Codex - Orks Angry Greenskin Edition

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Introduction

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

Disclaimer

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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
  • Battlefield Deity: A model with this special rule may not be deployed within 36" of your opponents deployment zone or within 24" of either of the sides of the table.
  • 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 400 pts 4 2 10 13 13 12 1 4 12 Vehicle (Super-heavy Walker, Transport) 1 Stompa


Wargear:

  • Two mega-choppas

Special Rules:

  • Ramshackle
  • Move Through Cover
  • Battlefield Deity: A model with this special rule may not be deployed within 36" of your opponents deployment zone or within 24" of either of the sides of the table.
  • 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. If the Stompa mounts a Belly Weapon it may only carry ten models. If the Stompa mounts a belly gun it may not carry any 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
  • May replace any mega-choppa with one of the following:
- Deff kannon - 75 pts
- Deff kannon and supa-rattler - 125 pts
- Deff kannon and giga-shoota - 125 pts
- Giga shoota - 50 pts
- Bursta gun - 50 pts
- Skullhamma kannon - 75 pts
  • May replace one mega-choppa with a krusha ball - 25 pts
  • May replace one mega-choppa with a lifta droppa - 0 pts
  • May take one of the following:
- Big shoota - 4 pts
- Skorcha - 5 pts
- Twin-linked big shoota - 7 pts
- Rokkit launcha - 4 pts
- Kustom mega-blasta - 10 pts
- Lobba - 10 pts
- Kannon - 10 pts
- Zzap gun - 15 pts
  • May take one of the following:
- Big shoota - 4 pts
- Skorcha - 5 pts
- Twin-linked big shoota - 7 pts
- Rokkit launcha - 4 pts
- Kustom mega-blasta - 10 pts
- Lobba - 10 pts
- Kannon - 10 pts
- Zzap gun - 15 pts
- Supa-skorcha - 20 pts
- Deffgun - 25 pts
  • May take up to five big shootas - 4 pts each
  • May take one of the following Belly Weapons:
- Kannon - 10 pts and 10 Transport Capacity
- Supa-lobba - 20 pts and 10 Transport Capacity
- Flamebelcha - 30 pts and 10 Transport Capacity
- Big-zzappa - 30 pts and 10 Transport Capacity
- Killkannon - 60 pts and 10 Transport Capacity
- Gigashoota - 75 pts and 10 Transport Capacity
- Belly gun - 20 pts and 20 Transport Capacity
  • May take a deff arsenal - 120 pts
or one of the following:
- 0-2 Grot bomms - 20 pts each
- 0-3 Supa-rokkits - 20 pts each
  • May take any of the following:
- Red paint job - 15 pts
- Grot riggers - 10 pts
- Kustom force field - 50 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

Klan Special Rules

Models with one of the following special rules may not join a unit including one or more models with one of the following special rules unless it is the same special rule.

Goffs

Models with this special rule add +1 to their Weapon Skill characteristic.

Evil Sunz

Models with this special rule have the Stubborn special rule while within 6" of a friendly vehicle.

Bad Moons

Models with this special rule have access to additional options, where this is the case it will be clearly listed in the unit´s entry.

Snakebites

Models with this special rule may not take armour saves or fire ranged weapons. In addition they gain the Rage special rule.

Blood Axes

Models with this special rule have the Stealth and Move Through Cover special rules.

Deathskulls

Models with this special rule 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.

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

Choppa Weapons

Range S AP Type
Mega-choppa - D 2 Melee, Killin’ Kombo

Killin’ Kombo: A model armed with two weapons with this special rule adds +3 to its Attack characteristic.

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.