Codex - Orks Angry Greenskin Edition: Difference between revisions

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:: - 0-3 Ammo runts - 3 pts each
:: - 0-3 Ammo runts - 3 pts each
:: - 0-3 Grot oilers*1 - 3 pts each
:: - 0-3 Grot oilers*1 - 3 pts each
:: - 0-1 Grot orderly*2 - 3 pts each
:: - 0-1 Grot orderly*2 - 5 pts each
:: - 0-1 Attack squig - 10 pts  
:: - 0-1 Attack squig - 10 pts  
====Orky Know-wots====
====Orky Know-wots====
:: - Bosspole - 5 pts
:: - Bosspole - 5 pts
:: - Cybork body - 5 pts
:: - Cybork body - 10 pts
:: - Gitfinda - 5 pts
:: - Gitfinda - 5 pts
:: - Warbike and twin-linked dakkagun*3 - 25 pts
:: - Warbike and twin-linked dakkagun*3 - 25 pts
Line 75: Line 75:
===HQ===
===HQ===
====Big Boss====
====Big Boss====
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Name
! Cost
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
! Unit Type
! Composition
|-
| Big Boss
| 40 pts
| 5
| 2
| 5
| 5
| 3
| 4
| 4
| 9
| 6+
| Infantry (Character)
| 1 Big Boss
|-
|}
<br style="clear: both; height: 0px;" />
'''Wargear:'''
*'''Slugga'''
*'''Choppa'''
*'''Stikkbombs'''
'''Special Rules:'''
*'''Fleet'''
*'''Furious Charge'''
*'''Independent Character'''
*'''Mob Rule'''
'''Options:'''
*May take ’eavy armour - 4 pts
*May replace slugga and choppa with mega armour, twin-linked shoota and power klaw - 40 pts
*May take items from the '''Ranged Weapons''', '''Melee Weapons''', '''Runts and Squigs''', '''Orky Know-wots''' and/or '''Gifts of Gork and Mork''' lists.
====Da Boss====
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Name
! Cost
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
! Unit Type
! Composition
|-
| Boss Zagstruk
| 80 pts
| 5
| 2
| 5
| 5
| 3
| 4
| 4
| 9
| 4+
| Jump Infantry (Character)
| 1 (Unique)
|-
|}
<br style="clear: both; height: 0px;" />
'''Wargear:'''
*'''Slugga'''
*'''Choppa'''
*'''Cybork Body'''
*'''Stikkbombs'''
*'''Rokkit pack'''
'''Warlord Trait:'''
*'''Inspiring Presence:''' Friendly units within 12" of the Warlord can use his Leadership rather than their own.
'''Special Rules:'''
*'''Fleet'''
*'''Furious Charge'''
*'''Independent Character'''
*'''Mob Rule'''
*'''Da Vulcha’s Klaws:''' Hammer of Wrath attacks made by a model with this special rule are resolved at Strength 8 AP 2.
====Da Freeboota King====
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Name
! Cost
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
! Unit Type
! Composition
|-
| Kaptin Badrukk
| 90 pts
| 5
| 2
| 5
| 5
| 3
| 4
| 4
| 9
| 3+
| Infantry (Character)
| 1 (Unique)
|-
|}
<br style="clear: both; height: 0px;" />
'''Wargear:'''
*'''Slugga'''
*'''Choppa'''
*'''Stikkbombs'''
*'''Bosspole'''
*'''Gitfinda'''
*'''Goldtoof armour'''
Goldtoof armour confers a 5+ invulnerable save.
*'''Da Rippa'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 24"
| 7
| 3
| Assault 3, Gets Hot, Shred
|-
|}<br style="clear: both; height: 0px;" />
'''Warlord Trait:'''
*'''Inspiring Presence:''' Friendly units within 12" of the Warlord can use his Leadership rather than their own.
'''Special Rules:'''
*'''Fleet'''
*'''Furious Charge'''
*'''Independent Character'''
*'''Mob Rule'''
'''Options:'''
*May take 0-3 Ammo runts - 3 pts each
====Big Mek====
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Name
! Cost
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
! Unit Type
! Composition
|-
| Big Mek
| 30 pts
| 4
| 2
| 4
| 4
| 2
| 3
| 3
| 8
| 6+
| Infantry (Character)
| 1 Big Mek
|-
|}
<br style="clear: both; height: 0px;" />
'''Wargear:'''
*'''Slugga'''
*'''Choppa'''
*'''Mek’s tools'''
*'''Stikkbombs'''
'''Special Rules:'''
*'''Fleet'''
*'''Furious Charge'''
*'''Independent Character'''
*'''Mob Rule'''
'''Options:'''
*May replace choppa with a killsaw - 20 pts
*May take a grot oiler - 3 pts
*May take items from the '''Mek Weapons''' list.
====Painboy====
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Name
! Cost
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
! Unit Type
! Composition
|-
| Painboy
| 50 pts
| 4
| 2
| 4
| 4
| 2
| 3
| 3
| 7
| 6+
| Infantry (Character)
| 1 Painboy
|-
| Cybork Slasha
|
| 4
| 2
| 4
| 4
| 2
| 3
| 3
| 7
| 6+
| Infantry
|
|-
|}
<br style="clear: both; height: 0px;" />
'''Wargear:'''
''Painboy''
*'''’Urty syringe'''
*'''Dok’s tools'''
''Cybork Slasha''
*'''Choppa'''
*'''Cybork body'''
*'''Slugga'''


