Codex - Orks Angry Greenskin Edition: Difference between revisions
1d4chan>Angry Pirate (→Stompa) |
1d4chan>Angry Pirate No edit summary |
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| 7 | | 7 | ||
| 4+ | | 4+ | ||
| Monstrous Creature | | Gargantuan Monstrous Creature | ||
| 1 Big Squiggoth | | 1 Big Squiggoth | ||
|- | |- | ||
|} | |} | ||
<br style="clear: both; height: 0px;" /> | <br style="clear: both; height: 0px;" /> | ||
'''Wargear:''' | |||
*'''Two supa-lobbas''' | |||
*'''Two twin-linked big shootas''' | |||
'''Special Rules:''' | '''Special Rules:''' | ||
*'''Slow and Purposeful''' | *'''Slow and Purposeful''' | ||
*'''Rage''' | |||
*'''Howdah:''' A model with this special rule counts as an Open-topped vehicle for the purpose of being a transport. | *'''Howdah:''' A model with this special rule counts as an Open-topped vehicle for the purpose of being a transport. | ||
*'''Emplaced Big Shootas:''' Any big shoota, that is not twin-linked, this model is armed with can only be fired as if they were emplaced weapons and only models embarked upon this model may fire them. | |||
'''Transport:''' | '''Transport:''' | ||
*'''Transport Capacity:''' | *'''Transport Capacity:''' Twenty models. | ||
'''Options:''' | '''Options:''' | ||
* | *May take up to four big shoota emplacements - 10 pts each | ||
:: - | *May replace any supa-lobba with one of the following: | ||
:: - | :: - Killkannon - 0 pts each | ||
:: - Big-zzappa - 15 pts each | |||
====Big Trakk==== | ====Big Trakk==== | ||
Line 2,483: | Line 2,489: | ||
:: - 4 Bomms and 2 grot bomms - 70 pts | :: - 4 Bomms and 2 grot bomms - 70 pts | ||
:: - 6 Supa-rokkits - 60 pts | :: - 6 Supa-rokkits - 60 pts | ||
====Gargantuan Squiggoth==== | |||
{| border="1" cellspacing="0" cellpadding="5" align="left" | |||
! Name | |||
! Cost | |||
! WS | |||
! BS | |||
! S | |||
! T | |||
! W | |||
! I | |||
! A | |||
! Ld | |||
! Sv | |||
! Unit Type | |||
! Composition | |||
|- | |||
| Gargantuan Squiggoth | |||
| 600 pts | |||
| 2 | |||
| 2 | |||
| 10 | |||
| 8 | |||
| 8 | |||
| 1 | |||
| 5 | |||
| 7 | |||
| 3+ | |||
| Monstrous Creature | |||
| 1 Gargantuan Squiggoth | |||
|- | |||
|} | |||
<br style="clear: both; height: 0px;" /> | |||
'''Special Rules:''' | |||
*'''Slow and Purposeful''' | |||
*'''Howdah:''' A model with this special rule counts as an Open-topped vehicle for the purpose of being a transport. | |||
'''Transport:''' | |||
*'''Transport Capacity:''' Ten models. | |||
'''Options:''' | |||
*The Big Squiggoth may be armed with one of the following weapons: | |||
:: - Kannon - 8 pts | |||
:: - Lobba - 8 pts | |||
:: - Zzap gun - 10 pts | |||
====Warboss==== | ====Warboss==== |
Revision as of 02:52, 10 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.
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 chukkas - 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 its 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 its Leadership rather than their own.
Special Rules:
- Fleet
- Furious Charge
- Independent Character
- Mob Rule
Options:
- May take 0-3 Ammo runts - 3 pts each
Da Green Ghost
Name | Cost | WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Boss Snikrot | 65 pts | 5 | 2 | 5 | 5 | 3 | 4 | 4 | 9 | 6+ | Infantry (Character) | 1 Boss Snikrot |
Wargear:
- Two Mork’s Teeth
Range S AP Type - User 5 Melee, Shred
- Stikkbombs
Special Rules:
- Fleet
- Furious Charge
- Independent Character
- Mob Rule
- Red Axes
- Sneaky, Sneaky: If Boss Snikrot joins Kommando Mob that is held in Reserves, and no other Independent Characters join the unit, then Snikrot’s unit can move on from any table edge when they arrive from Reserves. No dice roll is required to determine where they enter from; the Ork player chooses. In addition, Boss Snikrot and his unit gain the Shrouded special rule on the turn they arrive from Reserves, until the start of their next turn.
- Boss of da Red Skull Kommandos:Boss Snikrot can only join Kommando Mobs.
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.
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 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 its 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
Kustom Meka-dread
WS | BS | S | FA | SA | RA | I | A | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Kustom Meka-dread | 130 pts | 4 | 2 | 8 | 13 | 13 | 11 | 2 | 3 | 3 | Vehicle (Walker) | 1 Kustom Meka-dread |
Wargear:
- Two rippa klaws
- Extra armour
- Mek’s tools
- Grot riggers
Special Rules:
- Ramshackle
- Move Through Cover
- Scout
- Mob Rule
- Rage
Options:
- May take one of the following:
- - Kustom force field - 50 pts
- - Mega charga - 10 pts
- - Rokkit-bomm racks - 5 pts
- May replace one rippa klaw with one of the following:
- - Tellyport blasta - 15 pts
- - Rattler kannon - 0 pts
- - Zzap gun - 0 pts
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
Ork Mob
Name | Cost | WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Ork Boy | 50 pts | 3 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ | Infantry | 10 Ork Boyz |
Boss Nob | 4 | 2 | 4 | 4 | 2 | 3 | 3 | 7 | 6+ | Infantry (Character) |
Wargear:
- Slugga
- Choppa
- Stikkbombs
Special Rules:
- Fleet
- Furious Charge
- Mob Rule
Options:
- May include up to twenty additional Ork Boyz - 5 pts/model
- The entire mob may replace their sluggas with shootas - 1 pt/model
- The entire mob may take ’eavy armour - 4 pts/model
- For every ten models in the unit, one (two if the mob has the Bad Moons special rule) Ork Boy may replace their ranged weapon with one of the following:
- - Big shoota - 4 pts
- - Rokkit launcha - 4 pts
- The entire mob may take one of the following special rules:
- - Goff - 0,5 pts/model
- - Evil Sunz - 0,5 pts/model
- - Bad Moons - 0,1 pts/model
- - Snakebites - 0 pts/model
- - Blood Axes - 0,5 pts/model
- - Deathskulls - 0,5 pts/model
- One other model may be upgraded to a Boss Nob - 10 pts
- The Boss Nob may take items from the Ranged Weapons and/or Melee Weapons lists.
- The Boss Nob may take a bosspole - 5 pts
- The unit may select a Trukk or Battlewagon as a Dedicated Transport.
