Orks 9th Edition
Codex: Orks 9th edition was released on TBD
Unit points throughout Time
Name | Battlefield Role | Chapter Approved 2020 | Forgeworld 2020 |
---|---|---|---|
Big Mek in Mega Armor | HQ | 85 | |
Grot oiler | Wargear | 5 | |
Big Mek in Shokk attack gun | HQ | 95 | |
Big Mek with Kustom Force Field | HQ | 60 | |
Deffkilla Wartrike | HQ | 125 | |
Warboss | HQ | 70 | |
Weirdboy | HQ | 75 | |
Boyz | Troops | 8 | |
Gretchin | Troops | 5 | |
Boomdakka Snazzwagon | Fast Attack | 85 | |
Deffkoptas | Fast Attack | 25 | |
Kustom Boosta-blasta | Fast Attack | 90 | |
Megatrakk Scrapjets | Fast Attack | 90 | |
Rukkatrukk Squigbuggies | Fast Attack | 110 | |
Shokkjump Dragsta | Fast Attack | 100 | |
Stormboyz | Fast Attack | 12 | |
Warbikers | Fast Attack | 27 | |
Burna boyz | Elites | 11 | |
Kommandos | Elites | 9 | |
Meganobz | Elites | 25 | |
Mek | Elites | 25 | |
grot oiler | Elites | 5 | |
Nob with WAAAGH! Banner | Elites | 85 | |
Nobz | Elites | 17 | |
Ammo runt | Elites | 5 | |
Nobz on warbikes | Elites | 35 | |
Painboy | Elites | 55 | |
Runtherd | Elites | 40 | |
Tankbustas | Elites | 7 | |
Bomb squigs | Elites | 10 | |
Battlewagon | Heavy Support | 135 | |
Bonebreaka | Heavy Support | 160 | |
Deff Dreads | Heavy Support | 55 | |
Flash Gitz | Heavy Support | 32 | |
Ammo runts | Heavy Support | 5 | |
Gorkanaut | Heavy Support | 285 | |
Gunwagon | Heavy Support | 160 | |
Killa Kans | Heavy Support | 45 | |
Lootas | Heavy Support | 20 | |
Mek Gunz (inc crew) | Heavy Support | 20 | |
Morkanaut | Heavy Support | 270 | |
Trukk | Dedicated Transports | 60 | |
Blitza-bommer | Flayer | 130 | |
Burna-bommer | Flayer | 125 | |
Dakkajet | Flayer | 110 | |
Wazbom Blastajet | Flayer | 140 | |
Stompa | Lords of War | 850 | |
Mekboy Workshop | Fortification | 85 | |
Boss Snikrot | HQ | 75 | |
Boss Zagstruk | HQ | 95 | |
Ghazghkull thraka | HQ | 300 | |
Kaptain Badrukk | HQ | 90 | |
ammo runt | Wargear | 5 | |
Mad Dok Grotsnik | HQ | 90 | |
makari | HQ | 65 | |
Big shoota | Ranged | 5 | |
Bubblechukka | Ranged | 30 | |
Burna | Ranged | 0 | |
Burna bottles | Ranged | 0 | |
Burna exhaust | Ranged | 0 | |
Dakkagun | Ranged | 0 | |
Deffgun | Ranged | 0 | |
Deffkannon | Ranged | 0 | |
Deffstorm mega-shoota | Ranged | 0 | |
Grot blasta | Ranged | 0.0 | |
Grotzooka | Ranged | 10 | |
Heavy Squig launcha | Ranged | 0.0 | |
Kannon | Ranged | 15 | |
Killa jet | Ranged | 0 | |
Killakannon | Ranged | 15 | |
Kombi-weapon with rokkit launcha | Ranged | 10 | |
Kombi-weapon with skorcha | Ranged | 15 | |
Kopta rokkits | Ranged | 25 | |
Kustom mega-blasta | Ranged | 10 | |
Kustom mega-kannon | Ranged | 45 | |
Kustom mega-slugga | Ranged | 5 | |
Kustom mega-zappa | Ranged | 0 | |
Kustom shokk rifle | Ranged | 0 | |
Kustom shoota | Ranged | 3 | |
Lobba | Ranged | 20 | |
Mek speshul | Ranged | 0 | |
Rivet Kannon | Ranged | 0 | |
Rokkit kannon | Ranged | 0 | |
Rokkit launcha | Ranged | 10 | |
Pair of rokkit pistols | Ranged | 10 | |
Shokk attack gun | Ranged | 25 | |
Shoota | Ranged | 0 | |
Shotgun | Ranged | 0 | |
Skorcha | Ranged | 15 | |
Skorcha missiles | Ranged | 10 | |
Slugga | Ranged | 0 | |
Smasha gun | Ranged | 20 | |
Snagga klaw | Ranged | 0 | |
Snazzgun | Ranged | 0 | |
Squig bomb | Ranged | 0 | |
Squig launcha | Ranged | 0 | |
Stikkbomb chukka | Ranged | 5 | |
Stikkbomb flinga | Ranged | 5 | |
Stikkbombs | Ranged | 0 | |
Stikksquig | Ranged | 0 | |
Supa-shoota | Ranged | 10 | |
Supa-gatler | Ranged | 0 | |
Supa-rokkit | Ranged | 5 | |
Tankbusta bombs | Ranged | 0 | |
Tellyport blasta | Ranged | 10 | |
Tellyport mega-blasta | Ranged | 10 | |
Traktor kannon | Ranged | 30 | |
Twin big shoota | Ranged | 10 | |
Twin boomstikk | Ranged | 0 | |
Wazbom mega-kannon | Ranged | 0 | |
Wing missiles | Ranged | 0 | |
Zzap gun | Ranged | 15 | |
Attack squig | Melee | 0 | |
Big choppa | Melee | 5 | |
Buzz saw | Melee | 0 | |
Choppa | Melee | 0 | |
Deff rolla | Melee | 20 | |
Dread klaw | Melee | 15 | |
Dread saw | Melee | 10 | |
Drilla | Melee | 0 | |
Grabba stikk | Melee | 0 | |
Grabbin' klaw | Melee | 5 | |
Grot-prod | Melee | 0 | |
Kan klaw | Melee | 0 | |
Killsaw | Melee | 10 | |
2 Killsaws | Melee | 15 | |
Klaw of Gork | Melee | 0 | |
Mega-choppa | Melee | 0 | |
Nose drill | Melee | 0 | |
Power klaw | Melee | 10 | |
Power stabba | Melee | 5 | |
