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Orks

Ramship Raiders

Detachment · 4 stratagems · 2 enhancements

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

EAGER TO FIGHT

1 CP
Ramship Raiders – Strategic Ploy Stratagem · Movement phase
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

1 CP
Ramship Raiders – Strategic Ploy Stratagem · Shooting phase
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.

PILE THROUGH

1 CP
Ramship Raiders – Strategic Ploy Stratagem · Movement phase
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

1 CP
Ramship Raiders – Strategic Ploy Stratagem · Movement phase
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.

Enhancements

Living Battering Ram

0 pts
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

0 pts
The bearer has the Feel No Pain 5+ ability.

Eligible Units