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WARHAMMER

40,000
CODEX REWRITE

ORKS
Version 3.0.6
By Dr. Zoidbork
(DrZoidbork@gmail.com)
1

CONTENTS
Special Rules
Warlord & Wing Leader Traitz

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4

FORCES OF THE ORKS


Big Boss
Weirdboy
Big Mek
Oddboy
Grot Kommittee
Ork Boyz
Proppa Mob
Deff Dread Mob
Runtz
Ork Nobz
Speshul Boyz
Mekboy Junka
Bigga Dread
Grot Speshul Teem
Ogryn Mob
Kwikka Boyz
Warkopta Mob
Ork Flya
Warbuggy Mob
Trukk
Gun Trukk Mob
Gun Wagon Mob
Wurlybird
Grot Tank Mob
Grot Mega-Tank Mob
Cyboar Urd
Runna Squiggoth
Loota Boyz
Looted Wagon Mob
Big Trakk Mob
Battlewagon Mob
Orkanaut
Killa Kanz
Big Gunz
Uge Gun
Squiggoth Urd
Kill-Tank Mob
Battlefortress
Stompa
Supa Stompa
Gargant
Uge Squiggoth
Orkeosaurus
Rok
Skrap Wallz
Boyz Hut
Mek Shop
Pile O Gunz
Big Waaagh! Banna
Tellyporta Platform
Orky Fort
Big Ork Settlement

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Ghazghkull Mag Uruk Thraka


The Beast
Nazdreg Ug Urdgrub
Grog Ironteef
Klawjaw Da Mighty Mangla
Snagrod Da Arch-Arsonist
Garaghak Arch-Killa
Gorgutz EadUnta
Great Boss Tuska
Blaktoof Da Overfiend
Grukk Face-Rippa
Skroll Titan-Krumpa
Kaptin Bluddflagg
Boss Grimskull
Mad Dok Grotsnik
Wazdakka Gutsmek
Zhadsnark Da Rippa
Mek Boss Buzzgob
Mek Oddgob
Old Zogwort
Mista Nailbrain
Spookumz
Brikkfist
Da Red Gobbo
Zodgrod Wortsnagga
Boss Snikrot
Kaptin Badrukk
Boss Zagstruk
Overlord von Strab
Great Waaagh! Detachment
Big Ork Mob
Big Dread Mob
Big Runt Mob
Big Boss Mob
Speshul Forcez
Speed Freekz Mob
Bully Boyz Mob
Ogryn Greenbloodz
Feral March
Deff Skwadron
Revolushun Rumblaz
Lootin Krew
Armoured Krumpany
Epik Tank Mob
Krushin Krew
Great Stompa Mob
Bluddflaggz Bootaz
Badrukkz Freebootaz
Red Skull Kommandoz
Vulcha Korpz
Wortsnaggaz Supa-Runtz
Overlords Glory

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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

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SPECIAL RULES
Waaagh!

No Git'z Tuffa!

Models and Vehicles with the Waaagh! special rule


ignore any penalties imposed by a Disordered Charge.

A model with the No Git'z Tuffa! special rule is immune


to Instant Death caused by an opponent in a challenge.
Any other instance of Instant Death affects the model
normally.

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.

I'm Da Big Boss!


A model with the I'm Da Big Boss! special rule must be
the army's Warlord. If an army has multiple models
with I'm Da Big Boss!, the model with the highest
Leadership becomes the Warlord. Whenever a model
with the I'm Da Big Boss! special rule attempts a
Glorious Intervention, you may choose to inflict a single
wound on the character being replaced to automatically
pass the test - this is done before making the test.

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.

Monstrous Transport (#)


A model with the Monstrous Transport (#) special rule
counts as an Open-topped transport Vehicle, with a
transport capacity equal to the bracketed number, for
the purposes of allowing other models to embark into it,
disembark from it, and make or be targeted by shooting
attacks. It does not follow any other Vehicle rules, and
otherwise still acts as a Monstrous Creature or
Gargantuan Creature. A model with this rule may not
use any external weapons, such as Gun Emplacements.

WARLORD & WING LEADER TRAITS


When generating their Warlord Trait, an Ork armys Warlord may roll on one of the Warlord Trait tables in Warhammer 40,000: The Rules,
or on one of the tables below. However, the traits available depend on the Warlord! Restrictions are detailed on each table.

Waaagh! Traitz (all Warlords except Head Honcho)

Mek Traitz (exclusive to Big Mek)

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

Dread Traitz (exclusive to Orkanaut)


D6
1
2

Boss Traitz (exclusive to Big Boss)


D6
1

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.

Grot Traitz (exclusive to Head Honcho)

Weird Traitz (exclusive to Warp Ead)


D6
1

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.

Wing Leeda Traitz


D6
1-2
3-4
5-6

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.

Bad Moons Boss

Evil Sunz Boss

A Bad Moonz Boss allows a single unit of Dakkaboyz or Dakka Nobz to be


taken as a Troops choice. The Big Bosss weapons gain the Mastercrafted rule (except items from Da Lootaz Stokkpile), and all models in
the Big Bosss unit may re-roll To-Hit rolls of 1 for their shooting attacks.
Any non-Vehicle, non Monstrous Creature Ork unit with the Waaagh!
special rule in the Big Bosss Detachment may take Flashy Bitz (5 pts for
H.Q. models, 1 pt/model for any other unit), and may take Kustom:
Barrelz! for a single weapon (5 pts for H.Q. models, 2 pts/model for any
other unit). Any Ork Vehicle with the Waaagh! special rule in the Big
Bosss Detachment may take Iron-Sightz for any of its weapons for 5 pts
per weapon.

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.

Blood Axes Boss

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.

A Blood Axes Boss allows a single unit of Kommandoz or Kommando


Nobz to be taken as a Troops choice. The Big Boss gains the Hit & Run
and Night Vision rules.
Any non-Vehicle, non- Monstrous Creature Ork unit with the Waaagh!
special rule in the Big Bosss Detachment may take Klevva Plan (Smash
An Dash!) (5 pts for H.Q. models, 1 pt/model for any other unit), and
may take Klevva Plan (Surprize Em!) (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 Smoke Launchers 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

May be one of the following:


Bomma Boss
Dakka Boss
Busta Boss
Skar Boss
Burna Boss
[1]
Kommando Boss
Loota Boss
Snazz Boss
Pain Boss

5 pts
5 pts
5 pts
5 pts
10 pts
10 pts
15 pts
20 pts
30 pts

May take any of the following:


Items from Da Lootaz Stokkpile
Snazzy Armour
[1]
Mega Armour
Cybork Body
Supa Cybork Body
[1]
Rokkit Pakk
[1]
Boarsquig
[1]
Warbike
[1]
Deffkopta
0-3 Ammo Runts
Bosspole
Trophy Rakk
Attakk Squig
Cybork Eye
Drenal Injekta
Mega Boosta
Stimpakk Infuza
Waaagh! Banna

# 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]

Only one of these upgrades may be taken.

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

Eavy Armour (pg 119)


Koppa Staff (pg 112)
Slugga (pg 115)
Stikkbombz (pg 118)

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

May take any of the following:


Items from Da Lootaz Stokkpile
Upgrade to Mastery Level 3
Snazzy Armour
Bosspole
Kamo Bitz
Trophy Rakk
Attakk Squig
Drenal Injekta
Stimpakk Infuza

# 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.

May replace Slugga and/or CCW with:


Big Amma
Burny Fing
Big Choppa
Burna
Tankhamma
Power Klaw
Buzzsaw
Kustom Mega-Choppa
May take any of the following:
Items from Da Lootaz Stokkpile
Snazzy Armour
[3]
Mega Armour
Cybork Body
Supa Cybork Body
[3]
Warbike
[3]
Deffkopta
0-3 Ammo Runts
0-5 Grot Oilas
Bosspole
Kamo Bitz
Krakkabombz & Stunnabombz
Trophy Rakk
Attakk Squig
Cybork Eye
Drenal Injekta
Mega Boosta
Mega Rumbla
Stimpakk Infuza
[1]
Gitfinda
[2]
Kustom Force Field

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]

Only one of these upgrades may be taken.


Only one of these upgrades may be taken.
[3]
Only one of these upgrades may be taken.
[2]

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

May take any of the following:


Items from Da Lootaz Stokkpile
Eavy Armour
Snazzy Armour
Cybork Body
Attakk Squig
Cybork Eye
Drenal Injekta
Kamo Bitz
Boarsquig
Warbike
Deffkopta
0-3 Ammo Runts
[2]
0-3 Grot Oilas
[1]
0-3 Grot Ordalees
[1]
[2]

# 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

Only Painboys and Mad Doks may take this upgrade.


Only Mekboys may take this upgrade.

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 Blasta (pg 114)


Skrap Armour (pg 119)
Stikkbombz (pg 118)
Head Honcho:
Choppa (pg 112)
Slugga (pg 115)
Grot Banna Wava:
Kommitteez Banna
Grot Eavy:
Dakkagun (pg 113)
Grot Strategist:
Book Uv Good Ideaz
Runtbot
Eavy Armour (pg 119)
Naff Force Field (pg 117)

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

Grot Rally: Any unit of Runtz in the Grot Kommittees


Detachment composed entirely of Gretchin, Squigs
or Snotling Ords no longer require Runtherds, but
must include a Revolushunaree.
Survival Instinktz: A model with the Survival Instinktz
special rule has a 5+ Invulnerable Save.
Book Uv Good Ideaz: While the Grot Strategist is
alive and on the table, all Ork models with the
Sneeky Gitz special rule gain either +1 Ballistic Skill or
the Stealth rule (choose which before deployment).
Kommitteez Banna: While the Grot Banna Wava is
alive and on the table, all Ork models with the
Sneeky Gitz special rule may re-roll Morale Checks,
Pinning Tests and Fear tests.

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

The unit may select a Wurlybird (pg 29) as a dedicated transport.

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:

Close Combat Weapon


Naff Armour (pg 119)
Slugga (pg 115)
Stikkbombz (pg 118)
Stikkbommaz:
Krakkabombz (pg 117)
Stunnabombz (pg 118)

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

Good Frowin Arm!: A model with the Good Frowin


Arm! special rule may throw grenades up to 12. For
every five models with this rule in a unit, one may
throw a grenade instead of firing a weapon, and one
may use a grenade instead of their normal Melee
weapon.
Vetrun Fighta: A model with the Vetrun Fighta
special rule gains +1 Strength and loses the Furious
Charge rule.

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

One model may be


upgraded to a Boss Nob
May replace CCW with:
Big Choppa
Power Klaw
May replace Slugga with:
Kombi-weapon w/ Rokkit Launcha
Kombi-weapon w/ Skorcha
Twin-linked Shoota
Kustom Mega-Slugga
May also take:
Snazzy Armour
Cybork Body
Attakk Squig
Bosspole
Cybork Eye
Drenal Injekta
Trophy Rakk

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

One model may be


upgraded to a Boss Nob
May replace CCW with:
Big Choppa
Power Klaw
May also take:
Snazzy Armour
Cybork Body
Attakk Squig
Bosspole
Drenal Injekta
Trophy Rakk

10 pts
15 pts
25 pts
10 pts
10 pts
5 pts
5 pts
5 pts
5 pts

12

Troops

45 pts

DEFF DREAD MOB


Deff Dread
Dread Nob

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.

Any Walker in the unit may also take:


Kamo Bitz
Red Paint Job
Stikkbomb Chukka
Trophy Rakk
Armour Plates
Drenal Injekta
Extra Gubbinz
Grot Fixa Krew
Extra Skrap
Stimpakk Infuza
Waaagh! Banna

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

Get In Dere!: At the beginning of the Ork players


Fight Sub-Phase, a unit of Runts containing models
with the Get In Dere! special rule, locked in combat
with a Vehicle armed with a weapon with the Blast or
Large Blast rules, may remove D3 models with the
special rule and fall back 3D6 (with no opportunity
for a Sweeping Advance), instead of attacking
normally. The next time the Vehicle attempts to fire
the selected weapon, the owning player must roll a
D6 on a roll of the D3 previously rolled or lower,
the weapon immediately suffers Weapon Destroyed,
and the Vehicle suffers a Penetrating Hit.
Shokka Ammo: Once per turn, if a model equipped
with a Shokk Attakk Gun is attached to a unit
containing Snotling Ords, a single Snotling Ord may
be removed from play to re-roll the Shokk Attakk
Guns Strength.

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.

Any Revolushunaree or Runtherd may


replace their Close Combat Weapon with:
Choppa
Grabba Stikk
Grotprod
Any Runtherd may replace their
Slugga with a Shoota for 1 pt.
May also take:
Skrap Armour
Eavy Armour
Snazzy Armour
0-5 Spare Snotlings
Sniffa Squig

1 pt
5 pts
5 pts

1 pt
3 pts
10 pts
1 pt each
10 pts

A Runtz unit of Gretchin, Snotling Ords or Squigs may


select a Wurlybird (pg 29) as a dedicated transport.
A Runtz unit of Yoofs may select a Trukk (pg 26), Runna
Squiggoth (pg 33) or Battlewagon (pg 38) as a dedicated
transport.

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:

Close Combat Weapon


Eavy Armour (pg 119)
Slugga (pg 115)
Stikkbombz (pg 118)
Pain Nob:
Dokz Toolz (pg 117)
Urty Syringe (pg 112)
Biker Nobz:
Warbike (pg 118)
Boar Nobz:
Boarsquig (pg 119)
Burna Nobz:
Burna (pg 114)
Busta Nobz:
Rokkit Launcha (pg 115)
Tankbusta Bombz (pg 118)
Dakka Nobz:
Dakkagun (pg 114)
Flash Nobz:
Gitfinda (pg 117)
Kustom: Barrelz! (pg 116)
Snazzgun (pg 115)
Kopta Nobz:
Deffkopta (pg 117)
Loota Nobz:
Deffgun (pg 113)
Mega Nobz:
Mega Armour (pg 119)
Storm Nobz:
Rokkit Pakk (pg 118)

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

Dokz Surprize!: At the beginning of the game, roll a


D6 for each unit containing models with the Dokz
Surprize! special rule, and apply the appropriate
result from the table below:
D6
Result
1
Bodged! All models in the unit with the
Dokz Surprize! special rule immediately
suffer a wound. Re-roll on this table, rerolling all subsequent 1s and 6s.
2
Reflekz! All models in the unit with the
Dokz Surprize! special rule gain +1
Initiative.
3
Frenzee! All models in the unit with the
Dokz Surprize! special rule gain +1 Attack
4
Ard! All models in the unit with the Dokz
Surprize! special rule gain +1 Toughness.
5
Tuff! All models in the unit with the Dokz
Surprize! special rule gain +1 Wound.
6
Mastapeece! Roll twice more on this table,
re-rolling all subsequent 1s and 6s.

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

One other model may be


upgraded to a Pain Nob
30 pts
May take up to five Grot Ordalees
5 pts/model
All models in a unit containing a Pain Nob may take the
Cybork Body upgrade for 5 pts/model.
Any Pain Nob replaces all weapons with an Urty Syringe
and Dokz Toolz, but retain all other wargear.
Busta Nobz replace their Sluggas with Rokkit Launchas.
Any model may replace their Rokkit Launcha with a Pokkit
Rokkit for free, or a Kustom Rokkit Launcha for 5 pts, and
may replace their CCW with a Tankhamma for 10 pts.
Dakka Nobz replace their Sluggas with Dakkaguns. Any
model may replace their Dakkagun with an Eavy Shoota
for 5 pts or a Dakkakannon for 15 pts.
Flash Nobz replace their Sluggas with Snazzguns with the
Kustom: Barrelz! upgrade. Any model may replace their
Snazzgun with a Snazzblasta or Snazzkannon for 5 pts,
and may take any number of additional Kustom Jobs (pg
116) for 3 pts each.
Any model in a Kommando Nobz may replace their
Slugga with a Speshul Shoota for 5 pts, and may take
Kamo Bitz for 2 pts.
Any model in a Biker Nobz unit may take a Twin-linked
Dakkagun or Twin-linked Rokkit Launcha for 5 pts.
Burna Nobz replace their Sluggas with Burnas. Any model
may replace their Burna with a Burnabomb Chukka or
Skorcha for free, and may replace their CCW with a Burny
Fing for 5 pts.
Loota Nobz replace their Sluggas with Deffguns. Any
model may replace their Deffgun with a Beemy Deffgun
for 5 pts.
All models in a Mega Nobz unit may take Mega Boostas
for 5 pts/model. Any model may replace their Slugga
with a Twin-linked Shoota for free, and may replace their
CCW with a Power Klaw for 10 pts.
Any model in a Kopta Nobz unit may take a single Big
Bomm for free, and may take a Twin-linked Dakkagun or
Twin-linked Rokkit Launcha for 5 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:

Close Combat Weapon


Naff Armour (pg 119)
Slugga (pg 115)
Stikkbombz (pg 118)
Ard Boyz:
Snazzy Armour (pg 119)
Burna Boyz:
Burna (pg 114)
Dakkaboyz:
Dakkagun (pg 114)
Flash Gitz:
Snazzgun (pg 115)
Smasha Boyz:
Big Amma (pg 112)
Tankbustaz:
Rokkit Launcha (pg 115)
Tankbusta Bombz (pg 118)

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

Needz Moar Dakka!: Whenever a unit containing


models with the Needz Moar Dakka! special rule
makes a shooting attack, it may make an Initiative
test. If passed, each model with the Needz Moar
Dakka! special rule in the unit increases the number
of shots their weapon fires this turn by 1. A failed
test reduces the number of shots by 1.
Glory Hogz!: A unit composed entirely of models
with the Glory Hogz! special rule earns an additional
Victory Point if it achieves the First Blood objective
by completely destroying a Vehicle, Super-heavy
Vehicle, Monstrous Creature or Gargantuan
Creature.

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

Dakkaboyz replace their Sluggas with Dakkaguns. For


every five models, one model may replace his Dakkagun
with an Eavy Shoota for 5 pts or a Dakkakannon for 15
pts.
All models in a Kommandoz unit may take Kamo Bitz for 1
pt/model. For every five models, one model may replace
their Slugga with a Speshul Shoota or Rokkit Launcha for 5
pts, or a Burna for 15 pts.
Smasha Boyz replace their CCWs with Big Ammas.
For every five models in an 'Ard Boyz unit, one model
may replace their Slugga with a Big Shoota or Rokkit
Launcha for 5 pts, or a Big Choppa or Burna for 15 pts.
Flash Gitz replace their Sluggas with Snazzguns. All
models may upgrade their Assault weapon with one
Kustom Job (pg 116) for 2 pts/model. For every five
models, one model may replace their Snazzgun with a
Snazzblasta or Snazzkannon for 5 pts.
Tankbustaz replace their Sluggas with Rokkit Launchas.
Any model may replace their Rokkit Launcha with a Pokkit
Rokkit for free, a Kustom Rokkit Launcha for 3 pts or a
Tankhamma for 10 pts. The unit may take up to six Bomb
Squigs for 5 pts each.
Burna Boyz replace their Sluggas with Burnas. Any model
may replace their Burna with a Burnabomb Chukka, Burny
Fing or Skorcha for free.

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

MEKBOY JUNKA MOB


Junka

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)

Transport Capacity: Twelve


models.
Fire Points: If a Junka has the
Ard Case upgrade, two
models may fire from the hull,
as if it were an Open-topped
Vehicle.
Access Points: If a Junka has
the Ard Case upgrade, it has
three Access Points: one on
either side and one at the
rear.

Composition
1 Junka

Mekz Best!: If there are three Junkas in the unit,


each Junka may re-roll one random property of their
weapons during the Shooting Phase.
Turbo-Chargaz!: At the beginning of the Ork players
turn, the Ork player may roll a D6 for each Junka in
the unit. On a 2+, the Junka gains the Fast rule. On a
1, it immediately suffers an Immobilised result (but
does not lose any Hull Points).

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

Any Junka may also take:


Ard Case
Boardin Plank
Grabbin Klaw
Kamo Bitz
Red Paint Job
[2]
Reinforced Ram
Stikkbomb Chukka
Trakk Unitz
Armour Plates
Extra Gubbinz
Wrekkin Ball
[1]
Bigga Hold (8)
Extra Skrap
Gangplank
Grot Fixa Krew
[2]
Deffrolla
Big Wagon Bitz

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]

Apply the effect of Bigga Hold before halving the


Transport Capacity.
[2]
Only one of these upgrades may be taken.

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

Ramshackle Monster: A Vehicle with the Ramshackle


Monster special rule has a 5+ Invulnerable Save.

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

A Mega Dread may take a fifth weapon from opposite.


May replace all Power Klaws with
Kill Saws or Rippa Klaws for 5 pts/weapon.
May also take:
Kamo Bitz
5 pts
Red Paint Job
5 pts
Stikkbomb Chukka
5 pts
Trophy Rakk
5 pts
Armour Plates
10 pts
Drenal Injekta
10 pts
Extra Gubbinz
10 pts
Grot Fixa Krew
15 pts
Stimpakk Infuza
15 pts
Waaagh! Banna
15 pts
Extra Skrap
20 pts
Big Wagon Bitz
25 pts

19

Elites

15 pts

GROT SPESHUL TEEM


Grot Eavy Gunnaz
Grot Speshulist
Revolushunaree
Runtbot

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:

Grot Blasta (pg 114)


Skrap Armour (pg 119)
Grot Eavy Gunnaz:
Big Shoota (pg 115)
Grot Spanna:
Mekz Toolz (pg 117)
Pain Grot:
Dokz Toolz (pg 117)
Revolushunaree:
Stikkbombz (pg 118)
Runtbot:
Eavy Armour (pg 119)
Naff Force Field (pg 117)

Sneeky Gitz (pg 3)


Weedy (pg 3)
Sneeka Teem:
Infiltrate
Reel Sneeky Like
Grot Kamo:
Shrouded
Grot Spanna:
Workin Ovatime!
Grot Spotta:
Night Vision
Pain Grot:
Proppa Patch-Up

Unit Type
Infantry
Infantry
Infantry
Infantry

Composition
5 Grot Speshulists

Reel Sneeky Like: When the Sneeka Teem deploys


through the Infiltrate rule, the minimum distance
from enemy units may be reduced by D6.
Workin Ovatime!: Whenever the Grot Spanna
makes a successful Mekz Toolz roll on a Vehicle with
the Fikkle Drivez special rule, the Vehicle may
immediately also attempt to negate an Immobilised
result on a 5+.
Proppa Patch-Up: While the Pain Grot is alive, the
unit counts as Toughness 3 for the purposes of
Instant Death.

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

Any Grot Speshulist in an Eavy Teem may be


upgraded to a Grot Eavy Gunnaz
5 pts
Any Grot Eavy Gunnaz may
replace their Big Shoota with:
Rokkit Launcha
Free
Eavy Shoota
5 pts
Lobba
10 pts
Grotzooka
15 pts
Any model in a Sneeka Teem may replace their
Grot Blasta with a Grot Long Gun
2 pts
A Grot Speshul Teem upgraded to an Eavy Teem may
select a Wurlybird (pg 29) as a dedicated transport.

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:

Close Combat Weapon


Eavy Armour (pg 119)
Shoota (pg 115)
Stikkbombz (pg 118)

Claustrophobic Brutes
Hammer of Wrath
Our Weapons Are Useful
Stubborn

Composition
3 Ogryns

Claustrophobic Brutes: A model with the


Claustrophobic Brutes special rule has the Bulky rule
while embarked in an Open-topped Transport, and
the Very Bulky rule at all other times.
Our Weapons Are Useful: A model with the Our
Weapons Are Useful special rule counts their Assault
weapon as a Pistol in the Assault Phase.

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

Any model may also take:


Snazzy Armour
Cybork Body
Bosspole
One model may be
upgraded to an Ogryn Nob

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:

Close Combat Weapon


Naff Armour (pg 119)
Slugga (pg 115)
Stikkbombz (pg 118)
Biker Boyz:
Warbike (pg 118)
Boar Boyz:
Boarsquig (pg 119)
Kopta Boyz:
Deffkopta (pg 117)
Stormboyz:
Rokkit Pakk (pg 118)

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

Any model in a Biker Boyz or Kopta Boyz unit


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 model in a Kopta Boyz unit
may take a Big Bomm for 5 pts.
One model may be
upgraded to a Kwikka Nob
10 pts
May replace his CCW with:
Big Choppa
15 pts
Power Klaw
25 pts
May replace his Slugga with:
Kombi-weapon w/ Rokkit Launcha
5 pts
Kombi-weapon w/ Skorcha
5 pts
Twin-linked Shoota
5 pts
Kustom Mega-Slugga
10 pts
May also take:
Snazzy Armour
10 pts
Cybork Body
10 pts
Bosspole
5 pts
Cybork Eye
5 pts
Drenal Injekta
5 pts
Trophy Rakk
5 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:

Big Shoota (pg 115)

Transport Capacity: Twelve


models. May not carry models
with the Bulky, Very Bulky or
Extremely Bulky rules.

SPECIAL RULES:
Ramshackle (pg 3)
Showoffz!
Waaagh! (pg 3)

Composition
1 Warkopta

Showoffz!: If there are three or more Warkoptas in


the unit, the unit adds +1 to their Jink saves.

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

Any Warkopta may also take:


Ard Case
Extra Skrap
Kamo Bitz
Red Paint Job
Reinforced Ram
Stikkbomb Chukka
Armour Plates
Extra Gubbinz
Grot Fixa Krew
Bigga Hold (8)
Gangplank

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

Skrag Em!: The Ork Flya may make Tank Shocks


against Flying Monstrous Creatures or Flying
Gargantuan Creatures (if they are swooping), and
Rams against Flyers or Super-heavy Flyers (even if
either or both are zooming) the Blasta-Bomma
resolves Thunderblitz in the usual manner for Superheavy Vehicles. The Ork Flya must still move at least
18 in its Movement Phase before it can Tank Shock
or Ram. If both the Ork Flya and the target unit
survive, the target units movement in its next
Movement Phase is not obstructed by the Ork Flya.
Waaagh!plane: During a Waaagh!, an Ork Flya fires
an additional shot with all of its weapons (except
weapons with the One Use Only rule).

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

Any Ork Flya may also take:


Tailgunna
Squigshark
Red Paint Job
Reinforced Ram
Armour Plates
Big Red Button
Extra Gubbinz
Extra Skrap
Fighta Ace
Stikkbomb Flinga
[2]
Grot Fixa Krew
[3]
Grot Fixa Krew

5 pts
15 pts
5 pts
5 pts
10 pts
10 pts
10 pts
10 pts
10 pts
10 pts
15 pts
35 pts

Any Blasta-Bomma may take:


Up to six Skorcha Missiles
5 pts each
Up to two additional Tailgunnas
5 pts each
Up to four Burna Bombs
10 pts each
Up to four Kustom Mega-Rokkits
10 pts each
Up to four Boom Bombs
15 pts each
Up to two additional Squigsharks
15 pts each
Up to four Pulsa Rokkits
20 pts each
Up to four Supa Rokkits
20 pts each
Up to three Aporkalypse Bomms
25 pts each
Kustom Powa Field
40 pts
[1]
See Imperial Armour Death From The Skies Update
[2]
All Ork Flyas except Blasta-Bomma
[3]
Blasta-Bomma only

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

Outridaz: If there are four or more Warbuggies in the


unit, the unit gains the Acute Senses rule.

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

Any Warbuggy may also take:


Ard Case
Extra Skrap
Kamo Bitz
Red Paint Job
Trakk Unitz
Armour Plates
Grot Fixa Krew

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:

Big Shoota (pg 115)

Ramshackle (pg 3)
Waaagh! (pg 3)

Transport Capacity: Twelve models.

OPTIONS:
May replace its Big Shoota with:
Rokkit Launcha
Kustom Rokkit Launcha
Skorcha

Free
5 pts
5 pts

May also take:


Bigga Hold (3)
Boardin Plank
Extra Skrap
Kamo Bitz
Red Paint Job
Reinforced Ram
Stikkbomb Chukka
Trakk Unitz
Armour Plates
Extra Gubbinz
Grot Fixa Krew
Wrekkin Ball
Gangplank

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

GUN TRUKK MOB


Gun Trukk

BS
2

FA SA RA
10 10 10

HP
3

WARGEAR:

SPECIAL RULES:

Kannon (pg 114)

Ko-ordinated Dakka!
Ramshackle (pg 3)
Waaagh! (pg 3)

Unit Type
Vehicle (Fast, Open-topped)

Composition
1 Gun Trukk

Ko-ordinated Dakka!: If there are three or more Gun


Trukks in the unit, the unit gains +1 Ballistic Skill
when targeting Monstrous Creatures, Gargantuan
Creatures, Vehicles or Super-heavy Vehicles.

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

Any Gun Trukk may take one of the following:


Big Shoota
5 pts
Rokkit Launcha
5 pts
Any Gun Trukk may also take:
Ard Case
5 pts
Extra Skrap
5 pts
Kamo Bitz
5 pts
Red Paint Job
5 pts
Trakk Unitz
5 pts
Armour Plates
10 pts
Grot Fixa Krew
10 pts

27

Fast Attack

50 pts

GUN WAGON MOB


Gun Wagon

BS
2

FA SA RA
13 12 10

HP
3

TRANSPORT:

SPECIAL RULES:

Transport Capacity: Twelve


models.

Ramshackle (pg 3)
Waaagh! (pg 3)
Wagon Blitz

Unit Type
Vehicle (Tank,
Open-topped)

Composition
1 Gun Wagon

Wagon Blitz: If there are three Gun Wagons in the


unit, the unit counts as Heavy Vehicles when making
Shooting Attacks.

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.

Any Gun Wagon may also take:


Dakkagun
Ard Case
Boardin Plank
[1]
Grabbin Klaw
Kamo Bitz
Red Paint Job
Reinforced Ram
Stikkbomb Chukka
Trakk Unitz
Armour Plates
Extra Gubbinz
[1]
Wrekkin Ball
Bigga Hold (8)
Gangplank
Grot Fixa Krew
Extra Skrap
Big Wagon Bitz
[1]

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

Only one of these upgrades may be taken.

28

Fast Attack

30 pts

WURLYBIRD
Wurlybird

BS
3

FA SA RA
10 10 10

HP
2

WARGEAR:

TRANSPORT:

Big Shoota (pg 115)

Transport Capacity:
Fifteen models.

SPECIAL RULES:

Unit Type
Vehicle (Skimmer, Fast,
Open-topped, Transport)

Composition
1 Wurlybird

Room Fer Slavas!: With the exception of Runtherds,


only models with the Weedy special rule may be
embarked in a Wurlybird Runtherds do not take up
any space.

Ramshackle (pg 3)
Room Fer Slavas!

OPTIONS:
May replace its Big Shoota with:
Rokkit Launcha
Kustom Rokkit Launcha
Skorcha

Free
5 pts
5 pts

May also take:


Boardin Plank
Extra Skrap
Kamo Bitz
Red Paint Job
Stikkbomb Chukka
Armour Plates
Extra Gubbinz
Grot Fixa Krew
Wrekkin Ball

5 pts
5 pts
5 pts
5 pts
5 pts
10 pts
10 pts
10 pts
10 pts

29

Fast Attack

25 pts

GROT TANK MOB


Grot Tank

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

GROT MEGA-TANK MOB


Grot Mega-Tank

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

Any Grot Mega-Tank may also take:


Up to two Boom Kannistas
Dakkagun
Kamo Bitz
Red Paint Job
[1]
Reinforced Ram
Stikkbomb Chukka
Trakk Unitz
Armour Plates
Extra Gubbinz
Wrekkin Ball
Extra Skrap
Grot Fixa Krew
[1]
Deffrolla
Big Wagon Bitz

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

One Grot Mega-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.
[1]

Only one of these upgrades may be taken.

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:

Cybork Body (pg 119)


Pigdok:
Dokz Toolz (pg 117)
Eavy Armour (pg 119)
Grabba Stikk (pg 112)
Slugga (pg 115)

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

One model may be


upgraded to a Pigdok
May replace his Grabba Stikk with:
Grotprod
Urty Syringe
Power Klaw
May also take:
Snazzy Armour
Bosspole
Stimpakk Infuza

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:

Big Shoota (pg 115)


Gnarled Squighide (pg 119)

Monstrous Transport (15) (pg 3)


Waaagh! (pg 3)

Composition
1 Runna Squiggoth

OPTIONS:
May replace its Big Shoota with:
Rokkit Launcha
Kustom Rokkit Launcha

Free
5 pts

May also take:


Kamo Bitz
Stikkbomb Chukka
[1]
Bigga Hold (5)
Gangplank
Stimpakk Infuza
[1]

5 pts
5 pts
10 pts
15 pts
15 pts

Only one of these upgrades may be taken.

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:

Close Combat Weapon


Naff Armour (pg 119)
Slugga (pg 115)
Stikkbombz (pg 118)

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

One model may be


upgraded to a Loota Nob
May replace his CCW with:
Choppa
Big Choppa
Power Klaw
May replace his Slugga with:
Kombi-weapon w/ Rokkit Launcha
Kombi-weapon w/ Skorcha
Kustom Mega-Slugga
May also take:
Cybork Body
Attakk Squig
Bosspole
Cybork Eye
Drenal Injekta
Trophy Rakk

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

May select a Trukk (pg 26), Runna Squiggoth (pg 33),


Looted Wagon (pg 35) or Battlewagon (pg 38)
as a dedicated transport.
[1]

See Warhammer 40,000: The Rules.


See Codex: Eldar Craftworlds
[3]
See Codex: Dark Eldar
[4]
See Codex: Tau Empire
[5]
See Codex: Necrons
[2]

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

Twist Da Knife!: If there are three Looted Wagons in


the unit, in any combination, each Looted Wagon
gains the appropriate benefit:
Beakie Tanks, Beakie Trukks and Beakie Uge Tanks
gain Preferred Enemy (Space Marines).
Fishead Tanks and Fishead Trukks gain Preferred
Enemy (Tau Empire).
Goff Panzee Trukks gain Preferred Enemy (Dark
Eldar).
Panzee Tanks gain Preferred Enemy (Eldar
Craftworlds).
Tin-ead Monoliffs and Tinead Tanks gain Preferred
Enemy (Necrons).
Umie Big Tanks, Umie Tanks and Umie Trukks gain
Preferred Enemy (Astra Militarum).
Zoggin Geerbox...: Roll a D6 at the beginning of
the Ork players turn for each Looted Wagon in the
unit. On a roll of 1, the Looted Wagon may not move
this turn.

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

Any Looted Wagon may take up to


four of the following in any combination:
[6]
Burst Cannon
[1]
Heavy Bolter
[1]
Heavy Flamer
[5]
Disintegrator Cannon
[7]
Gauss Cannon
[7]
Gauss Flux Arc
[6]
Missile Pod
[1]
Plasma Cannon
[5]
Dark Lance
Any Looted Wagon may also take:
Boardin Plank
[8]
Extra Skrap (FA10->11)
Grabbin Klaw
Kamo Bitz
Red Paint Job
Reinforced Ram
Stikkbomb Chukka
Trakk Unitz
Ard Case
Armour Plates
Extra Gubbinz
[8]
Extra Skrap (FA11->12)
Wrekkin Ball
[8]
Extra Skrap (FA12->13)
Gangplank
[9]
Grot Fixa Krew (HP3)
[10]
Big Wagon Bitz (HP3->4)
[8]
Extra Skrap (AV13->14)
[9]
Grot Fixa Krew (HP4)
[10]
Big Wagon Bitz (HP4->5)

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]

See Warhammer 40,000: The Rules.


See Codex: Space Marines.
[3]
See Codex: Astra Militarum.
[4]
See Codex: Eldar Craftworlds.
[5]
See Codex: Dark Eldar.
[6]
See Codex: Tau Empire.
[7]
See Codex: Necrons.
[8]
Only one of these upgrades may be taken.
[9]
Only one of these upgrades may be taken.
[10]
Only one of these upgrades may be taken.
[2]

36

Heavy Support

35 pts

BIG TRAKK MOB


Big Trakk

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)

Transport Capacity: Twelve


models.
Fire Points: If a Big Trakk has
the Ard Case upgrade, it has
three Fire Points: one on
either side and one at the
rear.
Access Points: If a Big Trakk
has the Ard Case upgrade, it
has three Access Points; one
on either side and one at the
rear.

Composition
1 Big Trakk

Big Rumbla!: The Big Trakk may re-roll Dangerous


Terrain tests when moving at Combat Speed. If there
are three Big Trakks in the unit, the unit
automatically passes all Dangerous Terrain tests.

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

Any Big Trakk may also take:


Up to two Grot Sponsons
Ard Case
Boardin Plank
[1]
Grabbin Klaw
Kamo Bitz
Red Paint Job
[3]
Reinforced Ram
Stikkbomb Chukka
Trakk Unitz
Armour Plates
Extra Gubbinz
[1]
Wrekkin Ball
[2]
Bigga Hold (8)
Extra Skrap
Gangplank
Grot Fixa Krew
[3]
Deffrolla
Big Wagon Bitz

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]

Only one of these upgrades may be taken.


Apply the effect of Bigga Hold before halving the
Transport Capacity.
[3]
Only one of these upgrades may be taken.
[2]

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)

Transport Capacity: Twenty


models.
Fire Points: If a Battlewagon
has the Ard Case upgrade,
it has five Fire Points: two on
either side and one at the
rear.
Access Points: If a
Battlewagon has the Ard Case
upgrade,
it has three Access Points: one
on either side and one at the
rear.

Composition
1 Battlewagon

Battlewagon Bash!: If there are three Battlewagons


in the unit, the number of hits made by a Deffrolla or
Gutrippaz in a Tank Shock or Ram may be re-rolled.

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

Any Battlewagon may take up to


four of the following in any combination:
Big Shoota
Rokkit Launcha
Kustom Rokkit Launcha
Skorcha
Any Battlewagon may also take:
Ard Case
Boardin Plank
Grabbin Klaw
Kamo Bitz
Red Paint Job
[3]
Reinforced Ram
Stikkbomb Chukka
Trakk Unitz
Armour Plates
Extra Gubbinz
Wrekkin Ball
Gangplank
[2]
Bigga Hold (10)
[3]
Deffrolla
Grot Fixa Krew
[3]
Gutrippaz
Big Wagon Bitz

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]

This may not be taken if the Battlewagon is a dedicated


transport.
[2]
Apply the effect of Bigga Hold before halving the
Transport Capacity.
[3]
Only one of these upgrades may be taken.

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)

Transport Capacity: Ten


models.
Fire Points: One at the front.
Access Points: One at the
front.

SPECIAL RULES:
Assault Vehicle
Biggest Dread
Dread Boss
Furious Charge
Ramshackle (pg 3)
Waaagh! (pg 3)

Composition
1 Orkanaut

Biggest Dread: An Orkanaut may only move 6 in the


Movement Phase instead of the usual 12. If an
Orkanaut reaches 0 Hull Points, it resolves the
Ramshackle special rule instead of suffering
Catastrophic Damage.
Dread Boss: An Orkanaut can be designated the
army's Warlord if there are no H.Q. or Lord of War
choices in the army able to be the Warlord. In this
instance, it becomes an H.Q. choice, gains the
Independent Character rule, may take items from
Da Loota'z Stokkpile, and may roll on either the
Waaagh! Traitz or Dread Traitz tables for a Warlord
Trait.

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

May replace all Power Klaws with:


Kill Saws
5 pts each
Rippa Klaws
5 pts each
Klaws of Gork
10 pts each
May replace all Twin-linked Big Shootas with:
Twin-linked Eavy Shootas
5 pts each
Twin-linked Rattla Guns
5 pts each
Twin-linked Dakkakannons
15 pts each
May replace all Twin-linked Rokkit Launchas with:
Twin-linked Kannons
5 pts each
Twin-linked Kustom Rokkit Launchas
5 pts each
May also take:
Kamo Bitz
5 pts
Red Paint Job
5 pts
Stikkbomb Chukka
5 pts
Trophy Rakk
5 pts
Extra Gubbinz
10 pts
Drenal Injekta
15 pts
Waaagh! Banna
15 pts
Extra Skrap
20 pts
Grot Fixa Krew
20 pts
Stimpakk Infuza
20 pts
Big Wagon Bitz
25 pts
Kustom Force Field
50 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

One Killa Kan may be


upgraded to a Revolushunaree
Any Walker in the unit may also take:
Kamo Bitz
Red Paint Job
Armour Plates
Extra Gubbinz
Grot Fixa Krew
Extra Skrap

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

Any Grot Krew or Revolushunaree may replace their


Grot Blasta with a Grot Rifle for 1 pt, or take a Close
Combat Weapon for 1 pt.
One Grot Krew may be upgraded
to a Revolushunaree
5 pts
One Grot Krew may be upgraded
to a Runtbot
40 pts
Any Ork Krew may choose the following options:
Replace their Slugga with a Shoota
1 pt
Replace their CCW with a Choppa
1 pt
Eavy Armour
3 pts
May be accompanied by a Runtherd
10 pts
Any Revolushunaree or Runtherd may
replace their Close Combat Weapon with:
Choppa
1 pt
Grabba Stikk
5 pts
Grotprod
5 pts
The Runtherd may choose the following options:
Replace their Slugga with a Shoota
1 pt
Snazzy Armour
10 pts
Sniffa Squig
10 pts

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

Any Grot Krew or Revolushunaree may replace their


Grot Blasta with a Grot Rifle for 1 pt, or take a Close
Combat Weapon for 1 pt.
One Grot Krew may be upgraded
to a Revolushunaree
5 pts
One Grot Krew may be upgraded
to a Runtbot
40 pts
Any Ork Krew may choose the following options:
Replace their Slugga with a Shoota
1 pt
Replace their CCW with a Choppa
1 pt
Eavy Armour
3 pts
May be accompanied by a Runtherd
10 pts
Any Revolushunaree or Runtherd may
replace their Close Combat Weapon with:
Choppa
1 pt
Grabba Stikk
5 pts
Grotprod
5 pts
The Runtherd may choose the following options:
Replace their Slugga with a Shoota
1 pt
Snazzy Armour
10 pts
Sniffa Squig
10 pts

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:

Gnarled Squighide (pg 119)

Fearless
Furious Charge
Goaded Rampage
Howda Krew
Monstrous Transport (12)
(pg 3)
Waaagh! (pg 3)

Composition
1 Squiggoth

Goaded Rampage: If there are three Squiggoths in


the unit, the unit gains the Rage rule.
Howda Krew: A Squiggoth may fire any number of its
weapons in the Shooting Phase and during
Overwatch they must all fire at the same target.

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

Any Squiggoth may take up to


four of the following in any combination:
Big Shoota
Grot Sponson
Rokkit Launcha
Eavy Shoota
Kustom Rokkit Launcha
Any Squiggoth may also take:
Supa Tuff Squighide
Cybork Body
Supa Cybork Body
Kamo Bitz
Stikkbomb Chukka
Trophy Rakk
[1]
Bigga Hold (8)
Drenal Injekta
Gangplank
Stimpakk Infuza
[1]

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

Only one of these upgrades may be taken.

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)

Transport Capacity: Ten models.


Fire Points: None
Access Points: A Kill-Tank counts as Open-topped for
the purposes of allowing units to embark or
disembark.

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

Any Kill-Tank may also take:


Up to four Grot Sponsons
Boardin Plank
Grabbin Klaw
Kamo Bitz
Red Paint Job
[2]
Reinforced Ram
Stikkbomb Chukka
Extra Gubbinz
Wrekkin Ball
[3]
Bigga Hold (10)
Gangplank
[2]
Deffrolla
[2]
Gutrippaz
[2]
Supa Ramma Spikez
Big Wagon Bitz
[3]
Bigga Hold (20)
Grot Fixa Krew

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]

Only one of these upgrades may be taken.


Only one of these upgrades may be taken.
[3]
Only one of these upgrades may be taken.
[2]

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)

Transport Capacity: Thirty


models.
Fire Points: If a Battlefortress
has the Ard Case upgrade, it
has six Fire Points: two either
side and two at the rear.
Access Points: If a
Battlefortress has the Ard
Case upgrade, it has three
Access Points: one either side
and one at the rear.

Composition
1 Battlefortress

Krushin Weight: The Battlefortress adds +1 to all


rolls on the Thunderblitz table when making a Tank
Shock or Ram.

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.

May take up to four of the following in any combination:


Big Shoota
5 pts
Rokkit Launcha
5 pts
Snazzgun
5 pts
Eavy Shoota
10 pts
Kustom Mega-Blasta
10 pts
Kustom Rokkit Launcha
10 pts
Skorcha
10 pts
May also take:
Up to four Grot Sponsons
5 pts each
Up to three Pulsa Rokkits
20 pts each
Up to three Supa Rokkits
20 pts each
Ard Case
5 pts
Boardin Plank
5 pts
Grabbin Klaw
5 pts
Kamo Bitz
5 pts
Red Paint Job
5 pts
[2]
Reinforced Ram
5 pts
Stikkbomb Chukka
5 pts
Extra Gubbinz
10 pts
Weird Tower
10 pts
Wrekkin Ball
10 pts
Bigga Hold (10)
15 pts
Gangplank
15 pts
[2]
Deffrolla
20 pts
[2]
Gutrippaz
20 pts
[2]
Supa Ramma Spikez
25 pts
Bigga Hold (20)
30 pts
Big Wagon Bitz
35 pts
Grot Fixa Krew
35 pts
[1]

Each instance of this weapon reduces


the Transport Capacity by ten.
[2]
Only one of these upgrades may be taken.

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)

Transport Capacity: Thirty


models.
Fire Points: Three at the front.
Access Points: One at the rear.

Composition
1 Stompa

Effigee: A Super-heavy Walker with the Effigee


special rule has a 6+ Invulnerable Save. All Ork units
with the Waaagh! Special rule within 12 of the
Super-heavy Walker gain the Fearless rule.

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.

May take up to eight 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
Skorcha
10 pts
May also take:
Up to four Grot Sponsons
5 pts each
Kamo Bitz
5 pts
Red Paint Job
5 pts
Stikkbomb Chukka
5 pts
Trophy Rakk
5 pts
Extra Gubbinz
10 pts
Bigga Hold (10)
15 pts
Drenal Injekta
15 pts
Waaagh! Banna
15 pts
Feet of Gork
20 pts
Stimpakk Infuza
20 pts
Big Wagon Bitz
30 pts
Bigga Hold (20)
30 pts
Grot Fixa Krew
40 pts
Kustom Powa Field
40 pts
Kustom Force Field
50 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.

May take up to five of the following in any combination:


Big Kustom Kannon
30 pts
Flakka-Dakka Gun
30 pts
Gaze of Mork
40 pts
Giga Shoota
50 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.
May take up to twelve of the following
in any combination:
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
Skorcha
10 pts
Kannon
15 pts
Zzap Gun
15 pts
May also take:
Up to three Kustom Powa Fields
40 pts each
Kamo Bitz
5 pts
Red Paint Job
5 pts
Stikkbomb Chukka
5 pts
Trophy Rakk
5 pts
Extra Gubbinz
10 pts
Bigga Hold (10)
15 pts
Waaagh! Banna
15 pts
Feet of Gork
20 pts
Stimpakk Infuza
20 pts
Bigga Hold (20)
30 pts
Grot Fixa Krew
45 pts
Kustom Force Field
50 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.

May take up to six of the following in any combination:


Big Kustom Kannon
30 pts
Flakka-Dakka Gun
30 pts
Gaze of Mork
40 pts
Giga Shoota
50 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.
May take up to twenty of the following
in any combination:
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
Skorcha
10 pts
Kannon
15 pts
Zzap Gun
15 pts
May also take:
Up to ten Skorcha Missiles
5 pts each
Up to eight Kustom Mega-Rokkits
10 pts each
Up to six Pulsa Rokkits
20 pts each
Up to six Supa Rokkits
20 pts each
Deff Arzenal
120 pts
Up to five Kustom Powa Fields
40 pts each
Kamo Bitz
5 pts
Red Paint Job
5 pts
Stikkbomb Chukka
5 pts
Trophy Rakk
5 pts
Extra Gubbinz
10 pts
Bigga Hold (10)
15 pts
Waaagh! Banna
15 pts
Feet of Gork
20 pts
Stimpakk Infuza
20 pts
Bigga Hold (20)
30 pts
Grot Fixa Krew
50 pts
Kustom Force Field
50 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:

Gnarled Squighide (pg 119)


Uge Tuskz (pg 112)

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

May also take:


Supa Tuff Squighide
Cybork Body
Supa Cybork Body
Kamo Bitz
Stikkbomb Chukka
Trophy Rakk
Gorin Tuskz
Piercin Tuskz
[1]
Bigga Hold (10)
Drenal Injekta
Gangplank
Stimpakk Infuza
[1]
Bigga Hold (20)
[1]
Bigga Hold (30)
[1]

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

Only one of these upgrades may be taken.

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:

Eight Big Shootas (pg 115)


Cybork Body (pg 119)
Gargant Tuskz
Killkannon (pg 114)
Stimpakk Infuza (pg 118)
Supa Tuff Squighide (pg 119)

Da Big Trample
Monstrous Transport (30)
(pg 3)
Waaagh! (pg 3)

Composition
1 Orkeosaurus

Da Big Trample: The Orkeosaurus inflicts D3+3


Hammer of Wrath hits.
Gargant Tuskz: The Orkeosaurus close combat
attacks are resolved at AP1 on the turn it charges.

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)

ACCESS POINTS &


FIRE POINTS:
Dakka Rok:
None
Krasha Rok:
Five Fire Points
One Access Point (at the front)

WEAPONS:
One emplaced Flakka-Dakka Gun (pg 114)

Kavernous Hold: The Krasha Rok may be occupied by


one Ork Infantry unit containing fifty models or less.
Before deployment, the Ork player may nominate one
Ork Infantry unit containing fifty models or less to be
held in Reserves. It shares the same Reserves roll as the
Krasha Rok, and enters play embarked in the Krasha
Rok.
Nevva Enuff Dakka!: Each emplaced weapon on the
Dakka Rok may fire at a different target declare all
targets before firing.
Rok Strike!: The Rok must enter the battle via the Deep
Strike rule. Should it scatter on top of impassible terrain
or another model (friend or foe), reduce the scatter
distance by the minimum required in order to avoid the
obstacle. If it scatters off the edge of the board, it
suffers a Deep Strike Mishap as usual. On the turn it
arrives, the Rok may only fire Snap Shots with its
emplaced weapons.

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:

Up to four long Skrap Wallz sections


Up to four short Skrap Wallz sections
Each section of Skrap Wall must be placed
in contact with at least one other section.

None

TERRAIN TYPE:
Battlefield Debris (Defence Lines)

ACCESS POINTS &


FIRE POINTS:
None

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

Nice An Komfy In Ere


Sentry Defence System
Repel The Enemy

TERRAIN TYPE:
Medium Building (Armour Value 14)

ACCESS POINTS &


FIRE POINTS:

Nice An Komfy In Ere: The Boyz Hut may be occupied


by one Ork Infantry unit of thirty models or less. One
Ork Infantry unit of thirty models or less may start the
game occupying the Boyz Hut.

One Access Point (at the front)


Four Fire Points (one each side)

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)

ACCESS POINTS &


FIRE POINTS:

Krankin Em Out!: Before deployment, nominate one


Ork Vehicle with four Hull Points or less to deploy from
reserves. When it arrives, it may deploy up to 6 from
the front of the Mek Shop.

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

Extra Ammo An Stuff!


Sentry Defence System

TERRAIN TYPE:
Small Building (Armour Value 13)

ACCESS POINTS &


FIRE POINTS:

Extra Ammo An Stuff!: Any Ork model within 6 of the


Pile O Gunz may re-roll To-Hit rolls of 1 for their
shooting attacks.

