RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Dual Big Shoota LETHAL HITS: non-MONSTER/VEHICLE Rapid Fire 4 | |||||||
| Dual Big Shoota LETHAL HITS: non-MONSTER/VEHICLE Rapid Fire 4 | 36" | 6 | 4+ | 5 | 0 | 1 | |
| Kustom Mega-blasta Hazardous | |||||||
| Kustom Mega-blasta Hazardous | 24" | 3 | 4+ | 9 | -2 | 3 | |
| Kustom Mega-zappa BLAST 1 Hazardous | |||||||
| Kustom Mega-zappa BLAST 1 Hazardous | 36" | 3 | 4+ | 12 | -2 | 4 | |
| Rokkit Launcha - Blasta BLAST 2 | |||||||
| Rokkit Launcha - Blasta BLAST 2 | 24" | 2 | 4+ | 5 | 0 | 1 | |
| Rokkit Launcha - Busta | |||||||
| Rokkit Launcha - Busta | 24" | 2 | 4+ | 10 | -2 | 3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Klaw of Mork CLEAVE 2 | |||||||
| Klaw of Mork CLEAVE 2 | Melee | 5 | 3+ | 18 | -3 | 6 | |
| CORE ABILITIES | Damaged 7, Deadly Demise D6, Super-heavy Walker |
| ARMY RULES | Waaagh! |
| YOUR 1ST TO 2ND UNITS COST | |
| 1 model | 345 |
| YOUR 3RD + UNIT COSTS | |
| 1 model | 375 |
The JUMP PACK keyword is used in the following Orks datasheets:
The MEGA ARMOUR keyword is used in the following Orks datasheets:
The ORKS keyword is used in the following Orks datasheets:
The TITANIC keyword is used in the following Orks datasheets:
The TOWERING keyword is used in the following Orks datasheets:
The TRANSPORT keyword is used in the following Orks datasheets:
The VEHICLE keyword is used in the following Orks datasheets:
The WALKER keyword is used in the following Orks datasheets:

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



| Q: | When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them? |
| A: | Line of sight is drawn from any part of the observing model to any part of the model being observed. |
|
| Q: | My attack has a rule that means it results in a critical hit on a hit roll of 4+. Does this work when snap shooting? |
| A: | Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6. |
| Q: | My attack has a rule that means it results in a critical hit on a hit roll of 4+, and I would otherwise need a 5+ to hit. Does a 4+ hit? |
| A: | Yes, except when snap shooting: when snap shooting, each attack only hits on a roll of 6. |
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
|
| Q: | I have a rule that triggers when a mortal wound is allocated to a model, when does this happen? |
| A: | When you select a model in the Select Model step of Mortal Wounds (06.02). |
| Q: | I failed hazard rolls from [Hazardous] weapons, do those mortal wounds have to be allocated to the models with the [HAZARDOUS] weapons? |
| A: | No, you allocate the mortal wounds to the unit as per Mortal Wounds (06.02). (This represents Bob the guardsmen picking up his fallen squad mates plasma gun or that the twisting power of James the Chaos Sorcerer pulling his followers into the warp.) |
| Q: | If a rule says my unit must make a hazard roll does every model in the unit make a hazard roll? |
| A: | No, the unit would make 1 single hazard roll. |
The infamous war cry of the Orks is known and feared throughout the galaxy. When it echoes across the battlefield, bellowed from countless toothy maws, it galvanises the Orks and riles them into a raucous state of excited aggression.
Friendly ORKS units with this ability can:The ORKS and INFANTRY keywords are used in the following Orks datasheets:
The ORKS and VEHICLE keywords are used in the following Orks datasheets:
With sufficient might or skill, warriors may sweep blades or talons through their foes in long lethal arcs.
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).The ORKS and MOUNTED keywords are used in the following Orks datasheets:
Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.| Q: | If a unit has a rule that allows it to start an action when it is battle-shocked can it also continue doing that action if it becomes battle-shocked after starting an action? |
| A: | Yes |
| Q: | If a unit becomes battle-shocked after starting an action does it stop performing that action? |
| A: | Yes |
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.
| ||||||||||||||||||||||||||||||
The ORKS and TRANSPORT keywords are used in the following Orks datasheets:
Some weapons are so rare, or so complex and slow to reload, that they can only be used once.
Each weapon with this ability can only be selected to make attacks with once per battle.Some transports have dedicated platforms or firing ports from which embarked passengers can lay down a withering hail of munitions.
This ability always takes the form Firing Deck X. In your Shooting phase, each time this TRANSPORT is selected to shoot, if one or more units are embarked within it, resolve the following sequence:Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.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").Those possessed of lightning-fast reactions may strike before the opponent can react.
While every model in a unit has this ability, that unit is a Fights First unit.High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).Joyously anarchic and recklessly destructive, all Orks eagerly get stuck in to every fight.
Friendly ORKS units’ melee attacks have [Sustained Hits 1].Monstrous creatures and gigantic engines of war loom over the battlefield like gods given form, striding over combatants and smashing through almost any obstacle that bars their passage.
Each time a unit with this ability makes a normal, advance or fall-back move: