Warhammer 40,000 rules

Factions — Codex: Orks

Orks

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Waaagh! #

Friendly Orks units with this ability can:

  • Re-roll advance rolls.
  • Become riled up, as stated in other rules. While a unit is riled up:
    • That unit has 5+ InSv.
    • That unit's ranged attacks have [ASSAULT].
    • When that unit is selected to make an advance move, that advance move does not prevent that unit from being eligible to declare a charge.

War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly Orks units with the Waaagh! ability are riled up until the end of the next turn.

Da Boss #

At the start of the battle round, if a model with this ability is your Warlord, gain 1CP.

Unstable energies #

Orks Psyker units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name.
In a battle round, a friendly Orks Psyker unit can use a number of psychic abilities whose total psychic level does not exceed that Psyker unit's psyker level.
Example: In a battle round, a psyker level 3 Psyker unit could use three psychic level 1abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability.

Special Move Types #

Blitz Brigade 1 pts #

Take and Hold

Unstoppable Momentum #

  • 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.

Enhancements

Boss Boomer (Upgrade) #

10 pts

Wagon unit only. While a Warboss model is embarked within this unit, this unit has that Warboss model’s Intimidating Motivation/Keep Huntin’ ability.

Targetin’ Gizmos (Upgrade) #

10 pts

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

  • This unit’s ranged attacks have [Ignores Cover].
  • If this unit is riled up, this unit’s ranged attacks have [Sustained Hits 1].

Stratagems

Impending Krunch #

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.

Keep It Runnin’ #

1 CP Fight either turn
When

End of the Fight phase.

Target

One friendly unengaged Orks Infantry unit that was eligible to fight this phase and is wholly within 6" of a friendly Transport unit that Infantry unit is able to embark within.

Effect

Your Infantry unit embarks within that Transport unit.

Readied Brawlers #

1 CP Movement your turn
When

Your Movement phase, when a friendly Wagon unit ends a normal move.

Target

That Wagon unit.

Effect

Units embarked within your unit can make an assault disembark move (pg 121).

Brute Bosses 1 pts #

Purge the Foe

’Ard as Nails #

When a friendly Warboss model is destroyed, if this unit has not been selected to fight this phase, roll one D6, with +1 to the roll if your unit is riled up:

  • On a 3+, do not remove this Warboss model from the battlefield. When this unit has fought, or at the end of the phase (whichever comes first), this Warboss model is removed from the battlefield.

Enhancements

Blitzboss #

20 pts

Warboss model only. A transport unit (excluding Walker units) this unit is embarked within has:

  • +2" M.
  • 5+ InSv.

Brutal But Kunnin’ #

30 pts

Warboss model only. This model’s melee attacks have +1 D.

Da Gobshot Thunderbuss #

20 pts

Warboss model only. This model has the following weapon:

Morgog’s Finkin’ Cap #

50 pts

Warboss model only. (Once per battle, per army) At the end of your opponent’s Movement phase, if this unit is unengaged, this unit can make a normal move of:

  • Up to D6".
  • If this unit is riled up, you can re-roll that D6.

Proper Killy #

15 pts

Warboss model only. This model can re-roll hit rolls of 1.

Surly as a Squiggoth #

25 pts

Infantry Warboss model only. (Once per battle, per army)At the end of a phase in which this model is destroyed, roll one D6:

  • On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed, unengaged, with 3 wounds remaining.

Bully Boyz 1 pts #

Purge the Foe

Displays of Savagery #

Friendly Meganobz/Nobz units’ melee attacks have [Sustained Hits 1].

Enhancements

Tellyporta Boss #

20 pts

Mega Armour model only. This unit (excluding Vehicle units) has Deep Strike.

Wimp-kickaz (Upgrade) #

15 pts

Nobz unit only. When an enemy unit engaged with this unit is selected to make a fall-back move:

  • That enemy unit must select the desperate escape mode.
  • If this unit is riled up, that enemy unit has -1 to the hazard rolls made for that desperate escape.

Stratagems

Armed To Da Teef #

1 CP ShootingFight either turn
When

Your Shooting phase or the Fight phase, when a friendly Meganobz/Nobz unit is selected to attack.

Target

That Meganobz/Nobz unit.

Effect

Your unit’s attacks can:

  • Re-roll hit rolls of 1.
  • If your unit is riled up, re-roll hit rolls.

Hulking Brutes #

1 CP Shooting opponent's turn
When

Your opponent’s Shooting phase, when an enemy unit targets a friendly Meganobz/Nobz unit.

Target

That Meganobz/Nobz unit.

Effect

Ranged attacks that target your unit with a S greater than your unit’s T have -1 to wound rolls.

