Rules: Ork Detachment Abilities, Waaagh!
Selections: 1. Combat Patrol (0-50 Total PL / 0-500 Points) [3CP]
Categories: Configuration
Selections: No Clan / Specialist Mob
Categories: Configuration
Abilities: No Clan
Abilities | Description | Ref |
---|---|---|
No Clan | You can take units from multiple Clans and Mobs, but you lose access to particular Clan Kultures and Subkulturs |
Categories: Configuration
Selections: 2. Warpath, 3. Da Jump, Warlord, Weirdboy Staff
Categories: Character, HQ, Infantry, Psyker, Faction: Orks, Faction: <Clan>, Weirdboy, Warlord
Rules: 'Ere We Go!
Abilities: Waaagh! Energy, Psychic Power: Da Jump, Smite, Warpath, Psyker: Weirdboy, Unit: Weirdboy, Weapon: Weirdboy Staff
Abilities | Description | Ref |
---|---|---|
Waaagh! Energy | While there are 20 or more ORKS models (excluding GRETCHIN) within 12" of this model, this model can attempt to manifest one additional psychic power in your Psychic phase. | Codex: Orks 2021 p85 |
Psychic Power | Warp Charge | Range | Details | Ref |
---|---|---|---|---|
Da Jump | 7 | 12" | BLESSING: Da Jump has a warp charge value of 7. If manifested, select one friendly <CLAN> CORE unit that is within 12" of this PSYKER. Remove that unit from the battlefield and set them up anywhere on the battlefield more than 9" from any enemy models. | |
Smite | 5 | 18" | Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead. | |
Warpath | 6 | 18" | Blessing: Warpath has a warp charge value of 6. If manifested, select one friendly <CLAN> CORE or <CLAN> CHARACTER unit that is within 18" of this PSYKER. Unti the start of your next Psychic phase, add 1 to the Attacks characteristic of models in that unit. |
Psyker | Cast | Deny | Powers Known | Other | Ref |
---|---|---|---|---|---|
Weirdboy | 1 | 1 | Smite + 2 PotW | See Waaagh! Energy |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Weirdboy | 5" | 3+ | 5+ | 5 | 5 | 5 | 3 | 6 | 6+ | Codex: Orks 2021 p85 |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Weirdboy Staff | Melee | Melee | +3 | -1 | D3 | - | Codex: Orks 2021 p85 |
Categories: Boyz, Infantry, Faction: Orks, Faction: <Clan>, Troops, Core
Rules: 'Ere We Go!, Mob Rule
Selections: Choppa, Slugga, Stikkbombs
Unit: Boss Nob, Weapon: Choppa, Slugga, Stikkbomb
Selections: 19x Choppa, 19x Slugga, 19x 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 |
Slugga | 12" | Pistol 1 | 4 | 0 | 1 | - | Codex: Orks 2021 p120 |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast | Codex: Orks 2021 p120 |
Categories: Faction: <Clan>, Faction: Orks, Vehicle, Fast Attack, Speed Freeks, Kustom Boosta-Blasta
Rules: 'Ere We Go!
Abilities: Explodes, Grot Gunner, Ramshackle, Riding Shotgun, Spiked Ram
Selections: 4x Burna Exhaust, Grot Blasta, Rivet Cannon, Stikkbombs
Unit: Kustom Boosta Blasta, Weapon: Burna Exhaust, Grot Blaster, Rivet Cannon, Stikkbomb
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 3" suffers D3 mortal wound. | |
Grot Gunner | Each time a model in this unit shoots, you can select one twin big shoota it is equipped with. Each time that model makes an attack with that twin big shoot, add 1 to that attack's hit roll. | Codex: Orks 2021 p106 |
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 |
Riding Shotgun | Each time a model in this unit shoots, it can shoot with Grenade and Pistol weapons ina ddition to any other weapon types. | Codex: Orks 2021 p105 |
Spiked Ram | After this unit makes a charge move, you can select one enemy unit within 1" of it and roll one D6 for each model this unit contains; for each roll of 4+, that enemy unit suffers D3 mortal wounds. | Codex: Orks 2021 p106 |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Kustom Boosta Blasta | 12" | 4+ | 5+ | 5 | 6 | 8 | 4 | 7 | 4+ | Codex: Orks 2021 p104 |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Burna Exhaust | 8" | Assault D6 | 4 | 0 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. | Codex: Orks 2021 p104 |
Grot Blaster | 12" | Pistol 1 | 3 | 0 | 1 | - | Codex: Orks 2021 p119 |
Rivet Cannon | 36" | Dakka 9/6 | 7 | -2 | 2 | Codex: Orks 2021 p104 | |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast | Codex: Orks 2021 p120 |
Categories: Faction: <Clan>, Faction: Orks, Vehicle, Fast Attack, Speed Freeks, Rukkatrukk Squigbuggies
Rules: 'Ere We Go!
Abilities: Explodes, Grot Gunner (Rukkatrukk), Ramshackle, Riding Shotgun
Selections: Heavy Squig Launcha, Saw Blades, Sawn-off Shotgun, Squig Launcha, Squig Mine, Stikkbombs
Abilities: Squig Mine, Unit: Rukkatrukk Squigbuggy, Weapon: Heavy Squig Launcha, Saw Blades, Sawn-off Shotgun, Squig Launcha, Stikkbomb
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 3" suffers D3 mortal wound. | |
Grot Gunner (Rukkatrukk) | Each time a model in this unit makes an attack with a heavy squig launcha, add 1 to that attack's hit roll. | Codex: Orks 2021 p105 |
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 |
Riding Shotgun | Each time a model in this unit shoots, it can shoot with Grenade and Pistol weapons ina ddition to any other weapon types. | Codex: Orks 2021 p105 |
Squig Mine | Once per turn, at the end of your Movement phase, if this unit has any squig mines remaining, this unit can release one. Select one enemy VEHICLE unit that is within 6" of this unit and roll one D6; on a 3-5, that unit suffers D3 mortal wounds. On a 6, that unit suffers D6 mortal wounds instead. The number of squigmines this unit is equipped with is then reduced by 1. | Codex: Orks 2021 p105 |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Rukkatrukk Squigbuggy | 10" | 4+ | 5+ | 5 | 6 | 9 | 4 | 7 | 4+ | Codex: Orks 2021 p105 |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Heavy Squig Launcha | 36" | Assault 2D6 | 5 | -2 | 2 | Blast. This weapon can target units that are not visible to the bearer. | Codex: Orks 2021 p105 |
Saw Blades | Melee | Melee | +2 | -2 | 2 | - | Codex: Orks 2021 p103,105 |
Sawn-off Shotgun | 12" | Assault 2 | 4 | 0 | 1 | - | Codex: Orks 2021 p105 |
Squig Launcha | 18" | Assault D6 | 5 | -2 | 2 | Blast. This weapon can target units that are not visible to the bearer. | Codex: Orks 2021 p105 |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast | Codex: Orks 2021 p120 |
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).
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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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