The Orks are the most belligerent and resourceful race in the galaxy. Rampaging across the void in their billions, the greenskins devastate everything in their path with their ramshackle weapons and war machines, taking brutish glee in wanton destruction and revelling in warfare for its own sake.
This section contains all of the datasheets that you will need in order to fight battles with your Ork miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and special abilities it may have. Some rules are common to several Ork units, and are described on these pages and referenced on the datasheets.Book | Kind | Edition | Version | Last update |
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![]() | Codex | 9 | Indomitus 1.2 | July 2022 |
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![]() | Rulebook | 9 | Q2 2023 | April 2023 |
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![]() | Datasheet | 9 | March 2023 | |
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![]() | Index | 9 | Indomitus 1.9 | February 2023 |
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![]() | Expansion | 9 | February 2023 | |
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![]() | Expansion | 9 | January 2023 | |
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![]() | Rulebook | 9 | March 2022 | |
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![]() | White Dwarf | 9 | December 2021 | |
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![]() | Expansion | 9 | November 2021 | |
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![]() | Index | 9 | 1.0 | December 2020 |
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![]() | Expansion | 8 | Indomitus 1.1 | July 2020 |
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![]() | White Dwarf | 8 | May 2020 | |
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![]() | Datasheet | 8 | December 2019 |
Q: | Can a unit that contains more than one model be given a Kustom Job with the Mekboy Workshop’s Kustomise action? |
A: | No. As described on Kustom Jobs, Vehicle Kustom Jobs can only be given to a unit that contains one model. |
Q: | When a GOFF model with the Brutal but Kunnin’ Warlord Trait attacks, are any additional hits generated by the No Mukkin’ About clan kulture that don’t reach the Inflict Damage step counted when determining how many additional attacks can be made? |
A: | Yes. Note though, that when making additional attacks as a result of this Warlord Trait, no additional hits can then be generated due to the No Mukkin’ About kultur. |
Q: | When paying Command Points to upgrade a Detachment into a Specialist Detachment, is the Relic they are able to give to a CHARACTER in addition to the Relic they would typically get from their Warlord’s faction? |
A: | No. The Relic(s) listed within a Specialist Detachment can be given to a CHARACTER from your army instead of one from your Warlord’s codex. Don’t forget, however, that many codexes contain Stratagems that enable you to gain additional Relics. |
Q: | Are Killa Kans able to use the Dread Waaagh!, Kustom Ammo or Mek Connections Stratagems, despite having the GRETCHIN keyword? |
A: | Yes. |
Q: | Can a BAD MOONS BIG MEK in a Dread Waaagh! Detachment use both the Showin’ Off Stratagem and the Kustom Ammo Stratagem to fire three times in a single Shooting phase? |
A: | No. Both Stratagems only allow the unit to fire two times in the phase. |
A unit’s datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets rather than described in full. These abilities are described below.
Even lumbering Orks can put on a surprising turn of speed when the promise of a good face-to-face fight is in the offing.
You can re-roll charge rolls made for units with this ability.The gnarled bodies of Beast Snaggas are especially hard to damage, any vulnerable parts having long since been coated in scar tissue or bionic replacements.
Dakka weapons unleash a terrifying volume of shots. Whether these are effective or not depends on the proximity of the target.
Dakka weapons have two values for the number of attacks they make. When a model shoots a Dakka weapon, use the first value if the target is within half the weapon’s range. If the target is not within half the weapon’s range, use the second value instead.The more Orks in one place, the more the Waaagh! energy flows, and the more fearless they all become.
While this unit is within 6" of a friendly <CLAN> MOB unit that is not under half strength, this unit is never considered to be under half strength.Ork vehicles are often covered in additional metal plates, intimidating glyphs, errant grots, snacksquig pens and other non-essential parts. Significant portions of these makeshift constructions can be blasted off or destroyed without impairing the vehicle in the slightest.
Each time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).This infamous war cry 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.
Raising his weapons into the air before gesturing towards the enemy, the Warboss bellows his war cry. Every nearby Ork joins in before surging towards the enemy, blades ready in an overwhelming tide.
As the wind and the bullets of the foe whistle past his vehicle, the Speedboss throws back his head and roars his war cry, the call echoing from the ramshackle vehicles following in his wake as they surge forward ever faster.
When mustering an ORKS army, it cannot include more than 3 of each of the following models: Boomdakka Snazzwagons; Kustom Boosta-blastas; Megatrakk Scrapjets; Rukkatrukk Squigbuggies; Shokkjump Dragstas.
When an Ork seizes power, it is good practice to ensure no rivals are standing to challenge him later.
You can include a maximum of one WARBOSS or SPEEDBOSS model in each Detachment in your army.Some Orks' power transcends clan boundaries, while others are wanderers, selling their trade to whoever pays the best rates.
The following units can be included in an ORKS Detachment without preventing that Detachment from being a Clan Detachment. Note, however, that these units do not benefit from any Clan Kultur unless they have the appropriate <CLAN> keyword (e.g. if you included Ghazghkull Thraka and Mad Dok Grotsnik in a Goff Clan Detachment, Ghazghkull Thraka would benefit from the Clan Kultur because he has the GOFF keyword, but Mad Dok Grotsnik, who has the DEATHSKULLS keyword, would not).Bad Moons are ostentatious show offs, whose predilection for the biggest, loudest and shiniest shootas is facilitated by the fact their teeth grow with such remarkable speed. With all manner of targeting arrays, underslung bomb launchas and bandoliers of additional munitions, Bad Moons can typically lay down a storm of dakka that eclipses the firepower of any other clan.
Bad Moons leaders spare no expense on their gear, and their armour is no exception. In the process of adorning themselves in the biggest, most gilded and ostentatious suits of plate they can get, they often end up inadvertently providing themselves with substantial protection against the foe.
This WARLORD has a 4+ invulnerable save. In addition, add 1 to armour saving throws taken for this WARLORD.A Bad Moon’s prodigious wealth allows him to spray bullets with abandon, in the knowledge he can always afford more.
Requiring an entire chest of teef to be loaded into its breach before each shot, da Gobshot Thunderbuss’ worky gubbinz plates its unconventional ammunition in gold before shooting. Not only can this weapon sweep away swathes of enemies, it also fires a fortune in teef each time, proclaiming its owner’s obscene wealth.
BAD MOONS model equipped with a kustom shoota only. This Relic replaces a kustom shoota and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Da Gobshot Thunderbuss | |||||
Da Gobshot Thunderbuss | 12" | Heavy 2D6 | 5 | -1 | 1 |
Abilities: Each time an attack is made with this weapon, that attack automatically hits the target. |
The Blood Axes are viewed by all other Ork clans as being duplicitous, untrustworthy gits who wouldn’t know a proper scrap if it bit off their backsides. The Blood Axes couldn’t care less. They possess an instinctive grasp of battlefield strategy that - while still undeniably Orky in its application - allows them to surprise even the most seasoned enemy commanders with their manoeuvres, feints and ambushes.
Blood Axes bosses are never short of a ‘kunnin’ plan’ featuring actual tactics, and sometimes even have a grasp of grand strategy that goes beyond simply kicking the enemies’ teeth down their throats.
At the end of the Deploy Armies step, select up to three BLOOD AXES units from your army and redeploy them. If the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first.Blood Axes are adept at closing with the enemy unseen, which is often the last thing the foe suspects.
Looted from a Schola Progenium training facility, this tangle of electrodes was incorporated into a helmet on the orders of Blood Axes Warboss Morgog. Upon donning the headgear, Morgog was bombarded by fragments of what he realised were strategies and tactics; though the crackling ‘oomie voices’ and flashes of imagery were confusing, the Warboss was able to make use of the concepts his new Finkin’ Kap imparted. Soon his foes would learn that the only thing more dangerous than a savage three-hundred-pound brute is a savage three-hundred-pound brute with a plan.
BLOOD AXES model only. This Relic may be taken by a VEHICLE model. At the start of your Command phase, if the bearer is on the battlefield, you can roll one D6: on a 4+, you gain 1 Command point.All Orks believe blue to be a lucky colour, but the notoriously superstitious Deathskulls are fervent in that belief. The clan’s members are in the habit of daubing themselves liberally with blue warpaint before every battle, making sure to mark their vehicles with the colour, too. Of course, this habit doubles as a great way of rapidly covering up any marks of previous ownership on wagons, wargear and other loot the light-fingered Deathskulls have ‘acquired’ from their fellow Orks.
This warlord is always on the lookout for gubbinz to scavenge, and is wily enough to know that the best loot can be bashed, blasted and ripped from the mangled remains of the enemy’s biggest wagons and bosses.
Deathskulls instinctively know just where to hit an enemy vehicle in order to knock loose the best scrap.
Originally the tools of Deathskull Mekaniak Frazdak, this toolbox incorporates a microtellyporta. Whenever its bearer needs some spare parts for an important repair job, the microtellyporta will scan the damage and, in a flash of light, ‘aquire’ the necessary gubbinz from a nearby vehicle.
DEATHSKULLS MEK or BIG MEK model only. Each time the bearer uses their Mekaniak or Big Mekaniak ability, roll one D6: on a 2+, the selected VEHICLE unit regains 1 additional wound, and you can select one enemy VEHICLE unit within 12" of the bearer. That enemy VEHICLE unit suffers D3 mortal wounds.The Evil Sunz are firm believers in the old Ork adage ‘red wunz go fasta’. Many claim that the need for speed is in their blood, and so the Orks of this clan make sure to daub their vehicles, themselves and - in especially ambitious cases - even their bullets bright red. Bizarrely, the practice seems to work.
The thrill-seeking greenskins at the head of Evil Sunz warbands will lead their Kult of Speed brethren in multiple high-velocity passes, bellowing with glee each time they hurtle at - and then straight through - the enemy lines.
In your Command phase, select one friendly EVIL SUNZ CORE unit within 6" of this model. That unit is eligible to declare a charge with even if they Advanced or Fell Back this turn.Often all an enemy will see of the Evil Sunz is a blur of red as they speed by, guns blazing.
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 Ork who can afford it can dazzle his mates with eye-bleeding redness.
EVIL SUNZ model only. This Relic can be taken by a VEHICLE model.There’s something a little off about most Freebooterz, and all the other Orks know it. These mercenary loot-hounds are just that little bit more mean-spirited, vicious and sneaky - and substantially more egocentric, self-centred and competitive - than their fellow greenskins. It is no wonder, then, that most become outcasts, for they struggle to fit into the rough and ready hierarchy of Ork society. They operate best when knocking around the galaxy with others of their dubious kind. In battle, the Freebooterz’ desire to ‘be da best’ and nab the shiniest loot for themselves sees them strive to outdo their fellow greenskins; if one mob of Freebooterz starts doing well, their comrades will try all the harder to show them up and grab the glory for themselves.
Each time a FREEBOOTERZ unit from your army destroys an enemy unit, after that unit’s attacks have been resolved, until the end of the phase, each time an attack is made by another FREEBOOTERZ unit with this kultur from your army, add 1 to that attack’s hit roll.This Freebooterz leader has a fearsome - and well deserved - reputation for being a stone-cold killer. It is enough to make even the fractious and self-serving Freebooterz fight harder beneath his glowering gaze.
Very few things are able to stand between a Freebooter and something valuable.
Every Freebooterz Warboss has their own Jolly Ork, a glyph-banner that proclaims their dread reputation. Yet there is one ancient Jolly Ork so saturated with Waaagh! energy that it has become infamous. Known as da Badskull Banna, this totemic flag is said by many to be the original Jolly Ork, and the ultimate proclamation of a Freebooter leader’s might.
FREEBOOTERZ model only. This Relic may be taken by a VEHICLE model. While an enemy unit is within 6" of the bearer, it loses the Objective Secured ability.Goff Orks are the biggest, meanest and most ferocious of their kind. They put little stock in cunning or strategy, preferring instead to simply surge across the battlefield in a roaring green tide. Once they get stuck into hand-to-hand combat, the Goffs quickly overwhelm their enemies through sheer ferocity.
Goff bosses are the most brutal of an already brutal breed. They are unstoppable engines of destruction who rampage through the enemy ranks and leave mounds of crushed and brutalised corpses in their wake.
When Goffs get stuck into the foe, the carnage is wonderful to behold, at least for other Orks.
This brutal irongob 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.
GOFF model only. After making close combat attacks with the bearer, before they consolidate, you can select one enemy unit within 1" of the bearer and roll one D6: on a 2+, that unit suffers D3 mortal wounds.Snakebites appear backwards to the other Ork clans. Their technology base and traditional mindsets rarely advance far past the level of Wildboyz, and if a Snakebite can fix a problem with a big stick, a handy squig and a length of old rope, he will gladly do so. However, between their refusal to rely upon ‘newfangled rubbish’ and their bizarre habit of actually allowing themselves to be bitten by venomous serpents, the clan’s ways breed remarkably resilient warriors.
With a lifetime of leading notoriously deadly Snakebites rituals behind him, and a gnarled hide thicker than battlewagon armour, this Snakebite has survived blows that would fell a Gargant.
The first time this WARLORD is destroyed, you can choose to roll one D6 at the end of the phase instead of using any rules that are triggered when a model is destroyed (e.g. the Orks is Never Beaten Stratagem). If you do so, then on a 4+, set this WARLORD back up on the battlefield as close as possible to where they were destroyed and not within Engagement Range of any enemy models, with D3 wounds remaining.Snakebites have been known to point-blank refute the existence of enemy psykers (presumably because they don’t have the telltale green glow). This stubborn refusal has been known to dissipate the psychic powers of the foe before their very eyes, which the Snakebites say proves their claims.
Runtboss Brogg was the ‘genius’ behind the now infamous Buzzbomb. By building an oversized stikkbomb around an entire buzzer squig hive, he created an unstable device that could be flung at the enemy to send enraged buzzer squigs all through their lines. Only once the squigs have settled down post-battle and returned to their stikkbomb home can the weapon be carefully gathered up - usually by unfortunate grot ‘volunteers’ - and pumped full of fungus-smoke, putting the buzzer squigs to sleep until their fury is needed again.
SNAKEBITE model only. This Relic has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Brogg’s Buzzbomb | |||||
Brogg’s Buzzbomb | 6" | Grenade 3D6 | 5 | -1 | 1 |
Abilities: Indirect Fire. Blast. This weapon can target units that are not visible to the bearer. The bearer can only shoot with this weapon once per battle. Each time an attack is made with this weapon, that attack scores a hit on a hit roll of 2+, irrespective of any modifiers. After shooting with this weapon, each unit within 6" of the target suffers 1 mortal wound. |
Speed Freek warlords who crave high-octane assaults and heavy firepower combine both aspects into the Blitz Brigade. An assemblage of the biggest, ugliest Battlewagons teef can buy, this roaring avalanche of dented metal crushes all before it.
1CP | ||
BLITZ BRIGADE Specialist Detachment Stratagem Blitz Brigades launch devastating opening salvoes of fire, before the Battlewagons, Gunwagons and Bonebreakas ram and smash through everything in their path. Use this Stratagem when choosing your army. Pick an ORK Detachment from your army to be a Blitz Brigade Specialist Detachment. WARBOSSES, BATTLEWAGONS, GUNWAGONS and BONEBREAKA units in that Detachment gain the BLITZ BRIGADE keyword. | ||
This Warboss is never content to let the drivers of his Battlewagons have all the fun.
While your Warlord is embarked within a BLITZ BRIGADE TRANSPORT, add 1" to that transport’s Move characteristic. In addition, while your Warlord is embarked within it, that transport gains the ’Ere We Go ability.This looted vox-network allows a Warboss to bellow orders from his Battlewagon.
At the start of your Shooting phase, if the bearer is embarked within a BLITZ BRIGADE BATTLEWAGON, pick an enemy unit that is visible to that BATTLEWAGON. Until the end of the phase, re-roll hit rolls of 1 for attacks made by friendly BLITZ BRIGADE units within 6" of that BATTLEWAGON that target the enemy unit you picked.STRATAGEMS If your army includes any Blitz Brigade Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
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The vision of a dozens-strong mob of Deff Dreads and Killa Kans has inspired many Meks across the galaxy. Those that make it a reality have an army of gunned-up battering rams at their behest – when the Dread Waaagh! is called, even a garrisoned hive wall can be reduced to rubble by its assault.
1CP | ||
DREAD WAAAGH! Specialist Detachment Stratagem Coming in all shapes and sizes, the clanking monstrosities of a Dread Waaagh! are all designed with one purpose in mind – the utter destruction of their poor, unsuspecting foes. Use this Stratagem when choosing your army. Pick an ORK Detachment from your army to be a Dread Waaagh! Specialist Detachment. BIG MEKS, GORKANAUTS, MORKANAUTS, DEFF DREADS and KILLA KANS in that Detachment gain the DREAD WAAAGH! keyword. | ||
Fixing Dreads all day long, this Big Mek likes to think he knows a thing or two about ’em! He will often accompany his charges into the fray with spanner in hand, either to dish out some quick field repairs or to krump any enemies that stray too close.
Model with the Big Mekaniak ability only. When your Warlord uses its Big Mekaniak ability to repair a DREAD WAAAGH! unit, add 1 to the number of wounds regained.It is rumoured that Da Souped-up Shokka is one of only a handful of weapons made by the legendary Mekaniak, Orkimedes. This shokk attack gun has had its power cranked up in every way possible, sending its hapless ammunition through the warp with so much visceral force it can punch a Snotling-shaped hole through walls of solid ceramite.
Model with shokk attack gun only. Da Souped-up Shokka replaces the bearer’s shokk attack gun and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Da Souped-up Shokka | |||||
Da Souped-up Shokka | 60" | Heavy 2D6 | 2D6 | -5 | D6 |
Abilities: Blast. Each time this unit is chosen to shoot with, roll once to determine the Strength characteristic of this weapon. If the result is 11+ each successful hit inflicts D3 mortal wounds on the target in addition to any normal damage. |
STRATAGEMS If your army includes any Dread Waaagh! Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
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The Orks love fighting more than life itself, and some of them get a taste for doing it at breakneck speed. With a screech of tyres and a vast cloud of dust, the Kult of Speed careens straight into the enemy, the hail of bullets issued as they charge a precursor to the true carnage of their assault.
1CP | ||
KULT OF SPEED Specialist Detachment Stratagem Orks thrive on the high-octane thrills of the Kults of Speed, large nomadic cavalcades that rampage across war zones leaving carnage in their wake. Use this Stratagem when choosing your army. Pick an ORK Detachment from your army to be a Kult of Speed Specialist Detachment. SPEED FREEKS in that Detachment gain the KULT OF SPEED keyword. | ||
The thrilling rush of acceleration in the heat of battle fills these Orks with an insane and reckless courage. This warlord races at the head of the Kult of Speed, bellowing for his warriors to keep up the pace.
Friendly KULT OF SPEED units within 12" of your Warlord in the Morale phase automatically pass Morale tests if they Advanced in the same turn.A notorious Speedboss named Skargrim led his Kult of Speed into Gork’s Grin – the name the Orks gave to the Great Rift. Finding themselves upon a strange and twisted world, the Orks under his command waged war against the daemonic inhabitants, revelling in the slaughter that followed. As the dust settled, Skargrim was nowhere to be found, but his Wartrike was recovered without a dent or scratch upon it and, surprisingly, a glossy new red paint job. Many Speedbosses have since taken Skargrim’s Snazztrike for their own – and even when they fall in battle, the Snazztrike is inevitably recovered, still just as shiny.
DEFFKILLA WARTRIKE only. Add 1 to the bearer’s Toughness characteristic. In addition, the bearer gains a 5+ invulnerable save.STRATAGEMS If your army includes any Kult of Speed Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
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The greenskins roar their approval as their beloved Stompas pound across the field, sometimes even teleporting straight into the midst of the foe with cannons blazing. Up goes the bellicose and joyful chant – ‘Stomp! Stomp! Stomp!’ – as these fat-bellied Ork walkers trample the foe into the ground.
1CP | ||
STOMPA MOB Specialist Detachment Stratagem Belching smoke and fire, a mob of clanking Stompas lumbers across the battlefield, crushing all in their path. Use this Stratagem when choosing your army. Pick an ORK Super-heavy Detachment from your army to be a Stompa Mob Specialist Detachment. STOMPA units in that Detachment gain the STOMPA MOB keyword. In addition, you can pick one model in that Stompa Mob Specialist Detachment to gain the CHARACTER keyword. However, the only Warlord Trait it can be given is either Gork’s One or Mork’s One and the only relic it can take is Tezdrek’s Stompa Power Field. | ||
Smashing into enemy lines and destroying all in sight with its mega-choppa, this Stompa is truly blessed by Gork.
Add 1 to hit rolls and wound rolls for attacks made by your Warlord in the Fight phase.Its volleys of fire striking with uncanny accuracy to blast foes apart, this Stompa is truly blessed by Mork.
Add 1 to wound rolls for shooting attacks made by your Warlord.This colossal power field generator produces an energy bubble powerful enough to protect a Stompa.
The bearer has a 5+ invulnerable save.STRATAGEMS If your army includes any Stompa Mob Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
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Few things are as entertaining to the Ork race as setting things on fire. No few become pyromaniacs, so obsessed with igniting things, enemies and indeed each other that it becomes their sole driving purpose.
BURNA BOYZ, BURNA-BOMMER, BOOMDAKKA SNAZZWAGON, DEFFKILLA WARTRIKE, KUSTOM BOOSTA-BLASTAS, NOB or WARBOSS units only. The selected unit gains the PYROMANIACS keyword and the following ability:The deafeningly loud noise, scattering of debris over a wide area and atomisation of anyone too close make explosives an irresistible lure to many Orks.
BIG MEK, DEFFKOPTAS, MEK, NOB, TANKBUSTAS, WAGON or WARBOSS units only. The selected unit gains the BOOM BOYZ keyword and the following ability:It takes a rare breed of Ork to climb into ramshackle aircraft and hurtle at breakneck speed into aerial combat. Those who do, and who by some miracle survive more than just their initial sortie, can develop prodigious skills in the cockpit, becoming flying aces that terrorise the skies wherever they go.
BLITZA-BOMMER, BURNA-BOMMER, DAKKAJET, DEFFKOPTAS or WAZBOM BLASTAJET units only. The selected unit gains the FLYBOYZ keyword and the following ability:Orks prefer direct solutions, and if that solution happens to be huge, armoured and brandishing hydraulic killing-klaws, so much the better. Orks who get obsessed with this way of war are known as Big Krumpaz, and there's nothing they enjoy more than getting up close and personal, where size, weight - and the aforementioned hydraulic killing-klawz - are at their most deadly.
DEFF DREADS, GORKANAUT, MEGA ARMOUR NOBZ, MEGA ARMOUR CHARACTER or MORKANAUT units only. The selected unit gains the BIG KRUMPAZ keyword and the following ability:Some greenskins have minds filled with conflicting fragments of know-wotz and anarchic compulsions. Such Madboyz gather in gibbering mobs and fall upon the enemy in a lunatic tide (at least when not distracted by doing Dakkajet impersonations, having shouting competitions or hunting for imaginary squigs).
BIKER, CAVALRY, CHARACTER or MOB units only. The selected unit gains the MADBOYZ keyword and the following ability:Some Orks just can't enjoy clobbering an enemy without the satisfaction of knowing they never saw it coming. These sneaky gitz are rarely trusted by more straightforward Orks, but they don't care, so long as they can keep stabbing their victims in their backs.
BOYZ, KOMMANDOS, NOB or WARBOSS units only. The selected unit gains the SNEAKY GITZ keyword and the following ability:Clinging to their crude vehicles as they plunge headlong towards enemy lines, Trukk Boyz are famously impatient, even for a race as short-tempered as the Orks. Should their ride be destroyed, these ladz get first pick of the loot before their footslogging mates arrive, and are soon back up and running in a new monstrosity.
BOYZ, NOB or WARBOSS units only. The selected unit gains the TRUKK BOYZ keyword and the following ability:This bunch of grots have been assigned some of the most horrible jobs while at camp. Cleaning out the squig pens is all in a days work to these muck-coated runts, who take a suspicious level of pride in their work. The dreadful smells and missing body parts that result from such duties are off-putting to everyone, even those Orks whose own body hygiene is suspect at best.
GRETCHIN CORE units only. The selected unit gains the ’ORRIBLE GITZ keyword and the following ability:
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Da Booma has a much greater reach and explosive yield than the more primitive shells fired by a standard killkannon.
WAGON model equipped with killkannon only. This Kustom Job replaces a killkannon and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Da Booma | |||||
Da Booma | 36" | Heavy 2D6 | 8 | -2 | 2 |
Abilities: Blast |
This vehicle is replete with so much additional armour and non-essential ‘extras’ that landing a telling blow is almost impossible.
TRUKK or WAGON model only. This model has a 5+ invulnerable save.Mekboyz attach whirly light-up bits to the mechanisms of Shokkjump Dragstas. They do so following the questionable logic that all that extra flash makes it easier for Gork and Mork to spot them floating about in the warp, so that they might get a helpful shove back towards reality if they look as though they’re going to get stuck.
SHOKKJUMP DRAGSTA model only. Any mortal wounds suffered by this model as a result of its Shokk Tunnel ability are ignored.Flared ammo feeds, squig-oiled rounds and increased rotary speeds ensure this vehicle’s guns are even shootier than its rivals.
VEHICLE model only. Each time this model shoots, roll one D6. On a 4+, make 1 additional attack with each Dakka weapon this model is equipped with. On a 6, make 2 additional attacks with each Dakka weapon this model is equipped with instead.Some Rukkatrukk crews buy nitrous-infused squig-feed that sends their living projectiles berserk, making them significantly more lethal - both for the enemy and the firer!
RUKKATRUKK SQUIGBUGGIES model only. Each time an attack is made with this model’s heavy squig launcha or squig launcha, add 1 to that attack’s wound roll.Covered in extra spikes, this brutal deff rolla doesn’t start out red...
BONEBREAKA model only. Replace this model’s Bonebreaker Ram ability with the following: ‘Red Rolla: Each time this unit fights, if it made a charge move this turn, then until that fight is resolved, add D3+3 to the Attacks characteristic of this model.’Rewired batteries ensure that careless enemies get a nasty surprise if they come too close.
VEHICLE model only. Each time an enemy unit selects this model as the target of any attacks in the Fight phase, after these attacks have been resolved, roll one D6: on a 4+ that unit suffers D3 mortal wounds.The easiest way to add firepower to your weapon is to simply bolt on more barrels.
BOOMDAKKA SNAZZWAGONS model only. Change the Type of this model’s Mek speshul to Dakka 16/12.Scaly squig-hide is the perfect material for fast and grippy tyres.
VEHICLE model only (excluding WALKERZ and AIRCRAFT).Employing everything from steam-feeds to really big iron springs, these leg upgrades allow walkerz to put on a real burst of speed.
DEFF DREAD, GORKANAUT or MORKANAUT model only.
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By surgically enhancing their assistants, this Mek ensures they can carry a much heavier load of tools, spare parts, oil squigs and any other important gubbinz their boss might require.
Model equipped with grot oiler only. This model’s grot oiler can be used twice per battle, instead of once.This kustomised shokk attack gun incorporates a vastly oversized suction device, drawing in nearby runts, squigs, loose scrap, the Mekboy’s lunch and even poorly fastened pieces of the gun itself.
BIG MEK equipped with shokk attack gun only. The Type of this model’s shokk attack gun is changed to Heavy 2D3.While Meks are happy to tinker with the weapons of their customers, most will endeavour to remove and keep the best bits of these weapons, replacing it with something shiny from their scrap collection. These pilfered spare parts inevitably end up bolted onto the Mek's own, already outlandish, personal weaponry.
MEK, BIG MEK or Spanner model equipped with kustom mega-slugga or kustom mega-blasta only. Each time this model shoots with a kustom mega-slugga or kustom mega-blasta, make one additional attack with that weapon.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, which often owes more to guesswork than to aiming at the best of times. The only drawback is that this machine only works when the Spanner can keep his ladz stood still long enough for the cloud to build up.
Unit that contains a Spanner model only. If this unit Remained Stationary, it is treated as having the benefits of light cover until your next Movement phase.Arcs of electricity leap from coils of wiring wound around - or stapled onto - this unit's wargear. Admittedly, this leaves these Orks a bit on the singed side, but it is a price worth paying to see their enemies dance like loons with their hair standing on end when they get zapped.
Unit that contains a Spanner model only. Each time a melee attack is made by a model in this unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.BIG BOSS (Orks – Requisition)
EXTRA GUBBINZ (Orks – Requisition)
BLITZ BRIGADE (Specialist Detachment)
DREAD WAAAGH! (Specialist Detachment)
KULT OF SPEED (Specialist Detachment)
STOMPA MOB (Specialist Detachment)
TELLYPORTA (Orks – Strategic Ploy)
STOMPA-PORTA
TELLYPORTA (Orks – Boarding Actions – Strategic Ploy)
Battle Round
MONSTER HUNTERZ (Orks – Strategic Ploy)
TAKTICAL AWARENESS (Blood Axes – Strategic Ploy)
GET DA LOOT (Freebooterz – Strategic Ploy)
HOLD ON, BOYZ!
TURBO-BOOSTAS
PILE THROUGH (Orks – Boarding Actions – Strategic Ploy)
MEK CONNECTIONS
MORE GITZ OVER ’ERE! (Speed Freeks Speed Mob – Strategic Ploy)
DED SNEAKY (Blood Axe – Strategic Ploy)
SNAGGA GRAPPLE (Orks – Wargear)
PILE THROUGH (Orks – Boarding Actions – Strategic Ploy)
MYSTIC CHANTING (Snakebites – Epic Deed)
BURN ’EM ALL! (Orks – Strategic Ploy)
GROUNDSHAKER SHELLS (Orks – Wargear)
MORE DAKKA! (Orks – Wargear)
KUSTOM AMMO
OPENING SALVO
DAKKA STORM (Orks – Boarding Actions – Battle Tactic)
GUN CRAZY SHOW OFFS (Orks – Battle Tactic)
WRECKAZ (Deathskulls – Strategic Ploy)
SPOTTED ‘EM! (Blood Axes – Strategic Ploy)
BLITZA DAKKA (Speed Freeks Speed Mob – Battle Tactic)
LOTSA SQUIGS! (Speed Freeks Speed Mob – Wargear)
SPESHUL AMMO (Blood Axes – Requisition)
TRIGGA DISCIPLINE (Blood Axes – Battle Tactic)
SHOWIN’ OFF (Bad Moons – Battle Tactic)
DRIVE BY DAKKA (Evil Sunz – Strategic Ploy)
CLOUD OF SMOKE (Orks – Wargear)
FORCE FIELD BOOSTA (Orks – Wargear)
GROT SHIELDS (Orks – Strategic Ploy)
TOUGH AS SQUIG-HIDE (Orks – Battle Tactic)
LEATHERHIDE (Orks – Boarding Actions – Battle Tactic)
TOO ’ARD TO DIE (Orks – Boarding Actions – Epic Deed)
LUMBERING STRIDES (Orks – Strategic Ploy)
RAMMING SPEED (Orks – Battle Tactic)
TIDE OF MUSCLE (Orks – Strategic Ploy)
UNSTOPPABLE MOMENTUM (Orks – Strategic Ploy)
CHAAAAARGE! (Speed Freeks Speed Mob – Battle Tactic)
GLORYBOYZ (Blood Axes – Strategic Ploy)
CRASHIN’ THROUGH (Speed Freeks Speed Mob – Battle Tactic)
STOMP, STOMP, STOMP!
CUTTIN’ FLAMES (Orks – Wargear)
KRUSH ’EM
TOO ’ARD TO DIE (Orks – Boarding Actions – Epic Deed)
DA BIGGER DEY IZ... (Orks – Epic Deed)
GET STUCK IN LADZ! (Orks – Battle Tactic)
HIT ’EM HARDER (Orks – Battle Tactic)
TANKBUSTA BOMB (Orks – Wargear)
STICK IT TO ’EM, LADZ! (Orks – Boarding Actions – Battle Tactic)
CHARGE THROUGH ’EM!
UNBRIDLED CARNAGE (Goff – Battle Tactic)
WRECKAZ (Deathskulls – Strategic Ploy)
GOT’EM TRAPPED (Blood Axes – Battle Tactic)
SURPRIZE! (Blood Axes – Strategic Ploy)
YOUNGBLOODZ (Blood Axes – Battle Tactic)
STOMP, STOMP, STOMP!
CUTTIN’ FLAMES (Orks – Wargear)
KRUSH ’EM
TOO ’ARD TO DIE (Orks – Boarding Actions – Epic Deed)
DA BIGGER DEY IZ... (Orks – Epic Deed)
GET STUCK IN LADZ! (Orks – Battle Tactic)
HIT ’EM HARDER (Orks – Battle Tactic)
TANKBUSTA BOMB (Orks – Wargear)
STICK IT TO ’EM, LADZ! (Orks – Boarding Actions – Battle Tactic)
UNBRIDLED CARNAGE (Goff – Battle Tactic)
GOT’EM TRAPPED (Blood Axes – Battle Tactic)
SURPRIZE! (Blood Axes – Strategic Ploy)
YOUNGBLOODZ (Blood Axes – Battle Tactic)
BREAKIN’ HEADS (Orks – Battle Tactic)
CAREEN! (Orks – Battle Tactic)
ORKS IS NEVER BEATEN (Orks – Epic Deed)
ATTACK OUT O’ DA SUN’ (Speed Freeks Speed Mob – Strategic Ploy)
If your army includes any ORKS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them. When one of these Stratagems instructs you to select a unit from your army, replace all instances of <CLAN> on that Stratagem (if any) with the name of the clan that your selected unit is drawn from.
If their vehicle is on its last legs, any Ork worth his steering wheel will aim its blazing remains into the nearest cluster of enemies. The ensuing messy explosions never fail to raise a rousing cheer from nearby Ork onlookers.
When Orks gather in large numbers, their sheer impetus carries them into the foe, destroying everything in their path.
Ork drivers are infamous for using their vehicles as huge blunt instruments with which to clobber the foe.
Flash Gitz love nothing more than demonstrating the effectiveness of their ostentatious weaponry, blasting everything in sight with overwhelming firepower.
Their already massive strength boosted by their mechanised armour, Meganobz can tear apart even the largest war machines or most terrifying creatures with their klaws and saws.
Beast Snaggas live tough lives, their hardy greenskin constitutions pushed to extremes by the dangerous beasts they surround themselves with. As a result, even the lowliest Beast Snagga Boy can take a tremendous amount of punishment before being slain.
Sometimes even the most enthusiastic greenskins need a little ‘encouragement’ to stay in the fight. Luckily, their bosses are more than happy to offer it.
So resilient is Ork physiology - and so slow are Orks on the uptake - that even killing wounds can take a while to register.
Beast Snaggas have many a tale of their Warbosses squaring up to especially enormous prey, clobbering them with a blow so punishing that it lays them low in one hit.
Some lucky gits get more than their fair share of shiny gubbinz.
The greatest Warbosses keep a few lieutenants around to reinforce their rule. This has the dual effect of ensuring commands are disseminated effectively, and that the Warboss is kept fighting fit.
Once a horde of Orks get a sight of the foe, nothing can stop them.
Smasha squigs are essentially battering rams on legs. Even after trampling one foe, they plunge headlong into the next.
Grots have a variety of uses, from fetching more ammunition to herding loose squigs, and even - despite their protestations - acting as surprisingly effective bullet shields.
Nothing shocks the enemy like an angry mob of Boyz, or a looming war effigy suddenly appearing in a blast of green lightning!
When there is a chance to crush the foe beneath their metallic bulk, even the most cumbersome Orkish war machines can build terrifying momentum.
When especially overexcited, burna-bommer pilots have been known to utterly saturate the battlefield with flames.
When a group of Beast Snaggas corner a monstrous foe they act with remarkable, almost un-Orky cohesion, with each mob doing their part to bring the beast down and deliver the killing blow.
With a flick of an adjustable nozzle, burna boys can convert their flame spewing weapons into deadly cutting torches.
Orks have no real concept of ammunition preservation, instead tending to hold the trigger down until their weapon stops firing or falls apart in their hands.
When Speed Freeks race into battle en masse, the resultant dust plumes and choking smoke serve to conceal them from enemy fire.
Tankbusta bombs are powerful, shaped charges - often with a magnetic coil - designed to be clamped to the exterior of enemy vehicles and then detonated, blasting through armour with ease.
Beast Snaggas use their hooked choppas to drag their prey down, preventing escape.
’Eavy lobba gunners are encouraged to fire their shells over the heads of their quarry, staggering the prey and allowing their rig to close in for the kill.
By supercharging the gubbinz and making the spinny bitz spin faster, a cunning Mek can greatly - if briefly - extend the radius of a kustom force field.
Before the battle, generate the psychic powers for PSYKER models in your army that know powers from the Power of the Waaagh! discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.
When a PSYKER unit from your army manifests a psychic power from this discipline, replace all instances of the <CLAN> keyword on that psychic power (if any) with the name of the clan that your PSYKER is drawn from.
D6 | PSYCHIC POWER |
1 | ’EADBANGER A bolt of raw power erupts from the Weirdboy’s sloping forehead and rockets across the battlefield, causing the head of the first unfortunate victim caught in its path to explode in a shower of brains and gore. Witchfire: ’Eadbanger has a warp charge value of 5. If manifested, select one enemy unit within 18" of this PSYKER and roll one D6; if the result is higher than the selected unit’s Toughness characteristic, that unit suffers D6 mortal wounds. No more than one model can be destroyed as a result of these mortal wounds (any excess damage is lost). |
2 | WARPATH The Weirdboy disperses the Waaagh! energy coursing through his frame into the Ork warriors around him, stoking their already bellicose nature to a roaring fever pitch. Blessing: Warpath has a warp charge value of 6. If manifested, select one friendly <CLAN> CORE or <CLAN> CHARACTER unit that is within 18" of this PSYKER. Until the start of your next Psychic phase, add 1 to the Attacks characteristic of models in that unit. |
3 | DA JUMP The Weirdboy closes his eyes tight and, in a storm of flashing green light, teleports a mass of confused greenskins to another part of the battlefield. Blessing: Da Jump has a warp charge value of 7. If manifested, select one friendly <CLAN> CORE unit that is within 12" of this PSYKER. Remove that unit from the battlefield and set them up anywhere on the battlefield more than 9" from any enemy models. |
4 | FISTS OF GORK The Weirdboy channels Waaagh! energy into his own fists or those of a nearby Ork, providing strength enough to punch through tank hulls. Blessing: Fists of Gork has a warp charge value of 6. If manifested, select one friendly ORKS CHARACTER model that is within 12" of this PSYKER and visible to them. Until the start of your next Psychic phase, add 2 to that model’s Strength and Attacks characteristics. If the result of the Psychic test was 11 or more, add 3 to that model’s Strength and Attacks characteristics instead. |
5 | DA KRUNCH Green energies erupt from the Weirdboy’s eyes and coalesce in a roiling cloud above the enemy. That cloud then solidifies into the vast green foot of Gork (or Mork) himself, which commences to repeatedly stamp down on the foe. Witchfire: Da Krunch has a warp charge value of 6. If manifested, select one enemy unit that is within 18" of this PSYKER. Roll one D6 for each model in that unit; for each roll of 6, that enemy unit suffers 1 mortal wound. If the result of the Psychic test was 9 or more, add 1 to rolls when resolving this psychic power. |
6 | JABBIN’ FINGERZ The Weirdboy focuses his attention on a nearby enemy before jabbing his fingers into his own eyes. The unfortunate foe experiences an agonising pain before finding themselves temporarily blinded. Malediction: Jabbin’ Fingerz has a warp charge value of 6. If manifested, select one enemy unit that is within 18" of this PSYKER and visible to them. Until the start of your next Psychic phase, each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll. |
Before the battle, generate the psychic powers for PSYKER models in your army that know powers from the Beasthead discipline using the table below. You can either roll one D6 to generate each power randomly {re-rolling duplicate results), or you can select which powers the psyker knows.
When a PSYKER unit from your army manifests a psychic power from this discipline, replace all instances of the <CLAN> keyword on that psychic power (if any) with the name of the clan that your PSYKER is drawn from.