====Weirdboy====
'''Special Rules:'''
*5+ Invulnerable Save
*'''Fleet'''
*Purchase Weirdsquig for 15pts each
*'''Furious Charge'''
**'''Weirdsquig''': Allows Weirdboy to reroll psychic tests (<span style="color:#33aa33>Perals ov da Warp? Wot's dat?</span>)
*'''Independent Character'''
*'''Mob Rule'''
*'''Dok’s ’Speriments:''' (Cybork Slashas only) Roll a D6 for each unit with this special rule at the start of the game, before deployment and consult the following table.
{| border="1" cellspacing="0" cellpadding="5" align="left"
! D6
! Effect
|-
| 1-2
| '''Turbo-killas:''' All models with the Dok’s ’Speriments special rule in the unit gain the Crusader and Move Through Cover special rules but they must take a Dangerous Terrain test whenever they attempt to charge or Run, these tests are not automatically passed.
|-
| 3-4
| '''Tinboy Brutes:''' All models with the Dok’s ’Speriments special rule in the unit increase their Save to 4+ and gain the '''Slow and Purposeful''' special rule.
|-
| 5-6
| '''Supercharged:''' Roll a D6 for each supercharged unit at the start of each of your turns. On the roll of a 1 the unit may not move, fire or charge in that turn (they may still fight normally if locked in combat). On the roll of a  2+ all models in the unit with the Dok’s ’Speriments special rule gain the Rampage special rule until the start of your next turn.
|-
|}
<br style="clear: both; height: 0px;" />
'''Options:'''
*May replace the Independent Character special rule with the Dok’s ’Speriments special rule and add 2-9 Cyber Slashas - 20 pts/model
*May take items from the '''Runts and Squigs''' and/or '''Orky Know-wots''' lists.
 
====Da Painboss====
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Name
! Cost
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
! Unit Type
! Composition
|-
| Mad Dok Grotsnik
| 160 pts
| 5
| 2
| 4
| 5
| 3
| 3
| 4
| 9
| 4+
| Infantry (Character)
| 1 (Unique)
|-
|}
<br style="clear: both; height: 0px;" />
'''Wargear:'''
*'''Slugga'''
*'''Power klaw'''
*'''Cybork body'''
*'''Dok’s tools'''
*'''’Urty syringe'''
 
'''Warlord Trait:'''
*'''Immovable Object:''' Your Warlord has the Fearless and It Will Not Die special rules.
 
'''Special Rules:'''
*'''Fleet'''
*'''Furious Charge'''
*'''Independent Character'''
*'''Mob Rule'''
*'''One Scalpel Short of a Medpack:''' Mad Dok Grotsnik and any unit he joins have the Fearless and Rampage special rules. Once Dok Grotsnik has joined a unit, he may not leave it unless he is the last remaining member of that unit.
 
'''Options:'''
*May take a grot orderly - 5 pts
 
====Warphead====
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Name
! Cost
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
! Unit Type
! Composition
|-
| Warphead
| 45 pts
| 4
| 2
| 4
| 4
| 2
| 3
| 3
| 7
| 6+
| Infantry (Character)
| 1 Warphead
|-
|}
<br style="clear: both; height: 0px;" />
'''Wargear:'''
*'''Slugga'''
*'''Choppa'''
*'''Stikkbombs'''
 
'''Special Rules:'''
*'''Fleet'''
*'''Furious Charge'''
*'''Independent Character'''
*'''Mob Rule'''
*'''Psyker (Mastery Level 1)'''
*'''Waaagh! Energy:''' A model with this special rule generates a bonus +1 Warp Charge point if, at the start of
your Psychic phase, there are ten or more models with the Mob Rule special rule within 12" of him. If a Warphead generates a bonus Warp Charge point in this manner, he must pass at least one Psychic test during that phase or suffer a single Strength 4 hit at the end of that Psychic phase with no saves allowed. If this special rule kills this model it also inflicts a single Strength 2 hit to all friendly models in this models unit. This special rule does not apply if the Warphead is embarked inside a Transport or Building.
 
'''Options:'''
*May be upgraded to Psyker (Mastery Level 2) - 25 pts
*May take a weird squig - 10 pts


===Troops===
===Troops===
Line 92: Line 481:


