Documente Academic
Documente Profesional
Documente Cultură
40,000
CODEX REWRITE
ORKS
Version 3.0.6
By Dr. Zoidbork
(DrZoidbork@gmail.com)
1
CONTENTS
Special Rules
Warlord & Wing Leader Traitz
3
4
5
7
8
9
10
11
12
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14
15
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90
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92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
APPENDIX
Melee Weapons
Ranged Weapons
Kustom Jobs
Orky Know-Wotz
Armour, Cybork & Hide
Runtz & Squigz
Vehicle & Building Equipment
Da Lootaz Stokkpile
Ork Psychic Phase
Powers of the Waaagh!
Ork Tactical Objectives
Orky Apocalypse
Acknowledgements & Disclaimer
112
113
116
117
119
119
120
122
124
125
126
127
128
SPECIAL RULES
Waaagh!
No Git'z Tuffa!
Once per game, from the second turn onwards, the Ork
player may call a Waaagh! at the beginning of their turn.
Until the Ork player's next turn:
Models and Vehicles with the Waaagh! special rule
gain the Fleet and Adamantium Will rules, and either
gain Feel No Pain (6+) OR add +1 to Feel No Pain rolls.
Models with the Waaagh! special rule replace the Slow
& Purposeful rule with the Relentless rule.
If a unit containing one or more models with the
Waaagh! special rule rolls a 1 for running or charge
distances, the unit suffers a single wound - this does not
count towards combat resolution.
Psychic Hoods cannot be used by any player.
Mob Rule
Any unit composed entirely of models with the Mob
Rule special rule may at any time replace their
Leadership characteristic with the total number of
Wounds currently in the unit. If the unit totals eleven or
more Wounds, the unit gains the Fearless rule and
counts as Leadership 10. Additionally, any unit
composed entirely of models or Vehicles with Mob Rule
that outnumbers any enemy unit at least 3-to-1 gains
the Fear rule.
Ramshackle
When a Vehicle with the Ramshackle special rule is
reduced to 0 Hull Points, roll on the table below and
apply the result instead of the usual effect. If multiple
Explodes! results are suffered, roll once on the table for
each result and only apply the lowest result.
1-2
Kaboom! The Vehicle suffers an Explodes!
result, but passengers and models in D6" only
take a Strength 3 hit.
3-4
Kareen! The Vehicle moves 3D6" in a random
direction (or 1D6 if a Walker), then suffers a
Kaboom! as above. If a HIT is rolled, the Ork
player chooses the direction. If the Vehicle
collides with units, impassible terrain or the
board edge, stop 1" away.
5-6
Kerrunch! The Vehicle is wrecked.
Sneeky Gitz
An Infantry model with the Sneeky Gitz special rule has
the Move Through Cover rule.
Weedy
A model with the Weedy special rule counts as half a
model for the purposes of transport capacity.
D6
1
D6
1
Result
Keep Goin, Ladz! When the Waaagh! is called, all Ork
units with the Waaagh! special rule within 12 of the
Warlord ignore the effects of Difficult Terrain and
Dangerous Terrain until the Ork players next turn.
Stomp Em Fasta! When the Waaagh! is called, all Ork
units with the Waaagh! special rule within 12 of the
Warlord gain +1 Initiative until the Ork players next turn.
Extra Choppy! When the Waaagh! is called, all Ork units
with the Waaagh! special rule within 12 of the Warlord
improve the AP of their Melee weapons by 1 until the
Ork players next turn.
Dokz Been Busy! When the Waaagh! is called, all Ork
units with the Waaagh! special rule within 12 of the
Warlord add +1 to their Feel No Pain rolls until the Ork
players next turn.
Kill Em More! When the Waaagh! is called, all Ork units
with the Waaagh! special rule within 12 of the Warlord
gain +1 Attack until the Ork players next turn.
Bigga Waaagh!! The effects of the Waaagh! last for an
additional game turn.
2
3
4
5
6
2
3
4
5
6
Result
Get Bakk Ere! If the Warlords challenge is refused,
he re-rolls all To-Hit rolls in close combat until the
next Assault Phase.
Might Uv Gork! The Warlords close combat attacks
gain the Shred rule.
Lukk Uv Mork! The Warlord may re-roll failed
Armour Saves in close combat.
Youz Got Me Mad! The Warlord gains the Hatred
and Stubborn rules.
Kwik Swinga! On the turn the Warlord charges, he
ignores the Unwieldy rule.
Reel Tuff Boss! The Warlord gains the
Eternal Warrior rule.
3
4
5
6
D6
1
2
2
3
4
5
Result
Lukky Zog! The Warlord adds +1 to his
Invulnerable Saves.
Just A Bit Furva! The Warlord increases the range of
his psychic powers by 6.
Irrezistabul! Enemy units suffer a -1 penalty to
Deny The Witch rolls made against the Warlords
psychic powers (to a minimum of 6+).
Iron-Willed Weirdo! The Warlord gains +1
Leadership and the Adamantium Will rule.
Stubborn Git! Once per turn, the Warlord may
attempt to manifest one psychic power he has
already failed to manifest.
Da Best At Weird Stuff! The Warlord only suffers
Perils of the Warp on a roll of three 6s or more.
Result
Supa Thick Platin! Attacks against the Warlord do
not benefit from the Lance or Melta rules.
Reel Tuff Dread! The Warlord gains an additional
Hull Point.
Kovered Up Weekspotz! The Warlord adds +1 to
their Rear Armour.
Image Uv Da Godz! The Warlord gains the Effigee
special rule.
Squish Da Runtz! The Warlord may re-roll 1s on the
Stomp Table.
Batterin Ram! The Warlords Hammer of Wrath
attacks gain the Armourbane rule and are resolved
at AP2.
Result
Kwik Fixa! The Warlord may make an additional
Mekz Toolz roll each turn these must be made on
the same Vehicle.
Pet Projekt! The Warlord increases the range of his
shooting attacks by 6.
Too Many Targetz! The Warlord gains the
Split-Fire rule.
Bakk-Seat Driva! The Warlord allows the Vehicle he
is embarked in to re-roll Difficult Terrain and
Dangerous Terrain tests.
Kool Shoota! The Warlord gains +1 Ballistic Skill.
Oo Dun Yer Last Job? If the Warlord makes a
successful Mekz Toolz roll, one of the repaired
Vehicles weapons gains the Master-crafted rule for
the rest of the game.
5
6
Result
Face Uv Da Revolushun! The Warlord gains +2
Leadership.
Supa Sneeky! The Warlords unit adds +1 to their
Cover Saves.
Taktikal Know-Wotz! D3 Ork units with the Sneeky
Gitz, Scrapborn Tank or Scardy-Grotz special rules
gain the Scout rule.
Lukky Shotz! Once per game, at the start of any Ork
turn, all Ork units with the Sneeky Gitz, Scrapborn
Tank or Scardy-Grots special rules apply the Twinlinked rule to their shooting attacks until the Ork
players next turn.
An Dey Aint Scared A Nuffin! The Warlords unit
gains the Stubborn rule.
Orkoidz Too! The Warlords unit gains the Waaagh!
special rule.
Result
Feelin Da Waaagh! In addition to the normal effects of the Waaagh!, the Wing Leader and all models in their Flyer Wing gain
+1 Pursuit and Agility until the Ork players next turn.
Erratik Flightpaff! Enemy units suffer a -1 penalty to their Ballistic Skill (to a minimum of 1) when targeting the Wing Leader.
Ammo Ta Burn! The Wing Leader fires an additional shot with all of its weapons (except weapons with the One Use Only rule).
H.Q.
60 pts
BIG BOSS
Warboss
Ork Warlord
WS BS S
5 2 5
6 2 6
T
5
6
W I
3 4
4 4
WARGEAR:
Choppa (pg 112)
Slugga (pg 115)
Eavy Armour (pg 119)
Stikkbombz (pg 118)
SPECIAL RULES:
Furious Charge
I'm Da Big Boss! (pg 3)
Independent Character
Mob Rule (pg 3)
Waaagh! (pg 3)
Ork Warlord:
Bulky
A
4
4
Ld Sv
9 4+
10 4+
Unit Type
Infantry (Character)
Infantry (Character)
Composition
1 Warboss
Bomma Boss: The Big Boss gains Krakkabombz and Stunnabombz, and gains the
Good Frowin Arm! special rule (pg 11).
Burna Boss: The Big Boss gains either a Burna or Skorcha.
Busta Boss: The Big Boss gains a Kustom Rokkit Launcha, and gains the Glory Hogz
special rule (pg 17).
Dakka Boss: The Big Boss gains a Dakkagun (and may replace it with a
Dakkakannon for an additional 15 pts), and gains the Needz Moar Dakka! special
rule (pg 17).
Kommando Boss: The Big Boss gains a Speshul Shoota and Kamo Bitz, and gains
the Infiltrate, Move Through Cover and Stealth rules.
Loota Boss: The Big Boss gains a Deffgun, and may replace it with a Beemy
Deffgun for an additional 5 pts.
Pain Boss: The Big Boss gains an Urty Syringe and Dokz Toolz, and may take up to
three Grot Ordalees for 5 pts each.
Skar Boss: The Big Boss gains the Vetrun Fighta special rule (pg 11).
Snazz Boss: The Big Boss gains a Snazzgun (and may replace it with a Snazzblasta
or Snazzkannon for an additional 10 pts) and a Gitfinda.
An Evil Sunz Boss allows a single unit of Biker Boyz or Biker Nobz to be
taken as a Troops choice. The Big Boss gains the Crusader rule, and all
models in the Big Bosss unit may make Snap Shots while Turbo-boosting
or while embarked in a Vehicle that moves Flat Out.
Any non-Vehicle, non-Monstrous Creature Ork unit with the Waaagh!
special rule in the Big Bosss Detachment may take Betta Grip (5 pts for
H.Q. models, 1 pt/model for any other unit), and may take Spare
Gubbinz (5 pts for H.Q. models, 1 pt/model for any other unit). Any Ork
Vehicle with the Waaagh! special rule in the Big Bosss Detachment may
double the effects of the Red Paint Job upgrade for an additional 5 pts.
A Goffz Boss allows a single unit of Mega Nobz or Skar Nobz to be taken
as a Troops choice. The Big Boss gains the Rage rule, and all models in
the Big Bosss unit gain the Counter-attack rule.
Any non-Vehicle, non-Monstrous Creature Ork unit with the Waaagh!
special rule in the Big Bosss Detachment may take Orribul Skarz (5 pts
for H.Q. models, 1 pt/model for any other unit), and may take Extra
Spikey Bitz (5 pts for H.Q. models, 1 pt/model for any other unit). Any
Ork Vehicle with the Waaagh! special rule in the Big Bosss Detachment
may take Grease Leakz for 5 pts.
Deffskullz Boss
A Deffskullz Boss allows a single unit of Loota Boyz or Loota Nobz to be
taken as a Troops choice. The Big Boss gains the Hatred (Vehicles) rule,
and all models in the Big Bosss unit gain the Preferred Enemy (Vehicles)
rule.
Any non-Vehicle, non-Monstrous Creature Ork unit with the Waaagh!
special rule in the Big Bosss Detachment may take Lukky Blue Paint (5
pts for H.Q. models, 1 pt/model for any other unit), and may take
Skavengaz Toolz (5 pts for H.Q. models, 1 pt/model for any other unit).
Any Ork Vehicle with the Waaagh! special rule in the Big Bosss
Detachment may take a Blue Paint Job for 5 pts, though it may not take
a Red Paint Job as well.
Goffz Boss
Snakebitez Boss
A Snakebitez Boss allows a single unit of Boar Boyz or Boar Nobz to be
taken as a Troops choice. The Big Boss gains the Monster Hunter rule,
and all models in the Big Bosss unit gain the Preferred Enemy
(Monstrous Creatures) rule.
Any non-Vehicle, non-Monstrous Creature Ork unit with the Waaagh!
special rule in the Big Bosss Detachment may take Bite Marks (5 pts for
H.Q. models, 1 pt/model for any other unit), and may take Snake Teef (5
pts for H.Q. models, 1 pt/model for any other unit). Any Ork Vehicle
with the Waaagh! special rule in the Big Bosss Detachment may take
Beest Totumz for 5 pts.
OPTIONS:
May be upgraded to an Ork Warlord
50 pts
May replace Choppa with:
Big Amma
5 pts
Burny Fing
5 pts
Big Choppa
15 pts
Tankhamma
20 pts
Power Klaw
25 pts
Buzzsaw
30 pts
May replace Slugga as above, or with:
Shoota
Free
Kombi-weapon w/ Rokkit Launcha
5 pts
Kombi-weapon w/ Skorcha
5 pts
Pokkit Rokkit
5 pts
Eavy Shoota
10 pts
Kustom Mega-Blasta
10 pts
Kustom Mega-Slugga
10 pts
If equipped with Mega Armour, a Warbike or a
Deffkopta, may take one of the following:
Twin-linked Dakkagun
5 pts
Twin-linked Rokkit Launcha
5 pts
Twin-linked Eavy Shoota
10 pts
Twin-linked Kustom Rokkit Launcha
10 pts
Any range weapon may be upgraded with any number
of Kustom Jobs (pg 116) for 5 pts each.
May be one of the following:
Evil Sunz Boss
Blood Axez Boss
Snakebitez Boss
Deffskullz Boss
Goffz Boss
Bad Moonz Boss
20 pts
25 pts
25 pts
30 pts
30 pts
35 pts
5 pts
5 pts
5 pts
5 pts
10 pts
10 pts
15 pts
20 pts
30 pts
# pts
10 pts
15 pts
10 pts
20 pts
10 pts
15 pts
20 pts
25 pts
3 pts each
5 pts
5 pts
10 pts
10 pts
10 pts
10 pts
15 pts
15 pts
[1]
H.Q.
80 pts
WEIRDBOY
Weirdboy
WS BS S
4 2 4
T
4
W I
2 3
A
3
Ld Sv
8 4+
Unit Type
Infantry (Character)
Composition
1 Weirdboy
WARGEAR:
PSYKER
Weirdboys generate their powers from the Powers of Gork and Powers of Mork
disciplines (pg 125).
Waaagh! Konduit: A model with the Waaagh! Konduit special rule has a 5+
Invulnerable Save.
SPECIAL RULES:
Furious Charge
Independent Character
Mob Rule (pg 3)
Psyker (Mastery Level 2)
Waaagh! (pg 3)
Waaagh! Konduit
OPTIONS:
May replace Slugga with:
Choppa
Shoota
Big Amma
Grotprod
Twin-linked Shoota
Kustom Mega-Slugga
Big Choppa
Free
Free
5 pts
5 pts
5 pts
10 pts
15 pts
# pts
20 pts
10 pts
5 pts
5 pts
5 pts
10 pts
10 pts
15 pts
H.Q.
35 pts
BIG MEK
Big Mek
WS BS S
4 2 4
WARGEAR:
Choppa (pg 112)
Eavy Armour (pg 119)
Mekz Toolz (pg 117)
Slugga (pg 115)
Stikkbombz (pg 118)
T
4
W I
2 3
A
3
Ld Sv
8 4+
Unit Type
Infantry (Character)
Composition
1 Big Mek
Da Mek Boss: The Big Mek may take a Mekboy Junka (pg 18) as a dedicated
transport. If the Big Mek takes a Kustom Force Field, its range may increased by
2 for an additional 20 pts.
SPECIAL RULES:
Da Mek Boss
Furious Charge
Independent Character
Mob Rule (pg 3)
Waaagh! (pg 3)
OPTIONS:
May replace Slugga with:
Shoota
Free
Dakkagun
5 pts
Kombi-weapon w/ Rokkit Launcha
5 pts
Kombi-weapon w/ Skorcha
5 pts
Pokkit Rokkit
5 pts
Rokkit Launcha
5 pts
Snazzgun
5 pts
Eavy Shoota
10 pts
Kustom Mega-Blasta
10 pts
Kustom Mega-Slugga
10 pts
Kustom Rokkit Launcha
10 pts
Rattla Gun
10 pts
Skorcha
10 pts
Deffgun
15 pts
Snazzblasta
15 pts
Snazzkannon
15 pts
Zzap Gun
15 pts
Beemy Deffgun
20 pts
[1]
Bubblechukka
20 pts
Dakkakannon
20 pts
Shunta
20 pts
Smasha Gun
25 pts
Supa Skorcha
25 pts
[1] [2]
Big Kustom Kannon
30 pts
[2]
Big Zzappa
30 pts
[2]
Deffstorm Mega-Shoota
30 pts
[2]
Flakka-Dakka Gun
30 pts
[1] [2]
Kustom Mega-Kannon
30 pts
[2]
Traktor Kannon
30 pts
[1] [2]
Bubbleblasta
35 pts
[2]
Traktor Beema
45 pts
[1] [2]
Shokk Attakk Gun
50 pts
Any range weapon may be upgraded with any number
of Kustom Jobs (pg 116) for 5 pts each.
5 pts
5 pts
15 pts
15 pts
20 pts
25 pts
30 pts
30 pts
# pts
10 pts
15 pts
10 pts
20 pts
15 pts
20 pts
3 pts each
5 pts each
5 pts
5 pts
5 pts
5 pts
10 pts
10 pts
10 pts
10 pts
15 pts
15 pts
20 pts
50 pts
[1]
H.Q.
5 pts
ODDBOY
Oddboy
WS BS S
4 2 3
T
4
W I
1 2
WARGEAR:
Close Combat Weapon
Skrap Armour (pg 119)
Slugga (pg 115)
Stikkbombz (pg 118)
Banna Boy:
Waaagh! Banna (pg 118)
Mekboy:
Mekz Toolz (pg 117)
Painboy:
Dokz Toolz (pg 117)
SPECIAL RULES:
Fer Hire!
Furious Charge
Mob Rule (pg 3)
Waaagh! (pg 3)
Brewa Boy:
Ave A Taste!
Mad Dok:
Fightin Jooce
Yella Boy:
BEST AT SHOUTIN!
A
2
Ld Sv
7 5+
Unit Type
Infantry (Character)
Composition
1 Oddboy
Fer Hire!: Oddboys do not take up a slot on the Force Organisation Chart
instead, they must be attached to an Ork unit of the same Unit Type (as if they
were a squad upgrade), and cannot detach from the unit. A maximum of five
Oddboys may be taken per detachment, and Oddboys cannot be the armys
Warlord.
Ave A Taste!: At the beginning of the Ork players turn, one model in the Brewa
Boys unit may gain D6 -3 Strength, Initiative or Attacks (declare which before
rolling) this means the model may end up with a lesser value than before (to a
minimum of 1)! The chosen characteristic returns to its original value at the
beginning of the Ork players next turn. A model may only be affected by Ave A
Taste! once per turn.
BEST AT SHOUTIN!: At the beginning of the Fight Sub-Phase, the Yella Boy can
forgo his close combat attacks to force all enemy units locked in the same combat
to make an Initiative test if failed, affected units are reduced to Weapon Skill 1
and Ballistic Skill 1 until the next Fight Sub-phase. Units without an Initiative
characteristic are unaffected.
Fightin Jooce: At the beginning of the Ork players turn, one model in the Mad
Doks unit may regain a single lost Wound. A model may only be affected by
Fightin Jooce once per turn.
OPTIONS:
Must upgrade to one of the following:
Brewa Boy
Mekboy
Yella Boy
Banna Boy
Mad Dok
Painboy
May replace CCW with:
Choppa
[1]
Urty Syringe
May replace Slugga as above, or with:
Shoota
[2]
Big Shoota
[2]
Pokkit Rokkit
[2]
Rokkit Launcha
[2]
Kustom Mega-Blasta
[2]
Kustom Force Field
10 pts
10 pts
10 pts
15 pts
15 pts
25 pts
1 pt
10 pts
Free
5 pts
5 pts
5 pts
10 pts
50 pts
# pts
5 pts
10 pts
10 pts
5 pts
5 pts
5 pts
5 pts
15 pts
15 pts
20 pts
3 pts each
5 pts each
5 pts each
H.Q.
55 pts
GROT KOMMITTEE
Head Honcho
Grot Banna Wava
Revolushunaree
Grot Eavy
Grot Strategist
Runtbot
WS
4
3
3
3
3
2
BS
3
3
3
3
3
0
S
3
2
2
2
2
4
T
3
2
2
2
2
4
W
2
1
1
1
1
1
I
5
4
4
4
4
1
A
2
1
1
1
1
1
Ld
8
7
7
7
7
5
Sv
5+
5+
5+
5+
5+
4+
WARGEAR:
SPECIAL RULES:
Grot Rally
Sneeky Gitz (pg 3)
Weedy (pg 3)
Head Honcho:
Survival Instinktz
Grot Banna Wava:
Survival Instinktz
Unit Type
Infantry (Character)
Infantry (Character)
Infantry
Infantry
Infantry (Character)
Infantry
Composition
1 Head Honcho
1 Grot Banna Wava
10 Revolushunarees
OPTIONS:
May include up to ten
additional Revolushunarees
3 pts/model
One Revolushunaree may be
upgraded to a Grot Strategist
15 pts
One Revolushunaree may be
upgraded to a Runtbot
40 pts
For every two models in the unit,
one Revolushunaree may be
upgraded to a Grot Eavy
5 pts
Any model may replace their Grot Blasta with a Grot
Rifle for 1 pt, or take a Close Combat Weapon for 1 pt.
Any model in the unit may take
Kamo Bitz
2 pts
Eavy Armour
3 pts
The Head Honcho and Grot Banna Wava may take items
from Da Lootaz Stokkpile
# pts
The Head Honcho may take:
Snazzy Armour
10 pts
Supa Cybork Body
15 pts
Attakk Squig
5 pts
Bosspole
5 pts
Cybork Eye
5 pts
Drenal Injekta
5 pts
Trophy Rakk
5 pts
Stimpakk Infuza
10 pts
10
Troops
50 pts
ORK BOYZ
Ork Boy
Boss Nob
WS BS S
4 2 3
4 2 4
T
4
4
W I
1 2
2 3
A
2
3
Ld Sv
7 6+
8 6+
WARGEAR:
SPECIAL RULES:
Furious Charge
Mob Rule (pg 3)
Waaagh! (pg 3)
Skarboyz:
Vetrun Fighta
Stikkbommaz:
Good Frowin Arm!
Unit Type
Infantry
Infantry (Character)
Composition
10 Ork Boys
OPTIONS:
May include up to
twenty additional Ork Boys
5 pts/model
May upgrade to one of the following:
Skarboyz
1 pts/model
Stikkbommaz
2 pts/model
Any model may choose the following options:
Replace their Slugga with a Shoota
1 pt
Replace their CCW with a Choppa
1 pt
Skrap Armour
1 pt
Eavy Armour
3 pts
For every five models in the unit,
one Ork Boy may replace his Slugga with:
Big Amma
5 pts
Big Shoota
5 pts
Rokkit Launcha
5 pts
Eavy Shoota
10 pts
Big Choppa
15 pts
Burna
15 pts
10 pts
15 pts
25 pts
5 pts
5 pts
5 pts
10 pts
10 pts
10 pts
5 pts
5 pts
5 pts
5 pts
5 pts
The unit may select a Trukk (pg 26), Runna Squiggoth (pg 33) or Battlewagon (pg 38) as a dedicated transport.
11
Troops
250 pts
PROPPA MOB
Ork Boy
Boss Nob
WS BS S
4 2 3
4 2 4
WARGEAR:
Close Combat Weapon
Naff Armour (pg 119)
Slugga (pg 115)
Stikkbombz (pg 118)
SPECIAL RULES:
Furious Charge
Green Tide
Mob Rule (pg 3)
Needz Moar Boyz!
No Time Fer Shiny Bitz!
Waaagh! (pg 3)
T
4
4
W I
1 2
2 3
A
2
3
Ld Sv
7 6+
8 6+
Unit Type
Infantry
Infantry (Character)
Composition
50 Ork Boys
Green Tide: The Proppa Mob is not slowed by Difficult Terrain or Dangerous
Terrain, but any models in the unit moving through terrain treat it as Dangerous
Terrain.
Needz Moar Boyz!: At the beginning of the Ork players turn, if an Ork unit with
the Mob Rule special rule is falling back within 12 of a Proppa Mob, the Ork
player may, instead of attempting to rally the unit normally, remove the unit from
play and add its models to the Proppa Mob. The added models gain the special
rules of the Proppa Mob, and the removed unit counts as destroyed for the
purposes of Victory Points.
No Time Fer Shiny Bitz!: Proppa Mobs cannot hold or contest Objectives, and
never benefit from the Objective Secured rule.
OPTIONS:
May include any number
of additional Ork Boys
5 pts/model
Any model may choose the following options:
Replace their CCW with a Choppa
1 pt
Skrap Armour
1 pt
Eavy Armour
3 pts
For every five models in the unit,
one Ork Boy may replace his Slugga with:
Big Amma
5 pts
Big Choppa
15 pts
Burna
15 pts
10 pts
15 pts
25 pts
10 pts
10 pts
5 pts
5 pts
5 pts
5 pts
12
Troops
45 pts
WS BS S
4 2 5
4 2 6
FA SA RA I
12 12 10 2
12 12 10 3
A
3
4
HP
3
3
Unit Type
Vehicle (Walker)
Vehicle (Walker) (Character)
Composition
1 Deff Dread
SPECIAL RULES:
Furious Charge
Mob Rule (pg 3)
Ramshackle (pg 3)
Waaagh! (pg 3)
OPTIONS:
May include up to
four additional Deff Dreads
45 pts/model
Each Walker in the unit must take two of the following,
and may take a further two, in any combination:
Power Klaw
15 pts
Big Shoota
5 pts
Rokkit Launcha
5 pts
Kustom Mega-Blasta
10 pts
Kustom Rokkit Launcha
10 pts
Rattla Gun
10 pts
Skorcha
10 pts
Kannon
15 pts
Dakkakannon
20 pts
One Deff Dread may be
upgraded to a Dread Nob
20 pts
The Dread Nob may replace all of its Power Klaws
with Kill Saws or Rippa Klaws for 5 pts/weapon.
5 pts
5 pts
5 pts
5 pts
10 pts
10 pts
10 pts
10 pts
15 pts
15 pts
15 pts
13
Troops
30 pts
RUNTZ
Gretchin
Revolushunaree
Runtbot
Snotling Ord
Squig
Yoof
Runtherd
WS
2
3
2
2
3
4
4
BS
3
3
0
0
0
2
2
S
2
2
4
2
3
3
3
T
2
2
4
2
3
3
4
W
1
1
1
3
1
1
2
I
3
4
1
3
3
2
2
A
1
1
1
3
1
1
2
Ld
5
7
5
5
5
6
7
Sv
5+
4+
6+
6+
WARGEAR:
SPECIAL RULES:
Gretchin:
Grot Blasta (pg 114)
Revolushunaree:
Close Combat Weapon
Grot Blasta (pg 114)
Skrap Armour (pg 119)
Stikkbombz (pg 118)
Runtbot:
Eavy Armour (pg 119)
Naff Force Field (pg 117)
Yoof:
Close Combat Weapon
Naff Armour (pg 119)
Slugga (pg 115)
Runtherd:
Close Combat Weapon
Naff Armour (pg 119)
Slugga (pg 115)
Squighound (pg 119)
Stikkbombz (pg 118)
Gretchin:
Get In Dere!
Sneeky Gitz (pg 3)
Weedy (pg 3)
Revolushunaree:
Sneeky Gitz (pg 3)
Weedy (pg 3)
Squig:
Furious Charge
Get In Dere!
Weedy (pg 3)
Snotling Ord:
Get In Dere!
Shokka Ammo
Sneeky Gitz (pg 3)
Swarms
Yoof:
Mob Rule (pg 3)
Waaagh! (pg 3)
Runtherd:
Furious Charge
Mob Rule (pg 3)
Waaagh! (pg 3)
Unit Type
Infantry
Infantry
Infantry
Infantry
Infantry
Infantry
Infantry (Character)
Composition
10 Gretchin
1 Runtherd
OPTIONS:
May include up to
fourty additional Gretchin
2 pts/model
Must include at least one additional Runtherd
(to a maximum of five in the entire unit)
for every additional 10 Gretchin
10 pts/model
One Gretchin may be
upgraded to a Runtbot
40 pts
All Gretchin in the unit may instead be replaced with:
Squigs
Free
Snotling Ords
1 pt/model
Yoofs
1 pt/model
One Gretchin, Snotling Ord or Squig may be
upgraded to a Revolushunaree
5 pts
Any Gretchin or Revolushunaree may replace their
Grot Blasta with a Grot Rifle for 1 pt, or take a Close
Combat Weapon for 1 pt.
Any Yoof may replace their Slugga with a Shoota for 1 pt.
1 pt
5 pts
5 pts
1 pt
3 pts
10 pts
1 pt each
10 pts
14
Elites
60 pts
ORK NOBZ
Ork Nob
Meena Nob
Pain Nob
WS
4
5
4
BS
2
2
2
S
4
4
4
T
4
4
4
W
2
2
2
I
3
3
3
A
3
3
3
Ld
7
8
7
Sv
4+
4+
4+
Unit Type
Infantry
Infantry (Character)
Infantry (Character)
WARGEAR:
SPECIAL RULES:
Furious Charge
Mob Rule (pg 3)
Waaagh! (pg 3)
Bionik Nobz:
Dokz Surprize!
Busta Nobz:
Glory Hogz! (pg 17)
Tank Hunters
Dakka Nobz:
Needz Moar Dakka! (pg 17)
Kommando Nobz:
Infiltrate
Move Through Cover
Stealth
Skar Nobz:
Vetrun Fighta (pg 11)
Composition
3 Ork Nobs
15
OPTIONS:
May include up to
seventeen additional Ork Nobz
20 pts/model
The entire unit may be upgraded to one of the following:
Bionik Nobz
5 pts/model
Busta Nobz
5 pts/model
Dakka Nobz
5 pts/model
Flash Nobz
5 pts/model
Kommando Nobz
5 pts/model
Skar Nobz
5 pts/model
Storm Nobz
5 pts/model
Biker Nobz
10 pts/model
Boar Nobz
10 pts/model
Burna Nobz
10 pts/model
Loota Nobz
10 pts/model
Mega Nobz
10 pts/model
Kopta Nobz
15 pts/model
Any model may replace their CCW with:
Choppa
1 pt
Big Amma
5 pts
Big Choppa
15 pts
Power Klaw
25 pts
Buzzsaw
30 pts
Any model may replace their Slugga as above, or with:
Shoota
Free
Kombi-weapon w/ Rokkit Launcha
5 pts
Kombi-weapon w/ Skorcha
5 pts
Twin-linked Shoota
5 pts
Kustom Mega-Slugga
10 pts
Any model may also take:
Snazzy Armour
5 pts
Attakk Squig
5 pts
Bosspole
5 pts
Cybork Eye
5 pts
Drenal Injekta
5 pts
Trophy Rakk
5 pts
Waaagh! Banna
15 pts
One model may be
upgraded to a Meena Nob
10 pts
May take:
Cybork Body
10 pts
Stimpakk Infuza
10 pts
Any Nobz unit with the Infantry unit type (except Kommando Nobz) may select a Trukk (pg 26), Runna Squiggoth (pg 33) or
Battlewagon (pg 38) as a dedicated transport.
16
Elites
50 pts
SPESHUL BOYZ
Speshul Boy
Speshul Nob
WS BS S
4 2 3
4 2 4
T
4
4
W I
1 2
2 3
A
2
3
Ld Sv
7 6+
8 6+
WARGEAR:
SPECIAL RULES:
Furious Charge
Mob Rule (pg 3)
Waaagh! (pg 3)
Dakkaboyz:
Needz Moar Dakka!
Kommandoz:
Infiltrate
Move Through Cover
Stealth
Tankbustaz:
Glory Hogz!
Tank Hunters
Unit Type
Infantry
Infantry (Character)
Composition
5 Speshul Boys
OPTIONS:
May include up to
fifteen additional Speshul Boys
10 pts/model
The entire unit must be upgraded to one of the following:
Dakkaboyz
Free
Kommandoz
Free
Smasha Boyz
Free
Ard Boyz
2 pts/model
Flash Gitz
2 pts/model
Tankbustaz
2 pts/model
Burna Boyz
3 pts/model
Any model may choose the following options:
Replace their Slugga with a Shoota
1 pt
Replace their CCW with a Choppa
1 pt
Skrap Armour
1 pt
Eavy Armour
3 pts
One model may be
upgraded to a Speshul Nob
10 pts
May replace his CCW with:
Big Choppa
15 pts
Power Klaw
25 pts
May also take:
Snazzy Armour
10 pts
Cybork Body
10 pts
Attakk Squig
5 pts
Bosspole
5 pts
Cybork Eye
5 pts
Drenal Injekta
5 pts
Trophy Rakk
5 pts
Any Speshul Boyz unit (except Kommandoz) may select a Trukk (pg 26), Runna Squiggoth (pg 33) or Battlewagon (pg 38) as
a dedicated transport.
17
Elites
45 pts
BS
2
FA SA RA
12 11 10
HP
3
Unit Type
Vehicle (Tank, Open-topped,
Transport)
SPECIAL RULES:
TRANSPORT:
Mekz Best!
Ramshackle (pg 3)
Turbo-Chargaz!
Waaagh! (pg 3)
Composition
1 Junka
OPTIONS:
May include up to
two additional Junkas
45 pts/model
[1]
Any Junka may halve their Transport Capacity and take
one of the following:
Bubblechukka
20 pts
Shunta
20 pts
Smasha Gun
25 pts
Supa Skorcha
25 pts
Big Zzappa
30 pts
Deffstorm Mega-Shoota
30 pts
Kustom Mega-Kannon
30 pts
Traktor Kannon
30 pts
Splatta Kannon
35 pts
Traktor Beema
45 pts
Kustom Force Field
50 pts
Shokk Attakk Gun
50 pts
Any of the above weapons may be upgraded with one
Kustom Job (pg 116) for 5 pts, and with a Vetrun Gunna
Krew for 10 pts.
Any Junka may also take up to three of the following in
any combination:
Big Shoota
5 pts
Rokkit Launcha
5 pts
Kustom Mega-Blasta
10 pts
Kustom Rokkit Launcha
10 pts
Skorcha
10 pts
5 pts
5 pts
5 pts
5 pts
5 pts
5 pts
5 pts
5 pts
10 pts
10 pts
10 pts
15 pts
15 pts
15 pts
15 pts
20 pts
25 pts
[1]
18
Elites
105 pts
BIGGA DREAD
Mega Dread
Meka Dread
Wurr Dread
WS
4
4
4
BS
2
2
2
S
8
8
8
FA
13
13
13
SA
13
13
13
RA
11
11
11
I
2
2
2
A
4
4
4
HP
3
3
3
Unit Type
Vehicle (Walker)
Vehicle (Walker)
Vehicle (Walker)
WARGEAR:
SPECIAL RULES:
Meka Dread:
Fixin Klawz (pg 120)
Wurr Dread:
Koppa Staff (pg 112)
Furious Charge
Ramshackle (pg 3)
Ramshackle Monster
Waaagh! (pg 3)
Wurr Dread:
Psychic Pilot
(Mastery Level 2)
Waaagh! Konduit (pg 7)
Composition
1 Mega Dread
or 1 Meka Dread
or 1 Wurr Dread
OPTIONS:
Must be upgraded to one of the following:
Mega Dread
Free
Meka Dread
20 pts
Wurr Dread
55 pts
Must take two of the following,
and may take a further two, in any combination:
Power Klaw
15 pts
Big Shoota
5 pts
Grot Sponson
5 pts
Rokkit Launcha
5 pts
Eavy Shoota
10 pts
Kustom Mega-Blasta
10 pts
Kustom Rokkit Launcha
10 pts
Rattla Gun
10 pts
Skorcha
10 pts
Deffgun
15 pts
Kannon
15 pts
Zzap Gun
15 pts
Bubblechukka
20 pts
Dakkakannon
20 pts
Shunta
20 pts
Splatta Gun
20 pts
Supa Skorcha
25 pts
Big Kustom Kannon
30 pts
Big Zzappa
30 pts
Flakka-Dakka Gun
30 pts
Killkannon
35 pts
Splatta Kannon
35 pts
Traktor Beema
45 pts
Kustom Force Field
50 pts
19
Elites
15 pts
WS
2
2
3
2
BS
3
3
3
0
S
2
2
2
4
T
3
2
2
4
W
2
1
1
1
I
4
4
4
1
A
2
1
1
1
Ld
5
5
7
5
Sv
5+
5+
5+
4+
WARGEAR:
SPECIAL RULES:
Unit Type
Infantry
Infantry
Infantry
Infantry
Composition
5 Grot Speshulists
OPTIONS:
May include up to
twenty-five additional Grot Speshulists
3 pts/model
The unit must be upgraded to one of the following:
Eavy Teem
Free
Sneeka Teem
4 pts/model
Any model may choose the following options:
Replace their Grot Blasta
with a Grot Rifle
1 pt
Close Combat Weapon
1 pt
Kamo Bitz
1 pt
Any Grot Speshulist may be upgraded to:
Grot Spotta
5 pts
Revolushunaree
5 pts
Grot Kamo
10 pts
Grot Spanna
10 pts
Pain Grot
10 pts
Runtbot
40 pts
20
Elites
105 pts
OGRYN MOB
Ogryn
Ogryn Nob
WS BS S
4 3 5
4 3 5
T
5
5
W I
3 2
3 3
A
3
4
Ld Sv
7 4+
8 4+
Unit Type
Infantry
Infantry (Character)
WARGEAR:
SPECIAL RULES:
Claustrophobic Brutes
Hammer of Wrath
Our Weapons Are Useful
Stubborn
Composition
3 Ogryns
OPTIONS:
May include up to
seventeen additional Ogryns
35 pts/model
Any model may replace their CCW with:
Big Amma
5 pts
Big Choppa
15 pts
Tankhamma
15 pts
Power Klaw
25 pts
Buzzsaw
30 pts
Any model may replace their Shoota with:
Dakkagun
5 pts
Rokkit Launcha
5 pts
Eavy Shoota
10 pts
Skorcha
10 pts
5 pts
10 pts
5 pts
10 pts
The unit may select a Trukk (pg 26), Runna Squiggoth (pg
33) or Battlewagon (pg 38) as a dedicated transport.
21
Fast Attack
50 pts
KWIKKA BOYZ
Kwikka Boy
Kwikka Nob
WS BS S
4 2 3
4 2 4
T
4
4
W I
1 2
2 3
A
2
3
Ld Sv
7 6+
8 6+
Unit Type
Infantry
Infantry (Character)
WARGEAR:
SPECIAL RULES:
Furious Charge
Mob Rule (pg 3)
Waaagh! (pg 3)
Composition
5 Kwikka Boys
OPTIONS:
May include up to
fifteen additional Kwikka Boys
10 pts/model
The entire unit must be upgraded to one of the following:
Stormboyz
Free
Biker Boyz
5 pts/model
Boar Boyz
5 pts/model
Kopta Boyz
15 pts/model
Any model may choose the following options:
Replace their Slugga with a Shoota
1 pt
Replace their CCW with a Choppa
1 pt
Skrap Armour
1 pt
Eavy Armour
3 pts
Kamo Bitz
1 pt
For every three models in the unit,
one Kwikka Boy may replace his Slugga with:
Big Amma
5 pts
Big Shoota
5 pts
Rokkit Launcha
5 pts
Big Choppa
15 pts
Burna
15 pts
22
Fast Attack
40 pts
WARKOPTA MOB
Warkopta
BS
2
FA SA RA
10 10 10
HP
2
Unit Type
Vehicle (Skimmer, Fast,
Open-topped, Transport)
WARGEAR:
TRANSPORT:
SPECIAL RULES:
Ramshackle (pg 3)
Showoffz!
Waaagh! (pg 3)
Composition
1 Warkopta
OPTIONS:
May include up to
four additional Warkoptas
40 pts/model
Any Warkopta may replace its Big Shoota with:
Rokkit Launcha
Free
Kustom Mega-Blasta
5 pts
Kustom Rokkit Launcha
5 pts
Skorcha
5 pts
Twin-linked Big Shoota
5 pts
Twin-linked Rokkit Launcha
5 pts
Any Warkopta may also take one of the following:
Rattla Gun
10 pts
Twin-linked Kustom Rokkit Launcha
10 pts
Deffgun
15 pts
Twin-linked Rattla Gun
15 pts
Beemy Deffgun
20 pts
Dakkakannon
20 pts
5 pts
5 pts
5 pts
5 pts
5 pts
5 pts
10 pts
10 pts
10 pts
15 pts
15 pts
23
Fast Attack
# pts
ORK FLYA
Blasta-Bomma
Blitza-Bomma
Burna-Bomma
Dakkajet
Fighta-Bomma
Mekjet
BS FA SA RA HP Unit Type
2 11 11 10 9 Vehicle (SuperHeavy Flyer)
2 11 11 10 3 Vehicle (Flyer)
2 11 11 10 3 Vehicle (Flyer)
2 11 11 10 3 Vehicle (Flyer)
2 11 11 10 3 Vehicle (Flyer)
2 11 11 10 3 Vehicle (Flyer)
WARGEAR:
SPECIAL RULES:
Twin-linked
Supa Shoota (pg 115)
Blasta-Bomma:
Deff Arzenal (pg 115)
4 Big Shootas (pg 115)
Blitza-Bomma:
Two Boom Bombs (pg 113)
Burna-Bomma:
Two Burna Bombs (pg 114)
Dakkajet:
Twin-linked
Supa Shoota (pg 115)
Mekjet:
Two Twin-linked
Kustom Mega-Blastas (pg 114)
Two
Kustom Mega-Bombs (pg 114)
Skrag Em!
Strafing Run
Supersonic
Waaagh! (pg 3)
Waaagh!plane
Combat Role
Pursuit Agility
Air Leviathan [1] 2
1
Bomber
Bomber
Fighter
Strike-Fighter [1]
Attack Flyer
3
3
4
3
4
Composition
1 Ork Flya
2
2
2
2
2
OPTIONS:
May be upgraded to a Flyer Wing with up to
three additional Ork Flyas
# pts/model
Each Ork Flya must be one of the following:
Dakkajet
100 pts
Burna-Bomma
105 pts
Fighta-Bomma
120 pts
Blitza-Bomma
125 pts
Mekjet
125 pts
Blasta-Bomma
550 pts
Any Dakkajet may take a third
Twin-linked Supa Shoota
Any Burna-Bomma may take:
Up to six Skorcha Missiles
Up to two additional Burna Bombs
Any Fighta-Bomma may take:
Up to two Burna Bombs
Up to two Boom Bombs
One Aporkalypse Bomm
Any Blitza-Bomma may take:
Up to four Kannons
Up to two additional Boom Bombs
Any Mekjet may take:
Smasha Gun
Up to two Kustom Mega-Kannons
Up to six Kustom Mega-Rokkits
An additional Kustom Mega-Bomb
Kustom Force Field
10 pts
5 pts each
10 pts each
10 pts each
15 pts each
25 pts
10 pts each
15 pts each
25 pts
30 pts each
10 pts each
15 pts
50 pts
5 pts
15 pts
5 pts
5 pts
10 pts
10 pts
10 pts
10 pts
10 pts
10 pts
15 pts
35 pts
24
Fast Attack
25 pts
WARBUGGY MOB
Warbuggy
BS
2
FA SA RA
10 10 10
HP
2
WARGEAR:
SPECIAL RULES:
Twin-linked
Big Shoota (pg 115)
Outflank
Outridaz
Ramshackle (pg 3)
Waaagh! (pg 3)
Unit Type
Vehicle (Fast, Open-topped)
Composition
1 Warbuggy
OPTIONS:
May include up to
nine additional Warbuggies
Any Warbuggy may replace its
Twin-linked Big Shoota with:
Kustom Rokkit Launcha
Twin-linked Rokkit Launcha
Kustom Mega-Blasta
Skorcha
Twin-linked Kustom Rokkit Launcha
Twin-linked Kustom Mega-Blasta
Dakkakannon
25 pts/model
Free
Free
5 pts
5 pts
5 pts
10 pts
15 pts
5 pts
5 pts
5 pts
5 pts
5 pts
10 pts
10 pts
25
Fast Attack
30 pts
TRUKK
Trukk
BS
2
FA SA RA
10 10 10
HP
3
Unit Type
Vehicle (Fast,
Open-topped, Transport)
Composition
1 Trukk
WARGEAR:
SPECIAL RULES:
TRANSPORT:
Ramshackle (pg 3)
Waaagh! (pg 3)
OPTIONS:
May replace its Big Shoota with:
Rokkit Launcha
Kustom Rokkit Launcha
Skorcha
Free
5 pts
5 pts
5 pts
5 pts
5 pts
5 pts
5 pts
5 pts
5 pts
5 pts
10 pts
10 pts
10 pts
10 pts
15 pts
26
Fast Attack
35 pts
BS
2
FA SA RA
10 10 10
HP
3
WARGEAR:
SPECIAL RULES:
Ko-ordinated Dakka!
Ramshackle (pg 3)
Waaagh! (pg 3)
Unit Type
Vehicle (Fast, Open-topped)
Composition
1 Gun Trukk
OPTIONS:
May include up to
four additional Gun Trukks
35 pts/model
Any Gun Trukk may replace its Kannon with:
Lobba
Free
Zzap Gun
Free
Big Lobba
10 pts
Bubblechukka
15 pts
Smasha Gun
15 pts
Supa Skorcha
15 pts
Big Zzappa
20 pts
Flakka-Dakka Gun
20 pts
Traktor Kannon
20 pts
27
Fast Attack
50 pts
BS
2
FA SA RA
13 12 10
HP
3
TRANSPORT:
SPECIAL RULES:
Ramshackle (pg 3)
Waaagh! (pg 3)
Wagon Blitz
Unit Type
Vehicle (Tank,
Open-topped)
Composition
1 Gun Wagon
OPTIONS:
May include up to
two additional Gun Wagons
50 pts/model
Each Gun Wagon must take one of the following:
Big Shoota
5 pts
Rokkit Launcha
5 pts
Kustom Mega-Blasta
10 pts
Kustom Rokkit Launcha
10 pts
Skorcha
10 pts
Rattla Gun
10 pts
Deffgun
15 pts
Kannon
15 pts
Lobba
15 pts
Zzap Gun
15 pts
Beemy Deffgun
20 pts
Big Lobba
20 pts
Dakkakannon
20 pts
Splatta Gun
20 pts
Supa Skorcha
25 pts
Any of the above weapons may be Twin-linked for 5 pts.
5 pts
5 pts
5 pts
5 pts
5 pts
5 pts
5 pts
5 pts
5 pts
10 pts
10 pts
10 pts
15 pts
15 pts
15 pts
20 pts
25 pts
28
Fast Attack
30 pts
WURLYBIRD
Wurlybird
BS
3
FA SA RA
10 10 10
HP
2
WARGEAR:
TRANSPORT:
Transport Capacity:
Fifteen models.
SPECIAL RULES:
Unit Type
Vehicle (Skimmer, Fast,
Open-topped, Transport)
Composition
1 Wurlybird
Ramshackle (pg 3)
Room Fer Slavas!
OPTIONS:
May replace its Big Shoota with:
Rokkit Launcha
Kustom Rokkit Launcha
Skorcha
Free
5 pts
5 pts
5 pts
5 pts
5 pts
5 pts
5 pts
10 pts
10 pts
10 pts
10 pts
29
Fast Attack
25 pts
SPECIAL RULES:
Fikkle Drivez
Ramshackle (pg 3)
Skrapborn Tank
Zealous Volley
BS
3
FA SA RA
10 10 10
HP
2
Unit Type
Vehicle (Tank)
Composition
1 Grot Tank
Fikkle Drivez: Instead of moving normally, a Vehicle with the Fikkle Drivez special
rule moves 2D6 and may fire all weapons normally. Alternatively, it may move
3D6 and fire Snap Shots with all weapons.
Skrapborn Tank: A Vehicle with the Skrapborn Tank special rule has a 5+
Invulnerable Save, but cannot take this save against Ordnance weapons, Primary
Weapons and Destroyer Weapons.
Zealous Volley: If there are three or more Grot Tanks in the unit, each Grot Tanks
main weapon gains the Master-crafted rule.
OPTIONS:
May include up to
nine additional Grot Tanks
25 pts/model
Any Grot Tank may also take:
Each Grot Tank must take one of the following:
Dakkagun
5 pts
Big Shoota
5 pts
Extra Skrap
5 pts
Rokkit Launcha
5 pts
Kamo Bitz
5 pts
Eavy Shoota
10 pts
Red Paint Job
5 pts
Kustom Mega-Blasta
10 pts
Stikkbomb Chukka
5 pts
Kustom Rokkit Launcha
10 pts
Trakk Unitz
5 pts
Rattla Gun
10 pts
Armour Plates
10 pts
Skorcha
10 pts
Extra Gubbinz
10 pts
Grotzooka
15 pts
Grot Fixa Krew
10 pts
Kannon
15 pts
One Grot Tank in the unit may be upgraded to a Kommanda for 5 pts. The Kommanda allows the unit to re-roll their Fikkle
Drivez movement, and may take a second weapon from the above list.
30
Fast Attack
50 pts
BS
3
SPECIAL RULES:
Fikkle Drivez (pg 30)
Make Room!
Ramshackle (pg 3)
Skrapborn Tank (pg 30)
Take Yer Pick!
Sharpshoota Krew
FA SA RA
12 11 10
HP
3
Unit Type
Vehicle (Tank)
Composition
1 Grot Mega-Tank
Make Room!: A Grot Mega-Tank Mob may be taken as a Heavy Support choice if
the army also includes at least one Grot Tank Mob.
Sharpshoota Krew: If there are three or more Grot Mega-Tanks in the unit, all of
the units Twin-linked weapons gain the Rending rule.
Take Yer Pick!: At the start of each Shooting Phase, the Ork player may roll a D6
for each Grot Mega-Tank in the unit. On a 1, the Mega-Tank cannot fire this turn.
On a 2+, the Mega-Tank may select a different target for each of its weapons
(declare all targets before firing).
OPTIONS:
May include up to
four additional Grot Mega-Tanks
50 pts/model
Each Grot Mega-Tank must take
two of the following, in any combination:
Twin-linked Big Shoota
10 pts
Twin-linked Rokkit Launcha
10 pts
Twin-linked Eavy Shoota
15 pts
Twin-linked Kustom Mega-Blasta
15 pts
Twin-linked Kustom Rokkit Launcha
15 pts
Twin-linked Rattla Gun
15 pts
Twin-linked Skorcha
15 pts
Twin-linked Grotzooka
20 pts
Twin-linked Kannon
20 pts
Each Grot Mega-Tank may also take up to three of the
following, in any combination:
Big Shoota
5 pts
Rokkit Launcha
5 pts
Eavy Shoota
10 pts
Kustom Mega-Blasta
10 pts
Kustom Rokkit Launcha
10 pts
Rattla Gun
10 pts
Skorcha
10 pts
Grotzooka
15 pts
Kannon
15 pts
10 pts each
5 pts
5 pts
5 pts
5 pts
5 pts
5 pts
10 pts
10 pts
10 pts
15 pts
15 pts
20 pts
25 pts
31
Fast Attack
60 pts
CYBOAR URD
Cyboar
Pigdok
WS BS S
3 0 3
4 2 3
T
4
4
W I
2 2
2 2
A
2
3
Ld Sv
8 8 4+
Unit Type
Beast
Beast (Character)
WARGEAR:
SPECIAL RULES:
Furious Charge
Waaagh! (pg 3)
Composition
3 Cyboars
OPTIONS:
May include up to
seventeen additional Cyboars
20 pts/model
Any model may take:
Eavy Armour
5 pts
Supa Cybork Body
15 pts
Any Cyboar may take one of the following:
Big Tuskz
5 pts
Gorin Tuskz
5 pts
Piercin Tuskz
5 pts
Uge Tuskz
15 pts
30 pts
5 pts
10 pts
25 pts
10 pts
5 pts
15 pts
32
Fast Attack
70 pts
RUNNA SQUIGGOTH
Runna Squiggoth
WS BS S
2 2 5
T
6
W I
3 2
A
1
Ld Sv
10 3+
Unit Type
Beast, Monstrous Creature
WARGEAR:
SPECIAL RULES:
Composition
1 Runna Squiggoth
OPTIONS:
May replace its Big Shoota with:
Rokkit Launcha
Kustom Rokkit Launcha
Free
5 pts
5 pts
5 pts
10 pts
15 pts
15 pts
33
Heavy Support
25 pts
LOOTA BOYZ
Loota Boy
Loota Nob
WS BS S
4 2 3
4 2 4
T
4
4
W I
1 2
2 3
A
2
3
Ld Sv
7 6+
8 6+
Unit Type
Infantry
Infantry (Character)
WARGEAR:
SPECIAL RULES:
Furious Charge
Mob Rule (pg 3)
Waaagh! (pg 3)
Composition
5 Loota Boys
OPTIONS:
May include up to
fifteen additional Loota Boys
Any model may replace their Slugga with:
Shoota
[3]
Splinter Rifle
[1]
Storm Bolter
[4]
Pulse Rifle
[5]
Gauss Blaster
[5]
Tesla Carbine
[4]
Burst Cannon
[1]
Heavy Bolter
[3]
Splinter Cannon
Deffgun
[1]
Multi-laser
[2]
Scatter Laser
[2]
Shuriken Cannon
[1]
Assault Cannon
Beemy Deffgun
[3]
Dark Lance
[3]
Disintegrator Cannon
[4]
Missile Pod
[1]
Plasma Cannon
[4]
Plasma Rifle
Any model may also take:
Skrap Armour
Eavy Armour
Kamo Bitz
5 pts/model
1 pt
2 pts
2 pts
3 pts
5 pts
5 pts
7 pts
7 pts
7 pts
10 pts
10 pts
10 pts
10 pts
15 pts
15 pts
15 pts
15 pts
15 pts
15 pts
15 pts
1 pt
3 pts
1 pt
10 pts
1 pt
15 pts
25 pts
5 pts
5 pts
10 pts
10 pts
5 pts
5 pts
5 pts
5 pts
5 pts
34
Heavy Support
# pts
LOOTED WAGON
Beakie Tank
Beakie Trukk
Beakie Uge Tank
Fishead Tank
Fishead Trukk
Goff Panzee Trukk
Panzee Tank
Tinead Monoliff
Tinead Tank
Umie Big Tank
Umie Tank
Umie Trukk
BS
2
2
2
2
2
2
2
2
2
2
2
2
FA
13
11
14
13
12
10
12
14
11
14
12
12
SA
11
11
14
12
11
10
12
14
11
13
12
10
RA
10
10
14
10
10
10
10
14
11
10
10
10
HP
3
3
4
3
3
3
3
4
3
3
3
3
Unit Type
Composition
Vehicle (Tank)
1 of the opposite
Vehicle (Tank, Transport)
Vehicle (Tank, Transport)
Vehicle (Tank, Skimmer)
Vehicle (Tank, Skimmer, Transport)
Vehicle (Skimmer, Fast, Open-topped, Transport)
Vehicle (Tank, Fast, Skimmer)
Vehicle (Tank, Heavy, Skimmer)
Vehicle (Tank, Open-topped, Skimmer, Transport)
Vehicle (Tank, Heavy)
Vehicle (Tank, Fast)
Vehicle (Tank, Transport)
SPECIAL RULES:
TRANSPORT:
Assault Vehicle
Ramshackle (pg 3)
Twist Da Knife!
Waaagh! (pg 3)
Zoggin Geerbox...
Transport Capacity:
Beakie Trukk:
Ten models
Beakie Uge Tank:
Ten models
Fishead Trukk
Twelve models
Goff Panzee Trukk:
Ten models
Tinead Tank:
Ten models
Umie Trukk:
Twelve models
Fire Points: As on model.
Access Points: As on model
Designers Note:
Each profile above corresponds to an official Vehicle from another Codex. That said, theres nothing to stop you using
another appropriate Vehicle (or Monstrous Creature, if you like your Tyranids!) such models could be from the same
Codex, an unrepresented Codex, or even scratchbuilds. The only limits are your imagination and bitz box!
The Beakie Tank is best represented by a Space Marine Predator or Vindicator (or their Chaos equivalents).
The Beakie Trukk is best represented by a Space Marine Rhino or Razorback (or their Chaos equivalents).
The Beakie Uge Tank is best represented by a Space Marine Land Raider (or the Chaos equivalent).
The Fishead Tank is best represented by a Tau Hammerhead or Skyray.
The Fishead Trukk is best represented by a Tau Devilfish.
The Goff Panzee Trukk is best represented by a Dark Eldar Raider or Ravager.
The Panzee Tank is best represented by an Eldar Falcon, Fire Prism or Nightspinner.
The Tinead Monoliff is best represented by a Necron Monolith.
The Tinead Tank is best represented by a Necron Doomsday Ark or Ghost Ark.
The Umie Big Tank is best represented by an Astra Militarum Leman Russ.
The Umie Tank is best represented by an Astra Militarum Hellhound.
The Umie Trukk is best represented by an Astra Militarum Chimera.
35
OPTIONS:
May take up to
two additional Looted Wagons
# pts/model
Each Looted Wagon must be one of the following:
Beakie Trukk
25 pts
Goff Panzee Trukk
25 pts
Umie Trukk
30 pts
Fishead Trukk
45 pts
Tinead Tank
45 pts
Beakie Tank
50 pts
Umie Tank
50 pts
Fishead Tank
65 pts
Panzee Tank
65 pts
Umie Big Tank
90 pts
Tinead Monoliff
130 pts
Beakie Uge Tank
160 pts
Any Looted Wagon may sacrifice all Transport Capacity
(if any) and take one of the following:
[2]
Skyspear Missile Launcher
20 pts
[3]
Eradicator Nova Cannon
25 pts
[2]
Icarus Stormcannon Array
25 pts
[4]
Pulse Laser
25 pts
[3]
Exterminator Autocannon
30 pts
[3]
Punisher Gatling Cannon
30 pts
[3]
Vanquisher Cannon
30 pts
[2]
Whirlwind Multiple Missile Launcher
30 pts
[6]
Heavy Burst Cannon
35 pts
[3]
Inferno Cannon
35 pts
[4]
Suncannon
35 pts
[7]
Particle Whip
35 pts
[4]
Doomweaver
40 pts
[3]
Two Twin-linked Hydra Autocannons
40 pts
[3]
Two Twin-linked Stormshard Mortars 40 pts
[4]
D-Cannon
45 pts
[3]
Melta Cannon
45 pts
[1]
Battle Cannon
55 pts
[6]
Ion Cannon
55 pts
[4]
Prism Cannon
55 pts
[2] [3]
Demolisher Cannon
60 pts
[6]
Railgun (solid/submunition rounds)
60 pts
[7]
Doomsday Cannon
75 pts
[3]
Earthshaker Cannon
80 pts
Alternatively, any Looted Wagon
may take one of the following:
[1]
Heavy Bolter
10 pts
[1]
Heavy Flamer
10 pts
[1]
Multi-laser
10 pts
[4]
Shuriken Cannon
10 pts
[1]
Autocannon
15 pts
[5]
Disintegrator Cannon
15 pts
[7]
Gauss Cannon
15 pts
[7]
Gauss Flux Arc
15 pts
[6]
Missile Pod
15 pts
[1]
Plasma Cannon
15 pts
[4]
Scatter Laser
15 pts
[7]
Tesla Cannon
15 pts
[1]
Assault Cannon
20 pts
[5]
Dark Lance
20 pts
[7]
Gauss Flayer Array
20 pts
[7]
Heavy Gauss Cannon
20 pts
10 pts
10 pts
10 pts
15 pts
15 pts
15 pts
15 pts
15 pts
20 pts
5 pts
5 pts
5 pts
5 pts
5 pts
5 pts
5 pts
5 pts
10 pts
10 pts
10 pts
10 pts
10 pts
15 pts
15 pts
15 pts
20 pts
20 pts
20 pts
25 pts
[1]
36
Heavy Support
35 pts
BS
2
FA SA RA
12 11 10
HP
3
Unit Type
Vehicle (Tank, Open-topped)
SPECIAL RULES:
TRANSPORT:
Big Rumbla!
Ramshackle (pg 3)
Waaagh! (pg 3)
Composition
1 Big Trakk
OPTIONS:
May include up to
two additional Big Trakks
35 pts/model
[1]
Any Big Trakk may sacrifice all Transport Capacity
[1]
and take a Supa-Kannon
70 pts
Alternatively, any Big Trakk may halve its
[2]
Transport Capacity and take one of the following:
Kannon
15 pts
Lobba
15 pts
Zzap Gun
15 pts
Big Lobba
20 pts
Splatta Gun
20 pts
Supa Skorcha
25 pts
Big Zzappa
30 pts
Flakka-Dakka Gun
30 pts
Killkannon
35 pts
Splatta Kannon
35 pts
Any Big Trakk may take up to
three of the following in any combination:
Big Shoota
5 pts
Rokkit Launcha
5 pts
Kustom Mega-Blasta
10 pts
Kustom Rokkit Launcha
10 pts
Skorcha
10 pts
5 pts each
5 pts
5 pts
5 pts
5 pts
5 pts
5 pts
5 pts
5 pts
10 pts
10 pts
10 pts
15 pts
15 pts
15 pts
15 pts
20 pts
25 pts
[1]
37
Heavy Support
90 pts
BATTLEWAGON MOB
Battlewagon
BS
2
FA SA RA
14 12 10
HP
4
Unit Type
Vehicle (Tank,
Open-topped, Transport)
SPECIAL RULES:
TRANSPORT:
Battlewagon Bash!
Ramshackle (pg 3)
Waaagh! (pg 3)
Composition
1 Battlewagon
OPTIONS:
May include up to
two additional Battlewagons
90 pts/model
Any Battlewagon may sacrifice all
[1]
Transport Capacity and take one of the following:
Gobsmasha
30 pts
Bowel-Burna
40 pts
Twin-linked Bubbleblasta
40 pts
Spleenrippa
40 pts
Supa-Gatla
50 pts
Destrukta Rokkit Launcha
55 pts
Supa-Kannon
70 pts
Lifta-Droppa
90 pts
Kustom Mega-Field
150 pts
Any of the above weapons may be upgraded with a
Vetrun Gunna Krew for 10 pts.
