Norman
- Orks 1
- Orks 2
Norman - Orks 1 (Warhammer 40,000 9th Edition) [61 PL, 3CP, 995pts]
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Patrol Detachment 0CP (Orks) [61 PL, 3CP, 995pts]
Rules: Ork Detachment Abilities, Waaagh!
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Configuration [3CP]
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Battle Size [3CP]
Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [3CP]
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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Gametype
Selections: 4. Chapter Approved: War Zone Nephilim
Categories: Configuration
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HQ [15 PL, 300pts]
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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
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
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Troops [7 PL, 140pts]
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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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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 [12 PL, 120pts]
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Meganobz [12 PL, 120pts]
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
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 [4 PL, 75pts]
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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 [11 PL, 190pts]
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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.
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Flyer [8 PL, 100pts]
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Dakkajet [8 PL, 100pts]
Selections: 4x Supa Shoota
Categories: Dakkajet, Faction: <Clan>, Faction: Orks, Fly, Flyer, Vehicle, Aircraft
Rules: Airborne, Hard to Hit
Abilities: Explodes, Ramshackle, Supersonic, Unit: Dakkajet [1] (7+ Wounds), Dakkajet [2] (4-6 Wounds), Dakkajet [3] (1-3 Wounds), Weapon: Supa Shoota
Abilities Description Ref Explodes When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6, it explodes, and each unit within 6" suffers D3 moral wounds. Ramshackle Each time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1) Codex: Orks 2021 p113 Supersonic Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90 degress (this does not contribute to how far the model moves), then move the model straight fowards. It cannot pivot again after the initial pivot. Unit M WS BS S T W A Ld Save Ref Dakkajet [1] (7+ Wounds) 20-60" 5+ 5+ 6 6 12 3 6 4+ Codex: Orks 2021 p114 Dakkajet [2] (4-6 Wounds) 20-40" 5+ 5+ 6 6 N/A D3 6 4+ Codex: Orks 2021 p114 Dakkajet [3] (1-3 Wounds) 20-40" 5+ 6+ 6 6 N/A 1 6 4+ Codex: Orks 2021 p114 Weapon Range Type S AP D Abilities Ref Supa Shoota 36" Dakka 6/4 6 -1 1 - Codex: Orks 2021 p120
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Dedicated Transport [4 PL, 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)
Created with BattleScribe
Norman - Orks 2 (Warhammer 40,000 9th Edition) [53 PL, 3CP, 995pts]
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Patrol Detachment 0CP (Orks) [19 PL, 3CP, 320pts]
Rules: Ork Detachment Abilities, Waaagh!
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Configuration [3CP]
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Battle Size [3CP]
Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [3CP]
Categories: Configuration
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Clan Kultur
Selections: Blood Axes
Categories: Configuration
Abilities: Blood Axes
Abilities Description Ref Blood Axes - Each time a ranged attack is made against a unit with this kultur, if the attacker is more than 18" away, then the unit with this kultur is treated as having the benefits of light cover against that attack.
- Units with this kultur are eligible to shoot or declare a charge with (but not both) in a turn in which they Fell Back. -
Detachment Command Cost
Categories: Configuration
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Gametype
Selections: 4. Chapter Approved: War Zone Nephilim
Categories: Configuration
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HQ [5 PL, 95pts]
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Boss Snikrot [5 PL, 95pts]
Selections: Mork's Teeth, Stikkbombs, Warlord
Categories: Boss Snikrot, Character, Faction: Blood Axe, Faction: Orks, HQ, Infantry, Kommando, Warlord, Warlord - Blood Axes
Rules: 'Ere We Go!
Abilities: Dead Tough, Kunnin' Infiltrators, Red Skull Kommandos (Aura), Sneaky Gits, Terrifying Killer (Aura), Throat Slittas, Unit: Boss Snikrot, Weapon: Mork's Teeth, Stikkbomb
Abilities Description Ref Dead Tough This model has a 5+ invulnerable save. Codex: Orks 2021 p87 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 Red Skull Kommandos (Aura) While a friendly BLOOD AXES KOMMANDOS unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to that attack's hit roll. Codex: Orks 2021 p87 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 Terrifying Killer (Aura) While an enemy unit is within 6" of this model, subtract 2 from the Leadership characteristic of models in that unit. Codex: Orks 2021 p87 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 Snikrot 6" 2+ 5+ 6 6 6 6 7 6+ Codex: Orks 2021 p87 Weapon Range Type S AP D Abilities Ref Mork's Teeth Melee Melee User -2 2 - Codex: Orks 2021 p87 Stikkbomb 8" Grenade D6 3 0 1 Blast Codex: Orks 2021 p129
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Troops [2 PL, 40pts]
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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 [4 PL, 60pts]
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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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Fast Attack [8 PL, 125pts]
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Warbikers [8 PL, 125pts]
Categories: Faction: <Clan>, Faction: Orks, Biker, Warbikers, Fast Attack, Speed Freeks, Core
Rules: 'Ere We Go!, Mob Rule
Abilities: Big Red Button, Cloud of Smoke
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Boss Nob [25pts]
Selections: 2x Dakkagun
Unit: Boss Nob (Warbikers), Weapon: Dakkagun
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4x Warbiker [100pts]
Selections: 8x Dakkagun
Unit: Warbiker, Weapon: Dakkagun
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. Cloud of Smoke Each time a ranged attack is made against this unit, subtract 1 from that attack's hit roll. Codex: Orks 2021 p104 Unit M WS BS S T W A Ld Save Ref Boss Nob (Warbikers) 14" 3+ 5+ 5 5 4 3 7 4+ Codex: Orks 2021 p104 Warbiker 14" 3+ 5+ 4 5 3 2 6 4+ Codex: Orks 2021 p104 Weapon Range Type S AP D Abilities Ref Dakkagun 18" Dakka 5/3 5 0 1 - Codex: Orks 2021 p104 -
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Super-Heavy Auxiliary Detachment -3CP (Orks) [34 PL, , 675pts]
Rules: Ork Detachment Abilities, Waaagh!