===Elites===
===Elites===
====Mek====
'''The first Mek in an Allied Detachment and the first two Meks in a Combined Arms Detachment do not take up Elites slots'''
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Name
! Cost
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
! Unit Type
! Composition
|-
| Mek
| 15 pts
| 4
| 2
| 3
| 4
| 1
| 2
| 2
| 7
| 6+
| Infantry (Character)
| 1 Big Mek
|-
|}
<br style="clear: both; height: 0px;" />
'''Wargear:'''
*'''Slugga'''
*'''Choppa'''
*'''Mek’s tools'''
*'''Stikkbombs'''
'''Special Rules:'''
*'''Fleet'''
*'''Furious Charge'''
*'''Independent Character'''
*'''Mob Rule'''
'''Options:'''
*May take ’eavy armour - 4 pts
*May replace slugga with one of the following:
:: - Kustom force field - 50 pts
:: - Shokk attack gun - 50 pts
*May replace choppa with a killsaw - 30 pts
*May take items from the '''Mek Weapons''', '''Melee Weapons''', '''Runts and Squigs''', '''Orky Know-wots''' and/or '''Gifts of Gork and Mork''' lists.
*May replace slugga and choppa with mega armour, kustom mega-blasta and power klaw - 30 pts
*If armed with mega armour, may take items from the '''Ranged Weapons''', '''Runts and Squigs''', '''Orky Know-wots''' and/or '''Gifts of Gork and Mork''' lists.
*If armed with mega armour, can replace his kustom mega-blasta with a killsaw - 10 pts
*If armed with mega armour, can take one  of the following:
:: - Tellyporta blasta - 25 pts
:: - Kustom force field - 50 pts
====Nobz====
====Nobz====
*WS 5
*WS 5
Line 167: Line 615:


===Lords of War===
===Lords of War===
====Big Boss====
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Name
! Cost
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
! Unit Type
! Composition
|-
| Warboss
| 80 pts
| 6
| 2
| 5
| 5
| 4
| 5
| 5
| 10
| 6+
| Infantry (Character)
| 1 Warboss
|-
|}
<br style="clear: both; height: 0px;" />
'''Wargear:'''
*'''Slugga'''
*'''Choppa'''
*'''Stikkbombs'''
'''Warlord Trait:'''
*'''Waaagh!:''' Once per game, at the start of any of your turns after the first your Warlord can call a Waaagh! On the turn he does so, all friendly units made up entirely of models with the Mob Rule special rule may charge in the Assault phase even if they made a Run move in the same turn.
'''Special Rules:'''
*'''Fleet'''
*'''Furious Charge'''
*'''Independent Character'''
*'''Mob Rule'''
'''Options:'''
*May take ’eavy armour - 6 pts
*May replace slugga and choppa with mega armour, twin-linked shoota and power klaw - 55 pts
*May take items from the '''Ranged Weapons''', '''Melee Weapons''', '''Runts and Squigs''', '''Orky Know-wots''' and/or '''Gifts of Gork and Mork''' lists.
====Gorkanaut====
====Gorkanaut====
*295 pts
*295 pts
Line 200: Line 698:
:: - Mad Dok Grotsnik
:: - Mad Dok Grotsnik
:: - 1 Painboy
:: - 1 Painboy
:: - 1 Weirdboy
:: - 1 Warphead
*0-1 Mek
*0-1 Mek


Line 313: Line 811:
===Melee Weapons===
===Melee Weapons===
===Ranged Weapons===
===Ranged Weapons===
===Runts and Squigs===
====Weird Squig====
One use only. A model with a weird squig can re-roll one psychic test.
===Orky Know-wots===
===Orky Know-wots===
====Bosspole====
====Bosspole====

Revision as of 14:36, 7 August 2016

Introduction

Angry codices are an attempt to improve internal and external balance. Check out the Angry Codex hub for the other angry codices.

Note that I am not an Ork player and have limited experience watching them and playing against them. Tips from Ork playas would be greatly appreciated as I can only really work through mathhammer, and I only start working on things which I never see anyone take, see everyone take or is just glaringly unbalanced.

Disclaimer

Games Workshop in no way endorses this codex nor any of the other Angry Codices. No infringement is intended with this work, nor any other of the Angry Codices. The intent of the angry codices is NOT to make GW go out of business, but rather to improve the quality of the hobby, which leads to a happier and larger player base.

Editing

Feel free to edit wordings to improve readability. Add anything you like to any of the Angry Codices, except the Angry Necrons, Dark Eldar and Daemons, for these documents you should instead first argue in the discussion page before adding or changing anything. If someone objects to something you have written or changed, you should civilly discuss and prove why your idea is good and how it fits with fluff/is more balanced etc. etc. If no conclusion can be made then the Angry Pirate has the final say, if he does not say anything remove any changes from the official codex. If you don´t agree with an edit the Angry Pirate has made you can write in the talk page of the relevant talk page or in my page by clicking the first blue link. Angry Pirate (talk)

WIP

Ork Wargear Lists

Ranged Weapons

A model may replace its ranged weapon with one of the following:

- Shoota - 0 pts
- Twin-linked shoota - 3 pts
- Kombi-weapon with rokkit launcha - 2 pts
- Kombi-weapon with skorcha - 8 pts

A model may take one of the following special rules for its dakkagun, slugga, shoota or the shoota profile of its kombi-weapon:

- Louda - 1 pt
- Moar Dakka - 3 pts
- Moar Killiness - 2 pts

Melee Weapons

A model may replace its melee weapon with one of the following:

- Big choppa - 5 pts
- Power klaw - 25 pts

Mek Weapons

A model can replace its ranged weapon with one of the following:

- Kombi-weapon with rokkit launcha - 2 pts
- Kustom mega-blasta - 4 pts
- Rokkit launcha - 4 pts
- Kombi-weapon with skorcha - 8 pts
- Kustom mega-slugga - 2 pts

A model may take one of the following special rules for its kustom mega-slugga or kustom mega-blasta. The first cost is for custom mega-sluggas and the second cost is for custom mega-blastas:

