Orks Orks - Assault 2 100 Point(s)
Tactics
DECISIVE MOVE (General: 1Point(s)) Use this Tactic at the start of the Movement phase. Pick a model from your kill team and make a move
with it before any other models (including an Advance move, Fall Back move or charge attempt if you wish). If another player uses this
Tactic, roll off: the winner goes first.
DECISIVE STRIKE (General: 2Point(s)) Use this Tactic at the start of the Fight phase. Pick a model from your kill team that is eligible to fight
and fight with it before any other models. If another player uses this Tactic, roll off: the winner goes first.
DECISIVE SHOT (General: 2Point(s)) Use this Tactic at the start of the Shooting phase. Pick a model from your kill team that is eligible to
shoot and shoot with it before any other models. If another player uses this Tactic, roll off: the winner goes first.
INSANE BRAVERY (General: 1Point(s)) Use this Tactic before taking any Nerve tests in the Morale phase. You can automatically pass a single
Nerve test for a model from your kill team.
TACTICAL RE-ROLL (General: 1Point(s)) Re-roll a single Advance roll, charge roll, Psychic test, Deny the Witch test, hit roll, wound roll,
saving throw, Injury roll or Nerve test.
GRITTED TEETH (General: 1Point(s)) Use this Tactic when you choose a model with one or more flesh wounds to shoot in the Shooting
phase or fight in the Fight phase. Until the end of the phase, this model's attacks do not suffer any penalty to their hit rolls from this model's
flesh wound(s).
OUTFLANK (General: 1Point(s)) Use this Tactic at the end of the Movement phase. Choose a model from your kill team that was set up in
Reserve and set them up within 1" of the edge of the battlefield and more than 5" away from any enemy models.
GNASHER SQUIG (Faction: 2Point(s)) Use this Tactic at the start of the Fight phase. Pick an enemy model that is within 1" of any of your
models and roll a D6. On a 4+, that enemy model suffers 1 mortal wound.
KRUMP 'EM! (Faction: 1Point(s)) Use this Tactic when you choose a model in your kill team to fight in the Fight phase. Increase the Strength
characteristic of that model by 1 until the end of the phase."
DAKKA DAKKA DAKKA (Faction: 1Point(s)) Use this Tactic after a model from your kill team shoots in the Shooting phase. You can
immediately shoot an additional time with that model.
JUST A FLESH WOUND (Faction: 2Point(s)) Use this Tactic when a model from your kill team is taken out of action. Roll a D6. On a 4+ that
model suffers a flesh wound instead.
GROT SHIELD (Faction: 2Point(s)) Use this Tactic at the start of the Shooting phase. Pick a model from your kill team that is within 2" of a
GRETCHIN model. Until the end of the phase, while that Gretchin model is on the battlefield, any attacks which target the chosen model are
resolved against that Gretchin model instead.
MEK'S SPECIAL STIKKBOMB (Faction: 2Point(s)) Use this Tactic when you choose a model from your kill team to attack with a stikkbomb.
Until the end of the phase, change the weapon's type to Grenade D3 and add 1 to its Strength and Damage characteristics.
DEAD ‘ARD (Faction: 1Point(s)) Use when a model from your kill team suffers a mortal wound. Roll a D6 for that mortal wound, and each
other mortal wound suffered by that model for the rest of the phase : on a 5+ the mortal wound is ignored and has no effect.
‘ERE WE GO, ‘ERE WE GO! (Faction: 1Point(s)) Use after making a charge roll for one of your models. Re-roll one of the dice.
PYROMANIAK (Faction: 1Point(s)) Use when you chose a model to shoot with a burner. The burner makes D6 attacks instead of D3 this
phase.
INDISCRIMINATE DAKKA (Faction: 1Point(s)) Use after firing Overwatch with one of your models. You can immediately fire Overwatch again .
WAAAGH! (Faction: 2Point(s)) Use when it is your turn to move in the Movement phase and your Leader is on the Battlefield and not shaken.
For the duration of that phase, add 1 ” to the Move characteristics of all models in your kill team, and add 1 to their Advance and Charge
rolls.
ITCHIN' FOR A FIGHT! (Faction: 2Point(s)) Use when you choose a model in your kill team to fight in the fight phase . You can make one
additional attack with that model for each enemy model within 1 ” of it.
KUNNIN' INFILTRATORS (Faction: 1Point(s)) Use this Tactic at the end of the Movement phase. Choose up to three KOMMANDO models from
your kill team that were set up in Reserve and set them up anywhere on the battlefield that is more than 5" away from any enemy models.
UP AND AT 'EM! (Speciality: 1Point(s)) Use this Tactic in the Fight phase, after attacking with a model from your kill team. Pick a Combat
specialist from your kill team that has not yet attacked this phase: you can immediately fight with them.
ADAPTIVE TACTICS (Speciality: 1Point(s)) Use this Tactic at the start of the first battle round, but before the Initiative phase. Pick a Veteran
specialist from your kill team. They can make a normal move or Advance. You can only use this Tactic once per battle.
QUICK MARCH (Speciality: 1Point(s)) Use this Tactic when you pick a Scout specialist from your kill team to move in the Movement phase.
Increase the model's Move characteristic by 2" this phase.
LEAD BY EXAMPLE (Speciality: 1Point(s)) Use this Tactic when you pick a Leader from your kill team to fight in the Fight phase. Choose
another friendly model within 3" of them that is eligible to fight. You can fight with each of these models, in an order of your choice, before
the next player's turn.
Common abilities throughout faction
'Ere We Go : Re-roll failed charge rolls for a model with this ability.
Expert Fighter : Add 1 to this model's Attacks characteristic.
Sneaky Gits : When an enemy player makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll
suffers an additional -1 modifier.
G r i z z l e d : This model ignores penalties to its Leadership characteristic and Nerve tests.
Swift : You can re-roll Advance rolls for this model.
Resourceful : As long as this model is on the battlefield and not shaken, you gain an additional Command Point at the beginning of the battle
round.
Kommando Boss Nob, 16 Point(s) M WS BS S T W A Ld Sv
Combat
Kommando Boss Nob 6" 3+ 5+ 5 4 2 3 7 6+
Weapon Range Type S AP D Abilities
Power klaw Melee x2 -3 D3 When attacking with this weapon, you
must subtract 1 from the hit roll.
Slugga 12" Pistol 1 4 0 1
Stikkbomb 6" Grenade D6 3 0 1
Abilities : 'Ere We Go, Expert Fighter, Sneaky Gits
Kommando, Veteran 8 Point(s) M WS BS S T W A Ld Sv
Kommando 1 6" 3+ 5+ 4 4 1 2 6 6+
Weapon Range Type S AP D Abilities
Choppa Melee U 0 1 Each time the bearer fights, it can make
1 additional attack with this weapon.
Slugga 12" Pistol 1 4 0 1
Stikkbomb 6" Grenade D6 3 0 1
Abilities : 'Ere We Go, Grizzled, Sneaky Gits
Kommando, Scout 8 Point(s) M WS BS S T W A Ld Sv
Kommando 2 6" 3+ 5+ 4 4 1 2 6 6+
Weapon Range Type S AP D Abilities
Choppa Melee U 0 1 Each time the bearer fights, it can make
1 additional attack with this weapon.
Slugga 12" Pistol 1 4 0 1
Stikkbomb 6" Grenade D6 3 0 1
Abilities : 'Ere We Go, Sneaky Gits, Swift
Ork Boy 6 Point(s) M WS BS S T W A Ld Sv
Ork Boy 1 5" 3+ 5+ 4 4 1 2 6 6+
Weapon Range Type S AP D Abilities
Choppa Melee U 0 1 Each time the bearer fights, it can make
1 additional attack with this weapon.
Slugga 12" Pistol 1 4 0 1
Stikkbomb 6" Grenade D6 3 0 1
Abilities : 'Ere We Go
Ork Boy 6 Point(s) M WS BS S T W A Ld Sv
Ork Boy 2 5" 3+ 5+ 4 4 1 2 6 6+
Weapon Range Type S AP D Abilities
Choppa Melee U 0 1 Each time the bearer fights, it can make
1 additional attack with this weapon.
Slugga 12" Pistol 1 4 0 1
Stikkbomb 6" Grenade D6 3 0 1
Abilities : 'Ere We Go
Ork Boy 6 Point(s) M WS BS S T W A Ld Sv
Ork Boy 3 5" 3+ 5+ 4 4 1 2 6 6+
Weapon Range Type S AP D Abilities
Choppa Melee U 0 1 Each time the bearer fights, it can make
1 additional attack with this weapon.
Slugga 12" Pistol 1 4 0 1
Stikkbomb 6" Grenade D6 3 0 1
Abilities : 'Ere We Go
Ork Boy 6 Point(s) M WS BS S T W A Ld Sv
Ork Boy 4 5" 3+ 5+ 4 4 1 2 6 6+
Weapon Range Type S AP D Abilities
Choppa Melee U 0 1 Each time the bearer fights, it can make
1 additional attack with this weapon.
Slugga 12" Pistol 1 4 0 1
Stikkbomb 6" Grenade D6 3 0 1
Abilities : 'Ere We Go
Ork Boy 6 Point(s) M WS BS S T W A Ld Sv
Ork Boy 5 5" 3+ 5+ 4 4 1 2 6 6+
Weapon Range Type S AP D Abilities
Choppa Melee U 0 1 Each time the bearer fights, it can make
1 additional attack with this weapon.
Slugga 12" Pistol 1 4 0 1
Stikkbomb 6" Grenade D6 3 0 1
Abilities : 'Ere We Go
Ork Boy 6 Point(s) M WS BS S T W A Ld Sv
Ork Boy 6 5" 3+ 5+ 4 4 1 2 6 6+
Weapon Range Type S AP D Abilities
Choppa Melee U 0 1 Each time the bearer fights, it can make
1 additional attack with this weapon.
Slugga 12" Pistol 1 4 0 1
Stikkbomb 6" Grenade D6 3 0 1
Abilities : 'Ere We Go
Ork Boy 6 Point(s) M WS BS S T W A Ld Sv
Ork Boy 7 5" 3+ 5+ 4 4 1 2 6 6+
Weapon Range Type S AP D Abilities
Choppa Melee U 0 1 Each time the bearer fights, it can make
1 additional attack with this weapon.
Slugga 12" Pistol 1 4 0 1
Stikkbomb 6" Grenade D6 3 0 1
Abilities : 'Ere We Go
Ork Boy 6 Point(s) M WS BS S T W A Ld Sv
Ork Boy 8 5" 3+ 5+ 4 4 1 2 6 6+
Weapon Range Type S AP D Abilities
Choppa Melee U 0 1 Each time the bearer fights, it can make
1 additional attack with this weapon.
Slugga 12" Pistol 1 4 0 1
Stikkbomb 6" Grenade D6 3 0 1
Abilities : 'Ere We Go
Gretchin 3 Point(s) M WS BS S T W A Ld Sv
Gretchin 1 5" 5+ 4+ 2 2 1 1 4 6+
Weapon Range Type S AP D Abilities
Grot blasta 12" Pistol 1 3 0 1
Abilities :
Gretchin 3 Point(s) M WS BS S T W A Ld Sv
Gretchin 2 5" 5+ 4+ 2 2 1 1 4 6+
Weapon Range Type S AP D Abilities
Grot blasta 12" Pistol 1 3 0 1
Abilities :
Boss Nob, Leader 14 Point(s) M WS BS S T W A Ld Sv
Boss Nob 5" 3+ 5+ 5 4 2 3 7 6+
Weapon Range Type S AP D Abilities
Power klaw Melee x2 -3 D3 When attacking with this weapon, you
must subtract 1 from the hit roll.
Slugga 12" Pistol 1 4 0 1
Stikkbomb 6" Grenade D6 3 0 1
Abilities : 'Ere We Go, Resourceful