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.
| Book | Kind | Edition | Version | Last update |
Warhammer 40,000: The App | ||||
Warhammer 40,000: The App | Rulebook | 11 | 2.7.1 | October 2026 |
The infamous war cry of the Orks is known and feared throughout the galaxy. When it echoes across the battlefield, bellowed from hundreds or even thousands of toothy maws, even the most stalwart warriors fear the onslaught to come.
You can re-roll advance rolls made for friendly ORKS units.Deez gitz fink dey'z better'n us Orks. Give 'em a krumpin' dey won't forget!
1DPOrks are tough, battle-scarred beasts who cheerfully shrug off injuries that would kill most creatures. When suffused by the power of the Waaagh!, their resilience is magnified to unimaginable heights.
Attacks that target a friendly ’ARDMOB unit with the Waaagh! active with a S greater than that friendly unit’s T have -1 to wound rolls.Extra Platin'UPGRADE The crew have nailed additional plates of scrap iron and looted tank armour to the hull of their Wartrakk to make it tougher. ’ARDMOB WARTRAKK unit only. This unit has:
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Rallying War Cry Drawn to battle by their Warboss’ deafening roars, a fresh wave of lads joins the fight. ’ARDMOB WARBOSS model only. (Once per battle, per unit) In your Command phase, you can use this ability. If you do, return up to D3+2 destroyed bodyguard models to this unit. |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Psychic Powers - Da Stomp BLAST 1 PSYCHIC | |||||||
| Psychic Powers - Da Stomp BLAST 1 PSYCHIC | 24" | D6+2 | 4+ | 4 | 0 | 1 | |
| Psychic Powers - 'Eadbanger Precision PSYCHIC | |||||||
| Psychic Powers - 'Eadbanger Precision PSYCHIC | 24" | 1 | 4+ | 8 | -3 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Waaagh! Staff - Bash PSYCHIC | |||||||
| Waaagh! Staff - Bash PSYCHIC | Melee | 3 | 3+ | 8 | -1 | 2 | |
| Waaagh! Staff - Clobber Devastating Wounds Hazardous PSYCHIC | |||||||
| Waaagh! Staff - Clobber Devastating Wounds Hazardous PSYCHIC | Melee | 4 | 3+ | 8 | -2 | 2 | |
| ARMY RULES | Waaagh! |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Kustom Shoota Rapid Fire 2 | |||||||
| Kustom Shoota Rapid Fire 2 | 18" | 4 | 5+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Kustom Choppa CLEAVE 1 | |||||||
| Kustom Choppa CLEAVE 1 | Melee | 6 | 2+ | 8 | -2 | 2 | |
| ARMY RULES | Waaagh! |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Kombi-shoota | |||||||
| Kombi-shoota | 24" | 2 | 5+ | 4 | 0 | 1 | |
| Slugga CLOSE-QUARTERS | |||||||
| Slugga CLOSE-QUARTERS | 12" | 1 | 5+ | 4 | 0 | 1 | |
| Kombi-rokkit | |||||||
| Kombi-rokkit | 24" | 1 | 5+ | 10 | -2 | 3 | |
| Shoota Rapid Fire 1 | |||||||
| Shoota Rapid Fire 1 | 18" | 2 | 5+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Big Choppa | |||||||
| Big Choppa | Melee | 3 | 3+ | 5 | -1 | 2 | |
| Choppa | |||||||
| Choppa | Melee | 1 | 3+ | 4 | -1 | 1 | |
| ARMY RULES | Waaagh! |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Slugga CLOSE-QUARTERS | |||||||
| Slugga CLOSE-QUARTERS | 12" | 1 | 5+ | 4 | 0 | 1 | |
| Kustom Shoota Rapid Fire 2 | |||||||
| Kustom Shoota Rapid Fire 2 | 18" | 4 | 5+ | 4 | 0 | 1 | |
| Shoota | |||||||
| Shoota | 18" | 2 | 5+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Big Choppa | |||||||
| Big Choppa | Melee | 3 | 3+ | 5 | -1 | 2 | |
| Choppa | |||||||
| Choppa | Melee | 1 | 3+ | 4 | -1 | 1 | |
| ARMY RULES | Waaagh! |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Blasta CLOSE-QUARTERS | |||||||
| Blasta CLOSE-QUARTERS | 18" | 1 | 4+ | 3 | 0 | 1 | |
| Lobbin' Bombs Hazardous | |||||||
| Lobbin' Bombs Hazardous | 6" | 1 | 4+ | 4 | -1 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Scavenged Shivs | |||||||
| Scavenged Shivs | Melee | 1 | 5+ | 2 | 0 | 1 | |
| ARMY RULES | Waaagh! |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Kustom Shoota Rapid Fire 2 | |||||||
| Kustom Shoota Rapid Fire 2 | 18" | 4 | 5+ | 4 | 0 | 1 | |
| Rokkit Launcha | |||||||
| Rokkit Launcha | 24" | D3+3 | 5+ | 10 | -2 | 3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Choppas | |||||||
| Choppas | Melee | 6 | 3+ | 4 | -1 | 1 | |
| ARMY RULES | Waaagh! |
The 'ARDMOB keyword is used in the following 'Ardmob datasheets:
The CHARACTER keyword is used in the following 'Ardmob datasheets:
The EXPLOSIVES keyword is used in the following 'Ardmob datasheets:
The INFANTRY keyword is used in the following 'Ardmob datasheets:
The MOB keyword is used in the following 'Ardmob datasheets:
The MOUNTED keyword is used in the following 'Ardmob datasheets:
The ORKS keyword is used in the following 'Ardmob datasheets:
The PSYKER keyword is used in the following 'Ardmob datasheets:

| Q: | Does my model or unit become engaged while moving through a enemy units engagement range during a move? |
| A: | No |
The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
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| 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. |
The infamous war cry of the Orks is known and feared throughout the galaxy. When it echoes across the battlefield, bellowed from hundreds or even thousands of toothy maws, even the most stalwart warriors fear the onslaught to come.
You can re-roll advance rolls made for friendly ORKS units.| 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 |
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).Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.



| Q: | When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them? |
| A: | Line of sight is drawn from any part of the observing model to any part of the model being observed. |
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| Q: | My attack has a rule that means it results in a critical hit on a hit roll of 4+. Does this work when snap shooting? |
| A: | Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6. |
| Q: | My attack has a rule that means it results in a critical hit on a hit roll of 4+, and I would otherwise need a 5+ to hit. Does a 4+ hit? |
| A: | Yes, except when snap shooting: when snap shooting, each attack only hits on a roll of 6. |
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).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.Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
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| Q: | I have a rule that triggers when a mortal wound is allocated to a model, when does this happen? |
| A: | When you select a model in the Select Model step of Mortal Wounds (06.02). |
| Q: | I failed hazard rolls from [Hazardous] weapons, do those mortal wounds have to be allocated to the models with the [HAZARDOUS] weapons? |
| A: | No, you allocate the mortal wounds to the unit as per Mortal Wounds (06.02). (This represents Bob the guardsmen picking up his fallen squad mates plasma gun or that the twisting power of James the Chaos Sorcerer pulling his followers into the warp.) |
| Q: | If a rule says my unit must make a hazard roll does every model in the unit make a hazard roll? |
| A: | No, the unit would make 1 single hazard roll. |
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: | 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 |
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.Orks are tough, battle-scarred beasts who cheerfully shrug off injuries that would kill most creatures. When suffused by the power of the Waaagh!, their resilience is magnified to unimaginable heights.
Attacks that target a friendly ’ARDMOB unit with the Waaagh! active with a S greater than that friendly unit’s T have -1 to wound rolls.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.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.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).Drawn to battle by their Warboss’ deafening roars, a fresh wave of lads joins the fight.
’ARDMOB WARBOSS model only. (Once per battle, per unit) In your Command phase, you can use this ability. If you do, return up to D3+2 destroyed bodyguard models to this unit.
Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.
Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation.
Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.The crew have nailed additional plates of scrap iron and looted tank armour to the hull of their Wartrakk to make it tougher.
’ARDMOB WARTRAKK unit only. This unit has: