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

Books

BookKindEditionVersionLast update
  Orks
  OrksCodex101.1June 2024
  Legends Field Manual
  Legends Field ManualExpansion101.7August 2024
  Munitorum Field Manual
  Munitorum Field ManualExpansion101.11June 2024
  Legends: Ufthak Blackhawk
  Legends: Ufthak BlackhawkDatasheet10February 2024
  Imperial Armour: Orks
  Imperial Armour: OrksDatasheet10January 2024
  Games Workshop: Grotmas Gitz
  Games Workshop: Grotmas GitzDatasheet10November 2023
  Games Workshop: Da Red Gobbo
  Games Workshop: Da Red GobboDatasheet10November 2023
  Legends: Orks
  Legends: OrksDatasheet10July 2023

FAQ

Codex: Orks

Q:When using the Conniving Runts Stratagem, to be able to make the Normal move as part of the Stratagem, do I need to roll a 4+ and have inflicted any mortal wounds?
A:
No.
Q:In the Effect section of the Go Get ’Em! Stratagem there is an additional effect if my unit contains 10 or more models. When do I check if my unit has 10 or more models?
A:
This is checked after the attacking unit has shot.
Q:If a model has an ability that triggers when you call a Waaagh! and that model is embarked within a TRANSPORT when this happens (e.g. a WARBOSS’ Da Biggest and da Best ability), does that ability take effect?
A:
No. Abilities do not take effect while units are embarked within TRANSPORTS unless they explicitly state otherwise.

Introduction

On the following pages you will find several ORKS Detachments you can select from, as described in the Core Rules (see the Select Detachment Rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade Army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Orks - the rules they include are as follows:

1
DETACHMENT RULE
The Detachment rule listed here will apply to either your whole army or to particular units within it. If any additional restrictions or benefits apply to a Detachment, they will be listed here. This can include units your army either must include or cannot include, as well as additional keywords some of your units may gain.

2
ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here, as described in the Core Rules (see the Select Units step).
If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements, as described in the main Crusade rules.

3
STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems.

Army Rules

Waaagh!

The infamous war cry of the Orks is known and feared throughout the galaxy. When it echoes across the battlefield, bellowed from hundreds or even thousands of greenskin mouths, even the most stalwart warriors fear the onslaught to come.

If your Army Faction is ORKS, once per battle, at the start of the battle round, you can call a Waaagh! If you do, until the start of the next battle round, the Waaagh! is active for your army and:
  • Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced.
  • Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability.
  • Models from your army with this ability have a 5+ invulnerable save.

War Horde

Detachment Rule


Get Stuck In

Once an Ork gets stuck into hand-to-hand combat, they quickly overwhelm their enemies through sheer ferocity and an eagerness to give the gitz a good kicking.

Melee weapons equipped by ORKS models from your army have the [SUSTAINED HITS 1] ability.

Enhancements

  • Follow Me Ladz 25 pts

Always found at the forefront of an assault, this Ork likes to be the first into the fray.

ORKS model only. While the bearer is leading a unit, add 2" to the Move characteristic of models in that unit.

  • Headwoppa’s Killchoppa 20 pts

Grand Warboss Headwoppa and his tribe were last seen charging headlong into a horde of Khornate daemons, but legend speaks of a blood-slick 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.

ORKS model only. Melee weapons equipped by the bearer (excluding Extra Attacks weapons) have the [DEVASTATING WOUNDS] ability.

  • Kunnin’ But Brutal 15 pts

Feigning weakness, this greenskin allows his foes to close in before delivering a brutal flurry of attacks.

ORKS model only. While the bearer is leading a unit, that unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

  • Supa-Cybork Body 15 pts

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 retransplanted 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…

ORKS model only. The bearer has the Feel No Pain 4+ ability.


Stratagems

CAREEN!
1CP
War Horde – Epic Deed Stratagem
If their vehicle is on its last legs, any Ork worth their steering wheel will aim its blazing remains into the nearest cluster of enemies. The ensuing explosions never fail to raise a rousing cheer from nearby Ork onlookers.
WHEN: Any phase, just after an ORKS VEHICLE unit from your army with the Deadly Demise ability is destroyed.

TARGET: That destroyed ORKS VEHICLE unit, if you roll a 6 for its Deadly Demise ability. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Your unit can make a Normal or Fall Back move before its Deadly Demise ability is resolved, and before any embarked units perform an Emergency Disembarkation. When making this move, your unit can move over enemy units (excluding MONSTERS and VEHICLES) as if they were not there.
ORKS IS NEVER BEATEN
2CP
War Horde – Epic Deed Stratagem
So resilient is Ork physiology – and so slow are Orks on the uptake – that even killing wounds can take a while to register.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ORKS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making attacks, and is then removed from play.
UNBRIDLED CARNAGE
1CP
War Horde – Battle Tactic Stratagem
When Orks get stuck into the foe, the carnage is wonderful to behold, at least for other Orks.
WHEN: Fight phase.

TARGET: One ORKS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a melee attack, an unmodified hit roll of 5+ scores a Critical Hit.
’ARD AS NAILS
1CP
War Horde – Battle Tactic Stratagem
Even the lowliest Ork Boy has a toughened hide and a dense skull. While there yet remains the prospect of a git to give a good kicking, it takes a blow of truly phenomenal strength to even give the Ork pause.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ORKS unit from your army (excluding GROTS, MONSTER and VEHICLE units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
MOB RULE
1CP
War Horde – Battle Tactic Stratagem
The more Orks that gather in one place the more the Waaagh! energy flows, and the more fearless they all become.
WHEN: Your Command phase.

TARGET: One MOB unit from your army that contains 10 or more models and is not Below Half-strength.

EFFECT: Select one friendly Battle-shocked ORKS INFANTRY unit within 6" of that MOB unit. That ORKS INFANTRY unit is no longer Battle-shocked.
ERE WE GO
1CP
War Horde – Battle Tactic Stratagem
Even Orks can put on a surprising turn of speed when the promise of a good face-to-face fight is in the offing.
WHEN: Start of your Movement phase.

TARGET: One ORKS INFANTRY unit from your army.

EFFECT: Until the end of the turn, add 2 to Advance and Charge rolls made for your unit.

Da Big Hunt

Detachment Rule

Da Hunt Is On

Spying the largest or most dangerous threats on the battlefield - besides the Orks themselves - Beast Snaggas chase them down with gleeful enthusiasm, mobs racing each other to claim the kill and to snag a worthy trophy with which to proclaim their status as the warband’s greatest hunters. Until, that is, the easily distracted ladz notice their next quarry.

At the start of your Command phase, select one MONSTER, VEHICLE or WARLORD unit from your opponent s army. If your opponent does not have any of these on the battlefield (or embarked within a TRANSPORT that is on the battlefield), you can select one CHARACTER unit from your opponent’s army instead. Until the start of your next Command phase, that enemy unit is your Prey:
  • Each time a BEAST SNAGGA unit from your army declares a charge that includes your Prey as one of the targets, you can re-roll the Charge roll.
  • Each time a BEAST SNAGGA model from your army makes an attack that targets your Prey, improve the Armour Penetration characteristic of that attack by 1.

Enhancements

  • Glory Hog 30 pts

Obsessed with being the first to make a kill, this hunter spurs his unruly mount ahead of the warband, coaxing his mob to follow him with the explicit threat of feeding them to his squigosaur if they don’t keep up.

BEASTBOSS ON SQUIGOSAUR model only. Models in the bearer’s unit have the Scouts 9" ability.

  • Proper Killy 15 pts

This Beast Snagga is an unstoppable engine of destructive butchery who has left the brutalised corpses of his huge prey piled in his wake on world after world.

BEAST SNAGGA model only. Add 1 to the Damage characteristic of melee weapons equipped by the bearer.

  • Skrag Every Stash! 25 pts

Successful hunt leaders are never short of a kunnin' plan to flush out the prey. This sneaky git has mastered the art of ransacking whatever the prey values, luring the quarry in to retaliate or else ensuring they’re cornered, with no bolthole or gear to fall back on.

BEAST SNAGGA model only. At the end of your Command phase, if the bearer is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.

  • Surly as a Squiggoth 20 pts

With a lifetime of leading notoriously deadly Beast Snagga hunts behind them, and gnarled hides thicker than Battlewagon armour, this Ork and his favoured Boyz have survived blows that would fell a Gargant.

BEASTBOSS ON SQUIGOSAUR model only. While the bearer is leading a unit, each time an attack targets that unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll.


Stratagems

DRAG IT DOWN
1CP
Da Big Hunt – Battle Tactic Stratagem
Beast Snaggas have many tales of the times they took on the biggest prey, clobbering them with so many blows that what was left was a crumpled mass of broken hide and squished innards.
WHEN: Fight phase.

TARGET: One BEAST SNAGGA unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. In addition, each time a model in your unit makes a melee attack that targets your Prey, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.
UNSTOPPABLE MOMENTUM
1CP
Da Big Hunt – Strategic Ploy Stratagem
Smasha squigs are essentially battering rams on legs. Driven on by the squighogs piling in behind them, they plunge headlong into the foe, trampling one after the next.
WHEN: Your Charge phase, just after a BEAST SNAGGA MOUNTED unit from your army ends a Charge move.

