Orks – Datasheets
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5

Beastboss

NoNAME  M WS BS S T W A Ld Sv Base
95
Beastboss (base: 50mm)
1
95
Beastboss
5" 2+ 5+ 6 6 6 5 8 4+ 50mm
A Beastboss is equipped with: shoota; beastchoppa; Beast Snagga klaw.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Shoota
Shoota
18"
Dakka 3/2
4
0
1
-
Beast Snagga klaw
Beast Snagga klaw
Melee
Melee
+4
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Beastchoppa
Beastchoppa
Melee
Melee
User
-2
2
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
ABILITIES
ABILITIES
Beast Snagga, ’Ere We Go, Waaagh!
Dead Tough: This model has a 5+ invulnerable save.
Targetin’ Squig: Each time this model makes an attack with a shoota, or a Relic that replaces this model’s shoota, add 1 to that attack’s hit roll.
Beastboss (Aura): While a friendly BEAST SNAGGA CORE or BEAST SNAGGA CHARACTER unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.
FACTION KEYWORDS: ORK,
KEYWORDS: CHARACTER, INFANTRY, BEAST SNAGGA, WARBOSS, BEASTBOSS


8

Beastboss on Squigosaur

NoNAME  M WS BS S T W A Ld Sv Base
145
Beastboss on Squigosaur (base: 80mm)
1
145
Beastboss on Squigosaur
10" 2+ 5+ 6 7 9 5 8 4+ 80mm
A Beastboss on Squigosaur is equipped with: slugga; beastchoppa; squigosaur’s jaws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Slugga
Slugga
12"
Pistol 1
4
0
1
-
+5
Thump gun
+5
Thump gun
18"
Assault D3
6
-1
D3
Blast
Blast
Beastchoppa
Beastchoppa
Melee
Melee
User
-2
2
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Squigosaur’s jaws
Squigosaur’s jaws
Melee
Melee
7
-3
3
Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 3 mortal wounds on the target and the attack sequence ends.
Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 3 mortal wounds on the target and the attack sequence ends.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 thump gun.
ABILITIES
ABILITIES
Beast Snagga, ’Ere We Go, Waaagh!
Dead Tough: This model has a 5+ invulnerable save.
Thick Hide: Each time an attack is allocated this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Beastboss (Aura): While a friendly BEAST SNAGGA CORE or BEAST SNAGGA CHARACTER unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.
FACTION KEYWORDS: ORK,
KEYWORDS: CHARACTER, CAVALRY, SQUIG, BEAST SNAGGA, WARBOSS, BEASTBOSS


6

Big Mek in Mega Armour

NoNAME  M WS BS S T W A Ld Sv Base
85
Big Mek in Mega Armour (base: 40mm)
1
85
Big Mek in Mega Armour
4" 3+ 4+ 5 5 6 3 8 2+ 40mm
A Big Mek in Mega Armour is equipped with: kustom mega-blasta; power klaw.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Kombi-rokkit
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
Kombi-rokkit
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Rokkit
 - Rokkit
24"
Heavy D3
8
-2
3
Blast
Blast
 - Shoota
 - Shoota
18"
Dakka 3/2
4
0
1
-
Kombi-skorcha
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
Kombi-skorcha
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Skorcha
 - Skorcha
12"
Assault D6
5
-1
1
Each time an attack is made with this weapon profile, that attack automatically hits the target.
Each time an attack is made with this weapon profile, that attack automatically hits the target.
 - Shoota
 - Shoota
18"
Dakka 3/2
4
0
1
-
Kustom mega-blasta
Kustom mega-blasta
24"
Assault D3
8
-3
D6
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Kustom shoota
Kustom shoota
18"
Dakka 6/4
4
0
1
-
+10
Tellyport blasta
+10
Tellyport blasta
12"
Assault D6
8
-2
3
Blast
Blast
+5
Killsaw
+5
Killsaw
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon.
Power klaw
Power klaw
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
OTHER WARGEAR
ABILITIES 
+5
Grot oiler
Once per battle, when the bearer repairs a VEHICLE model, that model can regain 1 additional lost wound.

We recommend placing a Grot Oiler model next to the unit as a reminder, removing it once this ability has been used (a Grot Oiler does not count as a model for any rules purposes).
+5
Grot oiler
Once per battle, when the bearer repairs a VEHICLE model, that model can regain 1 additional lost wound.

We recommend placing a Grot Oiler model next to the unit as a reminder, removing it once this ability has been used (a Grot Oiler does not count as a model for any rules purposes).
+30
Kustom force field
(Aura) While a friendly ORKS unit is within 6" of the bearer, it has a 6+ invulnerable save. The range of this aura ability can never be increased, unless specifically stated otherwise.
+30
Kustom force field
(Aura) While a friendly ORKS unit is within 6" of the bearer, it has a 6+ invulnerable save. The range of this aura ability can never be increased, unless specifically stated otherwise.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s kustom mega-blasta can be replaced with one of the following: 1 killsaw; 1 kombi-rokkit; 1 kombi-skorcha; 1 kustom shoota.
 • This model can be equipped with one of the following: 1 tellyport blasta; 1 kustom force field.
 • This model can be equipped with 1 grot oiler.
ABILITIES
ABILITIES
’Ere We Go, Waaagh!
Big Mekaniak: At the end of your Movement phase, this model can repair one friendly VEHICLE model within 3" of it. That VEHICLE model regains up to D3 lost wounds. Each model can only be repaired once per turn.
FACTION KEYWORDS: ORK,
KEYWORDS: CHARACTER, INFANTRY, MEGA ARMOUR, BIG MEK


5

Big Mek with Kustom Force Field

NoNAME  M WS BS S T W A Ld Sv Base
85
Big Mek with Kustom Force Field (base: 40mm)
1
85
Big Mek with Kustom Force Field
5" 3+ 4+ 5 5 5 3 7 4+ 40mm
A Big Mek with Kustom Force Field is equipped with: slugga, choppa, kustom force field, stikkbombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Choppa
Choppa
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Stikkbombz
Stikkbombz
8"
Grenade D6
3
0
1
Blast
Blast
OTHER WARGEAR
ABILITIES 
+5
Grot oiler
Once per battle, when the bearer repairs a VEHICLE model, that model can regain 1 additional lost wound.

We recommend placing a Grot Oiler model next to the unit as a reminder, removing it once this ability has been used (a Grot Oiler does not count as a model for any rules purposes).
+5
Grot oiler
Once per battle, when the bearer repairs a VEHICLE model, that model can regain 1 additional lost wound.

We recommend placing a Grot Oiler model next to the unit as a reminder, removing it once this ability has been used (a Grot Oiler does not count as a model for any rules purposes).
Kustom force field
(Aura) While a friendly ORKS unit is within 6" of the bearer, it has a 6+ invulnerable save. The range of this aura ability can never be increased, unless specifically stated otherwise.
Kustom force field
(Aura) While a friendly ORKS unit is within 6" of the bearer, it has a 6+ invulnerable save. The range of this aura ability can never be increased, unless specifically stated otherwise.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 grot oiler.
ABILITIES
ABILITIES
’Ere We Go, Waaagh!
Big Mekaniak: At the end of your Movement phase, this model can repair one friendly VEHICLE model within 3" of it. That VEHICLE model regains up to D3 lost wounds. Each model can only be repaired once per turn.
FACTION KEYWORDS: ORK,
KEYWORDS: CHARACTER, INFANTRY, BIG MEK


6

Big Mek with Shokk Attack Gun

NoNAME  M WS BS S T W A Ld Sv Base
110
Big Mek with Shokk Attack Gun (base: 40mm)
1
110
Big Mek with Shokk Attack Gun
5" 3+ 4+ 5 5 5 3 7 4+ 40mm
A Big Mek with Shokk Attack Gun is equipped with: shokk attack gun; stikkbombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Shokk attack gun
Shokk attack gun
60"
Heavy D6
*
-5
D6
Blast. Each time this weapon is selected to shoot with, roll 2D6 to determine the Strength of all its attacks: on an 11+, each successful hit inflicts D3 mortal wounds on the target in addition to any normal damage.
Blast. Each time this weapon is selected to shoot with, roll 2D6 to determine the Strength of all its attacks: on an 11+, each successful hit inflicts D3 mortal wounds on the target in addition to any normal damage.
Stikkbombz
Stikkbombz
8"
Grenade D6
3
0
1
Blast
Blast
OTHER WARGEAR
ABILITIES 
+5
Grot oiler
Once per battle, when the bearer repairs a VEHICLE model, that model can regain 1 additional lost wound.

We recommend placing a Grot Oiler model next to the unit as a reminder, removing it once this ability has been used (a Grot Oiler does not count as a model for any rules purposes).
+5
Grot oiler
Once per battle, when the bearer repairs a VEHICLE model, that model can regain 1 additional lost wound.

We recommend placing a Grot Oiler model next to the unit as a reminder, removing it once this ability has been used (a Grot Oiler does not count as a model for any rules purposes).
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 grot oiler.
ABILITIES
ABILITIES
’Ere We Go, Waaagh!
Big Mekaniak: At the end of your Movement phase, this model can repair one friendly VEHICLE model within 3" of it. That VEHICLE model regains up to D3 lost wounds. Each model can only be repaired once per turn.
FACTION KEYWORDS: ORK,
KEYWORDS: CHARACTER, INFANTRY, BIG MEK, SHOKK ATTACK GUN


5

Boss Snikrot

NoNAME  M WS BS S T W A Ld Sv Base
95
Boss Snikrot (base: 40mm)
1
95
Boss Snikrot
6" 2+ 5+ 6 6 6 6 7 6+ 40mm
Boss Snikrot is equipped with: Mork’s Teeth; stikkbombs. Your army can only include one BOSS SNIKROT model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Mork’s Teeth
Mork’s Teeth
Melee
Melee
User
-2
2
-
Stikkbombz
Stikkbombz
8"
Grenade D6
3
0
1
Blast
Blast
ABILITIES
ABILITIES
’Ere We Go, Waaagh!
Kunnin’ Infiltrator: During deployment, when you set up this model, it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.
Terrifying Killer (Aura): While an enemy unit is within 6" of this model, subtract 2 from the Leadership characteristic of models in that unit.
Dead Tough: This model has a 5+ invulnerable save.
Throat Slitta: Each time this model makes an attack, if it is within 1" of a terrain feature, add 1 to that attack’s wound roll.
Red Skull Kommandos (Aura): While a friendly BLOOD AXES KOMMANDOS unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.
Sneakiest Git: Each time an attack is allocated to this model while it is receiving the benefits of cover, add an additional 2 to any armour saving throw made against that attack.
WARLORD TRAIT!
WARLORD TRAIT!
Brutal but Kunnin’: Each time this WARLORD fights, if all of its attacks target one enemy unit, after resolving all of those attacks, it can make a number of additional attacks against that enemy unit equal to the number of attacks that did not reach the Inflict Damage step of the attack sequence during that fight.
FACTION KEYWORDS: ORK, BLOOD AXES
KEYWORDS: CHARACTER, INFANTRY, KOMMANDO, BOSS SNIKROT


6

Boss Zagstruk

NoNAME  M WS BS S T W A Ld Sv Base
110
Boss Zagstruk (base: 40mm)
1
110
Boss Zagstruk
12" 2+ 5+ 6 6 6 6 7 4+ 40mm
Boss Zagstruk is equipped with: blitz missiles; slugga; choppa; Da Vulcha’s Klaws. Your army can only include one BOSS ZAGSTRUK model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Blitz missiles
Blitz missiles
18"
Assault D3
6
-1
D3
Blast
Blast
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Choppa
Choppa
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Da Vulcha’s Klaws
Da Vulcha’s Klaws
Melee
Melee
+2
-3
2
-
ABILITIES
ABILITIES
’Ere We Go, Waaagh!
Full Throttle: Each time 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 and roll one D6: on a 1, this model suffers 1 mortal wound.
Cybork Body: Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost.
Drill Boss (Aura): While a friendly GOFF STORMBOYZ unit is within 6" of this model, each time a Morale test is failed for that unit, until the end of the phase, halve the number of models that flee that unit due to failed Combat Attrition tests (rounding fractions down).
Stormboyz Strike: During deployment, you can set up this model high in the skies instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
WARLORD TRAIT!
WARLORD TRAIT!
Big Gob: Add 3" to the range of this WARLORD’s aura abilities (to a maximum of 9").
FACTION KEYWORDS: ORK, GOFFS
KEYWORDS: CHARACTER, INFANTRY, STORMBOY, JUMP PACK, FLY, BOSS ZAGSTRUK


6

Deffkilla Wartrike

NoNAME  M WS BS S T W A Ld Sv Base
120
Deffkilla Wartrike (base: 150 x 95mm)
1
120
Deffkilla Wartrike
14" 2+ 5+ 5 6 8 5 7 4+ 150 x 95mm
A Deffkilla Wartrike is equipped with: killa jet; 3 twin boomstikks; snagga klaw.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Killa jet
Before selecting targets, select one of the profiles below to make attacks with.
Killa jet
Before selecting targets, select one of the profiles below to make attacks with.
 - Burna
 - Burna
12"
Assault D6
5
-1
1
Each time an attack is made with this weapon profile, that attack automatically hits the target.
Each time an attack is made with this weapon profile, that attack automatically hits the target.
 - Cutta
 - Cutta
12"
Assault 2
8
-4
D6
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
Twin boomstikk
Twin boomstikk
12"
Assault 2
5
0
1
-
Snagga klaw
Snagga klaw
Melee
Melee
+2
-2
2
Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time an attack is made with this weapon, you can re-roll the wound roll.
ABILITIES
ABILITIES
’Ere We Go, Ramshackle, Waaagh!
Big Red Button: Each time 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.
Dead Tough: This model has a 5+ invulnerable save.
Fuel-mixa Grot: Once per battle, when this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 9" to the Move characteristic of this model.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
FACTION KEYWORDS: ORK,
KEYWORDS: CHARACTER, VEHICLE, SPEED FREEKS, SPEEDBOSS, DEFFKILLA WARTRIKE


15

Ghazghkull Thraka

NoNAME  M WS BS S T W! A Ld Sv Base
300
Ghazghkull Thraka (base: 80mm)
1
300
Ghazghkull Thraka
7" 2+ 5+ 7 7 7-12 5 8 2+ 80mm
6" 2+ 5+ 6 7 4-6 6 8 2+
5" 2+ 5+ 5 7 1-3 7 8 2+
Ghazghkull Thraka is equipped with: Mork’s Roar; Gork’s Klaw; stikkbombs. Your army can only include one GHAZGHKULL THRAKA model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Mork’s Roar
Mork’s Roar
36"
Dakka 16/12
5
-1
1
-
Gork’s Klaw
Gork’s Klaw
Melee
Melee
x2
-4
4
-
Stikkbombz
Stikkbombz
8"
Grenade D6
3
0
1
Blast
Blast
ABILITIES
ABILITIES
’Ere We Go, Waaagh!
Goffs is da Best (Aura): While a friendly GOFF CORE or GOFF CHARACTER, unit is within 6" of this model, each time a model in that unit makes a melee attack, you can re-roll the hit roll.
Grand Warlord: If this model is included in your army, it must be your WARLORD.
Da Boss is Watchin’ (Aura): While a friendly ORKS unit is within 6" of this model, each time a Combat Attrition test is taken for that unit, ignore any or all modifiers.
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.
WARLORD TRAIT!
WARLORD TRAIT!
Proper Killy:
  • Add 1 to this WARLORD’s Attacks characteristic.
  • Each time this WARLORD makes a melee attack, improve the Armour Penetration characteristic of that attack by 1.
FACTION KEYWORDS: ORK, GOFFS
KEYWORDS: CHARACTER, MONSTER, SUPREME COMMANDER, WARBOSS, GHAZGHKULL THRAKA


5

Kaptin Badrukk

NoNAME  M WS BS S T W A Ld Sv Base
95
Kaptin Badrukk (base: 40mm)
1
95
Kaptin Badrukk
5" 2+ 4+ 5 6 6 5 8 3+ 40mm
Kaptin Badrukk is equipped with: Da Rippa; slugga; choppa; stikkbombs. Your army can only include one KAPTIN BADRUKK model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Da Rippa
Before selecting targets, select one of the profiles below to make attacks with.
Da Rippa
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
24"
Heavy 3
7
-3
2
-
 - Supercharge
 - Supercharge
24"
Heavy 3
8
-3
3
Each time the bearer shoots, if any unmodified hit rolls of 1 are made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Each time the bearer shoots, if any unmodified hit rolls of 1 are made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Choppa
Choppa
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Stikkbombz
Stikkbombz
8"
Grenade D6
3
0
1
Blast
Blast
OTHER WARGEAR
ABILITIES 
+5
Ammo runt
Once per battle, when the bearer makes a ranged attack, you can re-roll the hit roll.

We recommend placing an Ammo Runt model next to the unit as a reminder, removing it once this ability has been used (an Ammo Runt does not count as a model for any rules purposes).
+5
Ammo runt
Once per battle, when the bearer makes a ranged attack, you can re-roll the hit roll.

We recommend placing an Ammo Runt model next to the unit as a reminder, removing it once this ability has been used (an Ammo Runt does not count as a model for any rules purposes).
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 ammo runt.
ABILITIES
ABILITIES
’Ere We Go, Waaagh!
Goldtoof Armour: This model has a 4+ invulnerable save.
Flashiest Gitz (Aura): While a friendly FLASH GITZ unit within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
WARLORD TRAIT!
WARLORD TRAIT!
Killa Reputation (Aura):
  • While an enemy unit is within 3" of this model, subtract 1 from the Leadership characteristic of models in that unit, and each time a Combat Attrition test is taken for that unit, subtract 1 from that Combat Attrition test.
  • While a friendly FREEBOOTERZ unit is within 6" of this model, add 1 to the Leadership characteristic of models in that unit.
FACTION KEYWORDS: ORK, FREEBOOTERZ
KEYWORDS: CHARACTER, INFANTRY, WARBOSS, FLASH GITZ, KAPTIN BADRUKK


3

Makari

NoNAME  M WS BS S T W A Ld Sv Base
55
Makari (base: 25mm)
1
55
Makari
5" 4+ 4+ 3 3 4 2 6 6+ 25mm
Makari is equipped with: Makari’s stabba. Your army can only include one MAKARI model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Makari’s stabba
Makari’s stabba
Melee
Melee
User
0
1
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target and the attack sequence ends.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target and the attack sequence ends.
ABILITIES
ABILITIES
Waaagh!
Ghazghkull’s Waaagh! Banner (Aura): While a friendly GOFF ORKS unit is within 3" of this model, and this model is within 3" of a friendly GHAZGHKULL THRAKA unit, each time a model in that friendly GOFF ORKS unit would lose a wound, roll one D6: on a 6, that wound is not lost.
Keep up!: While this model is within 3" of a friendly GHAZGHKULL THRAKA unit, add 2" to this model’s Move characteristic.
Suspiciously Lucky: This model has a 2+ invulnerable save. If an invulnerable save made for this model is failed, this ability has no effect for the rest of the battle.
Accidental Figurehead (Aura): While a friendly GOFF GRETCHIN unit is within 12" of this model, models in that unit can use this model’s Leadership characteristic instead of their own.
Da Boss’ Best Grot: If your army is Battle-forged, then if GHAZGHKULL THRAKA is included in a Detachment, MAKARI can be included in that Detachment without taking up an additional Battlefield Role slot.
WARLORD TRAIT!
WARLORD TRAIT!
Follow Me Ladz (Aura): If this WARLORD has made a charge move this turn, until the end of the turn, each time a friendly ORKS unit declares a charge against an enemy unit that is within Engagement Range of this WARLORD, add 1 to the charge roll for that unit.
FACTION KEYWORDS: ORK, GOFFS
KEYWORDS: CHARACTER, INFANTRY, GRETCHIN, MAKARI


9

Mozrog Skragbad

NoNAME  M WS BS S T W A Ld Sv Base
170
Mozrog Skragbad (base: 80mm)
1
170
Mozrog Skragbad
10" 2+ 5+ 6 7 9 6 8 3+ 80mm
Mozrog Skragbad is equipped with: thump gun; Gutrippa; Big Chompa’s jaws. Your army can only include one MOZROG SKRAGBAD model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Thump gun
Thump gun
18"
Assault D3
6
-1
D3
Blast
Blast
Big Chompa’s jaws
Big Chompa’s jaws
Melee
Melee
7
-3
3
Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 4 mortal wounds on the target and the attack sequence ends.
Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 4 mortal wounds on the target and the attack sequence ends.
Gutrippa
Gutrippa
Melee
Melee
+1
-2
3
-
ABILITIES
ABILITIES
Beast Snagga, ’Ere We Go, Waaagh!
Tougher than a Rok Squig: This model has a 4+ invulnerable save.
Thick Hide: Each time an attack is allocated this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Beastboss (Aura): While a friendly SNAKEBITE BEAST SNAGGA CORE or SNAKEBITE BEAST SNAGGA CHARACTER unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.
WARLORD TRAIT!
WARLORD TRAIT!
Surly as a Squiggoth: The first time this WARLORD is destroyed, you can choose to roll one D6 at the end of the phase instead of using any rules that are triggered when a model is destroyed (e.g. the Orks is Never Beaten Stratagem). If you do so, then on a 4+, set this WARLORD back up on the battlefield as close as possible to where they were destroyed and not within Engagement Range of any enemy models, with D3 wounds remaining.
FACTION KEYWORDS: ORK, SNAKEBITES
KEYWORDS: CHARACTER, CAVALRY, SQUIG, WARBOSS, BEAST SNAGGA, BEASTBOSS, MOZROG SKRAGBAD


5

Painboss

NoNAME  M WS BS S T W A Ld Sv Base
80
Painboss (base: 40mm)
1
80
Painboss
7" 3+ 5+ 5 5 5 4 8 4+ 40mm
A Painboss is equipped with: power snappa.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Beast Snagga klaw
+5
Beast Snagga klaw
Melee
Melee
+4
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Power snappa
Power snappa
Melee
Melee
+2
-2
2
-
OTHER WARGEAR
ABILITIES 
+5
Grot Orderly
Once per battle, if a 1 is rolled when using the bearer’s Sawbonez ability you can re-roll the dice.

We recommend placing a Grot Orderly model next to the unit os a reminder, removing it once this ability has been used (a Grot Orderly does not count as a model for any rules purposes).
+5
Grot Orderly
Once per battle, if a 1 is rolled when using the bearer’s Sawbonez ability you can re-roll the dice.

We recommend placing a Grot Orderly model next to the unit os a reminder, removing it once this ability has been used (a Grot Orderly does not count as a model for any rules purposes).
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s power snappa can be replaced with 1 Beast Snagga klaw.
 • This model can be equipped with 1 grot orderly.
ABILITIES
ABILITIES
Beast Snagga, ’Ere We Go, Waaagh!
Dok’s Tools (Aura): While a friendly INFANTRY, BIKER or CAVALRY unit is within 3" of this model, each time a model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost.
Sawbonez: At the end of your Movement phase, this model can heal one friendly BEAST SNAGGA INFANTRY, BIKER or BEAST SNAGGA CAVALRY model whose unit is within 3" of it. If you do so, roll one D6: on a 1, that model suffers 1 mortal wound. On a 2+, that model regains up to 2 lost wounds. Each model can only be healed once per turn.
FACTION KEYWORDS: ORK,
KEYWORDS: CHARACTER, INFANTRY, BEAST SNAGGA, PAINBOY, PAINBOSS


5

Warboss

NoNAME  M WS BS S T W A Ld Sv Base
90
Warboss (base: 40mm)
1
90
Warboss
5" 2+ 5+ 6 6 6 5 8 4+ 40mm
A Warboss is equipped with: big choppa; kombi-rokkit; 2 sluggas; stikkbombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Kombi-rokkit
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
Kombi-rokkit
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Rokkit
 - Rokkit
24"
Heavy D3
8
-2
3
Blast
Blast
 - Shoota
 - Shoota
18"
Dakka 3/2
4
0
1
-
Kombi-skorcha
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
Kombi-skorcha
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Skorcha
 - Skorcha
12"
Assault D6
5
-1
1
Each time an attack is made with this weapon profile, that attack automatically hits the target.
Each time an attack is made with this weapon profile, that attack automatically hits the target.
 - Shoota
 - Shoota
18"
Dakka 3/2
4
0
1
-
Kustom shoota
Kustom shoota
18"
Dakka 6/4
4
0
1
-
+5
Attack squig
+5
Attack squig
Melee
Melee
4
-1
1
Each time the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.
Each time the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.
Big choppa
Big choppa
Melee
Melee
+2
-1
2
-
+10
Power klaw
+10
Power klaw
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Stikkbombz
Stikkbombz
8"
Grenade D6
3
0
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s kombi-rokkit can be replaced with one of the following: 1 kombi-skorcha; 1 kustom shoota.
 • This model’s big choppa can be replaced with 1 power klaw.
 • This model can be equipped with 1 attack squig.
ABILITIES
ABILITIES
’Ere We Go, Waaagh!
Dead Tough: This model has a 5+ invulnerable save.
Warboss (Aura): While a friendly CORE or CHARACTER unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.
FACTION KEYWORDS: ORK,
KEYWORDS: CHARACTER, INFANTRY, WARBOSS


6

Warboss in Mega Armour

NoNAME  M WS BS S T W A Ld Sv Base
115
Warboss in Mega Armour (base: 50mm)
1
115
Warboss in Mega Armour
5" 2+ 5+ 6 6 7 5 8 2+ 50mm
A Warboss in Mega Armour is equipped with: big shoota; ’uge choppa.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Big shoota
Big shoota
36"
Dakka 5/3
5
0
1
-
’Uge choppa
’Uge choppa
Melee
Melee
+3
-3
2
-
ABILITIES
ABILITIES
’Ere We Go, Waaagh!
Dead Tough: This model has a 5+ invulnerable save.
Grot Gunner: Each time this model makes an attack with a big shoota, or a Relic that replaces this model’s big shoota, add 1 to that attack’s hit roll.
Warboss (Aura): While a friendly CORE or CHARACTER unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.
FACTION KEYWORDS: ORK,
KEYWORDS: CHARACTER, INFANTRY, MEGA ARMOUR, WARBOSS


4

Weirdboy

NoNAME  M WS BS S T W A Ld Sv Base
70
Weirdboy (base: 40mm)
1
70
Weirdboy
5" 3+ 5+ 5 5 5 3 6 6+ 40mm
A Weirdboy is equipped with: Weirdboy staff.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Weirdboy staff
Weirdboy staff
Melee
Melee
+3
-1
D3
-
ABILITIES
ABILITIES
’Ere We Go, Waaagh!
Waaagh! Energy: While there are 20 or more ORKS models (excluding GRETCHIN) within 12" of this model, this model can attempt to manifest one additional psychic power in your Psychic phase.
PSYKER
PSYKER
This model can attempt to manifest one psychic power in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and two psychic powers from the Power of the Waaagh! discipline.
FACTION KEYWORDS: ORK,
KEYWORDS: CHARACTER, INFANTRY, PSYKER, WEIRDBOY


4

Wurrboy

NoNAME  M WS BS S T W A Ld Sv Base
70
Wurrboy (base: 32mm)
1
70
Wurrboy
5" 3+ 5+ 5 5 5 3 6 6+ 32mm
A Wurrboy is equipped with: Eyez of Mork.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Eyez of Mork
Eyez of Mork
12"
Assault 2
6
-3
D3
-
ABILITIES
ABILITIES
Beast Snagga, ’Ere We Go, Waaagh!
Waaagh! Energy: While there are 20 or more ORKS models (excluding GRETCHIN) within 12" of this model, this model can attempt to manifest one additional psychic power in your Psychic phase.
PSYKER
PSYKER
This model can attempt to manifest one psychic power in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and two psychic powers from the Beasthead discipline.
FACTION KEYWORDS: ORK,
KEYWORDS: CHARACTER, INFANTRY, PSYKER, BEAST SNAGGA, WEIRDBOY, WURRBOY


4

Zodgrod Wortsnagga

NoNAME  M WS BS S T W A Ld Sv Base
65
Zodgrod Wortsnagga (base: 50mm)
1
65
Zodgrod Wortsnagga
5" 2+ 5+ 5 5 6 4 7 6+ 50mm
Zodgrod Wortsnagga is equipped with: slugga; Da Grabzappa. Your army can only include one ZODGROD WORTSNAGGA model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Da Grabzappa
Da Grabzappa
Melee
Melee
+2
-3
2
-
ABILITIES
ABILITIES
Beast Snagga, ’Ere We Go, Waaagh!
Squigstoppa: At the start of the Fight phase you can select one enemy MONSTER unit that is within 6" of this model and roll one D6: on a 2+, that unit is not eligible to fight this phase until after all eligible units from your army have done so.
Super Runts: At the start of the first battle round select one GRETCHIN CORE unit from your army to be Zodgrod’s super runts. Each time a model in that unit makes an attack, add 1 to that attack’s hit roll. That unit can shoot while performing an action without that action failing.
WARLORD TRAIT!
WARLORD TRAIT!
Beastgob (Aura): While a friendly SQUIG unit is within 6" of this WARLORD, each time a model in that unit makes a melee attack with squighog jaws, smasha squig jaws or a squigosaur’s jaws, add 1 to that attack’s Damage characteristic.
FACTION KEYWORDS: ORK, SNAKEBITES
KEYWORDS: CHARACTER, INFANTRY, BEAST SNAGGA, RUNTHERD, ZODGROD WORTSNAGGA


4

Goff Rokker

NoNAME  M WS BS S T W A Ld Sv Base
Goff Rokker (base: 25mm)
1Goff Rokker 5" 3+ 5+ 5 4 4 3 6 4+ 25mm
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 Weapons
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, GOFFS
KEYWORDS: CHARACTER, INFANTRY, NOB, GOFF ROKKER


4

Grukk Face-rippa

NoNAME  M WS BS S T W A Ld Sv Base
Grukk Face-rippa (base: 40mm)
1Grukk Face-rippa 5" 2+ 5+ 6 5 7 5 8 4+ 40mm
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-rokkit
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
Kombi-rokkit
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Rokkit
 - Rokkit
24"
Heavy D3
8
-2
3
Blast
Blast
 - Shoota
 - Shoota
18"
Dakka 3/2
4
0
1
-
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Attack squig
Attack squig
Melee
Melee
4
-1
1
Each time the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.
Each time the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.
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.
Stikkbombz
Stikkbombz
8"
Grenade D6
3
0
1
Blast
Blast
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka Weapons
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, GOFFS
KEYWORDS: CHARACTER, INFANTRY, WARBOSS, GRUKK FACE-RIPPA


8

Skrak’s Skull-Nobz

NoNAME  M WS BS S T W A Ld Sv Base
Skull-Nob (base: 32mm)
4‑9Skull-Nob 5" 2+ 5+ 5 4 2 3 6 4+ 32mm
Skrak Head-smasha (base: 32mm)
1Skrak Head-smasha 5" 2+ 5+ 5 4 3 3 7 4+ 32mm
Ammo Runt (base: 25mm)
0‑2Ammo Runt 5" 5+ 4+ 2 2 1 1 4 6+ 25mm
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
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
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.
Stikkbombz
Stikkbombz
8"
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 Weapons
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, GOFFS
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 Base
Mek Boss Buzzgob (base: 40mm)
1Mek Boss Buzzgob 5" 3+ 4+ 5 5 6 4 8 4+ 40mm
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.
Stikkbombz
Stikkbombz
8"
Grenade D6
3
0
1
Blast
Blast
ABILITIES
ABILITIES
’Ere We Go, Waaagh!
Nitnuckle and Lunk: Once per turn, when Mek Boss Buzzgob uses the Mekaniak Boss ability to repair a GOFF VEHICLE model, you can choose for his grot underlings to help. If you do so, that GOFF VEHICLE model can regain 1 additional lost wound. You can only use this ability twice per battle.

We recommend placing two Grot Oiler models next to this Mek Boss Buzzgob model as a reminder, removing one each time this ability has been used (a Grot Oiler model does not count as a model for any rules purposes).
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, GOFFS
KEYWORDS: INFANTRY, CHARACTER, BIG MEK, MEK BOSS BUZZGOB


6

Warboss on Warbike

NoNAME  M WS BS S T W A Ld Sv Base
115
Warboss on Warbike (base: 100 x 40mm)
1
115
Warboss on Warbike
14" 2+ 5+ 6 7 7 5 8 4+ 100 x 40mm
A Warboss on Warbike is equipped with: 2 dakkaguns; killsaw.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Dakkagun
Dakkagun
18"
Dakka 5/3
5
0
1
-
Big choppa
Big choppa
Melee
Melee
+2
-1
2
-
Killsaw
Killsaw
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon.
Power klaw
Power klaw
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
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, Waaagh!
Big Red Button: Each time 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.
Dead Tough: This model has a 5+ invulnerable save.
FACTION KEYWORDS: ORK,
KEYWORDS: BIKER, CHARACTER, SPEED FREEKS, SPEEDBOSS


4

Big Mek

NoNAME  M WS BS S T W A Ld Sv Base
55
Big Mek (base: 32mm)
1
55
Big Mek
5" 3+ 5+ 5 4 4 3 7 4+ 32mm
4
Grot Oiler (base: 25mm)
0‑1
4
Grot Oiler
5" 5+ 4+ 2 2 1 1 4 6+ 25mm
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
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+10
Killsaw
+10
Killsaw
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon.
Stikkbombz
Stikkbombz
8"
Grenade D6
3
0
1
Blast
Blast
OTHER WARGEAR
ABILITIES 
Grot oiler
Once per battle, when the bearer repairs a VEHICLE model, that model can regain 1 additional lost wound.

We recommend placing a Grot Oiler model next to the unit as a reminder, removing it once this ability has been used (a Grot Oiler does not count as a model for any rules purposes).
Grot oiler
Once per battle, when the bearer repairs a VEHICLE model, that model can regain 1 additional lost wound.

We recommend placing a Grot Oiler model next to the unit as a reminder, removing it once this ability has been used (a Grot Oiler does not count as a model for any rules purposes).
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 Weapons
Big Mekaniak: At the end of your Movement phase, this model can repair one friendly VEHICLE model within 3" of it. That VEHICLE model regains up to D3 lost wounds. Each model can only be repaired once per turn.
FACTION KEYWORDS: ORK,
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 Base
81
Big Mek on Warbike (base: 90 x 52mm)
1
81
Big Mek on Warbike
14" 3+ 5+ 5 5 5 3 7 4+ 90 x 52mm
A Big Mek on Warbike is a single model equipped with: 2 dakkaguns; slugga; choppa; stikkbombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Dakkagun
Dakkagun
18"
Dakka 5/3
5
0
1
-
Shokk attack gun
Shokk attack gun
60"
Heavy D6
*
-5
D6
Blast. Each time this weapon is selected to shoot with, roll 2D6 to determine the Strength of all its attacks: on an 11+, each successful hit inflicts D3 mortal wounds on the target in addition to any normal damage.
Blast. Each time this weapon is selected to shoot with, roll 2D6 to determine the Strength of all its attacks: on an 11+, each successful hit inflicts D3 mortal wounds on the target in addition to any normal damage.
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Choppa
Choppa
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+10
Killsaw
+10
Killsaw
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon.
Stikkbombz
Stikkbombz
8"
Grenade D6
3
0
1
Blast
Blast
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 Weapons
Big Mekaniak: At the end of your Movement phase, this model can repair one friendly VEHICLE model within 3" of it. That VEHICLE model regains up to D3 lost wounds. Each model can only be repaired once per turn.
Kustom Force Field:
+20
If this model is equipped with a kustom force field, models in friendly ORK units have a 5+ invulnerable save against attacks made with ranged weapons whilst their unit is wholly within 9" of this model. In addition, if this model is equipped with a kustom force field and is embarked within a TRANSPORT model, that TRANSPORT model has a 5+ invulnerable save against attacks made with ranged weapons.
FACTION KEYWORDS: ORK,
KEYWORDS: BIKER, CHARACTER, SPEED FREEKS, BIG MEK


6

Zhadsnark da Ripper

NoNAME  M WS BS S T W A Ld Sv Base
120
Zhadsnark da Ripper (base: 100 x 40mm)
1
120
Zhadsnark da Ripper
14" 2+ 5+ 6 6 7 5 8 4+ 100 x 40mm
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
-
Big shoota
Big shoota
36"
Dakka 5/3
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.
Stikkbombz
Stikkbombz
8"
Grenade D6
3
0
1
Blast
Blast
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka Weapons
Breakin’ Heads: If a <CLAN> unit fails a Morale test while it is within 3" of a friendly 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 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


5

Beast Snagga Boyz

NoNAME  M WS BS S T W A Ld Sv Base
11
Beast Snagga Boy (base: 32mm)
9‑19
11
Beast Snagga Boy
5" 3+ 5+ 5 5 1 2 6 6+ 32mm
11
Beast Snagga Nob (base: 32mm)
1
11
Beast Snagga Nob
5" 3+ 5+ 5 5 2 3 7 6+ 32mm
If this unit contains 11 or more models, it has Power Rating 10. The Beast Snagga Nob is equipped with: slugga; power snappa. Every Beast Snagga Boy is equipped with: slugga; choppa.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Slugga
Slugga
12"
Pistol 1
4
0
1
-
+5
Thump gun
+5
Thump gun
18"
Assault D3
6
-1
D3
Blast
Blast
Choppa
Choppa
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Power snappa
Power snappa
Melee
Melee
+2
-2
2
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • For every 10 models this unit contains, 1 Beast Snagga Boy’s choppa and slugga can be replaced with 1 thump gun.
ABILITIES
ABILITIES
Beast Snagga, ’Ere We Go, Mob Rule, Waaagh!
FACTION KEYWORDS: ORK,
KEYWORDS: INFANTRY, MOB, CORE, BEAST SNAGGA, BEAST SNAGGA BOYZ


5

Boyz

NoNAME  M WS BS S T W A Ld Sv Base
9
Ork Boy (base: 32mm)
9‑29
9
Ork Boy
5" 3+ 5+ 4 5 1 2 6 6+ 32mm
9
Boss Nob (base: 32mm)
1
9
Boss Nob
5" 3+ 5+ 5 5 2 3 7 6+ 32mm
If this unit contains 11 or more models, it has Power Rating 10. If this unit contains 21 or more models, it has Power Rating 15. Every model is equipped with: slugga; choppa; stikkbombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Slugga
Slugga
12"
Pistol 1
4
0
1
-
+5
Big shoota
+5
Big shoota
36"
Dakka 5/3
5
0
1
-
+10
Kombi-rokkit
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+10
Kombi-rokkit
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Rokkit
 - Rokkit
24"
Heavy D3
8
-2
3
Blast
Blast
 - Shoota
 - Shoota
18"
Dakka 3/2
4
0
1
-
+10
Kombi-skorcha
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+10
Kombi-skorcha
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Skorcha
 - Skorcha
12"
Assault D6
5
-1
1
Each time an attack is made with this weapon profile, that attack automatically hits the target.
Each time an attack is made with this weapon profile, that attack automatically hits the target.
 - Shoota
 - Shoota
18"
Dakka 3/2
4
0
1
-
+10
Rokkit launcha
+10
Rokkit launcha
24"
Heavy D3
8
-2
3
Blast
Blast
Shoota
Shoota
18"
Dakka 3/2
4
0
1
-
+5
Big choppa
+5
Big choppa
Melee
Melee
+2
-1
2
-
Choppa
Choppa
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+10
Killsaw
+10
Killsaw
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon.
+10
Power klaw
+10
Power klaw
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
+5
Power stabba
+5
Power stabba
Melee
Melee
User
-2
1
-
Stikkbombz
Stikkbombz
8"
Grenade D6
3
0
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any Ork Boy’s slugga and choppa can be replaced with 1 shoota.
 • For every 10 models this unit contains, 1 Ork Boy’s choppa and slugga can be replaced with one of the following: 1 big shoota; 1 rokkit launcha.
 • The Boss Nob’s slugga and choppa can be replaced with two of the following: 1 big choppa; 1 choppa; 1 killsaw; 1 power klaw; 1 power stabba; 1 slugga.
 • The Boss Nob’s slugga and choppa can be replaced with one of the following: 1 kombi-rokkit; 1 kombi-skorcha.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Waaagh!
FACTION KEYWORDS: ORK,
KEYWORDS: INFANTRY, MOB, CORE, TANKBUSTA BOMBS, BOYZ


2

Gretchin

NoNAME  M WS BS S T W A Ld Sv Base
5
Gretchin (base: 25mm)
10‑30
5
Gretchin
5" 5+ 4+ 2 3 1 1 4 7+ 25mm
If this unit contains 11 or more models, it has Power Rating 4. If this unit contains 21 or more models, it has Power Rating 6. Every model is equipped with: grot blasta.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Grot blasta
Grot blasta
12"
Pistol 1
3
0
1
-
ABILITIES
ABILITIES
Waaagh!
Cowardly: Unless a friendly RUNTHERD model is within 6" of this unit, each time a model in this unit makes a Combat Attrition test, subtract 1 from the result.
Diminutive: 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.
FACTION KEYWORDS: ORK,
KEYWORDS: INFANTRY, CORE, GRETCHIN


Dedicated Transport


4

Trukk

NoNAME  M WS BS S T W! A Ld Sv Base
70
Trukk (base: Use model)
1
70
Trukk
12" 5+ 5+ 6 6 6-10 3 6 4+ Use model
8" 5+ 5+ 5 6 3-5 D3 6 4+
6" 5+ 5+ 4 6 1-2 1 6 4+
A Trukk is equipped with: big shoota.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Big shoota
Big shoota
36"
Dakka 5/3
5
0
1
-
+5
Grabbin’ klaw
+5
Grabbin’ klaw
Melee
Melee
User
-3
2
Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon.
+5
Wreckin’ ball
+5
Wreckin’ ball
Melee
Melee
+2
-1
2
Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following: 1 grabbin’ klaw; 1 wreckin’ ball.
ABILITIES
ABILITIES
’Ere We Go, Ramshackle, Waaagh!
Open-topped: In your Shooting phase, units embarked within this transport can be selected to shoot with; measure distances and draw line of sight from any point on this transport when doing so. If this transport made a Normal Move, Advanced or Fell Back this turn, embarked units are considered to have done the same. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, except with Pistols.
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 D3 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 12 FLASH GITZ, SPECIALIST MOB INFANTRY or INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models.
FACTION KEYWORDS: ORK,
KEYWORDS: VEHICLE, TRANSPORT, TRUKK


Elites


3

Burna Boyz

NoNAME  M WS BS S T W A Ld Sv Base
11
Burna Boy (base: 32mm)
4‑12
11
Burna Boy
5" 3+ 5+ 4 5 1 2 6 6+ 32mm
11
Spanner (base: 32mm)
1‑3
11
Spanner
5" 3+ 5+ 4 5 1 2 6 6+ 32mm
This unit must contain 1 Spanner for every 4 Burna Boyz it contains. If this unit contains 6 or more models, it has Power Rating 6. If this unit contains 11 or more models, it has Power Rating 9. Every Spanner is equipped with: big shoota. Every Burna Boy is equipped with: burna.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Big shoota
Big shoota
36"
Dakka 5/3
5
0
1
-
Burna
Burna
12"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+5
Kustom mega-blasta
+5
Kustom mega-blasta
24"
Assault D3
8
-3
D6
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
+5
Rokkit launcha
+5
Rokkit launcha
24"
Heavy D3
8
-2
3
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of Spanners can each have their big shoota replaced with one of the following: 1 kustom mega-blasta; 1 rokkit launcha.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Waaagh!
Pyromaniaks: If an enemy unit is destroyed by an attack made with a burna by this unit, until your next turn, each time a Morale test is taken for this unit, it is automatically passed.
Mekaniak: At the end of your Movement phase, each Spanner model can repair one friendly VEHICLE model within 3" of it. That VEHICLE model regains 1 lost wound. Each model can only be repaired once per turn.
FACTION KEYWORDS: ORK,
KEYWORDS: INFANTRY, MOB, CORE, BURNA BOYZ


4

Kommandos

NoNAME  M WS BS S T W A Ld Sv Base
10
Kommando (base: 32mm)
4‑14
10
Kommando
6" 3+ 5+ 4 5 1 2 6 6+ 32mm
10
Boss Nob (base: 32mm)
1
10
Boss Nob
6" 3+ 5+ 5 5 2 3 7 6+ 32mm
If this unit contains 6 or more models, it has Power Rating 8. If this unit contains 11 or more models, it has Power Rating 12. Every model is equipped with: slugga; choppa; stikkbombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Shokka pistol
+5
Shokka pistol
6"
Pistol D3
6
-1
1
Blast. Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of D3.
Blast. Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of D3.
Slugga
Slugga
12"
Pistol 1
4
0
1
-
+5
Big shoota
+5
Big shoota
36"
Dakka 5/3
5
0
1
-
+5
Burna
+5
Burna
12"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+5
Kustom shoota
+5
Kustom shoota
18"
Dakka 6/4
4
0
1
-
+10
Rokkit launcha
+10
Rokkit launcha
24"
Heavy D3
8
-2
3
Blast
Blast
+5
Big choppa
+5
Big choppa
Melee
Melee
+2
-1
2
-
+5
Breacha ram
+5
Breacha ram
Melee
Melee
+2
-2
2
Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack.
Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack.
Choppa
Choppa
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+5
Power klaw
+5
Power klaw
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Stikkbombz
Stikkbombz
8"
Grenade D6
3
0
1
Blast
Blast
OTHER WARGEAR
ABILITIES 
+5
Bomb squig
Once per turn, when a unit with a bomb squig is selected to shoot or fire Overwatch, if it has any bomb squigs remaining, the unit can release one. When it does so, you can select one enemy unit (excluding AIRCRAFT) that is within 12" of the unit with a bomb squig (when firing Overwatch this must be the charging unit) and roll one D6, adding 1 to the result if that enemy unit is a VEHICLE: on a 3+, that enemy unit suffers D3 mortal wounds. The number of bomb squigs the unit is equipped with is then reduced by 1.