D6 | PSYCHIC POWER |
1 | ROAR OF MORK The Wurrboy opens his gob impossibly wide and gives vent to a bellowing roar that reverberates through his enemies minds. Coherent thought becomes nigh on impossible, and as the roar thunders on, panic begins to spread. Malediction (Aura): Roar of Mork has a warp charge value of 6. If manifested:
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2 | FRAZZLE The Wurrboy concentrates really hard, a sickly green glow emanating around his gnarled cranium as he builds up a store of Waaagh! energy within himself. At the point where the Weirdboy is almost fit to burst, a wave of crackling energy floods out, reducing nearby foes to shrivelled husks in an instant. Witchfire: Frazzle has a warp charge value of 6. If manifested, roll one D6 for each enemy unit that is within 9" of this PSYKER: on a 4+, that unit suffers D3 mortal wounds. |
3 | BITIN’ JAWS The Wurrboy conjures a set of enormous green jaws in front of him. their teeth clamping open and shut in time with his own twitching movements. As he narrows his eyes, these jaws surge towards the enemy, the Weirdboy gnashing and chomping at anything that gets in their way. Witchfire: Bitin’ Jawz has a warp charge value of 6. If manifested, select one enemy model that is within 18" of and visible to this PSYKER. Draw a line between any part of this PSYKER’s base and any part of the selected model’s base (or hull); the selected model’s unit, and every other enemy unit that this line passes over or through, suffers 1 mortal wound. |
4 | SPIRIT OF GORK The Wurrboy stokes the bestial fury of nearby squigs. Eyes aglow with Waaagh! energy, the enraged creatures plunge into enemy lines, tearing the foe apart while their amused riders cling on tightly! Blessing: Spirit of Gork has a warp charge value of 6. If manifested, select one friendly SQUIG unit within 12" of and visible to this PSYKER. Until the start of your next Psychic phase:
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5 | BEASTSCENT The Wurrboy turns his nose to the sky, taking exaggerated sniffs. As he does so, a faint green glow begins to emanate from nearby enemies, telling the Weirdboy’s fellow hunters exactly where to find them. Malediction: Beastscent has a warp charge value of 5. If manifested, select one enemy unit that is within 18" of this PSYKER. Until the start of your next Psychic phase, that enemy unit does not receive the benefits of cover against attacks made by BEAST SNAGGA units from your army. |
6 | SQUIGGLY CURSE The Wurrboy cackles madly as he transforms the foe into a herd of squigs, the now terrified and confused beasts rampaging through their former comrades before bounding away. Witchfire: Squiggly Curse has a warp charge value of 7. If manifested, select one enemy unit within 12" of this PSYKER and roll one D6 for each model in that unit (to a maximum of 6 dice). For each result of 4+, that unit suffers 1 mortal wound. If any models in that unit are destroyed by this psychic power, every other enemy unit within 6" of that unit suffers 1 mortal wound. |
CHARACTER | WARLORD TRAIT |
Boss Snikrot | Brutal but Kunnin’ |
Boss Zagstruk | Big Gob |
Da Red Gobbo on Bounca | Inspiring Leader (Aura) |
Ghazghkull Thraka | Proper Killy |
Grukk Face-rippa | Foul Temper |
Kaptin Badrukk | Killa Reputation (Aura) |
Kill Rig | Beastgob (Aura) |
Mad Dok Grotsnik | ’Ard as Nails |
Makari | Follow Me Ladz (Aura) |
Mek Boss Buzzgob | Inspiring Leader (Aura) |
Mozrog Skragbad | Surly as a Squiggoth |
Zhadsnark da Ripper | Inspiring Leader (Aura) |
Zodgrod Wortsnagga | Beastgob (Aura) |
D6 | WARLORD TRAIT |
1 | FOLLOW ME LADZ (AURA) Always found at the forefront of an assault, this Ork likes to be the first into the fray. If this WARLORD has made a charge move this turn, until the end of the turn, each time a friendly <CLAN> ORKS unit declares a charge against an enemy unit that is within Engagement Range of this WARLORD, add 1 to the charge roll for that unit. |
2 | BIG GOB This warlord’s bellowing voice is so loud that it can be heard over the thickest of fighting. Add 3" to the range of this WARLORD’s aura abilities (to a maximum of 9"). |
3 | ’ARD AS NAILS This greenskin has a hide as thick as a Squiggoth’s. It takes a blow of truly phenomenal strength to even give him pause. Each time an attack is made that targets this WARLORD, subtract 1 from that attack’s wound roll. |
4 | BRUTAL BUT KUNNIN’ This Ork has a particular talent for close-quarters choppa work, even amongst his brutal kin. Each time this WARLORD fights, if all of its attacks target one enemy unit, after resolving all of those attacks, it can make a number of additional attacks against that enemy unit equal to the number of attacks that did not reach the Inflict Damage step of the attack sequence during that fight. |
5 | KUNNIN’ BUT BRUTAL Feigning weakness, this warlord allows his foes to close in before delivering a brutal flurry of attacks. At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase. |
6 | MIGHT IS RIGHT A solid slab of muscle and aggression, this Ork’s strength is unsurpassed. Add 1 to this WARLORD’s Strength and Attacks characteristics. |
D3 | WARLORD TRAIT |
1 | BIGKILLA BOSS This boss has spent his lifetime hunting the largest prey.
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2 | BEASTGOB (AURA) This boss’ mere presence riles up nearby squigs into a biting frenzy. While a friendly <CLAN> SQUIG unit is within 6" of this WARLORD, each time a model in that unit makes a melee attack with squighog jaws, smasha squig jaws or a squigosaur’s jaws, add 1 to that attack’s Damage characteristic. |
3 | HALF-CHEWED This boss’ many bionic limbs attest to a lifetime of confronting the most dangerous beasts he can find, and coming out victorious. While this WARLORD is within Engagement Range of an enemy CHARACTER or MONSTER unit, each time this model would lose a wound, roll one D6: on a 4+, that wound is not lost. |
D3 | WARLORD TRAIT |
1 | ROADKILLA This warlord loves to drive as fast as possible at the biggest group of enemies he can and crash straight through them. After this WARLORD makes a charge move, you can select one enemy unit within 1" of it and roll one D6: on a 2+, that unit suffers D3 mortal wounds. |
2 | GET UP IN THEIR FACES This boss weaves through the foes’ lines, guns blazing point-blank. This WARLORD is eligible to shoot in a turn in which they Fell Back. |
3 | JUNKBOSS This warlord’s ride is covered in extra gubbinz, making it remarkably hard to land a meaningful blow. This WARLORD has a 4+ invulnerable save. |
If every model in your army (excluding UNALIGNED units) has the ORKS keyword, and your WARLORD has the ORKS keyword, you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book), select one of them to be from the ORKS secondary objectives listed below.
Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15 victory points from each secondary objective you select during the mission etc.).
Orks love crushing enemies with powered claws or mighty choppas.
Cogitator banks and other priceless prizes make fine loot to sell.
Orkish leaders set an example to all the ladz beneath them by blasting, smashing, biting and crushing any enemy that is unfortunate enough to cross their path.
Orks are known to swarm the battlefield in great waves. To their foes, it can seem as though their hordes stretch over the horizon.
you will find Warlord Traits, Relics and Stratagems for ORKS units that are from the Blood Axe clan.
D3 | WARLORD TRAIT |
1 | EXTRA KUNNIN’ Some Orks have more know-wotz than others. Once per battle round, when you use a Strategic Ploy Stratagem if this WARLORD is on the battlefield, you can reduce the CP cost of that Stratagem by 1CP. Note that the CP cost is only reduced by 1CP for that use of the Stratagem, any future usages of it cost the normal amount of CPs. |
2 | COUNTA-TAKTICS (AURA) This warlord bellows orders for his ladz to react to enemy movements. While a friendly BLOOD AXES CORE unit is within 6" of this WARLORD, that unit is eligible to perform Heroic Interventions as if it were a CHARACTER. |
3 | DUK AN’ KUVVA This warlord is exceptionally skilled at camouflaging and taking cover and passes on his knowledge to nearby greenskins. At the start of your opponents Shooting phase, if this WARLORD is wholly within an Area Terrain feature, select one friendly BLOOD AXES BOYZ or BLOOD AXES KOMMANDOS unit wholly within that terrain feature. Until the end of the phase, that unit cannot be selected as the target of ranged attacks made by enemy models that are not within 12" of that terrain feature. |
STRAIGHT SHOOTA The Straight Shoota is a one-of-a-kind weapon. It is fitted with an optical scope made using components stolen from a number of different weapons, including Imperial, Tau and even Aeldari. Model equipped with a kustom shoota only. This Relic replaces a kustom shoota and has the following profile:
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FIGHT DETECTA This discarded Imperial auspex comes in handy for greenskins who want to find a fight more quickly - when an enemy is nearby, it lights up and makes noises, much to the Orks’ delight. At the end of the Reinforcements step of your opponent s Movement phase, if an enemy unit was set up as Reinforcements this turn within 12" of the bearer, you can select one BLOOD AXES CORE unit from your army that is not within Engagement Range of any enemy units and is within 6" of the bearer. That Blood Axes unit can declare a charge as if it were your Charge phase, but its models can only declare that enemy unit as the target of that charge. Add 2 to that charge roll. |
NOISE BOX The wielder has acquired a broken voxcaster from a fallen Imperial warrior. He has taken to it quickly, enjoying bellowing orders over the system. The bearer has the following ability:‘Noise Box (Aura): While an enemy unit is within 6" of this model:
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Stormboyz eager to prove themselves fight extra hard.
Blood Axes take extra satisfaction in outmanoeuvring the enemy and mobbing them with ladz.
Sometimes, the best kind of trigger discipline is to have none at all.
Some Kommandos are experts in fighting from cover, evading their enemies’ blows and using the terrain against them.
If an Ork sees another Ork in a good fight, the greenskin will rush over to get a piece of the action.
Sometimes, when Blood Axe Kommandos see an enemy - even one well hidden - they fully expect other ladz to see them too. Somehow, it works, and other Orks open fire on the foe.
Orks of the Blood Axes are capable of showing levels of tactical awareness far in excess of Orks in other clans.
Whether through trade or conquest, some Blood Axes acquire unusual ammunition types, which they use to great effect.
In this section you’ll find additional rules for playing Crusade battles with Orks, such as Agendas, Battle Traits and Crusade Relics that are bespoke to greenskin units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.
THE WAAAGH!BOSS Whenever Orks congregate for war, it is usually the largest and most powerful of their number that rises to overall leadership of this gathering of forces. After each battle, after the Update Crusade Cards step, compare the experience points total of each ORKS CHARACTER on your Order of Battle to that of your Waaagh!boss. If any of those CHARACTERS have a higher total than your Waaagh!boss, the CHARACTER with the highest total will challenge your Waaagh!boss for leadership of your Crusade army. You can only resolve one leadership challenge after each game. |
THE CHALLENGE When a leadership challenge occurs, it will likely be settled there and then. The last Ork standing is unanimously considered to be the most suited to command by his peers. To resolve this challenge, you will need to resolve several phases of attacks from the models involved. You can choose to resolve the attacks for both models yourself, or ask your opponent to resolve the attacks for one of the model. The challenge is resolved as follows:
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THE WINNER As the dust settles, the winner will get on with the business of being in charge, starting with ensuring his Nobs drag what’s left of the loser to the worst Painboy they can find. If the Waaagh!boss is the winner, that model gains the amount of experience points required until it has 1 more than the challenger. If this is sufficient for that model to gain a rank, that model gains a Battle Honour as normal. |
THE LOSER Most Orks take a pragmatic view on defeat. After all, if they lose, they can always have another go later. If the Waaagh!boss is the loser, that model gains one Battle Scar. Determine this immediately and record it on that model’s Crusade card as normal. This model loses the title of Waaagh!boss and no longer has the Waaagh!boss ability described above. |
Some Waaagh!bosses might be carried to war upon a vehicle or a mighty beast. However, when challenged they will rely on their own might to settle this particular fight.
If either the Waaagh!boss or the challenger is one of the models listed below, when taking part in the challenge, use the listed datasheet and equipment detailed for that model instead. Any Relics that model has can still be used.
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Many Meks see enemy heavy-armour formations not as a formidable foe, but as a treasure trove, waiting to be plundered.
It’s 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.
Beast Snaggas place great stock in bringing down the largest prey they can find. Whether this is a rampaging monstrous foe or an enormous clanking war engine matters little to these pragmatic Orks.
When their iconic war cry echoes across the battlefield, Orkish instinct is at its sharpest.
For Speed Freeks it is not enough to destroy the enemy, they have to be going fast and looking good at the same time. While Orks are not especially agile riders, even the lowliest Warbiker knows how to wheelie his Warbike, regardless of the potential damage this causes to himself and his ride in the inevitable ensuing crash.
Orks fight one another almost as often as they fight everybody else in the galaxy. Wars between rival warbands or tribes are common, with the victor subsuming the defeated faction into their own. This ensures that when the Orks reach out across the stars, it is a truly dangerous fighting force, led by a ruthless killer.
For the greenskins, anything not nailed down can be taken and put to use. From important data-cogitators and communications arrays to ammo dumps or more esoteric machinery, the Orks will take it all.
As Orks fight more battles they find new and exciting things to obsess over. Most of the time it is the various amusing ways to apply a brutal pummelling to their enemies, but sometimes their interests become more focused on things the other ladz might consider odd.
It is not always the biggest and strongest Orks that command a Waaagh!, on occasion a particularly cunning Ork will rise to command. However, if he wants to stay there it will likely require some underhand tactics to stave off potential challengers...
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Orks very rarely create anything from raw materials. Most of their tools, weapons and technology are cobbled together from pieces of the civilisations they have crushed beneath their iron boots. After the battle, Meks, Lootas and other technologically minded Orks sift through the wreckage, collecting scraps of useful technology to adapt into new brutal weapons and vehicles.
If your Crusade Faction is ORKS, you can keep an additional note of your army’s Scrap points total (the Crusade goals, notes and additional information box on your Order of Battle is ideal for this). Scrap points are collected after each battle. After each battle, your army gains a number of Scrap points equal to the number of enemy VEHICLE units that were destroyed, but did not explode.Meks are experts in turning their collected scrap into spare parts or bizarre enhancements for orkish vehicles, the owners of which will pay a hefty price in teef for their expert services.
If you have any MEK or BIG MEK units on your Order of Battle, you can spend Scrap points on the following Mek Jobs. Each Mek Job has a Scrap point (SP) cost listed. If you purchase any of the Mek Jobs listed here, delete the listed amount of Scrap points from your army’s Scrap Points total.Spare armour plates are easily salvaged from destroyed vehicles. It’s a simple job for the Mek to nail some of these over the offending damage. Whether they fall off again once the owner has paid up and left the workshop is not the Mek’s problem...
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.
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Bosspole Space Marine helmets are the favoured trophy of many an Ork, displaying them proudly about their person, on poles or on trophy racks for all to see. Not only do they proclaim that this Ork has bested one of finest warriors the Imperium has to offer, but they also come in a variety of snazzy colours to collect.
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Ded ’Ard Armour These chest plates are crafted from bulkheads salvaged from rugged dropships, and are robust enough to resist orbital descents through the planet’s atmosphere. INFANTRY or CAVALRY model only.
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Da Souped Up Shokka This shokk attack gun has had its power cranked up in every way possible, opening a wider portal and ensuring a much greater volume of warp-maddened snotlings can be fitted within the most modestly sized foe. Model with a shokk attack gun only. Da Souped Up Shokka replaces the model’s shokk attack gun and has the following profile:
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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 Wazgits presence giving him headaches when he was trying to come up with ‘da grand plan’, and had this dented bowl-like artefact nailed to Wazgits 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 Razdakkas 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 model only. Each time the bearer manifests a Witchfire psychic power (excluding Smite), if the result of the Psychic test was 10+, after resolving that psychic power, resolve the effects of that psychic power a second time. |
Gitstoppa Rounds Rumours abound about this fabled ammunition. It is said that several crates were looted from a conquered Deathwatch watch fortress. Every now and again a lucky Mek might chance upon a handful of these fancy bullets, and will likely trade a fortune in scrap to possess them. Of course, once it is known that an Ork is in possession of some, any bigger Ork will see it as his civic duty to relieve him of them. Model with a Dakka weapon only. When you select this Relic, select one Dakka weapon the bearer is equipped with. Once per battle, when the bearer shoots with that weapon, you can choose for it to fire a salvo of gitstoppa rounds. If you do so, change the weapon’s type to Dakka 3/2. If an attack made with Gitstoppa Rounds scores a hit, that attack inflicts D3 mortal wounds on the target and the attack sequence ends. |
Choppa of da Great Waaagh! Orkish legend tells of a great choppa, 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 the greenskin race. Many Orks have claimed to possess this fabled weapon over the millennia, and though its blade and haft have been repaired, replaced and reworked hundreds of times, this choppa 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 choppas true power will be unlocked. INFANTRY or CAVALRY model only. The Choppa of da Great Waaagh! has the following profile:
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Ork vehicles are very rarely created completely from scratch. They are more often cobbled together from other pre-existing vehicles, whether they be those taken from their rivals, or salvaged from the battlefield. Of the latter, Orks love nothing more than taking the creations of their foes and ‘improving’ them with all kinds of strange new additions, as well as adding the mandatory big red button, before deploying them to the battlefield to blast and crush their former owners.
If your Crusade Faction is ORKS, you can spend accumulated Scrap points to add looted vehicles to your Order of Battle. If you have any MEK or BIG MEK units on your Order of Battle, you can spend Scrap points on the Loot Vehicle Mek Job. If you purchase this Mek Job, delete the listed amount of Scrap points from your army’s Scrap points total.The Orks belonging to speed mobs are, as their name would suggest, obsessed with speed. The faster the better. When they gather together, they only get tougher and quicker, as each greenskin eggs the others on in an endless cycle of competition and desire to be the fastest.
Orks love to go fast. There is something about speed that fulfils a deep need in the Orkish temperament - just like the thunder of guns, the clank of tracks or the din of battle. They like to feel the wind whipping into their faces and hear the throaty roar of supercharged engines. It is hardly surprising that bikes, aircraft and buggies of all kinds are popular with the Orks.
Those greenskins who become addicted to the sensation of ‘goin’ fasta’ will most likely find their way into the Speed Freeks, a kult whose members rarely, if ever, leave the saddle. These grinning loons roar into battle on exhaust-belching jalopies and crude but effective flying machines, intent on getting into the thick of the fighting before their ground-pounding comrades.
Speed Mobs are groups of these speed-obsessed maniacs who gravitate together in search of the most violent competition, the best races and the most dangerous tracks. To these adrenaline junkies, Orks of other persuasions - or even other Speed Freeks - are intensely boring, their every spoken word and gesture appearing to them as slow and dull. Whilst racing and in battle, the Orks of the Speed Freek Speed Mobs pull off daring manoeuvres, ram foes or rivals at high speed and unleash every ounce of bizarre dakka they’ve been able to lash to their rides.
Not only are Speed Freeks always eager to get stuck into the fray, they are also convinced that going fast makes them invincible.
SPEED KING This warlord’s fanatical devotion to speedcraft is inspirational to all the ladz around him. While a friendly SPEED FREEKS unit (excluding CHARACTER units) is within 6" of this WARLORD, each time a model in that unit makes an attack, re-roll a wound roll of 1. |
Not only are Speed Freeks always eager to get stuck into the fray, they are also convinced that going fast makes them invincible.
If your army is a Speed Freeks Speed Mob, you have access to these Kustom Jobs in addition to those found in Codex: Orks. All the usual rules for upgrading units from your army with Kustom Jobs listed in Codex: Orks also apply to the ones found here.
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When ‘retreating’, some Speed Freeks throw out huge coils of spiked chains behind their vehicles, which rip through their enemies.
SPEED MOB VEHICLE model only. In your Movement phase, each time this model is selected to Fall Back, select one enemy unit (excluding VEHICLE or MONSTER units) within Engagement Range of this model and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds.Some greenskins raise the suspension of their rides, turning their vehicles into high-speed gun platforms.
SPEED MOB VEHICLE model only. While this model is within Engagement Range of any enemy models, it is still able to make ranged attacks against enemy units that are not within Engagement Range of it.The Speed Freeks fire so many rounds, some just have to hit the target.
When Warbikers charge at full pelt, the power behind their assault is so great that they can smash through the enemy.
Speed Freeks take immense pleasure in crushing enemy positions with fiat-out vehicle charges.
Sometimes new targets that emerge are just too juicy to ignore.
A common Deffkopta tactics is to fly high into the sky before diving down upon the foe.
The crew of the Rukkatrukk Squigbuggy keep finding more squigs to launch at the enemy.
The Orks are the most savage and warlike species in the galaxy, and can be found infesting its every corner. Far removed from the enigmatic and scheming nature of many other races, greenskins are simple beings who live for battle.
MIGHT IS RIGHT A solid slab of muscle and aggression, this Orks strength is unsurpassed. Add 1 to the bearer s Strength and Attacks characteristics. |
BIG BOSS The greatest Warbosses keep a few lieutenants around to reinforce their rule. This has the dual effect of ensuring commands are disseminated effectively, and that the Warboss is kept fighting fit. This Enhancement cannot be given to a WARBOSS model. Once per battle, in your Command phase, you can call a Waaagh! if the bearer is on the battlefield, even though it is not a WARBOSS model. If you do so, Stage 1 of that Waaagh! takes effect normally, but Stage 2 does not take effect. |
SUPA-CYBORK BODY This endoskeleton is the envy of every Warboss around. Constructed from bits of scrap taken from dozens of similar pieces, it is a contraption that offers the wearer unparalleled resilience. Add 1 to the bearer s Wounds characteristic and change its Toughness characteristic to 6. |
When Orks gather in large numbers, their sheer impetus carries them into the foe, destroying everything in their path.
Though it is normally known for its inaccuracy, the typical deluge of Ork shooting is utterly devastating in the close confines of a ship.
Orks live tough lives, their hardy greenskin constitutions pushed to extremes by the danger they surround themselves with. As a result, even the lowliest Ork can take a tremendous amount of punishment before being slain.
It can take a long time for an Ork to grasp the fact that it has been mortally wounded, especially if its enjoying a good fight.
Nothing shocks the enemy like an angry mob of Orks suddenly appearing in a blast of green lightning!
Orks react to the sudden availability of a good scrap with immediate and enthusiastic aggression.
If your army is led by an ORKS WARLORD, you can, when mustering your army, give one of the following Shiny Gubbinz to an ORKS CHARACTER model in your army. Named characters cannot be given any of the following Relics. Unless specifically stated otherwise, VEHICLE models cannot be given any of the following Relics.
When a model in your army is given a Shiny Gubbinz, replace all instances of the <CLAN> keyword in that Relic’s rules (if any) with the name of the clan that your model is drawn from.
Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Shiny Gubbinz your models have on your army roster.
BEASTHIDE MANTLE
The Beasthide Mantle consists of so many thick furs, reptilian hides, jutting squig tusks and other assorted trophies of glorious kills, it is sometimes hard to spot even the most hulking Ork wearer beneath it all.
BEAST SNAGGA model only.DA DEAD SHINY SHOOTA
Rumoured to have been made by Big Mek Buzzgob, da Dead Shiny Shoota is a double-barrelled brute packed full of dakka. The gun kicks out a deafening storm of hot lead, much to the enjoyment of the Ork pulling the trigger, and its volume of fire is so great that even the most inaccurate greenskin can land a respectable number of hits.
Model equipped with a kustom shoota only. This Relic replaces a kustom shoota and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Da Dead Shiny Shoota | |||||
Da Dead Shiny Shoota | 18" | Dakka 14/10 | 5 | -1 | 2 |
DA KILLA KLAW
Orkimedes himself fashioned this fearsome weapon from the blades of a Soul Grinder of Khorne. Thanks to its reputation for being ‘ded killy’, the baleful crimson glow emitted by da Killa Klaw has yet to discourage any Orks from donning the fabled gauntlet.
Model equipped with power klaw only. This Relic replaces a power klaw and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Da Killa Klaw | |||||
Da Killa Klaw | Melee | Melee | x2 | -4 | 3 |
DA KRUSHIN’ ARMOUR
Crafted from the heaviest Space Marine vehicles and finished with brutal spikes, this suit of mega 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.
MEGA ARMOUR model only.HEADWOPPA’S KILLCHOPPA
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.
Model equipped with beastchoppa, big choppa or ’uge choppa only. This Relic replaces a beastchoppa, big choppa or ’uge choppa and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Headwoppa’s Killchoppa | |||||
Headwoppa’s Killchoppa | Melee | Melee | x2 | -3 | 2 |
Abilities: Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. |
SCORCHED GITBONEZ
During the Second War for Armageddon, the name of Oddgit the Weirdboy garnered fame amongst the Ork race after he vomited a tide of psycho-plasma across the renowned Blood Angels Captain Tycho. Oddgit was swiftly incinerated by retaliatory fire, but his bones have been carried, worn and chewed on by various Weirdboyz since then, their latent power seeping into the half-sane brain of their owner.
PSYKER model only. This Relic can be taken by a PSYKER VEHICLE model.SUPA-CYBORK BODY
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...