TARGET: That BEAST SNAGGA unit.

EFFECT: Select one enemy unit within Engagement Range of your unit and roll one D6 for each model in your unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). If that enemy unit is your Prey, roll three additional D6.
DAT ONE’S EVEN BIGGA!
1CP
Da Big Hunt – Strategic Ploy Stratagem
When bigger prey is sighted, nothing can keep a mob of Beast Snaggas from it. A great hunting chant erupts, and lesser gitz are swiftly forgotten in the enthusiastic impetus to pile into a bigger challenge.
WHEN: Your Charge phase.

TARGET: One BEAST SNAGGA unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to charge in a turn in which it Advanced or Fell Back, provided one of the targets of that charge is your Prey.
WHERE D’YA FINK YOU’RE GOING?
1CP
Da Big Hunt – Strategic Ploy Stratagem
Beast Snagga victims often make a break for it before the Orks have had their fill of fighting. With a roar, the Orks immediately give chase, or else lose interest and lunge after other potential trophies.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Fall Back move.

TARGET: One BEAST SNAGGA INFANTRY or BEAST SNAGGA MOUNTED unit from your army that was within Engagement Range of that enemy unit at the start of the phase.

EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6".
STALKIN’ TAKTIKS
1CP
Da Big Hunt – Battle Tactic Stratagem
There is no hiding a Beast Snagga stampede, but the more agile amongst the hunters know how to evade the worst of an unsporting prey’s dakka.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One BEAST SNAGGA INFANTRY or BEAST SNAGGA MOUNTED unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a ranged attack targets your unit, models in your unit have the Benefit of Cover against that attack. In addition, if your unit has the INFANTRY keyword, until the end of the phase, models in your unit have the Stealth ability.
INSTINCTIVE HUNTERS
1CP
Da Big Hunt – Strategic Ploy Stratagem
With a keen eye for tracking their prey, especially kunnin' Beast Snaggas will circle round the hunt site to ambush the luckless gitz from another angle.
WHEN: End of your opponent’s Fight phase.

TARGET: One BEAST SNAGGA unit from your army that is not within Engagement Range of one or more enemy unit.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.

Kult of Speed

Detachment Rule

Adrenaline Junkies

If there is one thing Speed Freeks love more than racing full tilt towards the enemy, smashing into them and pulling hair pin turns to do it all again, it is loosing incredible amounts of noisy, chugging dakka as they do so.

SPEED FREEKS units from your army are eligible to shoot in a turn in which they Advanced or Fell Back.

Enhancements

  • Fasta Than Yooz 35 pts

The thrill-seeking Orks at the head of Speed Freeks warbands lead their Kult of Speed brethren right into enemy lines, leaping from speeding Trukks and Battlewagons if need be to plunge into the fight.

ORKS INFANTRY model only. Each time the bearer’s unit disembarks from a TRANSPORT after that TRANSPORT has made a Normal move, the bearer’s unit is still eligible to declare a charge this turn.

  • Speed Makes Right 25 pts

This Orks adrenaline-addled mind lurches from one insight to the next, a bone-shaker whose engine only fires on all cylinders when he is in the thick of the fighting. Once there, however, it revs into overdrive.

ORKS model only. In your Command phase, if the bearer (or a TRANSPORT the bearer is embarked within is within 9" of one or more enemy units, roll one D6: on a 3+, you gain 1CP.

  • Squig-hide Tyres 15 pts

Scaly squig-hide is the perfect material for fast and grippy tyres, able to provide traction even in the mire of blood, guts and oil left over from most Speed Freekfights.

DEFFKILLA WARTRIKE model only. Each time a model in the bearer’s unit makes a Consolidation move, it can move up to 6" instead of up to 3".

  • Wazblasta 10 pts

This warlord’s fanatical devotion to speed is such that he cannot stand being anywhere other than in the hear, of the action and he pushes the ladz around him to crank their throttles in order to close the distance with the enemy as soon as possible.

DEFFKILLA WARTRIKE model only. In your Shooting phase, after the bearer’s unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, it is not eligible to declare a charge.


Stratagems

SPEEDIEST FREEKS
1CP
Kult of Speed – Strategic Ploy Stratagem
Speed Freeks are often just blurs of vehicular mayhem that prove difficult to land a blow on.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One SPEED FREEKS or TRUKK unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have a 5+ invulnerable save. If your unit is a VEHICLE unit with an unmodified Toughness characteristic of 8 or less, until the end of the phase, models in your unit have a 4+ invulnerable save instead.
SQUIG FLINGIN’
1CP
Kult of Speed – Strategic Ploy Stratagem
Speed Freeks live in their vehicles, so it's no surprise to find small squigs lurking in some compartments. A few are vicious, and entertaining, enough to be worth lobbing into nearby enemies to cause anarchy.
WHEN: Your Movement phase, just after a SPEED FREEKS or TRUKK unit from your army ends a Normal, Advance or Fall Back move.

TARGET: That SPEED FREEKS or TRUKK unit.

EFFECT: Select one enemy unit within 9" of your unit. That enemy unit must take a Battle-shock test and, when doing so, subtract 1 from the result.
DAKKASTORM
1CP
Kult of Speed – Battle Tactic Stratagem
Often all an enemy will see of a Kult of Speed is a blur as they speed by, all guns blazing.
WHEN: Your Shooting phase.

TARGET: One SPEED FREEKS unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. While targeting a unit within 9", they have the [SUSTAINED HITS 2] ability instead.

RESTRICTIONS: A unit cannot be targeted by this and the Blitza Fire Stratagem in the same phase.
BLITZA FIRE
1CP
Kult of Speed – Battle Tactic Stratagem
Fiercely gripping the trigger, with a manic grin as they close on their foes, Speed Freeks fire so many rounds that some just have to find a weak spot.
WHEN: Your Shooting phase.
TARGET: One SPEED FREEKS unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability and, each time a model in your unit makes an attack that targets a unit within 9", a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.

RESTRICTIONS: A unit cannot be targeted by this and the Dakkastorm Stratagem in the same phase.
FULL THROTTLE!
1CP
Kult of Speed – Battle Tactic Stratagem
When racing buggies and warbikes charge at full pelt, the power behind their crews’ assault is so great that they can smash through the enemy.
WHEN: Your Charge phase, just after a SPEED FREEKS unit from your army ends a Charge move.

TARGET: That SPEED FREEKS unit.

EFFECT: Until the end of the turn, each time a model in your unit makes a melee attack, add 1 to the Wound roll.
MORE GITZ OVER ’ERE!
1CP
Kult of Speed – Strategic Ploy Stratagem
Sometimes new targets that emerge are just too juicy to ignore.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One SPEED FREEKS unit from your army that is within 9" of that enemy unit and is not within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Normal move of up to 6".

Dread Mob

Detachment Rule

Try Dat Button!

Inventive Meks wire all manner of kustomised gubbinz, suspicious extras and inviting big red buttons to weapons or into the cockpits of their clanking kan creations. Eager Orks are always enthusiastic to try out such random innovations to see what sort of destruction they can cause. Sometimes this can be risky, but that’s half the fun!

Each time a MEK, ORKS WALKER or GROTS VEHICLE unit from your army is selected to shoot or fight, roll one D6. Until the end of the phase, weapons equipped by models in that unit have the corresponding ability shown in the table below.
D6BUTTON EFFECT
[SUSTAINED HITS 1] ability.
[LETHAL HITS] ability.
Each time an attack is made with this weapon, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 2.

Alternatively, when such a unit is selected to shoot or fight, you can select one of the abilities above instead of rolling the D6. If you do, until the end of the phase, weapons equipped by models in that unit have the [HAZARDOUS] ability as well.

If a weapon equipped by a model from you army has the [HAZARDOUS] ability from multiple sources, each time you take a Hazardous test for that weapon, it is failed on a roll of a 1 or a 2.

KEYWORDS

GRETCHIN units from your army gain the BATTLELINE keyword.

Enhancements

  • Gitfinder Googlez 10 pts

By squinting hard through the mismatched lenses of these goggles, even the sneakiest git can be pinpointed.

MEK model only. Ranged weapons equipped by models in the bearer’s unit have the [ignores cover] ability.

  • Press It Fasta! 35 pts

Impatient for better results, this Mek is an avid advocate of the theory that smashing buttons and cranking dials faster makes kustom guns more shooty.

MEK model only. Each time the bearer’s unit is selected to shoot, when rolling to determine which ability that unit’s weapons gain from the Try Dat Button! Detachment rule, roll one additional D6: until the end of the phase, ranged weapons equipped by models in that unit gain both Button Effects generated by those rolls. If a duplicate Button Effect is rolled, it has no additional effect.

  • Smoky Gubbinz 15 pts

This loud, fume-belching device wreathes the bearer and his mates in a thick bank of smoke. This is hard for the enemy to see through, but has little detriment on the Orks’ own accuracy.

