Marvin

  • Orks 1
  • Orks 2

Marvin - Orks 1 (Warhammer 40,000 9th Edition) [54 PL, 995pts]

  • Patrol Detachment 0CP (Orks) [54 PL, 995pts, ]

    Rules: Ork Detachment Abilities, Waaagh!

    • Configuration [3CP]

      • Battle Size [3CP]

        Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [3CP]

        Categories: Configuration

      • Clan Kultur

        Selections: Snakebites

        Categories: Configuration

        Abilities: Snakebites


        Abilities Description
        Snakebites - Each time an attack is made against a unit with this kultur, unless that attack has a Strength characteristic of 8 or more, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
        - Each time a SQUIG model with this kultur makes a melee attack, if that model's unit made a charge move or performed a Heroic Intervention this turn, add 1 to that attack's wound roll.
      • Detachment Command Cost

        Categories: Configuration

      • Gametype

        Selections: 4. Chapter Approved: War Zone Nephilim

        Categories: Configuration

    • HQ [14 PL, 255pts, -3CP]

      • Mozrog Skragbad [10 PL, 185pts, -1CP]

        Selections: Big Chompa's Jaws, Gutrippa, Stratagem: Warlord Trait [-1CP], Surly as a Squiggoth (Snakebites), Thump Gun, Warlord

        Categories: Faction: Orks, Faction: Snakebite, HQ, Squig, Cavalry, Character, Warboss, Beast Snagga, Beastboss, Mozrog Skragbad, Warlord, Warlord - Snakebites

        Rules: 'Ere We Go!

        Abilities: Beast Snagga, Beastboss (Aura), Stratagem: Warlord Trait, Surly as a Squiggoth, Thick Hide, Tougher than a Rok Squig, Unit: Mozrog Skragbad, Weapon: Big Chompa's Jaws, Gutrippa, Thump Gun


        Abilities Description
        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.
        Beastboss (Aura) While a friendly <CLAN> BEAST SNAGGA CORE or <CLAN> BEAST SNAGGA CHARACTER 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.
        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.
        Surly as a Squiggoth The first time this WARLORD is destroyed, you can choose to roll one D6 at the end of the phase instead of using any rules that are triggered when a model is destroyed (e.g. the Orks is Never Beaten Strategem, page 63). If you do so, then on a 4+, set this WARLORD back up on the battlefield as close as possible to where they were destroyed and not within Engagement Range of any enemy models with D3 wounds remaining.
        Thick Hide Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
        Tougher than a Rok Squig This model has a 4+ invulnerable save.
        Unit MWSBSSTWALdSave
        Mozrog Skragbad 10"2+5+679683+
        Weapon RangeTypeSAPDAbilities
        Big Chompa's Jaws MeleeMelee7-33Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 4 mortal wounds on the target and the attack sequence ends.
        Gutrippa MeleeMelee+1-23-
        Thump Gun 18"Assault D36-1D3Blast
      • Weirdboy [4 PL, 70pts, -2CP]

        Selections: 3. 'Ard as Nails, 3. Da Jump, 4. Fists of Gork, Stratagem: Big Boss [-1CP], Stratagem: Extra Gubbinz [-1CP], Super Cybork Body, Weirdboy Staff

        Categories: Character, HQ, Infantry, Psyker, Faction: Orks, Faction: <Clan>, Weirdboy

        Rules: 'Ere We Go!

        Abilities: Ard as Nails, Stratagem: Big Boss, Stratagem: Extra Gubbinz, Super Cybork Body, Waaagh! Energy, Psychic Power: Da Jump, Fists of Gork, Smite, Psyker: Weirdboy, Unit: Weirdboy, Weapon: Weirdboy Staff


        Abilities Description
        Ard as Nails Each time an attack is made that targets this WARLORD, subtract 1 from that attack's wound roll.
        Stratagem: Big Boss Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ORKS keyword. Select one ORKS CHARACTER from your army and determine one Warlord Trait for that model (this must be a Warlord Trait they could have); that model it is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
        Stratagem: Extra Gubbinz Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the Orks keyword. Select one ORKS CHARACTER model in your army and give them one Shiny Gubbinz (this must be a Relic they could have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
        Super Cybork Body INFANTRY model only:
        - This model has a 4+ invulnerable save.
        - Each time an attack is allocated to this model, halve the Damage characteristic of that attack.
        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.
        Psychic Power Warp ChargeRangeDetails
        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.
        Fists of Gork 612"BLESSING: Fists of Gork has a warp charge value of 6. IF manifested, select one friendly ORKS CHARACTER model that is within 12" of this PSYKER and visible to them. Until the start of your next Psychic phase, add 2 to that model's Strength and Attacks characteristic. If the result of the Psychic test was 11 or more, add 3 to that model's Strength and Attacks characteristic instead.
        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.
        Psyker CastDenyPowers KnownOther
        Weirdboy 11Smite + 2 PotWSee Waaagh! Energy
        Unit MWSBSSTWALdSave
        Weirdboy 5"3+5+555366+
        Weapon RangeTypeSAPDAbilities
        Weirdboy Staff MeleeMelee+3-1D3-
    • Troops [10 PL, 200pts]

      • 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
        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
        Beast Snagga Boy 5"3+5+551266+
        Beast Snagga Nob 5"3+5+552376+
        Weapon RangeTypeSAPDAbilities
        Choppa MeleeMeleeUser-11Each time the bearer fights, it can make 1 additional attack with this weapon.
        Power Snappa MeleeMelee+2-22
        Slugga 12"Pistol 1401-
      • 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
        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
        Beast Snagga Boy 5"3+5+551266+
        Beast Snagga Nob 5"3+5+552376+
        Weapon RangeTypeSAPDAbilities
        Choppa MeleeMeleeUser-11Each time the bearer fights, it can make 1 additional attack with this weapon.
        Power Snappa MeleeMelee+2-22
        Slugga 12"Pistol 1401-
    • Fast Attack [8 PL, 160pts]

      • Squighog Boyz [4 PL, 80pts]

        Selections: Bomb Squig [5pts]

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

        Rules: 'Ere We Go!, Mob Rule

        Abilities: Beast Snagga, Bomb Squig

        • 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
        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.
        Bomb Squig Once per turn, when a unit with a bomb squig is selected to shoot or fire Overwatch, if it has any bomb squigs remaining, the unit can release one. When it does so, you can select one enemy unit (excluding AIRCRAFT) that is within 12" of the unit with a bomb squig (when firing Overwatch, this must be the charging unit) and roll one D6, adding 1 to the result if that enemy unit is a VEHICLE; on a 3+, that enemy unit suffers D3 mortal wounds. The number of bomb squigs the unit is equipped with is then reduced by 1.
        Unit MWSBSSTWALdSave
        Squighog Boy 10"3+5+563364+
        Weapon RangeTypeSAPDAbilities
        Saddlegit Weapons (Melee) MeleeMelee3-11Each time the bearer fights, it makes 1 additional attack with this weapon.
        Saddlegit Weapons (Shooting) 8"Assault 1401-
        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.
        Stikka (Melee) MeleeMelee+1-22-
        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.
      • Squighog Boyz [4 PL, 80pts]

        Selections: Bomb Squig [5pts]

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

        Rules: 'Ere We Go!, Mob Rule

        Abilities: Beast Snagga, Bomb Squig

        • 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
        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.
        Bomb Squig Once per turn, when a unit with a bomb squig is selected to shoot or fire Overwatch, if it has any bomb squigs remaining, the unit can release one. When it does so, you can select one enemy unit (excluding AIRCRAFT) that is within 12" of the unit with a bomb squig (when firing Overwatch, this must be the charging unit) and roll one D6, adding 1 to the result if that enemy unit is a VEHICLE; on a 3+, that enemy unit suffers D3 mortal wounds. The number of bomb squigs the unit is equipped with is then reduced by 1.
        Unit MWSBSSTWALdSave
        Squighog Boy 10"3+5+563364+
        Weapon RangeTypeSAPDAbilities
        Saddlegit Weapons (Melee) MeleeMelee3-11Each time the bearer fights, it makes 1 additional attack with this weapon.
        Saddlegit Weapons (Shooting) 8"Assault 1401-
        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.
        Stikka (Melee) MeleeMelee+1-22-
        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.
    • Heavy Support [22 PL, 380pts]

      • 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
        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)
        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
        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
        Psyker 21Smite + 2 Powers from Beasthead discipline
        Transport Capacity
        Kill Rig This model has a transport capacity of 10 <CLAN> BEAST SNAGGA INFANTRY models.
        Unit MWSBSSTWALdSave
        Kill Rig [1] (9+ Wounds) 12"3+5+6816673+
        Kill Rig [2] (5-8 Wounds) 9"3+5+58N/AD673+
        Kill Rig [3] (1-4 Wounds) 6"3+5+48N/AD373+
        Weapon RangeTypeSAPDAbilities
        '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.
      • 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
        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)
        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
        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
        Psyker 21Smite + 2 Powers from Beasthead discipline
        Transport Capacity
        Kill Rig This model has a transport capacity of 10 <CLAN> BEAST SNAGGA INFANTRY models.
        Unit MWSBSSTWALdSave
        Kill Rig [1] (9+ Wounds) 12"3+5+6816673+
        Kill Rig [2] (5-8 Wounds) 9"3+5+58N/AD673+
        Kill Rig [3] (1-4 Wounds) 6"3+5+48N/AD373+
        Weapon RangeTypeSAPDAbilities
        '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.

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.

Selection Rules

'Ere We Go!: You can re-roll charge rolls made for units with this ability.

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


Created with BattleScribe

Marvin - Orks 2 (Warhammer 40,000 9th Edition) [59 PL, 2CP, 1,000pts]

  • Patrol Detachment 0CP (Orks) [59 PL, 1,000pts, 2CP]

    Rules: Ork Detachment Abilities, Waaagh!

    • Configuration [3CP]

      • Battle Size [3CP]

        Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [3CP]

        Categories: Configuration

      • Clan Kultur

        Selections: Goffs

        Categories: Configuration

        Abilities: Goffs


        Abilities Description
        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

      • Gametype

        Selections: 4. Chapter Approved: War Zone Nephilim

        Categories: Configuration

    • HQ [18 PL, 350pts, -1CP]

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

        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
        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.
        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.
        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.
        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.
        Unit MWSBSSTWALdSave
        Ghazghkull Thraka [1] (7+ Wounds) (Proper Killy (Goffs)) 7"2+5+7712682+
        Ghazghkull Thraka [2] (4-6 Wounds) (Proper Killy (Goffs)) 6"2+5+67N/A782+
        Ghazghkull Thraka [3] (1-3 Wounds) (Proper Killy (Goffs)) 5"2+5+57N/A882+
        Weapon RangeTypeSAPDAbilities
        Gork's Klaw MeleeMeleex2-44-
        Mork's Roar 36Dakka 16/125-11-
        Stikkbomb 8"Grenade D6301Blast
      • Makari [3 PL, 50pts]

        Selections: Makari's Stabba

        Categories: Character, Faction: Goff, Faction: Orks, Gretchin, Makari, Infantry, HQ

        Abilities: Accidental Figurehead (Aura), Ghazghkull’s Waaagh! Banner (Aura), Keep Up!, Suspiciously Lucky, ‘Da Boss’ Best Grot, Unit: Makari, Weapon: Makari's Stabba


        Abilities Description
        Accidental Figurehead (Aura) While a friendly GOFF GRETCHIN unit is within 12" of this model, models in that unit can use this model's Leadership characteristic instead of their own.
        Ghazghkull’s Waaagh! Banner (Aura) While a friendly GOFF ORKS unit is within 3" of this model, and this model is within 3" of a friendly GHAZGHKULL THRAKA unit, each time a model in that friendly GOFF ORKS unit would lose a wound, roll one D6; on a 6, that wound is not lost.
        Keep Up! While this model is within 3" of a friendly GHAZGHKULL THRAKA unit, add 2" to this model's Move characteristic.
        Suspiciously Lucky This model has a 2+ Invulnerable save. If an invulnerable save made for this model is failed, this ability has no effect for the rest of the battle.
        ‘Da Boss’ Best Grot If your army is Battle-forged, then if GHAZGHKULL THRAKA is included in a Detachment, MAKARI can be included in that Detachment without taking up an additional Battlefield Role slot.
        Unit MWSBSSTWALdSave
        Makari 5"4+4+334266+
        Weapon RangeTypeSAPDAbilities
        Makari's Stabba MeleeMeleeUser01Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target and the attack sequence ends.
    • Troops [5 PL, 80pts]

      • Boyz [5 PL, 80pts]

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

        Rules: 'Ere We Go!, Mob Rule

        • Boss Nob [8pts]

          Selections: Choppa, Slugga, Stikkbombs

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

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

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

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


        Unit MWSBSSTWALdSave
        Boss Nob 5"3+5+552376+
        Ork Boy 5"3+5+451266+
        Weapon RangeTypeSAPDAbilities
        Choppa MeleeMeleeUser-11Each time the bearer fights, it can make 1 additional attack with this weapon.
        Slugga 12"Pistol 1401-
        Stikkbomb 8"Grenade D6301Blast
    • Fast Attack [12 PL, 210pts]

      • Megatrakk Scrapjets [6 PL, 115pts]

        Selections: Shokka Hull [1 PL, 15pts]

        Categories: Faction: <Clan>, Faction: Orks, Vehicle, Fast Attack, Speed Freeks, Megatrakk Scrapjets

        Rules: 'Ere We Go!

        Abilities: Explodes, Grot Gunner, Ramshackle, Shokka Hull, Spiked Ram

        • Megatrakk Scrapjet [5 PL, 100pts]

          Selections: Nose Drill, Rokkit Cannon, 2x Twin Big Shoota, Wing Missiles

          Unit: Megatrakk Scrapjet, Weapon: Nose Drill, Rokkit Cannon, Twin Big Shoota, Wing Missiles


        Abilities Description
        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.
        Grot Gunner Each time a model in this unit shoots, you can select one twin big shoota it is equipped with. Each time that model makes an attack with that twin big shoot, add 1 to that attack's hit roll.
        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)
        Shokka Hull VEHICLE model only. Each time an enemy unit selects this model as the target of any attacks in the Fight phase, after these attacks have been resolved, roll one D6; on a 4+ that unit suffers D3 mortal wounds.
        Spiked Ram After this unit makes a charge move, you can select one enemy unit within 1" of it and roll one D6 for each model this unit contains; for each roll of 4+, that enemy unit suffers D3 mortal wounds.
        Unit MWSBSSTWALdSave
        Megatrakk Scrapjet 10"4+5+669474+
        Weapon RangeTypeSAPDAbilities
        Nose Drill MeleeMelee+2-2D3-
        Rokkit Cannon 24"Heavy 3D38-23Blast
        Twin Big Shoota 36"Dakka 10/6501-
        Wing Missiles 24"Assault 18-23Each time an attack is made with this weapon that targets a VEHICLE unit, add 1 to that attack's hit roll.
      • Shokkjump Dragstas [6 PL, 95pts]

        Selections: Gyroscopic Whirlygig [1 PL, 10pts]

        Categories: Faction: <Clan>, Faction: Orks, Vehicle, Fast Attack, Speed Freeks, Shokkjump Dragsta

        Rules: 'Ere We Go!