Alternatively, any Battlewagon may halve the
[2]
Transport Capacity and take one of the following:
Weird Tower
10 pts
Big Kustom Kannon
30 pts
Deffstorm Mega-Shoota
30 pts
Flakka-Dakka Gun
30 pts
Kustom Mega-Kannon
30 pts
Killkannon
35 pts
Shokk Attakk Gun
50 pts
Any of the above weapons may be upgraded with a
Vetrun Gunna Krew for 10 pts.
Any Battlewagon may take one of the following:
Eavy Shoota
10 pts
Skorcha
10 pts
Kannon
15 pts
Lobba
15 pts
Zzap Gun
15 pts
Big Lobba
20 pts
Supa Skorcha
25 pts
Big Zzappa
30 pts
5 pts
5 pts
10 pts
10 pts
5 pts
5 pts
5 pts
5 pts
5 pts
5 pts
5 pts
5 pts
10 pts
10 pts
10 pts
15 pts
20 pts
20 pts
20 pts
20 pts
25 pts
[1]
38
Heavy Support
250 pts
ORKANAUT
Orkanaut
WS BS S
4 2 9
FA SA RA I
13 13 12 3
A
5
HP
6
Unit Type
Vehicle (Super-heavy Walker,
Transport)
WARGEAR:
TRANSPORT:
Two Twin-linked
Big Shootas (pg 115)
Two Twin-linked
Rokkit Launchas (pg 115)
SPECIAL RULES:
Assault Vehicle
Biggest Dread
Dread Boss
Furious Charge
Ramshackle (pg 3)
Waaagh! (pg 3)
Composition
1 Orkanaut
OPTIONS:
Must take two of the following in any combination:
Power Klaw
15 pts
Kannon
15 pts
Zzap Gun
15 pts
Bubblechukka
20 pts
Shunta
20 pts
Splatta Gun
20 pts
Smasha Gun
25 pts
Supa Skorcha
25 pts
Big Kustom Kannon
30 pts
Big Zzappa
30 pts
Deffstorm Mega-Shoota
30 pts
Gobsmasha
30 pts
Kustom Mega-Kannon
30 pts
Bubbleblasta
35 pts
Killkannon
35 pts
Splatta Kannon
35 pts
Traktor Beema
45 pts
Shokk Attakk Gun
50 pts
May sacrifice its Fire Point and take one of the following:
Dakkagun
5 pts
Kustom Mega-Blasta
10 pts
Skorcha
10 pts
Supa Skorcha
25 pts
39
Heavy Support
25 pts
KILLA KANZ
Killa Kan
Revolushunaree
WS BS S
2 3 4
3 3 4
SPECIAL RULES:
Ramshackle (pg 3)
Scardy-Grotz
FA SA RA I
11 10 10 3
11 10 10 3
A
1
1
HP
2
2
Unit Type
Vehicle (Walker)
Vehicle (Walker)
Composition
1 Killa Kan
Scardy-Grotz: If a Killa Kanz unit suffers 25% or more casualties in a single phase,
roll a D6 at the end of the Phase. On a roll of 1, the entire unit suffers a Crew
Shaken result. On a 2+, they act as normal. Scardy-Grotz is ignored if there is one
or more friendly Walkers or Super-heavy Walkers with the Waaagh! special rule
within 6 of the unit, or if the unit contains a Revolushunaree.
OPTIONS:
May include up to
four additional Killa Kans
25 pts/model
Each Walker in the unit must take one of the following,
and may take another, in any combination:
Power Klaw
15 pts
Big Shoota
5 pts
Rokkit Launcha
5 pts
Eavy Shoota
10 pts
Kustom Mega-Blasta
10 pts
Kustom Rokkit Launcha
10 pts
Rattla Gun
10 pts
Skorcha
10 pts
Grotzooka
15 pts
Kannon
15 pts
Lobba
15 pts
Dakkakannon
20 pts
5 pts
5 pts
5 pts
10 pts
10 pts
10 pts
10 pts
40
Heavy Support
20 pts
BIG GUNZ
Big Gun
Grot Krew
Ork Krew
Revolushunaree
Runtbot
Runtherd
WS
2
4
3
2
4
BS
3
2
3
0
2
S
2
3
2
4
3
T
7
2
4
2
4
4
W
2
1
1
1
1
2
I
3
2
4
1
2
A
1
2
1
1
2
Ld
5
7
7
5
7
Sv
3+
6+
5+
4+
6+
Unit Type
Artillery
Artillery
Artillery
Artillery
Artillery
Artillery (Character)
WARGEAR:
SPECIAL RULES:
Big Gun:
Kannon (pg 108)
Grot Krew:
Grot Blasta (pg 108)
Ork Krew:
Close Combat Weapon
Naff Armour (pg 112)
Slugga (pg 109)
Stikkbombz (pg 118)
Revolushunaree:
Close Combat Weapon
Grot Blasta (pg 108)
Skrap Armour (pg 112)
Stikkbombz (pg 118)
Runtbot:
Eavy Armour (pg 112)
Naff Force Field (pg 111)
Runtherd:
Close Combat Weapon
Naff Armour (pg 112)
Slugga (pg 109)
Squighound (pg 119)
Stikkbombz (pg 118)
Grot Krew:
Sneeky Gitz (pg 3)
Ork Krew:
Furious Charge
Mob Rule (pg 3)
Waaagh! (pg 3)
Revolushunaree:
Sneeky Gitz (pg 3)
Runtherd:
Furious Charge
Mob Rule (pg 3)
Waaagh! (pg 3)
Composition
1 Big Gun
2 Grot Krew
OPTIONS:
May include up to four additional Big Guns
(each including two Grot Krew)
20 pts/model
May include up to two additional
Grot Krew per Big Gun
2 pts/model
May upgrade all Grot Krew to Ork Krew 3 pts/model
Any Big Gun may replace its Kannon with:
Lobba
Free
Rattla Gun
Free
Squig Katapult
Free
Zzap Gun
Free
Deffgun
5 pts
Splatta Gun
5 pts
Beemy Deffgun
10 pts
Bubblechukka
10 pts
Smasha Gun
15 pts
Kustom Mega-Kannon
20 pts
Traktor Kannon
20 pts
The unit may take up to two Ammo Runts
for every Big Gun
3 pts each
Any model may take:
Skrap Armour
1 pt
Kamo Bitz
1 pt
41
Heavy Support
50 pts
UGE GUN
Grot Krew
Ork Krew
Revolushunaree
Runtbot
Runtherd
Uge Gun
WS
2
4
3
2
4
-
BS
3
2
3
0
2
-
S
2
3
2
4
3
-
T
2
4
2
4
4
8
W
1
1
1
1
2
3
I
3
2
4
1
2
-
A
1
2
1
1
2
-
Ld
5
7
7
5
7
-
Sv
6+
5+
4+
6+
3+
Unit Type
Artillery
Artillery
Artillery
Artillery
Artillery (Character)
Artillery
WARGEAR:
SPECIAL RULES:
Grot Krew:
Grot Blasta (pg 114)
Ork Krew:
Close Combat Weapon
Naff Armour (pg 119)
Slugga (pg 115)
Stikkbombz (pg 118)
Revolushunaree:
Close Combat Weapon
Grot Blasta (pg 114)
Skrap Armour (pg 119)
Stikkbombz (pg 118)
Runtbot:
Eavy Armour (pg 119)
Naff Force Field (pg 117)
Runtherd:
Close Combat Weapon
Naff Armour (pg 119)
Slugga (pg 115)
Squighound (pg 119)
Stikkbombz (pg 118)
Uge Gun:
Flakka-Dakka Gun (pg 114)
Grot Krew:
Sneeky Gitz (pg 3)
Ork Krew:
Furious Charge
Mob Rule (pg 3)
Waaagh! (pg 3)
Revolushunaree:
Sneeky Gitz (pg 3)
Runtherd:
Furious Charge
Mob Rule (pg 3)
Waaagh! (pg 3)
Composition
5 Grot Krew
1 Uge Gun
OPTIONS:
May include up to five
additional Grot Krew
2 pts/model
May upgrade all Grot Krew to Ork Krew 3 pts/model
The Uge Gun may replace its Flakka-Dakka Gun with:
Big Kustom Kannon
5 pts
Deffstorm Mega-Shoota
5 pts
Gobsmasha
5 pts
Splatta Kannon
5 pts
Bubbleblasta
10 pts
Spleenrippa
15 pts
Traktor Beema
20 pts
Boomgun
25 pts
Destrukta Rokkit Launcha
30 pts
Supa-Kannon
45 pts
Lifta-Droppa
65 pts
The unit may take up to five Ammo Runts 3 pts each
Any model may take:
Skrap Armour
1 pt
Kamo Bitz
1 pt
42
Heavy Support
120 pts
SQUIGGOTH URD
Squiggoth
WS BS S
3 2 6
T
6
W I
5 2
A
3
Ld Sv
10 3+
Unit Type
Monstrous Creature
WARGEAR:
SPECIAL RULES:
Fearless
Furious Charge
Goaded Rampage
Howda Krew
Monstrous Transport (12)
(pg 3)
Waaagh! (pg 3)
Composition
1 Squiggoth
OPTIONS:
May include up to
two additional Squiggoths
120 pts/model
Any Squiggoth may sacrifice all
[1]
Transport Capacity and take one of the following:
Gobsmasha
30 pts
Killkannon
35 pts
Splatta Kannon
35 pts
Big Kustom Kannon
40 pts
Spleenrippa
40 pts
Supa-Kannon
70 pts
Alternatively, any Squiggoth may take
one of the following:
Kannon
15 pts
Lobba
15 pts
Zzap Gun
15 pts
Big Lobba
20 pts
Splatta Gun
20 pts
Big Zzappa
30 pts
Any Squiggoth may take one of the following:
Big Tuskz
10 pts
Gorin Tuskz
10 pts
Piercin Tuskz
10 pts
Uge Tuskz
20 pts
5 pts
5 pts
5 pts
10 pts
10 pts
20 pts
10 pts
20 pts
5 pts
5 pts
5 pts
15 pts
15 pts
15 pts
20 pts
43
Lord of War
230 pts
KILL-TANK MOB
Kill-Blasta
BS
2
FA SA RA
14 13 10
HP
7
Kill-Bursta
14 13 10
Kill-Krusha
14 13 10
Unit Type
Vehicle (Super-heavy Vehicle,
Fast, Transport)
Vehicle (Super-heavy Vehicle,
Fast, Transport)
Vehicle (Super-heavy Vehicle,
Fast, Transport)
Composition
1 Kill-Blasta
or 1 Kill-Bursta
or 1 Kill-Krusha
WARGEAR:
SPECIAL RULES:
TRANSPORT:
Kill-Blasta:
Giga Shoota (pg 115)
Kill-Bursta:
Bursta Kannon (pg 116)
Kill-Krusha:
Krusha Kannon (pg 116)
Assault Vehicle
Waaagh! (pg 3)
OPTIONS:
May take up to
two additional Kill-Tanks
230 pts
Each Kill-Tank must be one of the following:
Kill-Blasta
50 pts
Kill-Krusha
75 pts
Kill-Bursta
90 pts
Any Kill-Blasta may take
[1]
an additional Giga Shoota
50 pts
Any Kill-Krusha may replace its Krusha Kannon
[1]
with a Twin-linked Krusha Kannon
25 pts
Any Kill-Bursta may increase the range of its
[1]
Bursta Kannon to 36
20 pts
Any Bursta Kannon, Giga Shoota or Krusha Kannon may
be upgraded with a Vetrun Gunna Krew for 10 pts.
Any Kill-Tank may take one of the following:
Up to three Supa Rokkits
20 pts each
Big Lobba
20 pts
Big Kustom Kannon
30 pts
Flakka-Dakka Gun
30 pts
Any Kill-Tank may take up to five of the following
in any combination:
Big Shoota
5 pts
Rokkit Launcha
5 pts
Eavy Shoota
10 pts
Kustom Rokkit Launcha
10 pts
Skorcha
10 pts
5 pts each
5 pts
5 pts
5 pts
5 pts
5 pts
5 pts
10 pts
10 pts
15 pts
15 pts
20 pts
20 pts
25 pts
30 pts
30 pts
30 pts
[1]
44
Lord of War
300 pts
BATTLEFORTRESS
Battlefortress
BS
2
FA SA RA
14 13 11
HP
9
Unit Type
Vehicle (Super-heavy Vehicle,
Open-topped, Transport)
SPECIAL RULES:
TRANSPORT:
Krushin Weight
Waaagh! (pg 3)
Composition
1 Battlefortress
OPTIONS:
May take up to three of the following in any combination:
Deffgun
15 pts
Kannon
15 pts
Kustom Mega-Blasta
15 pts
Lobba
15 pts
Snazzblasta
15 pts
Snazzkannon
15 pts
Zzap Gun
15 pts
Beemy Deffgun
20 pts
Big Lobba
20 pts
Dakkakannon
20 pts
Shunta
20 pts
Splatta Gun
20 pts
Smasha Gun
25 pts
Supa Skorcha
25 pts
[1]
Big Kustom Kannon
30 pts
Big Zzappa
30 pts
Deffstorm Mega-Shoota
30 pts
[1]
Gobsmasha
30 pts
Flakka-Dakka Gun
30 pts
Kustom Mega-Kannon
30 pts
Traktor Kannon
30 pts
[1]
Killkannon
35 pts
Splatta Kannon
35 pts
[1]
Bowel-Burna
40 pts
[1]
Spleenrippa
40 pts
[1]
Boomgun
50 pts
[1]
Supa-Gatla
50 pts
[1]
Destrukta Rokkit Launcha
55 pts
[1]
Supa-Kannon
70 pts
Any of the above weapons may be upgraded with a
Vetrun Gunna Krew for 10 pts.
Alternatively, may take one of the following:
[1]
Giblet-Grinda Battery
75 pts
[1]
Skullhamma Kannon
120 pts
Any of the above weapons may be upgraded with a
Vetrun Gunna Krew for 10 pts.
45
Lord of War
400 pts
STOMPA
Stompa
WS BS S FA SA RA I
4 2 10 14 13 12 1
A
5
HP
12
Unit Type
Vehicle (Super-heavy Walker,
Transport)
SPECIAL RULES:
TRANSPORT:
Assault Vehicle
Effigee
Waaagh! (pg 3)
Composition
1 Stompa
OPTIONS:
Must take two of the following, and may take an
additional two, in any combination:
Power Klaw
15 pts
Gobsmasha
30 pts
Spleenrippa
40 pts
Supa-Kannon
70 pts
Lifta-Droppa
90 pts
Deff Kannon
100 pts
Any of the above weapons may be upgraded with a
Vetrun Gunna Krew for 10 pts.
May replace all Power Klaws with:
Kill Saws
5 pts each
Rippa Klaws
5 pts each
Klaws of Gork
10 pts each
Mega-Choppas
20 pts each
May take a Deff Arzenal for 120 pts,
or any of the following:
Up to four Skorcha Missiles
5 pts each
Up to three Pulsa Rokkits
20 pts each
Up to three Supa Rokkits
20 pts each
May reduce its Transport Capacity by thirty
and take one of the following:
Deffstorm Mega-Shoota
30 pts
Kustom Mega-Kannon
30 pts
Bubbleblasta
35 pts
Killkannon
35 pts
Flamebelcha
35 pts
Bowel-Burna
40 pts
Traktor Beema
45 pts
Belly Gun
80 pts
Any of the above weapons may be upgraded with a
Vetrun Gunna Krew for 10 pts.
May take any of the following:
Big Kustom Kannon
30 pts
Flakka-Dakka Gun
30 pts
Gaze of Mork
40 pts
Supa-Gatla
50 pts
Destrukta Rokkit Launcha
55 pts
Any of the above weapons may be upgraded with a
Vetrun Gunna Krew for 10 pts.
46
Lord of War
1000 pts
SUPA STOMPA
Supa Stompa
WS BS S FA SA RA I
4 2 10 14 14 13 1
SPECIAL RULES:
Assault Vehicle
Effigee (pg 46)
Skrapborn Giant
Waaagh! (pg 3)
TRANSPORT:
Transport Capacity: Fourty
models
Fire Points: Six at the front.
Access Points: One at the rear.
A
5
HP
20
Unit Type
Vehicle (Super-heavy Walker,
Transport)
Composition
1 Supa Stompa
Skrapborn Giant: In addition to the usual rules for Super-heavy Walkers, the Supa
Stompa obeys the following rules:
The Supa Stompa may only be hit on a roll of 5+ by Infantry and Monstrous
Creatures of any type in close combat, and on a roll of 4+ by Super-heavy Walkers
and Gargantuan Creatures in close combat. The Supa Stompa may choose
whether or not to be locked in combat with Infantry and Monstrous Creatures of
any type. It is completely immune to the effects of Dangerous Terrain, and may
only be damage by attacks with the Haywire rule on a roll of 5+, which only inflict
a Glancing Hit. The Supa Stompa may use any of its weapons that use Blast
markers to target areas of the battlefield (including buildings, ruins, etc.) rather
than enemy units. If the Supa Stompa suffers Catastrophic Damage, it
automatically makes a Titanic Explosion!.
OPTIONS:
Must take two of the following, and may take an
additional two, in any combination:
Power Klaw
15 pts
Gobsmasha
30 pts
Spleenrippa
40 pts
Supa-Kannon
70 pts
Krusha Kannon
75 pts
Bursta Kannon
90 pts
Lifta-Droppa
90 pts
Deff Kannon
100 pts
Skullhamma Kannon
120 pts
Supa Lifta-Droppa
250 pts
Any of the above weapons may be upgraded with a
Vetrun Gunna Krew for 10 pts.
May replace all Power Klaws with:
Kill Saws
5 pts each
Rippa Klaws
5 pts each
Klaws of Gork
10 pts each
Mega-Choppas
20 pts each
May take a Deff Arzenal for 120 pts,
or any of the following:
Up to eight Skorcha Missiles
5 pts each
Up to five Kustom Mega-Rokkits
10 pts each
Up to four Pulsa Rokkits
20 pts each
Up to four Supa Rokkits
20 pts each
May reduce its Transport Capacity by thirty
and take one of the following:
Deffstorm Mega-Shoota
30 pts
Kustom Mega-Kannon
30 pts
Bubbleblasta
35 pts
Flamebelcha
35 pts
Killkannon
35 pts
Bowel-Burna
40 pts
Traktor Beema
45 pts
Giblet-Grinda Battery
75 pts
Belly Gun
80 pts
Any of the above weapons may be upgraded with a
Vetrun Gunna Krew for 10 pts.
47
Lord of War
2000 pts
GARGANT
Gargant
WS BS S
4 2 D
SPECIAL RULES:
Assault Vehicle
Effigee (pg 46)
Skrapborn Kolossus
Waaagh! (pg 3)
TRANSPORT:
Transport Capacity: Fifty
models.
Fire Points: Eight at the front.
Access Points: Two at the rear.
FA SA RA I
15 14 13 1
A
6
HP
30
Unit Type
Vehicle (Super-heavy Walker,
Transport)
Composition
1 Gargant
Skrapborn Kolossus: In addition to the usual rules for Super-heavy Walkers, the
Gargant obeys the following rules:
The Gargant may only be hit on a roll of 6 by Infantry and Monstrous Creatures of
any type in close combat, and on a roll of 5+ by Super-heavy Walkers and
Gargantuan Creatures in close combat. The Gargant may always choose whether
or not to be locked in combat. It is completely immune to the effects of
Dangerous Terrain, and may only be damaged by attacks with the Haywire rule on
a roll of 6, which only inflict a Glancing Hit. The Gargants Stomp attacks use the
Large Blast Marker, and it may use any of its weapons that use Blast markers to
target areas of the battlefield (including buildings, ruins, etc.) rather than enemy
unit. If the Gargant suffers Catastrophic Damage, it automatically makes a Titanic
Explosion!.
OPTIONS:
Must take two of the following, and may take an
additional two, in any combination:
Power Klaw
15 pts
Gobsmasha
30 pts
Spleenrippa
40 pts
Supa-Kannon
70 pts
Krusha Kannon
75 pts
Bursta Kannon
90 pts
Lifta-Droppa
90 pts
Deff Kannon
100 pts
Skullhamma Kannon
120 pts
Soopagun
200 pts
Supa-Lifta-Droppa
250 pts
Any of the above weapons may be upgraded with a
Vetrun Gunna Krew for 10 pts.
May replace all Power Klaws with:
Kill Saws
5 pts each
Rippa Klaws
5 pts each
Klaws of Gork
10 pts each
Mega-Choppas
20 pts each
Gargant Krushas
65 pts each
May reduce its Transport Capacity by thirty
and take one of the following:
Deffstorm Mega-Shoota
30 pts
Kustom Mega-Kannon
30 pts
Bubbleblasta
35 pts
Flamebelcha
35 pts
Killkannon
35 pts
Bowel-Burna
40 pts
Traktor Beema
45 pts
Giblet-Grinda Battery
75 pts
Belly Gun
80 pts
Gutbusta Giga-Kannon
150 pts
Any of the above weapons may be upgraded with a
Vetrun Gunna Krew for 10 pts.
48
Lord of War
400 pts
UGE SQUIGGOTH
Uge Squiggoth
WS BS S
4 2 6
T
8
W I
7 2
A
4
Ld Sv
10 3+
Unit Type
Gargantuan Creature
WARGEAR:
SPECIAL RULES:
Furious Charge
Monstrous Transport (20) (pg 3)
Waaagh! (pg 3)
Composition
1 Uge Squiggoth
OPTIONS:
May take one of the following:
Big Lobba
20 pts
Big Kustom Kannon
30 pts
Big Zzappa
30 pts
Gobsmasha
30 pts
Killkannon
35 pts
Splatta Kannon
35 pts
Spleenrippa
40 pts
Supa-Kannon
70 pts
Krusha Kannon
75 pts
Bursta Kannon
90 pts
Deff Kannon
100 pts
May take up to six of the following in any combination:
Big Shoota
5 pts
Grot Sponson
5 pts
Rokkit Launcha
5 pts
Eavy Shoota
10 pts
Kustom Rokkit Launcha
10 pts
Kannon
15 pts
Lobba
15 pts
Zzap Gun
15 pts
Splatta Gun
20 pts
20 pts
10 pts
20 pts
5 pts
5 pts
5 pts
10 pts
10 pts
15 pts
15 pts
15 pts
20 pts
30 pts
45 pts
49
Lord of War
1250 pts
ORKEOSAURUS
Orkeosaurus
WS BS S T W I
4 2 10 10 10 1
A
7
Ld Sv
10 2+
Unit Type
Gargantuan Creature
WARGEAR:
SPECIAL RULES:
Da Big Trample
Monstrous Transport (30)
(pg 3)
Waaagh! (pg 3)
Composition
1 Orkeosaurus
50
Fortification
100 pts
ROK
COMPOSITION:
SPECIAL RULES:
1 Rok
Rok Strike!
Sentry Defence System
Dakka Rok:
Nevva Enuff Dakka!
Krasha Rok:
Kavernous Hold
TERRAIN TYPE:
Medium Building (Armour Value 14)
WEAPONS:
One emplaced Flakka-Dakka Gun (pg 114)
OPTIONS:
Any Rok may take items from the Buildings, Obstacles and Battlements & Battlefield lists (see Warhammer 40,000:
Stronghold Assault), except for Gun Emplacements, Magos Machine Spirit and Void Shield.
The Rok must be upgraded to one of the following:
A Krasha Rok may take up to three of the following
Dakka Rokk
Free
in any combination:
Krasha Rok
25 pts
Shoota
2 pts
Dakkagun
5 pts
Rokkit Launcha
5 pts
Any Rok may take any of the following:
Eavy
Shoota
10 pts
Grabbin Klaw
5 pts
Kustom Mega-Blasta
10 pts
Extra Gubbinz
10 pts
Kustom Rokkit Launcha
10 pts
Grot Fixa Krew
20 pts
Rattla Gun
10 pts
Big Buildin Bitz
25 pts
Kannon
15 pts
Extra Skrap
30 pts
Dakkakannon
20 pts
Kustom Powa Field
40 pts
Any of the above weapons may be upgraded with a
Vetrun Gunna Krew for 5 pts.
A Dakka Rok may take any number of weapons from the
above list in any combination.
51
Fortification
50 pts
SKRAP WALLZ
COMPOSITION:
SPECIAL RULES:
None
TERRAIN TYPE:
Battlefield Debris (Defence Lines)
WEAPONS:
None
OPTIONS:
May take items from the Buildings, Obstacles and Battlements & Battlefield lists (see Warhammer 40,000: Stronghold
Assault), except for Gun Emplacements, Magos Machine Spirit and Void Shield.
May take one of the following:
Gun Emplacement w/ Rattla Gun
15 pts
Gun Emplacement w/ Deffgun
20 pts
Gun Emplacement w/ Kannon
20 pts
Gun Emplacement w/ Lobba
20 pts
Gun Emplacement w/ Zzap Gun
20 pts
Gun Emplacement w/ Beemy Deffgun 25 pts
Gun Emplacement w/ Flakka-Dakka Gun 35 pts
52
Fortification
75 pts
BOYZ HUT
COMPOSITION:
SPECIAL RULES:
1 Boyz Hut
TERRAIN TYPE:
Medium Building (Armour Value 14)
WEAPONS:
Two emplaced Twin-linked Big Shootas (pg 115)
OPTIONS:
May take items from the Buildings, Obstacles and Battlements & Battlefield lists (see Warhammer 40,000: Stronghold
Assault), except for Gun Emplacements, Magos Machine Spirit and Void Shield.
May also take any of the following:
Grabbin Klaw
5 pts
Extra Gubbinz
10 pts
Wrekkin Ball
10 pts
Grot Fixa Krew
20 pts
Big Buildin Bitz
25 pts
Extra Skrap
30 pts
Each Twin-linked Big Shoota may be upgraded
with a Vetrun Gunna Krew for 5 pts.
53
Fortification
75 pts
MEK SHOP
COMPOSITION:
SPECIAL RULES:
1 Mek Shop
Krankin Em Out!
Sentry Defence System
TERRAIN TYPE:
Medium Building (Armour Value 14)
None
WEAPONS:
One emplaced Twin-linked Big Shoota (pg 115)
OPTIONS:
May take items from the Buildings, Obstacles and Battlements & Battlefield lists (see Warhammer 40,000: Stronghold
Assault), except for Gun Emplacements, Magos Machine Spirit and Void Shield.
May also take any of the following:
Grabbin Klaw
5 pts
Extra Gubbinz
10 pts
Wrekkin Ball
10 pts
Grot Fixa Krew
20 pts
Big Buildin Bitz
25 pts
Extra Skrap
30 pts
The Twin-linked Big Shoota may be upgraded
with a Vetrun Gunna Krew for 5 pts.
54
Fortification
60 pts
PILE O GUNZ
COMPOSITION:
SPECIAL RULES:
1 Pile O Gunz
TERRAIN TYPE:
Small Building (Armour Value 13)
None
WEAPONS:
One emplaced Twin-linked Big Shoota (pg 115)
OPTIONS:
May take items from the Buildings, Obstacles and Battlements & Battlefield lists (see Warhammer 40,000: Stronghold
Assault), except for Gun Emplacements, Magos Machine Spirit and Void Shield.
May also take any of the following:
Extra Gubbinz
10 pts
Grot Fixa Krew
15 pts
Big Buildin Bitz
20 pts
Extra Skrap
20 pts
The Twin-linked Big Shoota may be upgraded
with a Vetrun Gunna Krew for 5 pts.
55
Fortification
55 pts
SPECIAL RULES:
TERRAIN TYPE:
Small Building (Armour Value 13)
None
WEAPONS:
One emplaced Big Shoota (pg 115)
OPTIONS:
May take items from the Buildings, Obstacles and Battlements & Battlefield lists (see Warhammer 40,000: Stronghold
Assault), except for Gun Emplacements, Magos Machine Spirit and Void Shield.
The Big Shoota may be replaced with:
May also take any of the following:
Rokkit Launcha
Free
Extra Gubbinz
10 pts
Twin-linked Big Shoota
5 pts
Grot Fixa Krew
15 pts
Twin-linked Rokkit Launcha
5 pts
Big Buildin Bitz
20 pts
Any of the above weapons may be upgraded
Extra Skrap
20 pts
with a Vetrun Gunna Krew for 5 pts.
56
Fortification
80 pts
TELLYPORTA PLATFORM
COMPOSITION:
SPECIAL RULES:
1 Tellyporta Platform
Lokked On!
Sentry Defence System
TERRAIN TYPE:
Medium Building (Armour Value 14)
Lokked On!: Any Ork unit entering play via the Deep
Strike rule may deploy on the Tellyporta Platform
without scattering.
None
WEAPONS:
Four emplaced Twin-linked Big Shootas (pg 115)
OPTIONS:
May take items from the Buildings, Obstacles and Battlements & Battlefield lists (see Warhammer 40,000: Stronghold
Assault), except for Gun Emplacements, Magos Machine Spirit and Void Shield.
May also take any of the following:
Grabbin Klaw
5 pts
Extra Gubbinz
10 pts
Wrekkin Ball
10 pts
Grot Fixa Krew
20 pts
Big Buildin Bitz
25 pts
Extra Skrap
30 pts
Kustom Powa Field
40 pts
57
Fortification
200 pts
ORKY FORT
COMPOSITION:
WEAPONS:
TERRAIN TYPE:
SPECIAL RULES:
Main Towers:
Medium Building (Armour Value 14)
Connecting Walkways:
Small Building (Armour Value 14) with battlements
OPTIONS:
May take items from the Buildings, Obstacles and Battlements & Battlefield lists (see Warhammer 40,000: Stronghold
Assault), except for Gun Emplacements, Magos Machine Spirit and Void Shield.
Each section may also take any of the following:
Grabbin Klaw
5 pts
Extra Gubbinz
10 pts
Wrekkin Ball
10 pts
Grot Fixa Krew
20 pts
Big Buildin Bitz
25 pts
Extra Skrap
30 pts
Kustom Powa Field
40 pts
Any Eavy Shoota may be upgraded with a
Vetrun Gunna Krew for 5 pts, and
may be Twin-linked for 5 pts.
58
Fortification
# pts
59
Lord of War
300 pts
WS BS S
6 2 6
2 3 2
T
6
2
W I
5 4
1 4
A
5
1
Ld Sv
10 2+
5 -
Unit Type
Infantry (Character)
Infantry
WARGEAR:
SPECIAL RULES:
Ghazghkull:
Twin-linked
Big Shoota (pg 115)
Bosspole (pg 117)
Mega Armour (pg 119)
Power Klaw (pg 112)
Stikkbombz (pg 118)
Supa Cybork Body (pg 119)
Makari:
Ghazz Banna
Ghazghkull:
Eternal Warrior
Extremely Bulky
Furious Charge
Goffz Boss (pg 5)
Im Da Big Boss! (pg 3)
Independent Character
Mob Rule (pg 3)
Waaagh! (pg 3)
Makari:
Faiffull Kompanion
Inkredibul Good Lukk!
Weedy (pg 3)
WARLORD TRAITS:
Kwik Swinga!
Proffit Uv Da Waaagh!
Composition
Ghazghkull (Unique)
OPTIONS:
Ghazghkull may be accompanied by Makari for 30 pts.
Ghazghkull may take any of the following:
0-3 Ammo Runts
3 pts each
Attakk Squig
10 pts
60
Lord of War
850 pts
THE BEAST
The Beast
WS BS S T
7 4 10 8
W I
6 4
A
5
Ld Sv
10 2+
Unit Type
Gargantuan Creature (Character)
WARGEAR:
SPECIAL RULES:
Furious Charge
Independent Character
It Will Not Die
Rage
Towering Tyrant
Ullanors Vengeance
Waaagh! (pg 3)
WARLORD TRAITS:
The Green Roar
Composition
The Beast (Unique)
S
10
10
AP
1
1
Type
Assault 1, Blast, Soul Blaze
Melee, Instant Death
61
H.Q.
250 pts
NAZDREG UG URDGRUB
Nazdreg
WS BS S
5 2 5
T
6
W I
4 4
A
4
Ld Sv
10 2+
Unit Type
Infantry (Character)
WARGEAR:
SPECIAL RULES:
WARLORD TRAIT:
Idden Targetaz!
Composition
Nazdreg (Unique)
S
8
8
AP
3
2
Type
Assault 1, Blast
Assault 1
OPTIONS:
Nazdreg may take any of the following:
0-3 Ammo Runts
Attakk Squig
3 pts each
10 pts
62
H.Q.
230 pts
GROG IRONTEEF
Grog
WS BS S
6 2 6
T
6
W I
4 4
A
4
Ld Sv
10 2+
Unit Type
Infantry (Character)
WARGEAR:
SPECIAL RULES:
WARLORD TRAIT:
Shooty Waaagh!
Composition
Grog (Unique)
OPTIONS:
Grog may take any of the following:
0-3 Ammo Runts
Attakk Squig
[1]
3 pts each
10 pts
63
H.Q.
230 pts
SNAGROD DA ARCH-ARSONIST
Snagrod
WS BS S
6 2 6
T
6
W I
4 4
A
4
Ld Sv
10 2+
Unit Type
Infantry (Character)
WARGEAR:
SPECIAL RULES:
WARLORD TRAIT:
Burny Waaagh!
Composition
Snagrod (Unique)
S
+2
AP
4
Type
Melee, Extra Rippy!, Shred,
Two-handed
Extra Rippy!: On the turn Snagrod charges, the Chainrippaz become
AP3.
OPTIONS:
Snagrod may take any of the following:
0-3 Ammo Runts
Attakk Squig
3 pts each
10 pts
64
H.Q.
210 pts
WS BS S
6 2 6
T
6
W I
4 4
A
4
Ld Sv
10 2+
Unit Type
Infantry (Character)
WARGEAR:
SPECIAL RULES:
Furious Charge
Im Da Big Boss! (pg 3)
Independent Character
Mob Rule (pg 3)
No Gitz Tuffa! (pg 3)
Rusting Giant
Very Bulky
Waaagh! (pg 3)
Composition
Klawjaw (Unique)
WARLORD TRAIT:
Big Wagon Brigade!
OPTIONS:
Klawjaw may take any of the following:
0-3 Ammo Runts
Attakk Squig
3 pts each
10 pts
65
H.Q.
225 pts
GARAGHAK ARCH-KILLA
Garaghak
WS BS S
6 2 6
T
6
W I
4 4
A
4
Ld Sv
10 2+
Unit Type
Infantry (Character)
WARGEAR:
SPECIAL RULES:
Furious Charge
Goffz Boss (pg 5)
Im Da Big Boss! (pg 3)
Independent Character
Mob Rule (pg 3)
No Gitz Tuffa! (pg 3)
Very Bulky
Waaagh! (pg 3)
WARLORD TRAIT:
Composition
Garaghak (Unique)
Krush Em Fasta!
OPTIONS:
Garaghak may take any of the following:
0-3 Ammo Runts
3 pts each
Attakk Squig
10 pts
66
H.Q.
230 pts
WS BS S
6 3 5
T
6
W I
4 4
A
4
Ld Sv
10 2+
Unit Type
Infantry (Character)
WARGEAR:
SPECIAL RULES:
WARLORD TRAIT:
Composition
Gorgutz (Unique)
S
4
AP
5
Type
Assault 4, Pinning
Power Uv Da Waaagh!
OPTIONS:
Gorgutz may take any of the following:
0-3 Ammo Runts
Attakk Squig
3 pts each
10 pts
67
H.Q.
230 pts
WS BS S
5 2 5
T
5
W I
3 4
A
4
Ld Sv
10 3+
Unit Type
Infantry (Character)
WARGEAR:
SPECIAL RULES:
Bulky
Daemon
Furious Charge
Im Da Big Boss! (pg 3)
Independent Character
Mob Rule (pg 3)
No Gitz Tuffa! (pg 3)
Waaagh! (pg 3)
WARLORD TRAIT:
Vetrunz Uv Da
Long Waaagh!
Composition
Tuska (Unique)
OPTIONS:
Tuska may take any of the following:
0-3 Ammo Runts
Attakk Squig
3 pts each
10 pts
68
H.Q.
165 pts
BLAKTOOF DA OVERFIEND
Blaktoof
WS BS S
6 2 5
T
5
W I
3 4
A
4
Ld Sv
10 3+
Unit Type
Infantry (Character)
WARGEAR:
SPECIAL RULES:
WARLORD TRAIT:
Composition
Blaktoof (Unique)
Kill Em More!
OPTIONS:
Blaktoof may take any of the following:
0-3 Ammo Runts
Attakk Squig
3 pts each
10 pts
69
H.Q.
140 pts
GRUKK FACE-RIPPA
Grukk
WS BS S
5 2 5
T
5
W I
3 4
A
5
Ld Sv
9 4+
Unit Type
Infantry (Character)
WARGEAR:
SPECIAL RULES:
Composition
Grukk (Unique)
WARLORD TRAIT:
Bellowin Boss!
S
x2
AP
2
Type
Melee, Shred,
Specialist Weapon, Unwieldy
OPTIONS:
Grukk may take any of the following:
0-3 Ammo Runts
3 pts each
70
H.Q.
170 pts
SKROLL TITAN-KRUMPA
Skroll
WS BS S
5 2 5
T
5
W I
3 4
A
5
Ld Sv
9 3+
Unit Type
Infantry (Character)
WARGEAR:
SPECIAL RULES:
Bulky
Furious Charge
Evil Sunz Boss (pg 5)
Im Da Big Boss! (pg 3)
Independent Character
Meetshieldz
Mob Rule (pg 3)
Waaagh! (pg 3)
WARLORD TRAIT:
Epik Boss!
Composition
Skroll (Unique)
OPTIONS:
Skroll may take any of the following:
0-3 Ammo Runts
Attakk Squig
3 pts each
10 pts
71
H.Q.
210 pts
KAPTIN BLUDDFLAGG
Bluddflagg
WS BS S
5 2 5
T
5
W I
4 4
A
4
Ld Sv
9 3+
Unit Type
Infantry (Character)
WARGEAR:
SPECIAL RULES:
Bulky
Furious Charge
Im Da Big Boss! (pg 3)
Independent Character
Kaptinz Krew
Mob Rule (pg 3)
Waaagh! (pg 3)
Composition
Bluddflagg (Unique)
WARLORD TRAIT:
Range
24
S
4
AP
5
Type
Assault 3, Twin-linked
Stomp Em Fasta!
OPTIONS:
Bluddflagg may take any of the following:
0-3 Ammo Runts
3 pts each
Attakk Squig
10 pts
72
H.Q.
190 pts
BOSS GRIMSKULL
Grimskull
WS BS S
5 2 5
T
6
W I
3 3
A
4
Ld Sv
9 3+
Unit Type
Infantry (Character)
WARGEAR:
SPECIAL RULES:
Aint No Fool
Bulky
Furious Charge
Hammer of Wrath
Im Da Big Boss! (pg 3)
Implacable Charge
Independent Character
Mob Rule (pg 3)
Waaagh! (pg 3)
WARLORD TRAIT:
Reel Tuff Boss!
Composition
Grimskull (Unique)
S
1
3
4
AP
5
6
Type
Assault 3, Blast, Blind
Assault 3, Blast
Assault 10
OPTIONS:
Grimskull may take any of the following:
0-3 Ammo Runts
3 pts each
Attakk Squig
10 pts
73
H.Q.
150 pts
WS BS S
5 2 4
T
5
W I
3 3
A
4
Ld Sv
10 4+
Unit Type
Infantry (Character)
WARGEAR:
SPECIAL RULES:
Da Big Dok
Furious Charge
Independent Character
Mob Rule (pg 3)
No Gitz Tuffa! (pg 3)
One Skalpel Short
Uv A Medpakk!
Waaagh! (pg 3)
Composition
Grotsnik (Unique)
WARLORD TRAIT:
Dokz Been Busy!
OPTIONS:
Grotsnik may take any of the following:
0-3 Ammo Runts
Attakk Squig
3 pts each
10 pts
74
H.Q.
150 pts
WAZDAKKA GUTSMEK
Wazdakka
WS BS S
5 2 4
T
6
W I
3 3
A
4
Ld Sv
9 3+
Unit Type
Bike (Character)
WARGEAR:
SPECIAL RULES:
Bike Uv Da Aporkalypse
Bosspole (pg 117)
Mekz Toolz (pg 117)
Power Klaw (pg 112)
Snazzy Armour (pg 119)
Stikkbombz (pg 118)
Twin-linked
Dakkakannon (pg 113)
Da Biker Boss
Furious Charge
Independent Character
Mob Rule (pg 3)
Waaagh! (pg 3)
Wot Fire?
WARLORD TRAIT:
Keep Goin, Ladz!
Composition
Wazdakka (Unique)
OPTIONS:
Wazdakka may take any of the following:
0-3 Ammo Runts
3 pts each
Attakk Squig
10 pts
75
H.Q.
150 pts
ZHADSNARK DA RIPPA
Zhadsnark
WS BS S
5 2 5
T
6
W I
3 4
A
4
Ld Sv
9 3+
Unit Type
Bike (Character)
WARGEAR:
SPECIAL RULES:
Da Beest
Da Rippa
Snazzy Armour (pg 119)
Stikkbombz (pg 118)
Twin-linked
Big Shoota (pg 115)
Da Sunz Boss
Furious Charge
Im Da Big Boss! (pg 3)
Independent Character
Mob Rule (pg 3)
Waaagh! (pg 3)
WARLORD TRAITS:
Kill Em More!
Composition
Zhadsnark (Unique)
S
x2
AP
2
Type
Melee, Specialst Weapon
OPTIONS:
Zhadsnark may take any of the following:
0-3 Ammo Runts
3 pts each
Attakk Squig
10 pts
76
H.Q.
140 pts
WS BS S
5 2 5
T
5
W I
3 4
A
3
Ld Sv
9 4+
Unit Type
Infantry (Character)
WARGEAR:
SPECIAL RULES:
Elpful Grotz
Furious Charge
Im Da Big Boss! (pg 3)
Independent Character
Mob Rule (pg 3)
Waaagh! (pg 3)
WARLORD TRAIT:
Composition
Buzzgob (Unique)
Dred Ead
OPTIONS:
Buzzgob may take any of the following:
0-3 Ammo Runts
Attakk Squig
3 pts each
10 pts
77
H.Q.
125 pts
MEK ODDGOB
Oddgob
WS BS S
4 2 4
T
4
W I
3 3
A
3
Ld Sv
8 4+
Unit Type
Infantry (Character)
WARGEAR:
SPECIAL RULES:
Kustom Mega-Choppa
(pg 112)
Cybork Body (pg 119)
Eavy Armour (pg 119)
Flekta Bitz
Mekz Toolz (pg 117)
Kustom Mega-Slugga
(pg 115)
Fishead Expurt
Furious Charge
Independent Character
Mob Rule (pg 3)
Waaagh! (pg 3)
Composition
Oddgob (Unique)
WARLORD TRAIT:
Oo Dun Yer Last Job?
OPTIONS:
Oddgob may take any of the following:
0-3 Ammo Runts
Attakk Squig
3 pts each
10 pts
78
H.Q.
160 pts
OLD ZOGWORT
Zogwort
WS BS S
4 2 4
T
5
W I
3 3
A
3
Ld Sv
9 -
Unit Type
Infantry (Character)
WARGEAR:
PSYKER:
WARLORD TRAIT:
Da Best At Weird Stuff!
SPECIAL RULES:
Born Among Bloodvipers
Furious Charge
Greata Waaagh! Konduit
Independent Character
Mob Rule (pg 3)
Psyker (Mastery Level 3)
Waaagh! (pg 3)
Composition
Zogwort (Unique)
S
User
AP
-
Type
Melee, Poisoned (2+)
Zogwortz Kurse!
Warp Charge 3
Zogwortz Kurse is a Malediction that targets an
enemy character within 24. The character is turned
into a Squig that uses the following profile:
WS BS S T W I A Ld Sv Unit Type
3 0 3 3 1 3 1 5 - Infantry (Character)
The character has the Independent Character
and Furious Charge rules.
OPTIONS:
Zogwort may take any of the following:
0-3 Ammo Runts
Attakk Squig
3 pts each
10 pts
79
H.Q.
90 pts
MISTA NAILBRAIN
Nailbrain
WS BS S
4 2 3
T
4
W I
2 3
A
2
Ld Sv
7 4+
Unit Type
Infantry (Character)
WARGEAR:
SPECIAL RULES:
Biggest Shoota
Mega Rumbla (pg 117)
Mekz Toolz (pg 117)
Personal Tellyporta
Sparky Armour
Furious Charge
Independent Character
Mob Rule (pg 3)
Waaagh! (pg 3)
WARLORD TRAIT:
Kwik Fixa!
Composition
Nailbrain (Unique)
S
6
AP
5
Type
Assault 2+D6, Pinning
OPTIONS:
Nailbrain may take any of the following:
0-3 Ammo Runts
Attakk Squig
3 pts each
10 pts
80
H.Q.
120 pts
SPOOKUMZ
Spookumz
WS BS S
4 2 4
T
4
W I
2 3
A
3
Ld Sv
8 5+
Unit Type
Infantry (Character)
WARGEAR:
SPECIAL RULES:
Burnabombz
Kamo Bitz (pg 119)
Krakkabombz (pg 117)
Skrap Armour (pg 119)
Smokabombz
Speshul Shoota (pg 115)
Stikkbombz (pg 118)
Stunnabombz (pg 118)
Tankbusta Bombz (pg 118)
Extra Bombz!
Furious Charge
Good Frowin Arm! (pg 11)
Independent Character
Infiltrate
Mob Rule (pg 3)
Move Through Cover
Stealth
Waaagh! (pg 3)
WARLORD TRAIT:
Hide Da Boyz
Composition
Spookumz (Unique)
OPTIONS:
Spookumz may take any of the following:
0-3 Ammo Runts
3 pts each
Attakk Squig
10 pts
81
H.Q.
135 pts
BRIKKFIST
Brikkfist
WS BS S
4 2 4
T
4
W I
3 3
A
3
Ld Sv
9 3+
Unit Type
Jump Infantry (Character)
WARGEAR:
SPECIAL RULES:
Furious Charge
Independent Character
Menacin
Mob Rule (pg 3)
No Gitz Tuffa! (pg 3)
Reel Good Stabbin!
Waaagh! (pg 3)
WARLORD TRAIT:
Get Bakk Ere!
Composition
Brikkfist (Unique)
OPTIONS:
Brikkfist may take any of the following:
0-3 Ammo Runts
Attakk Squig
3 pts each
10 pts
82
H.Q.
100 pts
DA RED GOBBO
Red Gobbo
WS BS S
5 4 3
T
3
W I
3 6
A
2
Ld Sv
9 3+
Unit Type
Infantry (Character)
WARGEAR:
SPECIAL RULES:
WARLORD TRAIT:
Nevva Da Same Grot!
Composition
Red Gobbo (Unique)
OPTIONS:
Red Gobbo may take any of the following:
0-3 Ammo Runts
3 pts each
Attakk Squig
10 pts
83
H.Q.
90 pts
ZODGROD WORTSNAGGA
Zodgrod
WS BS S
5 2 4
T
4
W I
2 3
A
3
Ld Sv
9 4+
WARGEAR:
SPECIAL RULES:
Furious Charge
Get More In Dere!
Mob Rule (pg 3)
Slava Boss
Supa-Runtz!
Waaagh! (pg 3)
Unit Type
Infantry (Character)
Composition
Zodgrod (Unique)
OPTIONS:
Zodgrod may take any of the following:
0-3 Ammo Runts
Attakk Squig
3 pts each
10 pts
84
H.Q.
80 pts
BOSS SNIKROT
Snikrot
WS BS S
5 2 5
T
4
W I
2 3
A
4
Ld Sv
8 4+
WARGEAR:
SPECIAL RULES:
Ambush!
Fear
Furious Charge
Infiltrate
Mob Rule (pg 3)
Move Through Cover
Red Skull Boss
Stealth
Waaagh! (pg 3)
Unit Type
Infantry (Character)
Composition
Snikrot (Unique)
OPTIONS:
Snikrot may take any of the following:
0-3 Ammo Runts
Attakk Squig
3 pts each
10 pts
85
H.Q.
85 pts
KAPTIN BADRUKK
Badrukk
WS BS S
5 2 4
T
4
W I
3 3
A
4
Ld Sv
9 3+
WARGEAR:
SPECIAL RULES:
Flash Da Kash!
Freeboota Boss
Furious Charge
Mob Rule (pg 3)
Snazz Masta!
Waaagh! (pg 3)
Unit Type
Infantry (Character)
Composition
Badrukk (Unique)
S
7
AP
2
Type
Assault 3, Gets Hot
OPTIONS:
Badrukk may take any of the following:
0-3 Ammo Runts
Attakk Squig
3 pts each
10 pts
86
H.Q.
90 pts
BOSS ZAGSTRUK
Zagstruk
WS BS S
5 2 4
T
4
W I
2 3
A
4
Ld Sv
9 4+
WARGEAR:
SPECIAL RULES:
Furious Charge
Lejendaree Tempa!
Mob Rule (pg 3)
Perfekt Landin!
Vulcha Boss
Waaagh! (pg 3)
Unit Type
Jump Infantry (Character)
Composition
Zagstruk (Unique)
OPTIONS:
Zagstruk may take any of the following:
0-3 Ammo Runts
Attakk Squig
3 pts each
10 pts
87
H.Q.
60 pts
WS BS S
4 4 3
T
3
W I
2 3
A
3
Ld Sv
8 4+
Unit Type
Infantry (Character)
WARGEAR:
SPECIAL RULES:
Hated Tyrant
Mob Rule
Pompous Leader
Protect Me, You Brutes!
Composition
von Strab (Unique)
88
RESTRICTIONS
This Detachment must include at least one Core choice. For each Core choice, you must include between 1 and 10
Auxiliary choices, in any combination, and you may also include one Command choice. Additionally, the Detachment may
include Unique choices, but only one of each Unique choice may be present in your army. Only the datasheets listed below
may be included in this Detachment.
COMMAND BENEFITS
Boss Uv Da Waaagh!: If this Detachment is your Primary Detachment, you can re-roll the result when rolling on any of the
Warlord Traits tables in Codex: Orks Rewrite.
Eager Ta Get Fightin!: All models and Vehicles in this Detachment with the Waaagh! special rule gain +1 Initiative on the
turn they charge, or on the turn they use the Counter-attack rule. All models and Vehicles in the Detachment with the
Sneeky Gitz or Scardy-Grotz special rules gain the Furious Charge rule.
CORE CHOICES
AUXILIARY CHOICES
Speshul Forcez
Revolushun Rumblaz
Bluddflaggz Bootaz
1 Warboss [1]
0-1 Weirdboy [2]
0-5 Oddboys
3-5 Ork Boyz units
OR 1 Proppa Mob unit
1 Ork Nobz unit
0-1 Runtz units
0-1 Warboss
0-3 Oddboys
2-3 Speshul Boyz units
1 Ork Nobz unit
Kaptin Bluddflagg
Mista Nailbrain
Spookumz
Brikkfist
COMMAND CHOICE
Big Boss Mob
1 Ork Warlord [4]
0-10 Ork Warbosses
0-1 Big Mek
0-1 Oddboys
1 Ork Nobz unit
Lootin Krew
0-1 Warboss
0-3 Oddboys
0-1 Ork Nobz units
1-3 Loota Boyz units
1 Looted Wagon Mob
for each Ork Nobz unit
or Loota Boyz unit
Armoured Krumpany
Bully Boyz Mob
UNIQUE CHOICES
Ogryn Greenbloodz
2-3 Ogryn Mob units
1 Big Mek
0-3 Oddboys
1 Mekboy Junka Mob unit
1-3 Gun Trukk Mob units
1-2 Gun Wagon Mob units
1 Big Trakk Mob unit
0-1 Kill-Tank Mob
Badrukkz Freebootaz
Kaptin Badrukk
1 Ork Nobz unit
1 Speshul Boyz unit
Vulcha Korpz
Boss Zagstruk
1 Ork Nobz unit
1 Kwikka Boyz unit
Feral March
0-1 Warboss
2-3 Kwikka Boyz units
0-3 Cyboar Urd units
1-2 Squiggoth Urd units
0-1 Uge Squiggoth
Deff Skwadron
3-5 Ork Flya Flyer Wings
Wortsnaggaz Supa-Runtz
Zodgrod Wortsnagga
2 Runtz units
Krushin Krew
2-5 Orkanauts
Overlords Glory
Overlord von Strab
1 Ork Nobz unit
2-5 Stompas
0-1 Supa Stompa
[1]
Gorgutz, Tuska, Blaktoof, Grukk, Skroll or Grimskull may be taken in place of the Warboss.
Zogwort may be taken in place of the Weirdboy if the Warboss has not been replaced.
Red Gobbo may be added to the unit.
[2]
Ghazghkull, The Beast, Nazdreg, Grog, Snagrod, Klawjaw or Garaghak may be taken in place of the Ork Warlord.
[2]
[1]
89
Core Formation
# pts
1 Warboss
[2]
0-1 Weirdboy
0-5 Oddboys
3-5 Ork Boyz units OR 1 Proppa Mob unit
1 Ork Nobz unit
0-1 Runtz units
RESTRICTIONS
None
SPECIAL RULES
Move Through Cover
Savage Stampede
[1]
90
Core Formation
# pts
RESTRICTIONS
None
SPECIAL RULES
Stomp-A-Thon!
91
Core Formation
# pts
1 Grot Kommittee
3-5 Runtz units
1-3 Grot Speshul Teem units
0-2 Big Gunz units
0-1 Uge Gun unit
RESTRICTIONS
No unit may contain Ork Krew or Runtherds.
No Runtz unit may contain Yoofs.
SPECIAL RULES
Best At Idin!
For Da Revolushun!
[1]
92
Command Formation
# pts
1 Warlord
0-10 Warbosses
0-1 Big Mek
0-1 Oddboy
1 Ork Nobz unit
RESTRICTIONS
This Formation may not be taken outside of a Great Waaagh! Detatchment.
All models in this Formation must deploy as one unit. Victory Points are awarded normally.
No character may detach from the unit.
If Ghazghkull leads the unit, he must be accompanied by Makari,
and the Formation may include Mad Dok Grotsnik instead of the Oddboy.
If The Beast leads the unit, he does not join the unit and cannot embark in the dedicated transport,
but otherwise benefits from the Formations special rules.
If Garaghak leads the unit, the Formation may include
Mek Boss Buzzgob instead of the Big Mek.
SPECIAL RULES
Da Bossz Big Wagon
Fearless
Leed By Exampul!
None Uv Yer Trikkz!
[1]
93
Auxiliary Formation
# pts
SPESHUL FORCEZ
FORMATION
0-1 Warboss
0-3 Oddboys
2-3 Speshul Boyz units
1 Ork Nobz unit
RESTRICTIONS
BIG ARD MOB
0-1 Warboss with
Mega Armour
2-3 Ard Boyz units
1 Mega Nobz unit
SPECIAL RULES
Big Git, Big Boom!
Fire Magnet!
Max Da Dakkz!
Reel Ard!
Supa Smashy!
94
Auxiliary Formation
# pts
RESTRICTIONS
The Warboss, Big Mek and Oddboys must either take a Warbike or Deffkopta,
or share the Ork Nobz units dedicated transport.
The Ork Nobz unit must either be upgraded to Biker Nobz or Kopta Nobz,
or select a Trukk or Battlewagon as a dedicated transport.
Each Kwikka Boyz unit must either be upgraded to Biker Boyz or Kopta Boyz.
SPECIAL RULES
Kikkin Up Dust!
95
Auxiliary Formation
# pts
RESTRICTIONS
All Ork Nobz units must take the same upgrade, from one of the following:
Biker Nobz, Bionik Nobz, Kopta Nobz, Mega Nobz, Skar Nobz, Storm Nobz
SPECIAL RULES
Fear
Fearless
Meenest Nobz Around!
96
Auxiliary Formation
# pts
OGRYN GREENBLOODZ
FORMATION
2-3 Ogryn Mob units
RESTRICTIONS
Each Ogryn Mob unit must contain an Ogryn Nob.
SPECIAL RULES
Dey Fit Right In!
Dey Fit Right In!: All models in this Formation gain the
Mob Rule and Waaagh! special rules. While each units
Ogryn Nob is alive, the unit gains the Furious Charge
rule.
97
Auxiliary Formation
# pts
FERAL MARCH
FORMATION
0-1 Warboss
1 Ork Nobz unit
2-3 Kwikka Boyz units
0-3 Cyboar Urd units
1-2 Squiggoth Urd units
0-1 Uge Squiggoth
RESTRICTIONS
The Warboss must take a Boarsquig, or share the Ork Nobz units dedicated transport.
The Ork Nobz unit must either be upgraded to Boar Nobz, or select a Runna Squiggoth as a dedicated transport.
All Kwikka Boyz units must be upgraded to Boar Boyz.
SPECIAL RULES
Aint Fed Em Yet...
98
Auxiliary Formation
# pts
DEFF SKWADRON
FORMATION
3-5 Ork Flya Flyer Wings
RESTRICTIONS
Only one Blasta-Bomma may be taken per Flyer Wing if one is taken, it is automatically the Wing Leader of its Flyer Wing.
SPECIAL RULES
Best Uv Da Best!
99
Auxiliary Formation
# pts
REVOLUSHUN RUMBLAZ
FORMATION
2-4 Grot Tank Mob units
1-3 Grot Mega-Tank Mob units
RESTRICTIONS
Each Grot Tank Mob must contain a Kommanda.
Each Grot Mega-Tank Mob must contain a Kommanda.
SPECIAL RULES
Skrapborn Defendaz
100
Auxiliary Formation
# pts
LOOTIN KREW
FORMATION
0-1 Warboss
0-3 Oddboys
0-1 Ork Nobz units
1-3 Loota Boyz units
1 Looted Wagon Mob for each Ork Nobz unit or Loota Boyz unit
RESTRICTIONS
The Warboss must be upgraded to a Loota Boss.
All Oddboys must be upgraded to Mekboys.
The Ork Nobz unit must be upgraded to Loota Nobz.
SPECIAL RULES
Fresh From Da Skrap!
101
Auxiliary Formation
# pts
ARMOURED KRUMPANY
FORMATION
1 Big Mek
0-3 Oddboys
1 Mekboy Junka Mob unit
1-3 Gun Trukk Mob units
1-2 Gun Wagon Mob units
1 Big Trakk Mob unit
0-1 Kill-Tank Mob unit
RESTRICTIONS
All Oddboys must be upgraded to Mekboys.
SPECIAL RULES
Ramshackle Konvoy
102
Auxiliary Formation
# pts
RESTRICTIONS
All Battlewagons in this Formation must use the same wargear, from one of the following:
Bowel-Burna, Ard Case
Destrukta Rokkit Launcha, Ard Case
Gobsmasha, Ard Case
Killkannon, Ard Case, Gutrippaz
Lifta-Droppa, Ard Case
Spleenrippa, Ard Case
Each Battlewagon may take other upgrades as normal.
SPECIAL RULES
Masta-Krafted!
103
Auxiliary Formation
# pts
KRUSHIN KREW
FORMATION
2-5 Orkanauts
RESTRICTIONS
This Formation may not be taken outside of a Great Waaagh! Detatchment.
Each Orkanaut in this Formation must have at least one Melee weapon.
SPECIAL RULES
Eskalatin Rivalree!
Rules
None
Crusader
Hatred
Shred
Tank Hunter
104
Auxiliary Formation
# pts
RESTRICTIONS
This Formation may not be taken outside of a Great Waaagh! Detatchment.
Each Super-heavy Walker in this Formation must have at least one Melee weapon.
SPECIAL RULES
Into Da Durt!
105
Unique Formation
# pts
BLUDDFLAGGZ BOOTAZ
FORMATION
Kaptin Bluddflagg
Mista Nailbrain
Spookumz
Brikkfist
RESTRICTIONS
This Formation may not be taken outside of a Great Waaagh! Detatchment.
SPECIAL RULES
A Talented Krew
106
Unique Formation
# pts
BADRUKKZ FREEBOOTAZ
FORMATION
Kaptin Badrukk
1 Speshul Boyz unit
1 Ork Nobz unit
RESTRICTIONS
This Formation may not be taken outside of a Great Waaagh! Detatchment.
All models in this Formation must deploy as one unit,
which awards two Victory Points if destroyed.
The Speshul Boyz unit must be upgraded to Flash Gitz.
The Ork Nobz unit must be upgraded to Flash Nobz.
SPECIAL RULES
Snazzd Up Shootaz!
107
Unique Formation
# pts
RESTRICTIONS
This Formation may not be taken outside of a Great Waaagh! Detatchment.
All models in this Formation must deploy as one unit,
which awards two Victory Points if destroyed.
The Speshul Boyz unit must be upgraded to Kommandoz.
The Ork Nobz unit must be upgraded to Kommando Nobz.
SPECIAL RULES
Vanish Into Da Gloom...
108
Unique Formation
# pts
VULCHA KORPZ
FORMATION
Boss Zagstruk
1 Ork Nobz unit
1 Kwikka Boyz unit
RESTRICTIONS
This Formation may not be taken outside of a Great Waaagh! Detatchment.
All models in this Formation must deploy as one unit,
which awards two Victory Points if destroyed.
The Ork Nobz unit must be upgraded to Storm Nobz.
The Kwikka Boyz unit must be upgraded to Stormboyz.
SPECIAL RULES
Swoop Attakk!
109
Unique Formation
# pts
WORTSNAGGAZ SUPA-RUNTZ
FORMATION
Zodgrod Wortsnagga
2 Runtz units
RESTRICTIONS
This Formation may not be taken outside of a Great Waaagh! Detatchment.
All models in this Formation must deploy as one unit,
which awards two Victory Points if destroyed.
No Runtz unit may contain Revolushunarees or Yoofs.
SPECIAL RULES
Bred Em Good!
110
Unique Formation
# pts
OVERLORDS GLORY
FORMATION
Overlord von Strab
1 Ork Nobz unit
RESTRICTIONS
This Formation may not be taken outside of a Great Waaagh! Detatchment.
All models in this Formation must deploy as one unit.
