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★ Ork Dread Mob

Contents
How This Supplement Works
Books
FAQ
• Codex: Orks
Ork Dread Mob Special Rules
• Using the Army List
Warlord Traits
• Irrational Genius
• Mad Doc
• Mek Master
• Metal Monstas
HQ
• Kustom Meka-dread
• Mek Boss Buzzgob
• Pain Boss
• 
Big Mek
Troops
• Gretchin Scavenger Mob
• Spanna Boyz Mob
Dedicated Transport
• Scrap Trukk
Elites
• Cybork Slasha Mob
• Mekboy Junka
• 
Burna Boyz
Fast Attack
• Grot Mega-tank
• Grot Tank Mob
• Warkopta Skwadron
• 
Attak Fighta
• 
Blitza-bommer
• 
Burna-bommer
• 
Dakkajet
• 
Deffkoptas
Heavy Support
• Big Trakk
• Lifta Wagon
• Mega-dread
• 
Looted Wagon
• 
Deff Dread
• 
Killa Kans
• 
Lootas
Lords of War
• 
Big Mek Stompa
• 
Gargantuan Squiggoth
• 
‘Kustom’ Battle Fortress
• 
Kill Blasta
• 
Kill Bursta
• 
Kill Krusha
• 
Stompa
Each Ork warband is held together by the power and strength of its Warlord, and the character of its Warlord will dictate the character of the warband he leads. Ork Big Mek influence the warband that he leads - and most Ork Meks love (to the point of obsession) walkers, Dreadnoughts, Dreadnought experimentation and Stompas. Behind the Big Mek will be his work force and hired boyz. From scavenging Gretchin mobs, sent out to scour the land for anything useful or used to do dull work such as sorting the scrap into piles; to Spanna boyz, which are the Orks that do the mundane labouring such as riveting or hammering metal plates into shape; to specialists such as the Burnaboyz that weld and cut and the Lootaz that can find any ‘gubbinz’ the Mek needs. Altogether these mobs form an entire Ork factory.

How This Supplement Works

This page contains special rules, Warlord Traits and full army list required to build a Big Mek’s Dread Mob, more of a dangerously psychopathic mobile workshop or factory, led by its crazed Big Meks.

Books


BookKindEditionVersionLast update
► Imperial Armour vol.8 – Raid on Kastorel-NovemImperial Armour61.0May 2010
  Imperial Armour ApocalypseImperial Armour61.0August 2013
  Imperial Armour AeronauticaImperial Armour61.0July 2012
  OrksCodex71.2January 2017

FAQ

Codex: Orks

 Q: Burna bombs and skorcha missiles are listed as flamer weapons. Does that mean they benefit from the No Escape rule of Template weapons (i.e. do Open-topped vehicles take D6 hits)?
 A
No. They are Blast weapons rather than Template weapons, so the No Escape rule is not used.
 Q: Mob Rule works on Pinning tests and Morale checks. What about other Leadership tests, like Fear tests?
 A
Mob Rule only applies to Morale checks and Pinning tests.
 Q: When Orks with Mob Rule would like to use Our Weapons are Useless and automatically fail the Morale test, do they then have to roll on the Mob Rule table?
 A
No. If you use the Our Weapons are Useless rule, you do not need to roll on the Mob Rule table.
 Q: On the Mob Rule table, a result of 4-6 states that ‘A brawl breaks out as the Orks decide what to do. When the dust settles, nobody can remember what the trouble was about in the first place’. Shouldn’t the subsequent hits then be Strength 3 rather than 4, as that is the base strength of Boyz?
 A
No. They’re really fired up!
 Q: If an Ork character has a cybork body (which grants 6+ Feel No Pain), and is in a squad with a Painboy (which grants 5+ Feel No Pain), does that character gain any further benefit, such as 4+ Feel No Pain?
 A
No.
 Q: In Codex: Orks, Mad Dok Grotsnik has both a cybork body, giving the Feel No Pain (6+) special rule, and dok’s tools, which give Feel No Pain (i.e. 5+) to all models in his unit. Do the bonuses stack?
 A
No. His dok’s tools confer Feel No Pain so he doesn’t need the Feel No Pain (6+) from his cybork body. Did we mention that he’s mad?
 Q: Is the burna a flamer weapon or do Ork burnas use some daemonic flames that Salamanders can’t handle?
 A
As specified in the Appendix, burnas are flamer weapons for the purposes of rules which interact with flamer weapons as described in Warhammer 40,000: The Rules. Salamanders get their Flamecraft Chapter Tactics bonus against any flamer weapons as described in Warhammer 40,000: The Rules, so this includes burnas.
 Q: If a Morkanaut is in combat, can the embarked Boyz shoot?
 A
No. A Morkanaut (or Gorkanaut) has no Fire Points.
 Q: Can a grabbin’ klaw stop a Super-heavy Walker from moving and hence prevent it from charging?
 A
Yes.
 Q: In the Italian version of Codex: Orks, Da Lucky Stikk lets you reroll rolls To Wound, rolls To Hit and saving throws for the whole unit (only the bearer suffers if things go wrong). Some people from the international community argue that it only allows the bearer to re-roll. Is the Italian version a translation error?
 A
The Italian version is in error – only the bearer can use the re-rolls.
 Q: Does the gitfinda work with Relentless, i.e. can you move and still get Ballistic Skill 3?
 A
No.
 Q: Can a model benefit from a gitfinda if it moved but is on a Relentless platform, or under the effects of Slow and Purposeful (e.g. warbikes or mega armour)?
 A
No.
 Q: How do the units transported in a Stompa behave when it gets locked in combat? For example, a Stompa with guys inside gets charged by a Death Company Squad, and both then end up locked in combat. It’s then the Orks’ turn – so, as the Stompa is both a Walker and a Transport with 4 Fire Points, can the guys inside shoot at a different target whilst the Stompa is in combat, or get out if they can and join in?
 A
The unit inside can shoot if you can draw a line of sight from a Fire Point that doesn’t go through the units locked in combat. The unit can instead disembark, following the normal rules – this may have to be an emergency disembarkation as described in Warhammer 40,000: The Rules, depending on where the enemy models are positioned in relation to the access point. A unit that disembarks from a Stompa cannot charge in the same turn, as it is not an Assault Vehicle.
 Q: Can Orks charge when I call a Waaagh! even if they have arrived from Deep Strike, disembarked from a non-Assault Vehicle, or are Outflanking?
 A
No.
 Q: How does the zzap gun on a Battlewagon work regarding the Gets Hot rule?
 A
A To Hit roll of 1 means the weapon Gets Hot, in any case. If the roll for the zzap gun’s Strength is above 10, the weapon Gets Hot on any To Hit roll of 1, 2 or 3. If it does, roll another dice – on a roll of 1, 2 or 3 the vehicle suffers a glancing hit.
 Q: Does a kustom force field protect a void shield?
 A
No.
 Q: I have a question about the kustom force field. Codex: Orks says that it affects all models within 6". Does it include enemy models too, or just friendly models?
 A
It affects both friendly and enemy models.
 Q: If my unit of Ork Boyz is reduced to just the Boss Nob, can he still use Mob Rule to pass his Morale check? Also, if he rolls the Breaking Heads result, would he immediately pass as Wounds cannot be allocated to characters?
 A
Yes. A single Boss Nob that has to take a Mob Rule check will pass on a result of Born to Fight (if it is locked in combat) or Breaking Heads, with no ill effects.
 Q: What occurs if the enemy unit is completely destroyed during the Movement phase due to a Painmob’s Pile On Da Pain! actions? Is the unit then able to consolidate, shoot, Run and charge as normal?
 A
The unit can consolidate, but cannot otherwise move in the Movement phase. It can act normally for the rest of the turn.
 Q: Are attached Independent Characters able to Pile On Da Pain! as well when attached to the Ork Nobz or Ork Boyz from the Painmob?
 A
Only models from the units in the Painmob Formation are affected – Independent Characters attached to these units will not Pile In or attack when the Pile On Da Pain! rule is used.

Ork Dread Mob Special Rules


Using the Army List

The Ork Dread Mob army list should be used alongside the guidelines shown on Choosing Your Army page of the Warhammer 40,000: The Rules when selecting detachments.

The Ork Dread Mob army list uses the standard Core Detachments from Warhammer 40,000: The Rules, and is used in conjunction with the rules shown on that page when selecting an Ork Dread Mob army. Note that Ork Dread Mob Detachment must include at least one unit of Spanna Boyz.

The vehicles from Lords of War section may be chosen as Lords of War if your primary detachment is from Codex: Orks or the Ork Dread Mob army list.

Warlord Traits

When generating Warlord Traits for a Big Mek chosen to lead an Ork Dread Mob army, you may either roll on one of the Warlord Trait tables found in the Warhammer 40,000 rulebook, or take the Irrational Genius Trait described below.

Irrational Genius

All Ork Big Meks are renowned for their insane inventions, some of which have been known to actually work with something approaching reliability. Whenever an Ork Big Mek takes to the battlefield, he will have some bizarre new creation ready to be tested.
An army that includes a Warlord with this ability must select one friendly vehicle chosen from the Ork Dread Mob army list after it has been deployed, and roll on the Irrational Genius table below, applying the rolled result to the vehicle. This effect may not be used on Super-heavy vehicles, or vehicles that form part of a squadron. Note the target vehicle must be selected before the roll is made.

D6Effect
1-2Scrap-covered Monstrosity: Layers of apparently useless scrap cover the vehicle. Their intended function is a mystery, but they do help absorb damage inflicted on it.
If this vehicle had the Fast type, it loses it. If it did not have the Fast type, it becomes Heavy. In addition, it gains +1 Hull Point. 
3-4Supa Turbo-thrusta: One or more huge jet engines have been crudely bolted to the vehicle, allowing it move at astonishing bursts of speed.
If the vehicle has the Heavy type it loses it, and if it did not have the Heavy type it gains the Jink special rule. On any turn in which the vehicle does not move Flat Out, it may choose to activate the Supa Turbo-thrusta in the Shooting phase. When the Supa Turbo-thrusta is activated, the controlling player must roll a D6.

D6Result
1The vehicle is Immobilised (but does not suffer any loss of Hull Points) for the duration of its next turn – this will not cause a Flyer to crash.
2-6The vehicle immediately moves 2D6" directly forwards. If it contacts any enemy vehicles or units, it is considered to have either Rammed or Tank Shocked them as appropriate and ends its movement after resolving the attack.

