FactionsLists
Orks

Freebooter Krew

Rules
Here be Loot

At the start of the battle round, select one objective marker. Until the start of the next battle round, that objective marker is your loot objective.

Each time a model in an ORKS INFANTRY, ORKS MOUNTED or ORKS WALKER unit from your army makes an attack, that attack has the [SUSTAINED HITS 1] ability if either or both of the following are true:

  •  That model’s unit is within range of your loot objective.
  • That attack targets a unit within range of your loot objective.
Stratagems
1
Bash and Grab
Fight Phase - Battle Tactic
Target

One ORKS unit from your army that has not been selected to fight this phase.

When

The Fight 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
Grab and Bash
Command Phase - Strategic Ploy
Target

One ORKS unit from your army (excluding GRETCHIN units) that is within range of the loot objective.

When

Your Command phase.

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
Boardin’ Rush
Movement Phase - Battle Tactic
Target

One ORKS unit from your army that has not been selected to move this phase.

When

Your Movement 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
Deck Fraggers
Shooting Phase - Strategic Ploy
Target

One ORKS unit from your army that has not been selected to shoot this phase.

When

Your Shooting 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
Rolling Loot-Heap
Shooting Phase - Strategic Ploy
Target

One FLASH GITZ unit from your army that has not been selected to shoot this phase.

When

Your Shooting phase.

Effect

Until the end of the phase, ranged weapons equipped by models in your unit have the [ANTI‑VEHICLE 4+] ability.

1
Krump and Run
Movement Phase - Strategic Ploy
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.

When

Your opponent’s Movement phase, just after an enemy unit falls back.

Effect

Your unit can make a Normal move of up to 6".

Enhancements
Da Kaptin
10 pts

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.

Git-Spotter Squig
20 pts

ORKS model only. Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability.

Bionik Workshop
15 pts

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.

1.  Bionik Legs: Add 2" to the Move characteristic of this model. 2.  Bionik Arms: Add 1 to the Strength characteristic of melee weapons equipped by this model. 3.  Bionik Bonce: Improve the Weapon Skill characteristic of melee weapons equipped by this model by 1.

Razgit’s Magik Map
25 pts

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.

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