Marvin
- Orks 1
- Orks 2
Marvin - Orks 1 (Warhammer 40,000 9th Edition) [54 PL, 995pts]
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Patrol Detachment 0CP (Orks) [54 PL, 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: 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
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Gametype
Selections: 4. Chapter Approved: War Zone Nephilim
Categories: Configuration
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HQ [14 PL, 255pts, -3CP]
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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 M WS BS S T W A Ld Save Mozrog Skragbad 10" 2+ 5+ 6 7 9 6 8 3+ Weapon Range Type S AP D Abilities Big Chompa's Jaws Melee Melee 7 -3 3 Each 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 Melee Melee +1 -2 3 - Thump Gun 18" Assault D3 6 -1 D3 Blast -
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 Charge Range Details 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. Fists of Gork 6 12" 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 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. Psyker Cast Deny Powers Known Other Weirdboy 1 1 Smite + 2 PotW See Waaagh! Energy Unit M WS BS S T W A Ld Save Weirdboy 5" 3+ 5+ 5 5 5 3 6 6+ Weapon Range Type S AP D Abilities Weirdboy Staff Melee Melee +3 -1 D3 -
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Troops [10 PL, 200pts]
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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 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 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 Choppa Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon. Power Snappa Melee Melee +2 -2 2 Slugga 12" Pistol 1 4 0 1 - -
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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 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 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 Choppa Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon. Power Snappa Melee Melee +2 -2 2 Slugga 12" Pistol 1 4 0 1 - -
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Fast Attack [8 PL, 160pts]
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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
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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 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 M WS BS S T W A Ld Save Squighog Boy 10" 3+ 5+ 5 6 3 3 6 4+ Weapon Range Type S AP D Abilities Saddlegit Weapons (Melee) Melee Melee 3 -1 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Saddlegit Weapons (Shooting) 8" Assault 1 4 0 1 - 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. Stikka (Melee) Melee Melee +1 -2 2 - 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. -
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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
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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 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 M WS BS S T W A Ld Save Squighog Boy 10" 3+ 5+ 5 6 3 3 6 4+ Weapon Range Type S AP D Abilities Saddlegit Weapons (Melee) Melee Melee 3 -1 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Saddlegit Weapons (Shooting) 8" Assault 1 4 0 1 - 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. Stikka (Melee) Melee Melee +1 -2 2 - 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. -
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Heavy Support [22 PL, 380pts]
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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 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 Charge Range Details 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 Psyker 2 1 Smite + 2 Powers from Beasthead discipline Transport Capacity 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 Kill Rig [1] (9+ Wounds) 12" 3+ 5+ 6 8 16 6 7 3+ Kill Rig [2] (5-8 Wounds) 9" 3+ 5+ 5 8 N/A D6 7 3+ Kill Rig [3] (1-4 Wounds) 6" 3+ 5+ 4 8 N/A D3 7 3+ Weapon Range Type S AP D Abilities '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. -
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 Charge Range Details 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 Psyker 2 1 Smite + 2 Powers from Beasthead discipline Transport Capacity 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 Kill Rig [1] (9+ Wounds) 12" 3+ 5+ 6 8 16 6 7 3+ Kill Rig [2] (5-8 Wounds) 9" 3+ 5+ 5 8 N/A D6 7 3+ Kill Rig [3] (1-4 Wounds) 6" 3+ 5+ 4 8 N/A D3 7 3+ Weapon Range Type S AP D Abilities '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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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]
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Patrol Detachment 0CP (Orks) [59 PL, 1,000pts, 2CP]
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 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 [18 PL, 350pts, -1CP]
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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 M WS BS S T W A Ld Save Ghazghkull Thraka [1] (7+ Wounds) (Proper Killy (Goffs)) 7" 2+ 5+ 7 7 12 6 8 2+ Ghazghkull Thraka [2] (4-6 Wounds) (Proper Killy (Goffs)) 6" 2+ 5+ 6 7 N/A 7 8 2+ Ghazghkull Thraka [3] (1-3 Wounds) (Proper Killy (Goffs)) 5" 2+ 5+ 5 7 N/A 8 8 2+ Weapon Range Type S AP D Abilities 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 -
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 M WS BS S T W A Ld Save Makari 5" 4+ 4+ 3 3 4 2 6 6+ Weapon Range Type S AP D Abilities Makari's Stabba Melee Melee User 0 1 Each 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.
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Troops [5 PL, 80pts]
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Boyz [5 PL, 80pts]
Categories: Boyz, Infantry, Faction: Orks, Faction: <Clan>, Troops, Core, Mob
Rules: 'Ere We Go!, Mob Rule
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Boss Nob [8pts]
Selections: Choppa, Slugga, Stikkbombs
Unit: Boss Nob, Weapon: Choppa, Slugga, Stikkbomb
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9x Ork Boy w/ Slugga & Choppa [72pts]
Selections: 9x Choppa, 9x Slugga, 9x Stikkbombs
Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb
Unit M WS BS S T W A Ld Save Boss Nob 5" 3+ 5+ 5 5 2 3 7 6+ Ork Boy 5" 3+ 5+ 4 5 1 2 6 6+ Weapon Range Type S AP D Abilities Choppa Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon. Slugga 12" Pistol 1 4 0 1 - Stikkbomb 8" Grenade D6 3 0 1 Blast -
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Fast Attack [12 PL, 210pts]
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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
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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 M WS BS S T W A Ld Save Megatrakk Scrapjet 10" 4+ 5+ 6 6 9 4 7 4+ Weapon Range Type S AP D Abilities Nose Drill Melee Melee +2 -2 D3 - Rokkit Cannon 24" Heavy 3D3 8 -2 3 Blast Twin Big Shoota 36" Dakka 10/6 5 0 1 - Wing Missiles 24" Assault 1 8 -2 3 Each time an attack is made with this weapon that targets a VEHICLE unit, add 1 to that attack's hit roll. -
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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
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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 M WS BS S T W A Ld Save Shokkjump Dragstas 14" 4+ 5+ 5 6 8 4 7 4+ Weapon Range Type S AP D Abilities Kustom Shokk Rifle 24" Assault 2 8 -3 D6 If 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 D3 8 -2 3 Blast Saw Blades Melee Melee +2 -2 2 - -
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Heavy Support [24 PL, 360pts]
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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
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Deff Dread [6 PL, 90pts]
Selections: Dread Klaw, Dread Klaw, Dread Klaw, Skorcha [5pts]
Unit: Deff Dread, Weapon: Dread Klaw, Skorcha
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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 M WS BS S T W A Ld Save Deff Dread 6" 3+ 5+ 5 7 8 3 7 3+ Weapon Range Type S AP D Abilities Dread Klaw Melee Melee x2 -3 3 Each time the bearer fights, it can make 1 additional attack with this weapon Skorcha 12" Assault D6 5 -1 1 Each time an attack is made with this weapon profile, that attack automatically hits the target. -
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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
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Deff Dread [6 PL, 90pts]
Selections: Dread Klaw, Dread Klaw, Dread Klaw, Skorcha [5pts]
Unit: Deff Dread, Weapon: Dread Klaw, Skorcha
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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 M WS BS S T W A Ld Save Deff Dread 6" 3+ 5+ 5 7 8 3 7 3+ Weapon Range Type S AP D Abilities Dread Klaw Melee Melee x2 -3 3 Each time the bearer fights, it can make 1 additional attack with this weapon Skorcha 12" Assault D6 5 -1 1 Each time an attack is made with this weapon profile, that attack automatically hits the target. -
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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).
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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