Orks – Datasheets

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6

Big Mek in Mega Armour

NoNAME  M WS BS S T W A Ld Sv
85
Big Mek in Mega Armour
1
85
Big Mek in Mega Armour
4" 3+ 5+ 5 4 5 3 8 2+
5
Grot Oiler
0‑1
5
Grot Oiler
5" 5+ 4+ 2 2 1 1 4 6+
A Big Mek in Mega Armour is a single model armed with a kustom mega-blasta and power klaw. It may be accompanied by a Grot Oiler.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Kustom mega-blasta
+10
Kustom mega-blasta
24"
Assault 1
8
-3
D6
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
+10
Tellyport blasta
+10
Tellyport blasta
12"
Assault 3
8
-2
1
If a model suffers any unsaved wounds from this weapon and is not slain, roll a D6 at the end of the phase. If the result is greater than that model’s Wounds characteristic, it is slain.
If a model suffers any unsaved wounds from this weapon and is not slain, roll a D6 at the end of the phase. If the result is greater than that model’s Wounds characteristic, it is slain.
+10
Killsaw
+10
Killsaw
Melee
Melee
x2
-4
2
When resolving an attack made with this weapon, subtract 1 from the hit roll. If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack with this weapon profile.
When resolving an attack made with this weapon, subtract 1 from the hit roll. If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack with this weapon profile.
+10
Power klaw
+10
Power klaw
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its kustom mega-blasta with a killsaw or one item from the Shooty Weapons list.
 • This model may take either a tellyport blasta or a kustom force field.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Grot Oiler: Once per battle, a Grot Oiler can assist its master in making repairs. If it does so, the model being repaired regains 1 additional lost wound. When rolling to wound this unit, use the Big Mek’s Toughness characteristic while it is on the battlefield. The death of a Grot Oiler is ignored for the purposes of Morale tests. The Grot Oiler is considered to have the CHARACTER keyword for the purposes of shooting attacks.
Kustom Force Field:
+20
If this model is equipped with a kustom force field, friendly ORK units have a 5+ invulnerable save against attacks made with ranged weapons while they are wholly within 9" of it. While a model equipped with a kustom force field is embarked, the vehicle transporting it has a 5+ invulnerable save against attacks made with ranged weapons instead.
Big Mekaniak: At the end of your Movement phase, this model can repair a single friendly <CLAN> VEHICLE model within 3". That model regains D3 lost wounds. A model can only be repaired once per turn.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS (Big Mek): CHARACTER, INFANTRY, MEGA ARMOUR, BIG MEK
KEYWORDS (Grot Oiler): INFANTRY, GRETCHIN, GROT OILER


7

Big Mek with Shokk Attack Gun

NoNAME  M WS BS S T W A Ld Sv
120
Big Mek with Shokk Attack Gun
1
120
Big Mek with Shokk Attack Gun
5" 3+ 5+ 5 4 4 3 7 4+
5
Grot Oiler
0‑1
5
Grot Oiler
5" 5+ 4+ 2 2 1 1 4 6+
A Big Mek with Shokk Attack Gun is a single model armed with a shokk attack gun and stikkbombs. It may be accompanied by a Grot Oiler.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Shokk attack gun
Shokk attack gun
60"
Heavy D6
2D6
-5
D6
Blast. Each time this unit is chosen to shoot with, roll once to determine the Strength characteristic of this weapon. When resolving an attack made with this weapon, if a hit is scored and this weapon has a Strength characteristic of 11+, the target suffers D3 mortal wounds in addition to any other damage.
Blast. Each time this unit is chosen to shoot with, roll once to determine the Strength characteristic of this weapon. When resolving an attack made with this weapon, if a hit is scored and this weapon has a Strength characteristic of 11+, the target suffers D3 mortal wounds in addition to any other damage.
Stikkbombs
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Big Mekaniak: At the end of your Movement phase, this model can repair a single friendly <CLAN> VEHICLE model within 3". That model regains D3 lost wounds. A model can only be repaired once per turn.
Grot Oiler: Once per battle, a Grot Oiler can assist its master in making repairs. If it does so, the model being repaired regains 1 additional lost wound. When rolling to wound this unit, use the Big Mek’s Toughness characteristic while it is on the battlefield. The death of a Grot Oiler is ignored for the purposes of Morale tests. The Grot Oiler is considered to have the CHARACTER keyword for the purposes of shooting attacks.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS (Big Mek): CHARACTER, INFANTRY, BIG MEK
KEYWORDS (Grot Oiler): INFANTRY, GRETCHIN, GROT OILER


4

Boss Snikrot

NoNAME  M WS BS S T W A Ld Sv
75
Boss Snikrot
1
75
Boss Snikrot
6" 2+ 5+ 6 5 6 6 7 6+
Boss Snikrot is a single model armed with Mork’s Teeth and stikkbombs. Only one of this model can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Mork’s Teeth
Mork’s Teeth
Melee
Melee
User
-1
2
-
Stikkbombs
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Kunnin’ Infiltrator: During deployment, you can set up Boss Snikrot in hiding instead of placing him on the battlefield. At the end of any of your Movement phases, Snikrot can stalk from his hiding place – set him up anywhere on the battlefield that is more than 9" away from any enemy models.
Terrifying Killer: Subtract 1 from the Leadership characteristic of enemy units while they are within 6" of Boss Snikrot.
Throat Slitta: Add 1 to wound rolls for attacks made with Boss Snikrot’s melee weapons when targeting enemy units wholly within or on a terrain feature.
Red Skull Kommandos: Re-roll hit rolls of 1 in the Fight phase for attacks made by friendly BLOOD AXE KOMMANDOS units while they are within 6" of Boss Snikrot.
Sneakiest Git: Each time a ranged attack is allocated to the bearer while it is receiving the benefits of cover, add an additional 2 to any armour saving throw made against that attack.
FACTION KEYWORDS: ORK, BLOOD AXE
KEYWORDS: CHARACTER, INFANTRY, KOMMANDO, BOSS SNIKROT


5

Boss Zagstruk

NoNAME  M WS BS S T W A Ld Sv
95
Boss Zagstruk
1
95
Boss Zagstruk
12" 2+ 5+ 6 4 6 6 7 4+
Boss Zagstruk is a single model armed with Da Vulcha’s Klaws, a slugga, choppa and blitz missiles. Only one of this model can be included in
your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Blitz missiles
Blitz missiles
18"
Assault 1
6
-1
D3
-
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Choppa
Choppa
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
Da Vulcha’s Klaws
Da Vulcha’s Klaws
Melee
Melee
+2
-3
D3
Each time the bearer fights, it can make no more than 3 attacks with this weapon.
Each time the bearer fights, it can make no more than 3 attacks with this weapon.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Full Throttle: When Boss Zagstruk Advances, you can add 6" to his Move characteristic instead of rolling a dice, but if you do, roll a D6 at the end of the phase; on a 1, he suffers 1 mortal wound.
Cybork Body: Each time Boss Zagstruk loses a wound, roll a D6; on a 5+ that wound is not lost. You cannot make a Dok’s Tools roll for this model if you do so.
Drill Boss: Friendly GOFF STORMBOYZ units automatically pass Morale tests while they are within 6" of Boss Zagstruk.
Stormboyz Strike: During deployment, you can set up this model flying high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can plummet onto the battlefield – set it up anywhere on the battlefield, more than 9" away from any enemy models.
FACTION KEYWORDS: ORK, GOFF
KEYWORDS: CHARACTER, INFANTRY, STORMBOY, JUMP PACK, FLY, BOSS ZAGSTRUK


7

Deffkilla Wartrike

NoNAME  M WS BS S T W A Ld Sv
125
Deffkilla Wartrike
1
125
Deffkilla Wartrike
14" 2+ 5+ 5 6 8 5 7 4+
A Deffkilla Wartrike is a single model equipped with a killa jet. The crew is armed with a snagga klaw and three twin boomstikks.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Killa jet
When attacking with this weapon, choose one of the profiles below.
Killa jet
When attacking with this weapon, choose one of the profiles below.
 - Burna
 - Burna
8"
Assault D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
 - Cutta
 - Cutta
8"
Assault 2
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Snagga klaw (shooting)
Snagga klaw (shooting)
8"
Assault 1
4
0
1
You can re-roll wound rolls for attacks made with this weapon.
You can re-roll wound rolls for attacks made with this weapon.
Twin boomstikk
Twin boomstikk
12"
Assault 2
5
0
1
If the target is within half range, add 1 to hit rolls for this weapon.
If the target is within half range, add 1 to hit rolls for this weapon.
Snagga klaw (melee)
Snagga klaw (melee)
Melee
Melee
+2
-2
D3
You can re-roll wound rolls for attacks made with this weapon.
You can re-roll wound rolls for attacks made with this weapon.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Speedwaaagh!: Friendly <CLAN> BIKER and VEHICLE units within 6" of this model at the start of the Charge phase can charge even if they Advanced this turn.
Fuel-mixa Grot: Once per battle, when this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
Explodes: If this model is reduced to 0 wounds, roll a D6. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: CHARACTER, VEHICLE, SPEED FREEKS, SPEEDBOSS, DEFFKILLA WARTRIKE


5

Kaptin Badrukk

NoNAME  M WS BS S T W A Ld Sv
90
Kaptin Badrukk
1
90
Kaptin Badrukk
5" 2+ 4+ 5 4 6 4 8 3+
5
Ammo Runt
0‑1
5
Ammo Runt
5" 5+ 4+ 2 2 1 1 4 6+
Kaptin Badrukk is a single model armed with a slugga, choppa, stikkbombs and Da Rippa. He may be accompanied by an Ammo Runt. Only one of this unit can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Da Rippa
When attacking with this weapon, choose one of the profiles below.
Da Rippa
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
24"
Heavy 3
7
-3
2
-
 - Supercharge
 - Supercharge
24"
Heavy 3
8
-3
3
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Choppa
Choppa
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
Stikkbombs
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Goldtoof Armour: Kaptin Badrukk has a 5+ invulnerable save.
Flashiest Gitz: Re-roll hit rolls of 1 in the Shooting phase for friendly FLASH GITZ units while they are within 6" of Kaptin Badrukk.
Ammo Runt: If Kaptin Badrukk is accompanied by an Ammo Runt, you can re-roll one hit roll each time he shoots.

When rolling to wound this unit, use Badrukk’s Toughness while he is on the battlefield. The death of an Ammo Runt is ignored for the purposes of Morale tests. The Ammo Runt is considered to have the CHARACTER keyword for the purposes of shooting attacks.
FACTION KEYWORDS: ORK, FREEBOOTERZ
KEYWORDS (Badrukk): INFANTRY, CHARACTER, FLASH GITZ, KAPTIN BADRUKK
KEYWORDS (Ammo Runts): INFANTRY, GRETCHIN, AMMO RUNTS


4

Warboss

NoNAME  M WS BS S T W A Ld Sv
70
Warboss
1
70
Warboss
5" 2+ 5+ 6 5 6 4 8 4+
A Warboss is a single model armed with a kombi-weapon with rokkit launcha, power klaw, two sluggas and stikkbombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Kombi-weapon with rokkit launcha
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls.
+10
Kombi-weapon with rokkit launcha
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls.
 - Rokkit launcha
 - Rokkit launcha
24"
Assault 1
8
-2
3
-
 - Shoota
 - Shoota
18"
Assault 2
4
0
1
-
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Attack squig
Attack squig
Melee
Melee
4
-1
1
Each time a model with an attack squig fights, it can make 2 additional attacks with this weapon.
Each time a model with an attack squig fights, it can make 2 additional attacks with this weapon.
+5
Big choppa
+5
Big choppa
Melee
Melee
+2
-1
2
-
+10
Power klaw
+10
Power klaw
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
Stikkbombs
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its kombi-weapon with rokkit launcha with a weapon from the Shooty Weapons list.
 • This model may replace its power klaw with a big choppa.
 • This model may take an attack squig.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Waaagh!: Waaagh!: Friendly <CLAN> INFANTRY units within 6" of this model at the start of the Charge phase can charge even if they Advanced this turn.
Breakin’ Heads: If a <CLAN> unit fails a Morale test while it is within 3" of a friendly <CLAN> WARBOSS, the Warboss can restore order with a brutal display of violence. If they do so, the unit suffers D3 mortal wounds but the Morale test is then considered to have been passed.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: CHARACTER, INFANTRY, WARBOSS


4

Weirdboy

NoNAME  M WS BS S T W A Ld Sv
75
Weirdboy
1
75
Weirdboy
5" 3+ 5+ 5 4 4 3 6 6+
A Weirdboy is a single model armed with a Weirdboy staff.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Weirdboy staff
Weirdboy staff
Melee
Melee
+2
-1
D3
-
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Waaagh! Energy: Add 1 to Psychic tests taken for this model for every 10 ORK models (excluding GRETCHIN) within 10" of it when the roll is made, to a maximum of +3. If the result of the test is 12+ this model immediately suffers Perils of the Warp.
PSYKER
PSYKER
This model can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite psychic power and one psychic power from the Power of the Waaagh! discipline.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: CHARACTER, INFANTRY, PSYKER, WEIRDBOY


4

Big Mek with Kustom Force Field

NoNAME  M WS BS S T W A Ld Sv
60
Big Mek with Kustom Force Field
1
60
Big Mek with Kustom Force Field
5" 3+ 5+ 5 4 4 3 7 4+
5
Grot Oiler
0‑1
5
Grot Oiler
5" 5+ 4+ 2 2 1 1 4 6+
A Big Mek with Kustom Force Field is a single model equipped with: slugga, choppa, stikkbombs. It can be accompanied by a Grot Oiler.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Choppa
Choppa
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
Stikkbombs
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Kustom Force Field: Friendly ORK units have a 5+ invulnerable save against ranged attacks whilst they are wholly within 9" of this model. While this model is embarked, the model transporting it has a 5+ invulnerable save against ranged attacks.
Big Mekaniak: At the end of your Movement phase, this model can repair a single friendly <CLAN> VEHICLE model within 3". That model regains D3 lost wounds. A model can only be repaired once per turn.
Grot Oiler: Once per battle, a Grot Oiler can assist its master in making repairs. If it does so, the model being repaired regains 1 additional lost wound. When rolling to wound this unit, use the Big Mek’s Toughness characteristic while it is on the battlefield. The death of a Grot Oiler is ignored for the purposes of Morale tests. The Grot Oiler is considered to have the CHARACTER keyword for the purposes of shooting attacks.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS (Big Mek): CHARACTER, INFANTRY, BIG MEK
KEYWORDS (Grot Oiler): INFANTRY, GRETCHIN, GROT OILER


15

Ghazghkull Thraka

NoNAME  M WS BS S T W! A Ld Sv
300
Ghazghkull Thraka
1
300
Ghazghkull Thraka
7" 2+ 5+ 7 7 7-12 5 8 2+
6" 2+ 5+ 6 7 3-6 6 8 2+
5" 2+ 5+ 5 7 1-2 7 8 2+
Ghazghkull Thraka is a single model equipped with: Mork’s roar; Gork’s klaw; stikkbombs. Only one of this model can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Mork’s roar
Mork’s roar
36"
Assault 12
5
-1
1
-
Gork’s klaw
Gork’s klaw
Melee
Melee
x2
-4
4
-
Stikkbombs
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Great Waaagh!: Friendly ORK INFANTRY and MONSTER units within 6" of this model can be chosen to charge with even if they Advanced this turn. In addition, add 1 to the Attacks characteristic of models in friendly ORK INFANTRY units whilst their unit is within 6" of this model, if their unit made a charge move this turn.
Da Boss is Watchin’: When a friendly ORK unit within 6" of this model fails a Morale test, this model can restore order in a brutal display of violence. If it does, that unit suffers D3 mortal wounds and that Morale test is treated as having been passed.
Prophet of Gork and Mork: This model has a 4+ invulnerable save. In addition, this model can only lose a maximum of 4 wounds in each phase.
Goffs is da Best: Re-roll hit rolls of 1 for attacks made with melee weapons by models in friendly GOFF ORK units whilst their unit is within 6" of this model.
Grand Warboss: This model can be included in an ORK Detachment without preventing other units from that Detachment from gaining a Clan Kultur or Subkultur. Note, however, that this model does not benefit from any Clan Kultur unless the Clan Kultur selected for that Detachment is the Goffs Clan Kultur.
FACTION KEYWORDS: ORK, GOFF
KEYWORDS: CHARACTER, MONSTER, WARBOSS, GHAZGHKULL THRAKA


4

Makari

NoNAME  M WS BS S T W A Ld Sv
65
Makari
1
65
Makari
5" 4+ 4+ 3 3 4 2 6 6+
Makari is a single model equipped with: Makari’s stabba. Only one of this model can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Makari’s stabba
Makari’s stabba
Melee
Melee
User
0
1
When resolving an attack made with this weapon, a wound roll of 6+ inflicts D3 mortal wounds on the target and the attack sequence ends.
When resolving an attack made with this weapon, a wound roll of 6+ inflicts D3 mortal wounds on the target and the attack sequence ends.
ABILITIES
ABILITIES
Ghazghkull’s Waaagh! Banner: When a model in a friendly GOFF ORK unit within 6" of this model would lose a wound, and this model is within 3" of a friendly GHAZGHKULL THRAKA unit, roll one D6; on a 6+ that wound is not lost.
Accidental Figurehead: Friendly GOFF GRETCHIN units can use this model’s Leadership instead of their own whilst they are within 12" of this model.
Suspiciously Lucky: This model has a 2+ invulnerable save.
Keep up!: At the start of your Movement phase, if this model is within 3" of a friendly GHAZGHKULL THRAKA unit, add 2" to this model’s Move characteristic until the end of that phase.
Da Boss’ Best Grot: This model can be included in an ORK Detachment without preventing other units from that Detachment from gaining a Clan Kultur or Subkultur if that Detachment also includes GHAZGHKULL THRAKA. Note, however, that this model does not benefit from any Clan Kultur.
FACTION KEYWORDS: ORK, GOFF
KEYWORDS: CHARACTER, INFANTRY, GRETCHIN, MAKARI


4

Goff Rokker

NoNAME  M WS BS S T W A Ld Sv
Goff Rokker
1Goff Rokker 5" 3+ 5+ 5 4 4 3 6 4+
A Goff Rokker is a single model equipped with: rokker shoota; rokker choppa. You can only include one of this unit in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Rokker shoota
Rokker shoota
24"
Assault 4
4
-1
1
-
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.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Musik: At the start of each battle round, select one type of musik below for this model to perform until the end of that battle round.
  • Goffik Rokk: While a friendly GOFF INFANTRY unit is within 6" of this model, add 1 to the Strength characteristic of models in that unit.
  • ’Eavy Metal: While a friendly GOFF INFANTRY unit with the No Mukkin’ About kultur is within 6” of this model, the additional hit as a result of that ability is generated on an unmodified roll of 5+ instead of a 6.
FACTION KEYWORDS: ORK, GOFF
KEYWORDS: CHARACTER, INFANTRY, NOB, GOFF ROKKER


4

Grukk Face-rippa

NoNAME  M WS BS S T W A Ld Sv
Grukk Face-rippa
1Grukk Face-rippa 5" 2+ 5+ 6 5 7 5 8 4+
Grukk Face-rippa is a single model equipped with: kombi-weapon with rokkit launcha; 2 sluggas; attack squig; Git-rippa; stikkbombs. You can only include one of this unit in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Kombi-weapon with rokkit launcha
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls.
Kombi-weapon with rokkit launcha
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls.
 - Rokkit launcha
 - Rokkit launcha
24"
Assault 1
8
-2
3
-
 - Shoota
 - Shoota
18"
Assault 2
4
0
1
-
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Attack squig
Attack squig
Melee
Melee
4
-1
1
Each time a model with an attack squig fights, it can make 2 additional attacks with this weapon.
Each time a model with an attack squig fights, it can make 2 additional attacks with this weapon.
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.
Stikkbombs
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Waaagh!: Friendly GOFF INFANTRY units within 6" of this model at the start of the Charge phase can charge even if they Advanced this turn.
Breakin’ Heads: If a GOFF unit fails a Morale test while it is within 3" of a friendly model with this ability, this model can restore order with a brutal display of violence. If they do so, the unit suffers D3 mortal wounds but the Morale test is then considered to have been passed.
Too Tuff for Deff: This model has a 5+ invulnerable save. Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost.
WARLORD TRAIT!
WARLORD TRAIT!
Foul Temper: While this Warlord has fewer wounds remaining than its Wounds characteristic, add 3 to its Attacks characteristic.
FACTION KEYWORDS: ORK, GOFF
KEYWORDS: CHARACTER, INFANTRY, WARBOSS, GRUKK FACE-RIPPA


8

Skrak’s Skull-Nobz

NoNAME  M WS BS S T W A Ld Sv
Skull-Nob
4‑9Skull-Nob 5" 2+ 5+ 5 4 2 3 6 4+
Skrak Head-smasha
1Skrak Head-smasha 5" 2+ 5+ 5 4 3 3 7 4+
Ammo Runt
0‑2Ammo Runt 5" 5+ 4+ 2 2 1 1 4 6+
This unit contains 1 Skrak Head-smasha and 4 Skull-nobz. It can include up to 5 additional Skull-nobz (Power Rating +7). For every 5 models this unit contains, it can include 1 Ammo Runt.
Skrak Head-smasha is equipped with: slugga; choppa; Skrak’s horned helmet; stikkbombs.
Every Skull-Nob is equipped with: slugga; choppa; stikkbombs. You can only include one of this unit in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Choppa
Choppa
Melee
Melee
User
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.
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.
Stikkbombs
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model can be equipped with 1 weapon from the Nob Weapons list instead of 1 slugga.
 • Any model can be equipped with 1 weapon from the Nob Weapons list instead of 1 choppa.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Ammo Runt: Each time this unit shoots, you can reroll one hit roll for each Ammo Runt accompanying it. When rolling to wound this unit, use the Skull-Nobz’ or Skrak Head-smasha’s Toughness while they are on the battlefield. The death of an Ammo Runt is ignored for the purposes of Morale tests.
Keepin’ Order: Roll a D6 for each model that flees from a GOFF unit that is within 3" of any friendly GOFF units with this ability when the Morale test is taken. On a 6, that model does not flee.
Grukk’s Meanest Ladz: While this unit is within 6" of a friendly GRUKK FACE-RIPPA model, add 1 to the Attacks characteristic of each NOBZ model in this unit.
FACTION KEYWORDS: ORK, GOFF
KEYWORDS (Skull-Nobz and Skrak Head-smasha): INFANTRY, NOBZ, SKRAK’S SKULL-NOBZ
KEYWORDS (Ammo Runt): INFANTRY, GRETCHIN, AMMO RUNTS


5

Mek Boss Buzzgob

NoNAME  M WS BS S T W A Ld Sv
Mek Boss Buzzgob
1Mek Boss Buzzgob 5" 3+ 4+ 5 5 6 4 8 4+
Grot Oiler
2Grot Oiler 5" 5+ 4+ 2 2 1 1 4 6+
Mek Boss Buzzgob is equipped with: slugga; big choppa: mek arms; stikkbombs. Your army can only include one MEK BOSS BUZZGOB model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Big choppa
Big choppa
Melee
Melee
+2
-1
2
-
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.
Stikkbombs
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Nitnuckle and Lunk: Twice per battle, when Mek Boss Buzzgob uses the Mekaniak Boss ability to repair a model, the Grot Oilers can assist in the repairs. If they do, the model being repaired regains up to 1 additional lost wound.

Each time a roll is made to wound this unit, if Mek Boss Buzzgob is on the battlefield, use that model’s Toughness characteristic. Each time a Grot Oiler model in this unit is destroyed, it is ignored for the purposes of Morale and Combat Attrition tests.
Mekaniak Boss: At the end of your Movement phase, Mek Boss Buzzgob can repair one friendly GOFF VEHICLE model within 3" of it. That VEHICLE model regains up to 3 lost wounds. Each model can only be repaired once per turn.
Buzzgob’s Dredheadz: In your Command phase, you can select one friendly GOFF DEFF DREADS, GOFF MEGA DREAD, GOFF MEKA-DREAD, GOFF KILLA KANS, GOFF GORKANAUT or GOFF MORKANAUT unit that is within 6" of Mek Boss Buzzgob. Until the start of your next Command phase, each time a model in that unit makes an attack, add 1 to that attack's hit roll.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: ORK, GOFF
KEYWORDS (Mek Boss Buzzgob): INFANTRY, CHARACTER, BIG MEK, MEK BOSS BUZZGOB
KEYWORDS (Grot Oilers): INFANTRY, GRETCHIN, GROT OILER


6

Warboss on Warbike

NoNAME  M WS BS S T W A Ld Sv
115
Warboss on Warbike
1
115
Warboss on Warbike
14" 2+ 5+ 6 7 7 5 8 4+
A Warboss on Warbike is equipped with: 2 dakkaguns; killsaw.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Dakkagun
Dakkagun
18"
Assault 3
5
0
1
-
Big choppa
Big choppa
Melee
Melee
+2
-1
2
-
Killsaw
Killsaw
Melee
Melee
x2
-4
2
When resolving an attack made with this weapon, subtract 1 from the hit roll. If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack with this weapon profile.
When resolving an attack made with this weapon, subtract 1 from the hit roll. If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack with this weapon profile.
Power klaw
Power klaw
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s killsaw can be replaced with one of the following: 1 big choppa; 1 power klaw.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Speedwaaagh!: Friendly <CLAN> BIKER and VEHICLE units within 6" of this model at the start of the Charge phase can charge even if they Advanced this turn.
Breakin’ Heads: If a <CLAN> unit fails a Morale test while it is within 3" of a friendly <CLAN> WARBOSS, the Warboss can restore order with a brutal display of violence. If they do so, the unit suffers D3 mortal wounds but the Morale test is then considered to have been passed.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: BIKER, CHARACTER, SPEED FREEKS, SPEEDBOSS, WARBOSS


4

Big Mek

NoNAME  M WS BS S T W A Ld Sv
55
Big Mek
1
55
Big Mek
5" 3+ 5+ 5 4 4 3 7 4+
4
Grot Oiler
0‑1
4
Grot Oiler
5" 5+ 4+ 2 2 1 1 4 6+
A Big Mek is a single model equipped with: slugga, choppa, stikkbombs. It can be accompanied by a Grot Oiler.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Choppa
Choppa
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
+10
Killsaw
+10
Killsaw
Melee
Melee
x2
-4
2
When resolving an attack made with this weapon, subtract 1 from the hit roll. If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack with this weapon profile.
When resolving an attack made with this weapon, subtract 1 from the hit roll. If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack with this weapon profile.
Stikkbombs
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following instead of 1 slugga: one weapon from the Choppy Weapons list; one weapon from the Souped-up Weapons list.
 • This model can be equipped with one of the following instead of 1 choppa: 1 killsaw; 1 weapon from the Choppy Weapons list; 1 weapon from the Souped-up Weapons list.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Big Mekaniak: At the end of your Movement phase, this model can repair a single friendly <CLAN> VEHICLE model within 3". That model regains D3 lost wounds. A model can only be repaired once per turn.
Grot Oiler: Once per battle, a Grot Oiler can assist its master in making repairs. If it does so, the model being repaired regains 1 additional lost wound. When rolling to wound this unit, use the Big Mek’s Toughness characteristic while it is on the battlefield. The death of a Grot Oiler is ignored for the purposes of Morale tests. The Grot Oiler is considered to have the CHARACTER keyword for the purposes of shooting attacks.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS (Big Mek): CHARACTER, INFANTRY, BIG MEK
KEYWORDS (Grot Oiler): INFANTRY, GRETCHIN, GROT OILER


5

Big Mek on Warbike

NoNAME  M WS BS S T W A Ld Sv
81
Big Mek on Warbike
1
81
Big Mek on Warbike
14" 3+ 5+ 5 5 5 3 7 4+
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"
Assault 3
5
0
1
-
+25
Shokk attack gun
+25
Shokk attack gun
60"
Heavy D6
2D6
-5
D6
Blast. Each time this unit is chosen to shoot with, roll once to determine the Strength characteristic of this weapon. When resolving an attack made with this weapon, if a hit is scored and this weapon has a Strength characteristic of 11+, the target suffers D3 mortal wounds in addition to any other damage.
Blast. Each time this unit is chosen to shoot with, roll once to determine the Strength characteristic of this weapon. When resolving an attack made with this weapon, if a hit is scored and this weapon has a Strength characteristic of 11+, the target suffers D3 mortal wounds in addition to any other damage.
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Choppa
Choppa
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
+10
Killsaw
+10
Killsaw
Melee
Melee
x2
-4
2
When resolving an attack made with this weapon, subtract 1 from the hit roll. If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack with this weapon profile.
When resolving an attack made with this weapon, subtract 1 from the hit roll. If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack with this weapon profile.
Stikkbombs
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • 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! Dakka! Dakka!
Big Mekaniak: At the end of your Movement phase, this model can repair a single friendly <CLAN> VEHICLE model within 3". That model regains D3 lost wounds. A 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.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: BIKER, CHARACTER, SPEED FREEKS, BIG MEK


6

Warboss in Mega Armour

NoNAME  M WS BS S T W A Ld Sv
107
Warboss in Mega Armour
1
107
Warboss in Mega Armour
4" 2+ 5+ 6 5 7 4 8 2+
A Warboss in Mega Armour is a single model equipped with: kustom shoota; power klaw.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+3
Kustom shoota
+3
Kustom shoota
18"
Assault 4
4
0
1
-
+10
Power klaw
+10
Power klaw
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following instead of 1 kustom shoota: 1 weapon from the Choppy Weapons list; 1 weapon from the Shooty Weapons list.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Waaagh!: Friendly <CLAN> INFANTRY units can be chosen to charge with if they are within 6" of this model, even if they Advanced this turn.
Breakin’ Heads: When a Morale test taken for a friendly <CLAN> INFANTRY unit within 3" of this model is failed, this model can restore order with a brutal display of violence. If it does, no models flee and that unit suffers D3 mortal wounds instead.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: CHARACTER, INFANTRY, MEGA ARMOUR, WARBOSS


6

Zhadsnark da Ripper

NoNAME  M WS BS S T W A Ld Sv
120
Zhadsnark da Ripper
1
120
Zhadsnark da Ripper
14" 2+ 5+ 6 6 7 5 8 4+
Zhadsnark da Ripper is equipped with: 2 big shootas; slugga; Da Pain Klaw; stikkbombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Slugga
Slugga
12"
Pistol 1
4
0
1
-
+5
Big shoota
+5
Big shoota
36"
Assault 3
5
0
1
-
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.
Stikkbombs
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Breakin’ Heads: If a <CLAN> unit fails a Morale test while it is within 3" of a friendly <CLAN> WARBOSS, the Warboss can restore order with a brutal display of violence. If they do so, the unit suffers D3 mortal wounds but the Morale test is then considered to have been passed.
Speedwaaagh!: Friendly <CLAN> BIKER and VEHICLE units within 6" of this model at the start of the Charge phase can charge even if they Advanced this turn.
Da Beast: When this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of this model.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: ORK, EVIL SUNZ
KEYWORDS: BIKER, CHARACTER, WARBOSS, SPEED FREEKS, ZHADSNARK DA RIPPER


