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.


Books

BookKindEditionVersionLast update
  Orks
  OrksCodex9Indomitus 1.0September 2021
  The Balance Dataslate
  The Balance DataslateRulebook9November 2021
  Imperial Armour: Compendium
  Imperial Armour: CompendiumIndex9Indomitus 1.2September 2021
  Chapter Approved ’2021
  Chapter Approved ’2021Expansion9Indomitus 1.0July 2021
  Warhammer Legends: Forge World
  Warhammer Legends: Forge WorldIndex91.0December 2020
  Imperium Nihilus: Vigilus Defiant
  Imperium Nihilus: Vigilus DefiantExpansion8Indomitus 1.1July 2020
  Index Xenos: Goff Orks
  Index Xenos: Goff OrksWhite Dwarf8May 2020
  Warhammer Legends: Orks
  Warhammer Legends: OrksDataslate8December 2019

FAQ

Codex: Orks

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.

Expansion: Imperium Nihilus: Vigilus Defiant

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.

The <CLAN> Keyword

Many datasheets have the <CLAN> keyword. This is a keyword that you can select for yourself, as described in the Warhammer 40,000 Core Book, with the guidance detailed below.

All ORKS units are drawn from a clan or are Freebooterz. When you include such a unit in your army, you must nominate which clan it is from or if it is a Freebooter, and then replace the <CLAN> keyword in every instance on its datasheet with the name of your chosen clan or Freebooterz.

Example: If you include a Warboss in your army, and you decide he is from the Goff Clan, his <CLAN> keyword becomes GOFF and his Warboss ability reads ‘While a friendly GOFF CORE or GOFF CHARACTER unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.’

If your army is Battle-forged, you cannot include units from two different clans in the same Detachment, with the exception of certain units (see Specialist Ladz).

Abilities

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.

’Ere We Go

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.

Beast Snagga

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.

  • Each time a model with this ability makes an attack that targets a VEHICLE or MONSTER, add 1 to that attack’s hit roll.
  • Every model in this unit has a 6+ invulnerable save.

Dakka Weapons

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.

Mob Rule

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.

Ramshackle

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).

Waaagh!

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.

If your WARLORD is a WARBOSS, then once per battle, in your Command phase, you can call a Waaagh!. To do so, that WARBOSS must be on the battlefield or embarked on a TRANSPORT that is on the battlefield. If your WARLORD is a SPEEDBOSS, then once per battle, in your Command phase, you can instead call a Speedwaaagh!. To do so, that SPEEDBOSS must be on the battlefield. If your WARLORD is GHAZGHKULL THRAKA, you can instead call a Great Waaagh!. To do so, GHAZGHKULL THRAKA must be on the battlefield or embarked on a TRANSPORT that is on the battlefield.

A Waaagh! and Speedwaaagh! each have two stages. The first stage is active from when the Waaagh! or Speedwaaagh! is called, and lasts until the start of your next Command phase. When the first stage ends, the second stage starts, and lasts until the start of your subsequent Command phase. After this point, the Waaagh! or Speedwaaagh! is no longer active, and has no further effect. Calling a Great Waaagh! is treated as calling both a Waaagh! and a Speedwaaagh! at the same time. Both are active from when a Great Waaagh! is called, and each stage starts and finishes as described above.

Waaagh!

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.

Stage 1: Call Da Waaagh!
  • ORKS CORE and ORKS CHARACTER units from your army are eligible to declare a charge with even if they Advanced this turn.
  • Add 1 to the Attacks characteristic of ORKS models from your army.
Stage 2: Get Stuck In!
  • Add 1 to the Attacks characteristic of ORKS models from your army.

Speedwaaagh!

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.

Stage 1: Da Big Race
  • ORKS models from your army do not suffer the penalty incurred to their hit rolls for firing Assault weapons in the same turn their unit Advanced. Each time an ORKS VEHICLE or ORKS BIKER model from your army shoots with a Dakka weapon, make 1 additional attack with that weapon.
  • Each time a model in an ORKS VEHICLE or ORKS BIKER unit from your army makes a ranged attack, improve the Armour Penetration characteristic of that attack by 1.
Stage 2: Give ’Em Sum Dakka!
  • Each time a model in an ORKS VEHICLE or ORKS BIKER unit from your army makes a ranged attack, improve the Armour Penetration characteristic of that attack by 1.

The Balance Dataslate

When mustering an ORKS army, it cannot include more than 1 of each of the following units: Boomdakka Snazzwagons; Kustom Boosta-blastas; Megatrakk Scrapjets; Rukkatrukk Squigbuggies; Shokkjump Dragstas.


Detachment Rules

An ORKS Detachment is one that only includes models with the, ORKS keyword (excluding models with the UNALIGNED keyword).
  • <CLAN> units (excluding GRETCHIN units) in ORKS Detachments gain the Clan Kulturs ability.
  • Troops units (excluding GRETCHIN units) in ORKS Detachments gain the Objective Secured ability.

I’m Da Boss!

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.

Specialist Ladz

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).
  • GHAZGHKULL THRAKA
  • KAPTIN BADRUKK
  • MAKARI
  • MAD DOK GROTSNIK
  • ZODGROD WORTSNAGGA
  • SPECIALIST MOB units.


Orks Clans

If your army is Battle-forged, <CLAN> units from ORKS Detachments gain access to the following clan rales, provided every model in that Detachment that is drawn from a clan (with the exception of Specialist Ladz) is from the same clan. Such a Detachment is referred to as a Clan Detachment.

If your army contains any Clan Detachments, you must write on your army roster which clan they are from.

CLAN KULTURS
All <CLAN> ORKS units (other than GRETCHIN units) with this ability gain a Clan Kultur. The kultur gained depends upon which clan they are from, as shown below.

CLAN WARLORD TRAITS
Each clan has an associated Clan Warlord Trait. If an ORKS <CLAN> CHARACTER model gains a Warlord Trait, they can have the relevant Clan Warlord Trait instead of a common Warlord Trait. Note that named characters and Kill Rigs must have specified Warlord Traits.

CLAN STRATAGEMS
Each clan has an associated Clan Stratagem. If your army is led by an ORKS <CLAN> WARLORD, you can spend Command points to use this Stratagem in addition to Ork Stratagems.

CLAN RELICS
Each clan has an associated Clan Relic. If your army is led by an ORKS <CLAN> WARLORD, you can select this Relic instead of Shiny Gubbinz.

Example 1: A Battle-forged army includes an ORKS Detachment in which every unit has the GOFF keyword. Every GOFF unit from that Detachment gains the No Mukkin’ About kultur, a CHARACTER model in that Detachment that is given a Warlord Trait can instead be given the Proper Killy trait and, if the army’s WARLORD is selected from this Detachment, then a GOFF CHARACTER model in your army that could be given a Relic can instead be given Da Irongob. In addition, if the army’s WARLORD is a GOFF, then you can spend Command points during the battle to use the Unbridled Carnage Stratagem.

Example 2: A Battle-forged army includes a Clan Detachment in which every unit has the DEATHSKULLS keyword and GHAZGHKULL THRAKA. Because GHAZGHKULL THRAKA is a Specialist Lad, DEATHSKULL units from that detachment still gain the Lucky Blue Gitz Clan Kultur. If GHAZGHKULL THRAKA is your WARLORD however, you could not select to use the Deathskulls Clan Stratagem or give the Deathskulls Clan Relic to any CHARACTERS in your army. GHAZGHKULL THRAKA would gain the Proper Kilty Goff Warlord Trait as detailed under Named Characters and Kill Rigs, and any DEATHSKULLS CHARACTER in that detachment that gained a Warlord Trait by other means (e.g. the Big Boss Stratagem) can select the Deathskulls Opportunist Warlord Trait as normal.

Bad Moons

KULTUR: ARMED TO DA TEEF

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.

  • Add 6" to the Range characteristic of Dakka and Heavy weapons models with this kultur are equipped with.
  • Each time a model with this kultur makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.

WARLORD TRAIT: DA BEST ARMOUR TEEF CAN BUY

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.

SHOWIN’ OFF1CP
Bad Moons – Battle Tactic Stratagem

A Bad Moon’s prodigious wealth allows him to spray bullets with abandon, in the knowledge he can always afford more.

Use this Stratagem when a BAD MOONS CORE or BAD MOONS CHARACTER unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a Dakka weapon, an unmodified hit roll of 6 scores 1 additional hit.

RELIC: DA GOBSHOT THUNDERBUSS

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.

Blood Axes

KULTUR: TAKTIKS

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.

  • Each time a ranged attack is made against a unit with this kultur, if the attacker is more than 18" away, then the unit with this kultur is treated as having the benefits of light cover against that attack.
  • Units with this kultur are eligible to shoot or declare a charge with (but not both) in a turn in which they Fell Back.

WARLORD TRAIT: I’VE GOT A PLAN LADZ!

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.

DED SNEAKY1CP
Blood Axe – Strategic Ploy Stratagem

Blood Axes are adept at closing with the enemy unseen, which is often the last thing the foe suspects.

Use this Stratagem at the end of your Movement phase if the mission you are playing is using the Strategic Reserves rule. Select one BLOOD AXES INFANTRY unit from your army (excluding MEGA ARMOUR units) that is within 3" of any battlefield edge. Place that unit in Strategic Reserve.

RELIC: MORGOG’S FINKIN’ CAP

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.

Deathskulls

KULTUR: LUCKY BLUE GITZ

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.

  • Each time a unit with this kultur is selected to shoot or fight, you can re-roll one hit roll or one wound roll when resolving that unit’s attacks.
  • Each time a model with this kultur would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
  • INFANTRY units with this kultur gain the Objective Secured ability.

WARLORD TRAIT: OPPORTUNIST

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.

  • Each time you select a target for this Warlord, if you select a CHARACTER unit within 12", you can ignore the Look Out, Sir rule.
  • Each time an enemy VEHICLE unit is destroyed within 6" of this WARLORD, you gain 1 Command point.

WRECKAZ2CP
Deathskulls – Strategic Ploy Stratagem

Deathskulls instinctively know just where to hit an enemy vehicle in order to knock loose the best scrap.

Use this Stratagem at the start of your Shooting or Fight phase. Select one DEATHSKULLS CORE or DEATHSKULLS CHARACTER unit from your army. Until the end of the phase, each time a model in that unit makes an attack that targets a VEHICLE, add 1 to that attack’s wound roll.

RELIC: DA FIXER UPPERZ

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.

Evil Sunz

KULTUR: RED ONES GO FASTA

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.

  • Add 1" to the Move characteristic of models with this kultur. If that model is a SPEED FREEKS model, add 2" instead.
  • Add 1 to Advance rolls made for units with this kultur.
  • Models with this kultur do not suffer the penalty incurred to their hit rolls for firing Assault weapons in the same turn in which their unit Advanced.

WARLORD TRAIT: FASTA THAN YOOZ

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.

DRIVE BY DAKKA1CP
Evil Sunz – Strategic Ploy Stratagem

Often all an enemy will see of the Evil Sunz is a blur of red as they speed by, guns blazing.

Use this Stratagem at the end of your Shooting phase. Select one EVIL SUNZ SPEED FREEKS unit from your army. That unit can immediately make a Normal Move as if it was your Movement phase. That unit is not eligible to charge this turn.

RELIC: REZMEKKA’S REDDER PAINT

Badmek Rezmekka formulated a type of paint so red that staring directly at it for too long caused actual retinal damage. So red was Rezmekka’s new colour - artfully named Redder - that he immediately daubed it over his best suit of 'eavy armour. A few pots of this paint have made it onto the open market, so any 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.
  • Add 2" to the bearer’s Move characteristic.
  • At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, those units cannot be selected to fight until all eligible units from your army have done so.

Freebooterz

KULTUR: COMPETITIVE STREAK

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.

WARLORD TRAIT: KILLA REPUTATION (AURA)

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.

  • While an enemy unit is within 3" of this model, subtract 1 from the Leadership characteristic of models in that unit, and each time a Combat Attrition test is taken for that unit, subtract 1 from that Combat Attrition test.
  • While a friendly FREEBOOTERZ unit is within 6" of this model, add 1 to the Leadership characteristic of models in that unit.

GET DA LOOT1CP
Freebooterz – Strategic Ploy Stratagem

Very few things are able to stand between a Freebooter and something valuable.

Use this Stratagem at the start of your Command phase. Select one FREEBOOTERZ INFANTRY unit from your army that is on the battlefield. Until the start of your next Command phase, that unit gains the Objective Secured ability.

RELIC: DA BADSKULL BANNA

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.

Goffs

KULTUR: NO MUKKIN’ ABOUT

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.

  • Each time a model with this kultur makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.
  • Each time a model with this kultur makes a melee attack, if that model’s unit made a charge move or performed a Heroic Intervention this turn, add 1 to the Strength characteristic of that attack.

WARLORD TRAIT: PROPER KILLY

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.

  • Add 1 to this WARLORD’s Attacks characteristic.
  • Each time this WARLORD makes a melee attack, improve the Armour Penetration characteristic of that attack by 1.

UNBRIDLED CARNAGE2CP
Goff – Battle Tactic Stratagem

When Goffs get stuck into the foe, the carnage is wonderful to behold, at least for other Orks.

Use this Stratagem at the start of the Fight phase. Select one GOFF CORE or GOFF CHARACTER unit from your army that has the No Mukkin’ About Clan Kultur. Until the end of the phase, each time a model in that unit makes an attack, it scores an additional hit on an unmodified hit roll of 5+ instead of 6.

RELIC: DA IRONGOB

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

KULTUR: DA OLD WAYS

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.

  • Each time an attack is made against a unit with this kultur, unless that attack has a Strength characteristic of 8 or more, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
  • Each time a SQUIG model with this kultur makes a melee attack, if that model’s unit made a charge move or performed a Heroic Intervention this turn, add 1 to that attack’s wound roll.

WARLORD TRAIT: SURLY AS A SOUIGGOTH

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.

MYSTIC CHANTING1CP
Snakebites – Epic Deed Stratagem

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.

Use this Stratagem during your opponent’s Psychic phase. Select one SNAKEBITES unit from your army. Until the end of the phase, that unit can attempt to deny one psychic power as if it were a PSYKER.

RELIC: BROGG’S BUZZBOMB

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: 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.


Specialist Detachments

Blitz Brigade

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.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
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.

WARLORD TRAIT
If a BLITZ BRIGADE CHARACTER is your Warlord, you can give them the following Warlord Trait.

BACK-SEAT DRIVER

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.

SHINY GUBBINZ
If your army includes any Blitz Brigade Specialist Detachments, you can give the following relic to a BLITZ BRIGADE CHARACTER from your army:

DA BLITZ SHOUTA

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:
1CP

OPENING SALVO

Orks Stratagem

The start of the battle is often the only point the crew of a Gunwagon will take the time to aim properly. The devastating volley of fire arcs across the battlefield before hitting the enemy lines.

Use this Stratagem in your Shooting phase of the first battle round. Pick a BLITZ BRIGADE GUNWAGON from your army. Double the Range characteristic of that unit’s weapons until the end of that phase.
1CP

KRUSH ’EM

Orks Stratagem

Bonebreakas of the Blitz Brigades are experts in crushing hapless victims beneath their spiked deff rollas.

Use this Stratagem in the Fight phase when a BLITZ BRIGADE BONEBREAKA from your army is chosen to fight. Roll three D6 for the Bonebreaka Ram ability and choose the highest result.
2CP

HOLD ON, BOYZ!

Orks Stratagem

The Warboss shouts at his ladz to grab onto the Battlewagon and hitch a ride across the battlefield.

Use this Stratagem during your Movement phase before you move a <CLAN> BLITZ BRIGADE BATTLEWAGON from your army. Pick a friendly <CLAN> INFANTRY unit wholly within 3" of that model and remove it from the battlefield. After that BATTLEWAGON has moved, set the <CLAN> INFANTRY unit up on the battlefield wholly within 3" of that BATTLEWAGON, and more than 3" from any enemy models. (Note that this infantry unit is not embarked within the Battlewagon and therefore does not count towards the number of models it can transport.) That infantry unit cannot move further this phase (but counts as having moved this turn for all rules purposes) and it cannot charge this turn.

Dread Waaagh!

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.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
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.

WARLORD TRAIT
If a DREAD WAAAGH! CHARACTER is your Warlord, you can give them the following Warlord Trait.

DREAD MEK

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.

SHINY GUBBINZ
If your army includes any Dread Waaagh! Specialist Detachments, you can give the following relic to a DREAD WAAAGH! CHARACTER from your army:

DA SOUPED-UP SHOKKA

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:
2CP

KUSTOM AMMO

Orks Stratagem

This impressive payload is worth a Bad Moon’s gob full of teef.

Use this Stratagem in your Shooting phase. Pick a DREAD WAAAGH! unit from your army. That unit can shoot twice this Shooting phase with all of its ranged weapons.
1CP

MEK CONNECTIONS

Orks Stratagem

The Big Mek of this Dread Waaagh! has a fearsome reputation. Any Mekboyz that know ‘wot’s best’ will keep some gubbinz aside in their workshops for when his Dreads roll into town.

Use this Stratagem at the end of your Movement phase. Pick a DREAD WAAAGH! unit from your army that is within 1" of a MEK WORKSHOP. If you use the Kustom Job ability to give that unit a kustom job, it receives something ‘extra speshul’ on a 4+ instead of a 6+.

Kult of Speed

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.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
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.

WARLORD TRAIT
If a KULT OF SPEED CHARACTER is your Warlord, you can give them the following Warlord Trait.

QUICK, LADZ!

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.

SHINY GUBBINZ
If your army includes any Kult of Speed Specialist Detachments, you can give the following relic to a KULT OF SPEED CHARACTER from your army:

SKARGRIM’S SNAZZTRIKE

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:
2CP

TURBO-BOOSTAS

Orks Stratagem

These Speed Freeks have kustom-rigged blastajet engines hastily strapped onto their rides to provide a massive boost of speed.

Use this Stratagem at the start of your Movement phase. Pick a KULT OF SPEED unit from your army. If that unit Advances this phase, double that unit’s Move characteristic instead of rolling a dice.
2CP

CHARGE THROUGH ’EM!

Orks Stratagem

At breakneck pace, these Speed Freeks slaughter their foes and burst through enemy lines to strike at critical points beyond.

Use this Stratagem before a KULT OF SPEED unit from your army makes a consolidation move. That unit consolidates 2D6" instead of 3".

Stompa Mob

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.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
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.

WARLORD TRAIT
If a STOMPA MOB CHARACTER is your Warlord, you can give them one of the following Warlord Traits.

GORK’S ONE

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.

MORK’S ONE

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.

SHINY GUBBINZ
If your army includes any Stompa Mob Specialist Detachments, you can give the following relic to a STOMPA MOB CHARACTER in your army.

TEZDREK’S STOMPA POWER FIELD

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:
1CP

STOMP, STOMP, STOMP!

Orks Stratagem

The Stompa raises its huge metal foot as high as it is able before bringing it crashing down into the enemy ranks. Those caught directly beneath are flattened into puddles of gore, whilst others are flung in all directions as the ground shakes from the impact.

Use this Stratagem at the start of the Fight phase. Pick a STOMPA MOB unit from your army that is within 1" of any enemy units. Roll a D6 for each enemy model within 3" of that unit; on a 6+ that model’s unit suffers 1 mortal wound.
4CP

STOMPA-PORTA

Orks Stratagem

Teleporting across the battlefield, this Stompa materialises with all guns blazing and leaves a path of total annihilation in its wake.

Use this Stratagem during deployment. You can set up a STOMPA MOB unit from your army on a tellyporta pad instead of placing it on the battlefield. Units on a tellyporta pad can teleport into battle at the end of any of your Movement phases – set them up anywhere on the battlefield that is more than 9" from any enemy models.


Specialist Mobs

If your army is Battle-forged and includes any ORKS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), then when you muster your army, you can upgrade one ORKS unit from each Detachment in your army to be a specialist mob. Each type of specialism below will list the units that can be selected to be upgraded to that specialism. Each time you upgrade one of these units, that unit gains the SPECIALIST MOB keyword, and you must replace that unit’s <CLAN> keyword with the appropriate keyword as described under that specialism. That unit then gains the abilities listed under that specialism. Make a note on your army roster each time you upgrade a unit using these rules. These units are still considered to be the same datasheet for the purposes of any mission rules that limit the number of times any particular datasheet can be included in your army.

A Crusade force cannot start with any specialist mob units - to include one in a Crusade force, you must use the Specialist Mob Requisition. You cannot upgrade named characters using these rules.

Pyromaniacs

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:

Pyromaniacs: Each time a PYROMANIACS model shoots with a burna, a skorcha, burna bottles, burna exhaust, a killa jet, skorcha missile racks or the Skorcha profile of a kombi-skorcha, if, when determining the number of attacks for that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead.

Boom Boyz

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:

Boom Boyz: Each time a BOOM BOYZ model shoots with a weapon with the Blast ability, improve the Armour Penetration characteristic of that attack by 1.

Flyboyz

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:

Flyboyz: Each time a ranged attack targets a FLYBOYZ unit, if the attacker is more than 6" away, then the unit with this ability is treated as having the benefits of light cover against that attack.

Big Krumpaz

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:

Krumpin’ Time: Each time a BIG KRUMPAZ model makes a melee attack, add 1 to that attack’s hit roll.

Madboyz

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:

At the start of each battle round, roll one D3 and consult the table below to determine what ability the MADBOYZ unit has until the end of this battle round:
  1. Rash: Each time a MADBOYZ unit makes a pile-in move, it can move up to 6" instead of 3".
  2. Inspired: Each time a MADBOYZ unit is selected to shoot or fight, you can re-roll one hit roll or one wound roll when resolving that unit’s attacks.
  3. Frenzied: Each time a MADBOYZ model makes a melee attack, add 1 to the Strength characteristic of that attack.

Sneaky Gitz

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:

Sneaky Gitz: Each time a SNEAKY GITZ model makes a melee attack, if the target is receiving the benefits of cover, improve the Armour Penetration characteristic of that attack by 1.

Trukk Boyz

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:

Trukk Boyz: A TRUKK BOYZ unit can disembark from a TRUKK even if that TRUKK has made a Normal Move this phase. While any TRUKK BOYZ units are embarked upon a TRUKK, each time that TRUKK model makes a ranged attack, add 1 to that attack’s hit roll.

’Orrible Gitz

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:

’Orrible Gitz: An ORRIBLE GITZ unit gains the Objective Secured ability. While any other unit (excluding RUNTHERD units) is within 3" of any ORRIBLE GITZ units, each time a model in that unit makes a ranged attack, subtract 1 from that attack’s hit roll.


Kustom Jobs

If your army is Battle-forged and includes any ORKS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), then when you muster your army, you can upgrade any ORKS model in your army with one Kustom Job. Each Kustom Job below will list the units that it can be applied to and its effect. Each time you give a unit a Kustom Job, its Power Rating is increased, as shown in the table at the start of that section. Vehicle Kustom Jobs can only be given to a unit that contains one model.

If you are playing a matched play game, or a game that uses a points limit, then the points value of that model is also increased by the amount shown in the same table. If a Kustom Job shows more than one value, the second value is used if the unit being given the Kustom Job has a Power Rating of 10 or more. Make a note on your army roster each time you upgrade a model using these rules.

A SPECIALIST MOB cannot be selected to have any Kustom Jobs, and each Kustom Job can only be selected once in your army. Each model can only have 1 Kustom Job. Named characters can never have any Kustom Jobs.

A Crusade force cannot start with any Kustom Jobs - to include any in a Crusade force, you must spend Scrap points. If a unit from a Crusade force is given any Kustom Jobs, it cannot be selected for the Fresh Recruits Requisition. If a Kustom Job, such as Da Booma, replaces a weapon, you cannot remove or replace that weapon using the Rearm and Resupply Requisition.

If a model in your Crusade force gains any Kustom Jobs during a battle as a result of the I’ve Got Just da Fing ability of a Mekboy Workshop, they are lost at the end of the battle.

Vehicle Kustom Jobs

KUSTOM JOBPOWERPOINTS
Da Booma+1+15
Fortress on Wheels+1+20
Gyroscopic Whirligig+1+10
More Dakka+1/+2+15/+30
Nitro Squigs+2+25
Red Rolla+1+20
Shokka Hull+1/+2+15/+30
Souped-up Speshul+1+10
Squig-hide Tyres+1+15
Stompamatic Pistons+1/+2+15/+30

Da Booma

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

Fortress on Wheels

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

TRUKK or WAGON model only. This model has a 5+ invulnerable save.

Gyroscopic Whirlygig

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.

More Dakka

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.

Nitro Squigs

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.

Red Rolla

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.’

Shokka Hull

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.

Souped-up Speshul

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.

Squig-hide Tyres

Scaly squig-hide is the perfect material for fast and grippy tyres.

VEHICLE model only (excluding WALKERZ and AIRCRAFT).
  • Add 1" to this model’s Move characteristic.
  • Each time this model Advances, add an additional 2" to this model’s Move characteristic.

Stompamatic Pistons

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

DEFF DREAD, GORKANAUT or MORKANAUT model only.
  • Add 3" to this model’s Move characteristic.
  • Add 1 to Advance rolls made for this model.

Mek Kustom Jobs

KUSTOM JOBPOWERPOINTS
Bionik Oiler+1+10
Enhanced Runt-Sucker+1+15
Extra-Kustom Weapon+1+10
Smoky Gubbinz+1/5 models+1 per model
Zzapkrumpaz+1/5 models+2 per model

Bionik Oiler

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.

Enhanced Runt-Sucker

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.

Extra-Kustom Weapon

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.

Smoky Gubbinz

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.

Zzapkrumpaz

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.


Stratagems by Phase

Before battle

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)

During deployment

TELLYPORTA (Orks – Strategic Ploy)

STOMPA-PORTA

Battle Round

Command phase

GET DA LOOT (Freebooterz – Strategic Ploy)

Movement phase

MONSTER HUNTERZ (Orks – Strategic Ploy)

HOLD ON, BOYZ!