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

BIG WAAAGH! BANNA


COMPOSITION:

SPECIAL RULES:

1 Big Waaagh! Banna

Da Bossz Big Banna


Sentry Defence System

TERRAIN TYPE:
Small Building (Armour Value 13)

ACCESS POINTS &


FIRE POINTS:

Da Bossz Big Banna: Any Ork unit with the Waaagh!


special rule within 12 of the Big Waaagh! Banna gains
the Fearless rule.

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)

ACCESS POINTS &


FIRE POINTS:

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:

Four Main Towers


Four Connecting Walkways

Each Main Tower has an emplaced


Eavy Shoota (pg 115)

TERRAIN TYPE:

SPECIAL RULES:

Main Towers:
Medium Building (Armour Value 14)
Connecting Walkways:
Small Building (Armour Value 14) with battlements

Sentry Defence System

ACCESS POINTS &


FIRE POINTS:
As per model

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

BIG ORK SETTLEMENT


COMPOSITION:
Fortification Network consisting of:
1 Orky Fort OR 1 Tellyporta Platform
1 Boyz Hut
1 Mek Shop
1 Pile O Gunz
1-5 Big Waaagh! Bannas
1+ Skrap Wallz
Refer to each Fortifications individual datasheet entry for its Terrain Type, Fire & Access Points, Weapons and Options.

59

Lord of War

300 pts

GHAZGHKULL MAG URUK THRAKA


Ghazghkull
Makari

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)

Faiffull Kompanion: Makari must maintain unit


coherency with Ghazghkull at all times. If Ghazghkull
is involved in a challenge, Makari must join in!
Inkredibul Good Lukk!: Wounds cannot be allocated
to Makari through the Look Out, Sir! rule. Makari has
a 2+ Invulnerable Save, which can even be taken
against attacks that would not normally allow any
kind of save.
Proffit Uv Da Waaagh!: In addition to the normal
effects of the Waaagh!, Ghazghkull gains a 2+
Invulnerable Save. Additionally, any Ork unit with
the Waaagh! special rule within 12 of Ghazghkull
may replace one die with an automatic roll of 6 when
rolling their run distance or charge range.
Ghazz Banna: Counts as a Waaagh! Banna, and
confers the Stubborn rule.

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:

The Hands of Slaughter


Idols Armour
Stikkbombz (pg 118)

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)

The Green Roar: While The Beast is alive and on the


table, the effects of the Waaagh! are always active.
If a Waaagh! is called while The Beast is alive and on
the table, it does not further increases any of the
Waaagh!s effects, but instead applies the effects of
the Kill Em More! Warlord Trait. Furthermore, while
The Beast is alive and on the table, all non-Ork
Psykers on the board suffer a -1 penalty to roll to
manifest psychic powers, and to Deny The Witch rolls
made against Ork psychic powers.
Towering Tyrant: The Beast must be the armys
Warlord, even in armies containing one or more
models with the Im Da Big Boss! special rule. He has
a 3+ Invulnerable Save and the Eternal Warrior rule.
He may not use external weapons, such as gun
emplacements.
Ullanors Vengeance: The Beast has the Hatred
(Armies of the Imperium) and Preferred Enemy
(Armies of the Imperium) rules.
The Hands of Slaughter: The Hands of Slaughter can
be used as an Assault weapon that uses the first of
the following profiles, and as a pair of Melee
weapons that use the second profile:
Range
12
-

S
10
10

AP
1
1

Type
Assault 1, Blast, Soul Blaze
Melee, Instant Death

Idols Armour: Confers a 2+ Armour Save.

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:

Bosspole (pg 117)


Cybork Body (pg 119)
Gitfinda (pg 117)
Kustom Blasta-X
Mega Armour (pg 119)
Power Klaw (pg 112)
Stikkbombz (pg 118)

Bad Moonz Boss (pg 5)


Furious Charge
Im Da Big Boss! (pg 3)
Independent Character
Krakk Shot!
Mob Rule (pg 3)
No Gitz Tuffa! (pg 3)
Tellyporta Boss
Very Bulky
Waaagh! (pg 3)

WARLORD TRAIT:
Idden Targetaz!

Composition
Nazdreg (Unique)

Idden Targetaz!: In addition to the normal effects of


the Waaagh!, all Ork units with the Waaagh! special
rule within 12 of Nazdreg gain +1 Ballistic Skill.
Krakk Shot!: Nazdreg counts as Ballistic Skill 4 when
making a shooting attack with his Kustom Blasta-X or
any other Ork weapon this is not improved by
Idden Targetaz!.
Tellyporta Boss: Before deployment, nominate one
Ork Infantry unit that unit gains the Deep Strike
rule.
Kustom Blasta-X: Uses either of the following
profiles:
Range
24
24

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:

Bosspole (pg 117)


Cybork Body (pg 119)
Krysis Skrap Armour
Power Klaw (pg 112)
Stikkbombz (pg 118)
[1]
Twin-linked Burst Cannon

Bad Moonz Boss (pg 5)


Furious Charge
Im Da Big Boss! (pg 3)
Independent Character
Mob Rule (pg 3)
Nabbed Yer Dakka!
No Gitz Tuffa! (pg 3)
Very Bulky
Waaagh! (pg 3)

WARLORD TRAIT:
Shooty Waaagh!

Composition
Grog (Unique)

Nabbed Yer Dakka!: Any Ork model or Vehicle armed


with or capable of taking a Shoota may instead take a
[1]
Pulse Rifle for 3 pts. Any Ork model or Vehicle
armed with or capable of taking a Dakkagun may
[1]
instead take a Burst Cannon for 5 pts.
Shooty Waaagh!: In addition to the normal effects of
the Waaagh!, all Ork units with the Waaagh! special
rule within 12 of Grog fire one additional shot with
their Assault, Pistol and Rapid-fire weapons.
Krysis Skrap Armour: Confers a 2+ Armour Save, as
well as the Hammer of Wrath and Relentless rules.

OPTIONS:
Grog may take any of the following:
0-3 Ammo Runts
Attakk Squig
[1]

3 pts each
10 pts

See Codex: Tau Empire.

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:

Bosspole (pg 117)


Chainrippaz
Mega Armour (pg 119)
Personal Field
Stikkbombz (pg 118)
Supa Skorcha (pg 114)

Blood Axez Boss (pg 5)


Furious Charge
Hatred (Space Marines)
Im Da Big Boss! (pg 3)
Independent Character
Mob Rule (pg 3)
No Gitz Tuffa! (pg 3)
Preferred Enemy
(Crimson Fists)
Very Bulky
Waaagh! (pg 3)

WARLORD TRAIT:
Burny Waaagh!

Composition
Snagrod (Unique)

Burny Waaagh!: In addition to the normal effects of


the Waaagh!, all Ork units with the Waaagh! special
rule within 12 of Snagrod may re-roll To-Hit and
To-Wound rolls with any weapon with the Burny!
special rule.
Chainrippaz: Uses the following profile:
Range
-

S
+2

AP
4

Type
Melee, Extra Rippy!, Shred,
Two-handed
Extra Rippy!: On the turn Snagrod charges, the Chainrippaz become
AP3.

Personal Field: Confers a 5+ Invulnerable Save, which


increases to 4+ while Snagrod is in a challenge.

OPTIONS:
Snagrod may take any of the following:
0-3 Ammo Runts
Attakk Squig

3 pts each
10 pts

64

H.Q.

210 pts

KLAWJAW DA MIGHTY MANGLA


Klawjaw

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:

Big Amma (pg 112)


Bosspole (pg 117)
Cybork Body (pg 119)
Killa Gob
Mega Armour (pg 119)
Rattla Gun (pg 115)
Stikkbombz (pg 118)

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)

Big Wagon Brigade!: All Battlewagons gain the


Objective Secured rule.
Rusting Giant: Attacks against Klawjaw do not
benefit from the Fleshbane rule.
Killa Gob: In addition to his normal close combat
attacks, Klawjaw makes one close combat attack at
Initiative Step 1, resolved at Strength 8 AP2.

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:

Bosspole (pg 117)


Buzzsaw (pg 112)
Cybork Body (pg 119)
Eavy Shoota (pg 115)
Mega Armour (pg 119)
Stikkbombz (pg 118)

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!: In addition to the normal effects of


the Waaagh!, all Ork Vehicles with the Waaagh!
special rule within 12 of Garaghak may move an
additional D6 at the end of the Shooting Phase,
regardless of how they have fired their weapons.

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

GORGUTZ EAD UNTA


Gorgutz

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:

Bosspole (pg 117)


Cybork Body (pg 119)
Kustom Shoota
Mega Armour (pg 119)
Mega Boosta (pg 117)
Pointy Stikk
Power Klaw (pg 112)
Stikkbombz (pg 118)

Alwayz Bakk Fer Anuvva Go!


Furious Charge
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
Gorgutz (Unique)

Alwayz Bakk Fer Anuvva Go!: Gorgutz has the


Eternal Warrior rule, and killing Gorgutz awards one
Victory Point less than usual (to a minimum of one).
Power Uv Da Waaagh!: In addition to the normal
effects of the Waaagh!, all Ork units with the
Waaagh! special rule within 12 of Gorgutz gain the
Preferred Enemy and Stubborn rules.
Kustom Shoota: Uses the following profile:
Range
24

S
4

AP
5

Type
Assault 4, Pinning

Pointy Stikk: Gorgutz gains an additional Victory


Point for achieving the Slay The Warlord objective.

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

GREAT BOSS TUSKA


Tuska

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:

Bosspole (pg 117)


Snazzy Armour (pg 119)
Power Klaw (pg 112)
Stikkbombz (pg 118)
Twin-linked Shoota (pg 115)

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)

Vetrunz Uv Da Long Waaagh!: While Tuska is alive


and on the table, all Ork models and Vehicles with
the Waaagh! special rule gain the Daemon and
Preferred Enemy (Daemons of Khorne) rule.

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:

Big Choppa (pg 112)


Bosspole (pg 117)
Cybork Body (pg 119)
Kustom Mega-Slugga
(pg 114)
Snazzy Armour (pg 119)
Stikkbombz (pg 118)

Blood Axes Boss (pg 5)


Bulky
Furious Charge
Get Da Bugz!
Im Da Big Boss! (pg 3)
Independent Character
Mob Rule (pg 3)
No Gitz Tuffa! (pg 3)
Waaagh! (pg 3)

WARLORD TRAIT:

Composition
Blaktoof (Unique)

Get Da Bugz!: All Ork models and Vehicles with the


Waaagh! special rule within 12 of Blaktoof gain the
Hatred (Tyranids) rule. Blaktoofs unit gains the
Preferred Enemy (Genestealers) rule.

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:

Attakk Squig (pg 119)


Bosspole (pg 117)
Eavy Armour (pg 119)
Gitrippa
Kombi-weapon w/
Rokkit Launcha (pg 114)
Stikkbombz (pg 118)

Feel No Pain (4+)


Furious Charge
Gimme Yer Face!
Im Da Big Boss! (pg 3)
Independent Character
Mob Rule (pg 3)
Waaagh! (pg 3)

Composition
Grukk (Unique)

Bellowin Boss!: All Ork units with the Waaagh!


special rule within 12 of Grukk gain the Stubborn
rule, and may use Grukks Leadership value for
Morale Checks and Pinning Tests.
Gimme Yer Face!: For every character Grukk kills in a
challenge, the Ork player adds +1 to all subsequent
combat resolutions in the same combat.
Gitrippa: Uses the following profile:
Range
-

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:

Bosspole (pg 117)


Buzzsaw (pg 112)
Cybork Body (pg 119)
Dakkagun (pg 114)
Snazzy Armour (pg 119)
Stikkbombz (pg 118)

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)

Epik Boss: Skroll may take a Battlewagon as a


dedicated transport. All Ork models and Vehicles
with the Waaagh! special rule within 12 of Skroll
gain the Preferred Enemy (Armies of the Imperium)
rule.
Meetshieldz: Skrolls unit may be accompanied by up
to ten Gretchin (see Runtz datasheet) for 2 pts each
these Gretchin lose the Sneeky Gitz special rule, and
any Look Out, Sir! attempt that reallocates wounds
to them always succeeds.

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:

Big Flash Bosspole


Bootaz Shoota
Da Koat Uv Armz
Kaptinz Kutlery
Spiky Bitz
Stikkbombz (pg 118)

Bulky
Furious Charge
Im Da Big Boss! (pg 3)
Independent Character
Kaptinz Krew
Mob Rule (pg 3)
Waaagh! (pg 3)

Composition
Bluddflagg (Unique)

Kaptinz Krew: If Bluddflagg is the armys Warlord,


then Mista Nailbrain, Spookumz and Brikkfist no
longer take up an H.Q. slot.
Big Flash Bosspole: Counts as a Bosspole and Trophy
Rakk, and allows Bluddflaggs unit to re-roll Pinning
Tests.
Bootaz Shoota: Uses the following profile:

WARLORD TRAIT:

Range
24

S
4

AP
5

Type
Assault 3, Twin-linked

Stomp Em Fasta!

Da Koat Uv Armz: Confers a 3+ Armour Save and a 5+


Invulnerable Save.
Kaptinz Kutlery: Counts as a Big Choppa and a
Waaagh! Banna.
Spiky Bitz: Any To-Hit roll of 1 against Bluddflagg in
close combat inflicts a Strength 3 hit on the attacking
model.

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:

Big Flash Shoota


Bosspole (pg 117)
Power Klaw (pg 112)
Snazzy Armour (pg 119)
Stikkbombz (pg 118)
Supa Cybork Body (pg 119)

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)

Aint No Fool: If Grimskull is the armys Warlord, the


Ork player may Seize The Initiative on a 5+.
Implacable Charge: Grimskulls Hammer of Wrath
attacks have the Concussive rule.
Big Flash Shoota: Uses any of the following profiles:
Range
18
18
18

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

MAD DOK GROTSNIK


Grotsnik

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:

Cybork Body (pg 119)


Dokz Toolz (pg 117)
Eavy Armour (pg 119)
Power Klaw (pg 112)
Slugga (pg 115)
Stikkbombz (pg 118)
Urty Syringe (pg 112)

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)

Da Big Dok: Any non-Vehicle, non-Monstrous


Creature Ork unit in an army containing Grotsnik
may upgrade any of its members with Cybork Body
for 5 pts.
One Skalpel Short Uv A Medpakk!: Grotsnik has the
Fearless and Rampage rules, and confers them onto
his unit. If Grotsnik is attached to a unit, he may not
leave it until he is the last remaining member.

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)

Da Biker Boss: Wazdakka has the Skilled Rider rule,


and confers it onto his unit.
Wot Fire?: Wazdakka cannot be wounded by any
flamer weapon. Any weapon or attack with the
Melta rule may only wound him on a 4+ at best,
regardless of Strength or set To-Wound rolls.
Pyromancy psychic powers (with the exception of
Molten Beam) count as flamer attacks for the
purposes of Wot Fire?.
Bike Uv Da Aporkalypse: Counts as a Warbike, and
allows Wazdakka to fire his weapons after Turboboosting.

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)

Da Sunz Boss: All Kwikka Boyz units within 12 of


Zhadsnark may re-roll Dangerous Terrain tests. Any
unit of Biker Boyz containing ten or more models
may be taken as a Troops choice.
Da Beest: Counts as a Warbike. On the turn
Zhadsnark charges, he gains the Fear rule and inflicts
D3 Hammer of Wrath hits.
Da Rippa: Uses the following profile:
Range
-

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

MEK BOSS BUZZGOB


Buzzgob

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:

Big Choppa (pg 112)


Bosspole (pg 117)
Two Grot Oilas (pg 119)
Mekz Armz
Slugga (pg 115)
Snazzy Armour (pg 119)

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: Buzzgob may take a Stompa as a


dedicated transport. All Ork Walkers within 12 of
Buzzgob gain the Move Through Cover rule.
Elpful Grotz: At the end of each of the Ork players
turns, roll a D6 for every Grot Oila Buzzgob has used
during the turn on a 4+, they are restored and can
be used again. Elpful Grotz can apply to the same
Grot Oila multiple times.
Mekz Armz: Counts as Mekz Toolz, and confers +D3
Attacks in the first round of any close combat
Buzzgob is involved in.

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)

Fishead Expurt: Any Ork model or Vehicle with the


Waaagh! special rule in an army containing Oddgob
may take Flekta Bitz for 1 pt.
Flekta Bitz: If all members of a unit are equipped
with Flekta Bitz, they may roll a D6 for each and
every Markerlight counter it receives on a 4+ one
Markerlight counter is immediately removed.

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:

Koppa Staff (pg 112)


Nest Uv Viperz

Zogwort generates his powers


from the Powers of Gork and
Powers of Mork disciplines
(pg 125), and additionally
knows the Zogwortz Kurse!
power.

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)

Born Among Bloodvipers: Zogwort cannot be


wounded by any attack with the Poisoned rule,
regardless of strength.
Greata Waaagh! Konduit: Zogwort has a 4+
Invulnerable Save.
Nest Uv Viperz: Uses the following profile:
Range
-

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)

Biggest Shoota: Uses the following profile:


Range
36

S
6

AP
5

Type
Assault 2+D6, Pinning

Personal Tellyporta: Once per game, at the


beginning of the Ork players turn, Nailbrain may
immediately use the Deep Strike rule (even if locked
in combat). Once per game, at the beginning of the
Ork players turn, he may force an enemy unit he is
locked in combat with the Deep Strike 5D6 away in
a random direction (measure from a model in base
contact with Nailbrain, nominated by the Ork player).
Sparky Armour: Nailbrain has a 4+ Armour Save and
a 5+ Invulnerable Save. All models within 3 of
Nailbrain take a Strength 1 AP- hit with the Ignores
Cover rule at Initiative Step 10.

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)

Extra Bombz!: Spookumz may throw any type of


grenade available to him in addition to firing a
weapon, and in addition to any other members of his
unit that can throw grenades.
Hide Da Boyz: Before deployment, nominate one Ork
Infantry unit with the Waaagh! special rule that
unit gains the Infiltrate rule.
Burnabombz: If Spookumz unit successfully charges
an enemy unit, every model in the enemy unit suffers
a Strength 2 hit with the Ignores Cover rule at
Initiative Step 10. These hits count as flamer attacks
for the purpose of special rules that interact with
flamer weapons.
Smokabombz: Instead of firing a weapon, Spookumz
may confer the Shrouded rule to one unit (friend or
foe) within 12 until the Ork players next turn the
affected unit may only fire Snap Shots during this
time.

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:

Bigga Rokkit Pakk


Choppa (pg 112)
Slugga (pg 115)
Snazzy Armour (pg 119)
Stikkbombz (pg 118)

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)

Menacin: At the beginning of the Fight Sub-Phase,


any enemy unit locked in combat with Brikkfist must
make a Leadership Test if failed, all models in that
unit are reduced to Initiative 1 for the remainder of
the Fight Sub-Phase. Models with the Fearless or
Zealot rules are not affected by Menacin.
Reel Good Stabbin!: Brikkfist has the Rage and
Rampage rules.
Bigga Rokkit Pakk: Counts as a Rokkit Pakk, and
allows Brikkfist to automatically pass Dangerous
Terrain tests.

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:

Bosspole (pg 117)


Gobboz Relik
Slugga (pg 115)
Snazzy Armour (pg 119)
Stikkbombz (pg 118)

Grot Rally (pg 10)


Honed Survival Instinktz
Independent Character
Revolushunaree Leeda
Sneeky Gitz (pg 3)

WARLORD TRAIT:
Nevva Da Same Grot!

Composition
Red Gobbo (Unique)

Honed Survival Instinktz: Red Gobbo has a 4+


Invulnerable Save.
Nevva Da Same Grot!: Before deployment, Red
Gobbo gains D3+2 rules from the following list:
Adamantium Will, And They Shall Know No Fear,
Counter-attack, Crusader, Eternal Warrior, Feel No
Pain (5+), Furious Charge, Hatred, Hit & Run,
Infiltrate, Monster Hunter, Rage, Shrouded,
Stubborn, Tank Hunters.
Revolushunaree Leeda: A single Grot Kommittee
may be taken without taking up an H.Q. slot.
Gobboz Relik: Counts as a Choppa with the Poisoned
(X+) rule - X is equal to the best saving throw of any
enemy models in the same combat.

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:

Eavy Armour (pg 119)


Two Grabba Stikks (pg 112)
Slugga (pg 115)
Six Spare Snotlings (pg 119)
Squighound (pg 119)
Stikkbombz (pg 118)

Furious Charge
Get More In Dere!
Mob Rule (pg 3)
Slava Boss
Supa-Runtz!
Waaagh! (pg 3)

Unit Type
Infantry (Character)

Composition
Zodgrod (Unique)

Get More In Dere!: If Zodgrods unit uses the Get In


Dere! special rule, the Ork player may remove an
additional two Runts (or Spare Snotlings if available),
and the subsequent test is failed on the D3 +2 or less.
Slava Boss: Zodgrod does not take up a Force
Organisation slot. Instead, he must be attached to a
Runtz unit he cannot leave the unit and is treated
as part of it for the entire battle for all rules
purposes.
Supa-Runtz!: Zodgrods unit gains the Hatred and
Stubborn rules.

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:

Bosspole (pg 117)


Eavy Armour (pg 119)
Kamo Bitz (pg 119)
Morkz Teef
Stikkbombz (pg 118)

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)

Ambush!: If Snikrots unit does not contain any


Independent Characters (other than Spookumz or a
Warboss with the Kommando Boss upgrade), they
may move onto the table from any board edge when
they arrive from Reserves or Ongoing Reserves. If
the unit doesnt make any shooting attacks in the
same turn it arrives from Reserves or Ongoing
Reserves, enemy unit may only make Snap Shots
against them in the following turn.
Red Skull Boss: Snikrot does not take up a Force
Organisation slot. Instead, he must be attached to a
Kommandoz or Kommando Nobz unit he cannot
leave the unit and is treated as part of it for the
entire battle for all rules purposes.
Morkz Teef: Counts as two Choppas, and allows
Snikrot to re-roll failed To-Hit and To-Wound rolls in
close combat.

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:

Three Ammo Runts (pg 119)


Bosspole (pg 117)
Choppa (pg 112)
Da Rippa
Gitfinda (pg 117)
Goldtoof Armour
Stikkbombz (pg 118)

Flash Da Kash!
Freeboota Boss
Furious Charge
Mob Rule (pg 3)
Snazz Masta!
Waaagh! (pg 3)

Unit Type
Infantry (Character)

Composition
Badrukk (Unique)

Flash Da Kash!: Da Rippa may be upgraded with any


number of Kustom Jobs (pg 116) for 5 pts each.
Freeboota Boss: Badrukk does not take up a Force
Organisation slot. Instead, he must be attached to a
Flash Gitz or Flash Nobz unit he cannot leave the
unit and is treated as part of it for the entire battle
for all rules purposes.
Snazz Masta!: Once per game turn, Badrukks unit
may re-roll the AP of their weapons.
Da Rippa: Uses the following profile:
Range
24

S
7

AP
2

Type
Assault 3, Gets Hot

Goldtoof Armour: Confers a 3+ Armour Save and a


5+ Invulnerable Save.

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:

Choppa (pg 112)


Cybork Body (pg 119)
Eavy Armour (pg 119)
Rokkit Pakk (pg 118)
Slugga (pg 115)
Stikkbombz (pg 118)
Vulchaz Klawz

Furious Charge
Lejendaree Tempa!
Mob Rule (pg 3)
Perfekt Landin!
Vulcha Boss
Waaagh! (pg 3)

Unit Type
Jump Infantry (Character)

Composition
Zagstruk (Unique)

Lejendaree Tempa!: If Zagstruks unit fails a Morale


Check, Pinning Test or Fear Test, the unit suffers a
single AP3 wound and counts as having passed.
Lejendaree Tempa! cannot be used if Zagstruk is on
his own.
Perfekt Landin!: If Zagstruks unit enters the battle
via the Deep Strike rule, they do not scatter.
Vulcha Boss: Zagstruk does not take up a Force
Organisation slot. Instead, he must be attached to a
Stormboyz or Storm Nobz unit he cannot leave the
unit and is treated as part of it for the entire battle
for all rules purposes.
Vulchaz Klawz: Counts as a Power Klaw, and allows
Zagstruk to ignore the Unwieldy rule on the turn he
charges.

OPTIONS:
Zagstruk may take any of the following:
0-3 Ammo Runts
Attakk Squig

3 pts each
10 pts

87

H.Q.

60 pts

OVERLORD VON STRAB


von Strab

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:

Close Combat Weapon


Eavy Armour (pg 119)
Laspistol
Refractor Field
Stikkbombz (pg 118)

Hated Tyrant
Mob Rule
Pompous Leader
Protect Me, You Brutes!

Composition
von Strab (Unique)

Hated Tyrant: All enemy Astra Militarum units gain


the Hatred (von Strab) rule, and must declare a
charge against his unit whenever possible.
Pompous Leader: Whenever von Strabs unit makes
a shooting attack, von Strab may make a Leadership
Test (using his Leadership of 8). If failed, he suffers a
single wound. If passed, the unit may fire an
additional shot with any Assault or Pistol weapons
they have.
Protect Me, You Brutes!: von Strab does not take
up a Force Organisation slot. Instead, he must be
attached to an Ork Nobz unit with the Infantry Unit
Type (except Kommando Nobz) or an Ogryn Mob
he cannot leave the unit and is treated as part of it
for the entire battle for all rules purposes.
Refractor Field: Confers a 5+ Invulnerable Save.

88

GREAT WAAAGH! DETACHMENT


The Great Waaagh! Detachment is a special type of Detachment that can be included in any Battle-forged army. Unlike the
Detachments shown in Warhammer 40,000: The Rules, it has a Force Organisation Chart whose slots are a combination of
specific Formations and Army List Entries instead of Battlefield Roles. However, it still has compulsory and optional
elements, as well as Restrictions and Command Benefits, just like any other Detachment.
Although units cannot normally belong to more than one Detachment, units from a Formation that is part of a Great
Waaagh! Detachment are an exception. They count as part of both their Formation and the Detachment, and have all
associated Command Benefits and special rules. If your Warlord is part of a Formation or an Army List Entry that makes up
part of a Great Waaagh! Detachment, that entire Great Waaagh! Detachment is your Primary Detachment.
The Great Waaagh! Detachment allows you to represent the structure of Ork armies on the Warhammer 40,000
battlefield.

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

Big Ork Mob

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

2-4 Grot Tank Mob units


1-3 Grot Mega-Tank Mob units

Kaptin Bluddflagg
Mista Nailbrain
Spookumz
Brikkfist

Big Dread Mob


0-1 Orkanaut
1-3 Bigga Dreads
2-5 Deff Dread Mob units
1-3 Killa Kanz units

Speed Freekz Mob


0-1 Warboss OR 0-1 Big Mek
0-3 Oddboys
1 Ork Nobz unit
2-5 Kwikka Boyz units
0-2 Warkopta Mob units
0-2 Warbuggy Mob units

1 Grot Kommittee [3]


3-5 Runtz units
1-3 Grot Speshul Teem units
0-2 Big Gunz units
0-1 Uge Gun unit

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

Big Runt Mob

UNIQUE CHOICES

3-5 Ork Nobz units

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

Red Skull Kommandoz


Boss Snikrot
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

Epik Tank Mob

Wortsnaggaz Supa-Runtz

2-5 Battlewagon Mob units

Zodgrod Wortsnagga
2 Runtz units

Krushin Krew
2-5 Orkanauts

Great Stompa Mob

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

BIG ORK MOB


FORMATION
[1]

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

Savage Stampede: All models in this Formation with the


Waaagh! special rule gain the Hammer of Wrath rule.

[1]

Gorgutz, Tuska, Blaktoof, Grukk, Skroll or Grimskull may be taken in


place of the Warboss.
[2]
Zogwort may be taken in place of the Weirdboy if the Warboss has not
been replaced.

90

Core Formation

# pts

BIG DREAD MOB


FORMATION
0-1 Orkanaut
1-3 Bigga Dreads
2-5 Deff Dread Mob units
1-3 Killa Kanz units

RESTRICTIONS
None

SPECIAL RULES
Stomp-A-Thon!

Stomp-A-Thon!: Each Walker in this Formation with the


Waaagh! special rule inflict an additional D3 Hammer of
Wrath hits.

91

Core Formation

# pts

BIG RUNT MOB


FORMATION
[1]

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]

Red Gobbo may be added to the unit.

Best At Idin!: All models in this Formation add +1 to


their Cover Saves.
For Da Revolushun!: All models in this Formation gain
+1 Leadership.

92

Command Formation

# pts

BIG BOSS MOB


FORMATION
[1]

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]

Ghazghkull, The Beast, Nazdreg, Grog, Snagrod, Klawjaw or Garaghak


may be taken in place of the Ork Warlord.

Da Bossz Big Wagon: The Formation may select a


Battlefortress as a dedicated transport.
[1]
Leed By Exampul!: The Ork Warlord must be the
armys Warlord. He must issue or accept challenges
wherever possible.
None Uv Yer Trikkz!: While involved in a challenge, the
[1]
Ork Warlord may ignore any special rule that reduces
his characteristics on a D6 roll of 4+.

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

The Formation must be one of the following configurations:


BIG BURNA MOB
BIG BUSTA MOB
BIG DAKKA MOB
0-1 Burna Boss
0-1 Busta Boss
0-1 Dakka Boss
2-3 Burna Boyz units
2-3 Tankbustaz units
2-3 Dakkaboyz units
1 Burna Nobz unit
1 Busta Nobz unit
1 Dakka Nobz unit

BIG SMASHA MOB


0-1 Skar Boss
2-3 Smasha Boyz units
1 Skar Nobz unit

SPECIAL RULES
Big Git, Big Boom!
Fire Magnet!
Max Da Dakkz!
Reel Ard!
Supa Smashy!

Big Git, Big Boom!: All Kustom Rokkit Launchas, Rokkit


Launchas and Tankhammas used by models and
Vehicles in a Big Busta Mob gain the Rending rule when
targeting a Monstrous Creature, Gargantuan Creature,
Vehicle or Super-heavy Vehicle.
Fire Magnet!: At the beginning of the Ork players turn,
nominate one enemy unit on the table this unit
becomes a Fire Magnet. All weapons with the Burny!
special rule used by models and Vehicles in a Big Burna
Mob gain the Shred rule when making attacks against
the Fire Magnet. If the current Fire Magnet is
completely destroyed, another enemy unit may be
nominated as a Fire Magnet at the beginning of the Ork
players next turn.
Max Da Dakkz!: All models in a Big Dakka Mob may reroll Initiative Tests made through the Needz Moar
Dakka! special rule.
Reel Ard!: All models in a Big Ard Mob may re-roll
failed Armour Saves, but apply a -2 modifier to these rerolls.
Supa Smashy!: All Big Ammas used by models in a Big
Smasha Mob gain +1 Strength in the first round of any
close combat.

94

Auxiliary Formation

# pts

SPEED FREEKZ MOB


FORMATION
0-1 Warboss OR 0-1 Big Mek
0-3 Oddboys
1 Ork Nobz unit
2-5 Kwikka Boyz units
0-2 Warkopta Mob units
0-2 Warbuggy Mob units

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!

Kikkin Up Dust: All Bikes, Jetbikes and Vehicles in this


Formation gain a 5+ Cover Save.

95

Auxiliary Formation

# pts

BULLY BOYZ MOB


FORMATION
3-5 Ork Nobz units

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!

Meenest Nobz Around!: All models in this formation


gain +1 Weapon Skill.

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...

Aint Fed Em Yet...: All models in this Formation gain


the Hatred (Infantry) rule.

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!

Best Uv Da Best!: Before deployment, choose one Flyer


Wing in this Formation; all members of that Flyer Wing
gain +1 Ballistic Skill, +1 Agility and the Skilled Rider rule.

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

Skrapborn Defendaz: All Vehicles in this Formation gain


a 6+ Invulnerable Save against Ordnance weapons,
Primary Weapons and Destroyer Weapons.

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!

Fresh From Da Skrap!: Select one codex noted on either


the Loota Boyz datasheet or the Looted Wagon
datasheet. All available weapons from that codex gain
the Twin-linked rule when targeting enemy units from
that codex (weapons chosen from Warhammer 40,000:
The Rules instead gain the Twin-linked rule against
Armies of the Imperium.

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

Ramshackle Konvoy: All Vehicles in this Formation may


reduce any Penetrating Hits they suffer to Glancing Hits
on a D6 roll of 6. If any of the Formations Oddboys or
Big Mek are embarked in a Vehicle from this Formation,
that Vehicle instead reduce Penetrating Hits to Glancing
Hits on a 5+.

102

Auxiliary Formation

# pts

EPIK TANK MOB


FORMATION
2-5 Battlewagon Mob units

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!

Masta-Krafted!: Each Battlewagons main weapon, as


described above, gains the Twin-linked rule.

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!

Eskalatin Rivalree!: At the start of each game turn, look


up the current game turn number on the following
table. All Orkanauts in this Formation gain the rules
listed for each turn.
Turn #
1
2+
3+
4+
5+

Rules
None
Crusader
Hatred
Shred
Tank Hunter

104

Auxiliary Formation

# pts

GREAT STOMPA MOB


FORMATION
2-5 Stompas
0-1 Supa Stompa

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!

Into Da Durt!: Each Super-heavy Walker in this


Formation makes D6 Stomp attacks instead of D3.

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

A Talented Krew: Bluddflag gains the Eternal Warrior


rule, Nailbrain gains a Gitfinda, Spookumz gains the
Shrouded rule and Brikkfist gains the Zealot rule.

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!

Snazzd Up Shootaz!: All models in this Formation gain


one Kustom Job for free, in addition to any they have
bought.

107

Unique Formation

# pts

RED SKULL KOMMANDOZ


FORMATION
Boss Snikrot
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 Kommandoz.
The Ork Nobz unit must be upgraded to Kommando Nobz.

SPECIAL RULES
Vanish Into Da Gloom...

Vanish Into Da Gloom...: If the Red Skull Kommandoz


are at least 12 away from all enemy units at the
beginning of the Ork players Movement Phase, they
may enter Ongoing Reserves.

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!

Swoop Attakk!: The Vulcha Korpz may charge on the


turn they enter play via Deep Strike.

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!

Bred Em Good!: All Gretchin, Squigs and Snotling Ords


in this Formation gain +1 Toughness.

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

Prince of Acheron: von Strab may re-roll Leadership


Tests made for the Pompous Leader special rule. Any
allied Astra Militarum units count as Allies of
Convenience.

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
-

Squig & Herda Weapons

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

Big Kustom Kannon


Range
S
AP
Type
36
2D6 D6
Heavy D3, Kustom
Kustom: Each time the Big Kustom Kannon fires, roll 3D6 and apply the
result below before determining any other random properties:
3D6 Total
Result
3
Wotz Dat Red Li- The BKK immediately suffers
Weapon Destroyed.
4
Sumfin Broke! The BKK does not fire, and the carrying
model suffers a wound or Penetrating Hit with no saves
allowed.
5
Bakkfire! The BKK does not fire, and the carrying model
suffers a wound or Glancing Hit.
6
Dem Sparkz Sting! The BKK fires normally, but the carrying
model suffers a wound or Glancing Hit afterward.
7
Ow, Datz Hot! The BKK has the Gets Hot rule.
8
All Good, Boss! The BKK fires normally.
9
Moar Aimy! The BKK has the Twin-linked rule.
10
Big Boom! The BKK has the Blast and Pinning rules.
11
Gitseeka! The BKK has the Ignores Cover rule.
12
Beemy Bulletz! The BKK has the Lance rule.
13
Bigga Boom! The BKK has the Large Blast
and Pinning rules.
14
Reel Burny! The BKK has the Melta rule.
15
Zog, Datz Sharp! The BKK has the Shred rule.
16
Jet Trakka! The BKK has the Skyfire rule.
17
Tank Zzappa! The BKK has the Armourbane rule.
18
Supa Deff Gun! The BKK has the Fleshbane
and Haywire rules.

Boom Kannista

Bubbla Weapons

D6

Type
Heavy 1, Bubbla,
Large Blast, Pinning
Heavy 1, Bubbla,
Large Blast

Bubbla: The same D6 determines the Strength and AP of the shot.

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

Kustom Rokkit Launcha


- Killa Rokkit
- Swarma Rokkit
Pokkit Rokkit
Rokkit Bomm Rakk

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+.

Shokk Attakk Gun


Range
60

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+)).

Kustom Force Field


A model or Vehicle equipped with a Kustom Force Field
confers a 5+ Invulnerable Save against shooting attacks
onto itself and any model, Vehicle or Building within 6.
If the model is embarked in a Vehicle without the Opentopped rule, only the Vehicle gains the save.

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.

Kustom Mega Field


A model or Vehicle equipped with a Kustom Mega Field
confers a D6+ Invulnerable Save against shooting attacks
onto itself and any model, Vehicle or Building within
12. The D6+ is determined each time a model, Vehicle
or Building in range is targeted on a roll of 1, no save is
provided and the Kustom Mega Field cannot be used
again in the same player turn.
Lukky Blue Paint
A model equipped with Lukky Blue Paint gains a 6+
Invulnerable Save.
Mega Boosta
A model equipped with a Mega Boosta replaces the
Slow & Purposeful rule with the Relentless rule.
Mega Rumbla
Any unit that declares a charge against a unit containing
a model equipped with a Mega Rumbla reduces its
charge distance by 2.
Mekz Toolz
In each of the Ork players Shooting Phases, instead of
firing a weapon, a model equipped with Mekz Toolz
may attempt to repair a single Ork Vehicle they are in
base contact with or embarked upon. Roll a D6 on a
5+, the Vehicle may either regain a Hull Point lost earlier
in the battle, or negate a Weapon Destroyed or
Immobilised result.
Naff Force Field
A unit containing a model equipped with a Naff Force
Field gains a 5+ Invulnerable Save against shooting
attacks.
Orribul Skarz
A model equipped with Orribul Skarz gains the Fear
rule.

Klevva Plan (Surprize Em!)


A model equipped with Klevva Plan (Surprize Em!) gains
the Scout 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.

118

ARMOUR, CYBORK & HIDE

RUNTZ & SQUIGZ

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.

