Orks – Big Mek on Warbike
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5

Big Mek on Warbike

NoNAME  M WS BS S T W A Ld Sv Base
81
Big Mek on Warbike (base: 90 x 52mm)
1
81
Big Mek on Warbike
14" 3+ 5+ 5 5 5 3 7 4+ 90 x 52mm
A Big Mek on Warbike is a single model equipped with: 2 dakkaguns; slugga; choppa; stikkbombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Dakkagun
Dakkagun
18"
Dakka 5/3
5
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.
Slugga
Slugga
12"
Pistol 1
4
0
1
-
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.
+10
Killsaw
+10
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.
Stikkbombz
Stikkbombz
8"
Grenade D6
3
0
1
Blast
Blast
 • This model can be equipped with one of the following instead of 1 slugga: 1 shokk attack gun; 1 kustom force field; 1 weapon from the Souped-up Weapons list; 1 weapon from the Choppy Weapons list.
 • This model can be equipped with one of the following instead of 1 choppa: 1 killsaw; 1 weapon from the Souped-up Weapons list; 1 weapon from the Choppy Weapons list.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka Weapons
Big Mekaniak: At the end of your Movement phase, this model can repair one friendly VEHICLE model within 3" of it. That VEHICLE model regains up to D3 lost wounds. Each model can only be repaired once per turn.
Kustom Force Field:
+20
If this model is equipped with a kustom force field, models in friendly ORK units have a 5+ invulnerable save against attacks made with ranged weapons whilst their unit is wholly within 9" of this model. In addition, if this model is equipped with a kustom force field and is embarked within a TRANSPORT model, that TRANSPORT model has a 5+ invulnerable save against attacks made with ranged weapons.
Big Mek on Warbike can receive the following Kustom Jobs upgrades:
 • Enhanced Runt-Sucker+15Power Rating: +1
 • Extra-Kustom Weapon+10Power Rating: +1
FACTION KEYWORDS: ORK,
KEYWORDS: BIKER, CHARACTER, SPEED FREEKS, BIG MEK

Datasheet-related Stratagems

BLITZA DAKKA1CP
Speed Freeks Speed Mob – Battle Tactic Stratagem

The Speed Freeks fire so many rounds, some just have to hit the target.

Use this Stratagem in your Shooting phase, when a SPEED MOB unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack that targets an enemy unit within 12", re-roll a hit roll of 1. If that SPEED MOB unit has the KUSTOM BOOSTA-BLASTAS keyword, re-roll a hit roll of 1-2 instead.
CRASHIN’ THROUGH1CP
Speed Freeks Speed Mob – Battle Tactic Stratagem

Speed Freeks take immense pleasure in crushing enemy positions with fiat-out vehicle charges.

Use this Stratagem in your Charge phase, when a SPEED FREEKS unit from your army finishes a charge move. If that unit has the Spiked Ram ability, it cannot use that ability this turn. Select one enemy unit within 1" of that SPEED FREEKS unit and roll one D6 for each model that SPEED FREEKS unit contains (to a maximum of six D6):
  • If that SPEED FREEKS unit has the BIKER keyword, for each dice result of 4+, that enemy unit suffers 1 mortal wound.
  • If that SPEED FREEKS unit has the VEHICLE keyword (excluding MEGATRAKK SCRAPJETS and KUSTOM BOOSTA-BLASTAS units), for each dice result of 4+, that enemy unit suffers D3 mortal wounds.
  • If that SPEED FREEKS unit has the Megatrakk Scrapjets or KUSTOM BOOSTA-BLASTAS keywords, for each dice result of 2-5, that enemy unit suffers D3 mortal wounds; for each dice result of 6, that enemy unit suffers 2D3 mortal wounds.
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.
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.
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.
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).
MORE GITZ OVER ’ERE!1CP
Speed Freeks Speed Mob – Strategic Ploy Stratagem

Sometimes new targets that emerge are just too juicy to ignore.

Use this Stratagem in your Movement phase, when a SPEED MOB unit from your army Falls Back:
  • That unit is still eligible to shoot this turn even though it Fell Back.
  • If that unit has the BOOMDAKKA SNAZZWAGONS keyword, until the end of the turn, each time a model in that unit makes a ranged attack, an unmodified hit roll of 6 scores 1 additional hit.
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.
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.
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.
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.
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.
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

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.

Optional Wargear

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

CHOPPY WEAPONS

 • Big choppa

 • Power klaw

SOUPED-UP WEAPONS

 • Kombi-rokkit

 • Kombi-skorcha

 • Kustom mega-blasta

 • Kustom mega-slugga

 • Rokkit launcha


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
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
-
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.
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
-
Kustom mega-blasta
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-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.
Rokkit launcha
Rokkit launcha
24"
Heavy D3
8
-2
3
Blast
Blast

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Big choppa
Big choppa
Melee
Melee
+2
-1
2
-
Power klaw
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.

Kustom Jobs

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.
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.
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.

Kustom mega-blasta used in the following datasheets:


– may take Kustom mega-blasta as an option.
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.
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.
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.
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.
’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.
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 MOB unit that is not under half strength, this unit is never considered to be under half strength.

The TRANSPORT keyword is used in the following Orks datasheets:


– if this model is equipped with a supa-gatler, it gains the TRANSPORT keyword.
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.

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

Heavy Support

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

Heavy Support

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

Heavy Support
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.
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.

The MEK keyword is used in the following Orks datasheets:

PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

Kombi-rokkit used in the following datasheets:

Troops
Boyz
+10

– may take Kombi-rokkit as an option.

Kombi-skorcha used in the following datasheets:

Troops
Boyz
+10

– may take Kombi-skorcha as an option.

Big choppa used in the following datasheets:

Troops
Elites

– may take Big choppa as an option.

Killsaw used in the following datasheets:

Troops
Boyz
+10

– may take Killsaw as an option.
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.
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.
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.
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.
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.
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.
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.

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

The BIKER keyword is used in the following Orks datasheets:

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

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
Souped-up Weapons
 • Kombi-rokkit
 • Kombi-skorcha
 • Kustom mega-blasta
 • Kustom mega-slugga
 • Rokkit launcha

Kustom mega-slugga used in the following datasheets:


– may take Kustom mega-slugga as an option.

The BIKER keyword is used in the following Orks datasheets:

Dakkagun used in the following datasheets:

Choppy Weapons
 • Big choppa
 • Power klaw

Shokk attack gun used in the following datasheets:

© Vyacheslav Maltsev 2013-2022