TURBO-BOOSTAS

TOUGH AS SQUIG-HIDE (Orks – Battle Tactic)

MEK CONNECTIONS

DED SNEAKY (Blood Axe – Strategic Ploy)

Enemy Movement phase

MONSTER HUNTERZ (Orks – Strategic Ploy)

SNAGGA GRAPPLE (Orks – Wargear)

TOUGH AS SQUIG-HIDE (Orks – Battle Tactic)

Psychic phase

MONSTER HUNTERZ (Orks – Strategic Ploy)

TOUGH AS SQUIG-HIDE (Orks – Battle Tactic)

Enemy Psychic phase

MONSTER HUNTERZ (Orks – Strategic Ploy)

TOUGH AS SQUIG-HIDE (Orks – Battle Tactic)

MYSTIC CHANTING (Snakebites – Epic Deed)

Shooting phase

MONSTER HUNTERZ (Orks – Strategic Ploy)

BURN ’EM ALL! (Orks – Strategic Ploy)

GROUNDSHAKER SHELLS (Orks – Wargear)

MORE DAKKA! (Orks – Wargear)

KUSTOM AMMO

OPENING SALVO

TOUGH AS SQUIG-HIDE (Orks – Battle Tactic)

GUN CRAZY SHOW OFFS (Orks – Battle Tactic)

WRECKAZ (Deathskulls – Strategic Ploy)

SHOWIN’ OFF (Bad Moons – Battle Tactic)

DRIVE BY DAKKA (Evil Sunz – Strategic Ploy)

Enemy Shooting phase

CLOUD OF SMOKE (Orks – Wargear)

FORCE FIELD BOOSTA (Orks – Wargear)

GROT SHIELDS (Orks – Strategic Ploy)

MONSTER HUNTERZ (Orks – Strategic Ploy)

TOUGH AS SQUIG-HIDE (Orks – Battle Tactic)

Charge phase

MONSTER HUNTERZ (Orks – Strategic Ploy)

LUMBERING STRIDES (Orks – Strategic Ploy)

RAMMING SPEED (Orks – Battle Tactic)

TIDE OF MUSCLE (Orks – Strategic Ploy)

TOUGH AS SQUIG-HIDE (Orks – Battle Tactic)

UNSTOPPABLE MOMENTUM (Orks – Strategic Ploy)

Enemy Charge phase

MONSTER HUNTERZ (Orks – Strategic Ploy)

TOUGH AS SQUIG-HIDE (Orks – Battle Tactic)

Fight phase

MONSTER HUNTERZ (Orks – Strategic Ploy)

STOMP, STOMP, STOMP!

CUTTIN’ FLAMES (Orks – Wargear)

DA BIGGER DEY IZ... (Orks – Epic Deed)

GET STUCK IN LADZ! (Orks – Battle Tactic)

HIT ’EM HARDER (Orks – Battle Tactic)

TANKBUSTA BOMB (Orks – Wargear)

KRUSH ’EM

TOUGH AS SQUIG-HIDE (Orks – Battle Tactic)

CHARGE THROUGH ’EM!

UNBRIDLED CARNAGE (Goff – Battle Tactic)

WRECKAZ (Deathskulls – Strategic Ploy)

Enemy Fight phase

MONSTER HUNTERZ (Orks – Strategic Ploy)

CUTTIN’ FLAMES (Orks – Wargear)

DA BIGGER DEY IZ... (Orks – Epic Deed)

GET STUCK IN LADZ! (Orks – Battle Tactic)

HIT ’EM HARDER (Orks – Battle Tactic)

TANKBUSTA BOMB (Orks – Wargear)

KRUSH ’EM

TOUGH AS SQUIG-HIDE (Orks – Battle Tactic)

Morale phase

MONSTER HUNTERZ (Orks – Strategic Ploy)

BREAKIN’ HEADS (Orks – Battle Tactic)

TOUGH AS SQUIG-HIDE (Orks – Battle Tactic)

Enemy Morale phase

MONSTER HUNTERZ (Orks – Strategic Ploy)

TOUGH AS SQUIG-HIDE (Orks – Battle Tactic)

Taking casualties

CAREEN! (Orks – Battle Tactic)

ORKS IS NEVER BEATEN (Orks – Epic Deed)


Stratagems

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.

CAREEN!1CP/2CP
Orks – Battle Tactic Stratagem

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.

Use this Stratagem in any phase, when an ORKS VEHICLE model in your army that is not within Engagement Range of any enemy models is destroyed and explodes. That model can make a Normal Move of up to 6" before resolving the explosion. If that VEHICLE is a WAGON or TITANIC model, this Stratagem costs 2CP; otherwise, it costs 1CP.
GET STUCK IN LADZ!1CP/2CP
Orks – Battle Tactic Stratagem

When Orks gather in large numbers, their sheer impetus carries them into the foe, destroying everything in their path.

Use this Stratagem in the Fight phase, when a BOYZ or BEAST SNAGGA BOYZ unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a pile in or consolidation move, it can move up to an additional 3". This is not cumulative with any other rule that increases the distance models can pile in or consolidate. If that unit contains 10 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
RAMMING SPEED2CP
Orks – Battle Tactic Stratagem

Ork drivers are infamous for using their vehicles as huge blunt instruments with which to clobber the foe.

Use this Stratagem in your Charge phase, when an ORKS VEHICLE unit from your army is selected to charge.
  • Until the end of the phase, when making a charge roll for that unit, roll 3D6 instead.
  • Until the end of the phase, when that unit finishes a charge move, select one enemy unit that is within Engagement Range of it and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.
GUN CRAZY SHOW OFFS2CP
Orks – Battle Tactic Stratagem

Flash Gitz love nothing more than demonstrating the effectiveness of their ostentatious weaponry, blasting everything in sight with overwhelming firepower.

Use this Stratagem at the end of your Shooting phase. Select one FLASH GITZ unit from your army; that unit can shoot again, but must target the closest eligible enemy unit.
HIT ’EM HARDER2CP
Orks – Battle Tactic Stratagem

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.

Use this Stratagem in the Fight phase, when a MEGANOBZ unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack with a power klaw or killsaw, add 1 to that attack’s Damage characteristic.
TOUGH AS SQUIG-HIDE2CP
Orks – Battle Tactic Stratagem

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.

Use this Stratagem in any phase, when a BEAST SNAGGA INFANTRY, BEAST SNAGGA CAVALRY or BEAST SNAGGA MONSTER unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
BREAKIN’ HEADS2CP
Orks – Battle Tactic Stratagem

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.

Use this Stratagem in the Morale phase, when a Morale test is failed for a <CLAN> unit (excluding GRETCHIN units) from your army that is within 3" of any friendly <CLAN> WARBOSS or <CLAN> NOBZ units. That <CLAN> unit suffers D3 mortal wounds, and the Morale test is treated as having been passed.
ORKS IS NEVER BEATEN2CP
Orks – Epic Deed Stratagem

So resilient is Ork physiology - and so slow are Orks on the uptake - that even killing wounds can take a while to register.

Use this Stratagem in the Fight phase, when an ORKS CHARACTER model in your army that has not already been selected to fight this phase is destroyed. Do not remove that model from play - it can fight after the attacking model’s unit has finished making attacks. If the selected model’s characteristics change as it takes damage, use the bottom row of that model’s profile when resolving those attacks. After resolving the destroyed model’s attacks, it is then removed.
DA BIGGER DEY IZ...2CP
Orks – Epic Deed Stratagem

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.

Use this Stratagem in the Fight phase, when a BEAST SNAGGA WARBOSS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack that targets a TITANIC unit, add 2 to the Damage characteristic of that attack.
EXTRA GUBBINZ1CP
Orks – Requisition Stratagem

Some lucky gits get more than their fair share of shiny gubbinz.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ORKS keyword. Select one ORKS CHARACTER model in your army and give them one Shiny Gubbinz (this must be a Relic they could have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
BIG BOSS1CP
Orks – Requisition Stratagem

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.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ORKS keyword. Select one ORKS CHARACTER from your army and determine one Warlord Trait for that model (this must be a Warlord Trait they could have); that model it is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
TIDE OF MUSCLE1CP
Orks – Strategic Ploy Stratagem

Once a horde of Orks get a sight of the foe, nothing can stop them.

Use this Stratagem in your Charge phase, when you select an ORKS CORE unit (excluding GRETCHIN units) from your army to charge. That unit can ignore any or all modifiers to the charge roll.
UNSTOPPABLE MOMENTUM1CP
Orks – Strategic Ploy Stratagem

Smasha squigs are essentially battering rams on legs. Even after trampling one foe, they plunge headlong into the next.

Use this Stratagem in your Charge phase, after a NOB ON SMASHA SQUIG unit from your army finishes a charge move. If there are no enemy models within Engagement Range of that model, it can immediately be selected to declare a charge again.
GROT SHIELDS2CP
Orks – Strategic Ploy Stratagem

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.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one ORKS INFANTRY unit from your army, then select one GRETCHIN INFANTRY unit (excluding CHARACTER units) from your army that is within 6" of that unit. Until the end of the phase, enemy models cannot select the selected ORKS INFANTRY unit as a target if the selected GRETCHIN INFANTRY unit is a closer visible target.
TELLYPORTA2CP
Orks – Strategic Ploy Stratagem

Nothing shocks the enemy like an angry mob of Boyz, or a looming war effigy suddenly appearing in a blast of green lightning!

Use this Stratagem during deployment. Select one non-MONSTER ORKS unit from your army that has Power Rating 20 or less. You can set up this unit on a tellyporta pad instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models. If you select a TRANSPORT unit, any embarked units remain embarked when this unit is set up on the battlefield.
LUMBERING STRIDES1CP
Orks – Strategic Ploy Stratagem

When there is a chance to crush the foe beneath their metallic bulk, even the most cumbersome Orkish war machines can build terrifying momentum.

Use this Stratagem in your Charge phase, when you use the ’Ere We Go ability to re-roll a charge roll for a MORKANAUT, GORKANAUT or STOMPA unit from your army. You can re-roll one of the dice for that charge roll instead of both.
BURN ’EM ALL!1CP
Orks – Strategic Ploy Stratagem

When especially overexcited, burna-bommer pilots have been known to utterly saturate the battlefield with flames.

Use this Stratagem in your Shooting phase, when a BURNA-BOMMER unit from your army makes attacks with skorcha missile racks. After resolving these attacks, each other unit within 3" of the target suffers 1 mortal wound.
MONSTER HUNTERZ2CP
Orks – Strategic Ploy Stratagem

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.

Use this Stratagem at the start of any phase. Select one enemy MONSTER or VEHICLE unit and up to 3 BEAST SNAGGA units from your army. Until the end of the phase, each time an attack is made by a model in one of the selected BEAST SNAGGA units that targets the selected MONSTER or VEHICLE unit, add 1 to that attack’s wound roll.
CUTTIN’ FLAMES1CP
Orks – Wargear Stratagem

With a flick of an adjustable nozzle, burna boys can convert their flame spewing weapons into deadly cutting torches.

Use this Stratagem in the Fight phase. Select one BURNA BOYZ unit from your army. Until the end of the phase, each time a Burna Boy model in that unit makes a melee attack, that attack has an Armour Penetration characteristic of -2. This cannot be improved by any abilities or rules that improve Armour Penetration characteristics.
MORE DAKKA!2CP
Orks – Wargear Stratagem

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.

Use this Stratagem in your Shooting phase, when an ORKS unit from your army is selected to shoot. Until the end of the phase, Dakka weapons that unit is equipped with are considered to be within half range when determining how many attacks are made with that weapon.
CLOUD OF SMOKE2CP
Orks – Wargear Stratagem

When Speed Freeks race into battle en masse, the resultant dust plumes and choking smoke serve to conceal them from enemy fire.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one SPEED FREEKS VEHICLE unit from your army. Until the end of the phase, while a friendly SPEED FREEKS VEHICLE unit is within 6" of the selected unit, each time a ranged attack targets that unit, subtract 1 from that attack’s hit roll.
TANKBUSTA BOMB1CP
Orks – Wargear Stratagem

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.

Use this Stratagem in the Fight phase, when an ORKS TANKBUSTA BOMBS unit from your army is selected to fight. Select one model in that unit; that model can only make one attack this phase and must target an enemy VEHICLE unit with that attack, but if a hit is scored, that unit suffers 2D3 mortal wounds and the attack sequence ends.
SNAGGA GRAPPLE2CP
Orks – Wargear Stratagem

Beast Snaggas use their hooked choppas to drag their prey down, preventing escape.

Use this Stratagem at the start of your opponent’s Movement phase. Select one BEAST SNAGGA BOYZ unit from your army. Each time an enemy unit (excluding TITANIC units) that is within Engagement Range of that unit is selected to move, roll one D6: on a 4+, that enemy unit cannot Fall Back this turn.
GROUNDSHAKER SHELLS1CP
Orks – Wargear Stratagem

’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.

Use this Stratagem in your Shooting phase, when selecting a target for an ’eavy lobba. Until the end of the phase, each time that model makes a ranged attack, if a hit is scored against a target that is not TITANIC and cannot FLY, then until the start of your next Movement phase, halve the Move characteristic of models in the target unit and subtract 2 from the result of Advance rolls and charge rolls made for that unit.
FORCE FIELD BOOSTA2CP
Orks – Wargear Stratagem

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.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one model in your army that is equipped with a kustom force field. Until the end of the turn, replace that kustom force field’s ability with the following:

‘(Aura) While a friendly ORKS unit is within 9" of the bearer, models in that unit have a 5+ invulnerable save.’

At the end of this turn, the kustom force field overloads and cannot be used for the rest of the battle. You can only use this Stratagem once per battle.

Power of the Waaagh! Discipline

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.

D6PSYCHIC 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.


Beasthead Discipline

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.

D6PSYCHIC 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:

  • Select one enemy unit within 18" and visible to the PSYKER. Until the start of your next Psychic phase, subtract 2 from Advance and charge rolls made for that unit.
  • Until the start of your next Psychic phase, while an enemy unit is within 18" of this PSYKER, subtract 1 from the Leadership characteristic of models in that unit.

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:

  • Each time that unit fights, it can make 1 additional attack with each Big Chompa’s jaws, squighog jaws, smasha squig jaws or squigosaur’s jaws it is equipped with.
  • Each time a model in that unit makes an attack with Big Chompa’s jaws, squighog jaws, smasha squig jaws or squigosaur’s jaws, on an unmodified wound roll of 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

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.


Warlord Traits

If an ORKS CHARACTER model is your WARLORD, you can use the Orks Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 (or one D3 for Beast Snagga or Speed Freeks Warlord Traits) to randomly generate one, or you can select one. If a BEAST SNAGGA CHARACTER model is your WARLORD, you can instead use the Beast Snagga Warlord Traits table below to determine what Warlord Trait they have in the same manner, or if a SPEED FREEKS CHARACTER model is your WARLORD, you can use the Speed Freeks Warlord Traits table below.

When you have determined a Warlord Trait for an ORKS CHARACTER model, replace all instances of the <CLAN> keyword in their Warlord Trait (if any) with the name of the clan that your model is drawn from.

Named Characters and Kill Rigs

If one of the following characters gains a Warlord Trait, they must have the one shown below. These will either be a Clan Warlord Trait or common Warlord Traits.
NAMED CHARACTERWARLORD TRAIT
Boss SnikrotBrutal but Kunnin’ 
Boss ZagstrukBig Gob 
Ghazghkull ThrakaProper Killy 
Grukk Face-rippaFoul Temper 
Kaptin BadrukkKilla Reputation (Aura) 
Kill RigBeastgob (Aura) 
Mad Dok Grotsnik’Ard as Nails 
MakariFollow Me Ladz (Aura) 
Mek Boss BuzzgobInspiring Leader (Aura) 
Mozrog SkragbadSurly as a Squiggoth 
Zhadsnark da RipperInspiring Leader (Aura) 
Zodgrod WortsnaggaBeastgob (Aura) 

Orks Warlord Traits

D6WARLORD 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.


Beast Snagga Warlord Traits

D3WARLORD TRAIT
1

BIGKILLA BOSS

This boss has spent his lifetime hunting the largest prey.

  • Each time this WARLORD fights, if it is within Engagement Range of any enemy VEHICLE or MONSTER units, then until that fight is resolved, add 2 to this WARLORD’s Attacks characteristic.
  • Each time this WARLORD makes a melee attack against a VEHICLE or MONSTER unit, add 1 to that attack’s wound roll.

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.


Speed Freeks Warlord Traits

D3WARLORD 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.



Chapter Approved Rules

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.).

No Mercy, No Respite

STOMP ’EM GOOD
Progressive Objective

Orks love crushing enemies with powered claws or mighty choppas.

If you select this secondary objective, you can score victory points for the following:
  • Score 3 victory points at the end of each battle round if the number of enemy units destroyed by melee attacks made by ORKS units from your army is more than the number of friendly non-GRETCHIN units that were destroyed by melee attacks during this battle round.
  • Score 1 additional victory point at the end of each battle round if the number of enemy units destroyed by melee attacks made by ORKS units from your army is at least 2 and double or more than the number of friendly non-GRETCHIN units that were destroyed by melee attacks during this battle round.

Shadow Operations

GET DA GOOD BITZ
Progressive Objective

Cogitator banks and other priceless prizes make fine loot to sell.

If you selected this secondary objective, then after both sides have finished deploying, starting with your opponent, the players alternate selecting objective markers that are not within any player’s deployment zone to be Good Bitz objective markers, until 3 objective markers have been selected (if there is only one such objective marker, then only that objective marker is a Good Bitz objective marker).

ORKS CORE units from your army can attempt the following action:

Get da Good Bitz (Action): At the end of your Movement phase, one or more ORKS CORE units from your army can start to perform this action. Each unit from your army that starts to perform this action must be in range of a different Good Bitz objective marker. A unit cannot start this action while there are any enemy units (excluding AIRCRAFT) in range of the same objective marker. The action is completed at the end of your next Command phase, provided the unit attempting that action is still within range of that Good Bitz objective marker.

Score 3 victory points each time a unit from your army completes the Get da Good Bitz action.

Purge the Enemy

DA BIGGEST AND DA BEST
Progressive Objective

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.

If you select this secondary objective, you score 3 victory points at the end of each battle round for each of the following achieved by your ORKS WARLORD, for a maximum of 5 victory points:
  • An enemy MONSTER or VEHICLE unit is destroyed as the result of a melee attack made by this WARLORD.
  • An enemy CHARACTER is destroyed as the result of a melee attack made by this WARLORD.
  • 5 or more enemy models were destroyed as the result of attacks made by this WARLORD.

Battlefield Supremacy

GREEN TIDE
Progressive Objective

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

At the start of the battle, divide the battlefield into four even quarters. Score 3 victory points at the end of the battle round if two or more battlefield quarters each have an ORKS unit from your army that contains 11 or more models wholly within them. Score 5 victory points at the end of the battle round instead if all four battlefield quarters each have an ORKS unit from your army that contains 11 or more models wholly within them.


Crusade Rules

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.

Might Makes Right

If your Crusade Faction is ORKS, then you must nominate one CHARACTER unit (excluding named characters) on your Order of Battle to be your Waaagh!boss. That unit gains the WAAAGH!BOSS keyword and the following ability:

Waaagh!boss: Each time your WAAAGH!BOSS gains a rank, if they are not a VEHICLE, then in addition to gaining a Battle Honour, you can increase that model’s Strength or Wounds characteristic by 1. Each characteristic can only be increased twice. Each time you increase a characteristic, add 1 to the WAAAGH!BOSS Power Rating and make a note on its Crusade card. You cannot improve a characteristic if doing so would cause your total power level to exceed your Crusade force’s Supply Limit.

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:

  • Phase 1: If either model is a PSYKER, starting with the Waaagh!boss, each model can be selected to manifest one psychic power. If their opponent is also a PSYKER, they can attempt to deny that psychic power as normal. Models are considered to be 6" apart, and each model is considered to be visible to their opponent during this phase.
  • Phase 2: If neither model has been destroyed, starting with the Waaagh!boss, each model shoots as if they had been selected to shoot in a Shooting phase. Models are considered to be 6" apart, and each model is considered to be visible to their opponent during this phase. Neither model has any benefits of cover.
  • Phase 3: If neither model has been destroyed, starting with the Waaagh!boss, each model fights as if they had been selected to fight in a Fight phase. Both models are treated as having made a charge move. Neither model has any benefits of cover.
If neither model has been destroyed, repeat Phase 3, with the exception that neither model is treated as having made a charge move. Repeat this process until one model has been destroyed. The model that is not destroyed is the winner. The destroyed model is the loser. If both models are destroyed as a result of the same attack, the Waaagh!boss is the winner.

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.

If the challenger is the winner, that model gains D3 experience points. If this is sufficient for that model to gain a rank, that model gains a Battle Honour as normal. The challenger also gains the title of Waaagh!boss and gains the Waaagh!boss ability described above.

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.

If the challenger is the loser, that model gains one Battle Scar. Determine this immediately and record it on that model’s Crusade card as normal.

Designer’s Note: You will notice that you cannot nominate a named character model to be your Waaagh!boss. While this may seem unusual if your Crusade army includes a powerful character such as Ghazghkull Thraka, the Crusade format is designed to encourage you to create your own characters. In this case, one could imagine that Ghazghkull is preparing this subordinate Ork for a position of command, allowing them to lead this Crusade force in his stead.


FIGHTIN’ FAIR

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.

MODELREPLACEMENT DATASHEETEQUIPMENT
Deffkilla WartrikeWarbosssnagga claw, slugga
Kill RigWurrboyEyez of Mork
Beastboss on SquigosaurBeastbossbeastchoppa, slugga

Agendas

If your Crusade army includes any ORKS units, you can select one Agenda from the Orks Agendas listed below. This is a new category of Agendas, and follows all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one from each category).

SCRAP ’EM
Orks Agenda

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

At the end of the battle:
  • Gain 1 additional Scrap point for every 2 enemy VEHICLE units that were destroyed and did not explode.
  • Gain 1 additional Scrap point for each enemy TITANIC VEHICLE unit that was destroyed and did not explode.
  • Each LOOTAS unit from your army gains 1 experience point for each enemy TITANIC VEHICLE unit that was destroyed and did not explode.
  • Each MEK and BIG MEK unit from your army gains 2 experience points for each enemy TITANIC VEHICLE unit that was destroyed and did not explode.
KRUMPIN’ SPREE
Orks Agenda

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.

Keep a Krumpin’ tally for your WARLORD. Each time your WARLORD destroys an enemy CHARACTER, VEHICLE or MONSTER unit, add 1 to your WARLORD’s Krumpin’ tally. At the end of the battle, Your WARLORD gains 2 experience points for every mark on its Krumpin’ tally.
BRING IT DOWN!
Orks Agenda

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.

Keep a Big Trophies tally for each BEAST SNAGGA unit from your army. Each time a BEAST SNAGGA unit destroys an enemy VEHICLE or MONSTER unit, add 1 to that unit’s Big Trophies tally. If that enemy unit was destroyed by a melee attack, add 2 to that unit’s tally instead. At the end of the battle, each BEAST SNAGGA unit gains 1 experience point for every mark on its Big Trophies tally.
MEGAWAAAGH!
Orks Agenda

When their iconic war cry echoes across the battlefield, Orkish instinct is at its sharpest.

Keep a Waaagh! tally for each non-GRETCHIN ORKS unit from your army.
  • While Stage 1 of a Waaagh! or Speedwaaagh! is in effect, each time an ORKS unit from your army destroys any enemy unit, add 3 to that unit’s Waaagh! tally.
  • While Stage 2 of a Waaagh! or Speedwaaagh! is in effect, each time an ORKS unit from your army destroys any enemy unit, add 1 to that unit’s Waaagh! tally.
At the end of the battle, each unit gains 1 experience point for every 2 marks on its Waaagh! tally.
KUNNIN’ STUNTZ
Orks Agenda

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.

Keep a Stuntz tally for each SPEED FREEKS unit from your army.

If you selected this Agenda, then these units from your army can attempt the following action:

Kunnin’ Stuntz (Action): At the end of your Movement phase, select one eligible ORKS SPEED FREEKS unit from your army that Advanced this turn and ended its move more than 6" from where it started. The action is completed at the end of your Shooting phase. Once completed, add one to the selected unit’s Stuntz tally.

At the end of the battle, each unit gains 2 experience points for each mark on its Stuntz tally.

Requisitions

If your Crusade force includes any ORKS units, you can spend Requisition points (RPs) on any of the following Requisitions in addition to those presented in the Warhammer 40,000 Core Book.

YOU’Z FIGHT FOR ME NOW!1RP

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.

Purchase this Requisition after a victory is achieved in a battle against an ORKS army. Your Warlord gains 5 experience points and you can immediately purchase the Fresh Recruits Requisition once, for 0RP.
EXTRA SCRAP1RP

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.

Purchase this Requisition at the end of a battle. Gain a number of additional Scrap points equal to the - number of objective markers controlled by units from your army.
SPECIALIST MOB1RP

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.

Purchase this Requisition when an ORKS unit from your Crusade force gains the Battle Hardened, Heroic or Legendary rank. You can select one of the Specialist Mobs upgrades that unit is eligible for and upgrade it.
SNEAKY SCHEME2RP

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...

Purchase this Requisition when a leadership challenge takes place after a battle (see Might Makes Right). The leadership challenge does not take place. Instead, the Waaagh!boss is treated as the winner and the challenger is the loser.

Battle Traits

When an ORKS unit gains a Battle Trait, you can use one of the tables below instead of one of the tables in the Warhammer 40,000 Core Book to determine what Battle Trait the unit has gained. To do so, roll one D6 and consult the appropriate table, or choose a Battle Trait from the appropriate table that tells the best narrative for your unit. If a unit gains one of these Battle Traits, replace all instances of the <CLAN> keyword on that Battle Trait (if any) with the name of the clan that your unit is drawn from. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the unit’s Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

SQUIG CAVALRY UNITS
D6TRAIT
1-2Savage Squigs

These squigs are bitier than most.

Each time a model in this unit makes an attack with squighog jaws, smasha squig jaws or squigosaur’s jaws, add 1 to that attack’s hit roll.
3-4Irate Squigs

The jaws of these squigs penetrate the thickest armour.

Improve the Armour Penetration characteristic of squighog jaws, smasha squig jaws or squigosaur’s jaws that models in this unit are equipped with by 1.
5-6Tenacious Squigs

These squigs will pursue their prey for miles.

Add 2" to the Move characteristic of models in this unit.
MEK OR BIG MEK UNITS
D6TRAIT
1-3Boss Mek

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

If this model is part of your Crusade army, and if it has not been taken out of action during a battle, then at the end of the, battle you can ignore one failed Out of Action test taken for a <CLAN> VEHICLE unit - that test is treated as having been passed instead.
4-6Mekanikal Mekaniak

This Mek has conducted many experiments on his own body.

This model has a 5+ invulnerable save.
PAINBOY UNITS
D6TRAIT
1-3Recykler

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

If this model is part of your Crusade army, and if it has not been taken out of action during a battle, then at the end of the battle you can ignore one failed Out of Action test taken for a <CLAN> unit (excluding VEHICLES) - that test is treated as having been passed instead.
4-6Bad Reputation

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

This model has a 5+ invulnerable save.
MOB UNITS
D6TRAIT
1Ded Choppy

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

Each time this unit fights, if it made a charge move or performed a Heroic Intervention this turn, each time a model in this unit makes an attack, add 1 to that attack’s hit roll.
2Cyborks

These Orks know that if they stick near a Painboy on the battlefield and make sure he doesn’t get scragged, they can ensure they get the best bionik bitz when they need them.

While this unit is within 6" of a friendly PAINBOY unit, each time a melee attack is made by a model in this unit, re-roll a wound roll of 1.
3Dakkaladz

These Orks have learned that if you pour enough firepower into the enemy, it makes it almost impossible for them to fire back.

Each time a model in this unit makes an attack with a Dakka weapon against an enemy INFANTRY unit, if a hit is scored, that enemy unit cannot fire Overwatch this turn.
4Ded Keen

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

This unit is eligible to perform Heroic Interventions as if it were a CHARACTER.
5Opportunistic

These ladz have an instinct for spotting valuable bits of loot. When they swarm over enemy vehicles, they know which bits to bash and which bits to leave in one piece.

Each time an enemy VEHICLE unit is destroyed by a melee attack made by a model in this unit, you gain one additional Scrap point.
6Gnarly Scars (Aura)

Through years of conflict, the ladz in this mob wear with pride their impressive array of horrific scars.

While an enemy unit is within 3" of this unit, subtract 2 from the Leadership characteristic of models in that enemy unit.

Scrap

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.

Mek Jobs

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.
PATCH UP3SP

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...

Purchase this Mek Job either before or after a battle. Select one VEHICLE Crusade card from your Order of Battle that has one or more Battle Scars. Select one of that unit’s Battle Scars and remove it from its Crusade card (remember that for each Battle Scar removed, the unit’s Crusade points will effectively increase by 1). You can find out more about Battle Scars in the Warhammer 40,000 Core Book.
KUSTOM JOB3SP

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

Purchase this Mek Job at any time. Select an ORKS VEHICLE model in your Order of Battle, then select one of the Kustom Jobs that model is eligible to gain. That model gains that Kustom Job; increase its Power Rating accordingly and make a note on its Crusade card. You cannot purchase this Mek Job if doing so would cause your total power level to exceed your Crusade force’s Supply Limit.

Crusade Relics

When an ORKS CHARACTER gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics, as described in the Warhammer 40,000 Core Book, apply.

When a model in your army is given a Crusade Relic, replace all instances of the <CLAN> keyword on that Crusade Relic’s rules (if any) with the name of the clan that your model is drawn from.

Artificer Relics

An ORKS CHARACTER model can be given one of the following Artificer Relics instead of one of the ones presented in the Warhammer 40,000 Core Book.

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.

  • Add 1 to the bearer’s Leadership characteristic.
  • Each time the bearer destroys an ADEPTUS ASTARTES unit, you can make a note of that unit’s <CHAPTER> keyword. Once the bearer has destroyed enemy units with 3 different <CHAPTER> keywords, that model has the following ability:
’Elmet Rack (Aura): While a friendly <CLAN> unit is within 12" of this model, each time a Combat Attrition test is taken for that unit, ignore any or all modifiers.

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.

  • Add 1 to the bearer’s Wounds characteristic.
  • Add 1 to armour saving throws made for the bearer.


Antiquity Relics

An ORKS CHARACTER model of Heroic rank or higher can be given one of the following Antiquity Relics instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a unit’s total Crusade points for each Antiquity Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +2.

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:
WEAPON
RANGE
TYPE
S
AP
D
Da Souped-up Shokka
Da Souped-up Shokka
72"
Heavy 2D3
*
-5
D6
Abilities: Blast. Each time this weapon is selected to shoot with, roll 2D6+1 to determine the Strength of all its attacks. If the result is 11+, each successful hit inflicts D3 mortal wounds on the target in addition to any normal damage.

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.


Legendary Relics

An ORKS CHARACTER model of Legendary rank can be given one of the following Legendary Relics instead of one of the ones presented in the Warhammer 40,000 Core Book. In addition, in order to give a model a Legendary Relic, you must also pay 1 Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add an additional 2 to a unit’s total Crusade points for each Legendary Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +3.

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:
WEAPON
RANGE
TYPE
S
AP
D
Choppa of da Great Waaagh!
Choppa of da Great Waaagh!
Melee
Melee
x3
-3
3
Abilities: In your Command phase, if a Waaagh! has already been called, you can call a Waaagh! again. A new Waaagh! is in effect, starting from Stage 1: Call da Waaagh!.



Shiny Gubbinz

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.
  • Add 1 to the bearer’s Attacks characteristic.
  • Each time the bearer would lose a wound, roll one D6: on a 5+, that wound is not lost.

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.
  • The bearer has a 4+ invulnerable save.
  • Add 1 to armour saving throws made for the bearer.
  • After the bearer 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.

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.
  • Each time the bearer attempts to manifest a Witchfire psychic power, add 1 to the Psychic test.
  • Each time the bearer would lose a wound as a result of suffering Perils of the Warp, roll one D6: on a 4+, that wound is not lost.

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.
  • This model has a 4+ invulnerable save.
  • Each time an attack is allocated to this model, halve the Damage characteristic of that attack.


Optional Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Nob Weapons). When this is the case, the unit may take any item from the appropriate list below.

NOB WEAPONS

Up to two weapons can be chosen from the following list:

 • Big choppa

 • Choppa

 • Killsaw

 • Power klaw

 • Power stabba

 • Slugga

One weapon can be chosen from the following list:

 • Kombi-rokkit1

 • Kombi-skorcha1

1 Cannot be taken by a Nob on Warbike or Boss Nob on Warbike

CHOPPY WEAPONS

 • Big choppa

 • Power klaw

SHOOTY WEAPONS

 • Kombi-rokkit

 • Kombi-skorcha

 • Kustom shoota

 • Shoota

SOUPED-UP WEAPONS

 • Kombi-rokkit

 • Kombi-skorcha

 • Kustom mega-blasta

 • Kustom mega-slugga

 • Rokkit launcha


Wargear Reference

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
’Eavy lobba
’Eavy lobba
48"
Heavy D6
6
-1
2
Blast. This weapon can target units that are not visible to the bearer.
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
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.
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
Blast. This weapon can target units that are not visible to the bearer.
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..10
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..10
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
-
+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.
Kustom mega-kannon
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 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 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
Blast. This weapon can target units that are not visible to the bearer.
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..15
Rokkit launcha
+0..15
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
Blast. This weapon can target units that are not visible to the bearer.
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
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:
  • Against a VEHICLE unit that can FLY, that attack has a Damage characteristic of D6+3.
  • Against an AIRCRAFT unit, add 2 to that attack’s hit roll.
  • Against a non-AIRCRAFT unit, add 1 to that attack’s hit roll.
Each time an attack is made with this weapon:
  • Against a VEHICLE unit that can FLY, that attack has a Damage characteristic of D6+3.
  • Against an AIRCRAFT unit, add 2 to that attack’s hit roll.
  • Against a non-AIRCRAFT unit, add 1 to that attack’s hit roll.
+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
-
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.

Melee Weapons

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
-
+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.
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.
Waaagh! banner
Waaagh! banner
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

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 os 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 os 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-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.’
+5
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.
+5
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.’
+5
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.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The GRETCHIN keyword is used in the following Orks datasheets:

Troops

The GOFFS and CORE keywords are used in the following Orks datasheets:

Heavy Support
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Embark
If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly TRANSPORT model they can embark within it. A unit cannot embark within a TRANSPORT model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.

Units cannot normally do anything or be affected in any way while they are embarked. Unless specifically stated, other units’ abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. For all rules purposes, units that are embarked within a TRANSPORT model that has made a Normal Move, Advanced, Fallen Back or Remained Stationary also count as having made the same kind of move that turn.

  • Units can embark in a friendly TRANSPORT if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a TRANSPORT that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a TRANSPORT.

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:

Heavy Support
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.

The ORK and BIKER keywords are used in the following Orks datasheets:

Dakka Weapons

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.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.

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:

Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
BIG BOSS1CP
Orks – Requisition Stratagem

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.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ORKS keyword. Select one ORKS CHARACTER from your army and determine one Warlord Trait for that model (this must be a Warlord Trait they could have); that model it is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

The BAD MOONS and CORE keywords are used in the following Orks datasheets:

Heavy Support
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.

The MEGA ARMOUR keyword is used in the following Orks datasheets:

Elites
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Look out, Sir
Models cannot target a unit that contains any CHARACTER models with a Wounds characteristic of 9 or less with a ranged weapon while that CHARACTER unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more VEHICLE or MONSTER models with a wounds characteristic of 10 or more.
  • A friendly non-CHARACTER unit that contains 1 or more VEHICLE or MONSTER models.
  • A friendly non-CHARACTER unit that contains 3 or more models.
In all cases, if that CHARACTER unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that CHARACTER unit is the closest enemy unit to the firing model, ignore other enemy units that contain any CHARACTER models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy CHARACTER with 9 or less wounds while it is within 3" of a friendly unit that contains 1 MONSTER, 1 VEHICLE or 3+ other models (excluding CHARACTER models with 9 or less wounds) unless it is the closest target.

The DEATHSKULLS and MEK keywords are used in the following Orks datasheets:

The DEATHSKULLS and CORE keywords are used in the following Orks datasheets:

Heavy Support

The EVIL SUNZ and CORE keywords are used in the following Orks datasheets:

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

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.

The SQUIG keyword is used in the following Orks datasheets:

ORKS IS NEVER BEATEN2CP
Orks – Epic Deed Stratagem

So resilient is Ork physiology - and so slow are Orks on the uptake - that even killing wounds can take a while to register.

Use this Stratagem in the Fight phase, when an ORKS CHARACTER model in your army that has not already been selected to fight this phase is destroyed. Do not remove that model from play - it can fight after the attacking model’s unit has finished making attacks. If the selected model’s characteristics change as it takes damage, use the bottom row of that model’s profile when resolving those attacks. After resolving the destroyed model’s attacks, it is then removed.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
’Ere We Go

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 BATTLEWAGON keyword is used in the following Orks datasheets:

The GUNWAGON keyword is used in the following Orks datasheets:

Heavy Support

The BONEBREAKA keyword is used in the following Orks datasheets:

Heavy Support

The GORKANAUT keyword is used in the following Orks datasheets:

Lords of War

The MORKANAUT keyword is used in the following Orks datasheets:

Lords of War

The DEFF DREADS keyword is used in the following Orks datasheets:

Heavy Support

The KILLA KANS keyword is used in the following Orks datasheets:

Heavy Support

The MEKBOY WORKSHOP keyword is used in the following Orks datasheets:

Fortifications

The DEFFKILLA WARTRIKE keyword is used in the following Orks datasheets:

The STOMPA keyword is used in the following Orks datasheets:

Lords of War
SPECIALIST MOB1RP

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.