The Ork Nobz may not be upgraded to Biker Nobz, Boar Nobz, Kommando Nobz, Kopta Nobz or Storm Nobz.
SPECIAL RULES
Prince of Acheron
111
MELEE WEAPONS
The full rules for the Close Combat Weapon can be found in Warhammer 40,000: The Rules.
Big Amma
Klaw Weapons
Range
-
S
+1
AP
5
Range
-
S
+1
AP
5
Type
Melee, Concussive,
Two-handed
Burny Fing
Type
Melee, Burny!,
Rending,
Specialist Weapon
Burny!: A weapon with the Burny! special rule has the Ignores Cover
rule, and counts as a Flamer weapon for the purpose of special rules that
interact with Flamer weapons.
Buzzsaw
Range
-
S
x2
AP
2
Type
Melee,
Armourbane,
Specialist Weapon,
Unwieldy
Range
-
S
10
x2
AP
1
2
Type
Melee, Concussive
Melee,
Specialist Weapon,
Unwieldy
Melee, Shred
Rippa Klaw
10
Range
-
S
6
AP
4
S
8
AP
2
Type
Melee
Type
Melee
Melee, Gotcha!
Melee,
Poisoned (4+)
Melee
Koppa Staff
Type
Melee, Force,
Grounda
Grounda: A model equipped with an item of wargear with the Grounda
special rule may negate a wound or Glancing Hit caused by Perils of the
Warp at the cost of one Warp Charge point.
Kustom Mega-Choppa
Range
-
Choppa Weapons
Big Choppa
- Bashy!
- Choppy!
Choppa
Mega-Choppa
Klaw of Gork
Power Klaw
Range
AP
Type
+2
User
User
D
5
3
5
1
Melee, Two-handed
Melee
Melee
Melee
Big Tuskz
Grabba Stikk
Grotprod
Range
-
S
+1
User
User
AP
6
Uge Tuskz
+2
Gotcha!: One enemy model in base contact with a model equipped with
a weapon with the Gotcha! special rule reduces its Attacks characteristic
by 1.
Gargant Krusha
Range
-
S
D
AP
1
Type
Melee,
Wrekka!
Wrekka!: A weapon with the Wrekka! special rule adds +2 to any rolls on
the Destroyer Weapon Attack table, except rolls of 1.
Tankhamma
Kill Saw
Urty Syringe
Range
S
AP
Type
10
2
Melee, Sunda!
Sunda!: Any failed Armour Penetration roll made by a weapon with the
Sunda! special rule may be re-rolled.
Range
-
S
+5
AP
5
Range
-
S
User
AP
5
Type
Melee, Two-handed
Type
Melee, Bigga Dose!,
Poisoned (4+),
Specialist Weapon
Bigga Dose!: A model equipped with an Urty Syringe may give up all his
close combat attacks to make one attack with the Poisoned (2+) rule.
112
RANGED WEAPONS
The full rules for the Laspistol can be found in Warhammer 40,000: The Rules.
Aporkalypse Bomm
Boom Bomm
Range
-
S
6
AP
4
Type
Bomb 8,
Apocalyptic Barrage,
One Use Only
Range
48
S
9
AP
2
Type
Heavy D2
Range
72
S
7
AP
3
Range
12
S
4
AP
5
Beemy Deffgun
Belly Gun
Type
Primary Weapon 1,
Barrage,
Big Skrap Boom!
Big Skrap Boom!: The Belly Gun follows the rules for Blast weapons, but
does not use a standard Blast marker instead, the diameter of the Blast
is equal to 3D6, which is rolled each time the Belly Gun fires. If the
diameter of the Blast is 3, the shot is resolved at AP1.
Big Bomm
Type
Assault 1, Blast,
One Use Only
Range
-
S
7
AP
2
Type
Bomb 1,
Armourbane,
Dive-Bomm!,
Large Blast,
One Use Only
Dive-Bomm!: When making a Bombing Run with a Boom Bomm, place the
Blast marker as usual, but roll 2D6 and consult the table below before
rolling scatter:
2D6 Total
Result
2
Forgot Ta Pull Up! No Bomb is dropped. The Flyer
immediately suffers a Crash and Burn result, with the Large
Blast marker centered on the target model.
3
Klipped Em! No Bomb is dropped. The Flyer and its target
both suffer a single hit, resolved at Strength 9 AP2.
4-9
Just Like Dis! Execute the Bombing Run normally.
10-12
Dakka-Dakka-Boom! Execute the Bombing Run normally.
The Flyer may immediately shoot any other weapons
(except other Bomb weapons) at the target all hits on a
Vehicle strike the Vehicles rear facing. This does not
prevent the Flyer from making its normal shooting attacks
in the Shooting Phase, and its normal shooting attacks may
target a different unit.
Range
36
S
8
AP
3
Type
Ordnance 1,
Large Blast, Pinning
Range
12
S
4
AP
5
Type
Heavy 1, Large Blast,
One Use Only, Pinning
Bubbleblasta
Range
36
S
AP
D6 +3 D6
Bubblechukka
36
D6
Boomgun
Boom Kannista
Bubbla Weapons
D6
Type
Heavy 1, Bubbla,
Large Blast, Pinning
Heavy 1, Bubbla,
Large Blast
113
Burny Weapons
Bowel-Burna
Kannon Weapons
Range
Template
S
7
AP
3
Burna
- Burna Flame
Template
- Kutta Flame
User
Burna Bomb
Burnabomb Chukka
Template
Flamebelcha
Skorcha
Skorcha Missile
Hellstorn
Template
24
6
5
5
3
4
4
Supa Skorcha
Template
Type
Heavy 1, Burny!,
Getz Kinda Hot...,
Torrent
Assault 1, Burny!,
Which Nozzle?
Melee, Burny!,
Two-handed,
Which Nozzle?
Bomb 1, Burny!,
Large Blast,
One Use Only
Assault 1, Burny!,
Torrent
Heavy 1, Burny!
Assault 1, Burny!
Heavy 1, Blast,
Burny!,
One Use Only
Heavy 1, Burny!
Burny!: A weapon with the Burny! special rule has the Ignores Cover rule,
and counts as a Flamer weapon for the purpose of special rules that
interact with Flamer weapons.
Getz Kinda Hot...: The Bowel-Burna has the Gets Hot rule, but may still fire
if it rolls a 1 for the Gets Hot test.
Which Nozzle?: A Burna may only use one of its profiles each player turn.
Range
24
S
D
AP
2
Type
Ordnance 1,
Large Blast
Primary Weapon 1,
Massive Blast
Heavy 5D3
Primary Weapon 1,
Apocalyptic Blast,
Barrage
Deff Kannon
72
10
Giblet-Grinda Battery 48
Gutbusta Giga-Kannon 72
9
10
2
1
Kannon
- Fragga Shell
- Krakka Shell
Killkannon
24
24
24
4
8
8
5
3
3
Heavy 1, Blast
Heavy 1
Ordnance 1,
Large Blast
Krusha Kannon
- Booma Shell
60
- Burna Shell
60
- Kankrakka Shell
60
10
Skullhamma Kannon
60
Supa-Kannon
60
Ordnance 1,
Large Blast, Pinning
Ordnance 1, Burny!
Massive Blast
Ordnance 1,
Concussive
Primary Weapon 1,
Apocalyptic Blast
Ordnance 1,
Large Blast
Kombi-weapon
A Kombi-weapon incorporates a Shoota and one other weapon. The
Shoota may fire normally, but the other weapon has the One Use Only
rule. Kustom Jobs only apply to the Shoota.
Dakka Weapons
Dakkagun
Dakkakannon
Flakka-Dakka Gun
Bursta Kannon
Range
18
24
48
S
5
8
7
AP
5
4
4
Type
Assault 3
Assault 4
Heavy 4,
Interceptor,
Skyfire, Twin-linked
Deffgun
Range
48
S
7
AP
4
Range
60
S
2D6
AP
2
Type
Heavy D3
Gaze of Mork
Kustom Mega-Weapons
S
8
8
AP
2
2
Kustom Mega-Kannon 36
Kustom Mega-Rokkit 24
8
8
2
2
Kustom Mega-Slugga
12
Range
48
S
-
AP
-
Big Lobba
Range
48
S
6
AP
4
Lobba
48
Splatta Gun
24
Splatta Kannon
36
Kustom Mega-Blasta
Kustom Mega-Bomb
Range
24
-
Type
Assault 1
Bomb 1, Blast,
One Use Only
Heavy 1, Blast
Assault 1, Blast,
One Use Only
Pistol
Lifta-Droppa
Type
Heavy 3,
Meen Look!
Meen Look!: If an 11 or 12 is rolled for the Strength, the shooting attack is
resolved at Strength D.
Gobsmasha
Range
S
AP
Type
36
9
2
Ordnance 1, Impakt!
Impakt!: Any unsaved wounds, Glancing Hits or Penetrating Hits caused by
a Gobsmasha remove an additional Wound or Hull Point.
Grot Weapons
Grot Blasta
Grot Long Gun
Grot Rifle
Grot Sponson
Range
12
24
24
24
S
3
X
3
4
AP
5
Grotzooka
18
Type
Pistol
Heavy 1, Sniper
Rapid Fire
Assault 2,
Grot Gunna
Heavy 2, Blast
Grot Gunna: The Grot Sponson always fires at Ballistic Skill 3, even if the
wielder has a different Ballistic Skill. It may fire at a different target to the
wielders other weapons, and does not make Snap Shots due to Vehicle
movement, Crew Shaken results or Crew Stunned results.
Type
Heavy 1,
Ignores Cover,
Wot Goez Up...
Wot Goez Up...: The Lifta-Droppa may only target Vehicles, Super-heavy
Vehicle, Monstrous Creatures and Gargantuan Creatures (except zooming
or swooping targets), though it may not Overwatch. If the target is hit, roll
a D6 and consult the table below.
D6
Result
1
Malfunkshun! No shot is fired. Roll a further D6 on a roll
of 4 or less, the wielder suffers a single wound or Glancing
Hit with no saves allowed.
2-5
Dropped Em! The target scatters D6 from its current
position and suffers D3 AP- wounds or Glancing Hits.
6
SMASHED Em! The target scatters 2D6 from its current
position and suffers D3 AP1 wounds or Penetrating Hits.
If the target would scatter onto another unit or Impassible Terrain, or off
the board, reduce the scatter distance by the minium amount required to
avoid the obstacle.
Lobba Weapons
Type
Heavy 1, Barrage,
Large Blast
Heavy 1, Barrage,
Blast
Heavy D3 +1, Barrage,
Blast
Heavy D3 +3, Barrage,
Blast
114
Pulsa Rokkit
Shunta
Range
60
S
3
AP
-
Type
Heavy 1, Haywire,
Large Blast,
One Use Only,
Pinning
Range
24
S
4
AP
6
Type
Heavy 8
Range
Destrukta Rokkit Launcha
36
Deff Arzenal
120
AP
Type
8
9
3
3
Heavy 4, Blast
Heavy 3D6
+ D3 Supa Rokkits
Assault 1
Assault 3
Pistol
Heavy 3, Barrage,
Blast
Assault 1
Heavy 1, Grot Pilot,
One Use Only
Rattla Gun
Range
24
S
8
AP
4
Type
Heavy 1, Blast,
Shred, Sunda!
Sunda!: Any failed Armour Penetration roll made by a weapon with the
Sunda! special rule may be re-rolled.
Range
12
S
4
AP
6
Range
36
S
AP
D6 +4 1
Type
Heavy 1
Range
24
24
24
S
5
5
7
AP
D6
D6
D6
Type
Assault 3
Assault 1
Assault 1
Range
72
S
D
AP
1
Type
Primary Weapon 1,
Massive Blast
Range
36
S
10
AP
2
Range
30
S
-
AP
-
Range
-
S
6
AP
5
Slugga
Rokkit Weapons
Type
Pistol
Smasha Gun
24
24
12
48
8
4
8
5
3
5
3
5
Rokkit Launcha
Supa Rokkit
24
72
8
8
3
3
Grot Pilot: A Supa Rokkit always hits on a 2+. If forced to make a Snap
Shot, it hits on a 5+.
S
2D6
AP
2
Type
Ordnance 1,
Large Blast,
Snotling Surprize!
Snotling Surprize!: If a double or 11 is rolled for the Strength, consult the
table below:
2D6
Result
1,1
Boom! No shot is fired. The wielder suffers Instant Death
or a Penetrating Hit.
2,2
Oopz! The opponent chooses the target of the SAG this
turn (except the wielders unit). Otherwise resolve as
normal.
3,3
Gah! The SAG targets the nearest unit to the intended
target. Otherwise resolve as normal.
4,4
Sploosh! The SAG replaces the Large Blast marker with the
Blast marker. Resolve the shot at Strength 6 AP6.
5,5
Zoink! No shot is fired. The wielder is moved into base
contact with the target unit treat as a charge or Tank
Shock.
5,6
Bzzap! Only models under the centre hole in the Large
Blast marker may be hit this turn. Resolve the shot at
Strength D.
6,6
Krakoom! Resolve the shot at Strength D.
Shoota Weapons
Range
Big Shoota
36
Deffstorm Mega-Shoota 36
S
5
6
AP
5
4
Eavy Shoota
Giga Shoota
Shoota
Speshul Shoota
Supa Shoota
6
6
4
4
6
4
4
6
4
4
24
48
18
12
36
Type
Assault 3
Heavy XD6,
Deffstorm!
Assault 3
Heavy 6D6, Rending
Assault 2
Assault 2
Assault 3
Snazz Weapons
Snazzblasta
Snazzgun
Snazzkannon
Soopagun
Spleenrippa
Type
Ordnance 1,
Rippy Bulletz!
Rippy Bulletz!: If the Spleenrippa inflicts a Penetrating Hit, roll twice on
the Damage table and only apply the highest result.
Squig Katapult
Type
Heavy 1, Large Blast,
Ignores Cover,
Wotd We Bring?
Wotd We Bring?: After placing the Large Blast marker, but before rolling
scatter, roll 2D6 and consult the table below:
2D6
Result
2
Deyz Loose! No shot is fired. The wielders unit
suffers D3 Strength 3 hits.
3-6
Attakk Squigz! The shot is resolved at Strength 3 AP5.
7-8
Face-Eata Squigz! The shot is resolved at Strength 4 AP4.
9-10
Spiky Squigz! The shot is resolved at Strength 4 AP2.
11-12
Bomb Squigz! The shot is resolved at Strength 8 AP3.
Squigshark
Type
Bomb 1,
Jump Da Shark!,
One Use Only
Jump Da Shark!: When resolving a Bombing Run with a Squigshark, use the
Template instead of a Blast marker. After resolving the Bombing Run, any
unit hit by the Squigshark suffers an additional D3 hits, resolved at
Strength 5 AP4.
Deffstorm!: Roll to determine the number of shots each time the weapon
is fired. X represents a number between 1 and 6 (the Ork player chooses).
If any triple is rolled, the weapon instead fires one shot, resolved at
Strength 8.
115
Supa-Gatla
Traktor Beema
Range
48
S
7
AP
3
Type
Heavy 2D6,
Psykko-Dakka-Blasta!
Psykko-Dakka-Blasta!: The Supa-Gatla makes three shooting attacks each
time it fires roll the number of shots for each shooting attack separately.
If a double is roll for the second or any subsequent shooting attack, the
Supa-Gatla immediately runs out of ammuniation and cannot fire again for
the rest of the game.
Range
48
S
-
AP
-
Supa-Lifta-Droppa
Type
Heavy 1,
Ignores Cover,
...Komez Down Ard!,
Massive Blast
...Komez Down Ard!: The Supa-Lifta-Droppa cannot affect zooming Flyers,
zooming Super-heavy Flyers, swooping Flying Monstrous Creatures,
swooping Flying Gargantuan Creatures or Buildings. Once scatter has
been determined, roll a D6 and consult the table below.
D6
Result
1
Field Kollapze! No shot is fired. Roll a further D6 on a 4
or less, the wielder suffers a single Strength D hit.
2-5
Dropped Em All! Every model at least partially under the
Massive Blast marker suffers an AP- wound. Every
Monstrous Creature or Gargantuan Creature at least
partially under the Massive Blast marker instead suffers D3
AP wounds. Every Vehicle or Super-heavy Vehicle at least
partially under the Massive Blast marker suffers D3
Glancing Hits. Regardless of Unit Type, all affected units
scatter D6 from their current position one scatter roll
determines the scatter for all units.
6
SMASHED Em All! Every model at least partially under the
Massive Blast marker suffers an AP1 wound. Every
Monstrous Creature or Gargantuan Creature at least
partially under the Massive Blast marker instead suffers D3
AP1 wounds. Every Vehicle or Super-heavy Vehicle at least
partially under the Massive Blast marker suffers D3 AP1
Penetrating Hits. Regardless of Unit Type, all affected units
scatter 2D6 from their current position one scatter roll
determines the scatter for all units.
If any affected unit would scatter onto another unit or Impassible terrain,
or off the board, reduce the scatter distance by the minimum amount
required to avoid the obstacle.
Range
36
S
-
AP
-
Type
Heavy 1,
Get Ova Ere!,
Ignores Cover
Get Ova Ere!: A unit can only be affected by a Traktor Beema once per
turn. The Traktor Beema cannot target Super-heavy Vehicles or
Gargantuan Creatures, and cannot be used in Overwatch. If the target is
hit, roll 2D6 if a double is not rolled, consult the table below and apply
one appropriate result:
Target
Effect
Any except Building
Dragged! The target is moved up to 6 directly
towards the wielder.
Unit with Jink rule
Eld In Place! The target loses the Jink rule until
the end of the turn if already Jinking, the target
no longer fires Snap Shots in its next turn.
Building
Torn Apart! The target suffers one
Strength 10 AP1 hit.
If a double is rolled, the Traktor Beema malfunctions! Roll a further D6
and consult the table below:
D6
Effect
1-2
Repulzed! The target is pushed up to 6 directly away from
the wielder.
3-4
Misfire! No shot is fired.
5-6
Woah! The wielder is pulled up to 6 directly towards the
target.
Traktor Kannon
Range
36
S
8
AP
3
Type
Heavy 1,
Get Down Ere!,
Skyfire
Get Down Ere!: The Traktor Kannon automatically causes an Immobilised
result in addition to any other effects when it inflicts a Glancing Hit or
Penetrating Hit against a Zooming Flyer. If a Swooping Flying Monstrous
Creature suffers one or more wounds from the Traktor Kannon, it suffers a
-3 penalty to its Grounded test this turn.
Big Zzappa
Range
48
S
2D6
AP
2
Zzap Gun
36
2D6
Zzap Weapons
Type
Heavy 3, Gets Hot,
Zzap!
Heavy 1, Gets Hot,
Zzap!
Zzap!: A weapon with the Zzap! special rule automatically inflicts a Crew
Shaken result in addition to any other effects when it inflicts a Glancing Hit
or Penetrating Hit. If a Crew Shaken result is rolled, it is treated as a Crew
Stunned result instead.
KUSTOM JOBZ
Some units may apply Kustom Jobs to their range weapon this is indicated in the units datasheet. Each Kustom Job may
only be taken once per weapon. A weapon with five or more Kustom Jobs gains the Gets Hot rule.
Kustom: Aimy!
The weapon may be fired at +1 Ballistic Skill.
Kustom: Furva!
The weapons range is increased by 6.
Kustom: Barrelz!
The weapon gains the Twin-linked rule.
Kustom: Rippy!
The weapon gains the Shred rule.
Kustom: Blasty!
The weapons AP is improved by 1.
Kustom: Shooty!
The weapon gains +1 Strength.
Kustom: Dakka!
The weapon fires an additional shot.
Has no effect on Template or Blast weapons.
Kustom: Targety!
The weapon may fire Snap Shots at Ballistic Skill 2.
116
ORKY KNOW-WOTZ
Betta Grip
A model equipped with Betta Grip may re-roll Difficult
Terrain tests.
Krakkabombz
Krakkabombz count as Krak Grenades, as described in
Warhammer 40,000: The Rules.
Bite Markz
Any attack with the Poisoned rule made against a model
equipped with Bite Markz suffers a -1 penalty to the ToWound roll (e.g. Poisoned (4+) becomes Poisoned (5+)).
Bosspole
If a unit containing a model equipped with a Bosspole
fails a Morale Check, it may re-roll the Morale Check and
suffer a single wound such wounds cannot be
allocated to the carrying model, and cannot force the
unit to make another Morale Check.
Cybork Eye
A model equipped with a Cybork Eye gains +1 Ballistic
Skill.
Deffkopta
A model equipped with a Deffkopta changes its Unit
Type to Jetbike, as described in Warhammer 40,000: The
Rules. Additionally, it gains +1 Wound, a 4+ Armour
Save and the Scout and Hit & Run rules.
Dokz Toolz
A unit containing a model equipped with Dokz Toolz
gains the Feel No Pain (5+) rule.
