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    Codex: Orks

    By R. Dale McBride

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    Ork Army Special Rules:

    All Orks have an insatiable bloodlust and in battle Orks become whipped into a violent fury few

    warriors can fathom to match. All Orks have the Furious Charge Universal Special Rule (USR)

    as described in the Warhammer 40,000 rulebook.

    Waaagh!: Once per game at the beginning of any turn after the 1st, you may call a Waaagh!.When a Waaagh! is called all models with this rule gain the Fleet USR and Preferred Enemy

    (Everything!) USR for the duration of that turn.

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    Ork Wargear

    Ork Armour:

    Eavy Armour: An model wearing Heavy Armour has a 4+ Armour save.

    Mega-Armour: An model wearing Mega Armour has a 2+ Armour save as well as a 5+

    invulnerable save. In addition, Mega Armour comes with the following wargear: Gitfinda, IronGob, Power Klaw, and Twin-linked Shoota. Furthermore, any Ork wearing Mega Armour has

    the Slow and Purposeful USR.

    Ork Ranged Weapons:

    Slugga: Range-12 Str-4 AP-5 Type-Pistol

    Shoota: Range-18 Str-4 AP-5 Type-Assault 2

    Big Shoota: Range-24 Str-5 AP-5 Type-Assault 3

    Rokkit Launcha: Range-36 Str-8 AP-3 Type-Assault 1

    Kustom Mega-Blasta: Range-24 Str-8 AP-1 Type-Assault 1, Blast

    Burna: Range-Template Str-4 AP-5 Type-Assault 1

    Skorcha: Range-Template Str-5 AP-4 Type-Assault 1

    Lobba: Range-48 Str-4 AP-5 Type-Heavy 1, Large Blast, Barrage

    Kill Kannon: Range-36 Str-7 AP-4 Type-Heavy 1, Blast

    Zzap! Gun: Range-36 Str-2D6 AP-2 Type-Heavy 1

    Ork Close Combat Weapons:

    Big Choppa: A Big Choppa is a two-handed close combat weapon. Armour saves are not

    permitted against wounds caused by a Big Choppa.

    Power Klaw: A Power Klaw is the same as a Power Fist described in the Warhammer

    40,000 rulebook.

    Choppa: A Choppa is a close combat weapon.

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    Miscellaneous Ork Wargear:

    Gitfinda: A model with a Gitfinda increases their BS value +1.

    Bosspole: A model with a Bosspole increases their Ld value +1.

    Stikk Bombs: Stikk Bombs count as Assault Grenades.

    Ammo Runt: Once every Ork Shooting phase a unit or model with an Ammo Runt mayre-roll a single failed roll To-Hit.

    Iron Gob: An Iron Gob is a status symbol of power among the Orks. A model with an

    Iron Gob increases their WS value +1.

    Ork Vehicle Wargear:

    Red Paintjob: A vehicle with a Red Paintjob may add an extra inch to its movement

    without incurring any penalties. (E.g. A Looted Tank with a Red Paintjob that moved 7 in itsMovement phase may still fire one of its weapons in the following Shooting phase.)

    Reinforced Ram: Allows a vehicle to re-roll failed Dangerous Terrain tests and toperform Tank Shocks.

    Extra Armour: A vehicle with Extra Armour counts all Armour Values on its front and

    side facings as 1 point higher.

    Smoke Belcha: Grants a 5+ Cover save to vehicles. However, if a 1 is rolled for the Cover

    save granted by the Smoke Belcha the vehicle suffers a Crew Stunned result in the following Orkturn.

    Wreckin Ball: In the Assault phase a vehicle may try to hit an enemy unit within 2 of itsWreckin Ball (if it has one) on a 4+. A unit hit by a Wreckin Ball suffers a Str 9 hit with no

    Armour saves allowed.

    Stikk Bomb Chukka: A unit that disembarks from a vehicle that has a Stikk Bomb Chukkacounts as having Assault Grenades in the following Assault phase.

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    Ork Army Entries

    FOC: HQ

    Warboss.. 60 points

    Composition: 1 Warboss Unit Type: Infantry

    Wargear: Shoota, Big Choppa, Eavy Armour

    Special Rules: Furious Charge, Waaagh!, Da Big Boss, Independent Character

    Warboss: WS-5 BS-2 S-5 T-5 W-3 I-4 A-4 Ld-8 Sv-4+

    Warbiker Boss: WS-5 BS-2 S-5 T-5(6) W-3 I-4 A-4 Ld-8 Sv-4+

    Options:

    A Warboss may exchange his Slugga for a Warbike (see Warbikers entry)... 30 points

    OR may exchange his Slugga and Big Choppa for Mega-Armour 40 points

    A Warboss may take any of the following:Stikk Bombs. 2 points

    Bosspole. 5 points

    Gitfinda. 5 points

    Iron Gob. 10 points

    Attack Squig. 15 points

    May exchange his Big Choppa for one of the following:

    Power Klaw. 20 points

    May exchange his Shoota for one of the following:Twin-linked Shoota. 3 points

    Kombi Shoota-Skorcha. 3 points

    Kombi Shoota-Rokkit Launcha. 3 points

    Attack Squig: A model with an Attack Squig has +1 attack in close combat.

    Da Big Boss: For every Warboss in an Ork army 1 mob of Nobz, Meganobz, or Warbiker Nobz may be taken as a

    Troops choice.

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    Big Mek. 45 points

    Composition: 1 Big Mek Unit Type: Infantry

    Wargear: Choppa, Kustom Mega-Blasta, Eavy Armour, Meks Tools

    Special Rules: Furious Charge, Waaagh!, Independent Character

    Big Mek: WS-4 BS-2 S-4 T-4 W-3 I-3 A-3 Ld-8 Sv-4+

    Warbiker Big Mek: WS-4 BS-2 S-4 T-4(5) W-3 I-3 A-3 Ld-8 Sv-4+

    Options:

    A Big Mek may exchange his Kustom Mega Blasta for a Warbike (see Warbikers entry)... 20 points

    OR may exchange his Kustom Mega Blasta and Choppa for Mega-Armour... 30 points

    A Big Mek may take any of the following:

    Stikk Bombs. 2 points

    Bosspole. 5 points

    Iron Gob. 5 points

    Grot Oiler. 10 points

    Kustom Force Field. 35 points

    May exchange his Choppa for one of the following:Big Choppa. 10 points

    Power Klaw. 20 pointsMay exchange his Kustom Mega Blasta for one of the following:

    Slugga. free

    Shoota. free

    Twin-linked Shoota. 3 points

    Kombi Shoota-Skorcha. 3 points

    Kombi Shoota-Rokkit Launcha. 3 points

    Shokk-Attack Gun. 50 points

    Kustom Force Field: All friendly Ork units within 12 of Big Mek with a Kustom Force Field have a 5+ cover save.

    Shokk-Attack Gun: Range-48 Str-2D6* AP-2 Type-Heavy 1, Large Blast

    *Roll for the Strength value of the Shokk-Attack Gun after rolling To-Hit. If double 1s are rolled, the Big Mek and

    all models within D6 of the Big Mek are removed as casualties with no saves of any kind allowed. If an 11 is

    rolled, immediately place the Big Mek and any unit he is joined to in base contact with the unit targeted by the

    Shokk-Attack Gun. The Big Mek and his unit count as initiating an assault in the Assault phase. If double 6s arerolled, all models fully or partially under the Large Blast marker are immediately removed as casualties with no

    saves of any kind allowed.

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    Ghazghkull Mag Uruk Thraka. 200 points

    Composition: 1 (Unique) Unit Type: Infantry (Character)

    Wargear: Twin-linked Big Shoota, Mega-Armour, Adamantium Skull, Stikk Bombs, Bosspole

    Special Rules: Furious Charge, Waaagh!, Da Biggest Boss, Prophet of Da Waaagh!, Fearless, Independent

    Character

    Ghazghkull Mag Uruk Thraka: WS-5 BS-2 S-5 T-6 W-4 I-4 A-4 Ld-9 Sv-2+

    Adamantium Skull: Ghazghkull is immune to Instant Death and gains +2 attacks during the turn he initiates an

    assault.

    Da Biggest Boss: An army that includes Ghazghkull Thraka may take up to 2 mobs of Nobz, Meganobz, or

    Warbiker Nobz as Troops choices.

    Prophet of Da Waaagh!: Any unit Ghazghkull is joined to is Fearless. Furthermore, when Ghazghkulls Waaagh! is

    called all Ork mobs may run a full 6 and Ghazghkull has a 2+ invulnerable save for the duration of that turn.

    Old Zogwort 115 points

    Composition: 1 (Unique) Unit Type: Infantry (Character)

    Wargear: Nest of Vypers

    Special Rules: Furious Charge, Waaagh!, Independent Character, Psyker, Instrument of Mork

    Psychic Powers: Frazzle, Kaboom!, Ere We Go, Zogworts Curse

    Old Zogwort: WS-4 BS-2 S-4 T-4 W-3 I-3 A-2 Ld-8 Sv-4+

    Nest of Vypers: Old Zogwort has D3 additional attacks every Assault phase. Furthermore, all of Old Zogworts close

    combat attacks are poisoned (2+).

    Zogworts Curse: For this psychic attack choose an enemy character within 18 of Old Zogwort, you and the

    characters owning player roll a D6. If you roll equal to or higher than the other player the character is turned into a

    squig with no Wargear or Special Rules and has the following profile:

    WS-1 BS- S-2 T-2 W-1 I-2 A-1 Ld-5 Sv-6+

    Instrument of Mork: At the start of the Ork Movement phase, after passing a Psychic test roll a D6 instead of rolling

    on the Weirdboy Psychic Powers chart. On a 2+ you may choose from one of Old Zogworts psychic powers. On a

    result of 1 Old Zogwort suffers a wound with no armour saves allowed.

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    Mad Dok Grotsnik.. 130 points

    Composition: 1 (Unique) Unit Type: Infantry (Character)

    Wargear: Slugga, Power Klaw, Urty Syringe, Doks Tools, Gitfinda, Cybork BodySpecial Rules: Furious Charge, Waaagh!, One Scalpel Short of a Medpack, Power Surge, Independent Character

    Mad Dok Grotsnik: WS-4 BS-2 S-4 T-5 W-3 I-3 A-3 Ld-8 Sv-4+

    On Scalpel Short of a Medpack: Mad Dok Grotsnik and any mob hes joined to are Fearless. In addition, at the

    beginning of each Ork Movement phase roll a D6. On a result of 1 Mad Dok Grotsnik and his mob are subject to the

    Rage USR for the rest of the game.

    *Note: Once the Rage USR is in effect Mad Dok Grotsnik may not leave his unit until he is the last model in the unit.

    Power Surge: Once per game. During an Assault phase where Mad Dok Grotsnik is initiating an assault declare that

    he is using his Power Surge special rule. During the assault phase in which he does this his close combat attacks are

    made at his normal initiative, i.e. initiative 4.

    Kaptin Badrukk.. 165 pointsComposition: 1 (Unique) Unit Type: Infantry (Character)

    Wargear: Choppa, Da Rippa, Gitfinda, Goldtoof Armour, Powder Grotz, Bosspole, Stikk Bombs

    Special Rules: Furious Charge, Waaagh!, Da Kapn

    Kaptin Badrukk: WS-4 BS-2 S-5 T-5 W-3 I-3 A-3 Ld-8 Sv-3+

    Da Rippa: Da Rippa projects an energy field around Kaptin Badrukk giving him a 4+ invulnerable save. In addition,

    Da Rippa has the following profile:Range-24 Str-7 AP-1 Type-Assault 3, Melta, Gets Hot!

    Goldtoof Armour: Goldtoof Armour grants Kaptin Badrukk a 3+ armour save.

    Powder Grotz: Kaptin Badrukk has his own personal Ammo Runt. This Ammo Runt may only be used for shots

    fired by Kaptin Badrukk.

    Da Kapn: If your army includes Kaptin Badrukk, one unit of Flash Gitz is automatically upgraded to Da Freebootazat no additional cost. Kaptin Badrukk may be assigned to lead Da Freebootaz.

    Da Freebootaz: An army that includes Kaptin Badrukk can also include Da Freebootaz. Da Freebootaz are treated

    exactly as Flash Gitz save for the fact that they count as a scoring unit and each model has a Big Choppa in addition

    to the normal Flash Gitz Wargear.

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    Gorslag Skullcrusha. 175 points

    Composition: 1 (Unique) Unit Type: Vehicle (Walker, Character)

    Wargear: 2 Dreadnought close combat weapons, 2 Kustom Mega-Blastas, Kustom Force Field, Meks Tools

    Special Rules: Da Earf will Shake!, Da Power of Gork

    Gorslag Skullcrusha: WS-5 S-5 BS-2 FA-13 SA-13 RA-10 I-2 A-3

    Options:

    May include Da Stompa Guard. 150 points

    Da Earf will Shake!: An army that includes Gorslag Skullcrusha may take Deff Dreads as Troops choices.

    Da Power of Gork: At the start of the Assault phase, after assault moves have been made but before blows are

    struck, take a Leadership test using a Leadership value of 8. If passed Gorslag Skullcrusha doubles his attacks for

    the duration of that Assault phase.

    *Note: Bonus attacks are not factored into the doubling of Gorslags attacks.

    Da Stompa Guard: An army that includes Gorslag Skullcrusha can also include Da Stompa Guard. Da Stompa

    Guard consists of a squadron formed with Gorslag Skullcrusha and 2 Deff Dreads with the following Wargear: 4Dreadnought close combat weapons. The 2 additional Deff Dreads do not take up an HQ choice.

    Boss Snikrot. 120 points

    Composition: 1 (Unique) Unit Type: Infantry (Character)

    Wargear: Morks Teeth, Stikk Bombs

    Special Rules: Furious Charge, Move Through Cover, Waaagh!, Without Warning, Ops Kommanda, Sneaky Gitz

    Boss Snikrot: WS-8 BS-2 S-5 T-4 W-3 I-4 A-4 Ld-8 Sv-4+

    Morks Teeth: Morks Teeth count as 2 close combat weapons that allow Boss Snikrot re-rolls To-Hit in close

    combat. Armour saves are not permitted against wounds caused by Morks Teeth.

    Ops Kommanda: If your army includes Boss Snikrot, one unit of Ork Kommandos is automatically upgraded to Da

    Ambushaz at no additional cost. Boss Snikrot may be assigned to lead Da Ambushaz.

    Without Warning: Boss Snikrot and Da Ambushaz (if Snikrot is assigned) may enter the battlefield from any board

    edge when they come available from Reserves.

    Da Ambushaz: An army that includes Boss Snikrot can also include Da Ambushaz. Da Ambushaz are treated

    exactly as Ork Kommandos save for the fact that they have the Move Through Cover USR and if Boss Snikrot isassigned to lead them, they may use his initiative value when taking their Sneaky Gitz test.

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    Boss Zagstruk 110 points

    Composition: 1 (Unique) Unit Type: Infantry (Character)

    Wargear: Rokkit Pack, Slugga, Choppa, Vulcha Klaws, Stikkbombs

    Special Rules: Furious Charge, Waaagh!, Da Green Storm, V Formation

    Boss Zagstruk: WS-5 BS-2 S-4 T-4 W-3 I-4 A-3 Ld-8 Sv-4+

    Vulcha Klaws: Vulcha Klaws count as a Power Fist that strikes at normal initiative during a turn where Boss

    Zagstruk initiates an assault.

    Da Green Storm: An army that includes Boss Zagstruk may take Stormboyz as Troops choices.

    V Formation: If your army includes Boss Zagstruk, one unit of Stormboyz is automatically upgraded to Da Vulcha

    Squad at no additional cost. Boss Zagstruk may be assigned to lead Da Vulcha Squad. In addition, Boss Zagstruk

    always Deep Strikes onto the battlefield on turn 1 and is allowed to assault on the turn he Deep Strikes.

