Cataclysm in the Abyss

Orks

Faction detachments for Boarding Actions

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Ramship Raiders

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
You can include up to three of each of the following units:
You can include up to one of each of the following units:

Forming Boarding Squads


Rules Adaptations


Army Rule

Void WAAAGH!

For all the noise and mayhem of a boarding action, it can be harder to build up a full head of steam when trying to navigate sealed bulkheads and winding corridors.

Units from your army with the Waaagh! ability retain that ability and gain this one.

Once per battle, at the start of the battle round, you can call a Void Waaagh!. If you do, until the start of the next battle round, the Void Waaagh! is active for your army and:

Detachment Rule

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.

Stratagems

PILE THROUGH
1CP
Ramship Raiders – Strategic Ploy Stratagem
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.
RAMBOYZ RAMPAGE
1CP
Ramship Raiders – Strategic Ploy Stratagem
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.
EAGER TO FIGHT
1CP
Ramship Raiders – Strategic Ploy Stratagem
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.
ENRAGED RUSH
1CP
Ramship Raiders – Strategic Ploy Stratagem
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.

Enhancements

We are not using enhancements from Boarding Actions in the crusade. These are here for reference only!

Click to view
Living Battering Ram

There is something uniquely terrifying to the foe about a nine-foot-tall, four-hundred-pound Ork who prefers to open hatchways with their head while running full tilt and bellowing like a battle tank.

Each time the bearer attempts to operate a closed Hatchway, your opponent cannot try to prevent it. In addition, each time the bearer opens a Hatchway, each enemy unit within 6" of that Hatchway and wholly on the opposite side of it from the bearer must take a Battle-shock test.

Scarred Brute

A veteran of many boarding actions, this monstrous Ork has been shot, stabbed and ejected into hard vacuum many times, and has all the toughened scarring and bionik wotnots to show for it.

The bearer has the Feel No Pain 5+ ability.

Kaptin Killers

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
You can include up to two of each of the following units:

Rules Adaptations


Army Rule

Void WAAAGH!

For all the noise and mayhem of a boarding action, it can be harder to build up a full head of steam when trying to navigate sealed bulkheads and winding corridors.

Units from your army with the Waaagh! ability retain that ability and gain this one.

Once per battle, at the start of the battle round, you can call a Void Waaagh!. If you do, until the start of the next battle round, the Void Waaagh! is active for your army and:

Detachment Rule

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.

Stratagems

LOOT ON THE MOVE
1CP
Kaptin Killers – Strategic Ploy Stratagem
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.
PILE THROUGH
1CP
Kaptin Killers – Strategic Ploy Stratagem
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.
PIT FIGHTER
1CP
Kaptin Killers – Epic Deed Stratagem
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.
CORNERED AND KRUMPED
1CP
Kaptin Killers – Battle Tactic Stratagem
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.

Enhancements

We are not using enhancements from Boarding Actions in the crusade. These are here for reference only!

Click to view
Tellyporta

Employing madcap tellyporta arrays, Ork Meks can beam massively armoured Nobz through the warp and onto an enemy vessel, much to the horror of the defenders.

In the Deploy Armies step, select one MEGANOBZ unit from your army. Until the end of the battle, models in that unit have the Deep Strike ability.

Gnasher Squig Crates

This Warboss has ordered his ladz to bring armoured crates of vicious gnasher squigs aboard. Upended into strategically vital areas, they create a dangerous infestation that enemies will struggle to remove.

WARBOSS model only. In your Command phase, you can select one NOBZ or MEGANOBZ unit from your army (excluding Battle-shocked units) that is within 6" of the bearer and is within range of an objective marker. If there are no enemy models within range of that objective marker, it is Secured by your army.