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Orkz (Warhammer 40,000 8th Edition) [82 PL, 1509pts]

Battalion Detachment +5CP (Orks) [82 PL, 1509pts]


Rules: Dis Is Ours! Zog Off!

No Force Org Slot

Clan Kultur
Selections: Evil Sunz
Categories: N F O S
Abilities: Evil Sunz

Abilities Description Ref

Add 1 to the Move characteristic of models with this kultur (adding 2 instead if that model is a SPEED FREEK),
Evil
and add 1 to Advance and charge rolls made for them. In addition, models with this kultur do not suffer the
Sunz
penalty to their hit rolls for Advancing and firing Assault weapons.

Extra Gubbins (1/3 CP)


Selections: 1 Extra Shiny Gubbins (1 CP)
Categories: N F O S

HQ [10 PL, 197pts]

Big Mek in Mega Armour [6 PL, 107pts]


Selections: Kombi-Skorcha [17pts], Power Klaw [13pts], The Redder Armour
Categories: B M ,C ,F : <C >, F :O , HQ, I ,M A
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Big Mekaniak, Kombi-Skorcha, The Redder Armour, Unit: Big Mek in Mega Armour, Weapon: Power Klaw, Shoota, Skorcha

Abilities Description Ref

Codex:
Big At the end of your Movement phase, this model can repair a single friendly (CLAN) Vehicle model within
Orks
Mekaniak 3". That model regains D3 lost wounds. A model can only be repaired once per turn.
p86

Kombi-
When using both profiles, -1 to hit roll.
Skorcha

The Add 1 to the movement characteristic of any transport the bearer is currently embarked on. In addition if
Redder the bearer is embarked on any transport at the start of your movement phase roll d6 for each enemy unit
Armour within 6" of that model. On a 4+ that unit sufferes d3 mortal wounds.

Unit M WS BS S T W A Ld Save Ref

Big Mek in Mega Armour 4" 3+ 5+ 5 4 5 3 8 2+

Weapon Range Type S AP D Abilities Ref

Power Klaw Melee Melee x2 -3 D3 When attacking with this weapon, you must subtract 1 from the hit roll

Shoota 18" Assault 2 4 0 1 -

Skorcha 8" Assault D6 5 -1 1 This weapon automatically hits its target.


Warboss [4 PL, 90pts]
Selections: Attack Squig, Da Killa Klaw, Follow me Ladz!, Kombi-Rokkit [12pts], Power Klaw [13pts], Warlord
Categories: C ,I ,W , HQ, F : <C >, F :O ,W
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Breakin' Heads, Follow me Ladz!, Kombi-Rokkit, Waaagh!, Unit: Warboss, Weapon: Attack Squig, Da Killa Klaw, Power Klaw,
Rokkit Launcha, Shoota, Slugga, Stikkbombs

Abilities Description Ref

If a <CLAN> unit fails a Morale test within 3" of a friendly <CLAN> WARBOSS, they can restore order with a Codex:
Breakin'
brutal display of violence. If they do, the unit suffers D3 mortal wounds, but the Morale test is then Orks
Heads
considered to have been passed. p85

Follow
Your warlord gains the Waaagh and breaking 'Heads abilty. If he already has this then increase it's range by
me
3". In addition gain 1 additional command point.
Ladz!

Kombi-
When using both profiles, -1 to hit roll.
Rokkit

Codex:
Friendly (CLAN) Infantry units within 6" of this model at the start of the Charge phase can charge even if
Waaagh! Orks
they Advanced this turn.
p85

Unit M WS BS S T W A Ld Save Ref

Warboss 5" 2+ 5+ 6 5 6 4 8 4+

Weapon Range Type S AP D Abilities Ref

Attack Each time a model with an attack squig fights, it can make 2 Xenos
Melee Melee 4 -1 1
Squig additional attacks with this weapon. 2

Da Killa Model with Power Klaw only. You can reroll failed wound rolls for this
Melee Melee x2 -3 3
Klaw weapon.