    Da Vulcha Squad: An army that includes Boss Zagstruk can also include Da Vulcha Squad. Da Vulcha Squad is

    treated exactly as Stormboyz save for the fact that they have the Hit and Run USR. In addition, Da Vulcha Squadalways Deep Strikes onto the battlefield on turn 1 and if Boss Zagstruk is assigned to lead them, they are allowed to

    assault on the turn they Deep Strike.

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    FOC: Troops

    Ork Boyz 7 points per model

    Composition: 10-30 Ork Boyz Unit Type: Infantry

    Wargear: Slugga, Choppa Special Rules: Furious Charge, Waaagh!

    Ork Boy: WS-3 BS-2 S-4 T-4 W-1 I-3 A2 Ld-7 Sv-6+

    Options:

    A mob of Ork Boyz may exchange their Sluggas and Choppas for Shootas. 1 point per model

    One mob of Ork Boyz may be upgraded to Ard Boyz. 5 points per model

    For every 10 Ork Boyz in a mob one Ork Boy may exchange its Slugga or Shoota for one of the following:

    Big Shoota. 5 points each

    Burna. 5 points each

    Rokkit Launcha. 10 points each

    One Ork Boy may be upgraded to an Ork Nob. 10 points

    Ork Nob: WS-4 BS-2 S-4 T-4 W-2 I-3 A-3 Ld-7 Sv-4+

    Ork Nob Wargear: Slugga, Choppa, Eavy Armour

    Ork Nob Options:

    An Ork Nob may take any of the following:

    Bosspole. 5 points

    May exchange its Choppa for one of the following:

    Big Choppa. 10 pointsPower Klaw. 20 points

    May exchange its Slugga for one of the following:

    Shoota. FreeTwin-linked Shoota. 3 points

    Kombi Shoota-Skorcha. 3 points

    Kombi Shoota-Rokkit Launcha. 3 points

    A mob of Ork Boyz may include one of the following Characters:Weirdboy. 25 points

    A Weirdboy may be upgraded to a Warphead. 15 points

    Mekboy. 20 points

    A Mekboy may take an Oiler Grot. 10 points

    Painboy. 15 points

    A Painboy may take a Grot Orderly. 10 points

    Transport: An Ork Boyz mob may select an Ork Trukk as a dedicated transport. (See entry for points cost)

    Ard Boyz: Ard Boyz have Eavy armour in addition to their slugga and choppa. Ard Boyz may also have Shootasfor the additional points cost stated above.

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    Gretchin 3 points per model

    Composition: 10-30 Gretchin Unit Type: Infantry

    Wargear: Grot Blasta Special Rules:None

    Gretchin: WS-2 BS-3 S-3 T-3 W-1 I-2 A1 Ld-6 Sv-6+

    Options:

    A mob of Gretchin may take any of the following:

    Runtherder. 10 points

    Minefield. 15 points

    Runtherder: WS-3 BS-2 S-4 T-4 W-1 I-3 A2 Ld-7 Sv-6+

    Runtherder Wargear: Slugga, Grabba Stikk Special Rules: None

    Options:

    A Runtherder may take a Squig Hound. 5 points

    Squig Hound:If a Morale test is failed you may sacrifice D3 Gretchin and re-roll the Morale test.

    Grot Blasta: Range-12 Str-3 AP- Type-Pistol

    Grabba Stikk: A Grabba Stikk is a close combat weapon that causes enemy models in base contact with the

    Runtherder to lose 1 attack (to a minimum of 1) during assault.

    Minefield: One use only. Nominate a Gretchin model and place a Mine marker 6 from it, anywhere within 6 of

    the Mine marker counts as Dangerous terrain for the rest of the game. In addition, vehicles taking a Dangerous

    terrain test within 6 of the Mine marker fail the test on a 1 or 2.

    *Note: A Mine marker is a 25 mm base.

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    Ork Trukk................................................... 35 points

    Composition: 1 Ork Trukk Unit Type: Vehicle (Fast, Open-topped)

    Wargear: Big Shoota Special Rules: Kareen

    Transport Capacity: 12 models

    Ork Trukk: BS-2 FA-10 SA-10 RA-10

    Options:

    May exchange its Big Shoota for one of the following:

    Rokkit Launcha. 5 pointsMay take any of the following:

    Stikk Bomb Chukka. 5 points

    Red Paintjob. 5 points

    Reinforced Ram. 10 points

    Wreckin Ball. 10 points

    Smoke Belcha. 15 points

    Extra Armour. 20 points

    Kareen: If an Ork Trukk becomes Wrecked or Explodes roll a D6 and apply the result to the following chart. *Note:

    Kareen does not apply to Immobilized Ork Trukks.

    1-3The Ork Trukk is Wrecked or Explodes where it is.

    4-6 The Ork Trukk goes 2D6 in a random direction rolled on the Scatter dice before the Wrecked or

    Explodes result is applied, if a Hit is rolled the owning player picks the direction. The Ork Trukk stops if it

    comes into contact with a friendly model, the board edge, Impassible terrain, or comes within 1 of an

    enemy model.

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    Weirdboy

    Composition: 1 Weirdboy Unit Type: Infantry (Character)

    Wargear: None Special Rules: Furious Charge, Waaagh!, Psyker

    Psychic Powers: Random (See below)

    Weirdboy: WS-3 BS-2 S-4 T-4 W-1 I-3 A2 Ld-7 Sv-6+

    Weirdboy Psychic Powers: At the start of each Ork Movement phase, after passing a Psychic test roll a D6 for each

    Weirdboy and apply the result to the chart below.

    1-2 Frazzle

    3-4 Kaboom!

    5-6 Ere We Go

    Frazzle:Frazzle is a psychic shooting attack with the following profile:

    Range-Template Str-5 AP-3 Type-Assault 1

    Kaboom!: Kaboom! is a psychic shooting attack. One enemy unit within 24 automatically suffers a Str 8, AP1 hit.

    Ere We Go: This psychic power removes the Weirdboy and his mob from the tabletop and immediately DeepStrikes them back onto the battlefield instead of moving normally in the Movement phase. In addition, the

    Weirdboys mob is allowed to either shoot OR assault in the same turn that they Deep Strike in this manner.

    Warphead: To determine the psychic power for a Warphead roll 2D6 on the Weirdboy Psychic Power chart and

    choose the preferred result.

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    Mekboy

    Composition: 1 Mekboy Unit Type: Infantry (Character)

    Wargear: Choppa, Kustom Mega-Blasta, Meks Tools

    Special Rules: Furious Charge, Waaagh!

    Mekboy: WS-3 BS-2 S-4 T-4 W-1 I-3 A2 Ld-7 Sv-6+

    Meks Tools: During the Shooting phase a model with Meks Tools may nominate a vehicle within 2 insteaded of

    shooting that turn. On a 4+ a single Weapon Destroyed or Immobilized result is repaired on the nominated vehicle.

    Grot Oiler: Once per Ork turn a Mekboy or Big Mek with a Grot Oiler may re-roll a failed Meks Tools roll.

    Painboy

    Composition: 1 Painboy Unit Type: Infantry (Character)

    Wargear: Choppa, Urty Syringe, Doks Tools

    Special Rules: Furious Charge, Waaagh!

    Painboy: WS-3 BS-2 S-4 T-4 W-1 I-3 A2 Ld-7 Sv-6+

    Urty Syringe: A model with an Urty Syringe has Poisoned close combat attacks (4+).

    Doks Tools: Doks Tools gives the Painboy and his mob the Feel No Pain USR.

    Grot Orderly: Once per player turn a mob with a Grot Orderly may re-roll a single Feel No Pain save.

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    FOC: Elites

    Ork Nobz.. 17 points per model

    Composition: 5-15 Ork Nobz Unit Type: Infantry

    Wargear: Slugga, Choppa, Eavy Armour Special Rules: Furious Charge, Waaagh!

    Ork Nob: WS-4 BS-2 S-4 T-4 W-2 I-3 A-3 Ld-7 Sv-4+

    Warbiker Nob: WS-4 BS-2 S-4 T-4(5) W-2 I-3 A-3 Ld-7 Sv-4+

    Options:

    A mob of Ork Nobz may exchange their Sluggas for Warbikes(see Warbikers entry)... 20 points per modelOR may exchange their Sluggas and Choppas for Mega-Armour... 30 points per model

    A mob of Ork Nobz may take any of the following:

    Stikk Bombs. 1 point per model

    Waaagh! Banner. 25 points

    Any Ork Nob may take any of the following:

    Bosspole. 5 points

    Iron Gob. 5 pointsAny Ork Nob may exchange their Choppa for one of the following:

    Big Choppa. 10 pointsPower Klaw. 20 points

    Any Ork Nob may exchange their Slugga for one of the following:

    Shoota. free

    Twin-linked Shoota. 3 points

    Kombi Shoota-Skorcha. 3 points

    Kombi Shoota-Rokkit Launcha. 3 points

    A mob of Ork Nobz and Meganobz may include one of the following Characters:Weirdboy. 25 points

    A Weirdboy may be upgraded to a Warphead. 15 points

    Mekboy. 20 pointsA Mekboy may take an Oiler Grot. 10 points

    Painboy. 15 points

    A Painboy may take a Grot Orderly. 10 points

    *Note* A mob of Warbiker Nobz may not include a Weirdboy, Painboy, or Mekboy.

    Transport: An Ork Nobz mob may select an Ork Trukk or a Battle Wagon as a dedicated transport. (See their

    entries for points cost)

    Waaagh! Banner:All friendly Ork units within 12 of a Waaagh! Banner gain the Fearless USR. In addition, a Nob

    mob with a Waaagh! Banner may run a full 6 instead of running D6 during the turn the Waaagh! is called.

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    Lootaz. 15 points per model

    Composition: 5-12 Lootaz Unit Type: Infantry

    Wargear: Choppa, Defgun Special Rules: Furious Charge, Waaagh!

    Loota: WS-3 BS-2 S-4 T-4 W-1 I-3 A-2 Ld-7 Sv-6+

    Options:

    A Lootaz mob may take an Ammo Runt. 10 points

    Defgun:Range-48 Str-7 AP-4 Type-Heavy 3

    Tankbustaz 15 points per model

    Composition: 5-12 Tankbustaz Unit Type: Infantry

    Wargear: Choppa, Rokkit Launcha, Tankbusta Bombs

    Special Rules: Furious Charge, Waaagh!, Tankz on da Brain

    Tankbusta: WS-3 BS-2 S-4 T-4 W-1 I-3 A2 Ld-7 Sv-6+

    Options:

    One Tankbusta may be upgraded to a Tankbusta Nob. 10 points

    Tankbusta Nob: WS-4 BS-2 S-4 T-4 W-2 I-3 A-3 Ld-7 Sv-4+

    Tankbusta Nob Wargear: Choppa, Twin-linked Rokkit Launcha, Tankbusta Bombs, Eavy Armour

    Tankbusta Nob Options:

    May take any of the following:

    Bosspole. 5 pointsIron Gob. 5 points

    Bomb Squig. 20 points

    May exchange its Choppa for one of the following:

    Big Choppa. 10 points

    Power Klaw. 20 points

    Transport: A Tankbustaz mob may select an Ork Trukk as a dedicated transport. (See entry for points cost)

    Tankbusta Bomb: Str-6 + 2D6

    Bomb Squig: One use only. A Nob with a Bomb Squig may choose to nominate an enemy vehicle within 18 and

    roll a D6 instead of shooting. On a 4+ the vehicle suffers a Str-10 AP-1 hit on the vehicle side facing the Nob. The

    rest of the Tankbusta mob may target a separate unit during the turn the Bomb Squig is used. The Bomb Squig maynot be used if the mob failed theirTankz on da Brain test.

    Tankz on da Brain: At the beginning of the Ork Shooting phase every Tankbusta mob must take a Ld test. If the test

    is failed the Tankbusta mob must fire at the closest enemy vehicle within LoS during that Shooting phase.

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    Cyborkz 15 points per model

    Composition: 3-6 Cyborkz Unit Type: Infantry

    Wargear: Kustom Robotork Arms, Cybork Body

    Special Rules: Furious Charge, Waaagh!, Short Circuit

    Cybork: WS-3 BS-2 S-4 T-4 W-1 I-3 A2 Ld-7 Sv-6+

    Options:

    A mob of Cyborkz may take any of the following:

    Gitfindas. 5 points per modelKustom Rokkit Legs. 10 points per model

    Kustom Robotork Arms: Kustom Robotork Arms are a close combat weapon with the Rending special rule. In

    addition to being a close combat weapon, Kustom Robotork Arms is a shooting weapon. Before selecting a target in

    the Shooting phase roll a D6 and apply the result to the chart below.

    1. Dakka Mode

    2. Lektrik Blasta3. Mad Dok Speshul

    4-6 Owning players choice from the aforementioned options

    Dakka Mode profile: Range-24 Str-4 AP-5 Type-Assault 6

    Lektrik Blasta profile: Range-24 Str-6 AP- Type-Assault 1, Blast

    Mad Dok Speshul profile: Range-24 Str-9 AP-2 Type-Assault 1, Gets Hot!

    Kustom Rokkit Legs: Cybork mobs with Kustom Rokkit Legs change their unit type to Jump Infantry.

    Cybork Body: A model with a Cybork Body has a 4+ invulnerable save.

    Short Circuit: At the beginning of the Ork turn roll a D6 for each Cyborkz mob. On a result of 1 the Cyborkz mob is

    subject to the Rage USR and must roll a D3 instead on the Kustom Robotork Arms chart for the rest of the game.

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    Ork Kommandos 15 points per model

    Composition: 5-12 Ork Kommandos Unit Type: Infantry

    Wargear: Choppa, Slugga

    Special Rules: Furious Charge, Waaagh!, Sneaky Gitz

    Ork Kommando: WS-3 BS-2 S-4 T-4 W-1 I-3 A2 Ld-7 Sv-6+

    Options:

    A mob of Ork Kommandos may take up to 3 of the following:

    Burna. 5 points eachBig Shoota. 5 points each

    One Ork Kommando may be upgraded to a Kommando Nob. 10 points

    Kommando Nob: WS-4 BS-2 S-4 T-4 W-2 I-3 A-3 Ld-7 Sv-4+

    Kommando Nob Wargear: Choppa, Slugga, Eavy Armour, Stikkbombs

    Kommando Nob Options:

    May take any of the following:Bosspole. 5 points

    Iron Gob. 5 points

    May exchange its Choppa for one of the following:

    Big Choppa. 10 points

    Power Klaw. 20 points

    Sneaky Gitz: Ork Kommandos have the Stealth and Infiltrate USRs. In addition, when a mob of Ork Kommandos

    charges into assault they must take an initiative test. If the test is passed the Ork Kommandos always strike first inthe first round of combat regardless of the initiative value(s) of the unit(s) in the combat.

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    FOC: Fast Attack

    Stormboyz. 10 points per model

    Composition: 5-15 Stormboyz Unit Type: Jump Infantry

    Wargear: Choppa, Slugga, Rokkit Pack Special Rules: Furious Charge, Waaagh!

    Stormboy: WS-3 BS-2 S-4 T-4 W-1 I-3 A2 Ld-7 Sv-6+

    Options:

    A Stormboyz mob may take Stikk Bombs. 1 point per model

    One Stormboy may be upgraded to a Stormboy Nob. 10 points

    Stormboy Nob: WS-4 BS-2 S-4 T-4 W-2 I-3 A-3 Ld-7 Sv-4+

    Stormboy Nob Wargear: Choppa, Slugga, Eavy Armour, Rokkit Pack

    Stormboy Nob Options:

    May take any of the following:Bosspole. 5 points

    Iron Gob. 5 pointsMay exchange its Choppa for one of the following:

    Big Choppa. 10 points

    Power Klaw. 20 points

    May exchange its Slugga for one of the following:

    Shoota. free

    Twin-linked Shoota. 3 points

    Kombi Shoota-Skorcha. 3 points

    Kombi Shoota-Rokkit Launcha. 3 points

    Rokkit Pack: A model wearing a Rokkit Pack has the Jump Infantry unit type. In addition, at the beginning of the

    Ork Movement phase roll a D6 for each Stormboyz mob and apply the result to their movement. If the result is a 1, 1Stormboy is immediately removed from play as a casualty but the 1 additional movement is still applied.

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    Warbikers.. 25 points per model

    Composition: 3-12 Warbikes Unit Type: Bikes

    Wargear: Choppa, Warbike Special Rules: Furious Charge, Waaagh!

    Warbiker: WS-3 BS-2 S-4 T-4(5) W-1 I-3 A2 Ld-7 Sv-4+

    Options:

    One Warbiker may be upgraded to a Warbiker Nob. 10 points

    Warbiker Nob: WS-4 BS-2 S-4 T-4(5) W-2 I-3 A3 Ld-7 Sv-4+

    Warbiker Nob Wargear: Choppa, Warbike

    Warbiker Nob Options:

    May take any of the following:

    Bosspole. 5 points

    Iron Gob. 5 points

    May exchange its Choppa for one of the following:

    Big Choppa. 10 pointsPower Klaw. 20 points

    Warbike: A model with a Warbike has the Bikes unit type. In addition, a Warbike comes with a Twin-linked Big

    Shoota and the Exhaust Cloud special rule.

    Exhaust Cloud: Models with this special rule have a 5+ cover save.

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    Defkoptas. 30 points per model

    Composition: 3-9 Defkoptas Unit Type: Jet Bikes

    Wargear: Choppa, Defkopta

    Special Rules: Furious Charge, Waaagh!, Hit & Run, Scouts

    Defkopta: WS-3 BS-2 S-4 T-4(5) W-1 I-3 A2 Ld-7 Sv-4+

    Options:

    Any Defkopta may exchange their Twin-linked Big Shoota for a Twin-linked Rokkit Launcha. 10 points each

    A Defkopta mob may take up to 3 of each of the following:

    Big Bomm. 15 points each

    Buzzsaw. 20 points each

    Deftkopta: A model with a Defkopta has the Jet Bike unit type. In addition, a Defkopta come with a Twin-linked

    Big Shoota.

    Buzzsaw: A Buzzsaw is the same as a Power Fist described in the Warhammer 40,000 rulebook.

    Big Bomm: One use only. A Defkopta may fire its Big Bomm at one enemy unit that it moved over in themovement phase (vehicles are hit on their side armour). A Defkopta may fire its other weapons at a separate target

    than the one targeted by the Big Bomm. A Big Bomm has the following profile:

    Range-NA Str-5 AP-5 Type-Assault1, Large Blast, Barrage

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    Ork Fighta-Bomma.. 110 points

    Composition: 1 Ork Fighta-Bomba Unit Type: Vehicle (Fast, Skimmer)

    Wargear: Kill Kannon, Twin-linked Big Shoota side sponsons, Clusta Bombs

    Special Rules: Bomber, Aerial Assault, Deep Strike

    Ork Fighta-Bomma: BS-2 FA-11 SA-11 RA-11

    Options:

    May exchange its Twin-linked Big Shoota side sponsons for Twin-linked Rokkit Launcha side sponsons. 20

    points

    May exchange its Kill Kannon for a Zzap! Gun. 25 points

    May exchange its Clusta Bombs for Da Earf Shattera. 15 points

    Clusta Bombs: Range-NA Str-8 AP-4 Type-Heavy D3, Blast, Barrage

    Da Earf Shattera: Range-NA Str-9 AP-1 Type-Heavy 1*, Large Blast, Barrage*One use only*

    Bomber: A vehicle with the Bomber special rule may fire its Barrage weapon at one enemy unit that it moved over

    in the movement phase (vehicles are hit on their side armour). Any other weapons on the Bomber may fire at a

    separate target than the one targeted by the Barrage weapon.

    Aerial Assault: A Fighta-Bomma that moved at cruising speed can fire all of its weapons.

    Grot Glydaz 9 points per model

    Composition: 5-20 Grot Glydaz Unit Type: Jump Infantry

    Wargear: Rokkit Glyda Special Rules: None

    Grot Glyda: WS-2 BS-3 S-3 T-3 W-1 I-2 A1 Ld-6 Sv-6+

    Options:For every 5 Grot Glydaz in a mob one may upgrade their Twin-linked Shoota to one of the following:

    Big Shoota. 3 points each

    Rokkit Launcha. 6 points each

    Rokkit Glyda: A model with a Rokkit Glyda has the Jump Infantry unit type. In addition, a Rokkit Glyda comes

    with a Twin-linked Shoota.

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    Warbuggies................................................... 35 points per model

    Composition: 1-3 Warbuggies Unit Type: Vehicle (Fast, Open-topped)

    Wargear: Twin-linked Big Shoota Special Rules: None

    Warbuggy: BS-2 FA-10 SA-10 RA-10

    Options:

    Any Warbuggy in the squadron may exchange their Twin-linked Big Shoota for one of the following:

    Skorcha. 5 points each

    Twin-linked Rokkit Launcha. 10 points each

    A Warbuggy squadron may be upgraded to Wartrakks. 15 points per model

    Wartrakk: A Wartrakk may re-roll failed Dangerous terrain tests.

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    FOC: Heavy Support

    Flash Gitz. 22 points per model

    Composition: 5-10 Flash Gitz Unit Type: Infantry

    Wargear: Snazzgun, Choppa, Eavy Armour, Gitfinda

    Special Rules: Furious Charge, Waaagh!

    Flash Git: WS-4 BS-2 S-4 T-4 W-2 I-3 A-3 Ld-7 Sv-4+

    Options:A Flash Gitz mob may take an Ammo Runt. 10 points

    Any Flash Git may take an Iron Gob. 5 points

    Snazzgun: Range-24 Str-6 AP-4 Type-Assault 3, Rending

    Looted Tank. 70 points

    Composition: 1 Looted Tank Unit Type: Vehicle (Tank)

    Wargear: (See below) Special Rules: None

    Looted Tank: BS-2 FA-12 SA-11 RA-10

    Options:

    A Looted Tank must take one of the following turret mounted weapons:

    Lobba. 10 pointsSkorcha. 10 points

    Kill Kannon. 15 points

    Zzap! Gun. 25 pointsBoom Gun. 40 points

    May take one of the following:

    Big Shoota side sponsons. 10 points

    Burna side sponsons. 10 points

    Rokkit Launcha side sponsons. 20 pointsMay take any of the following:

    Red Paintjob. 5 points

    Reinforced Ram. 10 points

    Smoke Belcha. 20 points

    Extra Armour. 30 points

    Boom Gun: Range-48 Str-8 AP-3 Type-Ordinance 1, Large Blast

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    Battlewagon. 90 points

    Composition: 1 Battlewagon Unit Type: Vehicle (Tank, Open-topped)

    Wargear: (See below) Special Rules: None

    Transport Capacity: 20 models

    Battlewagon: BS-2 FA-13 SA-12 RA-10

    Options:

    May take up to 6 of the following:

    Big Shoota. 5 points eachRokkit Launcha. 10 points each

    May take one of the following:

    Lobba. 10 points

    Skorcha. 10points

    Kill Kannon. 15 points

    Zzap! Gun. 25 points

    May take any of the following:

    Red Paintjob. 5 pointsStikk Bomb Chukka. 5 points

    Reinforced Ram. 10 pointsWreckin Ball. 10 points

    Smoke Belcha. 20 points

    Deff Rolla. 20 points

    Extra Armour. 30 points

    Deff Rolla: Any unit Tank Shocked by a Battlewagon with a Deff Rolla suffers D6 Str 10 hits. No armour saves

    may be taken against wounds caused by a Deff Rolla. Furthermore, a Battlewagon with a Deff Rolla may re-roll

    failed Dangerous terrain tests.*Note: A Battlewagon may not take a Deff Rolla in addition to a Reinforced Ram and vice versa.

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    Squigoth 140 points

    Composition: 1 Squigoth Unit Type: Monstrous Creature

    Wargear: Twin-linked Big Shoota, Grot Gunner, Mobile Fort

    Special Rules: Furious Charge, Fearless, Rampage

    Squigoth: WS-3 BS-3 S-7 T-7 W-5 I-2 A-4 Ld-8 Sv-3+

    Options:

    May exchange its Twin-linked Big Shoota for one of the following:

    Twin-linked Rokkit Launcha. 10 pointsKill Kannon. 15 points

    Zzap! Gun. 25 points

    Grot Gunner: A Squigoth has gretchin that man its gun and thus has a BS of 3.

    Mobile Fort: The Squigoth is a transport with a transport capacity of 10 models. In addition, all passengers may

    shoot and assault from the Mobile Fort as if it were an Open-topped vehicle and may shoot at a different target than

    the Squigoth. Models may embark on the Squigoth from any point on the model. If the Squigoth is destroyed thepassengers must be placed within 2 of where the Squigoth died.

    *Note: If the Squigoth chooses to run in its Shooting Phase embarked passengers may not shoot that turn.

    Rampage: Once per game. At the start of the Ork Shooting phase declare the Squigoth is going to Rampage. During

    this turn the Squigoth gains the Fleet USR and if it charges into assault this turn it gains +2 attacks during the first

    round of combat.

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    Killa Kans. 40 points per model

    Composition: 1-3 Killa Kans Unit Type: Vehicle (Walker)

    Wargear: Dreadnought close combat weapon Special Rules: None

    Killa Kan: WS-2 S-5 BS-3 FA-11 SA-11 RA-10 I-2 A-2

    Options:

    Each Killa Kan in the squadron must take one of the following:

    Big Shoota. 5 points

    Skorcha. 5 points

    Rokkit Launcha. 10 pointsGrotzooka. 15 points

    Kustom Mega-Blasta. 20 points

    Grotzooka: Range-18 Str-6 AP-5 Type-Heavy 2, Blast

    Deff Dread.. 65 pointsComposition: 1 Deff Dread Unit Type: Vehicle (Walker)

    Wargear: 2 Dreadnought close combat weapons Special Rules: None

    Deff Dread: WS-4 S-5 BS-2 FA-12 SA-12 RA-10 I-2 A-3

    Options:

    A Deff Dread must take 2 of the following:

    Big Shoota. 5 points each

    Skorcha. 5 points eachRokkit Launcha. 10 points each

    Extra Dreadnought close combat weapon. 15 points each

    Kustom Mega-Blasta. 20 points eachMay take any of the following:

    Smoke Belcha. 20 points

    Extra Armour. 30 points

    *Note: For each additional Dreadnought close combat weapon a Deff Dread takes it gains an extra attack in closecombat.