Gretchin
Name | Cost | WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Gretchin | 35 pts | 2 | 3 | 2 | 2 | 1 | 2 | 1 | 5 | - | Infantry | 1 Runtherd, 10 Gretchin |
Runtherd | 25 pts | 3 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ | Infantry (Character) |
Wargear:
- Slugga
- Choppa
- Stikkbombs
Special Rules:
- Fleet
- Furious Charge
- Mob Rule
- May include up to twenty additional Gretchin - 2 pts/model
- Must include one additional Runtherd for every 10 additional Gretchin in the unit - 5 pts/model
- All Gretchin may take firebombs - 0,1 pts/model
- Any Runtherd may replace their grabba stikk with a grot-prod - 5 pts/model
- Any Runtherd may take a squig hound - 5 pts/model
Elites
Burna Mob
Name | Cost | WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Burna Boy | 65 pts | 3 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ | Infantry | 5 Burna Boyz |
Mek | 3 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ | Infantry (Character) |
Wargear:
Burna Boy
- Burna
- Stikkbombs
Mek
- Mek’s tools
- Slugga
- Choppa
- Stikkbombs
Special Rules:
- Fleet
- Furious Charge
- Mob Rule
Options:
- May include up to ten additional Burna Boyz - 13 pts/model
- Up to three (six if the mob has the Bad Moons special rule) models may be upgraded to Meks - 0 pts/model
- The entire mob may take one of the following special rules:
- - Goff - 0,5 pts/model
- - Evil Sunz - 0,5 pts/model
- - Bad Moons - 1 pt/model
- - Blood Axes - 0,5 pts/model
- - Deathskulls - 0,5 pts/model
- Any Mek may replace choppa with a killsaw - 20 pts/model
- Any Mek may take a grot oiler - 3 pts each
- Any Mek may take items frm the Mek Weapons list.
- The unit may select a Trukk or Battlewagon as a Dedicated Transport.
Grot Tank Skwadron
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Grot Tank | 75 pts | 3 | 10 | 10 | 10 | 2 | Vehicle (Tank) | 3 Grot Tanks |
Wargear:
- Big shoota
Special Rules
- Ramshackle
- Trakked
- Full Speed Ahead!: When you move a Grot Tank Skwadron in the movement phase nominate whether they are moving combat or cruising speed, they can move up to 2D6" when moving at combat speed and up to 3D6" when moving at cruising speed. Grot Tank Skwadrons move D6" when moving flat out.
Options:
- May include up to three additional Grot Tanks - 25 pts/model
- Any Grot Tank may replace its big shoota with one of the following:
- - Skorcha - 0 pts
- - Grotzooka - 5 pts
- - Rokkit launcha - 0 pts
- - Kustom mega-blasta - 10 pts
- The entire skwadron may take the red paint jobs - 1 pt/model
- One Grot Tank may take one of the following:
- - Big shoota - 2 pts
- - Skorcha - 2 pts
- - Grotzooka - 7 pts
- - Rokkit launcha - 2 pts
- - Kustom mega-blasta - 12 pts
Meganob Mob
Name | Cost | WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Meganob | 105 pts | 4 | 2 | 4 | 5 | 2 | 3 | 2 | 7 | 3+ | Infantry | 2 Meganobz, 1 Boss Meganob |
Boss Meganob | 4 | 2 | 4 | 5 | 2 | 3 | 3 | 7 | 3+ | Infantry (Character) |
Wargear:
- Slugga
- Choppa
- Stikkbombs
Special Rules:
- Fleet
- Furious Charge
- Mob Rule
Options:
- May include up to seven additional Meganobz - 35 pts/model
- Any model may replace their twin-linked shoota and power klaw with two killsaws - 10 pts
- Any model may replace their twin-linked shoota with one of the following:
- - Kombi-weapon with rokkit launcha - 0 pts/model
- - Kombi-weapon with skorcha - 6 pts/model
- Any model may take a bosspole - 5 pts/model
- The entire mob may take one of the following special rules:
- - Goff - 2 pts/model
- - Evil Sunz - 0,5 pts/model
- - Blood Axes - 1 pts/model
- - Deathskulls - 2 pts/model
- If the unit does not take warbikes, it may select a Trukk or Battlewagon as a Dedicated Transport.
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 | 3 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ | Infantry (Character) | 1 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 frm the Mek Weapons list.
Mekboy Junka
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Mekboy Junka | 60 pts | 2 | 11 | 11 | 10 | 3 | Vehicle (Tank, Open-topped, Transport) | 1 Mekboy Junka |
Wargear:
- Three big shootas
- Grot riggers
Special Rules:
- Ramshackle
- Turbo-charga: You may roll a D6 at the start of your Movement phase. On the roll of a 1 this model is unable to move until the end of the Movement phase. On the roll of a 2+ this model becomes a Fast vehicle until the end of the turn.
Transport:
- Transport Capacity: Ten models. If it Mekboy Junka is armed with a piece of Speshul Gear it may only carry six models.
Options:
- Must take one of the following:
- - Reinforced ram - 5 pts
- - Deff rolla - 10 pts
- - Wreckin’ ball - 8 pts
- - Grabbin’ klaw - 4 pts
- May take any of the following:
- - Red paint job - 5 pts
- - ’Ard case - 5 pts
- - Stikkbomb chukkas - 5 pts
- May replace any big shoota with one of the following:
- - Skorcha - 0 pts
- - Rokkit launcha - 0 pts
- - Twin-linked big shoota - 3 pts
- - Twin-linked rokkit launcha - 3 pts
- - Kustom mega-blasta - 6 pts
- May replace 4 Transport Capacity with one of the following pieces of Speshul Gear:
- - Supa-skorcha - 20 pts
- - Big-zzappa - 30 pts
- - Up to two grot bomms - 15 pts each
- - Kustom force field generator - 50 pts
- - Shokk attack gun - 50 pts
Nob Mob
Name | Cost | WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Nob | 50 pts | 4 | 2 | 4 | 4 | 2 | 3 | 2 | 7 | 6+ | Infantry | 2 Nobz, 1 Boss Nob |
Boss Nob | 4 | 2 | 4 | 4 | 2 | 3 | 3 | 7 | 6+ | Infantry (Character) |
Wargear:
- Slugga
- Choppa
- Stikkbombs
Special Rules:
- Fleet
- Furious Charge
- Mob Rule
Options:
- May include up to seven additional Nobz - 10 pts/model
- Any model may take items from the Ranged Weapons and/or Melee Weapons lists.
- One Nob may take a (up to two if the mob has the Bad Moons special rule) Waaagh! banner(s) - 10 pts each
- Any model may take an (up to two if the mob has the Bad Moons special rule) ammo runt(s) - 3 pts each
- The Boss Nob may take a bosspole - 5 pts
- The entire mob may take ’eavy armour - 6 pts/model
- The entire mob may take warbikes - 22 pts/model
- The entire mob may take one of the following special rules:
- - Goff - 1 pts/model
- - Evil Sunz - 0,5 pts/model
- - Bad Moons - 0,1 pts/model
- - Snakebites - 0 pts/model
- - Blood Axes - 0,5 pts/model
- - Deathskulls - 0,5 pts/model
- If the unit does not take warbikes, it may select a Trukk or Battlewagon as a Dedicated Transport.
Tankbusta Mob
Name | Cost | WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Tankbusta | 70 pts | 3 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ | Infantry | 5 Burna Boyz |
Boss Nob | 4 | 2 | 4 | 4 | 2 | 3 | 3 | 7 | 6+ | Infantry (Character) |
Wargear:
- Rokkit launcha
- Stikkbombs
- Tankbusta bombs
Special Rules:
- Fleet
- Furious Charge
- Mob Rule
- Tank Hunters
- Glory Hogs: In a mission that has the First Blood Secondary Objective, the Ork player receives double the normal number of Victory Points from that objective if the first casualty to be removed is an enemy vehicle that was destroyed by an attack made by one or more Tankbusta Mobs.
Options:
- May include up to ten additional Tankbustas - 14 pts/model
- The unit may take up to three (six if the mob has the Bad Moons special rule) bomb squigs - 5 pts each
- Up to two (four if the mob has the Bad Moons special rule) Tankbustas may replace their rokkit launchas with tankhammers - 15 pts/model
- One model may be upgraded to a Boss Nob - 10 pts
- The Boss Nob may take items from the Melee Weapons list.
- The Boss Nob may take a bosspole - 5 pts
- The entire mob may take one of the following special rules:
- - Goff - 0,5 pts/model
- - Evil Sunz - 0,5 pts/model
- - Bad Moons - 1 pt/model
- - Blood Axes - 0,5 pts/model
- - Deathskulls - 0,5 pts/model
- The unit may select a Trukk or Battlewagon as a Dedicated Transport.
Kommando Mob
Name | Cost | WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Kommando | 50 pts | 3 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ | Infantry | 10 Ork Boyz |
Boss Nob | 4 | 2 | 4 | 4 | 2 | 3 | 3 | 7 | 6+ | Infantry (Character) |
Wargear:
- Slugga
- Choppa
- Stikkbombs
Special Rules:
- Fleet
- Furious Charge
- Mob Rule
- Infiltrate
Options:
- May include up to twenty additional Kommandos - 7 pts/model
- Up to two (four if the mob has the Bad Moons special rule) Kommandos may replace their ranged weapon with one of the following:
- - Big shoota - 4 pts
- - Rokkit launcha - 4 pts
- - Burna - 10 pts/model
- One other model may be upgraded to a Boss Nob - 10 pts
- The Boss Nob may take items from the Melee Weapons list.
- The Boss Nob may take a bosspole - 5 pts
- The entire mob may take one of the following special rules:
- - Goff - 0,5 pts/model
- - Evil Sunz - 0,5 pts/model
- - Bad Moons - 0,1 pts/model
- - Snakebites - 0 pts/model
- - Blood Axes - 0,5 pts/model
- - Deathskulls - 0,5 pts/model
- The unit may select a Trukk or Battlewagon as a Dedicated Transport.
Fast Attack
Attak-fighta Skwadron
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Attak-fighta | 70 pts | 2 | 10 | 10 | 10 | 2 | Vehicle (Flyer) | 1 Attak-fighta |
Wargear:
- Two twin-linked big shootas
- Two bomms
Special Rules:
- Ramshackle
- Supersonic
- Waaagh! Plane
Options:
- May include up to two additional Attack-fightas
- Any Attack-fighta may take a red paint job - 1 pt
- Any Attack-fighta may take a flyboss - 10 pts
- Any Attack-fighta may replace two bomms with two rokkits - 15 pts
Blitza-bommer
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Blitza-bommer | 115 pts | 2 | 10 | 10 | 10 | 3 | Vehicle (Flyer) | 1 Blitza-bommer |
Wargear:
- Grot-manned big shoota
- Twin-linked supa shoota
- Two boom bombs
Special Rules:
- Ramshackle
- Supersonic
- Waaagh! Plane
Options:
- May take a red paint job - 1 pt
Burna-bommer
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Burna-bommer | 90 pts | 2 | 10 | 10 | 10 | 3 | Vehicle (Flyer) | 1 Burna-bommer |
Wargear:
- Grot-manned big shoota
- Twin-linked supa shoota
- Two skorcha bomms
Special Rules:
- Ramshackle
- Supersonic
- Waaagh! Plane
Options:
- May take one of the following:
- - Six skorcha missiles - 20 pts
- - Up to three skorcha missiles - 5 pts each
- May take a red paint job - 1 pt
Dakkajet
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Dakkajet | 90 pts | 2 | 10 | 10 | 10 | 3 | Vehicle (Flyer) | 1 Blitza-bommer |
Wargear:
- Two twin-linked supa shootas
Special Rules:
- Ramshackle
- Supersonic
- Waaagh! Plane
Options:
- May take a red paint job - 1 pt
- May take an additional twin-linked supa shoota - 20 pts
- May take a flyboss - 15 pts
Deffkopta Skwadron
Name | Cost | WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Deffkopta | 25 pts | 3 | 2 | 3 | 5 | 2 | 2 | 2 | 7 | 4+ | Jetbike | 1 Deffkopta |
Wargear:
- Choppa
- Twin-linked big shoota
Special Rules:
- Fleet
- Furious Charge
- Hit & Run
- Mob Rule
- Scout
Options:
- May include up to four additional Deffkoptas - 25 pts/model
- Any Deffkopta may replace its twin-linked big shoota with one of the following:
- - Twin-linked rokkit launcha - 0 pts
- - Kustom mega-blasta - 0 pts
- Any Deffkopta may be equipped with any of the following:
- - 0-1 Bigbomm - 15 pts/model
- - 0-1 Buzzsaw - 25 pts/model
Fighta-bommer
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Fighta-bommer | 115 pts | 2 | 11 | 10 | 10 | 3 | Vehicle (Flyer) | 1 Fighta-bommer |
Wargear:
- Four twin-linked big shootas
- Grot manned twin-linked big shoota
- Six bomms
Special Rules:
- Ramshackle
- Supersonic
- Waaagh! Plane
Options:
- May take a red paint job - 1 pt
- May replace six bomms with one of the following:
- - Aporkalypse bomm - 25 pts
- - Doomskorcha bomm - 25 pts
- - Six grot bomms - 60 pts
- - Six rokkits - 10 pts
Grot Mega-tank
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Grot Mega-tank | 105 pts | 3 | 12 | 11 | 10 | 2 | Vehicle (Tank) | 1 Grot Mega-tank |
Wargear:
- Two twin-linked big shootas
- Three big shootas
- Grot riggers
- Reinforced Ram
Special Rules
- Ramshackle
- All Aboard!: At the start of the shooting phase roll a D6. On the roll of a 1, this vehicle immediately suffers a Crew Shaken result. On a 2+, this vehicle may select a different weapon for each weapon it fires.
- Full Speed Ahead!: When you move a Grot Tank Skwadron in the movement phase nominate whether they are moving combat or cruising speed, they can move up to 2D6" when moving at combat speed and up to 3D6" when moving at cruising speed. Grot Tank Skwadrons move D6" when moving flat out.
Options:
- May replace any big shoota with one of the following:
- - Skorcha - 0 pts
- - Grotzooka - 5 pts
- - Rokkit launcha - 0 pts
- - Kustom mega-blasta - 10 pts
- May replace any twin-linked big shoota with one of the following:
- - Twin-linked skorcha - 0 pts
- - Twin-linked grotzooka - 5 pts
- - Twin-linked rokkit launcha - 0 pts
- - Twin-linked kustom mega-blasta - 10 pts
- May take a shoota - 2 pts
- May take up to two boom canisters - 10 pts each
- May take any of the following:
- - Red paint job - 5 pts
- - Wreckin’ ball - 8 pts
Gun Trukk Skwadron
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Gun Trukk | 40 pts | 2 | 10 | 10 | 10 | 3 | Vehicle (Fast, Open-topped) | 1 Gun Trukk |
Wargear:
- Big shoota
- Lobba
Special Rules:
- Ramshackle
Options:
- May replace big shoota with rokkit launcha - 0 pts
- May replace lobba with one of the following:
- - Kannon - 0 pts
- - Supa-skorcha - 10 pts
- - Zzap gun - 5 pts
- - Big lobba - 10 pts
- - Big-zzappa - 20 pts
- - Flakka gun - 30 pts
- May take items from the Ork Vehicle Equipment list.
Trukk
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Trukk | 30 pts | 2 | 10 | 10 | 10 | 3 | Vehicle (Fast, Open-topped, Transport) | 1 Trukk |
Scrap Trukk | 2 | 10 | 10 | 10 | 3 | Vehicle (Open-topped, Transport) |
Wargear:
- Big shoota
- Extra armour (Scrap Trukk only)
- Grabbin’ klaw (Scrap Trukk only)
Special Rules:
- Ramshackle
Transport:
- Transport Capacity: Twelve models.
Options:
- May replace big shoota with rokkit launcha - 0 pts
- May be upgraded to a Scrap Trukk - 0 pts
- May take items from the Ork Vehicle Equipment list.
Stormboy Mob
Name | Cost | WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Stormboy | 35 pts | 3 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ | Jump Infantry | 5 Stormboyz |
Boss Nob | 4 | 2 | 4 | 4 | 2 | 3 | 3 | 7 | 6+ | Jump Infantry (Character) |
Wargear:
- Slugga
- Choppa
- Stikkbombs
- Rokkit pack
Special Rules:
- Fleet
- Furious Charge
- Mob Rule
- 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.
Options:
- May include up to twenty-five additional Stormboyz - 7 pts/model
- The entire mob may take one of the following special rules:
- - Goff - 0,5 pts/model
- - Evil Sunz - 0,5 pts/model
- - Bad Moons - 0,1 pts/model
- - Snakebites - 0 pts/model
- - Blood Axes - 0,5 pts/model
- - Deathskulls - 0,5 pts/model
- One Stormboy may be upgraded to a Boss Nob - 10 pts
- The Boss Nob may take items from the Ranged Weapons and/or Melee Weapons lists.
- The Boss Nob may take a bosspole - 5 pts
Warbike Mob
Name | Cost | WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Warbiker | 54 pts | 3 | 2 | 3 | 5 | 1 | 2 | 2 | 7 | 4+ | Bike | 10 Ork Boyz |
Boss Nob | 4 | 2 | 4 | 5 | 2 | 3 | 3 | 7 | 4+ | Bike (Character) |
Wargear:
- Slugga
- Choppa
- Twin-linked dakkagun
- Warbike
Special Rules:
- Fleet
- Furious Charge
- Mob Rule
Options:
- May include up to twelve additional Warbikers - 18 pts/model
- The entire mob may take one of the following special rules:
- - Goff - 0,5 pts/model
- - Evil Sunz - 0,5 pts/model
- - Blood Axes - 0,5 pts/model
- - Deathskulls - 0,5 pts/model
- One Warbiker may be upgraded to a Boss Nob - 10 pts
- The Boss Nob may take items from the Melee Weapons list.
- The Boss Nob may take a bosspole - 5 pts
Warbuggies
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Warbuggy | 25 pts | 2 | 10 | 10 | 10 | 2 | Vehicle (Fast, Open-topped) | 1 Warbuggy |
Wargear:
- Big shoota
Special Rules:
- Ramshackle
- Jink
- Outflank
Options:
- May include up to four additional Warbuggies - 25 pts/model
- Any Warbuggy may take the Trakked special rule - 5 pts/model
- Any Warbuggy with the Trakked special rule may replace its twin-linked big shoota with one of the following:
- - Grot bomm - 5 pts
- - Skorcha - 0 pts
- Any Warbuggy may replace its twin-linked big shoota with a twin-linked rokkit launcha - 0 pts
- Any model may take any of the following:
- - Red paint job - 2 pts/model
- - Extra armour - 1 pt/model
- - Grot riggers - 1 pt/model
Warkopta Skwadron
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Warkopta | 70 pts | 2 | 10 | 10 | 10 | 2 | Vehicle (Flyer, Hover, Open-topped) | 1 Warkopta |
Wargear:
- Twin-linked big shootas
- Twin-linked deffgun
Special Rules:
- Ramshackle
Options:
- May include up to two additional Warkoptas - 70 pts/model
- Any Warkopta may replace its twin-linked big shoota with one of the following:
- - Skorcha - 0 pts
- - Rokkit launcha - 5 pts
- - Kustom mega-blasta - 5 pts
- Any Warkopta may replace its twin-linked deffgun with a twin-linked rattler kannon - 10 pts
- Any Warkopta may take any of the following:
- - red paint job - 5 pts
- - Stikkbomb chukkas - 5 pts
- - 0-2 bomms - 5 pts each
Heavy Support
Battlewagon
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Battlewagon | 110 pts | 2 | 14 | 12 | 10 | 4 | Super-heavy Vehicle (Tank, Open-topped, Transport) | 1 Battlewagon |
Special Rules:
- Ramshackle
Transport:
- Transport Capacity: Twenty models. If the Battlewagon mounts a killkannon it may only carry twelve models. If the Battlewagon mounts a lifta-droppa it may only carry six models.
