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The Orks are the most belligerent and resourceful race in the galaxy. Rampaging across the void in their billions, the greenskins devastate everything in their path with their ramshackle weapons and war machines, taking brutish glee in wanton destruction and revelling in warfare for its own sake.

This section contains all of the datasheets that you will need in order to fight battles with your Ork miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and special abilities it may have. Some rules are common to several Ork units, and are described on these pages and referenced on the datasheets.

Books

BookKindEditionVersionLast update
► Xenos 2Index81.4September 2018
  Imperial Armour: XenosIndex81.3November 2018
  Chapter Approved 2017 EditionExpansion81.1April 2018
  OrksCodex81.0November 2018

FAQ

Index: Xenos 2

 Q: Is the Kustom Force Field ability an aura ability?
 A
Yes.
 Q: The Ork Battlewagon’s Mobile Fortress ability says the Battlewagon ‘ignores the penalty for moving and firing Heavy weapons’. Its Open-topped ability says that ‘restrictions and modifiers that apply to this model also apply to its passengers’. Does that mean that a unit embarked also ignores the penalty for firing Heavy weapons if the battlewagon has moved?
 A
No.
 Q: Do Spanners have a separate points cost in units of Lootas and Burnas?
 A
No. They cost the same ‘points per model’ as the unit they are included in.
 Q: What happens when a unit of Flash Gitz’ Gun-crazy Showoffs ability triggers, but the nearest enemy unit is not a viable target (e.g. it is not visible to the Flash Gitz, or it is within 1" of a unit from your army)?
 A
If the nearest enemy unit is not a viable target then this ability has no effect this time.
 Q: If I use a Stompa’s Psycho-Dakka-Blasta! Ability to shoot its supa-gatler several times, do I need to declare the targets of the attacks before making any attacks, or do I resolve the attacks one at a time?
 A
Declare targets and resolve the attacks one at a time. Roll to see if the ammo has been expended before declaring the targets for second and subsequent attacks.
 Q: How many points does a Boss Nob in a unit of Boyz cost?
 A
6.
 Q: Can a Big Mek use his Big Mekaniak ability to repair a vehicle he is embarked inside? Can he repair another vehicle within 3" of the vehicle he is embarked inside?
 A
No to both questions; he cannot repair vehicles while embarked inside a transport.
 Q: What happens when a unit of Stormboyz declares a charge and it is within range of an Ork Warboss’ Waaagh! ability at the start of the Charge phase (assuming the Stormboyz Advanced that turn) – do I still need to roll D6 to see if my Stormboyz unit suffers mortal wounds as described in their Full Throttle ability?
 A
No. In this circumstance you can just use the Ork Warboss’ ability to Charge (even though the unit Advanced) and you do not need to use the Full Throttle ability to do so (and so you avoid the risks involved).

Index: Imperial Armour: Xenos

 Q: Does the Kustom Stompa’s Repair Krew ability prevent a Big Mek from trying to repair it in the same turn?
 A
Yes.
 Q: While a model with a kustom force-field is embarked on a Squiggoth, does the Squiggoth transporting it have a 5+ invulnerable save against attacks made with ranged weapons, in the same way as a vehicle transport would?
 A
Yes.
 Q: Can I use the weapon profiles for things like deffkannons and supa-gatlers from Codex: Orks, or do I have to use the ones printed in Imperial Armour – Index: Xenos?
 A
You can use the profiles from Codex: Orks.

Codex: Orks

 Q: When a Nob replaces their slugga and choppa with items from the Nob Weapons list, can they take two weapons from the first list and one weapon from the second list, for a total of three weapons (e.g. a big choppa, killsaw and a kombi-weapon with skorcha)?
 A
No. They can take two weapons in total, only one of which can be from the second list.
 Q: The Battlewagon’s Mobile Fortress ability says the Battlewagon ‘ignores the penalty for moving and firing Heavy weapons’, and its Open-topped ability says that ‘restrictions or modifiers that apply to this model also apply to its passengers’. Does that mean that an embarked unit also ignores the penalty for firing Heavy weapons if the Battlewagon has moved?
 A
No.
 Q: If a GOFF Gorkanaut attacks a unit with the Crush profile of the Klaw of Gork (or possibly Mork), and the unmodified hit roll is a 6 (allowing him to make an extra hit roll with the Klaw due to the No Mukkin’ About kultur), does the extra hit roll have to be made using the same profile, or can it be made with the weapon’s other profile instead?
 A
The extra hit roll is made using the same profile.
 Q: Do EVIL SUNZ models that have a set value when they Advance – like a Deffkilla Wartrike using the Fuel-mixa Grot ability or a Deffkopta, due to Turbo-boost – also benefit from the Red Ones Go Fasta kultur?
 A
Yes, add 7" to their Move characteristic for that Advance move in these cases.
 Q: Are BLOOD AXE units with the FLY keyword allowed to both shoot and charge in a turn in which they Fell Back?
 A
Yes.
 Q: Does the Grots ability mean that units such as Mek Gunz and Killa Kans do not benefit from a Clan Kultur?
 A
Yes – they do not benefit from a Clan Kultur. Furthermore, Ork Stratagems can only be used on these units if they explicitly state so (e.g. the Grot Shields Stratagem).

Designer’s Note: Although many grots follow a particular clan into war, due to their puny and feeble nature they do not themselves exhibit the traits of any particular clan (for example, the teef of grots within a Bad Moons warband do not grow any faster). For this reason, grots do not benefit from any Clan Kultur. This includes Big Gunz from Index: Xenos 2, and Grot Tanks and Grot Mega-tanks from Imperial Armour – Index: Xenos, all of which are, for rules purposes, considered to be units comprised entirely of GRETCHIN.
 Q: If a FREEBOOTERZ unit comprised entirely of GRETCHIN destroys an enemy unit in a phase, do other friendly units within 24" that have the Competitive Streak kultur add 1 to their hit rolls until the end of that phase?
 A
Yes, unless the friendly unit in question is also comprised entirely of GRETCHIN.
 Q: Do SNAKEBITE GRETCHIN units from my army benefit from the Monster Hunters Stratagem?
 A
No.
 Q: When using the Mob Up Stratagem, does either unit count as being destroyed for the purposes of any victory conditions (e.g. First Blood)?
 A
No.
 Q: When using the Mob Up Stratagem, do any existing rules effects still apply? For example, if one unit has Advanced, does the merged unit count as having Advanced, or if one unit is under the effect of a psychic power, is the merged unit still under its effects?
 A
Yes.
 Q: What happens when the Mob Up Stratagem is used to merge a <CLAN> INFANTRY unit that has a Clan Kultur with a <CLAN> INFANTRY unit without a Clan Kultur?
 A
The merged unit would not have a Clan Kultur. The merged unit only has a Clan Kultur if the selected units both had it.
 Q: When using the Tellyporta Stratagem on a TRANSPORT, do I include the Power Rating of units embarked inside when calculating if the Power Rating is 20 or less?
 A
No.
 Q: Do Stratagems used on a TRANSPORT affect units embarked within that transport? For example, if I use More Dakka! on a Battlewagon, do any units embarked inside benefit from it? In addition, can you use Stratagems on units embarked within a transport (e.g. can you use Showin’ Off on a BAD MOONS INFANTRY unit embarked within a Battlewagon)?
 A
No to both.
 Q: When the Showin’ Off Stratagem is used on a BAD MOONS INFANTRY unit, can it select a different target for the second set of attacks?
 A
Yes. The shooting sequence is followed again, thus allowing them to ‘choose targets’ again.

Keywords

Throughout this page you will come across a keyword that is within angular brackets, specifically <CLAN>. This is shorthand for a keyword of your own choosing, as described below.

<CLAN>

All Orks belong to a clan, a group of like-minded greenskins that share a propensity for a certain kind of warfare.

Some datasheets specify what clan the unit is drawn from (e.g. Ghazghkull Thraka has the GOFF keyword, so is from the Goff Clan). If an Ork datasheet does not specify which clan it is drawn from, it will have the <CLAN> keyword. When you include such a unit in your army, you must nominate which clan that unit is from. You then simply replace the <CLAN> keyword in every instance on that unit’s datasheet with the name of your chosen clan.

For example, if you were to include a Warboss in your army, and you decided he was from the Bad Moons Clan, his <CLAN> Faction keyword is changed to BAD MOONS and his Breakin’ Heads ability would then say ‘If a BAD MOONS unit fails a Morale test within 3" of a friendly BAD MOONS WARBOSS, the Warboss can restore order with a brutal display of violence. If they do so, the unit suffers D3 mortal wounds but the Morale test is then considered to have been passed.’

Abilities

The following abilities are common to several Ork units:

’Ere We Go

Once a mob of Orks builds up a good head of steam, their sheer momentum carries them into the fight like a green avalanche.

You can re-roll charge rolls for this unit. When doing so, you can re-roll all or any of the dice.

Dakka! Dakka! Dakka!

Nothing aids accuracy like the simple expedient of firing so many shots that you just can’t miss.

Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon made by a model in this unit, that hit roll succeeds regardless of any modifiers. In addition, 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. When firing a weapon with randomly determined characteristics (e.g. a 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.

Mob Rule

The more Orks in one place, the more the Waaagh! energy flows, and the more fearless they all become.

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.

Speed Mob

Ork buggies and trikes gather in mobs at the battle’s start, making boastful wagers before tearing away in a frenzy.

The first time this unit is set up on the battlefield, all of its models must be placed within 6" of at least one other model from the unit. From that point onwards, each model operates independently and is treated as a separate unit for all rules purposes.

Detachment Rules

In this section you’ll find rules for Battle-forged armies that include ORK Detachments – that is, any Detachment that includes only ORK units.


Abilities

All ORK Detachments (excluding Super-heavy Auxiliary Detachments) gain the following abilities:

Dis is Ours! Zog Off!

Once the greenskins have claimed a big pile of loot, a scrappable wreck, an important technological whatnot or indeed anything else that the boss orders them to retrieve or protect, greenskins rabidly guard their prize. Quickly covering the site in trophy poles, clan banners and hastily daubed glyphs, they will commit grievous violence against anyone foolish enough to try to shift them.

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 marker (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.

Clan Kulturs

Each Ork clan has developed its own instinctive customs, known as its ‘kultur’, the societal and military leanings of which influence everything from their style of dress and chosen colours, to the ways in which they prefer to engage the foe. Though this may sound like quite a highbrow concept for greenskins to engage with, the truth is that most of it comes down to the Orks’ preferred methods of kicking people’s teeth in.

If your army is Battle-forged, all <CLAN> units in ORK Detachments (excluding those in Super-heavy Auxiliary Detachments) gain a Clan Kultur, so long as every unit in that Detachment is from the same clan. The Clan Kultur gained depends upon the clan they are drawn from, as shown on the table on the right. For example, all units in an EVIL SUNZ Detachment gain the ‘Red Ones Go Fasta’ Clan Kultur. If you have chosen a clan that does not have an associated Clan Kultur, you can choose the kultur that best suits the fighting style and strategies of the greenskins that hail from it.

Gunz for Hire

Whether voluntarily or by force, Flash Gitz have left their tribes and clan affiliations behind them. They will gladly fight as mercenaries for any Warboss with the spare teef to pay their exorbitant fees, but they have no interest in aping the kultur of the Orks they fight alongside.

FLASH GITZ units (including Kaptin Badrukk) can be included in an ORK Detachment without preventing other units in that Detachment from gaining a Clan Kultur. Note, however, that the FLASH GITZ units do not themselves benefit from any Clan Kultur unless the Clan Kultur selected for the Detachment is the FREEBOOTERZ Clan Kultur.

Grots

Grots always try to get in on the action, and do everything in their power to wear the right colours – or rags of an approximate hue, at least – and copy the kultur of their hulking Ork cousins. No matter how hard they try, however, they will never really be more than servile hangers-on.

Units comprised entirely of GRETCHIN cannot benefit from any Clan Kultur. In addition, Ork Stratagems can only be used on these units if the Stratagem explicitly states so (e.g. the ‘Grot Shields’ Stratagem).

Clan Kulturs


Bad Moons: Armed to da Teef

Bad Moons are ostentatious show-offs, whose predilection for toting about the biggest, loudest and shiniest shootas is facilitated by the fact their teef grow with such remarkable speed. With all manner of targeting arrays, underslung bomb launchas, extra ammo feeds and bandoliers of additional munitions to call their own, Bad Moons can typically lay down a storm of dakka that eclipses the firepower of any other clan.

Re-roll hit rolls of 1 for attacks made by models with this kultur in the Shooting phase.

Blood Axes: Taktiks

The Blood Axes are viewed by all other Ork clans as being duplicitous, untrustworthy gits who wouldn’t know a proper scrap if it came out of the drops and bit off their backsides. The Blood Axes, for their part, 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 with their manoeuvres, feints and ambushes.

A unit with this kultur gains the benefit of cover, even while they are not entirely on or in a terrain feature, if the enemy model making the attack is at least 18" away. In addition, units with this kultur can shoot or charge (but not both) even if they Fell Back in the same turn – if such a unit is embarked, it can only do so if the TRANSPORT that Fell Back also has this kultur.

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 before every battle, making sure to mark their vehicles with the colour, too. Of course, this habit doubles as a great way of rapidly covering up any marks of previous ownership on wagons, wargear and other loot the light-fingered Deathskulls have ‘acquired’ from their fellow Orks.

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! Zog Off! ability, even if they do not have the Troops battlefield role.

Evil Sunz: Red Ones Go Fasta

The Evil Sunz are firm believers in the old Ork adage ‘red ones go fasta’. Many claim that the need for speed is in their blood, and so the Orks of this clan make sure to daub their vehicles, themselves, and – in especially ambitious cases – even their bullets bright red. Bizarrely, the practice actually seems to work.

Add 1 to the Move characteristic of models with this kultur (adding 2 instead if that model is a SPEED FREEK), and add 1 to Advance and charge rolls made for them. In addition, models with this kultur do not suffer the penalty to their hit rolls for Advancing and firing Assault weapons.

Freebooterz: Competitive Streak

There’s something a little off about most Freebooterz, and all the other Orks know it. These mercenary loot-hounds are just that bit more mean-spirited, vicious and sneaky, and certainly substantially more egocentric, self-centred and competitive than their fellow greenskins. It is no wonder, then, that most become outcasts, for they struggle to fit into the rough and ready hierarchy of Ork society and operate best when knocking around the galaxy with others of their dubious kind. In battle, the Freebooterz’ desire to ‘be da best’ and nab the shiniest loot for themselves sees them strive to outdo their fellow greenskins; if one mob of Freebooterz starts doing well, their comrades will strive all the harder to show them up and grab the glory for themselves.

Add 1 to hit rolls for attacks made by models with this kultur if any other friendly unit with this kultur within 24" has destroyed an enemy unit this phase.

Goffs: No Mukkin’ About

Goff Orks are the biggest, meanest and most ferocious of their kind. They put little stock in cunning or strategy, preferring instead to simply surge across the battlefield in a roaring green tide. Once they get stuck into hand-to-hand combat, the Goffs quickly overwhelm their enemies by dint of sheer violent ferocity.

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.

Snakebites: Da Old Ways

There is no doubting that Snakebites appear somewhat backwards to the other Ork clans. Their technology base and traditional mindsets rarely advance far past the level of Wildboyz, and if a Snakebite can fix a problem with a big stick, a handy squig and a length of old rope, he will gladly do so. However, between their refusal to rely upon ‘newfangled rubbish’ and their bizarre habit of actually allowing themselves to be bitten by venomous serpents to prove their toughness, the clan’s ways breed remarkably resilient warriors.

Roll a dice each time a model with this kultur loses a wound. On a 6 the wound is not lost. If a model has a similar ability (e.g. the Supa-Cybork Shiny Gubbinz or Ramshackle ability) you can choose which ability to use when a model loses a wound, but you cannot use both.

Stratagems

If your army is Battle-forged and includes any ORK Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown below, meaning you can spend Command Points to activate them. These help to reflect the unique tactics and strategies used by the forces of the Orks on the battlefield.

1CP

MOB UP

Orks Stratagem

Use this Stratagem at the end of your Movement phase. Select two <CLAN> INFANTRY units from your army that are within 2" of each other and have the same datasheet (e.g. select two Boyz units, or two Stormboyz units). If one of the units has 10 or more models, and the other has 10 or fewer, the two units merge and, for the rest of the battle, they are counted as a single unit for all rules purposes.

1CP

MEDI-SQUIG

Orks Stratagem

Use this Stratagem at the end of your Movement phase. Select a <CLAN> CHARACTER from your army that is within 3" of a friendly <CLAN> PAINBOY. The selected model immediately regains D3 lost wounds.

1CP

SNAGGA GRAPPLE

Orks Stratagem

Use this Stratagem when a DEFFKILLA WARTRIKE model from your army Falls Back in the Movement phase. Before the model moves, select an enemy unit within 1" and roll a D6; on a 2+ that enemy unit suffers D3 mortal wounds.

1CP

WARPHEAD

Orks Stratagem

Use this Stratagem before the battle begins. Select a WEIRDBOY model from your army to become a Warphead. This model knows 1 additional psychic power from the Power of the Waaagh! discipline and can attempt to manifest 1 additional psychic power in each of your Psychic phases.

2CP

RAMMING SPEED

Orks Stratagem

Use this Stratagem in your Charge phase. Select an ORK VEHICLE unit from your army. You can roll 3D6 when making a charge move with that unit this phase. In addition, if the unit finishes a charge move this phase, select an enemy unit within 1" of it and roll a D6; on a 2+ that enemy unit suffers D3 mortal wounds.

1CP

BOARDING ACTION

Orks Stratagem

Use this Stratagem at the end of the Fight phase. Select an enemy VEHICLE unit that cannot FLY and is within 1" of a TRUKK or BATTLEWAGON model from your army. Any models embarked within that TRUKK or BATTLEWAGON can make a single attack with one of their melee weapons against that enemy unit.

1CP/3CP

EXTRA GUBBINZ

Orks Stratagem

Use this Stratagem before the battle. Your army can have one extra Shiny Gubbinz for 1 CP, or two extra Shiny Gubbinz for 3 CPs. All of the Shiny Gubbinz that you include must be different and be given to different ORK CHARACTERS. You can only use this Stratagem once per battle.

3CP

GET STUCK IN, LADZ!

Orks Stratagem

Use this Stratagem at the end of the Fight phase. Select an ORK INFANTRY unit from your army that has already fought once this Fight phase to fight a second time.

2CP

ORKS IS NEVER BEATEN

Orks Stratagem

Use this Stratagem when an ORK CHARACTER model from your army is slain. That model is not removed from the battlefield as normal, and can immediately either shoot as if it were your Shooting phase, or fight as if it were the Fight phase. The slain model is then removed from the battlefield.

3CP

FORCE-FIELD PROJEKTA

Orks Stratagem

Use this Stratagem at the start of a battle round. Select a BIG MEK model from your army. Until the start of the next battle round, increase the range of that model’s Kustom Force Field ability to 18". You can only use this Stratagem once per battle.

1CP

BILLOWING EXHAUST CLOUDS

Orks Stratagem

Use this Stratagem at the start of your Movement phase. Select a SPEED FREEKS unit from your army. Until the start of your next turn, subtract 1 from hit rolls for attacks made by ranged weapons that target that unit.

2CP

MORE DAKKA!

Orks Stratagem

Use this Stratagem before an ORK unit from your army shoots in your Shooting phase. Until the end of the phase, that unit’s Dakka! Dakka! Dakka! ability triggers on unmodified hit rolls of 5 or 6, instead of 6.

2CP

’ARD BOYZ

Orks Stratagem

Use this Stratagem before the battle begins. Select a BOYZ unit (excluding SKARBOYZ) from your army; that unit gains the ’ARD BOYZ keyword, and the Save characteristic of models in that unit is changed to 5+. That unit can only use the Mob Up Stratagem to merge with other units of ’ARD BOYZ.

2CP

TELLYPORTA

Orks Stratagem

Use this Stratagem during deployment. You can set up an ORK unit from your army with a Power Rating of 20 or less on a tellyporta pad instead of placing it on the battlefield. Units on a tellyporta pad can teleport down at the end of any of your Movement phases – set them up anywhere on the battlefield that is more than 9" from any enemy models. If you use this Stratagem on a TRANSPORT, all units embarked inside it remain so when it is set up on a tellyporta.

1CP

EXTRA STIKKBOMBS

Orks Stratagem

Use this Stratagem at the start of your Shooting phase. Select an ORK INFANTRY unit from your army. Up to 10 models in that unit can fire a Grenade weapon in that phase, instead of only 1.

1CP

GROT SHIELDS

Orks Stratagem

Use this Stratagem after a <CLAN> INFANTRY unit from your army (excluding units comprised entirely of GRETCHIN models) has been hit by a ranged weapon. Until the end of the phase, you can roll a D6 each time an attack made with a ranged weapon wounds that unit if there is a friendly unit comprised entirely of <CLAN> GRETCHIN INFANTRY models within 6" of it, and the GRETCHIN unit is closer to the attacking model than the target unit. On a 2+ one model of your choice in that GRETCHIN unit is slain and the attack sequence ends.

1CP

LOOT IT!

Orks Stratagem

Use this Stratagem when a VEHICLE unit is destroyed. Select an ORK INFANTRY unit from your army that was either within 3" of the vehicle or embarked within it when it was destroyed. Improve the Save characteristic of that infantry unit by 1 (e.g. a Save characteristic of 6+ will become a Save characteristic of 5+), to a maximum of 2+. A unit can only be affected by this Stratagem once per battle, and once affected, cannot be selected for the Mob Up Stratagem. If this Stratagem is used on a LOOTAS unit from your army, roll a D6; on a 4+ the CP spent to use this Stratagem is immediately refunded.

1CP

LONG, UNCONTROLLED BURSTS

Orks Stratagem

Use this Stratagem at the start of your Shooting phase. Select an ORK VEHICLE unit from your army that can FLY. Until the end of the phase, add 1 to hit rolls for shooting attacks made by that unit that target enemy units that can FLY.

3CP

UNSTOPPABLE GREEN TIDE

Orks Stratagem

Use this Stratagem at the end of your Movement phase. Select a unit of BOYZ from your army that has less than half its starting number of models and remove it from the battlefield. You can then set it up again wholly within 6" of the edge of the battlefield and more than 9" from any enemy models, at its full starting strength. You cannot select a unit for this Stratagem that has been merged via the Mob Up Stratagem. You can only use this Stratagem once per battle.

3CP

MONSTER HUNTERS

Snakebite Stratagem

Use this Stratagem at the start of any phase. Select an enemy model with a Wounds characteristic of 10 or more. Add 1 to wound rolls for attacks made by SNAKEBITE units from your army that target that model until the end of that phase.

1CP

DRIVE-BY KRUMPIN’

Evil Sunz Stratagem

Use this Stratagem at the end of your Shooting phase. Select an EVIL SUNZ SPEED FREEKS unit from your army. That unit can immediately make a move as if it were the Movement phase, but cannot charge this turn.

2CP

WRECKERS

Deathskulls Stratagem

Use this Stratagem at the start of any phase. Select a DEATHSKULLS unit from your army. You can re-roll wound rolls for attacks made by that unit that target enemy VEHICLE units until the end of the phase.

2CP

SHOWIN’ OFF

Bad Moons Stratagem

Use this Stratagem immediately after resolving a shooting attack with a BAD MOONS INFANTRY unit from your army. That unit can shoot all of its weapons a second time. This Stratagem can only be used once per phase.

1CP/2CP

DEAD SNEAKY

Blood Axe Stratagem

Use this Stratagem during deployment. If you spent 1 CP, select a BLOOD AXE INFANTRY unit from your army that has a Power Rating of 8 or less and set it up in hiding instead of placing it on the battlefield. If you spent 2 CPs, select a BLOOD AXE INFANTRY unit that has a Power Rating of 9 or more instead. At the end of any of your Movement phases that unit can emerge from hiding – set it up anywhere on the battlefield that is more than 9" away from any enemy models.

3CP

KILL-KROOZER BROADSIDE

Freebooterz Stratagem

Use this Stratagem at the start of your Shooting phase. Select up to D3 points on the battlefield, each more than 6" away from the others and visible to a FREEBOOTERZ unit from your army. Roll a D6 for each unit (friend or foe) within 3" of any of those points. Subtract 1 from the result if the unit being rolled for is a CHARACTER. On a 5+ that unit suffers D3 mortal wounds. You can only use this Stratagem once per battle.

