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War Horde

Detachment Rules (1)

Get Stuck In

Once an Ork gets stuck into hand-to-hand combat, they quickly overwhelm their enemies through sheer
Melee weapons equipped by ORKS models from your army have the [SUSTAINED HITS 1] ability.
Enhancements (4)
25 pts

Follow Me Ladz

Always found at the forefront of an assault, this Ork likes to be the first into the fray.
ORKS model only. While the bearer is leading a unit, add 2" to the Move characteristic of models in that unit.
20 pts

Headwoppa’s Killchoppa

Grand Warboss Headwoppa and his tribe were last seen charging headlong into a horde of Khornate daem
ORKS model only. Melee weapons equipped by the bearer (excluding Extra Attacks weapons) have the [DEVASTATING WOUNDS] ability.
15 pts

Kunnin’ But Brutal

Feigning weakness, this greenskin allows his foes to close in before delivering a brutal flurry of a
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.
15 pts

Supa-Cybork Body

The original owner of this one-of-a-kind endoskeleton became the envy of every Warboss around, and w
ORKS model only. The bearer has the Feel No Pain 4+ ability.
Stratagems (6)
1 CP

CAREEN!

Either player’s turn - Any phase
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.
1 CP

ERE WE GO

Your turn - Movement phase
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.
1 CP

MOB RULE

Your turn - Command phase
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.
2 CP

ORKS IS NEVER BEATEN

Either player’s turn - Fight phase
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.
1 CP

UNBRIDLED CARNAGE

Either player’s turn - Fight phase
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.
1 CP

’ARD AS NAILS

Either player’s turn - Shooting or Fight phase
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.