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Mob Tests
Orks have a mob mentality, a supreme self confidence in the abilities of a
large group of them to overcome any opponent, regardless of the odds. Any
Ork unit which fails a Morale or Pinning test may immediately make a second
attempt to pass the test. For this second chance, the mob's Ld value is
considered to be the same as the number of Orks in the unit – this means
that a mob containing 12 or more Orks will automatically pass a Mob test. As
above, Grots and Squigs do not count for this purpose.
Mobbing Up:
Orks have a tendency to coalesce, for small weak groups to merge to form
ever-larger gatherings, eventually leading to huge Waaaghs which engulf
entire sectors. To represent this, any Ork infantry mob which is broken and
falling back for any reason may attempt to mob up with any other Ork Mob.
Make a single Ld test for the mob which is falling back at the beginning of
the Ork turn; if passed, the mob automatically joins with any Ork mob within
6”. The retreating unit is treated as destroyed for victory condition
purposes, and the two merged units are treated as a single unit from that
point onwards. Mobs mounted on Dethcoptaz or Warbikes may not mob up or
be
mobbed up with.
Followers
Some Ork characters choose to be accompanied by a selection of Grots and
squigs, which they use as pets, guards and general slave labour. Followers
must remain within 2” of their master at all times, they are not free to
move within a unit but must stay beside the Ork they are bought for. If the
owning Ork model is removed as a casualty for any reason, all followers must
be removed too (it is assumed they run to get help, attend to their master's
injuries and guard him, or simply leg it). Followers do not affect the
status of an independent character. Followers may not be taken for any
model
which uses the movement rules for cavalry, jump infantry or bikes (whether
due to upgrades or as part of the model's basic profile).
Grot and Snotling Packs
Runts are reluctant fighters at the best of times, herded into battle in
great packs as cannon fodder and walking shields, and instinctively burrow
themselves away at the first sign of trouble. If a Grot or Snotling pack
fails a Morale Test from shooting or tank shock the Grots or Snotlings in
the mob will go to ground, hiding away in whatever scraps of cover they can
find. Remove the remaining Grot or Snotling models from the board and
leave
the Runt'erda in place as he yells at them to get back up.
The Runt'erda will not fall back but will count as pinned as he keeps
attempting to rally his charges, until the pack passes their Leadership test
or the Runt'erda is killed. During this time the Runt'erda is treated as an
independent character for targeting purposes (so he can only be chosen as a
target if he is the closest model and within 12” of the firing unit).
If the pack rallies, return the remaining Grots or Snotlings to the board,
within unit coherency and within 6” of the Runt'erda. If the Runt'erda is
killed before he can rally the mob, the remaining runts are treated as
destroyed.
Ork characters may select up to 2 single handed weapons from the armoury,
or up to one single handed and one double handed weapon. In addition, each
character may select up to 50pts of wargear and followers from the lists
below. Bigboss and Oddboss characters may select up to 70pts from the
wargear and follower lists, and Warboss and Warlord characters may select
up
to 100pts. You may not take duplicate wargear or weapons. Followers may be
duplicated, but an Ork may not select more than three followers in total.
Wargear:
Followers:
can only be used when an Ork transport with an embarked unit moves within
1”
of an enemy vehicle. Each combat implement allows a single embarked
model to
carry out an assault on the enemy vehicle. The attacking model rolls to hit
and penetrate exactly as if they had disembarked and assaulted normally. In
addition, the attacking model doubles their basic strength characteristic.
This bonus cannot be combined with any special close combat weapons or
grenades.
Enclosed:
Ork Trukks can offer an improved degree of protection for passengers and
crew simply by adding a roof to deflect shrapnel and blasts away. A vehicle
upgraded to be enclosed is no longer treated as Open-Topped, has a single
access point at the rear of the vehicle, and no Fire Points.
Grot Riggaz:
A team of Grot Riggaz are equipped with various tools and devices allowing
them to crawl over a vehicle, clambering into gaps and carrying out
makeshift repairs in the midst of battle. If a vehicle which carries Grot
Riggaz suffers an immobilised result, the Riggaz may attempt to make
temporary repairs at the beginning of the Ork turn. Roll a D6; if the result
is a 5+, the vehicle may move as normal during the current turn. Note that
as the repair job only lasts for the current turn, Grot Rigaz do not allow
immobilised vehicles to count as mobile for Victory Condition purposes.
Force Field Projecta:
By projecting a bubble of energy around the vehicle, a Force Field Projecta
can sap the energy of incoming shots, increasing the survivability of Ork
vehicles. The Force Field Projecta allows an Ork player to force their
opponent to re-roll any dice for penetration when the vehicle is hit by
enemy shooting. Each time the Force Field Projecta is used in this way, roll
a D6: if the score is a '1', the field has burned out and may not be used
for the remainder of the game.
Mek Gunner:
Some Meks like to ride along with their creations to see them in action, and
to operate the guns for themselves! Each Mek Gunner may be assigned to
any
one gun on the vehicle, allowing it to fire with a BS of 3.
Slikk Servos:
Dredds and Kans may sometimes be fitted with powered up combat gear
which
gives them an unexpected edge in hand to hand combat. A Dredd or Kan with
Stikkbomm Chukka:
Stikkbomm Chukkas are simple launching devices which rain bundles of frag
stikkbomms into the enemy. A Stikkbomm Chukka is activated automatically
during the Ork shooting phase if any enemy unit is within 3” of the vehicle,
inflicting D6 automatic hits with a Strength of 3 and an AP of 6 on the
nearest enemy unit. Stikkbomm Chukkaz will be activated even if the Ork
vehicle is locked in combat.
Paint Jobz:
- Black Paint Job: Black, the colour of choice for the Goff clan, signifies
that an Ork is the meanest, toughest and scariest around. A vehicle with a
Black paint Job applies -1 to the Leadership of any unit subjected to a Tank
Shock move or which loses a round of combat against the vehicle. Note that
this modifier is not cumulative if multiple vehicles are involved in the
tank shock move or close combat.
- Blue Paint Job: All Orks know that blue is a lucky colour, and Ork
vehicles are often daubed in blue paint to bring them good fortune in
battle. An Ork vehicle with a Blue Paint Job subtracts -1 from the damage
table result for any Glancing Hits it receives. This may not modify a result
to a score less than 1.
- Red Paint Job: Red ones go fasta, and by applying a good coat of red paint
an Ork crew can ensure that extra bit of speed when they want it. Any
vehicle other than a walker with a Red Paint Job may move an additional 1”
in the movement phase, without it counting for shooting or disembarking
purposes. A walker with Red Paint Job gains +1 to its initiative
characteristic when rolling for a Sweeping Advance
ORK WEAPONS:
ORK PROFILES:
WS BS S T W I A Ld Sv
Boy 4 2 3 4 1 2 2 7 6+
Skarboy 4 2 4 4 1 2 2 7 6+
Nob 4 2 4 4 2 3 3 7 6+
Bigboss 4 2 4 4 2 3 3 8 6+
Warboss 5 2 5 4 3 4 4 9 6+
Warlord 6 2 6 5 4 4 4 9 6+
Mekboy / Dok / Wyrdboy 3 3 3 4 1 2 1 7 6+
Big Mek / Painboss / Warpead 4 2 4 4 2 3 3 7 6+
Grot 2 2 2 2 1 2 1 5 -
Squig 3 0 2 3 1 2 1 2 -
Attack Squig 3 0 3 3 1 4 2 2 -
Points WS BS S T W I A Ld Sv
Bigboss 35 4 2 4 4 2 3 3 8 6+
Warboss 60 5 2 5 4 3 4 4 9 6+
Warlord 90 6 2 6 5 4 4 4 9 6+
Options: A Warboss may purchase any equipment from the Ork Armoury.
Warboss and his retinue are treated as a single unit during the battle, and
the retinue does not count as a further HQ choice.
---------------
Warboss Retinue:
Bigboss Retinue: May include 3-10 Skarboyz, 0-1 Mek, 0-1 Dok
Warboss Retinue: May include 3-6 Nobz, 0-10 Skarboyz, 0-2 Meks, 0-2 Doks
Warlord Retinue: May include 5-10 Nobz, 0-15 Skarboyz, 0-2 Meks, 0-2 Doks
-------
Points/model WS BS S T W I A Ld Sv
Nob 20 4 2 4 4 2 3 3 7 6+
Options: Nobz may purchase any equipment from the Ork Armoury
-------
Points/model WS BS S T W I A Ld Sv
Skarboy 11 4 2 4 4 1 2 2 7 6+
Weapons: Skarboyz are armed with either a shoota, or a slugga and choppa
Options: Any Skarboy may replace his weapons with a Big Choppa for +3pts.
Up
to one Skarboy in three may replace his weapons with a Big Shoota for
+10pts
or a Rokkit Launcha for +8pts.
-------
Points/model WS BS S T W I A Ld Sv
Mek / Dok 13 3 3 3 4 1 2 1 7 6+
Equipment: A Mek is equipped with Mek Tools, and a Dok is equipped with
Dok
Tools.
Options: A Mek or Dok may purchase any equipment from the Ork Armoury.
In
addition, a Mek or Dok may take up to two Grot Assistants as followers at a
cost of 4pts each.
HQ: ODDBOSS
Points/model WS BS S T W I A Ld Sv
Oddboss 35 4 2 4 4 2 3 3 8 6+
Oddboy: An Oddboss falls into one of the following three categories: either
a Big Mek with Mek Tools, a Painboss with Dok Tools, or a Warp'ead with
Coppa Staff (counts as close combat weapon) and the Brain Bursta psychic
power.
Equipment: A Big Mek or Painboss may be given any equipment from the Ork
Armoury. In addition, they may be accompanied by up to three Grot
Assistants
at a cost of +5pts each
Transport: An Big Mek or Painboss and his retinue may be mounted in either
a
Trukk or a Wagun, see the Fast Attack and Heavy Support sections for details
and points costs. The vehicle must be constructed with sufficient transport
capacity to mount the entire unit, including any followers, and remembering
that Mega-Armoured models each take up 2 spaces in a vehicle.
Independent character: Unless accompanied by a retinue, an Oddboss is an
independent character and follows all the rules for independent characters
in the 40K rulebook.
----------
HQ: ODDBOSS
Points/model WS BS S T W I A Ld Sv
Oddboss 35 4 2 4 4 2 3 3 8 6+
Oddboy: An Oddboss falls into one of the following three categories: either
a Big Mek with Mek Tools, a Painboss with Dok Tools, or a Warp'ead with
Coppa Staff (counts as close combat weapon) and the Brain Bursta psychic
power.
Equipment: A Big Mek or Painboss may be given any equipment from the Ork
Armoury. In addition, they may be accompanied by up to three Grot
Assistants
at a cost of +5pts each
Transport: An Big Mek or Painboss and his retinue may be mounted in either
a
Trukk or a Wagun, see the Fast Attack and Heavy Support sections for details
and points costs. The vehicle must be constructed with sufficient transport
capacity to mount the entire unit, including any followers, and remembering
that Mega-Armoured models each take up 2 spaces in a vehicle.
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WARP'EAD SPECIAL RULES:
Wyrdboy: A Warp'ead is subject the the rules for Waaagh Psychic Power in
the
Ork Special Rules section.
Brain Bursta: Arcs of coloured lightning spray from the Warp'eadz mouth and
arms, smashing into nearby enemies with devastating effect. The Brain
Bursta
power automatically targets the nearest enemy unit within 18" with a number
of shots equal to the amount of Orks within 6" of the Warp'ead. Shots are
resolved using the Warp'ead's ballistic skill and with a Strength of 4 and
an AP of 4.
----------
------------------
Oddboy Retinue:
Points/model WS BS S T W I A Ld Sv
Mek Apprentice 10 3 3 3 4 1 2 1 7 6+
Cybork 7 4 2 3 4 1 2 2 7 6+
Madboyz 8 4 2 3 4 1 2 2 7 6+
Points WS BS S T W I A Ld Sv
Ork 8 4 2 3 4 1 2 2 7 6+
Nob +14 4 2 4 4 2 3 3 7 6+
Weapons: Each Ork is armed with a close combat weapon and either a shoota
or
slugga (you may have a mixture of these weapons within the mob if you
wish).
In addition, the mob may take any of the following weapons:
- Mob replaces all close combat weapons with Choppas: +1pt per model
- Mob replaces all close combat weapons with Big Choppas: +2pts per model.
- Mob gains a single Kustom Job for either their shootas and sluggas or
choppas at cost listed in the Ork Armoury. All Orks in the mob must take the
same Kustom Job.
Up to four Boyz may be armed with either a Big Shoota for +10pts, a Rokkit
Launcha for +8pts, a Burna for +8pts, or a big choppa for +3pts.
Options: The entire mob may take any combination of the following unit
options:
One Boy may be upgraded to a Nob for +14 pts. A Nob may be given any
equipment from the Ork Armoury.
Tim
ELITES: TANKBUSTA BOYZ
Points WS BS S T W I A Ld Sv
Ork 11 4 2 3 4 1 2 2 7 6+
Nob +14 4 2 4 4 2 3 3 7 6+
Weapons: Each boy is armed with either a shoota or a slugga and close
combat
weapon (you may have a mixture of these weapons within the mob if you
wish).
In addition, all Tankbusta Boyz are armed with tankbusta bommz.
Options: One Boy may be upgraded to a Nob for +14pts. A Nob may be given
any
equipment from the Ork Armoury.
------------
Points WS BS S T W I A Ld Sv
Wyrdboy 25 3 3 3 4 1 2 1 7 6+
Ork 7 4 2 3 4 1 2 2 7 6+
Minder 9 4 2 4 4 1 2 2 7 6+
Mob: The mob consists of a Wyrdboy, between 2 and 4 Minderz and between
5
and 10 Orks.
Weapons: Each Boy and Minder is armed with a slugga and choppa. The
Wyrdboy
is armed with a Coppa Staff (counts as close combat weapon) and has the Da
-----------
SPECIAL RULES:
Waaagh Power: the Wyrdboy is subject to the rules for Waaagh Psychic
Powers
as listed in the Ork Special Rules section.
Da Krunch: The turbulent psychic aura around the Wyrdboy manifests itself
as
a giant green fist or foot smashing down on the enemy. If successfully
activated, Da Krunch targets the nearest enemy unit, and has the following
profile:
The Strength of the attack is equal to the number of Ork models within 6” of
the Wyrdboy, up to a maximum of 10.
Minderz: The Minderz must remain in base to base contact with the Wyrdboy
at
all times to stop him from running off. If all the Minderz are removed from
the game as casualties, the Wyrdboy is removed too (he sees his opportunity
and makes a break for freedom)
------------
Points WS BS S T W I A Ld Sv
Ork 7 4 2 3 4 1 2 2 7 6+
Nob +12 4 2 4 4 2 3 3 7 6+
Weapons: Each boy is armed with a close combat weapon. The Skwad may
take
any combination of the following weapons:
- Equip entire mob with sluggas: +1pt per model
- Equip entire mob with shootas: +1pt per model
- Upgrade all close combat weapons to Choppas: +1pt per model
Up to two Boyz may be armed with either a big shoota for +10pts, a Rokkit
Launcha for +8pts, a burna for +8pts, or a big choppa for +3pts.
Options: The entire skwad may take any combination of the following unit
options:
One Boy may be upgraded to a Nob for +12 pts. A Nob may be given any
equipment from the Ork Armoury.
------------
Points WS BS S t W I A Ld Sv
Runt'erd 9 4 2 3 4 1 2 2 7 6+
Snotlings 11 2 0 2 3 3 2 3 3 -
Grot 3 2 2 2 2 1 2 1 5 -
Attack Squig 8 3 0 3 3 1 4 2 2 -
Weapons: The Runt'erd is armed with a slugga and close combat weapon.
Grots
are armed with grot blastas.
Options: The Runt'erd may be given any equipment from the Ork Armoury.
------------
SPECIAL RULES:
Snotlings: Snotlings are tiny, skulking creatures and are subject to the
Small Targets and Vulnerable to Blasts universal special rules on pages 75
and 76 of the 40K rulebook. They are also affected by the rules for Grot and
Snotling packs in the Ork Special Rules section of this Codex.
Grots: Grots are subject to the rules for Grot and Snotling packs in the Ork
Special Rules section of this Codex. In addition they are subject to the
Living Shield and Path Clearing rules below:
Living Shield: Grots are frequently used to distract enemy fire away from
the Orks, marched into the open and sometimes given brightly coloured
clothing and banners to ensure the enemy can see them. Any enemy unit
who's
nearest Ork unit to them is a Grot Pack must roll 3D6 for any Target
Priority test they wish to take, rather than 2D6 as would otherwise be the
case.
Path Clearing: Grots are used to beat paths through terrain for the Orks to
follow. Any Ork mob moving through difficult terrain which is already
occupied by a Grot Pack become subject to the Move Through Cover
universal
special rule. This has no effect on Dreadnoughts or Killa Kanz, or models in
Mega armour.
In addition, Orks have no qualms about using Grots to march through
minefields, detonating the explosives to make them safe for the Orks. If a
Grot Pack triggers a minefield, remove 3D6 Grots as casualties, and remove
the minefield marker. If there are more casualties than Grots, the Grots are
still killed but the minefield remains in place.
Attack Squigs: Attack Squigs are subject to the Let Slip the Squigs Of
Waaagh special rule below:
Let Slip The Squigs Of Waaagh!: Attack Squigs are difficult to control at
the best of times, and when under fire they may react in the only way they
know – charge! If an Attack Squig Pack fails a Morale or Pinning test, the
Squigs break free of the Runt'erd and charge towards the enemy. The
Runt'erd
is removed from the game, the remaining Attack Squigs will automatically
move towards the nearest visible enemy models and charge them if possible
for the rest of the game, and become subject to the Fearless and Fleet
universal special rules. The mob will count as destroyed for victory points
purposes (any surviving Attack Squigs are hopelessly scattered across the
warzone).
------------
Points WS BS S T W I A Ld Sv
Ork 8 4 2 3 4 1 2 2 7 6+
Mek +10 3 3 3 4 1 2 1 7 6+
Weapons: Each boy is armed with a slugga and close combat weapon.
Options: The entire mob may take any combination of the following unit
options:
- Equip mob with shootas: +1pt per model
- Upgrade all close combat weapons to Choppas: +1pt per model
One Boy may be upgraded to a Mek for +10 pts. A Mek may be given any
equipment from the Ork Armoury. A Mek may be equipped with a burna for
+5pts.