Warhammer 40,000 rules

Factions — Codex: Orks

Orks

Waaagh! #

If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and:

■ Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced.
■ Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability.
■ Models from your army with this ability have a 5+ invulnerable save.

FAQ

Q If a unit has an ability that checks if the Waaagh! is active for your army in order for that ability to take effect (e.g. the Meganobz’ Krumpin’ Time ability), does that ability take effect if another rule makes the Waaagh! active for that unit (e.g. the Bully Boyz Detachment rule)?

Yes.

in the full FAQ
Errata Waaagh! Army Rule

Change first paragraph to:

‘If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and:’

in the full FAQ
Q If a model has an ability that triggers when you call a Waaagh! and that model is embarked within a TRANSPORT when this happens (e.g. a Warboss’ Da Biggest and da Best ability), does that ability take effect?

Yes.

in the full FAQ

More Dakka! 1 pts #

Purge the Foe

Dakka! Dakka! Dakka! #

  • Friendly Orks Infantry units’ ranged attacks have [Assault].
  • In your Shooting phase, if the Waaagh! is active for your army, friendly Orks Infantry units’ ranged attacks have [Sustained Hits 1].

Enhancements

Da Gobshot Thunderbuss #

15 pts

Orks Infantry model only. This model’s ranged attacks have:

  • [Devastating Wounds].
  • [Hazardous].

Dead Shiny Shootas (Upgrade) #

15 pts

Orks Infantry unit only. This unit’s ranged attacks have:

  • [Rapid Fire 1].
  • Or: If that attack already has [Rapid Fire], +1 to the value of that [Rapid Fire] (e.g. [Rapid Fire 1] becomes [Rapid Fire 2]).

Stratagems

Call Dat Dakka? #

1 CP Shooting opponent's turn
When

Your opponent’s Shooting phase, when an enemy unit that targeted a friendly Orks Infantry unit has shot.

Target

That Orks Infantry unit.

Effect

Your unit shoots using snap shooting, but while doing so your unit can only target that enemy unit.

Long, Uncontrolled Bursts #

1 CP Shooting your turn
When

Your Shooting phase, when a friendly Orks Infantry unit is selected to shoot.

Target

That Orks Infantry unit.

Effect

Your unit’s ranged attacks have [Ignores Cover].

Speshul Shells #

1 CP Shooting your turn
When

Your Shooting phase, when a friendly Orks Infantry unit is selected to shoot.

Target

That Orks Infantry unit.

Effect

Your unit’s ranged attacks that target a unit within 9" have +1 AP.

Rollin' Deff 1 pts #

Priority Assets

Thundering Wagons #

  • Friendly Battlewagon/Hunta Rig/Kill Rig units have Wagon.
  • Friendly Wagon units can re‑roll charge rolls.
  • When a friendly Wagon unit is selected to make an advance move, that unit can change advance rolls to a 6.

This detachment has the WAGONS tag and cannot be taken with another WAGONS detachment.

Enhancements

Boarding Ramps (Upgrade) #

10 pts

Wagon unit only. When a unit embarked within this unit is selected to make a disembark move, that unit has +1 to charge rolls until the end of the turn.

Targetin’ Gizmos (Upgrade) #

15 pts

Wagon unit only. While a Big Mek model is embarked within this unit:

  • This unit’s ranged attacks have [Ignores Cover].
  • If the Waaagh! is active for this unit, this unit’s ranged attacks have [Sustained Hits 1].

Stratagems

Brutal Broadside #

1 CP Shooting your turn
When

Your Shooting phase, when a friendly Battlewagon unit is selected to shoot.

Target

That Battlewagon unit.

Effect

Your unit’s ranged attacks (excluding attacks made by weapons selected with Firing Deck) have [Rapid Fire X], where X is that attack’s A.

Devastating Drift #

1 CP Fight your turn
When

Your Fight phase, when a friendly Wagon unit that made a charge move this turn is selected to fight.

Target

That Wagon unit.

Effect

Your unit’s melee attacks have [Cleave 1].

Impending Crunch #

1 CP Charge your turn
When

Your Charge phase, when a friendly Wagon unit ends a charge move.

Target

That Wagon unit.

Effect

Each enemy unit engaged with your unit makes a battle‑shock roll, with -1 to that battle‑shock roll.

Taktikal Brigade 1 pts #

Disruption

Lissen ’Ere #

  • Friendly Stormboyz units have Battleline.
  • When a friendly Boyz/Kommandos/Stormboyz unit is selected to make an advance/fall-back move, that move does not prevent that unit from being eligible to start an action.

Enhancements

Mork’s Kunnin’ #

20 pts

Orks model only. When both players have deployed their armies, you can redeploy up to three friendly Orks Infantry units. When doing so, you can set those units up in strategic reserves, regardless of how many units are already in strategic reserves.

Slippery Git #

15 pts

INFANTRY WARBOSS model only (excluding MEGA ARMOUR models).This model has Infiltrators and Stealth.

Stratagems

Ded Sneaky #

1 CP Fight opponent's turn
When

End of your opponent’s Fight phase.

Target

One friendly unengaged Kommandos/Stormboyz unit.

Effect

Place your unit in strategic reserves.

On to da Next #

1 CP Movement opponent's turn
When

End of your opponent’s Movement phase.

Target

One friendly unengaged Boyz/Kommandos/Stormboyz unit that was engaged at the start of the phase.

Effect

Your unit can make a normal move of up to 6".

Taktikal Retreat #

1 CP Movement your turn
When

Your Movement phase, when a friendly Kommandos/Stormboyz unit is selected to make a fall-back move.

Target

That Kommandos/Stormboyz unit.

Effect

That move does not prevent your unit from being eligible to declare a charge.

War Horde 3 pts #

Take and Hold

Get Stuck In #

Melee weapons equipped by ORKS models from your army have the [SUSTAINED HITS 1] ability.

Enhancements

Follow Me Ladz #

25 pts

ORKS model only. While the bearer is leading a unit, add 2" to the Move characteristic of models in that unit.

Headwoppa’s Killchoppa #

20 pts

ORKS model only. Melee weapons equipped by the bearer (excluding Extra Attacks weapons) have the [DEVASTATING WOUNDS] ability.

Kunnin’ but Brutal #

15 pts

ORKS model only. While the bearer is leading a unit, that unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Supa-Cybork Body #

15 pts

ORKS model only. The bearer has the Feel No Pain 4+ ability.

Stratagems

Careen! #

1 CP Epic Deed CommandMovementShootingChargeFight either turn
When

Any phase, just after an ORKS VEHICLE unit from your army with the Deadly Demise ability is destroyed.

Target

That destroyed ORKS VEHICLE unit, if you rolled a 6 for its Deadly Demise ability. You can use this Stratagem on that unit even though it was just destroyed.

Effect

Your unit can make a Normal or Fall Back move before its Deadly Demise ability is resolved, and before any embarked units perform an Emergency Disembarkation. When making this move, your unit can move over enemy units (excluding MONSTERS and VEHICLES) as if they were not there.

Orks is Never Beaten #

2 CP Epic Deed Fight either turn
When

Fight phase, just after an enemy unit has selected its targets.

Target

One ORKS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making attacks, and is then removed from play.

Unbridled Carnage #

1 CP Battle Tactic Fight either turn
When

Fight phase.

Target

One Orks unit from your army that has not been selected to fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes a melee attack, an unmodified hit roll of 5+ scores a Critical Hit.

’Ard as Nails #

1 CP Battle Tactic ShootingFight either turn
When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One ORKS unit from your army (excluding GROTS, MONSTER and VEHICLE units) that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.

Mob Rule #

1 CP Battle Tactic Command your turn
When

End of your Command phase.

Target

One MOB unit from your army that contains 10 or more models and is not Below Half‑strength.

Effect

Select one friendly Battle‑shocked ORKS INFANTRY unit within 6" of that Mob unit. That ORKS INFANTRY unit is no longer Battle‑shocked.

’Ere We Go #

1 CP Battle Tactic Movement your turn
When

Start of your Movement phase.

Target

One ORKS INFANTRY unit from your army.

Effect

Until the end of the turn, add 2 to Advance and Charge rolls made for your unit.

Da Big Hunt 2 pts #

Purge the Foe

Da Hunt Is On #

At the start of your Command phase, select one MONSTER, VEHICLE or CHARACTER unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Prey:

  • ■ When a friendly BEAST SNAGGA unit declares a charge, If your Prey is within 12" of that unit, you can use this part of this ability. If you do:
    • That BEAST SNAGGA unit can re-roll that charge roll.
    • That BEAST SNAGGA unit must end that charge move engaged with your Prey.

■ Each time a BEAST SNAGGA model from your army makes an attack that targets your Prey, improve the Armour Penetration characteristic of that attack by 1.

Enhancements

Glory Hog #

30 pts

BEASTBOSS ON SQUIGOSAUR model only. Models in the bearer’s unit have the Scouts 9" ability.

Skrag Every Stash! #

25 pts

BEAST SNAGGA model only. At the end of your Command phase, if the bearer is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.

Proper Killy #

15 pts

BEAST SNAGGA model only. Add 1 to the Damage characteristic of melee weapons equipped by the bearer.

Surly As A Squiggoth #

20 pts

BEASTBOSS ON SQUIGOSAUR model only. While the bearer is leading a unit, each time an attack targets that unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll.

Stratagems

Drag It Down #

1 CP Battle Tactic Fight either turn
When

Fight phase.

Target

One BEAST SNAGGA unit from your army that has not been selected to fight this phase.

Effect

Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. In addition, each time a model in your unit makes a melee attack that targets your Prey, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.

Unstoppable Momentum #

1 CP Strategic Ploy Charge your turn
When

Your Charge phase, just after a BEAST SNAGGA MOUNTED unit from your army ends a Charge move.

Target

That BEAST SNAGGA unit.

Effect

Select one enemy unit within Engagement Range of your unit and roll one D6 for each model in your unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). If that enemy unit is your Prey, roll three additional D6.

Dat One’s Even Bigga! #

1 CP Strategic Ploy Charge your turn
When

Your Charge phase.

Target

One BEAST SNAGGA unit from your army.

Effect

Until the end of the phase, your unit is eligible to charge in a turn in which it Advanced or Fell Back. In addition, you can re-roll charge rolls made for your unit. If you do, your unit must end that charge move engaged with your Prey.

FAQ

Errata Da Big Hunt Detachment, Dat One's Even Bigga! Stratagem, Effect section

Change to:

'Until the end of the phase, your unit is eligible to charge in a turn in which it Advanced or Fell Back. In addition, you can re-roll charge rolls made for your unit. If you do, your unit must end that charge move engaged with your Prey.'

in the full FAQ

Where D’ya Fink You’re Going? #

1 CP Strategic Ploy Movement opponent's turn
When

Your opponent’s Movement phase, just after an enemy unit ends a Fall Back move.

Target

One BEAST SNAGGA INFANTRY or BEAST SNAGGA MOUNTED unit from your army that was within Engagement Range of that enemy unit at the start of the phase.

Effect

If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6".

Stalkin’ Taktiks #

1 CP Battle Tactic Shooting opponent's turn
When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

One BEAST SNAGGA INFANTRY or BEAST SNAGGA MOUNTED unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time a ranged attack targets your unit, models in your unit have the Benefit of Cover against that attack. In addition, if your unit has the Infantry keyword, until the end of the phase, models in your unit have the Stealth ability.

Instinctive Hunters #

1 CP Strategic Ploy Fight opponent's turn
When

End of your opponent’s Fight phase.

Target

One BEAST SNAGGA unit from your army that is not within Engagement Range of one or more enemy unit.

Effect

Remove your unit from the battlefield and place it into Strategic Reserves.

FAQ

Errata Da Big Hunt Detachment, Da Hunt Is On Detachment Rule

Change first paragraph to:

‘At the start of your Command phase, select one MONSTER, VEHICLE or CHARACTER unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Prey:'

Change first bullet point to:

  • When a friendly BEAST SNAGGA unit declares a charge, If your Prey is within 12" of that unit, you can use this part of this ability. If you do:
    • That BEAST SNAGGA unit can re-roll that charge roll.
    • That BEAST SNAGGA unit must end that charge move engaged with your Prey.

in the full FAQ

Kult of Speed 2 pts #

Disruption

Adrenaline Junkies #

SPEED FREEKS units from your army are eligible to shoot and declare a charge in a turn in which they Advanced or Fell Back.

Enhancements

Wazblasta #

10 pts

DEFFKILLA WARTRIKE model only. In your Shooting phase, after the bearer’s unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, it is not eligible to declare a charge.

Fasta Than Yooz #

35 pts

ORKS INFANTRY model only. Each time the bearer’s unit disembarks from a TRANSPORT after that TRANSPORT has made a Normal move, the bearer’s unit is still eligible to declare a charge this turn.

Squig-hide Tyres #

15 pts

DEFFKILLA WARTRIKE model only. Each time a model in the bearer’s unit makes a Consolidation move, it can move up to 6" instead of up to 3".

Speed Makes Right #

25 pts

ORKS model only. In your Command phase, if the bearer (or a TRANSPORT the bearer is embarked within) is within 9" of one or more enemy units, roll one D6: on a 3+, you gain 1CP.

Stratagems

Speediest Freeks #

1 CP Strategic Ploy ShootingFight either turn
When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One SPEED FREEKS or TRUKK unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, models in your unit have a 5+ invulnerable save. If your unit is a VEHICLE unit with an unmodified Toughness characteristic of 8 or less, until the end of the phase, models in your unit have a 4+ invulnerable save instead.

Squig Flingin’ #

1 CP Strategic Ploy Movement your turn
When

Your Movement phase, just after a SPEED FREEKS or TRUKK unit from your army ends a Normal, Advance or Fall Back move.

Target

That SPEED FREEKS or TRUKK unit.

Effect

Select one enemy unit within 9" of your unit. That enemy unit must take a Battle‑shock test and, when doing so, subtract 1 from the result.

Dakkastorm #

1 CP Battle Tactic Shooting your turn
When

Your Shooting phase.

Target

One SPEED FREEKS unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. While targeting a unit within 9", they have the [SUSTAINED HITS 2] ability instead.

Restrictions

A unit cannot be targeted by this and the Blitza Fire Stratagem in the same phase.

Blitza Fire #

1 CP Battle Tactic Shooting your turn
When

Your Shooting phase.

Target

One SPEED FREEKS unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability and, each time a model in your unit makes an attack that targets a unit within 9", a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.

Restrictions

A unit cannot be targeted by this and the Dakkastorm Stratagem in the same phase.

Full Throttle #

1 CP Battle Tactic Charge your turn
When

Your Charge phase, just after a SPEED FREEKS unit from your army ends a Charge move.

Target

That SPEED FREEKS unit.

Effect

Until the end of the turn, each time a model in your unit makes a melee attack, add 1 to the Wound roll.

More Gitz Over ’Ere! #

1 CP Strategic Ploy Movement opponent's turn
When

Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

Target

One SPEED FREEKS unit from your army that is within 8" of that enemy unit and is not within Engagement Range of one or more enemy units.

Effect

Your unit can make a Normal move of up to 6".

FAQ

Errata Kult of Speed Detachment, More Gitz Over 'Ere! Stratagem, Target Section

Change 9" to 8".

in the full FAQ

FAQ

Errata Kult of Speed Detachment, Adrenaline Junkies Detachment Rule

Change to:

SPEED FREEKS units from your army are eligible to shoot and declare a charge in a turn in which they Advanced or Fell Back.’

in the full FAQ

Dread Mob 2 pts #

Purge the Foe

KEYWORDS

GRETCHIN units from your army gain the BATTLELINE keyword.

Try Dat Button! #

Each time a MEK, ORKS WALKER or GROTS VEHICLE unit from your army is selected to shoot or fight, roll one D6. Until the end of the phase, weapons equipped by models in that unit have the corresponding ability shown in the table below.

A D6 table showing the Button Effect abilities you can generate for your models’ weapons. On a 1 or 2, those weapons have the Sustained Hits 1 ability. On a 3 or 4, those weapons have the Lethal Hits ability. On a 5 or 6, each time an attack is made with one of those weapons, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 2.

Alternatively, when such a unit is selected to shoot or fight, you can select one of the abilities above instead of rolling the D6. If you do, until the end of the phase, weapons equipped by models in that unit have the [HAZARDOUS] ability as well.

If a weapon equipped by a model from you army has the [HAZARDOUS] ability from multiple sources, each time you take a Hazardous test for that weapon, it is failed on a roll of a 1-3.

Enhancements

Smoky Gubbinz #

15 pts

MEK model only. Models in the bearer’s unit have the Stealth ability.

Supa-glowy Fing #

20 pts

MEK model only. In your Command phase, select one enemy unit within 18" of and visible to the bearer, then roll one D6: on a 1‑2, that enemy unit must take a Battle‑shock test; on a 3‑4, that enemy unit suffers D3 mortal wounds; on a 5‑6, until the start of your next Command phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll.

Press It Fasta! #

35 pts

MEK model only. Each time the bearer’s unit is selected to shoot, when rolling to determine which ability that unit’s weapons gain from the Try Dat Button! Detachment rule, roll one additional D6: until the end of the phase, ranged weapons equipped by models in that unit gain both Button Effects generated by those rolls. If a duplicate Button Effect is rolled, it has no additional effect.

Gitfinder Gogglez #

10 pts

MEK model only. Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability.

Stratagems

Klankin’ Klaws #

1 CP Battle Tactic Fight either turn
When

Fight phase.

Target

One ORKS WALKER unit from your army that has not been selected to fight this phase.

Effect

Each time you use this Stratagem, you can choose to push it. Until the end of the phase, add 2 to the Strength characteristic of melee weapons equipped by models in your unit and, if you chose to push it, until the end of the phase, add 1 to the Damage characteristic of those weapons and they have the [HAZARDOUS] ability as well.

Superfuelled Boiler #

1 CP Strategic Ploy Movement your turn
When

Your Movement phase, just after an ORKS WALKER unit from your army has been selected to Advance.

Target

That ORKS WALKER unit.

Effect

Until the end of the turn, you can re‑roll Advance rolls made for your unit and ranged weapons equipped by models in your unit have the [ASSAULT] ability.

Bigger Shells For Bigger Gitz #

1 CP Battle Tactic Shooting your turn
When

Your Shooting phase.

Target

One MEK, ORKS WALKER or GROTS VEHICLE unit from your army that has not been selected to shoot this phase.

Effect

Each time you use this Stratagem, you can choose to push it. Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE, add 1 to the Wound roll. If you chose to push it, add 1 to the Damage characteristic of that attack and, until the end of the phase, ranged weapons equipped by models in your unit have the [HAZARDOUS] ability as well.

Dakka! Dakka! Dakka! #

1 CP Battle Tactic Shooting your turn
When

Your Shooting phase.

Target

One ORKS WALKER or GROTS VEHICLE unit from your army that has not been selected to shoot this phase.

Effect

Each time you use this Stratagem, you can choose to push it. Until the end of the phase, each time a model in your unit makes an attack, re‑roll a Hit roll of 1. If you chose to push it, you can re‑roll the Hit roll instead and, until the end of the phase, ranged weapons equipped by models in your unit have the [HAZARDOUS] ability as well.

Conniving Runts #

1 CP Strategic Ploy Movement opponent's turn
When

Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

Target

One GRETCHIN unit from your army that is within 9" of that enemy unit and not within Engagement Range of any enemy units.

Effect

Roll one D6: on a 4+, that enemy unit suffers D3+1 mortal wounds. Your unit can then make a Normal move.

FAQ

Q When using the Conniving Runts Stratagem, to be able to make the Normal move as part of the Stratagem, do I need to roll a 4+ and have inflicted any mortal wounds?

No.

in the full FAQ

Extra Gubbinz #

1 CP Battle Tactic Shooting opponent's turn
When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

One ORKS WALKER or GROTS VEHICLE unit from your army (excluding TITANIC units) that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.

FAQ

Errata Dread Mob Detachment, Try Dat Button! Detachment Rule, Last Paragraph

Change to:

'If a weapon equipped by a model from your army has the [HAZARDOUS] ability from multiple sources, each time you take a Hazardous test for that weapon, it is failed on a roll of 1-3.'

in the full FAQ

Green Tide 2 pts #

Take and Hold

Mob Mentality #

Each time an attack targets a BOYZ unit from your army, models in that unit have a 6+ invulnerable save against that attack. Each time an attack targets a BOYZ unit from your army that contains 10 or more models, models in that unit have a 5+ invulnerable save against that attack.

Enhancements

Ferocious Show Off #

10 pts

ORKS INFANTRY model only. Each time the bearer fights, while resolving those attacks, add 1 to the Strength characteristic of the bearer’s melee weapons. If the bearer’s unit contains 10 or more models, while resolving those attacks, add 3 to the Strength characteristic instead.

Brutal But Kunnin’ #

25 pts

ORKS INFANTRY model only. In your Command phase, if the bearer is on the battlefield (or is embarked within a TRANSPORT that is on the battlefield), roll one D6, adding 2 to the result if the bearer’s unit contains 10 or more models: on a 5+, you gain 1CP.

Bloodthirsty Belligerence #

15 pts

ORKS INFANTRY model only. While the bearer is leading a unit, you can re‑roll Advance rolls made for that unit. While that unit contains 10 or more models, you can re‑roll Charge rolls made for that unit as well.

Raucous Warcaller #

20 pts

ORKS INFANTRY model only. While the bearer is leading a unit, that unit always counts as containing 10 or more models for the purposes of your Detachment rule and any Stratagems you use.

Stratagems

Competitive Streak #

1 CP Battle Tactic Fight either turn
When

Fight phase.

Target

One BOYZ unit from your army that has not been selected to fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack, re‑roll a Wound roll of 1. If your unit contains 10 or more models, re‑roll the Wound roll instead.

Bulldozer Brutality #

1 CP Battle Tactic Fight either turn
When

Fight phase.

Target

One BOYZ unit from your army that has not been selected to fight this phase and is within Engagement Range of one or more enemy units.

Effect

Until the end of the phase, each time your unit is selected to fight, when determining which models in your unit are eligible to fight, any models in your unit that are within 3" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3" of them and within Engagement Range of their unit.

Braggin’ Rights #

1 CP Strategic Ploy Command your turn
When

Your Command phase.

Target

Two BOYZ units from your army that are within 6" of each other.

Effect

Until the start of your next Command phase, while those two units are within 6" of each other, they both count as containing 10 or more models for the purpose of your Detachment rule, any Enhancements models from your army have and any Stratagems you use.

Come On Ladz! #

1 CP Strategic Ploy Command your turn
When

Your Command phase.

Target

One BOYZ unit from your army.

Effect

Return up to D3+2 destroyed models to your unit (excluding CHARACTER models).

Tide of Muscle #

1 CP Epic Deed Charge your turn
When

Your Charge phase.

Target

One BOYZ unit from your army that has not declared a charge this phase.

Effect

Until the end of the phase, each time your unit declares a charge, add 1 to the Charge roll and, if your unit contains 10 or more models, you can re-roll the Charge roll.

FAQ

Errata Green Tide Detachment, Tide of Muscle Stratagem, Effect Section

Change to:

‘Until the end of the phase, each time your unit declares a charge, add 1 to the Charge roll and, if your unit contains 10 or more models, you can re-roll the Charge roll.

in the full FAQ

Go Get ’Em! #

1 CP Strategic Ploy Shooting opponent's turn
When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

One BOYZ unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Your unit can make a surge move of up to D6".

