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.Book | Kind | Edition | Version | Last update |
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![]() | Codex | 8 | Indomitus 1.0 | July 2020 |
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![]() | Expansion | 9 | Indomitus 1.2 | January 2021 |
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![]() | Expansion | 8 | Indomitus 1.4 | January 2021 |
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![]() | Index | 9 | 1.0 | December 2020 |
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![]() | Index | 9 | Indomitus 1.0 | December 2020 |
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![]() | Expansion | 8 | Indomitus 1.1 | July 2020 |
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![]() | Dataslate | 8 | December 2019 |
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. |
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. |
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. |
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.
The following abilities are common to several Ork units:
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.Nothing aids accuracy like the simple expedient of firing so many shots that you just can’t miss.
Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon made by a model in this unit, that hit roll succeeds regardless of any modifiers. In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls. When firing a weapon with randomly determined characteristics (e.g. a bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target.The 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.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.In this section you’ll find rules for Battle-forged armies that include ORK Detachments – that is, any Detachment that includes only ORK units.
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.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.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 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).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.
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. | ||
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.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:
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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.
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. | ||
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.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:
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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.
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. | ||
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.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:
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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.
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. | ||
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.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.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:
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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.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.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.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.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.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.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.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.
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.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.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.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.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).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.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.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.’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)
TELLYPORTA
STOMPA-PORTA
DEAD SNEAKY (Blood Axe)
Battle Round
FORCE-FIELD PROJEKTA
PATCH UP
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)
MONSTER HUNTERS (Snakebite)
WRECKERS (Deathskulls)
MONSTER HUNTERS (Snakebite)
WRECKERS (Deathskulls)
MONSTER HUNTERS (Snakebite)
WRECKERS (Deathskulls)
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)
GROT BUMPER
MONSTER HUNTERS (Snakebite)
WRECKERS (Deathskulls)
RAMMING SPEED
FULL SPEED LADZ!
UNSTOPPABLE MOMENTUM
MONSTER HUNTERS (Snakebite)
WRECKERS (Deathskulls)
MONSTER HUNTERS (Snakebite)
WRECKERS (Deathskulls)
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)
DREADED DEATH MACHINE
HIT 'EM HARDER
KRUSH ’EM
MONSTER HUNTERS (Snakebite)
WRECKERS (Deathskulls)
MONSTER HUNTERS (Snakebite)
WRECKERS (Deathskulls)
MONSTER HUNTERS (Snakebite)
WRECKERS (Deathskulls)
GROT SHIELDS
LOOT IT!
ORKS IS NEVER BEATEN
LOOT IT!
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. | ||
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. | ||
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.D6 | PSYCHIC 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. |
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.
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).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.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).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.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.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".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.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.
D6 | WARLORD 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 | TRAIT |
Bad Moons | Da Best Armour Teef Can Buy: Bad Moons leaders spare no expense on their gear, and their armour is no exception. In the process of adorning themselves in the biggest, most gilded and ostentatious suits of plate they can get, they often end up inadvertently providing themselves with substantial protection against the foe. Your Warlord has a 4+ invulnerable save. |
Blood Axe | I’ve Got a Plan, Ladz! Blood Axe bosses are never short of a kunnin’ plan featuring actual tactics, and sometimes even have a grasp of grand strategy that goes beyond simply kicking the enemies’ teeth down their throats. If your Warlord is on the battlefield, roll a dice for each Command Point you spend when using Stratagems. On a 6+ that Command Point is immediately refunded. |
Deathskulls | Opportunist: This Warlord is always on the lookout for gubbinz to scavenge, and is wily enough to know that the best loot can be bashed, blasted and ripped from the mangled remains of the enemy’s biggest wagons and bosses. Re-roll wound rolls of 1 for attacks made by your Warlord that target enemy VEHICLE units. 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 Sunz | Speed Freek: The thrill-seeking greenskins at the head of Evil Sunz warbands will lead their Kult of Speed brethren in multiple high-velocity passes, bellowing with glee each time they hurtle at, and then straight through, the enemy lines. Your Warlord and friendly EVIL SUNZ units within 6" of them can charge even if they Fell Back earlier in the turn. |
Freebooterz | Killa Reputation: This Freebooter leader has a fearsome – and well deserved – reputation for being a stone-cold killer. It is enough to make even the fractious and self-serving Freebooterz fight harder beneath his glowering gaze. Re-roll hit rolls of 1 for attacks made by friendly FREEBOOTERZ units in the Fight phase while they are within 6" of your Warlord. |
Goff | Proper Killy: Goff bosses are the most brutal of an already brutal breed. They are unstoppable engines of destruction who rampage through the enemy ranks and leave mounds of crushed and brutalised corpses in their wake. Add 1 to your Warlord’s Attacks characteristic. In addition, improve the Armour Penetration characteristic of melee weapons this Warlord is equipped with by 1 during any turn in which they made a charge move, were charged, or performed a Heroic Intervention (e.g. AP -1 becomes AP -2). |
Snakebite | Surly as a Squiggoth: Infamously foul-tempered, entirely lacking in any kind of sense of humour, and with an evil eye and a bodily stench that could drop a Nob at thirty paces, this Snakebite is the terror of his underlings, and few prospects are more terrifying than failing him in battle. You can re-roll Morale tests for friendly SNAKEBITE units while they are within 6" of your Warlord. In addition, friendly SNAKEBITE GRETCHIN units automatically pass Morale tests while they are within 12" of your Warlord. |
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.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.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.
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.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.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. |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
+50 Belly gun | ||||||
+50 Belly gun | 36" | Heavy 3D6 | 8 | -2 | 2 | Blast |
Blast | ||||||
+0..5 Big shoota | ||||||
+0..5 Big shoota | 36" | Assault 3 | 5 | 0 | 1 | - |
Blitz missiles | ||||||
Blitz missiles | 18" | Assault 1 | 6 | -1 | D3 | - |
Boombits | ||||||
Boombits | 12" | Assault D6 | 5 | 0 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
+10 Bubblechukka | ||||||
+10 Bubblechukka | 36" | Heavy D6 | D6 | -D6 | D6 | Blast |
Blast | ||||||
Burna (shooting) | ||||||
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. | ||||||
Burna bottles | ||||||
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. | ||||||
Burna exhaust | ||||||
Burna exhaust | 8" | Assault D3 | 4 | 0 | 1 | This weapon automatically hits its target. |
This weapon automatically hits its target. | ||||||
+50 Bursta kannon | ||||||
+50 Bursta kannon | 36" | Heavy 3D6 | 10 | -3 | 3 | Blast. Each time an attack is made with this weapon against a target within half range, add 1 to that attack’s hit roll. |
Blast. Each time an attack is made with this weapon against a target within half range, add 1 to that attack’s hit roll. | ||||||
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. | ||||||
Dakkagun | ||||||
Dakkagun | 18" | Assault 3 | 5 | 0 | 1 | - |
Deffgun | ||||||
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. | ||||||
Deffkannon | ||||||
Deffkannon | 72" | Heavy 3D6 | 10 | -4 | D6 | Blast |
Blast | ||||||
Deffstorm mega-shoota | ||||||
Deffstorm mega-shoota | 36" | Heavy 18 | 6 | -1 | 1 | - |
Gaze of Mork | ||||||
Gaze of Mork | 18" | Heavy 3 | 12 | -4 | 6 | - |
Giga shoota | ||||||
Giga shoota | 48" | Heavy 30 | 6 | -2 | 1 | Each time an attack is made with this weapon against a target within half range, add 1 to that attack’s hit roll. |
Each time an attack is made with this weapon against a target within half range, add 1 to that attack’s hit roll. | ||||||
Grot blasta | ||||||
Grot blasta | 12" | Pistol 1 | 3 | 0 | 1 | - |
+0..10 Grot-guided bomm | ||||||
+0..10 Grot-guided bomm | 72" | Heavy 2D6 | 8 | -3 | 2 | Blast. This weapon can target units that are not visible to the bearer. The bearer can only shoot with this weapon once per battle. Each time an attack is made with this weapon, the bearer has a Ballistic Skill characteristic of 2+ for that attack. |
Blast. This weapon can target units that are not visible to the bearer. The bearer can only shoot with this weapon once per battle. Each time an attack is made with this weapon, the bearer has a Ballistic Skill characteristic of 2+ for that attack. | ||||||
+0..5 Grotzooka | ||||||
+0..5 Grotzooka | 18" | Heavy 2D3 | 6 | 0 | 1 | Blast |
Blast | ||||||
Heavy squig launcha | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
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 | ||||||
+0..15 Kannon | ||||||
When you choose this weapon to shoot with, select one of the profiles below. | ||||||
+0..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 | - |
Killa jet | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
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. | ||||||
+0..15 Killkannon | ||||||
+0..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 | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Krusha kannon | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Blast burna | ||||||
- Blast burna | 48" | Heavy 3D6 | 5 | -1 | 1 | Blast |
Blast | ||||||
- Boom shell | ||||||
- Boom shell | 60" | Heavy 2D6 | 8 | -2 | 2 | Blast |
Blast | ||||||
- Scrap kanister | ||||||
- Scrap kanister | 18" | Heavy 3D6 | 5 | -1 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
- Tankhamma shell | ||||||
- Tankhamma shell | 60" | Heavy 1 | 10 | -3 | 6 | Each time an attack is made with this weapon against a VEHICLE unit, you can re-roll the hit roll. |
Each time an attack is made with this weapon against a VEHICLE unit, you can re-roll the hit roll. | ||||||
Kustom grot blasta | ||||||
Kustom grot blasta | 12" | Pistol D3 | 5 | -1 | 2 | - |
+0..10 Kustom mega-blasta | ||||||
+0..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. | ||||||
+25 Kustom mega-kannon | ||||||
+25 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. | ||||||
Kustom mega-zappa | ||||||
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. | ||||||
Kustom shokk rifle | ||||||
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 | - |
Kustom supa-rokkits | ||||||
Kustom supa-rokkits | 100" | Heavy D6 | 8 | -3 | D6 | Blast |
Blast | ||||||
Lifta-droppa | ||||||
Lifta-droppa | 48" | Heavy D6 | - | - | - | Blast. Each time an attack is made with this weapon, that attack automatically hits the target. Each time this weapon hits, roll 2D6 instead of rolling to wound: if the result is equal to or greater than the target’s highest Strength characteristic, the target suffers 1 mortal wound. |
Blast. Each time an attack is made with this weapon, that attack automatically hits the target. Each time this weapon hits, roll 2D6 instead of rolling to wound: if the result is equal to or greater than the target’s highest Strength characteristic, the target suffers 1 mortal wound. | ||||||
+5..20 Lobba | ||||||
+5..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. | ||||||
Mek speshul | ||||||
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 | - |
+24 Rack of rokkits | ||||||
+24 Rack of rokkits | 24" | Assault 2 | 8 | -2 | 3 | - |
Rattler kannon | ||||||
Rattler kannon | 24" | Heavy D6 | 6 | -2 | 1 | - |
Rivet kannon | ||||||
Rivet kannon | 36" | Assault 6 | 7 | -2 | 2 | - |
Rokkit kannon | ||||||
Rokkit kannon | 24" | Assault 2D3 | 8 | -2 | 3 | Blast |
Blast | ||||||
+0..10 Rokkit launcha | ||||||
+0..10 Rokkit launcha | 24" | Assault 1 | 8 | -2 | 3 | - |
+0..25 Shokk attack gun | ||||||
+0..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. | ||||||
Shoota | ||||||
Shoota | 18" | Assault 2 | 4 | 0 | 1 | - |
Shotgun | ||||||
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. | ||||||
+0..15 Skorcha | ||||||
+0..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. | ||||||
Slugga | ||||||
Slugga | 12" | Pistol 1 | 4 | 0 | 1 | - |
Smasha gun | ||||||
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. | ||||||
Snagga klaw (shooting) | ||||||
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. | ||||||
Snazzgun | ||||||
Snazzgun | 24" | Heavy 3 | 6 | -2 | 2 | - |
Squig bomb | ||||||
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. | ||||||
Squig launcha | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
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 | ||||||
+40 Squiggoth supa-kannon | ||||||
+40 Squiggoth supa-kannon | 60" | Heavy 2D6 | 8 | -2 | 3 | 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 | ||||||
Stikkbombs | ||||||
Stikkbombs | 6" | Grenade D6 | 3 | 0 | 1 | Blast |
Blast | ||||||
Stikksquig | ||||||
Stikksquig | 6" | Grenade D6 | 3 | 0 | 1 | Blast |
Blast | ||||||
Stompa lifta-droppa | ||||||
Stompa lifta-droppa | 48" | Heavy 4D3 | * | -4 | D3+3 | Each time an attack made with this weapon successfully hits, roll 3D6. If the result is greater than the target’s Toughness characteristic, that attack successfully wounds. |
Each time an attack made with this weapon successfully hits, roll 3D6. If the result is greater than the target’s Toughness characteristic, that attack successfully wounds. | ||||||
Supa-gatler | ||||||
Supa-gatler | 48" | Heavy 3D6 | 7 | -2 | 1 | See Psycho-Dakka-Blasta! ability |
See Psycho-Dakka-Blasta! ability | ||||||
+0..50 Supa-kannon | ||||||
+0..50 Supa-kannon | 60" | Heavy 2D6 | 8 | -2 | 3 | Blast |
Blast | ||||||
Supa-rokkit | ||||||
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. | ||||||
+0..10 Supa-shoota | ||||||
+0..10 Supa-shoota | 36" | Assault 3 | 6 | -1 | 1 | - |
Tankbusta bomb | ||||||
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. | ||||||
+10 Traktor kannon | ||||||
+10 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. | ||||||
+0..10 Twin big shoota | ||||||
+0..10 Twin big shoota | 36" | Assault 6 | 5 | 0 | 1 | - |
Twin boomstikk | ||||||
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. | ||||||
Wazbom mega-kannon | ||||||
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. | ||||||
Wing missiles | ||||||
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. | ||||||
+0..15 Zzap gun | ||||||
+0..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. |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
’Urty syringe | ||||||
’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. | ||||||
Attack squig | ||||||
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. | ||||||
+0..5 Big choppa | ||||||
+0..5 Big choppa | Melee | Melee | +2 | -1 | 2 | - |
Burna (melee) | ||||||
Burna (melee) | Melee | Melee | User | -2 | 1 | - |
Buzz saw | ||||||
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. | ||||||
Choppa | ||||||
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 | Each time an attack is made with this weapon against an INFANTRY or MONSTER unit, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to the normal damage. |
Each time an attack is made with this weapon against an INFANTRY or MONSTER unit, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to the normal 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. | ||||||
+0..20 Deff rolla | ||||||
+0..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. | ||||||
Dread killsaw | ||||||
Dread killsaw | Melee | Melee | +1 | -4 | 2 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
+10 Dread klaw | ||||||
+10 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. | ||||||
Dread rippa klaw | ||||||
Dread rippa klaw | Melee | Melee | x2 | -3 | D3+3 | - |
+5 Dread saw | ||||||
+5 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. | ||||||
Drilla | ||||||
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. | ||||||
Gorin’ horns | ||||||
Gorin’ horns | Melee | Melee | User | -3 | D6 | - |
Gork’s klaw | ||||||
Gork’s klaw | Melee | Melee | x2 | -4 | 4 | - |
Grabba stikk | ||||||
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. | ||||||
Grot-prod | ||||||
Grot-prod | Melee | Melee | +2 | -1 | 1 | - |
Huge tusks | ||||||
Huge tusks | Melee | Melee | User | -4 | D3+3 | - |
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. | ||||||
Kan klaw | ||||||
Kan klaw | Melee | Melee | +3 | -3 | 3 | - |
+0..23 Killsaw | ||||||
+0..23 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. | ||||||
Klaw of Gork (or possibly Mork) | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
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. | ||||||
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-choppa | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
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. | ||||||
Mek arms | ||||||
Mek arms | Melee | Melee | x2 | 0 | 2 | Each time the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon. |
Each time the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon. | ||||||
Mork’s Teeth | ||||||
Mork’s Teeth | Melee | Melee | User | -1 | 2 | - |
Nose drill | ||||||
Nose drill | Melee | Melee | +2 | -2 | D3 | - |
+0..10 Power klaw | ||||||
+0..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 | - |
Reinforced ram | ||||||
Reinforced ram | Melee | Melee | +1 | -1 | 3 | - |
Saw blades | ||||||
Saw blades | Melee | Melee | +1 | -1 | 1 | - |
Snagga klaw (melee) | ||||||
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. | ||||||
Spinnin’ blades | ||||||
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. | ||||||
+20 Stompa klaw | ||||||
+20 Stompa klaw | Melee | Melee | x2 | -5 | 9 | Each time an attack made with this weapon, an unmodified wound roll of 4+ inflicts D3 mortal wounds on the target in addition to any normal damage. |
Each time an attack made with this weapon, an unmodified wound roll of 4+ inflicts D3 mortal wounds on the target in addition to any normal damage. | ||||||
+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. | ||||||
Waaagh! banner | ||||||
Waaagh! banner | Melee | Melee | +2 | 0 | 2 | - |
Weirdboy staff | ||||||
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 | ABILITIES | ||||||
’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. | |||||||
’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. | ||||||
+6..10 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. | |||||||
+6..10 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..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..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. | ||||||
Gitfinda squig | |||||||
Add 1 to hit rolls for shooting attacks made by a Kaptin with a gitfinda squig. | |||||||
Gitfinda squig | Add 1 to hit rolls for shooting attacks made by a Kaptin with a gitfinda squig. | ||||||
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. | |||||||
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. | ||||||
+0..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. | |||||||
+0..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. | ||||||
+0..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. | |||||||
+0..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. | ||||||
+0..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. | |||||||
+0..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. | ||||||
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. | |||||||
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. | ||||||
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. | |||||||
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. |
One weapon can be chosen from the following list:
1 Cannot be taken by a Nob on Warbike or Boss Nob on Warbike
The <CLAN> and INFANTRY keywords are used in following Orks datasheets:
The GRETCHIN keyword is used in following Orks datasheets:
The <CLAN>, GRETCHIN and INFANTRY keywords are used in following Orks datasheets:
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:
The SNAKEBITE and GRETCHIN keywords are used in following Orks datasheets:
The SNAKEBITE keyword is used in following Orks datasheets:
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 | ||
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 | ||
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 | ||
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 | ||
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. | ||
The TRANSPORT keyword is used in following Orks datasheets:
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. | ||
The BAD MOONS and INFANTRY keywords are used in following Orks datasheets:
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:
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. | ||
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The BAD MOONS and BIG MEK keywords are used in following Orks datasheets:
The <CLAN> keyword is used in following Orks datasheets:
The BAD MOONS keyword is used in following Orks datasheets:
The BAD MOONS and WARBOSS keywords are used in following Orks datasheets:
The FLASH GITZ keyword is used in following Orks datasheets:
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 BATTLEWAGON keyword is used in following Orks datasheets:
The GUNWAGON keyword is used in following Orks datasheets:
The BONEBREAKA keyword is used in following Orks datasheets:
The BATTLEWAGON keyword is used in following Orks datasheets:
The BIG MEK keyword is used in following Orks datasheets:
The GORKANAUT keyword is used in following Orks datasheets:
The MORKANAUT keyword is used in following Orks datasheets:
The DEFF DREADS keyword is used in following Orks datasheets:
The KILLA KANS keyword is used in following Orks datasheets:
The MEKBOY WORKSHOP keyword is used in following Orks datasheets:
The DEFFKILLA WARTRIKE keyword is used in following Orks datasheets:
The SPEED FREEKS keyword is used in following Orks datasheets:
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The STOMPA keyword is used in following Orks datasheets:
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:
The BIKER keyword is used in following Orks datasheets:
The MEGA ARMOUR keyword is used in following Orks datasheets:
The FLY keyword is used in following Orks datasheets:
The INFANTRY keyword is used in following Orks datasheets:
The KILLA KANS keyword is used in following Orks datasheets:
The DEFF DREADS keyword is used in following Orks datasheets:
The MORKANAUT keyword is used in following Orks datasheets:
The GORKANAUT keyword is used in following Orks datasheets:
The STOMPA keyword is used in following Orks datasheets:
The BOYZ keyword is used in following Orks datasheets:
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. | ||
The WEIRDBOY keyword is used in following Orks datasheets:
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:
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:
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. | ||
The BATTLEWAGON keyword is used in following Orks datasheets:
The GUNWAGON keyword is used in following Orks datasheets:
The BONEBREAKA keyword is used in following Orks datasheets:
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. | ||
The GORKANAUT keyword is used in following Orks datasheets:
The MORKANAUT keyword is used in following Orks datasheets:
The DEFF DREADS keyword is used in following Orks datasheets:
The KILLA KANS keyword is used in following Orks datasheets:
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. | ||
The STOMPA keyword is used in following Orks datasheets:
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. | ||
The BLOOD AXE and INFANTRY keywords are used in following Orks datasheets:
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. | ||
The MORKANAUT keyword is used in following Orks datasheets:
The GORKANAUT keyword is used in following Orks datasheets:
The STOMPA keyword is used in following Orks datasheets:
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. | ||
The BATTLEWAGON keyword is used in following Orks datasheets:
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. | ||
The DEFFKILLA WARTRIKE keyword is used in following Orks datasheets:
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. | ||
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. | ||
The BOYZ keyword is used in following Orks datasheets:
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). | ||
The MEKBOY WORKSHOP keyword is used in following Orks datasheets:
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+. | ||
The DEATHSKULLS keyword is used in following Orks datasheets:
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. | ||
The ORK and INFANTRY keywords are used in following Orks datasheets:
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. | ||
The ORK and VEHICLE keywords are used in following Orks datasheets:
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. | ||
The FLASH GITZ keyword is used in following Orks datasheets:
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. | ||
The FREEBOOTERZ keyword is used in following Orks datasheets:
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. | ||
The EVIL SUNZ and SPEED FREEKS keywords are used in following Orks datasheets:
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:
The DEFFKILLA WARTRIKE keyword is used in following Orks datasheets:
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. | ||
The DEFF DREADS keyword is used in following Orks datasheets:
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:
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. | ||
The TRUKK keyword is used in following Orks datasheets:
The BATTLEWAGON keyword is used in following Orks datasheets:
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". | ||
The DEFF DREADS keyword is used in following Orks datasheets:
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:
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. | ||
The LOOTAS keyword is used in following Orks datasheets:
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. | ||