RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Twin dakkagun assault rapid fire 2 twin-linked | |||||||
| Twin dakkagun assault rapid fire 2 twin-linked | 18" | 3 | 5+ | 5 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Big choppa | |||||||
| Big choppa | Melee | 5 | 2+ | 8 | -1 | 2 | |
| Killsaw | |||||||
| Killsaw | Melee | 3 | 4+ | 12 | -3 | 2 | |
| Power klaw | |||||||
| Power klaw | Melee | 4 | 3+ | 10 | -2 | 2 | |
| CORE ABILITIES | Leader |
| ARMY RULES | Waaagh! |
| YOUR UNIT COSTS | |
| 1 model | 75 |











The AIRCRAFT keyword is used in the following Orks datasheets:
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 MOUNTED keyword is used in the following Orks datasheets:
The ORKS keyword is used in the following Orks datasheets:
The SPEED FREEKS 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 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 |
| 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. |
Folding stocks, shortened barrels or lightweight construction enable some weapons to be easily fired on the move.
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).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:
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).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).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.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).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.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).With the momentum of a warrior at full-tilt, lance weapons are deadly on the charge.
Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.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].Dual weapons are often grafted to the same targeting system for greater lethality.
Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.No self-respecting Speed Freek goes to war without highly tuned, Mek-approved turbo boostas to power them to battle. These devices come in all shapes and sizes, but all give their operators a violent burst of speed, allowing them to close with the enemy at breakneck speed and get stuck in.
Each time a SPEED FREEKS or TRUKK unit (excluding AIRCRAFT) from your army Advances, it can use its turbo. If it does, do not make an Advance roll for it; instead, until the end of the phase, models in that unit have a Move characteristic of 24" but can only move in one straight line, and until the end of the turn, ranged weapons equipped by those models have the [ASSAULT] ability and that unit cannot declare a charge.After smashing into the foe at full tilt, a Speed Freek will pull hairpin turns to do it all again.
These loud, fume-belching devices wreathe those in the Speed Freeks’ wake in a thick bank of obscuring smoke.
SPEED FREEKS unit only (excluding AIRCRAFT units). When an attack targets a unit that is not fully visible to the attacking model because of a model in this unit, the target has the benefit of cover against that attack.
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.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.Tribal legend speaks of a blood-slick choppa once owned by Grand Warboss Headwoppa - last seen charging headlong into a horde of daemons - that turns up occasionally across the galaxy in different forms. Though it looks normal, a dark voice is said to growl in the mind of the weapon’s wielder, driving them on to ever greater excesses of violence.
ORKS model only. If this unit made a charge move this turn, this model’s melee attacks have +1 AP.
Feigning weakness, this Ork allows his foes to think he’s legging it before suddenly piling back into the fight and delivering a brutal flurry of attacks.
ORKS model only. When this unit is selected to make a fall-back move, that fall-back move does not prevent this unit from being eligible to shoot/declare a charge.
This war leader is a glowering incarnation of violence, his brutality so contagious that when he bellows his blind fury and releases his pent-up aggression, Orks nearby are excitedly swept along with him.
ORKS model only. (Once per battle, per army) In your Movement phase, you can use this ability. If you do, this unit is riled up until the start of your next turn.
Kaptins are experts in violently motivating their lads in the pursuit of even more loot.
WARBOSS model only. Once per battle round, at the start of any phase, you can select one friendly ORKS unit that is Battle-shocked and within 12" of the bearer. That unit suffers D3 mortal wounds and it is no longer Battle-shocked.
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.
With a couple of these boggle-eyed varieties of Squigs on hand, even Ork shooting has a chance of hitting distant targets, helped by squinting really hard.
BIG MEK/BIGBOSS/WARBOSS model only. This unit’s ranged attacks (excluding [Torrent] attacks) have +3" R.
It is said this Ork bleeds Squig oil and his growl is that of a revving engine. Certainly any vehicle he rides to war seems to respond powerfully to his presence.
WARBOSS model only. A TRANSPORT unit (excluding WALKER units) this unit is embarked within has:
Firing gold-plated teef as its unconventional ammunition, da Gobshot Thunderbuss proclaims its owner’s obscene wealth even as it sweeps away swathes of enemies.
WARBOSS model only. This model has the following weapon:
RANGED WEAPONS | RANGE | A | BS | S | AP | D |
| Da Gobshot Thunderbuss LETHAL HITS: non-MONSTER/VEHICLE RAPID FIRE 6 | ||||||
| Da Gobshot Thunderbuss LETHAL HITS: non-MONSTER/VEHICLE RAPID FIRE 6 | 24" | 6 | 4+ | 7 | -2 | 2 |
Thanks to the tangle of stolen empyric electrodes wired into this helmet, a powerful Ork wearing it is capable of thinking a little further ahead than his next fight.
WARBOSS model only. (Once per battle, per army) At the end of your opponent’s Movement phase, if this unit is unengaged, this unit can make a normal move of: