# Orks Stratagems: 11th Edition Cards by Detachment

> All 48 Orks stratagems for Warhammer 40k 11th edition, by detachment: CP cost, timing, phase and full rules text, ready to print as sleeve-sized cards.

Canonical: https://lexmechanic.com/print/stratagems/orks

[§ PRINT](/print) · 11th edition

# Orks Stratagems: 48 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

17 15 tournament legal

Army rules

5

Data

2026-09-10

[Print as cards](/print/stratagems?faction=orks) [Phase Plan](/phaseplan) [Orks meta](/metamerge/orks)

[Blitz Brigade](#det-blitz-brigade) [Brute Bosses](#det-brute-bosses) [Bully Boyz](#det-bully-boyz) [Da Big Hunt](#det-da-big-hunt) [Dread Mob](#det-dread-mob) [Flyboyz](#det-flyboyz) [Green Tide](#det-green-tide) [Kaptin Killers](#det-kaptin-killers) [Kult of Speed](#det-kult-of-speed) [Madcap Meks](#det-madcap-meks) [Ramship Raiders](#det-ramship-raiders) [Runt Swarm](#det-runt-swarm) [Shoota Boyz](#det-shoota-boyz) [Taktikal Brigade](#det-taktikal-brigade) [War Horde](#det-war-horde) [Wreckas](#det-wreckas) [Wurrband](#det-wurrband)

5 rules

## Army rules

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

### 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 1**abilities, 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.

48 stratagems

## Detachments

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

## 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 CP Either 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 CP Your 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 CP Your 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 CP Either 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 CP Either 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 CP Opponent'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 CP Opponent'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 CP Opponent'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 CP Opponent'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 CP Either 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 CP Your 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 CP Your 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 CP Either 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 CP Your 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 CP Opponent'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 CP Either 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 CP Your 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 CP Your 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 Actions 4 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 CP Strategic Ploy Your 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 CP Strategic Ploy Your 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 CP Epic Deed Your 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 CP Battle Tactic Opponent'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 CP Your 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 CP Your 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 CP Opponent'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 CP Your 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 Actions 4 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 CP Strategic Ploy Your 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 CP Strategic Ploy Your 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 CP Strategic Ploy Your 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 CP Strategic Ploy Opponent'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 CP Either 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 CP Opponent'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 CP Opponent'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 CP Your 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 CP Your 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 CP Your 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 CP Your 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 CP Your 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 CP Opponent'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 CP Either 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 CP Either 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 CP Either 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 CP Either 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 CP Your 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 CP Your 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 CP Your 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 CP Your 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 CP Opponent'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](/print/stratagems).
