Liste Lukas
Lukas, Orks, GDL4 (Warhammer 40,000 9th Edition) [111 PL, 1,998pts]
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Patrol Detachment 0CP (Orks) [66 PL, 6CP, 1,123pts]
Rules: Ork Detachment Abilities, Waaagh!
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Configuration [6CP]
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Battle Size [6CP]
Selections: 3. Strike Force (101-200 Total PL / 1001-2000 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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Game Type
Selections: 4. Chapter Approved: War Zone Nephilim
Categories: Configuration
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HQ [19 PL, 370pts]
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Ghazghkull Thraka [15 PL, 300pts]
Selections: Gork's Klaw, Mork's Roar, Stikkbombs, Warlord
Categories: Character, Warboss, Faction: Orks, Mega Armour, Ghazghkull Thraka, Faction: Goff, Monster, HQ, Warlord, Warlord - Goffs
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
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. 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 8" Grenade D6 3 0 1 Blast Codex: Orks 2021 p129 -
Weirdboy [4 PL, 70pts]
Selections: 2. Warpath, 3. Da Jump, Weirdboy Staff
Categories: Character, HQ, Infantry, Psyker, Faction: Orks, Faction: <Clan>, Weirdboy
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
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Troops [15 PL, 240pts]
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Boyz [5 PL, 80pts]
Categories: Boyz, Infantry, Faction: Orks, Faction: <Clan>, Troops, Core, Mob, Tankbusta Bombs
Rules: 'Ere We Go!, Mob Rule
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Boss Nob [8pts]
Selections: Choppa, Slugga, Stikkbombs
Unit: Boss Nob, Weapon: Choppa, Slugga, Stikkbomb
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9x Ork Boy w/ Slugga & Choppa [72pts]
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, 80pts]
Categories: Boyz, Infantry, Faction: Orks, Faction: <Clan>, Troops, Core, Mob, Tankbusta Bombs
Rules: 'Ere We Go!, Mob Rule
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Boss Nob [8pts]
Selections: Choppa, Slugga, Stikkbombs
Unit: Boss Nob, Weapon: Choppa, Slugga, Stikkbomb
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9x Ork Boy w/ Slugga & Choppa [72pts]
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, 80pts]
Categories: Boyz, Infantry, Faction: Orks, Faction: <Clan>, Troops, Core, Mob, Tankbusta Bombs
Rules: 'Ere We Go!, Mob Rule
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Boss Nob [8pts]
Selections: Choppa, Slugga, Stikkbombs
Unit: Boss Nob, Weapon: Choppa, Slugga, Stikkbomb
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9x Ork Boy w/ Slugga & Choppa [72pts]
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 [20 PL, 293pts]
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Kommandos [8 PL, 93pts]
Categories: Infantry, Faction: Orks, Faction: <Clan>, Elites, Kommando, Mob, Tankbusta Bombs, Core
Rules: 'Ere We Go!, Mob Rule
Abilities: Kunnin' Infiltrators, Sneaky Gits, Throat Slittas
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Boss Nob [16pts]
Selections: Power Klaw [5pts], Slugga, Stikkbombs
Unit: Boss Nob (Kommandos), Weapon: Power Klaw, Slugga, Stikkbomb
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7x Kommando [77pts]
Selections: 7x Choppa, 7x Slugga, 7x Stikkbombs
Unit: Kommando, Weapon: Choppa, Slugga, Stikkbomb
Abilities Description Ref Kunnin' Infiltrators During deployment, when you set up this unit it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models. Codex: Orks 2021 p87,100 Sneaky Gits Each time an attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 2 to any armour saving throw made against that attack. Codex: Orks 2021 p87,100 Throat Slittas Each time a model in this unit makes a melee attack, if it is within 1" of a terrain feature, add 1 to that attack's wound roll. Codex: Orks 2021 p87,100 Unit M WS BS S T W A Ld Save Ref Boss Nob (Kommandos) 6" 3+ 5+ 5 5 2 3 7 6+ Codex: Orks 2021 p100 Kommando 6" 3+ 5+ 4 5 1 2 6 6+ Codex: Orks 2021 p100 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 8" Grenade D6 3 0 1 Blast Codex: Orks 2021 p129 -
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Meganobz [12 PL, 200pts]
Selections: Big Krumpaz
Categories: Elites, Faction: <Clan>, Faction: Orks, Infantry, Meganobz, Nobz, Core, Mega Armour, Mob, Faction: Big Krumpaz, Specialist Mob
Rules: 'Ere We Go!, Mob Rule
Abilities: Big Krumpaz
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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 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.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 [12 PL, 220pts]
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Stormboyz [6 PL, 110pts]
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
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Boss Nob [20pts]
Selections: Power Klaw [10pts], Slugga, Stikkbombs
Unit: Boss Nob (Stormboyz), Weapon: Power Klaw, Slugga, Stikkbomb
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9x Stormboy [90pts]
Selections: 9x Choppa, 9x Slugga, 9x 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 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 8" Grenade D6 3 0 1 Blast Codex: Orks 2021 p129 -
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Stormboyz [6 PL, 110pts]
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
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Boss Nob [20pts]
Selections: Power Klaw [10pts], Slugga, Stikkbombs
Unit: Boss Nob (Stormboyz), Weapon: Power Klaw, Slugga, Stikkbomb
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9x Stormboy [90pts]
Selections: 9x Choppa, 9x Slugga, 9x 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 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 8" Grenade D6 3 0 1 Blast Codex: Orks 2021 p129 -
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Super-Heavy Detachment -6CP (Orks) [45 PL, -6CP, 875pts]
Rules: Ork Detachment Abilities, Waaagh!
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Configuration [-6CP]
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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 [-6CP]
Categories: Configuration
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Lord of War [45 PL, 875pts]
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Kill Tank [15 PL, 275pts]
Selections: Giga Shoota, Reinforced Ram, Skorcha, Twin Big Shoota
Categories: Faction: <Clan>, Faction: Orks, Transport, Vehicle, Kill Tank, Lord of War, Titanic
Rules: 'Ere We Go!
Abilities: Explodes, Kill Tank Grot Riggers, Ram, Transport: Kill Tank, Unit: Kill Tank [1] (13-24+ wounds remaining), Kill Tank [2] (7-12 wounds remaining), Kill Tank [3] (1-6 wounds remaining), Weapon: Giga Shoota, Reinforced Ram, Skorcha, Twin 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 D6 moral wounds. Kill Tank Grot Riggers At the end of each of your movement phases, this model regains up to D3 lost wounds. This model can only be repaired once per turn. Imperial Armour: Compendium p201 Ram Each time this model finishes a charge move, select one enemy unit within Engagement Range of it and roll one D6; on a 2+, that units suffers D3 mortal wounds. Imperial Armour: Compendium p201 Transport Capacity Ref Kill Tank This model has a transport capacity of 12 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of 2 models. Imperial Armour: Compendium p201 Unit M WS BS S T W A Ld Save Ref Kill Tank [1] (13-24+ wounds remaining) 12" 4+ 5+ 8 8 24 8 8 3+ Imperial Armour: Compendium p201 Kill Tank [2] (7-12 wounds remaining) 9" 4+ 5+ 7 8 N/A 6 8 3+ Imperial Armour: Compendium p201 Kill Tank [3] (1-6 wounds remaining) 6" 4+ 5+ 6 8 N/A 4 8 3+ Imperial Armour: Compendium p201 Weapon Range Type S AP D Abilities Ref Giga Shoota 48" Heavy 30 6 -2 1 Each time an attack is made with this weapon against a target within half range, add 1 to that attack's hit roll. Imperial Armour: Compendium p201 Reinforced Ram Melee Melee +1 -1 3 - Imperial Armour: Compendium p201 Skorcha 12" Assault D6 5 -1 1 Each time an attack is made with this weapon profile, that attack automatically hits the target. Codex: Orks 2021 p120 Twin Big Shoota 36" Dakka 10/6 5 0 1 - Codex: Orks 2021 p120 -
Kill Tank [15 PL, 325pts]
Selections: Bursta Kannon [50pts], Reinforced Ram, Skorcha, Twin Big Shoota
Categories: Faction: <Clan>, Faction: Orks, Transport, Vehicle, Kill Tank, Lord of War, Titanic
Rules: 'Ere We Go!