Purchase this Requisition when an ORKS unit from your Crusade force gains the Battle Hardened, Heroic or Legendary rank. You can select one of the Specialist Mobs upgrades that unit is eligible for and upgrade it.
Named Characters
Named characters always have a Warlord Trait, even if they are not your Warlord (in such cases they are only considered to be your Warlord for the purposes of their trait). If a publication lists what a named character's Warlord Trait must be, then it must be this; they have this Warlord Trait even if another model in your Order of Battle already has this Warlord Trait, but having this named character in your Order of Battle does not prevent another model in your Order of Battle from having this Warlord Trait.

  • Named characters always have a Warlord Trait (even if they are not your WARLORD).

The BURNA BOYZ keyword is used in the following Orks datasheets:

The BURNA-BOMMER keyword is used in the following Orks datasheets:

The BOOMDAKKA SNAZZWAGONS keyword is used in the following Orks datasheets:

The KUSTOM BOOSTA-BLASTAS keyword is used in the following Orks datasheets:

The NOB keyword is used in the following Orks datasheets:

Number of Attacks (shooting)
When a model shoots a ranged weapon, it will make a number of attacks. You make one hit roll for each attack being made.

The number of attacks that a model makes with a ranged weapon is equal to the number written on that weapon’s profile after its type. For example, a model shooting an ‘Assault 1’ weapon can make one attack with that weapon; a model firing a ‘Heavy 3’ weapon can make three attacks, and so on.

  • All of a ranged weapon’s attacks must be made against the same target unit.
  • Number of attacks = number after weapon’s type.

The DEFFKOPTAS keyword is used in the following Orks datasheets:

The MEK keyword is used in the following Orks datasheets:

The TANKBUSTAS keyword is used in the following Orks datasheets:

The WAGON keyword is used in the following Orks datasheets:

The BLITZA-BOMMER keyword is used in the following Orks datasheets:

The DAKKAJET keyword is used in the following Orks datasheets:

Flyers

The WAZBOM BLASTAJET keyword is used in the following Orks datasheets:

The NOBZ keyword is used in the following Orks datasheets:

The MEGA ARMOUR and CHARACTER keywords are used in the following Orks datasheets:

The BIKER keyword is used in the following Orks datasheets:

The CAVALRY keyword is used in the following Orks datasheets:

The MOB keyword is used in the following Orks datasheets:

Fast Attack
Heavy Support
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.

The BOYZ keyword is used in the following Orks datasheets:

Troops

The KOMMANDOS keyword is used in the following Orks datasheets:

Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Disembark
If a unit starts its Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the TRANSPORT model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a TRANSPORT can disembark this phase.
  • A unit must disembark before their TRANSPORT moves.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.

The TRUKK keyword is used in the following Orks datasheets:

Dedicated Transport

The GRETCHIN and CORE keywords are used in the following Orks datasheets:

Troops

The RUNTHERD keyword is used in the following Orks datasheets:

Elites
Power Ratings
Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

The Power Rating on a datasheet is for a minimum-sized unit. A unit’s Power Rating can be increased if additional models are added to the unit, and occasionally if other options are taken for the unit (such as equipping a unit with jump packs) - in either case the unit's datasheet will make it clear if the Power Rating listed at the top of the datasheet is increased as a result.

  • Power Ratings: Quick measure of a unit's efficacy.
Points Limit
An army’s size and relative power can also be described with a points limit instead of a Power Level — the bigger this limit, the larger and more powerful an army is. To use a points limit, you will first need to agree with your opponent what the points limit for your battle will be. Both players can use the same limit, but this does not need to be the case. You will then need to add up the points values for every unit in your army, and make sure the total does not exceed the agreed points limit for the game.

  • Points limit: Sum of all points values in army cannot exceed this.
Points Values
Every model and weapon has a points value, which is found in a number of Warhammer 40,000 publications. Points values are similar to Power Ratings, in that they give you a guide as to how powerful certain warriors and weapons are, but they offer a greater degree of granularity. A unit’s points value is calculated by adding together the points value of every individual model in that unit and the points value of every individual weapon equipped by a model in that unit. Certain items of wargear also have a points value, and must be included in a unit's points value if equipped by a model in that unit. While it takes a little longer to work out each unit's points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our publications reflect the fact that some weapons are more powerful than others.

  • Points values: Detailed measure of a unit's efficacy.
FRESH RECRUITS1RP
Purchase this Requisition at any time. Select one unit from your Order of Battle (excluding CHARACTERS, VEHICLES and MONSTERS) that has a Crusade card. You cannot choose a unit that has achieved the Battle-hardened, Heroic or Legendary rank. Add any number of additional models to this unit (up to the maximum listed on its datasheet) and increase its Power Rating accordingly. If the unit you selected has achieved the Blooded rank, you must increase its Crusade points total by 1 if its Power Rating has gone from 10 or less to 11 or more.
REARM AND RESUPPLY1RP
Purchase this Requisition at any time. Select one unit from your Order of Battle (excluding CHARACTERS) that has a Crusade card. You can change any wargear options that models in that unit are equipped with as described on that unit’s datasheet, provided that none of those wargear options would change the Power Rating of the unit. You cannot replace a weapon that a model is equipped with if the weapon in question has been upgraded by a Weapon Enhancement.

The SHOKKJUMP DRAGSTAS keyword is used in the following Orks datasheets:

The RUKKATRUKK SQUIGBUGGIES keyword is used in the following Orks datasheets:

The WALKERZ keyword is used in the following Orks datasheets:

Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
EXTRA GUBBINZ1CP
Orks – Requisition Stratagem

Some lucky gits get more than their fair share of shiny gubbinz.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ORKS keyword. Select one ORKS CHARACTER model in your army and give them one Shiny Gubbinz (this must be a Relic they could have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
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.
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.
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.
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.
TELLYPORTA2CP
Orks – Strategic Ploy Stratagem

Nothing shocks the enemy like an angry mob of Boyz, or a looming war effigy suddenly appearing in a blast of green lightning!

Use this Stratagem during deployment. Select one non-MONSTER ORKS unit from your army that has Power Rating 20 or less. You can set up this unit on a tellyporta pad instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models. If you select a TRANSPORT unit, any embarked units remain embarked when this unit is set up on the battlefield.
4CP

STOMPA-PORTA

Orks Stratagem

Teleporting across the battlefield, this Stompa materialises with all guns blazing and leaves a path of total annihilation in its wake.

Use this Stratagem during deployment. You can set up a STOMPA MOB unit from your army on a tellyporta pad instead of placing it on the battlefield. Units on a tellyporta pad can teleport into battle at the end of any of your Movement phases – set them up anywhere on the battlefield that is more than 9" from any enemy models.
GET DA LOOT1CP
Freebooterz – Strategic Ploy Stratagem

Very few things are able to stand between a Freebooter and something valuable.

Use this Stratagem at the start of your Command phase. Select one FREEBOOTERZ INFANTRY unit from your army that is on the battlefield. Until the start of your next Command phase, that unit gains the Objective Secured ability.

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

Heavy Support
MONSTER HUNTERZ2CP
Orks – Strategic Ploy Stratagem

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.

Use this Stratagem at the start of any phase. Select one enemy MONSTER or VEHICLE unit and up to 3 BEAST SNAGGA units from your army. Until the end of the phase, each time an attack is made by a model in one of the selected BEAST SNAGGA units that targets the selected MONSTER or VEHICLE unit, add 1 to that attack’s wound roll.
2CP

HOLD ON, BOYZ!

Orks Stratagem

The Warboss shouts at his ladz to grab onto the Battlewagon and hitch a ride across the battlefield.

Use this Stratagem during your Movement phase before you move a BLITZ BRIGADE BATTLEWAGON from your army. Pick a friendly INFANTRY unit wholly within 3" of that model and remove it from the battlefield. After that BATTLEWAGON has moved, set the INFANTRY unit up on the battlefield wholly within 3" of that BATTLEWAGON, and more than 3" from any enemy models. (Note that this infantry unit is not embarked within the Battlewagon and therefore does not count towards the number of models it can transport.) That infantry unit cannot move further this phase (but counts as having moved this turn for all rules purposes) and it cannot charge this turn.
2CP

TURBO-BOOSTAS

Orks Stratagem

These Speed Freeks have kustom-rigged blastajet engines hastily strapped onto their rides to provide a massive boost of speed.

Use this Stratagem at the start of your Movement phase. Pick a KULT OF SPEED unit from your army. If that unit Advances this phase, double that unit’s Move characteristic instead of rolling a dice.

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

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

TOUGH AS SQUIG-HIDE2CP
Orks – Battle Tactic Stratagem

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.

Use this Stratagem in any phase, when a BEAST SNAGGA INFANTRY, BEAST SNAGGA CAVALRY or BEAST SNAGGA MONSTER unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the mod