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Orks
Orks
Orks
Big Mek in Mega HQ Big Mek in Mega Armour (Kustom Mega-Blasta, Power Klaw, 120 6
Armour Kustom Force Field [30 pts])
Ghazghkull Thraka HQ Ghazghkull Thraka (Mork's Roar, Gork's Klaw, Stikkbombs, 300 15
Proper Killy (Goffs), Warlord)
Boyz Troops Boss Nob (Slugga, Power Klaw [10 pts], Stikkbombs) 95 5
3x Ork Boy W/ Shoota (Shoota, Stikkbombs)
Ork Boy w/ 'Eavy Weapon (Big Shoota [5 pts], Stikkbombs)
5x Ork Boy w/ Slugga & Choppa (Slugga, Choppa, Stikkbombs)
DeffKoptas Fast Attack 3x DeffKopta (Kopta Rokkits, Slugga, Spinnin' Blades, 150 8
Stikkbombs)
Deff Dreads Heavy Support Deff Dread (2x Big Shoota, 2x Dread Klaw) 85 6
5 95 BOYZ
MODEL M WS BS S T W A LD SAVE
Boss Nob 5" 3+ 5+ 5 5 2 3 7 6+
Ork Boy 5" 3+ 5+ 4 5 1 2 6 6+
WEAPONS RANGE TYPE S AP D ABILITIES
Rokkit launcha 24" Heavy D3 8 -2 3 Blast
Shoota 18" Dakka 3/2 4 0 1 -
Slugga 12" Pistol 1 4 0 1 -
Big Choppa Melee Melee +2 -1 2 -
Choppa Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional
attack with this weapon.
Stikkbomb 8" Grenade 3 0 1 Blast
D6
ABILITIES 'Ere We Go!, Mob Rule
FACTIONS <CLAN>, ORKS
KEYWORDS BOYZ, CORE, INFANTRY, MOB
MODELS Boss Nob (Slugga, Big Choppa [5 pts], Stikkbombs)
3x Ork Boy W/ Shoota (Shoota, Stikkbombs)
Ork Boy w/ 'Eavy Weapon (Rokkit Launcha [10 pts], Stikkbombs)
5x Ork Boy w/ Slugga & Choppa (Slugga, Choppa, Stikkbombs)
8 150 DEFFKOPTAS
MODEL M WS BS S T W A LD SAVE
Deff Kopta 14" 3+ 5+ 4 5 4 2 6 4+
WEAPONS RANGE TYPE S AP D ABILITIES
Kopta Rokkits 24" Heavy 8 -2 3 Blast
2D3
Slugga 12" Pistol 1 4 0 1 -
Spinnin' Blades Melee Melee +1 -1 1 Each time an attack is made with this weapon,
make 3 hit rolls instead of 1.
Stikkbomb 8" Grenade 3 0 1 Blast
D6
ABILITIES 'Ere We Go!, Mob Rule
BIG RED BUTTON: Each time this model Advances, do not make an Advance roll. Instead, until the end of
the phase, add 6" to the Move characteristic of this model.
RAMSHACKLE: Each time an attack is allocated to this model, unless that attack has a Strength
characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1)
SWOOPIN' DOWN: During deployment, you can set up this unit high in the skies instead of setting it up on
the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases you can set
up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
FACTIONS <CLAN>, ORKS
KEYWORDS DEFFKOPTAS, FLY, SPEED FREEKS, VEHICLE
MODELS 3x DeffKopta (Kopta Rokkits, Slugga, Spinnin' Blades, Stikkbombs)
6 85 DEFF DREADS
MODEL M WS BS S T W A LD SAVE
Deff Dread 6" 3+ 5+ 5 7 8 3 7 3+
WEAPONS RANGE TYPE S AP D ABILITIES
Big Shoota 36" Dakka 5/3 5 0 1 -
Dread Klaw Melee Melee x2 -3 3 Each time the bearer fights, it can make 1 additional
attack with this weapon
ABILITIES 'Ere We Go!
DREAD MOB: After this unit is set up on the battlefield for the first time, if this unit has more than 1 model,
all models in this unit must be set up within 6" of another model from this unit. After they are set up for the
first time, each model is treated as a seperate unit.
EXPLODES: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and
before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers D3 mortal
wound.
RAMSHACKLE: Each time an attack is allocated to this model, unless that attack has a Strength
characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1)
FACTIONS <CLAN>, ORKS
KEYWORDS DEFF DREAD, VEHICLE, WALKERZ
MODELS Deff Dread (2x Big Shoota, 2x Dread Klaw)
- Troops units (excluding GRETCHIN units) in ORKS Detachments gain the Objective Secured ability (this ability is
described in the Warhammer 40,000 Core Book).
Waaagh!
If your WARLORD is a WARBOSS, then once per battle, in your Command phase, you can call a Waaagh!. To do so, that
WARBOSS must be on the battlefield or embarked on a TRANSPORT that is on the battlefield. If your WARLORD is a
SPEEDBOSS, then once per battle, in your COmmand phase, you can instead call a Speedwaaagh!. To do so, that
SPEEDBOSS must be on the battlefield. If your WARLORD is GHAZGHKULL THRAKA, you can instead call a Great Waaagh!.
To do so, GHAZGHKULL THRAKA must be on the battlefield or embarked on a TRANSPORT that is on the battlefield.
A Waaagh! and Speedwaagh! each have two stages. The first stage is active from when the Waaagh! or Speedwaaagh! is
called, and lasts until the start of your next Command phase. When the first stage ends, the second stage starts, and lasts
until the start of your subsequent Command phase. After this point, the Waaagh! or Speedwaaagh! is no longer active, and
has no further effect. Calling a Great Waaagh! is treated as calling both a Waaagh! and a Speedwaagh! at the same time.
Both are active from when the Great Waaagh! is called, and each stage starts and finishes as described above.
WAAAAGH!
- ORKS CORE and ORKS CHARACTER units from your army are eligible to declare a charge even if they Advanced this turn.
- Add 1 to the Strength and Attacks characteristic or ORKS models from your army.
- Add 1 to the Strength and Attacks characteristic of ORKS models from your army.
SPEEDWAAAGH!
- ORKS models from your army do not suffer the penalty incurred to their hit rolls for firing Assault weapons in the same
turn their unit Advanced. Each time an ORKS VEHICLE or ORKS BIKER model from your army shoots with a Dakka weapon,
make 1 additional attack with that weapon.
- Each time a model in an ORKS VEHICLE or ORKS BIKER unit from your army makes a ranged attack, improve the Armour
Penetration charcateristic of that attack by 1.
- Each time a model in an ORKS VEHICLE or ORKS BIKER unit from your army makes a ranged attack, improve the Armour
Penetration charcateristic of that attack by 1.
'Ere We Go!
You can re-roll charge rolls made for units with this ability.
Mob Rule
While this unit is within 6" of a friendly <CLAN> MOB unit that is not under half strength, this unit is never considered to be
under half strength
Goffs
Goffs
- Each time a model with this kultur makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.
- Each time a model with this kultur makes a melee attack, if this model's unit makes a charge move, or perfformed a Heroic
Intervention this turn, add 1 to the Strength characteristic of that attack.