FAQ

Errata Green Tide Detachment, Go Get ’Em! Stratagem, Effect Section

Change to:

‘Your unit can make a surge move of up to D6".'

in the full FAQ
Q In the Effect section of the Go Get ’Em! Stratagem there is an additional effect if my unit contains 10 or more models. When do I check if my unit has 10 or more models?

This is checked after the attacking unit has shot.

in the full FAQ

FAQ

Errata Green Tide Detachment, Mob Mentality Detachment Rule

Change to:

‘Each time an attack targets a BOYZ unit from your army, models in that unit have a 6+ invulnerable save against that attack. Each time an attack targets a BOYZ unit from your army that contains 10 or more models, models in that unit have a 5+ invulnerable save against that attack.'

in the full FAQ

Bully Boyz 2 pts #

Purge the Foe

Da Boss Is Watchin’ #

At the start of your Command phase, in a turn in which you have not called a Waaagh!, if you have one or more WARBOSS models on the battlefield (or embarked within a TRANSPORT that is on the battlefield), you can call a Waaagh! for a second time this battle. When doing so, that second Waaagh! only counts as having been called for WARBOSS, NOBZ and MEGANOBZ units from your army.

Enhancements

Tellyporta #

25 pts

WARBOSS IN MEGA ARMOUR model only. Models in the bearer’s unit have the Deep Strike ability.

Big Gob #

20 pts

INFANTRY WARBOSS model only. At the start of the Fight phase, select one enemy unit within Engagement range of the bearer. That unit must take a Battle‑shock test, and when doing so, subtract 1 from the result.

Da Biggest Boss #

15 pts

INFANTRY WARBOSS model only. Add 2 to the bearer’s Wounds characteristic.

’Eadstompa #

10 pts

INFANTRY WARBOSS model only. Each time the bearer makes an attack that targets a unit that is below its Starting Strength, re‑roll a Wound roll of 1. If that unit is Below Half‑strength, you can re‑roll the Wound roll instead.

Stratagems

Armed To Da Teef #

1 CP Battle Tactic ShootingFight either turn
When

Your Shooting phase or the Fight phase.

Target

One NOBZ or MEGANOBZ unit from your army that has not been selected to shoot or fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack, re‑roll a Hit roll of 1. If a Waaagh! is active for your unit, you can re‑roll the Hit roll instead.

Too Arrogant To Die #

1 CP Strategic Ploy ShootingFight either turn
When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One NOBZ or MEGANOBZ unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time a model in your unit is destroyed, if that model has not shot or fought this phase, roll one D6, adding 2 to the result if a Waaagh! is active for your unit. On a 5+, do not remove the destroyed model from play; it can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play.

Always Lookin’ Fer A Fight #

1 CP Strategic Ploy Fight either turn
When

Fight phase, just after an enemy unit is destroyed.

Target

One NOBZ or MEGANOBZ unit from your army that destroyed that enemy unit.

Effect

Until the end of the phase, each time your unit makes a Consolidation move, it can move up to D3+3" instead of up to 3". If a Waaagh! is active for your unit, it can move up to 6" instead.

Crushing Impact #

1 CP Epic Deed Charge your turn
When

Your Charge phase, just after a NOBZ or MEGANOBZ unit from your army ends a Charge move.

Target

That NOBZ or MEGANOBZ unit.

Effect

Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). If a Waaagh! is active for your unit, that enemy unit suffers 1 mortal wound for each 4+ instead.

Cut’ Em Down #

1 CP Battle Tactic Movement opponent's turn
When

Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back.

Target

One NOBZ or MEGANOBZ unit from your army within Engagement Range of that enemy unit.

Effect

When that enemy unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if a Waaagh! is active for your unit, subtract 1 from each of those tests.

Hulking Brutes #

1 CP Battle Tactic Shooting opponent's turn
When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

One NOBZ or MEGANOBZ unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

FAQ

Errata Bully Boyz Detachment, Hulking Brutes Stratagem, Effect Section

Change to:

‘Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.’

in the full FAQ

FAQ

Errata Bully Boyz Detachment, Da Boss Is Watchin’ Detachment Rule

Change to:

‘At the start of your Command phase, in a turn in which you have not called a Waaagh!, if you have one or more WARBOSS models on the battlefield (or embarked within a TRANSPORT that is on the battlefield), you can call a Waaagh! for a second time this battle. When doing so, that second Waaagh! only counts as having been called for WARBOSS, NOBZ and MEGANOBZ units from your army.’

in the full FAQ

Freebooter Krew 2 pts #

Take and Hold

Here be Loot #

At the start of your Command phase, select one objective marker. Until the start of your next Command phase, that objective marker is your loot objective.

Each time a model in an ORKS INFANTRY, ORKS MOUNTED or ORKS WALKER unit from your army makes an attack, that attack has the [SUSTAINED HITS 1] ability if either or both of the following are true:

■ That model’s unit is within range of your loot objective.
■ That attack targets a unit within range of your loot objective.

Enhancements

Da Kaptin #

10 pts

WARBOSS model only. Once per battle round, at the start of any phase, you can select one friendly ORKS unit that is Battle‑shocked and within 12" of the bearer. That unit suffers D3 mortal wounds and it is no longer Battle‑shocked.

Git-Spotter Squig #

20 pts

ORKS model only. Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability.

Bionik Workshop #

15 pts

BIG MEK or PAINBOY model only. At the start of the battle, roll one D3 and compare the result to the list below. Until the end of the battle, models in the bearer’s unit have that bioniks ability.

1.  Bionik Legs: Add 2" to the Move characteristic of this model.
2.  Bionik Arms: Add 1 to the Strength characteristic of melee weapons equipped by this model.
3.  Bionik Bonce: Improve the Weapon Skill characteristic of melee weapons equipped by this model by 1.

Razgit’s Magik Map #

25 pts

ORKS model only. After both players have deployed their armies, select up to three ORKS INFANTRY units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.

Stratagems

Bash and Grab #

1 CP Battle Tactic Fight either turn
When

The Fight phase.

Target

One ORKS unit from your army that has not been selected to fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of the loot objective, you can re‑roll the Wound roll.

Grab and Bash #

1 CP Strategic Ploy Command your turn
When

Your Command phase.

Target

One ORKS unit from your army (excluding GRETCHIN units) that is within range of the loot objective.

Effect

Until the start of your next Command phase, the Waaagh! is active for your unit, even if you have already called a Waaagh! this battle.

Designer’s Note: *This means that any abilities that are in effect while the Waaagh! is active for your army will be in effect for your unit.*

Boardin’ Rush #

1 CP Battle Tactic Movement your turn
When

Your Movement phase.

Target

One ORKS unit from your army that has not been selected to move this phase.

Effect

Until the end of the phase, each time your unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.

Deck Fraggers #

1 CP Strategic Ploy Shooting your turn
When

Your Shooting phase.

Target

One ORKS unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, each time a model in your unit targets an INFANTRY unit with a ranged weapon, that weapon has the [BLAST] ability.

Rolling Loot-Heap #

1 CP Strategic Ploy Shooting your turn
When

Your Shooting phase.

Target

One FLASH GITZ unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, ranged weapons equipped by models in your unit have the [ANTI‑VEHICLE 4+] ability.

Krump and Run #

1 CP Strategic Ploy Movement opponent's turn
When

Your opponent’s Movement phase, just after an enemy unit falls back.

Target

One ORKS unit from your army that was within engagement range of that enemy unit at the start of the phase and is not within range of one or more enemy units.

Effect

Your unit can make a Normal move of up to 6".

Speedwaaagh! 2 pts #

Reconnaissance

Turbo Boostas #

Each time a SPEED FREEKS or TRUKK unit (excluding AIRCRAFT) from your army Advances, it can use its turbo. If it does, do not make an Advance roll for it; instead, until the end of the phase, models in that unit have a Move characteristic of 24" but can only move in one straight line, and until the end of the turn, ranged weapons equipped by those models have the [ASSAULT] ability and that unit cannot declare a charge.

Designer’s Note: *When a unit uses its turbo, the models in that unit cannot pivot, and they cannot make a move of two or more straight lines (e.g. to navigate around obstacles). That unit also cannot declare a charge, even if another rule would let it declare a charge in a turn in which it Advanced.*

Enhancements

Kustom Shokk Box #

10 pts

DEFFKILLA WARTRIKE model only. Each time the bearer uses its turbo, its unit can move horizontally through terrain features.

Dakkamek #

25 pts

MEK model only. Each time the bearer uses its Mekaniak ability, until the start of your next Command phase, ranged weapons equipped by the selected Vehicle model have the [RAPID FIRE 1] ability.

Supa-Burny Fuel #

15 pts

DEFFKILLA WARTRIKE model only. Change the Attacks characteristic of the bearer’s killa jet – burna weapon to 3D6, and change the Attacks characteristic of the bearer’s killa jet – cutta weapon to 3.

Master Meknologist #

20 pts

BIG MEK model only. Improve the Ballistic Skill characteristic of the bearer’s ranged weapons by 1.

Stratagems

On Da Move #

1 CP Strategic Ploy Movement your turn
When

Your Movement phase.

Target

One ORKS unit from your army that has not been selected to move this phase.

Effect

Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back or Advanced (unless it used its turbo this turn).

