40k Crusade Ork Mob Traits (d6)

Codex: Orks

Description (more info)

MOB units.

d6 Result

1

Orks Mob 1: DED CHOPPY

These Orks show a great enthusiasm for battle, even above that of their warlike peers.

While the Waaagh! is active for your army, each time a model in this unit makes a melee attack, re-roll a Wound roll of 1.

2

Orks Mob 2: BIONIK TARGETERS

These ladz have scrounged enough teef together for all manner of rangefinders, optiks, skopes and targetin’squigs that have been stitched, bolted or stapled into place to improve their aim.

Each time a model in this unit makes a ranged attack, add 1 to the Hit roll.

3

Orks Mob 3: DAKKALADZ

These Orks have learned that if you pour enough firepower into the enemy, it makes the gitz less inclined to start any sneaky nonsense.

Once per battle, in your Shooting phase, when this unit is selected to shoot, it can use this ability. If it does, after it has shot, select one enemy unit hit by one or more of those attacks; that enemy unit must take a Battle-shock test

4

Orks Mob 4: DED KEEN

These ladz can’t wait to get stuck into the enemy, leaping on any that come near in a surge of green muscle.

You can target this unit with the Heroic Intervention Stratagem for 0CP.

5

Orks Mob 5: OPPORTUNISTIC

These ladz have an instinct for spotting valuable bits of loot. They swarm over likely sites, knowing which bits to bash and which bits to leave in one piece.

Once per battle, at the start of your Command phase, this unit can use this ability. If it does, until the end of the turn, add 1 to the Objective Control characteristic of models in that unit.

6

Orks Mob 6: GNARLY SCARS

The ladz in this mob wear with pride their impressive array of horrific scars.

While an enemy unit is within Engagement Range of one or more units with this ability, worsen that unit’s Leadership characteristic by 1.