119

VEHICLE & BUILDING EQUIPMENT


The full rules for Extra Armour can be found in Warhammer 40,000: The Rules.
Ard Case
A Vehicle equipped with an Ard Case loses the Opentopped rule.
Beest Totumz
A Vehicle equipped with Beest Totumz gains the Fear
rule.
Big Buildin Bitz
A Building equipped with Big Buildin Bitz gains an
additional Hull Point.
Big Red Button
Once per game, at the start of any of the Ork players
turns, an Ork Flya equipped with a Big Red Button adds
+2 to its Pursuit and -1 to its Agility (to a minimum of 1)
until the beginning of the Ork players next turn.
Big Wagon Bitz
A Vehicle equipped with Big Wagon Bitz gains an
additional Hull Point, and loses the Fast rule.
Bigga Hold (#)
A Vehicle equipped with a Bigga Hold (#) increases its
Transport Capacity by the bracketed number.
Blue Paint Job
A Vehicle equipped with a Blue Paint Job gains a 6+
Invulnerable Save.
Boardin Plank
During the Ork players Movement Phase, a Vehicle
equipped with a Boardin Plank allows one embarked
model to resolve its close combat attacks against an
enemy Vehicle (except Flyers), Super-heavy Vehicle
(except Super-heavy Flyers), Monstrous Creature or
Gargantuan Creature within 2, provided the equipped
Vehicle did not move more than 6 during the same
turn.
Deffrolla
A Vehicle equipped with a Deffrolla inflicts D6 Strength
10 AP- 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 10 AP- hits.
Extra Gubbinz
A Vehicle equipped with Extra Gubbinz gains a 4+
Invulnerable Save against any Glancing Hits or
Penetrating Hits caused by attacks with the Haywire
rule.

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.

120

Kustom Powa Field


While a Vehicle or Building is equipped with a Kustom
Powa Field, any hits scored by shooting attacks against
the Vehicle/Building or any embarked models will
instead hit the Kustom Powa Field. Kustom Powa Fields
have an Armour Value of 12. Roll a D6 each time a
Glancing or Penetrating Hit (or any hit from a Destroyer
weapon) is scored against the Field on a roll of 1 or 2,
the Field collapses, and any further hits strike the
original target (or any additional Kustom Powa Fields).
The Kustom Powa Field does not benefit from any saving
throws provided by Ork wargear or special rules.
Red Paint Job
A Vehicle equipped with a Red Paint Job may add +1 to
its movement in the Movement Phase, and still count as
having moved the normal distance.

Supa Ramma Spikez


A Super-heavy Vehicle equipped with Supa Ramma
Spikes may re-roll the result on the Thunderblitz table
when resolving a Tank Shock or Ram.
Tailgunna
An Ork Flya with a Tailgunna is equipped with a rearfacing Twin-linked Big Shoota with the Interceptor and
Skyfire rules.
Trakk Unitz
A Vehicle equipped with Trakk Unitz may re-roll
Dangerous Terrain tests.
Vetrun Gunna Krew
A weapon equipped with a Vetrun Gunna Krew may be
fired at +1 Ballistic Skill.

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.

121

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.

Angry Armour Bitz

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.

Ardholstz Uge Amma

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

A unit containing a model equipped with the Big Bosspole gains


the Fearless rule.

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.

Da Big Weird Stikk

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.

Dead Shiny Shoota

5 pts

Orkanauts cannot take the Dead Shiny Shoota. Uses the


following profile:
Range
S
AP
Type
18
4
6
Assault 6, Stray Shot!, Twin-linked
Stray Shot!: Whenever this weapon fails a To-Hit roll (after re-rolls),
randomly select a unit (friend or foe) within 6 of the target resolve a
Snap Shot against that unit (Stray Shot! does not apply to these shots).

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

Only models with the Waaagh! special rule may take


Eadwoppaz Killchoppa. Uses the following profile:
Range
-

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.

Fist Uv Da Old Gard

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

Enemy models attacking a model equipped with Da Grim


Gubbinz in a challenge must re-roll all successful To-Hit rolls.
Models with the Fearless or Zealot rules are unaffected.

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

Only a Head Honcho may take Da Medul Uv Kunnin. A unit


containing a model equipped with Da Medul Uv Kunnin gains
the Acute Senses, Hit & Run and Scout rules.

Da Skid Row Skinna

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.

122

Gitskabz Lukky Shoota

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

Orkanauts cannot take Killdakka. Uses one of the following


profiles, determined before deployment by rolling a D6:
D6
1
2
3
4
5
6

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

Mega Force Field

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

A model equipped with the Lukky Stikk gains +1 Weapon Skill,


and may re-roll any To-Hit rolls, To-Wound rolls, Armour
Penetration rolls or saving throws. If any three re-rolls granted
by the Lukky Stikk fail in a single player turn, the equipped
model is immediately removed from play with no saving throws
allowed.

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

Only Orkanauts may take the Morkkina Plate. If an Orkanaut


equipped with the Morkkina Plate suffers a Penetrating Hit, the
Ork player can force the opponent to re-roll the result on the
Vehicle Damage table. If the equipped Orkanaut suffers a hit
from a Destroyer Weapon, the Ork player can force the
opponent to re-roll any rolls of 6 on the Destroyer Weapon
Attack table.

Morkz Breff

25 pts

Orkanauts cannot take Morkz Breff. Uses the following profile:


Range
Template

S
5

AP
2

Skrapfangz Kombat Sheeld

Type
Assault 1, Blind, Burny!

10 pts

Only models with the Waaagh! special rule may take


Skrapfangz Kombat Sheeld. A model equipped with
Skrapfangz Kombat Sheeld gains a 6+ Invulnerable Save, or
improves its Invulnerable Saves by +1, but may never gain +1
Attack for being armed with two or more close combat
weapons.

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

Only Orkanauts may take the Supa Kore. An Orkanaut


equipped with the Supa Kore resolves its close combat attacks
at Strength D. At the beginning of each of the Ork players
turns, roll a D6 on a roll equal to or less than the game turn
number, the Orkanaut suffers a single Glancing Hit with no
saving throws allowed.

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

ORK PSYCHIC PHASE


At the beginning of the Ork players Psychic Phase, roll a D6 for each Ork unit containing at least ten models or Vehicles
with the Waaagh! special rule within 12 of an Ork model with the Psyker or Psychic Pilot rule on a roll of 6, the Ork
player gains an additional Warp Charge point.
The following modifiers apply to these rolls:
Modifier
Condition
+1
if the Ork Psyker is attached to the unit
+1

for every additional twenty models with the Waaagh! special rule in the unit

+1

if the unit is locked in combat

+1

if the Waaagh! is in effect this turn

-1

if the unit is Falling Back

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 THE WAAAGH!


POWERS OF GORK

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

2. Oh, Datz Aimin!


Warp Charge 1
Oh, Datz Aimin! is a Blessing that targets a friendly Ork
unit with the Waaagh! special rule within 12. Whilst
this power is in effect, all models or Vehicles in the unit
gain the Preferred Enemy rule.
3. Warpaff!
Warp Charge 1
Warpaff! is a Blessing that targets a friendly Ork unit
with the Waaagh! special rule within 12. Whilst this
power is in effect, all models or Vehicles in the unit gain
+1 Initiative and +1 Attack.
4. Brain Bursta!
Warp Charge 2
Brain Bursta! is a Beam with a range of 24. Each model
hit must pass a Toughness test or suffer a wound with
the Instant Death rule. Armour Saves may not be taken
against wounds caused by Brain Bursta!.
5. Deff Wave!
Warp Charge 2
Deff Wave! is a Witchfire with the following profile:
Range
Template

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

ORK TACTICAL OBJECTIVES


If a Warhammer 40,000 mission has the Tactical Objectives rule, players use the normal rules for using Tactical Objectives
(described in Warhammer 40,000; The Rules) with the following exceptions:
When an Ork player generates a Capture & Control objective (numbers 11-16), they instead generate the corresponding
Brutal But Kunnin objective.
When an Ork player generates a Take & Hold objective (numbers 21-26), they instead generate the corresponding Kunnin
But Brutal objective.
Other Tactical Objectives (numbers 31-66) are generated normally.

BRUTAL BUT KUNNIN


D66
Result
11
Run Em Ova!
Score 1 Victory Point at the end of your turn if at least
two Ork Vehicle units successfully made a Tank Shock or
Ram, or successfully charged.
12
Kill Em Kwik!
Score 1 Victory Point if an enemy unit was destroyed
within one full game turn from when it arrived from
reserves.
13
Moar Dakka!
Score 1 Victory Point at the end of your turn if at least
one enemy unit was completely destroyed during your
Shooting Phase.
14
Get Em, Boss!
Score 1 Victory Point if one of your characters killed an
opponent in a challenge. If one of your characters killed
the opponents Warlord in a challenge, score D3 Victory
Points instead. If your Warlord killed the opponents
Warlord in a challenge, score D3+1 Victory Points
instead.
15
Stomp Em, Boyz!
Score 1 Victory Point at the end of your turn if at least
one enemy unit was completely destroyed during the
Assault Phase. If three to five enemy units were
completely destroyed during the Assault Phase, score
D3 Victory Points instead. If six or more enemy units
were completely destroyed during the Assault Phase,
score D3+3 Victory Points instead.
16
Rush Em, Boyz!
Score 1 Victory Point at the end of your turn if you
successfully charged an enemy unit with at least one Ork
unit, and the dice rolled for its charge distance was 10 or
more (before any modifiers). If three or more Ork units
achieved this, score D3 Victory Points instead. Ork units
do not have to move the full distance rolled.

KUNNIN BUT BRUTAL


D66
Result
21
Grab Da Loot!
Roll a D6 when this Tactical Objective is generated.
Score 1 Victory Point at the end of your turn if you
control the Objective Marker whose number
corresponds to the D6 rolled.
22
Fasta, FASTA!
Score 1 Victory Point at the end of your turn if at least
three Ork units Turbo-boosted, went Flat Out, or ran 5
or more.
23
Look At Em Sweatin!
Score 1 Victory Point at the end of your turn if an enemy
unit fails a Fear test during your turn. If three or more
enemy units failed Fear tests, score D3 Victory Points
instead.
24
Arness Da Waaagh!!
Score 1 Victory Point at the end of your turn if at least
one Ork Psyker successfully manifests a psychic power
during your turn. If your Ork Psykers successfully
manifested three or more psychic powers, score D3
Victory Points instead.
25
Fix Em Up Good!
Score 1 Victory Point at the end of your turn if a model
in your army made one or more successful Mekz Toolz
rolls. If three or more successful Mekz Toolz rolls are
made, score D3 Victory Points instead.
26
Grab Moar Loot!
Roll a D6 when this Tactical Objective is generated.
Score that many Victory Points at the end of your turn if
you control a number of Objective Markers equal to or
more than the D6 rolled.

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.

DIVINE INTERVENTION Apekz Uv Da Waaagh!


Apekz Uv Da Waaagh! automatically activates when the Ork player calls their Waaagh!, and cannot be invoked at any other
time. In addition to the normal effects of the Waaagh!, all Ork models and vehicles with the Waaagh! special rule gain +1
Strength and Initiative, and add +1 to all Deny The Witch rolls.

FINEST HOUR Orky Exempla


If your armys Warlord has the Im Da Big Boss! special rule, you may roll on the Orky Exempla table below instead of the
Command, Personal or Strategic Exemplar tables (described in Warhammer 40,000: Apocalypse) when you declare your
Finest Hour.
D6
1

Result
Keep On Choppin! Until the Ork players next turn,
the Warlords Attacks characteristic is multiplied by
his current Wounds or Hull Points characteristic.

Da Biggest Itta! Until the Ork players next turn,


enemy models and Vehicles must re-roll all
successful Invulnerable Saves made against the
Warlords shooting attacks and close combat
attacks.

Aint Gonna Wait! The Warlord may immediately


resolve his shooting attacks or close combat attacks,
regardless of the current Phase this does not
prevent the Warlord from shooting or attacking
normally.

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.

Wot Woundz? The Warlord gains the Feel No Pain


(3+) rule, or adds +2 to their Feel No Pain rolls (to a
maximum of 2+).

Da Tuffest Boss Around! Until the Ork players next


turn, the Warlord becomes Toughness 10 (or AV15
on all sides if the Warlord is an Orkanaut) and
ignores any rule that would wound him on a set ToWound roll.

ORKY STRATEGIC ASSETS


Instead of the Ork Strategic Assets described in Warhammer 40,000: Apocalypse, you may take any of the following
Strategic Assets, and/or any of the Any Army Strategic Assets described in Warhammer 40,000: Apocalypse.
Dokz Sekret Jooce Strategic Resource

Gotta Get Dere Furst!

Use this Strategic Asset at the start of any Phase. Nominate


one Ork unit with the Waaagh! special rule that unit may reroll failed Feel No Pain rolls.

Use this Strategic Asset when you declare an All-out Attack.


Any Ork unit with the Waaagh! special rule within 12 of the
unit chosen to make an All-out Attack may make an Initiative
test if passed, that unit may also make an All-out Attack.

Ere We Go, Ladz!


Use this Strategic Asset at the start of any of your Charge SubPhases. Any charge moves made by friendly Ork units with the
Waaagh! special rule are doubled (to a maximum of 24).

Get Em, Boyz!


Use this Strategic Asset after deployment is complete. For the
entire battle, the Orks side receives triple Strategic Victory
Points for all Strategic Objectives they control in the
opponents deployment zone, and only receives half the
Strategic Victory Points (rounding down, to a minimum of 1) for
Strategic Objectives they control in their own deployment zone.

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.

Mekz Supa-Fixaz Strategic Resource


Use this Strategic Asset at the start of any turn after the first.
All friendly Ork Vehicles immediately gain a Hull Point - this can
increase a Vehicles Hull Points beyond its starting value.

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.

128

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