Saw blades | Melee | 0 | |
Spinnin' blades | Melee | 0 | |
Tankhammer | Melee | 10 | |
Urty syringe | Melee | 0 | |
WAAAGH! banner | Wargear | 0 | |
Weirdboy staff | Melee | 0 | |
Wreckin' ball | Melee | 5 | |
Ard case | Wargear | 0 | |
Cybork body | Wargear | 5 | |
Gitfinda squig | Wargear | 0 | |
Grot lash | Wargear | 0 | |
Grot rigger | Wargear | 5 | |
Kustom force field | Wargear | 20 | |
Squig hound | Wargear | 0 | |
Mek Boss Buzzgob | HQ | 90 | |
Zhadsnark da Ripper | HQ | 100 | |
Squiggoth | Heavy Support | 175 | |
Gorin' horns | Melee | 0 | |
Battle Wagon with Super-kannon | Heavy Support | 210 | |
Big Trakk | Heavy Support | 150 | |
Grot Mega-tank | Heavy Support | 95 | |
Grot Tanks | Heavy Support | 35 | |
Meka-Dread | Heavy Support | 250 | |
'Chinork' Warkopta | Dedicated Transport | 85 | |
Gargantuan Squiggoth | Lords of War | 360 | |
Kill Tank | Lords of War | 420 | |
Kustom Stompa | Lords of War | 960 | |
Belly Gun | Ranged | 50 | |
Bigbomm | Ranged | 0 | |
Big lobba | Ranged | 30 | |
Big zzappa | Ranged | 5 | |
Big shoota | Ranged | 5 | |
Boom kanister | Ranged | 0 | |
Bursta kannon | Ranged | 0 | |
Flakka gunz | Ranged | 15 | |
Gaze of Mork | Ranged | 50 | |
Giga shoota | Ranged | 5 | |
Grot sponson | Ranged | 10 | |
Lifta-droppa | Ranged | 0 | |
Rattle kannon | Ranged | 0 | |
Rack of rokkits | Ranged | 25 | |
Shunta | Ranged | 5 | |
Supa-kannon | Ranged | 0 | |
Supa-lobba | Ranged | 50 | |
Supa-lobba | Ranged | 50 | |
Supa-rokkit | Ranged | 5 | |
Supa-skorcha | Ranged | 30 | |
Huge tusks | Ranged | 0 | |
Mega klaw | Ranged | 50/30 | |
Rippa klaw | Ranged | 20/5 | |
Rokkit bomm racks | Ranged | 15 | |
Name | Battlefield Role | Chapter Approved 2020 | Forgeworld 2020 |
Orks Special Rules
Dakka! Dakka! Dakka!: Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon made by a model in this unit, that hit roll succeeds regardless of any modifiers. In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls. When firing a weapon with randomly determined characteristics (e.g. a bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target.
‘Ere We Go!: You can re-roll charge rolls for this unit. When doing so, you can re-roll all or any of the dice.
Mob Rule: When using the Leadership characteristic of this unit, you can use either its own Leadership characteristic, or you can choose for the characteristic to be equal to either the number of models in the unit or the number of models in another friendly unit within 6″ that has this ability.
Speed Mob: The first time this unit is set up on the battlefield, all of its models must be placed within 6″ of at least one other model from the unit. From that point onwards, each model operates independently and is treated as a separate unit for all rules purposes.
All ORK Detachments (excluding Superheavy Auxiliary Detachments) gain the following abilities
Dis is Ours! Zog Off!:If your army is Battle-forged, all Troops units in ORK Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.
Gunz for Hire: FLASH GITZ units (including Kaptin Badrukk) can be included in an ORK Detachment without preventing other units in that Detachment from gaining a Clan Kultur. Note, however, that the FLASH GITZ units do not themselves benefit from any Clan Kultur unless the Clan Kultur selected for the Detachment is the FREEBOOTERZ Clan Kultur.
Grots: Units comprised entirely of GRETCHIN cannot benefit from any Clan Kultur. In addition, Ork Stratagems can only be used on these units if the Stratagem explicitly states so (e.g. the ‘Grot Shields’ Stratagem).
Clan Kulturs: If your army is Battle-forged, all <CLAN> units in ORK Detachments (excluding those in Super-heavy Auxiliary Detachments) gain a Clan Kultur, so long as every unit in that Detachment is from the same clan. The Clan Kultur gained depends upon the clan they are drawn from. For example, all units in an EVIL SUNZ Detachment gain the ‘Red Ones Go Fasta’ Clan Kultur. If you have chosen a clan that does not have an associated Clan Kultur, you can choose the kultur that best suits the fighting style and strategies of the greenskins that hail from it.
Clan Kulturs
Goffs: No Mukkin’ About
Each time you roll an unmodified hit roll of 6 for an attack with a melee weapon made by a model with this kultur, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls.
Bad Moons: Armed to Da Teef
Re-roll hit rolls of 1 for attacks made by models with this kultur in the shooting phase
Evil Sunz: Red Ones Go Fasta
Add 1 to the Move characteristic of models with this kultur (adding 2 instead if that model is a SPEED FREEK), and add 1 to Advance and charge rolls made for them. In addition, models with this kultur do not suffer the penalty to their hit rolls for Advancing and firing Assault weapons.
Deathskulls: Lucky Blue Gitz
Models with this kultur have a 6+ invulnerable save. In addition, you can re-roll a single hit roll, a single wound roll and a single damage roll for each unit with this kultur each time it shoots or fights. In addition, INFANTRY units with this kultur gain the ‘Dis is Ours! Zogg Off!’ ability, even if they do not have the Troops battlefield role.
Snakebites: Da Old Ways
Roll a dice each time a model with this kultur loses a wound. On a 6 the wound is not lost. If a model has a similar ability (e.g. the Supa-Cybork Shiny Gubbinz or Ramshackle ability) you can choose which ability to use when a model loses a wound, but you cannot use both.
Blood Axes: Taktiks
A unit with this kultur gains the benefit of cover, even while they are not entirely on or in a terrain feature, if the enemy model making the attack is at least 18″ away. In addition, units with this kultur can shoot or charge (but not both) even if they Fell Back in the same turn.
Blood Axes: Taktiks
A unit with this kultur gains the benefit of cover, even while they are not entirely on or in a terrain feature, if the enemy model making the attack is at least 18″ away. In addition, units with this kultur can shoot or charge (but not both) even if they Fell Back in the same turn.
Freebooterz: Competitive Streak
Add 1 to hit rolls for attacks made by models with this kultur if any other friendly unit with this kultur within 24″ has destroyed an enemy unit this phase.
Specialist Mobs
Some Orks form specialist mobs – greenskins who share an enthusiasm for a less common obsession, and group together with other like-minded Orks with a propensity for a certain subculture. When you include a <CLAN> unit in your army, instead of nominating which clan that unit is from, you can instead nominate which specialist mob it is from. You then simply replace the <CLAN> keyword in every instance on that unit’s datasheet with the name of your chosen specialist mob. If your army is Battle-forged, all <CLAN> units from an ORK Detachment (excluding those in Super-heavy Auxiliary Detachments) can gain a Subkultur instead of a Clan Kultur, so long as every unit in that Detachment is from the same specialist mob. The Subkultur gained depends upon the specialist mob they are from.
Pyromaniacs: Arsonists
You can re-roll any and all of the dice when determining the number of shots made for burnas, skorchas, burna bottles, burna exhausts, killa jets and skorcha missiles equipped on models in a unit with this Subkultur. When resolving an attack made with the melee profile of a burna equipped on a model with this Subkultur, you can re-roll the wound roll. When resolving the burna bombs ability for a unit with this Subkultur, add 1 to each roll.
Huntas: Sneaky Devils
INFANTRY models only (excluding GRETCHIN). Whilst a model in a unit with this Subkultur is on or within a terrain feature, it gains a 5+ invulnerable save. When resolving an attack made with a melee weapon by a model in a unit with this Subkultur, while that model or any model in the target unit is on or within a terrain feature, improve the weapon’s Armour Penetration characteristic by 1 for that attack (e.g. AP -2 becomes AP -3).
Boomboyz: Blow It Up!
Improve the Strength and Armour Penetration characteristics of rokkit and stikkbomb weapons (these are weapons that have the name ‘rokkit’ or ‘stikkbomb’ in their profile e.g. rokkit launcha, stikkbomb chukka), as well as tankbusta bombs, wing missiles, kannons, killkannons, deffkannons, da boomer and lobbas equipped on models in a unit with this Subkultur by 1 (e.g. AP -2 becomes AP -3). Note that for combiweapons, this bonus only applies to attacks made with the rokkit launcha profile.
Flyboyz: Crucial Velocity
FLY models only. When resolving an attack made with a ranged weapon against a unit with this Subkultur by a model that is more than 1″ away, that unit is treated as having the benefit of cover to its saving throw. When resolving an attack made with a melee weapon against a unit with this Subkultur in a turn in which it was more than 1″ away from any enemy units at the start of the preceding Charge phase, subtract 1 from the hit roll.
Grot Mobs: Cheeky Zoggerz
GRETCHIN models only. Models in a unit with this Subkultur gain a 6+ invulnerable save. When resolving an attack by a VEHICLE model in a unit with this Subkultur, re-roll a hit roll of 1.
Tin ‘Eads: Krush ‘n’ Krump!
KILLA KANS, DEFFDREADS, MEGA ARMOUR, MORKANAUTS, GORKANAUTS and STOMPAS only. When resolving an attack made with a melee weapon by a model in a unit with this Subkultur, add 1 to the hit roll.
Feral Orks: Wildboyz
WARBOSS, WEIRDBOY, NOBZ and BOYZ only (excluding BIKER and MEGA ARMOUR). Models in a unit with this Subkultur can pile in up to 6″. When making an Advance roll for a unit with this Subkultur, roll two additional dice and discard two of the results.
Madboyz: Frantic
INFANTRY and BIKER units only (excluding GRETCHIN). At the start of each battle round, roll one D3 and consult the table below to establish what effect applies to units with this Subkultur until the end of the battle round. This roll cannot be re-rolled. 1. Moroniks: When resolving an attack that targets a unit with this Subkultur, add 1 to the saving throw (invulnerable saving throws are unaffected). 2. Nuttaz: Units with this Subkultur automatically pass Morale tests. 3. Frenzies: Add 1 to the Strength characteristic of models in a unit with this Subkultur.
Orks Stratagems
As of 07-25-2020 Orks Stratagems groups are…
- Core Stratagems
- Orks Stratagems
- Ork Kultur Stratagems
- Saga of the Beast 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 (excluding Auxiliary Support Detachments), you have access to the Stratagems shown below, meaning you can spend Command Points to activate them. These help to reflect the unique tactics and strategies used by the forces of the Orks on the battlefield.
Mob Up: 1 CP
Use this Stratagem at the end of your Movement phase. Select two <CLAN> INFANTRY units from your army that are within 2″ of each other and have the same datasheet (e.g. select two Boyz units, or two Stormboyz units). If one of the units has 10 or more models, and the other has 10 or fewer, the two units merge and, for the rest of the battle, they are counted as a single unit for all rules purposes.
Medi-Squig: 1 CP
Use this Stratagem at the end of your Movement phase. Select a <CLAN> CHARACTER from your army that is within 3″ of a friendly <CLAN> PAINBOY . The selected model immediately regains D3 lost wounds.
Snagga Grapple: 1 CP
Use this Stratagem when a DEFFKILLA WARTRIKE model from your army Falls Back in the Movement phase. Before the model moves, select an enemy unit within 1″ and roll a D6; on a 2+ that enemy unit suffers D3 mortal wounds.
Warphead: 1 CP
Use this Stratagem before the battle begins. Select a WEIRDBOY model from your army to become a Warphead. This model knows 1 additional psychic power from the Power of the Waaagh! discipline (pg 129) and can attempt to manifest 1 additional psychic power in each of your Psychic phases.
Ramming Speed: 2 CP
Use this Stratagem in your Charge phase. Select an ORK VEHICLE unit from your army. You can roll 3D6 when making a charge move with that unit this phase. In addition, if the unit finishes a charge move this phase, select an enemy unit within 1″ of it and roll a D6; on a 2+ that enemy unit suffers D3 mortal wounds.
Boarding Action: 1 CP
Use this Stratagem at the end of the Fight phase. Select an enemy VEHICLE unit that cannot FLY and is within 1″ of a TRUKK or BATTLEWAGON model from your army. Any models embarked within that TRUKK or BATTLEWAGON can make a single attack with one of their melee weapons against that enemy unit.
Extra Gubbinz: 1/3 CP
Use this Stratagem before the battle. Your army can have one extra Shiny Gubbinz for 1 CP, or two extra Shiny Gubbinz for 3 CPs. All of the Shiny Gubbinz that you include must be different and be given to different ORK CHARACTERS. You can only use this Stratagem once per battle.
Get Stuck In, Ladz: 3 CP
Use this Stratagem in the Fight phase when it is your turn to select a unit to fight, or at the end of the Fight phase. Select an ORK INFANTRY unit from your army that has already fought once this Fight phase to fight a second time.
Orks Is Never Beaten: 2 CP
Use this Stratagem when an ORK CHARACTER model from your army is slain. That model is not removed from the battlefield as normal, and can immediately either shoot as if it were your Shooting phase, or fight as if it were the Fight phase. The slain model is then removed from the battlefield.
Force-Field Projekta: 3 CP
Use this Stratagem at the start of a battle round. Select a BIG MEK model from your army. Until the start of the next battle round, increase the range of that model’s Kustom Force Field ability to 18″. You can only use this Stratagem once per battle.
Billowing Exhaust Clouds: 1 CP
Use this Stratagem at the start of your Movement phase. Select a SPEED FREEKS unit from your army. Until the start of your next turn, subtract 1 from hit rolls for attacks made by ranged weapons that target that unit.
More Dakka!: 2 CP
Use this Stratagem before an ORK unit from your army shoots in your Shooting phase. Until the end of the phase, that unit’s Dakka! Dakka! Dakka! ability triggers on unmodified hit rolls of 5 or 6, instead of 6.
‘Ard Boyz: 2 CP
Use this Stratagem before the battle begins. Select a BOYZ unit (excluding SKARBOYZ) from your army; that unit gains the ’ARD BOYZ keyword, and the Save characteristic of models in that unit is changed to 5+. That unit can only use the Mob Up Stratagem to merge with other units of ’ARD BOYZ.
Tellyporta: 2 CP
Use this Stratagem during deployment. You can set up an ORK unit from your army with a Power Rating of 20 or less on a tellyporta pad instead of placing it on the battlefield. Units on a tellyporta pad can teleport down at the end of any of your Movement phases – set them up anywhere on the battlefield that is more than 9″ from any enemy models. If you use this Stratagem on a TRANSPORT, all units embarked inside it remain so when it is set up on a tellyporta.
Extra Stikkbombs: 1 CP
Use this Stratagem at the start of your Shooting phase. Select an ORK INFANTRY unit from your army. Up to 10 models in that unit can fire a Grenade weapon in that phase, instead of only 1.
Grot Shields: 1 CP
Use this Stratagem during deployment. You can set up an ORK unit from your army with a Power Rating of 20 or less on a tellyporta pad instead of placing it on the battlefield. Units on a tellyporta pad can teleport down at the end of any of your Movement phases – set them up anywhere on the battlefield that is more than 9″ from any enemy models. If you use this Stratagem on a TRANSPORT, all units embarked inside it remain so when it is set up on a tellyporta.
Loot It!: 1 CP
Use this Stratagem when a VEHICLE unit is destroyed within 3″ of an ORK INFANTRY unit from your army. Improve the Save characteristic of that infantry unit by 1. A unit can only be affected by this Stratagem once per battle, and once affected, cannot be selected for the Mob Up Stratagem. If this Stratagem is used on a LOOTAS unit from your army, roll a D6; on a 4+ the CP spent to use this Stratagem is immediately refunded.
Long, Uncontrolled Bursts: 1 CP
Use this Stratagem at the start of your Shooting phase. Select an ORK VEHICLE unit from your army that can FLY. Until the end of the phase, add 1 to hit rolls for shooting attacks made by that unit that target enemy units that can FLY.
Unstoppable Green Tide: 3 CP
Use this Stratagem at the end of your Movement phase. Select a unit of BOYZ from your army that has less than half its starting number of models and remove it from the battlefield. You can then set it up again wholly within 6″ of the edge of the battlefield and more than 9″ from any enemy models, at its full starting strength. You cannot select a unit for this Stratagem that has been merged via the Mob Up Stratagem. You can only use this Stratagem once per battle.
If your army is Battle-forged and includes any ORK Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown below, meaning you can spend Command Points to activate them. These help to reflect the unique tactics and strategies used by the forces of the Orks on the battlefield.
Monster Hunters (Snakebite): 3 CP
Use this Stratagem at the start of any phase. Select an enemy model with a Wounds characteristic of 10 or more. Add 1 to wound rolls for attacks made by SNAKEBITE units from your army that target that model until the end of that phase.
Drive-By Krumpin’ (Evil Sunz): 1 CP
Use this Stratagem at the end of the Shooting phase. Select an EVIL SUNZ SPEED FREEKS unit from your army. That unit can immediately make a move as if it were the Movement phase, but cannot charge this turn.
Wreckers (Deathskulls): 2 CP
Use this Stratagem at the start of any phase. Select a DEATHSKULLS unit from your army. You can re-roll wound rolls for attacks made by that unit that target enemy VEHICLE units until the end of the phase.
Showin’ Off (Bad Moons): 2 CP
Use this Stratagem immediately after resolving a shooting attack with a BAD MOONS INFANTRY unit from your army. That unit can shoot all of its weapons a second time. This Stratagem can only be used once per phase.
Dead Sneaky (Blood Axe): 1/2 CP
Use this Stratagem during deployment. If you spent 1 CP, select a BLOOD AXE INFANTRY unit from your army that has a Power Rating of 8 or less and set it up in hiding instead of placing it on the battlefield. If you spent 2 CPs, select a BLOOD AXE INFANTRY unit that has a Power Rating of 9 or more instead. At the end of any of your Movement phases that unit can emerge from hiding – set it up anywhere on the battlefield that is more than 9″ away from any enemy models.
Kill-Koozer Broadside (Freebooterz): 3 CP
Use this Stratagem at the start of your Shooting phase. Select up to D3 points on the battlefield, each more than 6″ away from the others and visible to a FREEBOOTERZ unit from your army. Roll a D6 for each unit (friend or foe) within 3″ of any of those points. Subtract 1 from the result if the unit being rolled for is a CHARACTER. On a 5+ that unit suffers D3 mortal wounds. You can only use this Stratagem once per battle.
Skarboyz (Goff): 1 CP
Use this Stratagem before the battle. Select a GOFF BOYZ unit (excluding ’ARD BOYZ) from your army; that unit gains the SKARBOYZ keyword, and the Strength characteristic of models in that unit is changed to 5. That unit can only use the Mob Up Stratagem to merge with other units of SKARBOYZ.
If your army is Battle-forged and includes any ORK Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown below, meaning you can spend Command Points to activate them.
Kustom Job: 1 CP
Use this Stratagem before the battle. Your army can have one additional Kustom Job. All of the Kustom Jobs that you include must be different and be given to different units.
Da Kleverest Boss: 1 CP
Use this Stratagem before the battle. Select one BIG MEK model in your army. Add 1 to that model’s Wounds and Attacks characteristics and change its Weapon Skill to 2+. You can only use this Stratagem once per battle, and only if your army does not include MEK BOSS BUZZGOB.
Grot Bumper: 1 CP
Use this Stratagem in your opponent’s Shooting phase, when an attack made with a ranged weapon successfully wounds a BOOMDAKKA SNAZZWAGON model in your army. The saving throw is automatically passed (do not roll). Each unit can only benefit from this Stratagem once per battle.
Temperamental Shokk Drive: 1 CP
Use this Stratagem in your Shooting phase, after shooting with a SHOKKJUMP DRAGSTA unit from your army. That unit immediately Advances and the result is a 4+ (do not roll).
Da Biggest Boss: 1 CP
Use this Stratagem before the battle. Select one WARBOSS model in your army. Add 1 to that model’s Wounds and Attacks characteristics and it gains a 4+ invulnerable save. You can only use this Stratagem once per battle, and only if your army does not include GHAZGHKULL THRAKA.
Klever Spanner: 1 CP
Use this Stratagem before the battle. Select one LOOTAS or BURNA BOYZ unit from your army that contains 9 or less models for 1CP, or one LOOTAS or BURNA BOYZ unit from your army that contains 10 or more models for 2CP. Whilst that unit contains one or more Spanners, you can roll one additional dice and discard one when determining the number of shots for burnas or deffguns equipped on models in that unit. Each unit can only be selected for this Stratagem once per battle.
Da Burning’ Highway: 1 CP
Use this Stratagem in your Shooting phase, when a KUSTOM BOOSTA-BLASTA unit from your army is chosen to shoot with. Until the start of your next turn, change the characteristics of that unit’s burna exhausts as follows: Range 10″, Assault 3, Strength 5, AP -1.
Flyin’ ‘Eadbutt: 1 CP
Use this Stratagem at the end of your Movement phase. Select one ORK unit from your army that has the Flyer battlefield role. That model is reduced to 0 wounds and automatically crashes and burns (do not roll).
Full Speed Ladz: 1 CP
Use this Stratagem in your Charge phase, after charging with an ORK BIKER or DEFFKILLA WARTRIKE unit from your army. Until the end of the turn, add 1 to that unit’s Strength characteristic.
Squig Bombs: 1 CP
Use this Stratagem in your Movement phase, after moving a BLITZA-BOMMER model from your army. Until the end of that phase, add 1 to rolls made for that model’s boom bomb ability.
Speshul Shells: 2 CP
Use this Stratagem in your Shooting phase, when a FLASH GITZ unit from your army is chosen to shoot with. Until the end of the phase, increase the range of Snazzguns models in that unit are equipped with by 12″.
Patch Up: 1 CP
Use this Stratagem at the start of any turn. Select one MORKANAUT, GORKANAUT or STOMPA unit from your army. Until the end of the turn, that model is considered to have double the number of wounds remaining for the purposes of determining what row to use on its damage table.
Unstoppable Momentum: 2 CP
Use this Stratagem in your Charge phase, when an ORK unit from your army has finished a charge move and dealt one or more mortal wounds to an enemy unit. If that ORK unit is no longer within 1″ of an enemy unit, it can immediately be chosen to charge with again.
Wildfire: 1 CP
Use this Stratagem in your Movement phase, after selecting an enemy unit for the burna bombs ability of a BURNA-BOMMER unit from your army. Select one other enemy unit within 6″ of the unit you selected. Roll one D6 for each model in that additional unit, up to a maximum of 10 dice. For each roll of 5+ that unit suffers 1 mortal wound. This Stratagem is not affected by the Arsonists Subkultur.
Dreaded Death Machine: 1 CP
Use this Stratagem in the Fight phase, when a DEFF DREADS unit from your army is chosen to fight with. Until the end of the phase, each time an enemy model is destroyed as a result of an attack made by that unit, you can immediately make an additional attack against the same target using the same weapon. These additional attacks cannot themselves generate any further attacks.
Hit ‘Em Harder: 1 CP
Use this Stratagem in the Fight phase, when a MEGANOBZ unit from your army is chosen to fight with. Until the end of that phase, add 1 to the Damage characteristic of melee weapons models in that unit are equipped with.
Orks Unique Items
As of 07-25-2020 Orks Unique Item groups are…
- Shiny Gubbinz
- Kustom Jobs
(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.
Da Dead Shiny Shoota
Model with kustom shoota only. Da Dead Shiny Shoota replaces the bearer’s kustom shoota and has the following profile: Da Dead Shiny Shoota 18″ Assault 12 S4 AP-1 D1
Headwoppa’s Killchoppa
Model with a big choppa only. Headwoppa’s Killchoppa replaces the bearer’s big choppa and has the following profile: Headwoppa’s Killchoppa Melee S+2 AP-2 D2 Abilities: Wound rolls of 6+ made for attacks with this weapon inflict 2 mortal wounds instead of any normal damage.
Supa-Cybork Body
Each time the bearer loses a wound, roll a D6; on a roll of 5+ that wound is not lost. You cannot make a Dok’s Tools roll for this model if you do so.
Da Killa Klaw
Model with power klaw only. Da Killa Klaw replaces the bearer’s power klaw and has the following profile: Da Killa Klaw Melee Sx2 AP-3 D3 Abilities: You can re-roll wound rolls for attacks made with this weapon.
Scorched Gitbonez
PSYKER only. You can add 1 to Psychic tests taken by the bearer when manifesting a psychic power from the Power of the Waaagh! discipline.
Gitstoppa Shells
Model with kustom shoota, kombi-weapon with skorcha or kombi-weapon with rokkit launcha only. Add 1 to the Strength and Damage characteristic of that weapon’s shoota or kustom shoota profile. In addition, improve the AP of that weapon’s shoota or kustom shoota profile by 1 (e.g. AP -1 becomes AP -2).
Da Lucky Stikk
GOFF model only. Add 1 to hit rolls for attacks made by friendly GOFF CHARACTER models while they are within 6″ of the bearer in the Fight phase. In addition, you can re-roll hit and wound rolls for attacks made by the bearer in the Fight phase.
Morgog’s Finkin’ Kap
BLOOD AXE model only. If the bearer is your Warlord, you can generate a second Warlord Trait for them. If the bearer is not your Warlord, generate a Warlord Trait for them (note that the bearer is only regarded as your Warlord for the purposes of that Warlord Trait). The same Warlord Trait cannot be generated for both the bearer and your Warlord.
Rezmekka’s Redder Armour
EVIL SUNZ model only. Add 1 to the Move characteristic of a TRANSPORT while the bearer is embarked within it. In addition, if the bearer is embarked, then at the start of your Movement phase roll a D6 for each enemy unit within 1″ of the TRANSPORT the bearer is embarked within. On a 4+ that unit suffers D3 mortal wounds.
Da Gobshot
BAD MOONS model with kustom shoota, kombi-weapon with skorcha or kombi-weapon with rokkit launcha only. Da Gobshot Thunderbuss replaces the bearer’s kustom shoota or shoota profile with the following profile: Da Gobshot Thunderbuss 12″ Heavy 2D6 5 -1 1 Abilities: This weapon automatically hits its target.
Da Fixer Upperz
DEATHSKULLS model only. The bearer gains the Big Mekaniak ability. If the bearer already has the Big Mekaniak ability, the target of the ability regains 3 lost wounds instead of D3 each time it is used.
Brogg’s Buzzmomb
SNAKEBITE model only. Brogg’s Buzzbomb has the following profile: Brogg’s Buzzbomb 6″ Grenade 3D6 S5 AP-1 D1 Abilities: This weapon can only be used once per battle, and automatically hits its target. After all of its attacks have been resolved, you can immediately select another enemy unit within 6″ of the target and resolve 2D6 attacks against it with the same weapon.
Da Badskull Banner
FREEBOOTERZ model only. Once per battle, at the start of the Morale phase, the bearer of Da Badskull Banner can choose to fly the flag on its bosspole. If they do so, friendly FREEBOOTERZ units automatically pass Morale tests until the end of the phase.
If your army includes one or more MEKBOY WORKSHOP units, you can give one of the following Kustom Jobs to an ORK unit from your army. In addition, you can take Kustom Jobs by using the Kustom Job Stratagem. All of the Kustom Jobs that you include must be different and be given to different units. Note that some Kustom Jobs are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. If a unit that has a Kustom Job is treated as a separate unit once they have been deployed (e.g. Speed Mob, Dread Mob), all of those units retain the Kustom Job.
Squig-Hide Tyres
SPEED FREEKS (excluding named characters and units that can FLY), BATTLEWAGON , GUNWAGON , BONEBREAKA or TRUKK unit only. Add 2″ to the unit’s Move characteristic.
Souped-up Speshul
BOOMDAKKA SNAZZWAGON unit only. Souped-up Speshul replaces the unit’s mek speshul and has the following profile: Souped-up Speshul 30″ Assault 15 S4 AP-1 D1
Gyrospocpic Whirligig
SHOKKJUMP DRAGSTA unit only. You can use this unit’s Shokk Tunnel ability when Advancing, even if you did not roll a 4+. In addition, this unit does not suffer any mortal wounds as a result of the Shokk Tunnel ability.
Sizzly Rivets
KUSTOM BOOSTA BLASTA unit only. When resolving an attack made with a rivet kannon by a model in this unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
Korkscrew
MEGATRAKK SCRAPJET unit only. The first time this unit finishes a consolidation move in each Fight phase, it can immediately fight again.
Nitro-Powered Squigs
RUKKATRUKK SQUIGBUGGY unit only. When resolving an attack made by this unit’s squig launcha or heavy squig launcha, add 1 to the wound roll.
Gork’s Roar
DEFFKILLA WARTRIKE model only. Add 4″ to the Range characteristic of this model’s killa jet and change the Type characteristic of its burna profile to Assault 6.
Da Boomer
BATTLEWAGON , BONEBREAKA or GUNWAGON model with killkannon only. Da Boomer replaces a killkannon and has the following profile: Da Boomer 36″ Heavy 2D6 S8 AP-2 D2
Zagzap
BATTLEWAGON , BONEBREAKA or GUNWAGON model with zzap gun only. Zagzap replaces a zzap gun and has the following profile: Zagzap 36″ Heavy 1 S 2D6 AP-3 D3 Abilities: When resolving an attack made with this weapon, do not make a hit roll; it automatically scores a hit. Before firing this weapon, roll to determine the Strength of the shot. If the result is 9+, do not make a wound roll. Inflict 3 mortal wounds on the target and the attack sequence ends.
Forktress
BATTLEWAGON , BONEBREAKA or GUNWAGON model only. The model has a Save characteristic of 3+ and a 5+ invulnerable save.
Pincha
Model with grabbin’ klaw only. Pincha replaces the model’s grabbin’ klaw and has the following profile: Pincha Melee S+1 AP-3 D6 Abilities: Each time the bearer fights, it can only make a single attack with this weapon. When resolving an attack made with this weapon, add 3 to the hit roll if the target is a VEHICLE or MONSTER.
Red Rolla
BONEBREAKA model only. Replace the model’s Bonebreaka Ram ability with the following: ‘Red Rolla: When this model makes a charge move, add 6 to its Attacks characteristic until the end of the turn.’
Orkymatic Pistons
KILLA KANS, DEFF DREADS, MORKANAUT or GORKANAUT unit only. Add 3″ to the unit’s Move characteristic. You can re-roll Advance rolls made for the unit.
Sparkly Bitz
KILLA KANS, DEFF DREADS, MORKANAUT or GORKANAUT unit only. Improve the unit’s Ballistic Skill characteristic by 1 (e.g. a Ballistic Skill characteristic of 5+ becomes 4+).
Dirty Gubbinz
KILLA KANS or DEFF DREADS unit only. When resolving an attack made with a ranged weapon against this unit, subtract 1 from the hit roll.
Slug Gubbin
GORKANAUT model only. Slug gubbin replaces the model’s deffstorm mega-shoota and has the following profile: Slug Gubbin 36″ Heavy 24 S6 AP-1 D1 Abilities: When resolving an attack made with this weapon, if the target was within 12″ when the bearer was chosen to shoot with, add 1 to the hit roll
Gog Klaw
GORKANAUT or MORKANAUT model only. When rolling to determine the Damage characteristic of the crush profile of the bearer’s klaw of gork (or possibly mork), rolls of less than 4 count as 4.
Blitz-Galter
STOMPA only. The model’s supa-gatler has a Damage characteristic of 2. In addition, when rolling for the weapon’s Psycho-dakka-blasta ability, you can re-roll the D6 once per phase.
Orks Psychic Powers
As of 04-04-2020 Orks Psychic powers groups are…
- Power of the Waaagh! Discipline
- Clan Psychic Powers
(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.
’Eadbanger: WC 8
If manifested, roll a D6 and compare it to the Toughness characteristic of the closest enemy model that is visible to and within 18″ of the psyker. If the result is higher than the model’s Toughness, it is slain.
Warpath: WC 7
If manifested, select a friendly ORK unit within 18″ of the psyker. Increase that unit’s Attacks characteristic by 1 until your next Psychic phase.
Da Jump: WC 7
If manifested, select a friendly ORK INFANTRY unit within 12″ of the psyker. Remove that unit from the battlefield, and then set it up anywhere on the battlefield more than 9″ away from any enemy units. That unit counts as having moved for any rules purposes, such as firing Heavy weapons.
