This section of Codex:
Orks lists wargear (including
Melee Weapons,
Ranged Weapons,
Flamer Weapons,
Armour,
Orky Know-wots,
Runts & Squigs,
Gifts of Gork and Mork,
The Power of the Waaagh! and
Ork Vehicle Equipment) used by Orks, along with the rules for using them in your games of Warhammer 40,000.
Profiles for the following melee weapons can be found in the Warhammer 40,000 rulebook:
The congealed sludge that Painboyz inject as a clotting agent has fatal effects upon nonorkoid physiology. Arteries clog with fungal growth, lungs become spore-bloated puffballs, and the victim quickly collapses with porridgey froth bubbling from every orifice. |
Simple articulated arms mounting industrial chainsaw attachments, buzzsaws allow Deffkopta pilots to perform ‘fly-by decapitations’ on luckless victims below. |
Orks use a variety of bladed weapons and chain-blades. The largest hand-held choppas can bisect most foes in a single swing, whilst those mounted on Stompas can slice a Titan in two. |
This is the traditional tool of the Runtherd, used for throttling anything in arm’s reach with its rusty, spring-loaded spikes. |
Throttle:
When the wielder is fighting in a
challenge, his opponent reduces their Attacks characteristic by 1 (to a minimum of 1).
This simple Mekboy invention delivers a short, sharp shock to an errant grot’s squishy bits. The voltage of these weapons can be cranked up considerably, allowing their wielder to really get stuck in. |
High Voltage:
When the wielder makes its close combat Attacks, it can instead choose to make a single High Voltage Attack. If it does so,
roll To Hit as normal, but resolve the Attack at double the wielder’s Strength (to a maximum of 10) for the purposes of that Attack.
These massive, roaring bladesaws can carve a tank in two, or saw foes into bloody, ripped-up ruin. |
Orks favour brutal power klaws over the more sophisticated power fists of other races. These huge hydraulic shears are capable of rending and crushing even the toughest foes. Ork walkers are fitted with klaws that befit their greater size, and can rip through anything foolish enough to stand in the pilot’s way. |
Sunder:
This weapon may re-roll any failed
Armour Penetration rolls it makes.
The tankhammer is, in truth, a rocket on a stick. This explosive maul is swung with homicidal enthusiasm into the most vulnerable parts of the victim, be it a tank or a luckless enemy warrior. |
The shiny charms and jangling bells that bedeck a Weirdboy staff belie the horrific damage they can wreak in battle. The copper pole at their core allows their wielder to earth the rampant Waaagh! energy that riddles them, and these weapons discharge crackling green blasts with every blow the Weirdboy lands. |
Some Deffkopta pilots will strap big explosive shells beneath their chugging steeds. |
A
Deffkopta with a bigbomm can make a
bombing run even though it is a
Jetbike. When resolving a Deffkopta’s bombing run, follow the rules for
bombing runs in Warhammer 40,000: The Rules, but ignore the rule’s first sentence (which references
Flyers and
Flying Monstrous Creatures).
Hurled into the foe using a Blitza-bommer’s momentum, boom bombs can be deadly weapons providing the aircraft deploying them doesn’t come to grief in the process. |
Skreamin’ Descent:
Roll 2D6 and refer to the table below when making a
Bombing Run attack with a
Boom Bomb. The roll is made after the
Blast marker is placed but before it
scatters.
2D6 | Result | 2 | Faster! Waaagh! Uh oh... No bomb is dropped. The flyer making the attack is wrecked and suffers a Crash and Burn! result, with the large blast marker centred on the position occupied by the target model – the marker then scatters 2D6" as described in the Crash and Burn! rule. | 3 | Clipped ’im! No bomb is dropped. The flyer making the attack and its target each suffer a single Strength 9 AP2 hit. All hits on vehicles strike the vehicle’s side facing. | 4-9 | Just like dis! Execute the Bombing Run attack normally. | 10-12 | Dakka-dakka-boom! Execute the Bombing Run attack normally. In addition, the flyer making the attack may shoot any of its assault weapons at the target model’s unit. All hits on vehicles strike the vehicle’s rear facing. Any unit that suffers one or more unsaved Wounds from any of the attacks must take a Pinning test. Note that the flyer may shoot its assault weapons again in the Shooting phase and it can target a different unit. |
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The bubblechukka generates clusters of force field bubbles that vary wildly in size and solidity, some like large balls that hit with all the force of a backhand slap, whilst others float down like small soap bubbles and burst with the strength of Gork himself. |
* Roll once each
Shooting phase to determine both the Strength and AP of the bubblechukka, after the target unit has been chosen. For example, if you rolled a 3, the shot would be resolved at Strength 3 AP3.
Dakkaguns are large, hopper-fed machine guns that spew crude bullets in sawing arcs. |
Stompas mount enormous deff kannons, capable of destroying entire infantry formations in one glorious explosion. |
Deffguns are massive, kustom-built gun rigs. When fired, these weapons launch unpredictable barrages of rockets, bullets and blasts that can tear formations of enemy warriors to bloody shreds. |
* Roll once each time a unit makes a shooting attack with deffguns to determine how many shots all of the unit’s deffguns will fire, after the target unit has been chosen.
Grots sometimes manage to buy themselves a run-down, second-hand, low-tech piece of junk that might just conceivably kill something if Gork and Mork are feeling generous. |
These funnel-shaped weapons launch anything from spare ammo to scrap and nails, engulfing their targets in clouds of shrapnel. |
These are large bore artillery pieces, crude but effective weapons that fire anti-tank shells or fused frag rounds. |
The killkannon is usually mounted on Battlewagon turrets. What these guns lack in accuracy and range, they more than compensate for in explosive punch and sheer, deafening noise. |
Kombi-weapons are made by crudely welding, nailing or tying two guns together to ensure maximum dakka at the opportune moment. |
A model armed with a kombi-weapon can choose to fire either the primary
shoota or the secondary weapon, which will be either a
rokkit launcha or a
skorcha. The shoota can be fired every turn, but the secondary weapon can only be fired once per battle. You cannot fire both weapons in the same turn. Each kombi-weapon has only one secondary weapon.
A Mek’s favourite gun often becomes his pet project, tinkered with until it boasts a profusion of worky gubbinz and zappy bits. On a good day, even the most portable of such guns can melt a hole through a Space Marine at twenty paces. The power of kustom mega-weapons comes at a price, of course, and an overheated weapon is likely to blow up. Yet the spectacular damage these weapons can cause is considered to more than make up the risk. |
Most Lobbas are large, noisy mortars that are typically mounted onto battlewagons. |
Crude but easy to manufacture, the rokkit launcha is a stout stick with a simple trigger mechanism that allows the Ork at the ‘safe’ end to fire a dodgy-looking rokkit in the general direction of the enemy. |
The shokk attack gun projects a narrow force field tunnel through the Warp. The entrance to this tunnel opens at the front of the gun and the exit point is created wherever the operator aims it. Herds of Snotlings – along with the odd squig – are hurled down this hellish tunnel. The nightmarish journey through the Warp drives the Snotlings into a frenzy, and they emerge scrabbling, clawing, biting and defecating uncontrollably. As the Mek does his best to aim at the exact location of enemy soldiers, the Warp-crazed Snotlings emerge not so much into the ranks of the foe as inside the foe themselves. This can cause havoc in a vehicle and catastrophic trauma in enemy troopers, making this one of the deadliest of Ork weapons. |
To fire the shokk attack gun, roll 2D6 to determine its Strength after placing the
template but before rolling the
Scatter dice. If an 11 or any double is rolled for the gun’s Strength, consult the chart below.
Roll | Result | 1,1 | Boom! No shot is fired. Remove the Mek as a casualty. | 2,2 | Oops! The opponent may choose the target of the shokk attack gun this turn, and place the Large Blast marker. The target can be a unit on the same side as the Mek. | 3,3 | Gah! Resolve the shot upon the nearest unit to the target that is not locked in combat, be it friend or foe. | 4,4 | Sploosh! Resolve the attack upon the target, but use the small blast marker. Any hits are resolved at Strength 6 AP6. | 5,5 | Zoink! No shot is fired. Immediately place the Mek in base contact with the closest model or point on the target unit, and treat them as being locked in combat. | 5,6 | Bzzap! Only the model under the template hole is hit, but the shot is Strength 10. | 6,6 | Krakoom! When resolving this shot, the shokk attack gun has the Vortex special rule. |
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Shootas are noisy, large-calibre machine guns. They vary wildly in size and design, from those carried by foot-slogging Boyz to long barrelled supa-shootas that are mounted on aircraft. Regardless of their particular design, all shootas are both deafening and deadly. |
This ugly and brutish handgun is perfectly designed for its ugly and brutish owner to kill his foes, either by shooting them through the face at point-blank range or by beating them to death with it. |
Range |
S |
AP |
Type |
12" |
4 |
6 |
Pistol |
Based on lifta-droppa technology, this weapon traps its target in a localised force field. It then hoists them aloft and, with horrible finality, crushes them like a massive invisible fist. Of course, some targets are simply jerked skyward before dropping back to earth. |
Range |
S |
AP |
Type |
36" |
D6+4* |
1 |
Heavy 1 |
* Roll once each
Shooting phase to determine the Strength of the weapon, after the target unit has been chosen.
Snazzguns are marvels of Orky know-wotz. Their owners pour countless teef into having additional barrels, drum magazines, and all manner of widgets and gubbinz attached to their prized guns. The resultant weapons have been known to fire clouds of flaming bullets, blasts of plasma or volleys of rocket-propelled grenades. |
* Roll once each time the unit shoots to determine the AP of all the unit’s snazzguns, after the target unit has been chosen.
Stompas mount a huge gatling cannon that fires a stream of high-calibre shells at an astonishing rate, scything through light vehicle squadrons and enemy infantry squads in seconds. |
Psycho-Dakka-Blasta!:
The
supa-gatler makes three shooting attacks with the profile above each time it fires. Completely resolve each shooting attack before moving onto the next. A new target may be chosen for each attack.
Whirrrr Click-click:
If a double is rolled when determining the number of shots for any of the
supa-gatler’s shooting attacks, then it runs out of ammunition after that attack has been resolved, and cannot shoot again for the rest of the battle. This rule does not apply to the very first shooting attack a supa-gatler makes in a battle (so it will fire a minimum of two times before running out of ammunition).
It is a rare Stompa indeed that marches to war without several of these giant and highly unstable missiles bolted to its hull. When fired, they corkscrew wildly across the battlefield on a streamer of fire before ploughing into the foe’s lines like the stomping foot of an angry Ork god. |
The tellyport blasta folds its target in a Warpspace bubble and displaces it at random. Victims will only travel a short distance before they reappear, but this is sufficient to rematerialise them high in the air, or inside a solid object. Meks never know exactly what a tellyport blasta will do to its targets, but can be sure that the results will always be entertaining. |
Tellyported:
Any
To Wound roll of a 6 made with this weapon has the
Instant Death special rule. If this weapon rolls a 6 for
armour penetration, it causes a
penetrating hit, regardless of whether the armour penetration result was higher than the target’s armour value or not.
The traktor kannon fires a thrumming beam of force high into the air. The grot crew swing this beam about wildly until they manage to latch the humming column onto an airborne target. Once snagged, their hapless victim is wrenched out of the air and smashed to bits on the ground below. |
Traktor:
This weapon automatically causes an
Immobilised result in addition to any other effects when it scores a
glancing or
penetrating hit against a
Zooming Flyer. If a
Swooping Flying Monstrous Creature suffers one or more Wounds from this weapon it suffers a -3 penalty to its
Grounded test that turn.
Zzap guns fire unstable bolts of lightning. They have the potential to punch through the hull of even the heaviest enemy vehicle amid crackling showers of sparks, but have a tendency to overload and electrocute the operating gunner. |
Zzap:
Each time a
Zzap gun is fired, roll 2D6 to determine its Strength, after the target unit has been chosen. If the roll is above 10, the shot is resolved at Strength 10 and the weapon
Gets Hot on any
To Hit roll of 1, 2 or 3. If a Zzap gun Gets Hot, the Wound is resolved against the crew. Zzap guns automatically cause a
Crew Shaken result in addition to any other effects when they score a
glancing or
penetrating hit.
The tellyport mega-blasta folds its target in a Warpspace bubble and displaces it at random. Victims will only travel a short distance before they reappear, but this is usually sufficient to rematerialise them high in the air, or inside a solid object. Meks never know exactly what will happen when they pull the trigger, but can be sure that the results will always be entertaining. |
Tellyported:
Any
To Wound roll of a 6 made with this weapon has the
Instant Death special rule. If this weapon rolls a 6 for
armour penetration, it causes a
penetrating hit, regardless of whether the armour penetration result was higher than the target’s armour value or not.
Grot-guided:
When resolving hits from a Grot-guided weapon you may re-roll the dice used to determine where on the
Apocalyptic Barrage template weapon has struck.
Inferno:
Only 1
Burna Bomm may be dropped per turn.
*Roll 3D6 to determine the radius of the blast when firing the Belly gun. Treat the area within this distance as if it had been covered by a Blast marker of the indicated size. Cover saves may be taken as normal.
|
Range |
S |
AP |
Type |
Boom shell |
60" |
8 |
3 |
Ordnance 1, Large Blast, Loader Gubbins |
Tankhamma shell |
60" |
10 |
2 |
Heavy 1, Armourbane, Loader Gubbins |
Scrap kanister |
Hellstorm |
2 |
- |
Heavy 1, Rending, Shred, Loader Gubbins |
Blast burna |
48" |
4 |
5 |
Heavy 1, Massive Blast, Ignores Cover, Loader Gubbins |
Loader Gubbins:
While the
krusha kannon's Grot-served auto-loader gubbins are a miracle of Orky design, they don't always work as they should. Every time the kannon is fired, declare which kind of shell you are trying to use and roll a D6. If you roll a 1, then roll again on the following table:
D6 | Result | 1-2 | Dud: The gun jams, the Grots get caught in the gears or the elastic breaks. No shot is fired this turn. | 3-5 | You mean ’dis one? Grots love da boom! The kannon fires a Boom shell regardless of the type the Ork kommander is bellowing for. | 6 | Not that way! The shell is fitted in backwards or something equally catastrophic occurs. The Kill Krusha suffers an automatic Glancing hit and no shell is fired. |
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Unlike other weapons, boom kannisters are fired in a straight line away from a point on the vehicle’s side, and their target point for
scatter is always their maximum listed range.
A Grot Bomm is a guided missile, piloted to its target by a Gretchin 'pilot'. Each Grot Bomm Launcha may only fire once per game, once its missile is launched it cannot fire another. The Grot Bomm works in exactly the same way as normal
barrage weapons, except you may re-roll the
Scatter dice and distance if you do not like the first result, but you must accept the second roll.
Jam!:
2D6 are rolled each time the
rattler kannon is fired to determine the number of shots fired. If this roll results in a double 1, the weapon is treated as though it had been affected by a
Weapon Destroyed result on the
Vehicle Damage table, but suffers no loss of Hull Points. Note that a
Mek may attempt to repair this damage as normal.
Out of Ammo:
After it has been fired, roll a D6. On a 1-2 the weapon is out of ammunition and may not fire again during this game.
Sunder:
This weapon may re-roll any failed
Armour Penetration rolls it makes.
All of the following weapons are
Flamer weapons for the purposes of any special rules that interact with Template weapons as described in Warhammer 40,000: The Rules.
Burnas are long-necked cutting torches that can focus their fiery emissions into a concentrated, metal-slicing jet or a billowing cloud of white-hot flame. |
When a model attacks with a burna, it can use either of the profiles below. It cannot use both profiles in the same turn.
A burna bomb is a large metal canister with an internal fuse. They are filled to the gunwales with sloshing promethium and squig-oil, and detonate on impact to spread flaming death across a wide area. |
Beloved of Ork arsonists, the skorcha is a huge flamethrower that sprays a great gout of burning fuel over the target area. Skorchas are most commonly mounted to Ork vehicles, though some Meks have been known to build them into kombi-shootas as well. |
Skorcha missiles are ‘fire and ferget’ weapons used by Burna-bommer pilots to flush enemy infantry out of cover. Their warheads explode in sprays of chemical flame that burns white hot and makes a mockery of the mightiest fortifications. |
Ork ’eavy armour is hammered out of scrap iron, sheet metal and the looted battle-plate of fallen foes. Though its fit is dubious, ’eavy armour provides a solid defence for its wearer. |
’Eavy armour confers a 4+
Armour Save.
This is a suit of massively thick armour plates over a powered exoskeleton. Though seriously cumbersome, mega armour is the next best thing to getting wired into a Deff Dread, and renders its wearer impressively strong and hard to kill. |
Mega armour confers a 2+
Armour Save. Models with mega armour have the
Bulky and
Slow and Purposeful special rules.
Profiles for the following orky know-wots can be found in the Warhammer 40,000 rulebook:
Ork Nobz often sport a trophy pole that shows they are not to be messed with. A Nob with a Bosspole often finds it comes in handy when cracking heads to restore some order in the heat of battle. |
Each time a unit that includes at least one model with a Bosspole rolls on the
Mob Rule table, you may choose to re-roll any result other than a
Breaking Heads result. You must accept the result of the re-roll.
Ork physiology is so robust that it can accept even the crudest cybernetics, whether the recipient asked the Dok to install it or not! |
A model with a cybork body has the
Feel No Pain (6+) special rule.
From chain-scalpels and cranial trowels to a nicely weighted mallet, Ork surgical implements are crude yet surprisingly effective. |
As long as the bearer is alive, all models in his unit have the
Feel No Pain special rule.
These can be elaborate ocular bionics, monocular head-sets, oversized telescopes, or Mork knows what else. The function of a gitfinda is to improve the accuracy of its user to nearaverage levels. |
A model with a gitfinda that remained stationary during its
Movement phase has Ballistic Skill 3 until the end of its turn.
These bizarre devices are powered by crackling energy-coils and project invisible bubbles of energy that shield nearby Orks from incoming fire. |
The bearer, and all models within 6", receive a 5+
invulnerable save against any shooting attacks. If the bearer is embarked in a
vehicle, then the vehicle receives a 5+ invulnerable save against any shooting attacks instead.
When going into battle, most Meks will bring with them a selection of their current favourites, inevitably including a nice, big wrench. |
In each of your
Shooting phases, instead of firing his weapons, a model equipped with Mek’s tools may choose to repair a single friendly
vehicle that he is in base contact with or embarked upon. To repair a vehicle, roll a D6. If the result is 5 or more, you may either restore a Hull Point lost earlier in the battle or repair a
Weapon Destroyed result or an
Immobilised result instead; this is effective immediately.
Stormboyz use crude rokkit packs to propel themselves across the battlefield in huge, bounding leaps. Whether they smash into enemy lines or a solid ferrocrete wall is a different matter entirely, however. |
Models equipped with rokkit packs gain the
Jump unit type. A unit made up exclusively of models with rokkit packs can choose to use them to
Run 2D6" in the
Shooting phase instead of the normal D6" even if it used them in the
Movement phase. If it does so, every model in the unit must take a
Dangerous Terrain test.
A warband’s banner is decorated with glyphs and trophies to show how dangerous the owners are. It is carried by a Nob who has earned his Warboss’ respect. The banner has a near-religious significance to the Orks and they will fight all the harder in its presence. |
All models in a unit that includes a Waaagh! Banner add +1 to the Weapon Skill characteristic on their profile.
Orks love speed, really big guns, and making loads of noise. The warbike caters to all of these needs, with some extra speed to spare.Furthermore, when Warbikers open up their vehicles throttles they produce great clouds of smoky exhaust fumes, obscuring them from enemy fire. |
A model equipped with a warbike changes their unit type to
Bike. In addition, they have a 4+
Armour Save. Furthermore, if a model on a warbike
turbo-boosts, it counts its
cover save as being 1 point higher than normal until the start of its next turn. Warbikes are fitted with a
twin-linked dakkagun.
A
Gretchin Scavenger mob counts as being equipped with both
assault grenades and
defensive grenades. However, any time either of these types of grenades are used, the Gretchin Scavenger Mob suffers D3 wounds, allocated
randomly. These wounds do not cause
Morale checks.
A
Meka-dread equipped with fixin’ klaws counts as having a set of
Mek’s tools (and may attempt to fix itself, when not affected by either a
Crew Stunned or
Crew Shaken damage result, as well as other
vehicles). In addition, the fixin’ klaws grant the Meka Dread the
Rage special rule (already included in the Meka Dread’s profile).
All models, friendly and enemy, within 6" of a
Meka-dread equipped with a kustom force field gain a 5+
cover save against shooting attacks.
This item may be used only once per game. Its use can be declared at the start of any
Movement phase, after which the
controlling player should roll a D6. On the roll of a 1, the
Meka-dread is
immobilised (no saves of any kind may be taken against this damage, but the
vehicle does not lose any Hull Points because of it). On any other result the Meka-dread gains the
Fleet special rule for the duration of the turn in which the mega charga was activated.
This item may be used only once per game. Its use can be declared at the start of any
Movement phase, after which the
controlling player should roll a D6. On the roll of a 1, the
Mega-dread is
immobilised (no saves of any kind may be taken against this damage, but the
vehicle does not lose any Hull Points because of it). On any other result the Mega-dread gains the
Fleet special rule for the duration of the turn in which the mega charga was activated.
The Mek-arms grant
Buzzgob an additional +D3 attacks in the first turn of any close combat (these attacks are resolved at Buzzgob’s WS and use the same profile as a
big choppa). The Mek-arms also count as a set of
Mek’s tools.
Runts and squigs are upgrades that may be taken by certain models in an Ork army. The upgrade is either represented on the model itself, or by a suitable model placed beside the model with the upgrade. Runt and squig models are purely decorative and are always ignored for game purposes – just move them to one side if they get in the way. If the runt or squig model represents a one use only effect, remove the model once it has been used.
An ammo runt is a heavily overburdened Gretchin who carries extra ammunition for his master. |
One use only. A model with an ammo runt can re-roll one
To Hit roll when shooting.
An attack squig is a voracious predator with a huge snapping gob. |
A model with an attack squig is allowed to re-roll one
To Hit roll in close combat each turn.
Bomb squigs will chase after anything that moves, and enterprising Tankbustas take advantage of this by strapping them with contact-mines and explosives before loosing them toward the enemy’s tanks. |
One use only. A model with a bomb squig can make a Shooting attack using the following profile. Bomb squigs cannot be used to make
Snap Shots, and cannot be used to attack
Flyers,
Flying Monstrous Creatures, or
Skimmers.
Scuttle Scuttle Blam!:
Bomb squigs always hit the target on a
To Hit roll of 2 or more.
Grot oilers are the assistants of Ork Meks, and are mostly employed putting out fires or crawling into functioning machinery. |
One use only. A grot oiler allows a
Mek to re-roll a failed
Mek’s Tools repair roll.
Painboyz are often accompanied by grot orderlies, whose job it is to carry tools and gather up discarded limbs and organs. |
One use only. A grot orderly allows a
Painboy’s unit to re-roll a single
Feel No Pain roll.
These fierce squigs are trained to devour errant grots on command. |
Each time a unit with a squig hound fails a
Morale check it suffers D6 Strength 3 AP`-` hits and must then re-roll the failed Morale check. If the re-roll is failed, it cannot be re-rolled again, and the squig hound will not inflict any further hits.
Nitnuckle & Lunk count as two
Grot Oilers.
Gifts of Gork and Mork are items of such value and importance that entire tribes will go to war just to possess them. Believed by some to have been given to the Ork race by their careless, warring gods, each is unique. Only one of each of the following artefacts may be chosen per army – there is only one of each of these items in the galaxy!
Only one of each of the following may be taken per army. A model can take one of the following:
1 Can only be taken by your Warlord.
2 Meks and Big Meks only.
3 Cannot be taken by a model with mega armour.
Rumoured to have been made by Bigmek Buzzgob, da Dead Shiny Shoota is a doublebarrelled brute packed full of dakka. Bought and sold for piles of teef, or prised from the dead hands of its previous owner, this shoota has found its way into numerous tribes in its lifetime. The gun kicks out a deafening storm of hot lead, much to the enjoyment of the Ork pulling the trigger. Of course with so much firepower, the odd round finds its way into an Ork, also much to the amusement of the shooter. |
Stray Shot:
Roll a D6 each time
da Dead Shiny Shoota fails
To Hit its target (after re-rolls). For each roll of 1, a friendly unit within 6" of the target, chosen by your opponent, suffers a single Strength 4 AP6 hit as if it were just shot by the wielder of da Dead Shiny Shoota. The wielder of da Dead Shiny Shoota, and his unit, cannot be chosen as the targets for a Stray Shot.
Looted from a Schola Progenium training facility, this tangle of electrodes was incorporated into a helmet on the orders of Blood Axe Warboss Morgog. Upon donning the headgear, Morgog was bombarded by fragments of what he realised were strategies and tactics; though the crackling humie voices and flashes of imagery were confusing, the Warboss was able to make use of the concepts his new Finkin’ Kap imparted. Soon his foes would learn that the only thing more dangerous than a savage three hundred pound brute is a savage three hundred pound brute with a plan. |
The wearer of Da Finkin’ Kap generates an additional
Warlord Trait from the
Strategic Traits table. If the additional trait is the same as the first trait they generated, roll again until a different trait is generated.
Originally the tools of Mekaniak Frazdak, it is claimed that da Fixer Upperz can repair any wagon, no matter how badly junked it might appear. In typically Orky fashion, the sheer belief that these tools can work wonders often seems to mean they do just that! |
In each of your
Shooting phases, instead of firing a weapon, a model equipped with da Fixer Upperz can choose to repair a single friendly
vehicle he is in base contact with or embarked upon. To repair a vehicle, roll a D6. If the result is 3 or more, you may either restore a lost Hull Point or repair a
Weapon Destroyed or an
Immobilised result instead; this is effective immediately.
Makari was an exceptionally lucky grot who survived to the ripe old age of nine before finally meeting his end under the posterior of his hulking master. The plucky grot served as self-appointed banner-waver to the mighty Ghazghkull Thraka himself, surviving countless battles in ever more improbable ways. Ghazghkull saw Makari as something of a mascot. Thus, when the grot’s remains were peeled off his boss’ rear end, Makari’s wavin’ stikk was reclaimed, hosed down, and went into service as an impressive bosspole. Good fortune still surrounds Da Lucky Stikk, though the backlash when things go wrong can be surprisingly brutal. |
All models in the bearer’s unit add +1 to the Weapon Skill characteristic on their profile (this is not cumulative with the bonus from a
Waaagh! banner). In addition, the bearer can choose to re-roll any failed To Hit or To Wound rolls or saving throws that they make. However, should three or more of the re-rolls generate failed results in the same turn, the model is immediately removed as a casualty with no saving throws of any kind allowed.
This gun once belonged to the Ogryn bodyguard of a sub-sector governor. The Kaptin has since had it kustomised to fire unstable plasma canisters instead of extremecalibre bullets. |
Da Vulcha’s Klaws were made for Zagstruk after his legs were ripped off by a Space Marine Dreadnought. These piston-driven and power-clawed augmetics ensure that when the Boss makes contact with the enemy it is always with a sickening crunch. |
Hammer of Wrath attacks made by
Boss Zagstruk are Strength 8 and AP2.
Torn from the broken arm of Grukk’s old boss, this monstrous power klaw has a large and decidedly rippy saic jutting from its palm. The klaw has become Grukk’s signature weapon, enabling him to saw the faces off his foes before he pounds them to a gory pulp for good measure. |
Kaptin Badrukk’s priceless war-plate is fashioned from looted power armour, and houses a miniature force field generator. |
Goldtoof armour confers a 3+
Armour Save and a 5+
invulnerable save.
Grand Warboss Headwoppa had a real thing for decapitating his enemies. Whenever the Warboss lopped the head from an opponent, his ladz would raise a raucous cheer. Headwoppa and his tribe were last seen charging headlong into a horde of Khornate Daemons at the heart of the Vandengheist Nebula. Yet legend speaks of a blood-slick big choppa that still turns up occasionally. Though this weapon looks normal, a dark voice is said to growl into the mind of its wielder, driving him on to ever greater excesses of bloodthirsty violence. |
Decapitating Strike:
Any
To Wound roll of a 6 made with
Headwoppa’s Killchoppa has the
Instant Death special rule.
These rippy knives are as long as man’s arm, and said to be blessed by Mork himself. |
Mork’s Teeth are a pair of
Melee weapons, each of which has the following profile:
Warboss Gazbag’s Blitzbike
Originally owned by notorious Speed Freek Warboss Gazbag, this bike is an absolute monster. Although repeatedly stolen, patched up, kustomised and sold on, the warbike’s core is the same. Its hugely overcharged engines and energy-shooting kustom dakkablastas render its rider a force of deadly destruction. |
A model equipped with Warboss Gazbag’s Blitzbike changes their unit type to
Bike. In addition, this model has a 4+
Armour Save. When
turbo-boosting, this model can move up to 18" instead of 12" and counts its
cover save as being 1 point higher than normal until the start of its next turn. Warboss Gazbag’s Blitzbike is equipped with
twin-linked kustom dakkablastas with the following profile:
|
Range |
S |
AP |
Type |
Kustom dakkablasta |
24" |
6 |
3 |
Assault 3 |
Da Rippa is a kustom power klaw with the profile shown below:
(Primaris Power)
The Weirdboy sends out arcs of crackling psychic energy that ground themselves upon the enemy, reducing them to shrivelled husks before the eyes of their terrified comrades. |
Warp Сharge:
Frazzle is a
witchfire power with the following profile:
1
A violent bolt of power erupts from the Weirdboy’s sloping forehead and rockets across the battlefield, causing the head of the first unfortunate victim caught in its path to explode in a shower of brains and gore. |
Warp Сharge:
1
’Eadbanger is a
focussed witchfire power with a range of 24". The target must pass a
Toughness test or suffer a Wound with no
armour or
cover saves allowed.
2
The Weirdboy disperses the Waaagh! energy coursing through his frame into the Ork warriors around him, stirring their already bellicose, warlike nature to roaring fever pitch. |
Warp Сharge:
1
Warpath is a
blessing that targets the
Psyker. Whilst the power is in effect, all models in the Psyker’s unit that have the
’Ere We Go! special rule gain +1 Attack.
3
The Weirdboy closes his eyes tight and, in a storm of flashing green light, teleports himself to another part of the battlefield – along with any confused Boyz who happened to be standing too close to him at the time. |
Warp Сharge:
1
Da Jump is a
blessing that targets the
Psyker and his unit. Remove the unit from the board. It then immediately arrives using the rules for
Deep Strike anywhere on the battlefield. If the deep striking unit
scatters and a double is rolled, the unit can only make
Snap Shots until the start of its next turn.
4
A crackling surge of Waaagh! energy lances forth from the Weirdboy’s eyesockets – anything in its path is reduced to a pile of glowing green embers. |
Warp Сharge:
2
Killbolt is a
beam with the following profile:
5
Fanged maw yawning wide, the Weirdboy vomits a roiling tide of searing green psychoplasma from his churning innards that burns through everything in its path, leaving nothing but scorched earth and fluorescent embers in its wake. |
Warp Сharge:
2
Power Vomit is a
witchfire power with the following profile:
6
The Weirdboy’s fevered brain conjures a huge ectoplasmic vision of either a giant, warty green fist or foot that pummels the foe into a mushy paste. |
Warp Сharge:
2
Da Krunch is a
witchfire power with the following profile:
* If, when rolling to determine Da Krunch’s Strength, you roll an 11 or 12, completely resolve the attack at Strength 10 and then roll another 2D6 and resolve a second attack against the original target of the psychic power (if it still has any surviving models). If this second attack also rolls an 11 or 12 for its Strength, resolve another attack as described above. Continue repeating this process until either you roll a 10 or less when determining the attack’s Strength, or the original target is completely destroyed.
Profiles for the following ork vehicle equipment can be found in the Warhammer 40,000 rulebook:
An armoured roof increases a wagon’s survivability... a bit. |
A
vehicle with an ’ard case no longer counts as
Open-topped. Note that this affects its
Access Points and
Fire Points as detailed in the appropriate datasheet entry.
Many Ork vehicles are fitted with a big metal boarding plank, often hinged and sporting spikes or hooks. This helps the Boyz to start piling out while their ride is still on the move. |
If a unit
disembarks from an
Open-topped vehicle with a boarding plank and
declares a charge in the same turn, it adds +2 to its
charge distance (to a maximum of 12).
A deff rolla is a great spiked roller that brings the colossal weight of the Battlewagon to bear on anything in its way. |
A
vehicle with a deff rolla treats its front armour as two higher than normal when
Ramming. In addition, if an enemy unit makes a
Death or Glory attack on a vehicle with a deff rolla and fails to stop it, then the unit suffers D3 Strength 10 AP4 hits in addition to the damage they normally suffer for the failed attack. Furthermore, a vehicle with a deff rolla can re-roll failed
Dangerous Terrain tests.
