Orks codex 8th

Orks codex 8th DEFAULT

Orks 8th Edition

If your army is Battle-forged and includes any ORK Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown below, meaning you can spend Command Points to activate them. These help to reflect the unique tactics and strategies used by the forces of the Orks on the battlefield.

Mob Up: 1 CP

Use this Stratagem at the end of your Movement phase. Select two <CLAN> INFANTRY units from your army that are within 2″ of each other and have the same datasheet (e.g. select two Boyz units, or two Stormboyz units). If one of the units has 10 or more models, and the other has 10 or fewer, the two units merge and, for the rest of the battle, they are counted as a single unit for all rules purposes.

Medi-Squig: 1 CP

Use this Stratagem at the end of your Movement phase. Select a <CLAN> CHARACTER from your army that is within 3″ of a friendly <CLAN> PAINBOY . The selected model immediately regains D3 lost wounds.

Snagga Grapple: 1 CP

Use this Stratagem when a DEFFKILLA WARTRIKE model from your army Falls Back in the Movement phase. Before the model moves, select an enemy unit within 1″ and roll a D6; on a 2+ that enemy unit suffers D3 mortal wounds.

Warphead: 1 CP

Use this Stratagem before the battle begins. Select a WEIRDBOY model from your army to become a Warphead. This model knows 1 additional psychic power from the Power of the Waaagh! discipline (pg 129) and can attempt to manifest 1 additional psychic power in each of your Psychic phases.

Ramming Speed: 2 CP

Use this Stratagem in your Charge phase. Select an ORK VEHICLE unit from your army. You can roll 3D6 when making a charge move with that unit this phase. In addition, if the unit finishes a charge move this phase, select an enemy unit within 1″ of it and roll a D6; on a 2+ that enemy unit suffers D3 mortal wounds.

Boarding Action: 1 CP

Use this Stratagem at the end of the Fight phase. Select an enemy VEHICLE unit that cannot FLY and is within 1″ of a TRUKK or BATTLEWAGON model from your army. Any models embarked within that TRUKK or BATTLEWAGON can make a single attack with one of their melee weapons against that enemy unit.

Extra Gubbinz: 1/3 CP

Use this Stratagem before the battle. Your army can have one extra Shiny Gubbinz for 1 CP, or two extra Shiny Gubbinz for 3 CPs. All of the Shiny Gubbinz that you include must be different and be given to different ORK CHARACTERS. You can only use this Stratagem once per battle.

Get Stuck In, Ladz: 3 CP

Use this Stratagem in the Fight phase when it is your turn to select a unit to fight, or at the end of the Fight phase. Select an ORK INFANTRY unit from your army that has already fought once this Fight phase to fight a second time.

Orks Is Never Beaten: 2 CP

Use this Stratagem when an ORK CHARACTER model from your army is slain. That model is not removed from the battlefield as normal, and can immediately either shoot as if it were your Shooting phase, or fight as if it were the Fight phase. The slain model is then removed from the battlefield.

Force-Field Projekta: 3 CP

Use this Stratagem at the start of a battle round. Select a BIG MEK model from your army. Until the start of the next battle round, increase the range of that model’s Kustom Force Field ability to 18″. You can only use this Stratagem once per battle.

Billowing Exhaust Clouds: 1 CP

Use this Stratagem at the start of your Movement phase. Select a SPEED FREEKS unit from your army. Until the start of your next turn, subtract 1 from hit rolls for attacks made by ranged weapons that target that unit.

More Dakka!: 2 CP

Use this Stratagem before an ORK unit from your army shoots in your Shooting phase. Until the end of the phase, that unit’s Dakka! Dakka! Dakka! ability triggers on unmodified hit rolls of 5 or 6, instead of 6.

‘Ard Boyz: 2 CP

Use this Stratagem before the battle begins. Select a BOYZ unit (excluding SKARBOYZ) from your army; that unit gains the ’ARD BOYZ keyword, and the Save characteristic of models in that unit is changed to 5+. That unit can only use the Mob Up Stratagem to merge with other units of ’ARD BOYZ.

Tellyporta: 2 CP

Use this Stratagem during deployment. You can set up an ORK unit from your army with a Power Rating of 20 or less on a tellyporta pad instead of placing it on the battlefield. Units on a tellyporta pad can teleport down at the end of any of your Movement phases – set them up anywhere on the battlefield that is more than 9″ from any enemy models. If you use this Stratagem on a TRANSPORT, all units embarked inside it remain so when it is set up on a tellyporta.

Extra Stikkbombs: 1 CP

Use this Stratagem at the start of your Shooting phase. Select an ORK INFANTRY unit from your army. Up to 10 models in that unit can fire a Grenade weapon in that phase, instead of only 1.

Grot Shields: 1 CP

Use this Stratagem during deployment. You can set up an ORK unit from your army with a Power Rating of 20 or less on a tellyporta pad instead of placing it on the battlefield. Units on a tellyporta pad can teleport down at the end of any of your Movement phases – set them up anywhere on the battlefield that is more than 9″ from any enemy models. If you use this Stratagem on a TRANSPORT, all units embarked inside it remain so when it is set up on a tellyporta.

Loot It!: 1 CP

Use this Stratagem when a VEHICLE unit is destroyed within 3″ of an ORK INFANTRY unit from your army. Improve the Save characteristic of that infantry unit by 1. A unit can only be affected by this Stratagem once per battle, and once affected, cannot be selected for the Mob Up Stratagem. If this Stratagem is used on a LOOTAS unit from your army, roll a D6; on a 4+ the CP spent to use this Stratagem is immediately refunded.

Long, Uncontrolled Bursts: 1 CP

Use this Stratagem at the start of your Shooting phase. Select an ORK VEHICLE unit from your army that can FLY. Until the end of the phase, add 1 to hit rolls for shooting attacks made by that unit that target enemy units that can FLY.

Unstoppable Green Tide: 3 CP

Use this Stratagem at the end of your Movement phase. Select a unit of BOYZ from your army that has less than half its starting number of models and remove it from the battlefield. You can then set it up again wholly within 6″ of the edge of the battlefield and more than 9″ from any enemy models, at its full starting strength. You cannot select a unit for this Stratagem that has been merged via the Mob Up Stratagem. You can only use this Stratagem once per battle.

Sours: https://bloodofkittens.com/orks-8th-edition/

Codex (Warhammer 40,000)

Example early 3rd edition Codex(Imperial Guard) Each codex had its own lettering style for the title.
Example late 3rd edition Codex(Imperial Guard) All of these longer codices had a standard black border and common title style.
Example 6th edition Codex(Space Marines) All codices had a standard grey name and the word codex. Early 7th Edition codices continued this styling.
Example Late 7th edition Codex(Dark Angels) These codices had a standard white name with their faction type.
Example 8th edition Codex(Space Marines) All codices have a standard grey title and border.

A codex (pluralized as codexes by Games Workshop), in the Warhammer 40,000 tabletop wargame, is a rules supplement containing information concerning a particular army, environment, or worldwide campaign.

