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Structure

This page details military structure of Orks forces including Detachments, Formations and Apocalypse Formations.

Detachments


Ork Horde Detachment

Codex: 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.


RESTRICTIONS
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.

The Greenskin Hordes: Every unit with 10 or more models in this Detachment gains the Hammer of Wrath special rule in any Assault phase in which it successfully charges an enemy unit and the dice rolled for its charge range is 10 or more (before modifiers). Note that the unit does not need to move the full distance rolled to gain this effect and it does not matter if the unit’s size is reduced below 10 models during its charge (as a result of Overwatch, Dangerous Terrain tests etc.) so long as it can still successfully make the charge.

Formations


Kustom Wazbom

FORMATION
 • 1 Flyer Wing consisting of:
  - 1 Wazbom Blastajet
  - 3 other Ork Flyers of any type (including Wazbom Blastajets) and in any combination
RESTRICTIONS
The Wing Leader must be the pilot of a Wazbom Blastajet and must take a kustom force field.
SPECIAL RULES
Mega Kustom Force Field: The Wing Leader and the other Flyers in the Wing receive a 3+ invulnerable save if the Wing is in a Fortitude Attack Pattern.

Ork Skwadron

FORMATION
 • 3 Flyer Wings chosen in any combination from the following list:
  - Blitza-bommers Flyer Wing
  - Burna-bommer Flyer Wing
  - Dakkajet Flyer Wing
RESTRICTIONS
None.
SPECIAL RULES
Best of Da Best!: The life of an Ork Flyboy is usually brutal and short, but the handful in every skwadron that survive the first few missions go on to become skilled and deadly pilots. Before deployment takes place, pick one Wing from this formation. All of the Flyers in that Wing have 1 added to the Ballistic Skill and Agility values on their profile and have the Skilled Rider special rule.

Da Big Wing: When a skwadron of Ork Flyers swoop down together on the attack, the Ork Flyboyz become caught up in the wild thrill of breakneck speed, blasting weapons, and the loud cries of ‘’ERE WE GO!’ echoing over the comms network. If all three Flyer Wings are in Attack Patterns at the start of the Shooting phase, and each Wing is within 24" of at least one Flyer from each other Wing, then all of the Flyers in this formation can move Flat Out and shoot.

Grukk’s Goff Killmob

FORMATION
 • Grukk Face-rippa
 • Skrak’s Skull-Nobz
 • 3 units of Boyz
 • 1 Gorkanaut
 • 2 Deff Dreads
 • 1 unit of Killa Kans
RESTRICTIONS
All units of Boyz must have at least 20 models and be equipped with sluggas and choppas. The unit of Killa Kans must have at least 3 models.
SPECIAL RULES
 • Fear

Grukk’s Killboyz: Skrak’s Skull-Nobz and all units of Boyz in this Formation can re-roll their charge distances.

Skyboss Wingnutz’ Air Armada

FORMATION
 • 3 Dakkajets
 • 1 Burna-Bommer
 • 1 Blitza-Bommer
RESTRICTIONS
One Dakkajet must take a flyboss.
SPECIAL RULES
Airborne Horde: Whenever a Flyer from this Formation leaves combat airspace, it returns to play with its full complement of Hull Points, and with its starting quota of One Use Only weapons.

Grukk’s Rippin’ Krew

RESTRICTIONS
None.
SPECIAL RULES
Tellyport Attack: All the units in this Formation have the Deep Strike special rule. If all the units in this Formation start the game in Deep Strike Reserve, they will all automatically arrive from Reserve at the start of your first turn (no Reserve rolls are necessary).

What Grukk Says Goes: Whilst Grukk Face-Rippa is alive, all units in this Formation re-roll failed Morale, Pinning, Fear or Cowardly Grots! tests.

Mogrok’s Bossboyz

FORMATION
 • 3 Big Meks
 • 1 Warboss
 • 1 Weirdboy (Mastery Level 2)
RESTRICTIONS
None.
SPECIAL RULES
Big Mek Mogrok: The controlling player must nominate one Big Mek in this formation to be his Warlord (Mogrok). Mogrok always has the Kunnin’ But Brutal Warlord Trait.

Very Kunnin’: Before deployment, the controlling player can nominate up to D3 friendly Ork units; these units gain the Acute Senses and Outflank special rules. The controlling player also adds +1 to any attempts to Seize the Initiative, as described in Warhammer 40,000: The Rules.

Ork Painmob

FORMATION
 • 1 Painboy
 • 1 unit of Ork Boyz
 • 1 unit of Ork Nobz
 • 1 Deff Dread
RESTRICTIONS
None.
SPECIAL RULES
Pile On Da Pain!: Once per battle, at the start of your Movement phase, an Ork Painmob can ‘Pile On Da Pain!’. When it does so, every unit from the Formation that is locked in combat is allowed to Pile In and fight as if it were a Fight sub-phase, but enemy units cannot fight back. Using this ability does not stop the Ork units from fighting again in the Assault phase of the same turn.

Apocalypse Formations


Battlewagon Steamrolla Squad

APOCALYPSE FORMATION
 • 3-5 Battlewagons
RESTRICTIONS
All Battlewagons in the spearhead must take the deff rolla upgrade.
TYPE
 • Battle Formation

SPECIAL RULES
Squash’em Flat Ladz: If the spearhead is in Broadsword Attack Pattern, all of the vehicles in the formation may re-roll the dice when determining how many hits their Deff Rollas inflict.

Wall of Spikes: If the spearhead is in Broadsword Attack Pattern, all of the vehicles in the formation receive a 4 + cover save against attacks on their Front Armour facing.

Burna-bommer Skwadron

APOCALYPSE FORMATION
 • 3-5 Burna-bommers
RESTRICTIONS
None.
TYPE
 • Flyer Wing

SPECIAL RULES
Blazing Inferno: If two or more Burna-bommers make a Bombing Run whilst in the Arrowhead Attack Pattern, the Ork player can leave one of the large blast markers used for the Bombing Run in play at its final location after the attack is resolved. This may require temporarily relocating some surviving models and putting them back in their previous locations once the marker(s) is in place. This marker is lethal terrain for the rest of the game.

Screaming Death: Any enemy unit that is hit by one or more attacks by the Flyer Wing must subtract the number of Flyers in the formation from any Morale Checks or Pinning tests that they make in that phase.

Da Bully Boyz

APOCALYPSE FORMATION
 • 5 Warbosses (one of these may be Ghazghkull Thraka)
 • 5 mobs of Nobz or Meganobz. The formation can include a mixture of the two types of mobs.
RESTRICTIONS
One Warboss must be nominated as the Supreme Warboss; if Ghazghkull is in the formation, he is automatically the Supreme Warboss. One Warboss must be assigned to each Nobz or Meganobz mob, which they may not leave.
TYPE
 • Battle Formation

SPECIAL RULES
 • Fearless
 • Feel No Pain


Rok’em Boyz: Once during the battle, the Supreme Warboss may make a single Asteroid Strike shooting attack with the following profile:

RangeSAPType
Asteroid StrikeInfinite10/8/61/3/5Assault 1, Apocalyptic Mega-blast

Dread Mob

APOCALYPSE FORMATION
 • 2+ Deff Dreads
 • 2+ Killa Kan squadrons
RESTRICTIONS
Each Killa Kan squadron must have 3 models.
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.

D6Result
1Extra Stompy: Gain the Hammer of Wrath special rule. 
2-3Dead Shooty: Ranged weapons have +1 Strength. 
4-5Kustom Fields: Gain a 5+ invulnerable save
6Mek's Been Busy: All of the above! 

Green Tide

APOCALYPSE FORMATION
 • 1 Warboss
 • 10 mobs of Ork Boyz
RESTRICTIONS
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.

Kill Tank Smasha Mob

APOCALYPSE FORMATION
 • 3-7 Kill Tanks. These may be Kill Krushas, Kill Blastas or Kill Burstas, etc, one of which must be designated as the Battle Boss Tank.
RESTRICTIONS
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.

Mega-rippa Krew

APOCALYPSE FORMATION
 • 3-5 Mega-Dreads (these may have any combination of armament and equipment between them). One of the Mega-Dreads must be designated as the Krew Boss.
RESTRICTIONS
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.