scrap plate — not savedDa Green Tide
“'Ere We Go!”
Orks are born for war, sprouting from fungal spores on any world touched by their kind, growing to maturity within days and living only to fight, tinker, and fight some more. Bound together by the unconscious psychic hum of the Waaagh! field, an Ork's crude belief that a gun will work, or a shoddy vehicle will fly, is often enough to make it so — a phenomenon that has baffled and terrified Imperial tech-priests for millennia. When enough Orks gather under a sufficiently loud and vicious Warboss, their psychic energy snowballs into a Waaagh!, an unstoppable green tide of Boyz, Trukks, and stompy war machines that crashes across entire sectors. There is no ideology to the Orks beyond the joy of the fight; they conquer not for gain but because scrapping is what they were made to do, and at that, no race in the galaxy does it better.
Army Rule
Once per battle, at the start of a turn, you can call a Waaagh! for your army. Until the end of that turn, ORKS units gain a 5+ invulnerable save, and add 1 to their melee weapons' Attacks characteristic.
2 available
Mob Rule
Each time a friendly ORKS unit within range of another friendly ORKS unit's models takes a Battle-shock test, it can use the higher Leadership characteristic of the two units.
Add 1 to the Strength characteristic of the bearer's melee weapons.
The bearer has the FEEL NO PAIN 5+ ability.
Improve the AP characteristic of the bearer's melee weapons by 2 and it has the [DEVASTATING WOUNDS] ability.
The bearer has a 4+ invulnerable save.
Get Stuck In
Each time a unit from this detachment finishes a Charge move, until the end of the turn, add 1 to the Strength characteristic of its melee weapons.
Once per battle, the bearer can heal D3 wounds at the start of a turn.
Once per battle, when the bearer's unit is selected to fight, it can fight first.
The bearer has the FEEL NO PAIN 5+ ability.
While the bearer is on the battlefield, friendly ORKS units within 6" of it auto-pass Battle-shock tests.
6 stratagems
BATTLE TACTIC · Charge phase
Use when an ORKS unit from your army finishes a Charge move. Until the end of the phase, that unit's melee weapons have the [SUSTAINED HITS 1] ability.
STRATEGIC PLOY · Opponent's turn phase
Use when an ORKS unit from your army is targeted by ranged attacks. Until the end of the phase, worsen the Armour Penetration of those attacks by 1.
BATTLE TACTIC · Fight phase
Use when an ORKS unit from your army is selected to fight. Until the end of the phase, add 1 to the Attacks characteristic of that unit's melee weapons if it charged this turn.
BATTLE TACTIC · Shooting phase
Use when an ORKS unit from your army is selected to shoot. Until the end of the phase, re-roll Hit rolls of 1 for that unit's ranged attacks.
EPIC DEED · Any phase
Use when a friendly ORKS CHARACTER model would be destroyed. Roll one D6: on a 4+ that model is not destroyed and has D3 wounds remaining.
STRATEGIC PLOY · Your turn phase
Use in your turn when a friendly ORKS unit fails a Battle-shock test. That unit does not suffer the effects of failing that test this turn.
46 units