Drenal Injekta
A model equipped with a Drenal Injekta gains +1
Initiative.
Extra Spikey Bitz
A model equipped with Extra Spikey Bitz resolves their
Hammer of Wrath attacks at +1 Strength.
Flashy Bitz
A model equipped with Flashy Bitz gains +1 Leadership.
Gitfinda
Any shooting attack made by a model equipped with a
Gitfinda gains the Ignores Cover rule.
Klevva Plan (Smash An Dash!)
A model equipped with Klevva Plan (Smash An Dash!)
gains the Hit & Run rule.
117
Rokkit Pakk
A model equipped with a Rokkit Pakk changes its Unit
Type to Jump Infantry, as described in Warhammer
40,000: The Rules. If all models in a unit are equipped
with Rokkit Pakks, they may add D6 to their movement
or charge distance when they act as Jump Infantry if a
1 is rolled, the unit suffers a single AP3 wound.
Stimpakk Infuza
A model equipped with a Stimpakk Infuza gains the
Rampage rule.
Skavengaz Toolz
A model equipped with Skavengaz Toolz may re-roll the
result on the Mysterious Objectives table.
Tankbusta Bombz
Tankbusta Bombz count as Melta Bombs, as described in
Warhammer 40,000: The Rules.
Snake Teef
A model equipped with Snake Teef gains the Poisoned
(6+) rule.
Trophy Rakk
A unit containing at least one model equipped with a
Trophy Rakk adds +1 to its combat resolution.
Spare Gubbinz
A model equipped with Mekz Toolz adds +1 to their
repair rolls for every ten models equipped with Spare
Gubbinz in their unit.
Waaagh! Banna
A unit containing at least one model equipped with a
Waaagh! Banna gains +1 Weapon Skill.
Stikkbombz
Stikkbombz count as Assault Grenades, as described in
Warhammer 40,000: The Rules.
Stunnabombz
Stunnabombz count as Defensive Grenades, as
described in Warhammer 40,000: The Rules.
Warbike
A model equipped with a Warbike changes its Unit Type
to Bike, as described in Warhammer 40,000: The Rules.
Additionally, it gains a 4+ Armour Save, and adds +1 to
all its Cover Saves after Turbo-boosting until the Ork
players next turn.
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Cybork Body
A model equipped with a Cybork Body gains a 5+
Invulnerable Save.
Ammo Runt
One use only. A model may use an Ammo Runt to reroll a single To-Hit roll for their shooting attacks.
Eavy Armour
A model equipped with Eavy Armour gains a 4+ Armour
Save.
Attakk Squig
A model equipped with an Attakk Squig gains +1 Attack.
Gnarled Squighide
A model equipped with Gnarled Squighide gains a 3+
Armour Save.
Kamo Bitz
A model equipped with Kamo Bitz adds +1 to any
existing Cover Save.
Mega Armour
A model equipped with Mega Armour gains a 2+ Armour
Save and the Bulky, Hammer of Wrath and Slow &
Purposeful rules. If the equipped model already has the
Bulky rule, it instead gains the Very Bulky rule.
Naff Armour
A model equipped with Naff Armour gains a 6+ Armour
Save.
Skrap Armour
A model equipped with Skrap Armour gains a 5+ Armour
Save.
Snazzy Armour
A model equipped with Snazzy Armour gains a 3+
Armour Save.
Supa Cybork Body
A model equipped with a Supa Cybork Body gains a 4+
Invulnerable Save.
Supa Tuff Squighide
A model equipped with Supa Tuff Squighide gains a 2+
Armour Save and a 6+ Invulnerable Save.
Boarsquig
A model equipped with a Boarsquig changes its Unit
Type to Cavalry, as described in Warhammer 40,000:
The Rules. Additionally, it gains +1 Attack and a 4+
Armour Save.
Bomb Squig
One use only. A model may release a Bomb Squig in the
Shooting Phase instead of firing a weapon. Roll a D6
on a 2+, the nearest enemy Vehicle within 18 suffers a
Strength 8 hit upon the side facing the model.
Gorin Tuskz
A model equipped with Gorin Tuskz gains the Shred
rule.
Grot Oila
One use only. A model may use a Grot Oila to re-roll a
single Mekz Toolz roll.
Grot Ordalee
One use only. A model may use a Grot Ordalee to re-roll
a single Dokz Toolz roll.
Piercin Tuskz
A model equipped with Piercin Tuskz gains the
Armourbane rule.
Sniffa Squig
Enemy model may not deploy using the Infiltrate rule
within 18 of a model equipped with a Sniffa Squig,
regardless of any other special rules they may have.
Spare Snotling
One use only. A Spare Snotling may be used in place of
a Gretchin or Squig for the Get In Dere! Special rule.
Squighound
If a unit containing a model equipped with a Squighound
fails a Morale Check, it may re-roll the Morale Check and
suffer D3 Strength 3 hits these hits cannot be allocated
to the carrying model, and cannot force the unit to
make another Morale Check.
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Extra Skrap
A Vehicle equipped with Extra Skrap adds +1 to its Front
Armour. A Building equipped with Extra Skrap adds +1
to all sides.
Feet of Gork
A Super-heavy Walker equipped with Feet of Gork may
re-roll the number of Stomp attacks it makes, and
resolves all Stomp attacks at AP3 (unless the AP would
be lower).
Fighta Ace
A Flyer equipped with a Fighta Ace loses the Strafing
Run rule, but gains +1 Ballistic Skill and applies the
Pinning rule to all of its Assault weapons.
Fixin Klawz
A Vehicle equipped with Fixin Klawz counts as being
equipped with Mekz Toolz, and may use them to repair
itself instead of another Vehicle.
Gangplank
An Ork unit with the Waaagh! special rule that charges
on the same turn it disembarks from a Vehicle equipped
with a Gangplank adds +2 to its charge distance (to a
maximum of 12).
Grabbin Klaw
During the enemy Movement Phase, a Vehicle or
Building equipped with a Grabbin Klaw may prevent an
enemy Vehicle (except Flyers) or Monstrous Creature
(except Flying Monstrous Creatures) within 2 from
moving for the rest of the turn on a D6 roll of 4+.
Grease Leakz
A Vehicle equipped with Grease Leakz never reduces its
Weapon Skill below 1, even if it is Immobilised.
Grot Fixa Krew
A Vehicle or Building equipped with a Grot Fixa Krew
counts as being equipped with Mekz Toolz, which may
only be used to make repair rolls on itself. Any Grot
Oilas belonging to embarked models may be used by the
Vehicle or Building.
Gutrippaz
A Vehicle equipped with Gutrippaz inflicts D6 Strength 5
AP3 hits on any unit it Tank Shocks or Rams if the unit
attempts to Death or Glory!, and fails to stop the
Vehicle, it suffers an additional D6 Strength 5 AP3 hits.
Iron-Sightz
A Vehicle-mounted weapon equipped with Iron-Sightz
gains the Master-crafted rule.
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Reinforced Ram
A Vehicle equipped with a Reinforced Ram may Tank
Shock, even if it is not a Tank. It may re-roll failed
Dangerous Terrain tests, and counts its Front Armour as
2 points higher than normal when resolving a Tank
Shock or Ram.
Weird Tower
A Vehicle equipped with a Weird Tower gains an
additional Fire Point, which may only be used by an
embarked Ork Psyker. Any Ork Psyker embarked on the
equipped Vehicle may re-roll Perils of the Warp, but not
any subsequent Leadership tests.
Stikkbomb Chukka
A Vehicle equipped with a Stikkbomb Chukka counts as
being equipped with Krakkabombz, Stikkbombz and
Stunnabombz.
Wrekkin Ball
At the beginning of the Ork players Assault Phase, a
Vehicle or Building equipped with a Wrekkin Ball may
inflict D3 Strength 9 AP- hits on a unit within 3 (except
zooming Flyers, zooming Super-heavy Flyers, swooping
Flying Monstrous Creatures and swooping Flying
Gargantuan Creatures).
Stikkbomb Flinga
Once per Dogfight Phase, an Ork Flya equipped with a
Stikkbomb Flinga gains a 5+ Invulnerable Save against a
single Glancing Hit or Penetrating Hit caused by an
enemy Flyer. If the Glancing Hit or Penetrating Hit was
caused by an attack with the Missile Lock rule, the Ork
Flya instead gains a 3+ Invulnerable Save.
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DA LOOTAZ STOKKPILE
Only one of each item listed below may be taken per army, and a single model or Vehicle may only take one item.
20 pts
Only models with the Waaagh! special rule may take the Angry
Armour Bitz. A model equipped with the Angry Armour Bitz
permanently gains +1 Attack each time they roll a 6 for their
Armour Save.
20 pts
Only models with the Waaagh! special rule may take Ardholstz
Uge Amma. Uses the following profile:
Range
-
S
+2
AP
4
Type
Melee, Concussive,
Counter-attack, Shokkwave!,
Two-handed
Shokkwave!: Any unit charged by a unti containing a model equipped
with Ardholstz Uge Amma may not use the Counter-attack rule.
Big Bosspole
15 pts
Choppa Uv Da Ragnarork
25 pts
Only models with the Waaagh! special rule may take the
Choppa Uv Da Ragnarork. Uses the following profile:
Range
-
S
+2
AP
5
Type
Melee, Rising Momentum,
Two-handed
Rising Momentum: For every model removed as a casualty by a model
using the Choppa Uv Da Ragnarork, the weapons Strength modifier is
increased by +1 and its AP is reduced by 1 (to a maximum of Strength
+6, AP1). These effects are cumulative and last for the rest of the game.
10 pts
Only models with the Waaagh! Konduit rule may take Da Big
Weird Stikk. A model equipped with Da Big Weird Stikk may
generate an additional psychic power from either the Powers
of Gork or Powers of Mork disciplines. If the models original
psychic powers were all from one discipline, they still gain that
disciplines Primaris power through the Psychic Focus rule.
5 pts
Distorta Gizmo-Tek
15 pts
Only models with the Survival Instinktz special rule may take
Distorta Gizmo-Tek. Enemy units may not fire Overwatch
against a unit containing a model equipped with Distorta
Gizmo-Tek.
Eadwoppaz Killchoppa
20 pts
S
+2
AP
5
Type
Melee, Dekapitatin Strike!,
Two-handed
Dekapitatin Strike!: Any To-Wound roll of 5+ with the Killchoppa is
resolved at AP2, and any To-Wound roll of 6 gains the Instant Death rule.
Finkin Kap
15 pts
Only the armys Warlord may take the Finkin Kap. The
equipped model gains an additional Warlord Trait, generated
from any table detailed in Warhammer 40,000: The Rules, or
from any applicable table in Codex: Orks Rewrite re-roll any
duplicates.
25 pts
Only models with the Survival Instinktz special rule may take
the Fist Uv Da Old Gard. Uses either of the following profiles:
Range
-
S
x2
x3
AP
3
2
Type
Melee
Melee, Unwieldy
Fixa-Uppaz
Da Grim Gubbinz
20 pts
15 pts
Only models equipped with Mekz Toolz may take the FixaUppaz. The equipped model makes successful repair rolls with
their Mekz Toolz on a 3+ rather than the usual 5+.
Gazbagz Blitzbike
Da Medul Uv Kunnin
15 pts
15 pts
Only models with the Survival Instinktz special rule may take Da
Skid Row Skinna. Uses the following profile:
30 pts
Only Infantry models with the Waaagh! special rule may take
Gazbags Blitzbike (except a Big Boss with the Kommando Boss
upgrade), and may not also take Mega Armour. Gazbagz
Blitzbike counts as a Warbike, allows the equipped model to
Turbo-boost up to 18, and incorporates a Twin-linked Kustom
Dakkablasta, which uses the following profile:
Range
18
S
8
AP
2
Type
Assault 3
Range
S
AP
Type
User
2
Melee, Skalpa!
Skalpa!: For every unsaved wound the model inflicts with Da Skid Row
Skinna, the models unit adds +1 to its combat resolution.
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5 pts
Only models with the Survival Instinktz special rule may take
Gitskabz Lukky Shoota. Uses the following profile:
Range
24
S
4
AP
5
Type
Assault 3, Rending
Gumboz Hide
25 pts
Only models with the Survival Instinktz special rule may take
Gumboz Hide. A model equipped with Gumboz Hide gains a
3+ Invulnerable Save and the Eternal Warrior rule.
Gutrogz Supa-Cyboar
35 pts
Only Infantry models with the Waaagh! special rule may take
Gutrogz Supa-Cyboar (except a Big Boss with the Kommando
Boss upgrade), and may not also take Mega Armour. Gutrogz
Supa-Cyboar counts as a Boarsquig, confers a 4+ Invulnerable
Save and inflicts an additional D3 Hammer of Wrath hits.
Killa Klaw
40 pts
Only models with the Waaagh! special rule may take the Killa
Klaw. Uses the following profile:
Range
-
S
x2
AP
2
Type
Melee, Dead Killy!,
Specialist Weapon, Unwieldy
Dead Killy!: A model equipped with the Killa Klaw may halve its Attacks
characteristic (rounding down, to a minimum of 1) to apply the Instant
Death rule to any close combat attacks made with the Killa Klaw.
Killdakka
10 pts
Result
Eavy!
Burny!
Shooty!
Zzappy!
Boomy!
Blasty!
Range
24
Template
24
24
24
24
S
7
5
6
2D6
6
8
AP
4
4
4
2
5
2
Type
Heavy D3 +1
Assault 1, Burny!
Assault 3
Assault 1, Zzap!
Assault 1, Blast
Assault D3
Mega Cybork
45 pts
Only Infantry models with the Waaagh! special rule may take
Kog Flymekz Killkopta (except a Big Boss with the Kommando
Boss upgrade), and may not also take Mega Armour. Kog
Flymekz Killkopta counts as a Deffkopta, increases the
equipped models Armour save by +1, and incorporates a Twinlinked Kustom Mega-Shoota, which uses the following profile:
Range
18
S
8
Looted Warboss
AP
2
Type
Assault 2
20 pts
Only Infantry models with the Waaagh! special rule may take
the Looted Warboss. A model equipped with the Looted
Warboss gains +1 Toughness.
Lukky Stikk
25 pts
75 pts
Only a Big Mek or Orkanaut may take the Mega Force Field.
The Mega Force Field counts as a Kustom Force Field, except it
confers a 4+ Invulnerable Save instead of the usual 5+. The
range of the Mega Force Field cannot be increased through the
Da Mek Boss special rule.
Morkkina Plate
30 pts
Morkz Breff
25 pts
S
5
AP
2
Type
Assault 1, Blind, Burny!
10 pts
Supa Jooce
Kog Flymekz Killkopta
30 pts
Only models with the Waaagh! special rule may take the Mega
Cybork. A model equipped with the Mega Cybork counts as
having a Supa Cybork Body, and gains the Eternal Warrior and
Feel No Pain (5+) rules.
20 pts
Only models equipped with Dokz Toolz may take the Supa
Jooce. The equipped models unit adds +1 to the Feel No Pain
rolls provided by Dokz Toolz.
Supa Kore
35 pts
Tellyport Blasta
20 pts
Only models with the Waaagh! special rule may take the
Tellyport Blasta. Uses the following profile:
Range
S
AP
Type
18
8
1
Assault 1, Blast, Tellyported!
Tellyported!: Any To-Wound roll of 6 with the Tellyport Blasta inflicts
Instant Death. Any Armour Penetration roll of 6 with the Tellyport
Blasta inflicts an automatic Penetrating Hit.
Triggaless Deffgun
25 pts
Only models with the Waaagh! special rule may take the
Triggaless Deffgun. Uses the following profile:
Range
S
AP
Type
48
7
4
Heavy D3 +3, Nevva Not-Shootin!
Nevva Not-Shootin!: Any To-Hit roll of 5+ with the Triggaless Deffgun
allows the equipped model to fire an additional shot. To-Hit rolls of 5+
with additional shots also allow additional shots.
123
for every additional twenty models with the Waaagh! special rule in the unit
+1
+1
-1
Warp Charge points generated by these rolls may only be used by Ork Psykers or Psychic Pilots.
At the end of the Psychic Phase, all models with the Psyker rule suffer a single hit, resolved at a Strength equal to the
number of unspent Warp Charge points, with no Armour or Cover saves allowed. All Ork Vehicles with the Psychic Pilot
rule suffer a single Glancing Hit if there are four or less unspent Warp Charge points, or a single Penetrating Hit if there are
five or more unspent Warp Charge points, with no Cover Saves allowed.
124
POWERS OF MORK
PRIMARIS POWER
Psycho Choppa!
Warp Charge 1
Psycho Choppa! is a Blessing which targets the Psyker.
Whilst the power is in effect, the Psyker gains the Smash
rule.
PRIMARIS POWER
Get Ta Goin!
Warp Charge 1
Get Ta Goin! is a Blessing which targets a single friendly
Ork unit with the Waaagh! special rule within 12. The
unit may immediately move up to D6. This movement
does not affect running or shooting in the Shooting
Phase, or charging in the Assault Phase.
1. Frazzla!
Warp Charge 1
Frazzla! is a Witchfire with the following profile:
Range
24
S
6
AP
3
Type
Assault 1, Blast, Pinning
S
-
AP
4
Type
Assault 1, Fleshbane, Rending, Torrent
6. Zzappa!
Warp Charge 2
Zzappa! is a Beam with the following profile:
Range
24
S
8
AP
1
Type
Assault 1, Melta
1. Ere We Go!
Warp Charge 1
Ere We Go! is a Blessing that targets a friendly Ork unit
with the Waaagh! special rule within 12. The unit
immediately Deep Strikes, even if currently locked in
combat. If the Psyker can draw Line of Sight to the new
position, the targeted unit does not scatter.
2. Psycho Shouta!
Warp Charge 1
Psycho Shouta! is a Nova with the following profile:
Range
S
AP
Type
9
3
Assault 2D6, Blind, Psychic Overload
Psychic Overload: Any model with the Psyker or Brotherhood of
Psykers/Sorcerers rules that suffers an unsaved wound from Psycho
Shouta! Counts their Mastery Level as 1 less than usual until the Ork
players next turn if this would reduce them to Mastery Level 0, they
cannot use psychic powers for the same duration.
3. Shrug It Off!
Warp Charge 1
Shrug It Off! is a Blessing that targets a friendly Ork unit
with the Waaagh! special rule within 12. Whilst this
power is in effect, the unit gains the Feel No Pain rule,
or adds +1 to their Feel No Pain rolls.
4. Ded Ard!
Warp Charge 2
Ded Ard! is a Blessing that targets a friendly Ork unit
with the Waaagh! special rule within 12. Whilst this
power is in effect, the unit gains +1 Toughness and the
Eternal Warrior rule.
5. Distraktion!
Warp Charge 2
Distraktion! is a Malediction that targets an enemy unit
within 24. Whilst this power is in effect, the unit may
only make close combat attacks at Weapons Skill 1, may
only make shooting attacks at Ballistic Skill 1, and may
not make any shooting attack that would normally force
them to make Snap Shots.
6. Reel Unlukky!
Warp Charge 2
Reel Unlukky! is a Malediction that targets an enemy
unit within 24. Whilst this power is in effect, the unit
must re-roll all successful saving throws.
125
126
ORKY APOCALYPSE
When using a Codex: Orks Rewrite army in an Apocalypse game, use the following special rules in place of those found in
Warhammer 40,000: Apocalypse.
Result
Keep On Choppin! Until the Ork players next turn,
the Warlords Attacks characteristic is multiplied by
his current Wounds or Hull Points characteristic.
D6
4
Result
Jugganork! Until the Ork players next turn, the
Warlord may make Stomp attacks. If the Warlord
could already make Stomp attacks, he may re-roll
the number of Stomp attacks.
Idol Uv Gork
Use this Strategic Asset before deployment. Place a marker or
suitable model in your deployment zone, or nominate a friendly
Ork Vehicle with the Waaagh! special rule. Any Ork unit (friend
or foe) within 12 of the marker/model/Vehicle gains the Rage
rule. If the Idol Uv Gork is mounted on a Vehicle, it awards a
Strategic Victory Point when destroyed.
127
ACKNOWLEDGEMENTS
Games Workshop they made and own Orks. Their 4th Ed Codex: Orks inspired me to write COR,
and their 7th Ed Codex: Orks convinced me to continue it... For all things Orky, thanks!
Swansea University Wargaming Society you guys supported, critiqued and tolerated COR since it
started way back in 2012, so you get 2nd place! Cheers, ladz!
Members of the-waaagh.com your feedback helped improve COR and make it what it is today.
Good job, Boyz!
Miniwargamer Jay your kind words inspired me to bring COR online, and your videos continue to
entertain and inform. Thanks bud!
Find his Youtube channel here: https://www.youtube.com/user/MiniwargamerJ
DISCLAIMER
I dont own anything here! This is a non-profit fanmade codex Warhammer 40,000, Orks and all
associated properties are all owned by Games Workshop.
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