Mobile Dakkastorm #

1 CP Strategic Ploy Shooting your turn
When

Your Shooting phase, just after a Speed Freeks or Trukk unit from your army has shot.

Target

That SPEED FREEKS or TRUKK unit.

Effect

Select one enemy unit hit by one or more of those attacks (excluding attacks made with Indirect Fire weapons). Until the end of the phase, each time a model in a SPEED FREEKS or TRUKK unit from your army makes an attack that targets that unit, improve the Strength characteristic of that attack by 2.

Speshul Ammo #

1 CP Wargear Shooting your turn
When

Your Shooting phase.

Target

One ORKS unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, ranged weapons equipped by models in your unit (excluding Torrent weapons) have the [ANTI‑MONSTER 4+] and [ANTI‑VEHICLE 4+] abilities.

Ded Killy Construction #

1 CP Strategic Ploy Fight your turn
When

Your Fight phase.

Target

One SPEED FREEKS or TRUKK unit from your army that has not been selected to fight this phase.

Effect

Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability and, if your unit made a Charge move this turn, until the end of the phase, add 1 to the Damage characteristic of those weapons.

Dust Trails #

1 CP Strategic Ploy Shooting opponent's turn
When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

One ORKS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, your unit has the Benefit of Cover.

Evasive Manoova #

1 CP Strategic Ploy Fight opponent's turn
When

End of your opponent’s Fight phase.

Target

SPEED FREEKS or TRUKK unit from your army that is not within Engagement Range of one or more enemy units.

Effect

Remove your unit from the battlefield and place it into Strategic Reserves.

Blitz Brigade 2 pts #

Reconnaissance

Eager for the Fight #

Each time an ORKS unit from your army disembarks from a TRANSPORT, until the end of the turn, you can re‐roll Advance and Charge rolls made for that ORKS unit.

Enhancements

Runnin’ Boots #

10 pts

ORKS INFANTRY CHARACTER model only. Each time you make a Charge roll for the bearer’s unit, if that unit disembarked from a TRANSPORT this turn, add 1 to the result.

Blitzkaptin #

25 pts

ORKS CHARACTER model only. After both players have deployed their armies, if the bearer’s unit (or any TRANSPORT it is embarked within) is on the battlefield, select up to three ORKS VEHICLE units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.

Supercharged Squig Oil #

10 pts

MEK model only. Each time the bearer uses its Mekaniak ability, until the end of the turn, you can re‑roll Charge rolls for the selected VEHICLE model’s unit.

Tuff Git #

5 pts

ORKS INFANTRY CHARACTER model only. At the end of a phase in which the bearer’s unit disembarked from a TRANSPORT, if that unit is Battle‑shocked, it is no longer Battle‑shocked.

Stratagems

Mount up, Ladz #

1 CP Strategic Ploy Fight either turn
When

End of the Fight phase.

Target

One ORKS INFANTRY unit from your army that is not within Engagement Range of one or more enemy units, and one friendly TRANSPORT it is able to embark within.

Effect

If your ORKS INFANTRY unit is wholly within 6" of that TRANSPORT, it can embark within it.

Mekanised Brutality #

1 CP Strategic Ploy Movement your turn
When

Your Movement phase.

Target

One BATTLEWAGON, KILL RIG or HUNTA RIG unit from your army that has not been selected to move this phase.

Effect

Until the end of the turn, each time a unit disembarks from your unit after your unit makes a Normal move, that disembarked unit is still eligible to declare a charge this turn.

Run ’em Down #

1 CP Strategic Ploy Movement your turn
When

Your Movement phase.

Target

One BATTLEWAGON, KILL RIG or HUNTA RIG unit from your army that has not been selected to move this phase.

Effect

Select up to two other friendly ORKS VEHICLE or ORKS MONSTER units within 6" of your unit. Until the end of the turn, your unit and each unit you selected are eligible to declare a charge in a turn in which they Advanced.

Armoured Duellists #

1 CP Battle Tactic Shooting your turn
When

Your Shooting phase.

Target

One ORKS VEHICLE unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, each time your unit makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Hit roll and add 1 to the Wound roll.

Impervious #

1 CP Strategic Ploy Shooting opponent's turn
When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

One BATTLEWAGON, KILL RIG or HUNTA RIG unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.

Yooz in Trouble Now #

1 CP Strategic Ploy Shooting opponent's turn
When

Your opponent’s Shooting phase, just after an enemy unit has shot.

Target

One BATTLEWAGON, HUNTA RIG or KILL RIG model from your army that was hit by one or more of the attacking unit’s attacks.

Effect

One ORKS INFANTRY unit embarked within your model makes a disembark move, then makes a surge move of up to D6”.

FAQ

Errata Blitz Brigade Detachment, Yooz In Trouble Now Stratagem, Effect Section

Change to:

‘Effect: Your unit can make a surge move of up to D6".'

in the full FAQ