MEK model only. Models in the bearer’s unit have the Stealth ability.

  • Supa-glowy Fing 20 pts

The Mek cobbled together this strange device in a flash of feverish inventin’. He isn’t sure what it does - and it glows weirdly - but he proudly carries it to battle, eager to know what its big switch will do this time.

MEK model only. In your Command phase, select one enemy unit within 18" of and visible to the bearer, then roll one D6: on a 1-2, that enemy unit must take a Battle-shock test; on a 3-4, that enemy unit suffers D3 mortal wounds; on a 5-6, until the start of your next Command phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll.


Stratagems

KLANKIN’ KLAWS
1CP
Dread Mob – Battle Tactic Stratagem
The krews of a Mek’s stompiest contraptions revel in ripping apart anything they can get their kiaws on, heedless of the damage done to their own gubbinz.
WHEN: Fight phase.

TARGET: One ORKS WALKER unit from your army that has not been selected to fight this phase.

EFFECT: Each time you use this Stratagem, you can choose to push it. Until the end of the phase, add 2 to the Strength characteristic of melee weapons equipped by models in your unit and, if you chose to push it, until the end of the phase, add 1 to the Damage characteristic of those weapons and they have the [HAZARDOUS] ability as well.
SUPERFUELLED BOILER
1CP
Dread Mob – Strategic Ploy Stratagem
By pushing their engines past any sane level, Ork combat walkers can build terrifying momentum.
WHEN: Your Movement phase, just after an ORKS WALKER unit from your army has been selected to Advance.

TARGET: That ORKS WALKER unit.

EFFECT: Until the end of the turn, you can re-roll Advance rolls made for your unit and ranged weapons equipped by models in your unit have the [ASSAULT] ability.
BIGGER SHELLS FOR BIGGER GITZ
1CP
Dread Mob – Battle Tactic Stratagem
Stashes of extra speshul ammo provided by the Meks are often expended on rival monstrosities.
WHEN: Your Shooting phase.

TARGET: One MEK, ORKS WALKER or GROTS VEHICLE unit from your army that has not been selected to shoot this phase.

EFFECT: Each time you use this Stratagem, you can choose to push it. Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE, add 1 to the Wound roll. If you chose to push it, add 1 to the Damage characteristic of that attack and, until the end of the phase, ranged weapons equipped by models in your unit have the [HAZARDOUS] ability as well.
DAKKA! DAKKA! DAKKA!
1CP
Dread Mob – Battle Tactic Stratagem
Orks have a tendency to hold the trigger down until their weapon stops firing, falls apart or misfires.
WHEN: Your Shooting phase.

TARGET: One ORKS WALKER or GROTS VEHICLE unit from your army that has not been selected to shoot this phase.

EFFECT: Each time you use this Stratagem, you can choose to push it. Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1. If you chose to push it, you can re-roll the Hit roll instead and, until the end of the phase, ranged weapons equipped by models in your unit have the [HAZARDOUS] ability as well.
CONNIVING RUNTS
1CP
Dread Mob – Strategic Ploy Stratagem
A Gretchin’s lot is often a wretched one, and the spiteful zoggers will take any chance to cause pain and mischief using sneaky traps before legging it.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One GRETCHIN unit from your army that is within 9" of that enemy unit and not within Engagement Range of any enemy units.

EFFECT: Roll one D6: on a 4+, that enemy unit suffers D3+1 mortal wounds. Your unit can then make a Normal move.
EXTRA GUBBINZ
1CP
Dread Mob – Battle Tactic Stratagem
The Meks' creations can afford to have all manner of useless junk blasted from them with little effect.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ORKS WALKER or GROTS VEHICLE unit from your army (excluding TITANIC units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.

Green Tide

Detachment Rule

Mob Mentality

Caught up in the infectious and nigh supernatural belligerence that suffuses such large hordes of Orks on the warpath, the Boyz tend to push through lethal wounds, being too immersed in the energetic riot to worry about such things as long as they have a load of mates to enjoy the fight with.

Each time an attack targets a BOYZ unit from your army, models in that unit have a 6+ invulnerable save against that attack. Each time an attack targets a BOYZ unit from your army that contains 10 or more models, models in that unit have a 5+ invulnerable save against that attack.’

Enhancements

  • Bloodthirsty Belligerence 15 pts

Buoyed on by his chanting ladz and eager to smash into his enemies first, this boss leads the way, racing towards one fight after the next.

ORKS INFANTRY model only. While the bearer is leading a unit, you can re-roll Advance rolls made for that unit. While that unit contains 10 or more models, you can re-roll Charge rolls made for that unit as well.

  • Brutal But Kunnin’ 25 pts

What tactics occasionally pop into this Orks head revolve purely around throwing as many Boyz into the enemy’s face as possible.

ORKS INFANTRY model only. In your Command phase, if the bearer is on the battlefield (or is embarked within a TRANSPORT that is on the battlefield), roll one D6, adding 2 to the result if the bearer’s unit contains 10 or more models: on a 5+, you gain 1CP.

  • Ferocious Show Off 10 pts

This brutal fighter is even more dangerous with a raucous audience of chanting Orks as he displays his violent abilities as a warning to all.

ORKS INFANTRY model only. Each time the bearer fights, while resolving those attacks, add 1 to the Strength characteristic of the bearers melee weapons. If the bearer’s unit contains 10 or more models, while resolving those attacks, add 3 to the Strength characteristic instead.

  • Raucous Warcaller 20 pts

This hulking boss is a focal point of violent enthusiasm. Orks flocking to his bosspole feel emboldened, the boss exuding an energetic dynamism that keeps his ladz at the height of rampaging excitement.

ORKS INFANTRY model only. While the bearer is leading a unit, that unit always counts as containing 10 or more models for the purposes of your Detachment rule and any Stratagems you use.


Stratagems

COMPETITIVE STREAK
1CP
Green Tide – Battle Tactic Stratagem
Galvanised by the rest of their mates fighting around them, Orks will redouble their efforts to outdo each other.
WHEN: Fight phase.

TARGET: One BOYZ unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If your unit contains 10 or more models, re-roll the Wound roll instead.
BULLDOZER BRUTALITY
1CP
Green Tide – Battle Tactic Stratagem
In the massive fights that Orks enjoy, the only way to ensure a slice of the action is to bludgeon a path through the press to get a hand on the enemy.
WHEN: Fight phase.

TARGET: One BOYZ unit from your army that has not been selected to fight this phase and is within Engagement Range of one or more enemy units.

EFFECT: Until the end of the phase, each time your unit is selected to fight, when determining which models in your unit are eligible to fight, any models in your unit that are within 3" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3" of them and within Engagement Range of their unit.
BRAGGIN’ RIGHTS
1CP
Green Tide – Strategic Ploy Stratagem
With volleys of wagers, threats, insults, dung and the occasional hurled rock, mobs of Orks bolster each other’s spirits in the most Orky ways possible.
WHEN: Your Command phase.

TARGET: Two BOYZ units from your army that are within 6" of each other.

EFFECT: Until the start of your next Command phase, while those two units are within 6" of each other, they both count as containing 10 or more models for the purposes of your Detachment rule, any Enhancements models from your army have and any Stratagems you use.
COME ON LADZ!
1CP
Green Tide – Strategic Ploy Stratagem
Orks are drawn to conflict and constantly race into battle at the merest hint of violence.
WHEN: Your Command phase.

TARGET: One BOYZ unit from your army.

EFFECT: Return up to D3+2 destroyed models to your unit (excluding CHARACTER models).
TIDE OF MUSCLE
1CP
Green Tide – Epic Deed Stratagem
Once a horde of Orks get a sight of the foe, nothing can stop them.
WHEN: Your Charge phase.

TARGET: One BOYZ unit from your army that has not declared a charge this phase.

EFFECT: Until the end of the phase, each time your unit declares a charge, add 1 to the Charge roll and, if your unit contains 10 or more models, you can re-roll the Charge roll.’
GO GET ’EM!
1CP
Green Tide – Strategic Ploy Stratagem
Keeping Orks at arm’s length and pummelling them with as much firepower as possible is often the safest tactic for their victims. Unfortunately, it can also draw their attention and give them the urge to re-educate the gitz in the joys of up-close savagery.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One BOYZ unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: After the attacking unit has shot, your unit can make a Go Get ’Em! move. To do so, roll one D6: each model in your unit can move a distance in inches up to the result, but your unit must end that move as close as possible to the closest enemy unit. When doing so, those models can be moved within Engagement Range of that enemy unit. If your unit contains 10 or more models, you can re-roll the D6 to determine how far your unit can move.

Bully Boyz

Detachment Rule

Da Boss Is Watchin’

Gathered together into an all-conquering mass of hulking brutes, the biggest Nobz and their even larger bosses are - or so they claim - more Orky than anyone else. Their bellowed war cries are louder, their self-belief, impetus and sheer presence an affront to the senses. Theirs is a violent momentum that can roll through entire enemy armies in an unrelenting wave of aggression.

At the start of a battle round in which you have not called a Waaagh!, if you have one or more WARBOSS models on the battlefield (or embarked within a TRANSPORT that is on the battlefield), you can call a Waaagh! for a second time this battle. When doing so, that second Waaagh! only counts as having been called for WARBOSS, NOBZ and MEGANOBZ units from your army.

Enhancements

  • Big Gob 20 pts

This warlords bellowing war cry is so loud that it can be heard over the thickest of fighting, rolling outwards in a terrifying bestial roar.

INFANTRY WARBOSS model only. At the start of the Fight phase, select one enemy unit within Engagement range of the bearer. That unit must take a Battle-shock test, and when doing so, subtract 1 from the result.

  • Da Biggest Boss 15 pts

The bigger the Waaagh!, the bigger the boss must be to exert control. This Ork has countless huge battles under his belt and has grown in stature and aggression to match.

INFANTRY WARBOSS model only. Add 2 to the bearer’s Wounds characteristic.

  • ’Eadstompa 10 pts

A solid slab of muscle and aggression, this Ork is living embodiment of the undeniable truth of his enemies’ inferiority.

INFANTRY WARBOSS model only. Each time the bearer makes an attack that targets a unit that is below its Starting Strength, re-roll a Wound roll of 1. If that unit is Below Half-strength, you can re-roll the Wound roll instead.

  • Tellyporta 25 pts

Nothing shocks the enemy like an angry mob of the biggest and surliest Orks imaginable suddenly appearing in a blast of green lightning!

WARBOSS IN MEGA ARMOUR model only. Models in the bearer’s unit have the Deep Strike ability.


Stratagems

ARMED TO DATEEF
1CP
Bully Boyz – Battle Tactic Stratagem
Nobz load themselves with all manner of weapons in shows of wealth and influence, enabling them to smash the foe with a ceaseless barrage of attacks.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One NOBZ or MEGANOBZ unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1. If a Waaagh! is active for your unit, you can re-roll the Hit roll instead.
TOO ARROGANT TO DIE
1CP
Bully Boyz – Strategic Ploy Stratagem
With bone-headed arrogance, Nobz will carry on killing before their deaths finally register.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One NOBZ or MEGANOBZ unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not shot or fought this phase, roll one D6, adding 2 to the result if a Waaagh! is active for your unit. On a 5+, do not remove the destroyed model from play; it can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play.
ALWAYS LOOKIN’ FER A FIGHT
1CP
Bully Boyz – Strategic Ploy Stratagem
As one enemy falls to the choppas of a battle-hungry mob of Nobz, they immediately seek out more.
WHEN: Fight phase, just after an enemy unit is destroyed.

TARGET: One NOBZ or MEGANOBZ unit from your army that destroyed that enemy unit.

EFFECT: Until the end of the phase, each time your unit makes a Consolidation move, it can move up to D3+3" instead of up to 3". If a Waaagh! is active for your unit, it can move up to 6" instead.
CRUSHING IMPACT
1CP
Bully Boyz – Epic Deed Stratagem
When a thundering mob of hulking Ork Nobz stampedes into the foe, their crushing momentum is a lethal weapon by itself.
WHEN: Your Charge phase, just after a NOBZ or MEGANOBZ unit from your army ends a Charge move.

TARGET: That NOBZ or MEGANOBZ unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). If a Waaagh! is active for your unit, that enemy unit suffers 1 mortal wound for each 4+ instead.
CUT’EM DOWN
1CP
Bully Boyz – Battle Tactic Stratagem
Furious with any snivelling gitz who attempt to back away from a good fight, Nobz will ruthlessly hack them apart as they turn to flee.
WHEN: Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back.

TARGET: One NOBZ or MEGANOBZ unit from your army within Engagement Range of that enemy unit.

EFFECT: When that enemy unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if a Waaagh! is active for your unit, subtract 1 from each of those tests.
HULKING BRUTES
1CP
Bully Boyz – Battle Tactic Stratagem
The sheer aggressive contempt advancing Nobz project, not to mention their thick skulls and ‘eavy armour, make them a terrifying prospect for foes desperately trying to gun them down.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One NOBZ or MEGANOBZ unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles that are bespoke to ORKS units.

This section contains the following rules:

LAUNCHING THE WAAAGH!
Your ORKS Crusade force will grow larger and more dangerous as your campaign goes on - but with that, it will also get out of hand! Orky Ructions await you, but so too does the magnificent power of an Ork Waaagh! tearing across the galaxy.

AGENDAS
Orks units can attempt to achieve unique Agendas in addition to those found in other publications. These represent the factions goals and their particular methods of waging war.

REQUISITIONS
ORKS armies have access to a number of bespoke Requisitions in addition to those found in other publications.

BATTLE TRAITS
As they gain experience, Orks units in your Crusade force can be given one of the Battle Traits in this section instead of one presented elsewhere.

KUSTOM JOBS
As your Waaagh! grows, you gain access to kustom Battle Traits to enhance ORKS VEHICLES.

CRUSADE RELICS
In addition to the Crusade Relics presented in other Crusade publications, ORKS CHARACTER models can claim one of the Crusade Relics.

BESTEST BOSSLOOT
As well as their Crusade Relics, your Waaagh!boss can gain unique Crusade Relics as your Waaagh! grows, unavailable to other CHARACTERS.

CRUSADE BADGES
Here you will find three Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once you have achieved one, you could set yourself a new goal, or take the opportunity to start a new Crusade force.

Launching The WAAAGH!

The Orks’ infamous war cry takes on another meaning as a mass of Ork warbands begins to assimilate into a Waaagh!. Led by a single Waaagh!Boss, a Waaagh! has the potential to conquer enemy fleets, whole worlds, entire systems and more. As the Waaagh! grows, the Orks’ resources become more plentiful, their hordes more deadly, and the biggest and baddest rise to the top. Yet as a Waaagh! swells in size, it can also become less predictable, as described in the Orky Ructions section.

Waaagh!Boss

When you create your Order of Battle, select one WARBOSS unit from your Crusade force to be your WAAAGH!BOSS. That unit gains the WAAAGH!BOSS keyword, which allows it to take unique upgrades and interact with various other Ork Crusade rules. If your WaaaghIboss is removed from your Order of Battle (e.g. due to receiving too many Battle Scars), your Crusade force loses 20 Stompin’ points, and you must select another WARBOSS unit from your Crusade force to be your WAAAGH!BOSS (adding one to your Order of Battle if it does not already include one).

Tracking Stompin’ Points

Stompin’ points are an indicator of the size of your Waaagh!, and the more your Crusade force has, the more unique features you can access. They can be gained through specific events and actions you take, as well as through rules such as Crusade Relics and Requisitions. Keep a tally of your Stompin’ points as you participate in battles and grow your Order of Battle. The standard methods of increasing your Crusade force’s Stompin’ points, and by how much, are listed below.

+1
Stompin’ Points
Each time you increase your Supply Limit
+2
Stompin’ Points
Each time you win a battle
+2
Stompin’ Points
Each time you destroy the enemy WARLORD in a battle
+5
Stompin’ Points
Each time an ORKS CHARACTER unit from your Crusade force reaches Legendary rank

Stage Of The WAAAGH!

As you gain Stompin’ points, you move through Waaagh! stages that are approximate measurements of the size of your roving warband. Progressing through these stages allows for access to various new bonuses and other rules, including the possibility of suffering Orky Ructions as your Crusade force gets out of hand. The effects of each stage are listed below, as well as how many Stompin’ points are required to enter that stage.

Stage 1: Gathering WAAAGH!

The ambitions of one visionary or especially bloodthirsty individual draw Orcs together into a growing amalgamation of gleeful violence.

0-9
Stompin’ Points

Stage 2: Escalating WAAAGH!

The Waaagh! begins to span entire worlds, as rivalries between mobs, clans and entire tribes drive competition to unleash ever greater destruction.

  • Stompin’ Points: After each battle, gain l Stompin’ point.
  • Orky Ruction: After each battle, take a Ruction test, subtracting 1 from the result if you lost that battle.
  • Kustom Jobs: You can apply one Kustom Job to an ORKS VEHICLE units from your Order of Battle using the Kustom Job Requisition.
10-24
Stompin’ Points

Stage 3: Thunderous WAAAGH!

The Orks mass in numbers that swell with a roar like a savage ocean.

  • Stompin’ Points: After each battle, gain 2 Stompin’ points.
  • Orky Ruction: After each battle, take a Ruction test, subtracting 1 from the result if you lost that battle.
  • Kustom Jobs: You can apply one Kustom Job to an ORKS VEHICLE units from your Order of Battle using the Kustom Job Requisition.
  • Bestest Bossloot: Your WAAAGH!Boss can be given one Bestest Bossloot Crusade Relic.
25-49
Stompin’ Points

Stage 4: All-Conquering WAAAGH!

Only an Ork of supreme strength can keep the largest Waaagh! on course.

  • Stompin’ Points: You no longer gain Stompin’ Points. The Waaagh! is as big as it gets; try to hold on!
  • Orky Ruction: After each battle, take a Ruction test, subtracting 2 from the result if you lost that battle.
  • Kustom Jobs: You can apply one Kustom Job to an ORKS VEHICLE units from your Order of Battle using the Kustom Job Requisition.
  • Bestest Bossloot: Your WAAAGH!Boss can be given one Bestest Bossloot Crusade Relic.
  • Massive Waaagh!: After each battle, your Crusade force gains 2 Requisition points instead of 1. Additionally, you can select one additional unit to be Marked for Greatness after each battle.
50+
Stompin’ Points

Orky Ructions

When a Waaagh! forms, two things are certain: it will cause immense destruction, and it will be fraught with infighting, risk-taking and unpredictable calamities. After a battle, if your Waaagh! is at Stage 2 or higher, you must take a Ruction test. To do so, take a Leadership test using your WAAAGH!Boss’ Leadership characteristic, applying any modifier that may apply based on your current Waaagh! stage. If that test is passed, nothing happens. Otherwise:
  • If that test is failed but no double was rolled: You must choose either for your Crusade force to suffer a Minor Ruction (see Minor Ructions table below), or reduce your Stompin’ points by 10.
  • If that test is failed on a double (e.g. double 1, double 2): You must choose either for your Crusade force to suffer a Major Ruction (see Major Ructions table below), or reduce your Stompin’ points by 15.

Minor Ructions
D6

Minor Ructions
If your Crusade force suffers a Minor Ruction, roll one D6 and apply the relevant Minor Ruction below. If it is not possible to apply that Minor Ruction, re-roll the result.
UNRULY MOBS
Select two ORKS INFANTRY units from your Order of Battle with the lowest XP, then roll one D6 for each of those units (re-rolling duplicate results): the unit you roll higher for gains 2XP; the other unit must take an Out of Action test.
RECKLESS MEKS
Select one ORKS VEHICLE unit from your Order of Battle. Treat that unit as if it had just failed an Out of Action test. You can then select one MEK unit from your Order of Battle to gain 2XP.
IMPATIENT IRRITABILITY
During your next battle, until you use the Waaagh! army rule, reduce the Leadership characteristic of ORKS units from your Crusade army by 1.
THIEVIN' GITS
Select one ORKS CHARACTER model from your Order of Battle that has an Enhancement or Crusade Relic, then select one of those Enhancements or Crusade Relics. Until the end of the next battle, that model cannot use that Enhancement or Crusade Relic. If you win the battle, that CHARACTER model gains 3XP.
ROWDY YOOFS
The next time you purchase the Increase Supply Limit Requisition, it costs 1 additional Requisition point.
CONFRAZZLED BY MIND MONSTERS
During your next battle, at the start of the battle round, ORKS PSYKER units from your Crusade army that start your Command phase on the battlefield must take a Battle-shock test, even if their unit is not Below Half-strength. After the battle, each ORKS PSYKER unit from your Crusade army that is not destroyed gains 3XP.

Major Ructions
D6

Major Ructions
If your Crusade force suffers a Major Ruction, roll one D6 and apply the relevant Major Ruction below. If it is not possible to apply that Major Ruction, re-roll the result. Each Major Ruction can only occur once per Waaagh! stage, but if you regress to an earlier stage in which that Major Ruction previously occurred, it can occur again.
RUCKUS IN DA RANKS
Select one ORKS INFANTRY unit from your Order of Battle; that unit gains one Battle Scar.
EXTERNAL COMBUSTION TEST
Select one ORKS VEHICLE unit from your Order of Battle; that unit gains one Battle Scar.
LAST BOSS STANDIN’
Select two ORKS CHARACTER units from your Order of Battle, then roll one D6 for each of those units, adding 2 to the result if the unit being rolled for is your Waaagh!boss (re-rolling duplicate results): the unit you roll higher for gains 3XP; the other unit gains D3 Battle Scars.
UNSTABLE DISCHARGE
Select one of the following to apply:
FIZZLIN’ MOMENTUM
During your next battle, you cannot use the Waaagh! army rule in the first or second battle rounds.
LOST IN DA WARP
Reduce your Requisition points to 0. If your number of Requisition points is already 0, reduce your Stompin’ points by 10 instead.

Agendas

If your Crusade army includes any ORKS units, you can select Agendas from those presented here.

SCRAP ’EM

Many Meks see enemy heavy-armour formations not as a formidable foe, but as a treasure trove, waiting to be plundered.

At the end of the battle, each ORKS unit from your Crusade army that is within Engagement Range of one or more enemy VEHICLES and/or destroyed one or more enemy VEHICLE models with a melee attack during the battle gains 1XP. If one or more MEK units from your Crusade army gain XP from this Agenda, your Crusade force gains 2 Stompin’ points.
SHOW ’EM HOW IT’S DONE

Its important for even the most cerebral of Warbosses to get stuck in and show the ladz how tough he is, just to make sure none of them get any ideas about replacing him. Enemy commanders and war machines are valuable targets in demonstrating that he is just as ‘killy’ as ever.

Each time your WARLORD model destroys an enemy CHARACTER, MONSTER or VEHICLE unit, it gains 2XP (or 3XP instead if that WARLORD model is your WaaaghIboss).
SKRAG DA KILLIEST GITZ

Keen to show off, Orks often make a beeline for the flashiest and most dangerous enemies around.

At the start of the battle, select the unit from your opponent’s Crusade army that has the highest points value (if one or more are tied for the highest points value, your opponent selects one). Until the end of the battle, that enemy unit is Da Killiest Gitz.

Each time Da Killiest Gitz unit is reduced to Below Half-strength as a result of an attack made by an ORKS unit from your army, that ORKS unit gains 3XP. If an ORKS unit from your Crusade army destroys Da Killiest Gitz, that unit gains 3XP. At the end of the battle, if Da Killiest Gitz unit is destroyed, your Crusade force gains 3 Stompin’ points.
OVERWHELMING AGGRESSION

Orks are known to swarm the battlefield in great waves. To their foes, it can seem as though their hordes stretch over the horizon.

At the end of the battle, for each table quarter, if there are more ORKS units from your Crusade army wholly within that table quarter than there are units from your opponent’s Crusade army wholly within it, you can select one of those units from your Crusade army. Each of those selected units gains 2XP. If you are able to select an ORKS unit from each table quarter for this Agenda, your Crusade force gains 2 Stompin’ points.

Requisitions

If your Crusade army includes any ORKS units, you can spend Requisition points (RPs) on any of the following Requisitions.

DOK'S ORDERS1RP

Ork physiology is incredibly resilient and even possessed of some regenerative properties. Often, though, the only thing that will make an Ork feel better is to embark on an unremitting rampage.

Purchase this Requisition after your WAAAGH!Boss gains a Battle Scar. During the next battle in which your WAAAGH!BOSS is part of your Crusade army, if its unit destroys one or more enemy units, your WAAAGH!BOSS gains 2XP. If one or more of those destroyed enemy units were MONSTER or VEHICLE units, your WAAAGH!BOSS gains an additional 2XP. At the end of that next battle, if you won that battle and your WAAAGH!BOSS gained 4XP from this Requisition, you can do one of the following:
  • Remove the Battle Scar your WAAAGH!BOSS gained just before you purchased this Requisition.
  • Your WAAAGH!BOSS gains an additional 5XP.
TIME FOR NEW GEAR1RP

Whether obsessed with new and more impressive wargear or needing to replace weapons and armour that have failed to stand up to the Ork’s more aggressive tendencies, the biggest bosses make sure they have the best gear for the fights to come.

Purchase this Requisition when you add a new WARBOSS unit to your Order of Battle. Remove your WAAAGH!BOSS from your Order of Battle. The new WARBOSS unit starts with the same number of XP as that WAAAGH!BOSS, and gains the appropriate number of Battle Honours for its rank. That new WARBOSS unit is now your WAAAGH!BOSS and gains the WAAAGH!BOSS keyword. Using this Requisition does not cause you to lose 20 Stompin’ points for removing your WAAAGH!BOSS from your Order of Battle.
KUSTOM JOB2RP

Much of the scrap taken from enemy vehicles brings with it exciting new technology, ready to be adapted into original forms by the Mek. Many of these forms would undoubtedly give the original crafter nightmares, but their effectiveness cannot be denied.

Purchase this Requisition at any time, if your Order of Battle includes one or more MEK units. Select one VEHICLE unit from your Order of Battle that can gain a Battle Trait; that VEHICLE unit gains one Battle Trait from the Kustom Jobs section. If that unit has the maximum number of Battle Honours, you can replace one of its existing Battle Honours with a Kustom Job Battle Trait. Each VEHICLE unit can only have one Kustom Job Battle Trait at the same time.
BESTEST BOSSLOOT2RP

With the right threats or bribes - or a bit of both - Mekaniaks can be motivated to invent or improve some tasty bit of kit to make their boss even more dangerous.

Purchase this Requisition at any time, if your Order of Battle includes one or more MEK units. Your WAAAGH!Boss gains one Crusade Relic from the Bestest Bossloot section. If that unit has the maximum number of Battle Honours, you can replace one of its existing Battle Honours with a Bestest Bossloot Crusade Relic.

Battle Traits

When a ORKS unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.

MOUNTED UNITS
D6

RIDE 'EM DOWN

These lunatics have forked out handfuls of hard-earned teefto have their roaring mounts' speed boosted so as to ensure no cowardly enemies can get away.

Add 1 to Advance and Charge rolls made for this unit.
HIGH-SPEED DAKKA

Nothing fills these Orks with more of a thrill than unloading storms of shots into the enemy at full pelt.

Each time a model in this unit makes a ranged attack, add 1 to the Hit roll.
SMOG-BELCHAS

Plumes of exhaust and sprays of dust and chewed up dirt fill the air around these stampeding Orks, obscuring them - and their obscene gestures -from the enemy.

This unit gains the SMOKE keyword and, once per battle, you can target this unit with the Smokescreen Stratagem for 0CP.

MOB Units
D6

DED CHOPPY

These Orks show a great enthusiasm for battle, even above that of their warlike peers.

While the Waaagh! is active for your army, each time a model in this unit makes a melee attack, re-roll a Wound roll of 1.
BIONIK TARGETERS

These ladz have scrounged enough teef together for all manner of rangefinders, optiks, skopes and targetin’squigs that have been stitched, bolted or stapled into place to improve their aim.

Each time a model in this unit makes a ranged attack, add 1 to the Hit roll.
DAKKALADZ

These Orks have learned that if you pour enough firepower into the enemy, it makes the gitz less inclined to start any sneaky nonsense.

Once per battle, in your Shooting phase, when this unit is selected to shoot, it can use this ability. If it does, after it has shot, select one enemy unit hit by one or more of those attacks; that enemy unit must take a Battle-shock test
DED KEEN

These ladz can’t wait to get stuck into the enemy, leaping on any that come near in a surge of green muscle.

You can target this unit with the Heroic Intervention Stratagem for 0CP.
OPPORTUNISTIC

These ladz have an instinct for spotting valuable bits of loot. They swarm over likely sites, knowing which bits to bash and which bits to leave in one piece.

Once per battle, at the start of your Command phase, this unit can use this ability. If it does, until the end of the turn, add 1 to the Objective Control characteristic of models in that unit.
GNARLY SCARS

The ladz in this mob wear with pride their impressive array of horrific scars.

While an enemy unit is within Engagement Range of one or more units with this ability, worsen that unit’s Leadership characteristic by 1.

MEK AND BIG MEK MODELS
D6

BOSS MEK

This Mek always makes sure his customers' vehicles are in full working order, at least when he hands them back.

At the end of the battle, if this model was part of your Crusade army and is not destroyed, you can ignore one failed Out of Action test taken for an ORKS VEHICLE unit from your Crusade army - that test is treated as having been passed instead.
MEKANIKAL MEKANIAK

This Mek has conducted many experiments on his own body.

This model has a 5+ invulnerable save.

PAINBOY AND PAINBOSS MODELS
D6

RECYKLER

This Dok stalks the battlefield for 'spare parts' after the battle, ensuring transplants are conducted in a timely manner.

At the end of the battle, if this model was part of your Crusade army and is not destroyed, you can ignore one failed Out of Action test taken for an ORKS unit from your Crusade army (excluding VEHICLES) - that test is treated as having been passed instead.
BAD REPUTATION

This Dok has conducted plenty of surgery on himself. augmenting his body to fend off customers unhappy with the experimental cybork limbs they don't remember asking for.

This model has a 5+ invulnerable save.

Kustom Jobs

Kustom Jobs count as Battle Traits and follow the same rules as Battle Traits.

FORTRESS ON WHEELS

This vehicle is replete with so much additional armour and non-essential extras that landing a telling blow is almost impossible.

TRUKK or BATTLEWAGON model only. Add 1 to the Toughness characteristic of this model, and this model has a 5+ invulnerable save.
SHOOTIER GUNZ

Flared ammo feeds, squig-oiled rounds and increased rotary speeds ensure this vehicles guns are even shootier than its rivals'.

Each time this unit is selected to shoot, you can roll one D6: on a 1, until the end of the phase, ranged weapons equipped by models in this unit have the [hazardous] ability; on a 2-5, until the end of the phase, improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1; on a 6, until the end of the phase, improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1 and those weapons have the [IGNORES COVER] ability.
SHOKKA HULL

Rewired batteries ensure that careless enemies get a nasty surprise if they come too close.

In the Fight phase, each time an enemy unit is selected to fight, if this unit was selected as the target of one or more of the attacking unit’s attacks, after those after those attacks have been resolved, roll one D6: on a 4+, that enemy unit suffers D3 mortal wounds.
STOMPAMATIC PISTONS

Employing everything from steam-feeds to really big iron springs, these leg upgrades allow walkerz to put on a real burst of speed.

WALKER model only (excluding KILLA KANS).
  • Add 2" to this model’s Move characteristic.
  • Add 1 to Advance and Charge rolls made for this model.
FUNGUS-FUEL INJECTA

Fermented through entirely unstable processes by specialist brewboyz, potent fungal additives are kept in this thickly shielded injecta system. Just a drop can supercharge any Mek-built engine.

SPEED FREEKS unit only.
  • Add 2" to the Move characteristic of models in this unit.
  • Once per battle, you can target this unit with the Smokescreen Stratagem for 0CP.

Crusade Relics


Artificer Relics

BOSSPOLE

Space Marine helmets are the favoured trophy of many an Ork. They proclaim that the bearer has bested one of the finest warriors the Imperium has to offer, and also come in a variety of snazzy colours to collect.

Improve the Leadership characteristic of the bearer by 1. Once the bearer has participated in at least three battles during which its unit destroyed one or more ADEPTUS ASTARTES units, the bearer gains the following ability:
’Elmet Rack: Each time this model’s unit takes a Battle-shock or Leadership test, you can ignore any or all modifiers to that test.
DED 'ARD ARMOUR

These chest plates are crafted from bulkheads salvaged from rugged dropships, and are robust enough to resist orbital descents through the planets atmosphere.

INFANTRY or MOUNTED model only,
  • Add 1 to the bearer’s Wounds characteristic.
  • Each time an attack is allocated to the bearer, worsen the Armour Penetration of that attack by 1.

Antiquity Relics

GLOWY GIZMO UPGRADE

This chunk of mechanisms, wires, switches, buttons and strange pulsing glyphs has found its way onto a variety of guns. It never fails to impart all manner of weird lethality to its host weapon. Almost never.

MEK model only.
  • Add 1 to the Ballistic Skill and Strength characteristics of the bearer’s ranged weapons.
  • Add 6" to the Range characteristic of the bearer’s ranged weapons.
Each time the bearer’s unit is selected to shoot, if that unit is not within Engagement Range of one or more enemy units, the bearer can use this Crusade Relic. If it does, roll one D6:
  • On a 1, the bearer’s unit cannot make ranged attacks this phase.
  • On a 2-3, until the end of the phase, the bearer’s ranged weapons have the [Hazardous] ability.
  • On a 4+, until the end of the phase, the bearers ranged weapons have the [SUSTAINED HITS 1] ability, and ranged attacks made by the bearer score a Critical Hit on a successful unmodified Hit roll of 5+.
WAZGIT’S KOPPER SKULLKAP

Mad Wazgit was an especially unstable Warphead in the employ of Blood Axes Warboss Razdakka da Finka. Razdakka eventually got fed up with Wazgit’s presence giving him headaches when he was trying to come up with da grand plan, and had this dented bowllike artefact nailed to Wazgit’s head to try to contain some of his rampant power. Sadly it had the opposite effect, and the skullkap was the only thing found in the crater after a mighty green explosion consumed Razdakka’s planning hut. This unfortunate event hasn’t stopped countless subsequent Weirdboyz from nailing this device to their head in an attempt try and stop da voices.

WEIRDBOY or WURRBOY model only. Each time the bearer makes a Psychic Attack, add 1 to the Hit roll and if that attack destroys one or more enemy models, the bearer regains up to 2 lost wounds.

Legendary Relics

CHOPPA OF DA GREAT WAAAGH!

Orkish legend tells of a great choppa - or possibly a massive klaw, Orkish legends aren’t bothered about such details - powerful enough to split mountains with a single blow. In truth, to many this blade wouldn’t appear different to any of the other crude weapons wielded by their species. Many Orks have claimed to possess this fabled weapon over the millennia, and though different bits of it have been repaired, replaced and reworked hundreds of times, this weapon retains its grand destiny. Once it is in the hands of its intended bearer - as decided by Gork and Mork - a direct link to those brutish deities will be established, and the choppa’s true power will be unlocked.

INFANTRY WAAAGH!BOSS or MOUNTED WAAAGH!BOSS model only. Select one melee weapon equipped by the bearer (excluding Extra Attacks weapons). Add 1 to the Strength and Armour Penetration characteristics of that weapon. In addition, each time you call a Waaagh!, if the bearer is on the battlefield, melee weapons equipped by friendly ORKS models have the [Lethal Hits] ability.

Bestest Bossloot Relics

Each Bestest Bossloot counts as a Crusade Relic, and follows the rules for such Battle Honours. Your Waaagh!Boss can only have a single Bestest Bossloot Crusade Relic at once, and you must use the Bestest Bossloot Requisition each time you wish to replace one for another.

REZMEKKA'S REDDER PAINT

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 - artfully named Redder - that he immediately daubed it over his best suit of ’eavy armour. A few pots of this paint have made it onto the open market, so any boss who can afford it can dazzle his underlings and his enemies with eye-bleeding redness.

MOUNTED WAAAGH!BOSS model only. Add 2" to the Move characteristic of models in the bearer’s unit, and models in the bearer’s unit have the Fights First ability.
DA IRONGOB

This brutal iron-plated jaw tells all that see it that the wearer is a mighty warlord indeed. If they don’t listen, a single devastating headbutt from the wearer will certainly reinforce the point.

At the start of the Fight phase, you can select one enemy INFANTRY unit within Engagement Range of the bearer and roll one D6: on a 2+, that enemy unit suffers 3 mortal wounds and must take a Battle-shock test.
FRAZZLE FIELD GENERATOR

When wired into the boss’favourite choppa, this happy accident of force field technology wreathes his weapon in a crackling cloud of green lightning. On a good day, the energy can rip open armour plating and burn flesh black. The frazzle field has the habit of emitting sparking backdrafts that cause any hair squigs the user wears to go rigid and stand on end. This is viewed as a fashionable extra and serves to make him look even more imposing.

Select one melee weapon equipped by the bearer. That weapon gains the [DEVASTATING WOUNDS] ability.
DA KRUSHIN' ARMOUR

Crafted from the heaviest Space Marine vehicles and finished with brutal spikes, this huge suit of armour propels its wearer into (and often straight through) the enemy like a living battering ram. The racks of rokkits fitted to the back of this suit certainly help too.

  • The bearer has a 4+ invulnerable save.
  • Add 1 to the bearer’s Wounds characteristic.
  • Each time the bearer’s unit ends a Charge move, select one enemy unit within Engagement Range of the bearer and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.
DA SHOOTIEST BLASTA

A mountain of teef is alleged to have gone into procuring all the components that supplement this impressive looking gun. So has said every Mek to have passed this on to his Warboss. Gyrostabilisers and weird iridescent stones scavenged from war zones, plasma cores and molecular realignment fields looted from watch fortresses, additional ammo-racks and supa-charged boosta barrels have all been tinkered with through millennia of inventive Orky know-wotz. With a good enough aim, it can obliterate the toughest of enemies.

Select one ranged weapon equipped by the bearer. That weapon gains the [MELTA 3] ability.

Crusade Badges

When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.

Ambitious Boss

Your infamy as a ferocious fighter brings mobs flooding to your garish banner as your growing Waaagh! stampedes from one thrilling fight to the next. Cities and voidcraft have fallen to your expanding horde, but this is only the beginning. Your eyes now stray to the stars. Your strength and victories have drawn other Orks in your wake, keen to share in the violence. Coteries of Oddboyz in thrall to your ambitions - and scared of your temper - have given you access to the know-wotz needed to realise your visions of bloodshed. Seize your chance, don’t slow down, just get out there and get stompin’!

  • Your Waaagh! has reached Stage 2.
  • You have won two or more battles.


Rampaging Bigboss

There seems no stopping the avalanche of slaughter and riotous destruction your Waaagh! visits upon every world your armies reach. What losses and disruptive calamities have occurred among your teeming warbands have been steamrollered into insignificance - where you bother to acknowledge them at all - by your fearsome charisma and timely doses of no-nonsense violence. Roaring tides of Orks, whole blitz brigades of ramshackle war engines, herds of unruly beasts and towering war effigies follow your lead onto new battlefields aplenty, taking up your war cry with each new promise of the best punch-up in the galaxy.

  • Your Waaagh! has reached Stage 3
  • You have won six or more battles.


Grand Warlord

Your Waaagh! is known and feared amongst the greatest of Ork conquests and your name is chanted on more battlefields than even the brainiest Oddboyz can count. You have forged a trail of truly epic destruction, a warpath so grand it has surely distracted Gork and Mork from their eternal brawling. Warbands flock to your bosspole, eager for the privilege of fighting in the best Waaagh!, bulking your huge horde further, with you as the biggest, meanest and greenest Ork of them all, a hulking idol of brutality!



Normal Moves
When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Advance Moves
When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it Advanced.

  • Advance Move: Models move up to M+D6".
  • Cannot move within Engagement Range of any enemy models.
  • Units that Advance cannot shoot or charge this turn.
Fall Back Moves
When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

A unit cannot shoot or declare a charge in the same turn that it Fell Back.

Desperate Escape Tests
Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.

Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase.

  • Fall Back Move: Models move up to M".
  • Units that Fall Back cannot shoot or declare a charge in the same turn.
  • Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY).
  • If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit.
  • Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed.

The GRETCHIN keyword is used in the following Orks datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models – and their units – are within Engagement Range of each other.

Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.
Hazardous

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):
  • If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
  • Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
  • Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and so one of those models suffers 3 mortal wounds.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, a model equipped with a hazardous weapon suffers 3 mortal wounds, that must be allocated to the selected model.
Devastating Wounds
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Example: An attack made with a Devastating Wounds weapon with a Damage characteristic of 2 scores a Critical Wound. Instead of allocating the attack and making saving throws normally, the target suffers 2 mortal wounds.

  • A Critical Wound inflicts mortal wounds equal to the weapon’s Damage characteristic, instead of any normal damage.
Mortal Wounds

Some attacks are so powerful that no armour or force field can withstand their fury.

Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to any normal damage, do not make a Wound roll or saving throw (including invulnerable saving throws) against those mortal wounds. If those mortal wounds are inflicted by an attack that has the [PRECISION] ability, the attacking model’s controlling player can allocate those mortal wounds to a CHARACTER model in that unit.

If mortal wounds are being inflicted as a result of the [HAZARDOUS] ability or by an attack with the [DEVASTATING WOUNDS] ability that scored a Critical Wound, each time those mortal wounds are allocated to a model, if that model is destroyed as a result of those mortal wounds, the remaining mortal wounds from that attack are lost, just as with a normal attack.

If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
CONNIVING RUNTS
1CP
Dread Mob – Strategic Ploy Stratagem
A Gretchin’s lot is often a wretched one, and the spiteful zoggers will take any chance to cause pain and mischief using sneaky traps before legging it.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One GRETCHIN unit from your army that is within 9" of that enemy unit and not within Engagement Range of any enemy units.

EFFECT: Roll one D6: on a 4+, that enemy unit suffers D3+1 mortal wounds. Your unit can then make a Normal move.
GO GET ’EM!
1CP
Green Tide – Strategic Ploy Stratagem
Keeping Orks at arm’s length and pummelling them with as much firepower as possible is often the safest tactic for their victims. Unfortunately, it can also draw their attention and give them the urge to re-educate the gitz in the joys of up-close savagery.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One BOYZ unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: After the attacking unit has shot, your unit can make a Go Get ’Em! move. To do so, roll one D6: each model in your unit can move a distance in inches up to the result, but your unit must end that move as close as possible to the closest enemy unit. When doing so, those models can be moved within Engagement Range of that enemy unit. If your unit contains 10 or more models, you can re-roll the D6 to determine how far your unit can move.
Waaagh!

The infamous war cry of the Orks is known and feared throughout the galaxy. When it echoes across the battlefield, bellowed from hundreds or even thousands of greenskin mouths, even the most stalwart warriors fear the onslaught to come.

If your Army Faction is , once per battle, at the start of the battle round, you can call a Waaagh! If you do, until the start of the next battle round, the Waaagh! is active for your army and:
  • Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced.
  • Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability.
  • Models from your army with this ability have a 5+ invulnerable save.
Embark
If a unit makes a Normal, Advance or Fall Back move, and every model in that unit ends that move within 3" of a friendly TRANSPORT model, they can embark within it. A unit cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within that TRANSPORT model. Unless otherwise stated, units cannot do anything or be affected in any way while they are embarked.

  • A unit can embark within a friendly TRANSPORT if all of its models end a Normal, Advance or Fall Back move within 3" of that TRANSPORT.
  • A unit cannot embark and disembark in the same phase.
Battle Honours
Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits, Weapon Modifications and Crusade Relics. Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category.

  • Once a unit gains enough XP it will gain a rank.
  • Only CHARACTER units can gain the Heroic or Legendary ranks.
  • Each time a unit gains a rank, it can gain a Battle Honour.
  • There are several categories of Battle Honours, which include:
    • Battle Traits: New skills and abilities.
    • Weapon Modifications: Upgrade an item of wargear.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC).

RENOWNED HEROES1-3RP

The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.

When you first start a Crusade force, you can purchase this Requisition the first time you add a CHARACTER unit to your Order of Battle. After that point, you can purchase this Requisition each time a unit from your Order of Battle gains a rank. In either case, you cannot select an EPIC HERO unit, a unit that already has an Enhancement, or a unit that has either the Disgraced or Mark of Shame Battle Scars.

You can select one Enhancement that unit has access to (if using this Requisition when that unit gains a rank, this is instead of it gaining a Battle Honour). When doing so, that unit has access to any Enhancements described within any Detachment rules that it could use, even though you have not yet started to muster your army and so have not selected any Detachment rules yet.

If the selected Enhancement replaces a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or Weapon Modifications are lost. Recalculate the unit’s points value as a result of gaining this Enhancement and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

This Requisition costs 1RP plus 1 additional RP for each other Enhancement that your Order of Battle contains (to a maximum of 3RP).

Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.
Invulnerable Saves

Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.

Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.

Unlike armour saving throws (which use a model’s Save characteristic), invulnerable saving throws are never modified by an attack’s Armour Penetration characteristic, but otherwise follow the normal rules for saving throws.

  • Invulnerable Save: Never modified by an attack’s AP.
  • The controlling player can choose to use either a model’s invulnerable save or its Save characteristic.
Sustained Hits

Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Example: A model makes an attack with a melee weapon with the [SUSTAINED HITS 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability).

  • [SUSTAINED HITS X]: Each Critical Hit scores ‘x’ additional hits on the target.
Extra Attacks

Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows.

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

  • The bearer can attack with this weapon in addition to any other weapons it can make attacks with.
Feel No Pain
FEEL NO PAIN

Some warriors refuse to be laid low, even by what should be fatal wounds.

Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.

  • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.
Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark.

Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal, Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary.

Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn.

  • Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back.
  • If a unit disembarks before its TRANSPORT moves, it can act normally.
  • If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark).
  • Units that disembark this turn cannot Remain Stationary.
DEADLY DEMISE

From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.

Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").

Example: A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly.

  • Deadly Demise x: When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds.
Hit Roll
When a model makes an attack, make one Hit roll for that attack by rolling one D6. If the result of the Hit roll is greater than or equal to the attack’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.

The MONSTER keyword is used in the following Orks datasheets:

Wound Roll
Each time an attack scores a hit against a target unit, make a Wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 RESULT REQUIRED
Strength is TWICE (or more than twice) the Toughness.
+
Strength is GREATER than the Toughness.
+
Strength is EQUAL to the Toughness.
+
Strength is LESS than the Toughness.
+
Strength is HALF (or less than half) the Toughness.
+

If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.

The MOB keyword is used in the following Orks datasheets:

Below Half-strength
Some rules will refer to a unit being Below Half-strength.
  • If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic.
  • For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

In this step, if for any reason a unit is forced to take a Battle-shock test for being below its Starting Strength, unless otherwise stated, that unit does not also have to take a Battle-shock test for being Below Half-strength. While a unit is Battle-shocked, all models in that unit are also Battle-shocked.

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.
Charging with a Unit
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
  • Within Engagement Range of every unit that you selected as a target of the charge.
  • Without moving within Engagement Range of any enemy units that were not a target of the charge.
  • In Unit Coherency.
If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.

The BEAST SNAGGA keyword is used in the following Orks datasheets:

Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
SCOUTS

Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.

Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.).

A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Example: A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6".

  • Scouts x": Unit can make a Normal move of up to x" before the first turn begins.
  • If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead.
  • Must end this move more than 9" horizontally away from all enemy models.
Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.

The BEAST SNAGGA and MOUNTED keywords are used in the following Orks datasheets:

The BEAST SNAGGA and INFANTRY keywords are used in the following Orks datasheets:

Benefit of Cover

Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.

Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.

Each time a ranged attack is allocated to a model that has the Benefit of Cover, add 1 to the saving throw made for that attack (excluding invulnerable saving throws). Models with a Save characteristic of 3+ or better cannot have the Benefit of Cover against attacks with an Armour Penetration characteristic of 0. Multiple instances of the Benefit of Cover are not cumulative – a model cannot benefit from this rule more than once at any one time.

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.
STEALTH

Some warriors are masters of disguise and concealment.

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.
Consolidate
After a unit has finished making all of its melee attacks, it Consolidates. Each time a unit Consolidates, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Consolidation move. For a Consolidation to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, then each model in that unit can instead make a Consolidation move towards the closest objective marker, but only if, after doing so, that unit is within range of that objective marker and in Unit Coherency. If these conditions also cannot be met, no models in the unit can make Consolidation moves this phase and that unit’s fight ends.

If a unit can end its Consolidation within Engagement Range of one or more enemy units, then each time one of its models makes a Consolidation move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Consolidation Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit if possible.
  • If the above is not possible, each model can move towards the closest objective marker, but this must result in the unit being within range of it and in Unit Coherency.
  • If the above is also not possible, no models can Consolidate.
Lethal Hits

Some weapons can inflict fatal injuries on any foe, no matter their resilience.

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

The MEK keyword is used in the following Orks datasheets:

The WALKER keyword is used in the following Orks datasheets:

The GROTS and VEHICLE keywords are used in the following Orks datasheets:

Ignores Cover

Some weapons are designed to root enemy formations out of entrenched positions.

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.
Try Dat Button!
Dread Mob Detachment

Inventive Meks wire all manner of kustomised gubbinz, suspicious extras and inviting big red buttons to weapons or into the cockpits of their clanking kan creations. Eager Orks are always enthusiastic to try out such random innovations to see what sort of destruction they can cause. Sometimes this can be risky, but that’s half the fun!

Each time a MEK, WALKER or GROTS VEHICLE unit from your army is selected to shoot or fight, roll one D6. Until the end of the phase, weapons equipped by models in that unit have the corresponding ability shown in the table below.
D6BUTTON EFFECT
[SUSTAINED HITS 1] ability.
[LETHAL HITS] ability.
Each time an attack is made with this weapon, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 2.

Alternatively, when such a unit is selected to shoot or fight, you can select one of the abilities above instead of rolling the D6. If you do, until the end of the phase, weapons equipped by models in that unit have the [HAZARDOUS] ability as well.

If a weapon equipped by a model from you army has the [HAZARDOUS] ability from multiple sources, each time you take a Hazardous test for that weapon, it is failed on a roll of a 1 or a 2.
Assault

Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Can be shot even if the bearer’s unit Advanced.

The WARBOSS and INFANTRY keywords are used in the following Orks datasheets:

Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
DEEP STRIKE

Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
KUSTOM JOB2RP

Much of the scrap taken from enemy vehicles brings with it exciting new technology, ready to be adapted into original forms by the Mek. Many of these forms would undoubtedly give the original crafter nightmares, but their effectiveness cannot be denied.

Purchase this Requisition at any time, if your Order of Battle includes one or more MEK units. Select one VEHICLE unit from your Order of Battle that can gain a Battle Trait; that VEHICLE unit gains one Battle Trait from the Kustom Jobs section. If that unit has the maximum number of Battle Honours, you can replace one of its existing Battle Honours with a Kustom Job Battle Trait. Each VEHICLE unit can only have one Kustom Job Battle Trait at the same time.
INCREASE SUPPLY LIMIT1RP

Information uncovered by your forces has revealed the growing importance of this war zone and the increasing threat posed by enemies. In response, high command has acceded to your urgent request for reinforcements.

Purchase this Requisition at any time. Increase your Crusade force’s Supply Limit by 200 points.

The PSYKER keyword is used in the following Orks datasheets:

Characters
SMOKESCREEN
1CP
Core – Wargear Stratagem
Even the most skilled marksmen struggle to hit targets veiled by billowing screens of smoke.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.
Charge Bonus

Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.

Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.
HEROIC INTERVENTION
1CP
Core – Strategic Ploy Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

The PAINBOY keyword is used in the following Orks datasheets:

Leadership Tests
If a rule requires you to take a Leadership test for a unit, roll 2D6: if the total is greater than or equal to the best Leadership characteristic in that unit, that test is passed. Otherwise, it is failed.
Psychic Weapons and Abilities
Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word ‘Psychic’. If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

The MOUNTED and WARBOSS keywords are used in the following Orks datasheets:

BESTEST BOSSLOOT2RP

With the right threats or bribes - or a bit of both - Mekaniaks can be motivated to invent or improve some tasty bit of kit to make their boss even more dangerous.

Purchase this Requisition at any time, if your Order of Battle includes one or more MEK units. Your WAAAGH!Boss gains one Crusade Relic from the Bestest Bossloot section. If that unit has the maximum number of Battle Honours, you can replace one of its existing Battle Honours with a Bestest Bossloot Crusade Relic.
FIGHTS FIRST

Some warriors attack with blinding speed, landing their blows before their foes can react.

Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.
Melta

Melta weapons are powerful heat rays whose fury is magnified at close range.

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Example: A model targets a unit that is within half range of a weapon with a Damage characteristic of D6 and the [MELTA 2] ability. If that attack inflicts damage on the target, it inflicts D6+2 damage.

  • [MELTA X]: Increase the Damage by ‘x’ when targeting units within half range.

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