RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Slugga pistol | |||||||
| Slugga pistol | 12" | 1 | 5+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Choppa | |||||||
| Choppa | Melee | 4 | 3+ | 5 | -1 | 1 | |
| YOUR UNIT COSTS | |
| 1 model | 55 |












| Q: | When declaring the allocation order of groups in my unit I have more than one non-CHARACTER groups that contain a model with a missing wound, how must I select the order? |
| A: | Those groups can be selected in an order of your choosing but must be in an order that makes them come before any non-CHARACTER groups that do not contain a model with a missing wound. |
| Q: | I have a unit being attacked with weapons that will modify some of their save rolls to be worse then 6 should I make those save rolls? |
| A: | Yes, because other models in your unit may have Sv’s that are better those models you’ve mentioned, this means that enough save rolls could be allocated to the those models that the rest of the results are not greater then the Sv’s of the other models in your unit. |
| Q: | Can I group or allocate a wound to a destroyed model? |
| A: | No. |
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| Q: | I have a rule that triggers when a mortal wound is allocated to a model, when does this happen? |
| A: | When you select a model in the Select Model step of Mortal Wounds (06.02). |
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.| Q: | I failed hazard rolls from [Hazardous] weapons, do those mortal wounds have to be allocated to the models with the [HAZARDOUS] weapons? |
| A: | No, you allocate the mortal wounds to the unit as per Mortal Wounds (06.02). (This represents Bob the guardsmen picking up his fallen squad mates plasma gun or that the twisting power of James the Chaos Sorcerer pulling his followers into the warp.) |
| Q: | If a rule says my unit must make a hazard roll does every model in the unit make a hazard roll? |
| A: | No, the unit would make 1 single hazard roll. |
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 your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and:| Q: | If a unit has an ability that checks if the Waaagh! is active for your army in order for that ability to take effect (e.g. the Meganobz’ Krumpin’ Time ability), does that ability take effect if another rule makes the Waaagh! active for that unit (e.g. the Bully Boyz Detachment rule)? |
| A: | Yes. |
| 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: | Yes. |




| Q: | When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them? |
| A: | Line of sight is drawn from any part of the observing model to any part of the model being observed. |
Some weapons are so rare, or so complex and slow to reload, that they can only be used once.
Each weapon with this ability can only be selected to make attacks with once per battle.Some transports have dedicated platforms or firing ports from which embarked passengers can lay down a withering hail of munitions.
This ability always takes the form Firing Deck X. In your Shooting phase, each time this TRANSPORT is selected to shoot, if one or more units are embarked within it, resolve the following sequence:| Q: | Do a unit's abilities continue to function while they are embarked within a TRANSPORT? |
| A: | Yes, within the restrictions specified by the ability itself. Embarked units are Not On The Battlefield (01.02.04), so any ability requiring visibility or measurement to another unit will fail. Example: Azrael is attached to an Intercessor Squad unit and embarked within a TRANSPORT, and that TRANSPORT is making a shooting attack using the Firing Deck ability. While Azrael’s Supreme Grand Master ability is still technically active, it will have no effect, as the requirements of the ability are not met (the ability affects ‘weapons equipped by models’ in Azrael’s unit, and for the purposes of Firing Deck, the TRANSPORT itself is equipped with those weapons instead). |
The TRANSPORT keyword is used in the following Orks datasheets:

| Q: | Does my model or unit become engaged while moving through a enemy units engagement range during a move? |
| A: | No |
The BIG MEK keyword is used in the following Orks datasheets:
The CHARACTER keyword is used in the following Orks datasheets:
| Q: | Are models that are within the boundary of a terrain area, but not on the ground floor of a terrain area (e.g. overhanging parts of FRAME VEHICLES or models on terrain features that are within that terrain area) within that terrain area? |
| A: | Yes |
The GRENADES keyword is used in the following Orks datasheets:
The GROTS keyword is used in the following Orks datasheets:
The INFANTRY keyword is used in the following Orks datasheets:
The MEK keyword is used in the following Orks datasheets:
The MOB keyword is used in the following Orks datasheets:
The MONSTER keyword is used in the following Orks datasheets:
The ORKS keyword is used in the following Orks datasheets:
The VEHICLE keyword is used in the following Orks datasheets:
The WALKER keyword is used in the following Orks datasheets:
Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
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| Q: | My attack has a rule that means it results in a critical hit on a hit roll of 4+. Does this work when snap shooting? |
| A: | Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6. |
| Q: | My attack has a rule that means it results in a critical hit on a hit roll of 4+, and I would otherwise need a 5+ to hit. Does a 4+ hit? |
| A: | Yes, except when snap shooting: when snap shooting, each attack only hits on a roll of 6. |
Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.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.
