Liste Lukas

Lukas, Orks, GDL4 (Warhammer 40,000 9th Edition) [111 PL, 1,998pts]

  • Patrol Detachment 0CP (Orks) [66 PL, 6CP, 1,123pts]

    Rules: Ork Detachment Abilities, Waaagh!

    • Configuration [6CP]

      • Battle Size [6CP]

        Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [6CP]

        Categories: Configuration

      • 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

      • Game Type

        Selections: 4. Chapter Approved: War Zone Nephilim

        Categories: Configuration

    • HQ [19 PL, 370pts]

      • 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 MWSBSSTWALdSave Ref
        Ghazghkull Thraka [1] (7+ Wounds) 7"2+5+7712582+ Codex: Orks 2021 p84
        Ghazghkull Thraka [2] (4-6 Wounds) 6"2+5+67N/A682+ Codex: Orks 2021 p84
        Ghazghkull Thraka [3] (1-3 Wounds) 5"2+5+57N/A782+ Codex: Orks 2021 p84
        Weapon RangeTypeSAPDAbilities Ref
        Gork's Klaw MeleeMeleex2-44-
        Mork's Roar 36Dakka 16/125-11-
        Stikkbomb 8"Grenade D6301Blast 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 ChargeRangeDetails Ref
        Da Jump 712"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 518"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 618"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 CastDenyPowers KnownOther Ref
        Weirdboy 11Smite + 2 PotWSee Waaagh! Energy
        Unit MWSBSSTWALdSave Ref
        Weirdboy 5"3+5+555366+ Codex: Orks 2021 p85
        Weapon RangeTypeSAPDAbilities Ref
        Weirdboy Staff MeleeMelee+3-1D3- Codex: Orks 2021 p85
    • Troops [15 PL, 240pts]

      • Boyz [5 PL, 80pts]

        Categories: Boyz, Infantry, Faction: Orks, Faction: <Clan>, Troops, Core, Mob, Tankbusta Bombs

        Rules: 'Ere We Go!, Mob Rule

        • Boss Nob [8pts]

          Selections: Choppa, Slugga, Stikkbombs

          Unit: Boss Nob, Weapon: Choppa, Slugga, Stikkbomb

        • 9x Ork Boy w/ Slugga & Choppa [72pts]

          Selections: 9x Choppa, 9x Slugga, 9x Stikkbombs

          Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb


        Unit MWSBSSTWALdSave Ref
        Boss Nob 5"3+5+552376+ Codex: Orks 2021 p91
        Ork Boy 5"3+5+451266+ Codex: Orks 2021 p89
        Weapon RangeTypeSAPDAbilities Ref
        Choppa MeleeMeleeUser-11Each time the bearer fights, it can make 1 additional attack with this weapon. Codex: Orks 2021 p121
        Slugga 12"Pistol 1401- Codex: Orks 2021 p120
        Stikkbomb 8"Grenade D6301Blast Codex: Orks 2021 p129
      • Boyz [5 PL, 80pts]

        Categories: Boyz, Infantry, Faction: Orks, Faction: <Clan>, Troops, Core, Mob, Tankbusta Bombs

        Rules: 'Ere We Go!, Mob Rule

        • Boss Nob [8pts]

          Selections: Choppa, Slugga, Stikkbombs

          Unit: Boss Nob, Weapon: Choppa, Slugga, Stikkbomb

        • 9x Ork Boy w/ Slugga & Choppa [72pts]

          Selections: 9x Choppa, 9x Slugga, 9x Stikkbombs

          Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb


        Unit MWSBSSTWALdSave Ref
        Boss Nob 5"3+5+552376+ Codex: Orks 2021 p91
        Ork Boy 5"3+5+451266+ Codex: Orks 2021 p89
        Weapon RangeTypeSAPDAbilities Ref
        Choppa MeleeMeleeUser-11Each time the bearer fights, it can make 1 additional attack with this weapon. Codex: Orks 2021 p121
        Slugga 12"Pistol 1401- Codex: Orks 2021 p120
        Stikkbomb 8"Grenade D6301Blast Codex: Orks 2021 p129
      • Boyz [5 PL, 80pts]

        Categories: Boyz, Infantry, Faction: Orks, Faction: <Clan>, Troops, Core, Mob, Tankbusta Bombs

        Rules: 'Ere We Go!, Mob Rule

        • Boss Nob [8pts]

          Selections: Choppa, Slugga, Stikkbombs

          Unit: Boss Nob, Weapon: Choppa, Slugga, Stikkbomb

        • 9x Ork Boy w/ Slugga & Choppa [72pts]

          Selections: 9x Choppa, 9x Slugga, 9x Stikkbombs

          Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb


        Unit MWSBSSTWALdSave Ref
        Boss Nob 5"3+5+552376+ Codex: Orks 2021 p91
        Ork Boy 5"3+5+451266+ Codex: Orks 2021 p89
        Weapon RangeTypeSAPDAbilities Ref
        Choppa MeleeMeleeUser-11Each time the bearer fights, it can make 1 additional attack with this weapon. Codex: Orks 2021 p121
        Slugga 12"Pistol 1401- Codex: Orks 2021 p120
        Stikkbomb 8"Grenade D6301Blast Codex: Orks 2021 p129
    • Elites [20 PL, 293pts]

      • 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

        • Boss Nob [16pts]

          Selections: Power Klaw [5pts], Slugga, Stikkbombs

          Unit: Boss Nob (Kommandos), Weapon: Power Klaw, Slugga, Stikkbomb

        • 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 MWSBSSTWALdSave Ref
        Boss Nob (Kommandos) 6"3+5+552376+ Codex: Orks 2021 p100
        Kommando 6"3+5+451266+ Codex: Orks 2021 p100
        Weapon RangeTypeSAPDAbilities Ref
        Choppa MeleeMeleeUser-11Each time the bearer fights, it can make 1 additional attack with this weapon. Codex: Orks 2021 p121
        Power Klaw MeleeMeleex2-32Each time an attack is made with this weapon, subtract 1 from that attack's hit roll. Codex: Orks 2021 p121
        Slugga 12"Pistol 1401- Codex: Orks 2021 p120
        Stikkbomb 8"Grenade D6301Blast Codex: Orks 2021 p129
      • 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

        • Boss Meganob [40pts]

          Selections: Killsaw [5pts], Killsaw [5pts], Stikkbombs

          Unit: Boss Meganob, Weapon: Killsaw, Stikkbomb

        • Meganob [40pts]

          Selections: Killsaw [5pts], Killsaw [5pts], Stikkbombs

          Unit: Meganob, Weapon: Killsaw, Stikkbomb

        • Meganob [40pts]

          Selections: Killsaw [5pts], Killsaw [5pts], Stikkbombs

          Unit: Meganob, Weapon: Killsaw, Stikkbomb

        • Meganob [40pts]

          Selections: Killsaw [5pts], Killsaw [5pts], Stikkbombs

          Unit: Meganob, Weapon: Killsaw, Stikkbomb

        • 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 MWSBSSTWALdSave Ref
        Boss Meganob 5"3+5+553372+ Codex: Orks 2021 p101
        Meganob 5"3+5+553372+ Codex: Orks 2021 p101
        Weapon RangeTypeSAPDAbilities Ref
        Killsaw MeleeMeleex2-4D3Each 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 D6301Blast Codex: Orks 2021 p129
    • Fast Attack [12 PL, 220pts]

      • 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

        • Boss Nob [20pts]

          Selections: Power Klaw [10pts], Slugga, Stikkbombs

          Unit: Boss Nob (Stormboyz), Weapon: Power Klaw, Slugga, Stikkbomb

        • 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 MWSBSSTWALdSave Ref
        Boss Nob (Stormboyz) 12"3+5+552376+ Codex: Orks 2021 p106
        Stormboy 12"3+5+451266+ Codex: Orks 2021 p106
        Weapon RangeTypeSAPDAbilities Ref
        Choppa MeleeMeleeUser-11Each time the bearer fights, it can make 1 additional attack with this weapon. Codex: Orks 2021 p121
        Power Klaw MeleeMeleex2-32Each time an attack is made with this weapon, subtract 1 from that attack's hit roll. Codex: Orks 2021 p121
        Slugga 12"Pistol 1401- Codex: Orks 2021 p120
        Stikkbomb 8"Grenade D6301Blast Codex: Orks 2021 p129
      • 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

        • Boss Nob [20pts]

          Selections: Power Klaw [10pts], Slugga, Stikkbombs

          Unit: Boss Nob (Stormboyz), Weapon: Power Klaw, Slugga, Stikkbomb

        • 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 MWSBSSTWALdSave Ref
        Boss Nob (Stormboyz) 12"3+5+552376+ Codex: Orks 2021 p106
        Stormboy 12"3+5+451266+ Codex: Orks 2021 p106
        Weapon RangeTypeSAPDAbilities Ref
        Choppa MeleeMeleeUser-11Each time the bearer fights, it can make 1 additional attack with this weapon. Codex: Orks 2021 p121
        Power Klaw MeleeMeleex2-32Each time an attack is made with this weapon, subtract 1 from that attack's hit roll. Codex: Orks 2021 p121
        Slugga 12"Pistol 1401- Codex: Orks 2021 p120
        Stikkbomb 8"Grenade D6301Blast Codex: Orks 2021 p129
  • Super-Heavy Detachment -6CP (Orks) [45 PL, -6CP, 875pts]

    Rules: Ork Detachment Abilities, Waaagh!

    • Configuration [-6CP]

      • 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

    • Lord of War [45 PL, 875pts]

      • 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 MWSBSSTWALdSave Ref
        Kill Tank [1] (13-24+ wounds remaining) 12"4+5+8824883+ Imperial Armour: Compendium p201
        Kill Tank [2] (7-12 wounds remaining) 9"4+5+78N/A683+ Imperial Armour: Compendium p201
        Kill Tank [3] (1-6 wounds remaining) 6"4+5+68N/A483+ Imperial Armour: Compendium p201
        Weapon RangeTypeSAPDAbilities Ref
        Giga Shoota 48"Heavy 306-21Each 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 MeleeMelee+1-13- Imperial Armour: Compendium p201
        Skorcha 12"Assault D65-11Each time an attack is made with this weapon profile, that attack automatically hits the target. Codex: Orks 2021 p120
        Twin Big Shoota 36"Dakka 10/6501- 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 MWSBSSTWALdSave Ref
        Kill Tank [1] (13-24+ wounds remaining) 12"4+5+8824883+ Imperial Armour: Compendium p201
        Kill Tank [2] (7-12 wounds remaining) 9"4+5+78N/A683+ Imperial Armour: Compendium p201
        Kill Tank [3] (1-6 wounds remaining) 6"4+5+68N/A483+ Imperial Armour: Compendium p201
        Weapon RangeTypeSAPDAbilities Ref
        Bursta Kannon 36"Heavy 3D610-33Blast. 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 MeleeMelee+1-13- Imperial Armour: Compendium p201
        Skorcha 12"Assault D65-11Each time an attack is made with this weapon profile, that attack automatically hits the target. Codex: Orks 2021 p120
        Twin Big Shoota 36"Dakka 10/6501- 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 MWSBSSTWALdSave Ref
        Kill Tank [1] (13-24+ wounds remaining) 12"4+5+8824883+ Imperial Armour: Compendium p201
        Kill Tank [2] (7-12 wounds remaining) 9"4+5+78N/A683+ Imperial Armour: Compendium p201
        Kill Tank [3] (1-6 wounds remaining) 6"4+5+68N/A483+ Imperial Armour: Compendium p201
        Weapon RangeTypeSAPDAbilities Ref
        Giga Shoota 48"Heavy 306-21Each 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 MeleeMelee+1-13- Imperial Armour: Compendium p201
        Skorcha 12"Assault D65-11Each time an attack is made with this weapon profile, that attack automatically hits the target. Codex: Orks 2021 p120
        Twin Big Shoota 36"Dakka 10/6501- Codex: Orks 2021 p120

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). ()

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)


Created with BattleScribe