Liste Norman

Norman-GOFF-GDL#4 (Warhammer 40,000 9th Edition) [112 PL, 5CP, 1,995pts]

  • Battalion Detachment 0CP (Orks) [112 PL, 5CP, 1,995pts]

    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, -1CP, 370pts]

      • Ghazghkull Thraka [15 PL, -1CP, 300pts]

        Selections: Gork's Klaw, Mork's Roar, Proper Killy (Goffs), Stikkbombs, Stratagem: Warlord Trait [-1CP], 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, Proper Killy, Prophet of Gork and Mork, Stratagem: Warlord Trait, The Boss is Watchin' (Aura), Unit: Ghazghkull Thraka [1] (7+ Wounds) (Proper Killy (Goffs)), Ghazghkull Thraka [2] (4-6 Wounds) (Proper Killy (Goffs)), Ghazghkull Thraka [3] (1-3 Wounds) (Proper Killy (Goffs)), 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.
        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
        Stratagem: Warlord Trait Use this Stratagem before the battle, when you are mustering your army, after selecting your WARLORD. If your WARLORD is a CHARACTER model, determine a Warlord Trait for them (this must be a Warlord Trait they could have). You can only use this Stratagem once. War Zone Nephilim: Grand Tournament
        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) (Proper Killy (Goffs)) 7"2+5+7712682+ Codex: Orks 2021 p84
        Ghazghkull Thraka [2] (4-6 Wounds) (Proper Killy (Goffs)) 6"2+5+67N/A782+ Codex: Orks 2021 p84
        Ghazghkull Thraka [3] (1-3 Wounds) (Proper Killy (Goffs)) 5"2+5+57N/A882+ 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 [22 PL, 390pts]

      • Beast Snagga Boyz [5 PL, 100pts]

        Categories: Faction: <Clan>, Faction: Orks, Infantry, Mob, Core, Beast Snagga, Beast Snagga Boyz, Troops

        Rules: 'Ere We Go!, Mob Rule

        Abilities: Beast Snagga

        • 9x Beast Snagga Boy [90pts]

          Selections: 9x Choppa, 9x Slugga

          Unit: Beast Snagga Boy, Weapon: Choppa, Slugga

        • Beast Snagga Nob [10pts]

          Selections: Power Snappa, Slugga

          Unit: Beast Snagga Nob, Weapon: Power Snappa, Slugga


        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.
        Unit MWSBSSTWALdSave Ref
        Beast Snagga Boy 5"3+5+551266+
        Beast Snagga Nob 5"3+5+552376+
        Weapon RangeTypeSAPDAbilities Ref
        Choppa MeleeMeleeUser-11Each time the bearer fights, it can make 1 additional attack with this weapon. Codex: Orks 2021 p121
        Power Snappa MeleeMelee+2-22
        Slugga 12"Pistol 1401- Codex: Orks 2021 p120
      • Boyz [15 PL, 250pts]

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

        Rules: 'Ere We Go!, Mob Rule

        • Boss Nob [18pts]

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

          Unit: Boss Nob, Weapon: Choppa, Power Klaw, Stikkbomb

        • 29x Ork Boy w/ Slugga & Choppa [232pts]

          Selections: 29x Choppa, 29x Slugga, 29x 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
        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
      • Gretchin [2 PL, 40pts]

        Categories: Faction: <Clan>, Faction: Orks, Gretchin, Infantry, Troops, Core

        Abilities: Cowardly, Diminutive

        • 10x Gretchin [40pts]

          Selections: 10x Grot Blaster

          Unit: Gretchin, Weapon: Grot Blaster


        Abilities Description Ref
        Cowardly Unless a friendly RUNTHERD model is within 6" of this unit, each time a model in this unit makes a Combat Attrition test, subtract 1 from the result.
        Diminutive Each time a ranged attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack. Codex: Orks 2021
        Unit MWSBSSTWALdSave Ref
        Gretchin 5"5+4+231147+ Codex: Orks 2021 p91
        Weapon RangeTypeSAPDAbilities Ref
        Grot Blaster 12"Pistol 1301- Codex: Orks 2021 p119
    • Elites [20 PL, 270pts]

      • Kommandos [4 PL, 60pts]

        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

        • 4x Kommando [44pts]

          Selections: 4x Choppa, 4x Slugga, 4x 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
      • Kommandos [4 PL, 60pts]

        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

        • 4x Kommando [44pts]

          Selections: 4x Choppa, 4x Slugga, 4x 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, 150pts]

        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

        • Boss Meganob [30pts]

          Selections: Kustom Shoota, Power Klaw, Stikkbombs

          Unit: Boss Meganob, Weapon: Kustom Shoota, Power Klaw, Stikkbomb

        • Meganob [30pts]

          Selections: Kustom Shoota, Power Klaw, Stikkbombs

          Unit: Meganob, Weapon: Kustom Shoota, Power Klaw, Stikkbomb

        • Meganob [30pts]

          Selections: Kustom Shoota, Power Klaw, Stikkbombs

          Unit: Meganob, Weapon: Kustom Shoota, Power Klaw, Stikkbomb

        • Meganob [30pts]

          Selections: Kustom Shoota, Power Klaw, Stikkbombs

          Unit: Meganob, Weapon: Kustom Shoota, Power Klaw, Stikkbomb

        • Meganob [30pts]

          Selections: Kustom Shoota, Power Klaw, Stikkbombs

          Unit: Meganob, Weapon: Kustom Shoota, Power Klaw, 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 MWSBSSTWALdSave Ref
        Boss Meganob 5"3+5+553372+ Codex: Orks 2021 p101
        Meganob 5"3+5+553372+ Codex: Orks 2021 p101
        Weapon RangeTypeSAPDAbilities Ref
        Kustom Shoota 18"Dakka 6/4401- Codex: Orks 2021 p120
        Power Klaw MeleeMeleex2-32Each time an attack is made with this weapon, subtract 1 from that attack's hit roll. Codex: Orks 2021 p121
        Stikkbomb 8"Grenade D6301Blast Codex: Orks 2021 p129
    • Fast Attack [20 PL, 375pts]

      • 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

        • DeffKopta [50pts]

          Selections: Kopta Rokkits, Slugga, Spinnin' Blades, Stikkbombs

          Unit: Deff Kopta, Weapon: Kopta Rokkits, Slugga, Spinnin' Blades, Stikkbomb

        • DeffKopta [50pts]

          Selections: Kopta Rokkits, Slugga, Spinnin' Blades, Stikkbombs

          Unit: Deff Kopta, Weapon: Kopta Rokkits, Slugga, Spinnin' Blades, Stikkbomb

        • 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 MWSBSSTWALdSave Ref
        Deff Kopta 14"3+5+454264+ Codex: Orks 2021 p104
        Weapon RangeTypeSAPDAbilities Ref
        Kopta Rokkits 24"Heavy 2D38-23Blast
        Slugga 12"Pistol 1401- Codex: Orks 2021 p120
        Spinnin' Blades MeleeMelee+1-11Each time an attack is made with this weapon, make 3 hit rolls instead of 1.
        Stikkbomb 8"Grenade D6301Blast Codex: Orks 2021 p129
      • 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

        • DeffKopta [50pts]

          Selections: Kopta Rokkits, Slugga, Spinnin' Blades, Stikkbombs

          Unit: Deff Kopta, Weapon: Kopta Rokkits, Slugga, Spinnin' Blades, Stikkbomb

        • DeffKopta [50pts]

          Selections: Kopta Rokkits, Slugga, Spinnin' Blades, Stikkbombs

          Unit: Deff Kopta, Weapon: Kopta Rokkits, Slugga, Spinnin' Blades, Stikkbomb

        • 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 MWSBSSTWALdSave Ref
        Deff Kopta 14"3+5+454264+ Codex: Orks 2021 p104
        Weapon RangeTypeSAPDAbilities Ref
        Kopta Rokkits 24"Heavy 2D38-23Blast
        Slugga 12"Pistol 1401- Codex: Orks 2021 p120
        Spinnin' Blades MeleeMelee+1-11Each time an attack is made with this weapon, make 3 hit rolls instead of 1.
        Stikkbomb 8"Grenade D6301Blast Codex: Orks 2021 p129
      • Squighog Boyz [4 PL, 75pts]

        Categories: Fast Attack, Faction: <Clan>, Faction: Orks, Cavalry, Beast Snagga, Squig, Core, Squighog Boyz

        Rules: 'Ere We Go!, Mob Rule

        Abilities: Beast Snagga

        • 3x Squighog Boy [75pts]

          Selections: 3x Saddlegit Weapons, 3x Squighog Jaws, 3x Stikka

          Unit: Squighog Boy, Weapon: Saddlegit Weapons (Melee), Saddlegit Weapons (Shooting), Squighog Jaws, Stikka (Melee), Stikka (Shooting)


        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.
        Unit MWSBSSTWALdSave Ref
        Squighog Boy 10"3+5+563364+ Codex: Orks 2021 p107
        Weapon RangeTypeSAPDAbilities Ref
        Saddlegit Weapons (Melee) MeleeMelee3-11Each time the bearer fights, it makes 1 additional attack with this weapon. Codex: Orks 2021 p107
        Saddlegit Weapons (Shooting) 8"Assault 1401- Codex: Orks 2021 p107
        Squighog Jaws MeleeMelee6-12Each time the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon. Codex: Orks 2021 p107
        Stikka (Melee) MeleeMelee+1-22- Codex: Orks 2021 p107
        Stikka (Shooting) 12"Assault 1User-22Each time an attack made with this weapon targets a unit within half range, that attack has a Strength characteristic of +1. Codex: Orks 2021 p107
    • Heavy Support [17 PL, 310pts]

      • Kill Rig [11 PL, 190pts]

        Selections: 'Eavy Lobba, 2. Frazzle, 6. Squiggly Curse, Butcha Boyz, Savage Horns and Hooves, Saw Blades, Stikka Kannon, Wurrtower

        Categories: Faction: <Clan>, Faction: Orks, Transport, Vehicle, Heavy Support, Beast Snagga, Kill Rig, Character, Psyker, Weirdboy

        Rules: 'Ere We Go!

        Abilities: Beast Snagga, Explodes, Open-Topped, Ramshackle, Snagged, Psychic Power: Frazzle, Squiggly Curse, Psyker: Psyker, Transport: Kill Rig, Unit: Kill Rig [1] (9+ Wounds), Kill Rig [2] (5-8 Wounds), Kill Rig [3] (1-4 Wounds), Weapon: 'Eavy Lobba, Butcha Boyz, Savage Horns and Hooves, Saw Blades, Stikka Kannon, Wurrtower


        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.
        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.
        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
        Snagged Each time this model makes an attack with its stikka kannon, if an enemy VEHICLE or MONSTER model (excluding TITANIC or AIRCRAFT models) loses any wounds as a result of that attack, roll one D6: on a 4+, that enemy model cannot finish any type of move more than 12" from this model until the start of your next turn. If this model moves for any reason, or is destroyed, this effect ends.
        Psychic Power Warp ChargeRangeDetails Ref
        Frazzle 69"WITCHFIRE: Frazzle has a warp charge value of 6. If manifested, roll one D6 for each enemy unit that is within 9" of this PSYKER: on a 4+, that unit suffers D3 mortal wounds.
        Squiggly Curse 712"WITCHFIRE: Squiggly Curse has a warp charge value of 7. If manifested, select one enemy unit within 12" of this PSYKER and roll one D6 for each model in that unit (to a maximum of 6 dice). For each result of 4+, that unit suffers 1 mortal wound. If any models in that unit are destroyed by this psychic power, every other enemy unit within 6" of that unit suffers 1 mortal wound.
        Psyker CastDenyPowers KnownOther Ref
        Psyker 21Smite + 2 Powers from Beasthead discipline
        Transport Capacity Ref
        Kill Rig This model has a transport capacity of 10 <CLAN> BEAST SNAGGA INFANTRY models.
        Unit MWSBSSTWALdSave Ref
        Kill Rig [1] (9+ Wounds) 12"3+5+6816673+ Codex: Orks 2021 p106
        Kill Rig [2] (5-8 Wounds) 9"3+5+58N/AD673+ Codex: Orks 2021 p106
        Kill Rig [3] (1-4 Wounds) 6"3+5+48N/AD373+ Codex: Orks 2021 p106
        Weapon RangeTypeSAPDAbilities Ref
        'Eavy Lobba 48"Heavy D66-12Blast, This weapon can target units that are not visible to the bearer.
        Butcha Boyz MeleeMelee5-11Each time the bearer fights, it makes 4 additional attacks with this weapon and no more than 4 attacks can be made with this weapon.
        Savage Horns and Hooves MeleeMelee+1-23Each time the bearer fights, it makes 4 additional attacks with this weapon and no more than 4 attacks can be made with this weapon.
        Saw Blades MeleeMelee+2-22
        Stikka Kannon 12"Heavy 18-23Each time the bearer makes an attack with this weapon, if that attack targets a MONSTER or VEHICLE unit, you can re-roll the hit roll.
        Wurrtower 24"Assault 19-3D6Each time this weapon is selected to shoot with, if the bearer successfully manifested any psychic powers this turn, change this weapon's Type to Assault D3. Each time an attack is made with this weapon, that attack automatically hits the target.
      • Mek Gunz [6 PL, 120pts]

        Categories: Artillery, Heavy Support, Vehicle, Faction: <Clan>, Faction: Orks, Mek Gunz, Gretchin

        Abilities: Ramshackle

        • Mek Gun [2 PL, 40pts]

          Selections: Smasha Gun

          Abilities: Artillery and Crew, Unit: Mek Gun, Weapon: Smasha Gun

        • Mek Gun [2 PL, 40pts]

          Selections: Smasha Gun

          Abilities: Artillery and Crew, Unit: Mek Gun, Weapon: Smasha Gun

        • Mek Gun [2 PL, 40pts]

          Selections: Smasha Gun

          Abilities: Artillery and Crew, Unit: Mek Gun, Weapon: Smasha Gun


        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 MWSBSSTWALdSave Ref
        Mek Gun 3"5+4+256645+ Codex: Orks 2021 p109
        Weapon RangeTypeSAPDAbilities Ref
        Smasha Gun 48"Heavy D38-4D6Blast Codex: Orks 2021 p120
    • Flyer [10 PL, 210pts]

      • Wazbom Blastajet [10 PL, 210pts]

        Selections: 2x Tellyport Mega-Blastas [20pts], Smasha Gun, Stikkbomb Flinga, 2x Supa Shoota [20pts]

        Categories: Faction: <Clan>, Faction: Orks, Fly, Flyer, Vehicle, Wazbom Blastajet, Aircraft, Mek

        Rules: Airborne, Hard to Hit

        Abilities: Explodes, Ramshackle, Supersonic, Unit: Wazbom Blastajet [1] (7-12+ Wounds Remaining), Wazbom Blastajet [2] (4-6 Wounds Remaining), Wazbom Blastajet [3] (1-3 Wounds Remaining), Weapon: Smasha Gun, Stikkbomb Flinga, Supa Shoota, Tellyport Mega-Blasta


        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 MWSBSSTWALdSave Ref
        Wazbom Blastajet [1] (7-12+ Wounds Remaining) 20-60"5+4+6612364+ Codex: Orks 2021 p121
        Wazbom Blastajet [2] (4-6 Wounds Remaining) 20-40"5+5+66N/AD364+ Codex: Orks 2021 p121
        Wazbom Blastajet [3] (1-3 Wounds Remaining) 20-30"5+6+66N/A164+ Codex: Orks 2021 p121
        Weapon RangeTypeSAPDAbilities Ref
        Smasha Gun 48"Heavy D38-4D6Blast Codex: Orks 2021 p120
        Stikkbomb Flinga 12"Assault 2D6301Blast Codex: Orks 2021 p121
        Supa Shoota 36"Dakka 6/46-11- Codex: Orks 2021 p120
        Tellyport Mega-Blasta 24"Assault D69-2D3+3Blast Codex: Orks 2021 p121
    • Dedicated Transport [4 PL, 70pts]

      • Trukk [4 PL, 70pts]

        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, SPECIALIST MOB INFANTRY or INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models. Codex: Orks 2021 p118
        Unit MWSBSSTWALdSave Ref
        Trukk [1] (6-10+ Wounds Remaining) 12"5+5+6610364+ Codex: Orks 2021 p118
        Trukk [2] (3-5 Wounds Remaining) 8"5+5+56N/AD364+ Codex: Orks 2021 p118
        Trukk [3] (1-2 Wounds Remaining) 6"5+5+46N/A164+ Codex: Orks 2021 p118
        Weapon RangeTypeSAPDAbilities Ref
        Big Shoota 36"Dakka 5/3501- Codex: Orks 2021 p119

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)

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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