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 WorksThis 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
Book | Kind | Edition | Version | Last update |
► Imperial Armour vol.8 – Raid on Kastorel-Novem | Imperial Armour | 6 | 1.0 | May 2010 |
Imperial Armour Apocalypse | Imperial Armour | 6 | 1.0 | August 2013 |
Imperial Armour Aeronautica | Imperial Armour | 6 | 1.0 | July 2012 |
Orks | Codex | 7 | 1.2 | January 2017 |
FAQ
Codex: Orks
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 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: | 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: | |
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. |
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.
D6 | Effect | 1-2 | Scrap-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. | 3-4 | Supa 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.
D6 | Result | 1 | The 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. | 2-6 | The 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. | 5-6 | Armour 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
180 |
Unit Composition: 1 Kustom Meka-dread
|
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)
|
50 |
Unit Composition: 1 Pain Boss
|
35 |
A Big Mek included in an Ork Dread Mob army may not take a Warbike as an option.
Unit Composition: 1 Big Mek
|
Troops
50 |
Unit Composition: 10 Grot Scavs, 1 Runtherd
|
|
Options: |
|
• The mob may include up to twenty additional Grot Scavs | 4 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-prods | 5 pts/model |
|
60 |
Unit Composition: 10 Spanna Boyz
|
Dedicated Transport
35 |
Unit Composition: 1 Scrap Trukk
|
Transport Capacity: A Scrap Trukk has a Transport Capacity of 12 models.
Elites
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
|
|
Options: |
|
• The mob may include up to 5 additional Cybork Slashas | 30 pts/model |
• Any Cybork Slasha may replace his choppa with one of the following: |
- Big choppa | 5 pts/model |
- Power klaw | 25 pts/model |
• Any Cybork Slasha may replace his slugga with one of the following: |
- Twin-linked shoota | 5 pts/model |
- Shoota/rokkit kombi-weapon | 10 pts/model |
- Shoota/skorcha kombi-weapon | 10 pts/model |
• The entire mob may take any of the following upgrades: |
- Stikkbombz | 1 pt/model |
- ’Eavy armour | 5 pts/model |
• The Cybork Painboy may take bosspole | 5 pts |
• The Cybork Painboy may take up to two Grot Orderlies | 5 pts each |
|
65 |
A Mekboy Junka may also be selected as an Elites choice in a Codex: Orks army.
Unit Composition: 1 Mekboy Junka
|
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.
80 |
Unit Composition: 5 Burna Boyz
|
Fast Attack
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
|
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
|
|
Options: |
|
• The mob may include up to an additional three Grot Tanks | 30 pts/model |
• Each Grot Tank in the mob must take one of the following primary weapons: |
- Big shoota | 5 pts/model |
- Skorcha | 5 pts/model |
- Grotzooka | 10 pts/model |
- Rokkit launcha | 15 pts/model |
- Kustom mega-blasta | 20 pts/model |
• Any Grot Tank may also have the pintle-mounted shoota | 5 pts |
• The entire mob may be upgraded with red paint jobs | 5 pts/model |
• One Grot Tank may be upgraded to have the Kommanda special rule | 15 pts |
|
65 |
A Warkopta Skwadron may also be included in a standard Codex: Orks army as a Fast Attack choice.
Unit Composition: 1 Warkopta
|
Transport Capacity: A Warkopta has a Transport Capacity of 10 models. A Warkopta may not carry models equipped with mega armour.
95 |
|
|
BS |
F |
S |
R |
HP |
Unit Type | |
| Attak Fighta |
2 |
10 |
10 |
10 |
2 |
Vehicle (Flyer) | |
|
Unit Composition: 1 Attak Fighta
|
|
Options: |
|
• May include up to two additional Attak Fightas | 95 pts/model |
• Any Attak Fighta may replace both of its bomms with two rokkits | free |
|
135 |
|
|
BS |
F |
S |
R |
HP |
Unit Type | |
| Blitza-bommer |
2 |
10 |
10 |
10 |
3 |
Vehicle (Flyer) | |
|
Unit Composition: 1 Blitza-bommer
|
115 |
|
|
BS |
F |
S |
R |
HP |
Unit Type | |
| Burna-bommer |
2 |
10 |
10 |
10 |
3 |
Vehicle (Flyer) | |
|
Unit Composition: 1 Burna-bommer
|
110 |
Unit Composition: 1 Dakkajet
|
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
|
Heavy Support
50 |
Unit Composition: 1 Big Trakk
|
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.
225 |
Unit Composition: 1 Lifta Wagon
|
Transport Capacity: A Lifta Wagon has a Transport Capacity of 6 models.
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
|
37 |
Unit Composition: 1 Looted Wagon
|
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.
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
|
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
|
70 |
Unit Composition: 5 Lootas
|
Lords of War
830 |
Unit Composition: 1 Big Mek Stompa
|
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.
525 |
Unit Composition: 1 Gargantuan Squiggoth
|
|
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.
355 |
Unit Composition: 1 Battle Fortress
|
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.
330 |
Unit Composition: 1 Kill Blasta
|
Transport Capacity: The Kill Blasta has a transport capacity of 12 models.
350 |
Unit Composition: 1 Kill Bursta
|
Transport Capacity: The Kill Bursta has a transport capacity of 12 models.
275 |
Unit Composition: 1 Kill Krusha
|
Transport Capacity: The Kill Krusha has a transport capacity of 12 models.
770 |
Unit Composition: 1 Stompa
|
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.
|