INFANTRY model only.WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
’Eavy lobba | ||||||
’Eavy lobba | 48" | Heavy D6 | 6 | -1 | 2 | Indirect Fire. Blast. This weapon can target units that are not visible to the bearer. |
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer. | ||||||
+50 Belly gun | ||||||
+50 Belly gun | 36" | Heavy 3D6 | 8 | -2 | 2 | Blast |
Blast | ||||||
+0..5 Big shoota | ||||||
+0..5 Big shoota | 36" | Dakka 5/3 | 5 | 0 | 1 | - |
Blitz missiles | ||||||
Blitz missiles | 18" | Assault D3 | 6 | -1 | D3 | Blast |
Blast | ||||||
Boombits | ||||||
Boombits | 12" | Assault D6 | 5 | 0 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
Bubblechukka | ||||||
After selecting targets, roll one D3 to determine which of the profiles below to make attacks with. If a unit contains more than one bubblechukka that is targeting the same unit, determine the profiles for each weapon separately before any attacks are resolved against that target. | ||||||
Bubblechukka | After selecting targets, roll one D3 to determine which of the profiles below to make attacks with. If a unit contains more than one bubblechukka that is targeting the same unit, determine the profiles for each weapon separately before any attacks are resolved against that target. | |||||
- 1: Big bubble | ||||||
- 1: Big bubble | 48" | Heavy 3D3 | 6 | -2 | 1 | Blast |
Blast | ||||||
- 2: Wobbly bubble | ||||||
- 2: Wobbly bubble | 48" | Heavy D6 | 8 | -3 | 3 | Blast |
Blast | ||||||
- 3: Dense bubble | ||||||
- 3: Dense bubble | 48" | Heavy 1 | 10 | -4 | D3+3 | - |
+0..5 Burna | ||||||
+0..5 Burna | 12" | Assault D6 | 4 | 0 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
Burna (shooting) | ||||||
Burna (shooting) | 8" | Assault D3 | 4 | 0 | 1 | Before a unit fires this weapon, roll once for the number of attacks and use this for all burnas fired by the unit until the end of the phase. This weapon automatically hits its target. |
Before a unit fires this weapon, roll once for the number of attacks and use this for all burnas fired by the unit until the end of the phase. This weapon automatically hits its target. | ||||||
Burna bottles | ||||||
Burna bottles | 6" | Grenade 2D3 | 4 | 0 | 1 | Blast. Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack. |
Blast. Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack. | ||||||
Burna exhaust | ||||||
Burna exhaust | 8" | Assault D6 | 4 | 0 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
+50 Bursta kannon | ||||||
+50 Bursta kannon | 36" | Heavy 3D6 | 10 | -3 | 3 | Blast. Each time an attack is made with this weapon against a target within half range, add 1 to that attack’s hit roll. |
Blast. Each time an attack is made with this weapon against a target within half range, add 1 to that attack’s hit roll. | ||||||
Da Rippa | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Da Rippa | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 24" | Heavy 3 | 7 | -3 | 2 | - |
- Supercharge | ||||||
- Supercharge | 24" | Heavy 3 | 8 | -3 | 3 | Each time the bearer shoots, if any unmodified hit rolls of 1 are made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon. |
Each time the bearer shoots, if any unmodified hit rolls of 1 are made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon. | ||||||
Dakkagun | ||||||
Dakkagun | 18" | Dakka 5/3 | 5 | 0 | 1 | - |
Deffgun | ||||||
Deffgun | 48" | Dakka 3/2 | 7 | -1 | 2 | - |
Deffkannon | ||||||
Deffkannon | 72" | Heavy 3D6 | 10 | -4 | D6 | Blast |
Blast | ||||||
Deffstorm mega-shoota | ||||||
Deffstorm mega-shoota | 36" | Dakka 30/20 | 6 | -1 | 1 | - |
Eyez of Mork | ||||||
Eyez of Mork | 12" | Assault 2 | 6 | -3 | D3 | - |
Gaze of Gork | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Gaze of Gork | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Squint | ||||||
- Squint | 18" | Heavy 1 | 9 | -4 | 3 | Each time an attack is made with this weapon profile, select one eligible target unit, draw a straight line between the closest point of the bearer’s base (or hull) and that of the closest model in the target unit. Make one wound roll against the target unit, and each other unit this line passes over. Each time an attack is made with this weapon profile, that attack automatically hits the target. |
Each time an attack is made with this weapon profile, select one eligible target unit, draw a straight line between the closest point of the bearer’s base (or hull) and that of the closest model in the target unit. Make one wound roll against the target unit, and each other unit this line passes over. Each time an attack is made with this weapon profile, that attack automatically hits the target. | ||||||
- Glare | ||||||
- Glare | 24" | Heavy D6 | 5 | -1 | 1 | Blast. Each time this weapon profile is selected, select a point on the battlefield within this weapon’s maximum range and resolve attacks against every eligible enemy unit within 3" of that point, determining visibility from that point. Determine the number of attacks separately for each eligible enemy unit. |
Blast. Each time this weapon profile is selected, select a point on the battlefield within this weapon’s maximum range and resolve attacks against every eligible enemy unit within 3" of that point, determining visibility from that point. Determine the number of attacks separately for each eligible enemy unit. | ||||||
Gaze of Mork | ||||||
Gaze of Mork | 18" | Heavy 3 | 12 | -4 | 6 | - |
Giga shoota | ||||||
Giga shoota | 48" | Heavy 30 | 6 | -2 | 1 | Each time an attack is made with this weapon against a target within half range, add 1 to that attack’s hit roll. |
Each time an attack is made with this weapon against a target within half range, add 1 to that attack’s hit roll. | ||||||
Grot blasta | ||||||
Grot blasta | 12" | Pistol 1 | 3 | 0 | 1 | - |
+0..10 Grot-guided bomm | ||||||
+0..10 Grot-guided bomm | 72" | Heavy 2D6 | 8 | -3 | 2 | Indirect Fire. Blast. This weapon can target units that are not visible to the bearer. The bearer can only shoot with this weapon once per battle. Each time an attack is made with this weapon, the bearer has a Ballistic Skill characteristic of 2+ for that attack. |
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer. The bearer can only shoot with this weapon once per battle. Each time an attack is made with this weapon, the bearer has a Ballistic Skill characteristic of 2+ for that attack. | ||||||
Grotzooka | ||||||
Grotzooka | 18" | Heavy 2D3 | 6 | 0 | 1 | Blast |
Blast | ||||||
Heavy squig launcha | ||||||
Heavy squig launcha | 36" | Assault 2D6 | 5 | -2 | 2 | Indirect Fire. Blast. This weapon can target units that are not visible to the bearer. |
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer. | ||||||
+0..15 Kannon | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
+0..15 Kannon | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Frag | ||||||
- Frag | 36" | Heavy D6 | 5 | 0 | 1 | Blast |
Blast | ||||||
- Shell | ||||||
- Shell | 36" | Heavy 1 | 8 | -2 | D6 | - |
Killa jet | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Killa jet | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Burna | ||||||
- Burna | 12" | Assault D6 | 5 | -1 | 1 | Each time an attack is made with this weapon profile, that attack automatically hits the target. |
Each time an attack is made with this weapon profile, that attack automatically hits the target. | ||||||
- Cutta | ||||||
- Cutta | 12" | Assault 2 | 8 | -4 | D6 | Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
+0..15 Killkannon | ||||||
+0..15 Killkannon | 24" | Heavy D6 | 8 | -2 | 2 | Blast |
Blast | ||||||
+0..5 Kombi-rokkit | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
+0..5 Kombi-rokkit | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Rokkit | ||||||
- Rokkit | 24" | Heavy D3 | 8 | -2 | 3 | Blast |
Blast | ||||||
- Shoota | ||||||
- Shoota | 18" | Dakka 3/2 | 4 | 0 | 1 | - |
+0..10 Kombi-skorcha | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
+0..10 Kombi-skorcha | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Skorcha | ||||||
- Skorcha | 12" | Assault D6 | 5 | -1 | 1 | Each time an attack is made with this weapon profile, that attack automatically hits the target. |
Each time an attack is made with this weapon profile, that attack automatically hits the target. | ||||||
- Shoota | ||||||
- Shoota | 18" | Dakka 3/2 | 4 | 0 | 1 | - |
Kopta rokkits | ||||||
Kopta rokkits | 24" | Heavy 2D3 | 8 | -2 | 3 | Blast |
Blast | ||||||
Krusha kannon | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Krusha kannon | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Blast burna | ||||||
- Blast burna | 48" | Heavy 3D6 | 5 | -1 | 1 | Blast |
Blast | ||||||
- Boom shell | ||||||
- Boom shell | 60" | Heavy 2D6 | 8 | -2 | 2 | Blast |
Blast | ||||||
- Scrap kanister | ||||||
- Scrap kanister | 18" | Heavy 3D6 | 5 | -1 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
- Tankhamma shell | ||||||
- Tankhamma shell | 60" | Heavy 1 | 10 | -3 | 6 | Each time an attack is made with this weapon against a VEHICLE unit, you can re-roll the hit roll. |
Each time an attack is made with this weapon against a VEHICLE unit, you can re-roll the hit roll. | ||||||
Kustom grot blasta | ||||||
Kustom grot blasta | 12" | Pistol D3 | 5 | -1 | 2 | - |
Kustom grot blasta | ||||||
Kustom grot blasta | 12" | Dakka 3/2 | 5 | -1 | 2 | - |
+0..10 Kustom mega-blasta | ||||||
+0..10 Kustom mega-blasta | 24" | Assault D3 | 8 | -3 | D6 | Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. |
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. | ||||||
+5 Kustom mega-kannon | ||||||
+5 Kustom mega-kannon | 36" | Heavy D6 | 8 | -3 | D6 | Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. |
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. | ||||||
Kustom mega-slugga | ||||||
Kustom mega-slugga | 12" | Pistol D3 | 8 | -3 | D6 | Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. |
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. | ||||||
Kustom mega-zappa | ||||||
Kustom mega-zappa | 36" | Heavy 3D3 | 8 | -3 | D6 | Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. |
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. | ||||||
Kustom shokk rifle | ||||||
Kustom shokk rifle | 24" | Assault 2 | 8 | -3 | D6 | If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer’s unit suffers 1 mortal wound after shooting with this weapon. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. |
If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer’s unit suffers 1 mortal wound after shooting with this weapon. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. | ||||||
+0..5 Kustom shoota | ||||||
+0..5 Kustom shoota | 18" | Dakka 6/4 | 4 | 0 | 1 | - |
Kustom supa-rokkits | ||||||
Kustom supa-rokkits | 100" | Heavy D6 | 8 | -3 | D6 | Blast |
Blast | ||||||
Lifta-droppa | ||||||
Lifta-droppa | 48" | Heavy D6 | - | - | - | Blast. Each time an attack is made with this weapon, that attack automatically hits the target. Each time this weapon hits, roll 2D6 instead of rolling to wound: if the result is equal to or greater than the target’s highest Strength characteristic, the target suffers 1 mortal wound. |
Blast. Each time an attack is made with this weapon, that attack automatically hits the target. Each time this weapon hits, roll 2D6 instead of rolling to wound: if the result is equal to or greater than the target’s highest Strength characteristic, the target suffers 1 mortal wound. | ||||||
+0..10 Lobba | ||||||
+0..10 Lobba | 48" | Heavy D6 | 5 | 0 | 1 | Indirect Fire. Blast. This weapon can target units that are not visible to the bearer. |
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer. | ||||||
Mek speshul | ||||||
Mek speshul | 30" | Dakka 14/10 | 5 | -2 | 2 | - |
Mork’s Roar | ||||||
Mork’s Roar | 36" | Dakka 16/12 | 5 | -1 | 1 | - |
Pair of rokkit pistols | ||||||
Pair of rokkit pistols | 12" | Pistol 2 | 7 | -2 | D3 | - |
+24 Rack of rokkits | ||||||
+24 Rack of rokkits | 24" | Assault 2 | 8 | -2 | 3 | - |
Rattler kannon | ||||||
Rattler kannon | 24" | Heavy D6 | 6 | -2 | 1 | - |
Rivet kannon | ||||||
Rivet kannon | 36" | Dakka 9/6 | 7 | -2 | 2 | - |
Rokker shoota | ||||||
Rokker shoota | 24" | Assault 4 | 4 | -1 | 1 | - |
Rokkit kannon | ||||||
Rokkit kannon | 24" | Heavy 3D3 | 8 | -2 | 3 | Blast |
Blast | ||||||
+0..10 Rokkit launcha | ||||||
+0..10 Rokkit launcha | 24" | Heavy D3 | 8 | -2 | 3 | Blast |
Blast | ||||||
Saddlegit weapons (shooting) | ||||||
Saddlegit weapons (shooting) | 8" | Assault 1 | 4 | 0 | 1 | - |
Sawn-off shotgun | ||||||
Sawn-off shotgun | 12" | Assault 2 | 4 | 0 | 1 | - |
Shokk attack gun | ||||||
Shokk attack gun | 60" | Heavy D6 | * | -5 | D6 | Blast. Each time this weapon is selected to shoot with, roll 2D6 to determine the Strength of all its attacks: on an 11+, each successful hit inflicts D3 mortal wounds on the target in addition to any normal damage. |
Blast. Each time this weapon is selected to shoot with, roll 2D6 to determine the Strength of all its attacks: on an 11+, each successful hit inflicts D3 mortal wounds on the target in addition to any normal damage. | ||||||
+5 Shokka pistol | ||||||
+5 Shokka pistol | 6" | Pistol D3 | 6 | -1 | 1 | Blast. Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of D3. |
Blast. Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of D3. | ||||||
Shoota | ||||||
Shoota | 18" | Dakka 3/2 | 4 | 0 | 1 | - |
+0..15 Skorcha | ||||||
+0..15 Skorcha | 12" | Assault D6 | 5 | -1 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
+15 Skorcha missile racks | ||||||
+15 Skorcha missile racks | 36" | Assault 2D6 | 6 | -2 | 1 | Blast. Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack. |
Blast. Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack. | ||||||
Slugga | ||||||
Slugga | 12" | Pistol 1 | 4 | 0 | 1 | - |
Smasha gun | ||||||
Smasha gun | 48" | Heavy D3 | 8 | -4 | D6 | Blast |
Blast | ||||||
Snazzgun | ||||||
Snazzgun | 24" | Heavy 3 | 6 | -2 | 2 | - |
Squig launcha | ||||||
Squig launcha | 18" | Assault D6 | 5 | -2 | 2 | Indirect Fire. Blast. This weapon can target units that are not visible to the bearer. |
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer. | ||||||
+40 Squiggoth supa-kannon | ||||||
+40 Squiggoth supa-kannon | 60" | Heavy 2D6 | 8 | -2 | 3 | Blast |
Blast | ||||||
Stikka (shooting) | ||||||
Stikka (shooting) | 12" | Assault 1 | User | -2 | 2 | Each time an attack made with this weapon targets a unit within half range, that attack has a Strength characteristic of +1. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Strength characteristic of +1. | ||||||
