Warhammer 40,000 Codex:

Orks

1.00.5

With Errata Version 1.0 Published 7/24/2014

Contents

ORKS WARGEAR LIST

ORK UNITS

WARBOSS

WEIRDBOY

MEK

BIG MEK

PAINBOY

MAD DOK GROTSNIK

KAPTIN BADRUKK

BOSS ZAGSTRUK

BOYZ

GRETCHIN

BURNA BOYZ

TANKBUSTAS

NOBZ

MEGANOBZ

KOMMANDOS

BOSS SNIKROT

TRUKK

STORMBOYZ

DEFFKOPTAS

DAKKAJET

BURNA-BOMMER

BLITZA-BOMMER

WARBIKERS

WARBUGGIES

MEK GUNZ

BATTLEWAGON

DEFF DREAD

KILLA KANS

GORKANAUT

MORKANAUT

LOOTAS

FLASH GITZ

GHAZGHKULL THRAKA

STOMPA

ORK WARBAND

APPENDIX

ORK SPECIAL RULES

WARLORD TRAITS TABLE

GUBBINZ AND GUNZ

MELEE WEAPONS

RANGED WEAPONS

Flamer Weapons

RUNTS & SQUIGS

ORKY KNOW-WOTS

ARMOUR

ORK VEHICLE EQUIPMENT

GIFTS OF GORK AND MORK

THE POWER OF THE WAAAGH!

ORK HORDE DETACHMENT

ORK TACTICAL OBJECTIVES

PROFILES

ORKS WARGEAR LIST

These lists detail the points values of various items of wargear available to units in your army. Many unit entries in the datasheets that follow may include wargear options from one or more of these lists – in each instance, the datasheet will tell you (in bold text) exactly which of these lists you may use. Rules for these items can be found in the Appendix.

Ranged Weapons

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

- Shoota…free

- Twin-linked shoota…3 pts

- Kombi-weapon with rokkit launcha…5 pts

- Kombi-weapon with skorcha…10 pts

Melee Weapons

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

- Big choppa…5 pts

- Power klaw…25 pts

Mek Weapons

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

- Kombi-weapon with rokkit launcha…5 pts

- Kustom mega-blasta…5 pts

- Rokkit launcha…5 pts

- Kombi-weapon with skorcha…10 pts

- Kustom mega-slugga…10 pts

Runts & Squigs

A model can take any combination of the following:

- 0-3 Ammo runts…3 pts each

- 0-3 Grot oilers…5 pts each (Meks and Big Meks only.)

- 0-1 Grot orderly…5 pts (Painboyz only.)

- 0-1 Attack squig…15 pts

Orky Know-wots

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

- Bosspole…5 pts

- Cybork body…5 pts

- Gitfinda…5 pts

- Warbike…25 pts (Cannot be taken by a model with mega armour.)

Gifts of Gork and Mork

Only one of each of the following may be taken per army.

A model can take one of the following:

- Da Dead Shiny Shoota…5 pts

- Da Finkin’ Kap…10 pts (Can only be taken by your Warlord.)

- Da Fixer Upperz…15 pts (Meks and Big Meks only.)

- Da Lucky Stikk…25 pts

- Headwoppa’s Killchoppa…20 pts

- Warboss Gazbag’s Blitzbike…35 pts (Cannot be taken by a model with mega armour.)

Ork Vehicle Equipment

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

- Red paint job…5 pts

- Reinforced ram…5 pts (Cannot be taken by a vehicle with a deff rolla.)

- Stikkbomb chukka…5 pts

- Extra armour…10 pts

- Grot riggers…10 pts

- Wreckin’ ball…10 pts

- Boarding plank…15 pts

ORK UNITS

WARBOSS

BATTLEFIELD ROLE:

HQ

BASE COST:

60 Points

UNIT TYPE:

Infantry (Character).

UNIT COMPOSITION:

1 Warboss

WARGEAR:

• Slugga

• Choppa

• Stikkbombs

SPECIAL RULES:

• ’Ere We Go!

• Furious Charge

• Independent Character

• Mob Rule

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

OPTIONS:

• May take ’eavy armour…4 pts

• May replace slugga and choppa with mega armour, twin-linked shoota and power klaw…40 pts

• May take items from the Ranged Weapons, Melee Weapons, Runts & Squigs, Orky Know-wots and/or Gifts of Gork and Mork lists.

WEIRDBOY

BATTLEFIELD ROLE:

HQ

BASE COST:

45 Points

UNIT TYPE:

Infantry (Character).

UNIT COMPOSITION:

1 Weirdboy

WARGEAR:

• Weirdboy staff

SPECIAL RULES:

• ’Ere We Go!

• Furious Charge

• Independent Character

• Mob Rule

• Psyker (Mastery Level 1)

Waaagh! Energy: A Weirdboy generates a bonus +1 Warp Charge point if, at the start of your Psychic phase, there are ten or more models with the ’Ere We Go! special rule within 12" of him. If a Weirdboy generates a bonus Warp Charge point in this manner, he must pass at least one Psychic test during that phase or suffer a single Strength 2 hit at the end of that Psychic phase with no saves allowed. This special rule does not apply if the Weirdboy is embarked inside a Transport or Building.

PSYKER: Weirdboyz generate their powers from the Power of the Waaagh! and Daemonology disciplines.

OPTIONS:

• May be upgraded to Psyker (Mastery Level 2)…25 pts

MEK

BATTLEFIELD ROLE:

HQ

BASE COST:

15 Points

UNIT TYPE:

Infantry (Character).

UNIT COMPOSITION:

1 Mek

WARGEAR:

• Slugga

• Choppa

• Mek’s tools

• Stikkbombs

SPECIAL RULES:

• ’Ere We Go!

• Furious Charge

• Mob Rule

Mekaniaks: For each HQ choice in a Detachment (not including other Meks) you may include a single Mek chosen from this datasheet. These selections do not use up Force Organisation slots. Before the battle, immediately after determining Warlord Traits, any Mek that is not already part of another unit must, if possible, be assigned to any unit with the Infantry or Artillery type in their Detachment; a Mek cannot leave his unit and is treated as part of it for the entire battle for all rules purposes.

OPTIONS:

• Any Mek may replace his choppa with a killsaw…30 pts

• Any Mek may be accompanied by a grot oiler…5 pts

• Any Mek may take items from the Mek Weapons list.

BIG MEK

BATTLEFIELD ROLE:

HQ

BASE COST:

35 Points

UNIT TYPE:

Infantry (Character).

UNIT COMPOSITION:

1 Big Mek

WARGEAR:

• Slugga

• Choppa

• Mek’s tools

• Stikkbombs

SPECIAL RULES:

• ’Ere We Go!

• Furious Charge

• Independent Character

• Mob Rule

OPTIONS:

• A Big Mek may take ’eavy armour…4 pts

• A Big Mek may replace his slugga with one of the following:

- Kustom force field…50 pts

- Shokk attack gun…50 pts

• A Big Mek may replace his choppa with a killsaw…30 pts

• A Big Mek may take items from the Mek Weapons, Melee Weapons, Runts & Squigs, Orky Know-wots and/or Gifts of Gork and Mork lists.

• A Big Mek may replace his slugga and choppa with mega armour, kustom mega-blasta and power klaw…40 pts

• A Big Mek with mega armour may take items from the Ranged Weapons, Runts & Squigs, Orky Know-wots and/or Gifts of Gork and Mork lists.

• A Big Mek with mega armour can replace his kustom mega-blasta with a killsaw…10 pts

• A Big Mek with mega armour can take one of the following

- Tellyport blasta…25 pts

- Kustom force field…50 pts

PAINBOY

BATTLEFIELD ROLE:

HQ

BASE COST:

50 Points

UNIT TYPE:

Infantry (Character).

UNIT COMPOSITION:

1 Painboy

WARGEAR:

• ’Urty syringe

• Dok’s tools

SPECIAL RULES:

• ’Ere We Go!

• Furious Charge

• Independent Character

• Mob Rule

OPTIONS:

• A Painboy may take items from the Orky Know-wots and/or Runts & Squigs lists.

MAD DOK GROTSNIK

DA PAINBOSS

BATTLEFIELD ROLE:

HQ

BASE COST:

160 Points

UNIT TYPE:

Infantry (Character).

UNIT COMPOSITION:

1 (Unique)

WARGEAR:

• Slugga

• Power klaw

• Dok’s tools

• ’Urty syringe

• Cybork body

WARLORD TRAIT:

• Brutal but Kunnin’

SPECIAL RULES:

• ’Ere We Go!

• Furious Charge

• Independent Character

• Mob Rule

One Scalpel Short of a Medpack: Dok Grotsnik and any unit he joins have the Fearless and Rampage special rules. Once Dok Grotsnik has joined a unit, he may not leave it unless he is the last remaining member of that unit.

KAPTIN BADRUKK

DA FREEBOOTA KING

BATTLEFIELD ROLE:

HQ

BASE COST:

110 Points

UNIT TYPE:

Infantry (Character).

UNIT COMPOSITION:

1 (Unique)

WARGEAR:

• Slugga

• Choppa

• Stikkbombs

• Bosspole

• Gitfinda

WARLORD TRAIT:

• Kunnin’ but Brutal

SPECIAL RULES:

• ’Ere We Go!

• Furious Charge

• Independent Character

• Mob Rule

OPTIONS:

• Take up to 3 ammo runts…3 pts each

GIFTS OF GORK AND MORK

Goldtoof Armour: Goldtoof armour confers a 3+ Armour Save and a 5+ invulnerable save.

Da Rippa:

BOSS ZAGSTRUK

DA BOSS

BATTLEFIELD ROLE:

HQ

BASE COST:

65 Points

UNIT TYPE:

Jump Infantry (Character).

UNIT COMPOSITION:

1 (Unique)

WARGEAR:

• Slugga

• Choppa

• ’Eavy armour

• Stikkbombs

• Cybork body

• Rokkit pack

WARLORD TRAIT:

• Bellowing Tyrant

SPECIAL RULES:

• ’Ere We Go!

• Furious Charge

• Independent Character

• Mob Rule

GIFTS OF GORK AND MORK

Da Vulcha’s Klaws: Hammer of Wrath attacks made by Boss Zagstruk are Strength 8 and AP2.

BOYZ

BATTLEFIELD ROLE:

Troops

BASE COST:

60 Points

UNIT TYPE:

Infantry. Boss Nob is Infantry (Character).

UNIT COMPOSITION:

10 Ork Boyz

WARGEAR:

• Slugga

• Choppa

• Stikkbombs

SPECIAL RULES:

• ’Ere We Go!

• Furious Charge

• Mob Rule

OPTIONS:

• May include up to twenty additional Ork Boyz…6 pts/model

• The entire mob may replace their sluggas with shootas…1 pt/model

• The entire mob may take ’eavy armour…4 pts/model

• For every ten models in the unit, one Ork Boy may replace their ranged weapon with one of the following:

- Big shoota…5 pts

- Rokkit launcha…5 pts

• One other model may be upgraded to a Boss Nob…10 pts

• The Boss Nob may take items from the Ranged Weapons and/or Melee Weapons lists.

• The Boss Nob may take a bosspole…5 pts

• The unit may select a Trukk as a Dedicated Transport.

GRETCHIN

BATTLEFIELD ROLE:

Troops

BASE COST:

35 Points

UNIT TYPE:

Infantry. Runtherd is Infantry (Character).

UNIT COMPOSITION:

10 Gretchin

1 Runtherd

WARGEAR:

Gretchin:

Grot blasta

Runtherd:

• Grabba stikk

• Slugga

• Stikkbombs

SPECIAL RULES:

• ’Ere We Go!  (Runtherd only)

• Furious Charge (Runtherd only)

OPTIONS:

• May include up to twenty additional Gretchin…3 pts/model

• Must take one additional Runtherd for every 10 additional Gretchin in the unit…10 pts/model

• Any Runtherd may replace their grabba stikk with a grot-prod…5 pts/model

• Any Runtherd may take a squig hound…5 pts/model

BURNA BOYZ

BATTLEFIELD ROLE:

Elites

BASE COST:

80 Points

UNIT TYPE:

Infantry. Mek is Infantry (Character).

UNIT COMPOSITION:

5 Burna Boyz

WARGEAR:

• Burna

• Stikkbombs

SPECIAL RULES:

• ’Ere We Go!

• Furious Charge

• Mob Rule

OPTIONS:

• May include up to ten additional Burna Boyz…16 pts/model

• Up to three models may be upgraded to Meks, replacing their burnas with Mek’s tools, slugga and choppa…free

• Any Mek may be accompanied by a grot oiler…5 pts/model

• Any Mek may replace his choppa with a killsaw…20 pts/model

• Any Mek can take items from the Mek Weapons list.

• The unit may select a Trukk as a Dedicated Transport.

TANKBUSTAS

BATTLEFIELD ROLE:

Elites

BASE COST:

65 Points

UNIT TYPE:

Infantry. Boss Nob is Infantry (Character).

UNIT COMPOSITION:

5 Tankbustas

WARGEAR:

• Rokkit launcha

• Stikkbombs

• Tankbusta bombs

SPECIAL RULES:

• ’Ere We Go!

