Rules: Dis Is Ours! Zog Off!, Dis Is Ours! Zog Off!
Selections: Evil Sunz
Categories: No Force Org Slot
Abilities: Evil Sunz
Abilities | Description | Ref |
---|---|---|
Evil Sunz | Add 1 to the Move characteristic of models with this kultur (adding 2 instead if that model is a SPEED FREEK), and add 1 to Advance and charge rolls made for them. In addition, models with this kultur do not suffer the penalty to their hit rolls for Advancing and firing Assault weapons. |
Selections: Deathskulls
Categories: No Force Org Slot
Abilities: Deathskulls
Abilities | Description | Ref |
---|---|---|
Deathskulls | Models with this Kultur have a 6+ invulnerable save. In addition, you can re-roll a single hit roll, a single wound roll, and a single damage roll for each unit with this kultur each time it shoots or fights. In addition, INFANTRY units with this kultur gain the 'Dis is Ours! Zogg Off!' ability, even if they do not have the Troops battlefield role. |
Selections: Ard as Nails, Attack Squig, Da Killa Klaw, Power Klaw [13pts], Warlord
Categories: Character, Warboss, HQ, Faction: <Clan>, Faction: Ork, Biker, Warlord
Rules: 'Ere We Go!, Mob Rule
Abilities: Ard as Nails, Breakin' Heads, Waaagh! (Biker), Unit: Warboss on Warbike, Weapon: Attack Squig, Da Killa Klaw, Dakkagun, Power Klaw, Stikkbombs
Abilities | Description | Ref |
---|---|---|
Ard as Nails | Add 1 to your warlord's Toughness characteristic. | |
Breakin' Heads | If a <CLAN> unit fails a Morale test within 3" of a friendly <CLAN> WARBOSS, they can restore order with a brutal display of violence. If they do, the unit suffers D3 mortal wounds, but the Morale test is then considered to have been passed. | Codex: Orks p85 |
Waaagh! (Biker) | Friendly Ork Infantry and Biker units within 6" of this model at the start of the Charge phase can charge even if they Advanced this turn. |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Warboss on Warbike | 14" | 2+ | 5+ | 6 | 6 | 7 | 4 | 8 | 4+ |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Attack Squig | Melee | Melee | 4 | -1 | 1 | Each time a model with an attack squig fights, it can make 2 additional attacks with this weapon. | Xenos 2 |
Da Killa Klaw | Melee | Melee | x2 | -3 | 3 | Model with Power Klaw only. You can reroll failed wound rolls for this weapon. | |
Dakkagun | 18" | Assault 3 | 5 | 0 | 1 | - | |
Power Klaw | Melee | Melee | x2 | -3 | D3 | When attacking with this weapon, you must subtract 1 from the hit roll | |
Stikkbombs | 6" | Grenade D6 | 3 | 0 | 1 | - |
Categories: Character, HQ, Infantry, Psyker, Faction: Ork, Faction: <Clan>, Weirdboy
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Waaagh! Energy, Psychic Power: Smite, Psyker: Psyker, Unit: Weirdboy, Weapon: Weirdboy Staff
Abilities | Description | Ref |
---|---|---|
Waaagh! Energy | Add 1 to any Psychic test rolls made for this model for every 10 friendly ORK models excluding gretchin within 10" of it when the roll is made, to a maximum of +3. However, if result of the test is 12+, this model immediately suffers Perils of the Warp. | Codex: Orks p88 |
Psychic Power | Warp Charge | Range | Details | Ref |
---|---|---|---|---|
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 | Ref |
---|---|---|---|---|---|
Psyker | 1 | 1 | 1 | See Waaagh! Energy |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Weirdboy | 5" | 3+ | 5+ | 5 | 4 | 4 | 3 | 6 | 6+ |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Weirdboy Staff | Melee | Melee | +2 | -1 | D3 | - |
Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Green Tide
Selections: Power Klaw [13pts], Slugga
Unit: Boss Nob, Weapon: Power Klaw, Slugga, Stikkbombs
Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbombs
Abilities | Description | Ref |
---|---|---|
Green Tide | If this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit. |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Boss Nob | 5" | 3+ | 5+ | 5 | 4 | 2 | 3 | 7 | 6+ | |
Ork Boy | 5" | 3+ | 5+ | 4 | 4 | 1 | 2 | 6 | 6+ |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Choppa | Melee | Melee | user | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. | |
Power Klaw | Melee | Melee | x2 | -3 | D3 | When attacking with this weapon, you must subtract 1 from the hit roll | |
Slugga | 12" | Pistol 1 | 4 | 0 | 1 | - | |
Stikkbombs | 6" | Grenade D6 | 3 | 0 | 1 | - |
Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Green Tide
Selections: Power Klaw [13pts], Slugga
Unit: Boss Nob, Weapon: Power Klaw, Slugga, Stikkbombs
Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbombs
Abilities | Description | Ref |
---|---|---|
Green Tide | If this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit. |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Boss Nob | 5" | 3+ | 5+ | 5 | 4 | 2 | 3 | 7 | 6+ | |
Ork Boy | 5" | 3+ | 5+ | 4 | 4 | 1 | 2 | 6 | 6+ |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Choppa | Melee | Melee | user | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. | |
Power Klaw | Melee | Melee | x2 | -3 | D3 | When attacking with this weapon, you must subtract 1 from the hit roll | |
Slugga | 12" | Pistol 1 | 4 | 0 | 1 | - | |
Stikkbombs | 6" | Grenade D6 | 3 | 0 | 1 | - |
Selections: 10x Gretchin [30pts]
Categories: Faction: <Clan>, Faction: Ork, Gretchin, Infantry, Troops
Rules: Dakka Dakka Dakka, Grots
Abilities: Surprisingly Dangerous in Large Numbers
Abilities | Description | Ref |
---|---|---|
Surprisingly Dangerous in Large Numbers | Add 1 to the hit rolls for models in this unit while this unit includes 20 or more models. |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Gretchin | 5" | 5+ | 4+ | 2 | 2 | 1 | 1 | 4 | 6+ |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Grot Blaster | 12" | Pistol 1 | 3 | 0 | 1 | - |
Categories: Elites, Faction: <Clan>, Faction: Ork, Infantry, Nobz
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Keepin' Order
Selections: Power Klaw [13pts], Slugga
Unit: Boss Nob, Weapon: Power Klaw, Slugga, Stikkbombs
Selections: Power Klaw [13pts], Slugga
Unit: Nob, Weapon: Power Klaw, Slugga, Stikkbombs
Selections: Power Klaw [13pts], Slugga
Unit: Nob, Weapon: Power Klaw, Slugga, Stikkbombs
Selections: Big Choppa [5pts], Slugga
Unit: Nob, Weapon: Big Choppa, Slugga, Stikkbombs
Selections: Big Choppa [5pts], Slugga
Unit: Nob, Weapon: Big Choppa, Slugga, Stikkbombs
Abilities | Description | Ref |
---|---|---|
Keepin' Order | Roll a D6 for each model that flees from a <CLAN> unit that is within 3" of any friendly <CLAN> unit with this ability. On a 6, that model doesn't flee. |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Boss Nob | 5" | 3+ | 5+ | 5 | 4 | 2 | 3 | 7 | 4+ | |
Nob | 5" | 3+ | 5+ | 5 | 4 | 2 | 3 | 6 | 4+ |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Big Choppa | Melee | Melee | +2 | -1 | 2 | - | |
Power Klaw | Melee | Melee | x2 | -3 | D3 | When attacking with this weapon, you must subtract 1 from the hit roll | |
Slugga | 12" | Pistol 1 | 4 | 0 | 1 | - | |
Stikkbombs | 6" | Grenade D6 | 3 | 0 | 1 | - |
Categories: Faction: <Clan>, Faction: Ork, Biker, Warbikers, Fast Attack, Speed Freeks
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Selections: Power Klaw [13pts], Slugga, Stikkbombs
Unit: Boss Nob, Weapon: Dakkagun, Power Klaw, Slugga, Stikkbombs
Selections: 5x Stikkbombs
Unit: Warbiker, Weapon: Dakkagun, Stikkbombs
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Boss Nob | 14" | 3+ | 5+ | 5 | 5 | 3 | 3 | 7 | 4+ | |
Warbiker | 14" | 3+ | 5+ | 4 | 5 | 2 | 2 | 6 | 4+ |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Dakkagun | 18" | Assault 3 | 5 | 0 | 1 | - | |
Power Klaw | Melee | Melee | x2 | -3 | D3 | When attacking with this weapon, you must subtract 1 from the hit roll | |
Slugga | 12" | Pistol 1 | 4 | 0 | 1 | - | |
Stikkbombs | 6" | Grenade D6 | 3 | 0 | 1 | - |
Selections: 15x Loota [255pts]
Categories: Faction: <Clan>, Faction: Ork, Infantry, Heavy Support, Lootas
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Loota | 5" | 3+ | 5+ | 4 | 4 | 1 | 2 | 6 | 6+ |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Deffgun | 48" | Heavy D3 | 7 | -1 | 2 | When a unit fires its deffguns, roll once for the number of attacks and use this for all deffguns fired by the unit in this phase. | |
Stikkbombs | 6" | Grenade D6 | 3 | 0 | 1 | - |
Dis Is Ours! Zog Off!: If your army is battle-forged, all Troops units in Ork Detachments gain this ability. Such a unit that is within range of an objective marekr (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.
'Ere We Go!: You can re-roll charge rolls for this unit. When doing so, you can re-roll all or any of the dice. (Codex: Orks p82)
Dakka Dakka Dakka:
Each time you roll an unmoddified hit roll of 6 for an attack with a ranged weapon by a model in this unit, that hit roll succeeds regardless of modifiers.
In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate extra hit rolls. When firing a weapon with randomly determined characteristics (ie. Bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target.
(Codex: Orks p82)
Grots: Units comprised entirely of GRETCHIN cannot benefit from any Clan Kultur. In addition, Ork Stratagems can only be used on these units if the Strategem explicitly states so (e.g. the 'Grot Shields' Strategem)
Mob Rule: When using the Leadership characteristic of this unit, you can use either its own Leadership characteristic, or you can choose for the characteristic to be equal to either the number of models in the unit, or the number of models in another friendly unit within 6" that has this ability. (Codex: Orks p82)
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