0% found this document useful (0 votes)
37 views68 pages

Liber Ullanor

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
37 views68 pages

Liber Ullanor

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 68

XENOS FORCES OF THE AGE OF DARKNESS

Orks
AN UNOFFICIAL WORK PRODUCED BY ALWAYS STRIKES FIRST
www.alwaysstrikesfirst.com
xenos-orks.tumblr.com

Last updated July 2024

This document is a fan project to consolidate Warhammer 40,000 rules for Orks from legacy books and supplements, and
update those rules to fit in to the Age of Darkness ruleset for battles during the Great Crusade and Horus Heresy. It also
takes some concepts from newer publications and translates them to the Age of Darkness ruleset. It is completely
unofficial and in no way endorsed by Games Workshop.
Much of the content has been taken from or inspired by the following publications, most of which are now out of print:

• Waaargh: Orks (1990) • Imperial Armour 8: Raid on Kastorel-Novem (2010)


• ‘Ere We Go (1991) • Imperial Armour: Apocalypse (2013)
• Freebooterz (1991) • Codex: Orks (Warhammer 40,000 7th Edition) (2014)
• Codex: Orks (Warhammer 40,000 2nd Edition) (1994) • White Dwarf #21 (2014)
• Codex: Orks (Warhammer 40,000 3rd Edition) (1999) • Death from the Skies (2016)
• Codex: Armageddon (2000) • Codex: Orks (Warhammer 40,000 8th Edition) (2018)
• White Dwarf 290 (UK) (2004) • Aeronautica Imperialis (2019)
• Chapter Approved (2004) • Codex: Orks (Warhammer 40,000 9th Edition) (2021)
• Codex: Orks (Warhammer 40,000 4th Edition) (2008)

GW, Games Workshop, Forge World, The Horus Heresy, The Horus Heresy Eye logo, Imperial Armour, Space Marine,
40,000, 40K, Warhammer, Warhammer 40,000, the 'Aquila' Double-headed Eagle logo, Warhammer Age of Sigmar,
Battletome, Stormcast Eternals, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations,
weapons, characters, and the distinctive likenesses thereof, are either ® or ™, and/or © Games Workshop Limited,
variably registered around the world. All Rights Reserved.
CONTENTS

The Orks Army List 3


HQ 4
Elites 10
Troops & Dedicated Transports 19
Fast Attack 26
Heavy Support 36
Lords of War 47
Appendix 52
New Unit Types 53
Great Clans of the Orks 55
Mekaniak Kults 56
Orks Special Rules 57
Armoury of the Orks 62
Ranged Weapons 62
Close Combat Weapons 64
Orks Wargear 66
THE ORKS ARMY LIST
Accounts differ on exactly when specific Ork cultures and technologies appeared on the battlefields of the galaxy. Where some
records claim to have been the first to encounter certain styles of Orkish warfare, in truth the Orks have been roaming the
galaxy for millennia before human contact and countless records of their conflicts have been lost. On top of that, Ork power
dynamics, technologies and weaponry constantly cycle in and out of use as different Warbosses rise and fall in power. Yet
overall the Ork way of war has not notably changed since the first days of contact with humanity.

THE ORKS LIST AND THE ALLIES IN THE


ORKS ADVANCED REACTION
AGE OF DARKNESS CHART This Advanced Reaction is available only to units as
Orks count as neither Loyalist nor Traitor forces. In a part of an Orks Detachment. Unlike Core Reactions,
campaign setting, any victories the Orks win serve only to it is activated in unique and specific circumstances,
deny that victory to whichever force they were fighting. as noted in its description, and can often have game
changing effects. Advanced Reactions use up points
Orks may be part of an alliance with other factions, but of a Reactive player’s Reaction Allotment as normal
always count as By The Emperor’s (or The Warmaster’s) and obey all other restrictions placed upon
Command when doing so, unless a specific rule allows an Reactions, unless it is specifically noted otherwise in
exception. However, an Orks Detachment may never be their description.
part of an army that includes a Primarch.
Waaagh! – This Advanced Reaction may be made
once per battle during the opposing player’s
ORKS WARLORD TRAITS Shooting phase when any enemy unit declares a
When selecting a Warlord Trait for a Warlord from the Shooting Attack targeting a friendly unit under the
Orks Army List, one from the following list may be Reactive player’s control. The Reacting unit must be
selected: from the Orks Detachment and must contain one or
more models with the Warboss Unit Sub-type. The
Prophet of the Waaagh! Reacting unit gains the Crusader, Fear (1) and
Fearless special rules for the remainder of the phase.
A Warlord with this Trait and any unit they have joined
Once the Shooting Attack has been completely
gain the Crusader and Stubborn special rules. The
resolved, the Reacting unit may make a Charge
Warlord also gains the Fear (1) special rule. If the
targeting the enemy unit that made the Shooting
Warlord already has the Fear (X) special rule or gains it
Attack. The Charge must follow all the normal rules
by any other means, the value in brackets is increased by
for Charging, except that the enemy unit may be
+1 instead. In addition, an army whose Warlord has this
further away than the Reacting unit’s Maximum
Trait may make an additional Reaction during their
Charge Distance. The enemy unit may not make a
opponent’s Movement phase as long as the Warlord has
Reaction to this Charge, and if the Charge fails the
not been removed as a casualty.
Reacting unit may make a Surge Move as normal.
Brutal but Kunnin’ In addition, after the Charge Move (or Surge Move)
A Warlord with this Trait and any unit they have joined is made, friendly units within 12" of models with the
gain the Hatred special rule, and any Melee weapons Warboss Unit Sub-type in the Reacting unit may also
wielded by a Warlord with this Trait gain the Brutal (2) move. Units must be made up entirely of models
special rule. If the Warlord’s Melee weapons already have with the ‘Ere We Go! special rule and eligible to
the Brutal (X) special rule (or otherwise gain it), the make a Reaction to perform this move. Each unit’s
number in brackets is increased by +1 instead. In move distance may be a number of inches up to its
addition, an army whose Warlord has this Trait may make unmodified Initiative Characteristic, moving each
an additional Reaction during their opponent’s Assault model in the unit directly towards the enemy unit
phase as long as the Warlord has not been removed as a that made the Shooting Attack by the shortest
casualty. available path. In a unit with mixed Initiative
Characteristics, use the highest unmodified
Kunnin’ but Brutal Characteristic. Any unit that makes a move as part of
this Reaction counts as having made a Reaction in
A Warlord with this Trait gains the It Will Not Die (5+)
this Phase.
special rule, and the ranged weapons of the Warlord and
any unit they have joined gain the More Dakka (1) special
rule. If the Warlord’s or the unit’s ranged weapons already
have the More Dakka (X) special rule (or otherwise gain
it), the number in brackets is increased by +1 for that
weapon instead. In addition, an army whose Warlord has
this Trait may make an additional Reaction during their
opponent’s Shooting phase as long as the Warlord has not
been removed as a casualty.
HQ
WARBOSS ................................................... 80 POINTS
HQ
M WS BS S T W I A Ld Sv
An Ork Warboss is the Warboss 7 6 2 5 5 3 4 4 9 4+
largest and most Arch Overlord 7 6 2 5 5 4 4 5 10 4+
powerful of all the Orks
in its tribe. A
bloodthirsty and battle- Unit Composition Unit Type
hardened warrior • 1 Warboss • Infantry (Character, Warboss)
equipped with the best
wargear the tribe can Wargear Special Rules
provide, he towers • Choppa • Battle-hardened (1)
above even its personal • Slugga • Bulky (2)
retinue. • ‘Eavy armour • ‘Ere We Go!
Though some • Deflektor • Fear (1) (Arch Overlord only)
Warbosses are cunning • Stikkbombs • Furious Charge
enough to plan a battle • Independent Character
before the bullets start • Mob Rule
flying, it is only on the • Relentless
front line that • Biggest and Best (Arch Overlord only)
Warbosses truly excel.
When the battle is
raging, these monstrous Options
and all-powerful Orks • A Warboss may take one of the following:
give full rein to their - Shoota ................................................................................................... +2 points
battlelust, charging into - Twin-linked shoota ................................................................................ +3 points
the ranks of the enemy - Kombi-weapon with rokkit launcha ....................................................... +5 points
and slaughtering - Kombi-weapon with skorcha ................................................................ +10 points
everything in their • A Warboss may exchange either its slugga and/or its choppa for one of the following:
path. The Warboss - Chainsword .................................................................................................... Free
becomes a living - Big choppa ............................................................................................. +5 points
embodiment of
- Power sword, power axe, or power maul ............................................. +10 points
Orkdom, and
commands respect and
- Power klaw .......................................................................................... +25 points
fear from friend and foe • A Warboss may take any of the following:
alike. - Up to 3 ammo runts ....................................................................... +3 points each
- Attack squig ......................................................................................... +15 points
Particularly dominant - Bosspole ................................................................................................. +5 points
and successful
- Cybork body ........................................................................................... +5 points
Warbosses go on to
become Arch-Overlords.
- Gitfinda .................................................................................................. +5 points
Army upon army will - Iron gob/big horns ................................................................................. +5 points
flock to the banner of a • A Warboss may take a Warbike .................................................................. +25 points
prominent Warlord or • A single Warboss in the army may be upgraded to an Arch Overlord ........ +35 points
Great Boss until he
commands a horde of
terrifying size. An Ork Biggest and Best
noble can rise to such An army must be at least 2,000 points in size to include a model with the Biggest
exalted heights by and Best special rule. In addition, an army may only include a maximum of one
showing no mercy in model with the Biggest and Best special rule. This counts across all Detachments of
battle as well as by an army.
violently oppressing its A model with the Biggest and Best special rule must be the Warlord. An army that
lessees. contains a model with the Biggest and Best special rule as its Warlord may use the
Waaagh! Advanced Reaction twice per battle, as long as the Warlord has not been
removed as a casualty.
MEGA WARBOSS .......................................... 115 POINTS
HQ
M WS BS S T W I A Ld Sv
Any good Ork Hunter Mega Warboss 6 6 2 5 5 4 4 4 9 2+
knows the safest way to Mega Arch Overlord 6 6 2 5 5 5 4 5 10 2+
deal with a rampaging
Warboss is to hit them
with tank-busting Unit Composition Unit Type
artillery from as far • 1 Mega Warboss • Infantry (Character, Heavy, Warboss)
away as possible. By
donning a piston-driven Wargear Special Rules
suit of incredibly • Twin-linked shoota • Battle-hardened (1)
durable mega armour, • Power klaw • Bulky (3)
this Warboss makes a • Mega armour • ‘Ere We Go!
mockery of such • Deflektor • Fear (1) (Mega Arch Overlord only)
underhanded enemy
• Stikkbombs • Furious Charge
tactics, much to the
• Independent Character
terror of its foes.
• Mob Rule
The strongest and • Relentless
meanest among its • Biggest and Best (Mega Arch Overlord
already brutal kin, the only)
Warboss supplements
its fearsome bulk and
staggering might with Options
powered armour that • A Mega Warboss may exchange its twin-linked shoota for one of the following:
makes him a force to be - Kombi-weapon with rokkit launcha ....................................................... +2 points
reckoned with on the - Kombi-weapon with skorcha .................................................................. +7 points
battlefield. • A Mega Warboss may take any of the following:
- Up to 3 ammo runts ....................................................................... +3 points each
- Attack squig ......................................................................................... +15 points
- Bosspole ................................................................................................. +5 points
- Gitfinda .................................................................................................. +5 points
- Iron gob/big horns ................................................................................. +5 points
• A single Mega Warboss in the army may be upgraded to a
Mega Arch Overlord .................................................................................. +35 points

Biggest and Best


An army must be at least 2,000 points in size to include a model with the Biggest
and Best special rule. In addition, an army may only include a maximum of one
model with the Biggest and Best special rule. This counts across all Detachments of
an army.
A model with the Biggest and Best special rule must be the Warlord. An army that
contains a model with the Biggest and Best special rule as its Warlord may use the
Waaagh! Advanced Reaction twice per battle, as long as the Warlord has not been
removed as a casualty.
BIG MEK .................................................... 45 POINTS
HQ
M WS BS S T W I A Ld Sv
Mekboyz, also known Big Mek 6 5 2 4 4 2 3 3 8 4+
as Mekaniaks or Meks,
are Orks with a natural
Unit Composition Unit Type
gift for engineering.
• 1 Big Mek • Infantry (Character)
Meks are responsible for
inventing, building and
maintaining the Wargear Special Rules
machinery and • Slugga • Battle-hardened (1)
weaponry that the Orks • Choppa • ‘Ere We Go!
use. They are obsessed • ‘Eavy armour • Furious Charge
with creating ever • Mek’s Tools • Independent Character
larger and more • Deflektor • Mekaniak Kults
devastating war • Stikkbombs • Mob Rule
machines to unleash
upon the foe.
Options
Some Meks gain so • A Big Mek may take one of the following:
much power that they - Kustom mega-blasta ............................................................................... +5 points
slowly garner a - Rokkit launcha ....................................................................................... +5 points
following of acolytes,
- Kombi-weapon with rokkit launcha ....................................................... +5 points
tread-heads and fellow
Meks. These visionary
- Kombi-weapon with skorcha ................................................................ +10 points
Mekaniaks are known - Kustom force field ................................................................................ +50 points
as Big Meks, and their - Shokk attack gun ................................................................................. +50 points
mastery of Ork • A Big Mek may exchange either its slugga and/or its choppa for one of the following:
technology is second to - Chainsword .................................................................................................... Free
none. - Big choppa ............................................................................................. +5 points
- Kustom mega-slugga .............................................................................. +5 points
- Power sword, power axe, or power maul ............................................. +10 points
- Power klaw .......................................................................................... +25 points
- Killsaw ................................................................................................. +30 points
• A Big Mek may take any of the following:
- Up to 3 ammo runts ....................................................................... +3 points each
- Up to 3 grot oilers .......................................................................... +5 points each
- Attack squig ......................................................................................... +15 points
- Bosspole ................................................................................................. +5 points
- Cybork body ........................................................................................... +5 points
- Gitfinda .................................................................................................. +5 points
- Iron gob/big horns ................................................................................. +5 points
• A Big Mek may take a Warbike .................................................................. +25 points

Mekaniak Kults
A detachment that includes one or more Big Meks or Mega Big Meks may choose a
single Mekaniak Kult to apply to the detachment, chosen from the following:
• Kult of Speed
• Great Dread Mob
• Tellyporta Assault

A Big Mek or Mega Big Mek does not need to be the Warlord to choose a Mekaniak
Kult. Details for the Mekaniak Kults are presented in the Appendix.
MEGA BIG MEK ............................................ 85 POINTS
HQ
M WS BS S T W I A Ld Sv
When Big Meks go to Mega Big Mek 5 5 2 4 4 3 3 3 8 2+
war they do it in style;
festooned in massive
Unit Composition Unit Type
mechanised
• 1 Mega Big Mek • Infantry (Character, Heavy)
contraptions of their
own design and
brimming with kustom Wargear Special Rules
dakka. • Kustom mega-blasta • Battle-hardened (1)
• Power klaw • Bulky (2)
• Mek’s Tools • ‘Ere We Go!
• Deflektor • Furious Charge
• Stikkbombs • Independent Character
• Mekaniak Kults
• Mob Rule

Options
• A Mega Big Mek may exchange its kustom mega-blasta for one of the following:
- Kombi-weapon with rokkit launcha ................................................................ Free
- Kombi-weapon with skorcha .................................................................. +5 points
- Killsaw ................................................................................................. +10 points
• A Mega Big Mek may exchange its power klaw for one of the following:
- Killsaw ................................................................................................... +5 points
• A Mega Big Mek may take any of the following:
- Up to 3 ammo runts ....................................................................... +3 points each
- Up to 3 grot oilers .......................................................................... +5 points each
- Attack squig ......................................................................................... +15 points
- Bosspole ................................................................................................. +5 points
- Gitfinda .................................................................................................. +5 points
- Iron gob/big horns ................................................................................. +5 points
• A Mega Big Mek may take one of the following:
- Tellyport blasta .................................................................................... +25 points
- Kustom force field ........................................................................ +50 points each

Mekaniak Kults
A detachment that includes one or more Big Meks or Mega Big Meks may choose a
single Mekaniak Kult to apply to the detachment, chosen from the following:
• Kult of Speed
• Great Dread Mob
• Tellyporta Assault

A Big Mek or Mega Big Mek does not need to be the Warlord to choose a Mekaniak
Kult. Details for the Mekaniak Kults are presented in the Appendix.
WEIRDBOY .................................................. 45 POINTS
HQ
M WS BS S T W I A Ld Sv
Weirdboyz are the most Weirdboy 6 5 2 4 4 2 3 3 7 6+
psychically powerful of
all Orks. They act as a
Unit Composition Unit Type
focal point for the
psychic energy • 1 Weirdboy • Infantry (Character, Light, Psyker)
subconsciously
generated by their Wargear Special Rules
greenskin comrades, • Weirdboy staff • Battle-hardened (1)
energy that binds them • Lucky tattoos • ‘Ere We Go!
together with a • Furious Charge
common purpose. • Independent Character
Weirdboyz resonate • Mob Rule
with the power of sheer • Support Squad
Orkiness, and the more
• Warphead
Orks there are nearby,
the higher the charge
held within their
bodies. Warphead
A Weirdboy has access to the Power of the Waaagh! Discipline.
When an Ork warband
advances upon the Psychic Discipline: Power of the Waaagh!
enemy, there is much
A Psyker with this Discipline gains the Warpath Psychic Power and the ‘Eadbanger
chanting, hurling of
and Aetheric Lightning Psychic Weapons (see page 322 of the Horus Heresy: Age of
insults, stamping of
Darkness rulebook for the rules for Aetheric Lightning).
feet, and bellowing of
war cries. The surge of
psychic energy Warpath (Psychic Power)
generated by all the Instead of making a Shooting Attack, a Psyker with this Psychic Power may activate
fighting and chanting this Psychic Power. The Psyker and any model in a unit he has joined that has the ‘Ere
resonates through a We Go special rule increases their Attacks by +1 for the duration of the current
Weirdboy until he is player turn. When using this power, the controlling player may choose to have the
practically crackling Psyker take a Psychic check. If the Check is passed then both Weapon Skill and
with power. A Weirdboy Attacks are increased by +1 for the duration of the current player turn. If the Check
in a battle trance is a is failed, then the target unit gains no benefit and the Psyker suffers Perils of the
terrifying sight. Its eyes Warp.
pop and its limbs flail
as he storms toward the ‘Eadbanger (Psychic Weapon)
enemy, Waaagh! energy Range Str AP Type
crackling from its
copper staff as the ‘Eadbanger 24" * 2 Assault 1, Blind, Frazzle, Pinning, Psychic
chanting increases in Focus, Sniper
urgency and volume.
When the surge reaches
Frazzle: Instead of rolling To Hit and To Wound normally, this weapon hits its target
its excruciating peak,
on a D6 roll of 2+ and the target of this attack must pass a Toughness test or suffer a
the Weirdboy will direct
Wound. Invulnerable saves and Damage Mitigation rolls may be taken as normal.
the resultant discharge
in a display of
pyrotechnics that either Psychic Focus: Before making any To Hit rolls with this weapon, the Psyker must
blasts its enemies to make a Psychic check. If the Check is passed, then the Psyker may attack as normal
pieces or energises its using the profile shown for this weapon. If the Check is failed, then the Psyker suffers
comrades with Perils of the Warp, and if the model is not removed as a casualty then it may attack
crackling green energy. as normal but may not use this weapon.
Either way, the Orks
who follow a Weirdboy
to war are guaranteed
a good show.
ELITES
NOBZ MOB ................................................. 54 POINTS
ELITES
M WS BS S T W I A Ld Sv
The Orks call their Nob 6 5 2 4 4 2 3 3 7 6+
ruling caste Nobz. Ork Painboy 6 5 2 4 4 2 3 3 7 6+
nobility is determined
not by some accident of
birth or sparkly Unit Composition Unit Type
heirloom but by the • 3 Nobs • Nobs: Infantry (Light, Line)
sheer size and • Painboy: Infantry (Character, Light, Line)
belligerence of the Ork Wargear
claimant. The only Ork • Choppa (Nobs only) Special Rules
bigger and scarier than • Slugga (Nobs only) • Battle-hardened (1)
a Nob is a Warboss, • ‘Urty syringe (Painboy only) • ‘Ere We Go!
and the Nobz delight in • Dok’s tools (Painboy only) • Furious Charge
reminding lesser Orks
• Stikkbombs • Mob Rule
about their natural
• Retinue
supremacy using their
scarred fists and iron-
shod boots. Dedicated Transport
• A Nobz Mob may take a Trukk or a Battlewagon as a Dedicated Transport. As a
Nobz occasionally band
Dedicated Transport this does not use up an additional Force Organisation slot, but
together into groups of
its points cost must still be paid for as part of the army.
wealthy tooth-lords and
battle-hardened
veterans, forming a Options
bodyguard for their • A Nobz Mob may include:
Warboss. If the Warboss - Up to 7 additional Nobs ...................................................... +16 points per model
falls, the largest Nob • Any Nob may exchange its slugga for one of the following:
will take its place (after - Shoota ............................................................................................................ Free
kicking in some heads - Twin-linked shoota ........................................................................ +3 points each
to restore order, of - Kombi-weapon with rokkit launcha ............................................... +5 points each
course). Some Nobz - Kombi-weapon with skorcha ........................................................ +10 points each
prefer to lead mobs of
• Any Nob may exchange its choppa for one of the following:
smaller Orks who they
- Chainsword .................................................................................................... Free
can boss around with
impunity. They lead by
- Big choppa ..................................................................................... +5 points each
example, plunging into - Power sword, power axe, or power maul ..................................... +10 points each
the thick of the fighting - Power klaw .................................................................................. +20 points each
and breaking skulls left, • One Nob may take a:
right and centre. In this - Waaagh! banner ................................................................................... +20 points
way each Nob acts as a • One Nob may be upgraded to a:
sergeant-at- arms, - Painboy ................................................................................................ +30 points
champion, oppressor • The Painboy may take any of the following:
and role model for the - Up to 3 grot orderlies .................................................................... +5 points each
Boyz they lead. - Cybork body ........................................................................................... +5 points
- Attack squig ......................................................................................... +15 points
- Power klaw .......................................................................................... +25 points
• Any model in the unit may take:
- Ammo runt .................................................................................... +3 points each
- Bosspole ......................................................................................... +5 points each
- Iron gob/big horns ......................................................................... +5 points each
• The entire unit may take:
- ‘Eavy armour ......................................................................... +2 points per model
• If the unit includes a Painboy, the entire unit may take:
- Cybork bodies ................................................................................ +5 points each
WARBIKER NOBZ MOB .................................. 135 POINTS
ELITES
M WS BS S T W I A Ld Sv
Some Nobz even take to Warbiker Nob 14 5 2 4 4 2 3 3 7 4+
the field astride Warbiker Painboy 14 5 2 4 4 2 3 3 7 4+
monstrous Warbikes,
roaring through the
enemy ranks like blood- Unit Composition Unit Type
soaked battering rams • 3 Warbiker Nobs • Warbiker Nobs: Cavalry
covered in guns. • Warbiker Painboy: Cavalry (Character)
Wargear
• Choppa (Warbiker Nobs only) Special Rules
• Slugga (Warbiker Nobs only) • Battle-hardened (1)
• ‘Urty syringe (Painboy only) • Bulky (2)
• Dok’s tools (Painboy only) • ‘Ere We Go!
• Stikkbombs • Furious Charge
• ‘Eavy armour • Hammer of Wrath (1)
• Warbike • Mob Rule
• Relentless
• Retinue

Options
• A Warbiker Nobz Mob may include:
- Up to 7 additional Warbiker Nobs ....................................... +30 points per model
• Any Warbiker Nob may exchange its slugga for one of the following:
- Shoota ............................................................................................................ Free
- Twin-linked shoota ........................................................................ +3 points each
- Kombi-weapon with rokkit launcha ............................................... +5 points each
- Kombi-weapon with skorcha ........................................................ +10 points each
• Any Warbiker Nob may exchange its choppa for one of the following:
- Chainsword .................................................................................................... Free
- Big choppa ..................................................................................... +5 points each
- Power sword, power axe, power maul or power lance ................. +10 points each
- Power klaw .................................................................................. +20 points each
• One Warbiker Nob may take a:
- Waaagh! banner ................................................................................... +20 points
• One Warbiker Nob may be upgraded to a:
- Warbiker Painboy ................................................................................. +30 points
• The Warbiker Painboy may take any of the following:
- Up to 3 grot orderlies .................................................................... +5 points each
- Attack squig ......................................................................................... +15 points
- Cybork body ........................................................................................... +5 points
• Any model in the unit may take:
- Ammo runt .................................................................................... +3 points each
- Bosspole ......................................................................................... +5 points each
• If the unit includes a Warbiker Painboy, the entire unit may take:
- Cybork bodies ................................................................................ +5 points each
MEGANOBZ MOB ......................................... 120 POINTS
ELITES
M WS BS S T W I A Ld Sv
Ork veterans who value Meganob 5 5 2 4 4 3 3 3 7 2+
the thrill of close
combat above all else
Unit Composition Unit Type
often become
• 3 Meganobz • Infantry (Heavy)
Meganobz. Only the
richest of Ork Nobz can
afford to join the ranks Wargear Special Rules
of this elite group. They • Twin-linked shoota • Battle-hardened (1)
are characterised by the • Power klaw • Bulky (2)
bulky exoskeletons they • Mega armour • ‘Ere We Go!
wear into battle, which • Stikkbombs • Furious Charge
they call mega armour, • Mob Rule
and by a dogged belief • Retinue
in their own
invulnerability.
Dedicated Transport
In Ork society mega • A Meganobz Mob may take a Trukk or a Battlewagon as a Dedicated Transport. As a
armour is the ultimate Dedicated Transport this does not use up an additional Force Organisation slot, but
personal status symbol, its points cost must still be paid for as part of the army.
and Meganobz see
themselves as the shock
Options
elite of the Ork tribe.
• A Meganobz Mob may include:
Though other Ork Nobs
sometimes mock their
- Up to 7 additional Meganobz .............................................. +40 points per model
better-armoured • Any Meganob may exchange its twin-linked shoota for one of the following:
brethren for going into - Kombi-weapon with rokkit launcha ............................................... +5 points each
battle with so much - Kombi-weapon with skorcha .......................................................... +5 points each
protective wargear, they • Any Meganob may exchange both its twin-linked shoota and power klaw for:
do not do it within - Two killsaws ................................................................................ +10 points each
earshot, for a • One Meganob may take a:
rampaging Meganob is - Waaagh! banner ................................................................................... +20 points
an unstoppable • Any model in the unit may take:
opponent and having - Ammo runt .................................................................................... +3 points each
an arm or two scissored
- Bosspole ......................................................................................... +5 points each
off is a setback even for
the toughest Nob.
KOMMANDOS MOB ....................................... 50 POINTS
ELITES
M WS BS S T W I A Ld Sv
Ork Kommandos Kommando 7 4 2 3 4 1 2 2 6 6+
epitomise the Orky Kommando Nob 7 5 2 4 4 2 3 3 7 6+
virtue of low cunning.
Nothing makes a
Kommando happier Unit Composition Unit Type
than creeping up on an • 5 Kommandos • Kommandos: Infantry (Light, Skirmish)
unsuspecting enemy, its • Kommando Nob: Infantry (Character,
mates slithering Wargear Light, Skirmish)
through the • Choppa
undergrowth at its side. • Slugga Special Rules
When the time is right, • Stikkbombs • Battle-hardened (1) (Kommando Nob
the Kommandos will only)
burst from their • ‘Ere We Go!
concealment, slashing, • Furious Charge
stabbing and shooting
• Infiltrate
their stunned prey
• Mob Rule
before they have a
chance to strike back. • Move Through Cover

Options
• A Kommandos Mob may include:
- Up to 10 additional Kommandos ......................................... +10 points per model
• Any model may exchange their slugga and choppa for one of the following:
- Paired choppas* .............................................................................................. Free
- Shoota ............................................................................................................ Free
- Twin-linked shoota ........................................................................ +3 points each
* A model with paired choppas gains +2 Attacks instead of the usual +1 Attack for using
an additional weapon in combat
• For every five models in the unit, one Kommando may exchange its slugga and
choppa for one of the following:
- Big shoota ...................................................................................... +5 points each
- Rokkit launcha ............................................................................... +5 points each
- Breacha ram ................................................................................ +10 points each
- Burna ........................................................................................... +15 points each
- Shokk pistol and comms .............................................................. +20 points each
• Any Kommando with a big shoota may take:
- Gitfinda .................................................................................................. +5 points
• One Kommando may be upgraded to a:
- Kommando Nob ................................................................................... +10 points
• The Kommando Nob may exchange its choppa for one of the following:
- Big choppa ............................................................................................. +5 points
- Power sword, power axe, or power maul ............................................. +10 points
- Power klaw .......................................................................................... +25 points
• The Kommando Nob may exchange its slugga for one of the following:
- Kombi-weapon with rokkit launcha ....................................................... +5 points
- Kombi-weapon with skorcha ................................................................ +10 points
• The Kommando Nob may take any of the following:
- Ammo runt ............................................................................................ +3 points
- Bosspole ................................................................................................. +5 points
- Cybork body ........................................................................................... +5 points
- Distraction grot ...................................................................................... +5 points
- Gitfinda .................................................................................................. +5 points
- Iron gob/big horns ................................................................................. +5 points
- Bomb squig .......................................................................................... +10 points
FLASH GITZ MOB ......................................... 80 POINTS
ELITES
M WS BS S T W I A Ld Sv
The richest and most Flash Git 6 4 2 4 4 2 3 3 7 4+
obnoxious of all Orks Kaptin 6 4 2 4 4 2 3 3 8 4+
are indisputably the
Flash Gitz. These
unsavoury individuals Unit Composition Unit Type
pursue a life of conquest • 2 Flash Gits • Flash Gits: Infantry (Heavy)
and pillage, plying the • 1 Kaptin • Kaptin: Infantry (Character, Heavy)
stars in grotesquely
ornamented Kill Wargear Special Rules
Kroozas and attack • Snazzgun • Battle-hardened (1)
craft. The Flash Gitz • Gitfinda • Bulky (2)
take every opportunity • ‘Eavy armour • ‘Ere We Go!
they can to fight
• Bosspole • Furious Charge
alongside the rest of the
• Stikkbombs • Mob Rule
Boyz, if only to flaunt
their revoltingly
powerful weaponry in Dedicated Transport
front of their less • A Flash Gitz Mob may take a Trukk or a Battlewagon as a Dedicated Transport. As a
fortunate brethren. Dedicated Transport this does not use up an additional Force Organisation slot, but
its points cost must still be paid for as part of the army.
Arrogant and wilful,
the Flash Gitz believe
that they are at the top Options
of the pecking order of • A Flash Gitz Mob may include:
Ork society. This means - Up to 7 additional Flash Gits ............................................... +24 points per model
that many Flash Git • Any model may take:
mobs are outcasts, - Ammo runt .................................................................................... +3 points each
booted out of their • The Kaptin may take any of the following:
tribes for giving the - Cybork body ........................................................................................... +5 points
Warboss too much - Power sword, power axe, or power maul ............................................. +10 points
cheek or just being a - Deflektor ............................................................................................... +15 points
bunch of smug show-
offs. Others voluntarily
pursue the life of the
Freebooter so that they
can get their hands on
even more booty
without having to share
a single tooth.
SKARBOYZ MOB ........................................... 40 POINTS
ELITES
M WS BS S T W I A Ld Sv
Skarboyz are veteran Skarboy 6 4 2 4 4 1 2 2 6 6+
warriors who bear the Mad Dok 6 4 2 4 4 1 2 2 7 6+
scars of dozens of
battles. These Orks have
grown exceptionally big Unit Composition Unit Type
and strong and have • 5 Skarboys • Skarboy: Infantry (Light)
brawny, gnarled arms • Mad Dok: Infantry (Character, Light)
bulging with slabs of Wargear
muscle from fighting in • Slugga (Skarboys only) Special Rules
numerous conflicts. • Choppa (Skarboys only) • ‘Ere We Go!
• Dok’s tools (Mad Dok only) • Furious Charge
• ‘Urty syringe (Mad Dok only) • Mob Rule
• Stikkbombs

Dedicated Transport
• A Skarboyz Mob may take a Trukk as a Dedicated Transport. As a Dedicated
Transport this does not use up an additional Force Organisation slot, but its points
cost must still be paid for as part of the army.

Options
• A Skarboyz Mob may include:
- Up to 15 additional Skarboys ................................................ +8 points per model
• Any Skarboy may exchange its slugga and choppa for:
- Shoota ............................................................................................................ Free
- Slugga and chainsword ................................................................................... Free
• For every five models in the unit, one Skarboy may exchange its choppa for one of
the following:
- Big choppa ..................................................................................... +5 points each
- Thump gun .................................................................................... +5 points each
- Power sword, power axe, or power maul ..................................... +10 points each
- Burna ........................................................................................... +15 points each
- Power klaw .................................................................................. +20 points each
• One Skarboy may be upgraded to a:
- Mad Dok .............................................................................................. +20 points
• The Mad Dok may take any of the following:
- Grot orderly ........................................................................................... +5 points
- Cybork body ........................................................................................... +5 points
- ‘Eavy armour .......................................................................................... +2 points
- Power klaw .......................................................................................... +25 points
• Any model in the unit may take:
- Iron gob/big horns ......................................................................... +3 points each
• The entire unit may take:
- ‘Eavy armour ......................................................................... +2 points per model
• If the unit includes a Mad Dok, the entire unit may take:
- Cybork bodies ................................................................................ +5 points each
DEFF DREAD MOB ........................................ 90 POINTS
ELITES
M WS BS S T W I A Ld Sv
Though frequently Deff Dread 6 4 2 6 6 5 2 4 8 3+
varied in shape and
size, Deff Dreads always
Unit Composition Unit Type
epitomise three main
• 1 Deff Dread • Dreadnought
ideals of Ork warfare:
big, shooty and stompy.
They thunder and clank Wargear Special Rules
towards the foe, limbs • 2 big shootas • ‘Ere We Go!
waving as heavy • 2 Dread klaws • Feel No Pain (5+)
weapons spit death into • Kaboom
the enemy ranks and
powered shears snip
Options
excitedly in anticipation
• A Deff Dread Mob may include:
of the bloodletting to
come.
- Up to 2 additional Deff Dreads ........................................... +80 points per model
• Any Deff Dread may replace either of its Dread klaws with:
Deff Dreads are an - Dread saw ....................................................................................................... Free
extremely powerful • Any Deff Dread may replace either of its big shootas with one of the following:
asset to an Ork army. - Rokkit launcha ................................................................................................ Free
Their wheezing, piston-
- Kustom mega-blasta ............................................................................... +5 points
driven limbs can rip a
human in two or smash
- Scorcha .................................................................................................. +5 points
through a reinforced - Dread klaw* ......................................................................................... +10 points
wall, often at the same - Dread saw* .......................................................................................... +10 points
time. A Dread can * A Deff Dread gains an extra Attack for each additional Dread klaw or Dread saw
storm into an enemy • Any Deff Dread may take any of the following:
squad with impunity, - Grot riggers ............................................................................................ +5 points
the blows of its victims
bouncing harmlessly
from its thick metal
shell whilst it scissors
through their ranks
with its pincer-like
power shears and buzz
saws.
GROT TANK MOB ........................................ 105 POINTS
ELITES
Armour Transport
M BS Front Side Rear HP Capacity
The lunatic product of
the deranged Grot Tank 2D6 3 10 10 10 2 -
imaginations of grot
riggers and scavs that
have spent far too long Unit Composition Unit Type
basking in the insane • 3 Grot Tanks • Vehicle
genius of the Big Meks,
Grots Tanks are Wargear Special Rules
diminutive armoured • Turret Mounted big shoota • Full Speed Ahead!
vehicles made to imitate • Rolling Scrap Pile
the far larger Ork
Wagons and Tanks.
Options
• A Grot Tank Mob may include:
- Up to 3 additional Grot Tanks ............................................. +35 points per model
• Any Grot Tank may replace its Turret Mounted big shoota with one of the following:
- Turret Mounted rokkit launcha ....................................................................... Free
- Turret Mounted grotzooka ..................................................................... +5 points
- Turret Mounted kustom mega-blasta ..................................................... +5 points
- Turret Mounted skorcha ....................................................................... +10 points
• Any Grot Tank may take a Pintle Mounted shoota ...................... +3 points per model
• One Grot Tank may be take a Kommanda .................................................. +15 points
• A Grot Tank with a Kommanda may take one of the following:
- Hull (Front) Mounted big shoota ........................................................... +5 points
- Hull (Front) Mounted rokkit launcha .................................................... +5 points
- Hull (Front) Mounted grotzooka ........................................................... +5 points
- Hull (Front) Mounted kustom mega-blasta ............................................ +5 points
- Hull (Front) Mounted skorcha ............................................................. +10 points
TROOPS &
DEDICATED TRANSPORTS
BOYZ MOB ................................................. 60 POINTS
TROOPS
M WS BS S T W I A Ld Sv
Boyz are the rank and Ork Boy 6 4 2 3 4 1 2 2 6 6+
file of Ork warriors, Boss Nob 6 5 2 4 4 2 3 3 7 6+
rank being the
operative word! The
core of any Ork force, Unit Composition Unit Type
Boyz mobs are usually • 10 Boyz • Ork Boy: Infantry (Light, Line)
led by a Nob who • Boss Nob: Infantry (Character, Light,
epitomises its mob’s Wargear Line)
skills. • Slugga
• Choppa Special Rules
Boyz are tough,
determined infantry • Stikkbombs • Battle-hardened (1) (Boss Nob only)
who fall upon the • ‘Ere We Go!
enemy in a great • Furious Charge
howling tide of violence. • Mob Rule
Their battered and
grubby armour usually Dedicated Transport
consists of no more
• A Boyz Mob may take a Trukk as a Dedicated Transport. As a Dedicated Transport
than a few scraps of
this does not use up an additional Force Organisation slot, but its points cost must
flak jacket adorned
still be paid for as part of the army.
with a shoulder or back
plate bearing their
insignia. Boyz place Options
great pride in their • A Boyz Mob may include:
weapons, though they - Up to 20 additional Ork Boys ................................................ +6 points per model
are not above using • The entire unit may take:
their fists, claws and - ‘Eavy armour ......................................................................... +2 points per model
teeth when face to face • Any model may exchange its choppa for a:
with the enemy. - Chainsword .................................................................................................... Free
• For every ten models in the unit, one Ork Boy may exchange its slugga and choppa
for one of the following:
- Big shoota ...................................................................................... +5 points each
- Rokkit launcha ............................................................................... +5 points each
• One Ork Boy may be upgraded to a:
- Boss Nob .............................................................................................. +10 points
• The Boss Nob may exchange its choppa for one of the following:
- Big choppa ............................................................................................. +5 points
- Power sword, power axe, or power maul ............................................. +10 points
- Power klaw .......................................................................................... +20 points
• The Boss Nob may exchange its slugga for one of the following:
- Shoota ............................................................................................................ Free
- Twin-linked shoota ........................................................................ +3 points each
- Kombi-weapon with rokkit launcha ............................................... +5 points each
- Kombi-weapon with skorcha ........................................................ +10 points each
• The Boss Nob may take any of the following:
- ‘Eavy armour .......................................................................................... +2 points
- Ammo runt ............................................................................................ +3 points
- Bosspole ................................................................................................. +5 points
- Cybork body ........................................................................................... +5 points
- Gitfinda .................................................................................................. +5 points
- Iron gob/big horns ................................................................................. +5 points
• All Ork Boys in the unit may replace their sluggas and choppas with:
- Shootas ........................................................................................................... Free
GRETCHIN MOB ............................................ 35 POINTS
TROOPS
M WS BS S T W I A Ld Sv
Gretchin mobs make up Gretchin 6 2 3 2 2 1 2 1 5 -
for their shocking lack Runtherd 6 4 2 3 4 1 2 2 7 6+
of quality with sheer
quantity. The natural
cowardice and feeble- Unit Composition Unit Type
limbed incompetence of • 10 Gretchin • Gretchin: Infantry (Expendable, Light)
the Gretchin race does • 1 Runtherd • Runtherd: Infantry (Character, Light)
not predispose them to
the arts of war, and a Wargear Special Rules
typical Grot would • Grot blasta (Gretchin only) • ‘Ere We Go! (Runtherd only)
prefer to have its head • Slugga (Runtherd only) • Furious Charge (Runtherd only)
buried in a sporehole • Grabba stikk (Runtherd only) • Living Shield
than to actually
participate in a proper
battle. There do exist Options
Gretchin with a little • A Gretchin Mob may include:
more backbone, though, - Up to 20 additional Gretchin ................................................ +3 points per model
and when emboldened • For every ten additional Gretchin in the unit, the unit must include an additional
by the possession of a Runtherd ........................................................................................... +10 points each
gun of their own these • The Runtherd may exchange its grabba stikk for:
diminutive greenskins - Grot-prod ............................................................................................... +5 points
can be convinced to • The Runtherd may take:
take the field with - Squig hound .......................................................................................... +5 points
promises of plunder
and, when that fails,
threats of a beating.
BURNA MOB ............................................... 80 POINTS
TROOPS
M WS BS S T W I A Ld Sv
Flame has an Burna Boy 6 4 2 3 4 1 2 2 6 6+
undeniable appeal to Mek 6 4 2 3 4 1 2 2 7 6+
the greenskin race. The
fascination with fire
and the ignoble art of Unit Composition Unit Type
setting light to things • 5 Burna Boys • Burna Boy: Infantry
sometimes gets so • Mek: Infantry (Character)
profound that an Ork Wargear
will join the ranks of • Burna (Burna Boy only) Special Rules
the Burna Boyz. • Slugga (Mek only) • ‘Ere We Go!
Burna Boyz are • Choppa (Mek only) • Furious Charge
dedicated arsonists all. • Mek’s Tools (Mek only) • Mob Rule
They love nothing more • Stikkbombs • Support Squad
than burning other
people's stuff, and the Dedicated Transport
owners into the
• A Burna Mob may take a Trukk as a Dedicated Transport. As a Dedicated Transport
bargain. The dual
this does not use up an additional Force Organisation slot, but its points cost must
spectacle of leaping
still be paid for as part of the army.
flame and frantically
flailing victim is a thing
of beauty to a Burna Options
Boy, and they will take • A Burna Mob may include:
any excuse to set - Up to 10 additional Burna Boys .......................................... +12 points per model
someone on fire. • The entire unit may take:
- ‘Eavy armour ......................................................................... +2 points per model
Burna Boyz are
• Up to three Burna Boys may be upgraded to a:
characterised by their
welding masks and the
- Mek ................................................................................................................ Free
long, stripped-down • Any Mek may exchange its slugga and choppa for one of the following:
flamethrowers from - Kustom mega-slugga and choppa .................................................. +5 points each
which they take their - Kustom mega-blasta ....................................................................... +5 points each
name. These ‘burnas’ - Rokkit launcha ............................................................................... +5 points each
are able to spray great • A single Mek in the unit may exchange its slugga and choppa for:
gouts of oily flame, and - Kustom force field ................................................................................ +50 points
are linked to a sloshing • Any Mek may take:
tank of volatile - Ammo runt .................................................................................... +3 points each
promethium slung over - Cybork body .................................................................................. +5 points each
the shoulder of the
- Gitfinda ......................................................................................... +5 points each
Burna Boy.
- Grot oiler ....................................................................................... +5 points each
TANKBUSTA MOB .......................................... 65 POINTS
TROOPS
M WS BS S T W I A Ld Sv
Tankbustas are Orks Tankbusta 6 4 2 3 4 1 2 2 6 6+
who have become Tankbusta Nob 6 5 2 4 4 2 3 3 7 6+
completely addicted to
the thrill of destroying
the armoured fighting Unit Composition Unit Type
vehicles of their foes. • 5 Tankbustas • Tankbusta: Infantry
Their desire to hunt • Tankbusta Nob: Infantry (Character)
down and slay the Wargear
biggest, most dangerous • Rokkit launcha Special Rules
tanks they can find • Choppa (Tankbusta Nob only) • Battle-hardened (1) (Tankbusta Nob
echoes the primal • Stikkbombs only)
instinct of the big game • Tankbusta bombs • ‘Ere We Go!
hunter. Indeed, as • Furious Charge
primitive hunters might
• Mob Rule
claim a gruesome
• Support Squad
trophy from a fallen
beast to better brag of • Tank Hunters
its demise, so
Tankbustas will strip Dedicated Transport
the choicest loot from • A Tankbusta Mob may take a Trukk as a Dedicated Transport. As a Dedicated
the wreckage of a Transport this does not use up an additional Force Organisation slot, but its points
ruined tank. Colourful cost must still be paid for as part of the army.
hull plates are
hammered into crude Options
armour, internal
• A Tankbusta Mob may include:
gubbins worn proudly
- Up to 10 additional Tankbustas ........................................... +12 points per model
as warrior jewellery,
and the flayed skins of
- Up to three bomb squigs ................................................................ +5 points each
crewmen are draped • The entire unit may take any of the following:
round the Tankbustas' - ‘Eavy armour ......................................................................... +2 points per model
shoulders like pelts. - Gitfindas ............................................................................... +2 points per model
They equip themselves • For every five models in the unit, one Tankbusta may exchange its rokkit launcha for
extensively for dealing one of the following:
death to enemy armour - Tankhammer ................................................................................ +15 points each
- their whistling volleys • One Tankbusta may be upgraded to a:
of rokkits, and lethal - Tankbusta Nob ..................................................................................... +10 points
tankbusta bomb • The Tankbusta Nob may exchange its choppa for one of the following:
assaults can spell - Big choppa ............................................................................................. +5 points
annihilation for even
- Power sword, power axe, or power maul ............................................. +10 points
the heaviest tanks.
- Power klaw .......................................................................................... +20 points
• The Tankbusta Nob may take any of the following:
- ‘Eavy armour .......................................................................................... +2 points
- Ammo runt ............................................................................................ +3 points
- Bosspole ................................................................................................. +5 points
- Cybork body ........................................................................................... +5 points
- Gitfinda .................................................................................................. +5 points
- Iron gob/big horns ................................................................................. +5 points
KILLA KAN MOB ........................................... 35 POINTS
TROOPS
M WS BS S T W I A Ld Sv
A Killa Kan is Killa Kan 6 2 3 5 5 2 2 2 7 3+
outwardly similar to its
larger cousin, the Deff
Unit Composition Unit Type
Dread. However, it is
• 1 Killa Kan • Infantry (Mechanised)
inside the Killa Kan
that the difference
becomes more Wargear Special Rules
pronounced, for Killa • Big shoota • Cowardly Grots
Kans are piloted by • Kan klaw • Bulky (3)
Grots rather than Orks. • Feel No Pain (6+)
• Support Squad
Gretchin practically
queue up for the chance
to become a Killa Kan Options
pilot. After a lifetime of • A Killa Kan Mob may include:
menial tasks - Up to 8 additional Killa Kans .............................................. +30 points per model
punctuated by casual • Any Killa Kan may replace its big shoota with one of the following:
violence, the idea of - Rokkit launcha ................................................................................................ Free
striding about in a - Grotzooka .............................................................................................. +5 points
hulking metal body and
- Kustom mega-blasta ............................................................................... +5 points
lording it over its Ork
oppressors is irresistible
- Scorcha .................................................................................................. +5 points
to a Grot. Nothing • Any Killa Kan may replace its Kan klaw with:
short of actually - Kan saw .......................................................................................................... Free
witnessing the horrific • Any Killa Kan may take:
implantation process - Grot riggers ............................................................................................ +5 points
can deter a
downtrodden Gretchin
from pursuing its
destiny as a Kan pilot.
TRUKK ...................................................... 30 POINTS
DEDICATED
Armour Transport
TRANSPORT Capacity
M BS Front Side Rear HP
Trukk 16 2 10 10 10 3 12
Trukks are built for
speed and speed alone,
and usually have little Unit Composition Unit Type
in the way of armour • 1 Trukk • Vehicle (Fast, Open-topped, Transport)
plating. A direct hit
upon a Trukk can cause Wargear Special Rules
it to come apart in a • Pintle Mounted big shoota • Ramshackle
clattering, cartwheeling
pile of burning
Access Points
wreckage. Still, because
Trukks are so light it is • A Trukk does not have a specific Access Point. Instead, the entire vehicle is
easy to bail out when considered to be an Access Point.
they crash, and it is just
as likely that a hit will Options
smash apart some • A Trukk may exchange its Pintle Mounted big shoota for one of the following:
wotsit that the driver - Pintle Mounted rokkit launcha ....................................................................... Free
only hammered into • A Trukk may take any of the following:
place so he could keep - Reinforced ram ...................................................................................... +5 points
an eye on it. - Grot riggers .......................................................................................... +10 points
- Wreckin' ball ........................................................................................ +10 points
- Boarding plank .................................................................................... +15 points
FAST ATTACK
STORMBOYZ MOB ......................................... 45 POINTS
FAST ATTACK
M WS BS S T W I A Ld Sv
Stormboyz, the shock Stormboy 6 4 2 3 4 1 2 2 7 6+
troops of many Stormboy Nob 6 5 2 4 4 2 3 3 7 6+
successful warbands,
are far too efficient and
disciplined by the Unit Composition Unit Type
standards of right- • 5 Stormboys • Stormboys: Infantry
thinking greenskins. • Stormboy Nob: Infantry (Character)
Their contrary stance to Wargear
the good old-fashioned • Choppa Special Rules
values of anarchy and • Slugga • Battle-hardened (1) (Stormboy Nob
disorder manifests in a • Stikkbombs only)
desire to be organised • Rokkit pack • ‘Ere We Go!
and obedient. • Furious Charge
Nevertheless, they are
• Mob Rule
still Orks, and share the
Orkish desire to get into
battle as quickly as Options
possible. To this end • A Stormboyz Mob may include:
they go to war strapped - Up to 25 additional Stormboys ............................................. +8 points per model
to rokkit packs that, • The entire unit may take:
when activated, propel - ‘Eavy armour ......................................................................... +2 points per model
their wearers forward • Any model may exchange its choppa for a:
on great tongues of oily - Chainsword .................................................................................................... Free
black flame.
• One Stormboy may be upgraded to a:
- Stormboy Nob ...................................................................................... +10 points
• The Stormboy Nob may exchange its choppa for one of the following:
- Big choppa ............................................................................................. +5 points
- Power sword, power axe, or power maul ............................................. +10 points
- Power klaw .......................................................................................... +20 points
• The Stormboy Nob may take any of the following:
- ‘Eavy armour .......................................................................................... +2 points
- Bosspole ................................................................................................. +5 points
- Cybork body ........................................................................................... +5 points
- Jump grot .............................................................................................. +5 points
WARBIKER MOB .......................................... 54 POINTS
FAST ATTACK
M WS BS S T W I A Ld Sv
Warbikers function as Warbiker 14 4 2 3 4 1 2 2 6 4+
outriders and shock Warbiker Nob 14 5 2 4 4 2 3 3 7 4+
troops for the main
horde. The pall of
exhaust and oily smoke Unit Composition Unit Type
thrown up by their • 3 Warbikers • Warbikers: Cavalry
vehicles helps conceal • Warbiker Nob: Cavalry (Character)
their advance, giving Wargear
them a measure of • Choppa Special Rules
protection from enemy • Slugga • Battle-hardened (1) (Warbiker Nob only)
guns. • ‘Eavy armour • Bulky (2)
An Ork warbike is far • Warbike • ‘Ere We Go!
more than just a vehicle • Furious Charge
to its owner. A • Hammer of Wrath (1)
Warbiker treats its • Mob Rule
personalised steed with • Relentless
real care, because a
warbike is not only a
thing of great prestige Options
but also a direct • A Warbiker Mob may include:
conduit to the - Up to 12 additional Warbikers ............................................ +18 points per model
adrenalin- rich thrill of • One Warbiker may be upgraded to a:
speed. Nothing short of - Warbiker Nob ....................................................................................... +10 points
dive- bombing the foe in • Up to three models may exchange their choppas for a:
a fighta- bomma can - Power lance ......................................................................... +10 points per model
compare to the raw • The Warbiker Nob may exchange its choppa for one of the following:
excitement of hurtling - Big choppa ............................................................................................. +5 points
towards the enemy on a - Power sword, power axe, power maul or power lance ......................... +10 points
warbike with all guns
- Power klaw .......................................................................................... +25 points
blazing.
• The Warbiker Nob may take any of the following:
- Ammo runt ............................................................................................ +3 points
- Bosspole ................................................................................................. +5 points
- Cybork body ........................................................................................... +5 points
- Gitfinda .................................................................................................. +5 points
- Bomb squig .......................................................................................... +10 points
DEFFKOPTAS ................................................ 30 POINTS
FAST ATTACK
M WS BS S T W I A Ld Sv
Deffkoptas are the Deffkopta 15 4 2 3 4 2 2 2 7 4+
lunatic inventions of
Meks obsessed with
Unit Composition Unit Type
flight. Each Deffkopta is
• 1 Deffkopta • Cavalry (Antigrav, Skirmish)
a one-man attack craft
that has a set of
whirring rotors Wargear Special Rules
mounted above the • Choppa • Bombs Away!
pilot’s head and a jet • Slugga • Bulky (3)
booster at the rear. The • ‘Eavy armour • Deep Strike
rotors hold the • Stikkbombs • ‘Ere We Go!
Deffkopta aloft as the • Deffkopta • Furious Charge
booster sends it • Hammer of Wrath (1)
screaming across the • Mob Rule
battlefield in the
• Relentless
general direction of the
• Scout
enemy, its underslung
weapons spitting death.
Options
• A unit of Deffkoptas may include:
- Up to 8 additional Deffkoptas ............................................. +27 points per model
• Any Deffkopta may replace its twin-linked big shoota with one of the following:
- Twin-linked rokkit launcha ............................................................................. Free
- Kustom mega-blasta ........................................................................................ Free
• Any Deffkopta may take any of the following:
- Big bomb .............................................................................................. +15 points
- Killsaw ................................................................................................. +20 points
DAKKAJET ................................................. 110 POINTS
FAST ATTACK
Armour Transport
M BS Front Side Rear HP Capacity
Streaking into battle
through war-scorched Dakkajet 20 2 10 10 10 3 -
skies, a Dakkajet's
massive thruster leaves
an oily contrail of black Unit Composition Unit Type
smoke in its wake even • 1 Dakkajet • Vehicle (Flyer)
as its guns spit streams
of bullets at the foe. Wargear Special Rules
Though not as nimble • Two Centreline Mounted twin-linked • Deep Strike
as the aircraft of some supa shootas • Strafing Run (1)
other races, Dakkajets • Waaagh! Plane
are capable of an
incredible turn of speed
that makes them a Options
fearsome enemy to face • A Dakkajet may take any of the following:
in aerial combat. - Additional Centreline Mounted twin-linked supa shoota ..................... +20 points
Dakkajet pilots are
great believers in
quantity over quality.
As such they ensure the
Meks strap every gun
available to the
fuselages of their ’jet. In
the heat of battle, while
corkscrewing madly
through formations of
enemy aircraft,
Dakkajet pilots will cut
loose with an absolute
storm of fire.
BURNA-BOMMER ......................................... 115 POINTS
FAST ATTACK
Armour Transport
M BS Front Side Rear HP Capacity
Burna-bommers are an
inevitable by-product of Burna-bommer 18 2 10 10 10 3 -
the Orks' love for speed,
fire, and the desire to
combine these things Unit Composition Unit Type
while killing something. • 1 Burna-bommer • Vehicle (Flyer)
Strapped with as many
incendiary bombs and Wargear Special Rules
rockets as is physically • One Centreline Mounted twin-linked • Deep Strike
feasible, Burna- supa shoota
bommers streak low • One Turret Mounted twin-linked big
over the battlefield, shoota with grot gunner
raining conflagrant • Two burna bombs
death down on tightly-
packed enemy infantry.
Options
• A Burna-bommer may take:
- Up to six skorcha missiles ............................................................ +10 points each
BLITZA-BOMMER ......................................... 135 POINTS
FAST ATTACK
Armour Transport
M BS Front Side Rear HP Capacity
Even on their best day,
the average Ork flyboy Blitza-bommer 18 2 10 10 10 3 -
has little patience for
trajectories, payload
arcs, and all the other Unit Composition Unit Type
‘boring bits’ of high- • 1 Blitza-bommer • Vehicle (Flyer)
altitude bombing.
Blitza- bommer pilots Wargear Special Rules
instead ensure their • One Centreline Mounted twin-linked • Deep Strike
massively unsubtle supa shoota
boom bombs land • One Turret Mounted big shoota with grot
more-or-less on target gunner
by simply dropping • Two boom bombs
them from point-blank
range. To pull this off,
Blitza-bommer pilots
throw their craft into
screaming nose-dives,
their terrified grot
bombardiers pulling the
bomm-release lever at
the last possible
moment. After a loud
clank and some
alarming juddering, the
bomb plunges
groundward and
explodes more-or-less
on target with a
thunderous bang. With
its payload away, the
cackling flyboy
(hopefully) pulls up.
These manoeuvres don’t
always end well, and
most grots have to be
forcibly nailed into
their bombardier’s nests
to avoid them bailing
out before take-off.
WAZBOM BLASTAJET .................................... 140 POINTS
FAST ATTACK
Armour Transport
M BS Front Side Rear HP Capacity
When the blocky
silhouettes of a Wazbom Blastajet 18 3 10 10 10 3 -
Wazbom Blastajet mob
fills the skies, any sane
enemy knows to run for Unit Composition Unit Type
cover. Kustom-built • 1 Wazbom Blastajet • Vehicle (Flyer)
airborne death-
machines bristling with Wargear Special Rules
humming force fields • Centreline Mounted twin-linked kustom • Deep Strike
and crackling, madcap mega-kannon
weaponry, Wazbom • Centreline Mounted smasha gun
Blastajets are • Stikkbomb flinga
ferociously shooty and
surprisingly resilient to
enemy fire. Their Options
demented Mekboy pilots • A Wazbom Blastajet may exchange its Centreline Mounted twin-linked kustom mega-
band together in like- kannons for:
minded mobs, - Centreline Mounted twin-linked tellyport mega-blastas ......................... +5 points
competing to see whose • A Wazbom Blastajet may exchange its stikkbomb flinga for:
invention can blow up - Kustom force field ................................................................................. +25 points
the most stuff the • A Wazbom Blastajet may take the following:
fastest, and in the most - Turret Mounted twin-linked supa shoota with grot gunner................... +20 points
hilariously spectacular
of ways. Such deranged
rivalry is somewhat less
entertaining for the
enemy, who find
themselves teleported
into oblivion, vaporised
by searing energies, or
picked up and hurled
through the skies to
their deaths. The
Mekboyz welcome each
messy demise, for with
more destruction comes
more scrap to salvage
at battle’s end.
WARBUGGY SQUADRON ................................... 25 POINTS
FAST ATTACK
Armour Transport
M BS Front Side Rear HP Capacity
Warbuggies are two-
man attack vehicles Warbuggy/Wartrakk 16 2 10 10 10 2 -
that combine the raw
speed of a Warbike with
a formidable weapon Unit Composition Unit Type
payload. Those Speed • 1 Warbuggy • Vehicle (Fast)
Freeks who own
Warbuggies will group Wargear Special Rules
together in ramshackle • Centreline Mounted twin-linked big • Outflank
bands that hurtle shoota • Rumbler (Wartrakk only)
around the battlefield,
blasting away at
anything they can. Options
• A Warbuggy Squadron may include:
A conventional - Up to 5 additional Warbuggies ............................................ +25 points per model
Warbuggy has a low-
• Any Warbuggy may replace its Centreline Mounted twin-linked big shoota with:
riding chassis with four
- Centreline Mounted twin-linked rokkit launcha ............................................. Free
fat tyres and a
supercharged engine
- Centreline Mounted skorcha .................................................................. +5 points
that enables it to zoom • Any Warbuggy may upgrade to a Wartrakk ................................ +5 points per model
into battle at an • Any Warbuggy may take any of the following:
incredible pace. Ideally - Grabbin’ claw ......................................................................................... +5 points
suited to the ash wastes - Grot riggers .......................................................................................... +10 points
and silt flats of - Wreckin’ ball ........................................................................................ +10 points
industrial worlds,
Warbuggies are a great
investment for a trainee
Mekboy who doesn't
like the idea of its
snazzy vehicle getting
bashed up in close
combat.
KUSTOM JUNKA SQUADRON ............................. 40 POINTS
FAST ATTACK
Armour Transport
M BS Front Side Rear HP Capacity
Often Mekboy Junkas
are a way for younger Kustom Junka 16 2 11 10 10 3 -
Mekboyz to showcase
their skill and talent in
building vehicles and Unit Composition Unit Type
weaponry, hopefully • 1 Kustom Junka • Vehicle (Fast, Open-topped)
impressing Warbosses.
Wargear Special Rules
• None • Deadly Cargo
INFAMOUS JUNKAS

Boomdakka Options
Snazzwagon • A Kustom Junka Squadron may take:
• Turret Mounted - Up to 2 additional Kustom Junkas ...................................... +35 points per model
deffgun with Co- • Any Kustom Junka may take one of the following:
axial Mounted big - Turret Mounted skorcha ......................................................................... +5 points
shoota - Turret Mounted kustom mega-blasta ..................................................... +5 points
• Hull (Front) - Turret Mounted deffgun ....................................................................... +10 points
Mounted twin-linked
- Turret Mounted kannon ....................................................................... +10 points
dakkagun
- Turret Mounted lobba .......................................................................... +10 points
• Billowing fumes
- Turret Mounted zzap gun ..................................................................... +10 points
Kustom Boosta-blasta • Any Kustom Junka with a Turret Mounted weapon may take a:
• Turret Mounted - Co-axial Mounted big shoota ................................................................. +5 points
kannon • Any Kustom Junka may take one of the following:
• Burna exhaust - Centreline Mounted kannon ................................................................ +10 points
• Grot riggers - Centreline Mounted lobba ................................................................... +10 points
- Centreline Mounted zzap gun .............................................................. +10 points
Megatrakk Scrapjet
• Centreline Mounted • Any Kustom Junka may take up to two of the following, in any combination:
kannon - Hull (Front) Mounted twin-linked dakkagun ......................................... +5 points
• Hull (Front) - Hull (Front) Mounted rokkit launcha .................................................... +5 points
Mounted twin-linked - Hull (Rear) Mounted twin-linked dakkagun .......................................... +5 points
dakkagun - Pintle Mounted big shoota ..................................................................... +5 points
• Hull (Rear) Mounted - Pintle Mounted rokkit launcha ............................................................... +5 points
twin-linked • Any Centreline, Hull or Pintle Mounted weapon may be upgraded with a:
dakkagun with grot - Grot gunner ................................................................................... +5 points each
gunner • Any Kustom Junka may take one of the following:
• Nose drill (deff rolla) - Reinforced ram ...................................................................................... +5 points
• Rokkit array - Deff rolla .............................................................................................. +10 points
• Any Kustom Junka may take one of the following:
Rukkatrukk
Squigbuggy
- Burna exhaust ...................................................................................... +10 points
• Turret Mounted - Mine layer ............................................................................................ +15 points
lobba - Rokkit array ......................................................................................... +15 points
• Centreline Mounted - Shokkjump engine ............................................................................... +15 points
lobba • Any Kustom Junka may take any of the following:
• Mine layer - Grabbin’ klaw ......................................................................................... +5 points
• Saw blades - Saw blades ............................................................................................. +5 points
• Grot riggers - Billowing fumes ................................................................................... +10 points
- Grot riggers .......................................................................................... +10 points
Shokkjump Dragsta - Wreckin' ball ........................................................................................ +10 points
• Centreline Mounted - ‘Ard case ............................................................................................... +15 points
zzap gun with grot
gunner
• Hull (Front)
Mounted rokkit
launcha
• Shokkjump engine
HEAVY SUPPORT
MEK GUNZ BATTERY ...................................... 18 POINTS
HEAVY SUPPORT
M WS BS S T W I A Ld Sv
The roar of Mek Gunz Gretchin Crew 6 2 3 2 2 1 2 1 5 -
has heralded the end Mek Gun 4 1 2 1 5 2 1 1 - 3+
for many a hapless foe.
Spitting out blasts of
crackling energy, Unit Composition Unit Type
swatting planes out of • 1 Mek Gun • Mek Gun: Infantry (Artillery)
the air or crushing their • 2 Gretchin Crew • Gretchin Crew: Infantry
victims in crackling fists
of bright green force, Wargear Special Rules
these big, clanky field • Kannon (Mek Gun only) • Bulky (4) (Mek Gun only)
guns have enough • Close combat weapon (Gretchin Crew • Relentless (Mek Gun only)
dakka to stomp even only)
the toughest targets. Of
course, as no self-
respecting Ork would be Options
left behind when there’s • A Mek Gunz Battery may include:
a fight in the offing, - Up to 4 additional Mek Gunz* ............................................ +18 points per model
crewing the gunz is left *For each additional Mek Gun, the unit must include 2 additional Gretchen Crew for no
to the long- suffering additional points cost.
grots. The Orks drag • For each Mek Gun in the unit, the unit may include:
the Mek Gunz into - Up to 2 additional Gretchin Crew .................................................. +3 points each
battle behind speeding - Ammo runt .................................................................................... +3 points each
wagons and Trukks • Any Mek Gun may replace its kannon for one of the following:
before abandoning - Lobba .............................................................................................................. Free
them in a heap and
- Zzap gun ........................................................................................ +5 points each
leaving the grots to sort
them out. Though
- Bubblechukka .............................................................................. +12 points each
capable of blasting a - Kustom mega-kannon .................................................................. +12 points each
tank in half or scything - Smasha gun ................................................................................. +12 points each
down enemy infantry, - Traktor kannon ............................................................................ +12 points each
these weapons are just
as likely to backfire
explosively. The biggest
hazard for enemies
facing Mek Gunz is
that, until they start
firing, no-one is really
sure what they will do.
LOOTA MOB ................................................ 80 POINTS
HEAVY SUPPORT
M WS BS S T W I A Ld Sv
Toting massive deffguns Loota 6 4 2 3 4 1 2 2 6 6+
that fill the air with a Mek 6 4 2 3 4 1 2 2 7 6+
rain of shots, rokkits
and energy blasts,
Loota mobs provide a Unit Composition Unit Type
warband with much • 5 Lootas • Loota: Infantry (Heavy)
needed and extremely • Mek: Infantry (Character, Heavy)
heavy covering fire. Wargear
When a mob of Lootas • Deffgun (Loota only) Special Rules
cuts loose, the • Slugga (Mek only) • ‘Ere We Go!
overwhelming storm of • Choppa (Mek only) • Furious Charge
dakka they create • Mek’s Tools (Mek only) • Mob Rule
churns infantry to a
• Stikkbombs • Scavengers
blood-soaked pulp while
tanks shudder and
clang, their crews and Dedicated Transport
systems perforated until • A Loota Mob may take a Trukk or a Looted Wagon as a Dedicated Transport. As a
the vehicles shudder to Dedicated Transport this does not use up an additional Force Organisation slot, but
a halt leaking oil and its points cost must still be paid for as part of the army.
gore. Lootas tend to be
about the heaviest Options
armed Orks going, • A Loota Mob may include:
largely due to their - Up to 10 additional Lootas .................................................. +14 points per model
natural flair for
• The entire unit may take any of the following:
larceny, cons and
- ‘Eavy armour ......................................................................... +2 points per model
general light-fingered
thievery. They often
- Gitfindas ............................................................................... +2 points per model
befriend Meks, trading • Up to three Lootas may be upgraded to a:
their ill-gotten gains for - Mek ................................................................................................................ Free
ever more kustom • Any Mek may exchange its slugga and choppa for one of the following:
dakka. Many Mekboys - Kustom mega-slugga and choppa .................................................. +5 points each
cannot resist tinkering - Kustom mega-blasta ....................................................................... +5 points each
with the deffguns’ - Rokkit launcha ............................................................................... +5 points each
worky bits even as the • Any Mek may take:
Lootas begin firing, - Ammo runt .................................................................................... +3 points each
preventing messy - Cybork body .................................................................................. +5 points each
mishaps and ensuring
- Gitfinda ......................................................................................... +5 points each
that they perform to
their full, devastating
- Grot oiler ....................................................................................... +5 points each
potential. • A single Mek in the unit may take:
- Kustom force field ................................................................................ +50 points
BATTLEWAGON SQUADRON ............................. 110 POINTS
HEAVY SUPPORT
Armour Transport
M BS Front Side Rear HP Capacity
Battlewagons are
massive metal Battlewagon 12 2 14 12 10 4 20
gunbeasts that
prowl through the Unit Composition Unit Type
ranks of the Orks • 1 Battlewagon • Vehicle (Open-topped, Transport)

on great clanking
Wargear Special Rules
treads. Some are • None • None
mobile fortresses,
packed to the Access Points
gunnels with Ork • A Battlewagon with ‘ard case has three Access Points: one on each side of the hull
warriors. Others and one at the rear.
bristle with
Options
ordnance and • A Battlewagon Squadron may take:
heavy weaponry. - Up to 2 additional Battlewagons ....................................... +110 points per model
The iron fists of the • Any Battlewagon may take:
Ork warband, - Turret Mounted killkannon* ................................................................ +30 points
Battlewagons fulfil *A Battlewagon with a Turret Mounted killkannon reduces its Transport Capacity to 12.
• Any Battlewagon may take one of the following:
many battlefield
- Turret Mounted kannon ....................................................................... +10 points
roles, but first - Turret Mounted lobba .......................................................................... +10 points
amongst them is - Turret Mounted zzap gun ..................................................................... +10 points
grinding the enemy • Any Battlewagon may take up to four of the following, in any combination:
into the ground. - Pintle Mounted big shoota ..................................................................... +5 points
- Pintle Mounted rokkit launcha ............................................................... +5 points
Battlewagons are • Any Battlewagon may take one of the following:
always large, - Reinforced ram ...................................................................................... +5 points
heavily built and - Deff rolla .............................................................................................. +10 points
prestigious. These • Any Battlewagon may take any of the following:
- Grabbin’ klaw ......................................................................................... +5 points
steel monsters
- Grot riggers .......................................................................................... +10 points
belong to the most - Wreckin' ball ........................................................................................ +10 points
important and - ‘Ard case ............................................................................................... +15 points
wealthy of Ork - Boarding plank .................................................................................... +15 points
mobs. It is a rare - Wurrtower ............................................................................................ +15 points
Warboss indeed
who does not own
a Battlewagon for
those occasions
when he expects to
encounter serious
resistance or just
fancies driving
around its camp
feeling important
and shouting at its
underlings.
LOOTED WAGON SQUADRON ............................ 37 POINTS
HEAVY SUPPORT
Armour Transport
M BS Front Side Rear HP Capacity
Ork Lootaz are experts
at stealing and Looted Wagon 14 2 11 11 10 3 12
adapting damaged
enemy vehicles for their
own use. Once a battle Unit Composition Unit Type
is over Ork salvage • 1 Looted Wagon • Vehicle (Open-topped, Transport)
teams will get on with
the real work, spending Wargear Special Rules
days towing and • None • Don’t Press Dat!
repairing the wrecks of
enemy tanks. The
majority of recovered Access Points
vehicles see the • A Looted Wagon with ‘ard case has one Access Point at the rear.
battlefield once more,
this time with various Options
Orkish ‘kustomisations’ • A Looted Wagon Squadron may take:
that have as much - Up to 2 additional Looted Wagons ...................................... +37 points per model
chance of damaging the • Any Looted Wagon may take one of the following:
tank as they do - Turret Mounted skorcha* ....................................................................... +5 points
enhancing it. - Turret Mounted deffgun* ..................................................................... +10 points
A looted wagon is a - Turret Mounted killkannon* ................................................................ +30 points
catch- all term for the • Any Looted Wagon may take one of the following:
metal behemoths that - Centreline Mounted kustom mega-blasta* ............................................. +5 points
are resurrected by - Centreline Mounted kannon* .............................................................. +10 points
inventive Mekboyz or - Centreline Mounted lobba* .................................................................. +10 points
built in Ork- controlled - Centreline Mounted zzap gun* ............................................................ +10 points
Imperial factories. They
*A Looted Wagon with a Turret Mounted or Centreline Mounted weapon loses the
may be robust
Transport Sub-type and reduces its Transport Capacity to ‘-‘.
transport vehicles based
• Any Looted Wagon may take up to three of the following, in any combination:
upon a Space Marine
Legion Rhino or Solar
- Hull (Front) Mounted big shoota ........................................................... +5 points
Auxilia Aurox, they - Hull (Front) Mounted rokkit launcha .................................................... +5 points
may be self-propelled - Pintle Mounted big shoota ..................................................................... +5 points
artillery that have been - Pintle Mounted rokkit launcha ............................................................... +5 points
stripped down and - Sponson (Left or Right) Mounted big shoota ......................................... +5 points
covered in glyph plates, - Sponson (Left or Right) Mounted rokkit launcha .................................. +5 points
or they may even be • Any Hull Mounted, Pintle Mounted or Sponson Mounted weapon may be upgraded
anti- gravity skiffs that with a grot gunner ............................................................................... +5 points each
the Orks have not had a • Any Looted Wagon may take one of the following:
proper chance to crash - Turbo charga** .................................................................................... +10 points
into the ground yet. The
• Any Looted Wagon may take one of the following:
fact is that after the
- Reinforced ram ...................................................................................... +5 points
inevitable process of
modification, salvage
- Deff rolla .............................................................................................. +10 points
and tinkering that a • Any Looted Wagon may take one of the following:
Mekboy employs when - Increase its Hit Points to 4, but reduce its Movement to 12 .................. +25 points
fixing up a vehicle - Increase its Hit Points to 5, but reduce its Movement to 10 .................. +50 points
wreck they all share • Any Looted Wagon may take any of the following:
pretty much the same - Grabbin’ klaw ......................................................................................... +5 points
characteristics: - Grot riggers .......................................................................................... +10 points
temperamental as hell - Wreckin' ball ........................................................................................ +10 points
and a good deal less - ‘Ard case ............................................................................................... +15 points
efficient than their - Boarding plank .................................................................................... +15 points
previous incarnation.
- Wurrtower ............................................................................................ +15 points
- ‘Eavy plates .......................................................................................... +20 points
BIG TRAKK ................................................. 50 POINTS
HEAVY SUPPORT
Armour Transport
M BS Front Side Rear HP Capacity
Orks love their trukks,
but when it comes to Big Trakk 12 2 12 11 10 3 12
fighting in the rough
terrain of a shattered
hive city or the Unit Composition Unit Type
sinkholes of an ash • 1 Big Trakk • Vehicle (Open-topped, Transport)
waste, most trucks just
won’t cut it for long Wargear Special Rules
without getting bogged • Two Centreline Mounted big shootas • Rumbler
down or shaking
themselves to bits, and
something heavier is Access Points
needed to get the boyz • A Big Trakk with ‘ard case has one Access Point at the rear.
around in. For some
Meks without the parts Options
and gubbins to build • A Big Trakk may take:
lots of fully-fledged - Turret Mounted flakka gunz* ............................................................... +35 points
Battlewagons, the - Turret Mounted supa kannon* ............................................................. +70 points
answer is to build ‘Big *A Big Trakk with a Turret Mounted weapon loses the Transport Sub-type and reduces its
Trakks’. These are Transport Capacity to ‘-‘.
basically vehicles based • A Big Trakk may take any of the following:
on an up- armoured - Grabbin’ klaw ......................................................................................... +5 points
trukk chassis or rigs
- Reinforced ram ...................................................................................... +5 points
scavenged from
battlefield wrecks and
- Grot riggers .......................................................................................... +10 points
fitted out with bigger, - Wreckin' ball ........................................................................................ +10 points
(and importantly) - ‘Ard case ............................................................................................... +15 points
louder engines and - Boarding plank .................................................................................... +15 points
heavy gauge tank
treads able to cope with
the roughest terrain.
GROT MEGA-TANK ....................................... 90 POINTS
HEAVY SUPPORT
Armour Transport
M BS Front Side Rear HP Capacity
Grot Mega-tanks are
heavy tanks used by Grot Mega-tank 2D6 3 12 11 10 3 -
Gretchin hordes within
Ork armies. They
represent the pinnacle Unit Composition Unit Type
of Gretchin tank • 1 Grot Mega-tank • Vehicle
technology, an
overpowering war Wargear Special Rules
machine that drives all • Two Turret Mounted twin-linked big • Full Speed Ahead!
before it in a storm of shootas • Rolling Scrap Pile
scrap and destruction. • Turret Mounted big shoota
Hammered together out • Two Sponson (Right) Mounted big
of junk, spare Mekboys shoota
and unbridled Grot
• One Sponson (Left) Mounted big shoota
enthusiasm, the Grot
• Reinforced ram
Mega-tank represents
the culmination of the • Grot riggers
Gretchin battlefield
madness that has Options
become known as • A Grot Mega Tank may exchange any of its Turret Mounted twin-linked big shootas
"Grotzkrieg." with one of the following each:
- Turret Mounted twin-linked rokkit launcha .................................................... Free
- Turret Mounted twin-linked skorcha ............................................................... Free
- Turret Mounted twin-linked grotzooka ........................................ +10 points each
- Turret Mounted twin-linked kustom mega-blasta ........................ +10 points each
• A Grot Mega Tank may exchange any of its Sponson Mounted big shootas with one of
the following each:
- Sponson Mounted rokkit launcha ................................................................... Free
- Sponson Mounted skorcha .............................................................................. Free
- Sponson Mounted grotzooka ......................................................... +5 points each
- Sponson Mounted kustom mega-blasta ......................................... +5 points each
• Any Grot Tank may any of the following:
- Pintle Mounted shoota ................................................................... +3 points each
- Wreckin’ ball ................................................................................ +10 points each
GORKANAUT .............................................. 245 POINTS
HEAVY SUPPORT
Armour Transport
A Gorkanaut is M WS BS S Front Side Rear I A HP Capacity
everything an Ork Gorkanaut 6 4 2 8 13 13 12 2 4 5 6
aspires to be. Massive,
tough, loud and
Unit Composition Unit Type
destructive, its blocky
silhouette looms • 1 Gorkanaut • Vehicle (Knight, Transport)
menacingly over friend
and foe alike. From its Wargear Special Rules
hulking, orkoid shape • Arm Mounted deffstorm mega-shoota • Rampage
to the brutal weapons it • Arm Mounted Klaw of Gork (or possibly
wields, a Gorkanaut Mork)
epitomises the unsubtle • Two Arm Mounted rokkit launchas
brutality of Gork and • Hull (Front) Mounted skorcha
its no-nonsense way of • Two Pintle Mounted twin-linked big
war. Every Gorkanaut is shootas
essentially a massively
overbuilt armoured war
suit bristling with Access Points
dakka and packing an • A Gorkanaut has one Access Point at the front.
armoured claw the size
of a Killa Kan. They are Options
ideal for a lone Nob • A Gorkanaut may take grot riggers ............................................................ +10 points
who wants to make a
name for himself,
serving as weapon,
transport and (rather
cramped and smelly)
home all in one.
MORKANAUT ............................................. 230 POINTS
HEAVY SUPPORT
Armour Transport
Where Gorkanauts M WS BS S Front Side Rear I A HP Capacity
epitomise the unsubtle Morkanaut 6 4 2 8 13 13 12 2 4 5 6
brutality of almighty
Gork, a Morkanaut
Unit Composition Unit Type
displays all the lethal
kunnin’ of equally • 1 Morkanaut • Vehicle (Knight, Transport)
almighty Mork. Every
Morkanaut is Wargear Special Rules
personally built and • Arm Mounted Klaw of Gork (or possibly • None
piloted by a skilled Mork)
Mekboy, and packs a • Arm Mounted kustom mega-kannon
wild array of energy • Two Arm Mounted rokkit launchas
weapons and glowy • Hull (Front) Mounted kustom mega-
gubbinz from the Mek’s blasta
own workshop. • Two Pintle Mounted twin-linked big
Morkanaut pilots – like shootas
their Gorkanaut
equivalents – are
usually outcasts. Some Access Points
feel the call of the Great • A Morkanaut has one Access Point at the front.
Waaagh! and set out to
cause carnage in the Options
name of Mork, while • A Morkanaut may take any of the following:
others hunt for the - Grot riggers .......................................................................................... +10 points
technological secrets of - Kustom force field ................................................................................ +50 points
other races.
MEGA-DREAD ............................................. 175 POINTS
HEAVY SUPPORT
M WS BS S T W I A Ld Sv
The Mega-dread is a Mega-dread 7 4 2 8 7 6 2 4 8 2+
hulking, armour-plated
monster, much larger
Unit Composition Unit Type
and considerably more
• 1 Mega-dread • Dreadnought (Heavy)
powerful than the more
commonly encountered
Deff Dreads and Killa Wargear Special Rules
Kans. They fit • Two Klaws of Gork (or possibly Mork) • Walking Scrap Pile
enormous hydraulic • Two big shootas • Kaboom
power into a relatively
compact frame, which Options
makes them far more
• A Mega-dread may replace either of its Klaws of Gork (or possibly Mork) with one of
manoeuvrable on the
the following:
battlefield than the
- Mega killsaw .................................................................................................... Free
larger Stompa.
- Killkannon* ................................................................................. +35 points each
Being larger and more *If either or both Klaws of Gork (or possibly Mork) are replaced with killkannons then the
sophisticated then model reduces its Attacks Characteristic to 3.
standard Ork walkers, • A Mega-dread may take grot riggers .......................................................... +10 points
most Mega-dreads are
controlled by a hybrid
system of detachable
surgical implants which
are often hammered in
then pried out of the
pilot's head during and
after battle.
SQUIGGOTH ................................................ 180 POINTS
HEAVY SUPPORT
M WS BS S T W I A Ld Sv Transport
Capacity
Squigs, or to give them
their full name, Squiggoth 9 2 2 6 7 6 1 2 5 4+ 15
squiggly beasts, are
common creatures Unit Composition Unit Type
amongst Ork • 1 Squiggoth • Cavalry (Monstrous, Monstrous
communities. Transport, Open-topped)
Squiggoths are super-
Wargear
squigs.Whilst they have
• None Special Rules
the appearance of huge,
monstrous lizard-like • Hammer of Wrath (D3+1)
creatures, their • Rampage (D6)
physiology is actually • Orkish War Beast
closer to that of fungus
- an enraged and very Options
deadly fungus! • A Squiggoth may take one of the following:
A squiggoth bred for - Centreline Mounted kannon ................................................................. +10 points
battle will invariably - Centreline Mounted lobba ................................................................... +10 points
have a howdy and a set - Centreline Mounted zzap gun .............................................................. +10 points
of armour constructed • A Squiggoth may take one of the following:
(usually from spare - Turret Mounted kannon* ...................................................................... +10 points
scrap). Larger howdahs - Turret Mounted lobba* ........................................................................ +10 points
are favoured, so that - Turret Mounted zzap gun* ................................................................... +10 points
big gunz can be
*A Squiggith with a Turret Mounted weapon loses the Transport Sub-type and reduces its
mounted, but many
Transport Capacity to ‘-‘.
Orks prefer the ‘old
• A Squiggoth may take any of the following:
ways’ and simply use
the creature as a
- Grabbin’ klaw ......................................................................................... +5 points
method of transport. - Grot riggers .......................................................................................... +10 points
- Stikka ................................................................................................... +10 points
- Wreckin' ball ........................................................................................ +10 points
- Boarding plank .................................................................................... +15 points
- Snakebite combat drugs ....................................................................... +15 points
- Wurrtower ............................................................................................ +15 points
LORDS OF WAR
STOMPA ................................................... 770 POINTS
LORDS OF WAR
Armour Transport
A Stompa is an effigy of M WS BS S Front Side Rear I A HP Capacity
war built by the Orks to Stompa 12 5 2 10 13 13 12 1 4 14 20
ape their brutal gods.
Cobbled together in
Unit Composition Unit Type
typical Ork fashion, the
Stompa’s bulk is • 1 Stompa • Vehicle (Titan, Transport)
festooned with
overlapping metal Wargear Special Rules
plates, bolted atop one • Arm Mounted mega-choppa with in-built • Effigy
another to present a twin-linked big shoota
formidable frame and • Arm Mounted deffkannon
allow the Stompa to • Arm Mounted supa-gatler
shrug off incoming • Three Arm Mounted supa rokkits
firepower. It has a large • Two Hull (Front) Mounted big shootas
crew of Orks and grots • Hull (Front) Mounted skorcha
to keep its vast engine
• Hull (Rear) Mounted big shoota
going and its weapons
• Gitfindas
blazing away. And
Stompas are festooned • Grot riggers
with weapons – ranging
from big shootas and Access Points
skorchas poking out • A Stompa has one Access Point at the rear.
from between their
protective plates to the Options
deff kannon, an
• A Stompa may exchange its Arm Mounted mega-choppa with in-built twin-linked big
enormous piece of
shoota for:
ordnance, and the
- Arm Mounted lifta-droppa ............................................................................... Free
bullet- spewing supa-
gatler. A Stompa can • A Stompa may take any of the following:
also carry a full mob of - Up to 2 additional supa rokkits ............................................................ +20 points
Orks to war, ready to - Kustom force field ................................................................................ +50 points
jump out and put the
boot in at a moment’s
notice. Once in combat,
a Stompa wields its
mega- choppa – a
massive whirring blade
that can cleave a
bastion in two or hack
a Titan down to size in
a flurry of roaring
violence.
KILL BLASTA ............................................. 330 POINTS
LORDS OF WAR
Armour Transport
M BS Front Side Rear HP Capacity
The 'Kill Tanks' are a
new and terrifying Kill Blasta 14 2 14 13 10 7 -
addition to the Orkish
arsenal. Their use has
spread to numerous Unit Composition Unit Type
Ork empires and • 1 Kill Blasta • Vehicle (Super-heavy)
warbands across the
galaxy. Kill tanks are Wargear Special Rules
an Ork heavy tank • Centreline Mounted gigashoota • Crushing Weight
design, based around • Hull (Left) Mounted twin-linked big • Engine Damage
the twin Ork loves of shoota
speed and extreme • Hull (Right) Mounted twin-linked big
violence. These hulking, shoota
slab-sided machines are
• Grot riggers
extremely durable and
• Reinforced ram
many have a heavily
armoured, shovel-
bladed prow suitable Options
for ramming their way • A Kill Blasta may replace any of its Hull Mounted twin-linked big shootas with any of
through any obstacles the following:
in their path, while - Hull Mounted twin-linked rokkit launcha ....................................................... Free
much of their mass is - Hull Mounted twin-linked skorcha ................................................................. Free
made up of engines and • A Kill Blasta may take grot gunners for all its weapons ............................. +25 points
drive mechanics which,
while temperamental,
can propel the tank far
faster than an
equivalent Imperial
machine of its size.
Instead of a single
heavy gun, the Kill
Blasta's central forward
hull mounts a
convoluted array of
multiple heavy barrels,
rotary cannon,
scatterguns and big
shootas all rigged to fire
at once, drenching a
single target in a
torrent of murderous
shot and shell. This
sheer volume of fire is
simply death to any
unprotected target
caught in front of it
when it unleashes its
fury.
KILL BURSTA ............................................. 350 POINTS
LORDS OF WAR
Armour Transport
M BS Front Side Rear HP Capacity
The Kill Bursta's main
gun is an immense, Kill Bursta 14 2 14 13 10 7 -
wide-bore siege mortar
mounted in the centre
of its forward hull, Unit Composition Unit Type
much in the manner of • 1 Kill Bursta • Vehicle (Super-heavy)
a Typhon Siege Tank.
The huge rocket-boosted Wargear Special Rules
ordnance launched by • Centreline Mounted belly gun • Crushing Weight
the Bursta Gun, while • Hull (Left) Mounted twin-linked big • Engine Damage
appallingly short shoota
ranged is powerful • Hull (Right) Mounted twin-linked big
enough to blast a shoota
hardened bunker or
• Grot riggers
defensive bastion to
• Reinforced ram
smithereens and have
been observed in direct
fire to have blown the Options
leg off a Warhound • A Kill Blasta may replace its Centreline Mounted belly gun with:
Scout Titan in one - Centreline Mounted Bursta kannon ..................................................... +50 points
engagement and, in • A Kill Blasta may replace any of its Hull Mounted twin-linked big shootas with any of
others, shatter Imperial the following:
super-heavy tanks in a - Hull Mounted twin-linked rokkit launcha ....................................................... Free
single shot. Although - Hull Mounted twin-linked skorcha ................................................................. Free
this was as likely (given
• A Kill Blasta may take grot gunners for all its weapons ............................. +25 points
the weapon's
inaccuracy) to have
been as much luck as
good judgement by its
gunners.
GARGANTUAN SQUIGGOTH .............................. 550 POINTS
LORDS OF WAR
M WS BS S T W I A Ld Sv Transport
Capacity
Just like with other
large Battle Fortresses Gargantuan 9 2 2 10 8 8 1 5 7 3+ 30
and Stompas, Orks see Squiggoth
ownership of a
Gargantuan Squiggoth Unit Composition Unit Type
as a sign of a warboss’s • 1 Gargantuan Squiggoth • Cavalry (Gargantuan, Monstrous
power and wealth. Transport, Open-topped)
Gargantuan Squiggoths
Wargear
grow to the size of
• None Special Rules
small Titans and once a
• Hammer of Wrath (D6+1)
howdah has been
mounted upon its back, • Rampage (D6)
a warboss and its Nobz • Orkish War Beast
retinue can ride high,
shooting down upon the Options
enemy and cheering • A Gargantuan Squiggoth may take any of the following:
wildly as the Squiggoth - Up to four Pintle Mounted twin-linked big shootas ........................ +5 points each
ploughs through the - Turret Mounted flakka gunz ................................................................. +35 points
enemy ranks, goring
- Hull (Front) Mounted supa kannon ..................................................... +70 points
and trampling on its
rampage of destruction.
- Hull (Rear) Mounted supa kannon ...................................................... +70 points
• A Gargantuan Squiggoth may take any of the following:
- Grabbin’ klaw ......................................................................................... +5 points
- Grot riggers .......................................................................................... +10 points
- Wreckin' ball ........................................................................................ +10 points
- Boarding plank .................................................................................... +15 points
- Snakebite combat drugs ....................................................................... +30 points
APPENDIX
NEW UNIT TYPES

EXPENDABLE SUB-TYPE MECHANISED SUB-TYPE


The following rules apply to all models with the The following rules apply to all models with the
Expendable Sub-type: Mechanised Sub-type:
• An enemy player may never score Victory Points for the • Successful Wounds caused by attacks with the Poisoned
destruction of a unit that includes any models with the (X) or Fleshbane special rules must be re-rolled against
Expendable Sub-type. models with the Mechanised Unit Sub-type.
• Models with the Independent Character special rule • Failed rolls To Wound made for weapons with the
may never join a unit that includes any models with the Armourbane (X) special rule, and against a unit that
Expendable Sub-type. includes any models with this Unit Sub-type, must be
re-rolled.
GARGANTUAN SUB-TYPE • A model with the Mechanised Unit Sub-type may attack
with all weapons it has when making a Shooting Attack,
The following rules apply to all models with the including as part of a Reaction.
Gargantuan Unit Sub-type:
• A model with the Mechanised Unit Sub-type may attack
• Models with the Gargantuan Unit Sub-type have the with Heavy and Ordnance weapons while counting as
Eternal Warrior and Fearless special rules. stationary even if it has moved in the preceding
• Models with the Gargantuan Unit Sub-type are not Movement phase, and may declare Charges as normal
affected by special rules that negatively modify their regardless of any Shooting Attacks made in the same
Characteristics (other than Wounds). turn.

• Models with the Gargantuan Unit Sub-type are not • A model with the Mechanised Unit Sub-type is affected
slowed by Difficult Terrain and automatically pass by the Haywire, Detonation and Battlesmith (X) special
Dangerous Terrain tests – but may not pass through or rules as if it had the Dreadnought Unit Type.
end their move in Impassable Terrain. • No model that does not also have the Mechanised Unit
• Models with the Gargantuan Unit Sub-type count as ten Sub-type may join a unit that includes one or more
models for the purposes of determining if the model is models with the Mechanised Unit Sub-type
outnumbered by another unit.
• Models with the Gargantuan Unit Sub-type may only MONSTROUS TRANSPORT SUB-TYPE
make Reactions triggered by models with the Armiger,
The following rules apply to all models with the
Dreadnought, Primarch or Vehicle Unit Type, or any
Monstrous Transport Sub-type:
model with a Wounds Characteristic of 8 or more.
• A model with the Monstrous Transport Sub-type can
• Successful Wounds scored by attacks with the Poisoned
carry infantry just like a Vehicle Transport, and follows
or Fleshbane special rules must be re-rolled against
all the rules listed for Transports on page 211 of the Age
models with the Gargantuan Unit Sub-type.
of Darkness Rulebook except for those specifically
• A model with the Gargantuan Unit Sub-type may attack pertaining to Vehicles.
with all weapons they have in each Shooting Attack
• Any weapons carried by a model with the Monstrous
they make, including as part of a Reaction.
Transport Sub-type follow the rules for Vehicle Firing
• A model with the Gargantuan Unit Sub-type may make Arcs and Weapon Mounts detailed on page 205 of the
Shooting Attacks with Heavy and Ordnance weapons, Age of Darkness Rulebook.
counts as Stationary even if it moved in the preceding
Movement phase, and may declare Charges as normal
regardless of any Shooting Attacks made in the same
turn.
• No model that does not have the Gargantuan Unit Sub-
type may join a unit that includes a model with the
Gargantuan Unit Sub-type.
• A model with the Gargantuan Unit Sub-type ignores all
effects (both detrimental and beneficial) of all Psychic
Powers and cannot be Wounded or affected by any
Attack with the Psychic Focus special rule. Weapons
with the Force special rule that are used to make
Attacks against a model with the Gargantuan Unit Sub-
type are not affected and are resolved normally.
OPEN-TOPPED SUB-TYPE SKIRMISH SUB-TYPE
The following rules apply to all models with the Open- The following rules apply to all models with the Skirmish
topped Sub-type: Sub-type:
• A Vehicle with the Open-topped Sub-type adds 1 to the • A unit that includes only models with the Skirmish Sub-
result on the Vehicle Damage Table for any damage it type has a unit coherency range of 3" rather than 2".
suffers. This is cumulative with other modifiers.
• A unit that includes only models with the Skirmish Sub-
• A model with both the Open-topped Sub-type and type increases all Cover Saves granted by terrain by one
Transport Sub-type or Monstrous Transport Sub-type (i.e., from 6+ to 5+). This only increases existing Cover
gains the Assault Vehicle special rule. The model does Saves and does not grant one when in terrain that does
not have a specific Access Point. Instead, the entire not normally grant a Cover Save. This rule cannot
model is considered to be an Access Point. increase a Cover Save to better than 2+.
• Passengers embarked on a Vehicle with the Open-
topped Sub-type may shoot during the Shooting phase WARBOSS SUB-TYPE
unless the Vehicle moved at Cruising Speed or moved
Flat-out. Passengers count as having moved if the The following rules apply to all models with the Warboss
Vehicle moved in the Movement phase. Sub-type:

• Passengers embarked on a Cavalry model with the • If your primary detachment contains any models with
Open-topped Sub-type may shoot during the Shooting the Warboss Sub-type, one of them must be selected as
phase unless the model ran. Passengers count as having the Warlord.
moved if the model moved in the Movement phase. • A model with the Warboss Sub-type may select one of
• If a Vehicle with the Open-topped Sub-type suffers an the Great Clans of the Orks: Bad Moons, Blood Axes,
Explodes result on the Vehicle Damage Table, any Hits Deathskulls, Evil Sunz, Goffs, or Snakebites. If your
suffered by Passengers are resolved at Strength 4 army contains more than one model with the Warboss
instead of Strength 8. Sub-type, then each may select a different Great Clan of
the Orks. The rules for the Great Clans can be found on
the following page.
• A unit with the Slow and Purposeful special rule that
contains at least one model with the Warboss Sub-type
may still perform Reactions, though may never move as
part of those Reactions.
GREAT CLANS OF THE ORKS
A model with the Warboss Unit Sub-type may choose one of the six Great Clan of the Orks below. If they do so, the model
and units in the detachment clearly aligned with the same Great Clan (using paint schemes or iconography) will receive
the benefits and restrictions listed. If more than one model with the Warboss Unit Sub-type is included in the same
Detachment, a different Great Clan may be chosen for each, but each unit may only be aligned with a single Great Clan.
The Great Clan effects persist even if the model with the Warboss Unit Sub-type is removed as a casualty.

Bad Moons Evil Sunz


• Bad Moons Flash Gitz gain the Line Unit Sub-type. • Evil Sunz Warbiker Mobs gain the Line Unit Sub-type.
• A Bad Moons Warboss may exchange their slugga with a • An Evil Sunz Warboss or Mega Warboss without a
snazzgun for 10 points. A Bad Moons Mega Warboss Retinue may take a Trukk or a Battlewagon as a
may exchange their twin-linked shoota with a snazzgun Dedicated Transport.
for 10 points.
• Evil Sunz models with the Cavalry Unit type gain the
• Any Assault weapon wielded by a Bad Moons model Sudden Strike (1) special rule. In addition, Evil Sunz
with the 'Ere We Go! special rule gains the More Dakka models with the Infantry Unit type and the ‘Ere We Go!
(1) special rule. special rule gain the Sudden Strike (1) special rule on
any turn in which they Disembark from a Vehicle,
• Any Bad Moons unit with access to a Trukk as a
provided they do not also have the Slow and Purposeful
dedicated transport may take a Battlewagon instead.
special rule.
• A Detachment with any Bad Moons models may only
• Evil Sunz Vehicles add +1 to their Movement
include a maximum of one unit chosen from the
characteristics.
following: Skarboyz Mob, Loota Mob.
• A Detachment with any Evil Sunz models may only
Blood Axes include a maximum of one unit chosen from the
• Blood Axes Kommandos gain the Line Unit Sub-type. following: Mek Gunz Battery, Meganobz Mob.

• A Blood Axes Warboss or Mega Warboss may gain the Goffs


Move Through Cover and Scout special rules and the
• Goffs Stormboyz Mobs gain the Line Unit Sub-type.
Skirmish Unit Sub-type for 15 points.
• A Goffs Warboss may take a rokkit pack for 20 points,
• Any Blood Axes model with the Light Unit Sub-type
provided it does not have mega armour or a warbike. A
additionally gains the Skirmish Unit Sub-type.
Warboss with a rokkit pack gains the Bulky (3) special
• Any Blood Axes unit with access to a Trukk as a rule.
dedicated transport may take a Looted Wagon with
• Goffs models with the Character Unit Sub-type gain the
sufficient transport capacity instead.
Preferred Enemy (Characters) special rule when
• A Detachment with any Blood Axes models may only fighting in a challenge, and must always issue and
include a maximum of one unit chosen from the accept challenges.
following: Burna Mob, Deffkoptas.
• Goffs Deff Dreads gain the Rampage (D3) special rule.
• A Primary Detachment of Imperialis Militia or Legiones
• A Detachment with any Goffs models may only include
Astartes (Blackshields) may take an Allied Detachment
a maximum of one unit chosen from the following:
of Orks, counting as Distrusted Allies, if the compulsory
Kommando Mob, Flash Gitz Mob.
HQ choice for the Allied Detachment is a Blood Axes
Warboss or Blood Axes Mega Warboss. Snakebites
Deathskulls • Snakebites Skarboyz Mobs gain the Line Unit Sub-type.
• Deathskulls Loota Mobs gain the Line Sub-type. • Any Snakebites model with the Character Unit Sub-type
gains the Monster Hunter special rule.
• A Deathskulls Warboss or Mega Warboss may take a
single weapon chosen from those available to a Legion • Any Snakebites model with the Infantry or Cavalry Unit
Centurion at the points cost listed. They may not take types and the 'Ere We Go! special rule gains Feel No
any Legion-specific or Consul-specific weapons. Pain (5+) against Wounds with the Poisoned (X) special
rule.
• Any Deathskulls model with the Line Unit Sub-type
gains the Scavengers special rule and may take lucky • Any Snakebites model with a Warbike may exchange it
tattoos for free. for a Cyboar for no additional cost, gaining the Hammer
of Wrath (D3) and Rampage (D3) special rules.
• Any Deathskulls unit with access to a Trukk as a
dedicated transport may take a Looted Wagon with • Any Snakebites unit with access to a Trukk as a
sufficient transport capacity instead. dedicated transport may take a Squiggoth instead.
• A Detachment with any Deathskulls models may only • A Detachment with any Snakebites models may only
include a maximum of one unit chosen from the include a maximum of one unit chosen from the
following: Flash Gitz Mob, Tankbusta Mob. following: Stormboyz Mob, Deffkoptas.
MEKANIAK KULTS
The following list comprises Mekaniak Kults that may be used by any Orks Detachment that includes at least one model
with the Mekaniak Kults special rule. Only a single Mekaniak Kult may be chosen per army, and Mekaniak Kult rules may
not be used in games of Zone Mortalis.

MEKANIAK KULT: KULT OF SPEED Limitations


• All Compulsory Troops choices in a Detachment
Effects following this Mekaniak Kult must be Deff Dread Mobs.

• Warbiker Mobs and Warbuggy Squadrons may be taken • A Detachment following this Mekaniak Kult may only
as non-compulsory Troops choices in a Detachment include a single Fast Attack choice and a single Heavy
following this Mekaniak Kult. If the Detachment Support choice that does not consist entirely of models
includes a Big Mek mounted on a Warbike, Warbiker with the Dreadnought Unit Type or the Knight Unit Sub-
Mobs may be taken as Compulsory Troops choices too. type.

• Deffkoptas and Independent Characters on Warbikes in • An army with a Detachment following this Mekaniak
a Detachment following this Mekaniak Kult gain the Hit Kult may not roll to attempt to Seize the Initiative.
& Run special rule.
• An army with a Detachment following this Mekaniak MEKANIAK KULT: TELLYPORTA ASSAULT
Kult may begin rolling for Reserves at the start of their
first turn. Effects
Limitations • All models in mega armour in a Detachment following
this Mekaniak Kult gain the Deep Strike special rule.
• A Detachment following this Mekaniak Kult may not
include any models with the Dreadnought Type or the • Meganobz Mobs may be taken as Troops choices in a
Artillery, Knight, Mechanised or Titan Sub-types. Detachment following this Mekaniak Kult.
• A Detachment following this Mekaniak Kult may not • Meganobz Mobs taken as Compulsory Troops in the
include more Heavy Support choices than Fast Attack Detachment gain the Line Sub-type.
choices.
• In a Detachment following this Mekaniak Kult, any of
• Every model with the Infantry Unit Type in a the following units may be given the Deep Strike special
Detachment following this Mekaniak Kult must begin rule for +25 points per unit:
the game embarked on a Vehicle with the Transport
Unit Sub-type.
- Boyz Mobs without a Dedicated Transport
- Flash Gitz Mobs without a Dedicated Transport
MEKANIAK KULT: GREAT DREAD MOB - Morkanauts
Limitations
Effects
• A Detachment following this Mekaniak Kult must
• In a Detachment following this Mekaniak Kult, Deff
include at least one Mega Big Mek with a tellyport
Dread Mobs may be taken as Troops choices.
blasta.
• Deff Dread Mobs taken as Compulsory Troops in the
• Units in a Detachment following this Mekaniak Kult
Detachment gain the Line Sub-type.
may not take Dedicated Transports.
• Stompas taken as a Lords of War choice to a Primary
• Gretchin Mobs may not be taken in a Detachment
Detachment following this Mekaniak Kult gain the
following this Mekaniak Kult.
Wrecker special rule.
• All models in mega armour in a Detachment following
• A single Mega-dread in the Detachment may be selected
this Mekaniak Kult must deploy by means of a Deep
as an HQ choice. A Mega-dread selected in this manner
Strike Assault.
must take the Kustom Meka-dread upgrade for +30
points, and may additionally take a kustom force field • On the turn in which they deploy by means of a Deep
for +50 points. Strike Assault, units with the Infantry Unit type in a
detachment following this Mekaniak Kult may not make
KUSTOM MEKA-DREAD 30 POINTS use of the Mob Rule special rule.

A Mega-dread with this upgrade gains the Character


Sub-type and the Battlesmith (5+), Rage (2) and
Eternal Warrior special rules. In addition, it must be
selected as the Warlord of an army that includes it,
unless the army also includes a model with the Biggest
and Best special rule.
ORKS SPECIAL RULES
BOMBS AWAY! CRUSHING WEIGHT
A model with this special rule may use Bomb weapons When the controlling player resolves a Ram Attack using
even though it is not a Flyer. Follow the rules for Bombing a model with this special rule, targeting an enemy model
Runs but ignore references to Flyers. that has the Vehicle Unit Type, then any Hits inflicted are
always resolved at Strength 12. When resolving a Ram
Attack against a unit that is not made up entirely of
BREACHING (X) models with the Vehicle Unit Type, 6+D6 Str 10 Hits are
When rolling To Wound for a model that has the inflicted instead.
Breaching (X) special rule, or is attacking with a weapon
that has the Breaching (X) special rule, for each To DESTRUCTOR
Wound roll equal to or higher than the value listed in
brackets, the controlling player must resolve these Any model which suffers an unsaved Wound or Hull Point
wounds at AP 2 instead of the weapon’s normal AP value. loss from a weapon with this special rule instead suffers
This rule has no effect on models that do not have D6 unsaved Wounds or Hull Points of damage.
Wounds, such as models with the Vehicle Unit Type.
In addition, if the target of this attack is a model with the
For example, a model with the Breaching (5+) special rule Knight, Titan, Super-heavy Vehicle, or Building or
that rolls To Wound and rolls a result of ‘5’ or higher, the Fortification Unit Type, or the Monstrous Unit Sub-type,
Wound inflicted gains an AP of ‘2’ regardless of the AP value increase the number of Wounds suffered or Hull Points
listed on the weapon’s profile. Note that a weapon that has lost to 2D6.
both the Breaching (X) and the Gets Hot special rules
always uses the base AP of the weapon when rolls of ‘1’ To
Hit inflict Wounds on the attacking model.
DETONATION
A weapon with this special rule may only be used to
BRUTAL (X) attack models of the Vehicle, Dreadnought or Automata
Unit Types, any model with a Movement Characteristic of
When a model is allocated a Wound inflicted by a weapon 0 or ‘-’, or Buildings or Fortifications. Furthermore, a
with this special rule, it does not suffer only one Wound model that is chosen to attack with a weapon with this
but instead suffers a number of Wounds equal to the special rule during the Assault phase may only make a
number in brackets associated with the specific variant of single attack in the Fight sub-phase, regardless of its
this special rule, with all of the Wounds inflicted using the Attacks Characteristic and any bonus attacks from
same AP and special rules as that of the initial Wound. Charging or other special rules.
Roll to save against each Wound inflicted separately, but
note that Wounds caused in excess of a given model’s
remaining Wounds do not spill over to other models and
DON’T PRESS DAT!
are lost. This special rule has no effect on models that do Roll a D6 for each Vehicle with this special rule at the
not have a Toughness value. start of their Movement phase. On a roll of 1, the Vehicle
must move directly forwards as far as possible. This may
CHOPPIN' (X) mean any passengers may not disembark this turn.

When rolling To Wound for a model that has the Choppin'


(X) special rule, or is attacking with a weapon that has
EFFIGY
the Choppin' (X) special rule, for each To Wound roll A model with this special rule ignores the effects of the
equal to or higher than the value listed in brackets, the Haywire and Disruption (X) special rules. In all cases,
controlling player must resolve these wounds at AP 3 weapons which benefit from these special rules must
instead of the weapon’s normal AP value (unless the attempt to damage a model with this special rule
weapon’s normal AP value is better). This rule only affects normally using the attack’s Strength value. In addition, all
models that have the Infantry or Cavalry Unit Types. friendly units with the ‘Ere We Go! special rule and at
For example, a model with the Choppin' (5+) special rule least one model within 24" of a model with this special
that rolls To Wound and rolls a result of ‘5’ or higher rule gain the Fearless special rule.
against a model with the Infantry or Cavalry Unit Types, the
Wound inflicted gains an AP of ‘3’ unless the AP value listed ENGINE DAMAGE
on the weapon’s profile is otherwise better.
When a Vehicle with the Super-heavy Sub-type and this
special rule suffers an Explodes result on the Vehicle
Damage table, roll a D6. On the score of a 4+, it is
Immobilised (as per the entry on the Vehicle Damage
table) as well as suffering the effects of any other damage
inflicted upon it. This ignores the normal immunity to
such damage granted by the Super-heavy Sub-type.
‘ERE WE GO! LIVING SHIELD
If every model in a unit has this special rule, the unit can For each Troops choice in a detachment (not including
re-roll a single dice when determining its charge range. In other Gretchin Mobs) you may include a single Gretchin
addition, when a unit made up entirely of models with Mob. Gretchin Mobs do not use up Force Organisation
this special rule makes the Advance Reaction, they may slots and as such may not fill compulsory slots. A Gretchin
add +D3 to their Initiative Characteristic when Mob and the Troops choice it was included with do not
determining the number of inches they can move. This is need to deploy together and always operate as separate
in addition to any other modifiers such as from the Light units.
Sub-type.
MEASURED STRIKE
FULL SPEED AHEAD!
A model attacking with a weapon or profile that has this
A Vehicle with this special rule has a Movement value of special rule may only make a single attack, regardless of
2D6 per turn, but always counts as moving at Combat the value of its Attacks Characteristic, any other special
Speed. The Vehicle’s movement ignores the effects of rules or whether it has Charged or is wielding more than
difficult terrain, but is affected by dangerous terrain as one weapon.
normal. When operating in squadrons, roll once for the
movement of the entire squadron in each turn. If a double
1 is rolled to determine the Movement value, the Vehicle
MOB RULE
(or a single Vehicle in the squadron chosen by the A unit made up entirely of models with the Mob Rule
controlling player) suffers a Penetrating hit. special rule may count their Leadership as being equal to
the number of models in the unit when taking any
KABOOM Leadership tests, to a maximum of 10. If there are more
than 10 models in the unit, the unit also gains the
When a model with this special rule loses its last Wound, Stubborn special rule. Models with the Bulky (X) special
but before it is removed as a casualty, all models both rule count as a number of models equal to the value X
friendly and enemy within D6" suffer an automatic Hit at when determining mob size.
the Strength of the model with this special rule and AP -.
MORE DAKKA (X)
LIFTA-DROPPA
When making a shooting attack with a weapon with this
This weapon may only target models with the Vehicle special rule, for each roll of a natural 6 the weapon may
Unit type that began the game with no more than 4 hull make a number of additional shots with the same profile.
points. If the shot hits successfully, roll a D6 and apply the The number of additional shots made is equal to the value
following result: of (X) that is included as part of this special rule. Roll To
Hit as normal for the additional shots. These additional
D6 Result shots do not generate more shots.

1 The target Vehicle suffers no damage but the


Vehicle firing the lifta-droppa suffers a Glancing ORKISH WAR BEAST
hit.
As long as a model with this special rule is transporting at
2-5 The target Vehicle is thrown D6" in a random least five friendly models with the ‘Ere We Go! special
direction (roll a Scatter dice, re-rolling any Hit rule, or is within 3" of at least five friendly models with
results), stopping if it moves to within 1" away the ‘Ere We Go! special rule, it gains the Fearless special
from any other model, and takes D3 Glancing rule.
hits as it is flung about by the lifta-droppa beam.

6 The target vehicle is thrown 2D6" in a random PSYCHO-DAKKA-BLASTA!


direction (roll a Scatter dice, re-rolling any Hit A weapon with this special rule makes three shooting
results), stopping if it moves to within 1" away attacks with listed profile each time it fires. Completely
from any other model, and suffers an Explodes! resolve each shooting attack before moving on to the
result on the Vehicle Damage table. next. A new target may be chosen for each attack. This
special rule may never be used as part of a Reaction.

RAMSHACKLE
Roll a D6 each time a Vehicle with this special rule suffers
a penetrating hit. On the roll of a 6, the Vehicle only
suffers a glancing hit instead.
REACH (X) SCREAMIN’ DESCENT
A model making attacks as part of an Assault using a When making a Bombing Run attack with a weapon with
weapon with this special rule, adds the value of (X) that this special rule, roll 2D6 and refer to the table below.
is included as part of this special rule to its Initiative The roll is made after the Blast marker is placed but
Characteristic. If a model has more than one weapon with before it scatters.
this special rule then that model only increases the value
of its Initiative by the value of the special rule on the 2D6 Result
weapon whose profile is used by that model to attack
during the Fight sub-phase. A weapon that is not used to 2 Faster! Waaagh!: No bomb is dropped. The
attack does not modify the model’s Initiative Flyer making the attack is Wrecked. When
Characteristic – models that may attack with more than resolving the Crash and Burn for the Wrecked
one weapon, or models claiming the bonus for having a Flyer, centre the Blast marker on the position
second weapon, may only add the value of the highest occupied by the target model.
variant of this special rule and do not add the values
3 Clipped 'im!: No bomb is dropped. The Flyer
together.
making the attack and its target each suffer a
For example, a model attacking as part of an Assault with a single Strength 9 AP2 hit. All hits on Vehicles
weapon that has the Reach (1) special rule increases its strike the Vehicle's side facing.
Initiative by +1.
4-9 Just like dis!: Execute the Bombing Run attack
normally.
ROLLING/WALKING SCRAP PILE
10-12 Dakka-dakka-boom!: Execute the Bombing
A model with this special rule has a 5+ Invulnerable Save Run attack normally. In addition, the Flyer
against all attacks, except those of weapons with the making the attack may shoot any of its assault
Ordnance, Destroyer, or Armourbane (X) special rules or weapons at the target model's unit. All hits on
types. Vehicles strike the Vehicle's rear facing. Any
unit that suffers one or more unsaved Wounds
from any of the attacks must take a Pinning
RETINUE test. Note that the Flyer may shoot its assault
A Nobz Mob, Warbiker Nobz Mob or Meganobz Mob may weapons again in the Shooting phase and it can
be selected as a ‘Retinue Squad’ instead of an Elites choice target a different unit.
in a Detachment that includes a model with the Warboss
Unit Sub-type as follows: a Warboss or Arch Overlord
without a warbike may have a Nobz Mob Retinue Squad, SCAVENGERS
a Warboss or Arch Overlord on a warbike may have a
A unit that contains one or more models with this special
Warbiker Nobz Mob Retinue Squad, and a Mega Warboss
rule may not make Sweeping Advances, but may add D3
or Mega Arch Overlord may have a Meganobz Mob
inches to any Consolidation moves.
Retinue Squad. The model with the Warboss Unit Sub-
type is referred to as the Retinue Squad’s Leader for the
purposes of this special rule (if the Detachment includes SCUTTLE SCUTTLE BLAM!
more than one eligible model then the controlling player
selects one as the unit’s Leader). The Retinue Squad does Bomb squigs always hit the target on a To Hit roll of 2 or
not use up a Force Organisation slot and is considered more. Bomb squigs can be used as part of a Reaction but
part of the same unit as the model selected as its Leader. cannot be used to make Snap Shots, and cannot be used
The Retinue Squad must be deployed with the model to attack Flyers, Skimmers or models with the Antigrav
selected as its Leader deployed as part of the unit and the Sub-type.
Leader may not voluntarily leave the Retinue Squad
during play. SNAG
A weapon with this special rule automatically causes an
RUMBLER Immobilised result in addition to any other effects when it
A Vehicle with this special rule may re-roll failed Difficult scores a glancing or penetrating hit against a Zooming
and Dangerous Terrain tests as long as it is moving at Flyer.
combat speed.
SHOKK ATTACK THROTTLE (X)
To fire the a weapon with this special rule, roll 2D6 to When fighting in a challenge, a model with this special
determine its Strength after placing the blast marker but rule or attacking with a weapon with this special rule
before rolling the Scatter dice. If any double is rolled for reduces the Attacks Characteristic of their opponent by
the weapon’s Strength, consult the chart below. the number listed in brackets associated with the specific
rule (to a minimum of 1).
Roll Result

1,1 Boom! No shot is fired. Remove the firing UNSTABLE FIELD


model as a casualty.
Roll once each time a weapon with this special rule shoots
2,2 Oops! The opponent may choose the target of to determine both the Strength and AP, after the target
the weapon this turn, and place the large blast unit has been chosen.
marker. The target can be a unit on the same For example, if you rolled a 3 for an Unstable Field shot, the
side as the firing model. shot would be resolved at Strength 3 AP 3.
3,3 Gah! Resolve the shot upon the nearest unit to
the firing model that is not locked in combat, VORTEX
be it friend or foe.
Once an attack with this special rule has been fully
4,4 Sploosh! Resolve the attack upon the target, resolved, any Blast markers placed as part of that attack
but use the small blast marker. Any hits are are not removed from play and instead are left in place
resolved at AP - but have the Shell Shock (2) for the remainder of the battle. Such a Blast marker is
special rule. then referred to as the Vortex marker. The area under a
Vortex marker is treated as Area Terrain for the remainder
5,5 Zoink! No shot is fired. Immediately place the of the battle, and applies the following effects to all
firing model in base contact with the closest models that enter its boundaries:
model or point on the target unit, and treat
them as being locked in combat. The target • No line of sight may be drawn through, into, or out of
unit must additionally test as if hit by a weapon the area covered by the Vortex marker (as such, models
with the Blind special rule. within such an area of terrain cannot draw line of sight
to any other model, nor can other models draw a line of
6,6 Krakoom! When resolving this attack, the sight to them).
weapon has the Vortex special rule.
• Any models that enter the boundary of this area of
terrain, or begin the Movement phase of the model’s
TANK HUNTERS Controlling player within its boundaries, immediately
suffer one Str 10, AP 1 Hit and the Instant Death and
Attacks against Vehicles made by a model with this special Armourbane (Melee) special rules. If the model has the
rule have the Sunder special rule. Vehicle Unit Type and suffers a Penetrating Hit due to
this effect then it adds a modifier of +3 to that roll on
the Vehicle Damage table.
TELLYPORTED (X)
This area of terrain does not confer a Cover Save and no
If the To Wound roll for attacks with this special rule is model within its boundary may use a Cover Save granted
equal to or greater than the number listed in brackets by any other rule or effect.
associated with the specific rule, the attack causes Instant
Death and is resolved at AP 1. Roll any viable Saves
against this Instant Death-causing Wound separately and
before any other Wounds the attack inflicts. Hits against
Vehicles always cause a Penetrating Hit on a roll equal to
or greater than the number listed in brackets, regardless
of whether the armour penetration result was higher than
the target’s armour value or not.
WAAAGH! PLANE WHIRRRR CLICK-CLICK
A unit or model with this special rule may be placed into If a double is rolled when determining the number of
Combat Air Patrol at the beginning of the battle, before shots for any shooting attack made by a weapon with this
any models are deployed onto the table. Models assigned special rule, then the weapon runs out of ammunition
to Combat Air Patrol are not deployed onto the battlefield after that attack has been resolved, and cannot shoot
and remain in Reserves – however, no Reserves rolls are again for the rest of the battle. This rule does not apply to
made for these models. Instead, the controlling player the very first shooting attack the weapon makes in a
gains access to the Combat Air Patrol Advanced Reaction: battle (so it will fire a minimum of two times before
running out of ammunition).
Advanced Reaction: Combat Air Patrol
Advanced Reactions are available to specific players as WRECKER
noted in their description. Unlike Core Reactions they are
activated in unique and specific circumstances, as noted Penetrating Hits caused by attacks made with weapons or
in their descriptions, and can often have game changing models with this special rule add +1 to the result of any
effects. Advanced Reactions use up points of a Reactive rolls on the Vehicle or Building Damage tables.
player’s Reaction Allotment as normal and obey all other
restrictions placed upon Reactions, unless it is specifically
noted otherwise in their description. ZZAP
Combat Air Patrol – This Advanced Reaction may be If the Strength result rolled for a weapon with this special
played whenever any enemy model that has the Vehicle rule is above 10, the weapon Gets Hot on any roll of a 1,
Unit Type and the Flyer Unit Sub-type enters the 2 or 3.
Battlefield from Reserves. The Reactive player may
nominate any one model that has been assigned to
Combat Air Patrol. Once the enemy model with the
Vehicle Unit Type and Flyer Unit Sub-type that triggered
this Reaction has finished any and all Movement as it is
brought into play, the chosen model assigned to Combat
Air Patrol is brought into play from any point on the edge
of the battlefield, moving into play as if it had entered
play from Reserves. Once the Combat Air Patrol model
has finished its Movement, it may immediately make a
Shooting Attack targeting the enemy model that triggered
this Reaction – as long as it has finished its Movement
with a line of sight to that model.
Only models with the Vehicle Unit Type and Flyer Unit
Sub-type may make the Combat Air Patrol Reaction.
ARMOURY OF THE ORKS
WEAPONS WITH RANDOM CHARACTERISTICS
Many weapons in the Ork armoury are devastating yet unpredictable. This is represented by rolling for random
Strength, AP or number of shots as defined in the weapon’s profile. Any rolls for random characteristics are made after
the firing unit has selected a target but before rolling To Hit. If a unit contains multiple weapons with random
characteristics, roll once for each random characteristic and apply the result across all weapons of the same type in the
firing unit.

RANGED WEAPONS
BOMBS
Range Str AP Type

Bomb squig 18" 8 4 Assault 1, Armourbane (Ranged), One Use, Scuttle Scuttle
Blam!

Big bomb - 4 5 Bomb 1, Blast (3"), One Shot

Boom bomb - 7 3 Bomb 1, Armourbane (Ranged), Blast (5"), Screamin’


Descent, One Shot

Burna bomb - 5 4 Bomb 1, Blast (5"), Ignores Cover, One Shot

BURNA AND SKORCHA WEAPONS


Range Str AP Type

Burna (Ranged) Template 4 5 Assault 1

Skorcha Template 5 4 Assault 1

Skorcha missile 24" 5 4 Heavy 1, Blast (3"), Ignores Cover, One Shot

GROT WEAPONS
Range Str AP Type

Grot blasta 12" 3 - Assault 1

Grotzooka 18" 6 5 Heavy 2, Blast (3")

KANNON AND LOBBA WEAPONS


Range Str AP Type

Kannon
- Frag 36" 4 5 Heavy 1, Blast (3")
- Shell 36" 8 3 Heavy 1

Lobba 48" 5 5 Heavy 1, Barrage, Blast (3")

Killkannon 24" 7 4 Heavy 1, Blast (3"), Pinning

Supa kannon 60" 9 3 Ordnance 1, Large Blast (5"), Brutal (2)

Deff kannon 72" 12 3 Ordnance 1, Large Blast (5"), Brutal (3), Rending (4+)

Belly gun 72" 7 4 Ordnance 1, Blast (3D6"), Breaching (6+)

Bursta kannon 36" 14 1 Destroyer 1, Large Blast (5"), Concussive (3)


KOMBI WEAPONS
Range Str AP Type

Shoota (Primary) 18" 4 6 Assault 2

Rokkit launcha (Secondary) 24" 8 3 Assault 1, One Shot

Skorcha (Secondary) Template 5 4 Assault 1, One Shot

KUSTOM MEGA-WEAPONS
Range Str AP Type

Kustom mega-blasta 24" 8 4 Assault 1, Blind, Breaching (4+), Gets Hot

Kustom mega-slugga 12" 8 4 Pistol 1, Blind, Breaching (4+), Gets Hot

Kustom mega-kannon 36" 8 4 Heavy 1, Blast (3"), Blind, Breaching (4+), Gets Hot

MEK WEAPONS
Range Str AP Type

Bubblechukka 36" D6 D6 Heavy 1, Large Blast (5"), Unstable Field

Tellyport blasta 12" 8 3 Assault 1, Blast (3"), Tellyported (6+)

Tellyport mega-blasta 18" 8 3 Heavy 1, Blast (3"), Tellyported (6+)

Shokk attack gun 60" 2D6 2 Ordnance 1, Large Blast (5"), Pinning, Shokk Attack

Smasha gun 36" D6+4 1 Heavy 1, Concussive (2)

Traktor kannon 36" 8 3 Heavy 1, Skyfire, Snag

Zzap gun 36" 2D6 2 Heavy 1, Exo-shock (5+), Gets Hot, Zzap

ROKKIT WEAPONS
Range Str AP Type

Rokkit launcha 24" 8 3 Assault 1

Supa rokkit 48" 8 4 Heavy 1, Large Blast (5"), One Shot, Pinning

SHOOTA WEAPONS
Range Str AP Type

Slugga 12" 4 6 Pistol 1

Shoota 18" 4 6 Assault 2, Concussive (1)

Dakkagun 18" 5 5 Assault 3, Concussive (1)

Big shoota 36" 5 5 Assault 3, Concussive (1)

Supa shoota 36" 6 4 Assault 4, Concussive (1)

Deffstorm mega-shoota 36" 6 4 Heavy 3D6, Concussive (1)

Gigashoota 48" 6 4 Heavy 6D6, Concussive (1)

Flakka gunz 48" 7 4 Heavy 4, Skyfire

Supa-gatler 48" 7 4 Heavy 2D6, Psycho-dakka-blasta, Whirrrr Click-click


EXOTIC AND MISCELLANEOUS WEAPONS
Range Str AP Type

Deffgun 48" 7 4 Heavy D3, Pinning, Rending (6+), Twin-linked

Lifta-droppa 48” - - Ordnance 1, Lifta-droppa

Shokka pistol 8" 6 4 Pistol, Blast (3"), Haywire

Thump gun 18” 6 4 Assault 1, Concussive (2)

Snazzgun 24" 5 D6 Assault 3, More Dakka (1)

Wreckin’ ball 3" 9 4 Assault D3, Wrecker

CLOSE COMBAT WEAPONS


CHOPPA AND CHAIN WEAPONS
Range Str AP Type

Chainsword - User - Melee, Shred

Choppa - User - Melee, Choppin' (6+)

Big choppa - +2 5 Melee, Choppin' (5+), Reach (1), Two-handed

Mega choppa - 12 1 Melee, Destructor, Shred

KLAW WEAPONS
Range Str AP Type

Power klaw - x2 2 Melee, Rending (6+), Unwieldy, Specialist Weapon

Kan klaw - 7 2 Melee, Brutal (2)

Dread klaw - 9 2 Melee, Brutal (2), Murderous Strike (6+)

Klaw of Gork (or possibly Mork) - 10 1 Melee, Brutal (2), Concussive (1), Murderous Strike (6+)

ODDBOY MELEE WEAPONS


Range Str AP Type

Grabba stikk - User - Melee, Reach (1), Throttle (1), Two-handed

Grot prod - 7 - Melee, Measured Strike, Reach (1), Two-handed

‘Urty syringe - User - Melee, Poisoned (4+)

Weirdboy staff - +1 5 Melee, Reach (1), Force


POWER WEAPONS
Range Str AP Type

Power axe - +1 2 Melee, Unwieldy

Power maul - +2 3 Melee

Power lance - +1 3 Melee, Reach (1)

Power sword - User 3 Melee, Rending (6+)

SAW WEAPONS
Range Str AP Type

Killsaw - x2 2 Melee, Armourbane (Melee), Shred, Specialist Weapon,


Unwieldy

Kan saw - 7 2 Melee, Armourbane (Melee), Shred

Dread saw - 9 2 Melee, Armourbane (Melee), Shred

Mega killsaw - 12 2 Melee, Armourbane (Melee), Shred

EXOTIC AND MISCELLANEOUS MELEE WEAPONS


Range Str AP Type

Breacha ram - +2 4 Melee, Breaching (4+), Two-handed, Unwieldy, Wrecker

Burna (Melee) - User 5 Melee, Breaching (5+), Two-handed

Tankbusta bombs - 8 1 Melee, Detonation, Unwieldy, Armourbane (Melee),


Instant Death

Tankhammer - 8 3 Melee, Two-handed, Unwieldy


ORKS WARGEAR

ARMOUR AND FORCE FIELDS BIG HORNS/IRON GOB


A model with big horns or an iron gob gains the Hammer
‘Ard Case of Wrath (1) special rule.
A Vehicle with an ‘ard case loses the Open-topped Sub-
type. Access Points for the Vehicle with an ‘ard case will BILLOWING FUMES
be listed in the unit entry.
A Vehicle with billowing fumes that chooses to move Flat
‘Eavy Armour Out gains the Shrouded (5+) special rule until the start
‘Eavy armour confers a 4+ Armour Save. If a majority of of the controlling player’s next turn.
models in a unit with the Light Sub-type are equipped
with ‘eavy armour, the entire unit loses the Light Sub- BOARDING PLANK
type.
If a unit disembarks from a Vehicle with the Open-topped
‘Eavy Plates Sub-type and a boarding plank and declares a charge in
A Vehicle with ‘eavy plates increases the Armour Value on the same turn, it adds +2 to its charge distance (to a
its Front Facing by +2 and on its Side Facing by +1. maximum of 12).

Deflektor
BURNA EXHAUST
A model with a deflektor gains a 4+ Invulnerable Save.
Any unit, friend or foe, within 3" of a Vehicle with a Burna
Kustom Force Field Exhaust and at least partially within either its Side
Facings or Rear Facing when the Vehicle begins moving
The bearer, and all models within 6", receive a 5+
suffers D3 Strength 4 AP 5 Hits. This attack counts as an
Invulnerable Save against any shooting attacks. If the
attack from a Flame weapon.
bearer is embarked in a Vehicle, then the Vehicle receives
a 5+ Invulnerable Save against any shooting attacks
instead. COMMS
Lucky Tattoos As long as a model with comms is on the battlefield (but
not in Reserves) then all Reserves rolls made by the
A model with lucky tattoos gains a 6+ Invulnerable Save.
controlling player may be re-rolled. In addition, a unit
Mega Armour that includes at least one model with comms ignores the
-1 penalty to Leadership imposed by the Night Fighting
Mega armour confers a 2+ Armour Save, and includes a rules.
cybork body and an iron gob. A model in Mega Armour
has the Slow and Purposeful special rule.
CYBORK BODY
BANNERS A model with a cybork body gains the Feel No Pain (6+)
special rule. If they gain another version of the Feel No
Pain (X) special rule through other means, a model with a
Bosspole
cybork body improves the value in brackets by 1 instead.
A model with a bosspole gains the Chosen Warriors
special rule, unless the model already has the Character
Unit Sub-type. In addition, a unit that includes at least GITFINDA
one model with a bosspole adds +1 to the Wounds score A model with a gitfinda that remained stationary during
used to determine if they win a Combat in the Assault its Movement phase improves its Ballistic Skill by +1
phase. Furthermore, a unit that contains one or more during the controlling player’s following Shooting phase.
bosspoles may choose to inflict a single Strength 4 AP - In addition, a model with a gitfinda ignores the penalty to
hit on the unit to re-roll a failed Morale check. Ballistic Skill while the Night Fighting rules are in effect.
Waaagh! Banner
An army may only include a single Waaagh! banner. All GRABBIN’ KLAW AND STIKKA
models in a unit that includes a Waaagh! banner gain the At the beginning of the enemy Movement phase,
Fearless and Rage (2) special rule and the Line Sub-type nominate a single enemy Vehicle that is within 2" of a
as long as they remain part of that unit. All benefits are Vehicle with a grabbin’ klaw, or within 12" of a Vehicle
lost immediately if the model with the Waaagh! banner is with a stikka. On the roll of a 4+, that Vehicle may not
removed as a casualty. move this turn. Flyers and Skimmers cannot be attacked
by a grabbin’ klaw, and can only be attacked by a stikka if
the result of the roll is a 6.
MINE LAYER Deff Rolla
A Vehicle with a deff rolla counts as a Super-heavy Vehicle
After a Vehicle with a Mine Layer moves through any Area
when Ramming. Furthermore, the Vehicle may re-roll
Terrain, the controlling player may roll a D6. On a 3+ the
failed Dangerous Terrain tests.
Area Terrain now counts as Dangerous Terrain and the
Mine Layer may not be used again. On a 1 or 2, the Area
Terrain is unaffected but the Mine Layer may be used ROKKIT ARRAY
again in a subsequent turn.
A rokkit array includes a twin-linked rokkit launcha. In
addition, any kannons and rokkit launchas fired by the
MOUNTS model with the rokkit array gain the Sunder special rule.

Cyboar ROKKIT PACK


A model with a Cyboar that chooses to Run gains the
At the start of the controlling player’s Movement phase,
Shrouded (5+) special rule until the start of the
or when deployed as part of a Deep Strike Assault, a
controlling player’s next turn.
model with a rokkit pack may set its Move Characteristic
A model with the Infantry Unit Type that selects a Cyboar to a value of 12 for the duration of the controlling player’s
as an upgrade must change its Unit Type to Cavalry, turn (sometimes referred to as ‘activating’ the rokkit
keeping any Unit Sub-types it previously had. In addition pack). This allows a model with a rokkit pack to move up
the model must change its Movement Characteristic to 14 to 12", regardless of the Movement Characteristic shown
and it gains the Hammer of Wrath (D3) and Rampage on its profile and gain any other benefits of a Movement
(D3) special rules. Characteristic of 12 (including the bonus to Charge
distance). In addition, all models with a rokkit pack that
Deffkopta have been activated ignore terrain while Moving and
A Deffkopta has one twin-linked big shoota. In addition, a Charging, but must take Dangerous Terrain tests as
model with a Deffkopta that chooses to Run gains the normal when beginning or ending their Movement in
Shrouded (5+) special rule until the start of the Dangerous Terrain. A model with an activated rokkit pack
controlling player’s next turn. treats all Difficult Terrain as Dangerous Terrain and may
move over both friendly and enemy models or units
Warbike without penalty – but must end its Movement at least 1"
away from any model from another unit.
A Warbike has one twin-linked dakkagun. In addition, a
model with a Warbike that chooses to Run gains the A model with a rokkit pack may still Run if it would
Shrouded (5+) special rule until the start of the normally be able to Run (this does not allow units that
controlling player’s next turn. include any models with the Heavy Sub-type to Run).
When making a Run move for a model with an activated
A model with the Infantry Unit Type that selects a
rokkit pack, roll a D6 and add the value to 12 to
Warbike as an upgrade must change its Unit Type to
determine how far it may move, rather than use the
Cavalry, keeping any Unit Sub-types it previously had. In
model’s Initiative Characteristic. The model ignores
addition the model must change its Movement
terrain and models from other units while making a Run
Characteristic to 14 and it gains the Hammer of Wrath (1)
move with a rokkit pack as previously noted, but may not
special rule.
make Shooting Attacks or declare a Charge in the same
turn in which it has Run as per the normal rules for
ODDBOYZ GEAR Running. If the D6 value is a 6, all models in the unit with
a rokkit pack must take a Dangerous Terrain test once the
Run move is complete.
Dok’s Tools
As long as the bearer is alive, all models in their unit have Any model with a rokkit pack also gains the Bulky (2),
the Feel No Pain (5+) special rule. Hammer of Wrath (1) and Deep Strike special rules.
During a Reaction made in any Phase, a player may not
Mek’s Tools choose to activate a model’s rokkit pack to gain any bonus
A model with Mek’s Tools has the Battlesmith (5+) to their Movement Characteristic.
special rule.
RUNTS AND SQUIGS
RAMS AND ROLLERS
Ammo Runt
Reinforced Ram One Use Only. A unit with an ammo runt can re-roll one
A Vehicle with a reinforced ram treats its front Armour To Hit roll when shooting.
Value as two points higher than normal when Ramming.
Furthermore, the Vehicle may re-roll failed Dangerous Attack Squig
Terrain tests. A model with an attack squig is allowed to re-roll one To
Hit roll in close combat each turn.
Distraction Grot SHOKKJUMP ENGINE
One Use Only. A Distraction grot allows any model in the
A Vehicle with a shokkjump engine may move an extra
same unit to re-roll a failed Cover Save or Shrouded roll.
D6" when moving Flat Out. If a 6 is rolled, the model is
Kommanda removed from the battlefield and placed into Reserve.
When returning to the battlefield it may deploy using the
Whilst a model with a Kommanda is part of the Grot Tank rules for Deep Strike Assault as though it had the Deep
Battle Mob, it may re-roll the distance it moves (see the Strike special rule. This may allow the controlling player
Full Speed Ahead special rule), but must accept the to perform more than a single Deep Strike Assault. If the
second result, even if it is worse. This re-roll can be used model is not on the battlefield at the end of the game it
to negate any damage caused by rolling a double 1 for the counts as being destroyed.
squadron’s movement, as long as the second roll is not
also a double 1.
SNAKEBITE COMBAT DRUGS
Grot Gunner
Roll on the following table after deploying a model with
Shooting attacks for a weapon with a grot gunner are Snakebite combat drugs:
resolved at Ballistic Skill 3. In addition, when any enemy
unit that has the Vehicle Unit Type and the Flyer Sub-type D6 Result
enters the battlefield from Reserves, a friendly unit that
has the Vehicle Unit Type and the Flyer Sub-type may 1 The model begins the game having already lost
make the Interceptor Advanced Reaction (see the Horus 1 Wound.
Heresy: Age of Darkness rulebook, page 309) using only
Defensive weapons with grot gunners without expending 2 The model gains the Fleet (2) special rule.
a point of the Reactive player’s Reaction Allotment. This
3 The model may re-roll the dice when rolling for
does not allow the unit to make more than one Reaction
the number of attacks granted by the Rampage
per Phase, but does allow the controlling player to exceed
special rule and the number of hits granted by
the normal three Reactions limit in a given Phase.
the Hammer of Wrath special rules.
Grot Oiler 4 The model gains the Preferred Enemy
One Use Only. A grot oiler allows a Mek to re-roll a failed (Infantry) special rule.
Battlesmith roll.
5 The model gains the Feel No Pain (5+) special
Grot Orderly rule.
One Use Only. A grot orderly allows a Painboy’s unit to re- 6 Roll two more D6, applying both results (re-roll
roll a single Feel No Pain roll or It Will Not Die roll. any further results of 6).

Grot Riggers
A model with grot riggers gains the It Will Not Die (6+) STIKKBOMBS
special rule.
Using stikkbombs does not count as a Shooting Attack
Jump Grot and their effects are entirely covered by the rules
presented here.
A unit with a jump grot may re-roll all the dice when
rolling for scatter as part of a Deep Strike Assault. A unit that includes at least one model with stikkbombs
makes attacks at its normal Initiative Step during an
Squig Hound Assault after it has successfully Charged through Difficult
Each time a unit with a squig hound fails a Morale check Terrain or Dangerous Terrain, but still suffers any
it suffers D6 Strength 3 AP - Hits and must then re-roll penalties to Charge rolls imposed by Difficult Terrain or
the failed Morale check. If the re-roll is failed, it cannot be Dangerous Terrain when resolving a Charge through
re-rolled again, and the squig hound will not inflict any Difficult Terrain or Dangerous Terrain.
further hits. In addition, enemy models cannot be
deployed using the Infiltrate special rule within 18" of a
Stikkbomb Flinga
model with a squig hound. Once per game, when a Flyer with a stikkbomb flinga
makes the Evade Reaction, it gains the Shrouded (3+)
special rule instead of Shrouded (5+).
SAW BLADES
Any unit with the Infantry Unit Type that charges a WURRTOWER
Vehicle with saw blades must make a Disordered Charge.
A Weirdboy Embarked on a Transport with a Wurrtower
extends the range of any psychic weapon without the
Melee type by 6".

You might also like