Stikka kannon | ||||||
Stikka kannon | 12" | Heavy 1 | 8 | -2 | 3 | Each time the bearer makes an attack with this weapon, if that attack targets a MONSTER or VEHICLE unit, you can re-roll the hit roll. |
Each time the bearer makes an attack with this weapon, if that attack targets a MONSTER or VEHICLE unit, you can re-roll the hit roll. | ||||||
Stikkbomb flinga | ||||||
Stikkbomb flinga | 12" | Assault 2D6 | 3 | 0 | 1 | Blast |
Blast | ||||||
Stikkbombs (Da Red Gobbo) | ||||||
Stikkbombs (Da Red Gobbo) | 6" | Grenade D6 | 3 | 0 | 1 | Blast |
Blast | ||||||
Stikkbombz | ||||||
Stikkbombz | 8" | Grenade D6 | 3 | 0 | 1 | Blast |
Blast | ||||||
Stompa lifta-droppa | ||||||
Stompa lifta-droppa | 48" | Heavy 4D3 | * | -4 | D3+3 | Each time an attack made with this weapon successfully hits, roll 3D6. If the result is greater than the target’s Toughness characteristic, that attack successfully wounds. |
Each time an attack made with this weapon successfully hits, roll 3D6. If the result is greater than the target’s Toughness characteristic, that attack successfully wounds. | ||||||
Supa-gatler | ||||||
Supa-gatler | 48" | Dakka 24/16 | 7 | -2 | 1 | - |
+0..50 Supa-kannon | ||||||
+0..50 Supa-kannon | 60" | Heavy 2D6 | 8 | -2 | 3 | Blast |
Blast | ||||||
Supa-rokkits | ||||||
Supa-rokkits | 100" | Heavy D6 | 8 | -3 | D6 | Blast |
Blast | ||||||
+0..10 Supa-shoota | ||||||
+0..10 Supa-shoota | 36" | Dakka 6/4 | 6 | -1 | 1 | - |
Tankbusta bomb | ||||||
Tankbusta bomb | 6" | Grenade D3 | 8 | -2 | D6 | Blast |
Blast | ||||||
+10 Tellyport blasta | ||||||
+10 Tellyport blasta | 12" | Assault D6 | 8 | -2 | 3 | Blast |
Blast | ||||||
+10 Tellyport mega-blasta | ||||||
+10 Tellyport mega-blasta | 24" | Assault D6 | 9 | -2 | D3+3 | Blast |
Blast | ||||||
+0..5 Thump gun | ||||||
+0..5 Thump gun | 18" | Assault D3 | 6 | -1 | D3 | Blast |
Blast | ||||||
Traktor kannon | ||||||
Traktor kannon | 48" | Heavy 1 | 8 | -2 | D3+3 | Each time an attack is made with this weapon:
|
Each time an attack is made with this weapon:
| ||||||
+0..10 Twin big shoota | ||||||
+0..10 Twin big shoota | 36" | Dakka 10/6 | 5 | 0 | 1 | - |
Twin boomstikk | ||||||
Twin boomstikk | 12" | Assault 2 | 5 | 0 | 1 | - |
Twin skorcha | ||||||
Twin skorcha | 12" | Heavy 2D6 | 5 | -1 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
Wazbom mega-kannon | ||||||
Wazbom mega-kannon | 36" | Heavy D3 | 10 | -3 | D6 | Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. |
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. | ||||||
Wing missiles | ||||||
Wing missiles | 24" | Assault 1 | 8 | -2 | 3 | Each time an attack is made with this weapon that targets a VEHICLE unit, add 1 to that attack’s hit roll. |
Each time an attack is made with this weapon that targets a VEHICLE unit, add 1 to that attack’s hit roll. | ||||||
Wurrtower | ||||||
Wurrtower | 24" | Assault 1 | 9 | -3 | D6 | Each time this weapon is selected to shoot with, if the bearer successfully manifested any psychic powers this turn, change this weapon’s Type to Assault D3. Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time this weapon is selected to shoot with, if the bearer successfully manifested any psychic powers this turn, change this weapon’s Type to Assault D3. Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
+0..5 Zzap gun | ||||||
+0..5 Zzap gun | 36" | Heavy 1 | * | -3 | 3 | Each time this weapon is selected to shoot with, roll 2D6 to determine the Strength of all its attacks: on an 11+, each successful hit inflicts D3 mortal wounds on the target in addition to any normal damage, and the bearer suffers 1 mortal wound. |
Each time this weapon is selected to shoot with, roll 2D6 to determine the Strength of all its attacks: on an 11+, each successful hit inflicts D3 mortal wounds on the target in addition to any normal damage, and the bearer suffers 1 mortal wound. |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
’Uge choppa | ||||||
’Uge choppa | Melee | Melee | +3 | -3 | 2 | - |
’Urty syringe | ||||||
’Urty syringe | Melee | Melee | 2 | 0 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, unless the target is a VEHICLE or TITANIC unit, that attack always wounds on an unmodified wound roll of 2+. |
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, unless the target is a VEHICLE or TITANIC unit, that attack always wounds on an unmodified wound roll of 2+. | ||||||
+0..5 Attack squig | ||||||
+0..5 Attack squig | Melee | Melee | 4 | -1 | 1 | Each time the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon. |
Each time the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon. | ||||||
+0..5 Beast Snagga klaw | ||||||
+0..5 Beast Snagga klaw | Melee | Melee | +4 | -3 | 2 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. | ||||||
Beastchoppa | ||||||
Beastchoppa | Melee | Melee | User | -2 | 2 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
Big Chompa’s jaws | ||||||
Big Chompa’s jaws | Melee | Melee | 7 | -3 | 3 | Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 4 mortal wounds on the target and the attack sequence ends. |
Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 4 mortal wounds on the target and the attack sequence ends. | ||||||
+0..5 Big choppa | ||||||
+0..5 Big choppa | Melee | Melee | +2 | -1 | 2 | - |
Bounca’s jaws | ||||||
Bounca’s jaws | Melee | Melee | 6 | -2 | 2 | Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 3 mortal wounds on the target and the attack sequence ends. |
Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 3 mortal wounds on the target and the attack sequence ends. | ||||||
+5 Breacha ram | ||||||
+5 Breacha ram | Melee | Melee | +2 | -2 | 2 | Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack. |
Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack. | ||||||
Burna (melee) | ||||||
Burna (melee) | Melee | Melee | User | -2 | 1 | - |
Butcha boyz | ||||||
Butcha boyz | Melee | Melee | 5 | -1 | 1 | Each time the bearer fights, it makes 4 additional attacks with this weapon and no more than 4 attacks can be made with this weapon. |
Each time the bearer fights, it makes 4 additional attacks with this weapon and no more than 4 attacks can be made with this weapon. | ||||||
Choppa | ||||||
Choppa | Melee | Melee | User | -1 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
Da Grabzappa | ||||||
Da Grabzappa | Melee | Melee | +2 | -3 | 2 | - |
Da Pain Klaw | ||||||
Da Pain Klaw | Melee | Melee | x2 | -4 | D3 | Each time an attack is made with this weapon against an INFANTRY or MONSTER unit, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to the normal damage. |
Each time an attack is made with this weapon against an INFANTRY or MONSTER unit, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to the normal damage. | ||||||
Da Vulcha’s Klaws | ||||||
Da Vulcha’s Klaws | Melee | Melee | +2 | -3 | 2 | - |
+0..20 Deff rolla | ||||||
+0..20 Deff rolla | Melee | Melee | +1 | -2 | 2 | Each time an attack is made with this weapon, treat the bearer as having a Weapon Skill characteristic of 2+. |
Each time an attack is made with this weapon, treat the bearer as having a Weapon Skill characteristic of 2+. | ||||||
Dread killsaw | ||||||
Dread killsaw | Melee | Melee | +1 | -4 | 2 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
Dread klaw | ||||||
Dread klaw | Melee | Melee | x2 | -3 | 3 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
Dread rippa klaw | ||||||
Dread rippa klaw | Melee | Melee | x2 | -3 | D3+3 | - |
Git-rippa | ||||||
Git-rippa | Melee | Melee | x2 | -4 | 2 | When resolving an attack made with this weapon, you can re-roll the wound roll. |
When resolving an attack made with this weapon, you can re-roll the wound roll. | ||||||
Gorin’ horns | ||||||
Gorin’ horns | Melee | Melee | User | -3 | D6 | - |
Gork’s Klaw | ||||||
Gork’s Klaw | Melee | Melee | x2 | -4 | 4 | - |
Grabba stikk | ||||||
Grabba stikk | Melee | Melee | +1 | 0 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
+5 Grabbin’ klaw | ||||||
+5 Grabbin’ klaw | Melee | Melee | User | -3 | 2 | Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon. | ||||||
Grot-prod | ||||||
Grot-prod | Melee | Melee | +2 | -1 | 1 | - |
Gutrippa | ||||||
Gutrippa | Melee | Melee | +1 | -2 | 3 | - |
Huge tusks | ||||||
Huge tusks | Melee | Melee | User | -4 | D3+3 | - |
Icon of da Revolushun | ||||||
Icon of da Revolushun | Melee | Melee | User | -1 | 1 | When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage. |
When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage. | ||||||
Kan klaw | ||||||
Kan klaw | Melee | Melee | +3 | -3 | 3 | - |
+0..23 Killsaw | ||||||
+0..23 Killsaw | Melee | Melee | x2 | -4 | D3 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon. |
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon. | ||||||
Klaw of Gork (or possibly Mork) | ||||||
Each time an attack is made with this weapon, select one of the profiles below to make that attack with. | ||||||
Klaw of Gork (or possibly Mork) | Each time an attack is made with this weapon, select one of the profiles below to make that attack with. | |||||
- Crush | ||||||
- Crush | Melee | Melee | x2 | -4 | 6 | - |
- Smash | ||||||
- Smash | Melee | Melee | User | -2 | 2 | Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1. |
Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1. | ||||||
Krushin’ tracks | ||||||
Krushin’ tracks | Melee | Melee | User | -2 | 2 | - |
Makari’s stabba | ||||||
Makari’s stabba | Melee | Melee | User | 0 | 1 | Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target and the attack sequence ends. |
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target and the attack sequence ends. | ||||||
Mega-choppa | ||||||
Each time an attack is made with this weapon, select one of the profiles below to make that attack with. | ||||||
Mega-choppa | Each time an attack is made with this weapon, select one of the profiles below to make that attack with. | |||||
- Smash | ||||||
- Smash | Melee | Melee | x2 | -5 | 9 | - |
- Slash | ||||||
- Slash | Melee | Melee | User | -2 | 3 | Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1. |
Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1. | ||||||
Mek arms | ||||||
Mek arms | Melee | Melee | x2 | 0 | 2 | Each time the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon. |
Each time the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon. | ||||||
Mork’s Teeth | ||||||
Mork’s Teeth | Melee | Melee | User | -2 | 2 | - |
Nose drill | ||||||
Nose drill | Melee | Melee | +2 | -2 | D3 | - |
+0..10 Power klaw | ||||||
+0..10 Power klaw | Melee | Melee | x2 | -3 | 2 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. | ||||||
Power snappa | ||||||
Power snappa | Melee | Melee | +2 | -2 | 2 | - |
+0..5 Power stabba | ||||||
+0..5 Power stabba | Melee | Melee | User | -2 | 1 | - |
Reinforced ram | ||||||
Reinforced ram | Melee | Melee | +1 | -1 | 3 | - |
Rokker choppa | ||||||
Rokker choppa | Melee | Melee | +1 | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Each time the bearer fights, it can make 1 additional attack with this weapon. | ||||||
Saddlegit weapons (melee) | ||||||
Saddlegit weapons (melee) | Melee | Melee | 3 | -1 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
Savage horns and hooves | ||||||
Savage horns and hooves | Melee | Melee | +1 | -2 | 3 | Each time the bearer fights, it makes 4 additional attacks with this weapon and no more than 4 attacks can be made with this weapon. |
Each time the bearer fights, it makes 4 additional attacks with this weapon and no more than 4 attacks can be made with this weapon. | ||||||
Saw blades | ||||||
Saw blades | Melee | Melee | +2 | -2 | 2 | - |
Skrak’s horned helmet | ||||||
Skrak’s horned helmet | Melee | Melee | * | * | * | Each time the bearer fights, it can make 1 additional attack with this weapon and only 1 attack can be made with this weapon. When resolving an attack made with this weapon, if a hit is scored, the target suffers 1 mortal wound and the attack sequence ends. |
Each time the bearer fights, it can make 1 additional attack with this weapon and only 1 attack can be made with this weapon. When resolving an attack made with this weapon, if a hit is scored, the target suffers 1 mortal wound and the attack sequence ends. | ||||||
Smasha squig jaws | ||||||
Smasha squig jaws | Melee | Melee | 6 | -1 | 2 | Each time the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon. |
Each time the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon. | ||||||
Snagga klaw | ||||||
Snagga klaw | Melee | Melee | +2 | -2 | 2 | Each time an attack is made with this weapon, you can re-roll the wound roll. |
Each time an attack is made with this weapon, you can re-roll the wound roll. | ||||||
Spinnin’ blades | ||||||
Spinnin’ blades | Melee | Melee | +1 | -1 | 1 | Each time an attack is made with this weapon, make 3 hit rolls instead of 1. |
Each time an attack is made with this weapon, make 3 hit rolls instead of 1. | ||||||
Squighog jaws | ||||||
Squighog jaws | Melee | Melee | 6 | -1 | 2 | Each time the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon. |
Each time the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon. | ||||||
Squigosaur’s jaws | ||||||
Squigosaur’s jaws | Melee | Melee | 7 | -3 | 3 | Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 3 mortal wounds on the target and the attack sequence ends. |
Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 3 mortal wounds on the target and the attack sequence ends. | ||||||
Stikka (melee) | ||||||
Stikka (melee) | Melee | Melee | +1 | -2 | 2 | - |
+20 Stompa klaw | ||||||
+20 Stompa klaw | Melee | Melee | x2 | -5 | 9 | Each time an attack made with this weapon, an unmodified wound roll of 4+ inflicts D3 mortal wounds on the target in addition to any normal damage. |
Each time an attack made with this weapon, an unmodified wound roll of 4+ inflicts D3 mortal wounds on the target in addition to any normal damage. | ||||||
Tankhammer | ||||||
Tankhammer | Melee | Melee | - | - | - | Each time the bearer fights, it can only make 1 attack with this weapon. If that attack hits, the target unit suffers D6 mortal wounds and the bearer is destroyed. |
Each time the bearer fights, it can only make 1 attack with this weapon. If that attack hits, the target unit suffers D6 mortal wounds and the bearer is destroyed. | ||||||
Melee | Melee | +2 | 0 | 2 | - | |
Weirdboy staff | ||||||
Weirdboy staff | Melee | Melee | +3 | -1 | D3 | - |
+5 Wreckin’ ball | ||||||
+5 Wreckin’ ball | Melee | Melee | +2 | -1 | 2 | Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon. |
OTHER WARGEAR | ABILITIES | ||||||
+15 ’Ard case | |||||||
Add 1 to this model’s Toughness characteristic. This model cannot use the Open Topped ability. | |||||||
+15 ’Ard case | Add 1 to this model’s Toughness characteristic. This model cannot use the Open Topped ability. | ||||||
+0..5 Ammo runt | |||||||
Once per battle, when the bearer makes a ranged attack, you can re-roll the hit roll. We recommend placing an Ammo Runt model next to the unit as a reminder, removing it once this ability has been used (an Ammo Runt does not count as a model for any rules purposes). | |||||||
+0..5 Ammo runt | Once per battle, when the bearer makes a ranged attack, you can re-roll the hit roll. We recommend placing an Ammo Runt model next to the unit as a reminder, removing it once this ability has been used (an Ammo Runt does not count as a model for any rules purposes). | ||||||
+5 Big bomb | |||||||
Once per battle, in your Movement phase, after the bearer makes a Normal Move or Advances, you can select one point on the battlefield the bearer moved across this phase. Roll one D6 for each unit within 3" of that point, subtracting 1 if that unit is a CHARACTER (excluding VEHICLE or MONSTER units); on a 4+, that unit suffers D3 mortal wounds. | |||||||
+5 Big bomb | Once per battle, in your Movement phase, after the bearer makes a Normal Move or Advances, you can select one point on the battlefield the bearer moved across this phase. Roll one D6 for each unit within 3" of that point, subtracting 1 if that unit is a CHARACTER (excluding VEHICLE or MONSTER units); on a 4+, that unit suffers D3 mortal wounds. | ||||||
+6..10 Bigbomm | |||||||
Once per battle, at the end of your Movement phase, this model can drop its bigbomm on one enemy unit it moved over in that phase. To a maximum of five D6, roll one D6 for each model in that unit. For each roll of 5+ that unit suffers 1 mortal wound. | |||||||
+6..10 Bigbomm | Once per battle, at the end of your Movement phase, this model can drop its bigbomm on one enemy unit it moved over in that phase. To a maximum of five D6, roll one D6 for each model in that unit. For each roll of 5+ that unit suffers 1 mortal wound. | ||||||
+5 Bomb squig | |||||||
Once per turn, when a unit with a bomb squig is selected to shoot or fire Overwatch, if it has any bomb squigs remaining, the unit can release one. When it does so, you can select one enemy unit (excluding AIRCRAFT) that is within 12" of the unit with a bomb squig (when firing Overwatch this must be the charging unit) and roll one D6, adding 1 to the result if that enemy unit is a VEHICLE: on a 3+, that enemy unit suffers D3 mortal wounds. The number of bomb squigs the unit is equipped with is then reduced by 1. We recommend placing a Bomb Squig model next to the unit for each bomb squig it is equipped with as a reminder, removing one each time this ability is used (a Bomb Squig does not count as a model for any rules purposes). | |||||||
+5 Bomb squig | Once per turn, when a unit with a bomb squig is selected to shoot or fire Overwatch, if it has any bomb squigs remaining, the unit can release one. When it does so, you can select one enemy unit (excluding AIRCRAFT) that is within 12" of the unit with a bomb squig (when firing Overwatch this must be the charging unit) and roll one D6, adding 1 to the result if that enemy unit is a VEHICLE: on a 3+, that enemy unit suffers D3 mortal wounds. The number of bomb squigs the unit is equipped with is then reduced by 1. We recommend placing a Bomb Squig model next to the unit for each bomb squig it is equipped with as a reminder, removing one each time this ability is used (a Bomb Squig does not count as a model for any rules purposes). | ||||||
Boom bomb | |||||||
Once per turn, if the bearer has any boom bombs remaining, it can drop one of them. In your Movement phase, after the bearer makes a Normal Move or Advances, you can select one point on the battlefield the bearer moved across this phase. Roll one D6 for each unit within 6" of that point, subtracting 1 if that unit is a CHARACTER (excluding VEHICLE or MONSTER units): on a 4+, that unit suffers D3 mortal wounds. On a 6, that unit suffers D6 mortal wounds instead. Each boom bomb can only be dropped once per battle. | |||||||
Boom bomb | Once per turn, if the bearer has any boom bombs remaining, it can drop one of them. In your Movement phase, after the bearer makes a Normal Move or Advances, you can select one point on the battlefield the bearer moved across this phase. Roll one D6 for each unit within 6" of that point, subtracting 1 if that unit is a CHARACTER (excluding VEHICLE or MONSTER units): on a 4+, that unit suffers D3 mortal wounds. On a 6, that unit suffers D6 mortal wounds instead. Each boom bomb can only be dropped once per battle. | ||||||
Burna bombs | |||||||
Once per turn, if the bearer has any burna bombs remaining, it can drop one of them. In your Movement phase, after the bearer makes a Normal Move or Advances, you can select one point on the battlefield the bearer moved across this phase. Roll one D6 for each model within 6" of that point, subtracting 1 if that model is a CHARACTER (excluding VEHICLE or MONSTER models): on a 5+, that model’s unit suffers 1 mortal wound. Each burna bomb can only be dropped once per battle. | |||||||
Burna bombs | Once per turn, if the bearer has any burna bombs remaining, it can drop one of them. In your Movement phase, after the bearer makes a Normal Move or Advances, you can select one point on the battlefield the bearer moved across this phase. Roll one D6 for each model within 6" of that point, subtracting 1 if that model is a CHARACTER (excluding VEHICLE or MONSTER models): on a 5+, that model’s unit suffers 1 mortal wound. Each burna bomb can only be dropped once per battle. | ||||||
+10 Distraction grot | |||||||
Once per battle, when the bearer is selected to fight, you can treat models in this unit as if they are within 1" of a terrain feature. We recommend placing a Distraction Grot model next to the unit as a reminder, removing it once this ability has been used (a Distraction Grot does not count as a model for any rules purposes). | |||||||
+10 Distraction grot | Once per battle, when the bearer is selected to fight, you can treat models in this unit as if they are within 1" of a terrain feature. We recommend placing a Distraction Grot model next to the unit as a reminder, removing it once this ability has been used (a Distraction Grot does not count as a model for any rules purposes). | ||||||
+5 Gitfinda squig | |||||||
Each time a ranged attack is made by this model, add 1 to that attack’s hit roll. | |||||||
+5 Gitfinda squig | Each time a ranged attack is made by this model, add 1 to that attack’s hit roll. | ||||||
+0..5 Grot oiler | |||||||
Once per battle, when the bearer repairs a VEHICLE model, that model can regain 1 additional lost wound. We recommend placing a Grot Oiler model next to the unit as a reminder, removing it once this ability has been used (a Grot Oiler does not count as a model for any rules purposes). | |||||||
+0..5 Grot oiler | Once per battle, when the bearer repairs a VEHICLE model, that model can regain 1 additional lost wound. We recommend placing a Grot Oiler model next to the unit as a reminder, removing it once this ability has been used (a Grot Oiler does not count as a model for any rules purposes). | ||||||
+5 Grot Orderly | |||||||
Once per battle, if a 1 is rolled when using the bearer’s Sawbonez ability you can re-roll the dice. We recommend placing a Grot Orderly model next to the unit as a reminder, removing it once this ability has been used (a Grot Orderly does not count as a model for any rules purposes). | |||||||
+5 Grot Orderly | Once per battle, if a 1 is rolled when using the bearer’s Sawbonez ability you can re-roll the dice. We recommend placing a Grot Orderly model next to the unit as a reminder, removing it once this ability has been used (a Grot Orderly does not count as a model for any rules purposes). | ||||||
Grot-lash | |||||||
The bearer gains the following ability: ‘Grot Lash (Aura): While a friendly GRETCHIN INFANTRY unit is within 3" of any models equipped with a grot-lash, add 1" to the Move characteristic of models in that unit.’ | |||||||
Grot-lash | The bearer gains the following ability: ‘Grot Lash (Aura): While a friendly GRETCHIN INFANTRY unit is within 3" of any models equipped with a grot-lash, add 1" to the Move characteristic of models in that unit.’ | ||||||
+0..30 Kustom force field | |||||||
(Aura) While a friendly ORKS unit is within 6" of the bearer, it has a 6+ invulnerable save. The range of this aura ability can never be increased, unless specifically stated otherwise. | |||||||
+0..30 Kustom force field | (Aura) While a friendly ORKS unit is within 6" of the bearer, it has a 6+ invulnerable save. The range of this aura ability can never be increased, unless specifically stated otherwise. | ||||||
+5 Shoutin’ pole | |||||||
While a WARBOSS model is embarked upon this TRANSPORT, the bearer gains that WARBOSS model’s Warboss, Beastboss or Flashiest Gitz aura ability. | |||||||
+5 Shoutin’ pole | While a WARBOSS model is embarked upon this TRANSPORT, the bearer gains that WARBOSS model’s Warboss, Beastboss or Flashiest Gitz aura ability. | ||||||
Squig hound | |||||||
The bearer gains the following ability: ‘Squig Hound (Aura): While a friendly GRETCHIN INFANTRY unit is within 3" of the bearer, models in that unit ignore modifiers to Combat Attrition tests.’ | |||||||
Squig hound | The bearer gains the following ability: ‘Squig Hound (Aura): While a friendly GRETCHIN INFANTRY unit is within 3" of the bearer, models in that unit ignore modifiers to Combat Attrition tests.’ | ||||||
Squig mine | |||||||
Once per turn, at the end of your Movement phase, if this unit has any squig mines remaining, this unit can release one. Select one enemy VEHICLE unit that is within 6" of this unit and roll one D6: on a 3-5, that unit suffers D3 mortal wounds. On a 6, that unit suffers D6 mortal wounds instead. The number of squig mines this unit is equipped with is then reduced by 1. | |||||||
Squig mine | Once per turn, at the end of your Movement phase, if this unit has any squig mines remaining, this unit can release one. Select one enemy VEHICLE unit that is within 6" of this unit and roll one D6: on a 3-5, that unit suffers D3 mortal wounds. On a 6, that unit suffers D6 mortal wounds instead. The number of squig mines this unit is equipped with is then reduced by 1. |
Below you will find a glossary that contains a number of terms used in this Codex.
Below you will find a glossary that contains a number of terms used in this book.
Below you will find a bullet-pointed summary of several Orks rules.
BRUTAL BUT KUNNIN’
This Ork has a particular talent for close-quarters choppa work, even amongst his brutal kin.
Each time this WARLORD fights, if all of its attacks target one enemy unit, after resolving all of those attacks, it can make a number of additional attacks against that enemy unit equal to the number of attacks that did not reach the Inflict Damage step of the attack sequence during that fight.
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The GRETCHIN keyword is used in the following Orks datasheets:
The BAD MOONS and BIG MEK keywords are used in the following Orks datasheets:
The GOFFS and CORE keywords are used in the following Orks datasheets:
The GOFFS and CHARACTER keywords are used in the following Orks datasheets:
The WARBOSS keyword is used in the following Orks datasheets:
The TRANSPORT keyword is used in the following Orks datasheets:
The SPEEDBOSS keyword is used in the following Orks datasheets:
The GHAZGHKULL THRAKA keyword is used in the following Orks datasheets:
The ORK and CORE keywords are used in the following Orks datasheets:
The ORK and CHARACTER keywords are used in the following Orks datasheets:
The ORK and VEHICLE keywords are used in the following Orks datasheets:
The ORK and BIKER keywords are used in the following Orks datasheets:
Dakka weapons unleash a terrifying volume of shots. Whether these are effective or not depends on the proximity of the target.
Dakka weapons have two values for the number of attacks they make. When a model shoots a Dakka weapon, use the first value if the target is within half the weapon’s range. If the target is not within half the weapon’s range, use the second value instead.The KAPTIN BADRUKK keyword is used in the following Orks datasheets:
The MAKARI keyword is used in the following Orks datasheets:
The MAD DOK GROTSNIK keyword is used in the following Orks datasheets:
The ZODGROD WORTSNAGGA keyword is used in the following Orks datasheets:
The and ORK keywords are used in the following Orks datasheets:
The ORK, and CHARACTER keywords are used in the following Orks datasheets:
The GOFFS keyword is used in the following Orks datasheets:
The DEATHSKULLS keyword is used in the following Orks datasheets:
The DEATHSKULLS and CHARACTER keywords are used in the following Orks datasheets:
The greatest Warbosses keep a few lieutenants around to reinforce their rule. This has the dual effect of ensuring commands are disseminated effectively, and that the Warboss is kept fighting fit.
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The BAD MOONS keyword is used in the following Orks datasheets:
The BAD MOONS and CORE keywords are used in the following Orks datasheets:
The BAD MOONS and CHARACTER keywords are used in the following Orks datasheets:
The BLOOD AXES and INFANTRY keywords are used in the following Orks datasheets:
The MEGA ARMOUR keyword is used in the following Orks datasheets:
The DEATHSKULLS and INFANTRY keywords are used in the following Orks datasheets:
The DEATHSKULLS and MEK keywords are used in the following Orks datasheets:
The DEATHSKULLS and BIG MEK keywords are used in the following Orks datasheets:
The DEATHSKULLS and CORE keywords are used in the following Orks datasheets:
The SPEED FREEKS keyword is used in the following Orks datasheets:
The EVIL SUNZ and CORE keywords are used in the following Orks datasheets:
The EVIL SUNZ and VEHICLE keywords are used in the following Orks datasheets: