This page details military structure of Orks forces including Detachments, Formations and Apocalypse Formations.
DetachmentsOrk Horde DetachmentCodex: Orks details a unique Detachment – the Ork Horde Detachment – that reflects the horde-like nature of the greenskins. This follows all the Detachment rules presented in Warhammer 40,000: The Rules.![]() All units in this Detachment must have the Orks Faction (or have no Faction). COMMAND BENEFITS Boss of Da Waaagh!: If this Detachment is chosen as your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Orks. FormationsKustom Wazbom
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| Range | S | AP | Type | |
| Asteroid Strike | Infinite | 10/8/6 | 1/3/5 | Assault 1, Apocalyptic Mega-blast |
Dread Mob
TYPE
• Battle Formation
SPECIAL RULES
• It Will Not Die
Da Latest Gubbins: Roll a D6 before deployment and apply the result to every model in the formation.
• Battle Formation
SPECIAL RULES
• It Will Not Die
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Green Tide

The entire formation must fight on foot; no Dedicated Transports may be taken, and the Warboss may not take a Warbike.

TYPE
• Battle Formation
SPECIAL RULES
Follow Me Ladz!: Any friendly Ork Boyz mob that is not embarked in a Transport vehicle, and which ends its Movement phase with models within 2" of a model from a Green Tide, immediately joins the Green Tide formation and remains with it for the remainder of the battle. If the Ork Boyz mob was falling back when it joins the Green Tide, it immediately regroups. Note that Independent Characters other than the Warboss may leave a Green Tide if they choose or are forced to join it.
Green Tide: All of the mobs and the Warboss form a single unit known as a Green Tide. The Warboss may not leave this unit.
Stampede: If the Formation’s Warboss is your Warlord he can use his Waaagh! special rule each and every turn after the first.
• Battle Formation
SPECIAL RULES
Follow Me Ladz!: Any friendly Ork Boyz mob that is not embarked in a Transport vehicle, and which ends its Movement phase with models within 2" of a model from a Green Tide, immediately joins the Green Tide formation and remains with it for the remainder of the battle. If the Ork Boyz mob was falling back when it joins the Green Tide, it immediately regroups. Note that Independent Characters other than the Warboss may leave a Green Tide if they choose or are forced to join it.
Kill Tank Smasha Mob


Battle Boss Tank: One Kill Tank in the formation must be designated as the Battle Boss Tank and is (nominally) in charge of the formation. All other Kill Tanks in the formation must be deployed within 18" of the Battle Boss at the start of the game or, if coming on from Strategic Reserve, enters play from within 18" of the point on the table where the Battle Boss enters.

TYPE
• Battle Formation
SPECIAL RULES
Keep Firin’: The mob specializes in driving straight into hellish fire and letting rip with its guns at all comers until they, the enemy or both of them are no more than smouldering wreckage. All Kill Tanks in the formation may re-roll To Hit rolls of a 1 as long as the Battle Boss tank remains mobile.
• Battle Formation
SPECIAL RULES
Keep Firin’: The mob specializes in driving straight into hellish fire and letting rip with its guns at all comers until they, the enemy or both of them are no more than smouldering wreckage. All Kill Tanks in the formation may re-roll To Hit rolls of a 1 as long as the Battle Boss tank remains mobile.
Mega-rippa Krew


Krew Boss: One Mega-Dread in the formation must be designated as Krew Boss, and is (nominally) in charge of the formation. All other Mega-Dreads in the formation must be deployed within 12" of the Krew Boss at the start of the game or, if coming on from Reserve, enter play from within 12" of the point on the table where the Krew Boss enters.

TYPE
• Armoured Spearhead
SPECIAL RULES
Cut & Slam: Mega-Rippa Krews specialise in ganging up on and tearing apart tanks, bunkers and just about anything else that gets in their way, even Titans when they get the chance! In any Assault phase where multiple Mega-Dreads from this formation are in combat against a single structure, vehicle or Super-heavy of any kind, they may re-roll any failed attempts to penetrate their victim's armour.
• Armoured Spearhead
SPECIAL RULES
Cut & Slam: Mega-Rippa Krews specialise in ganging up on and tearing apart tanks, bunkers and just about anything else that gets in their way, even Titans when they get the chance! In any Assault phase where multiple Mega-Dreads from this formation are in combat against a single structure, vehicle or Super-heavy of any kind, they may re-roll any failed attempts to penetrate their victim's armour.









