Tiny Dwarfs, Lukas, Orks (Warhammer 40,000 9th Edition) [57 PL, 4CP, 1,000pts]
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Patrol Detachment 0CP (Orks) [57 PL, 4CP, 1,000pts]
Rules: Ork Detachment Abilities, Waaagh!
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Configuration [6CP]
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Battle Size [6CP]
Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]
Categories: Configuration
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Clan Kultur
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. -
Detachment Command Cost
Categories: Configuration
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HQ [10 PL, -2CP, 185pts]
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Warboss in Mega Armour [6 PL, 115pts]
Selections: 'Uge Choppa, Big Shoota, Da Krushin' Armour, Proper Killy (Goffs), Warlord
Categories: Character, Infantry, Warboss, HQ, Faction: <Clan>, Faction: Orks, Mega Armour, Warlord, Warlord - Goffs
Rules: 'Ere We Go!
Abilities: Da Krushin' Armour, Dead Tough, Grot Gunner (Warboss), Proper Killy, Warboss (Aura), Unit: Warboss in Mega Armour, Weapon: 'Uge Choppa, Big Shoota
Abilities Description Ref Da Krushin' Armour MEGA ARMOUR model only.
- The bearer has a 4+ invulnerable save.
- Add 1 to armour saving throws made for the bearer.
- After the bearer makes a charge move, you can select on enemy unit within 1" of it and roll one D6: on a 2+ that unit suffers D3 mortal wounds.Dead Tough This model has a 5+ invulnerable save. Codex: Orks 2021 p87 Grot Gunner (Warboss) Each time this model makes an attack with a big shoota, or a Relic that replaces this model's big shoota, add 1 to that attack's hit roll. Codex: Orks 2021 p85 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 Warboss (Aura) While a friendly <CLAN> CORE or <CLAN> CHARACTER unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to that attack's hit roll. Codex: Orks 2021 p94 Unit M WS BS S T W A Ld Save Ref Warboss in Mega Armour 5" 2+ 5+ 6 6 7 5 8 2+ Codex: Orks 2021 p85 Weapon Range Type S AP D Abilities Ref 'Uge Choppa Melee Melee +3 -3 2 - Codex: Orks 2021 p85 Big Shoota 36" Dakka 5/3 5 0 1 - Codex: Orks 2021 p119 -
Weirdboy [4 PL, -2CP, 70pts]
Selections: 3. 'Ard as Nails, 3. Da Jump, 5. Da Krunch, Stratagem: Big Boss [-1CP], Stratagem: Extra Gubbinz [-1CP], Super Cybork Body, Weirdboy Staff
Categories: Character, HQ, Infantry, Psyker, Faction: Orks, Faction: <Clan>, Weirdboy
Rules: 'Ere We Go!
Abilities: Ard as Nails, Stratagem: Big Boss, Stratagem: Extra Gubbinz, Super Cybork Body, Waaagh! Energy, Psychic Power: Da Jump, Da Krunch, Smite, Psyker: Weirdboy, Unit: Weirdboy, Weapon: Weirdboy Staff
Abilities Description Ref Ard as Nails Each time an attack is made that targets this WARLORD, subtract 1 from that attack's wound roll. Codex: Orks 2021 p132 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 Stratagem: Extra Gubbinz Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the Orks keyword. Select one ORKS CHARACTER model in your army and give them one Shiny Gubbinz (this must be a Relic they could have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. 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 Super Cybork Body INFANTRY model only:
- This model has a 4+ invulnerable save.
- Each time an attack is allocated to this model, halve the Damage characteristic of that attack.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. Da Krunch 6 18" WITCHFIRE: Da Krunch has a warp charge value of 6. If manifested, select one enemy unit that is within 18" of this PSYKER. Roll one D6 for each model in that unit: for each roll of 6, that enemy unit suffers 1 mortal wound. IF the result of the Psychic test was 9 or more, add 1 to rolls when resolving this psychic power. 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. 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
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Troops [15 PL, 270pts]
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Boyz [5 PL, 90pts]
Categories: Boyz, Infantry, Faction: Orks, Faction: <Clan>, Troops, Core, Mob
Rules: 'Ere We Go!, Mob Rule
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Boss Nob [9pts]
Selections: Choppa, Slugga, Stikkbombs
Unit: Boss Nob, Weapon: Choppa, Slugga, Stikkbomb
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9x Ork Boy w/ Slugga & Choppa [81pts]
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 Slugga 12" Pistol 1 4 0 1 - Codex: Orks 2021 p120 Stikkbomb 8" Grenade D6 3 0 1 Blast Codex: Orks 2021 p129 -
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Boyz [5 PL, 90pts]
Categories: Boyz, Infantry, Faction: Orks, Faction: <Clan>, Troops, Core, Mob
Rules: 'Ere We Go!, Mob Rule
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Boss Nob [9pts]
Selections: Choppa, Slugga, Stikkbombs
Unit: Boss Nob, Weapon: Choppa, Slugga, Stikkbomb
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9x Ork Boy w/ Slugga & Choppa [81pts]
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 Slugga 12" Pistol 1 4 0 1 - Codex: Orks 2021 p120 Stikkbomb 8" Grenade D6 3 0 1 Blast Codex: Orks 2021 p129 -
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Boyz [5 PL, 90pts]
Categories: Boyz, Infantry, Faction: Orks, Faction: <Clan>, Troops, Core, Mob
Rules: 'Ere We Go!, Mob Rule
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Boss Nob [9pts]
Selections: Choppa, Slugga, Stikkbombs
Unit: Boss Nob, Weapon: Choppa, Slugga, Stikkbomb
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9x Ork Boy w/ Slugga & Choppa [81pts]
