The Orks are the most belligerent and resourceful race in the galaxy. Rampaging across the void in their billions, the greenskins devastate everything in their path with their ramshackle weapons and war machines, taking brutish glee in wanton destruction and revelling in warfare for its own sake.
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Show History | ||||
| Book | Kind | Edition | Version | Last update |
Orks | ||||
Orks | Faction Pack | 11 | 1.2 | August 2026 |
Boarding Actions | ||||
Boarding Actions | Expansion | 10 | 1.1 | July 2025 |
Munitorum Field Manual | ||||
Munitorum Field Manual | Expansion | 11 | 1.4 | |
The infamous war cry of the Orks is known and feared throughout the galaxy. When it echoes across the battlefield, bellowed from countless toothy maws, it galvanises the Orks and riles them into a raucous state of excited aggression.
Friendly ORKS units with this ability can:Whether capable of kunnin’ strategy or favouring something far less complicated, the biggest Ork tends to have a voice as aggressive and brutal as the rest of him. His bellows can be heard over the thickest fighting and his reputation ensures the ladz do as they’re told.
At the start of the battle round, if a model with this ability is your WARLORD, gain 1CP.Ork psykers – Weirdboyz and their unsavoury ilk – release the painful build-up of Waaagh! energy in sudden discharges of power, usually with spectacularly lethal results.
ORKS PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit’s abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability’s name.
3DPRIOTOUS MULTITUDES OF ORKS AND RAMSHACKLE VEHICLES HIT THE FOE WITH DISORDERED BRUTALITY
Joyously anarchic and recklessly destructive, all Orks eagerly get stuck in to every fight.
Friendly ORKS units’ melee attacks have [Sustained Hits 1].
Tribal legend speaks of a blood-slick choppa once owned by Grand Warboss Headwoppa - last seen charging headlong into a horde of daemons - that turns up occasionally across the galaxy in different forms. Though it looks normal, a dark voice is said to growl in the mind of the weapon’s wielder, driving them on to ever greater excesses of violence. ORKS model only. If this unit made a charge move this turn, this model’s melee attacks have +1 AP. |
This war leader is a glowering incarnation of violence, his brutality so contagious that when he bellows his blind fury and releases his pent-up aggression, Orks nearby are excitedly swept along with him. ORKS model only. (Once per battle, per army) In your Movement phase, you can use this ability. If you do, this unit is riled up until the start of your next turn. |
Feigning weakness, this Ork allows his foes to think he’s legging it before suddenly piling back into the fight and delivering a brutal flurry of attacks. ORKS model only. When this unit is selected to make a fall-back move, that fall-back move does not prevent this unit from being eligible to shoot/declare a charge. |
Always found at the forefront of an assault, this Ork likes to be the first into the fray with his mob close on his heels to join in the violence. ORKS model only. This unit has +2" M. |
1DPBELLOWING ORK INFANTRY IN UNRULY MOBS HIT LIKE AN AVALANCHE OF MUSCLE
In the massive fights that Orks enjoy, the only way to ensure a slice of the action is to fight harder.
This brutal fighter is even more dangerous with a raucous audience of chanting Orks, as he displays his violent abilities as a warning to all. ORKS INFANTRY model only. This model’s melee attacks have:
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Orks with enough teef - or muscle - can acquire extra scrap iron plates collectively referred to as ‘eavy armour, which is battered into shape so that it roughly fits the wearer. BOYZ unit only. This unit has 4+ Sv. |
1DPWITH HUGE MUSCLES, WEAPONS AND EGOS, ORKISH VETERANS CAN KRUMP ANYONE
Nobz have a position of dominance to maintain, and do so in vicious eruptions of violence.
Friendly MEGANOBZ/NOBZ units’ melee attacks have [Sustained Hits 1].
Any snivelling gitz attempting to back away from a good fight with these arrogant Nobz get a good kicking to see them on their way. NOBZ unit only. When an enemy unit engaged with this unit is selected to make a fall-back move:
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This Ork has bullied his way into possession of a mostly functional tellyporta pad, and has so far survived being thrown through the Warp towards the best fights. MEGA ARMOUR model only. This unit (excluding VEHICLE units) has Deep Strike. |
1DPSNEAKY AND GITTISH GRETCHIN ARE SURPRISINGLY EFFECTIVE IN LARGE NUMBERS
Given no position of importance, Grots find their niche as sneaks, thieves and mischief-makers.
A lifetime of evading the attentions of Orks and even other runts has honed these Grots’ sneakiness to preternatural levels. GRETCHIN unit only. This unit has -3" detection range. |
Rebellious, lazy or just plain unlucky Gretchin are driven into dangerous vanguard duties. These runts scarper forward with the hope of making it through as quickly as possible. GRETCHIN unit only. While this unit is not embarked, this unit has Scouts 6". |
1DPDAKKA-ADDICTS GLEEFULLY UNLEASH EAR-SPLITTING FUSILADES OF FIREPOWER
Always hunting for something to kill, when Orks spot a target they saturate it with dakka.
Friendly ORKS INFANTRY units’ ranged attacks have:
The Mek who cobbled together this strange dakka accelerator isn’t sure exactly what it does - and it glows weirdly - but its new owner proudly carries it to battle, eager to know what its big switch will do this time. ORKS INFANTRY model only (excluding WEIRDBOY models). This model’s ranged attacks have:
[SUPA-HAZARDOUS]: Each time a unit is selected to shoot, after that unit has resolved all of its attacks, make two hazard rolls for that unit for each [SUPA-HAZARDOUS] weapon you selected in the Select Weapons step. |
With a couple of these boggle-eyed varieties of Squigs on hand, even Ork shooting has a chance of hitting distant targets, helped by squinting really hard. BIG MEK/BIGBOSS/WARBOSS model only. This unit’s ranged attacks (excluding [Torrent] attacks) have +3" R. |
1DPBACKSTABBERS AND ROKKITEERS SPRING DUBIOUS BUT VIOLENTLY EFFECTIVE STRATEGIES
An un-Orky compulsion for discipline can wrongfoot enemies expecting anarchic disorder.
LEADER: KOMMANDOS Possessed of exceptional kunnin’ and a weird obsession with sneakin’ about, this powerful Ork leader loves nothing more than creeping through enemy defences before carving a bloody path through their lines. BIG MEK/WARBOSS INFANTRY model only. While this model is part of an attached unit, this model has:
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Veterans of the relatively organised butchery of well-protected targets, these distrusted Orks make excellent forward assassins. KOMMANDOS/STORMBOYZ unit only. This unit’s melee attacks have [Lethal Hits: non-Monster/Vehicle]. |
1DPDESTRUCTIVE LOOT-GRABBAS DESCEND ON PRIZED TARGETS WITH VICIOUS GRINS
Whether piratical or merely larcenous, Orks with an eye for loot react forcefully to rival claims.
In your Shooting phase, when a friendly BREAKA BOYZ/FLASH GITZ/TANKBUSTAS unit is selected to shoot, if any of the following apply, that unit’s attacks can re-roll hit rolls of 1:
LEADER: FLASH GITZ This impressively ostentatious piece of headgear signifies that whoever nicked it last controls a fleet of kroozers and invasion landers, ideal for the rapid redeployment of loot-hungry Orks. BIG MEK/WARBOSS INFANTRY model only. When both players have deployed their armies, you can redeploy up to three friendly ORKS INFANTRY units. When doing so, you can set those units up in strategic reserves, regardless of how many units are already in strategic reserves. |
Coils of sparking wires, unstable propellant and throbbing power cells are just some of the extras which Flash Gitz rivet onto their snazzguns to kill the enemy in more over-the-top ways. FLASH GITZ unit only. This unit’s Snazzgun weapons have [Rapid Fire 1]. |
1DPTHE GROUND TREMBLES WHEN STAMPEDING BEAST SNAGGAS CONVERGE ON THEIR PREY
Beast Snaggas fanatically hunt the biggest targets and are experts in finding their weak spots.
Friendly BEAST SNAGGA units’ attacks that target a MONSTER/VEHICLE unit have +1 AP.
When bigger prey is sighted, nothing can keep this hunter from it. With a roar of glee, lesser gitz are swiftly forgotten in his enthusiasm to pile into a greater challenge. BEAST SNAGGA model only. When this unit is selected to make a fall-back move, that fall-back move does not prevent this unit from being eligible to declare a charge. |
The monstrous resilience - and odour - of this Beastboss’ hulking mount has inspired many lurid tales of its origin. BEASTBOSS ON SQUIGOSAUR model only. This model has +1 T. |
1DPTECH-SAVVY TINKERERS UNLEASH INSANE CONTRAPTIONS AND ANARCHIC GUBBINZ
Meks haul all manner of weird bullets, unstable power cells and kustomised extras to battle.
In your Shooting phase, when all of a friendly BIG MEK/MEK GUNZ/MORKANAUT/WAZBOM BLASTAJET unit’s ranged attacks target a single enemy unit, roll one D6:
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This Big Mek’s obsession with feverish inventing and his dreams of ludicrous technological destruction are infectious, inspiring other Orks to excitable aggression. BIG MEK model only. This unit is riled up. |
Shokk attack guns are notoriously unreliable, and even with a supposedly enhanced set of worky bits, this Big Mek is never certain what will happen when he sets the thing off. BIG MEK WITH SHOKK ATTACK GUN model only. In your Shooting phase, when this unit is selected to shoot, you can roll one D6:
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These kustom jobs incorporate an oversized suction device, drawing in nearby runts aplenty, as well as Squigs, loose scrap, and even poorly fastened pieces of the gun itself. The Mek’s targets - those that survive - end up infested with countless screeching Snotlings. BIG MEK WITH SHOKK ATTACK GUN model only. When this unit has shot, select one enemy unit hit by those attacks. That unit is infested with Snotlings until the start of your next turn.
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1DPRAMSHACKLE WALKERS STOMP INTO THE FOE IN A CLANKING KNOT OF GUNS AND KLAWS
Inviting Mek-wired buttons offer varied and erratic lethality.
In your Shooting phase or the Fight phase, when a friendly ORKS WALKER unit (excluding TITANIC units) is selected to attack, you can use this ability. If you do, roll either one D6 or two D6 (keep re-rolling duplicate results). This unit’s attacks have the relevant rule(s):
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This Mek’s extra bioniks help him keep up with his Kans. BIG MEK/MEK model only. This model has +2" M. |
This Mek is deft at avoiding his creations’ feet and klaws. BIG MEK model only. While this model is within 3" of a friendly ORKS WALKER unit (excluding BIG MEK units):
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1DPIN A THUNDERING MASS, HEAVILY ARMED TANKS AND RIGS PLOUGH TOWARDS THE FOE
Like mobile armoured fortresses, little can stop the crushing impetus of the Orks’ hulking wagons.
These sparkly optiks and other elaborate gitfindas help focus a wagon’s dakka, but it takes a really clever Mek to know how to work them. WAGON unit only. While a BIG MEK model is embarked within this unit:
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Fitted with speakin’ tubes linked to deafening projectors, this noisy ride allows an important Ork to boss his ladz around while on the move. WAGON unit only. While a WARBOSS model is embarked within this unit, this unit has that WARBOSS model’s Intimidating Motivation/Keep Huntin’ ability. |
1DPSPEED-ADDLED LOONS HURTLE INTO BATTLE IN AN EXHAUST-CHOKED DEATH RACE
After smashing into the foe at full tilt, a Speed Freek will pull hairpin turns to do it all again.
These loud, fume-belching devices wreathe those in the Speed Freeks’ wake in a thick bank of obscuring smoke. SPEED FREEKS unit only (excluding AIRCRAFT units). When an attack targets a unit that is not fully visible to the attacking model because of a model in this unit, the target has the benefit of cover against that attack. |
This Speedboss despises the thought of coming anything less than first in a race to reach the biggest fights. DEFFKILLA WARTRIKE model only. This unit can re-roll charge rolls. |
1DPTRIGGER-HAPPY ORK PILOTS ATTACK FROM THE SKIES IN BLITZING AERIAL ASSAULTS
When attacking en masse, crazed and excitable Flyboyz unleash torrential quantities of dakka.
Brutish aces who have survived enough dogfights to rise to positions of superiority, Flybosses inspire other Ork aviators to heights of psychotic enthusiasm. ORKS AIRCRAFT unit only.
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Despite claims of scoutin’, this aircraft’s screaming dive ahead of its pilot’s mates is purely for the thrill of attacking first. ORKS AIRCRAFT unit only. In your first Movement phase, this unit can make an ingress move. |
1DPBELLIGERENT GENERALS AND LIVING EMBODIMENTS OF ORKDOM LEAD THE RAMPAGE
The largest Orks have risen to their position through strength, savagery and being harder than anyone else.
When a friendly WARBOSS model is destroyed, if this unit has not been selected to fight this phase, roll one D6, with +1 to the roll if your unit is riled up:
With a lifetime of picking fights with the galaxy’s most lethal fighters behind him, and a gnarled hide thicker than Battlewagon armour, this Ork has survived blows that would fell an Ambull. INFANTRY WARBOSS model only. (Once per battle, per army) At the end of a phase in which this model is destroyed, roll one D6:
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What tactics occasionally pop into this Ork’s head revolve purely around how hard he needs to wallop his enemies to send their skulls flying. WARBOSS model only. This model’s melee attacks have +1 D. |
It is said this Ork bleeds Squig oil and his growl is that of a revving engine. Certainly any vehicle he rides to war seems to respond powerfully to his presence. WARBOSS model only. A TRANSPORT unit (excluding WALKER units) this unit is embarked within has:
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This unstoppable brute is an engine of destruction whose welts of scars have been won in countless victories. WARBOSS model only. This model can re-roll hit rolls of 1. |
Thanks to the tangle of stolen empyric electrodes wired into this helmet, a powerful Ork wearing it is capable of thinking a little further ahead than his next fight. WARBOSS model only. (Once per battle, per army) At the end of your opponent’s Movement phase, if this unit is unengaged, this unit can make a normal move of:
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Firing gold-plated teef as its unconventional ammunition, da Gobshot Thunderbuss proclaims its owner’s obscene wealth even as it sweeps away swathes of enemies. WARBOSS model only. This model has the following weapon:
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1DPWEIRDBOYZ VENT SUPERNATURAL ENERGIES IN A STORM OF PRIMITIVE WAAAGH! POWER
Surrounded by mobs of excitable Orks, Weirdboyz’ shamanic powers build to spectacular phenomena.
Friendly ORKS PSYKER models’ [Psychic] attacks have:
Roiling energies frequently erupt from this Weirdboy’s eyes, solidifying above the enemy into the huge green foot of Gork (or Mork) himself, which repeatedly stamps on the foe. ORKS PSYKER model only. This model has the following weapon.
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Known for yelling ‘Kop dis, ya zogger!’ at his chosen target beforehand, this Weirdboy is in the habit of projecting a bolt of raw power from his forehead which splatters the victim’s brains across a wide area. ORKS PSYKER model only. This model has the following weapon.
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Where most Weirdboyz would quite like to be left alone, so-called Warpheads become addicted to the danger, intentionally supercharging their tortured minds and revelling in venting dangerously unpredictable powers. ORKS PSYKER model only. This model:
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Boarding ActionsWhen Ork void fleets attack enemy shipping, they often lead the assault with ramships. These pugnacious craft slam headlong into the foes’ vessels, burying themselves in the superstructure of larger enemy ships before filling them with rampaging Ork boarders.
For all the noise and mayhem of a boarding action, it can be harder to build up a full head of steam when trying to navigate sealed bulkheads and winding corridors.
Units from your army with the Waaagh! ability retain that ability and gain this one.Between the excitement of smashing their way through the all-too-lootable interior of an enemy warship and their natural tendency to overlook their own mortal hurts - sometimes for hours at a time - Ork boarding parties can prove nightmarishly tough.
Each time an attack targets an ORKS unit from your army (excluding GROTS units), if the Strength characteristic of that attack is greater than the Toughness characteristic of that ORKS unit, subtract 1 from the Wound roll.Living Battering Ram There is something uniquely terrifying to the foe about a nine-foot-tall, four-hundred-pound Ork who prefers to open hatchways with their head while running full tilt and bellowing like a battle tank. Each time the bearer attempts to operate a closed Hatchway, your opponent cannot try to prevent it. In addition, each time the bearer opens a Hatchway, each enemy unit within 6" of that Hatchway and wholly on the opposite side of it from the bearer must take a Battle-shock test. |
Scarred Brute A veteran of many boarding actions, this monstrous Ork has been shot, stabbed and ejected into hard vacuum many times, and has all the toughened scarring and bionik wotnots to show for it. The bearer has the Feel No Pain 5+ ability. |
Regardless of the wider objectives of a void war, once a Warboss and his best Boyz get aboard an enemy ship their top priority is nearly always finding the enemy shipmaster and beating them to a pulp. If that leads to capturing the vessel in the process, so much the better!
For all the noise and mayhem of a boarding action, it can be harder to build up a full head of steam when trying to navigate sealed bulkheads and winding corridors.
Units from your army with the Waaagh! ability retain that ability and gain this one.Very little can prevent a hulking Ork from smashing a path through a voidship’s decks to wherever he is trying to go. It is generally considered deeply unwise bordering on suicidal to try...
In your Movement phase, Desperate Escape tests taken for ORKS models from your army are automatically passed and each time an ORKS unit from your army makes a Normal, Advance or Fall Back move, it can move through other models as if they were not there, provided those other models have a lower Toughness characteristic than it.Tellyporta Employing madcap tellyporta arrays, Ork Meks can beam massively armoured Nobz through the warp and onto an enemy vessel, much to the horror of the defenders. In the Deploy Armies step, select one MEGANOBZ unit from your army. Until the end of the battle, models in that unit have the Deep Strike ability. |
Gnasher Squig Crates This Warboss has ordered his ladz to bring armoured crates of vicious gnasher squigs aboard. Upended into strategically vital areas, they create a dangerous infestation that enemies will struggle to remove. WARBOSS model only. In your Command phase, you can select one NOBZ or MEGANOBZ unit from your army (excluding Battle-shocked units) that is within 6" of the bearer and is within range of an objective marker. If there are no enemy models within range of that objective marker, it is Secured by your army. |
The AIRCRAFT keyword is used in the following Orks datasheets:
The BATTLELINE keyword is used in the following Orks datasheets:
The BEAST SNAGGA keyword is used in the following Orks datasheets:
The BIG MEK keyword is used in the following Orks datasheets:
The CHARACTER keyword is used in the following Orks datasheets:
The DEDICATED TRANSPORT keyword is used in the following Orks datasheets:
The EPIC HERO keyword is used in the following Orks datasheets:
The EXPLOSIVES keyword is used in the following Orks datasheets:
The FLY keyword is used in the following Orks datasheets:
The FORTIFICATION keyword is used in the following Orks datasheets:
| Q: | Are models that are within the boundary of a terrain area, but not on the ground floor of a terrain area (e.g. overhanging parts of FRAME VEHICLES or models on terrain features that are within that terrain area) within that terrain area? |
| A: | Yes |
| Q: | Are models that are within the boundary of a terrain area, but not on the ground floor of a terrain area (e.g. overhanging parts of FRAME VEHICLES or models on terrain features that are within that terrain area) within that terrain area? |
| A: | Yes |
The FRAME keyword is used in the following Orks datasheets:
The GRENADES keyword is used in the following Orks datasheets:
The GROTS keyword is used in the following Orks datasheets:
The INFANTRY keyword is used in the following Orks datasheets:
The JUMP PACK keyword is used in the following Orks datasheets:
The MEGA ARMOUR keyword is used in the following Orks datasheets:
The MOB keyword is used in the following Orks datasheets:
The MOBILE keyword is used in the following Orks datasheets:
The MONSTER keyword is used in the following Orks datasheets:
The MOUNTED keyword is used in the following Orks datasheets:
The ORKS keyword is used in the following Orks datasheets:
The PSYKER keyword is used in the following Orks datasheets:
The SMOKE keyword is used in the following Orks datasheets:
The SPEED FREEKS keyword is used in the following Orks datasheets:
The TITANIC keyword is used in the following Orks datasheets:
The TOWERING keyword is used in the following Orks datasheets:
The TRANSPORT keyword is used in the following Orks datasheets:
The VEHICLE keyword is used in the following Orks datasheets:
The WAGON keyword is used in the following Orks datasheets:
The WALKER keyword is used in the following Orks datasheets:
The WARBOSS keyword is used in the following Orks datasheets:

| Q: | Does my model or unit become engaged while moving through a enemy units engagement range during a move? |
| A: | No |
| Q: | When declaring the allocation order of groups in my unit I have more than one non-CHARACTER groups that contain a model with a missing wound, how must I select the order? |
| A: | Those groups can be selected in an order of your choosing but must be in an order that makes them come before any non-CHARACTER groups that do not contain a model with a missing wound. |
| Q: | I have a unit being attacked with weapons that will modify some of their save rolls to be worse then 6 should I make those save rolls? |
| A: | Yes, because other models in your unit may have Sv’s that are better those models you’ve mentioned, this means that enough save rolls could be allocated to the those models that the rest of the results are not greater then the Sv’s of the other models in your unit. |
| Q: | Can I group or allocate a wound to a destroyed model? |
| A: | No. |
Folding stocks, shortened barrels or lightweight construction enable some weapons to be easily fired on the move.
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.



| Q: | When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them? |
| A: | Line of sight is drawn from any part of the observing model to any part of the model being observed. |
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| Q: | My attack has a rule that means it results in a critical hit on a hit roll of 4+. Does this work when snap shooting? |
| A: | Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6. |
| Q: | My attack has a rule that means it results in a critical hit on a hit roll of 4+, and I would otherwise need a 5+ to hit. Does a 4+ hit? |
| A: | Yes, except when snap shooting: when snap shooting, each attack only hits on a roll of 6. |
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
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| Q: | I have a rule that triggers when a mortal wound is allocated to a model, when does this happen? |
| A: | When you select a model in the Select Model step of Mortal Wounds (06.02). |
| Q: | I failed hazard rolls from [Hazardous] weapons, do those mortal wounds have to be allocated to the models with the [HAZARDOUS] weapons? |
| A: | No, you allocate the mortal wounds to the unit as per Mortal Wounds (06.02). (This represents Bob the guardsmen picking up his fallen squad mates plasma gun or that the twisting power of James the Chaos Sorcerer pulling his followers into the warp.) |
| Q: | If a rule says my unit must make a hazard roll does every model in the unit make a hazard roll? |
| A: | No, the unit would make 1 single hazard roll. |
Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.The infamous war cry of the Orks is known and feared throughout the galaxy. When it echoes across the battlefield, bellowed from countless toothy maws, it galvanises the Orks and riles them into a raucous state of excited aggression.
Friendly ORKS units with this ability can:The ORKS and INFANTRY keywords are used in the following Orks datasheets:
The ORKS and VEHICLE keywords are used in the following Orks datasheets:
With sufficient might or skill, warriors may sweep blades or talons through their foes in long lethal arcs.
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).The ORKS and MOUNTED keywords are used in the following Orks datasheets:
Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.| Q: | If a unit has a rule that allows it to start an action when it is battle-shocked can it also continue doing that action if it becomes battle-shocked after starting an action? |
| A: | Yes |
| Q: | If a unit becomes battle-shocked after starting an action does it stop performing that action? |
| A: | Yes |
There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation.
Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
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Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.
This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following:
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Certain weapons are the bane of particular foes.
This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.Torrent weapons project clouds of fire, gas or other lethal substances that few foes can hope to evade.
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.The WARBOSS and INFANTRY keywords are used in the following Orks datasheets:
Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.
During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.| Q: | When my unit shoots at another unit, how does it work if some models in the target unit are fully visible to some models in my unit, while others are within a terrain area/not fully visible? |
| A: | For each attacking model in your unit, determine whether the target unit has the benefit of cover, as described in Terrain and Visibility. In this scenario, the target unit will likely have the benefit of cover against some of the attacking models, but not all. This means that, in an example unit where all attacking models are using the same weapon, when you get to the Resolve Attacks step of the Attack Sequence, you will collect dice for attacks made by models against which the target unit has the benefit of cover separately from the dice for attacks made by models against which the target unit does not have the benefit of cover. |
The stealthiest warriors can evade the attentions, and the bullets, of their foes.
If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).| Q: | If my unit has taken control of an objective at the end of my movement phase and that unit has as an ability that secures an objective they control, can they secure that objective? |
| A: | Yes |
The ORKS and TRANSPORT keywords are used in the following Orks datasheets:
Some weapons are so rare, or so complex and slow to reload, that they can only be used once.
Each weapon with this ability can only be selected to make attacks with once per battle.Some transports have dedicated platforms or firing ports from which embarked passengers can lay down a withering hail of munitions.
This ability always takes the form Firing Deck X. In your Shooting phase, each time this TRANSPORT is selected to shoot, if one or more units are embarked within it, resolve the following sequence:Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.Assassins and other covert agents are difficult to pinpoint in the storm of battle.
Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit.Some weapons are designed to root enemy formations out of entrenched positions.
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.
This ability always takes the form Deadly Demise X. Each time a model with this ability is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; each unit within 6" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6").Some weapons can channel the bearer’s psychic might to empower their blows.
Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).Those possessed of lightning-fast reactions may strike before the opponent can react.
While every model in a unit has this ability, that unit is a Fights First unit.High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).Precision attacks can pick high-value targets out in a crowd.
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.The PAINBOY keyword is used in the following Orks datasheets:
The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.
This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.The WARBOSS and MEGA ARMOUR keywords are used in the following Orks datasheets: