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Da Green Tide

Orks

'Ere We Go!

Orks are born for war, sprouting from fungal spores on any world touched by their kind, growing to maturity within days and living only to fight, tinker, and fight some more. Bound together by the unconscious psychic hum of the Waaagh! field, an Ork's crude belief that a gun will work, or a shoddy vehicle will fly, is often enough to make it so — a phenomenon that has baffled and terrified Imperial tech-priests for millennia. When enough Orks gather under a sufficiently loud and vicious Warboss, their psychic energy snowballs into a Waaagh!, an unstoppable green tide of Boyz, Trukks, and stompy war machines that crashes across entire sectors. There is no ideology to the Orks beyond the joy of the fight; they conquer not for gain but because scrapping is what they were made to do, and at that, no race in the galaxy does it better.

No official pack yet · Games Workshop has not published an 11th edition faction pack for Orks. Nothing here is presented as a pack update — the link goes to the official downloads hub, and this page updates as soon as a pack appears there.

Army Rule

Waaagh!

Once per battle, at the start of a turn, you can call a Waaagh! for your army. Until the end of that turn, ORKS units gain a 5+ invulnerable save, and add 1 to their melee weapons' Attacks characteristic.

7 available

Detachments & Enhancements

Equatorial Hordes

Jungle Know-wotz

The Ork tribes of the Equatorial Jungle know their territories all too well, and can always find a kunnin' trail by which they can sneak up on their quarry. In the Declare Battle Formations step, select up to three friendly MOB/KOMMANDOS units. Those units have Scouts 6" until the end of the battle.

Kunnin' Hunta

cost per official app

It takes both brutality and kunnin' to stalk the monstrous carnivores of Armageddon's deep jungles. The same talents can be applied to hunting battlefield foes. BEASTBOSS/INFANTRY WARBOSS model only. (Once per turn, per unit) In your opponent's Movement phase, when an enemy unit ends a move within 8" of this unit, if this unit is unengaged, this unit can make a normal move of up to D3+3".

Unkillable Scourge

cost per official app

Having survived the perilous jungles long enough to claim rule over Armageddon's equatorial tribes, this Ork leader has built up an impressive immunity to staying dead. BEASTBOSS/INFANTRY WARBOSS model only. When this model is destroyed, if this unit has not been selected to fight this phase, roll one D6, with +1 to that roll if the Waaagh! is active for this unit: - On a 3+, do not remove this model from the battlefield. When this unit has fought, or at the end of the phase (whichever comes first), this model is removed from the battlefield.

Rollin' Deff

Thundering Wagons

Like mobile armoured fortresses, little can stop the crushing impetus of the Orks' hurtling wagons. - Friendly BATTLEWAGON/HUNTA RIG/KILL RIG units have WAGON. - 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. This detachment has the WAGONS tag and cannot be taken with another WAGONS detachment.

Boarding Ramps

cost per official app

Nothing eases the passage of an embarked mob of Orks into the enemy lines than a big plank of rusty metal to stampede down and straight into the fight. WAGON unit only. When a unit embarked within this unit is selected to make a disembark move, that unit has +1 to charge rolls until the end of the turn.

Targetin' Gizmos

cost per official app

These sparkly optics and other elaborate gitfindas help focus a wagon's dakka, but it takes a really clever Mek to know how to work them. WAGON unit only. While a BIG MEK model is embarked within this unit: - This unit's ranged attacks have [IGNORES COVER]. - If the Waaagh! is active for this unit, this unit's ranged attacks have [SUSTAINED HITS 1].

More Dakka!

Dakka! Dakka! Dakka!

Orks have no real concept of ammunition preservation, instead tending to hold the trigger down until their ammunition runs dry or their weapon falls apart in their hands. - Friendly ORKS INFANTRY units' ranged attacks have [ASSAULT]. - In your Shooting phase, if the Waaagh! is active for your army, friendly ORKS INFANTRY units' ranged attacks have [SUSTAINED HITS 1].

Dead Shiny Shootas

cost per official app

Rumoured to have been made by Big Mek Buzzgob, da Dead Shiny Shootas are a set of multi-barrelled brutes packed full of dakka. The guns kick out a deafening storm of hot lead, much to the enjoyment of the Orks pulling the triggers, their volume of fire so great that even the most inaccurate shooter can land a respectable number of hits. ORKS INFANTRY unit only. This 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] ).

Da Gobshot Thunderbuss

20 pts

Requiring an entire chest of teef to be loaded into its breach before each shot, the Gobshot Thunderbuss' worky gubbinz plates its unconventional ammunition in gold before firing it in an inescapable cone of fanged death. Not only can this madcap weapon sweep away swathes of enemies with every shot, it also fires a literal fortune in teef every time, proclaiming its owner's obscene wealth in the process. ORKS INFANTRY model only. This model's ranged attacks have: - [DEVASTATING WOUNDS]. - [HAZARDOUS].

Taktikal Brigade

Lissen 'ere

Blood Axe leaders bellow actual orders to the ladz under their command, coordinating assaults and even fighting retreats in a most un-Orky and alarmingly organised fashion. - Friendly STORMBOYZ units have BATTLELINE. - When a friendly BOYZ/KOMMANDOS/STORMBOYZ unit is selected to make an advance/fall-back move, that move does not prevent that unit from being eligible to start an action.

Mork's Kunnin'

cost per official app

Possessed of an exceptionally keen mind - for an Ork at least - this boss matches wits with his opponents, holding his ladz back until an opportune moment arrives. ORKS 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.

Slippery Git

cost per official app

So steeped in the devious ways of the Blood Axe Clan is this Warboss that he can even sneak into battle at the head of a mob of Kommandos. INFANTRY WARBOSS model only (excluding MEGA ARMOUR models). This model has Infiltrators and Stealth.

Speedwaaagh!

Turbo Boostas

No self-respecting Speed Freek goes to war without highly tuned, Mek-approved turbo boostas to power them to battle. These devices come in all shapes and sizes, but all give their operators a violent burst of speed, allowing them to close with the enemy at breakneck speed and get stuck in. Each time a Speed Freeks or Trukk unit (excluding Aircraft ) from your army Advances, it can use its turbo. If it does, do not make an Advance roll for it; instead, until the end of the phase, models in that unit have a Move characteristic of 24" but can only move in one straight line, and until the end of the turn, ranged weapons equipped by those models have the [ASSAULT] ability and that unit cannot declare a charge. Designer's Note: When a unit uses its turbo, the models in that unit cannot pivot, and they cannot make a move of two or more straight lines (e.g. to navigate around obstacles). That unit also cannot declare a charge, even if another rule would let it declare a charge in a turn in which it Advanced.

Kustom Shokk Box

cost per official app

Obtained from a Big Mek for a veritable fortune of teef, this device incorporates a shokk-boosta that enables a Warboss and their steed to take potentially deadly shortcuts through the Warp. Deffkilla Wartrike model only. Each time the bearer uses its turbo, its unit can move horizontally through terrain features.

Dakkamek

cost per official app

Mekboyz with a penchant for overwhelming firepower can always get some more dakka out of a vehicle's guns. Mek model only. Each time the bearer uses its Mekaniak ability, until the start of your next Command phase, ranged weapons equipped by the selected Vehicle model have the [RAPID FIRE 1] ability.

Supa-burny Fuel

cost per official app

The highly volatile, Mek-brewed fuel that powers this Wartrike emits particularly large and exceptionally deadly gouts of flame. Deffkilla Wartrike model only. Change the Attacks characteristic of the bearer's killa jet - burna weapon to 3D6, and change the Attacks characteristic of the bearer's killa jet - cutta weapon to 3.

Master Meknologist

cost per official app

A talented gunsmith, even by the standards of his Big Mek rivals, this Ork reserves the finest of his creations for personal use. Big Mek model only. Improve the Ballistic Skill characteristic of the bearer's ranged weapons by 1.

Blitz Brigade

Eager for the Fight

Blitz Brigades thunder into battle laden with eager, belligerent Orks, all desperate to get stuck into the enemy. Clambering from transport compartments or leaping from armoured hulls, these wild-eyed killers descend on the enemy in roaring savagery. Each time an Orks unit from your army disembarks from a Transport, until the end of the turn, you can re-roll Advance and Charge rolls made for that Orks unit.

Runnin' Boots

cost per official app

These squighide boots were looted from the corpse of a particularly nippy Speed Freek. The wearer is utterly convinced that they make him faster. Orks Infantry Character model only. Each time you make a Charge roll for the bearer's unit, if that unit disembarked from a Transport this turn, add 1 to the result.

Blitzkaptin

cost per official app

Keeping a Blitz Brigade going in one direction is hard enough for most Orks. This particular commander, however, is a master of armoured taktiks. Orks Character model only. After both players have deployed their armies, if the bearer's unit (or any Transport it is embarked within) is on the battlefield, select up to three Orks Vehicle units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.

Supercharged Squig Oil

cost per official app

A few drops of this volatile admixture of Squig oil, rokkit fuel and various other noxious chemicals is enough to provide any engine with increased performance. Mek model only. Each time the bearer uses its Mekaniak ability, until the end of the turn, you can re-roll Charge rolls for the selected Vehicle model's unit.

Tuff Git

cost per official app

Big, brash and belligerent, this Ork is resilient in both mind and body. Even the explosion of his transport isn't enough to shake him. Orks Infantry Character model only. At the end of a phase in which the bearer's unit disembarked from a Transport, if that unit is Battle-shocked, it is no longer Battle-shocked.

Freebooter Krew

Here Be Loot

Grabbing loot is a Freebooter's favourite pastime, followed closely by bludgeoning senseless anyone stupid enough to try to stop him doing so - or, even worse, seeking to take the loot for themselves. At the start of your Command phase, select one objective marker. Until the start of your next Command phase, that objective marker is your loot objective. Each time a model in an Orks Infantry, Orks Mounted or Orks Walker unit from your army makes an attack, that attack has the [SUSTAINED HITS 1] ability if either or both of the following are true: ■ That model's unit is within range of your loot objective. ■ That attack targets a unit within range of your loot objective.

Da Kaptin

cost per official app

Kaptins are experts in violently motivating their lads in the pursuit of even more loot. Warboss model only. Once per battle round, at the start of any phase, you can select one friendly Orks unit that is Battle-shocked and within 12" of the bearer. That unit suffers D3 mortal wounds and it is no longer Battle-shocked.

Git-spotter Squig

cost per official app

Wealthy Freebooterz can afford augmetically enhanced Git-spotter Squigs to sit on their shoulders and spot gits. Orks model only. Ranged weapons equipped by models in the bearer's unit have the [IGNORES COVER] ability.

Bionik Workshop

cost per official app

Bad Meks and Doks are sought after by Freebooterz to provide cybork bioniks for those with the teef to pay. Big Mek or Painboy model only. At the start of the battle, roll one D3 and compare the result to the list below. Until the end of the battle, models in the bearer's unit have that bioniks ability. 1. Bionik Legs: Add 2" to the Move characteristic of this model. 2. Bionik Arms: Add 1 to the Strength characteristic of melee weapons equipped by this model. 3. Bionik Bonce: Improve the Weapon Skill characteristic of melee weapons equipped by this model by 1.

Razgit's Magik Map

cost per official app

Stolen from a humie cogboy, this remarkable digital map helps Freebooterz outwit their enemies. Orks model only. After both players have deployed their armies, select up to three Orks Infantry units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.

30 stratagems

Stratagems

Concealed Krumpin'

1 CP

Detachment · Shooting phase · Equatorial Hordes

WHEN: Your Shooting phase or the Fight phase, when a friendly hidden MOB unit is selected to attack. TARGET: That MOB unit. EFFECT: Your unit's attacks have [LETHAL HITS].

Stragglerz

1 CP

Detachment · Command phase · Equatorial Hordes

WHEN: Your Command phase. TARGET: One friendly MOB/KOMMANDOS unit. EFFECT: Your unit heals 2D3 wounds.

Dey're Over 'ere

1 CP

Detachment · Shooting phase · Equatorial Hordes

WHEN: Start of your Shooting phase. TARGET: One friendly MOB/KOMMANDOS unit. EFFECT: While a visible enemy unit is within 6" of your unit, that unit has +3" detection range.

Brutal Broadside

1 CP

Detachment · Shooting phase · Rollin' Deff

WHEN: Your Shooting phase, when a friendly BATTLEWAGON unit is selected to shoot. TARGET: That BATTLEWAGON unit. EFFECT: Your unit's ranged attacks (excluding attacks made by weapons selected with Firing Deck ) have [RAPID FIRE X], where X is that attack's A.

Impending Crunch

1 CP

Detachment · Charge phase · Rollin' Deff

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.

Devastating Drift

1 CP

Detachment · Fight phase · Rollin' Deff

WHEN: Your Fight phase, when a friendly WAGON unit that made a charge move this turn is selected to fight. TARGET: That WAGON unit. EFFECT: Your unit's melee attacks have [CLEAVE 1].

Long, Uncontrolled Bursts

1 CP

Detachment · Shooting phase · More 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 [IGNORES COVER].

Speshul Shells

1 CP

Detachment · Shooting phase · More 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.

Call Dat Dakka?

1 CP

Detachment · Shooting phase · More Dakka!

WHEN: Your opponent's Shooting phase, when an enemy unit that targeted a friendly ORKS INFANTRY unit has shot. TARGET: That ORKS INFANTRY unit. EFFECT: Your unit shoots using snap shooting, but while doing so your unit can only target that enemy unit.

Taktikal Retreat

1 CP

Detachment · Movement phase · Taktikal Brigade

WHEN: Your Movement phase, when a friendly KOMMANDOS/ STORMBOYZ unit is selected to make a fall-back move. TARGET: That KOMMANDOS/STORMBOYZ unit. EFFECT: That move does not prevent your unit from being eligible to declare a charge.

On to Da Next

1 CP

Detachment · Movement phase · Taktikal Brigade

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".

Ded Sneaky

1 CP

Detachment · Fight phase · Taktikal Brigade

WHEN: End of your opponent's Fight phase. TARGET: One friendly unengaged KOMMANDOS/STORMBOYZ unit. EFFECT: Place your unit in strategic reserves.

On Da Move

1 CP

Strategic Ploy · Movement phase · Speedwaaagh!

WHEN: Your Movement phase. TARGET: One Orks unit from your army that has not been selected to move this phase. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back or Advanced (unless it used its turbo this turn).

Mobile Dakkastorm

1 CP

Strategic Ploy · Shooting phase · Speedwaaagh!

WHEN: Your Shooting phase, just after a Speed Freeks or Trukk unit from your army has shot. TARGET: That Speed Freeks or Trukk unit. EFFECT: Select one enemy unit hit by one or more of those attacks (excluding attacks made with Indirect Fire weapons). Until the end of the phase, each time a model in a Speed Freeks or Trukk unit from your army makes an attack that targets that unit, improve the Strength characteristic of that attack by 2.

Speshul Ammo

1 CP

Wargear · Shooting phase · Speedwaaagh!

WHEN: Your Shooting phase. TARGET: One Orks unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit (excluding Torrent weapons) have the [ANTI-MONSTER 4+] and [ANTI-VEHICLE 4+] abilities.

Ded Killy Construction

1 CP

Strategic Ploy · Fight phase · Speedwaaagh!

