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.
Contents

Books

BookKindEditionVersionLast update
  Xenos 2
  Xenos 2Index81.4September 2018
  Imperial Armour: Xenos
  Imperial Armour: XenosIndex8Indomitus 1.0July 2020
  Orks
  OrksCodex8Indomitus 1.0July 2020
  Imperium Nihilus: Vigilus Defiant
  Imperium Nihilus: Vigilus DefiantExpansion8Indomitus 1.1July 2020
  Games Workshop: Da Red Gobbo
  Games Workshop: Da Red GobboDataslate8November 2019
  Warhammer Legends: Orks
  Warhammer Legends: OrksDataslate8December 2019
  Psychic Awakening: Saga of the Beast
  Psychic Awakening: Saga of the BeastExpansion8Indomitus Version 1.2August 2020
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.1August 2020

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: What datasheets should I use for Grot Bomb Launchas, Attack Fightas, Fighta-Bommers, Dethrolla Battle Fortresses, Kill Krushas, Raven Strike Fighters, Knarloc Riders, Great Knarlocs and Firestorms?
A:
It is an unfortunate truth that we can’t continue indefinitely to sell and support every model we’ve ever made. As we make new models, and new books to explore their background and rules, we have to stop producing and featuring some older models. But just like many of you, we still treasure our collections of older miniatures, and we still want to be able to use them in games and forge glorious narratives on the tabletop! As such, the datasheets for these classic models can be found below, but they are intended for use in open play or narrative play games; they are not designed or approved for use in matched play games (as they won’t, for example, have any points values).

Note that the Ork datasheets have been updated to have the Dakka! Dakka! Dakka! ability from Codex: Orks.
 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: If I fail a Morale test for an ORK unit that is within range of a unit of Nobz with the Keepin’ Order ability, and there are fewer models remaining in the unit than the number the test was failed by, how many D6 rolls are made?
A:
Roll a number of D6 equal to the number of models remaining in the unit.
 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 from the first list or only one if it is taken 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 or secondary objectives?
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 of the rules effects that were being applied to the selected units get applied to the merged unit? For example, if one unit had Advanced or Fallen Back, does the merged unit count as having Advanced or Fallen Back, or if one unit is under the effect of a psychic power, is the merged unit still under its effects?
A:
Yes, each rule effect that was being applied to each of the selected units is applied to the merged unit.
 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: If an attack inflicts mortal wounds in addition to the normal damage on a TRUKK and the damage is subsequently reduced to 1 as a result of the Ramshackle ability, are the mortal wounds inflicted included in this damage reduction?
A:
No. Any mortal wounds would be inflicted in addition to the damage of 1.
 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.

Expansion: Imperium Nihilus: Vigilus Defiant

 Q: When paying Command Points to upgrade a Detachment into a Specialist Detachment, is the Relic they are able to give to a CHARACTER in addition to the Relic they would typically get from their Warlord’s faction?
A:
No. The Relic(s) listed within a Specialist Detachment can be given to a CHARACTER from your army instead of one from your Warlord’s codex. Don’t forget, however, that many codexes contain Stratagems that enable you to gain additional Relics.
 Q: Are Killa Kans able to use the Dread Waaagh!, Kustom Ammo or Mek Connections Stratagems, despite having the GRETCHIN keyword?
A:
Yes.
 Q: Can a BAD MOONS BIG MEK in a Dread Waaagh! Detachment use both the Showin’ Off Stratagem and the Kustom Ammo Stratagem to fire three times in a single Shooting phase?
A:
No. Both Stratagems only allow the unit to fire two times in the phase.

Expansion: Psychic Awakening: Saga of the Beast

 Q: Can I use the Kustom Job Stratagem if I do not have a Mekboy Workshop in my army?
A:
Yes.
 Q: Do Da Boomer and Zagzap kustom jobs count as a killkannon and a zzap gun respectively for the purposes of the Periscope ability of a Gunwagon?
A:
Yes.

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).

Specialist Detachments


Blitz Brigade

Speed Freek warlords who crave high-octane assaults and heavy firepower combine both aspects into the Blitz Brigade. An assemblage of the biggest, ugliest Battlewagons teef can buy, this roaring avalanche of dented metal crushes all before it.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

BLITZ BRIGADE

Specialist Detachment Stratagem

Blitz Brigades launch devastating opening salvoes of fire, before the Battlewagons, Gunwagons and Bonebreakas ram and smash through everything in their path.

Use this Stratagem when choosing your army. Pick an ORK Detachment from your army to be a Blitz Brigade Specialist Detachment. WARBOSSES, BATTLEWAGONS, GUNWAGONS and BONEBREAKA units in that Detachment gain the BLITZ BRIGADE keyword.

WARLORD TRAIT
If a BLITZ BRIGADE CHARACTER is your Warlord, you can give them the following Warlord Trait.

BACK-SEAT DRIVER

This Warboss is never content to let the drivers of his Battlewagons have all the fun.

While your Warlord is embarked within a BLITZ BRIGADE TRANSPORT, add 1" to that transport’s Move characteristic. In addition, while your Warlord is embarked within it, that transport gains the ’Ere We Go ability.

SHINY GUBBINZ
If your army includes any Blitz Brigade Specialist Detachments, you can give the following relic to a BLITZ BRIGADE CHARACTER from your army:

DA BLITZ SHOUTA

This looted vox-network allows a Warboss to bellow orders from his Battlewagon.

At the start of your Shooting phase, if the bearer is embarked within a BLITZ BRIGADE BATTLEWAGON, pick an enemy unit that is visible to that BATTLEWAGON. Until the end of the phase, re-roll hit rolls of 1 for attacks made by friendly BLITZ BRIGADE units within 6" of that BATTLEWAGON that target the enemy unit you picked.

STRATAGEMS
If your army includes any Blitz Brigade Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

OPENING SALVO

Orks Stratagem

The start of the battle is often the only point the crew of a Gunwagon will take the time to aim properly. The devastating volley of fire arcs across the battlefield before hitting the enemy lines.

Use this Stratagem in your Shooting phase of the first battle round. Pick a BLITZ BRIGADE GUNWAGON from your army. Double the Range characteristic of that unit’s weapons until the end of that phase.
1CP

KRUSH ’EM

Orks Stratagem

Bonebreakas of the Blitz Brigades are experts in crushing hapless victims beneath their spiked deff rollas.

Use this Stratagem in the Fight phase when a BLITZ BRIGADE BONEBREAKA from your army is chosen to fight. Roll three D6 for the Bonebreaka Ram ability and choose the highest result.
2CP

HOLD ON, BOYZ!

Orks Stratagem

The Warboss shouts at his ladz to grab onto the Battlewagon and hitch a ride across the battlefield.

Use this Stratagem during your Movement phase before you move a <CLAN> BLITZ BRIGADE BATTLEWAGON from your army. Pick a friendly <CLAN> INFANTRY unit wholly within 3" of that model and remove it from the battlefield. After that BATTLEWAGON has moved, set the <CLAN> INFANTRY unit up on the battlefield wholly within 3" of that BATTLEWAGON, and more than 3" from any enemy models. (Note that this infantry unit is not embarked within the Battlewagon and therefore does not count towards the number of models it can transport.) That infantry unit cannot move further this phase (but counts as having moved this turn for all rules purposes) and it cannot charge this turn.

Dread Waaagh!

The vision of a dozens-strong mob of Deff Dreads and Killa Kans has inspired many Meks across the galaxy. Those that make it a reality have an army of gunned-up battering rams at their behest – when the Dread Waaagh! is called, even a garrisoned hive wall can be reduced to rubble by its assault.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

DREAD WAAAGH!

Specialist Detachment Stratagem

Coming in all shapes and sizes, the clanking monstrosities of a Dread Waaagh! are all designed with one purpose in mind – the utter destruction of their poor, unsuspecting foes.

Use this Stratagem when choosing your army. Pick an ORK Detachment from your army to be a Dread Waaagh! Specialist Detachment. BIG MEKS, GORKANAUTS, MORKANAUTS, DEFF DREADS and KILLA KANS in that Detachment gain the DREAD WAAAGH! keyword.

WARLORD TRAIT
If a DREAD WAAAGH! CHARACTER is your Warlord, you can give them the following Warlord Trait.

DREAD MEK

Fixing Dreads all day long, this Big Mek likes to think he knows a thing or two about ’em! He will often accompany his charges into the fray with spanner in hand, either to dish out some quick field repairs or to krump any enemies that stray too close.

Model with the Big Mekaniak ability only. When your Warlord uses its Big Mekaniak ability to repair a DREAD WAAAGH! unit, add 1 to the number of wounds regained.

SHINY GUBBINZ
If your army includes any Dread Waaagh! Specialist Detachments, you can give the following relic to a DREAD WAAAGH! CHARACTER from your army:

DA SOUPED-UP SHOKKA

It is rumoured that Da Souped-up Shokka is one of only a handful of weapons made by the legendary Mekaniak, Orkimedes. This shokk attack gun has had its power cranked up in every way possible, sending its hapless ammunition through the warp with so much visceral force it can punch a Snotling-shaped hole through walls of solid ceramite.

Model with shokk attack gun only. Da Souped-up Shokka replaces the bearer’s shokk attack gun and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Da Souped-up Shokka
Da Souped-up Shokka
60"
Heavy 2D6
2D6
-5
D6
Abilities: Blast. Each time this unit is chosen to shoot with, roll once to determine the Strength characteristic of this weapon. If the result is 11+ each successful hit inflicts D3 mortal wounds on the target in addition to any normal damage.

STRATAGEMS
If your army includes any Dread Waaagh! Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
2CP

KUSTOM AMMO

Orks Stratagem

This impressive payload is worth a Bad Moon’s gob full of teef.

Use this Stratagem in your Shooting phase. Pick a DREAD WAAAGH! unit from your army. That unit can shoot twice this Shooting phase with all of its ranged weapons.
1CP

MEK CONNECTIONS

Orks Stratagem

The Big Mek of this Dread Waaagh! has a fearsome reputation. Any Mekboyz that know ‘wot’s best’ will keep some gubbinz aside in their workshops for when his Dreads roll into town.

Use this Stratagem at the end of your Movement phase. Pick a DREAD WAAAGH! unit from your army that is within 1" of a MEK WORKSHOP. If you use the Kustom Job ability to give that unit a kustom job, it receives something ‘extra speshul’ on a 4+ instead of a 6+.

Kult of Speed

The Orks love fighting more than life itself, and some of them get a taste for doing it at breakneck speed. With a screech of tyres and a vast cloud of dust, the Kult of Speed careens straight into the enemy, the hail of bullets issued as they charge a precursor to the true carnage of their assault.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

KULT OF SPEED

Specialist Detachment Stratagem

Orks thrive on the high-octane thrills of the Kults of Speed, large nomadic cavalcades that rampage across war zones leaving carnage in their wake.

