RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Big Shoota LETHAL HITS: non-MONSTER/VEHICLE Rapid Fire 2 | |||||||
| Big Shoota LETHAL HITS: non-MONSTER/VEHICLE Rapid Fire 2 | 36" | 3 | 5+ | 5 | 0 | 1 | |
| Kannon - Frag BLAST 3 Rapid Fire 4 | |||||||
| Kannon - Frag BLAST 3 Rapid Fire 4 | 36" | 4 | 4+ | 5 | 0 | 1 | |
| Kannon - Shell Rapid Fire 2 | |||||||
| Kannon - Shell Rapid Fire 2 | 36" | 2 | 4+ | 10 | -2 | D6+1 | |
| Killkannon Anti-Infantry 3+ BLAST 1 Rapid Fire 4 | |||||||
| Killkannon Anti-Infantry 3+ BLAST 1 Rapid Fire 4 | 24" | 4 | 4+ | 6 | -3 | 2 | |
| Lobba BLAST 3 Indirect Fire | |||||||
| Lobba BLAST 3 Indirect Fire | 48" | 3 | 4+ | 5 | 0 | 1 | |
| Zzap Gun ANTI-MONSTER/VEHICLE 4+ DEVASTATING WOUNDS: MONSTER/VEHICLE Rapid Fire 2 Sustained Hits 2 | |||||||
| Zzap Gun ANTI-MONSTER/VEHICLE 4+ DEVASTATING WOUNDS: MONSTER/VEHICLE Rapid Fire 2 Sustained Hits 2 | 36" | 2 | 4+ | 8 | -2 | 4 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Crushin’ Bulk CLEAVE 2 | |||||||
| Crushin’ Bulk CLEAVE 2 | Melee | 6 | 3+ | 8 | -2 | 2 | |
| Grabbin’ Klaw Extra Attacks | |||||||
| Grabbin’ Klaw Extra Attacks | Melee | 2 | 3+ | 10 | -2 | 2 | |
| Wreckin’ Ball CLEAVE 2 Extra Attacks | |||||||
| Wreckin’ Ball CLEAVE 2 Extra Attacks | Melee | 1 | 3+ | 10 | 0 | D6 | |
| CORE ABILITIES | Damaged 6, Deadly Demise D6 |
| ARMY RULES | Waaagh! |
| YOUR 1ST TO 2ND UNITS COST | |
| 1 model | 150 |
| YOUR 3RD + UNIT COSTS | |
| 1 model | 160 |
| WARGEAR OPTIONS | |
| per Zzap Gun | 10 |










The BIG MEK 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 |
| 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 FRAME keyword is used in the following Orks datasheets:
The JUMP PACK keyword is used in the following Orks datasheets:
The MEGA ARMOUR keyword is used in the following Orks datasheets:
The ORKS keyword is used in the following Orks datasheets:
The TITANIC keyword is used in the following Orks datasheets:
The TRANSPORT keyword is used in the following Orks datasheets:
The VEHICLE keyword is used in the following Orks datasheets:
The WAGON keyword is used in the following Orks datasheets:
The WALKER keyword is used in the following Orks datasheets:
The WARBOSS 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 |
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.



| 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. |
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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. |
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.
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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). |
| 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. |
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.The infamous war cry of the Orks is known and feared throughout the galaxy. When it echoes across the battlefield, bellowed from countless toothy maws, it galvanises the Orks and riles them into a raucous state of excited aggression.
Friendly ORKS units with this ability can:The ORKS and INFANTRY keywords are used in the following Orks datasheets:
The ORKS and VEHICLE keywords are used in the following Orks datasheets:
With sufficient might or skill, warriors may sweep blades or talons through their foes in long lethal arcs.
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).The ORKS and MOUNTED keywords are used in the following Orks datasheets:
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.| 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 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.
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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.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.| 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 ORKS and TRANSPORT keywords are used in the following Orks datasheets:
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: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).From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.
This ability always takes the form Deadly Demise X. Each time a model with this ability is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; 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").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).| 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). |
Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury.
Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).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.Joyously anarchic and recklessly destructive, all Orks eagerly get stuck in to every fight.
Friendly ORKS units’ melee attacks have [Sustained Hits 1].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:Like mobile armoured fortresses, little can stop the crushing impetus of the Orks’ hulking wagons.
Fitted with speakin’ tubes linked to deafening projectors, this noisy ride allows an important Ork to boss his ladz around while on the move.
WAGON unit only. While a WARBOSS model is embarked within this unit, this unit has that WARBOSS model’s Intimidating Motivation/Keep Huntin’ ability.
These sparkly optiks and other elaborate gitfindas help focus a wagon’s dakka, but it takes a really clever Mek to know how to work them.
WAGON unit only. While a BIG MEK model is embarked within this unit:
Nothing eases the passage of an embarked mob of Orks into the enemy lines than a big plank of rusty metal to stampede down and straight into the fight.
WAGON unit only. When a unit embarked within this unit is selected to make a disembark move, that unit has +1 to charge rolls until the end of the turn
These sparkly optics and other elaborate gitfindas help focus a wagon’s dakka, but it takes a really clever Mek to know how to work them.
WAGON unit only. While a BIG MEK model is embarked within this unit: