Orks

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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BookKindEditionVersionLast update
  Orks
  OrksFaction Pack111.2August 2026
  Boarding Actions
  Boarding ActionsExpansion101.1July 2025
  Munitorum Field Manual
  Munitorum Field ManualExpansion111.4

Keywords

AIRCRAFT (4);
BATTLELINE (2);
BEAST SNAGGA (8);
BIG MEK (2);
CHARACTER (26);
DEDICATED TRANSPORT (1);
EPIC HERO (9);
EXPLOSIVES (20);
FLY (7);
FORTIFICATION (2);
FRAME (7);
GRENADES (1);
GROTS (5);
INFANTRY (32);
JUMP PACK (2);
MEGA ARMOUR (4);
MOB (2);
MOBILE (1);
MONSTER (5);
MOUNTED (7);
ORKS (67);
PSYKER (2);
SMOKE (4);
SPEED FREEKS (13);
TITANIC (5);
TOWERING (4);
TRANSPORT (12);
VEHICLE (24);
WAGON (4);
WALKER (6);
WARBOSS (7)


The keywords presented in this section have a number of special features:
  • CLICK on the link to open the tooltip.
  • The number in parentheses indicates the number of datasheets containing this keyword. This number represents the total number of datasheets in the faction, regardless of the filter.
  • The list does not include named keywords that match the datasheet’s name (unless there are other datasheets with such a keyword).

Army Rules

Waaagh!

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:
  • Re-roll advance rolls.
  • Become riled up, as stated in other rules.
    While a unit is riled up:
    • That unit has 5+ InSv.
    • That unit’s ranged attacks have [ASSAULT].
    • When that unit is selected to make an advance move, that advance move does not prevent that unit from being eligible to declare a charge.
War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn.

Da Boss

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.

Unstable Energies

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.

In a battle round, a friendly ORKS PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit’s psyker level.

Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability.

Special Move Types

The following are special move types that certain or all of your units are eligible to make.

PULSE JET MOVE
MAXIMUM DISTANCE: Pulse roll + 18"
ELIGIBLE IF: As stated in the rule allowing this move type.
EFFECT: Your unit moves as described in Moving (Core Rules, 03).
BEFORE MOVING:
  • Make a pulse roll by rolling one D6.
WHILE MOVING:
  • Ignore all vertical distance for the purposes of how far your unit has moved.
  • Your unit can move through all types of model.
  • Your unit can move horizontally and vertically through all categories of terrain feature.
AFTER MOVING:

ASSAULT DISEMBARK MOVE18.06
SET-UP DISTANCE: 3"
ELIGIBLE IF:
  • Embarked within a TRANSPORT on the battlefield
  • Did not embark within that TRANSPORT this phase
  • That TRANSPORT has not made an advance/fall-back move this phase
EFFECT: Set up as described in Set Up (03.02).
WHILE MOVING: Set up each model wholly within the set-up distance of that TRANSPORT.

War Horde3DP

RIOTOUS MULTITUDES OF ORKS AND RAMSHACKLE VEHICLES HIT THE FOE WITH DISORDERED BRUTALITY

Detachment Rules

Get Stuck In

Joyously anarchic and recklessly destructive, all Orks eagerly get stuck in to every fight.

Friendly ORKS units’ melee attacks have [Sustained Hits 1].

Enhancements

  • Headwoppa's Killchoppa 15 pts

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.

  • Da Boss is Watchin' 25 pts

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.

  • Kunnin' But Brutal 20 pts

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.

  • Follow Me Ladz 20 pts

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.


Stratagems

BREAKIN' HEADS
1CP
War Horde Stratagem
Sometimes even the most enthusiastic Orks need a little ‘encouragement’ to stay in the fight.
WHEN: Any phase, when a friendly attached ORKS INFANTRY unit becomes battle-shocked.

TARGET: That ORKS INFANTRY unit. You can target that unit with this stratagem even though it is battle-shocked.

EFFECT: Roll one D3:
  • Your unit suffers a number of mortal wounds equal to the result.
  • Your unit is no longer battle-shocked.
HIT 'EM HARDER
1CP
War Horde Stratagem
Even the weediest Orks possess great strength, and need little persuasion to bring it to bear.
WHEN: Fight phase, when a friendly ORKS unit is selected to fight.

TARGET: That ORKS unit.

EFFECT: Your unit’s melee attacks have [Lethal Hits].
ORKS IS NEVER BEATEN
1CP
War Horde Stratagem
So resilient is Ork physiology - and so slow are Orks on the uptake - even death can take time to register.
WHEN: Fight phase, when an enemy unit targets a friendly ORKS unit (excluding TITANIC units).

TARGET: That ORKS unit.

EFFECT: When a model in your unit is destroyed, if your unit has not been selected to fight this phase, roll one D6, with +1 to that roll if your unit is riled up:
  • On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield.
MOW 'EM DOWN
1CP
War Horde Stratagem
Spiked rams, deff rollas and glyph-heavy dozer blades are more than just stylish statements for the crew of Ork vehicles.
WHEN: Fight phase, when a friendly ORKS VEHICLE unit (excluding WALKER units) that made a charge move this turn is selected to fight.

TARGET: That ORKS VEHICLE unit.

EFFECT: Your unit’s melee attacks have:
  • [Cleave 1].
  • Or: If that attack already has [CLEAVE], +1 to the value of that [CLEAVE] (e.g. [CLEAVE 1] becomes [CLEAVE 2]).
FUNGUS-FUEL INJECTION
1CP
War Horde Stratagem
Fermented through entirely unstable processes, just a drop of these potent additives can supercharge any Mek-built engine.
WHEN: Your Movement phase, when a friendly ORKS MOUNTED/VEHICLE unit is selected to move.

TARGET: That ORKS MOUNTED/VEHICLE unit.

EFFECT: Your unit has +2" M.
CLOSE-RANGE DAKKA
1CP
War Horde Stratagem
Many Orks think it’s a waste of time blazing away at long range, when it’s more fun to see the effects of potent dakka up close.
WHEN: Your Shooting phase, when a friendly ORKS unit is selected to shoot.

TARGET: That ORKS unit.

EFFECT: Your unit’s ranged attacks have:
  • [Rapid Fire 1].
  • Or: If that attack already has [RAPID FIRE], +1 to the value of that [RAPID FIRE] (e.g. [RAPID FIRE 1] becomes [RAPID FIRE 2]).

Green Tide1DP

BELLOWING ORK INFANTRY IN UNRULY MOBS HIT LIKE AN AVALANCHE OF MUSCLE

Detachment Rules

Mob-handed Brutality

In the massive fights that Orks enjoy, the only way to ensure a slice of the action is to fight harder.

  • Friendly BOYZ units’ melee attacks have [Sustained Hits 1].
  • If a friendly ORKS INFANTRY unit made a charge move this turn, that unit’s melee attacks have [Lethal Hits: non-Monster/Vehicle].

Enhancements

  • Ferocious Show-off 15 pts

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:

  • +1 A.
  • Or: If this unit has 11+ models, +2 A.

  • 'ArdboyzUPGRADE 25 pts

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.


Stratagems

UNBRIDLED CARNAGE
1CP
Green Tide Stratagem
When da Boyz get stuck into the foe, the carnage is wonderful to behold, at least for all their mates.
WHEN: Fight phase, when a friendly BOYZ unit that made a charge move this turn is selected to fight.

TARGET: That BOYZ unit.

EFFECT: Your unit’s melee attacks have +1 A.
MOB MENTALITY
1CP
Green Tide Stratagem
With volleys of wagers, threats, insults, dung and the occasional rock, large mobs bolster the spirits of others in the most Orky ways possible.
WHEN: Start of the Battle-shock step of your Command phase.

TARGET: One friendly ORKS INFANTRY unit of 13+ models.

EFFECT: Select one visible friendly ORKS unit within 12" of your unit. That unit’s battle-shock rolls are automatically successful.
'ERE WE GO
1CP
Green Tide Stratagem
Orks can put on a surprising turn of speed when the promise of a good face-to-face fight is in the offing.
WHEN: Your Movement phase, when a friendly BEAST SNAGGA BOYZ/BOYZ unit is selected to move.

TARGET: That BEAST SNAGGA BOYZ/BOYZ unit.

EFFECT: Your unit has +2 to advance rolls.

Bully Boyz1DP

WITH HUGE MUSCLES, WEAPONS AND EGOS, ORKISH VETERANS CAN KRUMP ANYONE

Detachment Rules

Displays of Savagery

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].

Enhancements

  • Wimp-kickazUPGRADE 15 pts

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:

  • That enemy unit must select the desperate escape mode.
  • If this unit is riled up, that enemy unit has -1 to the hazard rolls made for that desperate escape.

  • Tellyporta Boss 20 pts

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.


Stratagems

TOO ARROGANT TO DIE
1CP
Bully Boyz Stratagem
With bone-headed arrogance, Nobz will carry on killing before their deaths finally dawn on them.
WHEN: Fight phase, when an enemy unit targets a friendly MEGANOBZ/NOBZ unit.

TARGET: That MEGANOBZ/NOBZ unit.

EFFECT: When a model in your unit is destroyed, if your unit has not been selected to fight this phase, roll one D6, with +1 to that roll if your unit is riled up:
  • On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield.
ARMED TO DA TEEF
1CP
Bully Boyz Stratagem
Nobz load themselves with all manner of weapons in shows of wealth and influence.
WHEN: Your Shooting phase or the Fight phase, when a friendly MEGANOBZ/NOBZ unit is selected to attack.

TARGET: That MEGANOBZ/NOBZ unit.

EFFECT: Your unit’s attacks can:
  • Re-roll hit rolls of 1.
  • If your unit is riled up, re-roll hit rolls.
HULKING BRUTES
1CP
Bully Boyz Stratagem
The thick armour and thicker skulls of Nobz make them a daunting prospect to gun down.
WHEN: Your opponent’s Shooting phase, when an enemy unit targets a friendly MEGANOBZ/NOBZ unit.

TARGET: That MEGANOBZ/NOBZ unit.

EFFECT: Ranged attacks that target your unit with a S greater than your unit’s T have -1 to wound rolls.
+1CP
Or: Ranged attacks that target your unit have -1 to wound rolls.

Runt Swarm1DP

SNEAKY AND GITTISH GRETCHIN ARE SURPRISINGLY EFFECTIVE IN LARGE NUMBERS

Detachment Rules

Sneaky Little Gitz

Given no position of importance, Grots find their niche as sneaks, thieves and mischief-makers.

  • Friendly GRETCHIN units have BATTLELINE.
  • When a friendly GRETCHIN unit is selected to make an advance/fall-back move, that move does not prevent this unit from being eligible to start an action.

Enhancements

  • Extra SneakyUPGRADE 10 pts

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.

  • Minefield DetailUPGRADE 10 pts

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".


Stratagems

INFESTED WAR ZONE
2CP
Runt Swarm Stratagem
Short, scrawny and skilled at hiding, there are usually a lot more Gretchin about than meets the eye.
WHEN: Any phase, when an enemy unit has attacked.

TARGET: One friendly GRETCHIN unit that was just destroyed. You can target that unit with this stratagem even though that unit was just destroyed.

EFFECT: Add a new GRETCHIN unit to your army identical to your destroyed unit, in strategic reserves, at its starting strength, with its full wounds remaining.
SCARPER!
1CP
Runt Swarm Stratagem
Through natural cowardice or a Runtherd’s threats, Grots’ agile reactions can leave foes flat-footed.
WHEN: Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged GRETCHIN unit.

TARGET: That GRETCHIN unit.

EFFECT: Your unit can make a normal move of:
  • Up to D6".
  • Or: Up to 6" instead if your unit is an attached unit.
GROT SHIELDS
1CP
Runt Swarm Stratagem
Despite their protestations, Gretchin make surprisingly effective bullet shields.
WHEN: Your opponent’s Shooting phase, when an enemy unit targets a friendly ORKS INFANTRY unit (excluding GRETCHIN units).

TARGET: One friendly GRETCHIN unit within 3" of that ORKS INFANTRY unit.

EFFECT: When a hit roll for that enemy unit’s ranged attacks that target that ORKS unit results in a hit, if a model in your GRETCHIN unit is on the battlefield, end the attack sequence for that attack and your GRETCHIN unit suffers 1 mortal wound.

Shoota Boyz1DP

DAKKA-ADDICTS GLEEFULLY UNLEASH EAR-SPLITTING FUSILADES OF FIREPOWER

Detachment Rules

Dakka! Dakka! Dakka!

Always hunting for something to kill, when Orks spot a target they saturate it with dakka.

Friendly ORKS INFANTRY units’ ranged attacks have:
  • [Assault].
  • While this unit is riled up, +3" R.

Enhancements

  • Supa-glowy Fing 25 pts

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:

  • [Anti-Infantry 4+].
  • [Devastating Wounds].
  • [SUPA-HAZARDOUS].

[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.

  • Targetin' Squigs 20 pts

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.


Stratagems

KUSTOM DAKKA
1CP
Shoota Boyz Stratagem
Extra speshul ammunition is hoarded by those Orks obsessed with dakka, ready for the ideal target when it is splurged in an impressively killy display.
WHEN: Your Shooting phase, when a friendly ORKS INFANTRY unit is selected to shoot.

TARGET: That ORKS INFANTRY unit.

EFFECT: Your unit’s ranged attacks that target a unit (excluding MONSTER/VEHICLE units) have +1 to wound rolls.
GLOWIN' DAKKA
1CP
Shoota Boyz Stratagem
Semi-molten or radioactive slugs; frazzle bullets; shokktastik shells; Orks will try anything they can afford to crack open enemy armour in style.
WHEN: Your Shooting phase, when a friendly ORKS INFANTRY unit is selected to shoot.

TARGET: That ORKS INFANTRY unit.

EFFECT: Your unit’s ranged attacks that target a unit within 9" have +1 AP.
NEVER ENOUGH DAKKA
1CP
Shoota Boyz Stratagem
Squeezing the trigger until their weapon stops firing or falls apart in their hands is a standard tactic for many Orks, and their horrifically wild bursts eventually find their mark.
WHEN: Your Shooting phase, when a friendly ORKS INFANTRY unit is selected to shoot.

TARGET: That ORKS INFANTRY unit.

EFFECT: Your unit’s ranged attacks have [Sustained Hits 1].

Taktikal Brigade1DP

BACKSTABBERS AND ROKKITEERS SPRING DUBIOUS BUT VIOLENTLY EFFECTIVE STRATEGIES

Detachment Rules

Suspiciously Well Organised

An un-Orky compulsion for discipline can wrongfoot enemies expecting anarchic disorder.


Enhancements

  • Kill Kommanda 20 pts
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:

  • Infiltrators.
  • Stealth.

  • Throat-slittasUPGRADE 15 pts

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].


Stratagems

DUBIOUS RESTRAINT
1CP
Taktikal Brigade Stratagem
A few Orks, particularly those of a rebelliously disciplined outlook, can resist their destructive urges just long enough to prioritise strategic gains.
WHEN: Start/end of your Movement phase.

TARGET: One friendly BOYZ/KOMMANDOS/STORMBOYZ unit.

EFFECT: Select one objective your unit is controlling. That objective is secured.
MIND MOSTLY ON THE MISSION
1CP
Taktikal Brigade Stratagem
When there’s a dirty job needs doing, Orks with strange compulsions get a kick out of causing such trouble sneakily or swiftly.
WHEN: Your Movement phase, when a friendly BOYZ/KOMMANDOS/STORMBOYZ unit is selected to make an advance/fall-back move.

TARGET: That BOYZ/KOMMANDOS/STORMBOYZ unit.

EFFECT: That move does not prevent your unit from being eligible to start an action.
WHILE THEIR BACKS ARE TURNED
1CP
Taktikal Brigade Stratagem
With the gitz they were fighting having scarpered, mobs with a plan exploit the sudden lull to press towards whatever target has next caught their eye.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unengaged BOYZ/KOMMANDOS/STORMBOYZ unit that was engaged at the start of the phase.

EFFECT: Your unit can make a normal move of up to 6".

Wreckas1DP

DESTRUCTIVE LOOT-GRABBAS DESCEND ON PRIZED TARGETS WITH VICIOUS GRINS

Detachment Rules

Wreckin’ and Lootin’

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:
  • That unit is within range of an objective.
  • The target of that attack is within range of an objective.

Enhancements

  • Kaptin's Hat 25 pts
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.

  • Supa-snazz DakkaUPGRADE 20 pts

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].


Stratagems

DRIVE-BY BUSTIN'
1CP
Wreckas Stratagem
Ork transports are not the smoothest of rides. However, the best loot-hunters have honed their drive-by volleys of armour-cracking firepower to the point of deadly accuracy.
WHEN: Your Shooting phase, when a friendly ORKS TRANSPORT unit is selected to shoot.

TARGET: That ORKS TRANSPORT unit.

EFFECT: Your unit’s ranged attacks with weapons selected for the Firing Deck ability have +1 to hit rolls.
GRAB IT
1CP
Wreckas Stratagem
Wreckin’ some gitz is all well and good, but getting the drop on them and then grabbing an opportunity for some loot is even better.
WHEN: Your Shooting phase, when a friendly unengaged BREAKA BOYZ/FLASH GITZ/TANKBUSTAS unit has shot.

TARGET: That BREAKA BOYZ/FLASH GITZ/TANKBUSTAS unit.

EFFECT:
GUN-CRAZY SHOW-OFFS
1CP
Wreckas Stratagem
With a snort of contempt, these Orks decide to show the gitz who just shot at them what real guns are capable of.
WHEN: Your opponent’s Shooting phase, when an enemy unit has shot.

TARGET: One friendly FLASH GITZ/TANKBUSTAS unit hit by those attacks.

EFFECT: Your unit shoots using normal shooting, but while doing so your unit can only target that enemy unit.

Da Big Hunt1DP

THE GROUND TREMBLES WHEN STAMPEDING BEAST SNAGGAS CONVERGE ON THEIR PREY

Detachment Rules

Da Hunt is On

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.

Enhancements

  • Glory Hog 25 pts

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.

  • It Came from da Drops 20 pts

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.


Stratagems

WHERE D'YA FINK YOU'RE GOING?
1CP
Da Big Hunt Stratagem
Beast Snagga victims often make a break for it before the Orks have tired of fighting. Hooked, impaled or ridden down, few survive such flight.
WHEN: Your opponent’s Movement phase, when an enemy unit is selected to make a fall-back move, if that enemy unit is engaged with a friendly BEAST SNAGGA unit.

TARGET: That BEAST SNAGGA unit.

EFFECT: When an enemy unit engaged with your unit is selected to make a fall-back move, that enemy unit must use the desperate escape mode. If that enemy unit is a MONSTER/VEHICLE unit, that enemy unit makes three additional hazard rolls for each BEAST SNAGGA unit it is engaged with, with -1 from those hazard rolls if that enemy unit is battle-shocked.
GOADED INTO ACTION
1CP
Da Big Hunt Stratagem
Should attempts to obliterate the Beast Snaggas from afar fail, it is often the foe’s last mistake as the hunters turn their baleful attention on them.
WHEN: Your opponent’s Shooting phase, when an enemy unit has shot.

TARGET: One friendly unengaged BEAST SNAGGA unit that lost a wound as a result of those attacks.

EFFECT: Your unit can make a surge move of up to D6". If your unit is riled up, it can re-roll that D6.
INSTINCTIVE HUNTERS
1CP
Da Big Hunt Stratagem
With a keen eye for tracking their prey, Beast Snaggas will circle around to ambush the luckless gitz from another angle.
WHEN: End of your opponent’s Fight phase.

TARGET: One friendly unengaged BEAST SNAGGA unit within 6" of a battlefield edge.

EFFECT: Place your unit in strategic reserves.

Madcap Meks1DP

TECH-SAVVY TINKERERS UNLEASH INSANE CONTRAPTIONS AND ANARCHIC GUBBINZ

Detachment Rules

Unpredictable Genius

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:

UNPREDICTABLE GENIUS
D6RESULT
1Dat’s Weird: The target unit has 4+ InSv until your unit has shot.
2-3Hop Splat: Select one other enemy unit within 3" of the target. That unit suffers D3 mortal wounds.
4Seekerz: Those attacks have +1 to hit rolls.
5Lifted: The target unit has FLY, and cannot have the benefit of cover, until your unit has shot.
6Runtified: The target unit has -1 T until your unit has shot.

VINDICTIVE ARTILLERISTS
1CP
Madcap Meks Stratagem
Though cowardly, Grot artillery crews will dare to overcharge their weapons in acts of spectacular spite.
WHEN: Your Shooting phase, when a friendly MEK GUNZ unit is selected to shoot.

TARGET: That MEK GUNZ unit.

EFFECT: Your unit’s ranged attacks have:
  • [Lethal Hits].
  • Or: [Sustained Hits 1].
  • Or: [Hazardous], [Lethal Hits], [Sustained Hits 1].

Enhancements

  • Mekwaaagh! Mastermind 30 pts

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.

  • Temperamental ShokkaUPGRADE 20 pts

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:

  • On a 1, this model’s Shokk Attack Gun weapon has [Torrent], and when this unit has shot, this model is destroyed.
  • On a 2-5, this model’s Shokk Attack Gun weapon has +1 A.
  • On a 6, this model’s Shokk Attack Gun weapon has [Sustained Hits 2].

  • Enhanced Runt-mawUPGRADE 10 pts

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.

  • While an enemy unit is infested with Snotlings, that unit has -1 to leadership rolls.

Dread Mob1DP

RAMSHACKLE WALKERS STOMP INTO THE FOE IN A CLANKING KNOT OF GUNS AND KLAWS

Detachment Rules

Try Dat Button!

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):

TRY DAT BUTTON!
D6RESULT
1-2+1 A
3-4+2 S
5-6+1 AP

If you rolled two D6, when this unit has attacked, this unit makes one hazard roll.

Enhancements

  • Cybork Boosta 10 pts

This Mek’s extra bioniks help him keep up with his Kans.

BIG MEK/MEK model only. This model has +2" M.

  • Dreadherder 20 pts

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):

  • This model has Lone Operative.
  • In your Shooting phase, you can select one friendly ORKS WALKER unit within 3" of this model. That unit’s attacks can re-roll hit rolls of 1 until the end of the turn.


Stratagems

CRAZED RAMPAGE
1CP
Dread Mob Stratagem
Even horrific damage will not prevent many Ork combat walkers from crunching and stomping their enemies in a final fugue of psychotic aggression.
WHEN: Fight phase, when an enemy unit targets a friendly ORKS WALKER unit (excluding TITANIC units).

TARGET: That ORKS WALKER unit.

EFFECT: When a model in your unit is destroyed, if your unit has not been selected to fight this phase, roll one D6, with +3 to the result if your unit has DEFF DREAD:
  • On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield.
DREAD POWER
1CP
Dread Mob Stratagem
Fuelled by the pilot’s obsession or psychosis - and powered up by varied erratic gubbinz - it is little wonder that a Kan’s stomping rampages are constantly reignited.
WHEN: Your Movement phase.

TARGET: One friendly ORKS WALKER unit.

EFFECT: Your unit is riled up until the start of your next turn.
STOMPING JUGGERNAUT
1CP
Dread Mob Stratagem
A pilot’s single-mindedness and his walker’s durable form mean few obstacles can impede its relentless stomping advance.
WHEN: Your Movement/Charge phase, when a friendly ORKS WALKER unit is selected to move or declares a charge.

TARGET: That ORKS WALKER unit.

EFFECT: Your unit has MOBILE.

Blitz Brigade1DP

IN A THUNDERING MASS, HEAVILY ARMED TANKS AND RIGS PLOUGH TOWARDS THE FOE

Detachment Rules

Unstoppable Momentum

Like mobile armoured fortresses, little can stop the crushing impetus of the Orks’ hulking wagons.

  • Friendly WAGON units can re-roll charge rolls.
  • When a friendly WAGON unit is selected to make an advance move, that unit can change advance rolls to a 6.

Enhancements

  • Targetin' GizmosUPGRADE 10 pts

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:

  • This unit’s ranged attacks have [Ignores Cover].
  • If this unit is riled up, this unit’s ranged attacks have [Sustained Hits 1].

  • Boss BoomerUPGRADE 10 pts

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.


Stratagems

KEEP IT RUNNIN'
1CP
Blitz Brigade Stratagem
The crews of the Orks’ hulking transports maintain a high level of readiness for when the ladz get bored and rapidly clamber back on board to look for a new fight.
WHEN: End of the Fight phase.

TARGET: One friendly unengaged ORKS INFANTRY unit that was eligible to fight this phase and is wholly within 6" of a friendly TRANSPORT unit that INFANTRY unit is able to embark within.

EFFECT: Your INFANTRY unit embarks within that TRANSPORT unit.
READIED BRAWLERS
1CP
Blitz Brigade Stratagem
Bursting from assault hatches, pounding down boarding ramps or leaping from handholds, this thuggish transport’s fighters are quick to pile out.
WHEN: Your Movement phase, when a friendly WAGON unit ends a normal move.

TARGET: That WAGON unit.

EFFECT: Units embarked within your unit can make an assault disembark move.
IMPENDING KRUNCH
1CP
Blitz Brigade Stratagem
Having several tons of metal covered in blood, rust and spikes bearing down on them can shake the resolve of the most stoic warriors.
WHEN: Your Charge phase, when a friendly WAGON unit ends a charge move.

TARGET: That WAGON unit.

EFFECT: Each enemy unit engaged with your unit makes a battle-shock roll, with -1 to that battle-shock roll.

Kult of Speed1DP

SPEED-ADDLED LOONS HURTLE INTO BATTLE IN AN EXHAUST-CHOKED DEATH RACE

Detachment Rules

Adrenaline Junkies

After smashing into the foe at full tilt, a Speed Freek will pull hairpin turns to do it all again.

  • Friendly WARBIKERS units have BATTLELINE.
  • When a friendly SPEED FREEKS unit is selected to make an advance/fall-back move:
    • That unit’s ranged attacks have [Assault] until the end of the turn.
    • That move does not prevent that unit from being eligible to declare a charge.

Enhancements

  • Smoky GubbinzUPGRADE 10 pts

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.

  • Competitive Streak 15 pts

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.


Stratagems

DELICIOUS EATING SQUIGS
1CP
Kult of Speed Stratagem
Besides more dangerous fare, Squig-lobbing buggies fire edible Squigs for a price, guaranteed to enliven any Ork if he can eat it before it eats him.
WHEN: Your Movement phase.

TARGET: One friendly RUKKATRUKK SQUIGBUGGIES unit.

EFFECT: Select any number of friendly ORKS INFANTRY units within 3" of your unit. Each selected unit heals 3 wounds.
DAKKASTORM
1CP
Kult of Speed Stratagem
Often all an enemy will see of a Kult of Speed is a dust cloud as they speed by, all guns blazing.
WHEN: Your Shooting phase, when a friendly SPEED FREEKS unit is selected to shoot.

TARGET: That SPEED FREEKS unit.

EFFECT: Your unit’s ranged attacks have [Sustained Hits 1].
SPEEDIEST FREEKS
1CP
Kult of Speed Stratagem
Speed Freeks are often just blurs of vehicular mayhem that prove difficult to land a blow on.
WHEN: Your opponent’s Shooting phase, when an enemy unit targets a friendly SPEED FREEKS unit.

TARGET: That SPEED FREEKS unit.

EFFECT: Ranged attacks that target your unit fail on an unmodified hit roll of 1-3.

Flyboyz1DP

TRIGGER-HAPPY ORK PILOTS ATTACK FROM THE SKIES IN BLITZING AERIAL ASSAULTS

Detachment Rules

Skyborne Loons

When attacking en masse, crazed and excitable Flyboyz unleash torrential quantities of dakka.

  • Friendly ORKS AIRCRAFT units do not count towards the combined points value of your strategic reserves units.
  • While a friendly ORKS AIRCRAFT/DEFFKOPTAS unit is riled up, this unit’s ranged attacks have +1 to hit rolls.

Enhancements

  • FlybossUPGRADE 20 pts

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.

  • This unit has CHARACTER.
  • When this unit ends an ingress move, each friendly ORKS AIRCRAFT/DEFFKOPTAS unit within 6" of this unit is riled up until the start of your next turn.

  • Impulsive ReconUPGRADE 15 pts

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.


Stratagems

FLYIN' HEADBUTT
1CP
Flyboyz Stratagem
Some Ork pilots, out of bullets and out of luck, brighten up considerably when they realise their own aircraft is a deadly weapon in its own right.
WHEN: Any phase, when a friendly ORKS AIRCRAFT unit is destroyed, before rolling for any Deadly Demise.

TARGET: That ORKS unit.

EFFECT: Your unit does not have the Deadly Demise ability. Select one enemy unit within 12" of your unit and roll eight D6:
  • For each 4+, that enemy unit suffers 1 mortal wound.
Then remove your unit from the battlefield.
LONG, UNCONTROLLED BURSTS
1CP
Flyboyz Stratagem
Ork Flyboyz will fill the skies with dakka in an attempt to down any enemy they think is muscling in on their aerial turf.
WHEN: Your Shooting phase, when a friendly ORKS AIRCRAFT/DEFFKOPTAS unit is selected to shoot.

TARGET: That ORKS AIRCRAFT/DEFFKOPTAS unit.

EFFECT: When your unit’s ranged attacks target a FLY unit, those attacks can re-roll hit rolls.
WHIRLIGIG EVASION
1CP
Flyboyz Stratagem
Enemy attempts to hunt Deffkoptas down can be stymied by nimble aerial evasion, usually accompanied by a crude hand gesture in the foe’s direction.
WHEN: Your opponent’s Movement phase, when an enemy unit ends a move.

TARGET: One friendly unengaged DEFFKOPTAS unit within 8" of that enemy unit.

EFFECT: Your unit can make a normal move of:
  • Up to D6".
  • Or: If your unit is riled up, up to 6".

Brute Bosses1DP

BELLIGERENT GENERALS AND LIVING EMBODIMENTS OF ORKDOM LEAD THE RAMPAGE

Detachment Rules

’Ard as Nails

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:
  • On a 3+, do not remove this WARBOSS model from the battlefield. When this unit has fought, or at the end of the phase (whichever comes first), this WARBOSS model is removed from the battlefield.

Enhancements

  • Surly as a Squiggoth 25 pts

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:

  • On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed, unengaged, with 3 wounds remaining.

  • Brutal But Kunnin' 30 pts

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.

  • Blitzboss 20 pts

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:

  • +2" M.
  • 5+ InSv.

  • Proper Killy 15 pts

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.

  • Morgog's Finkin' Cap 50 pts

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:

  • Up to D6".
  • If this unit is riled up, you can re-roll that D6.

  • Da Gobshot Thunderbuss 20 pts

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:

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Da Gobshot Thunderbuss LETHAL HITS: non-MONSTER/VEHICLE RAPID FIRE 6
Da Gobshot Thunderbuss LETHAL HITS: non-MONSTER/VEHICLE RAPID FIRE 6
24"
6
4+
7
-2
2

Wurrband1DP

WEIRDBOYZ VENT SUPERNATURAL ENERGIES IN A STORM OF PRIMITIVE WAAAGH! POWER

Detachment Rules

Powers of da Waaagh!

Surrounded by mobs of excitable Orks, Weirdboyz’ shamanic powers build to spectacular phenomena.

Friendly ORKS PSYKER models’ [Psychic] attacks have:
  • +1 S.
  • +1 S for every 5 models in this unit (or embarked within this model).

Friendly ORKS PSYKER models have the following psychic abilities:

Roar of Mork (psychic level 1): In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:
  • On a 1, this unit is battle-shocked.
  • Select one enemy unit (excluding MONSTER/VEHICLE units) within 12" of this unit. That enemy unit makes a battle-shock roll, with -1 from that battle-shock roll for every 10 models in this unit.

Visions of Violence (psychic level 1): At the start of the Fight phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:
  • On a 1, this unit is battle-shocked.
  • This unit has Fights First.

Enhancements

  • Da Krunch 10 pts

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.

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Da Krunch BLAST 3 HAZARDOUS LETHAL HITS PSYCHIC
Da Krunch BLAST 3 HAZARDOUS LETHAL HITS PSYCHIC
24"
3
4+
5
-1
1
  • 'Eadbanger 15 pts

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.

RANGED WEAPONS
RANGE
A
BS
S
AP
D
'Eadbanger HAZARDOUS PRECISION PSYCHIC
'Eadbanger HAZARDOUS PRECISION PSYCHIC
24"
2
4+
6
-3
3
  • Warphead 25 pts

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:

  • Has psyker level 2.
  • Has Deadly Demise D6.
  • Can re-roll psychic rolls.

Boarding Actions

Introduction

Within the following pages you will find numerous Boarding Actions Detachments that can be used in your Boarding Actions games. Each lists which units you can include in your army, any modifications to those units’ army rule as presented in their Codex or Index, a Detachment rule unique to that Detachment, and a number of Enhancements and Stratagems that you can use.

ARMY FACTION
A keyword that will be shared by all units in your army.

MUSTERING RULES
Which units you are allowed to include in your army.

FORMING BOARDING SQUADS
Any additional rules that will apply in the missions Form Boarding Squads step. Note that not all Detachments will have these.

RULES ADAPTATIONS
Some units will be unable to use certain abilities in Boarding Actions battles. Where this is the case, these units and their relevant abilities will be listed here.

ARMY RULE
Due to the distinct nature of close-quarters battle in Boarding Actions, most army rules require some modifications to their effects. Where this is the case, these will be described here.

DETACHMENT RULE
Each faction will have a number of different Detachments to choose from, each with its own Detachment rule to reflect the unique fighting methods of such forces.

ENHANCEMENTS
Further Enhancements that you can give to CHARACTER models from your army, beyond those(Boarding Actions Enhancments), will be found here.

STRATAGEMS
Additional Stratagems that you can use, in addition to those (Boarding Actions Stratagems), will be found here.

Ramship Raiders

When 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.

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
You can include up to three of each of the following units:
You can include up to one of each of the following units:

Forming Boarding Squads

  • Do not split GRETCHIN units into separate units in the Form Boarding Squads step.
  • When splitting a KOMMANDOS unit, select one of the resulting Boarding Squads to gain the Distraction Grot token (if equipped with one). The Boarding Squad without the Distraction Grot token loses the Distraction Grot ability.

Rules Adaptations

  • The BIG MEK model loses the Shokk-boosta ability.
  • The BOSS SNIKROT model loses the Kunnin’ Infiltrator ability.
  • The BOYZ unit loses the Get Da Good Bitz ability.
  • The KOMMANDOS unit loses the Sneaky Gitz and Bomb SQUIG abilities.
  • The STORMBOYZ unit loses the Deep Strike and Full Throttle abilities.
  • The WEIRDBOY model loses the Waaagh! Energy’ and Da Jump abilities.
  • The WURRBOY model loses the Unstable Oracle ability.
  • The ZODGROD WORTSNAGGA model loses the Special Dose ability.

Army Rule

Void WAAAGH!

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.

Once per battle, at the start of the battle round, you can call a Void Waaagh!. If you do, until the start of the next battle round, the Void Waaagh! is active for your army and:
  • Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability.
  • Models from your army with this ability have a 5+ invulnerable save. A Void Waaagh! counts as a Waaagh! for any datasheet abilities.

Detachment Rule

Belligerent Boarders

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.

Enhancements

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.

Stratagems

PILE THROUGH
1CP
Ramship Raiders – Strategic Ploy Stratagem
Orks react to the sudden availability of a good scrap with immediate and enthusiastic aggression.
WHEN: Your Movement phase, just after an ORKS unit from your army opens a Hatchway.

TARGET: That ORKS unit.

EFFECT: Until the end of the turn, your unit has the Fights First ability.
RAMBOYZ RAMPAGE
1CP
Ramship Raiders – Strategic Ploy Stratagem
These ramship-riding Orks emulate the actions of their warship by barrelling full-tilt towards the enemy while roaring like lunatics then crashing into them head-on.
WHEN: Your Movement phase.

TARGET: One BOYZ unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced and each time your unit Advances, do not make an Advance roll; instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
EAGER TO FIGHT
1CP
Ramship Raiders – Strategic Ploy Stratagem
Impatient from being bottled up aboard their voidships with no one to clobber, this mob cannot wait to get stuck in to a proper scrap.
WHEN: Your Movement phase, in the Reinforcements step, just after an ORKS unit from your army is set up in an Entry Zone.

TARGET: That ORKS unit.

EFFECT: Your unit can make an Advance move.
ENRAGED RUSH
1CP
Ramship Raiders – Strategic Ploy Stratagem
Shooting this mob only serves to attract their attention while simultaneously making them angry at such a blatant attempt to deny them a good punch up.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One BOYZ unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Your unit can make an Enraged Rush move. To do so, roll one D6: your unit can be moved a distance in inches up to the result, but must end that move as close as possible to the attacking unit. When doing so, those models can be moved within Engagement Range of that enemy unit, but only that enemy unit.

Kaptin Killers

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!

Army Rule

Void WAAAGH!

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.

Once per battle, at the start of the battle round, you can call a Void Waaagh!. If you do, until the start of the next battle round, the Void Waaagh! is active for your army and:
  • Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability.
  • Models from your army with this ability have a 5+ invulnerable save. A Void Waaagh! counts as a Waaagh! for any datasheet abilities.

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
You can include up to two of each of the following units:

Rules Adaptations


Detachment Rule

Comin’ Through

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.

Enhancements

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.

Stratagems

LOOT ON THE MOVE
1CP
Kaptin Killers – Strategic Ploy Stratagem
Not only does ripping a door hatch right off its hinges allow for ease of progress, but the resultant large slab of bulletproof metal can make a handy temporary shield.
WHEN: Your Movement phase, just after an ORKS unit from your army opens a Hatchway.

TARGET: That ORKS unit.

EFFECT: Until the end of the battle, that Hatchway cannot be closed. Until the end of the turn, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
PILE THROUGH
1CP
Kaptin Killers – Strategic Ploy Stratagem
Orks react to the sudden availability of a good scrap with immediate and enthusiastic aggression.
WHEN: Your Movement phase, just after an ORKS unit from your army opens a Hatchway.

TARGET: That ORKS unit.

EFFECT: Until the end of the turn, your unit has the Fights First ability.
PIT FIGHTER
1CP
Kaptin Killers – Epic Deed Stratagem
This Warboss is a terror of the fighting pits, single-mindedly battering his way through lesser foes or simply sweeping them aside as he carves a path towards his true quarry.
WHEN: Your Charge phase.

TARGET: One WARBOSS model from your army.

EFFECT: Until the end of the phase, your model is eligible to declare a charge in a turn in which it Fell Back.
CORNERED AND KRUMPED
1CP
Kaptin Killers – Battle Tactic Stratagem
It is no easy thing to disentangle from a mob of ferocious Orks and retreat in good order, especially when cornered by them within the claustrophobic confines of a voidship.
WHEN: Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back.

TARGET: One ORKS unit from your army that is within Engagement Range of that enemy unit.

EFFECT: Your unit can fight as if it were the Fight phase, but when doing so, models in your unit can only target that enemy unit (and only if it is an eligible target) and each time a model in your unit makes an attack, an unmodified Hit roll of 6 is required to score a hit.

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:

Monster Epic Hero
Infantry Character
Monster Character

The BIG MEK keyword is used in the following Orks datasheets:

Vehicle Character

The CHARACTER keyword is used in the following Orks datasheets:

The DEDICATED TRANSPORT keyword is used in the following Orks datasheets:

Dedicated Transports

The EPIC HERO keyword is used in the following Orks datasheets:

Monster Epic Hero
Mounted Epic Hero

The EXPLOSIVES keyword is used in the following Orks datasheets:

The FLY keyword is used in the following Orks datasheets:

Infantry Epic Hero
Infantry
Mounted

The FORTIFICATION keyword is used in the following Orks datasheets:

13.01 Placing Terrain
Before the battle, place a selection of terrain features on the battlefield using one or more of the following methods:
  • Place a well-defined boundary (such as a base or mat) in each location you want to furnish with terrain, then place one or more terrain features wholly within that boundary.
  • Place one terrain feature directly on the battlefield.
  • Place two or more terrain features directly on the battlefield in such a way that together they define the boundary of an area.

In each case, the area of the battlefield occupied by that boundary or terrain feature is known as a terrain area. A mission’s deployment map may define the location and dimensions of each terrain area. Otherwise, players must agree on this before the battle.

FAQ

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
17.02 Frame
Some models do not have a base; many of these are MONSTER/VEHICLE models. Such models have the FRAME keyword, as do some other large models. Whenever a rule refers to a model’s position in relation to anything else on the battlefield (e.g. when measuring distances), if that model has the FRAME keyword, unless otherwise stated, measure to and from the closest point on that model (so not necessarily from its base, if it has one).

When rotating a FRAME model as part of a move, if that model does not have a base, turn it any amount around its central axis, while keeping it upright.

FAQ

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:

Dedicated Transports
Titanic
Vehicle
Fortifications

The GRENADES keyword is used in the following Orks datasheets:

Mounted Character

The GROTS keyword is used in the following Orks datasheets:

Infantry

The JUMP PACK keyword is used in the following Orks datasheets:

Infantry Epic Hero
Infantry

The MEGA ARMOUR keyword is used in the following Orks datasheets:

Infantry Epic Hero
Infantry

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:

Monster Epic Hero
Monster Character

The MOUNTED keyword is used in the following Orks datasheets:

Mounted Epic Hero

The PSYKER keyword is used in the following Orks datasheets:

Infantry Character
Monster

The SMOKE keyword is used in the following Orks datasheets:

Infantry Epic Hero
Mounted Epic Hero
Infantry

The SPEED FREEKS keyword is used in the following Orks datasheets:

Mounted Epic Hero
Dedicated Transports

The TITANIC keyword is used in the following Orks datasheets:

22.05 Plunging Fire
Each time a model makes a ranged attack that targets a visible unit containing one or more models on ground level, if one or more of the following conditions apply, improve the BS characteristic of that attack by 1:
  • The attacking model is on a section of a terrain feature that is 3" or more in height.
  • The attacking model has the TOWERING keyword and the target unit is within 12".

The TOWERING keyword is used in the following Orks datasheets:

The TRANSPORT keyword is used in the following Orks datasheets:

Dedicated Transports
Fortifications

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:

Vehicle Character

The WARBOSS keyword is used in the following Orks datasheets:

Infantry Epic Hero
Monster Character
03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.

FAQ

Q:Does my model or unit become engaged while moving through a enemy units engagement range during a move?
A:
No
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.
Save Rolls
The opposing player resolves the following sequence:
  1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
    • One group for each CHARACTER model.
    • One group for all other models with the same W, Sv and InSv characteristics.
  2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
    • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
    • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
    • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
  3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.

FAQ

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.
ASSAULT SHOOTING10.05
ELIGIBLE IF: All of the following apply to your unit:
  • Unengaged and made an advance move this turn.
  • Has one or more [ASSAULT] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: You can only select [ASSAULT] weapons to make attacks with.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[ASSAULT]24.04

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).
22.03.01 Psychic Abilities with a Psychic Level
When using psychic abilities with a psychic level, a PSYKER unit cannot use the same psychic ability more than once per phase.
22.03 Psychic Abilities
Abilities tagged with the word ‘Psychic’ are psychic abilities. If a psychic ability causes a model to lose one or more wounds, each of those wounds is said to be inflicted by a psychic attack (this can be important for the triggering of other rules).

SEE ALSO
  • Psychic Abilities with a Psychic Level (22.03.01)
[LETHAL HITS]24.23

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.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.

FAQ

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.
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).

FAQ

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.
[HAZARDOUS]24.15

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.
06.02.01 Normal Damage
Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.

SEE ALSO
  • Normal Damage 06.02.01

FAQ

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).
06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.

FAQ

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.
FALL-BACK MOVE09.07
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select fall-back mode:
  • Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
  • Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
  • Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:
[SUSTAINED HITS]24.36

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.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
Waaagh!

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:
War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn.

The ORKS and VEHICLE keywords are used in the following Orks datasheets:

[CLEAVE]24.06

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).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

The ORKS and MOUNTED keywords are used in the following Orks datasheets:

Mounted Epic Hero
[RAPID FIRE]24.30

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.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
01.07.01 Battlefield Morale
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.07.02 Battle-shock Test
The term Battle-shock test is the same as battle-shock roll.
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:
  • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
  • Its controlling player cannot target that unit with stratagems (15).
  • It is not eligible to start an action (16), and any action it has started cannot be completed.

SEE ALSO
  • Battlefield Morale 01.07.01
  • Battle-shock Test 01.07.02

BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.

FAQ

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
01.05.01 Automatically Successful/Passes/Hits/Wounds
When a dice roll or test is automatically successful or automatically passes/hits/wounds, do not roll the dice and instead move to the next step of the sequence for that roll as if the required result had been rolled. Any rules that take effect on a particular dice result or roll result do not take effect.

Example: If a hit roll is automatically successful, move straight to the Wound Rolls step for that attack. Such a hit roll is not a critical hit.

Example: If a wound roll is automatically successful, move straight to the Save Rolls step for that attack. Such a wound roll is not a critical wound.
INGRESS MOVE20.04
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is in strategic reserves (excluding units that are embarked within TRANSPORTS that are themselves in strategic reserves).
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Your unit is set up as described in Set Up (03.02).
WHILE MOVING: Set up your unit wholly within the set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.
  • Before the Third Battle Round: While doing so, no models can be set up within your opponent’s deployment zone.
AFTER MOVING: Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move.
DEEP STRIKE24.09

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.
04.01.05 Selected to Attack
Some rules use the term selected to attack. If a unit is selected to fight, selected to shoot or chosen to make attacks, that unit is selected to attack.
[DEVASTATING WOUNDS]24.10

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.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
05.02.01 Multiple Toughness Characteristics
When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
  • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
  • Use the highest T characteristic amongst models in that unit that are on the battlefield.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
Strength is TWICE (or more than twice) the Toughness
+
Strength is GREATER than the Toughness
+
Strength is EQUAL to the Toughness
+
Strength is LESS than the Toughness
+
Strength is HALF (or less than half) the Toughness
+
Any other resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).


SEE ALSO
  • Multiple Toughness Characteristics 05.02.01
13.09 Hidden
A model is hidden while all of the following apply to it:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more light/dense terrain features.
  • That model’s unit did not make one or more ranged attacks during this turn or during the previous turn.
While a model is hidden, it can only be visible to enemy models that are within its detection range. Unless otherwise stated, a model’s detection range is 15".

Errata

13.09 - Change to First Bullet Point
Change to: ‘That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more light/dense terrain features.’
SCOUTS24.31

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:
  • If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone.
  • If that unit is wholly within your deployment zone, it can make a scout move (see below).
  • If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.

SCOUT MOVE24.32
MAXIMUM DISTANCE: The X" in Scouts X".
ELIGIBLE IF: It is the Resolve Pre-battle Abilities step, and your unit is wholly within your deployment zone.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be more than 8" horizontally from all enemy units.
01.02.01 Starting Strength and Half-Strength
The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round.

Some rules refer to units being below starting strength, or at – or below – half-strength. The meaning of these terms varies depending on a unit’s starting strength, as shown below.

UNIT STRENGTH
STARTING STRENGTH OF 1STARTING STRENGTH OF 2 OR MORE
BELOW STARTING STRENGTHModel’s remaining wounds are less than its W characteristic.Number of remaining models in the unit is less than its starting strength.
AT HALF-STRENGTHModel’s remaining wounds are half of its W characteristic.Number of remaining models in the unit is half of its starting strength.
BELOW HALF-STRENGTHModel’s remaining wounds are less than half of its W characteristic.Number of remaining models in the unit is less than half of its starting strength.

Example: A Captain (1 model) is attached to a unit of Intercessors (5 models). This attached unit has a starting strength of 6. If three Intercessors were destroyed, the unit would be at half-strength. If four Intercessors were destroyed, the unit would be below half-strength. If all of the Intercessors were destroyed, the remaining Captain would be below half-strength, despite having his full wounds remaining.

SOME UNITS CANNOT BE AT HALF-STRENGTH
If a model’s W characteristic or a unit’s starting strength cannot be evenly divided in half, that model or unit cannot be at half-strength (but can be below half-strength as described above).
02.02.05 Full Wounds Remaining
A model has its full wounds remaining if it has the same number of wounds remaining as its W characteristic.
NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.
[ANTI]24.03

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.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
[TORRENT]24.37

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:

Infantry Epic Hero
INFILTRATORS24.20

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.
13.08 Benefit of Cover
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
  • That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).

Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.

FAQ

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.
STEALTH24.33

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).
14.03 Secured Objectives
Some rules allow an objective to be secured by a player’s army. When an objective is secured by a player’s army, that objective remains under their control – even once they no longer have any units within range of it – until their opponent’s level of control over that objective is greater than theirs at the end of a phase.

FAQ

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:

Dedicated Transports
Fortifications
[ONE SHOT]24.26

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.

If a destroyed model is returned to a unit, all of its [ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again.

If a new unit is added to an army, all [ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.
FIRING DECK24.14

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:
  1. Select up to X models embarked within this TRANSPORT (excluding models whose units have already been selected to shoot this phase).
  2. For each selected model, select one of its ranged weapons (excluding [ONE SHOT] weapons).
  3. Until this TRANSPORT has resolved all of its attacks, it has all of those selected weapons in addition to its other weapons.
  4. Until the end of the turn, units embarked within this TRANSPORT are not eligible to shoot.
NORMAL SHOOTING10.04
ELIGIBLE IF: Your unit is unengaged and did not make an advance move this turn.
EFFECT: Your unit shoots as described in Making Attacks (04).
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
01.04.03 As Close As Possible
  • If a rule instructs you to move a model as close as possible to a unit or model you must end that model’s move in base contact with that unit or model if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If a model is already as close as possible to a unit or model when it is instructed to make a move as close as possible towards a unit or model, that model cannot be moved, but still counts as having made the move in question.
  • If a rule instructs you to move a model as close as possible to an objective you must end that model’s move within range of an objective if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If that model is already within range of an objective it can move up to the maximum distance of that move but must end its move still within range of that objective.
Surge Move
SURGE MOVE21.02
SET-UP DISTANCE: As stated in the rule allowing this move type.
ELIGIBLE IF: All of the following apply:
  • The rule allowing this move type has been triggered.
  • Your unit is not battle-shocked.
  • Your unit is unengaged.
  • Your unit has not moved this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select the closest enemy unit to be the surge target.
WHILE MOVING:
  • Each model must end its move engaged with the surge target if possible.
  • Each model that cannot end its move engaged with the surge target must end its move as close as possible to the surge target.
AFTER MOVING:
  • Your unit cannot be engaged with one or more enemy units that were not the surge target.
  • Your unit cannot move again this phase.
[HAZARDOUS]24.15

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.
01.06 Leadership Rolls
To make a leadership roll for a unit, its controlling player rolls 2D6: if the result is equal to or greater than one or more of the Ld characteristics in that unit, that roll succeeds. Otherwise, that roll fails. The rule that instructed you to make that leadership roll will describe the effects of that roll succeeding or failing.
LONE OPERATIVE24.24

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.

If this ability takes the form Lone Operative X", unless part of an attached unit, this unit is not visible to enemy models unless they are within X" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X" of this unit.
[IGNORES COVER]24.18

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).
18.02.01 Able To Embark
A unit is able to embark if it meets all of the conditions in Embarking (18.02). Note that one or more of these conditions may be modified by other rules, in which case a unit must satisfy those modified conditions in addition to any unmodified conditions to be able to embark.
ASSAULT DISEMBARK MOVE18.06
SET-UP DISTANCE: 3"
ELIGIBLE IF:
  • Embarked within a TRANSPORT on the battlefield
  • Did not embark within that TRANSPORT this phase
  • That TRANSPORT has not made an advance/fall-back move this phase
EFFECT: Set up as described in Set Up (03.02).
WHILE MOVING: Set up each model wholly within the set-up distance of that TRANSPORT.
02.02.04 Healing Or Regaining Lost Wounds
When a unit heals or regains a number of wounds, it regains up to that number of lost wounds. For each wound healed or regained, consult the following:
  • If that unit has one or more models that does not have its full wounds remaining, select one of those models; that model regains one lost wound.
  • If all models in that unit have their starting number of wounds, but one or more models from that unit are currently destroyed, revive one of those destroyed models (excluding CHARACTER models), with one wound remaining.
This cannot cause a model to have more wounds remaining than it started the battle with.

If a rule states that a model heals or regains a number of wounds, only that model can regain wounds up to its starting number of wounds. Any excess regained wounds are lost and do not cause a destroyed model from that unit to revive.

The ORKS and AIRCRAFT keywords are used in the following Orks datasheets:

EMERGENCY DISEMBARK MOVE18.05
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit: (1) Wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. OR: (2) If the above is not possible while remaining unengaged, set up that model wholly within the set-up distance of that TRANSPORT, as close as possible to that TRANSPORT, and engaged. Each model that still cannot be set up is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
DEADLY DEMISE24.08

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").
Before selecting targets for this weapon, select one of its eligible profiles to make attacks with.
[PSYCHIC]24.29

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).
FIGHTS FIRST24.13

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.

See the Resolve Fights First Combats step in the Fight phase (12.04).
[BLAST]24.05

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).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
05.04.01 Current Allocation Group
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
[PRECISION]24.28

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:

Infantry Epic Hero
Infantry Character
FEEL NO PAIN24.12

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:

Infantry Epic Hero
Infantry Character

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