Orks 9th Edition
Codex: Orks 9th edition was released on 09-11-2021
Unit points throughout Time
Name | Battlefield Role | Chapter Approved 2020 | Forgeworld 2020 | Imperial Armour Compendium 2020 | Munitorum Field Manual 2021 MK1 | Chapter Approved 2021 | Codex 2021 | Munitorum Field Manual 2022 MK1 |
---|---|---|---|---|---|---|---|---|
Chinork' Warkopta | Dedicated Transports | - | 85 | - | - | - | - | - |
Trukk | Dedicated Transports | 60 | - | - | 65 | - | 70 | - |
Nobz on Warbikes | Elites | - | 35 | 30 | - | - | - | - |
Burna boyz | Elites | 11 | - | - | - | - | - | - |
Kommandos | Elites | 9 | - | - | - | - | 10 | 12 |
Meganobz | Elites | 25 | - | - | - | - | 35 | 30 |
Mek | Elites | 25 | - | - | - | - | - | - |
Nob with Waagh! Banner | Elites | 85 | - | - | - | - | 70 | - |
Nobz | Elites | 17 | - | - | - | - | 18 | - |
Painboy | Elites | 55 | - | - | 65 | - | 70 | - |
Runtherd | Elites | 40 | - | - | - | - | 30 | - |
Tankbustas | Elites | 7 | - | - | - | - | 17 | - |
Mad Dok Grotsnik | Elites | 90 | - | - | - | - | 85 | - |
Grot Tanks | Fast Attack | - | 35 | - | - | - | - | - |
Grot Mega-tank | Fast Attack | - | 95 | 90 | - | - | - | - |
Boomdakka Snazzwagon | Fast Attack | 85 | - | - | 90 | - | - | - |
Deffkoptas | Fast Attack | 25 | - | - | - | - | 50 | - |
Kustom Boosta-blasta | Fast Attack | 90 | - | - | - | - | 80 | - |
Megatrakk Scrapjets | Fast Attack | 90 | - | - | 110 | - | 90 | 100 |
Rukkatrukk Squigbuggies | Fast Attack | 110 | - | - | - | - | 90 | 110 |
Shokkjump Dragsta | Fast Attack | 100 | - | - | 110 | - | 85 | - |
Stormboyz | Fast Attack | 12 | - | - | - | - | 11 | - |
Warbikers | Fast Attack | 27 | - | - | - | - | 25 | - |
Squighog Boyz | Fast Attack | - | - | - | - | - | 25 | - |
Nob on Smasha Squig | Fast Attack | - | - | - | - | - | 65 | - |
Blitza-bommer | Flayer | 130 | - | - | 155 | - | 150 | - |
Burna-bommer | Flayer | 125 | - | - | 155 | - | 135 | - |
Dakkajet | Flayer | 110 | - | - | - | - | 100 | - |
Wazbom Blastajet | Flayer | 140 | - | - | 160 | - | 170 | - |
Mekboy Workshop | Fortification | 85 | - | - | - | - | 70 | - |
Big'ed Bossbunka | Fortification | - | - | - | - | - | 75 | - |
Big Trakk | Heavy Support | - | 150 | 85 | - | - | - | - |
Squiggoth | Heavy Support | - | 175 | 190 | - | - | - | - |
Kannonwagon | Heavy Support | - | 210 | 170 | - | - | - | - |
Mega Dread | Heavy Support | - | - | 175 | - | - | - | - |
Meka-Dread | Heavy Support | - | 250 | 165 | - | - | - | - |
Battlewagon | Heavy Support | 135 | - | - | - | - | 120 | 105 |
Bonebreaka | Heavy Support | 160 | - | - | 180 | - | 175 | 160 |
Deff Dreads | Heavy Support | 55 | - | - | 75 | - | 85 | - |
Flash Gitz | Heavy Support | 32 | - | - | - | - | 27 | 25 |
Gunwagon | Heavy Support | 160 | - | - | 175 | - | 165 | - |
Killa Kans | Heavy Support | 45 | - | - | 50 | - | 40 | 35 |
Lootas | Heavy Support | 20 | - | - | - | - | 17 | 15 |
Mek Gunz | Heavy Support | 20 | - | - | 40 | - | 45 | 40 |
Kill Rig | Heavy Support | - | - | - | - | - | 190 | 210 |
Hunta Rig | Heavy Support | - | - | - | - | - | 160 | - |
Warboss on Warbike | HQ | - | - | 115 | - | - | - | - |
Mek Boss Buzzgob | HQ | - | 90 | 100 | - | - | - | - |
Zhadsnark da Ripper | HQ | - | 100 | - | - | - | - | - |
Big Mek in Mega Armor | HQ | 85 | - | - | - | - | - | - |
Big Mek in Shokk Atttack Gun | HQ | 95 | - | - | 120 | - | 110 | - |
Big Mek with Kustom Force Field | HQ | 60 | - | - | - | - | 85 | - |
Deffkilla Wartrike | HQ | 125 | - | - | - | - | 120 | - |
Warboss | HQ | 70 | - | - | - | - | 90 | - |
Weirdboy | HQ | 75 | - | - | - | - | - | - |
Boss Snikrot | HQ | 75 | - | - | - | - | 95 | - |
Boss Zagstruk | HQ | 95 | - | - | - | - | 110 | - |
Ghazghkull Thraka | HQ | 300 | - | - | - | - | - | - |
Kaptain Badrukk | HQ | 90 | - | - | - | - | 95 | - |
Makari | HQ | 65 | - | - | - | - | 55 | - |
Zodgrod Wortsnagga | HQ | - | - | - | - | - | 65 | - |
Wurrboy | HQ | - | - | - | - | - | 70 | - |
Painboss | HQ | - | - | - | - | - | 80 | - |
Morzog Skragbad | HQ | - | - | - | - | - | 170 | 185 |
Beastboss on Squigosaur | HQ | - | - | - | - | - | 145 | 175 |
Beastboss | HQ | - | - | - | - | - | 95 | - |
Gargantuan Squiggoth | Lords of War | - | 360 | 510 | - | - | - | - |
Kill Tank | Lords of War | - | 420 | 275 | - | - | - | - |
Kustom Stompa | Lords of War | - | 960 | 800 | - | - | - | - |
Gorkanaut | Lords of War | 285 | - | - | 340 | - | 365 | - |
Morkanaut | Lords of War | 270 | - | - | 320 | - | 350 | - |
Stompa | Lords of War | 850 | - | - | 900 | - | 675 | - |
Beast Snagga Boyz | Troops | - | - | - | - | - | 11 | - |
Boyz | Troops | 8 | - | - | - | - | 9 | - |
Gretchin | Troops | 5 | - | - | - | - | - | - |
Da Booma | Upgrade | - | - | - | - | - | 15 | - |
Fortress of Wheels | Upgrade | - | - | - | - | - | 20 | - |
Gyroscopic Whirlygig | Upgrade | - | - | - | - | - | 10 | - |
More Dakka | Upgrade | - | - | - | - | - | 15 / 30 | - |
Nitro Squigs | Upgrade | - | - | - | - | - | 25 | - |
Red Rolla | Upgrade | - | - | - | - | - | 20 | - |
Shokka Hull | Upgrade | - | - | - | - | - | 15 / 30 | - |
Souped-up Speshul | Upgrade | - | - | - | - | - | 10 | - |
Squig-hide Tyres | Upgrade | 15 | - | |||||
Stompamatic Pistons | Upgrade | - | - | - | - | - | 15 / 30 | - |
Bionik Oiler | Upgrade | - | - | - | - | - | 10 | - |
Enhanced Runt-Sucker | Upgrade | - | - | - | - | - | 15 | - |
Extra-Kustom Weapon | Upgrade | - | - | - | - | - | 10 | - |
Smoky Gubbinz | Upgrade | - | - | - | - | - | 1 | - |
Zzapkrumpaz | Upgrade | - | - | - | - | - | 2 | - |
Drag Chains | Upgrade | - | - | - | - | - | 15 | - |
Raised Suspenshun | Upgrade | - | - | - | - | - | 10 | - |
Name | Battlefield Role | Chapter Approved 2020 | Forgeworld 2020 | Imperial Armour Compendium 2020 | Munitorum Field Manual 2021 MK1 | Chapter Approved 2021 | Codex 2021 | Munitorum Field Manual 2022 MK1 |
Orks Special Rules
An Orks Detachment is one that only includes models with the ORKS keyword. All ORKS units are drawn from a clan or are Freebooterz. When you include such a unit in your army, you must nominate which clan it is from or if it is a Freebooter, and then replace the <CLAN> keyword in every instance with the name of your chose clan or Freebooterz. If your army is Battle-forged, you cannot include units from two different clans in the same Detachment, with the exception of certain units.
- <CLAN> units excluding Gretchin units in ORKS detachments gain the Clan Kulturs Ability.
- Troops units excluding Gretchin units in ORKS detachments gain the Objective Secured ability.
Specialist Ladz: The following units can be included in an ORKS Detachment without preventing that Detachment from being a Clan Detachment.
- Ghazghkull Thraka
- Kaptin Badrukk
- Makari
- Mad Dok Grotsnik
- Zodgrod Wortsnagga
- Specialist Mob units.
I’m Da Boss!: You can include a maximum of one Warboss or Deffkilla Wartrike Model in each Detachment in your Army.
Dakka Weapons: Dakka weapons have two values for the number of attacks they make. When a model shoots a Dakka weapon, use the first value if the target is within half weapon range. If the target is not within half the weapon’s range, use the second value instead.
Abilities
‘Ere We Go: You can re-roll charge rolls made for units with this ability.
Ramshackle: Each time an attack is allocated to this model, unless that attack has a Strength of 8 or more, subtract 1 from the Damage of that attack to a minimum of 1.
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.
Beast Snagga: Each time a model with this agility makes an attack that targets a Vehicle or Monster, add 1 to that attack’s hit roll. Every model in this unit has a 6+ invulnerable save.
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 SPEEDBOSS, then once per balttle, in your Command phase, you can instead call a Speedwaaagh!. A Waaagh! and Speedwaaagh! each has two stages. The first stage is active from when the Waaagh! or Speedwaaagh! is called, and last 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 Speedwaagh! is no longer active, and has no further effect.
- Stage 1: Call the Waaagh!
- 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 Attacks of ORKS models from your army.
- Stage 2: Get Stuck In!
- Add 1 to the Attacks of ORKS models from your army.
Speedwaaagh
- Stage 1: Da Big Race
- 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 of that attack by 1.
- Stage 2: Give ‘Em Sum Dakka!
- Each time a model in a ORKS VEHICLE or ORKS BIKER unit from your army makes a ranged attack, improve the Armour Penetration of that attack by 1.
Clan Kulturs
All <CLAN> Orks units other than GRETCHIN units with this ability gain a Clan Kultur.
Goffs: No Mukkin’ About
- 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 that model’s unit made a charge move or performed a Heroic Intervention this turn, add 1 to the Strength of that attack.
Bad Moons: Armed to Da Teef
- Add 6″ to the Range of Dakka and Heavy weapons models with this kultur are equipped with.
- Each time a model with this kultur makes a ranged attack, on a unmodified wound roll of 6, improve the Armour Penetration of that attack by 1.
Evil Sunz: Red Ones Go Fasta
- Add 1″ to the Move of models with this kultur. If that model is a SPEED FREAKS model, add 2″ instead.
- Add 1 to Advance rolls made for units with this kultur.
- Models with this kultur do not suffer the penalty incurred to their hit rolls for firing Assault weapons in the same turn in which they had advanced.
Deathskulls: Lucky Blue Gitz
- Each time a unit with this kultur is selected to shoot or fight, you can re-roll one hit roll or one wound roll when resolving that unit’s attacks.
- Each time a model with this kultur wound lose a wound as a result of a mortal wound, roll one D6 on a 5+ that wound is not lost.
- INFANTRY units with this kultur gain the Objective Secured ability.
Snakebites: Da Old Ways
- Each time an attack is made against a unit with this kultur, unless that attack has a Strength of 8 or more, unmodified wound roll of 1-3 for that attack fails, irrespective of abilities that the weapon or the model making the attack may have.
- Each time a SQUIG model with this kultur makes a melee attack, if that model unit made a charge move or performed a Heroic Intervention this turn, add 1 to that attack’s wound roll.
Blood Axes: Taktiks
- Each time a ranged attack is made against a unit with this kultur, if that attacker is more than 18″ away, then the unit with this kultur is treated as having light cover against that attack.
- Units with this kultur are eligible to shoot or declare a charge, but not both in a turn in which they Fell Back.
Freebooterz: Competitive Streak
- Each time a FREEBOOTERZ unit from your army destroys an enemy unit, after that unit’s attacks have been resolved, until the end of the phase, each time an attack is made by another FREEBOOTERZ unit with this kultur from your army, add 1 to that attack’s hit roll.
Specialist Mobs
If your army is Battle-forged and includes any ORKS Detachment, then when you must your army, you can upgrade one ORKS unit from each Detachment in your army to be a specialist mob. Each tyoe of specialism below will lis tthe units that cna be selected to be upgraded. Each time you upgrade one of these units, that unit gains the SPECIALIST MOB keyword, and you replace that units <CLAN> keyword with the appropriate keyword as described under the specialism.
Pyromaniacs: Burna Boyz, Burna-Bommer, Boomdakka Snazzwagon, Deffkill Wartrike, Nob, Warboss.
Each time a model shoots with a burna, a skorcha, burna bottles, burna exhaust, a killa jet, skorcha missile racks, or the Skorcha profile of a kombi-skorcha, if when determining the number of attacks for that weapon the dice rolled results less than 3 attacks being made, make 3 attacks instead.
Big Krumpaz: Deff Dreads, Gorkanaut, Mega Armour Nobz, Mega Armour Character, Morkanaut
Each time a model makes a melee attack, add 1 to the attack’s hit roll.
Boom Boyz: Big Mek, Blitza-Bommer, Deffkoptas, Mek, Nob, Tankbustas, Wagon, Warboss
Each time a model shoots with a weapon with the Blast ability, improve the Armour Penetration of that attack by 1.
Flyboyz: Blitza-Bommer, Burna-Bommar, Dakkajet, Deffkoptas, Wazbom Blastajet
Each time a ranged attack targets this unit, if the attack is more than 6″ away, then that unit with this ability is treated as having light cover against that attack.
Madboyz: Biker, Cavalry, Character, Mob
At the start of each battle round, roll one D3 and consult the table below.
- Rash: Each time unit makes a pile-in move, it can move up to 6″ instead of 3″
- Inspired: Each time a unit is selected to shoot or fight, you can re-roll one hit roll or one wound roll when resolving that unit’s attacks.
- Frenzied: Each time a model makes a melee attack, add 1 to the Strength of that attack.
Sneaky Gitz: Boyz, Kommandos, Nob, Warboss
Each time a model makes a melee attack, if the target is receiving the benefits of cover, improve the Armour Penetration of that attack by 1.