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Configuration []
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Clan Kultur
Selections: Blood Axes
Categories: Configuration
Abilities: Blood Axes
Abilities Description Ref Blood Axes - Each time a ranged attack is made against a unit with this kultur, if the attacker is more than 18" away, then the unit with this kultur is treated as having the benefits of light cover against that attack.
- Units with this kultur are eligible to shoot or declare a charge with (but not both) in a turn in which they Fell Back. -
Detachment Command Cost [-3CP]
Categories: Configuration
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Shared Faction Bonus [3CP]
Categories: Configuration
Rules: Shared Faction Bonus
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Lord of War [34 PL, 675pts]
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Stompa [34 PL, 675pts]
Selections: 3x Big Shoota, Deffkannon, Mega-Choppa, Skorcha, Supa-Gatler, Supa-Rokkits, Twin Big Shoota
Categories: Faction: <Clan>, Faction: Orks, Vehicle, Transport, Stompa, Lord of War, Titanic, Walkerz
Rules: 'Ere We Go!
Abilities: Bigger 'n' Stompier, Explodes, Rigger Crew, Waaagh! Effigy (Aura), Transport: Stompa, Unit: Stompa [1] (31-40+ Wounds Remaining), Stompa [2] (21-30 Wounds Remaining), Stompa [3] (11-20 Wounds Remaining), Stompa [4] (1-10 Wounds Remaining), Weapon: Big Shoota, Deffkannon, Mega-Choppa (Slash), Mega-Choppa (Smash), Skorcha, Supa-Gatler, Supa-Rokkits, Twin Big Shoota
Abilities Description Ref Bigger 'n' Stompier This model is eligible to declare a charge in a turn in which it Fell Back. Each time this model makes a Normal Move, Advances or Falls Back, it can be moved across other models (excluding MONSTER and VEHICLE models) as if they were not there, and when it does so it can be moved within Engagement Range of such models, but cannot finish its move within Engagement Range of any of them. Codex: Orks 2021 p124 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 3D6" suffers D6 mortal wounds. Codex: Orks 2021 p99 Rigger Crew At the end of your Movement phase, this model's grot riggers can attempt to repair it. If they do so, roll one D6; on a 2+, this model regains D3 lost wounds. This model can only be repaired once per turn. Codex: Orks 2021 p124 Waaagh! Effigy (Aura) While a friendly ORKS unit is within 6" of this model, each time a Morale test is taken for that unit, you can re-roll the result. Codex: Orks 2021 p124 Transport Capacity Ref Stompa This model has a transport capacity of 20 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models. Codex: Orks 2021 p124 Unit M WS BS S T W A Ld Save Ref Stompa [1] (31-40+ Wounds Remaining) 10" 3+ 5+ 10 8 40 6 8 3+ Codex: Orks 2021 p124 Stompa [2] (21-30 Wounds Remaining) 9" 4+ 5+ 10 8 N/A 5 8 3+ Codex: Orks 2021 p124 Stompa [3] (11-20 Wounds Remaining) 8" 4+ 5+ 10 8 N/A 4 8 3+ Codex: Orks 2021 p124 Stompa [4] (1-10 Wounds Remaining) 6" 5+ 5+ 10 8 N/A 3 8 3+ Codex: Orks 2021 p124 Weapon Range Type S AP D Abilities Ref Big Shoota 36" Dakka 5/3 5 0 1 - Codex: Orks 2021 p119 Deffkannon 72" Heavy 3D6 10 -4 D6 Blast Codex: Orks 2021 p124 Mega-Choppa (Slash) Melee Melee User -2 D3 Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1. Codex: Orks 2021 p124 Mega-Choppa (Smash) Melee Melee x2 -5 9 - Codex: Orks 2021 p124 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 Supa-Gatler 48" Dakka 24/16 7 -2 1 Codex: Orks 2021 p124 Supa-Rokkits 100" Heavy D6 8 -3 D6 Blast Codex: Orks 2021 p124 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)
Shared Faction Bonus: If a player's army includes one or more Super-Heavy Auxiliary Detachments, you can change the Command Benefits of one of them to: '+3 Command points if the unit in this Detachment is not your WARLORD, but it is from the same Faction as your WARLORD's Detachment, and that faction is not CHAOS, IMPERIUM, AELDARI , YNNARI or TYRANIDS.' (Chapter Approved 2021 p4)
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