- Fire Points: If a Battlewagon has the ’ard case upgrade it has five Fire Points, two on either side of the hull and one at the rear.
- Access Points: If a Battlewagon has the ’ard case upgrade it has three Access Points, one on either side of the hull and one at the rear.
Options:
- May do one of the following:
- - Replace 8 Transport Capacity with a killkannon - 30 pts
- - Replace 14 Transport Capacity with a lifta-droppa - 80 pts
- May take one of the following:
- - Kannon - 10 pts
- - Lobba - 10 pts
- - Zzap gun - 10 pts
- May take up to four of the following weapons in any combination:
- - Big shoota - 4 pts each
- - Rokkit launcha - 4 pts each
- May take any of the following:
- - Deff rolla - 10 pts
- - ’Ard case - 10 pts
- - Grabbin’ klaw - 5 pts
- May take items from the Ork Vehicle Equipment list.
Big Squiggoth
Name | Cost | WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Big Squiggoth | 60 pts | 2 | 2 | 7 | 6 | 4 | 1 | 3 | 7 | 4+ | Gargantuan Monstrous Creature | 1 Big Squiggoth |
Wargear:
- Two supa-lobbas
- Two twin-linked big shootas
Special Rules:
- Slow and Purposeful
- Rage
- Howdah: A model with this special rule counts as an Open-topped vehicle for the purpose of being a transport.
- Emplaced Big Shootas: Any big shoota, that is not twin-linked, this model is armed with can only be fired as if they were emplaced weapons and only models embarked upon this model may fire them.
Transport:
- Transport Capacity: Twenty models.
Options:
- May take up to four big shoota emplacements - 10 pts each
- May replace any supa-lobba with one of the following:
- - Killkannon - 0 pts each
- - Big-zzappa - 15 pts each
Big Trakk
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Big Trakk | 50 pts | 2 | 12 | 11 | 10 | 3 | Vehicle (Tank, Open-topped, Transport) | 1 Big Trakk |
Wargear:
- Two big shootas
Special Rules:
- Ramshackle
- Trakked
Transport:
- Access Points: If a Big Trakk has the ’ard case upgrade it has one Access Point at the rear.
- Transport Capacity: Twelve models. If the Big Trakk mounts a Big Gun it may only carry six models. If the Big Trakk mounts a Supa-kannon it may not carry any models.
- Fire Points: If a Big Trakk has the ’ard case upgrade it has four Fire Points, two on either side of the hull.
Options:
- May replace any of its big shootas for one of the following:
- - Rokkit launcha - 0 pts each
- - Skorcha - 0 pts each
- May take one of the following Big Gunz:
- - Kannon - 10 pts and six Transport Capacity
- - Lobba - 10 pts and six Transport Capacity
- - Zzap gun - 15 pts and six Transport Capacity
- - Supa-skorcha - 10 pts and six Transport Capacity
- - Big lobba - 20 pts and six Transport Capacity
- - Killkannon - 45 pts and six Transport Capacity
- - Flakka gun - 40 pts and six Transport Capacity
- - Big-zzappa - 10 pts and six Transport Capacity
- - Supa-kannon - 10 pts and twelve Transport Capacity
- May take up to two of the following:
- - Big shoota - 4 pts each
- - Rokkit launcha - 4 pts each
- - Skorcha - 4 pts each
- May take a ’ard case - 10 pts
- May take one of the following:
- - Deff rolla - 10 pts
- - Grabbin’ klaw - 5 pts
- - Reinforced ram - 2 pts
- May take items from the Ork Vehicle Equipment list.
Looted Wagon
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Looted Rhino | 35 pts | 2 | 11 | 11 | 10 | 3 | Vehicle (Open-topped, Transport) | 1 Looted Rhino |
Special Rules:
- Don´t Press Dat!: Roll a D6 for each model with this special rule at the start of each of your movement phases. If you roll a 1 for any vehicle, that vehicle must move 12" directly forwards stopping once it reaches base contact with a piece of terrain or a friendly model or Ramming or Tank Shocking any enemy it would move within 1" of.
Transport:
- Transport Capacity: Ten models. If the Looted Rhino mounts a boomgun it may not carry any models.
- Fire Points: If a Looted Rhino has the ’ard case upgrade it has two Fire Points in its top hatch.
- Access Points: If a Looted Rhino has the ’ard case upgrade it has three Access Points, one on either side of the hull and one at the rear.
Options:
- May take one of the following:
- - Boomgun - 70 pts and 10 Transport Capacity
- - Skorcha - 10 pts
- May take up to two of the following:
- - Big shoota - 4 pts each
- - Rokkit launcha - 4 pts each
Options:
- May take any of the following:
- - Deff rolla - 10 pts
- - ’Ard case - 10 pts
- - Grabbin’ klaw - 5 pts
- May take items from the Ork Vehicle Equipment list.
Mega-dread
WS | BS | S | FA | SA | RA | I | A | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Mega-dread | 115 pts | 4 | 2 | 8 | 13 | 13 | 11 | 2 | 3 | 3 | Vehicle (Walker) | 1 Mega-dread |
Wargear:
- Killkannon
- Two rippa klaws
- Two big shootas
- Extra armour
Special Rules:
- Ramshackle
- Move Through Cover
- Scout
- Mob Rule
Options:
- May take any of the following:
- - Big shoota - 4 pts
- - Grot riggers - 5 pts
- - Mega charga - 10 pts
- May replace one rippa klaw with one of the following:
- - Supa-skorcha - 10 pts
- - Killkannon - 20 pts
- May replace both rippa klaws with a twin-linked killkannon - 25 pts
- May replace up to two big shootas with one of the following:
- - Skorcha - 0 pts each'
- - Rokkit launcha - 0 pts each
- - Kustom mega-blasta - 6 pts each
Mek Gunz
Name | Cost | WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Mek Gun | 25 pts | - | - | - | 7 | 2 | - | - | - | 3+ | Artillery | 1 Mek Gun, 2 Gretchin |
Gretchin | 2 | 3 | 2 | 2 | 1 | 2 | 1 | 5 | - | Artillery |
Wargear:
Mek Gun
- Kannon
Options:
- May include up to four additional Mek Gunz (each including two additional Gretchin) - 25 pts each
- May include up to two additional Gretchin for each Mek Gun - 6 pts/model
- Each Mek Gun may take an ammo runt - 3 pts/model
- Any Mek Gun can replace its kannon with one of the following:
- - Lobba - 0 pts/model
- - Zzap gun - 5 pts/model
- - Bubblechukkas - 10 pts/model
- - Kustom mega-kannnon - 10 pts/model
- - Smasha gun - 10 pts/model
- - Traktor kannon - 10 pts/model
Deff Dread
WS | BS | S | FA | SA | RA | I | A | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Deff Dread | 80 pts | 4 | 2 | 5 | 12 | 12 | 10 | 2 | 3 | 3 | Vehicle (Walker) | 1 Deff Dread |
Wargear:
- Two big shootas
- Two power klaws
Special Rules:
- Ramshackle
- Move Through Cover
- Scout
- Mob Rule
Options:
- May replace any of its big shootas with one of the following:
- - Rokkit launcha - 2 pts each
- - Kustom mega-blasta - 4 pts each
- - Skorcha - 5 pts each
- - Power klaw - 5 pts each
- May take any of the following:
- - Grot Riggers - 5 pts
- - Extra Armour - 5 pts
Killa Kan Mob
WS | BS | S | FA | SA | RA | I | A | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Killa Kan | 45 pts | 2 | 3 | 7 | 11 | 11 | 10 | 2 | 2 | 2 | Vehicle (Walker) | 1 Killa Kan |
Wargear:
- Big shootas
Special Rules:
- Ramshackle
- Move Through Cover
- Scout
- Smash
- Cowardly Grots!: If a unit of Killa Kan Mob suffers 25% or more casualties during any one phase, the unit must roll a D6 at the end of that phase. Add +1 to the dice roll if there are three or more Killa Kans in the unit, and a further +1 if there are one or more friendly Walkers without this special rule within 6" of the unit. On a result of 3+ the test is passed and nothing happens. On a result of 1-2 the test is failed and every model in the unit immediately suffers a Crew Shaken result. Note that no models lose a Hull Point as a result of a failed Cowardly Grots! test.
Options:
- May include up to five additional Killa Kans - 45 pts/model
- Any Killa Kan may replace its big shoota with one of the following:
- - Rokkit Launcha - 3 pts/model
- - Grotzooka - 5 pts/model
- - Kustom mega-blasta - 5 pts/model
- - Skorcha - 5 pts/model
- Any Killa Kan can take any of the following:
- - Grot Riggers - 2 pts/model
- - Extra Armour - 1 pts/model
Loota Mob
Name | Cost | WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Loota | 70 pts | 3 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ | Infantry | 5 Lootas |
Mek | 3 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ | Infantry (Character) |
Wargear:
Burna Boy
- Deffgun
- Stikkbombs
Mek
- Mek’s tools
- Slugga
- Choppa
- Stikkbombs
Special Rules:
- Fleet
- Furious Charge
- Mob Rule
Options:
- May include up to ten additional Lootas - 14 pts/model
- Up to three (six if the mob has the Bad Moons special rule) models may be upgraded to Meks - 0 pts/model
- The entire mob may take one of the following special rules:
- - Goff - 0,5 pts/model
- - Evil Sunz - 0,5 pts/model
- - Bad Moons - 1 pt/model
- - Blood Axes - 0,5 pts/model
- - Deathskulls - 0,5 pts/model
- Any Mek may replace choppa with a killsaw - 20 pts/model
- Any Mek may take a grot oiler - 3 pts each
- Any Mek may take items frm the Mek Weapons list.
- The unit may select a Trukk or Battlewagon as a Dedicated Transport.
Flash Gitz
Name | Cost | WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Flash Git | 90 pts | 4 | 2 | 4 | 4 | 2 | 3 | 2 | 7 | 6+ | Infantry | 2 Nobz, 1 Boss Nob |
Boss Nob | 4 | 2 | 4 | 4 | 2 | 3 | 3 | 7 | 6+ | Infantry (Character) |
Wargear:
- Bosspole
- Gitfinda
- Snazzgun
- Stikkbombs
Special Rules:
- Fleet
- Furious Charge
- Mob Rule
Options:
- May include up to seven additional Nobz - 18 pts/model
- Any model may take an ammo runt 3 pts/model
- The unit may select a Trukk or Battlewagon as a Dedicated Transport.
Lords of War
Blasta-bommer
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Blasta-bommer | 250 pts | 2 | 10 | 10 | 10 | 9 | Super-heavy Vehicle (Flyer) | 1 Blasta-bommer |
Wargear:
- Eight big shootas
- Two twin-linked big shootas
Special Rules:
- Ramshackle
- Supersonic
- Waaagh! Plane
Options:
- May take a red paint job - 1 pt
- May replace one twin-linked big shoota with a deff arsenal - 100 pts
- May replace 20 Transport Capacity with 6 bomms - 20 pts
- May take one of the following:
- - 6 Bomms - 30 pts
- - 4 Bomms and 2 grot bomms - 70 pts
- - 6 Supa-rokkits - 60 pts
Gargantuan Squiggoth
Name | Cost | WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Gargantuan Squiggoth | 600 pts | 2 | 2 | 10 | 8 | 8 | 1 | 5 | 7 | 3+ | Monstrous Creature | 1 Gargantuan Squiggoth |
Special Rules:
- Slow and Purposeful
- Howdah: A model with this special rule counts as an Open-topped vehicle for the purpose of being a transport.
Transport:
- Transport Capacity: Ten models.
Options:
- The Big Squiggoth may be armed with one of the following weapons:
- - Kannon - 8 pts
- - Lobba - 8 pts
- - Zzap gun - 10 pts
Warboss
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.
Kill Krusha
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Kill Krusha | 275 pts | 2 | 14 | 13 | 10 | 7 | Super-heavy Vehicle (Tank, Transport) | 1 Kill Krusha |
Wargear:
- Krusha kannon
- Twin-linked big shoota
- Grot riggers
- Reinforced ram
Special Rules:
- Ramshackle
- Hop on Ladz: This vehicle counts as being open-topped for the purpose of being a transport and the No Escape rule.
Transport:
- Transport Capacity: Twelve models.
Options:
- May replace its krusha kannon with one of the following:
- - Giga shoota and twin-linked big shoota - 55 pts
- - Belly gun and twin-linked big shoota - 75 pts
- - Bursta kannon and twin-linked big shoota - 125 pts
- May take up to two of the following:
- - Big shoota - 4 pts
- - Skorcha - 10 pts
- - Rokkit launcha - 4 pts
- - Twin-linked big shoota - 7 pts
- - Twin-linked rokkit launcha - 8 pts
- May take a deff rolla - 5 pts
- May take up to two grot bomms - 20 pts each
- May take items from the Ork Vehicle Equipment list.
Kustom Battle Fortress
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Battle Fortress | 355 pts | 2 | 14 | 13 | 11 | 9 | Super-heavy Vehicle (Tank, Open-topped, Transport) | 1 Battle Fortress |
Wargear:
- Two kannons
Special Rules:
- Ramshackle
Transport:
- Transport Capacity: Thirty models. If it is armed with one supa-kannon or supa-lobba its Transport Capacity is reduced to twenty models. If it is armed with one supa-kannon and one supa-lobba, two supa-kannons or two supa-lobbas its Transport Capacity is reduced to ten models.
- Fire Points: If a Battle Fortress has the ’ard case upgrade it has six Fire Points, two on either side of the hull and two from the rear.
- Access Points: If a Battle Fortress has the ’ard case upgrade it has three Access Points, one on either side of the hull and one top hatch.
Options:
- May take any of the following:
- - ’Ard case - 10 pts
- - Boarding plank - 5 pts
- - Deff rolla - 10 pts
- - Grabbin’ klaw - 5 pts
- May take one of the following:
- - Up to three grot bomms - 20 pts each
- - Up to three supa-rokkits - 15 pts each
- May replace any kannon with one of the following:
- - Zzap gun - 0 pts each
- - Lobba - 0 pts each
- - Killkannon - 35 pts each
- - Big lobba - 25 pts each
- - Big Zzappa - 30 pts each
- - Flakk gun - 15 pts each
- - Supa-kannon - 65 pts and 10 Transport Capacity each
- - Supa-lobba - 45 pts and 10 Transport Capacity each
- May take up to four of the following.
- - Big shoota - 4 pts
- - Skorcha - 10 pts
- - Rokkit launcha - 4 pts
- - Twin-linked big shoota - 7 pts
- - Twin-linked rokkit launcha - 8 pts
Gorkanaut
WS | BS | S | FA | SA | RA | I | A | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Gorkanaut | 295 pts | 4 | 2 | 8 | 13 | 13 | 12 | 2 | 4 | 5 | Vehicle (Super-heavy Walker, Transport) | 1 Gorkanaut |
Wargear:
- Deffstorm mega-shoota
- Two twin-linked big shootas
- Two rokkit launchas
- Skorcha
- Klaw of Gork (or possibly Mork)
Special Rules:
- Assault Vehicle
- Ramshackle
- Move Through Cover
- Rampage
- Knight Stomp: Replace the 6 result on the stomp table with the 2-5 result, except carried out at S D AP 2.
Transport:
- Transport Capacity: Six models.
- Fire points: None.
- Access Points One Access Point at the front.
Options:
- May take grot riggers - 10 pts
Morkanaut
WS | BS | S | FA | SA | RA | I | A | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Morkanaut | 280 pts | 4 | 2 | 8 | 13 | 13 | 12 | 2 | 4 | 5 | Vehicle (Super-heavy Walker, Transport) | 1 Morkanaut |
Wargear:
- Two twin-linked big shootas
- Kustom mega-blasta
- Kustom mega-kannon
- Two rokkit launchas
- Klaw of Gork (or possibly Mork)
Special Rules:
- Assault Vehicle
- Ramshackle
- Move Through Cover
- Knight Stomp: Replace the 6 result on the stomp table with the 2-5 result, except carried out at S D AP 2.
Transport:
- Transport Capacity: Six models.
- Fire points: None.
- Access Points One Access Point at the front.
Options:
- May take grot riggers - 10 pts
Stompa
WS | BS | S | FA | SA | RA | I | A | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Stompa | 770 pts | 4 | 2 | 10 | 13 | 13 | 12 | 1 | 4 | 12 | Vehicle (Super-heavy Walker, Transport) | 1 Stompa |
Wargear:
- Deff kannon
- Mega-choppa
- Skorcha
- Supa-rattler
- Three big shootas
- Three supa-rokkits
- Twin-linked big shootas
Special Rules:
- Ramshackle
- Move Through Cover
- Effigy: All friendly units with the Orks Faction that are within 6" of a model with this special rule have the Fearless special rule.
Transport:
- Transport Capacity: Twenty models.
- Fire points: Three in its belly, one in its head.
- Access Points One Access Point at the rear.
Options:
- May take grot riggers - 10 pts
Big Mek´s Stompa
WS | BS | S | FA | SA | RA | I | A | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Big Mek´s Stompa | 770 pts | 4 | 2 | 10 | 13 | 13 | 12 | 1 | 4 | 12 | Vehicle (Super-heavy Walker, Transport) | 1 Big Mek´s Stompa |
Wargear:
- Deff kannon
- Lifta-droppa
- Gigashoota
- Gaze of Mork
- Three big shootas
- Three supa-rokkits
- Twin-linked big shootas
- Kustom force field
Special Rules:
- Ramshackle
- Move Through Cover
- Effigy: All friendly units with the Orks Faction that are within 6" of a model with this special rule have the Fearless special rule.
Transport:
- Transport Capacity: Twenty models.
- Fire points: Three in its belly, one in its head.
- Access Points One Access Point at the rear.
Options:
- May take grot riggers - 10 pts
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
Klaw Weapons
Range S AP Type Power klaw - x2 2 Melee, Unwieldy, Specialist Weapon Rippa klaw - x2 1 Melee, Unwieldy, Specialist Weapon Klaw of Gork (or possibly Mork) - 10 1 Melee, Concussive
Ranged Weapons
Deff Arsenal
Range S AP Type 120" 9 3 Heavy 3D6
Killkannon
Range S AP Type 24" 7 3 Ordnance 1, Large Blast
Kill Krusha Weapons
Range S AP Type Belly Gun 72" 7 3 Ordnance 1, Variable Blast 3D6" Bursta kannon 36" D 2 Heavy 1, Massive Blast Gigashoota 48" 6 4 Heavy 6D6 Krusha kannon (Boom shell) 60" 8 3 Ordnance 1, Large Blast, Loader Gubbins (Tankhamma shell) 60" 10 2 Heavy 1, Armourbane, Loader Gubbins (Scrap shell) Hellstorm 2 - Heavy 1, Shred, Rend, Loader Gubbins (Burna shell) 48" 4 5 Heavy 1, Massive Blast, Ignores Cover, Loader Gubbins
- Loader Gubbins: Roll a D6 each time a weapon with this special rule is fired. If you roll a a 1, then roll again on the following table.
D6 Result 1-2 Dud: No shot is fired this turn. 3-5 Dis one?: The shot is fired using the boom shell profile. 6 Not that way!: No shot is fired this turn and the firing vehicle suffers a Glancing hit with no saves of any kind allowed.
Bomm Weapons
Name Range S AP Type Aporkalypse bomm - 6 4 Bomb 8, Apocalyptic Barrage, One Shot Bomm - 6 4 Bomb 1, Blast Doomskorcha bomm - 5 4 Bomb 1, Hellstorm Inferno, Flamer Weapon, One Use Only, Ignores Cover Grot bomm 24"-72" 8 3 Ordnance 1, Large BLast, Twin-linked, One Use Only
- Hellstorm Inferno: When making a bombing run with a weapon with this special rule place the hellstorm template anywhere within the length of the of the bombing run with the teardrop pointing forwards. Then move the template forwards 2D6" and resolve the attack.
- Flamer Weapon: Note that this weapon is a Flamer Weapon as described in Warhammer 40,000: The Rules.
Boom Kannister
Range S AP Type 10" 4 5 Assault 1, Large Blast, Pinning, Defensive Weapon
- Defensive Weapon: Weapons with this special rule must always be fired in a straight line directly away from the hull and must always target the ground exactly 10" from the weapon. Note that this weapon may be fired even if no enemy units are beneath the template but may not be fired if one or more friendly models are beneath the template.
Flamer Weapons
Name Range S AP Type Burna Template 4 5 Assault 1 - User 3 Melee, Two-handed Skorcha bomm - 5 4 Bomb 1, Large Blast, Ignores Cover, One Use Only Skorcha missile 24" 5 4 Heavy 1, Blast, Ignores Cover, One Use Only Doomskorcha bomm - 5 4 Bomb 1, Hellstorm Inferno, One Use Only, Ignores Cover Skorcha Template 5 4 Assault 1
- Hellstorm Inferno: When making a bombing run with a weapon with this special rule place the hellstorm template anywhere along the line the of the bombing run with the teardrop pointing forwards. Then move the template forwards 2D6" and resolve the attack.
Flakka Gun
Range S AP Type 24" 7 4 Assault 4, Skyfire, Interceptor, Go! Go!
- Go! Go!: This weapon may be fired even if the vehicle firing it moved Flat Out.
Lifta-droppa
To use a lifta-droppa nominate an enemy vehiccle within 48" and roll a D6 and consult the table below.
D6 Effect 1 Mishap Roll a further D6 on the table below this one. 2-3 Nothing happens Nothing happens. 4+ Caught... Roll a scatter dice and move the target 2D6" in the direction shown by the arrow. The vehicle immediately stops when it reaches base contact with a friendly model or a piece of terrain or if it moves within 1" of an enemy model. If the vehicle moves into base contact with another vehicle the target counts as having Rammed the other vehicle in addition the target suffers D6 Strength * AP - hits with the Grav special rule. If the target moves into base contact with a non-vehicle model the target D6 Strength * AP - hits with the Grav special rule and the unit it moved into suffers 2D6 AP 4 Wounds. If a Hit! is rolled the vehicle remains still and if it remains still or moves into base contact with a piece of terrin it suffers 2D6 Strength * AP - hits with the Grav special rule.
D6 Effect 1 Rattle-rattle The vehicle armed with the lifta-droppa suffers D6 Strength * AP - hits with the Grav special rule. 2-5 Aaagh, it´s glowin’! The vehicle armed with the lifta-droppa suffers D6 Strength * AP - hits with the Grav special rule and all units (friend and foe) within 6" of the vehicle armed with the lifta-droppa suffer D6 Strength 3 AP 4 hits. 6 W-we´re flying! The vehicle armed with the lifta-droppa suffers 2D6 Strength * AP - hits with the Grav special rule.
Mek Gun Weapons
Name Range S AP Type Supa-lobba 48" 7 4 Ordnance 1, Massive Blast Supa-kannon 60" 9 3 Ordnance 1, Large Blast
Rattler Weapons
Name Range S AP Type Rattler kannon 24" 4 6 Heavy 2D6, Jam! Supa-rattler 24" 8 3 Heavy 6D6, Whirrrr Click-click
- Jam!: When you roll 10 or more for the number of shots fired by a weapon with this special rule it may not be fired again until the end of your next Shooting phase.
- Whirrrr Click-click: When you roll 30 or more for the number of shots fired by a weapon with this special rule it may not be fired again until the end of your next Shooting phase.
Rokkit Weapons
Name Range S AP Type Rokkit 24" 8 3 Heavy 1, One Use Only Rokkit launcha 24" 8 3 Heavy 1
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.
Firebombs
Wounds caused by firebombs to the unit that is carrying them never cause Morale checks.
Shooting
Firebombs may be fired as a shooting attack using one of the following profiles, only one model per phase in each unit may make use of one of these ranged profiles:
Range S AP Type 8" 3 - Assault 1, Blast, Whoops 8" 1 - Assault 1, Blast, Blind, Whoops
- Whoops: When one or more models use a weapon with this special rule, randomly allocate D3 wounds to models in the unit armed with firebombs.
Assault
Models equipped with firebombs don’t suffer the penalty to their Initiative for charging enemies through difficult terrain, but fight at their normal Initiative in the ensuing combat. In addition when models armed with firebombs charge randomly allocate D3 wounds to models in the unit armed with firebombs.
Models charging a unit that includes any models with firebombs do not gain bonus Attacks from charging. However, if the charged unit was already locked in combat from a previous turn, or has Gone to Ground, these grenades have no effect and the attackers gain bonus Attacks as normal. Whenever firebombs stop any models from gaining bonus Attacks from charging, randomly allocate D3 wounds to models in the unit armed with firebombs.
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 for each Waaagh! Banner in the unit.
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
’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 only Dangerous Terrain tests on the D6 roll of a 1.
Extra Armour
Rules for this upgrade can be found in Warhammer 40,000: The Rules.
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.
Grabbin’ Klaw
At the beginning of the enemy Movement phase, nominate a single enemy Vehicle that is within 2" of the vehicle’s grabbin’ klaw. On the roll of a 4+, that vehicle may not move this turn. Super-heavy Vehicles, Flyers and Skimmers cannot be affected by a grabbin’ klaw.
Grot Riggers
A vehicle with grot riggers has the It Will Not Die special rule.
Mega-charga
One Use Only. A model armed with a mega-charga may activate it at the beginning of any of your turns if it does roll a D6 and consult the table below.
D6 Effect 1 Disfunctional Nothing happens. 2-5 It Works! The model armed with the mega-charga gains the Fleet special rule until the end of the turn. 6 A little too good... The model armed with the mega-charga may move an addition 6" in the movement phase but suffers an Immobilized result on the Vehicle Damage table at the end of this turn.
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.
Rokkit-bomm Racks
A vehicle armed with rokkit-bomm racks must roll 2D3 at the start of each shooting phase and consult the table below twice.
D6 Effect 1-2 Dud Nothing happens. 3-4 Lobbas away! The model armed with the rokkit-bomm pack counts as being armed with a lobba until the end of the Shooting phase. 5-6 Rokkit rain! The model armed with the rokkit-bomm pack counts as being armed with a rokkit launcha until the end of the Shooting phase.
Stikkbomb Chukka
A vehicle armed with a stikkbomb chukkas is armed with stikkbombs. Any unit disembarking from a vehicle with a stikkbomb chukkas 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 its 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 its 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.