We recommend placing a Bomb Squig model next to the unit for each bomb squig it is equipped with as a reminder, removing one each time this ability is used (a Bomb Squig does not count as a model for any rules purposes).
+5
Bomb squig
Once per turn, when a unit with a bomb squig is selected to shoot or fire Overwatch, if it has any bomb squigs remaining, the unit can release one. When it does so, you can select one enemy unit (excluding AIRCRAFT) that is within 12" of the unit with a bomb squig (when firing Overwatch this must be the charging unit) and roll one D6, adding 1 to the result if that enemy unit is a VEHICLE: on a 3+, that enemy unit suffers D3 mortal wounds. The number of bomb squigs the unit is equipped with is then reduced by 1.

We recommend placing a Bomb Squig model next to the unit for each bomb squig it is equipped with as a reminder, removing one each time this ability is used (a Bomb Squig does not count as a model for any rules purposes).
+10
Distraction grot
Once per battle, when the bearer is selected to fight, you can treat models in this unit as if they are within 1" of a terrain feature.

We recommend placing a Distraction Grot model next to the unit as a reminder, removing it once this ability has been used (a Distraction Grot does not count as a model for any rules purposes).
+10
Distraction grot
Once per battle, when the bearer is selected to fight, you can treat models in this unit as if they are within 1" of a terrain feature.

We recommend placing a Distraction Grot model next to the unit as a reminder, removing it once this ability has been used (a Distraction Grot does not count as a model for any rules purposes).
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Boss Nob’s choppa can be replaced with one of the following: 1 big choppa; 1 power klaw.
 • For every 10 models this unit contains, 1 Kommando s slugga and choppa can be replaced with 1 big shoota.
 • For every 10 models this unit contains, 1 Kommando’s slugga and choppa can be replaced with 1 breacha ram.
 • For every 10 models this unit contains, 1 Kommando’s slugga can be replaced with 1 shokka pistol.
 • For every 10 models this unit contains, 1 Kommando’s slugga and choppa can be replaced with 1 burna.
 • For every 10 models this unit contains, 1 Kommando’s slugga and choppa can be replaced with 1 kustom shoota.
 • For every 10 models this unit contains, 1 Kommando’s slugga and choppa can be replaced with 1 rokkit launcha.
 • For every 10 models this unit contains, this unit can be equipped with 1 bomb squig.
 • For every 10 models this unit contains, this unit can be equipped with 1 distraction grot.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Waaagh!
Kunnin’ Infiltrators: During deployment, when you set up this unit it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.
Sneaky Gitz: Each time an attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 2 to any armour saving throw made against that attack.
Throat Slittas: Each time a model in this unit makes a melee attack, if it is within 1" of a terrain feature, add 1 to that attack’s wound roll.
FACTION KEYWORDS: ORK,
KEYWORDS: INFANTRY, MOB, CORE, TANKBUSTA BOMBS, KOMMANDOS


5

Mad Dok Grotsnik

NoNAME  M WS BS S T W A Ld Sv Base
85
Mad Dok Grotsnik (base: 32mm)
1
85
Mad Dok Grotsnik
5" 2+ 5+ 5 5 4 4 8 4+ 32mm
Mad Dok Grotsnik is equipped with: slugga; power klaw; ’urty syringe. Your army can only include one MAD DOK GROTSNIK model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Power klaw
Power klaw
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
’Urty syringe
’Urty syringe
Melee
Melee
2
0
1
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, unless the target is a VEHICLE or TITANIC unit, that attack always wounds on an unmodified wound roll of 2+.
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, unless the target is a VEHICLE or TITANIC unit, that attack always wounds on an unmodified wound roll of 2+.
ABILITIES
ABILITIES
’Ere We Go, Waaagh!
Cybork Body: Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost.
One Scalpel Short of a Medpack: This model is eligible to charge even if it Advanced or Fell Back in the same turn. At the start of the Charge phase, if this model is eligible to charge you must declare a charge and you must select the closest enemy unit as one of the targets of that charge.
Dok’s Toolz (Aura): While a friendly ORKS INFANTRY or ORKS BIKER unit is within 3" of this model, each time a model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost.
Sawbonez: At the end of your Movement phase, this model can heal one friendly ORKS INFANTRY or ORKS BIKER model whose unit is within 3" of it. If you do so, roll one D6: on a 1, that model suffers 1 mortal wound. Ona 2+, that model regains up to 2 lost wounds. Each model can only be healed once per turn.
WARLORD TRAIT!
WARLORD TRAIT!
’Ard as Nails: Each time an attack is made that targets this WARLORD, subtract 1 from that attack’s wound roll.
FACTION KEYWORDS: ORK, DEATHSKULLS
KEYWORDS: CHARACTER, INFANTRY, PAINBOY, MAD DOK GROTSNIK


6

Meganobz

NoNAME  M WS BS S T W A Ld Sv Base
35
Meganob (base: 40mm)
2‑9
35
Meganob
5" 3+ 5+ 5 5 3 3 7 2+ 40mm
35
Boss Meganob (base: 40mm)
1
35
Boss Meganob
5" 3+ 5+ 5 5 3 3 7 2+ 40mm
If this unit contains 4 or more models, it has Power Rating 12. If this unit contains 7 or more models, it has Power Rating 18. Every model is equipped with: kustom shoota; power klaw; stikkbombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Kombi-rokkit
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+5
Kombi-rokkit
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Rokkit
 - Rokkit
24"
Heavy D3
8
-2
3
Blast
Blast
 - Shoota
 - Shoota
18"
Dakka 3/2
4
0
1
-
+10
Kombi-skorcha
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+10
Kombi-skorcha
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Skorcha
 - Skorcha
12"
Assault D6
5
-1
1
Each time an attack is made with this weapon profile, that attack automatically hits the target.
Each time an attack is made with this weapon profile, that attack automatically hits the target.
 - Shoota
 - Shoota
18"
Dakka 3/2
4
0
1
-
Kustom shoota
Kustom shoota
18"
Dakka 6/4
4
0
1
-
+5
Killsaw
+5
Killsaw
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon.
Power klaw
Power klaw
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Stikkbombz
Stikkbombz
8"
Grenade D6
3
0
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model’s power klaw can be replaced with 1 killsaw.
 • Any model’s kustom shoota can be replaced with 1 killsaw.
 • Any model’s kustom shoota can be replaced with one of the following: 1 kombi-skorcha; 1 kombi-rokkit.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Waaagh!
FACTION KEYWORDS: ORK,
KEYWORDS: INFANTRY, MEGA ARMOUR, NOBZ, MOB, CORE, MEGANOBZ


2

Mek

NoNAME  M WS BS S T W A Ld Sv Base
25
Mek (base: 32mm)
1
25
Mek
5" 3+ 5+ 4 5 3 2 6 6+ 32mm
A Mek is equipped with: kustom mega-slugga; choppa.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Kustom mega-slugga
Kustom mega-slugga
12"
Pistol D3
8
-3
D6
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Choppa
Choppa
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+10
Killsaw
+10
Killsaw
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon.
OTHER WARGEAR
ABILITIES 
+5
Grot oiler
Once per battle, when the bearer repairs a VEHICLE model, that model can regain 1 additional lost wound.

We recommend placing a Grot Oiler model next to the unit as a reminder, removing it once this ability has been used (a Grot Oiler does not count as a model for any rules purposes).
+5
Grot oiler
Once per battle, when the bearer repairs a VEHICLE model, that model can regain 1 additional lost wound.

We recommend placing a Grot Oiler model next to the unit as a reminder, removing it once this ability has been used (a Grot Oiler does not count as a model for any rules purposes).
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can replace its choppa with: 1 killsaw.
 • This model can be equipped with 1 grot oiler.
ABILITIES
ABILITIES
’Ere We Go, Waaagh!
Mekaniak: At the end of your Movement phase, this model can repair one friendly VEHICLE model within 3" of it. That VEHICLE model regains 1 lost wound. Each model can only be repaired once per turn.
FACTION KEYWORDS: ORK,
KEYWORDS: CHARACTER, INFANTRY, MEK


4

Nob with Waaagh! Banner

NoNAME  M WS BS S T W A Ld Sv Base
70
Nob with Waaagh! Banner (base: 32mm)
1
70
Nob with Waaagh! Banner
5" 3+ 5+ 5 5 4 3 7 4+ 32mm
A Nob with Waaagh! Banner is equipped with: kustom shoota; Waaagh! banner; stikkbombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Kustom shoota
Kustom shoota
18"
Dakka 6/4
4
0
1
-
Waaagh! banner
Waaagh! banner
Melee
Melee
+2
0
2
-
Stikkbombz
Stikkbombz
8"
Grenade D6
3
0
1
Blast
Blast
ABILITIES
ABILITIES
’Ere We Go, Waaagh!
Waaagh! Banner: While a friendly ORKS unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.
FACTION KEYWORDS: ORK,
KEYWORDS: CHARACTER, INFANTRY, NOB


6

Nobz

NoNAME  M WS BS S T W A Ld Sv Base
18
Nob (base: 32mm)
4‑9
18
Nob
5" 3+ 5+ 5 5 2 3 7 4+ 32mm
18
Boss Nob (base: 32mm)
1
18
Boss Nob
5" 3+ 5+ 5 5 2 3 7 4+ 32mm
If this unit contains 6 or more models, it has Power Rating 12. Every model is equipped with: slugga; choppa; stikkbombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Slugga
Slugga
12"
Pistol 1
4
0
1
-
+10
Kombi-rokkit
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+10
Kombi-rokkit
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Rokkit
 - Rokkit
24"
Heavy D3
8
-2
3
Blast
Blast
 - Shoota
 - Shoota
18"
Dakka 3/2
4
0
1
-
+10
Kombi-skorcha
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+10
Kombi-skorcha
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Skorcha
 - Skorcha
12"
Assault D6
5
-1
1
Each time an attack is made with this weapon profile, that attack automatically hits the target.
Each time an attack is made with this weapon profile, that attack automatically hits the target.
 - Shoota
 - Shoota
18"
Dakka 3/2
4
0
1
-
+3
Big choppa
+3
Big choppa
Melee
Melee
+2
-1
2
-
Choppa
Choppa
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+10
Killsaw
+10
Killsaw
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon.
+8
Power klaw
+8
Power klaw
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
+5
Power stabba
+5
Power stabba
Melee
Melee
User
-2
1
-
Stikkbombz
Stikkbombz
8"
Grenade D6
3
0
1
Blast
Blast
OTHER WARGEAR
ABILITIES 
+5
Ammo runt
Once per battle, when the bearer makes a ranged attack, you can re-roll the hit roll.

We recommend placing an Ammo Runt model next to the unit as a reminder, removing it once this ability has been used (an Ammo Runt does not count as a model for any rules purposes).
+5
Ammo runt
Once per battle, when the bearer makes a ranged attack, you can re-roll the hit roll.

We recommend placing an Ammo Runt model next to the unit as a reminder, removing it once this ability has been used (an Ammo Runt does not count as a model for any rules purposes).
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their slugga and choppa replaced with two of the following: 1 big choppa; 1 choppa; 1 killsaw; 1 power klaw; 1 power stabba; 1 slugga.
 • Any number of models can each have their slugga and choppa replaced with one of the following: 1 kombi-rokkit; 1 kombi-skorcha.
 • For every 5 models this unit contains, this unit can be equipped with 1 ammo runt.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Waaagh!
FACTION KEYWORDS: ORK,
KEYWORDS: INFANTRY, MOB, CORE, NOBZ


4

Painboy

NoNAME  M WS BS S T W A Ld Sv Base
70
Painboy (base: 32mm)
1
70
Painboy
5" 3+ 5+ 5 5 4 4 8 6+ 32mm
A Painboy is equipped with: power klaw; ’urty syringe.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Power klaw
Power klaw
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
’Urty syringe
’Urty syringe
Melee
Melee
2
0
1
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, unless the target is a VEHICLE or TITANIC unit, that attack always wounds on an unmodified wound roll of 2+.
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, unless the target is a VEHICLE or TITANIC unit, that attack always wounds on an unmodified wound roll of 2+.
OTHER WARGEAR
ABILITIES 
+5
Grot Orderly
Once per battle, if a 1 is rolled when using the bearer’s Sawbonez ability you can re-roll the dice.

We recommend placing a Grot Orderly model next to the unit os a reminder, removing it once this ability has been used (a Grot Orderly does not count as a model for any rules purposes).
+5
Grot Orderly
Once per battle, if a 1 is rolled when using the bearer’s Sawbonez ability you can re-roll the dice.

We recommend placing a Grot Orderly model next to the unit os a reminder, removing it once this ability has been used (a Grot Orderly does not count as a model for any rules purposes).
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 grot orderly.
ABILITIES
ABILITIES
’Ere We Go, Waaagh!
Sawbonez: At the end of your Movement phase, this model can heal one friendly INFANTRY or BIKER model whose unit is within 3" of it. If you do so, roll one D6: on a 1, that model suffers 1 mortal wound. On a 2+, that model regains up to 2 lost wounds. Each model can only be healed once per turn.
Dok’s Toolz (Aura): While a friendly INFANTRY or BIKER unit is within 3" of this model, each time a model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost.
FACTION KEYWORDS: ORK,
KEYWORDS: CHARACTER, INFANTRY, PAINBOY


2

Runtherd

NoNAME  M WS BS S T W A Ld Sv Base
30
Runtherd (base: 32mm)
1
30
Runtherd
5" 3+ 5+ 4 5 4 3 7 6+ 32mm
A Runtherd is equipped with: slugga; 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 makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Grot-prod
Grot-prod
Melee
Melee
+2
-1
1
-
OTHER WARGEAR
ABILITIES 
+5
Grot-lash
The bearer gains the following ability: ‘Grot Lash (Aura): While a friendly GRETCHIN INFANTRY unit is within 3" of any models equipped with a grot-lash, add 1" to the Move characteristic of models in that unit.’
+5
Grot-lash
The bearer gains the following ability: ‘Grot Lash (Aura): While a friendly GRETCHIN INFANTRY unit is within 3" of any models equipped with a grot-lash, add 1" to the Move characteristic of models in that unit.’
+5
Squig hound
The bearer gains the following ability: ‘Squig Hound (Aura): While a friendly GRETCHIN INFANTRY unit is within 3" of the bearer, models in that unit ignore modifiers to Combat Attrition tests.’
+5
Squig hound
The bearer gains the following ability: ‘Squig Hound (Aura): While a friendly GRETCHIN INFANTRY unit is within 3" of the bearer, models in that unit ignore modifiers to Combat Attrition tests.’
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s grabba stikk can be replaced with 1 grot-prod.
 • This model can be equipped with one of the following: 1 squig hound; 1 grot-lash.
ABILITIES
ABILITIES
’Ere We Go, Waaagh!
Runtherd: If your army is Battle-forged, you must include at least one GRETCHIN INFANTRY unit in a Detachment for each RUNTHERD unit in that Detachment. RUNTHERD units do not take up slots in a Detachment.
FACTION KEYWORDS: ORK,
KEYWORDS: CHARACTER, INFANTRY, RUNTHERD


4

Tankbustas

NoNAME  M WS BS S T W A Ld Sv Base
17
Tankbusta (base: 32mm)
4‑14
17
Tankbusta
5" 3+ 5+ 4 5 1 2 6 6+ 32mm
17
Boss Nob (base: 32mm)
1
17
Boss Nob
5" 3+ 5+ 5 5 2 3 7 6+ 32mm
If this unit contains 6 or more models, it has Power Rating 8. If this unit contains 11 or more models, it has Power Rating 12. Every model is equipped with: rokkit launcha.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Pair of rokkit pistols
Pair of rokkit pistols
12"
Pistol 2
7
-2
D3
-
Rokkit launcha
Rokkit launcha
24"
Heavy D3
8
-2
3
Blast
Blast
Tankhammer
Tankhammer
Melee
Melee
-
-
-
Each time the bearer fights, it can only make 1 attack with this weapon. If that attack hits, the target unit suffers D6 mortal wounds and the bearer is destroyed.
Each time the bearer fights, it can only make 1 attack with this weapon. If that attack hits, the target unit suffers D6 mortal wounds and the bearer is destroyed.
OTHER WARGEAR
ABILITIES 
+5
Bomb squig
Once per turn, when a unit with a bomb squig is selected to shoot or fire Overwatch, if it has any bomb squigs remaining, the unit can release one. When it does so, you can select one enemy unit (excluding AIRCRAFT) that is within 12" of the unit with a bomb squig (when firing Overwatch this must be the charging unit) and roll one D6, adding 1 to the result if that enemy unit is a VEHICLE: on a 3+, that enemy unit suffers D3 mortal wounds. The number of bomb squigs the unit is equipped with is then reduced by 1.

We recommend placing a Bomb Squig model next to the unit for each bomb squig it is equipped with as a reminder, removing one each time this ability is used (a Bomb Squig does not count as a model for any rules purposes).
+5
Bomb squig
Once per turn, when a unit with a bomb squig is selected to shoot or fire Overwatch, if it has any bomb squigs remaining, the unit can release one. When it does so, you can select one enemy unit (excluding AIRCRAFT) that is within 12" of the unit with a bomb squig (when firing Overwatch this must be the charging unit) and roll one D6, adding 1 to the result if that enemy unit is a VEHICLE: on a 3+, that enemy unit suffers D3 mortal wounds. The number of bomb squigs the unit is equipped with is then reduced by 1.

We recommend placing a Bomb Squig model next to the unit for each bomb squig it is equipped with as a reminder, removing one each time this ability is used (a Bomb Squig does not count as a model for any rules purposes).
WARGEAR OPTIONS
WARGEAR OPTIONS
 • For every 5 models this unit contains, 1 Tankbusta’s rokkit launcha can be replaced with 1 tankhammer.
 • For every 5 models this unit contains, 1 Tankbusta’s rokkit launcha can be replaced with 1 pair of rokkit pistols.
 • For every 5 models this unit contains, this unit can be equipped with up to 2 bomb squigs.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Waaagh!
Tank Hunters: Each time a model with this ability makes an attack that targets a VEHICLE unit, add 1 to that attack’s hit roll.
FACTION KEYWORDS: ORK,
KEYWORDS: INFANTRY, MOB, CORE, TANKBUSTA BOMBS, TANKBUSTAS


3

Burna Boyz (Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
10
Burna Boy (base: 32mm)
5‑15
10
Burna Boy
5" 3+ 5+ 4 4 1 2 6 6+ 32mm
10
Spanner (base: 32mm)
0‑3
10
Spanner
5" 3+ 5+ 4 4 1 2 6 6+ 32mm
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 
Big shoota
Big shoota
36"
Dakka 5/3
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.
Kustom mega-blasta
Kustom mega-blasta
24"
Assault D3
8
-3
D6
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Rokkit launcha
Rokkit launcha
24"
Heavy D3
8
-2
3
Blast
Blast
Burna (melee)
Burna (melee)
Melee
Melee
User
-2
1
-
Choppa
Choppa
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Killsaw
Killsaw
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon.
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Stikkbombz
Stikkbombz
8"
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 Weapons
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 VEHICLE model within 1". That model regains 1 lost wound. A model can only be repaired once per turn.
FACTION KEYWORDS: ORK,
KEYWORDS: INFANTRY, BURNA BOYZ


1

Da Red Gobbo

NoNAME  M WS BS S T W A Ld Sv Base
30
Da Red Gobbo (base: 32mm)
1
30
Da Red Gobbo
5" 4+ 3+ 3 3 3 3 6 5+ 32mm
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.
Stikkbombz
Stikkbombz
8"
Grenade D6
3
0
1
Blast
Blast
ABILITIES
ABILITIES
Dakka Weapons
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 Base
8
Kommando (base: 32mm)
5‑15
8
Kommando
6" 3+ 5+ 4 4 1 2 6 6+ 32mm
8
Boss Nob (base: 32mm)
0‑1
8
Boss Nob
6" 3+ 5+ 5 4 2 3 7 6+ 32mm
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
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Power klaw
Power klaw
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Stikkbombz
Stikkbombz
8"
Grenade D6
3
0
1
Blast
Blast
Tankbusta bomb
Tankbusta bomb
6"
Grenade D3
8
-2
D6
Blast
Blast
Big shoota
Big shoota
36"
Dakka 5/3
5
0
1
-
Rokkit launcha
Rokkit launcha
24"
Heavy D3
8
-2
3
Blast
Blast
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 Weapons
Kunnin’ Infiltrators: During deployment, when you set up this unit it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.
Sneaky Gitz: Each time an attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 2 to any armour saving throw made against that attack.
Throat Slittas: Each time a model in this unit makes a melee attack, if it is within 1" of a terrain feature, add 1 to that attack’s wound roll.
FACTION KEYWORDS: ORK,
KEYWORDS: INFANTRY, KOMMANDOS


2

Mek (Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
22
Mek (base: 32mm)
1
22
Mek
5" 3+ 5+ 4 4 3 2 6 6+ 32mm
4
Grot Oiler (base: 25mm)
0‑1
4
Grot Oiler
5" 5+ 4+ 2 2 1 1 4 6+ 25mm
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 
Kustom mega-slugga
Kustom mega-slugga
12"
Pistol D3
8
-3
D6
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Choppa
Choppa
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+15
Killsaw
+15
Killsaw
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon.
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Stikkbombz
Stikkbombz
8"
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 Weapons
Mekaniak: At the end of your Movement phase, this model can repair a single friendly 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,
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 Base
90
Painboy on Warbike (base: 90 x 52mm)
1
90
Painboy on Warbike
14" 3+ 5+ 5 5 5 4 6 4+ 90 x 52mm
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"
Dakka 5/3
5
0
1
-
+10
Killsaw
+10
Killsaw
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon.
Power klaw
Power klaw
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
’Urty syringe
’Urty syringe
Melee
Melee
2
0
1
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, unless the target is a VEHICLE or TITANIC unit, that attack always wounds on an unmodified wound roll of 2+.
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, unless the target is a VEHICLE or TITANIC unit, that attack always wounds on an unmodified wound roll of 2+.
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 Weapons
Dok’s Tools: When a INFANTRY or BIKER model would lose a wound within 3" of any friendly 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 INFANTRY or 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,
KEYWORDS: BIKER, CHARACTER, SPEED FREEKS, PAINBOY


Fast Attack


5

Boomdakka Snazzwagons

NoNAME  M WS BS S T W A Ld Sv Base
90
Boomdakka Snazzwagon (base: 150 x 95mm)
1‑3
90
Boomdakka Snazzwagon
12" 4+ 5+ 5 6 8 4 7 4+ 150 x 95mm
If this unit contains 2 models it has Power Rating 10. If this unit contains 3 models it has Power Rating 15. Every model is equipped with: big shoota; grot blasta; Mek speshul; burna bottles.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Big shoota
Big shoota
36"
Dakka 5/3
5
0
1
-
Grot blasta
Grot blasta
12"
Pistol 1
3
0
1
-
Mek speshul
Mek speshul
30"
Dakka 14/10
5
-2
2
-
Burna bottles
Burna bottles
6"
Grenade 2D3
4
0
1
Blast. Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack.
Blast. Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack.
ABILITIES
ABILITIES
’Ere We Go, Ramshackle, Waaagh!
Grot Gunner: Each time a model in this unit makes an attack with a grot blasta or big shoota, add 1 to that attack’s hit roll.
Billowing Fumes: Each time a ranged attack is made against this unit, subtract 1 from that attack’s hit roll.
Riding Shotgun: Each time a model in this unit shoots, it can shoot with Grenade and Pistol weapons in addition to any other weapon types.
Explodes: Each time a model in this unit is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers D3 mortal wounds.
FACTION KEYWORDS: ORK,
KEYWORDS: VEHICLE, SPEED FREEKS, BOOMDAKKA SNAZZWAGONS


8

Deffkoptas

NoNAME  M WS BS S T W A Ld Sv Base
50
Deffkopta (base: 75 x 42mm)
3‑6
50
Deffkopta
14" 3+ 5+ 4 5 4 2 6 4+ 75 x 42mm
If this unit contains 4 or more models, it has Power Rating 12. Every model is equipped with: kopta rokkits; slugga; spinnin’ blades; stikkbombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Kopta rokkits
Kopta rokkits
24"
Heavy 2D3
8
-2
3
Blast
Blast
Kustom mega-blasta
Kustom mega-blasta
24"
Assault D3
8
-3
D6
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Spinnin’ blades
Spinnin’ blades
Melee
Melee
+1
-1
1
Each time an attack is made with this weapon, make 3 hit rolls instead of 1.
Each time an attack is made with this weapon, make 3 hit rolls instead of 1.
Stikkbombz
Stikkbombz
8"
Grenade D6
3
0
1
Blast
Blast
OTHER WARGEAR
ABILITIES 
+5
Big bomb
Once per battle, in your Movement phase, after the bearer makes a Normal Move or Advances, you can select one point on the battlefield the bearer moved across this phase. Roll one D6 for each unit within 3" of that point, subtracting 1 if that unit is a CHARACTER (excluding VEHICLE or MONSTER units); on a 4+, that unit suffers D3 mortal wounds.
+5
Big bomb
Once per battle, in your Movement phase, after the bearer makes a Normal Move or Advances, you can select one point on the battlefield the bearer moved across this phase. Roll one D6 for each unit within 3" of that point, subtracting 1 if that unit is a CHARACTER (excluding VEHICLE or MONSTER units); on a 4+, that unit suffers D3 mortal wounds.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • For every 3 models this unit contains, 1 model’s kopta rokkits can be replaced with 1 kustom mega-blasta and 1 big bomb.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Ramshackle, Waaagh!
Big Red Button: Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of model’s in this unit.
Swoopin’ Down: During deployment, you can set up this unit high in the skies instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
FACTION KEYWORDS: ORK,
KEYWORDS: VEHICLE, FLY, SPEED FREEKS, DEFFKOPTAS


4

Kustom Boosta-blastas

NoNAME  M WS BS S T W A Ld Sv Base
80
Kustom Boosta-blasta (base: 150 x 95mm)
1‑3
80
Kustom Boosta-blasta
12" 4+ 5+ 5 6 8 4 7 4+ 150 x 95mm
If this unit contains 2 models it has Power Rating 8. If this unit contains 3 models it has Power Rating 12. Every model is equipped with: 4 burna exhausts; grot blasta; rivet kannon; stikkbombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Grot blasta
Grot blasta
12"
Pistol 1
3
0
1
-
Burna exhaust
Burna exhaust
8"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Rivet kannon
Rivet kannon
36"
Dakka 9/6
7
-2
2
-
Stikkbombz
Stikkbombz
8"
Grenade D6
3
0
1
Blast
Blast
ABILITIES
ABILITIES
’Ere We Go, Ramshackle, Waaagh!
Grot Gunner: Each time a model in this unit makes an attack with a grot blasta, add 1 to that attack’s hit roll.
Riding Shotgun: Each time a model in this unit shoots, it can shoot with Grenade and Pistol weapons in addition to any other weapon types.
Spiked Ram: After this unit makes a charge move, you can select one enemy unit within 1" of it and roll one D6 for each model this unit contains; for each roll of 4+, that enemy unit suffers D3 mortal wounds.
Explodes: Each time a model in this unit is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers D3 mortal wounds.
FACTION KEYWORDS: ORK,
KEYWORDS: VEHICLE, SPEED FREEKS, KUSTOM BOOSTA-BLASTAS


5

Megatrakk Scrapjets

NoNAME  M WS BS S T W A Ld Sv Base
90
Megatrakk Scrapjet (base: 150 x 95mm)
1‑3
90
Megatrakk Scrapjet
10" 4+ 5+ 6 6 9 4 7 4+ 150 x 95mm
If this unit contains 2 models it has Power Rating 10. If this unit contains 3 models it has Power Rating 15. Every model is equipped with: rokkit kannon; 2 twin big shootas; wing missiles; nose drill.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Rokkit kannon
Rokkit kannon
24"
Heavy 3D3
8
-2
3
Blast
Blast
Twin big shoota
Twin big shoota
36"
Dakka 10/6
5
0
1
-
Wing missiles
Wing missiles
24"
Assault 1
8
-2
3
Each time an attack is made with this weapon that targets a VEHICLE unit, add 1 to that attack’s hit roll.
Each time an attack is made with this weapon that targets a VEHICLE unit, add 1 to that attack’s hit roll.
Nose drill
Nose drill
Melee
Melee
+2
-2
D3
-
ABILITIES
ABILITIES
’Ere We Go, Ramshackle, Waaagh!
Spiked Ram: After this unit makes a charge move, you can select one enemy unit within 1" of it and roll one D6 for each model this unit contains; for each roll of 4+, that enemy unit suffers D3 mortal wounds.
Grot Gunner: Each time a model in this unit shoots, you can select one twin big shoota it is equipped with. Each time that model makes an attack with that twin big shoota, add 1 to that attack’s hit roll.
Explodes: Each time a model in this unit is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers D3 mortal wounds.
FACTION KEYWORDS: ORK,
KEYWORDS: VEHICLE, SPEED FREEKS, MEGATRAKK SCRAPJETS


4

Nob on Smasha Squig

NoNAME  M WS BS S T W A Ld Sv Base
65
Nob on Smasha Squig (base: 90 x 52mm)
1
65
Nob on Smasha Squig
10" 3+ 5+ 5 6 5 4 7 4+ 90 x 52mm
A Nob on Smasha Squig is equipped with: slugga; big choppa; smasha squig jaws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Big choppa
Big choppa
Melee
Melee
+2
-1
2
-
Smasha squig jaws
Smasha squig jaws
Melee
Melee
6
-1
2
Each time the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.
Each time the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.
ABILITIES
ABILITIES
Beast Snagga, ’Ere We Go, Waaagh!
Smasha ’Ead: Each time this model finishes a charge move or Heroic Intervention move, select one enemy unit that is within Engagement Range of this model and roll five D6; for each result of 4+, that enemy unit suffers 1 mortal wound.
Squigboss: For each SQUIGHOG BOYZ unit included in a Detachment, up to two NOB ON SMASHA SQUIG units can be included in that Detachment without taking up any Battlefield Role slots.
FACTION KEYWORDS: ORK,
KEYWORDS: CAVALRY, CHARACTER, BEAST SNAGGA, SQUIG, NOB, NOB ON SMASHA SQUIG


5

Rukkatrukk Squigbuggies

NoNAME  M WS BS S T W A Ld Sv Base
90
Rukkatrukk Squigbuggy (base: 150 x 95mm)
1‑3
90
Rukkatrukk Squigbuggy
10" 4+ 5+ 5 6 9 4 7 4+ 150 x 95mm
If this unit contains 2 models it has Power Rating 10. If this unit contains 3 models it has Power Rating 15. Every model is equipped with: heavy squig launcha; sawn-off shotgun; squig launcha; squig mine; saw blades; stikkbombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Heavy squig launcha
Heavy squig launcha
36"
Assault 2D6
5
-2
2
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
Sawn-off shotgun
Sawn-off shotgun
12"
Assault 2
4
0
1
-
Squig launcha
Squig launcha
18"
Assault D6
5
-2
2
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
Saw blades
Saw blades
Melee
Melee
+2
-2
2
-
Stikkbombz
Stikkbombz
8"
Grenade D6
3
0
1
Blast
Blast
OTHER WARGEAR
ABILITIES 
Squig mine
Once per turn, at the end of your Movement phase, if this unit has any squig mines remaining, this unit can release one. Select one enemy VEHICLE unit that is within 6" of this unit and roll one D6: on a 3-5, that unit suffers D3 mortal wounds. On a 6, that unit suffers D6 mortal wounds instead. The number of squig mines this unit is equipped with is then reduced by 1.
Squig mine
Once per turn, at the end of your Movement phase, if this unit has any squig mines remaining, this unit can release one. Select one enemy VEHICLE unit that is within 6" of this unit and roll one D6: on a 3-5, that unit suffers D3 mortal wounds. On a 6, that unit suffers D6 mortal wounds instead. The number of squig mines this unit is equipped with is then reduced by 1.
ABILITIES
ABILITIES
’Ere We Go, Ramshackle, Waaagh!
Grot Gunner: Each time a model in this unit makes an attack with a heavy squig launcha, add 1 to that attack’s hit roll.
Riding Shotgun: Each time a model in this unit shoots, it can shoot with Grenade and Pistol weapons in addition to any other weapon types.
Explodes: Each time a model in this unit is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers D3 mortal wounds.
FACTION KEYWORDS: ORK,
KEYWORDS: VEHICLE, SPEED FREEKS, RUKKATRUKK SQUIGBUGGIES


5

Shokkjump Dragstas

NoNAME  M WS BS S T W A Ld Sv Base
85
Shokkjump Dragsta (base: 150 x 95mm)
1‑3
85
Shokkjump Dragsta
14" 4+ 5+ 5 6 8 4 7 4+ 150 x 95mm
If this unit contains 2 models it has Power Rating 10. If this unit contains 3 models it has Power Rating 15. Every model is equipped with: kustom shokk rifle; rokkit launcha; saw blades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Kustom shokk rifle
Kustom shokk rifle
24"
Assault 2
8
-3
D6
If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Rokkit launcha
Rokkit launcha
24"
Heavy D3
8
-2
3
Blast
Blast
Saw blades
Saw blades
Melee
Melee
+2
-2
2
-
ABILITIES
ABILITIES
’Ere We Go, Ramshackle, Waaagh!
Shokk Tunnel: If an Advance roll made for this unit is 4+, you can remove this unit from the battlefield and set it up again anywhere on the battlefield that is more than 9" away from any enemy models and roll one D6: on a 4+ this unit suffers D3 mortal wounds.
Grot Gunner and Targetin’ Squig: Each time a model from this unit makes an attack with a kustom shokk rifle, treat that model as having a Ballistic Skill characteristic of 3+.
Explodes: Each time a model in this unit is destroyed roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers D3 mortal wounds.
FACTION KEYWORDS: ORK,
KEYWORDS: VEHICLE, SPEED FREEKS, SHOKKJUMP DRAGSTAS


4

Squighog Boyz

NoNAME  M WS BS S T W A Ld Sv Base
25
Squighog Boy (base: 75 x 42mm)
3‑6
25
Squighog Boy
10" 3+ 5+ 5 6 3 3 6 4+ 75 x 42mm
If this unit contains 4 or more models, it has Power Rating 8. Every model is equipped with: saddlegit weapons; stikka; squighog jaws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Saddlegit weapons (shooting)
Saddlegit weapons (shooting)
8"
Assault 1
4
0
1
-
Stikka (shooting)
Stikka (shooting)
12"
Assault 1
User
-2
2
Each time an attack made with this weapon targets a unit within half range, that attack has a Strength characteristic of +1.
Each time an attack made with this weapon targets a unit within half range, that attack has a Strength characteristic of +1.
Saddlegit weapons (melee)
Saddlegit weapons (melee)
Melee
Melee
3
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Squighog jaws
Squighog jaws
Melee
Melee
6
-1
2
Each time the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.
Each time the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.
Stikka (melee)
Stikka (melee)
Melee
Melee
+1
-2
2
-
OTHER WARGEAR
ABILITIES 
+5
Bomb squig
Once per turn, when a unit with a bomb squig is selected to shoot or fire Overwatch, if it has any bomb squigs remaining, the unit can release one. When it does so, you can select one enemy unit (excluding AIRCRAFT) that is within 12" of the unit with a bomb squig (when firing Overwatch this must be the charging unit) and roll one D6, adding 1 to the result if that enemy unit is a VEHICLE: on a 3+, that enemy unit suffers D3 mortal wounds. The number of bomb squigs the unit is equipped with is then reduced by 1.