1CP

SKARBOYZ

Goff Stratagem

Use this Stratagem before the battle. Select a GOFF BOYZ unit (excluding ’ARD BOYZ) from your army; that unit gains the SKARBOYZ keyword, and the Strength characteristic of models in that unit is changed to 5. That unit can only use the Mob Up Stratagem to merge with other units of SKARBOYZ.


Power of the Waaagh! Discipline

Weirdboyz channel the power of the Waaagh! into glowing green blasts of psychic destruction, or else yoke those roiling energies to create crude but spectacular results – if, that is, the attempt doesn’t cause their heads to explode like they swallowed a stikkbomb.
Before the battle, generate the psychic powers for PSYKERS that can use powers from the Power of the Waaagh! discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.

D6PSYCHIC POWER
1

’EADBANGER

A bolt of raw power erupts from the Weirdboy’s sloping forehead and rockets across the battlefield, causing the head of the first unfortunate victim caught in its path to explode in a shower of brains and gore.

’Eadbanger has a warp charge value of 8. If manifested, roll a D6 and compare it to the Toughness characteristic of the closest enemy model that is visible to and within 18" of the psyker. If the result is higher than the model’s Toughness, it is slain.

2

WARPATH

The Weirdboy disperses the Waaagh! energy coursing through his frame into the Ork warriors around him, stoking their already bellicose nature to a roaring fever pitch.

Warpath has a warp charge value of 7. 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.

3

DA JUMP

The Weirdboy closes his eyes tight and, in a storm of flashing green light, teleports a mass of confused greenskins to another part of the battlefield.

Da Jump has a warp charge value of 7. 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" away from any enemy units. That unit counts as having moved for any rules purposes, such as firing Heavy weapons.

4

FISTS OF GORK

The Weirdboy channels Waaagh! energy into his own fists or those of a nearby Ork, providing strength enough to punch through tank hulls.

Fists of Gork has a warp charge value of 6. If manifested, select a friendly ORK CHARACTER model that is visible to and within 12" of the psyker. Add 2 to that model’s Strength and Attacks characteristics until the start of your next Psychic phase.

5

DA KRUNCH

Green energies erupt from the Weirdboy’s eyes and coalesce in a roiling cloud above the enemy. That cloud then solidifies into the vast green foot of Gork (or Mork) himself, which commences to repeatedly stamp down on the foe.

Da Krunch has a warp charge value of 8. If manifested, select an enemy unit within 18" of the psyker. Roll a D6 for each model in that unit. For each roll of 6, that unit suffers 1 mortal wound. Then roll 2D6; on a 10+ roll a D6 once more for each model in that unit. For each roll of 6, that unit suffers 1 mortal wound.

6

ROAR OF MORK

The Weirdboy opens his gob impossibly wide and gives vent to a bellowing roar that reverberates through his enemies’ minds. Coherent thought becomes nigh-impossible, and as the roar thunders on, panic begins to spread.

Roar of Mork has a warp charge value of 8. If manifested, subtract 1 from the Leadership characteristic of enemy units while they are within 18" of the psyker until your next Psychic phase.


Warlord Traits

If an ORK CHARACTER is your Warlord, they can generate a Warlord Trait from the table below instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table to randomly generate a Warlord Trait, or you can select the one that best suits their temperament and preferred style of waging war.

D6WARLORD TRAIT
1

FOLLOW ME, LADZ

Always found at the forefront of an assault, this Ork likes to be the first into the fray, leading a tide of bellowing greenskins crashing into the enemy lines.

Your Warlord gains the Waaagh! and Breakin’ Heads abilities. If your Warlord already has the Waaagh! and Breakin’ Heads abilities, the range of each ability is increased by 3". In addition, if your army is Battle-forged, you receive an additional 1 Command Point.

2

BIGKILLA BOSS

Nothing is more satisfying to this boss than matching his might against the biggest and meanest enemies on the battlefield and coming out on top. One savage engagement after another has made him an expert giant-slayer.

Add 1 to wound rolls for your Warlord’s attacks that target a VEHICLE or MONSTER unit.

3

’ARD AS NAILS

This greenskin has a hide as thick as a Squiggoth’s. It takes a blow of truly phenomenal strength to even give him pause.

Add 1 to your Warlord’s Toughness characteristic.

4

BRUTAL BUT KUNNIN’

This Ork has a particular talent for close-quarters choppa-work, even amongst his brutal kin.

You can re-roll hit rolls in the Fight phase for attacks made by your Warlord. In addition, add 1 to the Damage characteristic of your Warlord’s melee weapons if, in the same turn, they finished a charge move, were charged, or performed a Heroic Intervention.

5

KUNNIN’ BUT BRUTAL

This leader has a knack for flanking and surprising his enemies.

At the start of the first battle round but before the first turn begins, you can remove your Warlord and up to D3 friendly <CLAN> units from the battlefield and set them up again as described in the Deployment section of the mission you are playing (if you pick a TRANSPORT, units embarked inside it remain so when it is removed and set up again).

6

MIGHT IS RIGHT

A solid slab of muscle and aggression, this Ork’s strength is unsurpassed.

Add 1 to your Warlord’s Strength and Attacks characteristics.


Clan Warlord Traits

If you wish, you can pick a Clan Warlord Trait from the list below instead of from the Ork Warlord Traits table on the previous page, but only if your Warlord is from the relevant clan.

CLANTRAIT
Bad MoonsBad Moons: Da Best Armour Teef Can Buy: Bad Moons leaders spare no expense on their gear, and their armour is no exception. In the process of adorning themselves in the biggest, most gilded and ostentatious suits of plate they can get, they often end up inadvertently providing themselves with substantial protection against the foe.
Your Warlord has a 4+ invulnerable save
Blood AxeBlood Axes: I’ve Got a Plan, Ladz! Blood Axe bosses are never short of a kunnin’ plan featuring actual tactics, and sometimes even have a grasp of grand strategy that goes beyond simply kicking the enemies’ teeth down their throats.
If your Warlord is on the battlefield, roll a dice for each Command Point you spend when using Stratagems. On a 6+ that Command Point is immediately refunded. 
DeathskullsDeathskulls: Opportunist: This Warlord is always on the lookout for gubbinz to scavenge, and is wily enough to know that the best loot can be bashed, blasted and ripped from the mangled remains of the enemy’s biggest wagons and bosses.
Re-roll wound rolls of 1 for attacks made by your Warlord that target enemy VEHICLE units. In addition, in the Shooting phase, this Warlord can target enemy CHARACTER units within 18" even if they are not the closest enemy unit. 
Evil SunzEvil Sunz: Speed Freek: The thrill-seeking greenskins at the head of Evil Sunz warbands will lead their Kult of Speed brethren in multiple high-velocity passes, bellowing with glee each time they hurtle at, and then straight through, the enemy lines.
Your Warlord and friendly EVIL SUNZ units within 6" of them can charge even if they Fell Back earlier in the turn. 
FreebooterzFreebooterz: Killa Reputation: This Freebooter leader has a fearsome – and well deserved – reputation for being a stone-cold killer. It is enough to make even the fractious and self-serving Freebooterz fight harder beneath his glowering gaze.
Re-roll hit rolls of 1 for attacks made by friendly FREEBOOTERZ units in the Fight phase while they are within 6" of your Warlord. 
GoffGoffs: Proper Killy: Goff bosses are the most brutal of an already brutal breed. They are unstoppable engines of destruction who rampage through the enemy ranks and leave mounds of crushed and brutalised corpses in their wake.
Add 1 to your Warlord’s Attacks characteristic. In addition, improve the Armour Penetration characteristic of melee weapons this Warlord is equipped with by 1 during any turn in which they made a charge move, were charged, or performed a Heroic Intervention (e.g. AP -1 becomes AP -2). 
SnakebiteSnakebites: Surly as a Squiggoth: Infamously foul-tempered, entirely lacking in any kind of sense of humour, and with an evil eye and a bodily stench that could drop a Nob at thirty paces, this Snakebite is the terror of his underlings, and few prospects are more terrifying than failing him in battle.
You can re-roll Morale tests for friendly SNAKEBITE units while they are within 6" of your Warlord. In addition, friendly SNAKEBITE GRETCHIN units automatically pass Morale tests while they are within 12" of your Warlord. 

Tactical Objectives

D66Result
11Give ’em some Dakka! 
12Get ’em, Boss! 
13Stomp ’em, Boyz! 
14More Speed, Go Fasta! 
15Grab Da Loot! 
16’Ere We Go! Waaagh! 

Orks live for a good fight, and so long as they’re wreaking havoc, getting stuck in, and laying down as much deafening dakka as they can then as far as they’re concerned, they’ve already won!

If your army is led by an ORK Warlord, these Tactical Objectives replace the Capture and Control Tactical Objectives (numbers 11-16) in the Warhammer 40,000 rulebook. If a mission uses Tactical Objectives, players use the normal rules for using Tactical Objectives with the following exception: when an Ork player generates a Capture and Control objective (numbers 11-16), they instead generate the corresponding Orks Tactical Objective, as shown below. Other Tactical Objectives (numbers 21-66) are generated normally.

11
GIVE ’EM SOME DAKKA!
Orks

Prove yooz got the best dakka around by blowin’ yer enemies to bits with it. Feel free to keep shootin’ after they’z dead, too – always gives da ladz a laugh watchin’ da corpses dance.

Score 1 victory point if an enemy unit was destroyed during the Shooting phase this turn.

12
GET ’EM, BOSS!
Orks

Time to show ’em all how its done by gettin’ stuck in and claimin’ a shiny new skull for yer bosspole!

Score 1 victory point if an enemy model was slain by your Warlord in the Fight phase this turn. Score D3 victory points instead if that model was the enemy Warlord.

13
STOMP ’EM, BOYZ!
Orks

Wot are you lot waitin’ for? Get in there an’ bash some ’eads!

Score 1 victory point if an enemy unit was destroyed during the Fight phase this turn. Score D3 victory points instead if 3-5 enemy units were destroyed in the Fight phase this turn. Score D3+3 victory points instead if 6 or more enemy units were destroyed in the Fight phase this turn.

14
MORE SPEED, GO FASTA!
Orks

Nothing beats leggin’ it into battle as quick as you can go. Even better, dis way ya get to da fight even fasta!

Score 1 victory point if 3 or more ORK units from your army Advanced in your Movement phase this turn.

15
GRAB DA LOOT!
Orks

There’s loadsa gubbinz to loot, but if you don’t get it soon some other thievin’ git will nick it.

Roll a D6 when this Tactical Objective is generated. Score 1 victory point if you control the objective marker corresponding to the D6 result at the end of this turn.

16
’ERE WE GO! WAAAGH!
Orks

Time to show this cowardly buncha wimps that Orks is da best. Waaagh!

Score 1 victory point if 3 or more ORK units from your army made a charge move this turn. Score D3 victory points instead if 5 or more ORK units from your army made a charge move this turn.


Shiny Gubbinz

Certain remarkable examples of the Mekboyz’ craft are so potent that they have developed reputations amongst the Ork tribes, and accrued legends of their own. Such renowned implements of mayhem pass from one greenskin leader to another by right of conquest. Tribes have fought battles over them, and Waaaghs! have gathered around those who wield them.

If your army is led by an ORK Warlord, then before the battle you may give one of the following Shiny Gubbinz to an ORK CHARACTER. Named characters such as Ghazghkull Thraka cannot be given any of the following Shiny Gubbinz – they have their own unique wargear.

Note that some weapons replace one of the character’s existing weapons. Where this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced. Write down any Shiny Gubbinz your characters may have on your army roster.

BROGG’S BUZZBOMB

Runtboss Brogg was the ‘genius’ behind the now infamous Buzzbomb. By building an oversized stikkbomb around an entire buzzersquig hive, he created an unstable device that could be flung at the enemy to send enraged buzzer squigs all through their lines. Only once the squigs have settled down post-battle and returned to their stikkbomb home can the weapon be carefully gathered up – usually by unfortunate grot ‘volunteers’ – and pumped full of fungus-smoke, putting the buzzer squigs to sleep until their fury is needed again.

SNAKEBITE model only. Brogg’s Buzzbomb has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Brogg’s Buzzbomb
6"
Grenade 3D6
5
-1
1
Abilities: This weapon can only be used once per battle, and automatically hits its target. After all of its attacks have been resolved, you can immediately select another enemy unit within 6" of the target and resolve 2D6 attacks against it with the same weapon.

DA BADSKULL BANNER

Every Freebooter Warboss has their own Jolly Ork, a glyph-banner that proclaims their dread reputation. Yet there is one ancient Jolly Ork so saturated with Waaagh! energy that it has become infamous. Known as da Badskull Banner, this totemic flag is said by many to be the original Jolly Ork, the first of its kind, and the ultimate proclamation of a Freebooter leader’s might.

FREEBOOTERZ model only. Once per battle, at the start of the Morale phase, the bearer of Da Badskull Banner can choose to fly the flag on its bosspole. If they do so, friendly FREEBOOTERZ units automatically pass Morale tests until the end of the phase.

DA DEAD SHINY SHOOTA

Rumoured to have been made by Big Mek Buzzgob, da Dead Shiny Shoota is a double-barrelled brute packed full of dakka. The gun kicks out a deafening storm of hot lead, much to the enjoyment of the Ork pulling the trigger, and its volume of fire is so great that even the most inaccurate greenskin can land a respectable number of hits.

Model with kustom shoota only. Da Dead Shiny Shoota replaces the bearer’s kustom shoota and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Da Dead Shiny Shoota
18"
Assault 12
4
-1
1

DA FIXER UPPERZ

Originally the tools of Deathskull Mekaniak Frazdak, it is claimed that da Fixer Upperz can repair any wagon, no matter how badly junked it might appear. In typically Orky fashion, the sheer belief that these tools can work wonders often seems to mean they do just that!

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.

DA GOBSHOT THUNDERBUSS

Requiring an entire chest of teef to be loaded into its breach before each shot, the Gobshot Thunderbuss’ worky gubbinz plates its unconventional ammunition in gold before firing it in an inescapable cone of fanged death. Not only can this madcap weapon sweep away swathes of enemies with every shot, it also fires a literal fortune in teef every time, proclaiming its owner’s obscene wealth in the process.

BAD MOONS model with kustom shoota, kombi-weapon with skorcha or kombi-weapon with rokkit launcha only. Da Gobshot Thunderbuss replaces the bearer’s kustom shoota or shoota profile with the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Da Gobshot Thunderbuss
12"
Heavy 2D6
5
-1
1
Abilities: This weapon automatically hits its target.

DA KILLA KLAW

Orkimedes himself fashioned this fearsome weapon from the blades of a Soul Grinder of Khorne. Thanks to its reputation for being dead killy, the baleful crimson glow emitted by da Killa Klaw has yet to discourage any Orks from donning the fabled gauntlet.

Model with power klaw only. Da Killa Klaw replaces the bearer’s power klaw and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Da Killa Klaw
Melee
Melee
x2
-3
3
Abilities: You can re-roll wound rolls for attacks made with this weapon.

DA LUCKY STIKK

Makari was an exceptionally lucky grot banner-bearer of the Goff Clan who survived to the ripe old age of nine before finally meeting his end under the posterior of his hulking master, the mighty Ghazghkull Thraka. When the grot’s remains were peeled off his boss’ rear end, Makari’s wavin’ stikk was reclaimed, hosed down, and used as an impressive bosspole.

GOFF model only. Add 1 to hit rolls for attacks made by friendly GOFF CHARACTER models while they are within 6" of the bearer in the Fight phase. In addition, you can re-roll hit and wound rolls for attacks made by the bearer in the Fight phase.

GITSTOPPA SHELLS

When Warboss Skarkrusha first encountered Primaris Space Marines, he was impressed by their incredible resilience. While he relished the chance to fight decent enemies, Skarkrusha couldn’t have these ‘big beekies’ making his shoota look rubbish, and so he ordered his Mekboyz to cook up something special. The result was a selfloading ammunition microfactory (quite possibly cobbled together from looted T’au weaponry) that plugged into Skarkrusha’s shoota and allowed it to fire armour-piercing high-explosive thermobaric shells, or, as Skarkrusha preferred to call them, Gitstoppaz.

Model with kustom shoota, kombi-weapon with skorcha or kombi-weapon with rokkit launcha only. Add 1 to the Strength and Damage characteristic of that weapon’s shoota or kustom shoota profile. In addition, improve the AP of that weapon’s shoota or kustom shoota profile by 1 (e.g. AP -1 becomes AP -2).

HEADWOPPA’S KILLCHOPPA

Grand Warboss Headwoppa had a real thing for decapitating his enemies, and whenever he did so his ladz would raise a raucous cheer. Headwoppa and his tribe were last seen charging headlong into a horde of Khornate Daemons, but legend speaks of a bloodslick big choppa that still turns up occasionally. Though this weapon looks normal, a dark voice is said to growl in the mind of its wielder, driving them on to ever-greater excesses of violence.

Model with a big choppa only. Headwoppa’s Killchoppa replaces the bearer’s big choppa and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Headwoppa’s Killchoppa
Melee
Melee
+2
-2
2
Abilities: Wound rolls of 6+ made for attacks with this weapon inflict 2 mortal wounds instead of any normal damage.

MORGOG’S FINKIN’ KAP

Looted from a Schola Progenium training facility, this tangle of electrodes was incorporated into a helmet on the orders of Blood Axe Warboss Morgog. Upon donning the headgear, Morgog was bombarded by fragments of what he realised were strategies and tactics; though the crackling humie voices and flashes of imagery were confusing, the Warboss was able to make use of the concepts his new Finkin’ Kap imparted. Soon his foes would learn that the only thing more dangerous than a savage three-hundred-pound brute is a savage three-hundred-pound brute with a plan.

BLOOD AXE model only. If the bearer is your Warlord, you can generate a second Warlord Traits for them. If the bearer is not your Warlord, generate a Warlord Trait for them (note that the bearer is only regarded as your Warlord for the purposes of that Warlord Trait). The same Warlord Trait cannot be generated for both the bearer and your Warlord.

REZMEKKA’S REDDER ARMOUR

Badmek Rezmekka formulated a type of paint so red that staring directly at it for too long caused actual retinal damage. So red was Rezmekka’s new colour – which, in a moment of inspiration, he named Redder – that he immediately daubed it over his best suit of ’eavy armour. In order to cement the reputation of his Redder Armour, the wily Mek built in a massive set of cable-plug capacitors that could be attached by squig-jaw clips to the engine of any vehicle he hopped aboard. This not only ensured that Rezmekka’s armour really did make his ride go faster, but also had the amusing side effect of electrocuting nearby enemies with an extremely satisfying ‘fzzap!’.

EVIL SUNZ model only. Add 1 to the Move characteristic of a TRANSPORT while the bearer is embarked within it. In addition, if the bearer is embarked, then at the start of your Movement phase roll a D6 for each enemy unit within 1" of the TRANSPORT the bearer is embarked within. On a 4+ that unit suffers D3 mortal wounds.

SCORCHED GITBONEZ

During the Second War for Armageddon, the name of Oddgit the Weirdboy garnered fame amongst the Ork race after he vomited a tide of psycho-plasma across the renowned Blood Angels Captain Tycho. Oddgit was swiftly incinerated by retaliatory fire, and at battle’s end, his bones were collected by a mob of Madboyz. They have been carried, worn and chewed on by various Weirdboyz since then, their latent power seeping into the half-sane brain of their owner.

PSYKER only. You can add 1 to Psychic tests taken by the bearer when manifesting a psychic power from the Power of the Waaagh! discipline.

SUPA-CYBORK BODY

In the only recorded collaboration between Mad Dok Grotsnik and the renowned Mekaniak Orkimedes, a nameless greenskin was upgraded with a preposterous yet powerful full-body bionik. The original owner of this one-of-a-kind endoskeleton became the envy of every Warboss around, and was soon gutted and stripped for parts by a stronger rival. The Supa-Cybork Body has been re-transplanted several times since then, filling its new owner with confidence, resilience, and a belated hope that the Painboyz gave it a quick clean before shoving it back in place…

Each time the bearer loses a wound, roll a D6; on a roll of 5+ that wound is not lost. You cannot make a Dok’s Tools roll for this model if you do so.

Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Souped-up Weapons). When this is the case, the unit may take any item from the appropriate list below.

SOUPED-UP WEAPONS

 • Kombi-weapon with rokkit launcha

 • Kustom mega-blasta

 • Rokkit launcha

 • Kombi-weapon with skorcha

 • Kustom mega-slugga

CHOPPY WEAPONS

 • Big choppa

 • Power klaw

’EAVY WEAPONS

 • Big shoota

 • Rokkit launcha

BATTLEWAGON EQUIPMENT

Each item can only be taken once.

 • Grabbin’ klaw

 • Grot rigger

 • Lobba

 • Stikkbomb chukka

 • Wreckin’ ball

SHOOTY WEAPONS

 • Kombi-weapon with rokkit launcha

 • Kombi-weapon with skorcha

 • Kustom shoota

 • Shoota1

1 Not included in Codex: Orks

NOB WEAPONS

Up to two weapons can be chosen from the following list:

 • Big choppa

 • Choppa

 • Killsaw

 • Power klaw

 • Power stabba

 • Slugga

One weapon can be chosen from the following list:

 • Kombi-weapon with rokkit launcha1

 • Kombi-weapon with skorcha1

1 Cannot be taken by a Nob on Warbike or Boss Nob on Warbike


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
50
Belly gun
48"
Heavy 2D6
8
-2
2
Change this weapon’s to Heavy 4D6 if the target is INFANTRY.
28
Big lobba
48"
Heavy 2D6
6
-1
1
This weapon can target units that are not visible to the bearer.
5
Big shoota
36"
Assault 3
5
0
1
-
18
Big zzappa
36"
Heavy D3
2D6
-4
4
Before firing this weapon, roll to determine the Strength of the shot. If the result is 12, do not make a wound roll. Instead, if the attacks hit, each cause 3 mortal wounds. Then the bearer suffers a mortal wound.
0
Bigbomm
--- See Bigbomm, below ---
Each bigbomm can only be used once per battle.
Blitz missiles
18"
Assault 1
6
-1
D3
-
2
Boom kanister
10"
Assault 2D6
4
0
1
This weapon may only be used once.
30
Bubblechukka
36"
Heavy D6
D6
-D6
D6
-
0
Burna (shooting)
8"
Assault D3
4
0
1
Before a unit fires this weapon, roll once for the number of attacks and use this for all burnas fired by the unit until the end of the phase. This weapon automatically hits its target.
0
Burna bottles
6"
Grenade 2D6
4
0
1
Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
0
Burna exhaust
8"
Assault D3
4
0
1
This weapon automatically hits its target.
36
Bursta kannon
36"
Heavy 2D6
10
-4
2
-
Da Rippa
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Heavy 3
7
-3
2
-
 - Supercharge
24"
Heavy 3
8
-3
3
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
0
Dakkagun
18"
Assault 3
5
0
1
-
0
Deffgun
48"
Heavy D3
7
-1
2
Before a unit fires this weapon, roll once for the number of attacks and use this for all deffguns fired by the unit until the end of the phase.
0
Deffkannon
72"
Heavy 3D6
10
-4
D6
-
0
Deffstorm mega-shoota
36"
Heavy 18
6
-1
1
-
18
Flakka gunz
48"
Assault 4
6
-1
1
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
50
Gaze of Mork
24"
Assault 1
4D6
-4
6
-
38
Giga shoota
48"
Heavy 6D6
6
-1
1
-
0
Grot blasta
12"
Pistol 1
3
0
1
-
8
Grot sponson
24"
Assault 2
4
0
1
Add 1 to hit rolls made for this weapon.
Grot-guided bomm
72"
Heavy 2D6
8
-3
D3
This weapon can only be fired once per battle. This weapon can target units that are not visible to the firer. You can re-roll failed hit rolls made for this weapon.
10
Grotzooka
18"
Heavy 2D3
6
0
1
-
0
Heavy squig launcha
When attacking with this weapon, choose one of the profiles below.
 - Bile squig
36"
Assault 2D6
*
0
1
This weapon always wounds on a 4+ unless it is targeting a VEHICLE or TITANIC unit, in which case it wounds on a 6+.
 - Bitey squig
36"
Assault 2
5
-3
2
-
 - Boom squig
36"
Assault 2D3
6
-1
D3
-
15
Kannon
When attacking with this weapon, choose one of the profiles below.
 - Frag
36"
Heavy D6
4
0
1
-
 - Shell
36"
Heavy 1
8
-2
D6
-
0
Killa jet
When attacking with this weapon, choose one of the profiles below.
 - Burna
8"
Assault D6
5
-1
1
This weapon automatically hits its target.
 - Cutta
8"
Assault 2
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
15
Killkannon
24"
Heavy D6
8
-2
2
-
12
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.
 - Rokkit launcha
24"
Assault 1
8
-2
3
-
 - Shoota
18"
Assault 2
4
0
1
-
17
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.
 - Shoota
18"
Assault 2
4
0
1
-
 - Skorcha
8"
Assault D6
5
-1
1
This weapon automatically hits its target.
24
Kopta rokkits
24"
Assault 2
8
-2
3
-
Krusha kannon
When attacking with this weapon, choose one of the profiles below.
 - Boom shell
60"
Heavy 2D6
8
-2
2
-
 - Tankhamma shell
60"
Heavy 1
10
-3
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
 - Scrap kanister
18"
Heavy 3D6
5
-1
1
This weapon automatically hits its target.
 - Blast burna
48"
Heavy 3D6
4
0
1
Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
9
Kustom mega-blasta
24"
Assault 1
8
-3
D6
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
45
Kustom mega-kannon
36"
Heavy D6
8
-3
D6
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
7
Kustom mega-slugga
12"
Pistol 1
8
-3
D6
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
17
Kustom mega-zappa
36"
Heavy 3D3
8
-3
D6
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
0
Kustom shokk rifle
24"
Assault 2
8
-3
D6
If you roll one or more unmodified hit rolls of 1 for this weapon, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved. Each time you make a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.
2
Kustom shoota
18"
Assault 4
4
0
1
-
0
Lifta-droppa
48"
Heavy D6
-
-
-
This weapon hits automatically. Each time an enemy unit is hit by this weapon, roll 2D6. If the result equals or exceeds the target’s Strength, it suffers a mortal wound.
18
Lobba
48"
Heavy D6
5
0
1
This weapon can target units that are not visible to the bearer.
Mega-gatler
48"
Heavy 4D6
7
-2
1
-
0
Mek speshul
24"
Assault 9
5
-2
1
-
12
Pair of rokkit pistols
12"
Pistol 2
7
-2
D3
-
24
Rack of rokkits
24"
Assault 2
8
-2
3
-
16
Rattler kannon
24"
Heavy 2D6
5
-2
D3
-
0
Rivet kannon
36"
Assault 6
7
-2
2
-
0
Rokkit kannon
24"
Assault 2D3
8
-2
3
-
12
Rokkit launcha
24"
Assault 1
8
-2
3
-
13
Rokkit-bomms
48"
Heavy D6
5
0
1
This weapon can target units not visible to the bearer.
25
Shokk attack gun
60"
Heavy D6
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.
0
Shoota
18"
Assault 2
4
0
1
-
0
Shotgun
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon’s Strength.
19
Shunta
24"
Heavy 1
8
-2
2
VEHICLES that suffer a wound from this weapon may not Advance in the following turn.
17
Skorcha
8"
Assault D6
5
-1
1
This weapon automatically hits its target.
20
Skorcha missiles
24"
Assault D6
5
-1
1
Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
0
Slugga
12"
Pistol 1
4
0
1
-
16
Smasha gun
48"
Heavy D3
*
-4
D6
Instead of making a wound roll for this weapon, roll 2D6. If the result is equal to or greater than the target’s Toughness characteristic, the attack successfully wounds.
0
Snagga klaw (shooting)
8"
Assault 1
4
0
1
You can re-roll wound rolls for attacks made with this weapon.
0
Snazzgun
24"
Heavy 3
6
-2
2
-
0
Squig bomb
18"
Assault 1
8
-2
D6
This weapon cannot target units that can FLY. After making an attack with this weapon, the bearer is slain.
0
Squig launcha
When attacking with this weapon, choose one of the profiles below.
 - Bile squig
36"
Assault D6
*
0
1
This weapon always wounds on a 4+ unless it is targeting a VEHICLE or TITANIC unit, in which case it wounds on a 6+.
 - Bitey squig
36"
Assault 1
5
-3
2
-
 - Boom squig
36"
Assault D3
6
-1
D3
-
0
Stikkbomb
6"
Grenade D6
3
0
1
-
5
Stikkbomb chukka
12"
Assault D6
3
0
1
This weapon can only be fired if a unit is embarked within the vehicle equipped with it.
4
Stikkbomb flinga
12"
Assault 2D6
3
0
1
-
Stikkbomb launcha
12"
Assault 2D6
3
0
1
This weapon can be fired once per battle.
0
Stikksquig
6"
Grenade D6
3
0
1
-
28
Supa-gatler
48"
Heavy 3D6
7
-2
1
30
Supa-kannon
60"
Heavy 2D6
8
-2
3
-
48
Supa-lobba
48"
Heavy 3D6
7
-2
1
-
0
Supa-rokkit
100"
Heavy D6
8
-3
D6
Only one supa-rokkit can be fired by the bearer per turn, and each can only be fired once per battle.
10
Supa-shoota
36"
Assault 3
6
-1
1
-
28
Supa-skorcha
24"
Heavy 4D3
6
-2
1
This weapon hits its target automatically.
0
Tankbusta bomb
6"
Grenade D3
8
-2
D6
-
11
Tellyport blasta
12"
Assault 3
8
-2
1
If a model suffers any unsaved wounds from this weapon and is not slain, roll a D6 at the end of the phase. If the result is greater than that model’s Wounds characteristic, it is slain.
18
Tellyport mega-blasta
24"
Assault 3
8
-2
D3
If a model suffers any unsaved wounds from this weapon and is not slain, roll a D6 at the end of the phase. If the result is greater than that model’s Wounds characteristic, it is slain.
30
Traktor kannon
48"
Heavy 1
8
-2
D6
This weapon automatically hits its target. If the target is an enemy VEHICLE unit that can FLY, roll two dice when inflicting damage with this weapon and discard the lowest result. If a VEHICLE unit that can FLY is destroyed by this weapon, the model automatically crashes and burns (or its equivalent) – do not roll a dice.
10
Twin big shoota
36"
Assault 6
5
0
1
-
0
Twin boomstikk
12"
Assault 2
5
0
1
If the target is within half range, add 1 to hit rolls for this weapon.
Twin skorcha
8"
Assault 2D6
5
-1
1
This weapon automatically hits its target.
12
Wazbom mega-kannon
36"
Heavy D3
8
-3
D6
If you roll one or more unmodified hit rolls of 1 for this weapon, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
0
Wing missiles
24"
Assault 1
8
-2
3
Add 1 to hit rolls for attacks made with this weapon against VEHICLE units. Subtract 1 from hit rolls for attacks made with this weapon against all other targets.
Wing rokkits
24"
Assault 1
8
-2
3
-
18
Zzap gun
36"
Heavy 1
2D6
-3
3
Before firing this weapon, roll to determine the Strength of the shot. If the result is 11+ do not make a wound roll – instead, if the attack hits it causes 3 mortal wounds. The bearer then suffers 1 mortal wound.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
’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 unit, in which case it wounds on a 6+.
0
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.
5
Big choppa
Melee
Melee
+2
-1
2
-
0
Burna (melee)
Melee
Melee
User
-2
1
-
0
Buzz saw
Melee
Melee
+2
-2
2
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Choppa
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Da Pain Klaw
Melee
Melee
x2
-4
D3
If the target of a hit roll of 6 made for this weapon is an enemy INFANTRY or MONSTER model, it suffers a mortal wound in additional to any other damage.
Da Vulcha’s Klaws
Melee
Melee
+2
-3
D3
Each time the bearer fights, it can make no more than 3 attacks with this weapon.
19
Deff rolla
Melee
Melee
+1
-2
2
Add 3 to hit rolls for attacks made with this weapon.
Dethrolla
Melee
Melee
+2
-3
D3
Add 3 to hit rolls for attacks made for this weapon.
15
Dread klaw
Melee
Melee
x2
-3
3
Each time the bearer fights, it can make 1 additional attack with each dread klaw it is equipped with.
10
Dread saw
Melee
Melee
+4
-2
2
Each time the bearer fights, it can make 1 additional attack with each dread saw it is equipped with.
0
Drilla
Melee
Melee
+1
-4
2
Each time you roll an unmodified wound roll of 6 for an attack with this weapon, the target suffers 1 mortal wound in addition to any other damage.
5
Gorin’ horns
Melee
Melee
User
-3
D6
-
0
Grabba stikk
Melee
Melee
+1
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
5
Grabbin’ klaw
Melee
Melee
User
-3
D3
Each time the bearer fights, it can only make a single attack with this weapon.
0
Grot-prod
Melee
Melee
+2
-1
1
-
7
Huge tusks
Melee
Melee
User
-4
D6
-
0
Kan klaw
Melee
Melee
+3
-3
3
-
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
Klaw of Gork (or possibly Mork)
When attacking with this weapon, choose one of the profiles below.
 - Crush
Melee
Melee
x2
-4
D6
-
 - Smash
Melee
Melee
User
-2
2
Make 3 hit rolls for each attack made with this weapon.
Krushin’ tracks
Melee
Melee
User
-2
D3
-
Kustom klaw
Melee
Melee
x2
-3
3
-
Mega klaw
Melee
Melee
x2
-5
4
If a Kustom Stompa is equipped with two mega klaws, increase its Attacks characteristic by 4.
0
Mega-choppa
When attacking with this weapon, choose one of the profiles below.
 - Smash
Melee
Melee
x2
-5
6
-
 - Slash
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon.
0
Mek arms
Melee
Melee
4
0
1
Make three hit rolls for each attack made with this weapon instead of 1.
Mork’s Teeth
Melee
Melee
User
-1
2
-
0
Nose drill
Melee
Melee
+2
-2
D3
-
13
Power klaw
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
3
Power stabba
Melee
Melee
User
-2
1
-
Rippa klaw
Melee
Melee
x2
-3
D6
-
0
Saw blades
Melee
Melee
+1
-1
1
-
0
Snagga klaw (melee)
Melee
Melee
+2
-2
D3
You can re-roll wound rolls for attacks made with this weapon.
0
Spinnin’ blades
Melee
Melee
+1
0
1
Make D3 hit rolls for each attack made with this weapon.
10
Tankhammer
Melee
Melee
-
-
-
Each time the bearer fights, it can only make a single attack with this weapon. If the attack hits, the target suffers D3 mortal wounds and the bearer is slain.
0
Waaagh! banner
Melee
Melee
+2
0
2
-
0
Weirdboy staff
Melee
Melee
+2
-1
D3
-
3
Wreckin’ ball
Melee
Melee
+2
-1
2
Each time the bearer fights, it can make no more than 3 attacks with this weapon.

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
’Ard Case
If this model is equipped with an ’ard case, its Toughness characteristic is increased by 1 and it loses the Open-topped ability.
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. You cannot make a Dok’s Tools roll for this model if you do so.
0
Gitfinda squig
Add 1 to hit rolls for shooting attacks made by a Kaptin with a gitfinda squig.
0
Grot Lash
Re-roll hit rolls of 1 in the Fight phase for attacks made by units comprised entirely of GRETCHIN INFANTRY while they are within 3" of any friendly RUNTHERD models with a grot lash.
5
Grot rigger
If a model has a grot rigger, the grot can attempt repairs at the end of your Movement phase. If they do so, roll a D6; on a 2+ this model regains 1 lost wound. A vehicle can only be repaired once each turn.
7
Grot Riggers
At the end of the turn, roll a D6. On a roll of 6, the Big Trakk regains one lost wound.
20
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.
6
Reinforced Ram
If a VEHICLE with a reinforced ram charges, increase its Strength characteristic by 2 until the end of the turn it makes a successful charge. In addition, each time a model with a reinforced ram finishes a charge move, select one enemy unit within 1" and roll a dice; on a 2+ that unit suffers D3 mortal wounds.
0
Squig Hound
If a unit comprised entirely of GRETCHIN INFANTRY fails a Morale test while it is within 3" of any friendly RUNTHERD models with a squig hound, ignore the result. D3 models from the unit are slain instead.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll 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. A roll of 1 always fails, irrespective of any modifiers that may apply.
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 its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Wound Roll
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 an attack scores a hit, you will then need to roll another dice to see if the attack successfully 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 table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
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 unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Killsaw/two killsaws
Nob Weapons
 • Big choppa
5
 • Choppa
0
 • Killsaw
 • Power klaw
13
 • Power stabba
3
 • Slugga
0

One weapon can be chosen from the following list:

 • Kombi-weapon with rokkit launcha1
12
 • Kombi-weapon with skorcha1
17

1 Cannot be taken by a Nob on Warbike or Boss Nob on Warbike

Falling Back
Units starting the Movement phase within 1" of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1" away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly.

The GRETCHIN keyword is used in following Orks datasheets:

Heavy Support
HQ
• Big Mek
Troops
Elites
• Mek
• Nobz
Fast Attack

The FREEBOOTERZ keyword is used in following Orks datasheets:

Heavy Support
HQ

The SNAKEBITE and GRETCHIN keywords are used in following Orks datasheets:

Heavy Support
HQ
• Big Mek
Troops
Elites
• Mek
• Nobz
Fast Attack

The <CLAN> and INFANTRY keywords are used in following Orks datasheets:

The TRANSPORT keyword is used in following Orks datasheets:

The BAD MOONS and INFANTRY keywords are used in following Orks datasheets:

Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.

The BAD MOONS and WARBOSS keywords are used in following Orks datasheets:

HQ
• Warboss

The FLASH GITZ keyword is used in following Orks datasheets:

Heavy Support
HQ
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.
ASSAULT

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

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.

The <CLAN> and PAINBOY keywords are used in following Orks datasheets:

Elites
• Painboy

The WEIRDBOY keyword is used in following Orks datasheets:

HQ
Psychic Test
A psyker can attempt to manifest a psychic power they know by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested. A psyker cannot attempt to manifest the same psychic power more than once in a turn.

The ORK and VEHICLE keywords are used in following Orks datasheets:

The TRUKK keyword is used in following Orks datasheets:

Dedicated Transport
• Trukk

The BATTLEWAGON keyword is used in following Orks datasheets:

Heavy Support

The ORK and INFANTRY keywords are used in following Orks datasheets:

The BIG MEK keyword is used in following Orks datasheets:

HQ
• Big Mek
Dakka! Dakka! Dakka!

Nothing aids accuracy like the simple expedient of firing so many shots that you just can’t miss.

Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon made by a model in this unit, that hit roll succeeds regardless of any modifiers. In addition, 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. When firing a weapon with randomly determined characteristics (e.g. a 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.

The BOYZ keyword is used in following Orks datasheets:

Troops
• Boyz
GRENADE

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

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.

The <CLAN>, GRETCHIN and INFANTRY keywords are used in following Orks datasheets:

Heavy Support
HQ
• Big Mek
Troops
Elites
• Mek
• Nobz

The LOOTAS keyword is used in following Orks datasheets:

Heavy Support
• Lootas

The EVIL SUNZ and SPEED FREEKS keywords are used in following Orks datasheets:

HQ
Elites
Fast Attack

The BLOOD AXE and INFANTRY keywords are used in following Orks datasheets:

Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.

The GOFF and BOYZ keywords are used in following Orks datasheets:

Troops
• Boyz

The PSYKER keyword is used in following Orks datasheets:

HQ
Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.
Heroic Intervention
After the enemy has completed all of their charge moves, any of your Characters that are within 3" of an enemy unit may perform a Heroic Intervention. Any that do so can move up to 3", so long as they end the move closer to the nearest enemy model.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped 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.
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, 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.
Mega klaw/each subsequent mega klaw
Rippa klaw/each subsequent rippa klaw

The GRETCHIN and INFANTRY keywords are used in following Orks datasheets:

Heavy Support
HQ
• Big Mek
Troops
Elites
• Mek
• Nobz

The RUNTHERD keyword is used in following Orks datasheets:

Elites
© Vyacheslav Maltsev 2013-2018