WHEN: Your Fight phase. TARGET: One Speed Freeks or Trukk unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability and, if your unit made a Charge move this turn, until the end of the phase, add 1 to the Damage characteristic of those weapons.

Dust Trails

1 CP

Strategic Ploy · Shooting phase · Speedwaaagh!

WHEN: Your opponent's Shooting phase, just after an enemy unit has selected its targets. TARGET: One Orks unit from your army that was selected as the target of one or more of the attacking unit's attacks. EFFECT: Until the end of the phase, your unit has the Benefit of Cover.

Evasive Manoova

1 CP

Strategic Ploy · Fight phase · Speedwaaagh!

WHEN: End of your opponent's Fight phase. TARGET: One Speed Freeks or Trukk unit from your army that is not within Engagement Range of one or more enemy units. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.

Mount Up, Ladz

1 CP

Strategic Ploy · Fight phase · Blitz Brigade

WHEN: End of the Fight phase. TARGET: One Orks Infantry unit from your army that is not within Engagement Range of one or more enemy units, and one friendly Transport it is able to embark within. EFFECT: If your Orks Infantry unit is wholly within 6" of that Transport, it can embark within it.

Mekanised Brutality

1 CP

Strategic Ploy · Movement phase · Blitz Brigade

WHEN: Your Movement phase. TARGET: One Battlewagon, Kill Rig or Hunta Rig unit from your army that has not been selected to move this phase. EFFECT: When this unit ends a normal move, units embarked within this unit can make an assault disembark move (Core Rules, 18.06).

Run 'em Down

1 CP

Strategic Ploy · Movement phase · Blitz Brigade

WHEN: Your Movement phase. TARGET: One Battlewagon, Kill Rig or Hunta Rig unit from your army that has not been selected to move this phase. EFFECT: Select up to two other friendly Orks Vehicle or Orks Monster units within 6" of your unit. Until the end of the turn, your unit and each unit you selected are eligible to declare a charge in a turn in which they Advanced.

Armoured Duellists

1 CP

Battle Tactic · Shooting phase · Blitz Brigade

WHEN: Your Shooting phase. TARGET: One Orks Vehicle unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time your unit makes an attack that targets a Monster or Vehicle unit, add 1 to the Hit roll and add 1 to the Wound roll.

Impervious

1 CP

Strategic Ploy · Shooting phase · Blitz Brigade

WHEN: Your opponent's Shooting phase, just after an enemy unit has selected its targets. TARGET: One Battlewagon, Kill Rig or Hunta Rig unit from your army that was selected as the target of one or more of the attacking unit's attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.

Yooz in Trouble Now

1 CP

Strategic Ploy · Shooting phase · Blitz Brigade

WHEN: Your opponent's Shooting phase, just after an enemy unit has shot. TARGET: One Battlewagon, Hunta Rig or Kill Rig model from your army that was hit by one or more of the attacking unit's attacks. EFFECT: One Orks Infantry unit embarked within your model makes a disembark move, then makes a surge move of up to D6".

Bash and Grab

1 CP

Battle Tactic · Fight phase · Freebooter Krew

WHEN: The Fight phase. TARGET: One Orks unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of the loot objective, you can re-roll the Wound roll.

Grab and Bash

1 CP

Strategic Ploy · Command phase · Freebooter Krew

WHEN: Your Command phase. TARGET: One Orks unit from your army (excluding Gretchin units) that is within range of the loot objective. EFFECT: Until the start of your next Command phase, the Waaagh! is active for your unit, even if you have already called a Waaagh! this battle. Designer's Note: This means that any abilities that are in effect while the Waaagh! is active for your army will be in effect for your unit.

Boardin' Rush

1 CP

Battle Tactic · Movement phase · Freebooter Krew

WHEN: Your Movement phase. TARGET: One Orks unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, each time your unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.

Deck Fraggers

1 CP

Strategic Ploy · Shooting phase · Freebooter Krew

WHEN: Your Shooting phase. TARGET: One Orks unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit targets an Infantry unit with a ranged weapon, that weapon has the [BLAST] ability.

Rolling Loot-heap

1 CP

Strategic Ploy · Shooting phase · Freebooter Krew

WHEN: Your Shooting phase. TARGET: One Flash Gitz unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ANTI-VEHICLE 4+] ability.

Krump and Run

1 CP

Strategic Ploy · Movement phase · Freebooter Krew

WHEN: Your opponent's Movement phase, just after an enemy unit falls back. TARGET: One Orks unit from your army that was within engagement range of that enemy unit at the start of the phase and is not within range of one or more enemy units. EFFECT: Your unit can make a Normal move of up to 6".

65 units

Datasheets

M
10"
T
10
SV
3+
W
16
LD
7+
OC
5
M
6"
T
5
SV
5+
W
1
LD
7+
OC
2
BEAST SNAGGA NOB
M
6"
T
5
SV
5+
W
2
LD
7+
OC
2
M
6"
T
5
SV
4+
W
5
LD
6+
OC
1
M
10"
T
10
SV
3+
W
9
LD
6+
OC
3
M
5"
T
6
SV
2+
W
5
LD
7+
OC
1
M
6"
T
5
SV
4+
W
4
LD
7+
OC
1
M
6"
T
5
SV
4+
W
5
LD
7+
OC
1
M
12"
T
9
SV
4+
W
12
LD
7+
OC
3
M
20+"
T
9
SV
3+
W
12
LD
7+
OC
0
M
12"
T
7
SV
4+
W
9
LD
7+
OC
3
M
6"
T
5
SV
5+
W
6
LD
6+
OC
1
M
12"
T
5
SV
4+
W
6
LD
6+
OC
1
M
6"
T
5
SV
5+
W
1
LD
7+
OC
2
BOSS NOB
M
6"
T
5
SV
5+
W
2
LD
7+
OC
2
M
6"
T
5
SV
5+
W
1
LD
7+
OC
1
M
20+"
T
9
SV
3+
W
12
LD
7+
OC
0
M
20+"
T
9
SV
3+
W
12
LD
7+
OC
0
M
8"
T
9
SV
2+
W
8
LD
7+
OC
3
M
12"
T
6
SV
4+
W
9
LD
6+
OC
3
M
12"
T
6
SV
4+
W
4
LD
7+
OC
2
M
6"
T
5
SV
4+
W
2
LD
7+
OC
1
M
10"
T
13
SV
3+
W
30
LD
7+
OC
12
M
5"
T
6
SV
2+
W
10
LD
6+
OC
4
MAKARI
M
5"
T
6
SV
7+
W
1
LD
8+
OC
1
M
8"
T
12
SV
3+
W
20
LD
7+
OC
8
M
6"
T
2
SV
7+
W
1
LD
8+
OC
2
M
8"
T
9
SV
3+
W
12
LD
8+
OC
4
M
10"
T
6
SV
3+
W
5
LD
8+
OC
2
M
10"
T
10
SV
3+
W
16
LD
7+
OC
5
M
6"
T
5
SV
3+
W
6
LD
7+
OC
1
M
10"
T
10
SV
3+
W
16
LD
7+
OC
5
M
12"
T
12
SV
3+
W
24
LD
6+
OC
10
M
6"
T
6
SV
3+
W
5
LD
8+
OC
2
M
6"
T
5
SV
5+
W
1
LD
7+
OC
1
BOSS NOB
M
6"
T
5
SV
5+
W
2
LD
7+
OC
1
M
12"
T
7
SV
4+
W
9
LD
7+
OC
3
M
6"
T
5
SV
5+
W
1
LD
7+
OC
1
M
6"
T
5
SV
5+
W
4
LD
7+
OC
1
M
8"
T
10
SV
2+
W
16
LD
7+
OC
5
M
5"
T
6
SV
2+
W
3
LD
7+
OC
1
M
12"
T
7
SV
4+
W
9
LD
7+
OC
3
M
6"
T
5
SV
5+
W
4
LD
7+
OC
1
M
3"
T
5
SV
5+
W
6
LD
8+
OC
2
M
8"
T
10
SV
2+
W
16
LD
7+
OC
5
M
8"
T
12
SV
3+
W
20
LD
7+
OC
8
M
10"
T
10
SV
3+
W
9
LD
6+
OC
3
M
10"
T
7
SV
4+
W
5
LD
7+
OC
2
M
6"
T
5
SV
4+
W
3
LD
7+
OC
1
M
6"
T
5
SV
4+
W
2
LD
7+
OC
1
M
12"
T
6
SV
4+
W
4
LD
7+
OC
2
M
6"
T
5
SV
4+
W
4
LD
7+
OC
1
M
6"
T
5
SV
5+
W
3
LD
7+
OC
1
M
12"
T
7
SV
4+
W
9
LD
7+
OC
3
M
12"
T
7
SV
4+
W
9
LD
7+
OC
3
M
10"
T
10
SV
3+
W
18
LD
7+
OC
5
M
10"
T
7
SV
4+
W
3
LD
7+
OC
2
M
10"
T
14
SV
2+
W
30
LD
6+
OC
12
M
12"
T
5
SV
5+
W
1
LD
7+
OC
1
BOSS NOB
M
12"
T
5
SV
5+
W
2
LD
7+
OC
1
M
6"
T
5
SV
5+
W
1
LD
7+
OC
1
BOSS NOB
M
6"
T
5
SV
5+
W
2
LD
7+
OC
1
M
12"
T
8
SV
4+
W
10
LD
7+
OC
2
M
12"
T
6
SV
4+
W
3
LD
7+
OC
2
M
6"
T
5
SV
4+
W
6
LD
6+
OC
1
M
5"
T
6
SV
2+
W
7
LD
6+
OC
1
M
12"
T
6
SV
4+
W
7
LD
6+
OC
2
M
20+"
T
9
SV
3+
W
12
LD
7+
OC
0
M
6"
T
5
SV
5+
W
4
LD
7+
OC
1
M
6"
T
5
SV
5+
W
4
LD
7+
OC
1
M
6"
T
5
SV
5+
W
5
LD
7+
OC
1

Rules digest

How This Force Plays

Our own plain-speech digest of how this force's rules hang together — army rule, detachment choice, command-point economy and roster shape. Written by us, not reproduced from the pack; the official PDF is the only authority on exact wording.

Read the official pack PDF

How the army rule shapes play

Every list in this force answers to Waaagh!, so plan your turns around it rather than treating it as a bonus. There is no secondary doctrine to pick, which keeps the force predictable to learn and unforgiving to misplay. Exact wording lives in the official pack PDF; the summary here is ours.

Choosing a detachment

You commit to one of 7 detachments (Equatorial Hordes, Rollin' Deff, More Dakka!, Taktikal Brigade, Speedwaaagh!, Blitz Brigade, and more), and that choice locks in both your detachment rule and the 20 enhancements available to your characters. Pick the detachment that matches the units you already own, then buy enhancements last.

Command points and stratagems

There are 30 stratagems on offer, costing between 1 and 1 CP. In a normal game you will bank enough for two or three interventions a turn at most, so decide before deployment which one or two plays you are saving command points for.

Building to a points limit

The roster runs to 65 datasheets. The cheapest entry comes in at 45 points and the most expensive at 800, so a single flagship choice can eat a fifth of a 2,000-point army. Use the list builder to keep the Rule of Three, character limits and your points ceiling honest as you add units.

0 / 2000 pts · 0 units

Army List Editor

65 available

No units yet — add a datasheet above to begin your Order of Battle.

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Keep your own 11th edition Orks PDFs beside this codex. Files are private to your account — nobody else can list, open or download them.

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