Power Klaw Melee Melee x2 -3 D3 When attacking with this weapon, you must subtract 1 from the hit roll

Rokkit Assault
24" 8 -2 3 -
Launcha 1

Assault
Shoota 18" 4 0 1 -
2

Slugga 12" Pistol 1 4 0 1 -

Grenade
Stikkbombs 6" 3 0 1 -
D6

Troops [26 PL, 408pts]


Boyz [7 PL, 84pts]
Categories: B ,I ,F :O ,F : <C >, T
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Green Tide

Boss Nob [7pts]


Selections: Choppa, Shoota (Index)
Unit: Boss Nob, Weapon: Choppa, Shoota, Stikkbombs

11x Ork Boy W/ Slugga & Choppa [77pts]


Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbombs

Abilities Description Ref

Green Tide If this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.

Unit M WS BS S T W A Ld Save Ref

Boss Nob 5" 3+ 5+ 5 4 2 3 7 6+

Ork Boy 5" 3+ 5+ 4 4 1 2 6 6+

Weapon Range Type S AP D Abilities Ref

Each time the bearer fights, it can make 1 additional attack with this
Choppa Melee Melee user 0 1
weapon.

Shoota 18" Assault 2 4 0 1 -

Slugga 12" Pistol 1 4 0 1 -

Grenade
Stikkbombs 6" 3 0 1 -
D6

Boyz [7 PL, 84pts]


Categories: B ,I ,F :O ,F : <C >, T
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Green Tide

Boss Nob [7pts]


Selections: Choppa, Shoota (Index)
Unit: Boss Nob, Weapon: Choppa, Shoota, Stikkbombs

11x Ork Boy W/ Slugga & Choppa [77pts]


Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbombs

Abilities Description Ref

Green Tide If this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.

Unit M WS BS S T W A Ld Save Ref

Boss Nob 5" 3+ 5+ 5 4 2 3 7 6+

Ork Boy 5" 3+ 5+ 4 4 1 2 6 6+

Weapon Range Type S AP D Abilities Ref

Each time the bearer fights, it can make 1 additional attack with this
Choppa Melee Melee user 0 1
weapon.

Shoota 18" Assault 2 4 0 1 -

Slugga 12" Pistol 1 4 0 1 -

Grenade
Stikkbombs 6" 3 0 1 -
D6
Boyz [11 PL, 210pts]
Selections: 'Ard Boyz (2 CP), Tankbusta Bombs
Categories: B ,I ,F :O ,F : <C >, T
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: 'Ard Boyz (2 CP), Green Tide, Weapon: Tankbusta Bombs

Boss Nob [7pts]


Selections: Choppa, Shoota (Index)
Unit: Boss Nob, Weapon: Choppa, Shoota, Stikkbombs

29x Ork Boy W/ Shoota [203pts]


Unit: Ork Boy, Weapon: Shoota, Stikkbombs

Abilities Description Ref

'Ard Boyz The Save characteristic of models in this unit is changed to 5+. This unit can only use the Mob Up Strategem
(2 CP) to merge with other units of 'Ard Boyz.

Green Tide If this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.

Unit M WS BS S T W A Ld Save Ref

Boss Nob 5" 3+ 5+ 5 4 2 3 7 6+

Ork Boy 5" 3+ 5+ 4 4 1 2 6 6+

Weapon Range Type S AP D Abilities Ref

Each time the bearer fights, it can make 1 additional attack with
Choppa Melee Melee user 0 1
this weapon.

Shoota 18" Assault 2 4 0 1 -

Grenade
Stikkbombs 6" 3 0 1 -
D6

Tankbusta Grenade
6" 8 -2 D6 -
Bombs D3

Gretchin [1 PL, 30pts]


Selections: 10x Gretchin [30pts]
Categories: F : <C >, F :O ,G ,I ,T
Rules: Dakka Dakka Dakka, Grots
Abilities: Surprisingly Dangerous in Large Numbers

Abilities Description Ref

Surprisingly Dangerous in Large Add 1 to the hit rolls for models in this unit while this unit includes 20 or more
Numbers models.

