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- 1 Wazbom Blastajet - 3 other Ork Flyers of any type (including Wazbom Blastajets) and in any combination 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- Blitza-bommers Flyer Wing - Burna-bommer Flyer Wing - Dakkajet Flyer Wing 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. Grukk’s Goff Killmob• Skrak’s Skull-Nobz • 3 units of Boyz • 1 Gorkanaut • 2 Deff Dreads • 1 unit of Killa Kans 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 Skyboss Wingnutz’ Air ArmadaSPECIAL 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’ KrewNone. 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). Mogrok’s BossboyzNone. 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. Ork PainmobNone. 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 FormationsBattlewagon Steamrolla SquadAll 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. Burna-bommer SkwadronNone. 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. Da Bully Boyz• 5 mobs of Nobz or Meganobz. The formation can include a mixture of the two types of mobs. 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
Dread MobEach Killa Kan squadron must have 3 models. TYPE
• Battle Formation SPECIAL RULES • It Will Not Die
Green TideThe 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. Kill Tank Smasha MobBattle 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 KrewKrew 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. |