Trukk Boyz: Boyz, Nob, Warboss
A unit can disembark from a Trukk even if that Trukk has made a Normal Move this phase. While any units embarked upon a Trukk, each time that Trukk model makes a ranged attack, add 1 to that attack’s hit roll.
‘Orrible Giz: Gretchin Core
An unit gains the Objective Secured ability. While any other unit is within 3″ of any units, each time a model that unit makes a ranged attack, subtract 1 from that attack’s hit roll.
Kustom Jobs
If your army is Battle-forged an includes any ORKS Detachments, then when you muster your army, you can upgrade any ORKS model in your army with one Kustom Job. Vehicle Kustom Jobs can only be given to a unit that contains one model. A SPECIALIST MOB cannot be selected to have any Kustom Jobs, and each Kustom Job can only be selected once in your army, each model can only have 1 Kustom Job.
Vehicle Kustom Jobs
Da Booma: Wagon model equipped with Killkannon only. This Kustom Job replaces a Killkannon and has the following profile: 36″ Heavy 2D6, S8, AP-2, D2. Abilities: Blast.
Fortress of Wheels: Wagon or Trukk model only. This model has a 5+ invulnerable save.
Gyroscopic Whirlygig: Shokkjump Dragsta model only. Any mortal wounds suffered by this model as a result of its Shokk Tunney ability are ignored.
More Dakka: Vehcile model only. Each time this model shoots, roll one D6, on 4+, make 1 additional attack with each Dakka weapon this model is equipped with. On a 6, make 2 additional attacks with each Dakka weapon this model is equipped with instead.
Nitro Squigs: Rukkatrukk Squigbuggies model only. Each time an attack is made with this model’s heavy squig lanucha or squig launcha add 1 to that attack’s wound roll.
Red Rolla: Bonebreaka model only. Replace this model’s Bonebreaker Ram ability with the following: ‘Red Rolla’: Each time this unit fights, if it made a charge move this turn, then until that fight is resolved add D3+3 to the Attacks of this model.
Shokka Hull: Vehicle model only. Each time an enemy unit selects this model as the target of any attacks in the Fight phase, after these attacks have been resolved, roll one D6: on a 4+ that unit suffers D3 mortal wounds.
Souped-up Speshul: Boomdakka Snazzwagons model only. Change the Type of this model’s Mek speshul to Dakka 16/12.
Squig-hide Tyres: Vehicle model only (exluding Walkerz and Aircarft). Add 1″ to this model’s Move characteristic. Each time this model Advances, add an additional 2″ to this model’s Move characteristic.
Stompamatic Pistons: Deff Dread, Gorkanaut, Morkanaut model only. Add 3″ to this model’s Move. Add 1 to Advance rolls made for this model.
Mek Kustom Jobs
Bionik Oiler: Model equipped with grot oiler only. This model’s grot oiler can be used twice per battle.
Enhanced Runt-Sucker: Big Mek equipped with shokk attack gun only. The Type of this model’s shokk attack gun is charnged to Heavy 2D3.
Extra-Kustom Weapon: Model equipped with kustom mega-slugga or Kustom mega blasta only. Each time this model shoots with a kustom mega-slugga or kustom mega-blasta, make one additional attack with that weapon.
Smoky Gubbinz: Unit that contains a Spanner model only. If this unit Remained Stationary, it is treated as having the benefits of light cover until your next Movement phase.
Zzapkrumpaz: Unit that contains a Spanner model only. Each time a melee attack is made by a model in this unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in additional to normal damage.
Speed Freeks Speed Mob
Drag Chains: SPEED MOB VEHICLES model only. In your Movement phase, each time this model is selected to Fall Back, select one enemy unit excluding Vehicle or monster units within Engagement Range of this model and roll D6: on 2-5, that enemy unit suffers D3 mortal wounds: on a 6, that enemy units suffers 3 mortal wounds.
Raised Suspenshun: SPEED MOB VEHICLE model only. While this model is within Engagement Range of any enemy models, it is still able to make ranged attacks against enemy units that are not within Engagement Range of it.
Armies of Renown
An Army of Renown must first adhere to all restrictions laid out for that Army of Renown, it must be Battle-forged and it must not include any Specialist Detachments. A Speed Freeks Speed Mob is an Army of Renown.
Speed Freeks Speed Mob
Restrictions:
- Your army can only include SPEED FREEKS, WAGON and AIRCRAFT units.
Benefits:
- All of the units from your army gain the SPEED MOB keyword
- You have access to the Speed Freeks Speed Mob Warlord Traits, Stratagems, and Vehicle Kustom Jobs.
- If your army is Battle-forge, the Command Benefits of the Outrider Detachment is changed to +3 Command points if your WARLORD is part of this Detachment.
- SPEED FREEKS units from your army gain the Adrenaline Junkies ability.
- If your army is Battle-forged, SPEED FREEKS BIKER units from your army gain the Objective Secured ability.
Adrenaline Junkies
- the unit never gains a Clan Kultur but its inclusion in a Detachment does not prevent other units from that Detacfhment from gaining a Clan Kultur.
- Each time this unit fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.
- Each time this unit Advances in your Movement phase, until the end of your Shooting phase, it counts as having made a Normal Move instead.
- Models in this unit have a 6+ invulnerable save. In your Movement phase, each time this unit is selected to Advance, until the start of your next Movement phase, models in this unit have a 5+ invulnerable save..
Secondary Objectives
Secondary Objectives
If every model in your army has the ORKS keyword, and your Warlord has the ORKS keyword you can select secondary objectives or select one of them to be from the ORKS secondary objectives. Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives.
Purge the Enemy
Secondary Objective – Da Biggest and Da Best:
Score 3 VPs at the end of the battle round for each of the following achieved by your ORKS WARLORD, for a maximum of 5 VPs:
- An enemy MONSTER or VEHCILE unit is destroyed as the result of a melee attack made by this WARLORD.
- AN enemy CHARACTER is destroyed as the result of a melee attack made by this WARLORD.
- 5 or more enemy models were destroyed as the result of attacks made by this WARLORD.
No Mercy, No Respite
Secondary Objective – Stomp ‘Em Good
Score 3 VPs at the end of each battle round if the number of enemy units destroyed by melee attacks made by ORKS units from your army is more than the number of friendly non-GRETCHIN units that were destroyed by melee attacks during this battle round. Score 1 additional VP at the end of each battle round if the number of enemy units destroyed by melee attacks made by ORKS units from your army is at least 2 and double or more than the number of friendly non-GRETCHIN units that wee destroyed by melee attacks during this battle round.
Battlefield Supremacy
Secondary Objective – Green Tide:
At the start of the battle, divide the battlefield into four even quarters, Score 3 VPs at the end of the battle round if two or more battlefield quarters each have an ORKS unit from your army that contains 11 or more models whollly within them. Score 5 victory points at the end of the battle round instead if all four battlefield quarters each have an ORKS unit from your army that contains 11 or more models wholly within them.
Shadow Operations
Secondary Objective – Get ad Good Bitz:
After both sides have finished deploying, starting wtih your opponent, the players alternate selecting objective markers that are not within any player’s deployment zone to be Good Bitz objective markers, until 3 objective markers have been selected. ORKS CORE units from your army can attempt the following action. Get da Good Bitz: At the end of your Movement phase, one or more ORKS CORE units from your army cna start to perform this action. Each unit from your army that starts to perform this action must be in range of a different Good Bitz objective marker. A unit cannot start this action while there are any enemy units excluding AIRCRAFT in range of the same objective marker. This action is completed at the end of your next Command phase, provided the attempting that action is still within range of that Good Bitz objective marker. Score 3 VPs each time a unit form your army completes the Get da Good Bitz action.
Orks Stratagems
As of 09-28-2021 Orks Stratagems groups are…
- Core Stratagems
- Orks Stratagems
- Ork Kultur Stratagems
(See tabs for details)
To use a Stratagem you must pay the CPs specified. The same Stratagem cannot be used more than once during the same phase. Stratagems not used during a battle round are exempted from the limit.
Command Re-Roll: 1 CP
Use this Stratagem after you made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.
Cut them Down: 1 CP
Use this Stratagem when an enemy unit Falls Back, before any models in that unit are moved. Roll one D6 for each model from your army that is within Engagement Range of that enemy unit; for each result of 6 that enemy unit suffers 1 mortal wound.
Desperate Breakout: 2 CP
Use this Stratagem in your Movement phase. Select one unit from your army that has not been selected to move this phase and which is in Engagement Range with at least one enemy unit. Roll one D6 for each model in that unit; for each result of 1, one model in that unit your choice is destroyed. Assuming that unit was no destroyed, it can now attempt to Fall Back, and when doing so its models can be moved across enemy models as if they were not there. Any models in that unit ends its Fall Back move within Engagement Range of any enemy model is destroyed. Assuming the unit is not destroyed, it cannot do anything else his turn, even if it has a rule that would allow it to do so after Falling Back.
Emergency Disembarkation: 1 CP
Use this Stratagem when a TRANSPORT model from your army is destroyed. All units that are embarked within that model can be set up wholly within 6? of the destroyed model when they disembark instead of the normal 3? before the model itself is removed from the battlefield. These units are not affected by the destroyed model’s Explodes ability – instead you must roll one D6 for each model you just set up on the battlefield. Instead of one model that disembarked being destroyed for each roll of 1, one model that disembarked (your choice) is destroyed for each roll of 1 or 2. Units cannot declare a charge or perform Heroic Intervention in the same turn that they disembarked from a destroyed Transport model.
Fire Overwatch: 1 CP
Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chose as the target of that charge can fire Overwatch before the charge roll is made.
Counter-Offensive: 2 CP
Use this Stratagem after an enemy unit has fought in this turn. Select one of your own eligible units and fight with it next.
Insane Bravery: 1 CP
Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle.
If your army is Battle-forged and includes any ORK Detachments, you have access to the Stratagems shown below, meaning you can spend Command Points to activate them.
Careen!: 1/2 CP
Use this in any phase, when an ORKS VEHICLE model in your army that is not within Engagement Range of any enemy models is destroyed and explodes. That model can make a Normal Move of up to 6″ before resolving the explosion. If that VEHICLE is a WAGON or TITANIC model, this costs 2CP.
Get Stuck in Ladz!: 1/2 CP
Use this in the Fight phase, when a BOYZ or BEAST SNAGGA BOYZ unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a pile in or consolidation move, it can move up to an additional 3″. This is not cumulative with any other rule that increases the distance models can pile in or consolidate. If that unit contains 10 or fewer models, this costs 1CP; otherwise, it costs 2CP.
Ramming Sped: 2 CP
Use this in your Charge phase, when an ORKS VEHICLE unit from your army is selected to charge. Until the end of the phase, when making a charge roll for that unit, roll 3D6 instead. Until the end of the phase, when that unit finishes a charge move, select one enemy unit that is within Engagement Range of it and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.
Gun Crazy Show Offs: 2 CP
Use this at the end of your Shooting phase. Select one FLASH GITZ unit from your army; that unit can shoot again, but must target the closest eligible enemy unit.
Hit ‘Em Harder: 2 CP
Use this in the Fight phase, when a MEGANOBZ unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack with a power klaw or killsaw, add 1 to that attack’s Damage.
Tough as Squid-Hide: 2 CP
Use this in any phase, when a BEAST SNAGGA INFANTRY, BEAST SNAGGA CAVALRY or BEAST SNAGGA MONSTER unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
Breakin’ Heads: 2 CP
Use this in the Morale phase, when a Morale test is failed for a <CLAN> unit excluding GRETCHIN units from your army that is within 3″ of any friendly <CLAN> WARBOSS or <CLAN> NOBZ units. That <CLAN> unit suffers D3 mortal wounds, and the Morale test is treated as having been passed.
Orks in Never Beaten: 2 CP
Use this in the Fight phase, when an ORKS CHARACTER model in your army that has not already been selected to fight this phae is destroyed. Do not remove that model from play – it can fight after the attacking model’s unit has finished making attacks. If the selected model’s characteristics change as it is takes damage, use the bottom row of that model’s profile when resolving those attacks. After resolving the destroyed model’s attacks, it is then removed.
Da Bigger Dey Iz…: 2 CP
Use this in the Fight phase, when a BEAST SNAGGA WARBOSS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack that target a TITANIC unit, add 2 to the Damage characteristic of that attack.
Extra Gubbinz: 1 CP
Use this before the battle, when you are mustering your army. if your WARLORD has the ORKS keyword. Select one ORKS CHARACTER model in your army and give them one Shiny Gubbinz. Each Relic in your army must be unique, and you cannot use this to give a model two relics. You can only use this once, unless you are playing Strike Force battle twice, or Onslaught battle three times.
Big Boss: 1 CP
Use this before the battle, when you are mustering your army, if your WARLORD has the ORKS keyword. Select one ORKS CHARACTER from your army and determine one Warlord Trait for that model, that model it only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique and you cannot use this to give a model tow Warlord Traits. You can only use this once, unless you are playing Strike Force battle twice, or Onslaught battle three times.
Tide of Muscle: 1 CP
Use this in your Charge phase, when you select an ORKS CORE unit excluding GRETCHIN units, from your army to charge. That unit can ignore any or all modifiers to the charge roll.
Unstoppable Momentum: 1 CP
Use this in your Charge phase, after a NOB ON SNASHA SQUIG unit from your army finishes a charge move. If there are no enemy models within Engagement Range of that model, it can immediately be selected to declare a charge again.
Grot Shields: 2 CP
Use this at the start of your opponent’s Shooting phase. Select one ORKS INFANTRY unit from your army, then select one GRETCHIN INFANTRY unit from your army that is within 6″ of that unit. Until the end of the phase, enemy models cannot select the selected ORKS INFANTRY unit as a target if the selected GRETCHIN INFANTRY unit is a closer visible target.
Tellyporta: 2 CP
Use this during deployment. Select one non-MONSTER ORKS unit from your army that has PR 20 or less. You can set up this unit on a tellyporta pad instead of setting it up on the battlefield. If you do so, then in the Reinforcement 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. If you can select a TRANSPORT unit, any embarked units remain embarked when this unit is set up on the battlefield.
Lumbering Strides: 1 CP
Use this in your Charge phase, when you use the ‘Ere We Go Abilitiy to re-roll a charge roll for a MORKANAUT, GORKANAUT or STOMPA unit from your army. You can re-roll one of the dice for that charge roll instead of both.
Burn ‘Em All!: 1 CP
Use this in your Shooting phase, when a BURNA-BOMMER unit from your army makes attacks with skorcha missile-racks. After resolving these attacks, each other unit within 3″ of the target suffers 1 mortal wound.
Monster Hunterz: 2 CP
Use this at the start of any phase. Select one enemy MONSTER or VEHICLE unit and up to 3 BEAST SNAGGA units from your army. Each time an attack is made by a model in one of the selected BEAST SNAGGA units that targets the selected MONSTER or VEHICLE unit, add 1 to that attack’s wound roll.
Cuttin’ Flames: 1 CP
Use this in the Fight phase. Select on BURNA BOYZ unit from your army. Until the end of the phase, each time a Burna Boy model in that unit makes a melee attack, that attack has an Armour Penetration of -2. This cannot be improved by any abilities or rules that improve Armour Penetration.
More Dakka!: 2 CP
Use this in your Shooting phase, when an ORKS unit from your army is selected to shoot. Until the end of the phase, Dakka weapons that unit is equipped with are considered to be within half range when determining how many attacks are made with that weapon.
Cloud of Smoke: 2 CP
Use this at the start of your opponent’s Shooting phase. Select one SPEED FREEKS VEHICLE unit from your army. Until the end of the phase, while a friendly SPEED FREAKS VEHICLE unit is within 6″ of the selected unit, each time a ranged attack targets that unit, subtract 1 from that attack’s hit roll.
Tankbusta Bomb: 1 CP
Use this in the Fight phase, when an ORKS TRAKBUSTA BOMBS unit from your army is selected to fight. Select one model in that unit; that model can only make one attack this phase and must target an enemy VEHICLE unit with that attack, but if a hit is scored, that units suffers 2D3 mortal wounds and the attack sequence ends.
Snagga Grapple: 2 CP
Use this at the start of your opponent’s Movement phase. Select one BEAST SNAGGA BOYZ unit from your army. Each time an enemy unit excluding TITANIC units that is within Engagement Range of that unit is selected to move, roll one D6: on a 4+, that enemy unit cannot Fall Back this turn.
Groundshaker Shells: 1 CP
Use this in your Shooting phase, when selecting a target for an ‘eavy lobba. Until the end of the phase, each time that model makes a ranged attack, if a hit is scored against a target that is not TITANIC and cannot FLY, then until the start of your next Movement phase, halve the Move characteristic of models in the target unit and subtract 2 from the results of Advance rolls and charge rolls made for that unit.
Force Field Boosta: 2 CP
Use this at the start of your opponent’s Shooting phase. Select one model in your army that is equipped with a kustom force field. Until the end of the turn, replace that kustom force field’s ability with the following: Aura while a friendly ORKS unit is within 9″ in that unit have 5+ invulnerable save. At the end of this turn, the kustom force field overloads and cannot be used for the rest of the battle. You can only use this Stratagem once per battle.
Each clan has an associated Clan Stratagem. If your army is led by an ORKS <CLAN> Warlord, you can spend Command points to use this Stratagem.
Unbridled Carnage (Goffs): 2 CP
Use this at the start of the Fight phase. Select one GOFF CORE or GOFF CHARACTER unit from your army that has the No Mukkin’ About Clan Kultur. Until the end of the phase, each time a model in that unit makes an attack it scores an additional hit on an unmodified hit roll of 5+ instead of 6.
Showin’ Off (Bad Moons): 1 CP
Use this when a BAD MOON CORE or BAD MOON CHARACTER unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a Dakka weapon, an unmodified hit roll of 6 scores 1 additional hit.
Drive by Dakka (Evil Sunz): 1 CP
Use this at the end of your Shooting phase. Select one EVIL SUNZ SPEED FREEKS unit from your army. That unit can immediately make a Normal Move as if it was your Movement phase. That unit is not eligible to charge this turn.
Mystic Chanting (Snakebites): 1 CP
Use this during your opponent’s Psychic phase. Select one SNAKEBITES unit from your army. Until the end of the phase, that unit can attempt to deny one psychic power as if it were Psyker.
Wreckaz (Deathskulls): 2 CP
Use this at the start of your Shooting or Fight phase. Selecct one DEATHSKULLS CORE or DEATHSKULLS CHARACTER unit from your army. Until the end of the phase, each time a model in that unit makes an attack that targets a VEHICLE, add 1 to that attack’s wound roll.
Get Da Loot (Freebooterz): 1 CP
Use this at the start of your Command phase. Select one FREEBOOTERZ INANTRY unit from your army that is on the battlefield. Until the start of your next Command phase, that unit gains the Objective Secured ability.
Ded Sneaky (Blood Axes): 1 CP
Use this at the end of your Movement phase if the mission you are playing is using Strategic Reserves rule. Select one BLOOD AXES INFANTRY unit from your army excluding MEGA ARMOUR units that is within 3″ of any battlefield edge. Place that unit in Strategic Reserve.
Youngbloodz (Blood Axes): 1/2 CP
Use this in the Fight phase, when a BLOOD AXES STORMBOYZ unit is selected to fight. Until the end of the phase, add 1 to the Strength of models in this unit. If that unit contains 10 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
Got ‘Em Trapped (Blood Axes): 2 CP
Use this a the start of the Fight phase. Select one enemy unit within Engagement Range of two or more BLOOD AXES units excluding CHARACTER units from your army. Until the end of the phase, each time a BLOOD AXES model makes an attack against that unit, an unmodified hit roll of 6 scores 1 additional hit.
Trigga Discipline (Blood Axes): 1/2 CP
Use this in your Shooting phase, when a BLOOD AXES LOOTAS unit from your army is selected to shoot. Select one enemy VEHICLE unit. Until the end of the phase, each time a model in that LOOTAS unit makes an attack against that VEHICLE unit, you can re-roll the hit roll. If that LOOTAS unit contains 10 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
Surprize! (Blood Axes): 1 CP
Use this at the start of the Fight phase. Select one BLOOD AXES KOMMANDOS unit that is wholly within an Area Terrain feature. Until the end of the phase: While an enemy unit is within Engagement Range of this unit, that enemy unit cannot make use of any rules that allow it to fight first and never counts as having made a charge move this turn, irrespective of any abilities that unit may have. Each time an attack is made against that unit, subtract 1 from that attack’s hit roll.
Gloryboyz (Blood Axes): 1 CP
Use this in your Charge phase, when a BLOOD AXES unit from your army makes a charge move. Select one enemy unit that was a target of that charge. Until the end of the phase, each time a BLOOD AXES STORMBOYZ unit declares that enemy unit as a target of a charge, add 2 to that charge roll.
Spotted ‘Em! (Blood Axes): 1 CP
Use this at the start of your Shooting phase. Select one enemy unit within 12″ of and visible to a BLOOD AXES KOMMANDOS unit from your army. Until the end of the phase, each time a BLOOD AXES model in your army makes an attack against that enemy unit, the target unit does not receive the benefits of cover against that attack.
Taktical Awareness (Blood Axes): 2 CP
Use this at the start of any phase. Select one BLOOD AXES unit from your army. Until the end of the turn: That unit can start to perform an action even if it Advanced this turn. That unit can make ranged attacks without any action it is performing failing. If that unit has the CHARACTER keyword, it can still use any aura abilities it has while performing an action.
Speshul Ammo (Blood Axes): 1/2 CP
Use this in your Shooting phase, when a BLOOD AXES unit from your army is selected to shoot. Until the end of the phase, shootas models in that unit are equipped with have a Type of Dakka 4/2 and an Armour Penetration of -1. If that unit contains 10 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
If your army is an Army of Renown, you have access to these Stratagems, you can spend CPs to use them.
Speed Freeks Speed Mob: Blitza Dakka 1 CP
Use this in your Shooting phase, when a SPEED MOB unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack that targets an enemy unit within 12″, re-roll a hit roll of 1. If that SPEED MOB unit has the KUSTOM BOOSTA-BLASTAS keyword, re-roll a hit roll of 1-2 instead.
Speed Freeks Speed Mob: Chaaaarge 2 CP
Use this in your Charge phase, when a WARBIKERS unit from your army makes a charge move. Until the end of the turn: Add 1 to the Strength of models in that unit. Each time a model in that unit makes a melee attack, improve the Armour Penetration of that attack by 1.
Speed Freeks Speed Mob: Crashin’ Through 1 CP
Use this in your Charge phase, when a SPEED FREEKS unit from your army finishes a charge. If that unit has the Spiked Ram ability, it cannot use that ability this turn. Select one enemy unit within 1″ of that SPEED FREEKS unit and roll one D6 for each model that SPEED FREEKS unit contains to a maximum of six D6: If that SPEED FREEKS unit has the BIKER keyword, for each dice result of 4+, that enemy units suffers 1 mortal wound. If that SPEED FREEKS unit has the VEHICLE keyword, excluding MAGATRAKK SCRAPJETS and KUSTOM BOOSTA-BLASTAS units, for each dice result of 4+, that enemy unit suffers D3 mortal wounds.
Speed Freeks Speed Mob: More Gitz Over ‘Ere 1 CP
Use this in your Movement phase, when a SPEED MOB unit from your army Falls Back: That unit is eligible to shoot this turn even through it Fell Back. If that unit has the BOOMDAKKA SNAZZWAGONS keyword, until the end of the turn, each time a model in that unit makes a ranged attack, an unmodified hit roll of 6 scores 1 additional hit.
Speed Freeks Speed Mob: Attack Out O’ Da Sun 2 CP
Use this at the end of your turn. Select one DEFFKOPTAS unit from your army. Remove that unit from the battlefield. In the Reinforcements step of your next Movement phase, you can set that unit back up on the battlefield anywhere that is more than 9″ away from any enemy models. If the battle ends and that unit is not on the battlefield, it is destroyed.
Speed Freeks Speed Mob: Lotsa Squigs! 1 CP
Use this in your Shooting phase. Select one RUKKATRUKK SQUIGBUGGIES unit from your army. Add 1 to the number of squig mines that unit has remaining.
Orks Unique Items
As of 09-28-2021 Orks Unique Item groups are…
- Shiny Gubbinz
- Kultur Relics
(See tabs for details)
If your army is led by an ORK Warlord, then before the battle you may give one of the following Shiny Gubbinz to an ORK CHARACTER. Named characters such as Ghazghkull Thraka cannot be given any of the following Shiny Gubbinz – they have their own unique wargear. Note that some weapons replace one of the character’s existing weapons. Where this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced.
Supa-Cybork Body
INFANTRY model only: This model has a 4+ invulnerable save. Each time an attack is allocated to this model, halve the Damage characteristic of that attack.
Headwoppa’s Killchoppa
Model equipped with beastchoppa, big choppa or ‘uge choppa only. This Relic replaces a beastchoppa, big choppa or ‘uge choppa and has the following profile: Headwoppa’s Killchoppa Melee Sx2 AP-3 D2 Abilities: Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Da Krushin’ Armour
MEGA ARMOUR model only. The bearer has a 4+ invulnerable save. Add 1 to armour saving throws made for the bearer. After the bearer makes a charge move, you can select on enemy unit within 1″ of it and roll one D6: on a 2+ that unit suffers D3 mortal wounds.
Da Killa Klaw
Model equipped with Power Klaw only. This Relic replaces a power klaw and has the following profile. Killa Klaw Melee Sx2 AP-4 D3
Scorched Gitbonez
Model equipped with a kustom shoota only. This relic replaces a kustom shoota and has the following profile: Da Ded Shiny Shoota 18″ Dakka 14/10 S5 AP-1 D2
Scorched Gitbonez
PSYKER model only. This Relic can be taken by a PSYKER VEHICLE model. Each time the bearer attempts to manifest a Witchfire psychic power, add 1 to the Psychic test. Each time the bearer would lose a wound as a result of suffering Perils of the Warp, roll one D6: on a 4+, that wound is not lost.
Beasthide Mantle
BEAST SNAGGA model only. Add 1 to the bearer’s Attacks characteristic. Each time the bearer would lose a wound, roll one D6: on a 5+, that wound is not lost.
If your army is led by an ORK Warlord, then before the battle you may give one of the following Shiny Gubbinz to an ORK CHARACTER. Named characters such as Ghazghkull Thraka cannot be given any of the following Shiny Gubbinz – they have their own unique wargear. Note that some weapons replace one of the character’s existing weapons. Where this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced. Each clan has an associated Clan Relic. If your army is led by an ORKS <CLAN> Warlord, you can select this Relic instead.
Goffs: Da Irongob
GOFF model only. After making close combat attacks with the bearer, before they consolidate, you can select one enemy unit within 1″ of the bearer and roll one D6: on a 2+, that unit suffers D3 mortal wounds
Bad Moons: Da Gobshot Thunderbuss
BAD MOONS model equipped with a kustom shoota only. This Relic replaces a kustom shoota and has the following profile: Da Gobshot Thunderbuss 12″ Heavy 2D6 S5 AP-1 D1
Evil Sunz: Rezmekka’s Redder Paint
Add 2″ to the bearer’s Move characteristic. At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, those units cannot be selected to fight until all eligible units from your army have done so.
Snakebites: Brogg’s Buzzbomb
SNAKEBITES model only. This Relic has the following profile. Brogg’s Buzzbomb 6″ Grenade 3D6 S5 AP-1 D1. Abilities: Blast, This weapon can target units that are not visible to the bearer. The bearer can only shoot with this weapon once per battle. Each time an attack is made with this weapon, that attack scores a hit on a hit roll of 2+, irrespective of any modifiers. After shooting with this weapon, each unit within 6″ of the target suffers 1 mortal wound.
Deathskulls: Da Fixer Upperz
DEATHSKULLS MEK or BIG MEK model only. Each time the bearer uses their Mekaniak or Big Mekaniak ability, roll one D6: on a 2+, the selected VEHICLE unit regains 1 additional wound, and you can select one enemy VEHICLE unit within 12″ of the bearer. That enemy VEHICLE unit suffers D3 mortal wounds.
Freebooterz: Da Badskull Banna
FREEBOOTERZ model only. This Relic may be taken by a VEHICLE model. While an enemy unit is within 6″ of the bearer, it loses the Objective Secured ability.
Blood Axes: Fight Detecta
At the end of the Reinforcements step of your opponent’s Movement phase, if an enemy unit was set up as Reinforcements this turn within 12″ of the bearer, you can select one BLOOD AXES CORE unit from your army that is not within Engagement Range of any enemy units and is within 6″ of the bearer. That BLOOD AXES unit can declare a charge as if it were your Charge phase, but its models can only declare that enemy unit as the target of that charge. Add 2 to that charge roll.
Blood Axes: Morgog’s Finkin’ Cap
BLOOD AXE model only. This relic may be taken by a VEHICLE model. At the start of your Command phase, if the bearer is on the battlefield, you can roll one D6: on a 4+, you gain 1 Command point.
Blood Axes: Noise Box
Noise Box (Aura): While an enemy unit is within 6″ of this model: Subtract 1 from the Leadership characteristic of models in that unit. If this model has destroyed and CHARACTER units during the battle, subtract 3 from the Leadership characteristic instead. Subtract 1 from Combat Attrition tests taken for that unit.
Blood Axes: Straight Shoota
BLOOD AXE model equipped with a kustom shoota only. This Relic replaces a kustom shoota and has the following profile: Range 24″, Dakka 14/10, S5, AP-1, D1. Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Orks Psychic Powers
As of 09-28-2021 Orks Psychic powers groups are…
- Power of the Waaagh! Discipline
- Beasthead Discipline
(See tabs for details)
Before the battle, generate the psychic powers for PSYKERS that can use powers from the Power of the Waaagh! discipline using the powers below. You can select the psychic powers you wish the psyker to have. When a Psyker unit from your army manifests a psychic power from this discipline, replace all instances of the <CLAN> keyword on that psychic power with the name of the clan that your PSYKER is drawn from.
’Eadbanger: WC 5
WITCHFIRE: ‘Eadbanger has a warp charge value of 5. If Manifested, select one enemy unit within 18″ of this PSYKER and roll one D6: if the result is higher than the selected unit’s Toughness characteristic, that unit suffers D6 mortal wounds. No more than one model can be destroyed as a result of these mortal wounds (any excess damage is lost)
Jabbin Fingerz’: WC 6
MALEDICTION: Jabbin’ Fingerz has a warp charge value of 6. If manifested, select one enemy unit that is within 18″ of this PSYKER and visible to them. Until the start of your next Psychic phase, each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll.
Da Jump: WC 7
BLESSING: Da Jump has a warp charge value of 7. If manifested, select one friendly <CLAN> CORE unit that is within 12″ of this PSYKER. Remove that unit from the battlefield and set them up anywhere on the battlefield more than 9″ from any enemy models.
Fists of Gork: WC 6
BLESSING: Fists of Gork has a warp charge value of 6. IF manifested, select one friendly ORKS CHARACTER model that is within 12″ of this PSYKER and visible to them. Until the start of your next Psychic phase, add 2 to that model’s Strength and Attacks characteristic. If the result of the Psychic test was 11 or more, add 3 to that model’s Strength and Attacks characteristic instead.
Da Krunch: WC 6
WITCHFIRE: Da Krunch has a warp charge value of 6. If manifested, select one enemy unit that is within 18″ of this PSYKER. Roll one D6 for each model in that unit: for each roll of 6, that enemy unit suffers 1 mortal wound. IF the result of the Psychic test was 9 or more, add 1 to rolls when resolving this psychic power
Warpath: WC 6
Blessing: Warpath has a warp charge value of 6. If manifested, select one friendly <CLAN> CORE or <CLAN> CHARACTER unit that is within 18″ of this PSYKER. Unti the start of your next Psychic phase, add 1 to the Attacks characteristic of models in that unit.
Before the battle, generate the psychic powers for PSYKERS that can use powers from the Beasthead discipline using the powers below. You can select the psychic powers you wish the psyker to have. When a Psyker unit from your army manifests a psychic power from this discipline, replace all instances of the <CLAN> keyword on that psychic power with the name of the clan that your PSYKER is drawn from.
’Beastcent : WC 5
MALEDICTION:: Beastcent has a warp charge value of 5, If manifested, select one enemy unit that is within 18″ of this PSYKER. Until the start of your next Psychic phase, that enemy unit does not receive the benefits of cover against attacks made by BEAST SNAGGA units from your army.
Bitin’ Jawz: WC 6
WITCHFIRE: Bitin’ Jawz has a warp charge value of 6. If manifested, select one enemy model that is within 18″ of and visible to this PSYKER. Draw a line between any part this PSYKER’s base and any part of the selected model’s base (or hull); the selected model’s unit, and every other enemy unit that this line passes over or through, suffers 1 mortal wound.
Frazzle: WC 6
WITCHFIRE: Frazzle has a warp charge value of 6. If manifested, roll one D6 for each enemy unit that is within 9″ of this PSYKER: on a 4+, that unit suffers D3 mortal wounds
Roar of Mork: WC 6
MALEDICTION (AURA): Select one enemy unit within 18″ and visible to the PSYKER. Unti the start of your next Psychic phase, subtract 2 from Advance and charge rolls made for that unit. Until the start of your next Psychic phase, while an enemy unit is within 18″ of this PSYKER, subtract 1 from the Leadership characteristic of models in that unit.
Spirit of Gork: WC 6
BLESSING: Spirit of Gork has a warp charge value of 6. If manifested, select one friendly SQUIG unit within 12″ of and visible to this PSYKER. Until the start of your next Psychic phase: Each time that unit fights, it can make 1 additional attack with each Big Chompa’s jaws, squighog jaws, smasha squig jaws or squigosaur’s jaws it is equipped with. Each time a model in that unit makes an attack with Big Chompa’s jaws, squighog jaws, smasha squig jaws or squigosaur’s jaws, on an unmodified wound roll of 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.
Squiggly Curse: WC 7
WITCHFIRE: Squiggly Curse has a warp charge value of 7. If manifested, select one enemy unit within 12″ of this PSYKER and roll one D6 for each model in that unit (to a maximum of 6 dice). For each result of 4+, that unit suffers 1 mortal wound. If any models in that unit are destroyed by this psychic power, every other enemy unit within 6″ of that unit suffers 1 mortal wound.
Orks Warlord Traits
As of 09-28-2021 Orks Warlord Trait groups are…
- Ork Warlord Traits
- Clan Warlord Traits
- Army of Renown Warlord Traits
(See tabs for details)
If an ORK CHARACTER is your Warlord, they can generate a Warlord Trait from the table below instead of the one in the Warhammer 40,000 rulebook. If a BEAST SNAGGA CHARACTER model in your WARLORD, you can instead use the Beast Snagga Warlord Traits or if a SPEED FREEKS CHARACTER model is your WARLORD you can use the Speed Freeks Warlord Traits.
Orks Warlord Traits
Follow Me Ladz: If this WARLORD has made a charge move this turn, until the end of the turn, each time a friendly <CLAN> ORKS unit declares a charge against an enemy unit that is within Engagement RAnge of this WARLORD, add 1 to the charge roll for that unit.
Big Gob: Add 3″ to the range of this WARLORD’s aura abilitieis (to a maximum of 9″).
‘Ard As Nails: Each time an attack is made that targets this WARLORD, subtract 1 from that attack’s wound roll.
Brutal But Kunnin’: Each time this WARLORD fights, if all of its attacks target one enemy unit, after resolving all of those attacks, it can make a number of additional attacks against that enemy unit equal to the number of attacks that did not reach the Inflict Damage step of the attack sequence during that fight.
Kunnin’ But Brutal: At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase.
Might Is Right: Add 1 to this Warlord’s Strength and Attacks characteristic.
Beast Snagga Warlord Traits
Big Killa Boss: Each time this WARLORD fights, if it is within Engagement Range of any enemy VEHICLE or MONSTER units, then until that fight is resolved, add 2 to this WARLORD’s Attacks characteristic. Each time this WARLORD makes a melee attack against a VEHICLE or MONSTER unit, add 1 to that attack’s wound rol
Beastgob: While a friendly <CLAN> SQUIG unit is within 6″ of this WARLORD, each time a model in that unit makes a melee attack with squighog jaws, smasha squig jaws or a squigosaur’s jaws, add 1 to that attack’s Damage characteristic.
Half-Chewed: While this warlord is within Engagement Range of an enemy CHARACTER or MONSTER unit, each time this model would lose a wound, roll one D6: on a 4+ that wound is not lost.
Speed Freeks Warlord Traits
Roadkilla: After this WARLORD makes a charge move, you can select one enemy unit within 1″ of it and roll one D6: on a 2+, that unit suffers D3 mortal wounds
Get up in Their Faces: This WARLORD is eligible to shoot in a turn in which they Fell Back.
Junkboss: This WARLORD has a 4+ invulnerable save.
Each clan has an associated Clan Warlord Trait. if an ORKS <CLAN> CHARACTER model gains a Warlord Trait, they can have the relevant Clan Warlord Trait instead of other Warlord Traits.
Goffs: Proper Killy
Add 1 to your Warlord’s Attacks characteristic. Each time this WARLORD makes a melee attack, improve the Armour Penetration characteristic of that attack by 1.