Too Arrogant to Die #

1 CP Fight either turn
When

Fight phase, when an enemy unit targets a friendly Meganobz/Nobz unit.

Target

That Meganobz/Nobz unit.

Effect

When a model in your unit is destroyed, if your unit has not been selected to fight this phase, roll one D6, with +1 to that roll if your unit is riled up:

  • On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield.

Da Big Hunt 1 pts #

Purge the Foe

Da Hunt is On #

Friendly Beast Snagga units’ attacks that target a Monster/Vehicle unit have +1 AP.

Enhancements

Glory Hog #

25 pts

Beast Snagga model only. When this unit is selected to make a fall-back move, that fall-back move does not prevent this unit from being eligible to declare a charge.

It Came from da Drops #

20 pts

Beastboss on Squigosaur model only. This model has +1 T.

Stratagems

Goaded Into Action #

1 CP Shooting opponent's turn
When

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

Target

One friendly unengaged Beast Snagga unit that lost a wound as a result of those attacks.

Effect

Your unit can make a surge move of up to D6". If your unit is riled up, it can re-roll that D6.

Instinctive Hunters #

1 CP Fight opponent's turn
When

End of your opponent’s Fight phase.

Target

One friendly unengaged Beast Snagga unit within 6" of a battlefield edge.

Effect

Place your unit in strategic reserves.

Where D’ya Fink You’re Going? #

1 CP Movement opponent's turn
When

Your opponent’s Movement phase, when an enemy unit is selected to make a fall-back move, if that enemy unit is engaged with a friendly Beast Snagga unit.

Target

That Beast Snagga unit.

Effect

When an enemy unit engaged with your unit is selected to make a fall-back move, that enemy unit must use the desperate escape mode. If that enemy unit is a Monster/Vehicle unit, that enemy unit makes three additional hazard rolls for each Beast Snagga unit it is engaged with, with -1 from those hazard rolls if that enemy unit is battle-shocked.

Dread Mob 1 pts #

Purge the Foe

Try Dat Button! #

In your Shooting phase or the Fight phase, when a friendly Orks Walker unit (excluding Titanic units) is selected to attack, you can use this ability. If you do, roll either one D6 or two D6 (keep re-rolling duplicate results). This unit’s attacks have the relevant rule(s):

Try Dat Button!
D6 Result
1‑2 +1 A
3‑4 +2 S
5‑6 +1 AP

If you rolled two D6, when this unit has attacked, this unit makes one hazard roll.

Enhancements

Cybork Boosta #

10 pts

Big Mek/Mek model only. This model has +2" M.

Dreadherder #

20 pts

Big Mek model only. While this model is within 3" of a friendly Orks Walker unit (excluding Big Mek units):

  • This model has Lone Operative.
  • In your Shooting phase, you can select one friendly Orks Walker unit within 3" of this model. That unit’s attacks can re-roll hit rolls of 1 until the end of the turn.

Stratagems

Crazed Rampage #

1 CP Fight either turn
When

Fight phase, when an enemy unit targets a friendly Orks Walker unit (excluding Titanic units).

Target

That Orks Walker unit.

Effect

When a model in your unit is destroyed, if your unit has not been selected to fight this phase, roll one D6, with +3 to the result if your unit has Deff Dread:

  • On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield.

Dread Power #

1 CP Movement your turn
When

Your Movement phase.

Target

One friendly Orks Walker unit.

Effect

Your unit is riled up until the start of your next turn.

Stomping Juggernaut #

1 CP MovementCharge your turn
When

Your Movement/Charge phase, when a friendly Orks Walker unit is selected to move or declares a charge.

Target

That Orks Walker unit.

Effect

Your unit has Mobile.

Flyboyz 1 pts #

Reconnaissance

Skyborne Loons #

  • Friendly Orks Aircraft units do not count towards the combined points value of your strategic reserves units.
  • While a friendly Orks Aircraft/Deffkoptas unit is riled up, this unit’s ranged attacks have +1 to hit rolls.

Enhancements

Flyboss (Upgrade) #

20 pts

Orks Aircraft unit only.

  • This unit has Character.
  • When this unit ends an ingress move, each friendly Orks Aircraft/Deffkoptas unit within 6" of this unit is riled up until the start of your next turn.

Impulsive Recon (Upgrade) #

15 pts

Orks Aircraft unit only. In your first Movement phase, this unit can make an ingress move.

Stratagems

Flyin’ Headbutt #

1 CP CommandMovementShootingChargeFight either turn
When

Any phase, when a friendly Orks Aircraft unit is destroyed, before rolling for any Deadly Demise.

Target

That Orks unit.

Effect

Your unit does not have the Deadly Demise ability. Select one enemy unit within 12" of your unit and roll eight D6:

  • For each 4+, that enemy unit suffers 1 mortal wound.

Then remove your unit from the battlefield.

Long, Uncontrolled Bursts #

1 CP Shooting your turn
When

Your Shooting phase, when a friendly Orks Aircraft/Deffkoptas unit is selected to shoot.

Target

That Orks Aircraft/Deffkoptas unit.

Effect

When your unit’s ranged attacks target a Fly unit, those attacks can re-roll hit rolls.

Whirligig Evasion #

1 CP Movement opponent's turn
When

Your opponent’s Movement phase, when an enemy unit ends a move.

Target

One friendly unengaged Deffkoptas unit within 8" of that enemy unit.

Effect

Your unit can make a normal move of:

  • Up to D6".
  • Or: If your unit is riled up, up to 6".

Green Tide 1 pts #

Take and Hold

Mob-handed Brutality #

  • Friendly Boyz units’ melee attacks have [Sustained Hits 1].
  • If a friendly Orks Infantry unit made a charge move this turn, that unit’s melee attacks have [Lethal Hits: non-Monster/Vehicle].

Enhancements

'Ardboyz (Upgrade) #

25 pts

Boyz unit only. This unit has 4+ Sv.

Ferocious Show-off #

15 pts

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

  • +1 A.
  • Or: If this unit has 11+ models, +2 A.

Stratagems

Mob Mentality #

1 CP Command your turn
When

Start of the Battle-shock step of your Command phase.

Target

One friendly Orks Infantry unit of 13+ models.

Effect

Select one visible friendly Orks unit within 12" of your unit. That unit’s battle-shock rolls are automatically successful.

Unbridled Carnage #

1 CP Fight either turn
When

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

Target

That Boyz unit.

Effect

Your unit’s melee attacks have +1 A.

’Ere We Go #

1 CP Movement your turn
When

Your Movement phase, when a friendly Beast Snagga Boyz/Boyz unit is selected to move.

Target

That Beast Snagga Boyz/Boyz unit.

Effect

Your unit has +2 to advance rolls.

Kult of Speed 1 pts #

Reconnaissance

Adrenaline Junkies #

  • Friendly Warbikers units have Battleline.
  • When a friendly Speed Freeks unit is selected to make an advance/fall-back move:
    • That unit’s ranged attacks have [Assault] until the end of the turn.
    • That move does not prevent that unit from being eligible to declare a charge.

Enhancements

Competitive Streak #

15 pts

Deffkilla Wartrike model only. This unit can re‑roll charge rolls.

Smoky Gubbinz (Upgrade) #

10 pts

Speed Freeks unit only (excluding Aircraft units). When an attack targets a unit that is not fully visible to the attacking model because of a model in this unit, the target has the benefit of cover against that attack.

Stratagems

Dakkastorm #

1 CP Shooting your turn
When

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

Target

That Speed Freeks unit.

Effect

Your unit’s ranged attacks have [Sustained Hits 1].

Delicious Eating Squigs #

1 CP Movement your turn
When

Your Movement phase.

Target

One friendly Rukkatrukk Squigbuggies unit.

Effect

Select any number of friendly Orks Infantry units within 3" of your unit. Each selected unit heals 3 wounds.

Speediest Freeks #

1 CP Shooting opponent's turn
When

Your opponent’s Shooting phase, when an enemy unit targets a friendly Speed Freeks unit.

Target

That Speed Freeks unit.

Effect

Ranged attacks that target your unit fail on an unmodified hit roll of 1‑3.

Madcap Meks 1 pts #

Disruption

Unpredictable Genius #

In your Shooting phase, when all of a friendly Big Mek/Mek Gunz/Morkanaut/Wazbom Blastajet unit's ranged attacks target a single enemy unit, roll one D6:

Unpredictable Genius
D6 Result
1 Dat's Weird: The target unit has 4+ InSv until your unit has shot.
2‑3 Hop Splat: Select one other enemy unit within 3" of the target. That unit suffers D3 mortal wounds.
4 Seekerz: Those attacks have +1 to hit rolls.
5 Lifted: The target unit has Fly, and cannot have the benefit of cover, until your unit has shot.
6 Runtified: The target unit has -1 T until your unit has shot.

Enhancements

Enhanced Runt-maw (Upgrade) #

10 pts

Big Mek with Shokk Attack Gun model only. When this unit has shot, select one enemy unit hit by those attacks. That unit is infested with Snotlings until the start of your next turn.

  • While an enemy unit is infested with Snotlings, that unit has -1 to leadership rolls.

Mekwaaagh! Mastermind #

30 pts

Big Mek model only. This unit is riled up.

Temperamental Shokka (Upgrade) #

20 pts

Big Mek with Shokk Attack Gun model only. In your Shooting phase, when this unit is selected to shoot, you can roll one D6:

  • On a 1, this model’s Shokk Attack Gun weapon has [Torrent], and when this unit has shot, this model is destroyed.
  • On a 2-5, this model’s Shokk Attack Gun weapon has +1 A.
  • On a 6, this model’s Shokk Attack Gun weapon has [Sustained Hits 2].

Stratagems

Vindictive Artillerists #

1 CP Shooting your turn
When

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

Target

That Mek Gunz unit.

Effect

Your unit’s ranged attacks have:

  • [Lethal Hits].
  • Or: [Sustained Hits 1].
  • Or: [Hazardous], [Lethal Hits], [Sustained Hits 1].

Runt Swarm 1 pts #

Priority Assets

Sneaky Little Gitz #

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

Enhancements

Extra Sneaky (Upgrade) #

10 pts

Gretchin unit only. This unit has -3" detection range.

Minefield Detail (Upgrade) #

10 pts

Gretchin unit only. While this unit is not embarked, this unit has Scouts 6".

Stratagems

Grot Shields #

1 CP Shooting opponent's turn
When

Your opponent’s Shooting phase, when an enemy unit targets a friendly Orks Infantry unit (excluding Gretchin units).

Target

One friendly Gretchin unit within 3" of that Orks Infantry unit.

Effect

When a hit roll for that enemy unit’s ranged attacks that target that Orks unit results in a hit, if a model in your Gretchin unit is on the battlefield, end the attack sequence for that attack and your Gretchin unit suffers 1 mortal wound.

Infested War Zone #

2 CP CommandMovementShootingChargeFight either turn
When

Any phase, when an enemy unit has attacked.

Target

One friendly Gretchin unit that was just destroyed. You can target that unit with this stratagem even though that unit was just destroyed.

Effect

Add a new Gretchin unit to your army identical to your destroyed unit, in strategic reserves, at its starting strength, with its full wounds remaining.

Scarper! #

1 CP Movement opponent's turn
When

Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged Gretchin unit.

Target

That Gretchin unit.

Effect

Your unit can make a normal move of:

  • Up to D6".
  • Or: Up to 6" instead if your unit is an attached unit.

Shoota Boyz 1 pts #

Purge the Foe

Dakka! Dakka! Dakka! #

Friendly Orks Infantry units’ ranged attacks have:

  • [Assault].
  • While this unit is riled up, +3" R.

Enhancements

Supa-glowy Fing #

25 pts

Orks Infantry model only (excluding Weirdboy models). This model’s ranged attacks have:

  • [Anti-Infantry 4+].
  • [Devastating Wounds].
  • [Supa-hazardous].

[Supa-hazardous]: Each time a unit is selected to shoot, after that unit has resolved all of its attacks, make two hazard rolls for that unit for each [SUPA-HAZARDOUS] weapon you selected in the Select Weapons step.

Targetin' Squigs #

20 pts

Big Mek/bigBoss/Warboss model only. This unit’s ranged attacks (excluding [Torrent] attacks) have +3" R.

Stratagems

Glowin’ Dakka #

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.

Kustom Dakka #

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 (excluding Monster/Vehicle units) have +1 to wound rolls.

Never Enough Dakka #

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 [Sustained Hits 1].

Taktikal Brigade 1 pts #

Take and Hold

Suspiciously Well Organised #

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

Enhancements

Kill Kommanda #

20 pts

Big Mek/Warboss Infantry model only. While this model is part of an attached unit, this model has:

  • Infiltrators.
  • Stealth.

Throat-slittas (Upgrade) #

15 pts

Kommandos/Stormboyz unit only. This unit’s melee attacks have [Lethal Hits: non-Monster/Vehicle].

Stratagems

Dubious Restraint #

1 CP Movement your turn
When

Start/end of your Movement phase.

Target

One friendly Boyz/Kommandos/Stormboyz unit.

Effect

Select one objective your unit is controlling. That objective is secured.

Mind Mostly on the Mission #

1 CP Movement your turn
When

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

Target

That Boyz/Kommandos/Stormboyz unit.

Effect

That move does not prevent your unit from being eligible to start an action.

While Their Backs are Turned #

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".

War Horde 3 pts #

Take and HoldPurge the Foe

Get Stuck In #

Friendly Orks units’ melee attacks have [Sustained Hits 1].

Enhancements

Da Boss is Watchin' #

25 pts

Orks model only. (Once per battle, per army) In your Movement phase, you can use this ability. If you do, this unit is riled up until the start of your next turn.

Follow Me Ladz #

20 pts

Orks model only. This unit has +2" M.

Headwoppa's Killchoppa #

15 pts

Orks model only. If this unit made a charge move this turn, this model’s melee attacks have +1 AP.

Kunnin’ But Brutal #

20 pts

Orks model only. When this unit is selected to make a fall-back move, that fall-back move does not prevent this unit from being eligible to shoot/declare a charge.

Stratagems

Breakin’ Heads #

1 CP CommandMovementShootingChargeFight either turn
When

Any phase, when a friendly attached Orks Infantry unit becomes battle‑shocked.

Target

That Orks infantry unit. You can target that unit with this stratagem even though it is battle-shocked.

Effect

Roll one D3:

  • Your unit suffers a number of mortal wounds equal to the result.
  • Your unit is no longer battle‑shocked.

Close-range Dakka #

1 CP Shooting your turn
When

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

Target

That Orks unit.

Effect

Your 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]).

Fungus-fuel Injection #

1 CP Movement your turn
When

Your Movement phase, when a friendly Orks mounted/vehicle unit is selected to move.

Target

That Orks Mounted/Vehicle unit.

Effect

Your unit has +2" M.

Hit ’Em Harder #

1 CP Fight either turn
When

Fight phase, when a friendly Orks unit is selected to fight.

Target

That Orks unit.

Effect

Your unit’s melee attacks have [Lethal Hits].

Mow ’Em Down #

1 CP Fight either turn
When

Fight phase, when a friendly Orks Vehicle unit (excluding Walker units) that made a charge move this turn is selected to fight.

Target

That Orks Vehicle unit.

Effect

Your unit’s melee attacks have:

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

Orks Is Never Beaten #

1 CP Fight either turn
When

Fight phase, when an enemy unit targets a friendly Orks unit (excluding Titanic units).

Target

That Orks unit.

Effect

When a model in your unit is destroyed, if your unit has not been selected to fight this phase, roll one D6, with +1 to that roll if your unit is riled up:

  • On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield.

Wreckas 1 pts #

Priority Assets

Wreckin’ and Lootin’ #

In your Shooting phase, when a friendly Breaka Boyz/Flash Gitz/Tankbustas unit is selected to shoot, if any of the following apply, that unit’s attacks can re-roll hit rolls of 1:

  • That unit is within range of an objective.
  • The target of that attack is within range of an objective.

Enhancements

Kaptin's Hat #

25 pts

Big Mek/Warboss Infantry 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.

Supa-snazz Dakka (Upgrade) #

20 pts

Flash Gitz unit only. This unit’s Snazzgun weapons have [Rapid Fire 1].

Stratagems

Drive-By Bustin’ #

1 CP Shooting your turn
When

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

Target

That Orks Transport unit.

Effect

Your unit’s ranged attacks with weapons selected for the Firing Deck ability have +1 to hit rolls.

Grab It #

1 CP Shooting your turn
When

Your Shooting phase, when a friendly unengaged Breaka Boyz/Flash Gitz/Tankbustas unit has shot.

Target

That Breaka Boyz/Flash Gitz/Tankbustas unit.

Effect
  • Your unit can make a normal move of up to 6", and must end that move within range of an objective.
  • Your unit is not eligible to declare a charge until the end of the turn.

Gun-crazy Show-offs #

1 CP Shooting opponent's turn
When

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

Target

One friendly Flash Gitz/Tankbustas unit hit by those attacks.

Effect

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

Wurrband 1 pts #

Disruption

Powers of da Waaagh! #

Friendly Orks Psyker models’ [Psychic] attacks have:

  • +1 S.
  • +1 S for every 5 models in this unit (or embarked within this model).

Friendly Orks Psyker models have the following psychic abilities:

Roar of Mork (psychic level 1): In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:

  • On a 1, this unit is battle-shocked.
  • Select one enemy unit (excluding Monster/Vehicle units) within 12" of this unit. That enemy unit makes a battle-shock roll, with -1 from that battle-shock roll for every 10 models in this unit.

Visions of Violence (psychic level 1): At the start of the Fight phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: </>

  • On a 1, this unit is battle-shocked.
  • This unit has Fights First.

Enhancements

'Eadbanger #

15 pts

Orks Psyker model only. This model has the following weapon.

Da Krunch #

10 pts

Orks Psyker model only. This model has the following weapon.

Warphead #

25 pts

Orks Psyker model only. This model:

  • Has psyker level 2.
  • Has Deadly Demise D6.
  • Can re-roll psychic rolls.