During a Supa Turbo-thrusta move the vehicle is unaffected by difficult terrain, but takes Dangerous Terrain tests as normal. If the move ends in impassable terrain then backtrack along the direction of movement until the vehicle can be placed outside of impassable terrain. This option may be applied to non-Flyers. 
5-6Armour Burnin’ Dakka: The shells and power packs of the vehicle have been ‘improved’ with a variety of phosphic acid payloads and dangerous energy shunts that enhance their ‘killyness’ at the expense of operator safety. Most Orks fail to see any downside in this exchange.
The controlling player may, in any turn or phase, choose to fire any of the weapons on this vehicle using the Armour Burnin’ Dakka when they would normally be allowed to shoot with the vehicle – this choice is made before any dice are rolled for that shot. The chosen weapons gain the Rending and Gets Hot special rules. 

Mad Doc

An army that includes a Pain Boss as its Warlord may include a single unit of Cybork Slashas as a Troops choice.

Mek Master

Any Deff Dreads or Mega-dreads within 6" of Mek Boss Buzzgob count as both scoring units. If Buzzgob has been exchanged for Buzzgob’s Kustom Stompa then this trait also affects Buzzgob’s Kustom Stompa.

Metal Monstas

At the beginning of any of its own turns the Kustom Meka-dread may choose to join any friendly Deff Dread Mob, as long as it is within 4" of at least one model in the squadron. The Kustom Meka-dread then counts as part of that vehicle squadron, and is affected by all the rules for vehicle squadrons. It may choose to leave the squadron at the start of any of its own subsequent turns; this does not count as it being abandoned. Whilst the Kustom Meka-dread is part of a vehicle squadron, the entire squadron becomes a scoring unit.

HQ


Kustom Meka-dread


180

WS BS S T W I A Ld Sv Unit Type
Kustom Meka-dread 4 2 10 - 3 2 3 - - Vehicle (Walker, Character)
Unit Composition: 1 Kustom Meka-dread
Wargear:
 • Fixin’ klaws
 • Two rippa klaws or kill saws
 • Grot riggers

Special Rules:
 • Ramshackle Monster
 • Rage

Warlord Traits:
 • If no other HQ choices are included in an Ork Dread Mob army then a Kustom Meka-dread must be the army’s Warlord. A Kustom Meka-dread that becomes the army’s Warlord gains the Metal Monstas Warlord Trait.
Options:
 • The Meka-dread must take one of the following options:
  - Mega charga15 pts
  - Rokkit-bom racks35 pts
  - Kustom force field75 pts
 • The Meka-dread may exchange one of its rippa klaws (reducing its Attacks by -1) with one of the following:
  - Rattler kannon10 pts
  - Big zzappa15 pts
  - Shunta25 pts

Mek Boss Buzzgob


100
Mek Boss Buzzgob may also be included in a Codex: Orks army as a HQ choice.

WS BS S T W I A Ld Sv Unit Type
Mek Boss Buzzgob 5 2 5 5 3 4 3 9 4+ Infantry (Character)
Unit Composition: 1 (Unique)
Wargear:
 • Slugga
 • Mek-arms
 • Big choppa
 • ’Eavy Armour
 • Bosspole
 • Nitnuckle & lunk
Special Rules:
 • Independent Character
 • Furious Charge
 • Mob Rule
 • Waaagh!
 • Buzzgob’s Kustom Stompa
 • Da Dreadheadz
Warlord Traits:
 • If Mek Boss Buzzgob is your army’s Warlord then he does not roll on the Warlord Traits table, but instead receives Mek Master unique trait.

Pain Boss


50

WS BS S T W I A Ld Sv Unit Type
Pain Boss 4 2 4 4 2 3 3 8 6+ Infantry (Character)
Unit Composition: 1 Pain Boss
Wargear:
 • Slugga
 • ’Urty syringe
 • Dok’s tools

Special Rules:
 • Independent Character
 • Furious Charge
 • Mob Rule
 • Waaagh!
 • The Dok is in!

Warlord Traits:
 • If a Pain Boss is selected as your army’s Warlord then he does not roll on the Warlord Traits table, but instead receives Mad Doc trait.
Options:
 • The Pain Boss may replace its slugga with one of the following:
  - Big choppa5 pts
  - Power klaw25 pts
 • The Pain Boss may take any of the following:
  - Bosspole5 pts
  - ’Eavy armour5 pts
  - Cybork body10 pts
  - Attack Squig15 pts
 • The Pain Boss may be accompanied by up to three:
  - Grot Orderlies5 pts each

Big Mek


35
A Big Mek included in an Ork Dread Mob army may not take a Warbike as an option.

WS BS S T W I A Ld Sv Unit Type
Big Mek 4 2 4 4 2 3 3 8 6+ Infantry (Character)
Unit Composition: 1 Big Mek
Wargear:
 • Slugga
 • Choppa
 • Mek’s tools
 • Stikkbombs

Special Rules:
 • ’Ere We Go!
 • Furious Charge
 • Independent Character
 • Mob Rule

Warlord Traits:
 • An Ork Dread Mob Big Mek chosen as an army’s Warlord may either select one of the three Warlord Trait tables from Warhammer 40,000: The Rules, generating a single Trait from that table, or take the Irrational Genius Warlord Trait.
Options:
 • A Big Mek may take ’eavy armour4 pts
 • A Big Mek may replace his slugga with one of the following:
  - Kustom force field50 pts
  - Shokk attack gun50 pts
 • A Big Mek may replace his choppa with a killsaw30 pts
 • A Big Mek may take items from the Mek Weapons, Melee Weapons, Runts & Squigs, Orky Know-wots and/or Gifts of Gork and Mork lists.
 • A Big Mek may replace his slugga and choppa with mega armour, kustom mega-blasta and power klaw40 pts
 • A Big Mek with mega armour may take items from the Ranged Weapons, Runts & Squigs, Orky Know-wots and/or Gifts of Gork and Mork lists.
 • A Big Mek with mega armour can replace his kustom mega-blasta with a killsaw10 pts
 • A Big Mek with mega armour can take one of the following:
  - Tellyport blasta25 pts
  - Kustom force field50 pts
 • A Mek Boss may take a Junka as a Dedicated Transport.

Troops


Gretchin Scavenger Mob


50

WS BS S T W I A Ld Sv Unit Type
Grot Scav 2 3 2 2 1 2 1 5 - Infantry
Runtherd 4 2 3 4 1 2 2 7 - Infantry (Character)
Unit Composition: 10 Grot Scavs, 1 Runtherd
Wargear (Grot Scav):
 • Grot blasta
 • Firebombz

Wargear (Runtherd):
 • Grabba stikk
 • Slugga
 • Squig hound

Special Rules:
 • Furious Charge (Runtherd only)
Options:
 • The mob may include up to twenty additional Grot Scavs4 pts/model
 • If the mob numbers 11 or more Grot Scavs, you must include an additional Runtherd. This requirement increases to an additional two Runtherds if the mob numbers 21 or more Grot Scavs.10 pts/model
 • Runtherds may replace their grabba stikks with a grot-prods5 pts/model

Spanna Boyz Mob


60

WS BS S T W I A Ld Sv Unit Type
Ork Boy 4 2 3 4 1 2 2 7 6+ Infantry
Mek 4 2 3 4 1 2 2 7 6+ Infantry (Character)
Unit Composition: 10 Spanna Boyz
Wargear:
 • Slugga
 • Choppa
 • Mek’s Tools (Mek only)

Special Rules:
 • Furious Charge
 • Mob Rule
 • Waaagh!
Options:
 • The mob may include up to ten additional Spanna Boyz6 pts/model
 • The entire mob may replace their sluggas with shootasfree
 • The entire mob may take stikkbombz1 pt/model
 • One Spanna Boy may be upgraded to a Mek10 pts
 • The Mek may replace their slugga or shoota with one of the following:
  - Big shoota5 pts
  - Burna10 pts
  - Rokkit launcha10 pts
  - Kustom mega-blasta15 pts
 • The mob may include a single grot oiler5 pts

Dedicated Transport


Scrap Trukk


35

BS F S R HP Unit Type
Scrap Trukk 2 10 10 10 3 Vehicle (Open-topped)
Unit Composition: 1 Scrap Trukk
Wargear:
 • Big shoota
 • Extra armour
 • Grabbin’ klaw

Special Rules:
 • Ramshackle
Options:
 • The Scrap Trukk may replace its big shoota with rokkit launcha5 pts
 • The Scrap Trukk may take any of the following options:
  - Boarding plank5 pts
  - Grot riggers5 pts
  - Red paint job5 pts
  - Reinforced ram5 pts
  - Stikkbomb chukka5 pts
  - Wreckin’ ball10 pts

 Transport Capacity: A Scrap Trukk has a Transport Capacity of 12 models.

Elites


Cybork Slasha Mob


170

WS BS S T W I A Ld Sv Unit Type
Cybork Slasha 4 2 4 4 2 3 3 7 6+ Infantry
Cybork Painboy 4 2 4 4 2 3 3 7 6+ Infantry (Character)
Unit Composition: 4 Cybork Slashas, 1 Cybork Painboy
Wargear (Cybork Painboy):
 • Dok’s tools
 • ’Urty Syringe
 • Cybork body

Wargear (Cybork Slasha):
 • Slugga
 • Choppa
 • Cybork body

Special Rules:
 • Furious Charge
 • Mob Rule
 • Waaagh!
 • Dok’s ’Speriments
Options:
 • The mob may include up to 5 additional Cybork Slashas30 pts/model
 • Any Cybork Slasha may replace his choppa with one of the following:
  - Big choppa5 pts/model
  - Power klaw25 pts/model
 • Any Cybork Slasha may replace his slugga with one of the following:
  - Twin-linked shoota5 pts/model
  - Shoota/rokkit kombi-weapon10 pts/model
  - Shoota/skorcha kombi-weapon10 pts/model
 • The entire mob may take any of the following upgrades:
  - Stikkbombz1 pt/model
  - ’Eavy armour5 pts/model
 • The Cybork Painboy may take bosspole5 pts
 • The Cybork Painboy may take up to two Grot Orderlies5 pts each

Mekboy Junka


65
A Mekboy Junka may also be selected as an Elites choice in a Codex: Orks army.

BS F S R HP Unit Type
Mekboy Junka 2 11 11 10 3 Vehicle (Tank, Open-topped, Transport)
Unit Composition: 1 Mekboy Junka
Wargear:
 • Three big shootas
 • Grot riggers
 • Turbo-charga
Options:
 • The Junka must take one of the following upgrades:
  - Reinforced ramfree
  - Deff rollafree
  - Wreckin’ ballfree
  - Grabbin’ klawfree
 • The Junka may choose to take the following option:
  - ’Ard case15 pts
  - ’Eavy plates20 pts
 • The Junka may exchange any of its big shootas for one of the following:
  - Skorchafree
  - Rokkit launcha5 pts each
  - Twin-linked big shoota10 pts each
  - Twin-linked rokkit launcha15 pts each
  - Kustom mega-blasta15 pts each
 • The Junka may take any one of the following upgrades (if one is taken, its Transport Capacity drops to 6):
  - Supa-skorcha20 pts
  - Big zzappa30 pts
  - Two grot bomms30 pts
  - Boom gun70 pts
  - Junka force field generator75 pts
  - Junka shokk attack gun100 pts

 Transport Capacity: A Mekboy Junka has a Transport Capacity of 10 models.
 Fire Points: A Junka with ’Ard Case has two Fire Points.
 Access Points: A Junka with ’Ard Case has three Access Points: two side doors and rear door.

Burna Boyz


80

WS BS S T W I A Ld Sv Unit Type
Burna Boy 4 2 3 4 1 2 2 7 6+ Infantry
Mek 4 2 3 4 1 2 2 7 6+ Infantry (Character)
Unit Composition: 5 Burna Boyz
Wargear:
 • Burna
 • Stikkbombs

Special Rules:
 • ’Ere We Go!
 • Furious Charge
 • Mob Rule
Options:
 • May include up to ten additional Burna Boyz16 pts/model
 • Up to three models may be upgraded to Meks, replacing their burnas with Mek’s tools, slugga and choppafree
 • Any Mek may be accompanied by a grot oiler5 pts/model
 • Any Mek may replace his choppa with a killsaw20 pts/model
 • Any Mek can take items from the Mek Weapons list.
 • The unit may select a Scrap Trukk as a Dedicated Transport.

Fast Attack


Grot Mega-tank


70
A Grot Mega-tank may also be included in a standard Codex: Orks army as a Fast Attack choice as long as the army also includes at least one Grot Tank Mob.

BS F S R HP Unit Type
Grot Mega-tank 3 12 11 10 3 Vehicle (Tank)
Unit Composition: 1 Grot Mega-tank
Wargear:
 • Doza blade
 • Grot riggers

Special Rules:
 • All Aboard
 • Full Speed Ahead!
 • Rolling Scrap Pile
Options:
 • Each Grot Mega-tank has two heavy turrets, which must each select one weapon from the following:
  - Twin-linked big shoota10 pts each
  - Twin-linked skorcha10 pts each
  - Twin-linked grotzooka20 pts each
  - Twin-linked rokkit launcha20 pts each
  - Twin-linked kustom mega-blasta30 pts each
 • Each Grot Mega-tank has three light turrets, which must each select one weapon from the following:
  - Big shoota5 pts each
  - Skorcha5 pts each
  - Grotzooka10 pts each
  - Rokkit launcha10 pts each
  - Kustom mega-blasta20 pts each
 • The Grot Mega-tank may also have pintle-mounted shoota5 pts
 • A Grot Mega-tank may have up to two boom kannisters10 pts each
 • The Grot Mega-tank may have any of the following:
  - Red paint job5 pts
  - Wreckin’ ball10 pts

Grot Tank Mob


90
A Grot Tank Mob may also be included in a standard Codex: Orks army as an Elites choice as long as the army also includes at least one Big Mek.

BS F S R HP Unit Type
Grot Tank 3 10 10 10 2 Vehicle (Tank)
Unit Composition: 3 Grot Tanks
Special Rules:
 • Full Speed Ahead!
 • Rolling Scrap Pile
Options:
 • The mob may include up to an additional three Grot Tanks30 pts/model
 • Each Grot Tank in the mob must take one of the following primary weapons:
  - Big shoota5 pts/model
  - Skorcha5 pts/model
  - Grotzooka10 pts/model
  - Rokkit launcha15 pts/model
  - Kustom mega-blasta20 pts/model
 • Any Grot Tank may also have the pintle-mounted shoota5 pts
 • The entire mob may be upgraded with red paint jobs5 pts/model
 • One Grot Tank may be upgraded to have the Kommanda special rule15 pts

Warkopta Skwadron


65
A Warkopta Skwadron may also be included in a standard Codex: Orks army as a Fast Attack choice.

BS F S R HP Unit Type
Warkopta 2 10 10 10 2 Vehicle (Fast, Open-topped, Skimmer, Transport)
Unit Composition: 1 Warkopta
Wargear:
 • Twin-linked deffgun
 • Big shoota
Options:
 • The Mob may include up to two additional Warkoptas, forming a vehicle squadron65 pts/model
 • Any Warkopta may replace its big shoota with one of the following:
  - Skorchafree
  - Rokkit launcha10 pts/model
  - Kustom mega-blasta15 pts/model
 • Any Warkopta may replace its twin-linked deffgun with twin-linked rattler kannon10 pts/model
 • Any Warkopta may take any of the following:
  - Red paint job5 pts/model
  - Stikkbomb chukkas5 pts/model
  - Up to two bigbommz15 pts/model

 Transport Capacity: A Warkopta has a Transport Capacity of 10 models. A Warkopta may not carry models equipped with mega armour.

Attak Fighta


95

BS F S R HP Unit Type
Attak Fighta 2 10 10 10 2 Vehicle (Flyer)
Unit Composition: 1 Attak Fighta
Wargear:
 • One nose-mounted twin-linked big shoota
 • One wing-mounted twin-linked big shoota
 • Two bomms

Special Rules:
 • Deep Strike
 • Supersonic
Options:
 • May include up to two additional Attak Fightas95 pts/model
 • Any Attak Fighta may replace both of its bomms with two rokkitsfree

Blitza-bommer


135

BS F S R HP Unit Type
Blitza-bommer 2 10 10 10 3 Vehicle (Flyer)
Unit Composition: 1 Blitza-bommer
Wargear:
 • Big shoota
 • Twin-linked supa shoota
 • Two boom bombs
Options:
 • May take a red paint job5 pts


Special Rules:
 • Grot Gunner
 • Supersonic
 • Waaagh! Plane

Burna-bommer


115

BS F S R HP Unit Type
Burna-bommer 2 10 10 10 3 Vehicle (Flyer)
Unit Composition: 1 Burna-bommer
Wargear:
 • Twin-linked big shoota
 • Twin-linked supa shoota
 • Two burna bombs

Special Rules:
 • Supersonic
 • Waaagh! Plane
 • Grot Gunner
Options:
 • May take up to six skorcha missiles10 pts each
 • May take a red paint job5 pts

Dakkajet


110

BS F S R HP Unit Type
Dakkajet 2 10 10 10 3 Vehicle (Flyer)
Unit Composition: 1 Dakkajet
Wargear:
 • Two twin-linked supa shootas

Special Rules:
 • Strafing Run
 • Supersonic
 • Waaagh! Plane
Options:
 • May take a red paint job5 pts
 • May take an additional twin-linked supa shoota20 pts
 • May take a flyboss15 pts

Deffkoptas


30

WS BS S T W I A Ld Sv Unit Type
Deffkopta 4 2 3 5 2 2 2 7 4+ Jetbike
Unit Composition: 1 Deffkopta
Wargear:
 • Twin-linked big shoota
 • Choppa

Special Rules:
 • ’Ere We Go!
 • Furious Charge
 • Hit & Run
 • Mob Rule
 • Scout
Options:
 • May include up to four additional Deffkoptas30 pts/model
 • Any Deffkopta may replace their twin-linked big shoota with one of the following:
  - Twin-linked rokkit launchafree
  - Kustom mega-blastafree
 • Any Deffkopta may be equipped with:
  - Bigbomm15 pts/model
  - Buzzsaw25 pts/model

Heavy Support


Big Trakk


50

BS F S R HP Unit Type
Big Trakk 2 12 11 10 3 Vehicle (Tank, Open-topped, Transport)
Unit Composition: 1 Big Trakk
Wargear:
 • Two big shootas
 • Extra armour

Special Rules:
 • Rumbler
Options:
 • The Big Trakk may exchange either or both of its big shootas for one of the following:
  - Skorcha5 pts each
  - Rokkit launcha10 pts each
 • The Big Trakk may choose to reduce its Transport Capacity to 6 models and must then select one of the following options:
  - Kannon10 pts
  - Lobba10 pts
  - Supa-skorcha10 pts
  - Zzap gun15 pts
  - Big lobba20 pts
  - Big zzappa30 pts
  - Flakka gunz40 pts
  - Killkannon45 pts
 • The Big Trakk may choose to reduce its Transport Capacity to 0 so it may then take supa-kannon70 pts
 • The Big Trakk can also have up to two additional pintle-mounted weapons, chosen from the following:
  - Big shootas5 pts each
  - Skorchas10 pts each
  - Rokkit launchas15 pts each
 • The Big Trakk may take any of the following upgrades:
  - Boarding plank5 pts
  - Grot Riggers5 pts
  - Red paint job5 pts
  - Stikkbomb chukkas5 pts
  - ’Ard case10 pts
 • The Big Trakk may take one of the following upgrades:
  - Reinforced ram10 pts
  - Deff rolla10 pts
  - Wreckin’ ball10 pts
  - Grabbin’ klaw10 pts
 • The Big Trakk may also have up to two grot sponsons5 pts each

 Transport Capacity: A Big Trakk has a Transport Capacity of 12 models.
 Fire Points: A Big Trakk with ’Ard Case has 3 Fire Points: one to each side and one in the rear.
 Access Points: A Big Trakk with ’Ard Case has 1 Access Point: a rear hatch.

Lifta Wagon


225

BS F S R HP Unit Type
Lifta Wagon 2 14 12 10 4 Vehicle (Tank, Open-topped, Transport)
Unit Composition: 1 Lifta Wagon
Wargear:
 • Jury-rigged lifta-droppa
Options:
 • The Lifta Wagon may take any of the following upgrades:
  - Boarding plank5 pts
  - Grabbin’ klaw5 pts
  - Grot riggers5 pts
  - Red paint job5 pts
  - Reinforced ram*5 pts
  - Stikkbomb chukka5 pts
  - Extra armour10 pts
  - Wreckin’ ball10 pts
  - Deff rolla*20 pts
 • The Lifta Wagon may take up to two weapons chosen from the following:
  - Big shoota5 pts each
  - Rokkit launcha10 pts each
* May not take both a deff rolla and a reinforced ram

 Transport Capacity: A Lifta Wagon has a Transport Capacity of 6 models.

Mega-dread


175

WS BS S F S R I A HP Unit Type
Mega-dread 4 2 10 13 13 11 2 3 3 Vehicle (Walker)
Unit Composition: 1 Mega-dread
Wargear:
 • Killkannon
 • Rippa klaw or kill saw
 • Two big shootas
 • Extra armour

Special Rules:
 • Ramshackle Monster
Options:
 • The Mega-dread may take any of the following upgrades:
  - Grot riggers5 pts
  - One additional big shoota10 pts
  - Mega-charga15 pts
 • The Mega-dread may replace its killkannon with one of the following:
  - Supa-skorchafree
  - Additional rippa klaw or kill saw (+1 Attack)free
 • The Mega-dread may replace its rippa klaw or kill saw with one of the following:
  - Supa-skorchafree
  - Additional killkannon (-1 Attack)35 pts
 • The Mega-dread may replace any of its big shootas with one of the following:
  - Skorchasfree
  - Rokkit launchas5 pts each
  - Kustom mega-blasta10 pts each

Looted Wagon


37

BS F S R HP Unit Type
Looted Wagon 2 11 11 10 3 Vehicle (Tank, Open-topped, Transport)
Unit Composition: 1 Looted Wagon
Special Rules:
 • Don’t Press Dat
Options:
 • May take killkannon30 pts
 • May take up to three of the following:
  - Big shoota5 pts each
  - Rokkit launcha5 pts each
  - Skorcha5 pts each
 • May take any of the following:
  - Grabbin’ klaw5 pts
  - Deff rolla10 pts
  - ’Ard case15 pts
 • May take items from the Ork Vehicle Equipment list.

 Transport Capacity: Twelve models.
 Fire Points: If a Looted Wagon has the ’ard case upgrade it has three fire points, one on either side of the hull and one at the rear.
 Access Points: If a Looted Wagon has the ’ard case upgrade it has one access point at the rear.

Deff Dread


80
Deff Dread Mobs: An Ork Dread Mob army may include 1-3 Deff Dreads as a single Troops choice, these Deff Dreads are considered a vehicle squadron. Multiple Deff Dread Mobs may be included in the army, up to the usual limit of Troops choices available, but note that these units do not count as scoring units.

WS BS S F S R I A HP Unit Type
Deff Dread 4 2 5 12 12 10 2 3 3 Vehicle (Walker)
Unit Composition: 1 Deff Dread
Wargear:
 • Two big shootas
 • Two power klaws
Options:
 • May replace any of its big shootas with one of the following:
  - Rokkit launchafree
  - Kustom mega-blasta5 pts
  - Skorcha5 pts
  - Power klaw10 pts
 • May take any of the following:
  - Grot riggers10 pts
  - Extra armour10 pts

Killa Kans


50

WS BS S F S R I A HP Unit Type
Killa Kans 2 3 5 11 11 10 2 2 2 Vehicle (Walker)
Unit Composition: 1 Killa Kan
Wargear:
 • Big shoota
 • Kan klaw

Special Rules:
 • Cowardly Grots!
Options:
 • May include up to five additional Killa Kans50 pts/model
 • Any Killa Kan can replace their big shoota with one of the following:
  - Rokkit launchafree
  - Grotzooka5 pts/model
  - Kustom mega-blasta5 pts/model
  - Skorcha5 pts/model
 • Any Killa Kan can take any of the following:
  - Grot riggers5 pts/model
  - Extra armour10 pts/model

Lootas


70

WS BS S T W I A Ld Sv Unit Type
Loota 4 2 3 4 1 2 2 7 6+ Infantry
Mek 4 2 3 4 1 2 2 7 6+ Infantry (Character)
Unit Composition: 5 Lootas
Wargear:
 • Deffgun
 • Stikkbombs

Special Rules:
 • ’Ere We Go!
 • Furious Charge
 • Mob Rule
Options:
 • May include up to ten additional Lootas14 pts/model
 • Up to three models may be upgraded to Meks, replacing their deffgun with Mek’s tools, slugga and choppafree
 • Any Mek may be accompanied by a grot oiler5 pts/model
 • Any Mek may replace his choppa with a killsaw20 pts/model
 • Any Mek may take items from the Mek Weapons list
 • May take a Looted Wagon as a Dedicated Transport.

Lords of War


Big Mek Stompa


830

WS BS S F S R I A HP Unit Type
Big Mek Stompa 4 2 10 13 13 12 1 4 12 Super-heavy Walker
Unit Composition: 1 Big Mek Stompa
Wargear:
 • Three big shootas
 • Gaze of mork
 • Lifta-droppa
 • Mega-klaw

Special Rules:
 • Effigy
 • Power Fields
Options:
 • May take up to 3 supa-rokkits20 pts each
 • May replace mega-klaw with deff kannon50 pts
 • May take one belly mounted deff kannon100 pts

 Transport Capacity: 20 models.
 Fire Points: A total of 10 models may fire from the Big Mek Stompa’s firing hatches.
 Access Points: A Big Mek Stompa has one Access Point at the rear.

Gargantuan Squiggoth


525

WS BS S T W I A Ld Sv Unit Type
Gargantuan Squiggoth 2 2 10 8 8 1 5 7 4+ Gargantuan Creature
Unit Composition: 1 Gargantuan Squiggoth
Wargear:
 • Two supa-lobbas
 • Two twin-linked big shootas

Special Rules:
 • Tusked
Options:
 • May take up to four extra big shootas (must be fired by an embarked Ork)5 pts each

 Transport Capacity: 20 models. A Gargantuan Squiggoth is treated as an Open-topped Super-heavy vehicle for the purposes of Transport.

‘Kustom’ Battle Fortress


355

BS F S R HP Unit Type
Battle Fortress 2 14 13 11 9 Super-heavy Vehicle (Open-topped)
Unit Composition: 1 Battle Fortress
Wargear:
 • One turret-mounted kannon
 • Two turret-mounted Zzap guns

Special Rules:
 • Crushing Weight
Options:
 • The Battle Fortress may take any of the following upgrades:
  - Up to four Grot Sponsons5 pts each
  - Boarding plank10 pts
  - ’Ard Case25 pts
 • The Battle Fortress may also take Grabbin’ Klaw or Wreckin’ Ball15 pts
 • The Battle Fortress may take any of the following:
  - Three Grot Bomms20 pts each
  - or three Supa-Rokkits15 pts each
 • The Battle Fortress may replace any of its kannon or Zzap guns with a lobba, kannon or another Zzap gun
(This means it may have three big gunz in any combination at no extra cost)
free
 • The Battle Fortress may be given up to a total of four extra pintle-mounted weapons chosen from the following list:
  - Big shoota5 pts each
  - Skorcha5 pts each
  - Rokkit launcha10 pts each
  - Twin-linked big shoota15 pts each
  - Twin-linked rokkit launcha20 pts each
 • Instead of replacing its turret-mounted big gunz for another big gun for free, they may be upgraded to an even bigger gun! Any one of them may be upgraded to one of the following:
  - Big lobba25 pts
  - Big Zzappa30 pts
  - Flakka gunz35 pts
  - Killkannon35 pts
  - Supa-lobba*45 pts
  - Supa-kannon*65 pts
* For each supa-kannon or supa-lobba chosen, the Battle Fortress' Transport Capacity is reduced by ten.

 Transport Capacity: The Battle Fortress has a Transport Capacity of 30.
 Fire Points: If the Battle Fortress has the ’Ard case upgrade, then two transported Ork models may fire from each side and two from the rear.
 Access Points: If the Battle Fortress has an ’Ard case, it has three access points: left side doors, right side doors and a top hatch.

Kill Blasta


330

BS F S R HP Unit Type
Kill Blasta 2 14 13 10 7 Super-heavy Vehicle
Unit Composition: 1 Kill Blasta
Wargear:
 • Hull-mounted gigashoota
 • Twin-linked big shoota

Special Rules:
 • Crushing Weight
 • Engine Damage
 • Overdrive
 • Tank Riders
Options:
 • A Kill Blasta may be given up to two extra weapons chosen from the following:
  - Big shoota5 pts each
  - Skorcha5 pts each
  - Rokkit launcha10 pts each
  - Twin-linked big shoota15 pts each
  - Twin-linked rokkit launcha20 pts each
 • A Kill Blasta may be equipped with up to two grot bomms20 pts each
 • A Kill Blasta may have up to two grot sponsons5 pts each
 • A Kill Blasta may have grot gunners (increasing its BS to 3)25 pts

 Transport Capacity: The Kill Blasta has a transport capacity of 12 models.

Kill Bursta


350

BS F S R HP Unit Type
Kill Bursta 2 14 13 10 7 Super-heavy Vehicle
Unit Composition: 1 Kill Bursta
Wargear:
 • Hull-mounted belly gun
 • Twin-linked big shoota
 • Grot riggers

Special Rules:
 • Crushing Weight
 • Engine Damage
 • Overdrive
 • Tank Riders
Options:
 • A Kill Bursta may be given up to two extra weapons chosen from the following:
  - Big shoota5 pts each
  - Skorcha5 pts each
  - Rokkit launcha10 pts each
  - Twin-linked big shoota15 pts each
  - Twin-linked rokkit launcha20 pts each
 • The Kill Bursta may be equipped with up to two grot bomms20 pts each
 • The Kill Bursta may have up to two grot sponsons5 pts each
 • A Kill Bursta may have grot gunners (increasing its BS to 3)25 pts
 • A Kill Bursta may exchange its belly gun for a bursta kannon50 pts

 Transport Capacity: The Kill Bursta has a transport capacity of 12 models.

Kill Krusha


275

BS F S R HP Unit Type
Kill Krusha 2 14 12 10 7 Super-heavy Vehicle
Unit Composition: 1 Kill Krusha
Wargear:
 • Turret-mounted krusha kannon

Special Rules:
 • Crushing Weight
 • Engine Damage
 • Overdrive
 • Tank Riders
Options:
 • The Kill Krusha may be given up to a total of five extra weapons chosen from the following:
  - Big shoota5 pts each
  - Skorcha5 pts each
  - Rokkit launcha10 pts each
  - Twin-linked big shoota10 pts each
  - Twin-linked rokkit launcha15 pts each
 • The Kill Krusha may be equipped with up to two grot bomms20 pts each
 • The Kill Krusha may have up to two grot sponsons5 pts each

 Transport Capacity: The Kill Krusha has a transport capacity of 12 models.

Stompa


770

WS BS S F S R I A HP Unit Type
Stompa 4 2 10 13 13 12 1 4 12 Super-heavy Walker (Transport)
Unit Composition: 1 Stompa
Wargear:
 • Three big shootas
 • Deff kannon
 • Skorcha
 • Supa-gatler
 • Three supa rokkits
 • Twin-linked big shoota
 • Mega-choppa
Options:
 • May take up to two additional supa-rokkits20 pts each
 • May take grot riggers30 pts


Special Rules:
 • Effigy

 Transport Capacity: Twenty models.
 Fire Points: Four; three in its belly, one in its head.
 Access Points: A Stompa has one Access Point at the rear.