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Ramship Raiders

<b>When Ork void fleets attack enemy shipping, they often lead the assault with ramships. These pugn

Detachment Rules (1)

Belligerent Boarders

Between the excitement of smashing their way through the all-too-lootable interior of an enemy warsh
Each time an attack targets an ORKS unit from your army (excluding GROTS units), if the Strength characteristic of that attack is greater than the Toughness characteristic of that ORKS unit, subtract 1 from the Wound roll.
Enhancements (2)
0 pts

Living Battering Ram

There is something uniquely terrifying to the foe about a nine-foot-tall, four-hundred-pound Ork who
Each time the bearer attempts to operate a closed Hatchway, your opponent cannot try to prevent it. In addition, each time the bearer opens a Hatchway, each enemy unit within 6" of that Hatchway and wholly on the opposite side of it from the bearer must take a Battle-shock test.
0 pts

Scarred Brute

A veteran of many boarding actions, this monstrous Ork has been shot, stabbed and ejected into hard
The bearer has the Feel No Pain 5+ ability.
Stratagems (4)
1 CP

EAGER TO FIGHT

Your turn - Movement phase
WHEN: Your Movement phase, in the Reinforcements step, just after an ORKS unit from your army is set up in an Entry Zone.

TARGET: That ORKS unit.

EFFECT: Your unit can make an Advance move.
1 CP

ENRAGED RUSH

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One BOYz unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Your unit can make an Enraged Rush move. To do so, roll one D6: your unit can be moved a distance in inches up to the result, but must end that move as close as possible to the attacking unit. When doing so, those models can be moved within Engagement Range of that enemy unit, but only that enemy unit.
1 CP

PILE THROUGH

Your turn - Movement phase
WHEN: Your Movement phase, just after an ORKS unit from your army opens a Hatchway.

TARGET: That ORKS unit.

EFFECT: Until the end of the turn, your unit has the Fights First ability.
1 CP

RAMBOYZ RAMPAGE

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One BOYz unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced and each time your unit Advances, do not make an Advance roll; instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.