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 Slugga 12" Pistol 1 4 0 1 - Codex: Orks 2021 p120 Stikkbomb 8" Grenade D6 3 0 1 Blast Codex: Orks 2021 p129 -
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Elites [12 PL, 200pts]
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Meganobz [12 PL, 200pts]
Selections: Trukk Boyz
Categories: Elites, Faction: <Clan>, Faction: Orks, Infantry, Meganobz, Nobz, Core, Mega Armour, Mob, Specialist Mob, Faction: Trukk Boyz
Rules: 'Ere We Go!, Mob Rule
Abilities: Trukk Boyz
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Boss Meganob [40pts]
Selections: Killsaw [5pts], Killsaw [5pts], Stikkbombs
Unit: Boss Meganob, Weapon: Killsaw, Stikkbomb
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Meganob [40pts]
Selections: Killsaw [5pts], Killsaw [5pts], Stikkbombs
Unit: Meganob, Weapon: Killsaw, Stikkbomb
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Meganob [40pts]
Selections: Killsaw [5pts], Killsaw [5pts], Stikkbombs
Unit: Meganob, Weapon: Killsaw, Stikkbomb
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Meganob [40pts]
Selections: Killsaw [5pts], Killsaw [5pts], Stikkbombs
Unit: Meganob, Weapon: Killsaw, Stikkbomb
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Meganob [40pts]
Selections: Killsaw [5pts], Killsaw [5pts], Stikkbombs
Unit: Meganob, Weapon: Killsaw, Stikkbomb
Abilities Description Ref Trukk Boyz BOYZ, NOB or WARBOSS units only. The selected unit gains the TRUKK BOYZ keyword and the following ability:
Trukk Boyz: A TRUKK BOYZ unit can disembark from a TRUKK even if that TRUKK has made a Normal Move this phase. While any TRUKK BOYZ units are embarked upon a TRUKK, each time that TRUKK model makes a ranged attack, add 1 to that attack's hit roll.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 8" Grenade D6 3 0 1 Blast Codex: Orks 2021 p129 -
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Fast Attack [8 PL, 150pts]
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DeffKoptas [8 PL, 150pts]
Categories: Faction: <Clan>, Faction: Orks, Deffkoptas, Fast Attack, Fly, Speed Freeks, Vehicle
Rules: 'Ere We Go!, Mob Rule
Abilities: Big Red Button, Ramshackle, Swoopin' Down
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DeffKopta [50pts]
Selections: Kopta Rokkits, Slugga, Spinnin' Blades, Stikkbombs
Unit: Deff Kopta, Weapon: Kopta Rokkits, Slugga, Spinnin' Blades, Stikkbomb
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DeffKopta [50pts]
Selections: Kopta Rokkits, Slugga, Spinnin' Blades, Stikkbombs
Unit: Deff Kopta, Weapon: Kopta Rokkits, Slugga, Spinnin' Blades, Stikkbomb
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DeffKopta [50pts]
Selections: Kopta Rokkits, Slugga, Spinnin' Blades, Stikkbombs
Unit: Deff Kopta, Weapon: Kopta Rokkits, Slugga, Spinnin' Blades, Stikkbomb
Abilities Description Ref Big Red Button Each time this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of this model. 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 Swoopin' Down 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. Unit M WS BS S T W A Ld Save Ref Deff Kopta 14" 3+ 5+ 4 5 4 2 6 4+ Codex: Orks 2021 p104 Weapon Range Type S AP D Abilities Ref Kopta Rokkits 24" Heavy 2D3 8 -2 3 Blast Slugga 12" Pistol 1 4 0 1 - Codex: Orks 2021 p120 Spinnin' Blades Melee Melee +1 -1 1 Each time an attack is made with this weapon, make 3 hit rolls instead of 1. Stikkbomb 8" Grenade D6 3 0 1 Blast Codex: Orks 2021 p129 -
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Flyer [8 PL, 120pts]
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Dakkajet [8 PL, 120pts]
Selections: 2x Additional Supa Shoota [20pts], 4x Supa Shoota
Categories: Dakkajet, Faction: <Clan>, Faction: Orks, Fly, Flyer, Vehicle, Aircraft
Rules: Airborne, Hard to Hit
Abilities: Explodes, Ramshackle, Supersonic, Unit: Dakkajet [1] (7+ Wounds), Dakkajet [2] (4-6 Wounds), Dakkajet [3] (1-3 Wounds), Weapon: Supa Shoota
Abilities Description Ref Explodes When this model 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. 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 Supersonic Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90 degress (this does not contribute to how far the model moves), then move the model straight fowards. It cannot pivot again after the initial pivot. Unit M WS BS S T W A Ld Save Ref Dakkajet [1] (7+ Wounds) 20-60" 5+ 5+ 6 6 12 3 6 4+ Codex: Orks 2021 p114 Dakkajet [2] (4-6 Wounds) 20-40" 5+ 5+ 6 6 N/A D3 6 4+ Codex: Orks 2021 p114 Dakkajet [3] (1-3 Wounds) 20-40" 5+ 6+ 6 6 N/A 1 6 4+ Codex: Orks 2021 p114 Weapon Range Type S AP D Abilities Ref Supa Shoota 36" Dakka 6/4 6 -1 1 - Codex: Orks 2021 p120
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Dedicated Transport [4 PL, 75pts]
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Trukk [4 PL, 75pts]
Selections: Big Shoota, Grabbin' Klaw [5pts]
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, Grabbin' Klaw
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, SPECIALIST MOB INFANTRY or <CLAN> INFANTRY 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 Grabbin' Klaw Melee Melee User -3 2 Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon. Codex: Orks 2021 p118
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Force Rules
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)
Selection Rules
'Ere We Go!: You can re-roll charge rolls made for units with this ability. (Codex: Orks 2021 p82)
Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY. ()
Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase. ()
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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