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Orks

Green Tide

Rules
Stratagems
Enhancements
1
Competitive Streak
Fight Phase - Battle Tactic
Target

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

When

Fight phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack, re‑roll a Wound roll of 1. If your unit contains 10 or more models, re‑roll the Wound roll instead.

1
Bulldozer Brutality
Fight Phase - Battle Tactic
Target

One BOYZ unit from your army that has not been selected to fight this phase and is within Engagement Range of one or more enemy units.

When

Fight phase.

Effect

Until the end of the phase, each time your unit is selected to fight, when determining which models in your unit are eligible to fight, any models in your unit that are within 3" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3" of them and within Engagement Range of their unit.

1
Braggin’ Rights
Command Phase - Strategic Ploy
Target

Two BOYZ units from your army that are within 6" of each other.

When

Your Command phase.

Effect

Until the start of your next Command phase, while those two units are within 6" of each other, they both count as containing 10 or more models for the purpose of your Detachment rule, any Enhancements models from your army have and any Stratagems you use.

1
Come On Ladz!
Command Phase - Strategic Ploy
Target

One BOYZ unit from your army.

When

Your Command phase.

Effect

Return up to D3+2 destroyed models to your unit (excluding CHARACTER models).

1
Tide of Muscle
Charge Phase - Epic Deed
Target

One BOYZ unit from your army that has not declared a charge this phase.

When

Your Charge phase.

Effect

Until the end of the phase, each time your unit declares a charge, add 1 to the Charge roll and, if your unit contains 10 or more models, you can re-roll the Charge roll.

1
Go Get ’Em!
Shooting Phase - Strategic Ploy
Target

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

When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Effect

After the attacking unit has shot, your unit can make a Go Get ’Em! move. To do so, roll one D6: each model in your unit can move a distance in inches up to the result, but your unit must end that move as close as possible to the closest enemy unit. When doing so, those models can be moved within Engagement Range of that enemy unit. If your unit contains 10 or more models, you can re-roll the D6 to determine how far your unit can move.

Mob Mentality

Each time an attack targets a BOYZ unit from your army, models in that unit have a 6+ invulnerable save against that attack. Each time an attack targets a BOYZ unit from your army that contains 10 or more models, models in that unit have a 5+ invulnerable save against that attack.

Ferocious Show Off
10 pts

ORKS INFANTRY model only. Each time the bearer fights, while resolving those attacks, add 1 to the Strength characteristic of the bearer’s melee weapons. If the bearer’s unit contains 10 or more models, while resolving those attacks, add 3 to the Strength characteristic instead.

Brutal But Kunnin’
25 pts

ORKS INFANTRY model only. In your Command phase, if the bearer is on the battlefield (or is embarked within a TRANSPORT that is on the battlefield), roll one D6, adding 2 to the result if the bearer’s unit contains 10 or more models: on a 5+, you gain 1CP.

Bloodthirsty Belligerence
15 pts

ORKS INFANTRY model only. While the bearer is leading a unit, you can re‑roll Advance rolls made for that unit. While that unit contains 10 or more models, you can re‑roll Charge rolls made for that unit as well.

Raucous Warcaller
20 pts

ORKS INFANTRY model only. While the bearer is leading a unit, that unit always counts as containing 10 or more models for the purposes of your Detachment rule and any Stratagems you use.