• Furious Charge

• Mob Rule

• Tank Hunters

Glory Hogs: In a mission that has the First Blood Secondary Objective, the Ork player receives double the normal number of Victory Points from that objective if the first casualty to be removed is an enemy vehicle that was destroyed by an attack made by one or more units of Tankbustas.

OPTIONS:

• May include up to ten additional Tankbustas…13 pts/model

• May include up to three bomb squigs…5 pts/model

• Up to two Tankbustas may replace their rokkit launchas with tankhammers…15 pts/model

• One model may be upgraded to a Boss Nob…10 pts

• The Boss Nob may take items from the Melee Weapons list.

• The Boss Nob may take a bosspole…5 pts

• The unit may select a Trukk as a Dedicated Transport.

NOBZ

BATTLEFIELD ROLE:

Elites

BASE COST:

54 Points

UNIT TYPE:

Infantry. Boss Nob is Infantry (Character).

UNIT COMPOSITION:

2 Nobz

1 Boss Nob

WARGEAR:

• Slugga

• Choppa

• Stikkbombs

SPECIAL RULES:

• ’Ere We Go!

• Furious Charge

• Mob Rule

OPTIONS:

• May include up to seven additional Nobz…18 pts/model

• Any model may take items from the Ranged Weapons and/or Melee Weapons lists.

• One Nob may take a Waaagh! banner…20 pts

• Any model may take an ammo runt…3 pts/model

• Any model may take a bosspole…5 pts/model

• The entire mob may take ’eavy armour…4 pts/model

• The entire mob may take warbikes…27 pts/model

• If the unit does not take warbikes, it may select a Trukk or Battlewagon as a Dedicated Transport.

MEGANOBZ

BATTLEFIELD ROLE:

Elites

BASE COST:

120 Points

UNIT TYPE:

Infantry. Boss Meganob is Infantry (Character).

UNIT COMPOSITION:

2 Meganobz

1 Boss Meganob

WARGEAR:

• Twin-linked shoota

• Power klaw

• Mega armour

• Stikkbombs

SPECIAL RULES:

• ’Ere We Go!

• Furious Charge

• Mob Rule

OPTIONS:

• May include up to seven additional Meganobz…40 pts/model

• Any model may replace their twin-linked shoota and power klaw with two killsaws…10 pts/model

• Any model may replace their twin-linked shoota with one of the following:

-         Kombi-weapon with rokkit launcha…5 pts/model

-         Kombi-weapon with skorcha…5 pts/model

• Any model may take a bosspole…5 pts/model

• The unit may select a Trukk or Battlewagon as a Dedicated Transport.

KOMMANDOS

BATTLEFIELD ROLE:

Elites

BASE COST:

50 Points

UNIT TYPE:

Infantry. Boss Nob is Infantry (Character).

UNIT COMPOSITION:

5 Kommandos

WARGEAR:

• Slugga

• Choppa

• Stikkbombs

SPECIAL RULES:

• ’Ere We Go!

• Furious Charge

• Infiltrate

• Mob Rule

• Move Through Cover

• Stealth

OPTIONS:

• May include up to ten additional Kommandos…10 pts/model

• Up to two Kommandos may replace their sluggas with one of the following:

Rokkit launcha…5 pts/model

Big shoota…5 pts/model

Burna…15 pts/model

• One model may be upgraded to a Boss Nob…10 pts

• The Boss Nob may take items from the Melee Weapons list.

• The Boss Nob may take a bosspole…5 pts

BOSS SNIKROT

THE GREEN GHOST

BATTLEFIELD ROLE:

Elites

BASE COST:

60 Points

UNIT TYPE:

Infantry (Character).

UNIT COMPOSITION:

1 (Unique)

WARGEAR:

• Stikkbombs

SPECIAL RULES:

• ’Ere We Go!

• Fear

• Furious Charge

• Independent Character

• Infiltrate

• Mob Rule

• Move Through Cover

• Stealth

Ambush: If Boss Snikrot joins a unit of Kommandos that are held in Reserves, and no other Independent Characters join the unit, then Snikrot’s unit can move on from any table edge when they arrive from Reserves. No dice roll is required to determine where they enter from; the Ork player chooses. In addition, Boss Snikrot and his unit have their Stealth special rule replaced with the Shrouded special rule on the turn they deploy or arrive from Reserves, until the start of their next turn.

Boss of the Red Skull Kommandos: Boss Snikrot can only join units of Kommandos. If Boss Snikrot is included in a Detachment that includes at least one unit of Kommandos, Boss Snikrot does not take up a slot on the Force Organisation Chart.

GIFTS OF GORK AND MORK

Mork’s Teeth: Mork’s Teeth are a pair of Melee weapons, each of which has the following profile:

TRUKK

BATTLEFIELD ROLE:

Fast Attack

BASE COST:

30 Points

UNIT TYPE:

Vehicle (Fast, Open-topped, Transport).

UNIT COMPOSITION:

1 Trukk

WARGEAR:

• Big shoota

SPECIAL RULES:

Ramshackle: Roll a D6 each time a Trukk suffers a penetrating hit. On the roll of a 6, the Trukk only suffers a glancing hit instead.

TRANSPORT:

Transport Capacity: Twelve models.

OPTIONS:

• May replace big shoota with rokkit launcha…free

• Trukks may take items from the Ork Vehicle Equipment list.

STORMBOYZ

BATTLEFIELD ROLE:

Fast Attack

BASE COST:

45 Points

UNIT TYPE:

Jump Infantry. Boss Nob is Jump Infantry (Character).

UNIT COMPOSITION:

5 Stormboyz

WARGEAR:

• Slugga

• Choppa

• Stikkbombs

• Rokkit pack

SPECIAL RULES:

• ’Ere We Go!

• Furious Charge

• Mob Rule

OPTIONS:

• May include up to twenty-five additional Stormboyz…9 pts/model

• One model may be upgraded to a Boss Nob…10 pts

• The Boss Nob may take items from the Melee Weapons list.

• The Boss Nob may take a bosspole…5 pts

DEFFKOPTAS

BATTLEFIELD ROLE:

Fast Attack

BASE COST:

30 Points

UNIT TYPE:

Jetbike.

UNIT COMPOSITION:

1 Deffkopta

WARGEAR:

• Twin-linked big shoota

• Choppa

SPECIAL RULES:

• ’Ere We Go!

• Furious Charge

• Hit & Run

• Mob Rule

• Scout

OPTIONS:

• May include up to four additional Deffkoptas…30 pts/model

• Any Deffkopta may replace their twin-linked big shoota with one of the following:

- Twin-linked rokkit launcha…free

- Kustom mega-blasta…free

• Any Deffkopta may be equipped with:

- Bigbomm…15 pts/model

- Buzzsaw…25 pts/model

DAKKAJET

BATTLEFIELD ROLE:

Fast Attack

BASE COST:

110 Points

UNIT TYPE:

Vehicle (Flyer).

UNIT COMPOSITION:

1 Dakkajet

WARGEAR:

• Two twin-linked supa shootas

SPECIAL RULES:

• Strafing Run

• Supersonic

Waaagh! Plane: During a turn in which a Waaagh! is called, each of this model’s Assault weapons fires one more shot than normal.

OPTIONS:

• May take a red paint job…5 pts

• May take an additional twin-linked supa shoota…20 pts

• May take a flyboss…15 pts

BURNA-BOMMER

BATTLEFIELD ROLE:

Fast Attack

BASE COST:

115 Points

UNIT TYPE:

Vehicle (Flyer).

UNIT COMPOSITION:

1 Burna-bommer

WARGEAR:

• Twin-linked big shoota

• Twin-linked supa shoota

• Two burna bombs

SPECIAL RULES:

• Supersonic

• Waaagh! Plane (see Dakkajet)

Grot Gunner: When a model with this special rule fires a big shoota or twin-linked big shoota, these shots are resolved at Ballistic Skill 3.

OPTIONS:

• May take up to six skorcha missiles…10 pts each

• May take a red paint job…5 pts

BLITZA-BOMMER

BATTLEFIELD ROLE:

Fast Attack

BASE COST:

135 Points

UNIT TYPE:

Vehicle (Flyer).

UNIT COMPOSITION:

1 Blitza-bommer

WARGEAR:

• Big shoota

• Twin-linked supa shoota

• Two boom bombs

SPECIAL RULES:

• Grot Gunner (see Burna-bommer)

• Supersonic

• Waaagh! Plane (see Dakkajet)

OPTIONS:

• May take a red paint job…5 pts

WARBIKERS

BATTLEFIELD ROLE:

Fast Attack

BASE COST:

54 Points

UNIT TYPE:

Bike. Boss Nob is Bike (Character).

UNIT COMPOSITION:

3 Warbikers

WARGEAR:

• Slugga

• Choppa

• Warbike

SPECIAL RULES:

• ’Ere We Go!

• Furious Charge

• Mob Rule

OPTIONS:

• May include up to twelve additional Warbikers…18 pts/model

• One model may be upgraded to a Boss Nob…10 pts

• The Boss Nob may take items from the Melee Weapons list.

• The Boss Nob may take a bosspole…5 pts

WARBUGGIES

BATTLEFIELD ROLE:

Fast Attack

BASE COST:

25 Points

UNIT TYPE:

Vehicle (Fast, Open-topped).

UNIT COMPOSITION:

1 Warbuggy

WARGEAR:

Warbuggy:

• Twin-linked big shoota

Skorcha:

• Skorcha

Wartrakk:

• Twin-linked big shoota

SPECIAL RULES:

• Outflank

Trakked (Skorcha and Wartrakk only): The vehicle re-rolls failed Dangerous Terrain tests.

OPTIONS:

• May include up to four additional Warbuggies…25 pts/model

• Any Warbuggy may be upgraded to a Wartrakk…5 pts/model

• Any Warbuggy may be upgraded to a Skorcha…10 pts/model

• Any Warbuggy or Wartrakk may replace its twin-linked big shoota with a twin-linked rokkit launcha…free

• Any model take any of the following:

- Red paint job…5 pts/model

- Extra armour…10 pts/model

- Grot riggers…10 pts/model

MEK GUNZ

BATTLEFIELD ROLE:

Heavy Support

BASE COST:

18 Points

UNIT TYPE:

Artillery.

UNIT COMPOSITION:

1 Mek Gun

2 Gretchin

WARGEAR:

Gretchin:

• Close combat weapon

Mek Gun:

• Kannon

OPTIONS:

• May include up to four additional Mek Gunz (each including two Gretchin)…18 pts/model

• Each Mek Gun can include up to two additional Gretchin…3 pts/model

• Each Mek Gun can include one ammo runt…3 pts/model

• Any Mek Gun can replace its kannon with one of the following:

- Lobba…free

- Zzap gun…5 pts/model

- Bubblechukka…12 pts/model

- Kustom mega-kannon…12 pts/model

- Smasha gun…12 pts/model

- Traktor kannon…12 pts/model

BATTLEWAGON

BATTLEFIELD ROLE:

Heavy Support

BASE COST:

110 Points

UNIT TYPE:

Vehicle (Tank, Open-topped, Transport).

UNIT COMPOSITION:

1 Battlewagon

WARGEAR:

None

TRANSPORT:

Transport Capacity: Twenty models. If the Battlewagon mounts a killkannon it may only carry twelve models.

Fire Points: If a Battlewagon has the ’ard case upgrade it has five Fire Points, two on either side of the hull and one at the rear.

Access Points: If a Battlewagon has the ’ard case upgrade it has three Access Points, one on either side of the hull and one at the rear.

OPTIONS:

• May take a killkannon…30 pts

• May take one of the following weapons:

- Kannon…10 pts

- Lobba…10 pts

- Zzap gun…10 pts

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

- Big shoota…5 pts each

- Rokkit launcha…5 pts each

• May take any of the following:

- Deff rolla…10 pts

- ’Ard case…15 pts

- Grabbin’ klaw…5 pts

• Battlewagons may take items from the Ork Vehicle Equipment list.

DEFF DREAD

BATTLEFIELD ROLE:

Heavy Support

BASE COST:

80 Points

UNIT TYPE:

Vehicle (Walker).

UNIT COMPOSITION:

1 Deff Dread

WARGEAR:

• Two big shootas

• Two power klaws

OPTIONS:

• May replace any of its big shootas with one of the following:

- Rokkit launcha…free

- Kustom mega-blasta…5 pts

- Skorcha…5 pts

- Power klaw…10 pts

• May take any of the following:

- Grot riggers…10 pts

- Extra armour…10 pts

KILLA KANS

BATTLEFIELD ROLE:

Heavy Support

BASE COST:

50 Points

UNIT TYPE:

Vehicle (Walker).

UNIT COMPOSITION:

1 Killa Kan

WARGEAR:

• Big shoota

• Kan klaw

SPECIAL RULES:

Cowardly Grots!: If a unit of Killa Kans suffers 25% or more casualties during any one phase, the unit must roll a D6 at the end of that phase. Add +1 to the dice roll if there are three or more Killa Kans in the unit, and a further +1 if there are one or more Deff Dreads within 6" of the unit. On a result of 3+ the test is passed and nothing happens. On a result of 1-2 the test is failed and every model in the unit immediately suffers a Crew Shaken result. Note that no models lose a Hull Point as a result of a failed Cowardly Grots! test.

OPTIONS:

• May include up to five additional Killa Kans…50 pts/model

• Any Killa Kan can replace their big shoota with one of the following:

- Rokkit launcha…free

- Grotzooka…5 pts/model

- Kustom mega-blasta…5 pts/model

- Skorcha…5 pts/model

• Any Killa Kan can take any of the following:

- Grot riggers…5 pts/model

- Extra armour…10 pts/model

GORKANAUT

BATTLEFIELD ROLE:

Heavy Support

BASE COST:

245 Points

UNIT TYPE:

Vehicle (Walker, Transport).

UNIT COMPOSITION:

1 Gorkanuat

WARGEAR:

• Deffstorm mega-shoota

• Two twin-linked big shootas

• Two rokkit launchas

• Skorcha

• Klaw of Gork (or possibly Mork)

SPECIAL RULES:

• Rampage

TRANSPORT:

Transport Capacity: Six models.

Fire Points: None.

Access Points: A Gorkanaut has one Access Point at the front.

OPTIONS:

• May take any of the following:

- Extra armour…10 pts

- Grot riggers…20 pts

MORKANAUT

BATTLEFIELD ROLE:

Heavy Support

BASE COST:

230 Points

UNIT TYPE:

Vehicle (Walker, Transport).

UNIT COMPOSITION:

1 Morkanaut

WARGEAR:

• Two twin-linked big shootas

• Kustom mega-blasta

• Kustom mega-kannon

• Two rokkit launchas

• Klaw of Gork (or possibly Mork)

TRANSPORT:

Transport Capacity: Six models.

Fire Points: None.

Access Points: A Morkanaut has one Access Point at the front.

OPTIONS:

• May take a kustom force field…50 pts

• May take any of the following:

- Extra armour…10 pts

- Grot riggers…20 pts

LOOTAS

BATTLEFIELD ROLE:

Heavy Support

BASE COST:

70 Points

UNIT TYPE:

Infantry. Mek is Infantry (Character).

UNIT COMPOSITION:

5 Lootas

WARGEAR:

• Deffgun

• Stikkbombs

SPECIAL RULES:

• ’Ere We Go!

• Furious Charge

• Mob Rule

OPTIONS:

• May include up to ten additional Lootas…14 pts/model

• Up to three models may be upgraded to Meks, replacing their deffgun with Mek’s tools, slugga and choppa…free

• Any Mek may be accompanied by a grot oiler…5 pts/model

• Any Mek may replace his choppa with a killsaw…20 pts/model

• Any Mek may take items from the Mek Weapons list.

• The unit may select a Trukk as a Dedicated Transport.

FLASH GITZ

BATTLEFIELD ROLE:

Heavy Support

BASE COST:

110 Points

UNIT TYPE:

Infantry. Kaptin is Infantry (Character).

UNIT COMPOSITION:

4 Flash Gitz

1 Kaptin

WARGEAR:

• Snazzgun

• Stikkbombs

• Bosspole

• Gitfinda

SPECIAL RULES:

• ’Ere We Go!

• Furious Charge

• Mob Rule

OPTIONS:

• May include up to five additional Flash Gitz…22 pts/model

• Any model may take an ammo runt…3 pts/model

• The unit may select a Trukk or Battlewagon as a Dedicated Transport.

GHAZGHKULL THRAKA

THE BEAST OF ARMAGEDDON

BATTLEFIELD ROLE:

Lord of War

BASE COST:

225 Points

UNIT TYPE:

Infantry (Character).

UNIT COMPOSITION:

1 (Unique).

WARGEAR:

• Cybork body

• Mega armour

• Big shoota

• Power klaw

• Bosspole

• Stikkbombs

WARLORD TRAIT:

• Prophet of the Waaagh!

SPECIAL RULES:

• ’Ere We Go!

• Eternal Warrior

• Furious Charge

• Independent Character

• Mob Rule

• Waaagh!

Prophet of Gork and Mork: If Ghazghkull is your Warlord, he gains a 2+ Invulnerable save on any turn he calls a Waaagh! This invulnerable save lasts until the start of his next turn. In addition, Ghazghkull and all other models in his unit that are equipped with mega armour can Run on a turn he calls a Waaagh! despite having the Slow and Purposeful special rule (which is conferred by wearing mega armour).

OPTIONS:

• Ghazghkull Thraka may take items from the Runts & Squigs list.

STOMPA

BATTLEFIELD ROLE:

Lord of War

BASE COST:

770 Points

UNIT TYPE:

Vehicle (Super-heavy Walker, Transport).

UNIT COMPOSITION:

1 Stompa

WARGEAR:

• Three big shootas

• Deff kannon

• Skorcha

• Supa-gatler

• Three supa-rokkits

• Twin-linked big shoota

• Mega-choppa

SPECIAL RULES:

Effigy: All friendly units with the Orks Faction that are within 6" of a Stompa have the Fearless special rule.

TRANSPORT:

Transport Capacity: Twenty models.

Fire Points: Four; three in its belly, one in its head.

Access Points: A Stompa has one Access Point at the rear.

OPTIONS:

• May take up to two additional supa-rokkits…20 pts each

• May take grot riggers…30 pts

ORK WARBAND

FORMATION:

• 1 Warboss

• 1 Mek

• 1 unit of Nobz or Meganobz

• 6 units of Boyz

• 1 unit of Gretchin

RESTRICTIONS:

None.

COMMAND BENEFITS:

Boss of Da Waaagh!: If this Detachment is chosen as your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Orks.

The Greenskin Hordes: Every unit with 10 or more models in this Detachment gains the Hammer of Wrath special rule in any Assault phase in which it successfully charges an enemy unit and the dice rolled for its charge range is 10 or more (before modifiers). Note that the unit does not need to move the full distance rolled to gain this effect and it does not matter if the unit’s size is reduced below 10 models during its charge (as a result of Overwatch, Dangerous Terrain tests etc.) so long as it can still successfully make the charge.

Stampede: If the Formation’s Warboss is your Warlord he can use his Waaagh! special rule each and every turn after the first.

APPENDIX

This section of the book details many of the rules for using an Ork army in your games of Warhammer 40,000, including their unique special rules, Warlord Traits, wargear and psychic powers, Tactical Objectives and the Ork Horde detachment. The reference section at the end summarises the rules from throughout this codex, and provides unit and weapons profiles.

ORK SPECIAL RULES

An Ork army uses a number of special rules that are common to several of its units. These are collected and explained here, in full, for your convenience. Special rules that are unique to particular units are presented in the relevant entry instead. Other, more common, rules are simply listed by name – these are described in full in the Special Rules section of Warhammer 40,000: The Rules.

’Ere We Go!

If every model in a unit has this special rule, the unit can re-roll a single dice when determining its charge range.

Mob Rule

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

D6 Result

1 Born to Fight: If the unit is locked in combat, it is treated as if it had passed the Morale check or Pinning test. If the unit is not locked in combat, it fails the Morale check or Pinning test.

2-3 Breaking Heads: If the unit includes one or more Ork characters (including Independent Characters), it suffers D6 Strength 4 AP- hits, and is then treated as if it had passed the Morale check or Pinning test. These hits are Randomly Allocated, but cannot be allocated to Ork characters (any excess hits are lost). If the unit does not include any Ork characters, it fails the Morale check or Pinning test.

4-6 Squabble: If the unit has 10 or more models, it suffers D6 Strength 4 AP- hits, and is then treated as if it had passed the Morale check or Pinning test. The hits are Randomly Allocated. If the unit has fewer than 10 models, it fails the Morale check or Pinning test.

WARLORD TRAITS TABLE

D6 - Warlord Trait

1 - Prophet of the Waaagh!: The Warlord gains the Waaagh! special rule. If the Warlord already has the Waaagh! special rule then, in addition to the usual effects, all friendly models with the ’Ere We Go! special rule gain the Fearless special rule when he calls a Waaagh!, until the start of their next turn.

2 - Bellowing Tyrant: The Warlord, and all friendly units with the Orks Faction within 12" of him, re-roll failed Morale checks and Pinning tests.

3 - Like a Thunderbolt!: The Warlord, and all friendly units with the Orks Faction within 12" of him, can re-roll all the dice when determining Run moves or charge range.

4 - Brutal but Kunnin’: The Warlord can re-roll one failed To Hit or To Wound roll each turn.

5 - Kunnin’ but Brutal: The Warlord can re-roll one failed armour or invulnerable saving throw each turn.

6 - Might is Right: The Warlord receives +1 to the Strength characteristic on his profile.

GUBBINZ AND GUNZ

This section of Codex: Orks lists all the weapons and equipment used by the Orks, along with rules for using them in your games of Warhammer 40,000. Equipment that is carried by named characters is detailed in the appropriate entry in the datasheets, while weapons and equipment used by all other types of units are detailed here.

MELEE WEAPONS

Profiles for the weapons in this section are also listed in the Profiles section. The full rules for the following melee weapon can be found in Warhammer 40,000: The Rules:

Close combat weapon

Buzzsaw

Choppa Weapons

Grabba Stikk

Throttle: When the wielder is fighting in a challenge, his opponent reduces their Attacks characteristic by 1 (to a minimum of 1).

Grot-prod

High Voltage: When the wielder makes its close combat Attacks, it can instead choose to make a single High Voltage Attack. If it does so, roll To Hit as normal, but resolve the Attack at double the wielder’s Strength (to a maximum of 10) for the purposes of that Attack.

Killsaw

Klaw Weapons

Tankhammer

’Urty Syringe

Weirdboy Staff

RANGED WEAPONS

Bigbomm

Boom Bomb

Skreamin’ Descent: Roll 2D6 and refer to the table below when making a Bombing Run attack with a Boom Bomb. The roll is made after the Blast marker is placed but before it scatters.

2D6 Result

2 Faster! Waaagh! Uh oh... No bomb is dropped. The flyer making the attack is wrecked and suffers a Crash and Burn result, with the large blast marker centered on the position occupied by the target model – the marker then scatters 2D6" as described in the Crash and Burn rule (see Warhammer 40,000: The Rules).

3 Clipped ’im! No bomb is dropped. The flyer making the attack and its target each suffer a single

Strength 9 AP2 hit. All hits on vehicles strike the vehicle’s side facing.

4-9 Just like dis! Execute the Bombing Run attack normally.

10-12 Dakka-dakka-boom! Execute the Bombing Run attack normally. In addition, the flyer making the attack may shoot any of its assault weapons at the target model’s unit. All hits on 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 test. Note that the flyer may shoot its assault weapons again in the Shooting phase and it can target a different unit.

Flamer Weapons

All the following weapons are Flamer weapons for the purposes of any special rules that interact with Flamer weapons as described in Warhammer 40,000: The Rules. Profiles for the weapons in this section are also listed in the Profiles section.

Burna Bomb

Burna

When a model attacks with a burna, it can use either of the profiles below. It cannot use both profiles in the same turn.

Skorcha

Skorcha Missile

Bubblechukka

* Roll once each Shooting phase to determine both the Strength and AP of the bubblechukka, after the target unit has been chosen. For example, if you rolled a 3, the shot would be resolved at Strength 3 AP3.

Dakkagun

Deff Kannon

Deffgun

* Roll once each time a unit makes a shooting attack with deffguns to determine how many shots all of the unit’s deffguns will fire, after the target unit has been chosen.

Grot Blasta

Grotzooka

Kannon

Killkannon

Kombi-weapons

A model armed with a kombi-weapon can choose to fire either the primary shoota or the secondary weapon, which will be either a rokkit launcha or a skorcha. The shoota can be fired every turn, but the secondary weapon can only be fired once per battle. You cannot fire both weapons in the same turn. Each kombi-weapon has only one secondary weapon.

Kustom Mega-weapons

Lobba

Rokkit Launcha

Shokk Attack Gun

To fire the shokk attack gun, roll 2D6 to determine its Strength after placing the template but before rolling the Scatter dice. If an 11 or any double is rolled for the gun’s Strength, consult the chart below.

Roll Result

1,1 Boom! No shot is fired. Remove the Mek as a casualty.

2,2 Oops! The opponent may choose the target of the shokk attack gun this turn, and place the Large Blast marker. The target can be a unit on the same side as the Mek.

3,3 Gah! Resolve the shot upon the nearest unit to the target that is not locked in combat, be it friend or foe.

4,4 Sploosh! Resolve the attack upon the target, but use the small blast marker. Any hits are resolved at Strength 6 AP6.

5,5 Zoink! No shot is fired. Immediately place the Mek in base contact with the closest model or point on the target unit, and treat them as being locked in combat.

5,6 Bzzap! Only the model under the template hole is hit, but the shot is Strength 10.

6,6 Krakoom! When resolving this shot, the Shokk Attack Gun has the Vortex special rule.

Shoota Weapons

Slugga

Smasha Gun

* Roll once each Shooting phase to determine the Strength of the weapon, after the target unit has been chosen.

Snazzgun

* Roll once each time the unit shoots to determine the AP of all the unit’s snazzguns, after the target unit has been chosen.

Supa-gatler

Psycho-Dakka-Blasta! The supa-gatler makes three shooting attacks with the profile above each time it fires. Completely resolve each shooting attack before moving onto the next. A new target may be chosen for each attack.

Whirrrr Click-click: If a double is rolled when determining the number of shots for any of the supa-gatler’s shooting attacks, then it runs out of ammunition after that attack has been resolved, and cannot shoot again for the rest of the battle. This rule does not apply to the very first shooting attack a supa-gatler makes in a battle (so it will fire a minimum of two times before running out of ammunition).

Supa-rokkit

Tellyport Blasta

Tellyported: Any To Wound roll of a 6 made with this weapon has the Instant Death special rule. If this weapon rolls a 6 for armour penetration, it causes a penetrating hit, regardless of whether the armour penetration result was higher than the target’s armour value or not.

Traktor Kannon

Traktor: This weapon automatically causes an Immobilised result in addition to any other effects when it scores a glancing or penetrating hit against a Zooming Flyer. If a Swooping Flying Monstrous Creature suffers one or more Wounds from this weapon it suffers a -3 penalty to its Grounded test that turn.

Zzap Gun

Zzap: Each time a Zzap gun is fired, roll 2D6 to determine its Strength, after the target unit has been chosen. If the roll is above 10, the shot is resolved at Strength 10 and the weapon Gets Hot on any To Hit roll of 1, 2 or 3. If a Zzap gun Gets Hot, the Wound is resolved against the crew. Zzap guns automatically cause a Crew Shaken result in addition to any other effects when they score a glancing or penetrating hit.

RUNTS & SQUIGS

Runts and squigs are upgrades that may be taken by certain models in an Ork army. The upgrade is either represented on the model itself, or by a suitable model placed beside the model with the upgrade. Runt and squig models are purely decorative and are always ignored for game purposes – just move them to one side if they get in the way. If the runt or squig model represents a one use only effect, remove the model once it has been used.

Ammo Runt

One use only. A model with an ammo runt can re-roll one To Hit roll when shooting.

Attack Squig

A model with an attack squig is allowed to re-roll one To Hit roll in close combat each turn.

Bomb Squig

One use only. A model with a bomb squig can make a Shooting attack using the following profile. Bomb squigs cannot be used to make Snap Shots, and cannot be used to attack Flyers, Flying Monstrous Creatures, or Skimmers.

Scuttle Scuttle Blam!: Bomb squigs always hit the target on a To Hit roll of 2 or more.

Grot Oiler

One use only. A grot oiler allows a Mek to re-roll a failed Mek’s Tools repair roll.

Grot Orderly

One use only. A grot orderly allows a Painboy’s unit to re-roll a single Feel No Pain roll.

Squig Hound

Each time a unit with a squig hound fails a Morale check it suffers D6 Strength 3 AP- hits and must then re-roll the failed Morale check. If the re-roll is failed, it cannot be re-rolled again, and the squig hound will not inflict any further hits.

ORKY KNOW-WOTS

Rules for the following grenades can be found in Warhammer 40,000: The Rules:

Stikkbombs*

* See assault grenades

Tankbusta bombs**

** See melta bombs

Bosspole

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

Cybork Body

A model with a cybork body has the Feel No Pain (6+) special rule.

Dok’s Tools

As long as the bearer is alive, all models in his unit have the Feel No Pain special rule.

Gitfinda

A model with a gitfinda that remained stationary during its Movement phase has Ballistic Skill 3 until the end of its turn.

Kustom Force Field

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

Mek’s Tools

In each of your Shooting phases, instead of firing his weapons, a model equipped with Mek’s tools may choose to repair a single friendly vehicle that he is in base contact with or embarked upon. To repair a vehicle, roll a D6. If the result is 5 or more, you may either restore a Hull Point lost earlier in the battle or repair a Weapon Destroyed result or an Immobilised result instead; this is effective immediately.

Rokkit Pack

Models equipped with rokkit packs gain the Jump unit type as described in Warhammer 40,000: The Rules. A unit made up exclusively of models with rokkit packs can choose to use them to Run 2D6" in the Shooting phase instead of the normal D6" even if it used them in the Movement phase. If it does so, every model in the unit must take a Dangerous Terrain test.

Waaagh! Banner

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

Warbike

A model equipped with a warbike changes their unit type to Bike, as described in Warhammer 40,000: The Rules. In addition, they have a 4+ Armour Save. Furthermore, if a model on a warbike turbo-boosts, it counts its cover save as being 1 point higher than normal until the start of its next turn. Warbikes are fitted with a twin-linked dakkagun.

ARMOUR

’Eavy Armour

’Eavy armour confers a 4+ Armour Save.

Mega Armour

Mega armour confers a 2+ Armour Save. Models with mega armour have the Bulky and Slow and Purposeful special rules.

ORK VEHICLE EQUIPMENT

Rules for the following upgrade can be found in Warhammer 40,000: The Rules: Extra armour

’Ard Case

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

Boarding Plank

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

Deff Rolla

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

Grabbin’ Klaw

At the beginning of the enemy Movement phase, nominate a single enemy vehicle that is within 2" of the vehicle’s grabbin’ klaw. On the roll of a 4+, that vehicle may not move this turn. Flyers and Skimmers cannot be attacked by a grabbin’ klaw.

Flyboss

A vehicle with a Flyboss has Ballistic Skill 3 when shooting at Jetbikes, Skimmers, Flyers or Flying Monstrous Creatures.

Grot Riggers

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

Red Paint Job

Ork vehicles with red paint jobs add +1" to their move when they move Flat Out.

Reinforced Ram

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

Stikkbomb Chukka

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

Wreckin’ Ball

GIFTS OF GORK AND MORK

Gifts of Gork and Mork are items of such value and importance that entire tribes will go to war just to possess them. Believed by some to have been given to the Ork race by their careless, warring gods, each is unique. Only one of each of the following artefacts may be chosen per army – there is only one of each of these items in the galaxy!

Da Finkin’ Kap

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

Warboss Gazbag’s Blitzbike

A model equipped with Warboss Gazbag’s Blitzbike changes their unit type to Bike, as described in Warhammer 40,000: The Rules. In addition, this model has a 4+ Armour Save. When turbo-boosting, this model can move up to 18" instead of 12" and counts its cover save as being 1 point higher than normal until the start of its next turn. Warboss Gazbag’s Blitzbike is equipped with twin-linked kustom dakkablastas with the following profile:

Da Lucky Stikk

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

Headwoppa’s Killchoppa

Decapitating Strike: Any To Wound roll of a 6 made with Headwoppa’s Killchoppa has the Instant Death special rule.

Da Fixer Upperz

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

Da Dead Shiny Shoota

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

THE POWER OF THE WAAAGH!

Primaris Power

Frazzle..........Warp Charge 1

Frazzle is a witchfire power with the following profile:

1. ’Eadbanger..........Warp Charge 1

’Eadbanger is a focussed witchfire power with a range of 24". The target must pass a Toughness test or suffer a Wound with no armour or cover saves allowed.

2. Warpath..........Warp Charge 1

Warpath is a blessing that targets the Psyker. Whilst the power is in effect, all models in the Psyker’s unit that have the ’Ere We Go special rule gain +1 Attack.

3. Da Jump..........Warp Charge 1

Da Jump is a blessing that targets the Psyker and his unit. Remove the unit from the board. It then immediately arrives using the rules for Deep Strike anywhere on the battlefield. If the deep striking unit scatters and a double is rolled, the unit can only make Snap Shots until the start of its next turn.

4. Killbolt..........Warp Charge 2

Killbolt is a beam with the following profile:

5. Power Vomit..........Warp Charge 2

Power Vomit is a witchfire power with the following profile:

6. Da Krunch..........Warp Charge 2

Da Krunch is a witchfire power with the following profile:

* If, when rolling to determine Da Krunch’s Strength, you roll an 11 or 12, completely resolve the attack at Strength 10 and then roll another 2D6 and resolve a second attack against the original target of the psychic power (if it still has any surviving models). If this second attack also rolls an 11 or 12 for its Strength, resolve another attack as described above. Continue repeating this process until either you roll a 10 or less when determining the attack’s Strength, or the original target is completely destroyed.

ORK HORDE DETACHMENT

Codex: Orks details a unique Detachment – the Ork Horde Detachment – that reflects the horde-like nature of the greenskins. This follows all the Detachment rules presented in Warhammer 40,000: The Rules.

Restrictions

All units in this Detachment must have the Orks Faction (or have no Faction).

Command Benefits

Boss of Da Waaagh!: If this Detachment is chosen as your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Orks.

The Greenskin Hordes: Every unit with 10 or more models in this Detachment gains the Hammer of Wrath special rule in any Assault phase in which it successfully charges an enemy unit and the dice rolled for its charge range is 10 or more(before modifiers). Note that the unit does not need to move the full distance rolled to gain this effect and it does not matter if the unit’s size is reduced below 10 models during its charge (as a result of Overwatch, Dangerous Terrain tests etc.) so long as it can still successfully make the charge.

ORK TACTICAL OBJECTIVES

Codex: Orks describes six Tactical Objectives to use in your games that are exclusive to greenskin players and help to reflect their brutal yet kunnin’ method of war.

If your Warlord has the Orks Faction, these Tactical Objectives replace the Capture & Control Tactical Objectives (numbers 11-16) described in Warhammer 40,000: The Rules.

If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives (see Warhammer 40,000: The Rules) with the following exception: when an Ork player generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16), the Ork player instead generates the corresponding Ork Tactical Objective, as shown in the table below.

Other Tactical Objectives (numbers 21-66) are generated normally, as described in Warhammer 40,000: The Rules.

D66 Result

11 More Dakka!

12 Get ’em, Boss!

13 Stomp ’em, Boyz!

14 More Speed, Go Fasta!

15 Grab da Loot!

16 ’Ere We Go! WAAAGH!

11 MORE DAKKA!

TYPE: ORKS

Score 1 Victory Point at the end of your turn if at least one enemy unit was completely destroyed during your Shooting phase.

12 GET ’EM BOSS!

TYPE: ORKS

Score 1 Victory Point at the end of your turn if your Warlord killed an opponent in a challenge during your turn. If your Warlord killed the enemy’s Warlord in a challenge during your turn, score D3 Victory points instead.

13 STOMP ’EM, BOYZ!

TYPE: ORKS

Score 1 Victory Point at the end of your turn if at least one enemy unit was completely destroyed during your Assault phase. If 3 to 5 enemy units were completely destroyed during your Assault phase, score D3 Victory Points instead. If 6 or more enemy units were completely destroyed during your Assault phase, score D3+3 Victory Points instead.

14 MORE SPEED, GO FASTA!

TYPE: ORKS

Score 1 Victory Point at the end of your turn if at least three Ork units Turbo-boosted, went Flat Out or Ran 6" or more during your turn.

15 GRAB DA LOOT!

TYPE: ORKS

Roll a D6 when this Tactical Objective is generated. Score 1 Victory Point at the end of your turn if you control the Objective Marker whose number corresponds to the D6 result.

16 ’ERE WE GO! WAAAGH!

TYPE: ORKS

Score 1 Victory Point at the end of your turn if, during that turn, you successfully charged an enemy unit with an Ork unit and the dice rolled for its charge distance was 10 or more (before modifiers). If, during your turn, 3 or more Ork units did this, score D3 Victory Points instead. Note that the Ork units do not need to move the full distance rolled to score this Tactical Objective.

DESIGNER’S NOTE - TACTICAL OBJECTIVES CARD DECK

If you own a deck of Ork Tactical Objective Cards, you can generate your Tactical Objectives by shuffling the deck and drawing the top card instead of rolling a D66. These should be kept face up, so your opponent can see which Tactical Objectives you have generated, unless the mission you are playing instructs you otherwise.

PROFILES

UNIT TYPES

Artillery = Ar, Bike = Bk, Fast = F, Flyer = Fl, Infantry = In,

Jetbike = Jb, Jump unit = J, Open-topped = O,

Super-heavy Walker = ShW, Tank = Tk, Transport = T,

Walker = W, Character = (ch)

Table of Contents

ORKS WARGEAR LIST. 3

ORK UNITS. 10

WARBOSS. 11

WEIRDBOY. 12

MEK. 14

BIG MEK. 16

PAINBOY. 18

MAD DOK GROTSNIK. 19

KAPTIN BADRUKK. 20

BOSS ZAGSTRUK. 22

BOYZ. 23

GRETCHIN.. 25

BURNA BOYZ. 26

TANKBUSTAS. 27

NOBZ. 29

MEGANOBZ. 30

KOMMANDOS. 31

BOSS SNIKROT. 33

TRUKK. 35

STORMBOYZ. 36

DEFFKOPTAS. 37

DAKKAJET. 38

BURNA-BOMMER. 39

BLITZA-BOMMER. 40

WARBIKERS. 41

WARBUGGIES. 42

MEK GUNZ. 44

BATTLEWAGON.. 45

DEFF DREAD.. 47

KILLA KANS. 48

GORKANAUT. 49

MORKANAUT. 50

LOOTAS. 51

FLASH GITZ. 52

GHAZGHKULL THRAKA.. 53

STOMPA.. 55

ORK WARBAND.. 56

APPENDIX. 57

ORK SPECIAL RULES. 57

WARLORD TRAITS TABLE. 58

GUBBINZ AND GUNZ. 59

MELEE WEAPONS. 60

RANGED WEAPONS. 63

Flamer Weapons. 64

RUNTS & SQUIGS. 71

ORKY KNOW-WOTS. 72

ARMOUR. 73

ORK VEHICLE EQUIPMENT. 74

GIFTS OF GORK AND MORK. 75

THE POWER OF THE WAAAGH!. 77