We recommend placing a Bomb Squig model next to the unit for each bomb squig it is equipped with as a reminder, removing one each time this ability is used (a Bomb Squig does not count as a model for any rules purposes).
+5
Bomb squig
Once per turn, when a unit with a bomb squig is selected to shoot or fire Overwatch, if it has any bomb squigs remaining, the unit can release one. When it does so, you can select one enemy unit (excluding AIRCRAFT) that is within 12" of the unit with a bomb squig (when firing Overwatch this must be the charging unit) and roll one D6, adding 1 to the result if that enemy unit is a VEHICLE: on a 3+, that enemy unit suffers D3 mortal wounds. The number of bomb squigs the unit is equipped with is then reduced by 1.

We recommend placing a Bomb Squig model next to the unit for each bomb squig it is equipped with as a reminder, removing one each time this ability is used (a Bomb Squig does not count as a model for any rules purposes).
WARGEAR OPTIONS
WARGEAR OPTIONS
 • For every 3 models this unit contains, this unit can be equipped with 1 bomb squig.
ABILITIES
ABILITIES
Beast Snagga, ’Ere We Go, Mob Rule, Waaagh!
FACTION KEYWORDS: ORK,
KEYWORDS: CAVALRY, BEAST SNAGGA, SQUIG, CORE, SQUIGHOG BOYZ


3

Stormboyz

NoNAME  M WS BS S T W A Ld Sv Base
11
Stormboy (base: 32mm)
4‑14
11
Stormboy
12" 3+ 5+ 4 5 1 2 6 6+ 32mm
11
Boss Nob (base: 32mm)
1
11
Boss Nob
12" 3+ 5+ 5 5 2 3 7 6+ 32mm
If this unit contains 6 or more models, it has Power Rating 6. If this unit contains 11 or more models, it has Power Rating 9. Every model is equipped with: slugga; choppa; stikkbombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Choppa
Choppa
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+10
Power klaw
+10
Power klaw
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Stikkbombz
Stikkbombz
8"
Grenade D6
3
0
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Boss Nob’s choppa can be replaced with 1 power klaw.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Waaagh!
Full Throttle: Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of model’s in this unit and roll one D6: on a 4+, this unit suffers 1 mortal wound.
Stormboyz Strike: During deployment, you can set up this unit high in the skies instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
FACTION KEYWORDS: ORK,
KEYWORDS: INFANTRY, JUMP PACK, FLY, MOB, CORE, STORMBOYZ


4

Warbikers

NoNAME  M WS BS S T W A Ld Sv Base
25
Warbiker (base: 75 x 42mm)
2‑8
25
Warbiker
14" 3+ 5+ 4 5 3 2 6 4+ 75 x 42mm
25
Boss Nob on Warbike (base: 75 x 42mm)
1
25
Boss Nob on Warbike
14" 3+ 5+ 5 5 4 3 7 4+ 75 x 42mm
If this unit contains 4 or more models, it has Power Rating 8. If this unit contains 7 or more models, it has Power Rating 12. Every model is equipped with: 2 dakkaguns.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Dakkagun
Dakkagun
18"
Dakka 5/3
5
0
1
-
+5
Big choppa
+5
Big choppa
Melee
Melee
+2
-1
2
-
Choppa
Choppa
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+10
Power klaw
+10
Power klaw
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any Warbiker can be equipped with one of the following: 1 slugga; 1 choppa.
 • The Boss Nob on Warbike can be equipped with one of the following: 1 slugga; 1 big choppa; 1 choppa; 1 power klaw.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Waaagh!
Cloud of Smoke: Each time a ranged attack is made against this unit, subtract 1 from that attack’s hit roll.
Big Red Button: Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of model’s in this unit.
FACTION KEYWORDS: ORK,
KEYWORDS: BIKER, SPEED FREEKS, CORE, WARBIKERS


10

Grot Mega-tank

NoNAME  M WS BS S T W! A Ld Sv Base
90
Grot Mega-tank (base: Use model)
1
90
Grot Mega-tank
6+D6" 5+ 4+ 6 6 6-11 4 7 3+ Use model
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"
Dakka 5/3
5
0
1
-
Twin big shoota
Twin big shoota
36"
Dakka 10/6
5
0
1
-
Shoota
Shoota
18"
Dakka 3/2
4
0
1
-
+5
Skorcha
+5
Skorcha
12"
Assault D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Grotzooka
Grotzooka
18"
Heavy 2D3
6
0
1
Blast
Blast
+10
Rokkit launcha
+10
Rokkit launcha
24"
Heavy D3
8
-2
3
Blast
Blast
+10
Kustom mega-blasta
+10
Kustom mega-blasta
24"
Assault D3
8
-3
D6
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
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
’Ere We Go, Ramshackle, Waaagh!
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,
KEYWORDS: VEHICLE, GRETCHIN, GROT MEGA-TANK


8

Grot Tanks

NoNAME  M WS BS S T W A Ld Sv Base
35
Grot Tank (base: Use model)
3‑7
35
Grot Tank
6+D6" 6+ 4+ 4 5 4 2 6 3+ Use model
35
Kommanda (base: Use model)
1
35
Kommanda
6+D6" 6+ 4+ 4 5 4 3 7 3+ Use model
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"
Dakka 5/3
5
0
1
-
Grotzooka
Grotzooka
18"
Heavy 2D3
6
0
1
Blast
Blast
+10
Kustom mega-blasta
+10
Kustom mega-blasta
24"
Assault D3
8
-3
D6
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
+10
Rokkit launcha
+10
Rokkit launcha
24"
Heavy D3
8
-2
3
Blast
Blast
+10
Skorcha
+10
Skorcha
12"
Assault D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
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
’Ere We Go, Ramshackle, Waaagh!
FACTION KEYWORDS: ORK,
KEYWORDS: VEHICLE, GRETCHIN, GROT TANKS


5

Nobz on Warbikes

NoNAME  M WS BS S T W A Ld Sv Base
30
Nob on Warbike (base: 75 x 42mm)
2‑8
30
Nob on Warbike
14" 3+ 5+ 5 5 3 3 6 4+ 75 x 42mm
30
Boss Nob on Warbike (base: 75 x 42mm)
1
30
Boss Nob on Warbike
14" 3+ 5+ 5 5 3 3 7 4+ 75 x 42mm
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"
Dakka 5/3
5
0
1
-
+5
Big choppa
+5
Big choppa
Melee
Melee
+2
-1
2
-
Choppa
Choppa
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Killsaw
Killsaw
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon.
+10
Power klaw
+10
Power klaw
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
+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, Waaagh!
FACTION KEYWORDS: ORK,
KEYWORDS: BIKER, SPEED FREEKS, NOBZ ON WARBIKES


2

Deffkoptas (Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
20
Deffkopta (base: 65mm)
1‑5
20
Deffkopta
14" 3+ 5+ 4 5 4 2 6 4+ 65mm
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 
Kopta rokkits
Kopta rokkits
24"
Heavy 2D3
8
-2
3
Blast
Blast
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Twin big shoota
Twin big shoota
36"
Dakka 10/6
5
0
1
-
Spinnin’ blades
Spinnin’ blades
Melee
Melee
+1
-1
1
Each time an attack is made with this weapon, make 3 hit rolls instead of 1.
Each time an attack is made with this weapon, make 3 hit rolls instead of 1.
Kustom mega-blasta
Kustom mega-blasta
24"
Assault D3
8
-3
D6
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Killsaw
Killsaw
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon.
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 Weapons
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,
KEYWORDS: VEHICLE, FLY, SPEED FREEKS, DEFFKOPTAS


3

Skorchas

NoNAME  M WS BS S T W A Ld Sv Base
37
Skorcha (base: Use model)
1‑5
37
Skorcha
12" 3+ 5+ 4 5 6 4 6 4+ Use model
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 
Skorcha
Skorcha
12"
Assault D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka Weapons
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,
KEYWORDS: VEHICLE, SPEED FREEKS, SKORCHAS


3

Warbuggies

NoNAME  M WS BS S T W A Ld Sv Base
33
Warbuggy (base: Use model)
1‑5
33
Warbuggy
14" 3+ 5+ 4 5 5 4 6 4+ Use model
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
-
Twin big shoota
Twin big shoota
36"
Dakka 10/6
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 Weapons
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,
KEYWORDS: VEHICLE, SPEED FREEKS, WARBUGGIES


3

Wartrakks

NoNAME  M WS BS S T W A Ld Sv Base
37
Wartrakk (base: Use model)
1‑5
37
Wartrakk
12" 3+ 5+ 4 5 6 4 6 4+ Use model
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
-
Twin big shoota
Twin big shoota
36"
Dakka 10/6
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 Weapons
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,
KEYWORDS: VEHICLE, SPEED FREEKS, WARTRAKKS


3

Grot Bomm Launcha

NoNAME  M WS BS S T W A Ld Sv Base
50
Grot Bomm Launcha (base: Use model)
1
50
Grot Bomm Launcha
12" 3+ 5+ 4 5 6 4 6 4+ Use model
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 Weapons
FACTION KEYWORDS: ORK,
KEYWORDS: VEHICLE, GROT BOMM LAUNCHA


Flyers


8

Blitza-bommer

NoNAME  M WS BS S T W! A Ld Sv Base
150
Blitza-bommer (base: 120 x 92mm flying base)
1
150
Blitza-bommer
20-60" 5+ 5+ 6 6 7-12 3 6 4+ 120 x 92mm flying base
20-40" 5+ 5+ 6 6 4-6 D3 6 4+
20-30" 5+ 6+ 6 6 1-3 1 6 4+
A Blitza-bommer is equipped with: big shoota; 2 boom bombs; 2 supa-shootas.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Big shoota
Big shoota
36"
Dakka 5/3
5
0
1
-
Supa-shoota
Supa-shoota
36"
Dakka 6/4
6
-1
1
-
OTHER WARGEAR
ABILITIES 
Boom bomb
Once per turn, if the bearer has any boom bombs remaining, it can drop one of them. In your Movement phase, after the bearer makes a Normal Move or Advances, you can select one point on the battlefield the bearer moved across this phase. Roll one D6 for each unit within 6" of that point, subtracting 1 if that unit is a CHARACTER (excluding VEHICLE or MONSTER units): on a 4+, that unit suffers D3 mortal wounds. On a 6, that unit suffers D6 mortal wounds instead. Each boom bomb can only be dropped once per battle.
Boom bomb
Once per turn, if the bearer has any boom bombs remaining, it can drop one of them. In your Movement phase, after the bearer makes a Normal Move or Advances, you can select one point on the battlefield the bearer moved across this phase. Roll one D6 for each unit within 6" of that point, subtracting 1 if that unit is a CHARACTER (excluding VEHICLE or MONSTER units): on a 4+, that unit suffers D3 mortal wounds. On a 6, that unit suffers D6 mortal wounds instead. Each boom bomb can only be dropped once per battle.
ABILITIES
ABILITIES
Ramshackle, Waaagh!
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Grot Gunner: Each time this model makes an attack with a big shoota, add 1 to that attack’s hit roll.
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,
KEYWORDS: VEHICLE, AIRCRAFT, FLY, BLITZA-BOMMER


7