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Codex Orks (Warhammer 40,000)

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An ORKS Detachment is one that only includes models with the, ORKS keyword (excluding models with the UNALIGNED keyword). It’s now much easier to fit a mighty Stompa into your force thanks to their new Power rating, which drops from 46 to 34 (a drop of 175 in points terms, to 675). That cost is even more efficient when you factor in the new Dakka weapons rules, which boost the Stompa’s killing power. Use this Stratagem in your Charge phase, when a SPEED FREEKS unit from your army finishes a charge move. If that unit has the Spiked Ram ability, it cannot use that ability this turn. Select one enemy unit within 1" of that SPEED FREEKS unit and roll one D6 for each model that SPEED FREEKS unit contains (to a maximum of six D6):

If your army is Battle-forged, < CLAN> units from ORKS Detachments gain access to the following clan rules, provided every model in that Detachment that is drawn from a clan (with the exception of Specialist Ladz) is from the same clan. Such a Detachment is referred to as a Clan Detachment. Ork society is split into roving warbands under the leadership of Warbosses, but these are united by the Clan Kulturs; Goffs want to smash stuff in close combat, Evil Sunz are obsessed with speed, the show-off Freebooterz are about one-upmanship, and more. Any number of models can each have their Weapon A replaced with 1 Weapon B: When this wargear option is selected for a unit, any number of models in that unit that are equipped with Weapon A can each have its weapon replaced Weapon B. It is possible for only some of the models in that unit to have their weapon replaced and for others not to. In Boarding Actions, each player will have one or more deployment zones called Entry Zones. Each time a unit from your BoardingAura) While a friendly ORKS unit is within 9" of the bearer, models in that unit have a 5+ invulnerable save.’

To use Boyz well, you must get them across the field and into the enemy’s face intact.Boyz’ defensive capabilities stop at their respectable Toughness of 5. An armour save of 5+ leaves them fairly vulnerable to dedicated anti-infantry firepower.The Orks have always been a popular army for many hobbyists whether you are big into converting, love killa Kans or just want to shout DAKKA and Waaaaagggghhhhhhh this codex is for you. So like all 9th edition codexes the Orks have access to a nice 25 stratagems which to me seems like a good amount to have across the army, as any more I feel would be too much for my tiny mind to handle, here are a few that I think stand out to me for being fun and tactical. The beast snaggas get their own unique rule for well being awesome called …… beast snagga (who said orks need clever names hey) which gives them +1 to hit vehicles and monsters and a 6+ invulnerable save, both are a nice addition especially the invulnerable save as most of the time thats what you will taking and gives you a choice of whether to take regular orks over the beasty boyz (I can’t believe its taking me this long to make that connection).

Clan Relic : A Shiny Gubbinz Relic associated with one of the clans. These are only available to CHARACTER models that are part of a Clan Detachment (and only if they, and your WARLORD, are drawn from the associated clan). In the codex there are 4 unique secondary objectives for you to do da biggest and da best jumps out as being the most orky and therefore the most cool which gives you 3 victory points for Crusade RelicsWhen an ORKS CHARACTER gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics, as described in the Warhammer 40,000 Core Book, apply. At the start of each battle round, roll one D3 and consult the table below to determine what ability the MADBOYZ unit has until the end of this battle round: and these are just some of the stratagems in the book that for me really make some units in the game more enjoyable and lets face it, telly porting a battle wagon full of mega nobs into your opponents territory is sooooo orky.If the challenger is the loser, that model gains one Battle Scar. Determine this immediately and record it on that model’s Crusade card as normal. Each clan has an associated Clan Stratagem. If your army is led by an ORKS < CLAN> WARLORD, you can spend Command points to use this Stratagem in addition to Ork Stratagems. This subreddit is for the discussion of competitive play, national, regional and local meta, news and events surrounding the competitive scene, and for workshopping lists and tactics in the various games that fall under the Warhammer catalogue.

The Warhammer 40k 10th edition Orks army rulesare gloriously straightforward. The Waaagh! army rule makes the whole Ork army better at punching people and harder to kill for one battle round – and that’s it. When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round. This makes a great core for a standard Ork list, though it’s not the place to start if you want to build an exclusively Speed Freeks or Beast Snagga force. Before you commit to an infantry horde, first paint your Ork boyz and ask yourself “do I want to paint another forty of these?” If the answer is yes, congratulations! You have what it takes. Now buy two more boxes of Ork Boyz to get started.While Stage 2 of a Waaagh! or Speedwaaagh! is in effect, each time an ORKS unit from your army destroys any enemy unit, add 1 to that unit’s Waaagh! tally. Death skulls– ALL yes all infantry units in a death skulls detachment gain the objective secured ability, yeah they are all dead clever. They also get some bonuses against vehicles and are themed around killing vehicles. Bad Moons are ostentatious show offs, whose predilection for the biggest, loudest and shiniest shootas is facilitated by the fact their teeth grow with such remarkable speed. With all manner of targeting arrays, underslung bomb launchas and bandoliers of additional munitions, Bad Moons can typically lay down a storm of dakka that eclipses the firepower of any other clan.

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