Unit M WS BS S T W A Ld Save Ref

Gretchin 5" 5+ 4+ 2 2 1 1 4 6+

Weapon Range Type S AP D Abilities Ref

Grot Blaster 12" Pistol 1 3 0 1 -

Elites [7 PL, 95pts]


Nobz [7 PL, 95pts]
Categories: E ,F : <C >, F :O ,I ,N
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Keepin' Order

Boss Nob [19pts]


Selections: Big Choppa [5pts], Slugga
Unit: Boss Nob, Weapon: Big Choppa, Slugga, Stikkbombs

Nob [19pts]
Selections: Big Choppa [5pts], Slugga
Unit: Nob, Weapon: Big Choppa, Slugga, Stikkbombs

Nob [19pts]
Selections: Big Choppa [5pts], Slugga
Unit: Nob, Weapon: Big Choppa, Slugga, Stikkbombs

Nob [19pts]
Selections: Big Choppa [5pts], Slugga
Unit: Nob, Weapon: Big Choppa, Slugga, Stikkbombs

Nob [19pts]
Selections: Big Choppa [5pts], Slugga
Unit: Nob, Weapon: Big Choppa, Slugga, Stikkbombs

Abilities Description Ref

Keepin' Roll a D6 for each model that flees from a <CLAN> unit that is within 3" of any friendly <CLAN> unit with this
Order ability. On a 6, that model doesn't flee.

Unit M WS BS S T W A Ld Save Ref

Boss Nob 5" 3+ 5+ 5 4 2 3 7 4+

Nob 5" 3+ 5+ 5 4 2 3 6 4+

Weapon Range Type S AP D Abilities Ref

Big Choppa Melee Melee +2 -1 2 -

Slugga 12" Pistol 1 4 0 1 -

Stikkbombs 6" Grenade D6 3 0 1 -

Heavy Support [23 PL, 480pts]

Lootas [8 PL, 170pts]


Selections: 10x Loota [170pts]
Categories: F : <C >, F :O ,I ,H S ,L
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule

Unit M WS BS S T W A Ld Save Ref

Loota 5" 3+ 5+ 4 4 1 2 6 6+

Weapon Range Type S AP D Abilities Ref

Heavy When a unit fires its deffguns, roll once for the number of attacks and use
Deffgun 48" 7 -1 2
D3 this for all deffguns fired by the unit in this phase.

Grenade
Stikkbombs 6" 3 0 1 -
D6
Morkanaut [15 PL, 310pts]
Selections: Kustom Force Field [20pts], Kustom Mega-blasta [9pts], Kustom Mega-zappa [17pts], 2x Rokkit Launcha [24pts], 2x
Twin Big Shoota [20pts]
Categories: F : <C >, F :O ,V ,H S ,M ,T
Rules: 'Ere We Go!, Dakka Dakka Dakka
Abilities: Big 'n' Stompy, Explodes, Kustom Force Field, Naut Wound Track: Morkanaut1, Morkanaut2, Morkanaut3, Transport:
Morkanaut, Unit: Morkanaut, Weapon: Klaw of Gork (Crush), Klaw of Gork (Smash), Kustom Mega-blasta, Kustom Mega-zappa, Rokkit
Launcha, Twin Big Shoota

Abilities Description Ref

This model can Fall Back in your Movement phase and still shoot and/or charge during its turn. In addition, it
Big 'n'
can move and fire Heavy weapons without suffering the penalty to its hit rolls. This model only gains a bonus
Stompy
to its saving throws for being in cover if at least half of the model is obscured from the firer.

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and
Explodes
each unit within 9" suffers D6 mortal wounds.

Kustom
If this model is equipped with a kustom force field, friendly ORK units that are wholly within 9" have a 5+
Force
invulnerable save against ranged weapons.
Field

Naut Wound Track Wounds Move WS Attacks Ref

Morkanaut1 10-18+ 8" 3+ 4

Morkanaut2 5-9 6" 4+ 3

Morkanaut3 1-4 4" 5+ 2

Transport Capacity Ref

This model can transport 6 FLASHGITZ or (CLAN) INFANTRY models. Each MEGAARMOUR or JUMP Pack
Morkanaut
model takes the space of two other models.

Unit M WS BS S T W A Ld Save Ref

Morkanaut * * 5+ 8 8 18 * 7 3+

Weapon Range Type S AP D Abilities Ref

Klaw of
Gork Melee Melee x2 -4 D6 -
(Crush)

Klaw of
Gork Melee Melee User -2 2 Make 3 hit rolls for each attack made with this weapon instead of 1.
(Smash)

Kustom
Assault If you roll one or more hit rolls of 1, the bearer suffers a mortal wound
Mega- 24" 8 -3 D6
1 after all of the weapon's shots have been resolved
blasta

Kustom
Heavy If you roll one or more hit rolls of 1 for this weapon, the bearer suffers a
Mega- 36" 8 -3 D6
3D3 mortal wound after all of this weapon's shots have been resolved.
zappa

Rokkit Assault
24" 8 -2 3 -
Launcha 1

Twin Big Assault


36" 5 0 1 -
Shoota 6

Flyer [7 PL, 128pts]


Dakkajet [7 PL, 128pts]
Selections: 4x Supa Shoota [40pts]
Categories: D ,F : <C >, F :O ,F ,F ,V
Rules: Airborne, Crash and Burn, Dakka Dakka Dakka, Hard to Hit
Abilities: All Da Dakka, Supersonic, Flier Wound Track: Dakkajet1, Dakkajet2, Dakkajet3, Unit: Dakkajet, Weapon: Supa Shoota

Abilities Description Ref

All Da Add 1 to hit rolls for this model's attacks in the Shooting phase if all of those attacks target the same unit
Dakka that phase.

Each time this model moves, first pivot it on the spot up to 90 degrees (this does not contribute to how far
the model moves), and then move the model straight forwards, Note that it cannot pivot again after the
Supersonic
initial pivot. when the model Advances, increase its Move characteristic by 20" until the end of the phase -
do not roll a dice.

Flier Wound Track Wounds Move BS Attacks Ref

Dakkajet1 7-12+ 20-60" 5+ 3

Dakkajet2 4-6 20-40" 6+ D3

Dakkajet3 1-3 20-25" 6+ 1

Unit M WS BS S T W A Ld Save Ref

Dakkajet * 5+ * 6 6 12 * 6 4+

Weapon Range Type S AP D Abilities Ref

Supa Shoota 36" Assault 3 6 -1 1 -

Dedicated Transport [9 PL, 201pts]


Trukk [3 PL, 67pts]
Selections: Big Shoota [5pts], Wreckin' Ball [3pts]
Categories: F : <C >, F :O ,T ,T ,V ,D T
Rules: Dakka Dakka Dakka
Abilities: Explodes, Open-Topped, Ramshackle, Transport Wound Track: Trukk1, Trukk2, Trukk3, Transport: Trukk, Unit: Trukk,
Weapon: Big Shoota, Wrecking Ball

Abilities Description Ref

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any
Explodes
embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of
Open- sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model
Topped also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the
same turn, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on.

Roll a D6 each time this model suffers damage from an attack that has a Damage characteristic of more
Ramshackle
than 1. On a roll of 6, reduce the damage caused by the Attack to 1.

Transport Wound Track Wounds Move Strength Attacks Ref

Trukk1 6-10+ 12" 6 3

Trukk2 3-5 8" 5 D3

Trukk3 1-2 6" 4 1

Transport Capacity Ref

Trukk 12 ORK INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of 2.

Unit M WS BS S T W A Ld Save Ref

Trukk * 5+ 5+ * 6 10 * 6 4+

Weapon Range Type S AP D Abilities Ref

Assault Xenos 2
Big Shoota 36" 5 0 1 -
3 p132

Wrecking The bearer can only make 3 attacks with this weapon each time
Melee Melee +2 -1 2
Ball it fights
Trukk [3 PL, 67pts]
Selections: Big Shoota [5pts], Wreckin' Ball [3pts]
Categories: F : <C >, F :O ,T ,T ,V ,D T
Rules: Dakka Dakka Dakka
Abilities: Explodes, Open-Topped, Ramshackle, Transport Wound Track: Trukk1, Trukk2, Trukk3, Transport: Trukk, Unit: Trukk,
Weapon: Big Shoota, Wrecking Ball

Abilities Description Ref

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any
Explodes
embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of
Open- sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model
Topped also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the
same turn, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on.

Roll a D6 each time this model suffers damage from an attack that has a Damage characteristic of more
Ramshackle
than 1. On a roll of 6, reduce the damage caused by the Attack to 1.

Transport Wound Track Wounds Move Strength Attacks Ref

Trukk1 6-10+ 12" 6 3

Trukk2 3-5 8" 5 D3

Trukk3 1-2 6" 4 1

Transport Capacity Ref

Trukk 12 ORK INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of 2.

Unit M WS BS S T W A Ld Save Ref

Trukk * 5+ 5+ * 6 10 * 6 4+

Weapon Range Type S AP D Abilities Ref

Assault Xenos 2
Big Shoota 36" 5 0 1 -
3 p132

Wrecking The bearer can only make 3 attacks with this weapon each time
Melee Melee +2 -1 2
Ball it fights
Trukk [3 PL, 67pts]
Selections: Big Shoota [5pts], Wreckin' Ball [3pts]
Categories: F : <C >, F :O ,T ,T ,V ,D T
Rules: Dakka Dakka Dakka
Abilities: Explodes, Open-Topped, Ramshackle, Transport Wound Track: Trukk1, Trukk2, Trukk3, Transport: Trukk, Unit: Trukk,
Weapon: Big Shoota, Wrecking Ball

Abilities Description Ref

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any
Explodes
embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of
Open- sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model
Topped also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the
same turn, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on.

Roll a D6 each time this model suffers damage from an attack that has a Damage characteristic of more
Ramshackle
than 1. On a roll of 6, reduce the damage caused by the Attack to 1.

Transport Wound Track Wounds Move Strength Attacks Ref

Trukk1 6-10+ 12" 6 3

Trukk2 3-5 8" 5 D3

Trukk3 1-2 6" 4 1

Transport Capacity Ref

Trukk 12 ORK INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of 2.

Unit M WS BS S T W A Ld Save Ref

Trukk * 5+ 5+ * 6 10 * 6 4+

Weapon Range Type S AP D Abilities Ref

Assault Xenos 2
Big Shoota 36" 5 0 1 -
3 p132

Wrecking The bearer can only make 3 attacks with this weapon each time
Melee Melee +2 -1 2
Ball it fights

Force Rules
Dis Is Ours! Zog Off!: If your army is battle-forged, all Troops units in Ork Detachments gain this ability. Such a unit that is within range of an objective
Markers (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an
enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most
models within range of it as normal.

Selection Rules
'Ere We Go!: You can re-roll charge rolls for this unit. When doing so, you can re-roll all or any of the dice. (Codex: Orks p82)
Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can
FLY.
Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it crashes and explodes, and each unit
within 6" suffers D3 mortal wounds.
Dakka Dakka Dakka: Each time you roll an unmoddified hit roll of 6 for an attack with a ranged weapon by a model in this unit, that hit roll succeeds
regardless of modifiers.

In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves
generate extra hit rolls. When firing a weapon with randomly determined characteristics (ie. Bubblechukka), any additional hit rolls use the same
characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target. (Codex: Orks
p82)
Grots: Units comprised entirely of GRETCHIN cannot benefit from any Clan Kultur. In addition, Ork Stratagems can only be used on these units if the
Strategem explicitly states so (e.g. the 'Grot Shields' Strategem)
Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
Mob Rule: When using the Leadership characteristic of this unit, you can use either its own Leadership characteristic, or you can choose for the
characteristic to be equal to either the number of models in the unit, or the number of models in another friendly unit within 6" that has this ability.
(Codex: Orks p82)

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