Daniel

Faction Orks
Points 2000
Name Competitive
Game system Warhammer 40k 8th edition
Score 0
User Vladicus
Country
Linked tournaments

Army list details

New Roster (Warhammer 40,000 8th Edition) [100 PL, 11CP, 1,999pts]
Spearhead Detachment +1CP (Orks) [46 PL, 2CP, 901pts]
Rules: Dis Is Ours! Zog Off!
No Force Org Slot [2CP]
Battle-forged CP [3CP]
Categories: No Force Org Slot
Clan Kultur
Selections: Bad Moons
Categories: No Force Org Slot
Abilities: Bad Moons

Abilities Description Ref
Bad Moons Re-roll hit rolls of 1 for attacks made by models with this kultur in the Shooting phase.
Detachment CP [1CP]
Categories: No Force Org Slot
Extra Gubbins (1/3 CP) [-1CP]
Selections: 1 Extra Shiny Gubbins [-1CP]
Categories: No Force Org Slot
Specialist Detachment [-1CP]
Selections: Dread Waaaagh! [-1CP]
Categories: No Force Org Slot
Abilities: Dread Waaaagh!

Abilities Description Ref
Dread Waaaagh! Use this Stratagem when choosing your army. Pick an ORK Detachment from your army to be a Dread Waaagh! Specialist Detachment. BIG MEKS, GORKANAUTS, MORKANAUTS, DEFF DREADS and KILLA KANS in that Detachment gain the DREAD WAAAGH! keyword.
HQ [5 PL, 80pts]
Big Mek (Index) [5 PL, 80pts]
Selections: Big Killa Boss, Choppa, Da Souped-up Shokka, Shokk Attack Gun [25pts], Warlord
Categories: Big Mek, Character, Faction: <Clan>, Faction: Ork, HQ, Infantry, Warlord
Rules: 'Ere We Go!, Mob Rule
Abilities: Big Killa Boss, Big Mekaniak, Unit: Big Mek, Weapon: Choppa, Da Souped-up Shokka, Shokk Attack Gun, Stikkbombs

Abilities Description Ref
Big Killa Boss Add 1 to the wound rolls for your warlord attacks if they are targeting vehicle or monster.
Big Mekaniak At the end of your Movement phase, this model can repair a single friendly (CLAN) Vehicle model within 3". That model regains D3 lost wounds. A model can only be repaired once per turn. Codex: Orks p86
Unit M WS BS S T W A Ld Save Ref
Big Mek 5" 3+ 5+ 5 4 4 3 7 4+
Weapon Range Type S AP D Abilities Ref
Choppa Melee Melee user 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon.
Da Souped-up Shokka 60" Heavy 2d6 2d6 -5 D6 Before firing this weapon, roll once to determine the Strength of all its shots. If the result is 11+ each successful hit inflicts D3 mortal wounds on the target in addition to any normal damage.
Shokk Attack Gun 60" Heavy D6 2D6 -5 D6 Each time this unit is chosen to shoot with, roll once to determine the Strength characteristic of this weapon. If the result is 11+ each successful hit inflicts D3 mortal wounds on the target in addition to any normal damage.
Stikkbombs 6" Grenade D6 3 0 1 -
Heavy Support [41 PL, 821pts]
Gorkanaut [15 PL, 311pts]
Selections: 2x Rokkit Launcha [24pts], Skorcha [17pts], 2x Twin Big Shoota [20pts]
Categories: Faction: <Clan>, Faction: Ork, Vehicle, Heavy Support, Transport, Gorkanaunt
Rules: 'Ere We Go!, Dakka Dakka Dakka
Abilities: Big 'n' Stompy, Explodes, Naut Wound Track: Gorkanaut1, Gorkanaut2, Gorkanaut3, Transport: Gorkanaut, Unit: Gorkanaut, Weapon: Deffstorm Mega-Shoota, Klaw of Gork (Crush), Klaw of Gork (Smash), Rokkit Launcha, Skorcha, Twin Big Shoota

Abilities Description Ref
Big 'n' Stompy This model can Fall Back in your Movement phase and still shoot and/or charge during its turn. In addition, it can move and fire Heavy weapons without suffering the penalty to its hit rolls. This model only gains a bonus to its saving throws for being in cover if at least half of the model is obscured from the firer.
Explodes If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 9" suffers D6 mortal wounds.
Naut Wound Track Wounds Move WS Attacks Ref
Gorkanaut1 10-18+ 8" 3+ 6
Gorkanaut2 5-9 6" 4+ 5
Gorkanaut3 1-4 4" 5+ 4
Transport Capacity Ref
Gorkanaut This model can transport 6 FLASHGITZ or (CLAN) INFANTRY models. Each MEGAARMOUR or JUMP Pack model takes the space of two other models.
Unit M WS BS S T W A Ld Save Ref
Gorkanaut * * 5+ 8 8 18 * 7 3+
Weapon Range Type S AP D Abilities Ref
Deffstorm Mega-Shoota 36" Heavy 18 6 -1 1 -
Klaw of Gork (Crush) Melee Melee x2 -4 D6 -
Klaw of Gork (Smash) Melee Melee User -2 2 Make 3 hit rolls for each attack made with this weapon instead of 1.
Rokkit Launcha 24" Assault 1 8 -2 3 -
Skorcha 8" Assault D6 5 -1 1 This weapon automatically hits its target.
Twin Big Shoota 36" Assault 6 5 0 1 -
Lootas [13 PL, 255pts]
Categories: Faction: <Clan>, Faction: Ork, Infantry, Heavy Support, Lootas
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
15x Loota [255pts]
Unit: Loota, Weapon: Deffgun, Stikkbombs

Unit M WS BS S T W A Ld Save Ref
Loota 5" 3+ 5+ 4 4 1 2 6 6+
Weapon Range Type S AP D Abilities Ref
Deffgun 48" Heavy D3 7 -1 2 Each time this unit is chosen to shoot with, roll one D3 to determine the Type characteristic of all deffguns that models in this unit are equipped with when resolving those attacks.
Stikkbombs 6" Grenade D6 3 0 1 -
Lootas [13 PL, 255pts]
Categories: Faction: <Clan>, Faction: Ork, Infantry, Heavy Support, Lootas
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
15x Loota [255pts]
Unit: Loota, Weapon: Deffgun, Stikkbombs

Unit M WS BS S T W A Ld Save Ref
Loota 5" 3+ 5+ 4 4 1 2 6 6+
Weapon Range Type S AP D Abilities Ref
Deffgun 48" Heavy D3 7 -1 2 Each time this unit is chosen to shoot with, roll one D3 to determine the Type characteristic of all deffguns that models in this unit are equipped with when resolving those attacks.
Stikkbombs 6" Grenade D6 3 0 1 -
Battalion Detachment +5CP (Orks) [41 PL, 4CP, 847pts]
Rules: Dis Is Ours! Zog Off!
No Force Org Slot [5CP]
Clan Kultur
Selections: Goffs
Categories: No Force Org Slot
Abilities: Goffs

Abilities Description Ref
Goffs Each time you roll an unmodified hit roll of 6 for an attack with a melee weapon made by a model with this kultur, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls.
Detachment CP [5CP]
Categories: No Force Org Slot
HQ [15 PL, -1CP, 297pts]
Ghazghkull Thraka [12 PL, 235pts]
Categories: Character, Infantry, Warboss, HQ, Faction: Ork, Mega Armour, Ghazghkull Thraka, Faction: Goff
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Great Waagh!, Prophet of Gork and Mork, The Boss is Watchin', Unit: Ghazghkul Thraka, Weapon: Kustom Klaw, Stikkbombs, Twin Big Shoota

Abilities Description Ref
Great Waagh! Friendly ORK INFANTRY units within 6" of this model at the start of the Charge phase can charge even if they Advanced this turn. Furthermore, friendly ORK INFANTRY models add 1 to their Attacks characteristic if they charged this turn and Ghaz is within 6" of their unit when they are chosen to fight. Codex: Orks p84
Prophet of Gork and Mork Ghazghkull Thraka has a 4+ invul save. Codex: Orks p84
The Boss is Watchin' If a friendly ORK unit fails a Morale test within 6" of Ghaz, he can restore order with a brutal display of violence. If they do, the unit suffers D3 mortal wounds, but the Morale test is then considered to have been passed. Codex: Orks p84
Unit M WS BS S T W A Ld Save Ref
Ghazghkul Thraka 5" 2+ 5+ 6 6 8 5 8 2+/4++
Weapon Range Type S AP D Abilities Ref
Kustom Klaw Melee Melee x2 -3 3 -
Stikkbombs 6" Grenade D6 3 0 1 -
Twin Big Shoota 36" Assault 6 5 0 1 -
Weirdboy [3 PL, -1CP, 62pts]
Selections: 2. Warpath, 3. Da Jump, Warphead [-1CP]
Categories: Character, HQ, Infantry, Psyker, Faction: Ork, Faction: <Clan>, Weirdboy
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Waaagh! Energy, Warphead (1 CP), Psychic Power: Da Jump, Smite, Warpath, Psyker: Psyker, Unit: Weirdboy, Weapon: Weirdboy Staff

Abilities Description Ref
Waaagh! Energy Add 1 to any Psychic test rolls made for this model for every 10 friendly ORK models excluding gretchin within 10" of it when the roll is made, to a maximum of +3. However, if result of the test is 12+, this model immediately suffers Perils of the Warp. Codex: Orks p88
Warphead (1 CP) Use this Strategem before the battle begins. Select a WEIRDBOY model knows 1 additional psychic power from the Power of the Waaagh! discipline and can attempt to manifest 1 additional psychich power in each of your Psychic phases.
Psychic Power Warp Charge Range Details Ref
Da Jump 7 12" If Manifested, select a friendly ORK INFANTRY unit within 12" of the psyker. Remove that unit from the battlefield, and then set it up anywhere on the battlefield more than 9" from any enemy units. That unit counts as having moved for any rules purposes, such as firing Heavy weapons
Smite 5 18" Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
Warpath 7 18" If Manifested, select a friendly ORK unit within 18" of the psyker. Increase that unit's Attacks characteristic by 1 until your next Psychic phase.
Psyker Cast Deny Powers Known Other Ref
Psyker 1 1 1 See Waaagh! Energy
Unit M WS BS S T W A Ld Save Ref
Weirdboy 5" 3+ 5+ 5 4 4 3 6 6+
Weapon Range Type S AP D Abilities Ref
Weirdboy Staff Melee Melee +2 -1 D3 -
Troops [19 PL, 393pts]
Boyz [11 PL, 227pts]
Selections: Skarboyz (1 CP), Tankbusta Bombs
Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Green Tide, Skarboyz (1 CP), Weapon: Tankbusta Bombs
Boss Nob [24pts]
Selections: Killsaw [15pts], Kustom Shoota (Index) [2pts]
Unit: Boss Nob, Weapon: Killsaw, Kustom Shoota, Stikkbombs
29x Ork Boy W/ Slugga & Choppa [203pts]
Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbombs

Abilities Description Ref
Green Tide If this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
Skarboyz (1 CP) Gains the Skarboyz keyword, and the Strength characteristic of models in this unit is changed to 5. This unit can only use the Mob Up Strategem to merge with other units of Skarboyz.
Unit M WS BS S T W A Ld Save Ref
Boss Nob 5" 3+ 5+ 5 4 2 3 7 6+
Ork Boy 5" 3+ 5+ 4 4 1 2 6 6+
Weapon Range Type S AP D Abilities Ref
Choppa Melee Melee user 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon.
Killsaw Melee Melee x2 -4 2 When attacking with this weapon, you must subtract 1 from the hit roll. If a model is equipped with 2 Killsaws, add 1 to its Attacks characteristic
Kustom Shoota 18" Assault 4 4 0 1 - Index: Xenos 2
Slugga 12" Pistol 1 4 0 1 -
Stikkbombs 6" Grenade D6 3 0 1 -
Tankbusta Bombs 6" Grenade D3 8 -2 D6 -
Boyz [7 PL, 136pts]
Selections: Tankbusta Bombs
Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Green Tide, Weapon: Tankbusta Bombs
Boss Nob [24pts]
Selections: Killsaw [15pts], Kustom Shoota (Index) [2pts]
Unit: Boss Nob, Weapon: Killsaw, Kustom Shoota, Stikkbombs
6x Ork Boy W/ Shoota [42pts]
Unit: Ork Boy, Weapon: Shoota, Stikkbombs
10x Ork Boy W/ Slugga & Choppa [70pts]
Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbombs

Abilities Description Ref
Green Tide If this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
Unit M WS BS S T W A Ld Save Ref
Boss Nob 5" 3+ 5+ 5 4 2 3 7 6+
Ork Boy 5" 3+ 5+ 4 4 1 2 6 6+
Weapon Range Type S AP D Abilities Ref
Choppa Melee Melee user 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon.
Killsaw Melee Melee x2 -4 2 When attacking with this weapon, you must subtract 1 from the hit roll. If a model is equipped with 2 Killsaws, add 1 to its Attacks characteristic
Kustom Shoota 18" Assault 4 4 0 1 - Index: Xenos 2
Shoota 18" Assault 2 4 0 1 -
Slugga 12" Pistol 1 4 0 1 -
Stikkbombs 6" Grenade D6 3 0 1 -
Tankbusta Bombs 6" Grenade D3 8 -2 D6 -
Gretchin [1 PL, 30pts]
Categories: Faction: <Clan>, Faction: Ork, Gretchin, Infantry, Troops
Rules: Dakka Dakka Dakka, Grots
10x Gretchin [30pts]
Unit: Gretchin, Weapon: Grot Blaster

Unit M WS BS S T W A Ld Save Ref
Gretchin 5" 5+ 4+ 2 2 1 1 4 6+
Weapon Range Type S AP D Abilities Ref
Grot Blaster 12" Pistol 1 3 0 1 -
Elites [7 PL, 157pts]
Nob with Waaagh! Banner [4 PL, 90pts]
Selections: Kustom Shoota [2pts], Power Klaw [13pts]
Categories: Elites, Faction: <Clan>, Faction: Ork, Infantry, Nobz, Character
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Keepin' Order, Waaagh! Banner, Unit: Nob with Waaagh! Banner, Weapon: Choppa, Kustom Shoota, Power Klaw, Stikkbombs, Waaagh! Banner

Abilities Description Ref
Keepin' Order Roll a D6 for each model that flees from a <CLAN> unit that is within 3" of any friendly <CLAN> unit with this ability. On a 6, that model doesn't flee.
Waaagh! Banner (Clan); units within 6" of any friendly Waaagh! banner add 1 to their hit rolls in the Fight phase.
Unit M WS BS S T W A Ld Save Ref
Nob with Waaagh! Banner 5" 3+ 5+ 5 4 4 3 6 4+
Weapon Range Type S AP D Abilities Ref
Choppa Melee Melee user 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon.
Kustom Shoota 18" Assault 4 4 0 1 - Index: Xenos 2
Power Klaw Melee Melee x2 -3 D3 When attacking with this weapon, you must subtract 1 from the hit roll
Stikkbombs 6" Grenade D6 3 0 1 -
Waaagh! Banner Melee Melee +2 0 2 -
Painboy [3 PL, 67pts]
Selections: Killsaw (Index) [15pts]
Categories: Character, Faction: <Clan>, Faction: Ork, Infantry, Elites, Painboy
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Dok's Tools, Grot Orderly, Sawbones, Unit: Painboy, Weapon: 'Urty Syringe, Killsaw

Abilities Description Ref
Dok's Tools Roll a D6 each time a <CLAN> INFANTRY or <CLAN> BIKER unit loses a wound whilst within 3" of any friendly <CLAN> PAINBOYZ. On a 6, that unit does not lose that wound.
Grot Orderly Once per battle, you can re-roll the dice when this model is attempting to heal a model using the Sawbonez ability, either when determining if the surgery is successful or when determining the number of lost wounds regained.
Sawbones At the end of your Movement phase, mad Dok Grotsnik can attempt to heal a single (CLAN) INFANTRY or ORK BIKER model within 1". Roll a D6; on a 1 the surgery fails, the model you were attempting to heal loses a wound, but on any other result that model regains D3 lost wounds. A model can only be the target of a surgery attempt once per turn.
Unit M WS BS S T W A Ld Save Ref
Painboy 5" 3+ 5+ 5 4 4 4 6 6+
Weapon Range Type S AP D Abilities Ref
'Urty Syringe Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon. This weapon always wounds on a 4+ unless it is targeting a VEHICLE or TITANIC model, in which case it wounds on a 6+.
Killsaw Melee Melee x2 -4 2 When attacking with this weapon, you must subtract 1 from the hit roll. If a model is equipped with 2 Killsaws, add 1 to its Attacks characteristic
Battalion Detachment +5CP (Orks) [13 PL, 5CP, 251pts]
Rules: Dis Is Ours! Zog Off!
No Force Org Slot [5CP]
Clan Kultur
Selections: Deathskulls
Categories: No Force Org Slot
Abilities: Deathskulls

Abilities Description Ref
Deathskulls Models with this Kultur have a 6+ invulnerable save. In addition, you can re-roll a single hit roll, a single wound roll, and a single damage roll for each unit with this kultur each time it shoots or fights. In addition, INFANTRY units with this kultur gain the 'Dis is Ours! Zogg Off!' ability, even if they do not have the Troops battlefield role.
Detachment CP [5CP]
Categories: No Force Org Slot
HQ [10 PL, 161pts]
Big Mek (Index) [5 PL, 75pts]
Selections: Choppa, Kustom Force Field [20pts]
Categories: Big Mek, Character, Faction: <Clan>, Faction: Ork, HQ, Infantry
Rules: 'Ere We Go!, Mob Rule
Abilities: Big Mekaniak, Kustom Force Field, Unit: Big Mek, Weapon: Choppa, Stikkbombs

Abilities Description Ref
Big Mekaniak At the end of your Movement phase, this model can repair a single friendly (CLAN) Vehicle model within 3". That model regains D3 lost wounds. A model can only be repaired once per turn. Codex: Orks p86
Kustom Force Field If this model is equipped with a kustom force field, friendly ORK units have a 5+ invulnerable save against attacks made with ranged weapons while they are wholly within 9" of it. While a model equipped with a kustom force field is embarked, the vehicle transporting it has a 5+ invulnerable save against attacks made with ranged weapons instead. Codex: Orks p87
Unit M WS BS S T W A Ld Save Ref
Big Mek 5" 3+ 5+ 5 4 4 3 7 4+
Weapon Range Type S AP D Abilities Ref
Choppa Melee Melee user 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon.
Stikkbombs 6" Grenade D6 3 0 1 -
Big Mek (Index) [5 PL, 86pts]
Selections: Da Fixer Upperz, Grot Oiler [4pts], Kustom Force Field [20pts], Kustom Mega-Slugga [7pts]
Categories: Big Mek, Character, Faction: <Clan>, Faction: Ork, HQ, Infantry, Gretchin, Grot Oiler
Rules: 'Ere We Go!, Mob Rule
Abilities: Big Mekaniak, Da Fixer Upperz, Grot Oiler, Kustom Force Field, Unit: Big Mek, Grot Oiler, Weapon: Kustom Mega-Slugga, Stikkbombs

Abilities Description Ref
Big Mekaniak At the end of your Movement phase, this model can repair a single friendly (CLAN) Vehicle model within 3". That model regains D3 lost wounds. A model can only be repaired once per turn. Codex: Orks p86
Da Fixer Upperz DEATHSKULLS model only. The bearer gains the Big Mekaniak ability. If the bearer already has the Big Mekaniak ability, the target of the ability regains 3 lost wounds instead of D3 each time it is used.
Grot Oiler Once per game, a Grot Oiler can assist its master in making repairs. When it does so, the Vehicle the Mek is repairing regains one additional wound. When rolling to wound this unit, always use the Mek's Toughness (While it is on the battlefield). The death of a Grot Oiler is ignored for the purposes of morale. the Grot Oiler is considered to have the CHARACTER keyword for the purposes of shooting attacks.
Kustom Force Field If this model is equipped with a kustom force field, friendly ORK units have a 5+ invulnerable save against attacks made with ranged weapons while they are wholly within 9" of it. While a model equipped with a kustom force field is embarked, the vehicle transporting it has a 5+ invulnerable save against attacks made with ranged weapons instead. Codex: Orks p87
Unit M WS BS S T W A Ld Save Ref
Big Mek 5" 3+ 5+ 5 4 4 3 7 4+
Grot Oiler 5" 5+ 4+ 2 2 1 1 4 6+
Weapon Range Type S AP D Abilities Ref
Kustom Mega-Slugga 12" Pistol 1 8 -3 D3 If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of the weapon's shots have been resolved
Stikkbombs 6" Grenade D6 3 0 1 -
Troops [3 PL, 90pts]
Gretchin [1 PL, 30pts]
Categories: Faction: <Clan>, Faction: Ork, Gretchin, Infantry, Troops
Rules: Dakka Dakka Dakka, Grots
10x Gretchin [30pts]
Unit: Gretchin, Weapon: Grot Blaster

Unit M WS BS S T W A Ld Save Ref
Gretchin 5" 5+ 4+ 2 2 1 1 4 6+
Weapon Range Type S AP D Abilities Ref
Grot Blaster 12" Pistol 1 3 0 1 -
Gretchin [1 PL, 30pts]
Categories: Faction: <Clan>, Faction: Ork, Gretchin, Infantry, Troops
Rules: Dakka Dakka Dakka, Grots
10x Gretchin [30pts]
Unit: Gretchin, Weapon: Grot Blaster

Unit M WS BS S T W A Ld Save Ref
Gretchin 5" 5+ 4+ 2 2 1 1 4 6+
Weapon Range Type S AP D Abilities Ref
Grot Blaster 12" Pistol 1 3 0 1 -
Gretchin [1 PL, 30pts]
Categories: Faction: <Clan>, Faction: Ork, Gretchin, Infantry, Troops
Rules: Dakka Dakka Dakka, Grots
10x Gretchin [30pts]
Unit: Gretchin, Weapon: Grot Blaster

Unit M WS BS S T W A Ld Save Ref
Gretchin 5" 5+ 4+ 2 2 1 1 4 6+
Weapon Range Type S AP D Abilities Ref
Grot Blaster 12" Pistol 1 3 0 1 -
Force Rules
Dis Is Ours! Zog Off!: If your army is battle-forged, all Troops units in Ork Detachments gain this ability. Such a unit that is within range of an objective Markers (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal. ()
Selection Rules
'Ere We Go!: You can re-roll charge rolls for this unit. When doing so, you can re-roll all or any of the dice. (Codex: Orks p82)
Dakka Dakka Dakka: Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon by a model in this unit, that hit roll succeeds regardless of modifiers.

In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate extra hit rolls. When firing a weapon with randomly determined characteristics (ie. Bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target. (Codex: Orks p82)
Grots: Units comprised entirely of GRETCHIN cannot benefit from any Clan Kultur. In addition, Ork Stratagems can only be used on these units if the Strategem explicitly states so (e.g. the 'Grot Shields' Strategem) ()
Mob Rule: When using the Leadership characteristic of this unit, you can use either its own Leadership characteristic, or you can choose for the characteristic to be equal to either the number of models in the unit, or the number of models in another friendly unit within 6" that has this ability. (Codex: Orks p82)

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