Factions — Codex: Orks
Orks
Waaagh! #
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.
Da Boss #
At the start of the battle round, if a model with this ability is your Warlord, gain 1CP.
Unstable energies #
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 #
Blitz Brigade 1 pts #
Unstoppable Momentum #
- 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
Boss Boomer (Upgrade) #
10 ptsWagon unit only. While a Warboss model is embarked within this unit, this unit has that Warboss model’s Intimidating Motivation/Keep Huntin’ ability.
Targetin’ Gizmos (Upgrade) #
10 ptsWagon 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].
Stratagems
Impending Krunch #
- 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.
Keep It Runnin’ #
- 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 #
- 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 (pg 121).
Brute Bosses 1 pts #
’Ard as Nails #
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
Blitzboss #
20 ptsWarboss model only. A transport unit (excluding Walker units) this unit is embarked within has:
- +2" M.
- 5+ InSv.
Morgog’s Finkin’ Cap #
50 ptsWarboss 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.
Surly as a Squiggoth #
25 ptsInfantry 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.
Bully Boyz 1 pts #
Displays of Savagery #
Friendly Meganobz/Nobz units’ melee attacks have [Sustained Hits 1].
Enhancements
Tellyporta Boss #
20 ptsMega Armour model only. This unit (excluding Vehicle units) has Deep Strike.
Wimp-kickaz (Upgrade) #
15 ptsNobz 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.
Stratagems
Armed To Da Teef #
- 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 #
- 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.
Too Arrogant to Die #
- 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.
Da Big Hunt 1 pts #
Da Hunt is On #
Friendly Beast Snagga units’ attacks that target a Monster/Vehicle unit have +1 AP.
Enhancements
Stratagems
Goaded Into Action #
- 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 #
- 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.
Where D’ya Fink You’re Going? #
- 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.
Dread Mob 1 pts #
Enhancements
Dreadherder #
20 ptsBig 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 #
- 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 #
- 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 #
- 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.
Flyboyz 1 pts #
Skyborne Loons #
- 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
Flyboss (Upgrade) #
20 ptsOrks 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 Recon (Upgrade) #
15 ptsOrks Aircraft unit only. In your first Movement phase, this unit can make an ingress move.
Stratagems
Flyin’ Headbutt #
- 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 #
- 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 #
- 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".
Green Tide 1 pts #
Mob-handed Brutality #
- 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
Stratagems
Mob Mentality #
- 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.
Unbridled Carnage #
- 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.
’Ere We Go #
- 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.
Kult of Speed 1 pts #
Adrenaline Junkies #
- 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 Gubbinz (Upgrade) #
10 ptsSpeed 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.
Stratagems
Dakkastorm #
- 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].
Delicious Eating Squigs #
- 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.
Speediest Freeks #
- 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.
Madcap Meks 1 pts #
Unpredictable Genius #
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 | |
| D6 | Result |
| 1 | Dat's Weird: The target unit has 4+ InSv until your unit has shot. |
| 2‑3 | Hop Splat: Select one other enemy unit within 3" of the target. That unit suffers D3 mortal wounds. |
| 4 | Seekerz: Those attacks have +1 to hit rolls. |
| 5 | Lifted: The target unit has Fly, and cannot have the benefit of cover, until your unit has shot. |
| 6 | Runtified: The target unit has -1 T until your unit has shot. |
Enhancements
Enhanced Runt-maw (Upgrade) #
10 ptsBig 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.
Temperamental Shokka (Upgrade) #
20 ptsBig 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].
Stratagems
Vindictive Artillerists #
- 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].
Runt Swarm 1 pts #
Sneaky Little Gitz #
- 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
Stratagems
Grot 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.
Infested War Zone #
- 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! #
- 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.
Shoota Boyz 1 pts #
Dakka! Dakka! Dakka! #
Friendly Orks Infantry units’ ranged attacks have:
- [Assault].
- While this unit is riled up, +3" R.
Enhancements
Supa-glowy Fing #
25 ptsOrks 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 ptsBig Mek/bigBoss/Warboss model only. This unit’s ranged attacks (excluding [Torrent] attacks) have +3" R.
Stratagems
Glowin’ Dakka #
- 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.
Kustom Dakka #
- 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.
Never Enough Dakka #
- 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 Brigade 1 pts #
Suspiciously Well Organised #
- Friendly Stormboyz units have Battleline.
- When a friendly Boyz/Kommandos/Stormboyz unit is selected to make a fall-back move, that fall-back move does not prevent that unit from being eligible to declare a charge.
Enhancements
Stratagems
Dubious Restraint #
- 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 #
- 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 #
- 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".
War Horde 3 pts #
Get Stuck In #
Friendly Orks units’ melee attacks have [Sustained Hits 1].
Enhancements
Da Boss is Watchin' #
25 ptsOrks 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.
Headwoppa's Killchoppa #
15 ptsOrks model only. If this unit made a charge move this turn, this model’s melee attacks have +1 AP.
Kunnin’ But Brutal #
20 ptsOrks 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.
Stratagems
Breakin’ Heads #
- 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.
Close-range Dakka #
- 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]).
Fungus-fuel Injection #
- 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.
Hit ’Em Harder #
- 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].
Mow ’Em Down #
- 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]).
Orks Is Never Beaten #
- 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.
Wreckas 1 pts #
Wreckin’ and Lootin’ #
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 ptsBig 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 Dakka (Upgrade) #
20 ptsFlash Gitz unit only. This unit’s Snazzgun weapons have [Rapid Fire 1].
Stratagems
Drive-By Bustin’ #
- 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 #
- 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
- Your unit can make a normal move of up to 6", and must end that move within range of an objective.
- Your unit is not eligible to declare a charge until the end of the turn.
Gun-crazy Show-offs #
- 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.
Wurrband 1 pts #
Powers of da Waaagh! #
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.