Troops


4

Boyz

NoNAME  M WS BS S T W A Ld Sv
8
Ork Boy
10‑30
8
Ork Boy
5" 3+ 5+ 4 4 1 2 6 6+
8
Boss Nob
0‑1
8
Boss Nob
5" 3+ 5+ 5 4 2 3 7 6+
This unit contains 10 Ork Boyz. It can include up to 10 additional Ork Boyz (Power Rating +4) or up to 20 additional Ork Boyz (Power Rating +8). A Boss Nob can take the place of one Ork Boy. Each model is armed with a slugga, choppa and stikkbombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Big shoota
+5
Big shoota
36"
Assault 3
5
0
1
-
+10
Rokkit launcha
+10
Rokkit launcha
24"
Assault 1
8
-2
3
-
Shoota
Shoota
18"
Assault 2
4
0
1
-
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Choppa
Choppa
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
Stikkbombs
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
Tankbusta bomb
Tankbusta bomb
6"
Grenade D3
8
-2
D6
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any Ork Boy may replace its choppa and slugga with a shoota.
 • For every 10 models in the unit, one Ork Boy may take a tankbusta bomb.
 • For every 10 models in the unit, one Ork Boy may replace its choppa and slugga with a rokkit launcha or big shoota.
 • The Boss Nob may replace its slugga and choppa with items from the Nob Weapons list.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Green Tide: Add 1 to the Attacks characteristic of models in this unit while it contains 20 or more models.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: INFANTRY, BOYZ


2

Gretchin

NoNAME  M WS BS S T W A Ld Sv
5
Gretchin
10‑30
5
Gretchin
5" 5+ 4+ 2 2 1 1 4 6+
This unit contains 10 Gretchin. It can include up to 10 additional Gretchin (Power Rating +2), or up to 20 additional Gretchin (Power Rating +4). Each model is armed with a grot blasta.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Grot blasta
Grot blasta
12"
Pistol 1
3
0
1
-
ABILITIES
ABILITIES
Dakka! Dakka! Dakka!
Surprisingly Dangerous in Large Numbers: Add 1 to hit rolls for attacks made by models in this unit while it contains 20 or more models.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: INFANTRY, GRETCHIN


Dedicated Transport


4

Trukk

NoNAME  M WS BS S T W! A Ld Sv
65
Trukk
1
65
Trukk
12" 5+ 5+ 6 6 6-10 3 6 4+
8" 5+ 5+ 5 6 3-5 D3 6 4+
6" 5+ 5+ 4 6 1-2 1 6 4+
A Trukk is a single model equipped with a big shoota.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Big shoota
Big shoota
36"
Assault 3
5
0
1
-
+5
Stikkbomb chukka
+5
Stikkbomb chukka
12"
Assault D6
3
0
1
Blast. This weapon can only be fired if a unit is embarked within the vehicle equipped with it.
Blast. This weapon can only be fired if a unit is embarked within the vehicle equipped with it.
+5
Grabbin’ klaw
+5
Grabbin’ klaw
Melee
Melee
User
-3
D3
Each time the bearer fights, it can only make a single attack with this weapon.
Each time the bearer fights, it can only make a single attack with this weapon.
+5
Wreckin’ ball
+5
Wreckin’ ball
Melee
Melee
+2
-1
2
Each time the bearer fights, it can make no more than 3 attacks with this weapon.
Each time the bearer fights, it can make no more than 3 attacks with this weapon.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may take a wreckin’ ball or grabbin’ klaw.
 • This model may take a stikkbomb chukka.
ABILITIES
ABILITIES
Dakka! Dakka! Dakka!
Open-topped: Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, except with any Pistols they are equipped with.
Ramshackle: Roll a D6 each time this model suffers damage from an attack that has a Damage characteristic of more than 1. On a 6 reduce the damage caused by the attack to 1.
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
TRANSPORT
TRANSPORT
This model can transport 12 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of two other models.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: VEHICLE, TRANSPORT, TRUKK


Elites


3

Burna Boyz

NoNAME  M WS BS S T W A Ld Sv
11
Burna Boy
5‑15
11
Burna Boy
5" 3+ 5+ 4 4 1 2 6 6+
11
Spanner
0‑3
11
Spanner
5" 3+ 5+ 4 4 1 2 6 6+
This unit contains 5 Burna Boyz. It can include up to 5 additional Burna Boyz (Power Rating +3) or up to 10 additional Burna Boyz (Power Rating +6). For every 5 models in the unit, a Spanner can take the place of one Burna Boy. Each Burna Boy is armed with a burna and stikkbombs. Each Spanner is armed with stikkbombs and either a kustom mega-blasta, big shoota or rokkit launcha.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Big shoota
+5
Big shoota
36"
Assault 3
5
0
1
-
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.
+10
Kustom mega-blasta
+10
Kustom mega-blasta
24"
Assault 1
8
-3
D6
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
+10
Rokkit launcha
+10
Rokkit launcha
24"
Assault 1
8
-2
3
-
Burna (melee)
Burna (melee)
Melee
Melee
User
-2
1
-
Stikkbombs
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Pyromaniaks: If this unit destroys an enemy unit in the Shooting phase, it automatically passes Morale tests until the start of your next turn.
Mekaniak: At the end of your Movement phase, a Spanner can repair a single friendly <CLAN> VEHICLE model within 1". That model regains 1 lost wound. A model can only be repaired once per turn.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: INFANTRY, BURNA BOYZ


3

Kommandos

NoNAME  M WS BS S T W A Ld Sv
9
Kommando
5‑15
9
Kommando
6" 3+ 5+ 4 4 1 2 6 6+
9
Boss Nob
0‑1
9
Boss Nob
6" 3+ 5+ 5 4 2 3 7 6+
This unit contains 5 Kommandos. It can include up to 5 additional Kommandos (Power Rating +3) or up to 10 additional Kommandos (Power Rating +6). A Boss Nob can take the place of one Kommando, and is armed with a power klaw, slugga and stikkbombs. Each Kommando is armed with a choppa, slugga and stikkbombs. One Kommando in every 5 models is also armed with a tankbusta bomb.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Choppa
Choppa
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
+10
Power klaw
+10
Power klaw
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
Stikkbombs
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
Tankbusta bomb
Tankbusta bomb
6"
Grenade D3
8
-2
D6
Blast
Blast
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Kunnin’ Infiltrators: During deployment, you may set up this unit in hiding instead of placing it on the battlefield. At the end of any of your Movement phases, this unit can stalk from their hiding place – set them up anywhere on the battlefield that is more than 9" away from any enemy models.
Sneaky Gits: Each time a ranged attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
Throat Slittas: Add 1 to wound rolls for attacks made with this unit’s melee weapons when targeting enemy units wholly within or on a terrain feature.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: INFANTRY, KOMMANDOS


5

Mad Dok Grotsnik

NoNAME  M WS BS S T W A Ld Sv
90
Mad Dok Grotsnik
1
90
Mad Dok Grotsnik
5" 2+ 5+ 5 5 4 4 8 4+
Mad Dok Grotsnik is a single model armed with a slugga, power klaw and ’urty syringe. Only one of this model can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Power klaw
Power klaw
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
’Urty syringe
’Urty syringe
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon. When resolving an attack made with this weapon, a wound roll of 6+ is successful if the target is a VEHICLE unit or TITANIC unit; otherwise a wound roll of 4+ is successful.
When the bearer fights, it makes 1 additional attack with this weapon. When resolving an attack made with this weapon, a wound roll of 6+ is successful if the target is a VEHICLE unit or TITANIC unit; otherwise a wound roll of 4+ is successful.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Cybork Body: Each time Mad Dok Grotsnik loses a wound, roll a D6; on a 5+ that wound is not lost. You cannot make a Dok’s Tools roll for this model if you do so.
One Scalpel Short of a Medpack: At the start of your Charge phase, if Mad Dok Grotsnik is not within 3" of another friendly ORK INFANTRY unit, not within Engagement Range of any enemy units, and is within 12" of an enemy unit, he will automatically attempt to charge the nearest enemy unit. He can do so even if he Advanced or Fell Back in the same turn.
Dok’s Tools: Roll a D6 each time a friendly ORK INFANTRY or BIKER unit loses a wound while it is within 3" of Mad Dok Grotsnik. On a 6 the wound is not lost. This is not cumulative with other Dok’s Tools.
Sawbonez: At the end of your Movement phase, Mad Dok Grotsnik can attempt surgery on a single friendly ORK INFANTRY or BIKER model within 1" of him. If he does so, roll a D6 to determine if the surgery is successful. On a 1 the surgery fails, and the model you were attempting to heal loses a wound. On a 2+ the surgery succeeds, and that model regains D3 lost wounds. A model can only be the target of a surgery attempt once per turn.
FACTION KEYWORDS: ORK, DEATHSKULLS
KEYWORDS: CHARACTER, INFANTRY, PAINBOY, MAD DOK GROTSNIK


6

Meganobz

NoNAME  M WS BS S T W A Ld Sv
25
Meganob
2‑9
25
Meganob
4" 3+ 5+ 5 4 3 3 6 2+
25
Boss Meganob
1
25
Boss Meganob
4" 3+ 5+ 5 4 3 3 7 2+
This unit contains 1 Boss Meganob and 2 Meganobz. It can include up to 7 additional Meganobz (Power Rating +2 per model). Each model is armed with a kustom shoota, power klaw and stikkbombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Kombi-weapon with rokkit launcha
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls.
+10
Kombi-weapon with rokkit launcha
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls.
 - Rokkit launcha
 - Rokkit launcha
24"
Assault 1
8
-2
3
-
 - Shoota
 - Shoota
18"
Assault 2
4
0
1
-
+15
Kombi-weapon with skorcha
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls.
+15
Kombi-weapon with skorcha
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls.
 - Shoota
 - Shoota
18"
Assault 2
4
0
1
-
 - Skorcha
 - Skorcha
8"
Assault D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
+3
Kustom shoota
+3
Kustom shoota
18"
Assault 4
4
0
1
-
Killsaw
Killsaw
Melee
Melee
x2
-4
2
When resolving an attack made with this weapon, subtract 1 from the hit roll. If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack with this weapon profile.
When resolving an attack made with this weapon, subtract 1 from the hit roll. If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack with this weapon profile.
+10
Power klaw
+10
Power klaw
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
Stikkbombs
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may replace its kustom shoota and power klaw with two killsaws.
 • Any model may replace its kustom shoota with a kombi-weapon with skorcha or kombi-weapon with rokkit launcha.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Keepin’ Order: While a <CLAN> unit is within 3" of any friendly <CLAN> units with this ability, each time a model would flee that unit as a result of a failed Morale or Combat Attrition test, roll one D6: on a 6, that model does not flee.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: INFANTRY, MEGA ARMOUR, NOBZ, MEGANOBZ


2

Mek

NoNAME  M WS BS S T W A Ld Sv
25
Mek
1
25
Mek
5" 3+ 5+ 4 4 3 2 6 6+
5
Grot Oiler
0‑1
5
Grot Oiler
5" 5+ 4+ 2 2 1 1 4 6+
A Mek is a single model armed with a kustom mega-slugga, choppa and stikkbombs. It may be accompanied by a Grot Oiler.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Kustom mega-slugga
+5
Kustom mega-slugga
12"
Pistol 1
8
-3
D6
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
Choppa
Choppa
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
+10
Killsaw
+10
Killsaw
Melee
Melee
x2
-4
2
When resolving an attack made with this weapon, subtract 1 from the hit roll. If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack with this weapon profile.
When resolving an attack made with this weapon, subtract 1 from the hit roll. If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack with this weapon profile.
Stikkbombs
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its choppa with a killsaw.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Mekaniak: At the end of your Movement phase, this model can repair a single friendly <CLAN> VEHICLE model within 1". That model regains 1 lost wound. A model can only be repaired once per turn.
Grot Oiler: Once per battle, a Grot Oiler can assist its master in making repairs. If it does so, the model being repaired regains 1 additional lost wound.

When rolling to wound this unit, use the Mek’s Toughness while it is on the battlefield. The death of a Grot Oiler is ignored for the purposes of Morale tests. The Grot Oiler is considered to have the CHARACTER keyword for the purposes of shooting attacks.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS (Mek): CHARACTER, INFANTRY, MEK
KEYWORDS (Grot Oiler): INFANTRY, GRETCHIN, GROT OILER


5

Nob with Waaagh! Banner

NoNAME  M WS BS S T W A Ld Sv
85
Nob with Waaagh! Banner
1
85
Nob with Waaagh! Banner
5" 3+ 5+ 5 4 4 3 6 4+
A Nob with Waaagh! Banner is a single model armed with a Waaagh! banner, kustom shoota, choppa and stikkbombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+3
Kustom shoota
+3
Kustom shoota
18"
Assault 4
4
0
1
-
Choppa
Choppa
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
+10
Power klaw
+10
Power klaw
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
Waaagh! banner
Waaagh! banner
Melee
Melee
+2
0
2
-
Stikkbombs
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may take a power klaw.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Waaagh! Banner: Add 1 to hit rolls in the Fight phase for attacks made by <CLAN> units while they are within 6" of any friendly Nobs with Waaagh! Banners.
Keepin’ Order: While a <CLAN> unit is within 3" of any friendly <CLAN> units with this ability, each time a model would flee that unit as a result of a failed Morale or Combat Attrition test, roll one D6: on a 6, that model does not flee.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: CHARACTER, INFANTRY, NOB


6

Nobz

NoNAME  M WS BS S T W A Ld Sv
17
Nob
4‑9
17
Nob
5" 3+ 5+ 5 4 2 3 6 4+
17
Boss Nob
1
17
Boss Nob
5" 3+ 5+ 5 4 2 3 7 4+
5
Ammo Runt
0‑2
5
Ammo Runt
5" 5+ 4+ 2 2 1 1 4 6+
This unit contains 1 Boss Nob and 4 Nobz. It can include up to 5 additional Nobz (Power Rating +6). Each Nob and Boss Nob is armed with a slugga, choppa and stikkbombs. For every 5 Nobz and/or Boss Nobz in the unit, it may be accompanied by 1 Ammo Runt.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Choppa
Choppa
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
Stikkbombs
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may replace its slugga and choppa with items from the Nob Weapons list.
 • For every 5 Nobz and/or Boss Nobz in the unit, one Nob or Boss Nob may have a Cybork body.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Ammo Runt:
+5
Each time this unit shoots, you can re-roll one hit roll for each Ammo Runt accompanying it.

When rolling to wound this unit, use the Nobz’ or Boss Nob’s Toughness while they are on the battlefield. The death of an Ammo Runt is ignored for the purposes of Morale tests.
Keepin’ Order: While a <CLAN> unit is within 3" of any friendly <CLAN> units with this ability, each time a model would flee that unit as a result of a failed Morale or Combat Attrition test, roll one D6: on a 6, that model does not flee.
Cybork Body:
+5
Each time a model with a Cybork body loses a wound, roll a D6; on a 6 that wound is not lost. You cannot make a Dok’s Tools roll for this model if you do so.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS (Nobz): INFANTRY, NOBZ
KEYWORDS (Ammo Runt): INFANTRY, GRETCHIN, AMMO RUNTS


6

Nobz on Warbikes

NoNAME  M WS BS S T W A Ld Sv
35
Nob on Warbike
2‑8
35
Nob on Warbike
14" 3+ 5+ 5 5 3 3 6 4+
35
Boss Nob on Warbike
1
35
Boss Nob on Warbike
14" 3+ 5+ 5 5 3 3 7 4+
This unit contains 1 Boss Nob on Warbike and 2 Nobz on Warbikes. It can include up to 3 additional Nobz on Warbikes (Power Rating +6), or up to 6 additional Nobz on Warbikes (Power Rating +12). Each model is armed with a choppa, and rides a warbike equipped with two dakkaguns.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Dakkagun
Dakkagun
18"
Assault 3
5
0
1
-
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Choppa
Choppa
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
Stikkbombs
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may take a slugga and/or stikkbombs.
 • Any model may replace its choppa and slugga with items from the Nob Weapons list.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Keepin’ Order: While a <CLAN> unit is within 3" of any friendly <CLAN> units with this ability, each time a model would flee that unit as a result of a failed Morale or Combat Attrition test, roll one D6: on a 6, that model does not flee.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: BIKER, SPEED FREEKS, NOBZ


3

Painboy

NoNAME  M WS BS S T W A Ld Sv
65
Painboy
1
65
Painboy
5" 3+ 5+ 5 4 4 4 6 6+
A Painboy is a single model armed with an ’urty syringe and power klaw.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
’Urty syringe
’Urty syringe
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon. When resolving an attack made with this weapon, a wound roll of 6+ is successful if the target is a VEHICLE unit or TITANIC unit; otherwise a wound roll of 4+ is successful.
When the bearer fights, it makes 1 additional attack with this weapon. When resolving an attack made with this weapon, a wound roll of 6+ is successful if the target is a VEHICLE unit or TITANIC unit; otherwise a wound roll of 4+ is successful.
Power klaw
Power klaw
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Sawbonez: At the end of your Movement phase, this model can attempt surgery on a single friendly <CLAN> INFANTRY or BIKER model within 1" of it. If it does so, roll a D6 to determine if the surgery is successful. On a 1 the surgery fails and the model you were attempting to heal loses a wound. On a 2+ the surgery succeeds and that model regains D3 lost wounds. A model can only be the target of a surgery attempt once per turn.
Dok’s Tools: Roll a D6 each time a <CLAN> INFANTRY or BIKER unit loses a wound while it is within 3" of any friendly <CLAN> PAINBOYZ. On a 6 that unit does not lose that wound.
Grot Orderly: Once per battle, you can re-roll the dice when this model is attempting to heal a model using its Sawbonez ability, either when determining if the surgery is successful or when determining the number of lost wounds regained.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS (Painboy): CHARACTER, INFANTRY, PAINBOY


3

Runtherd

NoNAME  M WS BS S T W A Ld Sv
40
Runtherd
1
40
Runtherd
5" 3+ 5+ 4 4 4 3 7 6+
A Runtherd is a single model armed with a slugga and grabba stikk.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Grabba stikk
Grabba stikk
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.
Grot-prod
Grot-prod
Melee
Melee
+2
-1
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its grabba stikk with a grot-prod.
 • This model may take either a grot lash or a squig hound.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Runtherd: If your army is Battle-forged, you must include at least one unit comprised entirely of GRETCHIN INFANTRY in a Detachment for each RUNTHERD unit in that Detachment. RUNTHERD units do not take up slots in a Detachement.
Squig Hound: If a unit comprised entirely of GRETCHIN INFANTRY fails a Morale test while it is within 3" of any friendly RUNTHERD models with a squig hound, ignore the result. D3 models from the unit are slain instead.
Grot Lash: Re-roll hit rolls of 1 in the Fight phase for attacks made by units comprised entirely of GRETCHIN INFANTRY while they are within 3" of any friendly RUNTHERD models with a grot lash.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: CHARACTER, INFANTRY, RUNTHERD


4

Tankbustas

NoNAME  M WS BS S T W A Ld Sv
7
Tankbusta
5‑15
7
Tankbusta
5" 3+ 5+ 4 4 1 2 6 6+
7
Boss Nob
0‑1
7
Boss Nob
5" 3+ 5+ 5 4 2 3 7 6+
10
Bomb Squig
0‑6
10
Bomb Squig
5" 2+ 2+ 3 4 1 1 4 6+
This unit contains 5 Tankbustas. It can include up to 5 additional Tankbustas (Power Rating +4) or up to 10 additional Tankbustas (Power Rating +8). A Boss Nob can take the place of one Tankbusta. For every 5 Tankbustas and/or Boss Nobz in the unit, it may be accompanied by up to 2 Bomb Squigs. Each Tankbusta and Boss Nob is armed with a rokkit launcha, stikkbombs and tankbusta bombs. Each Bomb Squig carries a squig bomb.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Pair of rokkit pistols
+10
Pair of rokkit pistols
12"
Pistol 2
7
-2
D3
-
+10
Rokkit launcha
+10
Rokkit launcha
24"
Assault 1
8
-2
3
-
Squig bomb
Squig bomb
18"
Assault 1
8
-2
D6
This weapon cannot target units that can FLY. After making an attack with this weapon, the bearer is slain.
This weapon cannot target units that can FLY. After making an attack with this weapon, the bearer is slain.
+10
Tankhammer
+10
Tankhammer
Melee
Melee
-
-
-
Each time the bearer fights, it can only make a single attack with this weapon. If the attack hits, the target suffers D3 mortal wounds and the bearer is slain.
Each time the bearer fights, it can only make a single attack with this weapon. If the attack hits, the target suffers D3 mortal wounds and the bearer is slain.
Stikkbombs
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
Tankbusta bomb
Tankbusta bomb
6"
Grenade D3
8
-2
D6
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • For every five Tankbustas and/or Boss Nobz in the unit, one Tankbusta may replace their rokkit launcha with a tankhammer.
 • For every five Tankbustas and/or Boss Nobz in the unit, one Tankbusta may replace their rokkit launcha with a pair of rokkit pistols.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Tank Hunters: You can re-roll hit rolls for attacks made by this unit that target VEHICLE units.
Bomb Squig:
+10
The death of a Bomb Squig is ignored for the purposes of Morale tests.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS (Tankbusta): INFANTRY, TANKBUSTAS
KEYWORDS (Bomb Squigs): INFANTRY, SQUIG, BOMB SQUIGS


3

Burna Boyz (Legendary)

NoNAME  M WS BS S T W A Ld Sv
10
Burna Boy
5‑15
10
Burna Boy
5" 3+ 5+ 4 4 1 2 6 6+
10
Spanner
0‑3
10
Spanner
5" 3+ 5+ 4 4 1 2 6 6+
This unit contains 5 Burna Boyz. It can include up to 5 additional Burna Boyz (Power Rating +3) or up to 10 additional Burna Boyz (Power Rating +6). For every 5 models in the unit, a Spanner can take the place of one Burna Boy. Each Burna Boy is armed with a burna and stikkbombs. Each Spanner is armed with stikkbombs and either a kustom mega-blasta, big shoota or rokkit launcha.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Big shoota
+5
Big shoota
36"
Assault 3
5
0
1
-
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.
+10
Kustom mega-blasta
+10
Kustom mega-blasta
24"
Assault 1
8
-3
D6
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
+10
Rokkit launcha
+10
Rokkit launcha
24"
Assault 1
8
-2
3
-
Burna (melee)
Burna (melee)
Melee
Melee
User
-2
1
-
Choppa
Choppa
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
Killsaw
Killsaw
Melee
Melee
x2
-4
2
When resolving an attack made with this weapon, subtract 1 from the hit roll. If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack with this weapon profile.
When resolving an attack made with this weapon, subtract 1 from the hit roll. If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack with this weapon profile.
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Stikkbombs
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any Spanner can be equipped with one of the following instead of 1 big shoota: 1 slugga and 1 choppa; 1 slugga and 1 killsaw.
 • Any Spanner can be equipped with 1 weapon from the Souped-up Weapons list instead of 1 slugga.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Pyromaniaks: If this unit destroys an enemy unit in the Shooting phase, it automatically passes Morale tests until the start of your next turn.
Mekaniak: At the end of your Movement phase, a Spanner can repair a single friendly <CLAN> VEHICLE model within 1". That model regains 1 lost wound. A model can only be repaired once per turn.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: INFANTRY, BURNA BOYZ


1

Da Red Gobbo

NoNAME  M WS BS S T W A Ld Sv
30
Da Red Gobbo
1
30
Da Red Gobbo
5" 4+ 3+ 3 3 3 3 6 5+
This model is equipped with: kustom grot blasta; Icon of da Revolushun; stikkbombs. You can only include one Da Red Gobbo model in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Kustom grot blasta
Kustom grot blasta
12"
Pistol D3
5
-1
2
-
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.
Stikkbombs
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
ABILITIES
ABILITIES
Dakka! Dakka! Dakka!
Da Revolushun!: Friendly GRETCHIN units can use this model’s Leadership instead of their own whilst they are within 6" of this model.
Red Gobbo: This model can be included in an ORK Detachment without preventing other units in that Detachment from gaining a Clan Kultur. Note, however, that this model does not itself benefit from any Clan Kultur.
Has Yoo Been a Good Little Grot This Year?: At the end of your Movement phase, you can select one other GRETCHIN unit within 3" of this model. If you do, roll one D6; on a 1, that unit suffers 1 mortal wound. On a 2+, models in that unit count as being equipped with stikkbombs until the end of the battle.
FACTION KEYWORDS: ORK
KEYWORDS: INFANTRY, CHARACTER, GRETCHIN, DA RED GOBBO


2

Kommandos (Legendary)

NoNAME  M WS BS S T W A Ld Sv
8
Kommando
5‑15
8
Kommando
6" 3+ 5+ 4 4 1 2 6 6+
8
Boss Nob
0‑1
8
Boss Nob
6" 3+ 5+ 5 4 2 3 7 6+
This unit contains 5 Kommandos. It can include up to 5 additional Kommandos (Power Rating +2) or up to 10 additional Kommandos (Power Rating +4). A Boss Nob can take the place of one Kommando, and is armed with a power klaw, slugga and stikkbombs. Each Kommando is armed with a choppa, slugga and stikkbombs. One Kommando in every 5 models is also armed with a tankbusta bomb.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Choppa
Choppa
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
+10
Power klaw
+10
Power klaw
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
Stikkbombs
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
Tankbusta bomb
Tankbusta bomb
6"
Grenade D3
8
-2
D6
Blast
Blast
+5
Big shoota
+5
Big shoota
36"
Assault 3
5
0
1
-
+10
Rokkit launcha
+10
Rokkit launcha
24"
Assault 1
8
-2
3
-
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 (melee)
Burna (melee)
Melee
Melee
User
-2
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Boss Nob can be equipped with one of the following instead of 1 power klaw: 1 big choppa; 1 choppa.
 • Up to 2 Kommandos can be equipped with one of the following instead of 1 slugga: 1 big shoota; 1 burna; 1 rokkit launcher.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Kunnin’ Infiltrators: During deployment, you may set up this unit in hiding instead of placing it on the battlefield. At the end of any of your Movement phases, this unit can stalk from their hiding place – set them up anywhere on the battlefield that is more than 9" away from any enemy models.
Sneaky Gits: Each time a ranged attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
Throat Slittas: Add 1 to wound rolls for attacks made with this unit’s melee weapons when targeting enemy units wholly within or on a terrain feature.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: INFANTRY, KOMMANDOS


2

Mek (Legendary)

NoNAME  M WS BS S T W A Ld Sv
22
Mek
1
22
Mek
5" 3+ 5+ 4 4 3 2 6 6+
4
Grot Oiler
0‑1
4
Grot Oiler
5" 5+ 4+ 2 2 1 1 4 6+
A Mek is a single model armed with a kustom mega-slugga, choppa and stikkbombs. It may be accompanied by a Grot Oiler.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Kustom mega-slugga
+5
Kustom mega-slugga
12"
Pistol 1
8
-3
D6
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
Choppa
Choppa
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
+15
Killsaw
+15
Killsaw
Melee
Melee
x2
-4
2
When resolving an attack made with this weapon, subtract 1 from the hit roll. If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack with this weapon profile.
When resolving an attack made with this weapon, subtract 1 from the hit roll. If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack with this weapon profile.
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Stikkbombs
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its choppa with a killsaw.
 • This model can be equipped with one of the following instead of 1 kustom mega-slugga: 1 slugga; 1 weapon from the Souped-up Weapons list.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Mekaniak: At the end of your Movement phase, this model can repair a single friendly <CLAN> VEHICLE model within 1". That model regains 1 lost wound. A model can only be repaired once per turn.
Grot Oiler: Once per battle, a Grot Oiler can assist its master in making repairs. If it does so, the model being repaired regains 1 additional lost wound.

When rolling to wound this unit, use the Mek’s Toughness while it is on the battlefield. The death of a Grot Oiler is ignored for the purposes of Morale tests. The Grot Oiler is considered to have the CHARACTER keyword for the purposes of shooting attacks.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS (Mek): CHARACTER, INFANTRY, MEK
KEYWORDS (Grot Oiler): INFANTRY, GRETCHIN, GROT OILER


5

Painboy on Warbike

NoNAME  M WS BS S T W A Ld Sv
90
Painboy on Warbike
1
90
Painboy on Warbike
14" 3+ 5+ 5 5 5 4 6 4+
A Painboy on Warbike is a single model equipped with: 2 dakkaguns; ’urty syringe; power klaw.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Dakkagun
Dakkagun
18"
Assault 3
5
0
1
-
+10
Killsaw
+10
Killsaw
Melee
Melee
x2
-4
2
When resolving an attack made with this weapon, subtract 1 from the hit roll. If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack with this weapon profile.
When resolving an attack made with this weapon, subtract 1 from the hit roll. If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack with this weapon profile.
+10
Power klaw
+10
Power klaw
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
’Urty syringe
’Urty syringe
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon. When resolving an attack made with this weapon, a wound roll of 6+ is successful if the target is a VEHICLE unit or TITANIC unit; otherwise a wound roll of 4+ is successful.
When the bearer fights, it makes 1 additional attack with this weapon. When resolving an attack made with this weapon, a wound roll of 6+ is successful if the target is a VEHICLE unit or TITANIC unit; otherwise a wound roll of 4+ is successful.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 killsaw instead of 1 power klaw.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Dok’s Tools: When a <CLAN> INFANTRY or <CLAN> BIKER model would lose a wound within 3" of any friendly <CLAN> PAINBOYS, roll one D6; on a 6, that wound is not lost.
Sawbonez: At the end of your Movement phase, this model can attempt surgery on one friendly <CLAN> INFANTRY or <CLAN> BIKER model within 3". If it does, roll one D6; on a 1 that friendly model loses 1 wound, otherwise it regains D3 lost wounds. Each model can only have surgery attempted on it once per turn.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: BIKER, CHARACTER, SPEED FREEKS, PAINBOY


Fast Attack


5

Boomdakka Snazzwagons

NoNAME  M WS BS S T W A Ld Sv
90
Boomdakka Snazzwagon
1‑3
90
Boomdakka Snazzwagon
12" 4+ 5+ 5 6 8 4 6 4+
This unit contains 1 Boomdakka Snazzwagon. It can include 1 additional Boomdakka Snazzwagon (Power Rating +5) or 2 additional Boomdakka Snazzwagons (Power Rating +10). Each model is equipped with a Mek speshul and big shoota, and each model’s crew is armed with burna bottles and a grot blasta.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Big shoota
Big shoota
36"
Assault 3
5
0
1
-
Grot blasta
Grot blasta
12"
Pistol 1
3
0
1
-
Mek speshul
Mek speshul
24"
Assault 9
5
-2
1
-
Burna bottles
Burna bottles
6"
Grenade 2D6
4
0
1
Blast. Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
Blast. Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!, Speed Mob
Grot Gunner: Add 1 to hit rolls for attacks made with this model’s big shoota and grot blasta.
Billowing Fumes: Subtract 1 from hit rolls for attacks made with ranged weapons that target this model.
Riding Shotgun: When this model shoots, it can throw a Grenade and shoot with its Pistol(s) in addition to any other weapons.
Explodes: If this model is reduced to 0 wounds, roll a D6. On a 4+ it explodes, and each unit within D6" suffers D3 mortal wounds.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: VEHICLE, SPEED FREEKS, BOOMDAKKA SNAZZWAGONS


2

Deffkoptas

NoNAME  M WS BS S T W A Ld Sv
25
Deffkopta
1‑5
25
Deffkopta
14" 3+ 5+ 4 5 4 2 6 4+
This unit contains 1 Deffkopta. It can include up to 2 additional Deffkoptas (Power Rating +2) or up to 4 additional Deffkoptas (Power Rating +4). Each model is equipped with a twin big shoota, slugga and spinnin’ blades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+25
Kopta rokkits
+25
Kopta rokkits
24"
Assault 2
8
-2
3
-
Slugga
Slugga
12"
Pistol 1
4
0
1
-
+10
Twin big shoota
+10
Twin big shoota
36"
Assault 6
5
0
1
-
Spinnin’ blades
Spinnin’ blades
Melee
Melee
+1
0
1
Make D3 hit rolls for each attack made with this weapon.
Make D3 hit rolls for each attack made with this weapon.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may replace its twin big shoota with kopta rokkits.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Turbo-boost: When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
Scoutin’ Ahead: During deployment, you can set up this unit behind enemy lines instead of placing it on the battlefield. At the end of any of your Movement phases, they can swoop around to ambush the foe – set them up anywhere on the battlefield that is more than 9" away from any enemy models and within 14" of a battlefield edge.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: VEHICLE, FLY, SPEED FREEKS, DEFFKOPTAS


5

Kustom Boosta-blastas

NoNAME  M WS BS S T W A Ld Sv
90
Kustom Boosta-blasta
1‑3
90
Kustom Boosta-blasta
12" 4+ 5+ 5 6 8 4 6 4+
This unit contains 1 Kustom Boosta-blasta. It can include 1 additional Kustom Boosta-blasta (Power Rating +5) or 2 additional Kustom Boosta-blastas (Power Rating +10). Each model is equipped with a rivet kannon and four burna exhausts, and each model’s crew is armed with stikkbombs and a grot blasta.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Burna exhaust
Burna exhaust
8"
Assault D3
4
0
1
This weapon automatically hits its target.
This weapon automatically hits its target.
Grot blasta
Grot blasta
12"
Pistol 1
3
0
1
-
Rivet kannon
Rivet kannon
36"
Assault 6
7
-2
2
-
Stikkbombs
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!, Speed Mob
Grot Gunner: Add 1 to hit rolls for attacks made with this model’s grot blasta.
Riding Shotgun: When this model shoots, it can throw a Grenade and shoot with its Pistol(s) in addition to any other weapons.
Spiked Ram: Each time this model finishes a charge move, select an enemy unit within 1" of it and roll a D6; on a 4+ that unit suffers D3 mortal wounds.
Explodes: If this model is reduced to 0 wounds, roll a D6. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: VEHICLE, SPEED FREEKS, KUSTOM BOOSTA-BLASTAS


5

Megatrakk Scrapjets

NoNAME  M WS BS S T W A Ld Sv
110
Megatrakk Scrapjet
1‑3
110
Megatrakk Scrapjet
10" 4+ 5+ 6 6 9 4 6 4+
This unit contains 1 Megatrakk Scrapjet. It can include 1 additional Megatrakk Scrapjet (Power Rating +5) or 2 additional Megatrakk Scrapjets (Power Rating +10). Each model is equipped with a rokkit kannon, two twin big shootas, wing missiles and a nose drill.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Rokkit kannon
Rokkit kannon
24"
Assault 2D3
8
-2
3
Blast
Blast
Twin big shoota
Twin big shoota
36"
Assault 6
5
0
1
-
Wing missiles
Wing missiles
24"
Assault 1
8
-2
3
Add 1 to hit rolls for attacks made with this weapon against VEHICLE units. Subtract 1 from hit rolls for attacks made with this weapon against all other targets.
Add 1 to hit rolls for attacks made with this weapon against VEHICLE units. Subtract 1 from hit rolls for attacks made with this weapon against all other targets.
Nose drill
Nose drill
Melee
Melee
+2
-2
D3
-
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!, Speed Mob
Spiked Ram: Each time this model finishes a charge move, select an enemy unit within 1" of it and roll a D6; on a 4+ that unit suffers D3 mortal wounds.
Explodes: If this model is reduced to 0 wounds, roll a D6. On a 6 it explodes, and each unit within 3" suffers D3 mortal wounds.
Grot Gunner: Add 1 to hit rolls for attacks made with one of this model’s twin big shootas.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: VEHICLE, SPEED FREEKS, MEGATRAKK SCRAPJETS


6

Rukkatrukk Squigbuggies

NoNAME  M WS BS S T W A Ld Sv
110
Rukkatrukk Squigbuggy
1‑3
110
Rukkatrukk Squigbuggy
10" 4+ 5+ 5 6 9 4 6 4+
This unit contains 1 Rukkatrukk Squigbuggy. It can include 1 additional Rukkatrukk Squigbuggy (Power Rating +6) or 2 additional Rukkatrukk Squigbuggies (Power Rating +12). Each model is equipped with a heavy squig launcha and saw blades, and each model’s crew is armed with a squig launcher, shotgun and stikksquigs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Heavy squig launcha
When attacking with this weapon, choose one of the profiles below.
Heavy squig launcha
When attacking with this weapon, choose one of the profiles below.
 - Bile squig
 - Bile squig
36"
Assault 2D6
*
0
1
Blast. This weapon always wounds on a 4+ unless it is targeting a VEHICLE or TITANIC unit, in which case it wounds on a 6+.
Blast. This weapon always wounds on a 4+ unless it is targeting a VEHICLE or TITANIC unit, in which case it wounds on a 6+.
 - Bitey squig
 - Bitey squig
36"
Assault 2
5
-3
2
-
 - Boom squig
 - Boom squig
36"
Assault 2D3
6
-1
D3
Blast
Blast
Shotgun
Shotgun
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon’s Strength.
If the target is within half range, add 1 to this weapon’s Strength.
Squig launcha
When attacking with this weapon, choose one of the profiles below.
Squig launcha
When attacking with this weapon, choose one of the profiles below.
 - Bile squig
 - Bile squig
36"
Assault D6
*
0
1
Blast. This weapon always wounds on a 4+ unless it is targeting a VEHICLE or TITANIC unit, in which case it wounds on a 6+.
Blast. This weapon always wounds on a 4+ unless it is targeting a VEHICLE or TITANIC unit, in which case it wounds on a 6+.
 - Bitey squig
 - Bitey squig
36"
Assault 1
5
-3
2
-
 - Boom squig
 - Boom squig
36"
Assault D3
6
-1
D3
Blast
Blast
Stikksquig
Stikksquig
6"
Grenade D6
3
0
1
Blast
Blast
Saw blades
Saw blades
Melee
Melee
+1
-1
1
-
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!, Speed Mob
Grot Gunner: Add 1 to hit rolls for attacks made with this model’s heavy squig launcha.
Riding Shotgun: When this model shoots, it can throw a Grenade and shoot with its Pistol(s) in addition to any other weapons.
Explodes: If this model is reduced to 0 wounds, roll a D6. On a 6 it explodes, and each unit within 3" suffers D3 mortal wounds.
Squig Mine: Once per battle, in the Movement phase, this model can deploy a squig mine. At any point during this model’s move, place the squig mine within 1" of it and more than 3" from any enemy models. The squig mine is represented by the squig mine model, but does not count as a model for any rules purposes. From the start of the next phase, that squig mine is detonated if any unit (friend or foe) moves within 3" of it. Resolve the detonation after the unit that detonated it has ended its move. When a squig mine is detonated, roll a D6: on a 2-3 it inflicts 1 mortal wound on the unit that detonated it; on a 4-5 it inflicts D3 mortal wounds on the unit that detonated it; and on a 6 it inflicts 3 mortal wounds on the unit that detonated it. The squig mine is then removed from the battlefield.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: VEHICLE, SPEED FREEKS, RUKKATRUKK SQUIGBUGGIES


5

Shokkjump Dragstas

NoNAME  M WS BS S T W A Ld Sv
110
Shokkjump Dragsta
1‑3
110
Shokkjump Dragsta
14" 4+ 5+ 5 6 8 4 6 4+
This unit contains 1 Shokkjump Dragsta. It can include 1 additional Shokkjump Dragsta (Power Rating +5) or 2 additional Shokkjump Dragstas (Power Rating +10). Each model is equipped with a kustom shokk rifle, rokkit launcha and saw blades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Kustom shokk rifle
Kustom shokk rifle
24"
Assault 2
8
-3
D6
If you roll one or more unmodified hit rolls of 1 for this weapon, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved. Each time you make a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.
If you roll one or more unmodified hit rolls of 1 for this weapon, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved. Each time you make a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.
Rokkit launcha
Rokkit launcha
24"
Assault 1
8
-2
3
-
Saw blades
Saw blades
Melee
Melee
+1
-1
1
-
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!, Speed Mob
Shokk Tunnel: If you roll a 4+ when Advancing with this model, remove it from the battlefield and set it up again anywhere on the battlefield more than 9" away from any enemy units. After doing so, roll a D6; on a 4+ the model suffers 1 mortal wound.
Grot Gunner and Targetin’ Squig: Each time this model makes an attack with its kustom shokk rifle, this model has a BS characteristic of 3+ for that attack.
Explodes: If this model is reduced to 0 wounds, roll a D6. On a 6 it explodes, and each unit within 3" suffers D3 mortal wounds.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: VEHICLE, SPEED FREEKS, SHOKKJUMP DRAGSTAS


3

Stormboyz

NoNAME  M WS BS S T W A Ld Sv
12
Stormboy
5‑30
12
Stormboy
12" 3+ 5+ 4 4 1 2 6 6+
12
Boss Nob
0‑1
12
Boss Nob
12" 3+ 5+ 5 4 2 3 7 6+
This unit contains 5 Stormboyz. It can include up to 5 additional Stormboyz (Power Rating +3), up to 15 additional Stormboyz (Power Rating +9), or up to 25 additional Stormboyz (Power Rating +15). A Boss Nob can take the place of one Stormboy. Each model is armed with a slugga, choppa and stikkbombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Choppa
Choppa
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
Stikkbombs
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Boss Nob may replace his slugga and choppa with items from the Nob Weapons list.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Full Throttle: When this unit Advances, you can add 6" to its Move characteristic instead of rolling a dice, but if you do, roll a D6 for each model in this unit at the end of the phase; for each roll of 1, the unit suffers 1 mortal wound.
Stormboyz Strike: During deployment, you can set up this unit flying high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this unit can plummet onto the battlefield – set them up anywhere on the battlefield, more than 9" away from any enemy models.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: INFANTRY, JUMP PACK, FLY, STORMBOYZ


4

Warbikers

NoNAME  M WS BS S T W A Ld Sv
27
Warbiker
3‑12
27
Warbiker
14" 3+ 5+ 4 5 2 2 6 4+
27
Boss Nob
0‑1
27
Boss Nob
14" 3+ 5+ 5 5 3 3 7 4+
This unit contains 3 Warbikers. It can include up to 3 additional Warbikers (Power Rating +4), up to 6 additional Warbikers (Power Rating +8) or up to 9 additional Warbikers (Power Rating +12). A Boss Nob on Warbike can take the place of one Warbiker. Each model rides a warbike equipped with two dakkaguns.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Dakkagun
Dakkagun
18"
Assault 3
5
0
1
-
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Choppa
Choppa
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
Stikkbombs
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may take a slugga and/or choppa.
 • The Boss Nob on Warbike may replace his choppa and slugga with items from the Nob Weapons list.
 • Any model may take stikkbombs.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: BIKER, SPEED FREEKS, WARBIKERS


10

Grot Mega-tank

NoNAME  M WS BS S T W! A Ld Sv
90
Grot Mega-tank
1
90
Grot Mega-tank
6+D6" 5+ 4+ 6 6 6-11 4 7 3+
3+D6" 5+ 4+ 5 6 3-5 2 7 3+
D6" 5+ 4+ 4 6 1-2 1 7 3+
A Grot Mega-tank is equipped with: 3 big shootas; 2 twin big shootas; 1 shoota.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Big shoota
Big shoota
36"
Assault 3
5
0
1
-
Twin big shoota
Twin big shoota
36"
Assault 6
5
0
1
-
Shoota
Shoota
18"
Assault 2
4
0
1
-
+5
Skorcha
+5
Skorcha
8"
Assault D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
Grotzooka
Grotzooka
18"
Heavy 2D3
6
0
1
Blast
Blast
+10
Rokkit launcha
+10
Rokkit launcha
24"
Assault 1
8
-2
3
-
+10
Kustom mega-blasta
+10
Kustom mega-blasta
24"
Assault 1
8
-3
D6
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of this model's big shootas can be replaced with one of the following: skorcha; grotzooka; rokkit launcha; kustom mega-blasta.
 • Any number of this model’s twin big shootas can be replaced with one of the following: 2 skorchas; 2 grotzookas; 2 rokkit launchas; 2 kustom mega-blastas.
ABILITIES
ABILITIES
Dakka! Dakka! Dakka!
Ramshackle: Roll a D6 each time this model suffers damage from an attack that has a Damage characteristic of more than 1. On a 6 reduce the damage caused by the attack to 1.
Explodes: When this model is destroyed, roll one D6 before amoving it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: VEHICLE, GRETCHIN, GROT MEGA-TANK


8

Grot Tanks

NoNAME  M WS BS S T W A Ld Sv
35
Grot Tank
3‑7
35
Grot Tank
6+D6" 6+ 4+ 4 5 4 2 6 3+
35
Kommanda
1
35
Kommanda
6+D6" 6+ 4+ 4 5 4 3 7 3+
If this unit contains 5-8 models, it has Power Rating 16. Every model is equipped with: big shoota.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Big shoota
Big shoota
36"
Assault 3
5
0
1
-
Grotzooka
Grotzooka
18"
Heavy 2D3
6
0
1
Blast
Blast
+10
Kustom mega-blasta
+10
Kustom mega-blasta
24"
Assault 1
8
-3
D6
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
+10
Rokkit launcha
+10
Rokkit launcha
24"
Assault 1
8
-2
3
-
+10
Skorcha
+10
Skorcha
8"
Assault D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their big shoota replaced with one of the following: skorcha; grotzooka; rokkit launcha; kustom mega-blasta.
 • The Kommanda can be equipped with one of the following: big shoota, skorcha; grotzooka; rokkit launcha; kustom mega-blasta.
ABILITIES
ABILITIES
Dakka! Dakka! Dakka!
Ramshackle: Roll a D6 each time this model suffers damage from an attack that has a Damage characteristic of more than 1. On a 6 reduce the damage caused by the attack to 1.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: VEHICLE, GRETCHIN, GROT TANKS


5

Nobz on Warbikes (Imperial Armour)

NoNAME  M WS BS S T W A Ld Sv
30
Nob on Warbike
2‑8
30
Nob on Warbike
14" 3+ 5+ 5 5 3 3 6 4+
30
Boss Nob on Warbike
1
30
Boss Nob on Warbike
14" 3+ 5+ 5 5 3 3 7 4+
If this unit contains 4-6 models, it has Power Rating 10. If this unit contains 7 or more models, it has Power Rating 15. Every model is equipped with: 2 dakkaguns; choppa.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Dakkagun
Dakkagun
18"
Assault 3
5
0
1
-
+5
Big choppa
+5
Big choppa
Melee
Melee
+2
-1
2
-
Choppa
Choppa
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
Killsaw
Killsaw
Melee
Melee
x2
-4
2
When resolving an attack made with this weapon, subtract 1 from the hit roll. If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack with this weapon profile.
When resolving an attack made with this weapon, subtract 1 from the hit roll. If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack with this weapon profile.
+10
Power klaw
+10
Power klaw
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
+5
Power stabba
+5
Power stabba
Melee
Melee
User
-2
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model can be equipped with 1 slugga.
 • Any number of model’s can each have their choppa replaced with one of the following: 1 big choppa; 1 choppa; 1 killsaw; 1 power klaw; 1 power stabba; 1 slugga.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Keepin’ Order: While a <CLAN> unit is within 3" of any friendly <CLAN> units with this ability, each time a model would flee that unit as a result of a failed Morale or Combat Attrition test, roll one D6: on a 6, that model does not flee.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: BIKER, SPEED FREEKS, NOBZ ON WARBIKES


