Orks 9th Edition

Codex: Orks 9th edition was released on 09-11-2021

Unit points throughout Time

NameBattlefield RoleChapter Approved 2020Forgeworld 2020Imperial Armour Compendium 2020Munitorum Field Manual 2021 MK1Chapter Approved 2021Codex 2021
Chinork' WarkoptaDedicated Transport-85----
TrukkDedicated Transports60--65-70
Nobz on WarbikesElites-3530---
Burna boyzElites11-----
KommandosElites9----10
MeganobzElites25----35
MekElites25-----
Nob with Waagh! BannerElites85----70
NobzElites17----18
PainboyElites55--65-70
RuntherdElites40----30
TankbustasElites7----17
Mad Dok GrotsnikElites90----85
Grot TanksFast Attack-35----
Grot Mega-tankFast Attack-9590---
Boomdakka SnazzwagonFast Attack85--90--
DeffkoptasFast Attack25----50
Kustom Boosta-blastaFast Attack90----80
Megatrakk ScrapjetsFast Attack90--110-90
Rukkatrukk SquigbuggiesFast Attack110----90
Shokkjump DragstaFast Attack100--110-85
StormboyzFast Attack12----11
WarbikersFast Attack27----25
Squighog BoyzFast Attack-----25
Nob on Smasha SquigFast Attack-----65
Blitza-bommerFlayer130--155-150
Burna-bommerFlayer125--155-135
DakkajetFlayer110----100
Wazbom BlastajetFlayer140--160-170
Mekboy WorkshopFortification85----70
Big'ed BossbunkaFortification-----75
Big TrakkHeavy Support-15085---
SquiggothHeavy Support-175190---
KannonwagonHeavy Support-210170---
Mega DreadHeavy Support--175---
Meka-DreadHeavy Support-250165---
BattlewagonHeavy Support135----120
BonebreakaHeavy Support160--180-175
Deff DreadsHeavy Support55--75-85
Flash GitzHeavy Support32----27
GunwagonHeavy Support160--175-165
Killa KansHeavy Support45--50-40
LootasHeavy Support20----17
Mek GunzHeavy Support20--40-45
Kill RigHeavy Support-----190
Hunta RigHeavy Support-----160
Warboss on WarbikeHQ--115---
Mek Boss BuzzgobHQ-90100---
Zhadsnark da RipperHQ-100----
Big Mek in Mega ArmorHQ85-----
Big Mek in Shokk Atttack GunHQ95--120-110
Big Mek with Kustom Force FieldHQ60----85
Deffkilla WartrikeHQ125----120
WarbossHQ70----90
WeirdboyHQ75-----
Boss SnikrotHQ75----95
Boss ZagstrukHQ95----110
Ghazghkull ThrakaHQ300-----
Kaptain BadrukkHQ90----95
MakariHQ65----55
Zodgrod WortsnaggaHQ-----65
WurrboyHQ-----70
PainbossHQ-----80
Morzog SkragbadHQ-----170
Beastboss on SquigosaurHQ-----145
BeastbossHQ-----95
Gargantuan SquiggothLords of War-360510---
Kill TankLords of War-420275---
Kustom StompaLords of War-960800---
GorkanautLords of War285--340-365
MorkanautLords of War270--320-350
StompaLords of War850--900-675
Beast Snagga BoyzTroops-----11
BoyzTroops8----9
GretchinTroops5-----
Da BoomaUpgrade-----15
Fortress of WheelsUpgrade-----20
Gyroscopic WhirlygigUpgrade-----10
More DakkaUpgrade-----15 / 30
Nitro SquigsUpgrade-----25
Red RollaUpgrade-----20
Shokka HullUpgrade-----15 / 30
Souped-up SpeshulUpgrade-----10
Squig-hide TyresUpgrade15
Stompamatic PistonsUpgrade-----15 / 30
Bionik OilerUpgrade-----10
Enhanced Runt-SuckerUpgrade-----15
Extra-Kustom WeaponUpgrade-----10
Smoky GubbinzUpgrade-----1
ZzapkrumpazUpgrade-----2
NameBattlefield RoleChapter Approved 2020Forgeworld 2020Imperial Armour Compendium 2020Munitorum Field Manual 2021 MK1Chapter Approved 2021Codex 2021

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.

    1. Rash: Each time unit makes a pile-in move, it can move up to 6″ instead of 3″
    2. 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.
    3. 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.

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 Stragem. 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.

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. 

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. 

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.

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.

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.

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

(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.

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.

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.