- Louda - 3/5 pts
- Moar Dakka - 2/4 pts
- Moar Killiness - 4/5 pts

Runts and Squigs

A model can take up to one of each of the following:

- 0-3 Ammo runts - 3 pts each
- 0-3 Grot oilers*1 - 3 pts each
- 0-1 Grot orderly*2 - 5 pts each
- 0-1 Attack squig - 10 pts

Orky Know-wots

- Bosspole - 5 pts
- Cybork body - 10 pts
- Gitfinda - 5 pts
- Warbike and twin-linked dakkagun*3 - 25 pts

Gifts of Gork and Mork

- Da Dead Shiny Shoota - 5 pts
- Da Finkin´ Kap*4 - 10 pts
- Da Fixer Upperz*1 - 15 pts
- Da Lucky Stikk - 25 pts
- Destrorktion Body - 20 pts
- Chosen of Gork (or possibly Mork) - 15 pts
- Headwoppa´s Killchoppa - 20 pts
- Warboss Gazbag´s Blitzbike*3 - 35 pts

Ork Vehicle Equipment

- Red paint job - 5 pts
- Reinforced ram*5 - 5 pts
- Stikkbomb chukka - 5 pts
- Extra armour - 5 pts
- Grot riggers - 5 pts
- Wreckin’ ball - 8 pts
- Boarding plank - 10 pts
  • 1: Meks and Big Meks only
  • 2: Painboyz only.
  • 3: Cannot be taken by a model with mega armour.
  • 4: Can onlyf be taken by your Warlord.
  • 5: Cannot be taken by a vehicle with a deff rolla.

Units

HQ

Big Boss

Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Big Boss 40 pts 5 2 5 5 3 4 4 9 6+ Infantry (Character) 1 Big Boss


Wargear:

  • Slugga
  • Choppa
  • Stikkbombs

Special Rules:

  • Fleet
  • Furious Charge
  • Independent Character
  • Mob Rule

Options:

  • May take ’eavy armour - 4 pts
  • May replace slugga and choppa with mega armour, twin-linked shoota and power klaw - 40 pts
  • May take items from the Ranged Weapons, Melee Weapons, Runts and Squigs, Orky Know-wots and/or Gifts of Gork and Mork lists.

Da Boss

Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Boss Zagstruk 80 pts 5 2 5 5 3 4 4 9 4+ Jump Infantry (Character) 1 (Unique)


Wargear:

  • Slugga
  • Choppa
  • Cybork Body
  • Stikkbombs
  • Rokkit pack

Warlord Trait:

  • Inspiring Presence: Friendly units within 12" of the Warlord can use his Leadership rather than their own.

Special Rules:

  • Fleet
  • Furious Charge
  • Independent Character
  • Mob Rule
  • Da Vulcha’s Klaws: Hammer of Wrath attacks made by a model with this special rule are resolved at Strength 8 AP 2.

Da Freeboota King

Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Kaptin Badrukk 90 pts 5 2 5 5 3 4 4 9 3+ Infantry (Character) 1 (Unique)


Wargear:

  • Slugga
  • Choppa
  • Stikkbombs
  • Bosspole
  • Gitfinda
  • Goldtoof armour

Goldtoof armour confers a 5+ invulnerable save.

  • Da Rippa
Range S AP Type
24" 7 3 Assault 3, Gets Hot, Shred

Warlord Trait:

  • Inspiring Presence: Friendly units within 12" of the Warlord can use his Leadership rather than their own.

Special Rules:

  • Fleet
  • Furious Charge
  • Independent Character
  • Mob Rule

Options:

  • May take 0-3 Ammo runts - 3 pts each

Big Mek

Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Big Mek 30 pts 4 2 4 4 2 3 3 8 6+ Infantry (Character) 1 Big Mek


Wargear:

  • Slugga
  • Choppa
  • Mek’s tools
  • Stikkbombs

Special Rules:

  • Fleet
  • Furious Charge
  • Independent Character
  • Mob Rule

Options:

  • May replace choppa with a killsaw - 20 pts
  • May take a grot oiler - 3 pts
  • May take items from the Mek Weapons list.

Painboy

Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Painboy 50 pts 4 2 4 4 2 3 3 7 6+ Infantry (Character) 1 Painboy
Cybork Slasha 4 2 4 4 2 3 3 7 6+ Infantry


Wargear:

Painboy

  • ’Urty syringe
  • Dok’s tools

Cybork Slasha

  • Choppa
  • Cybork body
  • Slugga

Special Rules:

  • Fleet
  • Furious Charge
  • Independent Character
  • Mob Rule
  • Dok’s ’Speriments: (Cybork Slashas only) Roll a D6 for each unit with this special rule at the start of the game, before deployment and consult the following table.
D6 Effect
1-2 Turbo-killas: All models with the Dok’s ’Speriments special rule in the unit gain the Crusader and Move Through Cover special rules but they must take a Dangerous Terrain test whenever they attempt to charge or Run, these tests are not automatically passed.
3-4 Tinboy Brutes: All models with the Dok’s ’Speriments special rule in the unit increase their Save to 4+ and gain the Slow and Purposeful special rule.
5-6 Supercharged: Roll a D6 for each supercharged unit at the start of each of your turns. On the roll of a 1 the unit may not move, fire or charge in that turn (they may still fight normally if locked in combat). On the roll of a 2+ all models in the unit with the Dok’s ’Speriments special rule gain the Rampage special rule until the start of your next turn.


Options:

  • May replace the Independent Character special rule with the Dok’s ’Speriments special rule and add 2-9 Cyber Slashas - 20 pts/model
  • May take items from the Runts and Squigs and/or Orky Know-wots lists.

Da Painboss

Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Mad Dok Grotsnik 160 pts 5 2 4 5 3 3 4 9 4+ Infantry (Character) 1 (Unique)


Wargear:

  • Slugga
  • Power klaw
  • Cybork body
  • Dok’s tools
  • ’Urty syringe

Warlord Trait:

  • Immovable Object: Your Warlord has the Fearless and It Will Not Die special rules.

Special Rules:

  • Fleet
  • Furious Charge
  • Independent Character
  • Mob Rule
  • One Scalpel Short of a Medpack: Mad Dok Grotsnik and any unit he joins have the Fearless and Rampage special rules. Once Dok Grotsnik has joined a unit, he may not leave it unless he is the last remaining member of that unit.

Options:

  • May take a grot orderly - 5 pts

Warphead

Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Warphead 45 pts 4 2 4 4 2 3 3 7 6+ Infantry (Character) 1 Warphead


Wargear:

  • Slugga
  • Choppa
  • Stikkbombs

Special Rules:

  • Fleet
  • Furious Charge
  • Independent Character
  • Mob Rule
  • Psyker (Mastery Level 1)
  • Waaagh! Energy: A model with this special rule generates a bonus +1 Warp Charge point if, at the start of

your Psychic phase, there are ten or more models with the Mob Rule special rule within 12" of him. If a Warphead generates a bonus Warp Charge point in this manner, he must pass at least one Psychic test during that phase or suffer a single Strength 4 hit at the end of that Psychic phase with no saves allowed. If this special rule kills this model it also inflicts a single Strength 2 hit to all friendly models in this models unit. This special rule does not apply if the Warphead is embarked inside a Transport or Building.

Options:

  • May be upgraded to Psyker (Mastery Level 2) - 25 pts
  • May take a weird squig - 10 pts

Troops

Boyz

  • Base unit cost - 50 pts
  • Additional models - 5 pts/model

Gretchin

  • Base unit cost - 30 pts
  • Addiional Gretchin - 2 pts/model
  • The entire unit may take Stikkbombs - 1 pt/model

Elites

Mek

The first Mek in an Allied Detachment and the first two Meks in a Combined Arms Detachment do not take up Elites slots

Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Mek 15 pts 4 2 3 4 1 2 2 7 6+ Infantry (Character) 1 Big Mek


Wargear:

  • Slugga
  • Choppa
  • Mek’s tools
  • Stikkbombs

Special Rules:

  • Fleet
  • Furious Charge
  • Independent Character
  • Mob Rule

Options:

  • May take ’eavy armour - 4 pts
  • May replace slugga with one of the following:
- Kustom force field - 50 pts
- Shokk attack gun - 50 pts
  • May replace choppa with a killsaw - 30 pts
  • May take items from the Mek Weapons, Melee Weapons, Runts and Squigs, Orky Know-wots and/or Gifts of Gork and Mork lists.
  • May replace slugga and choppa with mega armour, kustom mega-blasta and power klaw - 30 pts
  • If armed with mega armour, may take items from the Ranged Weapons, Runts and Squigs, Orky Know-wots and/or Gifts of Gork and Mork lists.
  • If armed with mega armour, can replace his kustom mega-blasta with a killsaw - 10 pts
  • If armed with mega armour, can take one of the following:
- Tellyporta blasta - 25 pts
- Kustom force field - 50 pts

Nobz

  • WS 5
  • Additional models - 8 pts/model
  • Eavy armour - 7 pts/model
  • Warbikes - 25 pts/model
  • Boss Nob
    • WS 6, T 5

Kommandos

  • Base cost - 70 pts
  • Additional models - 7 pts/model
  • The entire mob may replace sluggas with shootas - 1 pt/model

Fast Attack

Stormboyz

  • Base unit cost - 40 pts
  • Additional models - 8 pts/model
  • Follow Orders Ye Git: A unit containing one or more models with this special rule automatically counts as rolling the Breaking Heads result whenever they would roll on the Mob Rule table.

Warbuggies, Skorchas and Wartrakks

  • Now have the Jink rule.

Deffkoptas

  • 28 pts

Flya Skwadron

  • You may include 3 of the following models in any combination, counting as a single fast attack
    • Dakkajet
    • Burna-bommer
    • Blitza-bommer

Dakkajet

  • 95 pts

Heavy Support

Mek Gunz

  • Mek Gunz - 30 pts/model
  • Additional Gretchin - 6 pts/model
  • Kannons´ - Shell now has the Fleshbane type.

Deff Dread

  • 70 pts

Special Rules

  • Move Through Cover
  • ’Ere We Go!
  • May replace any of its big shootas with one of the following:
    • Rokkit Launcha - 4 pts/model
    • Kustom mega-blasta - 7 pts/shoota
    • Grotzooka - 10 pts/shoota
    • Skorcha - 0 pts/shoota
  • May take any of the following:
    • Grot Riggers - 7 pts
    • Extra Armour - 5 pts

Killa Kans

  • 45 pts/model
  • Has the Move Through Cover rule.
  • Any Killa Kan can replace their big shoota with one of the following:
    • Rokkit Launcha - 4 pts/model
    • Kustom mega-blasta - 5 pts/model
    • Skorcha - 0 pts/model
  • Any Killa Kan can take any of the following:
    • Grot Riggers - 3 pts/model
    • Extra Armour - 2 pts/model

Lootas

  • Base unit cost - 95
  • Additional models - 19 pts/model
  • Deffgun receives Twin-Linked special rule

Flash Gitz

  • 90 pts
  • 1 pts/ammo runt
  • 18 pts/model

Lords of War

Big Boss

Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Warboss 80 pts 6 2 5 5 4 5 5 10 6+ Infantry (Character) 1 Warboss


Wargear:

  • Slugga
  • Choppa
  • Stikkbombs

Warlord Trait:

  • Waaagh!: Once per game, at the start of any of your turns after the first your Warlord can call a Waaagh! On the turn he does so, all friendly units made up entirely of models with the Mob Rule special rule may charge in the Assault phase even if they made a Run move in the same turn.

Special Rules:

  • Fleet
  • Furious Charge
  • Independent Character
  • Mob Rule

Options:

  • May take ’eavy armour - 6 pts
  • May replace slugga and choppa with mega armour, twin-linked shoota and power klaw - 55 pts
  • May take items from the Ranged Weapons, Melee Weapons, Runts and Squigs, Orky Know-wots and/or Gifts of Gork and Mork lists.

Gorkanaut

  • 295 pts
  • Unit Type: Vehicle (Superheavy Walker, Transport)
  • Now has the Knight Stomp special rule.
    • Knight Stomp: Replace the 6 result on the stomp table with the 2-5 result, except carried out at S D AP 2.

Morkanaut

  • 280 pts
  • Unit Type: Vehicle (Superheavy Walker, Transport)
  • Now has the Knight Stomp special rule.
    • Knight Stomp: Replace the 6 result on the stomp table with the 2-5 result, except carried out at S D AP 2.

Ork Detachments and Formations

Ork Detachments




Ork WAAAGH!

Restrictions:

This Detachment must include 0-3 Command, 1 Core, 1+ Auxiliary and 0-1 Support choices.

Command Benefits:

  • Da Bigga Da Mob, Da Badda Da Mob: All units consisting entirely of models with the Mob Rule special rule in this Detachment may use the remaining number of wounds in their unit in place of their leadership, to a maximum of Leadership 10.
  • Stampede: All units in this Detachment which include models with 10 or more wounds total have the Hammer of Wrath special rule.
  • WAAAGH! Boss: If this Detachment is chosen as your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Orks.

Command

Odd Boys
  • 1 of the following:
- 1 Big Mek
- Mad Dok Grotsnik
- 1 Painboy
- 1 Warphead
  • 0-1 Mek
Boss
  • 1 of the following:
- Big Boss
- Boss Snikrot
- Boss Zagstruk
- Kaptin Badruk
- Warboss

Core

Ork Warband
  • 1 Big Boss
  • 2-5 Ork Mobs
  • 1-2 Gretchin Mobs
  • 1-2 of the following:
- Nob Mob
- Meganob Mob
  • 0-1 Mek

Auxiliary

Da Elites
  • 1 of the following:
- Burna Mob
- Tankbusta Mob
- Kommando Mob
Deff From Above
  • 1 of the following:
- Blitza-bommer Skwadron
- Burna-bommer Skwadron
- Dakka Jet Skwadron
- Deffkopta Skwadron
- Stormboy Mob
Speed Freeks
  • 1 of the following:
- Warbike Mob
- Warbuggie Skwadron
Walkaz
  • 1 of the following:
- Deff Dread Mob
- Killa Kan Mob
Dakkadakka
  • 1 of the following:
- Flash Gitz Mob
- Loota Mob
- Mek Gunz Mob
Giga-Naughts
  • 1 of the following:
- Gorkanaught
- Morkanaught

Support

Supa Mega Giga Machines
- Stompa



Ork Formations




Ork Warband

Formation:

  • 1 Big Boss
  • 2-5 Ork Boy Mobs
  • 1-2 Gretchin Mobs
  • 1-2 of the following:
- Nob Mob
- Meganob Mob
  • 0-1 Mek

Restrictions:

  • None.

Special Rules:

  • We Bring Da Numbaz: All friendly units within 6" of an Ork Mob from this formation may count its number of models as being the same as that unit´s number of models for the purposes of the Mob Rule special rule and the Da Bigga Da Mob, Da Badda da Mob Command Benefit.
  • Let's Join Da Fun: Friendly units which suffer the Squabble result from the Mob Rule table may transfer the hits they suffer to any unit of Ork Mob from this formation within 6" as long as that unit of Ork Mob has at least 10 models.
  • Raise da Flag: Gretchin Mobs from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.



Ork Special Rules

Mob Rule

If every model in a unit has this special rule, and the unit fails a Morale check or Pinning test (after any re-rolls they may have), roll immediately on the following table:

D6 Effect
1 Born to Fight If the unit is locked in combat, it is treated as if it had passed the Morale check or Pinning test. If the unit is not locked in combat, it fails the Morale check or Pinning test.
2-3 Breaking Heads If the unit includes one or more characters (including Independent Characters), it suffers D6 AP- hits with a Strength equal to that of the highest Strength value in the unit (not including weapons and special rules), and is then treated as if it had passed the Morale check or Pinning test. These hits are Randomly Allocated, but cannot be allocated to Ork characters (any excess hits are lost). If the unit does not include any Ork characters, it fails the Morale check or Pinning test.
4-6 Squabble If the unit has 10 or more models, it suffers D6 AP- hits with a Strength equal to that of the most common Strength value in the unit (not including weapons or special rules), and is then treated as if it had passed the Morale check or Pinning test. The hits are Randomly Allocated. If the unit has fewer than 10 models, it fails the Morale check or Pinning test.

Ramshackle

A model with this special rule has a 6+ invulnerable save and fails Dangerous Terrain tests on a roll of a 1 or a 2. A model with this special rule may move as normal even if it has suffered an Immobilized result on the vehicle damage table as long as it contains a unit with 10 or more wounds total.

Gubbinz and Gunz

Melee Weapons

Ranged Weapons

Runts and Squigs

Weird Squig

One use only. A model with a weird squig can re-roll one psychic test.

Orky Know-wots

Bosspole

Each time a unit that includes at least one model with a Bosspole rolls on the Mob Rule table, you may choose to re-roll any result other than a Breaking Heads result. You must accept the result of the re-roll.

Cybork Body

A model with a cybork body has the Feel No Pain (6+) special rule, while it is in a unit including a model armed with dok’s tools it instead has the Feel No Pain (4+) special rule.

Gitfinda

A model with a gitfinda has Ballistic Skill 3.

Kustom Force Field

The bearer, and all models within 6", receive a 5+ invulnerable save against any shooting attacks. If the bearer is embarked in a vehicle, then the vehicle receives a 5+ invulnerable save against any shooting attacks instead.

Mek’s Tools

In each of your Shooting phases, a model equipped with Mek’s tools may choose to repair a single friendly vehicle that he is in base contact with or embarked upon. To repair a vehicle, roll a D6. If the result is 5 or more, you may either restore a Hull Point lost earlier in the battle or repair a Weapon Destroyed result or an Immobilised result instead; this is effective immediately. A model cannot fire any ranged weapons in the same turn it uses its Mek’s tools,

Rokkit Pack

A unit made up exclusively of models with rokkit packs can choose to use them to Run 2D6" in the Shooting phase instead of the normal D6" even if it used them in the Movement phase. If it does so, every model in the unit must take a Dangerous Terrain test.

Stikkbombs

Shooting

Stikkbombs may be fired as a shooting attack using the following profile, only one model per phase in each unit may make use of the ranged profile:

Range S AP Type
8" 3 - Assault 1, Blast

Assault

Models equipped with stikkbombs don’t suffer the penalty to their Initiative for charging enemies through difficult terrain, but fight at their normal Initiative in the ensuing combat.

Tankbusta Bombs

When fighting one or more units including a Vehicle and/or a Monstrous Creature any number of models armed with tankbusta bombs may make a single attack against one of those units with the profile below instead of attacking normally:

Range S AP Type
- 8 1 Armourbane, Unwieldy

Waaagh! Banner

All models in a unit that includes a Waaagh! Banner add +1 to the Weapon Skill characteristic on their profile.

Warbike

When models armed with a warbike turbo-boosts, they gain the Stealth special rule until the start of its next turn.

Armour

’Eavy Armour

Models armed with ’Eavy armour increases their Sv to 4+.

Mega Armour

Models armed with mega armour increases their Sv to 3+, add +1 to their Toughness and gain the Bulky special rule in addition models armed with mega armour cannot Run, Turbo-boost, move Flat Out, perform Sweeping Advances or fire Overwatch. However, they can shoot with Heavy, Salvo and Ordnance weapons, counting as stationary even if they moved in the previous Movement phase. They are also allowed to charge in the same turn they fire Heavy, Ordnance, Rapid Fire or Salvo weapons.

Ork Vehicle Equipment

Extra Armour

Rules for this upgrade can be found in Warhammer 40,000: The Rules.

’Ard Case

A vehicle with an ’ard case no longer counts as Open-topped. Note that this affects its Access Points and Fire Points as detailed in the appropriate datasheet entry.

Boarding Plank

If a unit disembarks from an Open-topped vehicle with a boarding plank and declares a charge in the same turn, it adds +2 to its charge distance (to a maximum of 12).

Deff Rolla

A vehicle with a deff rolla treats its front armour as two higher than normal when Ramming. In addition, if an enemy unit makes a Death or Glory attack on a vehicle with a deff rolla and fails to stop it, then the unit suffers D3 Strength 10 AP4 hits in addition to the damage they normally suffer for the failed attack. Furthermore, a vehicle with a deff rolla can re-roll failed Dangerous Terrain tests.