Fists of Gork: WC 6
If manifested, select a friendly ORK CHARACTER model that is visible to and within 12″ of the psyker. Add 2 to that model’s Strength and Attacks characteristics until the start of your next Psychic phase.
Da Krunch: WC 8
If manifested, select an enemy unit within 18″ of the psyker. Roll a D6 for each model in that unit. For each roll of 6, that unit suffers 1 mortal wound. Then roll 2D6; on a 10+ roll a D6 once more for each model in that unit. For each roll of 6, that unit suffers 1 mortal wound.
Roar of Mork: WC 8
If manifested, subtract 1 from the Leadership characteristic of enemy units while they are within 18″ of the psyker until your next Psychic phase.
All <CLAN> PSYKER models can know the psychic power of their respective clan. Instead of generating a psychic power from the Power of the Waaagh! Discipline (see Codex: Orks), a <CLAN> PSYKER can instead know the appropriate clan psychic power from the list below.
Bull Charge (Goffs): WC 6
If manifested, select one friendly GOFF unit within 18″ of this psyker. Until the end of the turn, charge distances of less than 7″ rolled for that unit, after modifiers, count as 7″.
Maniacal Seizure (Deathskulls): WC 7
If manifested, select one enemy unit within 18″ of this psyker. Until the start of your next Psychic phase, when resolving an attack made by that unit, subtract 1 from the hit roll, and when resolving an attack made by a friendly DEATHSKULLS model against that unit, improve the Armour Penetration characteristic of the weapon by 1 for that attack (e.g. AP -2 becomes AP -3).
Gleamin’ Gear (Bad Moons): WC 6
If manifested, select one friendly BAD MOONS unit within 18″ of this psyker. Until the start of your next Psychic phase, when resolving an attack made against that unit, add 1 to the saving throw (invulnerable saving throws are unaffected).
Constriction (Snakebites): WC 6
Constriction has a warp charge value of 6. If manifested, select one enemy unit within 12″ of this psyker. Until the start of your next Psychic phase, halve the Attacks characteristic of models in that unit.
Visions in the Smoke (Evil Sunz): WC 6
If manifested, select one friendly EVIL SUNZ VEHICLE unit within 12″ of this psyker (you can only select a unit with a Wounds characteristic of 18 or more if the result of the psychic test to manifest this psychic power was 9 or more). Until the start of your next Psychic phase, when resolving an attack made by a model in that unit, you can re-roll the hit roll.
Clever Talk (Blood Axe): WC 6
If manifested, select one enemy unit visible to this psyker. Until the start of your next Psychic phase, that unit cannot fire Overwatch at BLOOD AXE units from your army and cannot be chosen to fight until all eligible BLOOD AXE units from your army have done so.
Jolly Ork’s Glare (Freebooterz): WC 6
If manifested, select one enemy unit within 18″ of this psyker. Until the start of your next Psychic phase, halve the Move characteristic of models in that unit and subtract 1 from Advance and charge rolls made for it.
Orks Warlord Traits
As of 07-25-2020 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. You can select the one that best suits their temperament and preferred style of waging war.
Follow Me, Ladz!:
Your Warlord gains the Waaagh! and Breakin’ Heads abilities (pg 85). If your Warlord already has the Waaagh! and Breakin’ Heads abilities, the range of each ability is increased by 3″. In addition, if your army is Battleforged, you receive an additional 1 Command Point.
Bigkill Boss:
Add 1 to wound rolls for your Warlord’s attacks that target a VEHICLE or MONSTER unit.
‘Ard As Nails:
Add 1 to your Warlord’s Toughness characteristic.
Brutal But Kunnin’:
You can re-roll hit rolls in the Fight phase for attacks made by your Warlord. In addition, add 1 to the Damage characteristic of your Warlord’s melee weapons if, in the same turn, they finished a charge move, were charged, or performed a Heroic Intervention.
Kunnin’ But Brutal:
At the start of the first battle round but before the first turn begins, you can remove your Warlord and up to D3 friendly <CLAN> units from the battlefield and set them up again as described in the Deployment section of the mission you are playing (if you pick a TRANSPORT, units embarked inside it remain so when it is removed and set up again).
Might is Right:
Add 1 to your Warlord’s Strength and Attacks characteristics.
If you wish, you can pick a Clan Warlord Trait from the list below instead of from the Ork Warlord Traits, but only if your Warlord is from the relevant clan.
Bad Moons: Da Best Armour Teef Can Buy
Your Warlord has a 4+ invulnerable save.
Blood Axes: I’ve Got a Plan, Ladz!
If your Warlord is on the battlefield, roll a dice for each Command Point you spend when using Stratagems. On a 6+ that Command Point is immediately refunded.
Deathskulls: Opportunist
Re-roll wound rolls of 1 for attacks made by your Warlord that target enemy VEHICLE units. In addition, in the Shooting phase, this Warlord can target enemy CHARACTER units within 18″ even if they are not the closest enemy unit.
Evil Sunz: Speed Freek
Your Warlord and friendly EVIL SUNZ units within 6″ of them can charge even if they Fell Back earlier in the turn.
Goffs: Proper Killy
Re-roll hit rolls of 1 for attacks made by friendly FREEBOOTERZ units in the Fight phase while they are within 6″ of your Warlord.
Snakebites: Surly As a Squiggoth
You can re-roll Morale tests for friendly SNAKEBITE units while they are within 6″ of your Warlord. In addition, friendly SNAKEBITE GRETCHIN units automatically pass Morale tests while they are within 12″ of your Warlord.
Orks Resources
FAQs
- Warhammer 40,000 Core Rules
- Orks Codex FAQ
- Imperial Armour: Xenos FAQ
- Psychic Awakening: Saga of the Beast
Winning Orks Lists of 9th edition