| Model Name | M | T | Sv | W | Ld | OC |
Megatrakk Scrapjet ⌀150 x 95mm | 12" | 7 | 4+ 6++ | 9 | 7+ | 3 |
| Ranged Weapons | Range | A | BS | S | AP | D |
Rokkit kannon blast | 24" | D6+1 | 5 | 9 | -2 | 3 |
Twin big shoota rapid fire 2, twin-linked | 36" | 3 | 5 | 5 | 0 | 1 |
Wing missiles | 24" | 1 | 5 | 9 | -2 | 3 |
| Melee Weapons | Range | A | BS | S | AP | D |
Nose drill | Melee | 4 | 4 | 8 | -1 | 2 |
| Name | Description |
1CP INSANE BRAVERY Detachment: Core | WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army. EFFECT: Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more than once per battle. |
1CP FIRE OVERWATCH Detachment: Core | WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge. TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase. EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase. RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn. |
1CP COMMAND RE-ROLL Detachment: Core | WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once. TARGET: That unit or model from your army. EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll. |
1CP RAPID INGRESS Detachment: Core | WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase). RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in. |
1CP TANK SHOCK Detachment: Core | WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). |
2CP COUNTER-OFFENSIVE Detachment: Core | WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase. EFFECT: Your unit fights next. |
1CP FULL THROTTLE! Detachment: Kult of Speed | 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. |
1CP SPEEDIEST FREEKS Detachment: Kult of Speed | 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. |
1CP BLITZA FIRE Detachment: Kult of Speed | 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. |
1CP MORE GITZ OVER ’ERE! Detachment: Kult of Speed | 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 9" 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". |
1CP DAKKASTORM Detachment: Kult of Speed | 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. |
1CP SQUIG FLINGIN’ Detachment: Kult of Speed | 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. |
1CP SPESHUL SHELLS Detachment: More Dakka! | 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 makes a ranged attack that targets the closest eligible target within 18", improve the Armour Penetration characteristic of ranged weapons equipped by models in your unit by 1. |
2CP GET STUCK IN, LADZ! Detachment: More Dakka! | WHEN: Your Command phase. TARGET: One ORKS unit from your army (excluding Gretchin units). 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. |
1CP ORKS IS STILL ORKS Detachment: More Dakka! | 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 an attack that targets an enemy unit, re-roll a Wound roll of 1. If that enemy unit is within range of an objective marker, you can re-roll the Wound roll instead. |
1CP CALL DAT DAKKA? Detachment: More Dakka! | WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One ORKS unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks. EFFECT: Your unit can shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target. |
1CP LONG, UNCONTROLLED BURSTS Detachment: More Dakka! | 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 have the [IGNORES COVER] ability. |
1CP TAKTIKAL RETREAT Detachment: Taktikal Brigade | WHEN: Your Movement phase, just after an ORKS unit from your army Falls Back. TARGET: That ORKS unit. 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. |
1CP ON TO DA NEXT Detachment: Taktikal Brigade | 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. EFFECT: Your unit can make a Normal move of up to 6". |
1CP DAT’S OURS Detachment: Taktikal Brigade | WHEN: Command phase. TARGET: One ORKS unit from your army that is within Engagement Range of one or more enemy units. EFFECT: Until the start of the next Command phase, add 1 to the Objective Control characteristic of models in your unit. |
1CP UNBRIDLED CARNAGE Detachment: War Horde | 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. |
2CP ORKS IS NEVER BEATEN Detachment: War Horde | 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 model’s unit has finished making attacks, and is then removed from play. |
1CP CAREEN! Detachment: War Horde | 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 roll 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. |