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Configuration
Clan Kultur
Selections: No Clan / Specialist Mob
Categories: CONFIGURATION
Abilities: No Clan
Game Type
Selections: Open
Categories: CONFIGURATION
Each time an attack is allocated to this model, unless that attack has a Codex:
Orks
Ramshackle Strength characteristic of 8 or more, subtract 1 from the Damage
characteristic of that attack (to a minimum of 1) 2021
p113
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
Snagged
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.
VEHICLE model only (excluding WALKERS and AIRCRAFT).
Squig-hide
- Add 1! to this model's Move characteristic.
Tyres
- Each time this model Advances, add an additional 2" to this model's
Move characteristic.
Psychic Warp
Range Details Ref
Power Charge
WITCHFIRE: Frazzle has a warp charge value of 6. If
manifested, roll one D6 for each enemy unit that is within 9"
Frazzle 6 9"
of this PSYKER: on a 4+, that unit suffers D3 mortal
wounds.
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
Squiggly
7 12" maximum of 6 dice). For each result of 4+, that unit suffers
Curse
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.
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.
Selection Rules
'Ere We Go!: You can re-roll charge rolls made for units with this ability. (Codex: Orks 2021 p82)
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 (Codex: Orks 2021 p82)