2

Deffkoptas (Legendary)

NoNAME  M WS BS S T W A Ld Sv
20
Deffkopta
1‑5
20
Deffkopta
14" 3+ 5+ 4 5 4 2 6 4+
This unit contains 1 Deffkopta. It can include up to 2 additional Deffkoptas (Power Rating +3) or up to 4 additional Deffkoptas (Power Rating +6). Each model is equipped with a twin big shoota, slugga and spinnin’ blades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+25
Kopta rokkits
+25
Kopta rokkits
24"
Assault 2
8
-2
3
-
Slugga
Slugga
12"
Pistol 1
4
0
1
-
+10
Twin big shoota
+10
Twin big shoota
36"
Assault 6
5
0
1
-
Spinnin’ blades
Spinnin’ blades
Melee
Melee
+1
0
1
Make D3 hit rolls for each attack made with this weapon.
Make D3 hit rolls for each attack made with this weapon.
+10
Kustom mega-blasta
+10
Kustom mega-blasta
24"
Assault 1
8
-3
D6
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
Killsaw
Killsaw
Melee
Melee
x2
-4
2
When resolving an attack made with this weapon, subtract 1 from the hit roll. If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack with this weapon profile.
When resolving an attack made with this weapon, subtract 1 from the hit roll. If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack with this weapon profile.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may replace its twin big shoota with kopta rokkits.
 • Any model can be equipped with 1 kustom mega-blasta instead of 1 twin big shoota.
 • Any model can additionally be equipped with 1 killsaw.
 • Any model can have 1 bigbomm. If it does, that model gains the Bigbomm ability.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Turbo-boost: When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
Scoutin’ Ahead: During deployment, you can set up this unit behind enemy lines instead of placing it on the battlefield. At the end of any of your Movement phases, they can swoop around to ambush the foe – set them up anywhere on the battlefield that is more than 9" away from any enemy models and within 14" of a battlefield edge.
Bigbomm:
+6
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.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: VEHICLE, FLY, SPEED FREEKS, DEFFKOPTAS


3

Skorchas

NoNAME  M WS BS S T W A Ld Sv
37
Skorcha
1‑5
37
Skorcha
12" 3+ 5+ 4 5 6 4 6 4+
This unit contains 1 Skorcha. It can additionally contain up to 2 Skorchas (Power Rating +6), or up to 4 Skorchas (Power Rating +11). Every model is equipped with: skorcha.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+15
Skorcha
+15
Skorcha
8"
Assault D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Outriders: During deployment, you can set up this unit on the army’s flank instead of setting it up on the battlefield. If you do, at the end 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 and wholly within 6" of any battlefield edge.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: VEHICLE, SPEED FREEKS, SKORCHAS


3

Warbuggies

NoNAME  M WS BS S T W A Ld Sv
33
Warbuggy
1‑5
33
Warbuggy
14" 3+ 5+ 4 5 5 4 6 4+
This unit contains 1 Warbuggy. It can additionally contain up to 2 Warbuggies (Power Rating +5), or up to 4 Warbuggies (Power Rating +10). Every model is equipped with: twin big shoota.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+24
Rack of rokkits
+24
Rack of rokkits
24"
Assault 2
8
-2
3
-
+10
Twin big shoota
+10
Twin big shoota
36"
Assault 6
5
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model can be equipped with 1 rack of rokkits instead of 1 twin big shoota.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Outriders: During deployment, you can set up this unit on the army’s flank instead of setting it up on the battlefield. If you do, at the end 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 and wholly within 6" of any battlefield edge.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: VEHICLE, SPEED FREEKS, WARBUGGIES


3

Wartrakks

NoNAME  M WS BS S T W A Ld Sv
37
Wartrakk
1‑5
37
Wartrakk
12" 3+ 5+ 4 5 6 4 6 4+
This unit contains 1 Wartrakk. It can additionally contain up to 2 Wartrakks (Power Rating +6), or up to 4 Wartrakks (Power Rating +11). Every model is equipped with: twin big shoota.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+24
Rack of rokkits
+24
Rack of rokkits
24"
Assault 2
8
-2
3
-
+10
Twin big shoota
+10
Twin big shoota
36"
Assault 6
5
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model can be equipped with 1 rack of rokkits instead of 1 twin big shoota.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Outriders: During deployment, you can set up this unit on the army’s flank instead of setting it up on the battlefield. If you do, at the end 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 and wholly within 6" of any battlefield edge.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: VEHICLE, SPEED FREEKS, WARTRAKKS


3

Grot Bomm Launcha

NoNAME  M WS BS S T W A Ld Sv
50
Grot Bomm Launcha
1
50
Grot Bomm Launcha
12" 3+ 5+ 4 5 6 4 6 4+
A Grot Bomm Launcha is equipped with: Grot-guided bomm.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Grot-guided bomm
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.
ABILITIES
ABILITIES
Dakka! Dakka! Dakka!
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: VEHICLE, GROT BOMM LAUNCHA


Flyers


8

Blitza-bommer

NoNAME  M WS BS S T W! A Ld Sv
155
Blitza-bommer
1
155
Blitza-bommer
20-50" 5+ 5+ 6 6 7-12 3 6 4+
20-30" 5+ 6+ 6 6 4-6 D3 6 4+
20-25" 5+ 6+ 6 6 1-3 1 6 4+
A Blitza-bommer is a single model equipped with a big shoota and two supa-shootas.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Big shoota
Big shoota
36"
Assault 3
5
0
1
-
Supa-shoota
Supa-shoota
36"
Assault 3
6
-1
1
-
ABILITIES
ABILITIES
Dakka! Dakka! Dakka!
Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.
Hard to Hit: Subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase – do not roll a dice.
Boom Bomb: Up to twice per battle, this model can drop a boom bomb as it flies over enemy units in your Movement phase. After the model has moved, select an enemy unit that it moved over. Roll a D6 for each model in that unit, rolling three dice instead if the model is a VEHICLE or MONSTER, up to a maximum of 12 dice. For each roll of 4+ the enemy unit suffers 1 mortal wound.
Grot Gunner: Add 1 to hit rolls for attacks made with this model’s big shoota.
Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it crashes and explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: AIRCRAFT, VEHICLE, FLY, BLITZA-BOMMER


8

Burna-bommer

NoNAME  M WS BS S T W! A Ld Sv
155
Burna-bommer
1
155
Burna-bommer
20-50" 5+ 5+ 6 6 7-12 3 6 4+
20-30" 5+ 6+ 6 6 4-6 D3 6 4+
20-25" 5+ 6+ 6 6 1-3 1 6 4+
A Burna-bommer is a single model equipped with a twin big shoota, two supa shootas and two burna bombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Skorcha missiles
+10
Skorcha missiles
24"
Assault D6
5
-1
1
Blast. Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
Blast. Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
Supa-shoota
Supa-shoota
36"
Assault 3
6
-1
1
-
Twin big shoota
Twin big shoota
36"
Assault 6
5
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may take skorcha missiles.
ABILITIES
ABILITIES
Dakka! Dakka! Dakka!
Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.
Hard to Hit: Subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase – do not roll a dice.
Burna Bombs: Up to twice per battle, this model can drop a burna bomb as it flies over enemy units in its Movement phase. After the model has moved, select an enemy unit that it moved over and roll a D6 for each model in that unit, up to a maximum of 10 dice. Add 1 to the roll for a model if it is INFANTRY . For each roll of 5+ the enemy unit suffers 1 mortal wound.
Grot Gunner: Add 1 to hit rolls for attacks made with this model’s twin big shoota.
Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it crashes in a fiery explosion, and each unit within 6" suffers 3 mortal wounds.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: AIRCRAFT, VEHICLE, FLY, BURNA-BOMMER


8

Dakkajet

NoNAME  M WS BS S T W! A Ld Sv
110
Dakkajet
1
110
Dakkajet
20-60" 5+ 5+ 6 6 7-12 3 6 4+
20-40" 5+ 6+ 6 6 4-6 D3 6 4+
20-25" 5+ 6+ 6 6 1-3 1 6 4+
A Dakkajet is a single model equipped with four supa shootas.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Supa-shoota
+10
Supa-shoota
36"
Assault 3
6
-1
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may take two additional supa-shootas.
ABILITIES
ABILITIES
Dakka! Dakka! Dakka!
Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.
Hard to Hit: Subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
All da Dakka: Add 1 to hit rolls for this model’s attacks in the Shooting phase if all of those attacks target the same unit that phase.
Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase – do not roll a dice.
Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it crashes and explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: AIRCRAFT, VEHICLE, FLY, DAKKAJET


10

Wazbom Blastajet

NoNAME  M WS BS S T W! A Ld Sv
160
Wazbom Blastajet
1
160
Wazbom Blastajet
20-60" 5+ 5+ 6 6 7-12 3 6 4+
20-40" 5+ 6+ 6 6 4-6 D3 6 4+
20-25" 5+ 6+ 6 6 1-3 1 6 4+
A Wazbom Blastajet is a single model equipped with two wazbom mega-kannons, a smasha gun and a stikkbomb flinga.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Smasha gun
Smasha gun
48"
Heavy D3
*
-4
D6
Blast. Instead of making a wound roll for this weapon, roll 2D6. If the result is equal to or greater than the target’s Toughness characteristic, the attack successfully wounds.
Blast. Instead of making a wound roll for this weapon, roll 2D6. If the result is equal to or greater than the target’s Toughness characteristic, the attack successfully wounds.
+5
Stikkbomb flinga
+5
Stikkbomb flinga
12"
Assault 2D6
3
0
1
Blast
Blast
+10
Supa-shoota
+10
Supa-shoota
36"
Assault 3
6
-1
1
-
+10
Tellyport mega-blasta
+10
Tellyport mega-blasta
24"
Assault 3
8
-2
D3
If a model suffers any unsaved wounds from this weapon and is not slain, roll a D6 at the end of the phase. If the result is greater than that model’s Wounds characteristic, it is slain.
If a model suffers any unsaved wounds from this weapon and is not slain, roll a D6 at the end of the phase. If the result is greater than that model’s Wounds characteristic, it is slain.
Wazbom mega-kannon
Wazbom mega-kannon
36"
Heavy D3
8
-3
D6
Blast. If you roll one or more unmodified hit rolls of 1 for this weapon, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
Blast. If you roll one or more unmodified hit rolls of 1 for this weapon, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace both wazbom mega-kannons with two tellyport mega-blastas.
 • This model may take two supa-shootas.
 • This model may replace its stikkbomb flinga with a kustom force field.
ABILITIES
ABILITIES
Dakka! Dakka! Dakka!
Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.
Hard to Hit: Subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase – do not roll a dice.
Mekbrain-enhanced Weapon-sights: In addition, at the beginning of your Shooting phase, you can choose an enemy unit; until the end of the phase, add 1 to hit rolls for attacks made against that unit with this model’s smasha gun.
Kustom Force Field:
+20
If this model is equipped with a kustom force field, friendly ORK units have a 5+ invulnerable save against attacks made with ranged weapons while they are wholly within 9" of it.
Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it crashes and explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: AIRCRAFT, VEHICLE, FLY, WAZBOM BLASTAJET


6

Attack Fighta

NoNAME  M WS BS S T W! A Ld Sv
120
Attack Fighta
1
120
Attack Fighta
20-50" 5+ 5+ 6 6 7-12 3 6 4+
20-40" 5+ 6+ 6 6 4-6 D3 6 4+
20-25" 5+ 6+ 6 6 1-3 1 6 4+
An Attack Fighta is equipped with: 2 twin big shootas.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Twin big shoota
Twin big shoota
36"
Assault 6
5
0
1
-
Wing missiles
Wing missiles
24"
Assault 1
8
-2
3
Add 1 to hit rolls for attacks made with this weapon against VEHICLE units. Subtract 1 from hit rolls for attacks made with this weapon against all other targets.
Add 1 to hit rolls for attacks made with this weapon against VEHICLE units. Subtract 1 from hit rolls for attacks made with this weapon against all other targets.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 wing missiles.
ABILITIES
ABILITIES
Dakka! Dakka! Dakka!
Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.
Hard to Hit: Subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase – do not roll a dice.
Small Bomms: Twice per battle, in your Movement phase, after this model makes a Normal Move or Advances, you can select one enemy unit this model moved across as part of that move. If you do, roll one D6 for each model in that unit (to a maximum of 10 dice): for each 5+, that unit suffers 1 mortal wound.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: AIRCRAFT, VEHICLE, FLY, ATTACK FIGHTA


6

Chinork Warkopta

NoNAME  M WS BS S T W! A Ld Sv
100
Chinork Warkopta
1
100
Chinork Warkopta
16" 3+ 5+ 6 6 6-10 3 6 4+
14" 4+ 6+ 6 6 3-5 D3 6 4+
12" 5+ 6+ 6 6 1-2 1 6 4+
A Chinork Warkopta is equipped with: big shoota; 2 deffguns.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Big shoota
Big shoota
36"
Assault 3
5
0
1
-
Deffgun
Deffgun
48"
Heavy D3
7
-1
2
Each time this unit is chosen to shoot with, roll one D3 to determine the Type characteristic of all deffguns that models in this unit are equipped with when resolving those attacks.
Each time this unit is chosen to shoot with, roll one D3 to determine the Type characteristic of all deffguns that models in this unit are equipped with when resolving those attacks.
+5
Kustom mega-blasta
+5
Kustom mega-blasta
24"
Assault 1
8
-3
D6
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
Rattler kannon
Rattler kannon
24"
Heavy D6
6
-2
1
-
+5
Rokkit launcha
+5
Rokkit launcha
24"
Assault 1
8
-2
3
-
+10
Skorcha
+10
Skorcha
8"
Assault D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s big shoota can be replaced with one of the following: 1 kustom mega-blasta; 1 rokkit launcha; 1 skorcha.
 • This model’s 2 deffguns can be replaced with 2 rattler kannons.
 • This model can be equipped with up to 2 bigbomms.
ABILITIES
ABILITIES
Dakka! Dakka! Dakka!, ’Ere We Go
Turbo-boost: When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
Scoutin’ Ahead: During deployment, you can set up this unit behind enemy lines instead of placing it on the battlefield. At the end of any of your Movement phases, they can swoop around to ambush the foe – set them up anywhere on the battlefield that is more than 9" away from any enemy models and within 14" of a battlefield edge.
Ramshackle: Roll a D6 each time this model suffers damage from an attack that has a Damage characteristic of more than 1. On a 6 reduce the damage caused by the attack to 1.
Bigbomm:
+10
Once per battle for each bigbomm that this model is equipped with it can drop a bomm. If it does, in your Movement phase, after this model has made a Normal Move or Advanced, you can select one enemy unit this model moved across as part of that move. If you do, roll one D6 for each model in that enemy unit (up to a maximum of five D6). That enemy unit suffers 1 mortal wound for each result of 5+.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 10 FLASH GITZ or <CLAN> INFANTRY models. It cannot transport MEGA ARMOUR or JUMP PACK models.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: VEHICLE, AIRCRAFT, FLY, TRANSPORT, CHINORK WARKOPTA


8

Fighta-bommer

NoNAME  M WS BS S T W! A Ld Sv
140
Fighta-bommer
1
140
Fighta-bommer
20-50" 5+ 5+ 6 6 8-14 3 6 4+
20-40" 5+ 6+ 6 6 4-7 D3 6 4+
20-25" 5+ 6+ 6 6 1-3 1 6 4+
A Fighta-bommer is equipped with: 3 twin big shootas.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Grot-guided bomm
+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.
Twin big shoota
Twin big shoota
36"
Assault 6
5
0
1
-
Wing missiles
Wing missiles
24"
Assault 1
8
-2
3
Add 1 to hit rolls for attacks made with this weapon against VEHICLE units. Subtract 1 from hit rolls for attacks made with this weapon against all other targets.
Add 1 to hit rolls for attacks made with this weapon against VEHICLE units. Subtract 1 from hit rolls for attacks made with this weapon against all other targets.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following: 2 Grot-guided bomms; 2 wing missiles. If it is, it loses the Small Bomms ability.
ABILITIES
ABILITIES
Dakka! Dakka! Dakka!
Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.
Hard to Hit: Subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase – do not roll a dice.
Small Bomms: Twice per battle, in your Movement phase, after this model makes a Normal Move or Advances, you can select one enemy unit this model moved across as part of that move. If you do, roll one D6 for each model in that unit (to a maximum of 10 dice): for each 5+, that unit suffers 1 mortal wound.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: VEHICLE, AIRCRAFT, FLY, FIGHTA-BOMMER


Heavy Support


9

Battlewagon

NoNAME  M WS BS S T W! A Ld Sv
135
Battlewagon
1
135
Battlewagon
12" 5+ 5+ 8 7 8-16 6 7 4+
9" 5+ 5+ 6 7 4-7 D6 7 4+
6" 5+ 5+ 4 7 1-3 D3 7 4+
A Battlewagon is a single model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Big shoota
+5
Big shoota
36"
Assault 3
5
0
1
-
+15
Kannon
When you choose this weapon to shoot with, select one of the profiles below.
+15
Kannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag
 - Frag
36"
Heavy D6
4
0
1
Blast
Blast
 - Shell
 - Shell
36"
Heavy 1
8
-2
D6
-
+15
Killkannon
+15
Killkannon
24"
Heavy D6
8
-2
2
Blast
Blast
+15
Zzap gun
+15
Zzap gun
36"
Heavy 1
2D6
-3
3
Each time this weapon is chosen to shoot with, roll to determine the Strength characteristic of this weapon. When resolving an attack made with this weapon, if a hit is scored and this weapon has a Strength characteristic of 11+, the target suffers 3 mortal wounds, the bearer suffers 1 mortal wound, and the attack sequence ends.
Each time this weapon is chosen to shoot with, roll to determine the Strength characteristic of this weapon. When resolving an attack made with this weapon, if a hit is scored and this weapon has a Strength characteristic of 11+, the target suffers 3 mortal wounds, the bearer suffers 1 mortal wound, and the attack sequence ends.
+20
Deff rolla
+20
Deff rolla
Melee
Melee
+1
-2
2
Each time an attack is made with this weapon, the bearer has a WS characteristic of 2+ for that attack.
Each time an attack is made with this weapon, the bearer has a WS characteristic of 2+ for that attack.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may take either a kannon, killkannon or zzap gun.
 • This model may take up to four big shootas.
 • This model may take an ’ard case and/or deff rolla.
 • This model may take items from the Battlewagon Equipment list.
ABILITIES
ABILITIES
Dakka! Dakka! Dakka!
Open-topped: Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, except with any Pistols they are equipped with.
’Ard Case: If this model is equipped with an ’ard case, its Toughness characteristic is increased by 1 and it loses the Open-topped ability.
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model can transport 20 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of two other models. If this model is equipped with a killkannon, it can only transport 12 models.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: VEHICLE, TRANSPORT, BATTLEWAGON


10

Bonebreaka

NoNAME  M WS BS S T W! A Ld Sv
180
Bonebreaka
1
180
Bonebreaka
12" 5+ 5+ 8 8 8-16 6 7 4+
9" 5+ 5+ 6 8 4-7 D6 7 4+
6" 5+ 5+ 4 8 1-3 D3 7 4+
A Bonebreaka is a single model equipped with a deff rolla.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Big shoota
+5
Big shoota
36"
Assault 3
5
0
1
-
+15
Kannon
When you choose this weapon to shoot with, select one of the profiles below.
+15
Kannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag
 - Frag
36"
Heavy D6
4
0
1
Blast
Blast
 - Shell
 - Shell
36"
Heavy 1
8
-2
D6
-
+15
Killkannon
+15
Killkannon
24"
Heavy D6
8
-2
2
Blast
Blast
+15
Zzap gun
+15
Zzap gun
36"
Heavy 1
2D6
-3
3
Each time this weapon is chosen to shoot with, roll to determine the Strength characteristic of this weapon. When resolving an attack made with this weapon, if a hit is scored and this weapon has a Strength characteristic of 11+, the target suffers 3 mortal wounds, the bearer suffers 1 mortal wound, and the attack sequence ends.
Each time this weapon is chosen to shoot with, roll to determine the Strength characteristic of this weapon. When resolving an attack made with this weapon, if a hit is scored and this weapon has a Strength characteristic of 11+, the target suffers 3 mortal wounds, the bearer suffers 1 mortal wound, and the attack sequence ends.
Deff rolla
Deff rolla
Melee
Melee
+1
-2
2
Each time an attack is made with this weapon, the bearer has a WS characteristic of 2+ for that attack.
Each time an attack is made with this weapon, the bearer has a WS characteristic of 2+ for that attack.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may take a kannon, killkannon or zzap gun.
 • This model may take up to four big shootas.
 • This model may take items from the Battlewagon Equipment list.
ABILITIES
ABILITIES
Dakka! Dakka! Dakka!
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
Bonebreaka Ram: Add D6 to the Attacks characteristic of this model in the Fight phase until the end of that phase if it made a charge move this turn.
TRANSPORT
TRANSPORT
A Bonebreaka can transport 12 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of two other models.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: VEHICLE, TRANSPORT, BONEBREAKA


6

Deff Dreads

NoNAME  M WS BS S T W A Ld Sv
75
Deff Dread
1‑3
75
Deff Dread
6" 3+ 5+ 5 7 8 2 7 3+
This unit contains 1 Deff Dread. It can include 1 additional Deff Dread (Power Rating +6), or 2 additional Deff Dreads (Power Rating +12). Each Deff Dread is equipped with two big shootas and two Dread klaws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Big shoota
Big shoota
36"
Assault 3
5
0
1
-
+5
Kustom mega-blasta
+5
Kustom mega-blasta
24"
Assault 1
8
-3
D6
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
+5
Rokkit launcha
+5
Rokkit launcha
24"
Assault 1
8
-2
3
-
+10
Skorcha
+10
Skorcha
8"
Assault D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
+10
Dread klaw
+10
Dread klaw
Melee
Melee
x2
-3
3
Each time the bearer fights, it can make 1 additional attack with each dread klaw it is equipped with.
Each time the bearer fights, it can make 1 additional attack with each dread klaw it is equipped with.
+5
Dread saw
+5
Dread saw
Melee
Melee
+4
-2
2
Each time the bearer fights, it can make 1 additional attack with each dread saw it is equipped with.
Each time the bearer fights, it can make 1 additional attack with each dread saw it is equipped with.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may replace any of its big shootas and/or Dread klaws with a rokkit launcha, kustom mega-blasta, skorcha or Dread saw.
ABILITIES
ABILITIES
’Ere We Go, Dakka! Dakka! Dakka!
Explodes: If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield. On a 6 it explodes, and each unit within 3" suffers D3 mortal wounds.
Dread Mob: The first time this unit is set up on the battlefield, all of its models must be placed within 6" of at least one other model from the unit. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: VEHICLE, DEFF DREADS


8

Flash Gitz

NoNAME  M WS BS S T W A Ld Sv
32
Flash Git
4‑9
32
Flash Git
5" 3+ 4+ 5 4 2 3 6 4+
32
Kaptin
1
32
Kaptin
5" 3+ 4+ 5 4 2 3 7 4+
5
Ammo Runt
0‑2
5
Ammo Runt
5" 5+ 4+ 2 2 1 1 4 6+
This unit contains 4 Flash Gitz and 1 Kaptin. It can include up to 5 additional Flash Gitz (Power Rating +8). For every 5 Flash Gitz and/or Kaptins in the unit, it may be accompanied by an Ammo Runt. Each Flash Git and Kaptin is armed with a snazzgun and stikkbombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Snazzgun
Snazzgun
24"
Heavy 3
6
-2
2
-
Choppa
Choppa
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
Stikkbombs
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Kaptin may take a choppa or slugga.
 • The Kaptin may take a gitfinda squig.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Gun-crazy Show-offs: After this unit has shot in the Shooting phase, roll a D6. On a 6 the unit can immediately shoot again, but can only target the nearest enemy unit.
Gitfinda squig: Add 1 to hit rolls for shooting attacks made by a Kaptin with a gitfinda squig.
Ammo Runt:
+5
Each time this unit shoots, you can re-roll one hit roll for each Ammo Runt accompanying it. When rolling to wound this unit, use the Flash Gitz’ or Kaptin’s Toughness while they are on the battlefield. The death of an Ammo Runt is ignored for the purposes of Morale tests.
FACTION KEYWORDS: ORK, FREEBOOTERZ
KEYWORDS (Flash Gitz): INFANTRY, FLASH GITZ
KEYWORDS (Ammo Runts): INFANTRY, GRETCHIN, AMMO RUNTS


17

Gorkanaut

NoNAME  M WS BS S T W! A Ld Sv
340
Gorkanaut
1
340
Gorkanaut
8" 3+ 5+ 8 8 10-18 6 7 3+
6" 4+ 5+ 8 8 5-9 5 7 3+
4" 5+ 5+ 8 8 1-4 4 7 3+
A Gorkanaut is a single model equipped with a deffstorm mega-shoota, two twin big shootas, two rokkit launchas, a skorcha and a klaw of Gork (or possibly Mork).
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Deffstorm mega-shoota
Deffstorm mega-shoota
36"
Heavy 18
6
-1
1
-
Rokkit launcha
Rokkit launcha
24"
Assault 1
8
-2
3
-
Skorcha
Skorcha
8"
Assault D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
Twin big shoota
Twin big shoota
36"
Assault 6
5
0
1
-
Klaw of Gork (or possibly Mork)
When attacking with this weapon, choose one of the profiles below.
Klaw of Gork (or possibly Mork)
When attacking with this weapon, choose one of the profiles below.
 - Crush
 - Crush
Melee
Melee
x2
-4
D6
-
 - Smash
 - Smash
Melee
Melee
User
-2
2
Make 3 hit rolls for each attack made with this weapon.
Make 3 hit rolls for each attack made with this weapon.
ABILITIES
ABILITIES
’Ere We Go, Dakka! Dakka! Dakka!
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 9" suffers D6 mortal wounds.
Big ’n’ Stompy: This model is eligible to declare a charge in a turn in which it Fell Back.
TRANSPORT
TRANSPORT
This model can transport 6 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of two other models.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: VEHICLE, TRANSPORT, GORKANAUT


10

Gunwagon

NoNAME  M WS BS S T W! A Ld Sv
175
Gunwagon
1
175
Gunwagon
12" 5+ 5+ 8 8 8-16 6 7 4+
9" 5+ 5+ 6 8 4-7 D6 7 4+
6" 5+ 5+ 4 8 1-3 D3 7 4+
A Gunwagon is a single model equipped with a kannon and periscope.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Big shoota
+5
Big shoota
36"
Assault 3
5
0
1
-
Kannon
When you choose this weapon to shoot with, select one of the profiles below.
Kannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag
 - Frag
36"
Heavy D6
4
0
1
Blast
Blast
 - Shell
 - Shell
36"
Heavy 1
8
-2
D6
-
Killkannon
Killkannon
24"
Heavy D6
8
-2
2
Blast
Blast
Zzap gun
Zzap gun
36"
Heavy 1
2D6
-3
3
Each time this weapon is chosen to shoot with, roll to determine the Strength characteristic of this weapon. When resolving an attack made with this weapon, if a hit is scored and this weapon has a Strength characteristic of 11+, the target suffers 3 mortal wounds, the bearer suffers 1 mortal wound, and the attack sequence ends.
Each time this weapon is chosen to shoot with, roll to determine the Strength characteristic of this weapon. When resolving an attack made with this weapon, if a hit is scored and this weapon has a Strength characteristic of 11+, the target suffers 3 mortal wounds, the bearer suffers 1 mortal wound, and the attack sequence ends.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its kannon with a killkannon or zzap gun.
 • This model may take up to four big shootas.
 • This model may take items from the Battlewagon Equipment list.
ABILITIES
ABILITIES
Dakka! Dakka! Dakka!
Periscope: If this model remains stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it can shoot twice in the following Shooting phase with its kannon, killkannon or zzap gun (the weapon must target the same unit both times).
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 4+ it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model can transport 12 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of two other models.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: VEHICLE, TRANSPORT, GUNWAGON


3

Killa Kans

NoNAME  M WS BS S T W A Ld Sv
50
Killa Kan
1‑6
50
Killa Kan
6" 5+ 4+ 5 5 5 3 6 3+
This unit contains 1 Killa Kan. It can include up to 2 additional Killa Kans (Power Rating +6), or up to 5 additional Killa Kans (Power Rating +15). Each Killa Kan is equipped with either a big shoota, rokkit launcha, grotzooka or skorcha, and either a buzz saw, Kan klaw or drilla.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Big shoota
Big shoota
36"
Assault 3
5
0
1
-
+5
Grotzooka
+5
Grotzooka
18"
Heavy 2D3
6
0
1
Blast
Blast
+5
Rokkit launcha
+5
Rokkit launcha
24"
Assault 1
8
-2
3
-
+10
Skorcha
+10
Skorcha
8"
Assault D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
Buzz saw
Buzz saw
Melee
Melee
+2
-2
2
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.
Drilla
Drilla
Melee
Melee
+1
-4
2
Each time you roll an unmodified wound roll of 6 for an attack with this weapon, the target suffers 1 mortal wound in addition to any other damage.
Each time you roll an unmodified wound roll of 6 for an attack with this weapon, the target suffers 1 mortal wound in addition to any other damage.
Kan klaw
Kan klaw
Melee
Melee
+3
-3
3
-
ABILITIES
ABILITIES
Dakka! Dakka! Dakka!
Scrag ’Em: Add 1 to the Attacks characteristic of models in this unit while it contains 3 or more models.
Explodes: If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: VEHICLE, GRETCHIN, KILLA KANS


5

Lootas

NoNAME  M WS BS S T W A Ld Sv
20
Loota
5‑15
20
Loota
5" 3+ 5+ 4 4 1 2 6 6+
20
Spanner
0‑3
20
Spanner
5" 3+ 5+ 4 4 1 2 6 6+
This unit contains 5 Lootas. It can include up to 5 additional Lootas (Power Rating +5) or up to 10 additional Lootas (Power Rating +10). For every 5 models in the unit, a Spanner can take the place of one Loota. Each Loota is armed with a deffgun and stikkbombs. Each Spanner is armed with stikkbombs and either a kustom mega-blasta, big shoota or rokkit launcha.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Big shoota
+5
Big shoota
36"
Assault 3
5
0
1
-
Deffgun
Deffgun
48"
Heavy D3
7
-1
2
Each time this unit is chosen to shoot with, roll one D3 to determine the Type characteristic of all deffguns that models in this unit are equipped with when resolving those attacks.
Each time this unit is chosen to shoot with, roll one D3 to determine the Type characteristic of all deffguns that models in this unit are equipped with when resolving those attacks.
+10
Kustom mega-blasta
+10
Kustom mega-blasta
24"
Assault 1
8
-3
D6
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
+10
Rokkit launcha
+10
Rokkit launcha
24"
Assault 1
8
-2
3
-
Stikkbombs
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Mekaniak: At the end of your Movement phase, a Spanner can repair a single friendly <CLAN> VEHICLE model within 1". That model regains 1 lost wound. A model can only be repaired once per turn.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: INFANTRY, LOOTAS


3

Mek Gunz

NoNAME  M WS BS S T W A Ld Sv
Mek Gun
1‑6Mek Gun 3" 5+ 4+ 2 5 6 6 4 5+
This unit contains 1 Mek Gun and 6 grot krew, one manning the weapon and five standing alongside it. It can include up to 5 additional Mek Gunz and their krew (Power Rating +3 per Mek Gun). Each Mek Gun is equipped with either a bubblechukka, kustom mega-kannon, smasha gun or traktor kannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Bubblechukka
+10
Bubblechukka
48"
Heavy D6
D6
-D6
D6
Blast
Blast
+25
Kustom mega-kannon
+25
Kustom mega-kannon
36"
Heavy D6
8
-3
D6
Blast. If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
Blast. If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
Smasha gun
Smasha gun
48"
Heavy D3
*
-4
D6
Blast. Instead of making a wound roll for this weapon, roll 2D6. If the result is equal to or greater than the target’s Toughness characteristic, the attack successfully wounds.
Blast. Instead of making a wound roll for this weapon, roll 2D6. If the result is equal to or greater than the target’s Toughness characteristic, the attack successfully wounds.
+10
Traktor kannon
+10
Traktor kannon
48"
Heavy 1
8
-2
D6
This weapon automatically hits its target. If the target is an enemy VEHICLE unit that can FLY, roll two dice when inflicting damage with this weapon and discard the lowest result. If a VEHICLE unit that can FLY is destroyed by this weapon, the model automatically crashes and burns (or its equivalent) – do not roll a dice.
This weapon automatically hits its target. If the target is an enemy VEHICLE unit that can FLY, roll two dice when inflicting damage with this weapon and discard the lowest result. If a VEHICLE unit that can FLY is destroyed by this weapon, the model automatically crashes and burns (or its equivalent) – do not roll a dice.
ABILITIES
ABILITIES
Dakka! Dakka! Dakka!
Mek Gunz: The first time this unit is set up on the battlefield, all of its Mek Gunz must be placed within 6" of at least one other Mek Gun, and with each grot krew within 1" of their Mek Gun. From that point onwards, each Mek Gun operates independently and is treated as a separate unit for all rules purposes.
Grot Krew: Each Mek Gun and its grot krew are treated as a single model for all rules purposes. The krew must remain within 1" of their Mek Gun and cannot be targeted or attacked separately. The range and visibility of all attacks made by a Mek Gun are measured from the Mek Gun, not the krew.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: VEHICLE, ARTILLERY, GRETCHIN, MEK GUNZ


16

Morkanaut

NoNAME  M WS BS S T W! A Ld Sv
320
Morkanaut
1
320
Morkanaut
8" 3+ 5+ 8 8 10-18 4 7 3+
6" 4+ 5+ 8 8 5-9 3 7 3+
4" 5+ 5+ 8 8 1-4 2 7 3+
A Morkanaut is a single model equipped with a kustom mega-blasta, two twin big shootas, two rokkit launchas, a kustom mega-zappa and a klaw of Gork (or possibly Mork).
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Kustom mega-blasta
Kustom mega-blasta
24"
Assault 1
8
-3
D6
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
Kustom mega-zappa
Kustom mega-zappa
36"
Heavy 3D3
8
-3
D6
Blast. If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
Blast. If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
Rokkit launcha
Rokkit launcha
24"
Assault 1
8
-2
3
-
Twin big shoota
Twin big shoota
36"
Assault 6
5
0
1
-
Klaw of Gork (or possibly Mork)
When attacking with this weapon, choose one of the profiles below.
Klaw of Gork (or possibly Mork)
When attacking with this weapon, choose one of the profiles below.
 - Crush
 - Crush
Melee
Melee
x2
-4
D6
-
 - Smash
 - Smash
Melee
Melee
User
-2
2
Make 3 hit rolls for each attack made with this weapon.
Make 3 hit rolls for each attack made with this weapon.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may take a kustom force field.
ABILITIES
ABILITIES
’Ere We Go, Dakka! Dakka! Dakka!
Big ’n’ Stompy: This model is eligible to declare a charge in a turn in which it Fell Back.
Kustom Force Field:
+20
If this model is equipped with a kustom force field, friendly ORK units have a 5+ invulnerable save against attacks made with ranged weapons while they are wholly within 9" of it.
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 9" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model can transport 6 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of two other models.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: VEHICLE, TRANSPORT, MORKANAUT


6

Big Trakk

NoNAME  M WS BS S T W! A Ld Sv
85
Big Trakk
1
85
Big Trakk
14" 5+ 5+ 6 6 7-12 4 6 4+
10" 5+ 5+ 5 6 4-6 2 6 4+
7" 5+ 5+ 4 6 1-3 1 6 4+
A Big Trakk is equipped with: 2 big shootas.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Big shoota
Big shoota
36"
Assault 3
5
0
1
-
+50
Supa-kannon
+50
Supa-kannon
60"
Heavy 2D6
8
-2
3
Blast
Blast
+15
Kannon
When you choose this weapon to shoot with, select one of the profiles below.
+15
Kannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag
 - Frag
36"
Heavy D6
4
0
1
Blast
Blast
 - Shell
 - Shell
36"
Heavy 1
8
-2
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 kannon. If it is, it has a transport capacity of 6 models instead of 12.
 • If this model is not equipped with 1 kannon, it can be equipped with 1 supa-kannon. If it is, it does not have a transport capacity and loses the TRANSPORT keyword.
ABILITIES
ABILITIES
Dakka! Dakka! Dakka!
Ramshackle: Roll a D6 each time this model suffers damage from an attack that has a Damage characteristic of more than 1. On a 6 reduce the damage caused by the attack to 1.
Open-topped: Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, except with any Pistols they are equipped with.
Spiked Ram: Each time this model finishes a charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 4+, that unit suffers D3 mortal wounds.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 12 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of 2 models.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: VEHICLE, TRANSPORT, BIG TRAKK


9

Kannonwagon

NoNAME  M WS BS S T W! A Ld Sv
170
Kannonwagon
1
170
Kannonwagon
12" 5+ 5+ 8 7 9-16 6 7 3+
9" 5+ 5+ 6 7 5-8 D6 7 3+
6" 5+ 5+ 4 7 1-4 D3 7 3+
A Kannonwagon is equipped with: 1 supa-kannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Big shoota
Big shoota
36"
Assault 3
5
0
1
-
Supa-kannon
Supa-kannon
60"
Heavy 2D6
8
-2
3
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with up to 3 big shootas.
ABILITIES
ABILITIES
Dakka! Dakka! Dakka!
Open-topped: Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, except with any Pistols they are equipped with.
Kannonwagon Grot Gunners: Each time this model makes an attack with a supa-kannon, add 1 to that attack’s hit roll.
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 6 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: VEHICLE, TRANSPORT, KANNONWAGON


9

Mega Dread

NoNAME  M WS BS S T W! A Ld Sv
175
Mega Dread
1
175
Mega Dread
8" 3+ 5+ 7 7 9-16 5 9 3+
6" 4+ 5+ 7 7 5-8 4 9 3+
4" 5+ 5+ 7 7 1-4 3 9 3+
A Mega Dread is equipped with: 2 boombits; 1 killkannon; 1 dread rippa klaw.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
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 rippa klaw
Dread rippa klaw
Melee
Melee
x2
-3
D3+3
-
Killkannon
Killkannon
24"
Heavy D6
8
-2
2
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s killkannon can be replaced with one of the following: 1 dread killsaw; 1 dread rippa klaw.
 • This model’s dread rippa klaw can be replaced with one of the following: 1 dread killsaw; 1 killkannon.
ABILITIES
ABILITIES
’Ere We Go, Dakka! Dakka! Dakka!
Ramshackle: Roll a D6 each time this model suffers damage from an attack that has a Damage characteristic of more than 1. On a 6 reduce the damage caused by the attack to 1.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Mega Charge: Each time a charge roll is made for this unit, roll one additional D6 and discard one.
Rippa Klaws: If the bearer is equipped with 2 dread rippa klaws, each time it fights, it can make 1 additional attack with 1 dread rippa klaw.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: VEHICLE, WALKERZ, MEGA DREAD


8

Meka-Dread

NoNAME  M WS BS S T W! A Ld Sv
165
Meka-Dread
1
165
Meka-Dread
8" 3+ 4+ 7 7 9-16 4 9 3+
6" 4+ 4+ 7 7 5-8 3 9 3+
4" 5+ 4+ 7 7 1-4 2 9 3+
A Meka-Dread is equipped with: 1 killkannon; 1 dread rippa klaw.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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 rippa klaw
Dread rippa klaw
Melee
Melee
x2
-3
D3+3
-
Killkannon
Killkannon
24"
Heavy D6
8
-2
2
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s killkannon can be replaced with one of the following: 1 dread killsaw; 1 dread rippa klaw.
 • This model’s dread rippa klaw can be replaced with one of the following: 1 dread killsaw; 1 killkannon.
ABILITIES
ABILITIES
’Ere We Go, Dakka! Dakka! Dakka!
Ramshackle: Roll a D6 each time this model suffers damage from an attack that has a Damage characteristic of more than 1. On a 6 reduce the damage caused by the attack to 1.
Fixin’ Jobs: At the end of each of your Movement phases, this model can repair one friendly <CLAN> VEHICLE model within 1" (it cannot repair itself). If it does, that model regains up to D3 lost wounds. A model can only be repaired once each turn.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Rippa Klaws: If the bearer is equipped with 2 dread rippa klaws, each time it fights, it can make 1 additional attack with 1 dread rippa klaw.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: VEHICLE, WALKERZ, MEKA-DREAD


10

Squiggoth

NoNAME  M WS BS S T W! A Ld Sv
190
Squiggoth
1
190
Squiggoth
10" 3+ 5+ 8 8 10-18 4 9 3+
8" 3+ 5+ 7 8 5-9 3 9 3+
6" 3+ 5+ 6 8 1-4 2 9 3+
A Squiggoth is equipped with: gorin’ horns.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+15
Kannon
When you choose this weapon to shoot with, select one of the profiles below.
+15
Kannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag
 - Frag
36"
Heavy D6
4
0
1
Blast
Blast
 - Shell
 - Shell
36"
Heavy 1
8
-2
D6
-
Gorin’ horns
Gorin’ horns
Melee
Melee
User
-3
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 kannon. If it is, it has a transport capacity of 6 models.
ABILITIES
ABILITIES
’Ere We Go, Dakka! Dakka! Dakka!
Stampede: Each time this model finishes a charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2+, that unit suffers D3 mortal wounds.
Enraged Demise: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it becomes enraged, and each unit within 6" suffers D3 mortal wounds.
Howdah: In your Shooting phase, units embarked on this model can be selected to shoot. Measure the range and draw line of sight from any point on this model. When shooting with units embarked on this model, they do not count as being within Engagement Range of enemy units, and if this model made a Normal Move or Fell Back, they count as having Remained Stationary. Any other restrictions or modifiers that apply to this model also apply to models embarked upon it; for example, if this model Advanced, models embarked upon it also count as having Advanced.
TRANSPORT
TRANSPORT
This model has a transport capacity of 10 FLASH GITZ or <CLAN> INFANTRY models. It cannot transport MEGA ARMOUR or JUMP PACK models.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: MONSTER, TRANSPORT, SQUIGGOTH


1

Big Gunz

NoNAME  M WS BS S T W A Ld Sv
8
Big Gun
1‑6
8
Big Gun
3" 5+ 4+ 2 5 3 2 4 5+
This unit contains 1 Big Gun and 2 grot krew. It can additionally contain up to 5 Big Gunz (Power Rating +1 each), with 2 grot krew each. Every Big Gun is equipped with: kannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+15
Kannon
When you choose this weapon to shoot with, select one of the profiles below.
+15
Kannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag
 - Frag
36"
Heavy D6
4
0
1
Blast
Blast
 - Shell
 - Shell
36"
Heavy 1
8
-2
D6
-
+20
Lobba
+20
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.
+15
Zzap gun
+15
Zzap gun
36"
Heavy 1
2D6
-3
3
Each time this weapon is chosen to shoot with, roll to determine the Strength characteristic of this weapon. When resolving an attack made with this weapon, if a hit is scored and this weapon has a Strength characteristic of 11+, the target suffers 3 mortal wounds, the bearer suffers 1 mortal wound, and the attack sequence ends.
Each time this weapon is chosen to shoot with, roll to determine the Strength characteristic of this weapon. When resolving an attack made with this weapon, if a hit is scored and this weapon has a Strength characteristic of 11+, the target suffers 3 mortal wounds, the bearer suffers 1 mortal wound, and the attack sequence ends.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any Big Gun can be equipped with one of the following instead of 1 kannon: 1 lobba; 1 zzap gun.
ABILITIES
ABILITIES
Dakka! Dakka! Dakka!
Grot Krew: Each Big Gun and its grot krew are treated as a single model for all rules purposes. The krew must remain within 1" of their Big Gun and cannot be targeted or attacked separately. The range and visibility of all attacks made by a Big Gun are measured from the Big Gun, not the krew.
Big Gunz: The first time this unit is set up on the battlefield, all of its Big Gunz must be placed within 6" of at least one other Big Gun, and with each grot krew within 1" of their Big Gun. From that point onwards, each Big Gun operates independently and is treated as a separate unit for all rules purposes.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: VEHICLE, ARTILLERY, GRETCHIN, BIG GUNZ


9

Lifta Wagon

NoNAME  M WS BS S T W! A Ld Sv
155
Lifta Wagon
1
155
Lifta Wagon
12" 5+ 5+ 8 7 9-16 6 7 4+
9" 5+ 5+ 6 7 5-8 D6 7 4+
6" 5+ 5+ 4 7 1-4 D3 7 4+
A Lifta Wagon is equipped with: lifta-droppa.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Big shoota
+5
Big shoota
36"
Assault 3
5
0
1
-
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.
+10
Rokkit launcha
+10
Rokkit launcha
24"
Assault 1
8
-2
3
-
+20
Deff rolla
+20
Deff rolla
Melee
Melee
+1
-2
2
Each time an attack is made with this weapon, the bearer has a WS characteristic of 2+ for that attack.
Each time an attack is made with this weapon, the bearer has a WS characteristic of 2+ for that attack.
+5
Grabbin’ klaw
+5
Grabbin’ klaw
Melee
Melee
User
-3
D3
Each time the bearer fights, it can only make a single attack with this weapon.
Each time the bearer fights, it can only make a single attack with this weapon.
+5
Wreckin’ ball
+5
Wreckin’ ball
Melee
Melee
+2
-1
2
Each time the bearer fights, it can make no more than 3 attacks with this weapon.
Each time the bearer fights, it can make no more than 3 attacks with this weapon.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one each of any of the following: 1 deff rolla; 1 grabbin’ klaw; 1 wreckin’ ball.
 • This model can be equipped with one of the following: 1 big shoota; 2 big shootas; 1 big shoota and 1 rokkit launcher; 1 rokkit launcha; 2 rokkit launchas.
ABILITIES
ABILITIES
’Ere We Go, Dakka! Dakka! Dakka!
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: VEHICLE, BATTLEWAGON, LIFTA WAGON


Lords of War


46

Stompa

NoNAME  M WS BS S T W! A Ld Sv
900
Stompa
1
900
Stompa
12" 3+ 5+ 10 8 31-40 6 8 3+
9" 4+ 5+ 10 8 21-30 5 8 3+
6" 5+ 5+ 10 8 11-20 4 8 3+
4" 6+ 5+ 10 8 1-10 3 8 3+
A Stompa is a single model equipped with a deffkannon, supa-gatler, three big shootas, a twin big shoota, three supa-rokkits, a skorcha and a mega-choppa.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Big shoota
Big shoota
36"
Assault 3
5
0
1
-
Deffkannon