Bad Moonz 2,000 Ork Codex HQ 158 Warboss 78 M5" WS2+ BS5+ S6 T5 W6 A4 Ld8 Sv4+ Power Klaw; Shoota; Slugga; Slugga; Attack Squig ; Stikkbomb; Waaagh!; Breakin Heads; Ere We Go; Mob Rule; Dakka! Dakka! Dakka! Big Mek 80 M5" WS3+ BS5+ S5 T4 W4 A3 Ld7 Sv4+ Big Choppa; Kustom Force Field; Stikkbomb; Big Mekaniak; Ere We Go; Troops 266 10 Gretchin 30 M5" WS5+ BS4+ S2 T2 W1 A1 Ld4 Sv6+ Grot Blasta; Dakka! Dakka! Dakka! ; Grots 10 Gretchin 30 M5" WS5+ BS4+ S2 T2 W1 A1 Ld4 Sv6+ Grot Blasta; Dakka! Dakka! Dakka! ; Grots 27 Boyz 206 25 Shoota; 2 Big Shoota; Stikkbomb; Ere We Go; Dakka! Dakka! Dakka! ; Choppa; Shoota; Stikkbomb Elites 65 Painboy 65 M5" WS3+ BS5+ S5 T4 W4 A4 Ld6 Sv6+ Power Klaw; Urty Syringe; Sawbonez; Grot Orderly; Ere We Go; ; Dakka! Dakka! Dakka! ; Dok s Tools Heavy Support 105 15 Lootas 105 Quartermaster
Deffgun; Stikkbomb; Ere We Go; Dakka! Dakka! Dakka! ; Allied Ork Codex HQ 161 Warboss on Warbike 99 M14" WS2+ BS5+ S6 T6 W7 A4 Ld8 Sv4+ Power Klaw; Shoota; Attack Squig ; Dakkagun; Dakkagun; Stikkbomb; Waaagh!; Breakin Heads; Ere We Go; Weirdboy 62 M5" WS3+ BS5+ S5 T4 W4 A3 Ld6 Sv6+ Weirdboy Psyker; Waaagh! Energy; Weirdboy Staff; Ere We Go; ; Dakka! Dakka! Dakka! ; Psyker Troops 409 11 Boyz 97 11 Choppa and Slugga; Tankbusta Bomb; Stikkbomb; Ere We Go; Dakka! Dakka! Dakka! ; Power Klaw; Slugga; Stikkbomb 11 Boyz 89 11 Choppa and Slugga; Tankbusta Bomb; Stikkbomb; Ere We Go; Dakka! Dakka! Dakka! ; Big Choppa; Slugga; Stikkbomb 29 Boyz 223 29 Choppa and Slugga; 3 Tankbusta Bomb; Stikkbomb; Green Tide; Ere We Go; Dakka! Dakka! Dakka! ; Power Klaw; Slugga; Stikkbomb Elites 103
Painboy on Warbike 103 M14" WS3+ BS5+ S5 T5 W5 A4 Ld6 Sv4+ Power Klaw; Urty Syringe; Dakkagun; Dakkagun; Sawbonez (Biker); Dok s Tools; Ere We Go; Heavy Support 174 Bonebreaka 174 M* WS5+ BS5+ S* T8 W16 A* Ld7 Sv4+ Deff Rolla; 2 Big Shoota; Bonebreaka Ram; Grot Rigger; Dakka! Dakka! Dakka! ; Mobile Fortress; Bonebreaka Explodes; Battlewagon Damage Table <Clan>; Vehicle; Transport (18 Flash Gitz or <Clan> Infantry) Mega Armour and Jump Pack count as two models. Dedicated Transport 64 Trukk 64 M* WS5+ BS5+ S* T6 W10 A* Ld6 Sv4+ Big Shoota; Dakka! Dakka! Dakka! ; Ramshackle; Open topped; Trukk Explodes; Trukk Damage Table <Clan>; Vehicle; Transport (12 Flash Gitz or <Clan> Infantry) Mega Armour and Jump Pack count as two models. Allied Ork Codex HQ 106 Big Mek on Warbike 106 M14" WS3+ BS5+ S5 T5 W5 A3 Ld7 Sv4+ Big Choppa; Kustom Force Field; Dakkagun; Dakkagun; Stikkbomb; Big Mekaniak; Ere We Go; Fast Attack 389 12 Warbikers 281 11 Warbikers M14" WS3+ BS5+ S4 T5 W2 A2 Ld6 Sv4+ 11 Warbikers ; Choppa and Slugga; Dakkagun; Dakkagun; Stikkbomb; Ere We Go; ; Dakka! Dakka! Dakka! <Clan>; Biker; Speed Freeks 1 on Warbike M14" WS3+ BS5+ S5 T5 W3 A3 Ld7 Sv4+ Big Choppa; Slugga; Stikkbomb <Clan>; Biker; Speed Freeks Deffkoptas 54 M14" WS3+ BS5+ S4 T5 W4 A2 Ld6 Sv4+ Kopta Rokkits ; Spinnin Blades; Slugga; Scoutin Ahead ; Turbo boost; Ere We Go; ; Dakka! Dakka! Dakka! ; Bigbomm <Clan>; Vehicle; Fly; Speed Freeks Deffkoptas 54 M14" WS3+ BS5+ S4 T5 W4 A2 Ld6 Sv4+
Kopta Rokkits ; Spinnin Blades; Slugga; Scoutin Ahead ; Turbo boost; Ere We Go; ; Dakka! Dakka! Dakka! ; Bigbomm <Clan>; Vehicle; Fly; Speed Freeks Rules Summary Attack Squig Battlewagon Wounds 8-16+ Big Choppa Big Choppa Big Mekaniak S4 AP 1 D1 Each time this unit fights it can make 2 attacks with this weapon M12 S8 A6 S+2 AP 1 D2 S+2 AP 1 D2 At the end of the movement phase the Spanner can repair a single <Clan> vehicle with in 1. The model regains D3 wound. A model can only be repaired once per turn. Big Shoota R36 S5 AP0 D1 Assault 3 Bigbomm Once per battle: Fly over a unit in the movement phase. Pick a unit it flew over. Roll D6 for each model in the unit (max 5). Each 5+ that unit suffers 1 mortal wound. Bonebreaka Explodes Bonebreaka Ram Breakin Heads When reduced to 0 wounds roll D6, on a 6 each unit within 6 suffers D6 mortal wounds. Add D6 attacks in the fight phase if charged If a <Clan> units fails a morale test while within 3 of <Clan> Warboss can suffer D3 mortal wounds to pass a morale test. Choppa Dakka! Dakka! Dakka! SU AP0 D1 +1 Attack with this weapon For each unmodified 6 for a shooting attack it auto hits and you generate an additional attack. Attacks generated by this rule cannot generate additional attacks. Dakkagun R18 S5 AP0 D1 Assault 3 Deff Rolla Deffgun S+1 AP 2 D2 +3 to hit for this weapon R48 S7 AP 1 D2 Heavy D3 Roll once for the whole unit to determine the numbers of shots and apply that to the whole phase. Dok s Tools Roll D6 each time a <Clan> Infantry or Biker unit loses a wound while within 3 of friendly <Clan> Painboyz. On 6 it doesn t lose a wound. Green Tide Grot Blasta R12 S3 AP0 D1 Pistol 1 Grot Orderly +1 Attack to all models in unit if unit contains 20+ models. Once per battle: Re roll the dice when attempting to heal a model either to determine if successful or when determining the number of wounds regained. Grot Rigger Grots Kopta Rokkits R24 S8 AP 2 D3 Assault 2 Kustom Force Field Friendly Ork units get 5++ versus shooting while they are wholly within 9 of this Big Mek. If embarked in a transport the transport gets 5++ versus shooting attacks. Repair: At the end of the movement phase roll D6, on 2+ regain 1 lost wound. Can only be repaired once per turn. Cannot benefit from Clan Kulturs. Can only use stratagems that says it works on Gretchin. Can choose the Leadership of unit to be equal to the number of models on this unit or another unit within 6 that has this ability. Mobile Fortress Open-topped Ignore penalty for moving and firing heavy weapons Models embarked can attack in the shooting phase. Measure range and line of sight from transport. Restrictions and modifiers applied to transport apply to unit inside when they shoot. Power Klaw Sx2 AP 3 Dd3 1 to hit with this weapon Ramshackle Each time this unit suffers damage from an attack with 2+ damage roll a D6, on a 6 the damage is reduced to 1. Sawbonez End of movement phase heal a friendly <Clan> Infantry or Biker unit within 1. Roll D6, on 1 target loses a wound, on 2+ model regains D3 lost wounds. A model can only be the target of a surgery (healed) attempt once per turn. Sawbonez (Biker)
Can t move more than 5 to do this: End of movement phase heal a friendly <Clan> Infantry or Biker unit within 1. Roll D6, on 1 target loses a wound, on 2+ model regains D3 lost wounds. A model can only be the target of a surgery (healed) attempt once per turn. Scoutin Ahead Set in Reserve, at end of a movement phase set them up within 14 of a board edge and more than 9 away from an enemy unit. Shoota R18 S4 AP0 D1 Assault 2 Slugga R12 S4 AP0 D1 Pistol 1 Spinnin Blades Stikkbomb Tankbusta Bomb Trukk Explodes Trukk Wounds 6-10+ Turbo-boost Waaagh! S+1 AP0 D1 Make D3 hits for each attack made with this weapon R6 S3 AP0 D1 Grenade D6 R6 S8 AP 2 Dd6 Grenade D3 When reduced to 0 wounds roll D6, on a 6 each unit within 6 suffers D3 mortal wounds. M12 S6 A3 When advancing add 6 to movement instead of rolling a dice. Friendly <Clan> infantry units within 6 at the start of the charge phase can charge even if they advanced this turn. Waaagh! Energy +1 to Psychic tests for every 10 Ork models within 10, to a max of +3. Excludes Gretchin. 12+ is a Perils if the Warp. Weirdboy Psyker Can manifest 1 psychic power each psychic phase and attempt to 1 pyshic power each enemy psychic phase. Knows Smite and 1 power from the Waaagh! discipline. Weirdboy Staff Ere We Go Urty Syringe SU AP0 D1 +1 Attack with this weapon Poison S+2 AP 1 Dd3 You can re roll charges for this unit. Can re roll any or all dice. Wounds on 4+ unless targeting a Vehicle or a Titanic unit, in that case it wounds on 6+.