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.
This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.The ORKS and VEHICLE keywords are used in the following Orks datasheets:
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The ORKS and INFANTRY keywords are used in the following Orks datasheets:
| Q: | When my unit shoots at another unit, how does it work if some models in the target unit are fully visible to some models in my unit, while others are within a terrain area/not fully visible? |
| A: | For each attacking model in your unit, determine whether the target unit has the benefit of cover, as described in Terrain and Visibility. In this scenario, the target unit will likely have the benefit of cover against some of the attacking models, but not all. This means that, in an example unit where all attacking models are using the same weapon, when you get to the Resolve Attacks step of the Attack Sequence, you will collect dice for attacks made by models against which the target unit has the benefit of cover separately from the dice for attacks made by models against which the target unit does not have the benefit of cover. |
The stealthiest warriors can evade the attentions, and the bullets, of their foes.
If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).The INFANTRY and CHARACTER keywords are used in the following Orks datasheets:
| Q: | If a unit makes any disembark move in a turn (i.e. Disembark move, Emergency Disembark move etc.) has it disembarked that turn? |
| A: | Yes. |
The ORKS and CHARACTER keywords are used in the following Orks datasheets:
| Q: | If a unit has a rule that allows it to start an action when it is battle-shocked can it also continue doing that action if it becomes battle-shocked after starting an action? |
| A: | Yes |
| Q: | If a unit becomes battle-shocked after starting an action does it stop performing that action? |
| A: | Yes |
The GROTS and VEHICLE keywords are used in the following Orks datasheets:
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.Some weapons are designed to root enemy formations out of entrenched positions.
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).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.
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The ORKS and MOUNTED keywords are used in the following Orks datasheets:
The PAINBOY keyword is used in the following Orks datasheets:
Grabbing loot is a Freebooter’s favourite pastime, followed closely by bludgeoning senseless anyone stupid enough to try to stop him doing so – or, even worse, seeking to take the loot for themselves.
At the start of your Command phase, select one objective marker. Until the start of your next Command phase, that objective marker is your loot objective.High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).Certain weapons are the bane of particular foes.
This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.Torrent weapons project clouds of fire, gas or other lethal substances that few foes can hope to evade.
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.Those possessed of lightning-fast reactions may strike before the opponent can react.
While every model in a unit has this ability, that unit is a Fights First unit.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.Orks have no real concept of ammunition preservation, instead tending to hold the trigger down until their ammunition runs dry or their weapon falls apart in their hands.
Blitz Brigades thunder into battle laden with eager, belligerent Orks, all desperate to get stuck into the enemy. Clambering from transport compartments or leaping from armoured hulls, these wild-eyed killers descend on the enemy in roaring savagery.
Each time an ORKS unit from your army disembarks from a TRANSPORT, until the end of the turn, you can re-roll Advance and Charge rolls made for that ORKS unit.Between the excitement of smashing their way through the all-too-lootable interior of an enemy warship and their natural tendency to overlook their own mortal hurts - sometimes for hours at a time - Ork boarding parties can prove nightmarishly tough.
Each time an attack targets an ORKS unit from your army (excluding GROTS units), if the Strength characteristic of that attack is greater than the Toughness characteristic of that ORKS unit, subtract 1 from the Wound roll.Rumoured to have been made by Big Mek Buzzgob, da Dead Shiny Shootas are a set of multi‑barrelled brutes packed full of dakka. The guns kick out a deafening storm of hot lead, much to the enjoyment of the Orks pulling the triggers, their volume of fire so great that even the most inaccurate shooter can land a respectable number of hits.
ORKS INFANTRY unit only. This unit’s ranged attacks have:
Mighty heroes fight at the forefront of battle.
Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.
Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).Pistols can be wielded even at point-blank range.
[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. See [CLOSE-QUARTERS].Mighty heroes fight at the forefront of battle.
Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.Precision attacks can pick high-value targets out in a crowd.
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.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.
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.
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.
Possessed of an exceptionally keen mind – for an Ork at least – this boss matches wits with his opponents, holding his ladz back until an opportune moment arrives.
ORKS model only. When both players have deployed their armies, you can redeploy up to three friendly ORKS INFANTRY units. When doing so, you can set those units up in strategic reserves, regardless of how many units are already in strategic reserves.
Requiring an entire chest of teef to be loaded into its breach before each shot, the Gobshot Thunderbuss’ worky gubbinz plates its unconventional ammunition in gold before firing it in an inescapable cone of fanged death. Not only can this madcap weapon sweep away swathes of enemies with every shot, it also fires a literal fortune in teef every time, proclaiming its owner’s obscene wealth in the process.
ORKS INFANTRY model only. This model’s ranged attacks have:
Bad Meks and Doks are sought after by Freebooterz to provide cybork bioniks for those with the teef to pay.
BIG MEK or PAINBOY model only. At the start of the battle, roll one D3 and compare the result to the list below. Until the end of the battle, models in the bearer’s unit have that bioniks ability.
Stolen from a humie cogboy, this remarkable digital map helps Freebooterz outwit their enemies.
ORKS model only. After both players have deployed their armies, select up to three ORKS INFANTRY units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.
Mekboyz with a penchant for overwhelming firepower can always get some more dakka out of a vehicle’s guns.
MEK model only. Each time the bearer uses its Mekaniak ability, until the start of your next Command phase, ranged weapons equipped by the selected VEHICLE model have the [RAPID FIRE 1] ability.
These squighide boots were looted from the corpse of a particularly nippy Speed Freek. The wearer is utterly convinced that they make him faster.
ORKS INFANTRY CHARACTER model only. Each time you make a Charge roll for the bearer’s unit, if that unit disembarked from a TRANSPORT this turn, add 1 to the result.
A few drops of this volatile admixture of Squig oil, rokkit fuel and various other noxious chemicals is enough to provide any engine with increased performance.
MEK model only. Each time the bearer uses its Mekaniak ability, until the end of the turn, you can re-roll Charge rolls for the selected VEHICLE model’s unit.
Keeping a Blitz Brigade going in one direction is hard enough for most Orks. This particular commander, however, is a master of armoured taktiks.
ORKS CHARACTER model only. After both players have deployed their armies, if the bearer’s unit (or any TRANSPORT it is embarked within) is on the battlefield, select up to three ORKS VEHICLE units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.
Big, brash and belligerent, this Ork is resilient in both mind and body. Even the explosion of his transport isn’t enough to shake him.
ORKS INFANTRY CHARACTER model only. At the end of a phase in which the bearer’s unit disembarked from a TRANSPORT, if that unit is Battle-shocked, it is no longer Battle-shocked.
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.
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 makes an assault disembark move (Core Rules, 18.06) for that disembarkation.
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.
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.
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.
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.
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.
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.
There is something uniquely terrifying to the foe about a nine-foot-tall, four-hundred-pound Ork who prefers to open hatchways with their head while running full tilt and bellowing like a battle tank.
Each time the bearer attempts to operate a closed Hatchway, your opponent cannot try to prevent it. In addition, each time the bearer opens a Hatchway, each enemy unit within 6" of that Hatchway and wholly on the opposite side of it from the bearer must take a Battle-shock test.