Use this Stratagem when choosing your army. Pick an ORK Detachment from your army to be a Kult of Speed Specialist Detachment. SPEED FREEKS in that Detachment gain the KULT OF SPEED keyword.

WARLORD TRAIT
If a KULT OF SPEED CHARACTER is your Warlord, you can give them the following Warlord Trait.

QUICK, LADZ!

The thrilling rush of acceleration in the heat of battle fills these Orks with an insane and reckless courage. This warlord races at the head of the Kult of Speed, bellowing for his warriors to keep up the pace.

Friendly KULT OF SPEED units within 12" of your Warlord in the Morale phase automatically pass Morale tests if they Advanced in the same turn.

SHINY GUBBINZ
If your army includes any Kult of Speed Specialist Detachments, you can give the following relic to a KULT OF SPEED CHARACTER from your army:

SKARGRIM’S SNAZZTRIKE

A notorious Speedboss named Skargrim led his Kult of Speed into Gork’s Grin – the name the Orks gave to the Great Rift. Finding themselves upon a strange and twisted world, the Orks under his command waged war against the daemonic inhabitants, revelling in the slaughter that followed. As the dust settled, Skargrim was nowhere to be found, but his Wartrike was recovered without a dent or scratch upon it and, surprisingly, a glossy new red paint job. Many Speedbosses have since taken Skargrim’s Snazztrike for their own – and even when they fall in battle, the Snazztrike is inevitably recovered, still just as shiny.

DEFFKILLA WARTRIKE only. Add 1 to the bearer’s Toughness characteristic. In addition, the bearer gains a 5+ invulnerable save.

STRATAGEMS
If your army includes any Kult of Speed Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
2CP

TURBO-BOOSTAS

Orks Stratagem

These Speed Freeks have kustom-rigged blastajet engines hastily strapped onto their rides to provide a massive boost of speed.

Use this Stratagem at the start of your Movement phase. Pick a KULT OF SPEED unit from your army. If that unit Advances this phase, double that unit’s Move characteristic instead of rolling a dice.
2CP

CHARGE THROUGH ’EM!

Orks Stratagem

At breakneck pace, these Speed Freeks slaughter their foes and burst through enemy lines to strike at critical points beyond.

Use this Stratagem before a KULT OF SPEED unit from your army makes a consolidation move. That unit consolidates 2D6" instead of 3".

Stompa Mob

The greenskins roar their approval as their beloved Stompas pound across the field, sometimes even teleporting straight into the midst of the foe with cannons blazing. Up goes the bellicose and joyful chant – ‘Stomp! Stomp! Stomp!’ – as these fat-bellied Ork walkers trample the foe into the ground.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

STOMPA MOB

Specialist Detachment Stratagem

Belching smoke and fire, a mob of clanking Stompas lumbers across the battlefield, crushing all in their path.

Use this Stratagem when choosing your army. Pick an ORK Super-heavy Detachment from your army to be a Stompa Mob Specialist Detachment. STOMPA units in that Detachment gain the STOMPA MOB keyword. In addition, you can pick one model in that Stompa Mob Specialist Detachment to gain the CHARACTER keyword. However, the only Warlord Trait it can be given is either Gork’s One or Mork’s One and the only relic it can take is Tezdrek’s Stompa Power Field.

WARLORD TRAIT
If a STOMPA MOB CHARACTER is your Warlord, you can give them one of the following Warlord Traits.

GORK’S ONE

Smashing into enemy lines and destroying all in sight with its mega-choppa, this Stompa is truly blessed by Gork.

Add 1 to hit rolls and wound rolls for attacks made by your Warlord in the Fight phase.

MORK’S ONE

Its volleys of fire striking with uncanny accuracy to blast foes apart, this Stompa is truly blessed by Mork.

Add 1 to wound rolls for shooting attacks made by your Warlord.

SHINY GUBBINZ
If your army includes any Stompa Mob Specialist Detachments, you can give the following relic to a STOMPA MOB CHARACTER in your army.

TEZDREK’S STOMPA POWER FIELD

This colossal power field generator produces an energy bubble powerful enough to protect a Stompa.

The bearer has a 5+ invulnerable save.

STRATAGEMS
If your army includes any Stompa Mob Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

STOMP, STOMP, STOMP!

Orks Stratagem

The Stompa raises its huge metal foot as high as it is able before bringing it crashing down into the enemy ranks. Those caught directly beneath are flattened into puddles of gore, whilst others are flung in all directions as the ground shakes from the impact.

Use this Stratagem at the start of the Fight phase. Pick a STOMPA MOB unit from your army that is within 1" of any enemy units. Roll a D6 for each enemy model within 3" of that unit; on a 6+ that model’s unit suffers 1 mortal wound.
4CP

STOMPA-PORTA

Orks Stratagem

Teleporting across the battlefield, this Stompa materialises with all guns blazing and leaves a path of total annihilation in its wake.

Use this Stratagem during deployment. You can set up a STOMPA MOB unit from your army on a tellyporta pad instead of placing it on the battlefield. Units on a tellyporta pad can teleport into battle 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.

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.

Specialist Mobs

The Orks are a truly numberless race, with an overwhelming predisposition to war, fighting and bloodshed. There are myriad ways for greenskins to embrace their interests, almost as limitless in number as the Orks. Each Ork has their own preferences, and those with similar tastes somehow find each other.


Some Orks form specialist mobs – greenskins who share an enthusiasm for a less common obsession, and group together with other like-minded Orks with a propensity for a certain subculture. When you include a <CLAN> unit in your army, instead of nominating which clan that unit is from, you can instead nominate which specialist mob it is from. You then simply replace the <CLAN> keyword in every instance on that unit’s datasheet with the name of your chosen specialist mob. The specialist mobs available are as follows:
For example, if you were to include a Warboss in your army and you decided he was a Tin ’Ead, his <CLAN> Faction keyword is changed to TIN ’EAD and his Breakin’ Heads ability would then say: ‘If a TIN ’EAD unit fails a Morale test within 3" of a friendly TIN ’EAD 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.’

If your army is Battle-forged, all <CLAN> units from an ORK Detachment (excluding those in Super-heavy Auxiliary Detachments) can gain a Subkultur instead of a Clan Kultur, so long as every unit in that Detachment is from the same specialist mob. The Subkultur gained depends upon the specialist mob they are from. For example, all units from a PYROMANIAC Detachment gain the ‘Arsonists’ Subkultur. Some specialist mobs specify what models can benefit from its Subkultur. This does not prevent you from including other models of the same specialist mob in that detachment, it simply means those models cannot make use of that Subkultur.

Boomboyz – Blow It Up!

The deafeningly loud noise, scattering of debris over a wide area and atomisation of anyone too close make explosives an irresistible lure to many Orks.

Improve the Strength and Armour Penetration characteristics of rokkit and stikkbomb weapons (these are weapons that have the name ‘rokkit’ or ‘stikkbomb’ in their profile e.g. rokkit launcha, stikkbomb chukka), as well as tankbusta bombs, wing missiles, kannons, killkannons, deffkannons, da boomer and lobbas equipped on models in a unit with this Subkultur by 1 (e.g. AP -2 becomes AP -3). Note that for combi-weapons, this bonus only applies to attacks made with the rokkit launcha profile.

Feral Orks – Wildboyz

Those Orks that spawn in the aftermath of an Ork invasion after the main Waaagh! has moved on are primitive and savage creatures. They are particularly aggressive close combat fighters, and rush into the fray to close with their enemies as quickly as possible.

WARBOSS, WEIRDBOY, NOBZ and BOYZ only (excluding BIKER and MEGA ARMOUR). Models in a unit with this Subkultur can pile in up to 6". When making an Advance roll for a unit with this Subkultur, roll two additional dice and discard two of the results.

Flyboyz – Crucial Velocity

Not every Ork is willing to climb into ramshackle aircraft and hurtle at breakneck speed into aerial combat. Those that do and survive long enough, however, develop incredible skills in the cockpit, becoming flying aces that terrorise the skies wherever they go.

FLY models only. When resolving an attack made with a ranged weapon against a unit with this Subkultur by a model that is more than 1" away, that unit is treated as having the benefit of cover to its saving throw. When resolving an attack made with a melee weapon against a unit with this Subkultur in a turn in which it was more than 1" away from any enemy units at the start of the preceding Charge phase, subtract 1 from the hit roll.

Grot Mobs – Cheeky Zoggerz

Life in Orkish culture is harsh, the strong dominating the weak at every turn. For Gretchin this is experienced more than most, and the embittered greenskins love nothing more than to gang up on others to take out their frustrations.

GRETCHIN models only. Models in a unit with this Subkultur gain a 6+ invulnerable save. When resolving an attack by a VEHICLE model in a unit with this Subkultur, re-roll a hit roll of 1.

Huntas – Sneaky Devils

For some Orks it is the killing of an enemy blissfully unaware of their presence that makes them happiest. These greenskins take great pleasure in sneaking up on a foe and plunging a knife into their back.

INFANTRY models only (excluding GRETCHIN). Whilst a model in a unit with this Subkultur is on or within a terrain feature, it gains a 5+ invulnerable save. When resolving an attack made with a melee weapon by a model in a unit with this Subkultur, while that model or any model in the target unit is on or within a terrain feature, improve the weapon’s Armour Penetration characteristic by 1 for that attack (e.g. AP -2 becomes AP -3).

Madboyz – Frantic

Some greenskins are insane to an extreme, even for the Orks. Psychotic and prone to violence to an extent that makes their presence more harmful than beneficial, even to a race as anarchic as the greenskins, these boyz are often grouped together in deadly units.

INFANTRY and BIKER units only (excluding GRETCHIN). At the start of each battle round, roll one D3 and consult the table below to establish what effect applies to units with this Subkultur until the end of the battle round. This roll cannot be re-rolled.
1. Moroniks: When resolving an attack that targets a unit with this Subkultur, add 1 to the saving throw (invulnerable saving throws are unaffected).
2. Nuttaz: Units with this Subkultur automatically pass Morale tests.
3. Frenzies: Add 1 to the Strength characteristic of models in a unit with this Subkultur.

Pyromaniacs – Arsonists

Few things are as entertaining to the Ork race as setting things on fire. No few become pyromaniacs, so obsessed with setting things, enemies and indeed each other on fire that it becomes their sole driving purpose.

You can re-roll any and all of the dice when determining the number of shots made for burnas, skorchas, burna bottles, burna exhausts, killa jets and skorcha missiles equipped on models in a unit with this Subkultur. When resolving an attack made with the melee profile of a burna equipped on a model with this Subkultur, you can re-roll the wound roll. When resolving the Burna Bombs ability for a unit with this Subkultur, add 1 to each roll.

Tin ’Eads – Krush ’n’ Krump!

Big suits of armour and mekanical monstrosities make every Ork feel bigger and punchier. Able to fit even deadlier weapons that inflict even more horrific injuries and deaths than normal choppas and shootas, the Orks in possession of such marvels hit all the harder, if for nothing else than to laugh at the harms they inflict upon their foes.

KILLA KANS, DEFF DREADS, MEGA ARMOUR, MORKANAUTS, GORKANAUTS and STOMPAS only. When resolving an attack made with a melee weapon by a model in a unit with this Subkultur, add 1 to the hit roll.

Stratagems by Phase

Before battle

’ARD BOYZ

EXTRA GUBBINZ

WARPHEAD

DA BIGGEST BOSS

DA KLEVEREST BOSS

KLEVER SPANNER

KUSTOM JOB

SKARBOYZ (Goff)

BLITZ BRIGADE (Specialist Detachment)

DREAD WAAAGH! (Specialist Detachment)

KULT OF SPEED (Specialist Detachment)

STOMPA MOB (Specialist Detachment)

During deployment

TELLYPORTA

STOMPA-PORTA

DEAD SNEAKY (Blood Axe)

Battle Round

At the start of battle round

FORCE-FIELD PROJEKTA

At the start of your turn

PATCH UP

Movement phase

BILLOWING EXHAUST CLOUDS

HOLD ON, BOYZ!

TURBO-BOOSTAS

SNAGGA GRAPPLE

SQUIG BOMBS

WILDFIRE

MEDI-SQUIG

MOB UP

UNSTOPPABLE GREEN TIDE

FLYIN’ ’EADBUTT

MEK CONNECTIONS

MONSTER HUNTERS (Snakebite)

WRECKERS (Deathskulls)

Enemy Movement phase

MONSTER HUNTERS (Snakebite)

WRECKERS (Deathskulls)

Psychic phase

MONSTER HUNTERS (Snakebite)

WRECKERS (Deathskulls)

Enemy Psychic phase

MONSTER HUNTERS (Snakebite)

WRECKERS (Deathskulls)

Shooting phase

EXTRA STIKKBOMBS

LONG, UNCONTROLLED BURSTS

DA BURNIN’ HIGHWAY

SPESHUL SHELLS

TEMPERAMENTAL SHOKK DRIVE

KUSTOM AMMO

OPENING SALVO

MORE DAKKA!

KILL-KROOZER BROADSIDE (Freebooterz)

MONSTER HUNTERS (Snakebite)

WRECKERS (Deathskulls)

DRIVE-BY KRUMPIN’ (Evil Sunz)

SHOWIN’ OFF (Bad Moons)

Enemy Shooting phase

GROT BUMPER

MONSTER HUNTERS (Snakebite)

WRECKERS (Deathskulls)

Charge phase

RAMMING SPEED

FULL SPEED LADZ!

UNSTOPPABLE MOMENTUM

MONSTER HUNTERS (Snakebite)

WRECKERS (Deathskulls)

Enemy Charge phase

MONSTER HUNTERS (Snakebite)

WRECKERS (Deathskulls)

Fight phase

STOMP, STOMP, STOMP!

DREADED DEATH MACHINE

HIT 'EM HARDER

KRUSH ’EM

BOARDING ACTION

GET STUCK IN, LADZ!

CHARGE THROUGH ’EM!

MONSTER HUNTERS (Snakebite)

WRECKERS (Deathskulls)

Enemy Fight phase

MONSTER HUNTERS (Snakebite)

WRECKERS (Deathskulls)

Morale phase

MONSTER HUNTERS (Snakebite)

WRECKERS (Deathskulls)

Enemy Morale phase

MONSTER HUNTERS (Snakebite)

WRECKERS (Deathskulls)

Taking casualties

GROT SHIELDS

LOOT IT!

ORKS IS NEVER BEATEN

Enemy taking casualties

LOOT IT!


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

Smaller Ork mobs tend to be caught up and swept along when a large enough horde of greenskins stampedes across the battlefield.

Use this Stratagem at the end of your Movement phase, before setting up any reinforcement units in your army on the battlefield (if any). Select two <CLAN> BOYZ units from your army that are within 2" of each other. 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

From syringe squigs to vaccine squigs, Painboyz make use of all kinds of medical beasties.

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

The Speedboss fires his snagga claw into a luckless victim as his Wartrike races past, pulling his target bloodily along behind him – or at least, a meaty chunk of them.

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

Some Weirdboyz become addicted to the thrill of soaking up and unleashing Waaagh! energy. These lunatics actively seek out battle with reckless abandon.

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. Each WEIRDBOY model can only be selected for this Stratagem once per battle.
2CP

RAMMING SPEED

Orks Stratagem

Ork drivers are infamous for using their vehicles as huge blunt instruments with which to clobber the foe.

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

Using a boarding plank built onto their wagon, the Orks launch a daring high-speed attack upon an enemy vehicle.

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

Some lucky gits get more than their fair share of shiny gubbinz.

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

Laying about himself with ferocious blows and bellowing loud enough to burst eardrums, the biggest Ork present ‘persuades’ his ladz to fight even harder.

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

So resilient is Ork physiology – and so slow are Orks on the uptake – that even killing wounds can take a while to register.

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

While the effects are sometimes unstable and always short-lived, Big Meks are able to briefly supercharge their kustom force fields.

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

These impetuous Orks create massive clouds of dust and exhaust fumes that cloak their advance.

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

There is no such thing as too much dakka.

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

Clad from head-to-toe in bits of scrap metal, ’Ard Boyz weather the enemy’s fire amidst a cacophony of discordant clanging.

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

Nothing shocks the enemy like an angry mob of Boyz or looming war effigy suddenly appearing in a blast of green lightning!

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

Orks are not subtle creatures, and if they get their hands on a surplus of explosives, they are less likely to stockpile them than they are to simply pull out all the pins at once and get lobbing.

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

Orks often use nearby grot mobs as bullet shields.

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

After a spot of mid-battle larceny, these Orks have become so laden down with loot that it actually acts as ablative armour!

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

Ork Flyboyz will fill the skies with lead in an attempt to bring down enemy aircraft.

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

Wave after wave of Orks overwhelm the enemy’s defence lines.

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

Snakebites are old hands at hunting large, foul-tempered beasts.

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

Evil Sunz Speed Freeks are notorious for their deadly hit-and-run attacks.

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

Deathskulls can take apart an enemy vehicle ready for looting before its bewildered crew have even stopped fighting back.

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

Bad Moons Orks love nothing better than flaunting their wealth through demonstrations of ballistic largesse that leave other greenskins’ jaws agape and the enemy reduced to flaming ruin.

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

These sneaky gits never appear where you expect them to.

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

Freebooterz will often call upon orbiting kill kroozers to shell the battlefield from space, causing utter devastation.

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

The biggest and meanest Goff Boyz are known as Skarboyz, and are rumoured to be able to cave in a Space Marine helmet with their bare knuckles.

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.

Stratagems (Saga of the Beast)

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.


1CP

KUSTOM JOB

Orks Stratagem

Some Ork warbands take particular delight in kustomising their wargear.

Use this Stratagem before the battle. Your army can have one additional Kustom Job. All of the Kustom Jobs that you include must be different and be given to different units.
1CP

DA KLEVEREST BOSS

Orks Stratagem

Some Ork Warbands are led by insane Mek Bosses.

Use this Stratagem before the battle. Select one BIG MEK model in your army. Add 1 to that model’s Wounds and Attacks characteristics and change its Weapon Skill to 2+. You can only use this Stratagem once per battle, and only if your army does not include MEK BOSS BUZZGOB.
1CP

GROT BUMPER

Orks Stratagem

The lunatic crews of Snazzwagons are highly amused by strapping gretchin to the front of their vehicles.

Use this Stratagem in your opponent’s Shooting phase, when an attack made with a ranged weapon successfully wounds a BOOMDAKKA SNAZZWAGON model in your army. The saving throw is automatically passed (do not roll). Each unit can only benefit from this Stratagem once per battle.
1CP

TEMPERAMENTAL SHOKK DRIVE

Orks Stratagem

It is not unheard of for a Shokkjump Dragsta’s generator-assemblies to spontaneously spin into life.

Use this Stratagem in your Shooting phase, after shooting with a SHOKKJUMP DRAGSTA unit from your army. That unit immediately Advances and the result is a 4+ (do not roll).
1CP

DA BIGGEST BOSS

Orks Stratagem

The bigger the Waaagh!, the bigger the Waaagh!-lord. These brutes are gigantic, savage killers.

Use this Stratagem before the battle. Select one WARBOSS model in your army. Add 1 to that model’s Wounds and Attacks characteristics and it gains a 4+ invulnerable save. You can only use this Stratagem once per battle, and only if your army does not include GHAZGHKULL THRAKA.
1CP

KLEVER SPANNER

Orks Stratagem

Some minor Mekboyz put their twisted genius to good use with the Lootas and Burna Boyz.

Use this Stratagem before the battle. Select one LOOTAS or BURNA BOYZ unit from your army that contains 9 or less models for 1CP, or one LOOTAS or BURNA BOYZ unit from your army that contains 10 or more models for 2CP. Whilst that unit contains one or more Spanners, you can roll one additional dice and discard one when determining the number of shots for burnas or deffguns equipped on models in that unit. Each unit can only be selected for this Stratagem once per battle.
1CP

DA BURNIN’ HIGHWAY

Orks Stratagem

With hoots of glee, Grot passengers pull their fire-levers extra hard, unleashing even more flames than usual.

Use this Stratagem in your Shooting phase, when a KUSTOM BOOSTA-BLASTA unit from your army is chosen to shoot with. Until the start of your next turn, change the characteristics of that unit’s burna exhausts as follows: Range 10", Assault 3, Strength 5, AP -1.
1CP

FLYIN’ ’EADBUTT

Orks Stratagem

Some Ork pilots, perhaps not the brightest, realise that their flyers are deadly weapons in their own right.

Use this Stratagem at the end of your Movement phase. Select one ORK unit from your army that has the Flyer battlefield role. That model is reduced to 0 wounds and automatically crashes and burns (do not roll).
1CP

FULL SPEED LADZ!

Orks Stratagem

Eager to see what happens to the enemy when they hit them at full pelt, Ork bikers accelerate extra hard.

Use this Stratagem in your Charge phase, after charging with an ORK BIKER or DEFFKILLA WARTRIKE unit from your army. Until the end of the turn, add 1 to that unit’s Strength characteristic.
1CP

SQUIG BOMBS

Orks Stratagem

Strapped with deadly explosives, squig bombs clamp themselves to the foe with their massive jaws.

Use this Stratagem in your Movement phase, after moving a BLITZA-BOMMER model from your army. Until the end of that phase, add 1 to rolls made for that model’s Boom Bomb ability.
2CP

SPESHUL SHELLS

Orks Stratagem

Nothing helps a round to travel further than stuffing it full of extra propellant.

Use this Stratagem in your Shooting phase, when a FLASH GITZ unit from your army is chosen to shoot with. Until the end of the phase, increase the range of Snazzguns models in that unit are equipped with by 12".
1CP

PATCH UP

Orks Stratagem

With well applied and high quality adhesives, even terrible damage can be temporarily repaired.

Use this Stratagem at the start of any turn. Select one MORKANAUT, GORKANAUT or STOMPA unit from your army. Until the end of the turn, that model is considered to have double the number of wounds remaining for the purposes of determining what row to use on its damage table.
2CP

UNSTOPPABLE MOMENTUM

Orks Stratagem

Orks drive their mounts into the foe at ferocious speeds, ploughing straight through into enemies behind.

Use this Stratagem in your Charge phase, when an ORK unit from your army has finished a charge move and dealt one or more mortal wounds to an enemy unit. If that ORK unit is no longer within 1" of an enemy unit, it can immediately be chosen to charge with again.
1CP

WILDFIRE

Orks Stratagem

The most insane Burna-bommer pilots add all kinds of strange chemical and solutions into the burna bombs.

Use this Stratagem in your Movement phase, after selecting an enemy unit for the Burna Bombs ability of a BURNA-BOMMER unit from your army. Select one other enemy unit within 6" of the unit you selected. Roll one D6 for each model in that additional unit, up to a maximum of 10 dice. For each roll of 5+ that unit suffers 1 mortal wound. This Stratagem is not affected by the Arsonists Subkultur.
1CP

DREADED DEATH MACHINE

Orks Stratagem

As the insane Ork piloting the Deff Dread kills more enemies, the more frenzied they become.

Use this Stratagem in the Fight phase, when a DEFF DREADS unit from your army is chosen to fight with. Until the end of the phase, each time an enemy model is destroyed as a result of an attack made by that unit, you can immediately make an additional attack against the same target using the same weapon. These additional attacks cannot themselves generate any further attacks.
1CP

HIT 'EM HARDER

Orks Stratagem

When faced with a tougher enemy, the first and best Ork strategy is always to hit them harder.

Use this Stratagem in the Fight phase, when a MEGANOBZ unit from your army is chosen to fight with. Until the end of that phase, add 1 to the Damage characteristic of melee weapons models in that unit are equipped with.

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.


Clan Psychic Powers

All <CLAN> PSYKER models can know the psychic power of their respective clan. Instead of generating a psychic power from the Power of the Waaagh! Discipline, a <CLAN> PSYKER can instead know the appropriate clan psychic power from the list below.


Bad Moons: Gleamin’ Gear

The ostentation of the Bad Moons is channelled through the gestalt, the psyker acting as a conduit to manifest feelings of tougher, shinier armour in the boyz being ‘dead showy’.

Gleamin’ Gear has a warp charge value of 6. If manifested, select one friendly BAD MOONS unit within 18" of this psyker. Until the start of your next Psychic phase, when resolving an attack made against that unit, add 1 to the saving throw (invulnerable saving throws are unaffected).

Blood Axes: Clever Talk

The Weirdboy psychically intercepts the communication frequencies of the enemy, emitting the exact transmissions from his extended maw. The Blood Axes use this tactical knowledge to ambush their foe.

Clever Talk has a warp charge value of 6. If manifested, select one enemy unit visible to this psyker. Until the start of your next Psychic phase, that unit cannot fire Overwatch at BLOOD AXE units from your army and cannot be chosen to fight until all eligible BLOOD AXE units from your army have done so.

Deathskulls: Maniacal Seizure

The Weirdboy lets out a maniacal laugh as his body wriggles and convulses. As he does so, a nearby enemy spasms in unison, their armour panels prying open and loose gubbinz falling free.

Maniacal Seizure has a warp charge value of 7. If manifested, select one enemy unit within 18" of this psyker. Until the start of your next Psychic phase, when resolving an attack made by that unit, subtract 1 from the hit roll, and when resolving an attack made by a friendly DEATHSKULLS model against that unit, improve the Armour Penetration characteristic of the weapon by 1 for that attack (e.g. AP -2 becomes AP -3).

Evil Sunz: Visions in the Smoke

The Weirdboy exhales psychically infused engine smoke that sends the vehicle’s crew into a powerful reverie. They see a great Speedwaaagh! on the horizon, and fight harder and faster to reach it.

Visions in the Smoke has a warp charge value of 6. If manifested, select one friendly EVIL SUNZ VEHICLE unit within 12" of this psyker (you can only select a unit with a Wounds characteristic of 18 or more if the result of the psychic test to manifest this psychic power was 9 or more). Until the start of your next Psychic phase, when resolving an attack made by a model in that unit, you can re-roll the hit roll.

Freebooterz: Jolly Ork’s Glare

Exhibiting the Jolly Ork, the Weirdboy pokes himself in the eye and stares with his remaining one at an enemy unit marked for plunder. As the Weirdboy holds his gaze, enemies in his sight find themselves rooted to the spot.

Jolly Ork’s Glare has a warp charge value of 6. If manifested, select one enemy unit within 18" of this psyker. Until the start of your next Psychic phase, halve the Move characteristic of models in that unit and subtract 1 from Advance and charge rolls made for it.

Goffs: Bull Charge

The thunder of charging boots sends the Weirdboy into a trance. His rhythmic mutterings manifest a spectral bull head that races towards the enemy, spurring the ladz behind it into battle.

Bull Charge has a warp charge value of 6. If manifested, select one friendly GOFF unit within 18" of this psyker. Until the end of the turn, charge distances of less than 7" rolled for that unit, after modifiers, count as 7".

Snakebites: Constriction

Out through the Weirdboy’s gullet slithers an endless stream of snakes that seek out and constrict around the psyker’s victims.

Constriction has a warp charge value of 6. If manifested, select one enemy unit within 12" of this psyker. Until the start of your next Psychic phase, halve the Attacks characteristic of models in that unit.

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 MoonsDa 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 AxeI’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. 
DeathskullsOpportunist: 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. Each time you select a target for a weapon this Warlord is making an attack with, you can ignore the Look Out, Sir rule, if the target is within 18". 
Evil SunzSpeed 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. 
FreebooterzKilla 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. 
GoffProper 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). 
SnakebiteSurly 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. 

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
Brogg’s Buzzbomb
6"
Grenade 3D6
5
-1
1
Abilities: Blast. 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
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
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
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
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.

Kustom Jobs

Ork Meks are true tinkerers and experimenters, constantly hammering, riveting and welding away at hunks of metal, scraps of old machinery and just about anything else they can get their hands on. Their efforts are an endless exercise of trial and error, and the results never mean anything good for their foes.


BLITZA-GATLER

The Mek who devised the Blitza-gatler never survived his experiments with a captured avenger gatling cannon, but his learnings lived on – to the dismay of the Orks’ enemies.

STOMPA only. The model’s supa-gatler has a Damage characteristic of 2. In addition, when rolling for the weapon’s Psycho-dakka-blasta ability, you can re-roll the D6 once per phase.

DA BOOMER

Da Boomer can reach even more targets than a killkannon.

BATTLEWAGON, BONEBREAKA or GUNWAGON model with killkannon only. Da Boomer replaces a killkannon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Da Boomer
Da Boomer
36"
Heavy 2D6
8
-2
2
Abilities: Blast

DIRTY GUBBINZ

The smoke billowing from these exhaust pipes is so thick that it obscures the vehicle they're attached to from view.

KILLA KANS or DEFF DREADS unit only. When resolving an attack made with a ranged weapon against this unit, subtract 1 from the hit roll.

FORKTRESS

To some Meks, there’s just never enough armour.

BATTLEWAGON, BONEBREAKA or GUNWAGON model only. The model has a Save characteristic of 3+ and a 5+ invulnerable save.

GOG KLAW

This extra-crushy klaw turns everything in its grip to paste.

GORKANAUT or MORKANAUT model only. When rolling to determine the Damage characteristic of the crush profile of the bearer’s klaw of gork (or possibly mork), rolls of less than 4 count as 4.

GORK’S ROAR

The ear-splitting roar of this massive exhaust incinerates all nearby.

DEFFKILLA WARTRIKE model only. Add 4" to the Range characteristic of this model’s killa jet and change the Type characteristic of its burna profile to Assault 6.

GYROSCOPIC WHIRLIGIG

These whirly and spinny gubbinz are hammered by Orks on to Shokkjump Dragstas, and somehow help to raise the average number of these vehicles that return from the tears in reality they so regularly plunge into.

SHOKKJUMP DRAGSTA unit only. You can use this unit’s Shokk Tunnel ability when Advancing, even if you did not roll a 4+. In addition, this unit does not suffer any mortal wounds as a result of the Shokk Tunnel ability.

KORKSCREW

Ork eyes spin with barely concealed delight upon seeing this enormous, rapidly revolving drill.

MEGATRAKK SCRAPJET unit only. The first time this unit finishes a consolidation move in each Fight phase, it can immediately fight again.

KUSTOM JOBS

If your army includes one or more MEKBOY WORKSHOP units, you can give one of the following Kustom Jobs to an ORK unit from your army. In addition, you can take Kustom Jobs by using the Kustom Job Stratagem. All of the Kustom Jobs that you include must be different and be given to different units.

Note that some Kustom Jobs are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Kustom Jobs your models have on your army roster.

If a unit that has a Kustom Job is treated as a separate unit once they have been deployed (e.g. Speed Mob, Dread Mob), all of those units retain the Kustom Job.

NITRO-POWERED SQUIGS

With special ‘nitro’ fuels, the squig launcha can fire at the enemy with much greater power.

RUKKATRUKK SQUIGBUGGY unit only. When resolving an attack made by this unit’s squig launcha or heavy squig launcha, add 1 to the wound roll.

ORKYMATIC PISTONS

Walkers fitted Orkymatic Pistons are hyper-aggressive and traverse the battlefield at terrifying speeds.

KILLA KANS, DEFF DREADS, MORKANAUT or GORKANAUT unit only. Add 3" to the unit’s Move characteristic. You can re-roll Advance rolls made for the unit.

PINCHA

This big grabbin’ klaw is designed for stealing parts off enemy vehicles to fuel the Meks’ mad inventing, and is surprisingly precise for an Ork invention.

Model with grabbin’ klaw only. Pincha replaces the model’s grabbin’ klaw and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Pincha
Pincha
Melee
Melee
+1
-3
D6
Abilities: Each time the bearer fights, it can only make a single attack with this weapon. When resolving an attack made with this weapon, if the target unit contains any Vehicle or Monster models, the bearer has a WS characteristic of 2+ for that attack.

RED ROLLA

Affixed with additional spikes, the Red Rolla is deadly.

BONEBREAKA model only. Replace the model’s Bonebreaka Ram ability with the following: ‘Red Rolla: When this model makes a charge move, add 6 to its Attacks characteristic until the end of the turn.’

SIZZLY RIVETS

These rivets were salvaged from a Stompa that was subject to a failed tellyporta experiment. No Ork knows where it went – all they know is that it made kannons more killy.

KUSTOM BOOSTA BLASTA unit only. When resolving an attack made with a rivet kannon by a model in this unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.

SLUG GUBBIN

This weapon fires so much dakka that through sheer weight of fire alone it saturates its target with snub-nosed bullets.

GORKANAUT model only. Slug gubbin replaces the model’s deffstorm mega-shoota and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Slug Gubbin
Slug Gubbin
36"
Heavy 24
6
-1
1
Abilities: When resolving an attack made with this weapon, if the target was within 12" when the bearer was chosen to shoot with, add 1 to the hit roll.

SOUPED-UP SPESHUL

The Souped-up Speshul pumps out so much dakka it’s as if a plague of buzzer squigs had descended on the battlefield.

BOOMDAKKA SNAZZWAGON unit only. Souped-up Speshul replaces the unit’s mek speshul and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Souped-up Speshul
Souped-up Speshul
30"
Assault 15
4
-1
1

SPARKLY BITZ

These optical devices make Ork shooting much more accurate.

KILLA KANS, DEFF DREADS, MORKANAUT or GORKANAUT unit only. Improve the unit’s Ballistic Skill characteristic by 1 (e.g. a Ballistic Skill characteristic of 5+ becomes 4+).

SQUIG-HIDE TYRES

Scaly squig-hide is the perfect material for the fastest vehicles.

SPEED FREEKS (excluding named characters and units that can FLY), BATTLEWAGON, GUNWAGON, BONEBREAKA or TRUKK unit only. Add 2" to the unit’s Move characteristic.

ZAGZAP

The crackling green energies that are fired from this weapon strike with unerring accuracy, drawn like lightning to conductive metals

BATTLEWAGON, BONEBREAKA or GUNWAGON model with zzap gun only. Zagzap replaces a zzap gun and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Zagzap
Zagzap
36"
Heavy 1
2D6
-3
3
Abilities: When resolving an attack made with this weapon, do not make a hit roll; it automatically scores a hit. Before firing this weapon, roll to determine the Strength of the shot. If the result is 9+, do not make a wound roll. Inflict 3 mortal wounds on the target and the attack sequence ends.

Wargear

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

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

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

CHOPPY WEAPONS

 • Big choppa

 • Power klaw

SHOOTY WEAPONS (LEGENDARY)

 • Kombi-weapon with rokkit launcha

 • Kombi-weapon with skorcha

 • Kustom shoota

 • Shoota

SOUPED-UP WEAPONS

 • Kombi-weapon with rokkit launcha

 • Kombi-weapon with skorcha

 • Kustom mega-blasta

 • Kustom mega-slugga

 • Rokkit launcha

’EAVY WEAPONS

 • Big shoota

 • Rokkit launcha


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
50
Belly gun
50
Belly gun
48"
Heavy 2D6
8
-2
2
Change this weapon’s to Heavy 4D6 if the target is INFANTRY.
Change this weapon’s to Heavy 4D6 if the target is INFANTRY.
30
Big lobba
30
Big lobba
48"
Heavy 2D6
6
-1
1
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
5
Big shoota
5
Big shoota
36"
Assault 3
5
0
1
-
5
Big zzappa
5
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.
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
0
Bigbomm
--- See Bigbomm, below ---
Each bigbomm can only be used once per battle.
Each bigbomm can only be used once per battle.
Blitz missiles
Blitz missiles
18"
Assault 1
6
-1
D3
-
5
Boom kanister
5
Boom kanister
10"
Assault 2D6
4
0
1
Blast. This weapon may only be used once.
Blast. This weapon may only be used once.
30
Bubblechukka
30
Bubblechukka
36"
Heavy D6
D6
-D6
D6
Blast
Blast
0
Burna (shooting)
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.
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
0
Burna bottles
6"
Grenade 2D6
4
0
1
Blast. Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
Blast. Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
0
Burna exhaust
0
Burna exhaust
8"
Assault D3
4
0
1
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Bursta kannon
0
Bursta kannon
36"
Heavy 2D6
10
-4
2
Blast
Blast
Da Rippa
When attacking with this weapon, choose one of the profiles below.
Da Rippa
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
24"
Heavy 3
7
-3
2
-
 - Supercharge
 - 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.
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
0
Dakkagun
18"
Assault 3
5
0
1
-
0
Deffgun
0
Deffgun
48"
Heavy D3
7
-1
2
Each time this unit is chosen to shoot with, roll one D3 to determine the Type characteristic of all deffguns that models in this unit are equipped with when resolving those attacks.
Each time this unit is chosen to shoot with, roll one D3 to determine the Type characteristic of all deffguns that models in this unit are equipped with when resolving those attacks.
0
Deffkannon
0
Deffkannon
72"
Heavy 3D6
10
-4
D6
Blast
Blast
0
Deffstorm mega-shoota
0
Deffstorm mega-shoota
36"
Heavy 18
6
-1
1
-
15
Flakka gunz
15
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.
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
50
Gaze of Mork
24"
Assault 1
4D6
-4
6
-
5
Giga shoota
5
Giga shoota
48"
Heavy 6D6
6
-1
1
-
0
Grot blasta
0
Grot blasta
12"
Pistol 1
3
0
1
-
10
Grot sponson
10
Grot sponson
24"
Assault 2
4
0
1
Add 1 to hit rolls made for this weapon.
Add 1 to hit rolls made for this weapon.
Grot-guided bomm
Grot-guided bomm
72"
Heavy 2D6
8
-3
D3
Blast. 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.
Blast. 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
10
Grotzooka
18"
Heavy 2D3
6
0
1
Blast
Blast
0
Heavy squig launcha
When attacking with this weapon, choose one of the profiles below.
0
Heavy squig launcha
When attacking with this weapon, choose one of the profiles below.
 - Bile squig
 - Bile squig
36"
Assault 2D6
*
0
1
Blast. This weapon always wounds on a 4+ unless it is targeting a VEHICLE or TITANIC unit, in which case it wounds on a 6+.
Blast. 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
 - Bitey squig
36"
Assault 2
5
-3
2
-
 - Boom squig
 - Boom squig
36"
Assault 2D3
6
-1
D3
Blast
Blast
15
Kannon
When you choose this weapon to shoot with, select one of the profiles below.
15
Kannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag
 - Frag
36"
Heavy D6
4
0
1
Blast
Blast
 - Shell
 - Shell
36"
Heavy 1
8
-2
D6
-
0
Killa jet
When attacking with this weapon, choose one of the profiles below.
0
Killa jet
When attacking with this weapon, choose one of the profiles below.
 - Burna
 - Burna
8"
Assault D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
 - Cutta
 - 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.
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
15
Killkannon
24"
Heavy D6
8
-2
2
Blast
Blast
10
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.
10
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
 - Rokkit launcha
24"
Assault 1
8
-2
3
-
 - Shoota
 - Shoota
18"
Assault 2
4
0
1
-
15
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.
15
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
 - Shoota
18"
Assault 2
4
0
1
-
 - Skorcha
 - Skorcha
8"
Assault D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
25
Kopta rokkits
25
Kopta rokkits
24"
Assault 2
8
-2
3
-
Krusha kannon
When attacking with this weapon, choose one of the profiles below.
Krusha kannon
When attacking with this weapon, choose one of the profiles below.
 - Boom shell
 - Boom shell
60"
Heavy 2D6
8
-2
2
Blast
Blast
 - Tankhamma shell
 - Tankhamma shell
60"
Heavy 1
10
-3
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
Roll two dice when inflicting damage with this weapon and discard the lowest result.
 - Scrap kanister
 - Scrap kanister
18"
Heavy 3D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
 - Blast burna
 - Blast burna
48"
Heavy 3D6
4
0
1
Blast. Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
Blast. Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
Kustom grot blasta
Kustom grot blasta
12"
Pistol D3
5
-1
2
-
10
Kustom mega-blasta
10
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.
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
45
Kustom mega-kannon
36"
Heavy D6
8
-3
D6
Blast. 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.
Blast. 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.
5
Kustom mega-slugga
5
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.
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 mega-zappa
0
Kustom mega-zappa
36"
Heavy 3D3
8
-3
D6
Blast. 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.
Blast. 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
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.
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.
3
Kustom shoota
3
Kustom shoota
18"
Assault 4
4
0
1
-
0
Lifta-droppa
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. Roll against a unit’s Toughness characteristic instead if
its Strength characteristic is ‘-’.
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. Roll against a unit’s Toughness characteristic instead if
its Strength characteristic is ‘-’.
20
Lobba
20
Lobba
48"
Heavy D6
5
0
1
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
Mega-gatler
Mega-gatler
48"
Heavy 4D6
7
-2
1
-
0
Mek speshul
0
Mek speshul
24"
Assault 9
5
-2
1
-
Mork’s roar
Mork’s roar
36"
Assault 12
5
-1
1
-
10
Pair of rokkit pistols
10
Pair of rokkit pistols
12"
Pistol 2
7
-2
D3
-
25
Rack of rokkits
25
Rack of rokkits
24"
Assault 2
8
-2
3
-
0
Rattler kannon
0
Rattler kannon
24"
Heavy 2D6
5
-2
D3
-
0
Rivet kannon
0
Rivet kannon
36"
Assault 6
7
-2
2
-
0
Rokkit kannon
0
Rokkit kannon
24"
Assault 2D3
8
-2
3
Blast
Blast
10
Rokkit launcha
10
Rokkit launcha
24"
Assault 1
8
-2
3
-
15
Rokkit-bomms
15
Rokkit-bomms
48"
Heavy D6
5
0
1
Blast. This weapon can target units not visible to the bearer.
Blast. This weapon can target units not visible to the bearer.
25
Shokk attack gun
25
Shokk attack gun
60"
Heavy D6
2D6
-5
D6
Blast. Each time this unit is chosen to shoot with, roll once to determine the Strength characteristic of this weapon. When resolving an attack made with this weapon, if a hit is scored and this weapon has a Strength characteristic of 11+, the target suffers D3 mortal wounds in addition to any other damage.
Blast. Each time this unit is chosen to shoot with, roll once to determine the Strength characteristic of this weapon. When resolving an attack made with this weapon, if a hit is scored and this weapon has a Strength characteristic of 11+, the target suffers D3 mortal wounds in addition to any other damage.
0
Shoota
0
Shoota
18"
Assault 2
4
0
1
-
0
Shotgun
0
Shotgun
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon’s Strength.
If the target is within half range, add 1 to this weapon’s Strength.
5
Shunta
5
Shunta
24"
Heavy 1
8
-2
2
VEHICLES that suffer a wound from this weapon may not Advance in the following turn.
VEHICLES that suffer a wound from this weapon may not Advance in the following turn.
15
Skorcha
15
Skorcha
8"
Assault D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
10
Skorcha missiles
10
Skorcha missiles
24"
Assault D6
5
-1
1
Blast. Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
Blast. Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
0
Slugga
0
Slugga
12"
Pistol 1
4
0
1
-
20
Smasha gun
20
Smasha gun
48"
Heavy D3
*
-4
D6
Blast. 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.
Blast. 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)
0
Snagga klaw (shooting)
8"
Assault 1
4
0
1
You can re-roll wound rolls for attacks made with this weapon.
You can re-roll wound rolls for attacks made with this weapon.
0
Snazzgun
0
Snazzgun
24"
Heavy 3
6
-2
2
-
0
Squig bomb
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.
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.
0
Squig launcha
When attacking with this weapon, choose one of the profiles below.
 - Bile squig
 - Bile squig
36"
Assault D6
*
0
1
Blast. This weapon always wounds on a 4+ unless it is targeting a VEHICLE or TITANIC unit, in which case it wounds on a 6+.
Blast. 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
 - Bitey squig
36"
Assault 1
5
-3
2
-
 - Boom squig
 - Boom squig
36"
Assault D3
6
-1
D3
Blast
Blast
5
Stikkbomb chukka
5
Stikkbomb chukka
12"
Assault D6
3
0
1
Blast. This weapon can only be fired if a unit is embarked within the vehicle equipped with it.
Blast. This weapon can only be fired if a unit is embarked within the vehicle equipped with it.
5
Stikkbomb flinga
5
Stikkbomb flinga
12"
Assault 2D6
3
0
1
Blast
Blast
Stikkbomb launcha
Stikkbomb launcha
12"
Assault 2D6
3
0
1
This weapon can be fired once per battle.
This weapon can be fired once per battle.
0
Stikkbombs
0
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
0
Stikksquig
0
Stikksquig
6"
Grenade D6
3
0
1
Blast
Blast
0
Supa-gatler
0
Supa-gatler
48"
Heavy 3D6
7
-2
1
See Psycho-Dakka-Blasta! ability
See Psycho-Dakka-Blasta! ability
0
Supa-kannon
0
Supa-kannon
60"
Heavy 2D6
8
-2
3
Blast
Blast
50
Supa-lobba
50
Supa-lobba
48"
Heavy 3D6
7
-2
1
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
5
Supa-rokkit
5
Supa-rokkit
100"
Heavy D6
8
-3
D6
Blast. Only one supa-rokkit can be fired by the bearer per turn, and each can only be fired once per battle.
Blast. Only one supa-rokkit can be fired by the bearer per turn, and each can only be fired once per battle.
10
Supa-shoota
10
Supa-shoota
36"
Assault 3
6
-1
1
-
30
Supa-skorcha
30
Supa-skorcha
24"
Heavy 4D3
6
-2
1
This weapon hits its target automatically.
This weapon hits its target automatically.
0
Tankbusta bomb
0
Tankbusta bomb
6"
Grenade D3
8
-2
D6
Blast
Blast
10
Tellyport blasta
10
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.
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.
10
Tellyport mega-blasta
10
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.
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
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.
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
10
Twin big shoota
36"
Assault 6
5
0
1
-
0
Twin boomstikk
0
Twin boomstikk
12"
Assault 2
5
0
1
If the target is within half range, add 1 to hit rolls for this weapon.
If the target is within half range, add 1 to hit rolls for this weapon.
Twin skorcha
Twin skorcha
8"
Assault 2D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Wazbom mega-kannon
0
Wazbom mega-kannon
36"
Heavy D3
8
-3
D6
Blast. 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.
Blast. 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
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.
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
Wing rokkits
24"
Assault 1
8
-2
3
-
15
Zzap gun
15
Zzap gun
36"
Heavy 1
2D6
-3
3
Each time this weapon is chosen to shoot with, roll to determine the Strength characteristic of this weapon. When resolving an attack made with this weapon, if a hit is scored and this weapon has a Strength characteristic of 11+, the target suffers 3 mortal wounds, the bearer suffers 1 mortal wound, and the attack sequence ends.
Each time this weapon is chosen to shoot with, roll to determine the Strength characteristic of this weapon. When resolving an attack made with this weapon, if a hit is scored and this weapon has a Strength characteristic of 11+, the target suffers 3 mortal wounds, the bearer suffers 1 mortal wound, and the attack sequence ends.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
’Urty syringe
0
’Urty syringe
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon. When resolving an attack made with this weapon, a wound roll of 6+ is successful if the target is a VEHICLE unit or TITANIC unit; otherwise a wound roll of 4+ is successful.
When the bearer fights, it makes 1 additional attack with this weapon. When resolving an attack made with this weapon, a wound roll of 6+ is successful if the target is a VEHICLE unit or TITANIC unit; otherwise a wound roll of 4+ is successful.
0
Attack squig
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.
Each time a model with an attack squig fights, it can make 2 additional attacks with this weapon.
5
Big choppa
5
Big choppa
Melee
Melee
+2
-1
2
-
0
Burna (melee)
0
Burna (melee)
Melee
Melee
User
-2
1
-
0
Buzz saw
0
Buzz saw
Melee
Melee
+2
-2
2
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Choppa
0
Choppa
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
Da Pain Klaw
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.
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
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.
Each time the bearer fights, it can make no more than 3 attacks with this weapon.
20
Deff rolla
20
Deff rolla
Melee
Melee
+1
-2
2
Each time an attack is made with this weapon, the bearer has a WS characteristic of 2+ for that attack.
Each time an attack is made with this weapon, the bearer has a WS characteristic of 2+ for that attack.
Dethrolla
Dethrolla
Melee
Melee
+2
-3
D3
Add 3 to hit rolls for attacks made for this weapon.
Add 3 to hit rolls for attacks made for this weapon.
15
Dread klaw
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.
Each time the bearer fights, it can make 1 additional attack with each dread klaw it is equipped with.
10
Dread saw
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.
Each time the bearer fights, it can make 1 additional attack with each dread saw it is equipped with.
0
Drilla
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.
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.
0
Gorin’ horns
0
Gorin’ horns
Melee
Melee
User
-3
D6
-
Gork’s klaw
Gork’s klaw
Melee
Melee
x2
-4
4
-
0
Grabba stikk
0
Grabba stikk
Melee
Melee
+1
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
5
Grabbin’ klaw
5
Grabbin’ klaw
Melee
Melee
User
-3
D3
Each time the bearer fights, it can only make a single attack with this weapon.
Each time the bearer fights, it can only make a single attack with this weapon.
0
Grot-prod
0
Grot-prod
Melee
Melee
+2
-1
1
-
0
Huge tusks
0
Huge tusks
Melee
Melee
User
-4
D6
-
Icon of da Revolushun
Icon of da Revolushun
Melee
Melee
User
-1
1
When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.
When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.
0
Kan klaw
0
Kan klaw
Melee
Melee
+3
-3
3
-
Killsaw
Killsaw
Melee
Melee
x2
-4
2
When resolving an attack made with this weapon, subtract 1 from the hit roll. If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack with this weapon profile.
When resolving an attack made with this weapon, subtract 1 from the hit roll. If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack with this weapon profile.
0
Klaw of Gork (or possibly Mork)
When attacking with this weapon, choose one of the profiles below.
0
Klaw of Gork (or possibly Mork)
When attacking with this weapon, choose one of the profiles below.
 - Crush
 - Crush
Melee
Melee
x2
-4
D6
-
 - Smash
 - Smash
Melee
Melee
User
-2
2
Make 3 hit rolls for each attack made with this weapon.
Make 3 hit rolls for each attack made with this weapon.
Krushin’ tracks
Krushin’ tracks
Melee
Melee
User
-2
D3
-
Makari’s stabba
Makari’s stabba
Melee
Melee
User
0
1
When resolving an attack made with this weapon, a wound roll of 6+ inflicts D3 mortal wounds on the target and the attack sequence ends.
When resolving an attack made with this weapon, a wound roll of 6+ inflicts D3 mortal wounds on the target and the attack sequence ends.
Mega klaw
Mega klaw
Melee
Melee
x2
-5
4
If a Kustom Stompa is equipped with two mega klaws, increase its Attacks characteristic by 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.
0
Mega-choppa
When attacking with this weapon, choose one of the profiles below.
 - Smash
 - Smash
Melee
Melee
x2
-5
6
-
 - Slash
 - Slash
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon.
Make 3 hit rolls for each attack made with this weapon.
0
Mek arms
0
Mek arms
Melee
Melee
4
0
1
Make three hit rolls for each attack made with this weapon instead of 1.
Make three hit rolls for each attack made with this weapon instead of 1.
Mork’s Teeth
Mork’s Teeth
Melee
Melee
User
-1
2
-
0
Nose drill
0
Nose drill
Melee
Melee
+2
-2
D3
-
10
Power klaw
10
Power klaw
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
5
Power stabba
5
Power stabba
Melee
Melee
User
-2
1
-
Rippa klaw
Rippa klaw
Melee
Melee
x2
-3
D6
-
0
Saw blades
0
Saw blades
Melee
Melee
+1
-1
1
-
0
Snagga klaw (melee)
0
Snagga klaw (melee)
Melee
Melee
+2
-2
D3
You can re-roll wound rolls for attacks made with this weapon.
You can re-roll wound rolls for attacks made with this weapon.
0
Spinnin’ blades
0
Spinnin’ blades
Melee
Melee
+1
0
1
Make D3 hit rolls for each attack made with this weapon.
Make D3 hit rolls for each attack made with this weapon.
10
Tankhammer
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.
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
0
Waaagh! banner
Melee
Melee
+2
0
2
-
0
Weirdboy staff
0
Weirdboy staff
Melee
Melee
+2
-1
D3
-
5
Wreckin’ ball
5
Wreckin’ ball
Melee
Melee
+2
-1
2
Each time the bearer fights, it can make no more than 3 attacks with this weapon.
Each time the bearer fights, it can make no more than 3 attacks with this weapon.

Other Wargear

OTHER WARGEAR
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.
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.
0
Bigbomm
Once per battle, at the end of your Movement phase, this model can drop its bigbomm on one enemy unit it moved over in that phase. To a maximum of five D6, roll one D6 for each model in that unit. For each roll of 5+ that unit suffers 1 mortal wound.
0
Bigbomm
Once per battle, at the end of your Movement phase, this model can drop its bigbomm on one enemy unit it moved over in that phase. To a maximum of five D6, roll one D6 for each model in that unit. For each roll of 5+ that unit suffers 1 mortal wound.
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.
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
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.
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.
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.
5
Grot Riggers
At the end of the turn, roll a D6. On a 6, this model regains one lost wound.
5
Grot Riggers
At the end of the turn, roll a D6. On a 6, this model regains one lost wound.
20
Kustom Force Field
Friendly Ork units have a 5+ invulnerable save against ranged attacks whilst they are wholly within 9" of this model. While this model is embarked, the model transporting it has a 5+ invulnerable save against ranged attacks.
20
Kustom Force Field
Friendly Ork units have a 5+ invulnerable save against ranged attacks whilst they are wholly within 9" of this model. While this model is embarked, the model transporting it has a 5+ invulnerable save against ranged attacks.
20
Kustom Force Field
If this model is equipped with a kustom force field, models in friendly ORK units have a 5+ invulnerable save against attacks made with ranged weapons whilst their unit is wholly within 9" of this model. In addition, if this model is equipped with a kustom force field and is embarked within a TRANSPORT model, that TRANSPORT model has a 5+ invulnerable save against attacks made with ranged weapons.
20
Kustom Force Field
If this model is equipped with a kustom force field, models in friendly ORK units have a 5+ invulnerable save against attacks made with ranged weapons whilst their unit is wholly within 9" of this model. In addition, if this model is equipped with a kustom force field and is embarked within a TRANSPORT model, that TRANSPORT model has a 5+ invulnerable save against attacks made with ranged weapons.
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.
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.
5
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.
5
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.
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.
0
Waaagh! Banner
Add 1 to hit rolls in the Fight phase for attacks made by <CLAN> units while they are within 6" of any friendly Nobs with Waaagh! Banners.
0
Waaagh! Banner
Add 1 to hit rolls in the Fight phase for attacks made by <CLAN> units while they are within 6" of any friendly Nobs with Waaagh! Banners.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an Infantry model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is Infantry and its unit has moved this turn.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
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.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
single/pair
Nob Weapons
 • Big choppa
5
 • Choppa
0
 • Killsaw
 • Power klaw
10
 • Power stabba
5
 • Slugga
0

One weapon can be chosen from the following list:

 • Kombi-weapon with rokkit launcha1
10
 • Kombi-weapon with skorcha1
15

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

Embark
If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly Transport model they can embark within it. A unit cannot embark within a Transport model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a Transport model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.

Units cannot normally do anything or be affected in any way while they are embarked. Unless specifically stated, abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. For all rules purposes, units that are embarked within a Transport model that has made a Normal Move, Advanced, Fallen Back or Remained Stationary also count as having made the same kind of move that turn.

  • Units can embark in a friendly Transport if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a Transport that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a Transport.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Flying
If a unit’s datasheet has the Fly keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • Fly models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • Fly models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is Titanic.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are Titanic.
1CP

GROT SHIELDS

Orks Stratagem

Orks often use nearby grot mobs as bullet shields.

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.

The Freebooterz keyword is used in following Orks datasheets:

Heavy Support
3CP

MONSTER HUNTERS

Snakebite Stratagem

Snakebites are old hands at hunting large, foul-tempered beasts.

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.

The <Clan> and Boyz keywords are used in following Orks datasheets:

Troops
1CP

MOB UP

Orks Stratagem

Smaller Ork mobs tend to be caught up and swept along when a large enough horde of greenskins stampedes across the battlefield.

Use this Stratagem at the end of your Movement phase, before setting up any reinforcement units in your army on the battlefield (if any). Select two <CLAN> BOYZ units from your army that are within 2" of each other. 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.
2CP

TELLYPORTA

Orks Stratagem

Nothing shocks the enemy like an angry mob of Boyz or looming war effigy suddenly appearing in a blast of green lightning!

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.
2CP

MORE DAKKA!

Orks Stratagem

There is no such thing as too much dakka.

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

SHOWIN’ OFF

Bad Moons Stratagem

Bad Moons Orks love nothing better than flaunting their wealth through demonstrations of ballistic largesse that leave other greenskins’ jaws agape and the enemy reduced to flaming ruin.

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.

The Trukk keyword is used in following Orks datasheets:

Dedicated Transport
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The Bad Moons and Big Mek keywords are used in following Orks datasheets:

1CP

KUSTOM JOB

Orks Stratagem

Some Ork warbands take particular delight in kustomising their wargear.

Use this Stratagem before the battle. Your army can have one additional Kustom Job. All of the Kustom Jobs that you include must be different and be given to different units.

The Bad Moons and Warboss keywords are used in following Orks datasheets:

The Flash Gitz keyword is used in following Orks datasheets:

Heavy Support
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
’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.

The Battlewagon keyword is used in following Orks datasheets:

The Warboss keyword is used in following Orks datasheets:

The Gunwagon keyword is used in following Orks datasheets:

Heavy Support

The Bonebreaka keyword is used in following Orks datasheets:

Heavy Support

The Gorkanaut keyword is used in following Orks datasheets:

Heavy Support

The Morkanaut keyword is used in following Orks datasheets:

Heavy Support

The Deff Dreads keyword is used in following Orks datasheets:

Heavy Support

The Killa Kans keyword is used in following Orks datasheets:

Heavy Support
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a Vehicle or a Monster – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.

The Mekboy Workshop keyword is used in following Orks datasheets:

Fortifications

The Deffkilla Wartrike keyword is used in following Orks datasheets:

Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) 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 result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

The Stompa keyword is used in following Orks datasheets:

Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.

The Weirdboy keyword is used in following Orks datasheets:

The Nobz keyword is used in following Orks datasheets:

The Boyz keyword is used in following Orks datasheets:

Troops

The Biker keyword is used in following Orks datasheets:

Fast Attack

The Mega Armour keyword is used in following Orks datasheets:

Elites
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
2CP

’ARD BOYZ

Orks Stratagem

Clad from head-to-toe in bits of scrap metal, ’Ard Boyz weather the enemy’s fire amidst a cacophony of discordant clanging.

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.
1CP/3CP

EXTRA GUBBINZ

Orks Stratagem

Some lucky gits get more than their fair share of shiny gubbinz.

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.
1CP

WARPHEAD

Orks Stratagem

Some Weirdboyz become addicted to the thrill of soaking up and unleashing Waaagh! energy. These lunatics actively seek out battle with reckless abandon.

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. Each WEIRDBOY model can only be selected for this Stratagem once per battle.

The Ghazghkull Thraka keyword is used in following Orks datasheets:

1CP

DA BIGGEST BOSS

Orks Stratagem

The bigger the Waaagh!, the bigger the Waaagh!-lord. These brutes are gigantic, savage killers.

Use this Stratagem before the battle. Select one WARBOSS model in your army. Add 1 to that model’s Wounds and Attacks characteristics and it gains a 4+ invulnerable save. You can only use this Stratagem once per battle, and only if your army does not include GHAZGHKULL THRAKA.

The Mek Boss Buzzgob keyword is used in following Orks datasheets:

1CP

DA KLEVEREST BOSS

Orks Stratagem

Some Ork Warbands are led by insane Mek Bosses.

Use this Stratagem before the battle. Select one BIG MEK model in your army. Add 1 to that model’s Wounds and Attacks characteristics and change its Weapon Skill to 2+. You can only use this Stratagem once per battle, and only if your army does not include MEK BOSS BUZZGOB.

The Lootas keyword is used in following Orks datasheets:

Heavy Support

The Burna Boyz keyword is used in following Orks datasheets:

1CP

KLEVER SPANNER

Orks Stratagem

Some minor Mekboyz put their twisted genius to good use with the Lootas and Burna Boyz.

Use this Stratagem before the battle. Select one LOOTAS or BURNA BOYZ unit from your army that contains 9 or less models for 1CP, or one LOOTAS or BURNA BOYZ unit from your army that contains 10 or more models for 2CP. Whilst that unit contains one or more Spanners, you can roll one additional dice and discard one when determining the number of shots for burnas or deffguns equipped on models in that unit. Each unit can only be selected for this Stratagem once per battle.

The Goff and Boyz keywords are used in following Orks datasheets:

Troops
1CP

SKARBOYZ

Goff Stratagem

The biggest and meanest Goff Boyz are known as Skarboyz, and are rumoured to be able to cave in a Space Marine helmet with their bare knuckles.

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.
1CP

BLITZ BRIGADE

Specialist Detachment Stratagem

Blitz Brigades launch devastating opening salvoes of fire, before the Battlewagons, Gunwagons and Bonebreakas ram and smash through everything in their path.

Use this Stratagem when choosing your army. Pick an ORK Detachment from your army to be a Blitz Brigade Specialist Detachment. WARBOSSES, BATTLEWAGONS, GUNWAGONS and BONEBREAKA units in that Detachment gain the BLITZ BRIGADE keyword.
1CP

DREAD WAAAGH!

Specialist Detachment Stratagem

Coming in all shapes and sizes, the clanking monstrosities of a Dread Waaagh! are all designed with one purpose in mind – the utter destruction of their poor, unsuspecting foes.

Use this Stratagem when choosing your army. Pick an ORK Detachment from your army to be a Dread Waaagh! Specialist Detachment. BIG MEKS, GORKANAUTS, MORKANAUTS, DEFF DREADS and KILLA KANS in that Detachment gain the DREAD WAAAGH! keyword.
1CP

KULT OF SPEED

Specialist Detachment Stratagem

Orks thrive on the high-octane thrills of the Kults of Speed, large nomadic cavalcades that rampage across war zones leaving carnage in their wake.

Use this Stratagem when choosing your army. Pick an ORK Detachment from your army to be a Kult of Speed Specialist Detachment. SPEED FREEKS in that Detachment gain the KULT OF SPEED keyword.
1CP

STOMPA MOB

Specialist Detachment Stratagem

Belching smoke and fire, a mob of clanking Stompas lumbers across the battlefield, crushing all in their path.

Use this Stratagem when choosing your army. Pick an ORK Super-heavy Detachment from your army to be a Stompa Mob Specialist Detachment. STOMPA units in that Detachment gain the STOMPA MOB keyword. In addition, you can pick one model in that Stompa Mob Specialist Detachment to gain the CHARACTER keyword. However, the only Warlord Trait it can be given is either Gork’s One or Mork’s One and the only relic it can take is Tezdrek’s Stompa Power Field.
4CP

STOMPA-PORTA

Orks Stratagem

Teleporting across the battlefield, this Stompa materialises with all guns blazing and leaves a path of total annihilation in its wake.

Use this Stratagem during deployment. You can set up a STOMPA MOB unit from your army on a tellyporta pad instead of placing it on the battlefield. Units on a tellyporta pad can teleport into battle 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.
1CP/2CP

DEAD SNEAKY

Blood Axe Stratagem

These sneaky gits never appear where you expect them to.

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

FORCE-FIELD PROJEKTA

Orks Stratagem

While the effects are sometimes unstable and always short-lived, Big Meks are able to briefly supercharge their kustom force fields.

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

PATCH UP

Orks Stratagem

With well applied and high quality adhesives, even terrible damage can be temporarily repaired.

Use this Stratagem at the start of any turn. Select one MORKANAUT, GORKANAUT or STOMPA unit from your army. Until the end of the turn, that model is considered to have double the number of wounds remaining for the purposes of determining what row to use on its damage table.
1CP

BILLOWING EXHAUST CLOUDS

Orks Stratagem

These impetuous Orks create massive clouds of dust and exhaust fumes that cloak their advance.

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

HOLD ON, BOYZ!

Orks Stratagem

The Warboss shouts at his ladz to grab onto the Battlewagon and hitch a ride across the battlefield.

Use this Stratagem during your Movement phase before you move a <CLAN> BLITZ BRIGADE BATTLEWAGON from your army. Pick a friendly <CLAN> INFANTRY unit wholly within 3" of that model and remove it from the battlefield. After that BATTLEWAGON has moved, set the <CLAN> INFANTRY unit up on the battlefield wholly within 3" of that BATTLEWAGON, and more than 3" from any enemy models. (Note that this infantry unit is not embarked within the Battlewagon and therefore does not count towards the number of models it can transport.) That infantry unit cannot move further this phase (but counts as having moved this turn for all rules purposes) and it cannot charge this turn.
2CP

TURBO-BOOSTAS

Orks Stratagem

These Speed Freeks have kustom-rigged blastajet engines hastily strapped onto their rides to provide a massive boost of speed.

Use this Stratagem at the start of your Movement phase. Pick a KULT OF SPEED unit from your army. If that unit Advances this phase, double that unit’s Move characteristic instead of rolling a dice.
1CP

SNAGGA GRAPPLE

Orks Stratagem

The Speedboss fires his snagga claw into a luckless victim as his Wartrike races past, pulling his target bloodily along behind him – or at least, a meaty chunk of them.

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.

The Blitza-bommer keyword is used in following Orks datasheets:

1CP

SQUIG BOMBS

Orks Stratagem

Strapped with deadly explosives, squig bombs clamp themselves to the foe with their massive jaws.

Use this Stratagem in your Movement phase, after moving a BLITZA-BOMMER model from your army. Until the end of that phase, add 1 to rolls made for that model’s Boom Bomb ability.

The Burna-bommer keyword is used in following Orks datasheets:

1CP

WILDFIRE

Orks Stratagem

The most insane Burna-bommer pilots add all kinds of strange chemical and solutions into the burna bombs.

Use this Stratagem in your Movement phase, after selecting an enemy unit for the Burna Bombs ability of a BURNA-BOMMER unit from your army. Select one other enemy unit within 6" of the unit you selected. Roll one D6 for each model in that additional unit, up to a maximum of 10 dice. For each roll of 5+ that unit suffers 1 mortal wound. This Stratagem is not affected by the Arsonists Subkultur.

The <Clan> and Painboy keywords are used in following Orks datasheets:

1CP

MEDI-SQUIG

Orks Stratagem

From syringe squigs to vaccine squigs, Painboyz make use of all kinds of medical beasties.

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.
3CP

UNSTOPPABLE GREEN TIDE

Orks Stratagem

Wave after wave of Orks overwhelm the enemy’s defence lines.

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.
1CP

FLYIN’ ’EADBUTT

Orks Stratagem

Some Ork pilots, perhaps not the brightest, realise that their flyers are deadly weapons in their own right.

Use this Stratagem at the end of your Movement phase. Select one ORK unit from your army that has the Flyer battlefield role. That model is reduced to 0 wounds and automatically crashes and burns (do not roll).
1CP

MEK CONNECTIONS

Orks Stratagem

The Big Mek of this Dread Waaagh! has a fearsome reputation. Any Mekboyz that know ‘wot’s best’ will keep some gubbinz aside in their workshops for when his Dreads roll into town.

Use this Stratagem at the end of your Movement phase. Pick a DREAD WAAAGH! unit from your army that is within 1" of a MEK WORKSHOP. If you use the Kustom Job ability to give that unit a kustom job, it receives something ‘extra speshul’ on a 4+ instead of a 6+.
2CP

WRECKERS

Deathskulls Stratagem

Deathskulls can take apart an enemy vehicle ready for looting before its bewildered crew have even stopped fighting back.

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.
1CP

EXTRA STIKKBOMBS

Orks Stratagem

Orks are not subtle creatures, and if they get their hands on a surplus of explosives, they are less likely to stockpile them than they are to simply pull out all the pins at once and get lobbing.

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

LONG, UNCONTROLLED BURSTS

Orks Stratagem

Ork Flyboyz will fill the skies with lead in an attempt to bring down enemy aircraft.

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.

The Kustom Boosta-blastas keyword is used in following Orks datasheets:

1CP

DA BURNIN’ HIGHWAY

Orks Stratagem

With hoots of glee, Grot passengers pull their fire-levers extra hard, unleashing even more flames than usual.

Use this Stratagem in your Shooting phase, when a KUSTOM BOOSTA-BLASTA unit from your army is chosen to shoot with. Until the start of your next turn, change the characteristics of that unit’s burna exhausts as follows: Range 10", Assault 3, Strength 5, AP -1.
2CP

SPESHUL SHELLS

Orks Stratagem

Nothing helps a round to travel further than stuffing it full of extra propellant.

Use this Stratagem in your Shooting phase, when a FLASH GITZ unit from your army is chosen to shoot with. Until the end of the phase, increase the range of Snazzguns models in that unit are equipped with by 12".

The Shokkjump Dragstas keyword is used in following Orks datasheets:

1CP

TEMPERAMENTAL SHOKK DRIVE

Orks Stratagem

It is not unheard of for a Shokkjump Dragsta’s generator-assemblies to spontaneously spin into life.

Use this Stratagem in your Shooting phase, after shooting with a SHOKKJUMP DRAGSTA unit from your army. That unit immediately Advances and the result is a 4+ (do not roll).
2CP

KUSTOM AMMO

Orks Stratagem

This impressive payload is worth a Bad Moon’s gob full of teef.

Use this Stratagem in your Shooting phase. Pick a DREAD WAAAGH! unit from your army. That unit can shoot twice this Shooting phase with all of its ranged weapons.
1CP

OPENING SALVO

Orks Stratagem

The start of the battle is often the only point the crew of a Gunwagon will take the time to aim properly. The devastating volley of fire arcs across the battlefield before hitting the enemy lines.

Use this Stratagem in your Shooting phase of the first battle round. Pick a BLITZ BRIGADE GUNWAGON from your army. Double the Range characteristic of that unit’s weapons until the end of that phase.
3CP

KILL-KROOZER BROADSIDE

Freebooterz Stratagem

Freebooterz will often call upon orbiting kill kroozers to shell the battlefield from space, causing utter devastation.

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

DRIVE-BY KRUMPIN’

Evil Sunz Stratagem

Evil Sunz Speed Freeks are notorious for their deadly hit-and-run attacks.

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.

The Boomdakka Snazzwagons keyword is used in following Orks datasheets:

1CP

GROT BUMPER

Orks Stratagem

The lunatic crews of Snazzwagons are highly amused by strapping gretchin to the front of their vehicles.

Use this Stratagem in your opponent’s Shooting phase, when an attack made with a ranged weapon successfully wounds a BOOMDAKKA SNAZZWAGON model in your army. The saving throw is automatically passed (do not roll). Each unit can only benefit from this Stratagem once per battle.
2CP

RAMMING SPEED

Orks Stratagem

Ork drivers are infamous for using their vehicles as huge blunt instruments with which to clobber the foe.

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.

The Ork and Biker keywords are used in following Orks datasheets:

Fast Attack
1CP

FULL SPEED LADZ!

Orks Stratagem

Eager to see what happens to the enemy when they hit them at full pelt, Ork bikers accelerate extra hard.

Use this Stratagem in your Charge phase, after charging with an ORK BIKER or DEFFKILLA WARTRIKE unit from your army. Until the end of the turn, add 1 to that unit’s Strength characteristic.
2CP

UNSTOPPABLE MOMENTUM

Orks Stratagem

Orks drive their mounts into the foe at ferocious speeds, ploughing straight through into enemies behind.

Use this Stratagem in your Charge phase, when an ORK unit from your army has finished a charge move and dealt one or more mortal wounds to an enemy unit. If that ORK unit is no longer within 1" of an enemy unit, it can immediately be chosen to charge with again.
1CP

STOMP, STOMP, STOMP!

Orks Stratagem

The Stompa raises its huge metal foot as high as it is able before bringing it crashing down into the enemy ranks. Those caught directly beneath are flattened into puddles of gore, whilst others are flung in all directions as the ground shakes from the impact.

Use this Stratagem at the start of the Fight phase. Pick a STOMPA MOB unit from your army that is within 1" of any enemy units. Roll a D6 for each enemy model within 3" of that unit; on a 6+ that model’s unit suffers 1 mortal wound.
1CP

DREADED DEATH MACHINE

Orks Stratagem

As the insane Ork piloting the Deff Dread kills more enemies, the more frenzied they become.

Use this Stratagem in the Fight phase, when a DEFF DREADS unit from your army is chosen to fight with. Until the end of the phase, each time an enemy model is destroyed as a result of an attack made by that unit, you can immediately make an additional attack against the same target using the same weapon. These additional attacks cannot themselves generate any further attacks.

The Meganobz keyword is used in following Orks datasheets:

Elites
1CP

HIT 'EM HARDER

Orks Stratagem

When faced with a tougher enemy, the first and best Ork strategy is always to hit them harder.

Use this Stratagem in the Fight phase, when a MEGANOBZ unit from your army is chosen to fight with. Until the end of that phase, add 1 to the Damage characteristic of melee weapons models in that unit are equipped with.
1CP

KRUSH ’EM

Orks Stratagem

Bonebreakas of the Blitz Brigades are experts in crushing hapless victims beneath their spiked deff rollas.

Use this Stratagem in the Fight phase when a BLITZ BRIGADE BONEBREAKA from your army is chosen to fight. Roll three D6 for the Bonebreaka Ram ability and choose the highest result.
1CP

BOARDING ACTION

Orks Stratagem

Using a boarding plank built onto their wagon, the Orks launch a daring high-speed attack upon an enemy vehicle.

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.
3CP

GET STUCK IN, LADZ!

Orks Stratagem

Laying about himself with ferocious blows and bellowing loud enough to burst eardrums, the biggest Ork present ‘persuades’ his ladz to fight even harder.

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

CHARGE THROUGH ’EM!

Orks Stratagem

At breakneck pace, these Speed Freeks slaughter their foes and burst through enemy lines to strike at critical points beyond.

Use this Stratagem before a KULT OF SPEED unit from your army makes a consolidation move. That unit consolidates 2D6" instead of 3".
1CP

LOOT IT!

Orks Stratagem

After a spot of mid-battle larceny, these Orks have become so laden down with loot that it actually acts as ablative armour!

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.