Liste Norman
Norman-GOFF-GDL#4 (Warhammer 40,000 9th Edition) [112 PL, 5CP, 1,995pts]
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Battalion Detachment 0CP (Orks) [112 PL, 5CP, 1,995pts]
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, -1CP, 370pts]
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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 M WS BS S T W A Ld Save Ref Ghazghkull Thraka [1] (7+ Wounds) (Proper Killy (Goffs)) 7" 2+ 5+ 7 7 12 6 8 2+ Codex: Orks 2021 p84 Ghazghkull Thraka [2] (4-6 Wounds) (Proper Killy (Goffs)) 6" 2+ 5+ 6 7 N/A 7 8 2+ Codex: Orks 2021 p84 Ghazghkull Thraka [3] (1-3 Wounds) (Proper Killy (Goffs)) 5" 2+ 5+ 5 7 N/A 8 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 [22 PL, 390pts]
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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
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9x Beast Snagga Boy [90pts]
Selections: 9x Choppa, 9x Slugga
Unit: Beast Snagga Boy, Weapon: Choppa, Slugga
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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 M WS BS S T W A Ld Save Ref Beast Snagga Boy 5" 3+ 5+ 5 5 1 2 6 6+ Beast Snagga Nob 5" 3+ 5+ 5 5 2 3 7 6+ 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 Snappa Melee Melee +2 -2 2 Slugga 12" Pistol 1 4 0 1 - Codex: Orks 2021 p120 -
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Boyz [15 PL, 250pts]
Categories: Boyz, Infantry, Faction: Orks, Faction: <Clan>, Troops, Core, Mob, Tankbusta Bombs
Rules: 'Ere We Go!, Mob Rule
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Boss Nob [18pts]
Selections: Choppa, Power Klaw [10pts], Stikkbombs
Unit: Boss Nob, Weapon: Choppa, Power Klaw, Stikkbomb
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29x Ork Boy w/ Slugga & Choppa [232pts]
Selections: 29x Choppa, 29x Slugga, 29x 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 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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Gretchin [2 PL, 40pts]
Categories: Faction: <Clan>, Faction: Orks, Gretchin, Infantry, Troops, Core
Abilities: Cowardly, Diminutive
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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 M WS BS S T W A Ld Save Ref Gretchin 5" 5+ 4+ 2 3 1 1 4 7+ Codex: Orks 2021 p91 Weapon Range Type S AP D Abilities Ref Grot Blaster 12" Pistol 1 3 0 1 - Codex: Orks 2021 p119 -
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Elites [20 PL, 270pts]
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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
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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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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 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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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
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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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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 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, 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
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Boss Meganob [30pts]
Selections: Kustom Shoota, Power Klaw, Stikkbombs
Unit: Boss Meganob, Weapon: Kustom Shoota, Power Klaw, Stikkbomb
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Meganob [30pts]
Selections: Kustom Shoota, Power Klaw, Stikkbombs
Unit: Meganob, Weapon: Kustom Shoota, Power Klaw, Stikkbomb
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Meganob [30pts]
Selections: Kustom Shoota, Power Klaw, Stikkbombs
Unit: Meganob, Weapon: Kustom Shoota, Power Klaw, Stikkbomb
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Meganob [30pts]
Selections: Kustom Shoota, Power Klaw, Stikkbombs
Unit: Meganob, Weapon: Kustom Shoota, Power Klaw, Stikkbomb
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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 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 Kustom Shoota 18" Dakka 6/4 4 0 1 - Codex: Orks 2021 p120 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 Stikkbomb 8" Grenade D6 3 0 1 Blast Codex: Orks 2021 p129 -
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Fast Attack [20 PL, 375pts]
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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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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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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
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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 M WS BS S T W A Ld Save Ref Squighog Boy 10" 3+ 5+ 5 6 3 3 6 4+ Codex: Orks 2021 p107 Weapon Range Type S AP D Abilities Ref Saddlegit Weapons (Melee) Melee Melee 3 -1 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Codex: Orks 2021 p107 Saddlegit Weapons (Shooting) 8" Assault 1 4 0 1 - Codex: Orks 2021 p107 Squighog Jaws Melee Melee 6 -1 2 Each 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) Melee Melee +1 -2 2 - Codex: Orks 2021 p107 Stikka (Shooting) 12" Assault 1 User -2 2 Each 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 -
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Heavy Support [17 PL, 310pts]
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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 Charge Range Details Ref Frazzle 6 9" 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 7 12" 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 Cast Deny Powers Known Other Ref Psyker 2 1 Smite + 2 Powers from Beasthead discipline Transport Capacity Ref Kill Rig This model has a transport capacity of 10 <CLAN> BEAST SNAGGA INFANTRY models. Unit M WS BS S T W A Ld Save Ref Kill Rig [1] (9+ Wounds) 12" 3+ 5+ 6 8 16 6 7 3+ Codex: Orks 2021 p106 Kill Rig [2] (5-8 Wounds) 9" 3+ 5+ 5 8 N/A D6 7 3+ Codex: Orks 2021 p106 Kill Rig [3] (1-4 Wounds) 6" 3+ 5+ 4 8 N/A D3 7 3+ Codex: Orks 2021 p106 Weapon Range Type S AP D Abilities Ref 'Eavy Lobba 48" Heavy D6 6 -1 2 Blast, This weapon can target units that are not visible to the bearer. Butcha Boyz Melee Melee 5 -1 1 Each 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 Melee Melee +1 -2 3 Each 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 Melee Melee +2 -2 2 Stikka Kannon 12" Heavy 1 8 -2 3 Each 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 1 9 -3 D6 Each 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
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Mek Gun [2 PL, 40pts]
Selections: Smasha Gun
Abilities: Artillery and Crew, Unit: Mek Gun, Weapon: Smasha Gun
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Mek Gun [2 PL, 40pts]
Selections: Smasha Gun
Abilities: Artillery and Crew, Unit: Mek Gun, Weapon: Smasha Gun
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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 M WS BS S T W A Ld Save Ref Mek Gun 3" 5+ 4+ 2 5 6 6 4 5+ Codex: Orks 2021 p109 Weapon Range Type S AP D Abilities Ref Smasha Gun 48" Heavy D3 8 -4 D6 Blast Codex: Orks 2021 p120 -
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Flyer [10 PL, 210pts]
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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 M WS BS S T W A Ld Save Ref Wazbom Blastajet [1] (7-12+ Wounds Remaining) 20-60" 5+ 4+ 6 6 12 3 6 4+ Codex: Orks 2021 p121 Wazbom Blastajet [2] (4-6 Wounds Remaining) 20-40" 5+ 5+ 6 6 N/A D3 6 4+ Codex: Orks 2021 p121 Wazbom Blastajet [3] (1-3 Wounds Remaining) 20-30" 5+ 6+ 6 6 N/A 1 6 4+ Codex: Orks 2021 p121 Weapon Range Type S AP D Abilities Ref Smasha Gun 48" Heavy D3 8 -4 D6 Blast Codex: Orks 2021 p120 Stikkbomb Flinga 12" Assault 2D6 3 0 1 Blast Codex: Orks 2021 p121 Supa Shoota 36" Dakka 6/4 6 -1 1 - Codex: Orks 2021 p120 Tellyport Mega-Blasta 24" Assault D6 9 -2 D3+3 Blast Codex: Orks 2021 p121
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Dedicated Transport [4 PL, 70pts]
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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 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
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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)
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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