§ PRINT · 11th edition

Orks Stratagems48 stratagems across 17 detachments, with the army rules and detachment rules they come with. Print them as cards, nine to a sheet.

Stratagems
48
Detachments
1715 tournament legal
Army rules
5
Data
2026-09-10

Army rules

What every Orks army brings to the table, whichever detachment it is built on.

5 rules

Waaagh!

The infamous war cry of the Orks is known and feared throughout the galaxy. When it echoes across the battlefield, bellowed from countless toothy maws, it galvanises the Orks and riles them into a raucous state of excited aggression.

Friendly ORKS units with this ability can:
▪ Re-roll advance rolls.
▪ Become riled up, as stated in other rules.
While a unit is riled up:
▪ That unit has 5+ InSv.
▪ That unit’s ranged attacks have [ASSAULT].
▪ When that unit is selected to make an advance move, that advance move does not prevent that unit from being eligible to declare a charge. War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn.

Da Boss

Whether capable of kunnin’ strategy or favouring something far less complicated, the biggest Ork tends to have a voice as aggressive and brutal as the rest of him. His bellows can be heard over the thickest fighting and his reputation ensures the ladz do as they’re told.

At the start of the battle round, if a model with this ability is your WARLORD, gain 1CP.

Unstable Energies

Ork psykers – Weirdboyz and their unsavoury ilk – release the painful build-up of Waaagh! energy in sudden discharges of power, usually with spectacularly lethal results.

ORKS PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit’s abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability’s name.
In a battle round, a friendly ORKS PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit’s psyker level.
Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability.

Special Move Types

The following are special move types that certain or all of your units are eligible to make.
PULSE JET MOVE MAXIMUM DISTANCE: Pulse roll + 18" ELIGIBLE IF: As stated in the rule allowing this move type.
EFFECT: Your unit moves as described in Moving (Core Rules, 03).
BEFORE MOVING:
▪ Make a pulse roll by rolling one D6. WHILE MOVING:
▪ Ignore all vertical distance for the purposes of how far your unit has moved.
▪ Your unit can move through all types of model.
▪ Your unit can move horizontally and vertically through all categories of terrain feature. AFTER MOVING:
▪ Your unit must be unengaged.
▪ Until the end of the turn, your unit is not eligible to declare a charge or start an action.
▪ Until the start of your next turn, attacks that target your unit have -1 to hit rolls.
ASSAULT DISEMBARK MOVE 18.06 SET-UP DISTANCE: 3" ELIGIBLE IF:
▪ Embarked within a TRANSPORT on the battlefield
▪ Did not embark within that TRANSPORT this phase
▪ That TRANSPORT has not made an advance/fall-back move this phase EFFECT: Set up as described in Set Up (03.02).
WHILE MOVING: Set up each model wholly within the set-up distance of that TRANSPORT.

Detachments

Each detachment's own rules, then the stratagems it unlocks.

48 stratagems

Blitz Brigade

3 stratagems

Unstoppable Momentum

Like mobile armoured fortresses, little can stop the crushing impetus of the Orks’ hulking wagons.

▪ Friendly WAGON units can re-roll charge rolls.
▪ When a friendly WAGON unit is selected to make an advance move, that unit can change advance rolls to a 6.
1 CPEither turn

KEEP IT RUNNIN'

Fight

The crews of the Orks’ hulking transports maintain a high level of readiness for when the ladz get bored and rapidly clamber back on board to look for a new fight.

When
End of the Fight phase.
Target
One friendly unengaged ORKS INFANTRY unit that was eligible to fight this phase and is wholly within 6" of a friendly TRANSPORT unit that INFANTRY unit is able to embark within.
Effect
Your INFANTRY unit embarks within that TRANSPORT unit.
1 CPYour turn

READIED BRAWLERS

Movement

Bursting from assault hatches, pounding down boarding ramps or leaping from handholds, this thuggish transport’s fighters are quick to pile out.

When
Your Movement phase, when a friendly WAGON unit ends a normal move.
Target
That WAGON unit.
Effect
Units embarked within your unit can make an assault disembark move.
1 CPYour turn

IMPENDING KRUNCH

Charge

Having several tons of metal covered in blood, rust and spikes bearing down on them can shake the resolve of the most stoic warriors.

When
Your Charge phase, when a friendly WAGON unit ends a charge move.
Target
That WAGON unit.
Effect
Each enemy unit engaged with your unit makes a battle-shock roll, with -1 to that battle-shock roll.

Brute Bosses

0 stratagems

’Ard as Nails

The largest Orks have risen to their position through strength, savagery and being harder than anyone else.

When a friendly WARBOSS model is destroyed, if this unit has not been selected to fight this phase, roll one D6, with +1 to the roll if your unit is riled up:
▪ On a 3+, do not remove this WARBOSS model from the battlefield. When this unit has fought, or at the end of the phase (whichever comes first), this WARBOSS model is removed from the battlefield.

Bully Boyz

3 stratagems

Displays of Savagery

Nobz have a position of dominance to maintain, and do so in vicious eruptions of violence.

Friendly MEGANOBZ / NOBZ units’ melee attacks have [Sustained Hits 1].
1 CPEither turn

TOO ARROGANT TO DIE

Fight

With bone-headed arrogance, Nobz will carry on killing before their deaths finally dawn on them.

When
Fight phase, when an enemy unit targets a friendly MEGANOBZ / NOBZ unit.
Target
That MEGANOBZ / NOBZ unit.
Effect
When a model in your unit is destroyed, if your unit has not been selected to fight this phase, roll one D6, with +1 to that roll if your unit is riled up:
▪ On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield.
1 CPEither turn

ARMED TO DA TEEF

Shooting · Fight

Nobz load themselves with all manner of weapons in shows of wealth and influence.

When
Your Shooting phase or the Fight phase, when a friendly MEGANOBZ / NOBZ unit is selected to attack.
Target
That MEGANOBZ / NOBZ unit.
Effect
Your unit’s attacks can:
▪ Re-roll hit rolls of 1.
▪ If your unit is riled up, re-roll hit rolls.
1 CPOpponent's turn

HULKING BRUTES

Shooting

The thick armour and thicker skulls of Nobz make them a daunting prospect to gun down.

When
Your opponent’s Shooting phase, when an enemy unit targets a friendly MEGANOBZ / NOBZ unit.
Target
That MEGANOBZ / NOBZ unit.
Effect
Ranged attacks that target your unit with a S greater than your unit’s T have -1 to wound rolls.
[+1CP]
Or: Ranged attacks that target your unit have -1 to wound rolls.

Da Big Hunt

3 stratagems

Da Hunt is On

Beast Snaggas fanatically hunt the biggest targets and are experts in finding their weak spots.

Friendly BEAST SNAGGA units’ attacks that target a MONSTER / VEHICLE unit have +1 AP.
1 CPOpponent's turn

WHERE D'YA FINK YOU'RE GOING?

Movement

Beast Snagga victims often make a break for it before the Orks have tired of fighting. Hooked, impaled or ridden down, few survive such flight.

When
Your opponent’s Movement phase, when an enemy unit is selected to make a fall-back move, if that enemy unit is engaged with a friendly BEAST SNAGGA unit.
Target
That BEAST SNAGGA unit.
Effect
When an enemy unit engaged with your unit is selected to make a fall-back move, that enemy unit must use the desperate escape mode. If that enemy unit is a MONSTER / VEHICLE unit, that enemy unit makes three additional hazard rolls for each BEAST SNAGGA unit it is engaged with, with -1 from those hazard rolls if that enemy unit is battle-shocked.
1 CPOpponent's turn

GOADED INTO ACTION

Shooting

Should attempts to obliterate the Beast Snaggas from afar fail, it is often the foe’s last mistake as the hunters turn their baleful attention on them.

When
Your opponent’s Shooting phase, when an enemy unit has shot.
Target
One friendly unengaged BEAST SNAGGA unit that lost a wound as a result of those attacks.
Effect
Your unit can make a surge move of up to D6". If your unit is riled up, it can re-roll that D6.
1 CPOpponent's turn

INSTINCTIVE HUNTERS

Fight

With a keen eye for tracking their prey, Beast Snaggas will circle around to ambush the luckless gitz from another angle.

When
End of your opponent’s Fight phase.
Target
One friendly unengaged BEAST SNAGGA unit within 6" of a battlefield edge.
Effect
Place your unit in strategic reserves.

Dread Mob

3 stratagems

Try Dat Button!

Inviting Mek-wired buttons offer varied and erratic lethality.

In your Shooting phase or the Fight phase, when a friendly ORKS WALKER unit (excluding TITANIC units) is selected to attack, you can use this ability. If you do, roll either one D6 or two D6 (keep re-rolling duplicate results). This unit’s attacks have the relevant rule(s):
TRY DAT BUTTON! D6 RESULT 1-2 +1 A 3-4 +2 S 5-6 +1 AP
If you rolled two D6, when this unit has attacked, this unit makes one hazard roll.
1 CPEither turn

CRAZED RAMPAGE

Fight

Even horrific damage will not prevent many Ork combat walkers from crunching and stomping their enemies in a final fugue of psychotic aggression.

When
Fight phase, when an enemy unit targets a friendly ORKS WALKER unit (excluding TITANIC units).
Target
That ORKS WALKER unit.
Effect
When a model in your unit is destroyed, if your unit has not been selected to fight this phase, roll one D6, with +3 to the result if your unit has DEFF DREAD:
▪ On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield.
1 CPYour turn

DREAD POWER

Movement

Fuelled by the pilot’s obsession or psychosis - and powered up by varied erratic gubbinz - it is little wonder that a Kan’s stomping rampages are constantly reignited.

When
Your Movement phase.
Target
One friendly ORKS WALKER unit.
Effect
Your unit is riled up until the start of your next turn.
1 CPYour turn

STOMPING JUGGERNAUT

Movement · Charge

A pilot’s single-mindedness and his walker’s durable form mean few obstacles can impede its relentless stomping advance.

When
Your Movement / Charge phase, when a friendly ORKS WALKER unit is selected to move or declares a charge.
Target
That ORKS WALKER unit.
Effect
Your unit has MOBILE.

Flyboyz

3 stratagems

Skyborne Loons

When attacking en masse, crazed and excitable Flyboyz unleash torrential quantities of dakka.

▪ Friendly ORKS AIRCRAFT units do not count towards the combined points value of your strategic reserves units.
▪ While a friendly ORKS AIRCRAFT / DEFFKOPTAS unit is riled up, this unit’s ranged attacks have +1 to hit rolls.
1 CPEither turn

FLYIN' HEADBUTT

Any phase

Some Ork pilots, out of bullets and out of luck, brighten up considerably when they realise their own aircraft is a deadly weapon in its own right.

When
Any phase, when a friendly ORKS AIRCRAFT unit is destroyed, before rolling for any Deadly Demise.
Target
That ORKS unit.
Effect
Your unit does not have the Deadly Demise ability. Select one enemy unit within 12" of your unit and roll eight D6:
▪ For each 4+, that enemy unit suffers 1 mortal wound. Then remove your unit from the battlefield.
1 CPYour turn

LONG, UNCONTROLLED BURSTS

Shooting

Ork Flyboyz will fill the skies with dakka in an attempt to down any enemy they think is muscling in on their aerial turf.

When
Your Shooting phase, when a friendly ORKS AIRCRAFT / DEFFKOPTAS unit is selected to shoot.
Target
That ORKS AIRCRAFT / DEFFKOPTAS unit.
Effect
When your unit’s ranged attacks target a FLY unit, those attacks can re-roll hit rolls.
1 CPOpponent's turn

WHIRLIGIG EVASION

Movement

Enemy attempts to hunt Deffkoptas down can be stymied by nimble aerial evasion, usually accompanied by a crude hand gesture in the foe’s direction.

When
Your opponent’s Movement phase, when an enemy unit ends a move.
Target
One friendly unengaged DEFFKOPTAS unit within 8" of that enemy unit.
Effect
Your unit can make a normal move of:
▪ Up to D6".
▪ Or: If your unit is riled up, up to 6".

Green Tide

3 stratagems

Mob-handed Brutality

In the massive fights that Orks enjoy, the only way to ensure a slice of the action is to fight harder.

▪ Friendly BOYZ units’ melee attacks have [Sustained Hits 1].
▪ If a friendly ORKS INFANTRY unit made a charge move this turn, that unit’s melee attacks have [Lethal Hits: non- Monster/Vehicle].
1 CPEither turn

UNBRIDLED CARNAGE

Charge · Fight

When da Boyz get stuck into the foe, the carnage is wonderful to behold, at least for all their mates.

When
Fight phase, when a friendly BOYZ unit that made a charge move this turn is selected to fight.
Target
That BOYZ unit.
Effect
Your unit’s melee attacks have +1 A.
1 CPYour turn

MOB MENTALITY

Command

With volleys of wagers, threats, insults, dung and the occasional rock, large mobs bolster the spirits of others in the most Orky ways possible.

When
Start of the Battle-shock step of your Command phase.
Target
One friendly ORKS INFANTRY unit of 13+ models.
Effect
Select one visible friendly ORKS unit within 12" of your unit. That unit’s battle-shock rolls are automatically successful.
1 CPYour turn

'ERE WE GO

Movement

Orks can put on a surprising turn of speed when the promise of a good face-to-face fight is in the offing.

When
Your Movement phase, when a friendly BEAST SNAGGA BOYZ / BOYZ unit is selected to move.
Target
That BEAST SNAGGA BOYZ / BOYZ unit.
Effect
Your unit has +2 to advance rolls.

Kaptin Killers

Boarding Actions4 stratagems

Comin’ Through

Very little can prevent a hulking Ork from smashing a path through a voidship’s decks to wherever he is trying to go. It is generally considered deeply unwise bordering on suicidal to try...

In your Movement phase, Desperate Escape tests taken for ORKS models from your army are automatically passed and each time an ORKS unit from your army makes a Normal, Advance or Fall Back move, it can move through other models as if they were not there, provided those other models have a lower Toughness characteristic than it.
1 CPStrategic PloyYour turn

LOOT ON THE MOVE

Movement

Not only does ripping a door hatch right off its hinges allow for ease of progress, but the resultant large slab of bulletproof metal can make a handy temporary shield.

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 battle, that Hatchway cannot be closed. Until the end of the turn, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
1 CPStrategic PloyYour turn

PILE THROUGH

Movement

Orks react to the sudden availability of a good scrap with immediate and enthusiastic aggression.

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 CPEpic DeedYour turn

PIT FIGHTER

Charge

This Warboss is a terror of the fighting pits, single-mindedly battering his way through lesser foes or simply sweeping them aside as he carves a path towards his true quarry.

When
Your Charge phase.
Target
One WARBOSS model from your army.
Effect
Until the end of the phase, your model is eligible to declare a charge in a turn in which it Fell Back.
1 CPBattle TacticOpponent's turn

CORNERED AND KRUMPED

Movement

It is no easy thing to disentangle from a mob of ferocious Orks and retreat in good order, especially when cornered by them within the claustrophobic confines of a voidship.

When
Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back.
Target
One ORKS unit from your army that is within Engagement Range of that enemy unit.
Effect
Your unit can fight as if it were the Fight phase, but when doing so, models in your unit can only target that enemy unit (and only if it is an eligible target) and each time a model in your unit makes an attack, an unmodified Hit roll of 6 is required to score a hit.

Kult of Speed

3 stratagems

Adrenaline Junkies

After smashing into the foe at full tilt, a Speed Freek will pull hairpin turns to do it all again.

▪ Friendly WARBIKERS units have BATTLELINE.
▪ When a friendly SPEED FREEKS unit is selected to make an advance/fall-back move:
▪ That unit’s ranged attacks have [Assault] until the end of the turn.
▪ That move does not prevent that unit from being eligible to declare a charge.
1 CPYour turn

DELICIOUS EATING SQUIGS

Movement

Besides more dangerous fare, Squig-lobbing buggies fire edible Squigs for a price, guaranteed to enliven any Ork if he can eat it before it eats him.

When
Your Movement phase.
Target
One friendly RUKKATRUKK SQUIGBUGGIES unit.
Effect
Select any number of friendly ORKS INFANTRY units within 3" of your unit. Each selected unit heals 3 wounds.
1 CPYour turn

DAKKASTORM

Shooting

Often all an enemy will see of a Kult of Speed is a dust cloud as they speed by, all guns blazing.

When
Your Shooting phase, when a friendly SPEED FREEKS unit is selected to shoot.
Target
That SPEED FREEKS unit.
Effect
Your unit’s ranged attacks have [Sustained Hits 1].
1 CPOpponent's turn

SPEEDIEST FREEKS

Shooting

Speed Freeks are often just blurs of vehicular mayhem that prove difficult to land a blow on.

When
Your opponent’s Shooting phase, when an enemy unit targets a friendly SPEED FREEKS unit.
Target
That SPEED FREEKS unit.
Effect
Ranged attacks that target your unit fail on an unmodified hit roll of 1-3.

Madcap Meks

1 stratagems

Unpredictable Genius

Meks haul all manner of weird bullets, unstable power cells and kustomised extras to battle.

In your Shooting phase, when all of a friendly BIG MEK / MEK GUNZ / MORKANAUT / WAZBOM BLASTAJET unit’s ranged attacks target a single enemy unit, roll one D6:
UNPREDICTABLE GENIUS D6 RESULT 1 Dat’s Weird: The target unit has 4+ InSv until your unit has shot. 2-3 Hop Splat: Select one other enemy unit within 3" of the target. That unit suffers D3 mortal wounds. 4 Seekerz: Those attacks have +1 to hit rolls. 5 Lifted: The target unit has FLY, and cannot have the benefit of cover, until your unit has shot. 6 Runtified: The target unit has -1 T until your unit has shot.
VINDICTIVE ARTILLERISTS 1CP Madcap Meks Stratagem Though cowardly, Grot artillery crews will dare to overcharge their weapons in acts of spectacular spite. WHEN: Your Shooting phase, when a friendly MEK GUNZ unit is selected to shoot.
TARGET: That MEK GUNZ unit.
EFFECT: Your unit’s ranged attacks have:
▪ [Lethal Hits].
▪ Or: [Sustained Hits 1].
▪ Or: [Hazardous], [Lethal Hits], [Sustained Hits 1].
1 CPYour turn

VINDICTIVE ARTILLERISTS

Shooting

Though cowardly, Grot artillery crews will dare to overcharge their weapons in acts of spectacular spite.

When
Your Shooting phase, when a friendly MEK GUNZ unit is selected to shoot.
Target
That MEK GUNZ unit.
Effect
Your unit’s ranged attacks have:
▪ [Lethal Hits].
▪ Or: [Sustained Hits 1].
▪ Or: [Hazardous], [Lethal Hits], [Sustained Hits 1].

Ramship Raiders

Boarding Actions4 stratagems

Belligerent Boarders

Between the excitement of smashing their way through the all-too-lootable interior of an enemy warship and their natural tendency to overlook their own mortal hurts - sometimes for hours at a time - Ork boarding parties can prove nightmarishly tough.

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.
1 CPStrategic PloyYour turn

PILE THROUGH

Movement

Orks react to the sudden availability of a good scrap with immediate and enthusiastic aggression.

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 CPStrategic PloyYour turn

RAMBOYZ RAMPAGE

Movement

These ramship-riding Orks emulate the actions of their warship by barrelling full-tilt towards the enemy while roaring like lunatics then crashing into them head-on.

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.
1 CPStrategic PloyYour turn

EAGER TO FIGHT

Movement

Impatient from being bottled up aboard their voidships with no one to clobber, this mob cannot wait to get stuck in to a proper scrap.

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 CPStrategic PloyOpponent's turn

ENRAGED RUSH

Shooting

Shooting this mob only serves to attract their attention while simultaneously making them angry at such a blatant attempt to deny them a good punch up.

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.

Runt Swarm

3 stratagems

Sneaky Little Gitz

Given no position of importance, Grots find their niche as sneaks, thieves and mischief-makers.

▪ Friendly GRETCHIN units have BATTLELINE.
▪ When a friendly GRETCHIN unit is selected to make an advance/fall-back move, that move does not prevent this unit from being eligible to start an action.
2 CPEither turn

INFESTED WAR ZONE

Any phase

Short, scrawny and skilled at hiding, there are usually a lot more Gretchin about than meets the eye.

When
Any phase, when an enemy unit has attacked.
Target
One friendly GRETCHIN unit that was just destroyed. You can target that unit with this stratagem even though that unit was just destroyed.
Effect
Add a new GRETCHIN unit to your army identical to your destroyed unit, in strategic reserves, at its starting strength, with its full wounds remaining.
1 CPOpponent's turn

SCARPER!

Movement

Through natural cowardice or a Runtherd’s threats, Grots’ agile reactions can leave foes flat-footed.

When
Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged GRETCHIN unit.
Target
That GRETCHIN unit.
Effect
Your unit can make a normal move of:
▪ Up to D6".
▪ Or: Up to 6" instead if your unit is an attached unit.
1 CPOpponent's turn

GROT SHIELDS

Shooting

Despite their protestations, Gretchin make surprisingly effective bullet shields.

When
Your opponent’s Shooting phase, when an enemy unit targets a friendly ORKS INFANTRY unit (excluding GRETCHIN units).
Target
One friendly GRETCHIN unit within 3" of that ORKS INFANTRY unit.
Effect
When a hit roll for that enemy unit’s ranged attacks that target that ORKS unit results in a hit, if a model in your GRETCHIN unit is on the battlefield, end the attack sequence for that attack and your GRETCHIN unit suffers 1 mortal wound.

Shoota Boyz

3 stratagems

Dakka! Dakka! Dakka!

Always hunting for something to kill, when Orks spot a target they saturate it with dakka.

Friendly ORKS INFANTRY units’ ranged attacks have:
▪ [Assault].
▪ While this unit is riled up, +3" R.
1 CPYour turn

KUSTOM DAKKA

Shooting

Extra speshul ammunition is hoarded by those Orks obsessed with dakka, ready for the ideal target when it is splurged in an impressively killy display.

When
Your Shooting phase, when a friendly ORKS INFANTRY unit is selected to shoot.
Target
That ORKS INFANTRY unit.
Effect
Your unit’s ranged attacks that target a unit (excluding MONSTER / VEHICLE units) have +1 to wound rolls.
1 CPYour turn

GLOWIN' DAKKA

Shooting

Semi-molten or radioactive slugs; frazzle bullets; shokktastik shells; Orks will try anything they can afford to crack open enemy armour in style.

When
Your Shooting phase, when a friendly ORKS INFANTRY unit is selected to shoot.
Target
That ORKS INFANTRY unit.
Effect
Your unit’s ranged attacks that target a unit within 9" have +1 AP.
1 CPYour turn

NEVER ENOUGH DAKKA

Shooting

Squeezing the trigger until their weapon stops firing or falls apart in their hands is a standard tactic for many Orks, and their horrifically wild bursts eventually find their mark.

When
Your Shooting phase, when a friendly ORKS INFANTRY unit is selected to shoot.
Target
That ORKS INFANTRY unit.
Effect
Your unit’s ranged attacks have [Sustained Hits 1].

Taktikal Brigade

3 stratagems

Suspiciously Well Organised

An un-Orky compulsion for discipline can wrongfoot enemies expecting anarchic disorder.

▪ Friendly STORMBOYZ units have BATTLELINE.
▪ When a friendly BOYZ / KOMMANDOS / STORMBOYZ unit is selected to make a fall-back move, that fall-back move does not prevent that unit from being eligible to declare a charge.
1 CPYour turn

DUBIOUS RESTRAINT

Movement

A few Orks, particularly those of a rebelliously disciplined outlook, can resist their destructive urges just long enough to prioritise strategic gains.

When
Start/end of your Movement phase.
Target
One friendly BOYZ / KOMMANDOS / STORMBOYZ unit.
Effect
Select one objective your unit is controlling. That objective is secured.
1 CPYour turn

MIND MOSTLY ON THE MISSION

Movement

When there’s a dirty job needs doing, Orks with strange compulsions get a kick out of causing such trouble sneakily or swiftly.

When
Your Movement phase, when a friendly BOYZ / KOMMANDOS / STORMBOYZ unit is selected to make an advance/fall-back move.
Target
That BOYZ / KOMMANDOS / STORMBOYZ unit.
Effect
That move does not prevent your unit from being eligible to start an action.
1 CPOpponent's turn

WHILE THEIR BACKS ARE TURNED

Movement

With the gitz they were fighting having scarpered, mobs with a plan exploit the sudden lull to press towards whatever target has next caught their eye.

When
End of your opponent’s Movement phase.
Target
One friendly unengaged BOYZ / KOMMANDOS / STORMBOYZ unit that was engaged at the start of the phase.
Effect
Your unit can make a normal move of up to 6".

War Horde

6 stratagems

Get Stuck In

Joyously anarchic and recklessly destructive, all Orks eagerly get stuck in to every fight.

Friendly ORKS units’ melee attacks have [Sustained Hits 1].
1 CPEither turn

BREAKIN' HEADS

Any phase

Sometimes even the most enthusiastic Orks need a little ‘encouragement’ to stay in the fight.

When
Any phase, when a friendly attached ORKS INFANTRY unit becomes battle-shocked.
Target
That ORKS INFANTRY unit. You can target that unit with this stratagem even though it is battle-shocked.
Effect
Roll one D3:
▪ Your unit suffers a number of mortal wounds equal to the result.
▪ Your unit is no longer battle-shocked.
1 CPEither turn

HIT 'EM HARDER

Fight

Even the weediest Orks possess great strength, and need little persuasion to bring it to bear.

When
Fight phase, when a friendly ORKS unit is selected to fight.
Target
That ORKS unit.
Effect
Your unit’s melee attacks have [Lethal Hits].
1 CPEither turn

ORKS IS NEVER BEATEN

Fight

So resilient is Ork physiology - and so slow are Orks on the uptake - even death can take time to register.

When
Fight phase, when an enemy unit targets a friendly ORKS unit (excluding TITANIC units).
Target
That ORKS unit.
Effect
When a model in your unit is destroyed, if your unit has not been selected to fight this phase, roll one D6, with +1 to that roll if your unit is riled up:
▪ On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield.
1 CPEither turn

MOW 'EM DOWN

Charge · Fight

Spiked rams, deff rollas and glyph-heavy dozer blades are more than just stylish statements for the crew of Ork vehicles.

When
Fight phase, when a friendly ORKS VEHICLE unit (excluding WALKER units) that made a charge move this turn is selected to fight.
Target
That ORKS VEHICLE unit.
Effect
Your unit’s melee attacks have:
▪ [Cleave 1].
▪ Or: If that attack already has [CLEAVE], +1 to the value of that [CLEAVE] (e.g. [CLEAVE 1] becomes [CLEAVE 2]).
1 CPYour turn

FUNGUS-FUEL INJECTION

Movement

Fermented through entirely unstable processes, just a drop of these potent additives can supercharge any Mek-built engine.

When
Your Movement phase, when a friendly ORKS MOUNTED / VEHICLE unit is selected to move.
Target
That ORKS MOUNTED / VEHICLE unit.
Effect
Your unit has +2" M.
1 CPYour turn

CLOSE-RANGE DAKKA

Shooting

Many Orks think it’s a waste of time blazing away at long range, when it’s more fun to see the effects of potent dakka up close.

When
Your Shooting phase, when a friendly ORKS unit is selected to shoot.
Target
That ORKS unit.
Effect
Your unit’s ranged attacks have:
▪ [Rapid Fire 1].
▪ Or: If that attack already has [RAPID FIRE], +1 to the value of that [RAPID FIRE] (e.g. [RAPID FIRE 1] becomes [RAPID FIRE 2]).

Wreckas

3 stratagems

Wreckin’ and Lootin’

Whether piratical or merely larcenous, Orks with an eye for loot react forcefully to rival claims.

In your Shooting phase, when a friendly BREAKA BOYZ / FLASH GITZ / TANKBUSTAS unit is selected to shoot, if any of the following apply, that unit’s attacks can re-roll hit rolls of 1:
▪ That unit is within range of an objective.
▪ The target of that attack is within range of an objective.
1 CPYour turn

DRIVE-BY BUSTIN'

Shooting

Ork transports are not the smoothest of rides. However, the best loot-hunters have honed their drive-by volleys of armour-cracking firepower to the point of deadly accuracy.

When
Your Shooting phase, when a friendly ORKS TRANSPORT unit is selected to shoot.
Target
That ORKS TRANSPORT unit.
Effect
Your unit’s ranged attacks with weapons selected for the Firing Deck ability have +1 to hit rolls.
1 CPYour turn

GRAB IT

Shooting

Wreckin’ some gitz is all well and good, but getting the drop on them and then grabbing an opportunity for some loot is even better.

When
Your Shooting phase, when a friendly unengaged BREAKA BOYZ / FLASH GITZ / TANKBUSTAS unit has shot.
Target
That BREAKA BOYZ / FLASH GITZ / TANKBUSTAS unit.
Effect
▪ Your unit can make a normal move of up to 6", and must end that move within range of an objective.
▪ Your unit is not eligible to declare a charge until the end of the turn.
1 CPOpponent's turn

GUN-CRAZY SHOW-OFFS

Shooting

With a snort of contempt, these Orks decide to show the gitz who just shot at them what real guns are capable of.

When
Your opponent’s Shooting phase, when an enemy unit has shot.
Target
One friendly FLASH GITZ / TANKBUSTAS unit hit by those attacks.
Effect
Your unit shoots using normal shooting, but while doing so your unit can only target that enemy unit.

Wurrband

0 stratagems

Powers of da Waaagh!

Friendly ORKS PSYKER models’ [Psychic] attacks have:
▪ +1 S.
▪ +1 S for every 5 models in this unit (or embarked within this model).
Friendly ORKS PSYKER models have the following psychic abilities:
Roar of Mork (psychic level 1): In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:
▪ On a 1, this unit is battle-shocked.
▪ Select one enemy unit (excluding MONSTER / VEHICLE units) within 12" of this unit. That enemy unit makes a battle-shock roll, with -1 from that battle-shock roll for every 10 models in this unit.
Visions of Violence (psychic level 1): At the start of the Fight phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:
▪ On a 1, this unit is battle-shocked.
▪ This unit has Fights First.

The ten core stratagems every army shares print with any faction on the card printer.