Grabbin’ Klaw

At the beginning of the enemy Movement phase, nominate a single enemy Vehicle or Monstrous Creature that is within 2" of the vehicle’s grabbin’ klaw. On the roll of a 4+, that vehicle may not move this turn. Gargantuan Monstrous Creatures, Flying Monstrous Creatures, Super-heavy Vehicles, Flyers and Skimmers cannot be affected by a grabbin’ klaw.

Flyboss

A vehicle with a Flyboss has Ballistic Skill 3 when shooting at Jetbikes, Skimmers, Flyers or Flying Monstrous Creatures. A vehicle with a Flyboss still fires Overwatch at Ballistic Skill 1 when firing Snap Shots.

Grot Riggers

A vehicle with grot riggers has the It Will Not Die special rule.

Red Paint Job

Ork vehicles with red paint jobs add +1" to the amount they can move whenever they move.

Reinforced Ram

A vehicle with a reinforced ram can Tank Shock and Ram, and treats its front Armour Value as two higher than normal when Ramming. Furthermore, the vehicle may re-roll failed Dangerous Terrain tests.

Stikkbomb Chukka

A vehicle armed with a stikkbomb chukka is armed with stikkbombs. Any unit disembarking from a vehicle with a stikkbomb chukka is treated as having stikkbombs for the remainder of that turn.

Wreckin’ Ball

Range S AP Type
3" 9 4 Assault D3

Gifts of Gork and Mork

Chosen of Gork (or possibly Mork)

A model with this gift of Gork and Mork has a 5+ Invulnerable save.

Da Dead Shiny Shoota

Range S AP Type
18" 4 6 Assault 6, Stray Shot, Twin-linked

Stray Shot: Roll a D6 each time Da Dead Shiny Shoota fails To Hit its target (after re-rolls). For each roll of 1, a friendly unit within 6" of the target, chosen by your opponent, suffers a single Strength 4 AP6 hit as if it were just shot by the wielder of da Dead Shiny Shoota. The wielder of da Dead Shiny Shoota, and his unit, cannot be chosen as the targets for a Stray Shot.

Da Finkin’ Kap

The wearer of Da Finkin’ Kap generates an additional Warlord Trait from the Strategic Traits table in Warhammer 40,000: The Rules. If the additional trait is the same as the first trait they generated, roll again until a different trait is generated.

Da Fixer Upperz

In each of your Shooting phases, instead of firing a weapon, a model equipped with da Fixer Upperz can choose to repair a single friendly vehicle he is in base contact with or embarked upon. To repair a vehicle, roll a D6. If the result is 3 or more, you may either restore a lost Hull Point or repair a Weapon Destroyed or an Immobilised result instead; this is effective immediately.

Da Lucky Stikk

All models in the bearer’s unit add +1 to the Weapon Skill characteristic on their profile (this is not cumulative with the bonus from a Waaagh! banner). In addition, the bearer can choose to re-roll any failed To Hit or To Wound rolls or saving throws that they make. However, should three or more of the re-rolls generate failed results in the same turn, the model is immediately removed as a casualty with no saving throws of any kind allowed.

Destrorktion Body

A model with armed with the Destrorktion Body has the Feel No Pain (6+) special rule. Once per game at the beginning of any player turn you may turn the Destrorktion Body into ovadrive mode for the remainder of the turn. While in ovadrive mode the model armed with Destrorktion Body gains the Feel No Pain (4+) special rule and its Strength is increased by 1.

The Power of the Waaagh!

Primaris Power

Frazzle... Warp Charge 1

Frazzle is a nova power with the following profile:

Range S AP Type
9" 6 3 Assault 2D6

1. ’Eadbanger... Warp Charge 1

’Eadbanger is a focussed witchfire power with a range of 24" which does not require a To Hit roll. The target suffers a Wound with no armour or cover saves allowed.

2. Warpath... Warp Charge 1

Warpath is a blessing that targets the Psyker. Whilst the power is in effect, all models in the Psyker’s unit that have the ’Ere We Go special rule gain the Rage and Fearless special rules.

3. Hand of Gork... Warp Charge 1

Hand of Gork is a blessing that targets the Psyker and his unit. Remove the unit from the board. It then immediately arrives using the rules for Deep Strike anywhere on the battlefield.

4. Waaagh! Lance... Warp Charge 2'

Waaagh! Lance is a Beam which does not require a To Hit roll it has the following profile:

Range S AP Type
18" 10 2 Assault 1

5. Power Vomit... Warp Charge 2

Power Vomit is a witchfire power which does not need to roll To Hit, it has the following profile:

Range S AP Type
Template 7 2 Assault 1, Torrent

6. Foot of Gork... Warp Charge 4

Foot of Gork is a Witchfire power which does not need to roll To Hit but scatters as normal, it has the following profile:

Range S AP Type
24" 10 2 Assault 1, Large Blast, Barrage, Gork’s Warpath

Gork’s Warpath: After resolving a psychic shooting attack witht this special rule roll a D6 and consult the following table:
D6 Effect
1 Slipped Your opponent may resolve an additional attack with the profile above upon any of your units as if he was controlling the caster, this attack may be resolved against the caster if your opponent wishes. After resolving this attack nothing further happens.
2-3 Wanders Off Nothing further happens.
4-6 More Stomping! You may resolve the psychic power again against a new unit which the power has not already targeted. After resolving this attack roll a D6 and consult this table again.