<p class="ShowFluff legend">Ork Freebooterz are the most selfish, acquisitive and merciless of their
Enhancements (4)
15 pts Bionik Workshop
Bad Meks and Doks are sought after by Freebooterz to provide cybork bioniks for those with the teef
Big Mek or Painboy model only. At the start of the battle, roll one D3 and compare the result to the list below. Until the end of the battle, models in the bearer’s unit have that bioniks ability.
- Bionik Legs: Add 2" to the Move characteristic of this model.
- Bionik Arms: Add 1 to the Strength characteristic of melee weapons equipped by this model.
- Bionik Bonce: Improve the Weapon Skill characteristic of melee weapons equipped by this model by 1.
10 pts Da Kaptin
Kaptins are experts in violently motivating their lads in the pursuit of even more loot.
Warboss model only. Once per battle round, at the start of any phase, you can select one friendly ORKS unit that is Battle-shocked and within 12" of the bearer. That unit suffers D3 mortal wounds and it is no longer Battle-shocked.
20 pts Git-spotter Squig
Wealthy Freebooterz can afford augmetically enhanced Git-spotter Squigs to sit on their shoulders an
ORKS model only. Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability.
25 pts Razgit’s Magik Map
Stolen from a humie cogboy, this remarkable digital map helps Freebooterz outwit their enemies.
ORKS model only. After both players have deployed their armies, select up to three Orks Infantry units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.
Stratagems (6)
1 CP
BASH AND GRAB
Either player’s turn - Fight phase
WHEN: The 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 within range of the loot objective, you can re-roll the Wound roll.
1 CP
BOARDIN’ RUSH
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One ORKS unit from your army that has not been selected to move this phase.
EFFECT: Until the end of the phase, 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.
1 CP
DECK FRAGGERS
Your turn - Shooting phase
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 targets an INFANTRY unit with a ranged weapon, that weapon has the [BLAST] ability.
1 CP
GRAB AND BASH
Your turn - Command phase
WHEN: Your Command phase.
TARGET: One ORKS unit from your army (excluding Gretchin units) that is within range of the loot objective.
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.
1 CP
KRUMP AND RUN
Opponent’s turn - Movement phase
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 and is not within range of one or more enemy units.
EFFECT: Your unit can make a Normal move of up to 6".
1 CP
ROLLING LOOT-HEAP
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Flash Gitz 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 [ANTI-VEHICLE 4+] ability.