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The Orks are an incredibly warlike and numerous race. They infest the galaxy from end to end, rampaging through the void in fleets of ramshackle warships and falling upon every planet whose defenders may be able to offer them a decent fight. Orks live for battle, this being the main area in which these brutish xenos excel.

Books

BookKindEditionVersionLast update
  Warhammer 40,000 Kill TeamRulebook81.0August 2019
  Kill Team: CommandersExpansion81.0August 2019
  Kill Team: ElitesExpansion81.0August 2019

FAQ

Rulebook: Warhammer 40,000 Kill Team

 Q: When I use the Grot Shield Tactic, does my opponent check line of sight (for the purposes of penalties to hit rolls and Injury rolls) to the model I picked or the GRETCHIN model?
 A
The model you picked.

Ork Kill Teams

If every model in your kill team has the ORKS Faction keyword, you can use Orks Tactics.

KRUMP ’EM!
Orks Tactic
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.
1 COMMAND POINT
DAKKA DAKKA DAKKA
Orks Tactic
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.
1 COMMAND POINT
GROT SHIELD
Orks Tactic
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.
2 COMMAND POINTS
GNASHER SQUIG
Orks Tactic
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.
2 COMMAND POINTS
JUST A FLESH WOUND
Orks Tactic
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.
2 COMMAND POINTS
MEK’S SPECIAL STIKKBOMB
Orks Tactic
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.
2 COMMAND POINTS
KUNNIN’ INFILTRATORS
Orks Tactic
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.
1 COMMAND POINT
INDISCRIMINATE DAKKA
Orks Tactic
Use this Tactic after firing Overwatch with one of your models. You can immediately fire Overwatch again.
1 COMMAND POINT
ITCHIN’ FOR A FIGHT!
Orks Tactic
Use this Tactic 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.
2 COMMAND POINTS
DEAD ’ARD
Orks Tactic
Use this Tactic 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.
1 COMMAND POINT
PYROMANIAK
Orks Tactic
Use this Tactic when you choose for a model to shoot with a burna. The burna makes D6 attacks instead of D3 this phase.
1 COMMAND POINT
’ERE WE GO, ’ERE WE GO!
Orks Tactic
Use this Tactic after making a charge roll for one of your models. Re-roll one of the dice.
1 COMMAND POINT
WAAAGH!
Orks Tactic
Use this Tactic 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 characteristic of all models in your kill team, and add 1 to their Advance and charge rolls.
2 COMMAND POINTS

Aura Tactics

MEGA-WAAAGH!
Orks Tactic
Warboss Aura Tactic
Use this Tactic at the start of the battle round if your kill team includes a WARBOSS. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you may roll 3D6 instead of 2D6 when making charge rolls for friendly models within 6" of this model, and discard the lowest result.
2 COMMAND POINTS
KUSTOM FORCE FIELD
Orks Tactic
Big Mek Aura Tactic
Use this Tactic at the start of the battle round if your kill team includes a BIG MEK with a kustom force field (0 pts). That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, friendly models within 6" of this model have a 5+ invulnerable save against shooting attacks.
2 COMMAND POINTS
DOK’S TOOLS
Orks Tactic
Painboy Aura Tactic
Use this Tactic at the start of the battle round if your kill team includes a PAINBOY. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, roll a D6 each time a friendly model within 3" of this model loses a wound. On a 6+ that wound is not lost (if a model already has an ability with a similar effect, you can choose which effect applies, and re-roll 1s when making these rolls). In addition, as long as this model is not shaken at the end of the Movement phase, you can remove one flesh wound from a friendly model within 3" of this model.
1 COMMAND POINT
RED SKULL KOMMANDOS
Orks Tactic
Boss Snikrot Aura Tactic
Use this Tactic at the start of the Fight phase if your kill team includes Boss Snikrot. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll hit rolls of 1 for friendly KOMMANDOS within 6" of this model.
1 COMMAND POINT

Clan Kulturs

The Sub-factions for models with the ORKS Faction keyword are called clans, and their Sub-faction abilities are called Clan Kulturs. If your kill team is Battle-forged and all models in your kill team are drawn from the same clan, models in the kill team gain the Clan Kultur described below, and you can use that clan’s Tactics.

GUNZ FOR HIRE
FLASH GITZ can be included in an Ork kill team without preventing other models in that kill team from gaining a Clan Kultur. Note, however, that FLASH GITZ can never themselves benefit from any Clan Kultur unless every model in that kill team (other than GRETCHIN – see Grots, below) is drawn from the Freebooterz.

GROTS
GRETCHIN cannot be drawn from a clan, but can be included in an Orks kill team without preventing other models in that kill team from gaining a Clan Kultur. Note, however, that GRETCHIN can never themselves benefit from any Clan Kultur.

GOFFS: NO MUKKIN’ ABOUT

Goff Orks are the biggest, meanest and most ferocious of their kind. Once they get stuck into hand-to-hand combat, the Goffs quickly overwhelm their enemies by dint of sheer violent ferocity.

Each time you make an unmodified hit roll of 6 for an attack with a melee weapon made by a model in your kill team, 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.

BAD MOONS: ARMED TO DA TEEF

Bad Moons are ostentatious show-offs, whose predilection for toting the biggest, loudest and shiniest shootas means that they can typically lay down a storm of dakka that eclipses the firepower of any other clan.

Re-roll unmodified hit rolls of 1 for attacks made by models in your kill team in the Shooting phase.

EVIL SUNZ: RED ONES GO FASTA

The Evil Sunz are firm believers in the old Ork adage ‘red ones go fasta’, and so the Orks of this clan make sure to daub their vehicles and themselves bright red. Bizarrely, the practice actually seems to work.

Add 1 to the Move characteristic of models in your kill team, and add 1 to Advance and charge rolls made for them. In addition, these models do not suffer the penalty to their hit rolls for shooting Assault weapons during a battle round in which they Advanced.

DEATHSKULLS: LUCKY BLUE GITZ

All Orks believe blue to be a lucky colour, but the notoriously superstitious Deathskulls are fervent in that belief. The clan’s members are in the habit of daubing themselves liberally with blue warpaint.

Models in your kill team have a 6+ invulnerable save, unless they already have an invulnerable save. In addition, you can re-roll a single failed hit roll and a single failed wound roll in each phase, as long as the attack was made by a model in your kill team.

SNAKEBITES: DA OLD WAYS

Snakebites are seen as a bit backwards to the other Ork clans. However, their refusal to rely upon ‘newfangled rubbish’ and their habit of allowing themselves to be bitten by venomous serpents to prove their toughness makes them remarkably resilient warriors.

Roll a dice each time a model in your kill team loses a wound. On a 6 the wound is not lost. If a model already has a similar ability, choose which effect applies, and re-roll 1s when making these rolls.

BLOOD AXES: TAKTIKS

The Blood Axes are seen as untrustworthy by other Orks, but they couldn’t care less; they possess an instinctive grasp of battlefield strategy that – while still undeniably Orky in its application – allows them to surprise even the most seasoned enemy commanders.

Models in your kill team are considered to be obscured to enemy models that target them if they are more than 18" away from those models. In addition, models in your kill team can shoot even if they Fell Back in the same battle round.

FREEBOOTERZ: COMPETITIVE STREAK

There’s something a little off about most Freebooterz. These mercenary loot-hounds are just that bit more mean-spirited, vicious and sneaky, and substantially more competitive than their fellow greenskins.

Add 1 to hit rolls for attacks made by models in your kill team for each other model in your kill team that has taken an enemy model out of action with an attack in this phase.


Datasheets


Burna Boy

NAME M WS BS S T W A Ld Sv Max
Burna Boy 5" 3+ 5+ 4 4 1 2 6 6+ -
Burna Spanner 5" 3+ 5+ 4 4 1 2 6 6+ 3
This model is armed with a burna and stikkbombs.
Up to three Burna Boys in your kill team can be Burna Spanners. Burna Spanners are instead armed with a big shoota and stikkbombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Big shoota
36"
Assault 3
5
0
1
-
0
Burna
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
 - Ranged
8"
Assault D3
4
0
1
This weapon automatically hits its target.
 - Melee
Melee
Melee
User
-2
1
-
0
Kustom mega-blasta
24"
Assault 1
8
-3
D3
On an unmodified hit roll of 1, the bearer suffers a mortal wound.
3
Rokkit launcha
24"
Assault 1
8
-2
3
-
0
Stikkbomb
6"
Grenade D6
3
0
1
-
WARGEAR OPTIONS
 • A Burna Spanner may replace their big shoota with a kustom mega-blasta or rokkit launcha.
ABILITIES
’Ere We Go: Re-roll failed charge rolls for a model with this ability.
SPECIALISTS
Comms (Burna Spanner only), Leader, Combat, Demolitions, Veteran, Zealot
FACTION KEYWORDS
ORKS
KEYWORDS
INFANTRY, BURNA BOY


Gretchin

NAME M WS BS S T W A Ld Sv Max
Gretchin 5" 5+ 4+ 2 2 1 1 4 6+ -
This model is armed with a grot blasta.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Grot blasta
12"
Pistol 1
3
0
1
-
SPECIALISTS
Leader, Scout
FACTION KEYWORDS
ORKS
KEYWORDS
INFANTRY, GRETCHIN


Kommando

NAME M WS BS S T W A Ld Sv Max
Kommando 6" 3+ 5+ 4 4 1 2 6 6+ -
Kommando Boss Nob 6" 3+ 5+ 5 4 2 3 7 6+ 1
This model is armed with a slugga, choppa and stikkbombs. One Kommando in your kill team can be a Kommando Boss Nob.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Slugga
12"
Pistol 1
4
0
1
-
0
Stikkbomb
6"
Grenade D6
3
0
1
-
0
Choppa
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
4
Power klaw
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
WARGEAR OPTIONS
 • A Kommando Boss Nob may replace their choppa with a power klaw.
ABILITIES
’Ere We Go: Re-roll failed charge rolls for a model with this ability.

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.
SPECIALISTS
Leader (Kommando Boss Nob only), Combat, Demolitions, Scout, Veteran
FACTION KEYWORDS
ORKS
KEYWORDS
INFANTRY, KOMMANDO


Loota

NAME M WS BS S T W A Ld Sv Max
Loota 5" 3+ 5+ 4 4 1 2 6 6+ -
Loota Spanner 5" 3+ 5+ 4 4 1 2 6 6+ 3
This model is armed with a deffgun and stikkbombs.
Up to three Lootas in your kill team can be Loota Spanners. Loota Spanners are instead armed with a big shoota and stikkbombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Big shoota
36"
Assault 3
5
0
1
-
0
Kustom mega-blasta
24"
Assault 1
8
-3
D3
On an unmodified hit roll of 1, the bearer suffers a mortal wound.
0
Deffgun
48"
Heavy D3
7
-1
2
-
3
Rokkit launcha
24"
Assault 1
8
-2
3
-
0
Stikkbomb
6"
Grenade D6
3
0
1
-
WARGEAR OPTIONS
 • A Loota Spanner may replace their big shoota with a kustom mega-blasta or rokkit launcha.
ABILITIES
’Ere We Go: Re-roll failed charge rolls for a model with this ability.
SPECIALISTS
Comms (Loota Spanner only), Leader, Combat, Demolitions, Heavy, Veteran
FACTION KEYWORDS
ORKS
KEYWORDS
INFANTRY, LOOTA


Ork Boy

NAME M WS BS S T W A Ld Sv Max
Ork Boy 5" 3+ 5+ 4 4 1 2 6 6+ -
Ork Boy Gunner 5" 3+ 5+ 4 4 1 2 6 6+ 2
Boss Nob 5" 3+ 5+ 5 4 2 3 7 6+ 1
This model is armed with a slugga, choppa and stikkbombs.
Two Ork Boys in your kill team can be Ork Boy Gunners, and one Ork Boy in your kill team can be a Boss Nob.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Slugga
12"
Pistol 1
4
0
1
-
3
Kombi-weapon with rokkit launcha
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Rokkit launcha
24"
Assault 1
8
-2
3
-
 - Shoota
18"
Assault 2
4
0
1
-
4
Kombi-weapon with skorcha
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Shoota
18"
Assault 2
4
0
1
-
 - Skorcha
8"
Assault D6
5
-1
1
This weapon automatically hits its target.
0
Big shoota
36"
Assault 3
5
0
1
-
3
Rokkit launcha
24"
Assault 1
8
-2
3
-
0
Shoota
18"
Assault 2
4
0
1
-
0
Stikkbomb
6"
Grenade D6
3
0
1
-
2
Big choppa
Melee
Melee
+2
-1
2
-
0
Choppa
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
4
Power klaw
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
WARGEAR OPTIONS
 • This model may replace its slugga and choppa with a shoota.
 • An Ork Boy Gunner may replace their slugga and choppa with a big shoota or rokkit launcha.
 • A Boss Nob may replace their slugga with a kombi-weapon with rokkit launcha or kombi-weapon with skorcha.
 • A Boss Nob may replace their choppa with a big choppa or a power klaw.
ABILITIES
’Ere We Go: Re-roll failed charge rolls for a model with this ability.
SPECIALISTS
Leader (Boss Nob only), Heavy (Gunner only), Combat, Demolitions, Veteran
FACTION KEYWORDS
ORKS
KEYWORDS
INFANTRY, ORK BOY


Flash Git

NAME M WS BS S T W A Ld Sv Max
Flash Git 5" 3+ 4+ 5 4 2 3 6 4+ -
Kaptin 5" 3+ 4+ 5 4 2 3 6 4+ 1
This model is armed with a snazzgun and stikkbombs.
One Flash Git in your kill team can be a Kaptin.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Slugga
12"
Pistol 1
4
0
1
-
0
Snazzgun
24"
Heavy 3
6
-2
2
-
1
Choppa
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Stikkbomb
6"
Grenade D6
3
0
1
-
WARGEAR OPTIONS
 • One Flash Git or Kaptin in your kill team may take a choppa.
 • Another Flash Git or Kaptin in your kill team may take a slugga.
 • One Flash Git or Kaptin in your kill team may take a gitfinda squig.
ABILITIES
’Ere We Go: Re-roll failed charge rolls for a model with this ability.

Gun-crazy Show-off: After this model has shot in the Shooting phase, roll a D6. On a 6 the model can immediately shoot again, but can only target the nearest enemy model.

Gitfinda Squig:
4
Add 1 to hit rolls for shooting attacks made by a model with a gitfinda squig.
SPECIALISTS
Leader (Kaptin only), Combat, Comms, Demolitions, Heavy, Veteran
FACTION KEYWORDS
ORKS
KEYWORDS
FREEBOOTERZ, INFANTRY, FLASH GIT


Meganob

NAME M WS BS S T W A Ld Sv Max
Meganob 4" 3+ 5+ 5 4 3 3 6 2+ -
Boss Meganob 4" 3+ 5+ 5 4 3 3 7 2+ 1
This model is armed with a kustom shoota, power klaw and stikkbombs. One Meganob in your kill team can be a Boss Meganob.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
3
Kombi-weapon with rokkit launcha
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Rokkit launcha
24"
Assault 1
8
-2
3
-
 - Shoota
18"
Assault 2
4
0
1
-
7
Kombi-weapon with skorcha
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Shoota
18"
Assault 2
4
0
1
-
 - Skorcha
8"
Assault D6
5
-1
1
This weapon automatically hits its target.
0
Kustom shoota
18"
Assault 4
4
0
1
-
Killsaw
Melee
Melee
x2
-4
2
When attacking with this weapon, you must subtract 1 from the hit roll. If a model is armed with two killsaws, add 1 to its Attacks characteristic.
5
Power klaw
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Stikkbomb
6"
Grenade D6
3
0
1
-
WARGEAR OPTIONS
 • This model may replace its kustom shoota and power klaw with two killsaws.
 • This model may replace its kustom shoota with a kombi-weapon with skorcha or kombi-weapon with rokkit launcha.
ABILITIES
’Ere We Go: Re-roll failed charge rolls for a model with this ability.

Keepin’ Order: When you make an unmodified roll of 6 for a Nerve test taken for a model within 3" of a friendly model with this ability, that Nerve test is passed.
SPECIALISTS
Leader (Boss Meganob only), Combat, Comms, Demolitions, Veteran
FACTION KEYWORDS
ORKS
KEYWORDS
INFANTRY, MEGA ARMOUR, NOB, MEGANOB


Nob

NAME M WS BS S T W A Ld Sv Max
Nob 5" 3+ 5+ 5 4 2 3 6 4+ -
Boss Nob 5" 3+ 5+ 5 4 2 3 7 4+ 1
Ammo Runt 5" 5+ 4+ 3 3 1 1 4 6+ 2
This model is armed with a slugga, choppa and stikkbombs.
One Nob in your kill team can be a Boss Nob, and up to two Nobz in your kill team can instead be Ammo Runts. An Ammo Runt is armed with stikkbombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Slugga
12"
Pistol 1
4
0
1
-
3
Kombi-weapon with rokkit launcha
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Rokkit launcha
24"
Assault 1
8
-2
3
-
 - Shoota
18"
Assault 2
4
0
1
-
7
Kombi-weapon with skorcha
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Shoota
18"
Assault 2
4
0
1
-
 - Skorcha
8"
Assault D6
5
-1
1
This weapon automatically hits its target.
3
Big choppa
Melee
Melee
+2
-1
2
-
1
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 armed with two killsaws, add 1 to its Attacks characteristic.
5
Power klaw
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
1
Power stabba
Melee
Melee
User
-2
1
-
0
Stikkbomb
6"
Grenade D6
3
0
1
-
WARGEAR OPTIONS
 • A Nob or Boss Nob may replace its slugga and choppa with up to two different weapons from the following list: big choppa, choppa, killsaw, power klaw, power stabba or slugga.
 • A Nob or Boss Nob may also be armed with a kombi-weapon with rokkit launcha or kombi-weapon with skorcha.
 • Up to two Nobz or up to one Nob and a Boss Nob in your kill team may have cybork bodies.
ABILITIES
’Ere We Go: Re-roll failed charge rolls for a model with this ability.

Keepin’ Order: When you make an unmodified roll of 6 for a Nerve test taken for a model within 3" of a friendly model with this ability, that Nerve test is passed.

Cybork Body:
5
Each time a model with a Cybork body loses a wound, roll a D6; on a 6 that wound is not lost.

Ammo Runt: Ammo Runts cannot be specialists. Each Ammo Runt (if they are not shaken) can supply one friendly model within 2" with ammo once per Shooting phase. When they do so, you can re-roll one hit roll for a shooting attack made by that model.
SPECIALISTS
Leader (Boss Nob only), Combat, Comms, Demolitions, Veteran
FACTION KEYWORDS
ORKS
KEYWORDS (Nob)
INFANTRY, NOB
KEYWORDS (Ammo Runt)
INFANTRY, GRETCHIN


Commanders


Big Mek

NAME M WS BS S T W A Ld Sv Max
Big Mek 5" 3+ 5+ 5 4 4 3 7 4+ 1
This model is armed with a slugga, choppa and stikkbombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
4
Kustom mega-slugga
12"
Pistol 1
8
-3
D3
On an unmodified hit roll of 1, the bearer is taken out of action.
27
Shokk attack gun
60"
Heavy D6
2D6
-5
D3
Before firing this weapon, roll once to determine the Strength of all its shots. If the result is 11+, do not make wound rolls – instead, each attack that hits causes D3 mortal wounds.
0
Slugga
12"
Pistol 1
4
0
1
-
0
Choppa
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Stikkbomb
6"
Grenade D6
3
0
1
-
WARGEAR OPTIONS
 • This model may either replace its slugga with a kustom mega-slugga or shokk attack gun, or it may take a kustom force field (0 pts).
ABILITIES
’Ere We Go: Re-roll failed charge rolls for a model with this ability.
SPECIALISTS
Ferocity, Fortitude, Logistics, Melee, Strength
TACTICS
Kustom Force Field
FACTION KEYWORDS
ORKS
KEYWORDS
COMMANDER, INFANTRY, BIG MEK


Painboy

NAME M WS BS S T W A Ld Sv Max
Painboy 5" 3+ 5+ 5 4 4 4 6 6+ 1
This model is armed with a power klaw and ’urty syringe.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Power klaw
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
0
’Urty syringe
Melee
Melee
User
0
1
This weapon always wounds on a roll of 2+.
ABILITIES
’Ere We Go: Re-roll failed charge rolls for a model with this ability.
SPECIALISTS
Ferocity, Fortitude, Logistics, Melee, Strength
TACTICS
Dok’s Tools
FACTION KEYWORDS
ORKS
KEYWORDS
COMMANDER, INFANTRY, PAINBOY


Warboss

NAME M WS BS S T W A Ld Sv Max
Warboss 5" 2+ 5+ 6 5 6 4 8 4+ 1
This model is armed with a kustom shoota, big choppa and stikkbombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
5
Kombi-weapon with rokkit launcha
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Rokkit launcha
24"
Assault 1
8
-2
3
-
 - Shoota
18"
Assault 2
4
0
1
-
8
Kombi-weapon with skorcha
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Shoota
18"
Assault 2
4
0
1
-
 - Skorcha
8"
Assault D6
5
-1
1
This weapon automatically hits its target.
0
Kustom shoota
24"
Assault 4
4
0
1
-
6
Attack squig
Melee
Melee
4
-1
1
Each time a model with an attack squig fights, it can make 2 additional attacks with this weapon.
0
Big choppa
Melee
Melee
+2
-1
2
-
13
Power klaw
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Stikkbomb
6"
Grenade D6
3
0
1
-
WARGEAR OPTIONS
 • This model may replace its kustom shoota with a kombi-weapon with rokkit launcha or kombi-weapon with skorcha.
 • This model may replace its big choppa with a power klaw.
 • This model may take an attack squig.
ABILITIES
’Ere We Go: Re-roll failed charge rolls for a model with this ability.
SPECIALISTS
Ferocity, Fortitude, Leadership, Melee, Strategist, Strength
TACTICS
Mega-Waaagh!
FACTION KEYWORDS
ORKS
KEYWORDS
COMMANDER, INFANTRY, WARBOSS


Boss Snikrot

NAME M WS BS S T W A Ld Sv Max
Boss Snikrot 6" 2+ 5+ 6 4 6 6 7 6+ 1
This model is armed with Mork’s Teeth and stikkbombs.
Only one of this model may be included on your command roster.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Mork’s Teeth
Melee
Melee
User
-1
2
-
0
Stikkbomb
6"
Grenade D6
3
0
1
-
ABILITIES
’Ere We Go: Re-roll failed charge rolls for a model with this ability.

Terrifying Killer: Subtract 1 from the Leadership characteristic of enemy models while they are within 3" of Boss Snikrot.
SPECIALISTS
Legendary Hunter (Level 3)
TACTICS
Red Skull Kommandos
FACTION KEYWORDS
ORKS
KEYWORDS
COMMANDER, INFANTRY, KOMMANDO, BOSS SNIKROT

Wargear

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Big shoota
36"
Assault 3
5
0
1
-
0
Burna
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
 - Ranged
8"
Assault D3
4
0
1
This weapon automatically hits its target.
 - Melee
Melee
Melee
User
-2
1
-
0
Deffgun
48"
Heavy D3
7
-1
2
-
0
Grot blasta
12"
Pistol 1
3
0
1
-
3..5
Kombi-weapon with rokkit launcha
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Rokkit launcha
24"
Assault 1
8
-2
3
-
 - Shoota
18"
Assault 2
4
0
1
-
4..8
Kombi-weapon with skorcha
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Shoota
18"
Assault 2
4
0
1
-
 - Skorcha
8"
Assault D6
5
-1
1
This weapon automatically hits its target.
0
Kustom mega-blasta
24"
Assault 1
8
-3
D3
On an unmodified hit roll of 1, the bearer suffers a mortal wound.
4
Kustom mega-slugga
12"
Pistol 1
8
-3
D3
On an unmodified hit roll of 1, the bearer is taken out of action.
0
Kustom shoota (Warboss)
24"
Assault 4
4
0
1
-
0
Kustom shoota
18"
Assault 4
4
0
1
-
3
Rokkit launcha
24"
Assault 1
8
-2
3
-
27
Shokk attack gun
60"
Heavy D6
2D6
-5
D3
Before firing this weapon, roll once to determine the Strength of all its shots. If the result is 11+, do not make wound rolls – instead, each attack that hits causes D3 mortal wounds.
0
Shoota
18"
Assault 2
4
0
1
-
0
Slugga
12"
Pistol 1
4
0
1
-
0
Snazzgun
24"
Heavy 3
6
-2
2
-
0
Stikkbomb
6"
Grenade D6
3
0
1
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
’Urty syringe
Melee
Melee
User
0
1
This weapon always wounds on a roll of 2+.
6
Attack squig
Melee
Melee
4
-1
1
Each time a model with an attack squig fights, it can make 2 additional attacks with this weapon.
0..3
Big choppa
Melee
Melee
+2
-1
2
-
0..1
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 armed with two killsaws, add 1 to its Attacks characteristic.
0
Mork’s Teeth
Melee
Melee
User
-1
2
-
0..13
Power klaw
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
1
Power stabba
Melee
Melee
User
-2
1
-

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
5
Cybork Body
Each time a model with a Cybork body loses a wound, roll a D6; on a 6 that wound is not lost.
4
Gitfinda Squig
Add 1 to hit rolls for shooting attacks made by a model with a gitfinda squig.

The GRETCHIN keyword is used in following Orks datasheets:

Datasheet
• Nob
GROT SHIELD
Orks Tactic
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.
2 COMMAND POINTS
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.

The ORKS keyword is used in following Orks datasheets:

Datasheet
• Loota
• Ork Boy
• Meganob
• Nob
Commander
• Big Mek
• Painboy
• Warboss
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.

The KOMMANDO keyword is used in following Orks datasheets:

Datasheet
Commander
Setting Up In Reserve
During deployment, instead of setting up a model on the battlefield as described by the mission, you can set that model up in Reserve. You can do this with up to half of the models in your kill team, but if you are using a Battle-forged kill team, the total points cost of any models you set up in Reserve can be no greater than half of your kill team’s Force.
Overwatch
Overwatch is a special type of shooting attack, made by a model that is the target of a charge and resolved in the Movement phase. It uses all the normal rules for shooting (e.g. the target must be in range and visible when they declare the charge), except that any attacks made must target the model attempting to charge, and a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
Charge Move
After all Reactions have been resolved, make a charge roll by rolling 2D6. The charging model can move up to this number of inches – this is their charge distance this turn. To make a successful charge roll, the model must finish its move within 1" of at least one of the target models. A model that does so is said to have charged, and the enemy models that are within 1" of it at the end of its move are said to have been charged. It cannot move within 1" of an enemy model that was not a target of its charge.

If the model cannot finish its move while following these restrictions, the charge fails and the model is not said to have charged – however, the model can move up to its charge distance, as long as that move takes it as close as possible to at least one of the targets of its charge, and not within 1" of any enemy models. A model can only make one charge attempt in each Movement phase, and once it has done so it cannot shoot later in the battle round. If you have Kill Team tokens, place a Charge token next to the model as a reminder.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Advancing
When you pick a model to move, instead of making a normal move with that model you can declare that it will Advance, unless it is within 1" of an enemy model. If you do so, make an Advance roll by rolling a D6. Add the result to the model’s Move characteristic for that Movement phase. You can then move that model a distance equal to or less than its Move characteristic. A model that Advances cannot charge, React or shoot later that battle round. If you have Kill Team tokens, place an Advance token next to the model as a reminder.

The WARBOSS keyword is used in following Orks datasheets:

Commander
• Warboss

The BIG MEK keyword is used in following Orks datasheets:

Commander
• Big Mek
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.

The PAINBOY keyword is used in following Orks datasheets:

Commander
• Painboy

The FLASH GIT keyword is used in following Orks datasheets:

Datasheet
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
Wound Roll
If an attack scores a hit, you will then need to roll another dice to see if the attack wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+


If the roll is equal to or greater than the required number, the attack succeeds and the attack sequence continues. If the roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 is always successful.
Falling Back
When you pick a model to move, if that model started the Movement phase within 1" of an enemy model, it cannot make a normal move. Instead, it can either remain stationary or Fall Back. A model cannot Fall Back if an enemy model finished a charge move within 1" of it in the same phase. If you choose to Fall Back, the model can move a distance equal to or less than its Move characteristic, but must end its move more than 1" away from all enemy models. If a model Falls Back, it cannot Advance, charge, React or be Readied in that phase. A model that Falls Back also cannot shoot later that battle round unless it can FLY. If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.
Does not include wargear

Big shoota used in following datasheets:

Datasheet
• Burna Boy
0
• Loota
0
• Ork Boy
0
Melee
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is armed with are listed on its datasheet. In addition to the melee weapons listed on their datasheets, all models are also assumed to be able to fight with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

Kustom mega-blasta used in following datasheets:

Datasheet
• Burna Boy
0
• Loota
0

Rokkit launcha used in following datasheets:

Datasheet
• Burna Boy
3
• Loota
3
• Ork Boy
3

Stikkbomb used in following datasheets:

Datasheet
• Burna Boy
0
• Kommando
0
• Loota
0
• Ork Boy
0
• Flash Git
0
• Meganob
0
• Nob
0
Commander
• Big Mek
0
• Warboss
0

The ORKS keyword is used in following Orks datasheets:

Datasheet
• Loota
• Ork Boy
• Meganob
• Nob
Commander
• Big Mek
• Painboy
• Warboss

The INFANTRY keyword is used in following Orks datasheets:

Datasheet
• Loota
• Ork Boy
• Meganob
• Nob
Commander
• Big Mek
• Painboy
• Warboss
PISTOL
Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range.
You can choose to shoot with a model with a Pistol weapon even if there are enemy models within 1", but it must target the closest enemy model (you can choose which if two or more are equidistant) and can only shoot with its Pistol weapon(s). In such circumstances, the model can shoot its Pistol even if other friendly models are within 1" of the same enemy model. It cannot fire a Pistol if it was charged in this battle round.

Each time a model armed with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) is chosen to shoot, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.

The GRETCHIN keyword is used in following Orks datasheets:

Datasheet
• Nob

Slugga used in following datasheets:

Datasheet
• Kommando
0
• Ork Boy
0
• Flash Git
0
• Nob
0
Commander
• Big Mek
0

Choppa used in following datasheets:

Datasheet
• Kommando
0
• Ork Boy
0
• Flash Git
1
• Nob
1
Commander
• Big Mek
0

Power klaw used in following datasheets:

Datasheet
• Kommando
4
• Ork Boy
4
• Meganob
5
• Nob
5
Commander
• Painboy
0
• Warboss
13

The KOMMANDO keyword is used in following Orks datasheets:

Datasheet
Commander
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.

Kombi-weapon with rokkit launcha used in following datasheets:

Datasheet
• Ork Boy
3
• Meganob
3
• Nob
3
Commander
• Warboss
5

Kombi-weapon with skorcha used in following datasheets:

Datasheet
• Ork Boy
4
• Meganob
7
• Nob
7
Commander
• Warboss
8

Big choppa used in following datasheets:

Datasheet
• Ork Boy
2
• Nob
3
Commander
• Warboss
0
single/pair

Killsaw used in following datasheets:

Datasheet
• Meganob
5/7
• Nob
5/7

The NOB keyword is used in following Orks datasheets:

Datasheet
• Meganob
• Nob
LevelPoints per model*
120
225
340
460
* Does not include wargear
KUSTOM FORCE FIELD
Orks Tactic
Big Mek Aura Tactic
Use this Tactic at the start of the battle round if your kill team includes a BIG MEK with a kustom force field (0 pts). That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, friendly models within 6" of this model have a 5+ invulnerable save against shooting attacks.
2 COMMAND POINTS

The COMMANDER keyword is used in following Orks datasheets:

Commander
• Big Mek
• Painboy
• Warboss
DOK’S TOOLS
Orks Tactic
Painboy Aura Tactic
Use this Tactic at the start of the battle round if your kill team includes a PAINBOY. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, roll a D6 each time a friendly model within 3" of this model loses a wound. On a 6+ that wound is not lost (if a model already has an ability with a similar effect, you can choose which effect applies, and re-roll 1s when making these rolls). In addition, as long as this model is not shaken at the end of the Movement phase, you can remove one flesh wound from a friendly model within 3" of this model.
1 COMMAND POINT
LevelPoints per model*
162
282
3102
4127
* Does not include wargear
MEGA-WAAAGH!
Orks Tactic
Warboss Aura Tactic
Use this Tactic at the start of the battle round if your kill team includes a WARBOSS. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you may roll 3D6 instead of 2D6 when making charge rolls for friendly models within 6" of this model, and discard the lowest result.
2 COMMAND POINTS
RED SKULL KOMMANDOS
Orks Tactic
Boss Snikrot Aura Tactic
Use this Tactic at the start of the Fight phase if your kill team includes Boss Snikrot. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll hit rolls of 1 for friendly KOMMANDOS within 6" of this model.
1 COMMAND POINT

Burna used in following datasheets:

Datasheet
• Burna Boy
0

Deffgun used in following datasheets:

Datasheet
• Loota
0

Grot blasta used in following datasheets:

Datasheet
• Gretchin
0

Kustom mega-slugga used in following datasheets:

Commander
• Big Mek
4

Kustom shoota (Warboss) used in following datasheets:

Commander
• Warboss
0

Kustom shoota used in following datasheets:

Datasheet
• Meganob
0

Shokk attack gun used in following datasheets:

Commander
• Big Mek
27

Shoota used in following datasheets:

Datasheet
• Ork Boy
0

Snazzgun used in following datasheets:

Datasheet
• Flash Git
0

’Urty syringe used in following datasheets:

Commander
• Painboy
0

Attack squig used in following datasheets:

Commander
• Warboss
6

Mork’s Teeth used in following datasheets:

Commander

Power stabba used in following datasheets:

Datasheet
• Nob
1

Cybork Body used in following datasheets:

Datasheet
• Nob
5

Gitfinda Squig used in following datasheets:

Datasheet
• Flash Git
4
© Vyacheslav Maltsev 2013-2020