Selections: Choppa, Power Klaw [10pts], Stikkbombs
Unit: Boss Nob, Weapon: Choppa, Power Klaw, Stikkbomb
Selections: 9x Choppa, 9x Slugga, 9x Stikkbombs
Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Boss Nob | 5" | 3+ | 5+ | 5 | 5 | 2 | 3 | 7 | 6+ | Codex: Orks 2021 p91 |
Ork Boy | 5" | 3+ | 5+ | 4 | 5 | 1 | 2 | 6 | 6+ | Codex: Orks 2021 p89 |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Choppa | Melee | Melee | User | -1 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. | Codex: Orks 2021 p121 |
Power Klaw | Melee | Melee | x2 | -3 | 2 | Each time an attack is made with this weapon, subtract 1 from that attack's hit roll. | Codex: Orks 2021 p121 |
Slugga | 12" | Pistol 1 | 4 | 0 | 1 | - | Codex: Orks 2021 p120 |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast | Codex: Orks 2021 p120 |
Categories: Elites, Faction: <Clan>, Faction: Orks, Infantry, Meganobz, Nobz, Core, Nob
Rules: 'Ere We Go!, Mob Rule
Abilities: Keepin' Order
Selections: Killsaw [5pts], Killsaw [5pts], Stikkbombs
Unit: Boss Meganob, Weapon: Killsaw, Stikkbomb
Selections: Killsaw [5pts], Killsaw [5pts], Stikkbombs
Unit: Meganob, Weapon: Killsaw, Stikkbomb
Selections: Killsaw [5pts], Killsaw [5pts], Stikkbombs
Unit: Meganob, Weapon: Killsaw, Stikkbomb
Selections: Killsaw [5pts], Killsaw [5pts], Stikkbombs
Unit: Meganob, Weapon: Killsaw, Stikkbomb
Selections: Killsaw [5pts], Killsaw [5pts], 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 | 5" | 3+ | 5+ | 5 | 5 | 3 | 3 | 7 | 2+ | Codex: Orks 2021 p101 |
Meganob | 5" | 3+ | 5+ | 5 | 5 | 3 | 3 | 7 | 2+ | Codex: Orks 2021 p101 |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Killsaw | Melee | Melee | x2 | -4 | D3 | Each time an attack is made with this weapon, subtract 1 from that attack's hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon. | Codex: Orks 2021 p121 |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast | Codex: Orks 2021 p120 |
Categories: Faction: Orks, Faction: <Clan>, Fast Attack, Stormboyz, Infantry, Jump Pack, Fly, Core, Mob
Rules: 'Ere We Go!, Mob Rule
Abilities: Full Throttle, Stormboyz Strike
Selections: Choppa, Slugga, Stikkbombs
Unit: Boss Nob (Stormboyz), Weapon: Choppa, Slugga, Stikkbomb
Selections: 4x Choppa, 4x Slugga, 4x Stikkbombs
Unit: Stormboy, Weapon: Choppa, Slugga, Stikkbomb
Abilities | Description | Ref |
---|---|---|
Full Throttle | Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of model's in this unit and roll one D6; on a 4+, this unit suffers 1 mortal wound. | Codex: Orks 2021 p106 |
Stormboyz Strike | During deployment, you can set up this unit high in the skies instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models. | Codex: Orks 2021 p106 |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Boss Nob (Stormboyz) | 12" | 3+ | 5+ | 5 | 5 | 2 | 3 | 7 | 6+ | Codex: Orks 2021 p106 |
Stormboy | 12" | 3+ | 5+ | 4 | 5 | 1 | 2 | 6 | 6+ | Codex: Orks 2021 p106 |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Choppa | Melee | Melee | User | -1 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. | Codex: Orks 2021 p121 |
Slugga | 12" | Pistol 1 | 4 | 0 | 1 | - | Codex: Orks 2021 p120 |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast | Codex: Orks 2021 p120 |
Selections: Big Krumpaz
Categories: Faction: <Clan>, Faction: Orks, Vehicle, Deff Dread, Heavy Support, Walkerz, Faction: Big Krumpaz, Specialist Mob
Rules: 'Ere We Go!
Abilities: Big Krumpaz, Dread Mob, Explodes, Ramshackle
Selections: Dread Klaw, Dread Klaw, Dread Klaw, Dread Klaw
Unit: Deff Dread, Weapon: Dread Klaw
Selections: Dread Klaw, Dread Klaw, Dread Klaw, Dread Klaw
Unit: Deff Dread, Weapon: Dread Klaw
Selections: Dread Klaw, Dread Klaw, Dread Klaw, Dread Klaw
Unit: Deff Dread, Weapon: Dread Klaw
Abilities | Description | Ref |
---|---|---|
Big Krumpaz | DEFF DREADS, GORKANAUT, MEGA ARMOUR NOBZ, MEGA ARMOUR CHARACTER or MORKANAUT units only. The selected unit gains the following ability: Krumpin' Time: Each time a BIG KRUMPAZ model makes a melee attack, add 1 to that attack's hit roll. |
|
Dread Mob | After this unit is set up on the battlefield for the first time, if this unit has more than 1 model, all models in this unit must be set up within 6" of another model from this unit. After they are set up for the first time, each model is treated as a seperate unit. | |
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 3" suffers D3 mortal wound. | |
Ramshackle | Each time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1) | Codex: Orks 2021 p113 |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Deff Dread | 6" | 3+ | 5+ | 5 | 7 | 8 | 3 | 7 | 3+ | Codex: Orks 2021 p109 |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Dread Klaw | Melee | Melee | x2 | -3 | 3 | Each time the bearer fights, it can make 1 additional attack with this weapon | Codex: Orks 2021 p121 |
Categories: Faction: <Clan>, Faction: Orks, Infantry, Heavy Support, Lootas, Core
Rules: 'Ere We Go!, Mob Rule
Selections: 8x Deffgun, 8x Stikkbombs
Unit: Loota, Weapon: Deffgun, Stikkbomb
Selections: Big Shoota [5pts], Stikkbombs
Abilities: Mekaniak, Unit: Spanner, Weapon: Big Shoota, Stikkbomb
Selections: Big Shoota [5pts], Stikkbombs
Abilities: Mekaniak, Unit: Spanner, Weapon: Big Shoota, Stikkbomb
Abilities | Description | Ref |
---|---|---|
Mekaniak | At the end of your Movement phase, this model can repair one friendly <CLAN> VEHICLE model within 3" of it. That VEHICLE model regains 1 lost wound. Each model can only be repaired once per turn. | Codex: Orks 2021 p98 |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Loota | 5" | 3+ | 5+ | 4 | 5 | 1 | 2 | 6 | 6+ | Codex: Orks 2021 p111 |
Spanner | 5" | 3+ | 5+ | 4 | 5 | 1 | 2 | 6 | 6+ | Codex: Orks 2021 p111 |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Big Shoota | 36" | Dakka 5/3 | 5 | 0 | 1 | - | Codex: Orks 2021 p119 |
Deffgun | 48" | Dakka 3/2 | 7 | -1 | 2 | Codex: Orks 2021 p119 | |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast | Codex: Orks 2021 p120 |
Categories: Artillery, Heavy Support, Vehicle, Faction: <Clan>, Faction: Orks, Mek Gunz, Gretchin
Abilities: Ramshackle
Selections: Kustom Mega Kannon
Abilities: Artillery and Crew, Unit: Mek Gun, Weapon: Kustom Mega-Kannon
Abilities | Description | Ref |
---|---|---|
Artillery and Crew | Eachj Mek Gun and its crew are treated as a single model for all rules purposes (crew models must remain within 1" of their Mek Gun model). This means that the crew models cannot be targeted or attacked separately and that visibility and all ranges are measured to and from the Mek Gun's model, not the crew models. This unit cannot advance, is never eligible to charge or Heroically Intervene, and cannot make pile-in or consolidation moves. | Codex: Orks 2021 p109 |
Ramshackle | Each time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1) | Codex: Orks 2021 p113 |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Mek Gun | 3" | 5+ | 4+ | 2 | 5 | 6 | 6 | 4 | 5+ | Codex: Orks 2021 p109 |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Kustom Mega-Kannon | 36" | Heavy D6 | 8 | -3 | D6 | Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. | Codex: Orks 2021 p109 |
Selections: Big Shoota
Categories: Faction: <Clan>, Faction: Orks, Transport, Trukk, Vehicle, Dedicated Transport
Rules: 'Ere We Go!
Abilities: Explodes, Open-Topped, Ramshackle, Transport: Trukk, Unit: Trukk [1] (6-10+ Wounds Remaining), Trukk [2] (3-5 Wounds Remaining), Trukk [3] (1-2 Wounds Remaining), Weapon: Big Shoota
Abilities | Description | Ref |
---|---|---|
Explodes | When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6, it explodes, and each unit within 6" suffers D3 moral wounds. | |
Open-Topped | In your Shooting phase, units embarked within this transport can be selected to shoot with; measure distances and draw line of sight from any point on this transport when doing so. If this transport made a Normal Move, Advanced or Fell Back this turn, embarked units are considered to have done the same. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, excpet with Pistols. | |
Ramshackle | Each time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1) | Codex: Orks 2021 p113 |
Transport | Capacity | Ref |
---|---|---|
Trukk | This model has a transport capacity of 12 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models. | Codex: Orks 2021 p118 |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Trukk [1] (6-10+ Wounds Remaining) | 12" | 5+ | 5+ | 6 | 6 | 10 | 3 | 6 | 4+ | Codex: Orks 2021 p118 |
Trukk [2] (3-5 Wounds Remaining) | 8" | 5+ | 5+ | 5 | 6 | N/A | D3 | 6 | 4+ | Codex: Orks 2021 p118 |
Trukk [3] (1-2 Wounds Remaining) | 6" | 5+ | 5+ | 4 | 6 | N/A | 1 | 6 | 4+ | Codex: Orks 2021 p118 |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Big Shoota | 36" | Dakka 5/3 | 5 | 0 | 1 | - | Codex: Orks 2021 p119 |
Selections: Big Shoota
Categories: Faction: <Clan>, Faction: Orks, Transport, Trukk, Vehicle, Dedicated Transport
Rules: 'Ere We Go!
Abilities: Explodes, Open-Topped, Ramshackle, Transport: Trukk, Unit: Trukk [1] (6-10+ Wounds Remaining), Trukk [2] (3-5 Wounds Remaining), Trukk [3] (1-2 Wounds Remaining), Weapon: Big Shoota
Abilities | Description | Ref |
---|---|---|
Explodes | When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6, it explodes, and each unit within 6" suffers D3 moral wounds. | |
Open-Topped | In your Shooting phase, units embarked within this transport can be selected to shoot with; measure distances and draw line of sight from any point on this transport when doing so. If this transport made a Normal Move, Advanced or Fell Back this turn, embarked units are considered to have done the same. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, excpet with Pistols. | |
Ramshackle | Each time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1) | Codex: Orks 2021 p113 |
Transport | Capacity | Ref |
---|---|---|
Trukk | This model has a transport capacity of 12 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models. | Codex: Orks 2021 p118 |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Trukk [1] (6-10+ Wounds Remaining) | 12" | 5+ | 5+ | 6 | 6 | 10 | 3 | 6 | 4+ | Codex: Orks 2021 p118 |
Trukk [2] (3-5 Wounds Remaining) | 8" | 5+ | 5+ | 5 | 6 | N/A | D3 | 6 | 4+ | Codex: Orks 2021 p118 |
Trukk [3] (1-2 Wounds Remaining) | 6" | 5+ | 5+ | 4 | 6 | N/A | 1 | 6 | 4+ | Codex: Orks 2021 p118 |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Big Shoota | 36" | Dakka 5/3 | 5 | 0 | 1 | - | Codex: Orks 2021 p119 |
Selections: Big Shoota
Categories: Faction: <Clan>, Faction: Orks, Transport, Trukk, Vehicle, Dedicated Transport
Rules: 'Ere We Go!
Abilities: Explodes, Open-Topped, Ramshackle, Transport: Trukk, Unit: Trukk [1] (6-10+ Wounds Remaining), Trukk [2] (3-5 Wounds Remaining), Trukk [3] (1-2 Wounds Remaining), Weapon: Big Shoota
Abilities | Description | Ref |
---|---|---|
Explodes | When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6, it explodes, and each unit within 6" suffers D3 moral wounds. | |
Open-Topped | In your Shooting phase, units embarked within this transport can be selected to shoot with; measure distances and draw line of sight from any point on this transport when doing so. If this transport made a Normal Move, Advanced or Fell Back this turn, embarked units are considered to have done the same. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, excpet with Pistols. | |
Ramshackle | Each time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1) | Codex: Orks 2021 p113 |
Transport | Capacity | Ref |
---|---|---|
Trukk | This model has a transport capacity of 12 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models. | Codex: Orks 2021 p118 |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Trukk [1] (6-10+ Wounds Remaining) | 12" | 5+ | 5+ | 6 | 6 | 10 | 3 | 6 | 4+ | Codex: Orks 2021 p118 |
Trukk [2] (3-5 Wounds Remaining) | 8" | 5+ | 5+ | 5 | 6 | N/A | D3 | 6 | 4+ | Codex: Orks 2021 p118 |
Trukk [3] (1-2 Wounds Remaining) | 6" | 5+ | 5+ | 4 | 6 | N/A | 1 | 6 | 4+ | Codex: Orks 2021 p118 |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Big Shoota | 36" | Dakka 5/3 | 5 | 0 | 1 | - | Codex: Orks 2021 p119 |
Selections: Big Shoota
Categories: Faction: <Clan>, Faction: Orks, Transport, Trukk, Vehicle, Dedicated Transport
Rules: 'Ere We Go!
Abilities: Explodes, Open-Topped, Ramshackle, Transport: Trukk, Unit: Trukk [1] (6-10+ Wounds Remaining), Trukk [2] (3-5 Wounds Remaining), Trukk [3] (1-2 Wounds Remaining), Weapon: Big Shoota
Abilities | Description | Ref |
---|---|---|
Explodes | When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6, it explodes, and each unit within 6" suffers D3 moral wounds. | |
Open-Topped | In your Shooting phase, units embarked within this transport can be selected to shoot with; measure distances and draw line of sight from any point on this transport when doing so. If this transport made a Normal Move, Advanced or Fell Back this turn, embarked units are considered to have done the same. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, excpet with Pistols. | |
Ramshackle | Each time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1) | Codex: Orks 2021 p113 |
Transport | Capacity | Ref |
---|---|---|
Trukk | This model has a transport capacity of 12 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models. | Codex: Orks 2021 p118 |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Trukk [1] (6-10+ Wounds Remaining) | 12" | 5+ | 5+ | 6 | 6 | 10 | 3 | 6 | 4+ | Codex: Orks 2021 p118 |
Trukk [2] (3-5 Wounds Remaining) | 8" | 5+ | 5+ | 5 | 6 | N/A | D3 | 6 | 4+ | Codex: Orks 2021 p118 |
Trukk [3] (1-2 Wounds Remaining) | 6" | 5+ | 5+ | 4 | 6 | N/A | 1 | 6 | 4+ | Codex: Orks 2021 p118 |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Big Shoota | 36" | Dakka 5/3 | 5 | 0 | 1 | - | Codex: Orks 2021 p119 |
Ork Detachment Abilities:
- <CLAN> units (excluding GRETCHIN units) in ORKS Detachments gain the Clan Kulturs ability.
- Troops units (excluding GRETCHIN units) in ORKS Detachments gain the Objective Secured ability (this ability is described in the Warhammer 40,000 Core Book).
()
Waaagh!:
If your WARLORD is a WARBOSS, then once per battle, in your Command phase, you can call a Waaagh!. To do so, that WARBOSS must be on the battlefield or embarked on a TRANSPORT that is on the battlefield. If your WARLORD is a SPEEDBOSS, then once per battle, in your COmmand phase, you can instead call a Speedwaaagh!. To do so, that SPEEDBOSS must be on the battlefield. If your WARLORD is GHAZGHKULL THRAKA, you can instead call a Great Waaagh!.
To do so, GHAZGHKULL THRAKA must be on the battlefield or embarked on a TRANSPORT that is on the battlefield.
A Waaagh! and Speedwaagh! each have two stages. The first stage is active from when the Waaagh! or Speedwaaagh! is called, and lasts until the start of your next Command phase. When the first stage ends, the second stage starts, and lasts until the start of your subsequent Command phase. After this point, the Waaagh! or Speedwaaagh! is no longer active, and has no further effect. Calling a Great Waaagh! is treated as calling both a Waaagh! and a Speedwaagh! at the same time. Both are active from when the Great Waaagh! is called, and each stage starts and finishes as described above.
WAAAAGH!
Stage 1: Call Da Waaagh!
- ORKS CORE and ORKS CHARACTER units from your army are eligible to declare a charge even if they Advanced this turn.
- Add 1 to the Attacks characteristic or ORKS models from your army.
Stage 2: Get Stuck In!
- Add 1 to the Attacks characteristic of ORKS models from your army.
SPEEDWAAAGH!
Stage 1: Da Big Race
- ORKS models from your army do not suffer the penalty incurred to their hit rolls for firing Assault weapons in the same turn their unit Advanced. Each time an ORKS VEHICLE or ORKS BIKER model from your army shoots with a Dakka weapon, make 1 additional attack with that weapon.
- Each time a model in an ORKS VEHICLE or ORKS BIKER unit from your army makes a ranged attack, improve the Armour Penetration charcateristic of that attack by 1.
Stage 2: Give 'Em Sum Dakka!
- Each time a model in an ORKS VEHICLE or ORKS BIKER unit from your army makes a ranged attack, improve the Armour Penetration charcateristic of that attack by 1.
(Codex: Orks 2021 p81)
'Ere We Go!: You can re-roll charge rolls made for units with this ability. (Codex: Orks 2021 p82)
Mob Rule: While this unit is within 6" of a friendly <CLAN> MOB unit that is not under half strength, this unit is never considered to be under half strength (Codex: Orks 2021 p82)
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