        Abilities: Explodes, Grot Gunner and Targetin' Squig, Gyroscopic Whirlygig, Ramshackle, Shokk Tunnel

        • Shokkjump Dragstas [5 PL, 85pts]

          Selections: Kustom Shokk Rifle, Rokkit Launcha, Saw Blades

          Unit: Shokkjump Dragstas, Weapon: Kustom Shokk Rifle, Rokkit launcha, Saw Blades


        Abilities Description
        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.
        Grot Gunner and Targetin' Squig Each time a model from this unit makes an attack with a kustom shokk rifle, treat that model as having a Ballistic Skill characteristic of 3+.
        Gyroscopic Whirlygig SHOKKJUMP DRAGSTA model only. Any mortal wounds suffered by this model as a result of its Shokk Tunnel ability are ignored.
        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)
        Shokk Tunnel If an Advance roll made for this unit is 4+, you can remove this unit from the battlefield and set it up again anywhere on the battlefield that is more than 9" away from any enemy models and roll one D6; on a 4+ this unit suffers D3 mortal wounds.
        Unit MWSBSSTWALdSave
        Shokkjump Dragstas 14"4+5+568474+
        Weapon RangeTypeSAPDAbilities
        Kustom Shokk Rifle 24"Assault 28-3D6If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer's unit suffers 1 mortal wound after shooting with this weapon. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
        Rokkit launcha 24"Heavy D38-23Blast
        Saw Blades MeleeMelee+2-22-
    • Heavy Support [24 PL, 360pts]

      • Deff Dreads [12 PL, 180pts]

        Categories: Faction: <Clan>, Faction: Orks, Vehicle, Deff Dread, Heavy Support, Walkerz

        Rules: 'Ere We Go!

        Abilities: Dread Mob, Explodes, Ramshackle

        • Deff Dread [6 PL, 90pts]

          Selections: Dread Klaw, Dread Klaw, Dread Klaw, Skorcha [5pts]

          Unit: Deff Dread, Weapon: Dread Klaw, Skorcha

        • Deff Dread [6 PL, 90pts]

          Selections: Dread Klaw, Dread Klaw, Dread Klaw, Skorcha [5pts]

          Unit: Deff Dread, Weapon: Dread Klaw, Skorcha


        Abilities Description
        Dread Mob After this unit is set up on the battlefield for the first time, if this unit has more than 1 model, all models in this unit must be set up within 6" of another model from this unit. After they are set up for the first time, each model is treated as a seperate unit.
        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.
        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)
        Unit MWSBSSTWALdSave
        Deff Dread 6"3+5+578373+
        Weapon RangeTypeSAPDAbilities
        Dread Klaw MeleeMeleex2-33Each time the bearer fights, it can make 1 additional attack with this weapon
        Skorcha 12"Assault D65-11Each time an attack is made with this weapon profile, that attack automatically hits the target.
      • Deff Dreads [12 PL, 180pts]

        Categories: Faction: <Clan>, Faction: Orks, Vehicle, Deff Dread, Heavy Support, Walkerz

        Rules: 'Ere We Go!

        Abilities: Dread Mob, Explodes, Ramshackle

        • Deff Dread [6 PL, 90pts]

          Selections: Dread Klaw, Dread Klaw, Dread Klaw, Skorcha [5pts]

          Unit: Deff Dread, Weapon: Dread Klaw, Skorcha

        • Deff Dread [6 PL, 90pts]

          Selections: Dread Klaw, Dread Klaw, Dread Klaw, Skorcha [5pts]

          Unit: Deff Dread, Weapon: Dread Klaw, Skorcha


        Abilities Description
        Dread Mob After this unit is set up on the battlefield for the first time, if this unit has more than 1 model, all models in this unit must be set up within 6" of another model from this unit. After they are set up for the first time, each model is treated as a seperate unit.
        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.
        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)
        Unit MWSBSSTWALdSave
        Deff Dread 6"3+5+578373+
        Weapon RangeTypeSAPDAbilities
        Dread Klaw MeleeMeleex2-33Each time the bearer fights, it can make 1 additional attack with this weapon
        Skorcha 12"Assault D65-11Each time an attack is made with this weapon profile, that attack automatically hits the target.

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.

Selection Rules

'Ere We Go!: You can re-roll charge rolls made for units with this ability.

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


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