Abilities: Explodes, Kill Tank Grot Riggers, Ram, Transport: Kill Tank, Unit: Kill Tank [1] (13-24+ wounds remaining), Kill Tank [2] (7-12 wounds remaining), Kill Tank [3] (1-6 wounds remaining), Weapon: Bursta Kannon, Reinforced Ram, Skorcha, Twin 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 D6 moral wounds. Kill Tank Grot Riggers At the end of each of your movement phases, this model regains up to D3 lost wounds. This model can only be repaired once per turn. Imperial Armour: Compendium p201 Ram Each time this model finishes a charge move, select one enemy unit within Engagement Range of it and roll one D6; on a 2+, that units suffers D3 mortal wounds. Imperial Armour: Compendium p201 Transport Capacity Ref Kill Tank This model has a transport capacity of 12 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of 2 models. Imperial Armour: Compendium p201 Unit M WS BS S T W A Ld Save Ref Kill Tank [1] (13-24+ wounds remaining) 12" 4+ 5+ 8 8 24 8 8 3+ Imperial Armour: Compendium p201 Kill Tank [2] (7-12 wounds remaining) 9" 4+ 5+ 7 8 N/A 6 8 3+ Imperial Armour: Compendium p201 Kill Tank [3] (1-6 wounds remaining) 6" 4+ 5+ 6 8 N/A 4 8 3+ Imperial Armour: Compendium p201 Weapon Range Type S AP D Abilities Ref Bursta Kannon 36" Heavy 3D6 10 -3 3 Blast. Each time an attack is made with this weapon against a target within half range, add 1 to that attack's hit roll. Imperial Armour: Compendium p201 Reinforced Ram Melee Melee +1 -1 3 - Imperial Armour: Compendium p201 Skorcha 12" Assault D6 5 -1 1 Each time an attack is made with this weapon profile, that attack automatically hits the target. Codex: Orks 2021 p120 Twin Big Shoota 36" Dakka 10/6 5 0 1 - Codex: Orks 2021 p120 -
Kill Tank [15 PL, 275pts]
Selections: Giga Shoota, Reinforced Ram, Skorcha, Twin Big Shoota
Categories: Faction: <Clan>, Faction: Orks, Transport, Vehicle, Kill Tank, Lord of War, Titanic
Rules: 'Ere We Go!
Abilities: Explodes, Kill Tank Grot Riggers, Ram, Transport: Kill Tank, Unit: Kill Tank [1] (13-24+ wounds remaining), Kill Tank [2] (7-12 wounds remaining), Kill Tank [3] (1-6 wounds remaining), Weapon: Giga Shoota, Reinforced Ram, Skorcha, Twin 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 D6 moral wounds. Kill Tank Grot Riggers At the end of each of your movement phases, this model regains up to D3 lost wounds. This model can only be repaired once per turn. Imperial Armour: Compendium p201 Ram Each time this model finishes a charge move, select one enemy unit within Engagement Range of it and roll one D6; on a 2+, that units suffers D3 mortal wounds. Imperial Armour: Compendium p201 Transport Capacity Ref Kill Tank This model has a transport capacity of 12 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of 2 models. Imperial Armour: Compendium p201 Unit M WS BS S T W A Ld Save Ref Kill Tank [1] (13-24+ wounds remaining) 12" 4+ 5+ 8 8 24 8 8 3+ Imperial Armour: Compendium p201 Kill Tank [2] (7-12 wounds remaining) 9" 4+ 5+ 7 8 N/A 6 8 3+ Imperial Armour: Compendium p201 Kill Tank [3] (1-6 wounds remaining) 6" 4+ 5+ 6 8 N/A 4 8 3+ Imperial Armour: Compendium p201 Weapon Range Type S AP D Abilities Ref Giga Shoota 48" Heavy 30 6 -2 1 Each time an attack is made with this weapon against a target within half range, add 1 to that attack's hit roll. Imperial Armour: Compendium p201 Reinforced Ram Melee Melee +1 -1 3 - Imperial Armour: Compendium p201 Skorcha 12" Assault D6 5 -1 1 Each time an attack is made with this weapon profile, that attack automatically hits the target. Codex: Orks 2021 p120 Twin Big Shoota 36" Dakka 10/6 5 0 1 - Codex: Orks 2021 p120
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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 Strength and Attacks characteristic or ORKS models from your army.
- ORKS models from your army have a 5+ invulnerable save.
Stage 2: Get Stuck In!
- Add 1 to the Strength and Attacks characteristic of ORKS models from your army.
- ORKS models from your army have a 6+ invulnerable save.
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)
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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