Bad Moons: Da Best Armour Teef Can Buy
This WARLORD has a 4+ invulnerable save. In addition, add 1 to armour saving throws taken for this WARLORD.
Evil Sunz: Fasta Than Yooz
In your Command phase, select on friendly EVIL SUNZ CORE unit within 6″ of this model. That unit is eligible to declare a charge with even if they Advanced or Fell Back this turn.
Snakebites: Surly As A Squiggoth
The first time this WARLORD is destroyed, you can choose to roll one D6 at the end of the phase instead of using any rules that are triggered when a model is destroyed. If you do so, then on a 4+, set this WARLORD back up on the battlefield as close as possible to where they were destroyed and not within Engagement Range of any enemy models with D3 wounds remaining.
Deathskulls: Opportunist
Each time you select a target for this Warlord, if you select a CHARACTER unit within 12″, you can ignore the Look Out, Sir rule. Each time an enemy VEHICLE unit is destroyed within 6″ of the WARLORD, you gain 1 Command point.
Freebooterz: Killa Reputation
While an enemy unit is within 3″ of this model, subtract 1 from the Leadership characteristic of models in that unit, and each time a Combat Attrition test is taken for that unit, subtract 1 from that Combat Attrition test. While a friendly FREEBOOTERZ unit is within 6″ of this model, add 1 to the Leadership characteristic of models in that unit.
Blood Axes: I’ve Got a Plan Ladz!
At the end of the Deploy Armies step, select up to three BLOOD AXES units from your army and redeploy them. IF the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off: the winner chooses who redeploys their units first.
Blood Axes: Extra Kunnin’
Once per battle round, when you use a Strategic Ploy Stratagem, if this WARLORD is on the battlefield, you can reduce the CP cost of that Stratagem by 1CP. Note that the CP cost is only reduced by 1CP for that use of the Stratagem, any future usages of it cost the normal amount of CPs.
Blood Axes: Counta-Taktics
While a friendly BLOOD AXES CORE unit is within 6″ of this WARLORD, that unit is eligible to perform Heroic Interventions as if it were a CHARACTER.
Blood Axes: IDuk An’ Kuvva!
At the start of your opponent’s Shooting phase, if this WARLORD is wholly within an Area Terrain feature, select one friendly BLOOD AXES BOYZ or BLOOD AXES KOMMANDOS unit wholly within that terrain feature. Until the end of the phase, that unit cannot be selected as the target of ranged attacked made by enemy models that are not within 12″ of that terrain feature.
If a Army of Renown model is your WARLORD, it can have a Army of Renown Warlord Trait instead of of one from another source.
Speed Freeks Speed Mob: Speed King
While a friendly SPEED FREEKS unit excluding CHARACTER units is within 6″ of this WARLORD, each time a model in that unit makes an attack, re-roll a wound roll of 1.
Orks Resources
FAQs
Winning Orks Lists of 9th edition
2020 Ork Lists
- Andy Penn 1st Place Adelaide 40k Grand Tournament 2020 – Orks
- Peter Zessin 1st NSW Iron Man 2020 – Orks
- Forrest Castle 2nd Place NSW Iron Man 2020 – Orks
- Shane Watts 2nd Place YHP Labor Day GT 2020 – Orks
- Darren Jac 3rd Place Northern Front YYC 2020 – Orks
- Ivan Andres 3rd Place GT Aibalaostia Txo! – Orks
- Stephen Mitchell 1st Place South Georgia Havoc GT 2020 – Orks
2021 Ork Lists
- Dan Sammons 2nd Place Wizards GT 2021 – Orks
- Juan Ochoa 2nd Place Grand Tournament Barranquilla 2021 – Orks
- Lukas Troller 3rd Place T’au Tipping GT 2021 – Orks
- Clifton Russell 2nd Place Clutch City GT 2021 – Orks
- Dan Sammons 1st Place Free State GT 2021 – Orks
- Robert Thoen 3rd Place W4 Warhammer 40k GT 2021 – Orks
- Lukas Troller 2nd Place Weekend At Horus’ 2021 – Orks
- Rich Kilton 1st Place Utah Gamer’s Alliance Open GT 2021- Orks
- Ben Jurek 3rd Place Wargames for Warriors 2021 – Orks
- Darren Jac 2nd Place Alberta Classic 2021 – Orks
- Ozzie Meloche 1st Place Alberta Classic 2021 – Orks
- Rich Kilton 1st Place Wargames for Warriors 2021 – Orks
- Andrew Penn 1st Place Adelaide GT 2021 – Orks
- Mani Cheema 1st Place WG Open – Summer Slaughter 2021 – Orks
- Thomas Brutscher 3rd Place Alliance Open 2021 – Orks
- Steve Trimble 3rd Place Harbor Heresy 2021 – Orks
- Mani Cheema 3rd Place Da Summer Waaagh 2021 – Orks
- Mat Tweedel 3rd Place Warzone Houston GT 2021 – Orks
- Marcus Robinson 1st Place Warhammer 40k Matched Play Event 2021 – Orks
- Garrett Befera 3rd Place Carnage Warhammer 40K Ere We Go Again Ladz 2021 – Orks
- Dan Sammons 3rd Place Iron Halo 2021 – Orks
- Colin McDade 2nd Place Warzone Houston GT 2021 – Orks
- Colin McDade 2nd Place Iron Halo 2021 – Orks
- Tarzan 3 2nd Place South Georgia Havoc GT- The Sequel 2021 – Orks
- Ashley Clutten 1st Place SA 40K Nationals 2021 – Orks
- Shaun Rushmer 3rd Place SA 40K Nationals 2021 – Orks
- James Pilkington 1st Place FactoruM Warhammer 40k GT October 2021 – Orks
- Oscar Lemming 3rd Place Malmö Wargaming Weekend V 2021 – Orks
- Jon-Michael Gordon 1st Place Come The Apocalypse GT 2021 – Orks
- Mark Perry 2nd Place Come The Apocalypse GT 2021 – Orks
- Eric Forsman 1st Place Dragon Fall 40K Champs2021 – Orks
- Dave Ledbetter 3rd Place The Big One Barnyard Brawl GT 2021 – Orks
- Mark Perry 3rd Place US Open New Orleans Warhammer 40k 2021 – Orks
- Logan Heath 1st Place Frontline Gaming SoCal Open 2021 – Orks
- Paul Martin 1st Place Imps Gaming October GT 2021 – Orks
- Lukas Troller 2nd Place The Pecking Order Winter Might Come GT 2021 – Orks
- Jack Tite 3rd Place Twisted onslaught Oblivion 2021 – Orks
- Courtney Rhodes 2nd Place Into The Hellstorm GLADIUS – Warhammer 40K Event 2021 – Orks
- Logan Heath 2nd Place Gameology Pasadena Old-Town Showdown GT 2021 – Orks
- Marshall Peterson 1st Place Westminster Hobbytown Warhammer 40k GT 2021– Orks
- Randy Brigham 1st Place Maple City Grand Tournament 2021– Orks
- Darren Jac 1st Place Nemesis 40k 2021 – Orks
- Bjørn Olsen 2nd Place Invasion 40k 2021 – Orks
- Tarzan 3 2nd Place Return Of The Leftovers 40k GT 2021 – Orks
- Jesse McGowan 1st Place Warhammer 40k November GT @ Hammerhead Games 2021 – Orks
- Ozzie Meloche 3rd Place Ogres Den Grand Tournament 2021 – Orks
- Darren Jac 2nd Place Fields Of Damnation 2021 – Orks
- Ricky Brunner 2nd Place Onslaught Grand Tournament 2 2021 – Orks