Codices for particular armies were introduced for the second edition of the game. The third edition rendered these obsolete, and a new series began, including introducing codices for battle zones and campaigns. Until superseded by newer versions, the 3rd edition and later codices remained valid for the newer editions of Warhammer 40,000. Games Workshop no longer produce campaign or battle zone codices, instead releasing 'expansions'. 'Codex' is now a term solely used for army books.

At the launch of 8th edition all previous codices were replaced with index books due to a major rules overhaul (as of November 2019 these indexes are no longer produced). The indexes were subsequently replaced by a new series of codices. As before, these codices remain valid until superseded by newer versions (currently the oldest valid codexes are Codex: Astra Militaru - 8th Edition and Codex: Craftworlds - 8th Edition, released simultaneously).

The format of the codices has varied somewhat over the years. The most common elements between iterations include:

  • Background - Information about the force and its place in the Warhammer 40,000 universe. This includes artwork, short stories, and copies of fictional documents from the future.
  • Miniature Showcase - Originally a hobby section providing information on collecting, building and painting an army. Later a selection of photographs of Citadel Miniatures painted by Games Workshop's 'Eavy Metal team.
  • Rules - Delivered in varying forms between editions. In earlier editions: a bestiary (descriptions of units, characters and vehicles with special rules and background information), alongside an army list (providing options and points costs for units in the bestiary). Since 7th edition, rules for each unit have been delivered on a datasheet (a concise page detailing all stats, equipment, options and special rules for a unit). All other army rules and points are listed separately in sections before and after the datasheets.

Codex supplements provide additional rules for sub-factions of a parent army. These might include special characters or units and other special rules that are only available to that particular sub-faction.

Rules for models produced by Forgeworld are available as part of the Imperial Armour series of books, also published by Forgeworld. Rules for models no longer supported by codices and supplements can be found in Warhammer Legends on the Warhammer Community website.

Current Books[edit]

Army Codices[edit]

The range of codices is regularly updated with new editions of armies and occasionally new army codices. Codices designed for a prior edition of Warhammer 40,000 are still valid in the current edition, unless a later version has replaced it. Codex Supplements have their parent faction noted in brackets.

9th Edition[edit]

9th Edition was released in July 2020.

8th Edition[edit]

8th Edition was released in June 2017.

Expansions[edit]

Expansions for Warhammer 40,000 provide alternative ways to play the game. Rules in expansions remain valid unless superseded by a newer publication.

9th Edition[edit]

Book Notes ISBN Release Date
War Zone Charadon Act 1: The Book of Rust Campaign & Death Guard, Adeptus Mechanicus,
Imperial Knights, Chaos Knights, Drukhari Rules
Un­known January 2021
War Zone Charadon Act 2: The Book of Fire Campaign & Adeptus Mechanicus, Adeptus Sororitas,
Be'lakor, Chaos Space Marines Rules
Un­known July 2021

8th Edition[edit]

Book Notes ISBN Release Date
Imperium Nihilus: Vigilus Defiant Campaign & Ultramarines Rules ISBN 978-1788263818December 2018
Imperium Nihilus: Vigilus Ablaze Campaign & Black Legion Rules ISBN 978-1788264617April 2019
Psychic Awakening: Phoenix Rising Craftworlds, Drukhari & Index: Ynnari ISBN 978-1788267137October 2019
Psychic Awakening: Faith & Fury Chaos Space Marines & Space Marines Un­known November 2019
Psychic Awakening: Blood of Baal Blood Angels & Tyranids ISBN 978-1788267434December 2019
Psychic Awakening: Ritual of the Damned Dark Angels, Grey Knights & Thousand Sons ISBN 978-1788267649January 2020
Psychic Awakening: The Greater Good Tau, Astra Militarum & Genestealer Cults ISBN 978-1788267717February 2020
Psychic Awakening: Saga of the Beast Space Wolves & Orks Un­known March 2020
Psychic Awakening: Engine War Adeptus Mechanicus, Imperial Knights,
Chaos Knights & Chaos Daemons
ISBN 978-1788267786June 2020
Psychic Awakening: War of the Spider Adeptus Custodes, Sisters of Silence,
Assassins, Death Guard & Agents of Bile
ISBN 978-1788268066June 2020
Psychic Awakening: Pariah Adepta Sororitas, Necrons & Index: Inquisition ISBN 978-1-78826-813-4July 2020

Imperial Armour[edit]

For main article see Imperial Armour

Imperial Armour is a series of official rules supplements to Warhammer 40,000 Codices produced by Forge World, a subsidiary company of Games Workshop. Current, valid books:

Imperial Armour Notes ISBN Release Date
Imperial Armour Compendium Adeptus Custodes, Adeptus Mechanicus, Astra Militarum,
Chaos Daemons, Chaos Knights, Chaos Space Marines,
Craftworlds, Death Guard, Drukhari, Grey Knights,
Imperial Knights, The Inquisition, Necrons, Orks,
Space Marines, T’au Empire, Tyranids
Un­known November 2020

Obsolete Books[edit]

Codices[edit]

8th Edition[edit]

8th Edition was released June 2017.

Index Factions ISBN Release Date Superseded By
Chaos Heretic Astartes, Chaos Daemons & Questor Traitoris ISBN 978-1-78581-865-3June 20178th Edition Chaos codexes [a]
Imperium 1
  • Space Marines, Blood Angels, Dark Angels, Space Wolves,
  • Grey Knights, Deathwatch & Legion of the Damned
ISBN 9781785819063June 20178th Edition Imperium codexes [b]
Imperium 2
  • Astra Militarum, Adeptus Mechanicus, Imperial Knights,
  • Imperial Agents & Talons of the Emperor
ISBN 978-1785819131June 20178th Edition Imperium codexes [c]
Xenos 1 Craftworlds, Drukhari, Ynnari, Harlequins & Necrons ISBN 978-1-78581-899-8June 20178th Edition Xenos codexes [d]
Xenos 2 Orks, Tau Empire, Tyranids & Genestealer Cults ISBN 978-1-78581-892-9June 20178th Edition Xenos codexes [e]
  1. ^8th Edition Codex: Chaos Space Marines, Codex: Death Guard, Codex: Thousand Sons, Codex: Chaos Daemons, Index: Renegade Knights
  2. ^8th Edition Codex: Space Marines, Codex: Blood Angels, Codex: Dark Angels, Codex: Space Wolves, Codex: Grey Knights, & Codex: Deathwatch
  3. ^8th Edition Codex: Astra Militarum, Codex: Adeptus Mechanicus, Codex: Imperial Knights, Codex: Adepta Sororitas, Codex: Adeptus Custodes & Index Imperialis Articles
  4. ^8th Edition Codex: Craftworlds, Codex: Drukhari, Index: Xenos - Ynnari, Codex: Harlequins, & Codex: Necrons
  5. ^8th Edition Codex: Orks, Codex: Tau Empire, Codex: Tyranids, & Codex: Genestealer Cults

7th Edition[edit]

7th Edition was released May 2014. On 22 April 2017 Games Workshop announced via their Warhammer Community website that when 8th Edition was released, all army codices would be obsolete.

6th Edition[edit]

6th Edition was released June 2012. Codex Supplements have their parent faction noted in brackets.

5th Edition[edit]

5th Edition was released in 2008.

4th Edition[edit]

4th Edition was released in 2004.

  1. ^Presented in two parts in White Dwarf issues #330 and #331, and subsequently available online from the Games Workshop website, with long-term plan to publish this list in a new book.
  2. ^This is a smaller codex that requires a parent list to complete its army list.

3rd Edition[edit]

3rd Edition was released in 1998.

  1. ^ abcdefgThis is a smaller codex that requires a parent list to complete its army list.

2nd Edition[edit]

All codices were rendered obsolete by 3rd edition Warhammer 40,000. 2nd Edition was released in 1993.

  1. ^Covers rules for both Dark Angels and Blood Angels.
  2. ^This is a smaller codex that requires a parent list to complete its army list.
  3. ^Covers rules for both Tyranids and Genestealer Cults.
  4. ^Also covers rules for other "standard" Space Marine armies.

Expansions/Supplements[edit]

Example 4th edition expansion(Apocalypse) This style was carried over onto 5th edition expansions.

8th Edition[edit]

Book Notes ISBN Release Date Superseded By
Warhammer 40,000 Core rulebook ISBN 978-1785818493June 20179th Edition
Chapter Approved: 2017 Edition Annual rules update ISBN 978-1-78826-043-5December 20179th Edition
Chapter Approved: 2018 Edition Annual rules update ISBN 978-1-78826-373-3December 20189th Edition
Chapter Approved: 2019 Edition Annual rules update ISBN 978-1-78826-757-1December 20199th Edition

7th Edition[edit]

All 7th Edition expansions were superseded by 8th Edition.

Book Notes ISBN Release Date
Black Crusade: Angel's Blade Blood Angels Update ISBN 978-1785817182September 2016
Black Crusade: Traitor's Hate Chaos Space Marines Update ISBN 978-1785812637September 2016
Blood Oath Warhammer World Campaign ISBN 978-1785721182May 2015
Death from the Skies Expanded Rules for Flyers ISBN 978-1785810961May 2016
Death Masque Deathwatch vs Harlequins N/A - Boxset August 2016
Gathering Storm: Fall of Cadia Narrative Campaign of Fall of Cadia ISBN 978-1785817632January 2017
Gathering Storm: Fracture of Biel-tan Narrative Campaign ISBN 978-1785817731February 2017
Gathering Storm: Rise of the Primarch Narrative Campaign ISBN 978-1785817854March 2017
Kill Team Small Skirmish Games N/A - Boxset September 2016
Path to Glory Campaign Digital Edition December 2015
Planetary Onslaught Planetstrike, Cities of Death Compendium ISBN 978-1785817526November 2016
Planetstrike Sanctus Reach Planetstrike Compendium Digital Edition September 2014
Sanctus Reach: Hour of the Wolf Planetrike Missions and Space Wolves ISBN 978-1782534211August 2014
Sanctus Reach: The Red Waaagh! Planetstrike Rules and Orks ISBN 978-1782533375July 2014
Sanctus Reach: Stormclaw Space Wolves vs Orks N/A - Boxset July 2014
Shield of Baal: Deathstorm Blood Angels vs Tyranids N/A - Boxset December 2014
Shield of Baal: Exterminatus Blood Angels and Necrons Detachments ISBN 978-1782536253December 2014
Shield of Baal: Leviathan Cities of Death and Tyranids Update ISBN 978-1782536192November 2014
War Zone Fenris: Curse of the Wulfen Space Wolves and Daemons Updates ISBN 978-1785810671February 2016
War Zone Fenris: Wrath of Magnus Thousand Sons and Daemons Update ISBN 978-1785817601December 2016
War Zone Damocles: Burning Dawn Tau Empire N/A - Boxset November 2015
War Zone Damocles: Kauyon Tau Empire and Space Marines Updates ISBN 978-1785810138November 2015
War Zone Damocles: Mont'ka Tau, Astra Militarum and Assassins Updates ISBN 978-1785810183November 2015
War Zone Damocles: Operation Shadowtalon Raven Guard N/A - Boxset November 2015

6th Edition[edit]

Book Notes ISBN Release Date Superseded By
Altar of War Additional Battle Missions Various Digital Releases 2012–2014 Discontinued
ApocalypseLarge-scale battles ISBN 978-1782530473July 2013 8th Edition
Campaign: Crusade of Fire Campaign and Additional Rules ISBN 978-1908872210November 2012 Discontinued
Compendium: Altar of War Additional Battle Missions ISBN 978-1782535997April 2014 8th Edition
Compendium: Death from the Skies Flier Rules Compendium ISBN 978-1782530657February 2013 7th Edition SoB: Leviathan
Death Worlds Digital Campaign Digital Edition June 2013 8th Edition
Escalation Lords of War ISBN 978-1782532552December 2013 8th Edition
Kill Team Small Skirmish Games Digital Edition December 2013 7th Edition Kill Team
Stronghold Assault Siege Warfare ISBN 978-1782531753December 2013 Planetary Onslaught
Warzone: Damocles Apocalypse Warzone ISBN 978-1782532354March 2014 8th Edition
Warzone: Damnos Apocalypse Warzone ISBN 978-1782530893September 2013 8th Edition
Warzone: Pandorax Apocalypse Warzone ISBN 978-1782531012November 2013 8th Edition
Warzone: Valedor Apocalypse Warzone ISBN 978-1782532057May 2014 8th Edition

5th Edition[edit]

Book Notes ISBN Release Date Superseded By
Apocalypse Reload Supplement to Apocalypse ISBN 978-1-84154-893-7August 2008 6th Edition Apocalypse Book
Battle Missions Additional Battle Scenarios ISBN 978-1841549118March 2010 Eternal War, Maelstrom of War, Altar of War & Echoes of War
Death Worlds Additional Battle Scenarios N/A - White Dwarf April 2012 Death Worlds - Digital 6th Edition
Planetary Empires Map-based Campaigns N/A - Boxset August 2009 Discontinued Rules (Tiles Available)
Planetstrike Planetary Invasions ISBN 978-1841549316July 2009 7th Edition Sanctus Reach Campaign/Planetstrike
Spearhead Mechanized Armies N/A - White Dwarf June 2010 7th Edition & Formations

4th Edition[edit]

3rd Edition[edit]

Battlezone[edit]

Battlezone codices were rules supplements that dealt with a specialised combat environment, instead of an army. There was only ever one produced. However, material in Codex: Catachans provides rules for jungle warfare. The concept of a battlezone codex was replaced by Games Workshop's Expansions.

Codex ISBN Release Date Superseded By
Cityfight ISBN 1-84154-093-5September 2001 4th edition expansion Cities of Death
3rd Edition Events[edit]

The two event codices were released in association with the 2000 and 2003 Worldwide Campaigns. These codices provided background and special gaming rules for the event, along with four "supplemental army lists"; variant armies that required access to certain other codices for use.

Codex Obsolete Army Lists ISBN Release Date Superseded By
Armageddon[3]Black Templars, Salamanders, Speed Freeks, Armageddon Imperial Guard ISBN 1-84154-045-5August 2000 4th Edition Codex: Space Marines; Black Templars; Orks and 5th Edition Codex: Imperial Guard
Eye of TerrorLost and the Damned, Ulthwé Strike Force, Cadian Shock Troops, 13th Company ISBN 1-84154-398-5June 2003 4th Edition Codex: Eldar; Chaos Space Marines and 5th Edition Codex: Imperial Guard; Space Wolves

Imperial Armour[edit]

Imperial Armour Notes ISBN Release Date Superseded by
Imperial Armour Imperial Guard & Imperial Navy ISBN 18415412732000Imperial Armour
Restarted Line
Imperial Armour II Orks, Eldar, and Dark Eldar ISBN 18415421992001Imperial Armour
Restarted Line
Imperial Armour Aeronautica Update and compilation of fliers and anti-aircraft units for
the 6th Edition release of Warhammer 40k
ISBN 978-1907964954July 20128th Edition
Imperial Armour Apocalypse Companion volume to Warhammer 40,000 Apocalypse,
containing new battle formations as well as new Apocalypse
compatible game statistics for several Forge World models
ISBN 978-18415489202007Imperial Armour
Apocalypse
(2nd Edition)
Imperial Armour Apocalypse
(2nd Edition)
Companion volume to Warhammer 40,000 Apocalypse,
containing new battle formations as well as new Apocalypse
compatible game statistics for several Forge World models
ISBN 978-19079646712011Imperial Armour
Apocalypse
(2013 Edition)
Imperial Armour Apocalypse
(2013 Edition)
Companion volume to Warhammer 40,000 Apocalypse,
containing new battle formations as well as new Apocalypse
compatible game statistics for several Forge World models
ISBN 978-1782531067August 20138th Edition
Imperial Armour Apocalypse II Companion volume to Warhammer 40,000 Apocalypse,
containing new battle formations as well as new Apocalypse
compatible game statistics for several Forge World models
ISBN 978-18415497672009Imperial Armour
Apocalypse
(2013 Edition)
Imperial Armour Update Rules for models for all races, stopgap measure until the
release of the "Imperial Armour Volume x" books.
ISBN 18415435512002Imperial Armour
Restarted Line
Imperial Armour Update 2005 Rules for Forge World models not covered by the other volumes ISBN 18415472202005Imperial Armour
Restarted Line
Imperial Armour Update 2006 Rules for Forge World models not covered by the other volumes ISBN 18415481892006Imperial Armour
Restarted Line
Imperial Armour Volume 1:
Imperial Guard & Imperial Navy
Imperial Guard & Imperial Navy ISBN 18415442132003Imperial Armour 1 (2nd Edition)
Imperial Armour Volume 1:
Imperial Guard (2nd Edition)
Imperial GuardISBN 978-1907964084December 20128th Edition
Imperial Armour Volume 2:
Space Marines & Forces of the Inquisition
Space Marines & Forces of the Inquisition ISBN 18415450902004Imperial Armour 2 (2nd Edition)
Imperial Armour Volume 2:
War Machines of the Adeptus Astartes (2nd Edition)
Adepta Sororitas, Space Marines & Forces of the Inquisition ISBN 978-1782533023December 20138th Edition
Imperial Armour Volume 3:
The Taros Campaign
Tau, Imperial Guard & Space MarinesISBN 18415470852005Imperial Armour 3 (2nd Edition)
Imperial Armour Volume 3:
The Taros Campaign (2nd Edition)
Tau & Elysian Drop TroopsISBN 978-1908872791June 20138th Edition
Imperial Armour Volume 4:
The Anphelion Project
Tyranids, Imperial Guard & Space MarinesISBN 18415478402006Imperial Armour 4 (2nd Edition)
Imperial Armour Volume 4:
The Anphelion Project (2nd Edition)
Tyranids, Imperial Guard & Space MarinesISBN 978-1782535287July 20148th Edition
Imperial Armour Volume 5:
The Siege of Vraks (Part 1)
Death Korps of Krieg, Dark Angels & Chaos RenegadesISBN 978-1841548517May 2007Imperial Armour
The Siege of Vraks
Imperial Armour Volume 6:
The Siege of Vraks (Part 2)
Death Korps of Krieg & Chaos RenegadesISBN 978-1841549101August 2008Imperial Armour
The Siege of Vraks
Imperial Armour Volume 7:
The Siege of Vraks (Part 3)
Forces of the Inquisition & Chaos RenegadesISBN 978-1841549552August 2009Imperial Armour
The Siege of Vraks
Imperial Armour Volume 8:
Raid on Kastorel-Novem
Elysian Drop Troop, Raven Guard & OrksISBN 978-1841549774May 20108th Edition
Imperial Armour Volume 9:
The Badab War (Part 1)
The Tyrant's LegionISBN 978-184154995820108th Edition
Imperial Armour Volume 10:
The Badab War (Part 2)
Siege Vanguard AssaultISBN 978-1907964015January 20118th Edition
Imperial Armour Volume 11:
The Doom of Mymeara
Imperial Guard, Space Wolves & EldarISBN 978-1907964169December 2011Imperial Armour
The Doom of Mymeara
Imperial Armour Volume 12:
The Fall of Orpheus
Necrons, Minotaurs & Death Korps of KriegISBN 978-1908872951May 20138th Edition
Imperial Armour Volume 13:
War Machines of the Lost and the Damned
Chaos Space Marines, Chaos Renegades & Chaos DaemonsISBN 978-1782536062September 20148th Edition
Imperial Armour:
The Doom of Mymeara
Imperial Guard, Space Wolves & EldarISBN 978-178253970420158th Edition
Imperial Armour:
The Siege of Vraks
Death Korps of Krieg, Red Scorpions, Grey Knights, World Eaters & Chaos RenegadesISBN 978-178253204020158th Edition
Index: Forces of Chaos All Chaos (except Chaos Astra Militarum) ISBN 978-1788261142June 2017 Imperial Armour Compendium
Index: Forces of the Adeptus Astartes All Adeptus Astartes ISBN 978-1788261159June 2017 Imperial Armour Compendium
Index: Forces of the Astra Militarum All Astra Militarum (both Imperial and Chaos) and Imperium ISBN 978-1788261166June 2017 Imperial Armour Compendium
Index: Xenos All Xenos ISBN 978-1788261173June 2017 Imperial Armour Compendium

References[edit]

Sours: https://en.wikipedia.org/wiki/Codex_(Warhammer_40,000)
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Codex Orks 8th Edition Warhammer 40K

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8th orks codex

Welcome to the first part of my 8th edition 40k Ork Codex review. This will take a look at the special rules, Clan Kulturs and Warlord Traits. 

I have been eager to see what the new codex has to offer for the Orks. They were a pretty strong index army, even as other codexes came out, so was keen to see how they would boost the army in the new book. 


Special Rules

Dakka! Dakka! Dakka!

Each time you roll an unmodified 6 to hit with a ranged weapon, the hit roll succeeds, regardless of modifiers. In addition, you get to make an additional hit roll with the same weapon (which cannot generate further hits). 

This new special rule was previewed a while back. Overall, I like it. With Orks, it was very easy for some armies to stack up the modifiers to hit against them, making it literally impossible for your ranged weapons to even hit certain units. This ensures that you will also be able to count on your firepower to some degree in the army, rather than making it a waste of points. The bonus shots for rolling a 6 to hit are also a great bonus, both for large volume units such as Shoota Boyz, where you might get lots of hits, or for smaller units, like Tankbustas or Lootas, where every extra shot and hit with their powerful weapons are a great boost. 

'Ere We Go

You can re-roll charge rolls for this unit, and can choose whether to re-roll any or all of the dice. 

This got even better from the index version and is a huge boost for the combat effectiveness of the Orks. Getting to re-roll one or both dice is a big boost to the army. Imagine the situation where you need a 7" charge and roll a 5 and a 1. Under the new system, you can choose to re-roll the 1, giving you great odds of making the charge. Under the old system, you had to re-roll both, giving you roughly the same odds of making the charge or forcing you to use a command point re-roll on the 1 to give you better odds of making the charge. 

The other big bonus is that it allows you to re-roll charge rolls, not only "failed" charge rolls. For example, say you were multi-charging two units that were 3" away and 7" away. If you were to roll a 4" charge, you could contact the first unit, but not the second. You could not re-roll for free as you have not failed a charge. In the new rules, you have the option to re-roll one of the dice to allow you to have the chance of catching both units without the risk of failing the charge overall in many cases. This is also great for giving you the option to roll further on charge and opens up more tactical options, such as consolidating into other enemy units to tie them up in combat or getting further to surround a unit and stop them from falling back in the following turn. 

Mob Rule

When using the Leadership of  this unit, you can use its own Leadership characteristic or can choose for the characteristic to be equal to the number of models in the unit, or the number of models in a unit within 6". 

This is a great special rule that makes large unit of Boyz viable and very effective. Running a couple of 30-strong Ork squads together is great for keeping both units safe from morale purposes for long. Your opponent either focuses on wiping out one squad, thereby keeping one squad at full strength and keeping the damaged squad relatively safe from morale, or they can whittle down both squads, still leaving both a relatively strong effectiveness at the risk of losing a few models to morale if they can get both squads down to half strength. 

Speed Mob

The first time the unit is set up on the battlefield, they must be placed within 6" of each other, but acts as independent models from then on. 

This rule applies to the new Ork buggy-type models, allowing you to take up to three buggies in a single fast attack slot and acting as single deployment drop. A nice bonus for reducing the number of drops you need, but with the limitation of having to deploy close to one another, which may reduce your tactical options. 

Clan Kulturs

Most of these have been revealed previously, but here are the summaries once more and my thoughts on them. 

Goffs

Each time you roll an unmodified 6 to hit with a melee weapon, you can make an additional attack using the same weapon (which cannot generate additional attacks). 

A nice chapter tactics for the Orks. Great in large mobs of Boyz, giving you a good chance of getting a number of additional attacks. It can also be a nice bonus for powerful Ork Characters every once in a while, getting an additional Power Klaw attack is always a nice bonus. I think this one is pretty strong and great for a combat-focused army.

Bad Moons
Re-roll to hit rolls of 1 for attacks in the shooting phase.

A nice source of re-rolls in an army that lacks them. This could be useful for units like Lootas, Tankbustas and Slugga Boyz.

Evil Sunz

Add 1 to the move characteristic of models with this Kultur, and add 1 to Advance and Charge rolls made for them. In addition, these models do not suffer the penalty to hit for Advancing and firing Assault Weapons. 

This is a pretty solid Kultur as well. If you are near a Warboss, this gives you an extra 3" range and still being able to assault. You can also put out a fair amount of firepower with a unit of Shoota Boyz or some of the faster moving elements of the army. It also works great with some of the stratagems, allowing you to deploy from reserve and need only an 8" charge, improving your odds of getting into combat.

Deathskulls
Models get a 6+ invulnerable save. In addition, you can re-roll a single failed hit roll, a single wound roll and a single damage roll for each unit with the Kultur when it shoots or fights. Also, all Infantry units in the Kultur gain the Ork version of objective secured.

This is a great Kultur, and I am glad my Ork army is already painted up as Deathskulls! The 6+ save is a great boost for durability for the army, applying to almost all models in the army, so giving you a good save for vehicles in the force too.

The single re-roll for to hit, to wound and damage is also pretty damn good too. It is a nice little bonus for standard infantry and vehicles, but is really good for characters. Getting a bunch of free re-rolls for your Warboss with Power Klaw will definitely maximise his damage output, as well as allowing you to maximise damage output with the rest of the army.

The army-wide "objective secured" for all Infantry is also incredible for me. This is a great special rule and means that all infantry units in the army are great at grabbing objectives. This makes backfield units such as Lootas very strong for taking objectives, forcing your opponent to use Troops to take objectives from them if they cannot easily eliminate the unit.

Snakebites
You get a 6+ feel no pain type roll for each wound caused (cannot be used with other such abilities).

This is an OK Kultur for me. It gives you a lot of saves, but I think the 6+ invulnerable is better, as it also allows you to make use of Painboys to give you an additional save.

Blood Axes
Unit gains the benefit of cover, even if they are not on a terrain feature, as long as the attack is at least 18" away. In addition, units can fall back and shoot or charge (not both).

This is an odd one for me. Normally, these types of Chapter Tactics abilities kick in at over 12", but with the Orks it goes up to 18". For me, this will limit the utility of it, as most Ork armies are going to want to get up close. The ability to fall back and still shoot or charge is also a strong ability. I use the ability to fall back and charge to good effect with my White Scars in many situations, and this is scary on the big mobs of infantry that the Orks can field.

Freebooterz
Add 1 to the hit rolls for attacks made by models if any other friendly unit with this Kultur within 24" has destroyed an enemy unit this phase.

This one has some interesting potential. It could benefit firepower units, allowing Orks to hit on a 4+! It could also be incredibly strong in combat, allowing most units to hit on a 2+, very scary with the volume of attacks the Orks can put out. The only problem might be getting it to activate much of the time.

Overall
A very strong set of Kulturs for the Orks. I will be probably running Deathskulls most of the time. Not only is my army painted in that way, but I think it is a strong Chapter Tactic for the army. I play a lot of maelstrom games, so almost army-wide objective secured is a big boost for me.

On top of that, I think Evil Sunz and Goffs are very strong as well, giving a great deal for mobility and combat prowess, respectively.

Warlord Traits
Orks also get the standard 6 warlord traits, as well as the Clan-specific ones to add a bit of flavour to your army.

Follow Me, Ladz!
The warlord gains Waaagh! (advance and still charge within 6") and Breakin' Heads (pass morale test for D3 mortal wounds). If he already has these abilities, add 3" to the range of each ability. In addition, gain one command point if your army is battle-forged.

This is a strong ability to have on a Warboss. Getting a 9" bubble for being able to advance and still charge should give you a big field for getting into combat. The extra command point is also good for some of the stratagems available.

Bigkilla Boss
Add 1 to the wound rolls for your Warlord's attacks when they target a Vehicle or Monster.

This is very strong, allowing you to wound most vehicles on a 2+ with a Power Klaw. Being able to wound Knights on a 2+ is very strong, allowing you to do a lot of damage.

'Ard as Nails
Add 1 to your warlord's toughness.

This takes a Warboss up to T6 and a Big Mek up to T5. This helps them to have better survivability. I don't think it will have too much impact much of the time, as many high strength weaponry will still be wounding you on a 3+.

Brutal but Kunnin'
You can re-roll hit rolls in the Fight phase for your warlord. In addition, add 1 to the damage characteristics for any melee weapons on the turn that you charge, are charged or make a heroic intervention.

This will really increase the damage output of your Warboss considerably. Getting re-rolls to hit will ensure maximum hits. The +1 damage is also strong on a Power Klaw, allowing you to do between 2-4 damage, great for taking on enemy vehicles and monsters.

Kunnin' but Brutal
Allows you to re-deploy your Warlord and D3 friendly units before the game begins.

This is great for allowing you to maximise your deployment to your advantage. This is great for exploiting weaknesses in your opponent's deployment, or for playing tricks with your own deployment.

Might Is Right
Your warlord gets +1 strength and attacks.

Again, very strong on a Warboss, going up to S14 with the Power Klaw and 5 attacks. You will be able to wound most vehicles on a 2+, making him great for taking out enemy vehicles.

Da Best Armour Teef Can Buy (Bad Moons)
Your warlord gains a 4+ invulnerable save.

This is one of the best warlord traits for me, I wish it was available to everyone. It is really hard to get an invulnerable save on your Warlord if you are Orks. This will really boost the combat ability and durability of your warlord.

I've Got a Plan Lads (Blood Axes)
If the warlord is on the battlefield, roll a D6 for each command point spent when using a stratagem. On a 6+ you get the command point back.

A nice stratagem for getting back command points. However, with the change to the rules allowing only a single regained command point per turn, this could have more limited impact. I think there are better traits available.

Opportunist (Deathskulls)
Re-roll wound rolls of 1 for attacks by your warlord that targets enemy Vehicles. In the shooting phase, you can target enemy Characters within 18", even if they are not the closest.

I'm not a big fan of this one. Re-rolls against vehicles in nice. Targeting enemy characters is always a nice bonus, and has a great range in this ability. However, Ork shooting is not the best in the game. Paired with the various re-rolls the Deathskulls can get, it could pay dividends every once in a while though.

Speed Freek (Evil Sunz)
Warlord and Evil Sunz units within 6" can charge even if they fell back.

I think this is a very useful ability to have. The extra move and charge bonus for the Evil Sunz is also a great bonus for this ability.

Killa Reputation (Freebooterz)
Re-roll to hit rolls of 1 for your warlord and units within 6" in the fight phase.

This is very strong. Orks don't get a huge set of re-roll aura abilities in the army, so this will be a huge boost for combat units in the army. On top of the +1 to hit that you can get with this Kultur, it is a very strong ability that should maximise your damage output.

Proper Killy (Goffs)
Your warlord gains +1 attack.

Strong on a warboss, boosting him up to 5 attacks. Gives you more chance of getting a 6 to hit and getting extra attacks as well.

Surly as a Squiggoth (Snakebites)
You can re-roll failed morale test for friendly Snakebite units within 6" of your warlord. In addition, friendly Gretchin units automatically pass morale tests within 12" of your warlord.

The first part will have limited utility thanks to Mob Rule, but could be useful to reduce casualties every once in a while. This is very strong if you have a lot of Gretchin in the army and a warlord that wants to sit back (Big Mek with Shokk Attack Gun). Makes them very strong for holding backfield objectives.

Overall
As you can see, the Orks have a very strong range of Warlord traits to choose from, with many good choices for your warlord.

For me, Follow Me, Ladz! and Might is Right are the strongest for the generic warlord traits. I think the Bad Moons with the 4+ invulnerable is one of the best of the Clan-specific traits, and I wish all warlords could take it. 

Sours: http://standwargaming.blogspot.com/2018/11/8th-edition-ork-codex-review-part-1.html
Ork Codex Tier List

Ork Codex Review: Stratagems

Hi everyone, Michael here with a review of the stratagems in the Ork codex. The new book has brought some shiny new toys for the Orks, are they all awesome, or there there some duds to be had. For more reviews and analyses, check out the Tactics Corner.

Rating system

Here is the rating systems I will be using in the review:

  • Competitive: This is a codex entry (unit, stratagem, item, etc.) that has a place in essentially any competitive list built with this faction regardless of unit choices or is the source of a significant force multiplication effect for other units.
  • Efficient: This is a codex entry that can stand on its own merit in a matched play list but works best when combined up with other units or in specific situations to become very powerful but may not always be seen.
  • Situational: This is a codex entry that may not pass as competitive on its own merits but can be made effective in a creative list, as a meta-buster, or in a specific combo or scenario where it ratchets up in power to potentially very high strength but otherwise will not be seen very often.

Obviously, most stratagems are Situational as you need specific things to happen to be able to use them. However, this rating does not refer to that, but rather that you will rarely be using the stratagem, even when the right conditions come up to allow you to use it.

Mob Up (1CP)– Used at the end of the movement phase. Two infantry units with the same datasheet within 2″ of each other may join up if one has less than 10 models and one has more than 10 models.

  • Efficient to Competitive, depending on unit. This was the stratagem introduced in Chapter Approved last year. It can be useful for denying your opponent kill points if the mission has them and you can meet the criteria. It is also a strong way to increase squad sizes in mobs to benefit from stratagems, abilities, etc. For example, you could take a unit of 15 Lootas and 10 Lootas in your army and mob them up to a unit of 25 Lootas on your first turn. You now have a great firepower unit that can take maximum advantage of some of the other strong stratagems that the Orks have access to (as you will see below).

Medi-Squig (1CP)– At the end of the movement phase, select a Character within 3″ of a Painboy. The model regains D3 lost wounds

  • Competitive. This is a solid stratagem to help keep your characters alive for longer. Used in conjunction with the Painboy’s abilities, you can potentially heal 2D3 wounds on a single character in one turn. A good roll will put most characters back to full strength. Very useful.

Snagga Grapple (1CP)– Use on a Deffkilla Wartrike that Falls Back. Select a unit within 1″ before they fall back. On a 2+, they suffer D3 mortal wounds.

  • Efficient. The Deffkilla Wartrike is a vehicle that has some great close range firepower and combat ability, so getting into combat is a good deal for it. The ability to fall back and deal mortal wounds is pretty strong. This gets better when combined with the Blood Axes Kultur, allowing it to still shoot or assault after falling back. It can fail to wound, forcing you to spend another CP to pass the roll, but this should hopefully be rare.

Warphead (1CP)– Before the battle begins, select a Weirdboy. The model knows one additional psychic power and can manifest one additional psychic power per turn.

  • Efficient. This allows a Weirdboy to know 2 powers and cast 2 powers per turn. The Ork psychic powers are pretty solid (as you will see in a future part of the review), so this is a pretty good stratagem to use if you are planning on running a Weirdboy. You should be able to cast your powers most of the time, at least until the Weirdboy kills himself with Perils. If you are surrounded by a lot of Boyz, then you probably only get a couple of turns out of the Weirdboy before his head explodes, so this stratagem may have limited potential.

Ramming Speed (2CP)– A selected Ork Vehicle can charge 3D6″. In addition, if it finishes a charge move within 1″ of an enemy unit, on a 2+, the unit suffers D3 mortal wounds.

  • Competitive. This is great for getting better odds on making a long-range charge, along with bonus mortal wounds if you make it in to combat. On a cheap unit like a Trukk, this can allow you to charge and try and tie up an enemy unit to stop them from shooting, as well as doing some damage when you make it in. On vehicles with better combat abilities, such as one equipped with a Deffrolla, or a Dreadnought, Morkanaut or Gorkanaut, this is a bargain stratagem. It is also great for units that arrive from reserve (via the Tellyporta stratagem below), requiring a 9″ charge on 3D6 (or 8″ with Evil Sunz).

Boarding Action (1CP)– Use at the end of the Fight phase. Select an enemy vehicle that cannot Fly within 1″ of a Trukk or Battlewagon. Any models embarked may make a single attack with one of their melee weapons against an enemy unit.

  • Situational. With the right unit embarked in the vehicle, this could do a lot of damage. A unit of Meganobz in a Battlewagon could do some serious damage if you can make a number of hits. This is great when combined with Ramming Speed, giving you the chance of doing a lot of damage to a vehicle with a long ranged charge. Most of the time, you are going to want a powerful unit to get out of the transport to charge the vehicle itself, so this may not get used all too often.

Extra Gubbinz (1CP/3CP)– This is the standard extra Relic for 1CP, or 2 extra Relics for 3CP.

  • Competitive. The Orks have access to some good Relics, so I can see this being used to take an extra one in the army if your army composition suits it.

Get Stuck In, Ladz! (3CP)– Use at end of the Fight Phase. An Ork Infantry unit from your army that has already fought may fight a second time.

  • Competitive. While this was more powerful in the original version, allowing you to fight again when it was your turn to select a unit, the FAQ has brought it into line with similar stratagems for other armies, in that it can only be used at the end of the phase. This is still a powerful stratagem, as Orks have access to many powerful melee units and characters.

Orks is Never Beaten (2CP)– Use when an Ork character is slain. The model can immediately shoot as if it were the shooting phase or fight as if it were the fight phase before it is removed.

  • Competitive. A common stratagem that is very good for a powerful character. I find the ability to fight again is usually more useful than the ability to shoot again. This goes doubly so for most Ork characters.

Force-Field Projecta (3CP)– Use at the start of the battle round. Select a Big Mek. Until the start of the next battle round, increase the range of that model’s Kustom Force Field ability from 9″ to 18″. You can only use the stratagem once per battle.

  • Competitive. This is a pretty strong stratagem to help guard your army. This gives you an 18″ bubble for a 5+ invulnerable save, which is a huge area of protection. Ignoring roughly a third of the wounds that your army takes is a huge boost. I can see this being very useful if you don’t get the first turn against a firepower-heavy army, enabling you to weather the first turn in relative safety. Pricey at 3CP, but well worth it for me. Just be careful of Sniper units that can take out the Big Mek after you use this stratagem. Unfortunately, you only get to use this once per game. I see it being used in the early turns to help you as you close in on the enemy army.

Billowing Exhaust Clouds (1CP)– Select a Speed Freeks unit at the start of your movement phase. Until the start of your next turn, subtract 1 from hit rolls for attacks made by ranged weapons that target the unit.

  • Efficient. A nice, cheap stratagem for helping to keep a Speed Freeks unit safe from enemy firepower for a period. The downside is that you must decide to use it in your movement phase, rather than when the unit is targeted, like other stratagems of this kind. This has the potential that your opponent could simply ignore the unit and your command point is wasted. The only reason I don’t give this the Competitive rating is that it is limited to a few selected units, and can be easy to avoid if your opponent chooses to do so.

More Dakka! (2CP)– Use on a unit in your shooting phase. The Dakka! Dakka! Dakka! ability triggers on a 5 or a 6 (rather than just a 6).

  • Competitive. This is incredible, especially on a unit with a lot of shots. Not only do your shots always hit on a 5 or a 6, regardless of modifiers, but you get an extra to hit roll on roughly a third of your shots. This will be very powerful with units with strong firepower, like Tankbustas or Lootas. A unit of 30 Shoota Boyz using this will put out a lot of firepower. A nice counter to negative to hit modifiers against Orks, making it great for taking on Aeldari units and Flyers. Also gets even better when you have a source of re-rolls to hit in shooting attacks.

‘Ard Boyz (2CP)– Select a Boyz unit. Their save increases to 5+.

  • Situational. A nice bonus to help keep your Boyz safer. Not sure it is worth 2CP to be honest. I think I would rather go with a Kustom Force Field and get the invulnerable save. Could help them in combat more against enemy units that don’t have an AP value on their weapons. With another stratagem, it does give you the potential to get the unit up to a 4+ armour save. Not sure how often this one will be used in games, though I may be wrong about this and it may be better in practice.

Tellyporta (2CP)– Use during deployment. Set up an Ork unit with a power rating of 20 or less in reserve. At the end of your movement phase, you can set up the unit anywhere on the battlefield at least 9″ from an enemy unit. If used on a transport, all units embarked on it remain so when put in reserve.

  • Competitive. This is a fantastic stratagem for the Orks and can be used on multiple units, as it is pre-deployment. For reference, a unit of 5 Meganobz is 10 power, a unit of 30 Boyz is 11 power and a Battlewagon is 8-9 power. About the only single unit that can’t use this is the Stompa. This has gotten even better with the new FAQ. If you use it on a transport vehicle, you only include the power level of the transport, not the unit(s) inside for the maximum power level of 20. This allows you to load up a Battlewagon with some very powerful units and still get to use the Tellyporta stratagem to get them an a battlewagon to a great position on the table.

Combined with Evil Sunz to get an 8″ charge from reserve (with a re-roll of one or both dice), this is a great way to get into combat with large mobs. Even other Ork clans get the re-roll, giving you better odds of getting a charge off from reserve. This is a very strong stratagem to use in the army.

Extra Stikkbombs (1CP)– In the shooting phase, up to 10 Ork infantry models can fire a grenade weapon instead of 1.

  • Efficient to Competitive (based on unit). Useful on most Ork units, insanely good on Tankbustas. Boyz units can now take Tankbustas bombs for every 10 models in the unit, so even a regular squad can do a lot of damage with this. For Tankbuastas, this will be 10D3 shots at S8, -2AP and D6 damage. Use with More Dakka! and this unit will cause carnage to most monsters and vehicles.

Grot Shields (1CP)– Use on an infantry squad (that are not Gretchin) that has been hit by a ranged weapon. Each time a model from the unit loses a wound and there is a Gretchin unit within 6″ that is closer to the enemy unit, roll a D6. On a 2+, the original model does not lose a wound and a gretchin model is slain.

  • Competitive. This is very strong for backfield units like Lootas, allowing you to pass off wounds onto a nearby cheap Gretchin screen. This has the potential to save valuable units from harm if you have a big enough unit of Grots nearby (or multiple units). When combined with a Kustom Force Field or other types of saves, this has the potential to save the unit from a lot of firepower. You either want lots of small units of Grots nearby, or a Runtherd to help with morale issues from losing so many Grots to dedicated firepower. As per the FAQ, it is based on wounds and not damage, so your Gretchin can take a Lascannon to the face to save a more valuable model, rather than losing D6 models for the damage caused.

Loot It! (1CP)– Use when a vehicle is destroyed. Choose an Ork unit within 3″ or that was embarked on the vehicle . Increase the save characteristic of the unit by 1 (can only be used on the same unit once per battle). If used on Lootas, it does not cost you the CP on a 4+.

  • Efficient. This stratagem got better with the new FAQ. It can now be used on a unit embarked in a transport vehicle that was destroyed. This is great for units of Ardboyz or Meganobz that are embarked in a vehicle.

Long, Uncontrolled Bursts (1CP)– Use at the start of the shooting phase. Select an Ork vehicle that can Fly. Until the end of the phase, add 1 to the hit rolls for shooting attacks when targeting enemy units that can Fly.

  • Situational. Some of the Ork flyers can get +1 to hit with some or all of its weapons, so added to this will give you a nice boost against other enemy flyers. Might not come up too often, but useful when it does.

Unstoppable Green Tide (3CP)– Use at the end of your movement phase. Select a unit of Boyz that has less than half of its starting number of models remaining. Remove it from the battlefield and set up the unit at full strength within 6″ of a board edge and at least 9″ from an enemy model. Can only be used once per battle.

  • Competitive. Another incredibly strong stratagem. It is expensive, but well worth it in my opinion. This could be great if one of your large mobs takes a hammering in the first turn, allowing you to remove them and re-deploy at full strength even closer to the enemy army. Like much of the Ork army, this has the potential to cause a lot of worry to an opponent, allowing you to get a big unit of Boyz, or a smaller, more powerful unit in their face early on.

Monster Hunters (3CP)– Snakebites only. Use at the start of any phase. Select an enemy unit with a wound characteristic of 10 or more. Until the end of the phase, add 1 to the wound rolls for attacks made by Snakebit units that target it.

  • Competitive. Very powerful if your opponent has a big unit such as a Knight that is likely to receive a lot of attention. Great for characters or those models with Power Klaws to wound on a 2+ against many vehicles. This has the potential to turn a game against a big enemy threat if you can launch several attacks on it at once.

Drive-by Krumpin’ (1CP)– Evil Sunz only. Use at the end of the shooting phase on an Evil Sunz Speed Freeks unit. The unit can immediately move as if it were the movement phase, but may not charge.

  • Efficient. A great stratagem for boosting the mobility of a selected unit. Very useful for going after objectives, Linebreaker, etc, or for simply getting into the correct position for the next turn. Great when added to the mobility boost for Evil Sunz. The fact that you cannot charge after using it is the only downside.

Wreckers (2CP)– Deathskulls only. Use at the start of any phase. A Deathskulls unit may re-roll wound rolls for attacks made against enemy vehicles until the end of the phase.

  • Competitive. A solid stratagem for the Deathskulls. Great on weapons with strong firepower against vehicles, such as Tankbustas or Lootas. Could also have great potential on a large unit of Boyz attacking a vehicle in combat or firing at them with Shootas. Wounding on a 5+ with full re-rolls should do a fair number of wounds when combined with Dakka! Dakka! Dakka!

Showin’ Off (2CP)– Bad Moons only. Use on an Infantry unit after it has fired in the shooting phase. The unit can shoot all of its weapons a second time (can only be used once per phase).

  • Competitive. Another solid stratagem. Getting to fire twice with a unit such as Lootas or Tankbustas is a very powerful ability (there is a theme here). Also great when combined with other shooting stratagems, such as More Dakka! to get double the bonus in a single phase.

Dead Sneaky (1CP/2CP)– Blood Axes only. Select a Blood Axe infantry model during deployment (1CP for power rating of 8 or less, 2CP for power 9 or more) and deploy it in reserve. At the end of any of your movement phases, you can set the unit up anywhere on the battlefield at least 9″ from an enemy model.

  • Situational. This is only really useful for the 1CP version to set up a lower power level unit. It also doesn’t have a power limit, so could be useful to set up a very powerful unit. Otherwise, this is exactly the same as the Tellyporta stratagem. A bit of a waste for me.

Kill-Kroozer Broadside (3CP)– Freebooterz only. Use at the start of the shooting phase. Select D3 points on the battlefield more than 6″ away from each other and visible to a Freebooterz unit. Roll a D6 for each unit (friend or foe) within 3″. ON a 5+, the unit suffers D3 mortal wounds (-1 to the roll for a character). Can only be used once per game.

  • Situational. I’m not sure about this one. If it was hitting units on a 4+, it would be pretty strong (and what Orbital Bombardment wished it could be). It has the potential to do some serious damage against the right opponent, but it could also fluff and do nothing at all.

Skarboyz (1CP)– Goffs only. Use before the battle, select a unit of Boyz (not Ard Boyz). The unit gains the Skarboyz keyword and the strength characteristic is increased to 5.

  • Competitive. I think this is solid and very good for 1CP. It can also be used on multiple units if you want. Wounding most infantry on a 3+ will be great for the unit and really boost your damage output in combat.

Overall

The Orks have access to some fantastic stratagems that should really boost the effectiveness of the army.

Force Field Projecta, More Dakka!, Tellyporta and Unstoppable Green Tide stand out at the moment as incredibly useful. Luckily, Orks have access to a lot of cheap troops units and HQ units to maximise the number of CP they can start with, so you should be able to use a lot of these during the game.

Most of the stratagems are solid in the right situation, with only Dead Sneaky feeling a bit useless (and then only because Tellyporta exists).

And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!

secondhandhsop

Posted on November 20, 2018byMichael Corrin40K, Review

Tags: 40K40k 8th edCodex revieworksstratagems

Sours: https://www.frontlinegaming.org/2018/11/20/ork-codex-review-stratagems/

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:) I was very pleased to share my memories and feelings with you, please do not judge strictly because this is my. First time :) hee hee. but to be continued :) Have a pleasant time of day a groan rang out in the room.



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