Flybosses are ace pilots who have survived more dogfights than they can count (even when using their toes). |
A
vehicle with a Flyboss has Ballistic Skill 3 when shooting at
Jetbikes,
Skimmers,
Flyers or
Flying Monstrous Creatures.
Mounted on a pivoting crane arm and controlled by a number of kunnin’ levers, a grabbin’ klaw latches on to enemy tanks to prevent them ‘runnin’ away’. |
At the beginning of the enemy
Movement phase, nominate a single enemy
vehicle that is within 2" of the vehicle’s grabbin’ klaw. On the roll of a 4+, that vehicle may not move this turn.
Flyers and
Skimmers cannot be attacked by a grabbin’ klaw.
Whether hurriedly re-attaching gubbinz with rivet guns, or just getting out and pushing, a crew of grot riggers can help to keep an Ork vehicle in the fight long after it should have fallen apart. |
A
vehicle with grot riggers has the
It Will Not Die special rule.
Orks believe that a vehicle painted red can outstrip a similar vehicle that isn’t. As odd as it may seem, they’re not wrong. |
Ork
vehicles with red paint jobs add +1" to their move when they move
Flat Out.
A vehicle fitted with such a blunt but effective ram can plough through wreckage, walls and enemy vehicles with equal ease. |
A
vehicle with a reinforced ram can
Tank Shock and
Ram, and treats its front Armour Value as two higher than normal when Ramming. Furthermore, the vehicle may re-roll failed
Dangerous Terrain tests.
A stikkbomb chukka is a crude mechanism that lobs volleys of stikkbombs into the midst of the foe. |
The
vehicle is armed with
stikkbombs. Any unit disembarking from a vehicle with a stikkbomb chukka is treated as having stikkbombs for the remainder of that turn.
Orks love demolition almost as much as they love war. The spiked wreckin’ balls they mount on their vehicles fulfil both desires at once. |
Lifta-droppa:
Choose an enemy
vehicle which began the game with up to 4 Hull Points. If the target is hit, is it seized by the weapon's traktor beam, lifted up and smashed into the ground. The Stompa's
controlling player moves the target to anywhere within 2D6" of its starting location that is not within 1" of another model, where it immediately suffers an
Explodes! result from the
Vehicle Damage table.
Scarred and hulking, Flybosses are the biggest, meanest Flyboyz around, and are impressively passable shots. |
A
vehicle with a Flyboss has +1 Ballistic Skill when shooting at
Air Targets.
Some Mekboyz kit their aircraft out with crude ‘counta-meazures’ to give them a fightin’ chance against anti-air fire. |
A model can use its stikkbomb flinga once in each enemy
Shooting phase and once in each
Dogfight phase, giving it a 5+
invulnerable save against one
glancing or
penetrating hit each phase.
A
vehicle with ‘eavy plates increases its Front and Side
Armour values by +1. For example, a
Mekboy Junka with ‘eavy plates would have a Front and Side Armour value of 12, its Rear Armour value would remain at 10.
Grot Mega-tanks may re-roll failed
Dangerous terrain tests and counts as having a
reinforced ram.
Grot Gunner:
A weapon with the Grot Gunner type always resolves its
To Hit rolls at BS 3 regardless of the BS of the
vehicle they are mounted on. In addition, they may always fire at a different target to any other weapon fired in the same turn and are not required to fire
Snap Shots due to movement by the vehicle they are mounted on or due to
Crew Shaken or
Crew Stunned damage results.
Junka Force Field Generator
Grants all models within 6" of the
Junka’s hull (including the Junka itself) a 5+
cover save.
A Junka shokk attack gun follows all the rules for a
shokk attack gun, except that on a ‘Zoink’ result the Junka is moved into contact with the target and, if it was
vehicle, is considered to have
Rammed it at full speed. If the target was not a vehicle, the Junka is considered to have
Tank Shocked it.
Jury-rigged Lifta-droppa:
To fire this weapon, select an enemy vehicle which began the game with no more than 4 Hull Points and roll To Hit. If the target is hit, roll a D6.
D6 | Result | 1 | Roll on the Jury-rigged Lifta-droppa Mishaps table below. | 2-5 | The target vehicle is thrown D6" in a random direction (roll a Scatter dice, re-rolling any Hit results), stopping if it moves to within 1" away from any other model, and takes D3 glancing hits as it is flung about by the Lifta-droppa beam. | 6 | The target vehicle is thrown 2D6" in a random direction (roll a Scatter dice, re-rolling any Hit results), stopping if it moves to within 1" away from any other model, and suffers an Explodes! result on the Vehicle Damage table. |
|
Jury-rigged Lifta-droppa Mishaps table
The turbo-charga may be activated at the start of any
Movement phase, after which the
controlling player should roll a D6. On the roll of a 1 the
Junka is
immobilised (no saves of any kind may be taken against this damage, but the Mekboy Junka suffers no loss of Hull Points). On any other result, the Junka gains the
Fast type for the duration of the turn in which the turbo-charga was activated.