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CodexOrksDread Mob

Dread Mob

2 DP

Detachment Rule: Try Dat Button!

Inventive Meks wire all manner of kustomised gubbinz, suspicious extras and inviting big red buttons to weapons or into the cockpits of their clanking kan creations. Eager Orks are always enthusiastic to try out such random innovations to see what sort of destruction they can cause. Sometimes this can be risky, but that’s half the fun! Each time a MEK , ORKS WALKER or GROTS VEHICLE unit from your army is selected to shoot or fight, roll one D6. Until the end of the phase, weapons equipped by models in that unit have the corresponding ability shown in the table below. D6 BUTTON EFFECT [SUSTAINED HITS 1] ability. [LETHAL HITS] ability. Each time an attack is made with this weapon, on a Critical Wound , improve the Armour Penetration characteristic of that attack by 2. Alternatively, when such a unit is selected to shoot or fight, you can select one of the abilities above instead of rolling the D6. If you do, until the end of the phase, weapons equipped by models in that unit have the [HAZARDOUS] ability as well. If a weapon equipped by a model from you army has the [HAZARDOUS] ability from multiple sources, each time you take a Hazardous test for that weapon, it is failed on a roll of a 1 or a 2. KEYWORDS GRETCHIN units from your army gain the BATTLELINE keyword.

Dread Mob

Force Disposition: PURGE THE FOE Detachment Points: 2

Enhancements

Gitfinder Gogglez (10pts)

Press It Fasta! (35pts)

Smoky Gubbinz (15pts)

Supa-glowy Fing (20pts)

Stratagems

BIGGER SHELLS FOR BIGGER GITZ

Cost: 1CP Type: Battle Tactic Stratagem Detachment: Dread Mob

Stashes of extra speshul ammo provided by the Meks are often expended on rival monstrosities. WHEN: Your Shooting phase . TARGET: One MEK , ORKS WALKER or GROTS VEHICLE unit from your army that has not been selected to shoot this phase. EFFECT: Each time you use this Stratagem, you can choose to push it. Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE , add 1 to the Wound roll . If you chose to push it, add 1 to the Damage characteristic of that attack and, until the end of the phase, ranged weapons equipped by models in your unit have the [HAZARDOUS] ability as well. DAKKA! DAKKA! DAKKA! 1CP Dread Mob – Battle Tactic Stratagem Orks have a tendency to hold the trigger down until their weapon stops firing, falls apart or misfires. WHEN: Your Shooting phase . TARGET: One ORKS WALKER or GROTS VEHICLE unit from your army that has not been selected to shoot this phase. EFFECT: Each time you use this Stratagem, you can choose to push it. Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1. If you chose to push it, you can re-roll the Hit roll instead and, until the end of the phase, ranged weapons equipped by models in your unit have the [HAZARDOUS] ability as well.

CONNIVING RUNTS

Cost: 1CP Type: Strategic Ploy Stratagem Detachment: Dread Mob

A Gretchin’s lot is often a wretched one, and the spiteful zoggers will take any chance to cause pain and mischief using sneaky traps before legging it. WHEN: Your opponent’s Movement phase , just after an enemy unit ends a Normal , Advance or Fall Back move . TARGET: One GRETCHIN unit from your army that is within 9" of that enemy unit and not within Engagement Range of any enemy units. EFFECT: Roll one D6: on a 4+, that enemy unit suffers D3+1 mortal wounds . Your unit can then make a Normal move.

SUPERFUELLED BOILER

Cost: 1CP Type: Strategic Ploy Stratagem Detachment: Dread Mob

By pushing their engines past any sane level, Ork combat walkers can build terrifying momentum. WHEN: Your Movement phase , just after an ORKS WALKER unit from your army has been selected to Advance . TARGET: That ORKS WALKER unit. EFFECT: Until the end of the turn, you can re-roll Advance rolls made for your unit and ranged weapons equipped by models in your unit have the [ASSAULT] ability.