You are on page 1of 9

Current force max (Warhammer 40,000 8th Edition) [102 PL, 2000pts]

Battalion Detachment +5CP (Orks) [78 PL, 1532pts]


Rules: Dis Is Ours! Zog Off!

No Force Org Slot

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

HQ [9 PL, 160pts]

Big Mek (Index) [5 PL, 80pts]


Selections: Big Choppa [5pts], Kustom Force Field [20pts]
Categories: B M ,C ,F : <C >, F :O , HQ, I
Rules: 'Ere We Go!, Mob Rule
Abilities: Big Mekaniak, Kustom Force Field, Unit: Big Mek, Weapon: Big Choppa, Stikkbombs

Warboss [4 PL, 80pts]


Selections: Attack Squig, Brutal but Kunnin, Da Killa Klaw, Kustom Shoota [2pts], 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, Brutal but Kunnin, Waaagh!, Unit: Warboss, Weapon: Attack Squig, Da Killa Klaw, Kustom Shoota, Power
Klaw, Slugga, Stikkbombs

Troops [14 PL, 294pts]

Boyz [11 PL, 210pts]


Selections: 30x Ork Boy W/ Slugga & Choppa [210pts], 3x Tankbusta Bombs
Categories: B ,I ,F :O ,F : <C >, T
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Green Tide, Weapon: Tankbusta Bombs

Gretchin [2 PL, 54pts]


Selections: 18x Gretchin [54pts]
Categories: F : <C >, F :O ,G ,I ,T
Rules: Dakka Dakka Dakka, Grots
Abilities: Surprisingly Dangerous in Large Numbers

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

Elites [29 PL, 546pts]


Nob with Waaagh! Banner [4 PL, 77pts]
Selections: Kustom Shoota [2pts]
Categories: E ,F : <C >, F :O ,I ,N ,C
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Keepin' Order, Waaagh! Banner, Unit: Nob with Waaagh! Banner, Weapon: Choppa, Kustom Shoota, Stikkbombs, Waaagh!
Banner

Nobz [14 PL, 232pts]


Categories: E ,F : <C >, F :O ,I ,N
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Keepin' Order

Boss Nob [29pts]


Selections: Choppa, Killsaw [15pts]
Unit: Boss Nob, Weapon: Choppa, Killsaw, Stikkbombs

Nob [29pts]
Selections: Choppa, Killsaw [15pts]
Unit: Nob, Weapon: Choppa, Killsaw, Stikkbombs

Nob [29pts]
Selections: Choppa, Killsaw [15pts]
Unit: Nob, Weapon: Choppa, Killsaw, Stikkbombs

Nob [29pts]
Selections: Choppa, Killsaw [15pts]
Unit: Nob, Weapon: Choppa, Killsaw, Stikkbombs

Nob [29pts]
Selections: Choppa, Killsaw [15pts]
Unit: Nob, Weapon: Choppa, Killsaw, Stikkbombs

Nob [29pts]
Selections: Choppa, Killsaw [15pts]
Unit: Nob, Weapon: Choppa, Killsaw, Stikkbombs

Nob [29pts]
Selections: Choppa, Killsaw [15pts]
Unit: Nob, Weapon: Choppa, Killsaw, Stikkbombs

Nob [29pts]
Selections: Choppa, Killsaw [15pts]
Unit: Nob, Weapon: Choppa, Killsaw, Stikkbombs

Painboy [3 PL, 67pts]


Selections: Killsaw (Index) [15pts]
Categories: C ,F : <C >, F :O ,I ,E ,P
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Dok's Tools, Grot Orderly, Sawbones, Unit: Painboy, Weapon: 'Urty Syringe, Killsaw
Tankbustas [8 PL, 170pts]
Categories: E ,F : <C >, F :O ,I ,T
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Tank Hunters

Boss Nob [17pts]


Selections: Rokkit Launcha [12pts]
Unit: Boss Nob, Weapon: Rokkit Launcha, Stikkbombs, Tankbusta Bombs

9x Tankbusta [153pts]
Selections: 9x Rokkit Launcha [108pts]
Unit: Tankbusta, Weapon: Rokkit Launcha, Stikkbombs, Tankbusta Bombs

Fast Attack [3 PL, 50pts]

Stormboyz [3 PL, 50pts]


Categories: F :O ,F : <C >, F A ,S ,I ,J P ,F
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Full Throttle, Stormboyz Strike

Boss Nob [14pts]


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

4x Stormboy [36pts]
Unit: Stormboy, Weapon: Choppa, Slugga, Stikkbombs

Heavy Support [23 PL, 482pts]

Battlewagon [8 PL, 182pts]


Selections: 4x Big Shoota [20pts], Deff Rolla [19pts], Grot Riggers [5pts], Zzap gun [18pts]
Categories: F : <C >, F :O ,T ,V ,B ,H S
Rules: Dakka Dakka Dakka
Abilities: Explodes, Grot Riggers, Mobile Fortress, Open-Topped, Transport Wound Track: Wagon1, Wagon2, Wagon3, Transport:
Battlewagon, Unit: Battlewagon, Weapon: Big Shoota, Deff Rolla, Zzap gun

Deff Dread [15 PL, 300pts]


Categories: F : <C >, F :O ,V ,D D ,H S
Rules: 'Ere We Go!, Dakka Dakka Dakka
Abilities: Dread Mob, Explodes

Deff Dread [5 PL, 100pts]


Selections: Dread Klaw [15pts], Dread Saw [10pts], Dread Saw [10pts], Dread Saw [10pts]
Categories: A
Unit: Deff Dread, Weapon: Dread Klaw, Dread Saw

Deff Dread [5 PL, 100pts]


Selections: Dread Klaw [15pts], Dread Saw [10pts], Dread Saw [10pts], Dread Saw [10pts]
Categories: A
Unit: Deff Dread, Weapon: Dread Klaw, Dread Saw

Deff Dread [5 PL, 100pts]


Selections: Dread Klaw [15pts], Dread Saw [10pts], Dread Saw [10pts], Dread Saw [10pts]
Categories: A
Unit: Deff Dread, Weapon: Dread Klaw, Dread Saw

Spearhead Detachment +1CP (Orks) [24 PL, 468pts]


Rules: Dis Is Ours! Zog Off!

No Force Org Slot

Clan Kultur
Selections: Bad Moons
Categories: N F O S
Abilities: Bad Moons

HQ [3 PL, 62pts]

Weirdboy [3 PL, 62pts]


Selections: 3. Da Jump
Categories: C , HQ, I ,P ,F :O ,F : <C >, W
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Waaagh! Energy, Psychic Power: Da Jump, Smite, Psyker: Psyker, Unit: Weirdboy, Weapon: Weirdboy Staff

Heavy Support [21 PL, 406pts]

Killa Kans [2 PL, 57pts]


Categories: F : <C >, F :O ,V ,H S ,K K ,G
Rules: Dakka Dakka Dakka, Grots
Abilities: Explodes, Scrag 'Em

Killa Kan [57pts]


Selections: Buzzsaw, Skorcha [17pts]
Unit: Killa Kan, Weapon: Buzzsaw, Skorcha

Killa Kans [2 PL, 57pts]


Categories: F : <C >, F :O ,V ,H S ,K K ,G
Rules: Dakka Dakka Dakka, Grots
Abilities: Explodes, Scrag 'Em

Killa Kan [57pts]


Selections: Buzzsaw, Skorcha [17pts]
Unit: Killa Kan, Weapon: Buzzsaw, Skorcha

Killa Kans [2 PL, 45pts]


Categories: F : <C >, F :O ,V ,H S ,K K ,G
Rules: Dakka Dakka Dakka, Grots
Abilities: Explodes, Scrag 'Em

Killa Kan [45pts]


Selections: Big Shoota [5pts], Buzzsaw
Unit: Killa Kan, Weapon: Big Shoota, Buzzsaw

Lootas [13 PL, 187pts]


Selections: 11x Loota [187pts]
Categories: F : <C >, F :O ,I ,H S ,L
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Mek Gunz [2 PL, 60pts]
Categories: A ,H S ,V ,F : <C >, F :O ,M G ,G
Rules: Dakka Dakka Dakka, Grots
Abilities: Grot Krew, Mek Gunz

Gun [2 PL, 60pts]


Selections: Kustom Mega Kannon [45pts]
Unit: Mek Gun, Weapon: Kustom Mega Kannon

Profile Summary
Abilities Description Ref

Bad Moons Re-roll hit rolls of 1 for attacks made by models with this kultur in the Shooting phase.

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

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

Brutal but You can reroll failed hit rolls for your warlord in the fight phase. In addition increase the damage characteristic of your
Kunnin warlords melee weapons by 1 if he finished a charge move or performed heroic intervention this turn.

Roll a D6 each time a <CLAN> INFANTRY or <CLAN> BIKER unit loses a wound whilst within 3" of any friendly <CLAN>
Dok's Tools
PAINBOYZ. On a 6, that unit does not lose that wound.

The first time this unit is set up on the battlefield, all of its models must be placed within 6" of at least one other model
Dread Mob from the unit. From that point onwards, each operated independently and is treated as a separate unit for all rules
purposes.

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

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

When this unit advances you can add 6" to it's movement rather than rolling a dice. But if you do so, you roll a D6 for each
Full Throttle
model in the unit at the end of the phase; for each roll of 1, the unit suffers 1 mortal wound.

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

Each Mek Gun and its grot krew are treated as a single model for all rules purposes. the Krew must remain within 1" of
Grot Krew their Mek Gun and cannot be targeted or attacked separately. The range and visibility of all attacks made by a Mek Gun are
measured from the Mek Gun, not the krew.

Once per battle, you can re-roll the dice when this model is attempting to heal a model using the Sawbonez ability, either
Grot Orderly
when determining if the surgery is successful or when determining the number of lost wounds regained.

Grot If a model has a grot rigger, the grot can attempt repairs at the end of the movement phase. Roll a D6, on a roll of a 2+, this
Riggers model regains 1 wounds lost earlier in the battle.

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

If this model is equipped with a kustom force field, friendly ORK units have a 5+ invulnerable save against attacks made Codex
Kustom
with ranged weapons while they are wholly within 9" of it. While a model equipped with a kustom force field is embarked, : Orks
Force Field
the vehicle transporting it has a 5+ invulnerable save against attacks made with ranged weapons instead. p87

The 1st time this unit is setup on the battlefield, each Mek Gun must be placed within 6" of at least one other Mek Gun,
Mek Gunz with each grot Krew within 1" of their Mek Gun. From that point onwards, each Mek Gun operates independently and is
treated as a separate unit for all rules purposes.

Mobile This Model ignores the penalty for moving and firing Heavy weapons, but it does not apply to embarked models (per GW
Fortress FAQ Xenos 2 ver1)

Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any
Open- point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers;
Topped 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.

At the end of your Movement phase, mad Dok Grotsnik can attempt to heal a single (CLAN) INFANTRY or ORK BIKER
Sawbones model within 1". Roll a D6; on a 1 the surgery fails, the model you were attempting to heal loses a wound, but on any other
result that model regains D3 lost wounds. A model can only be the target of a surgery attempt once per turn.

Scrag 'Em Add 1 to their Attacks characteristic if this unit contains 3 or more models

During deployment, you can set up this unit flying high in the skies instead of placing it on the battlefield. At the end of any
Stormboyz
of your Movement phases this unit can plummet onto the battlefield - set them up anywhere on the battlefield, more than
Strike
9" away from any enemy models.

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

Tank
You can re-roll failed hit rolls for attacks made by this unit that target VEHICLES
Hunters
Waaagh! Friendly (CLAN) Infantry units within 6" of this model at the start of the Charge phase can charge even if they Advanced Codex:
this turn. Orks
p85

Waaagh!
(Clan); units within 6" of any friendly Waaagh! banner add 1 to their hit rolls in the Fight phase.
Banner

Add 1 to any Psychic test rolls made for this model for every 10 friendly ORK models excluding gretchin within 10" of it Codex:
Waaagh!
when the roll is made, to a maximum of +3. However, if result of the test is 12+, this model immediately suffers Perils of Orks
Energy
the Warp. p88

Psychic Warp
Range Details Ref
Power Charge

If Manifested, select a friendly ORK INFANTRY unit within 12" of the psyker. Remove that unit from the
Da
7 12" battlefield, and then set it up anywhere on the battlefield more than 9" from any enemy units. That unit counts as
Jump
having moved for any rules purposes, such as firing Heavy weapons

Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers
Smite 5 18" D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal
wounds instead.

Psyker Cast Deny Powers Known Other Ref

Psyker 1 1 1 See Waaagh! Energy

Transport Wound Track Wounds Move Strength Attacks Ref

Wagon1 8-16+ 12" 8 6

Wagon2 4-7 9" 6 D6

Wagon3 1-3 6" 4 D3

Transport Capacity Ref

20 FLASHGITZ or (CLAN) INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of 2. If this model
Battlewagon
is equipped with a Killkannon it can only transport 12 models.

Unit M WS BS S T W A Ld Save Ref

Battlewagon * 5+ 5+ * 7 16 * 7 4+

Big Mek 5" 3+ 5+ 5 4 4 3 7 4+

Boss Nob 12" 3+ 5+ 5 4 2 3 7 6+

Deff Dread 6" 3+ 5+ 5 7 8 2 7 3+

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

Killa Kan 6" 5+ 4+ 5 5 5 3 6 3+

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

Mek Gun 3" 5+ 4+ 2 5 6 6 4 5+

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

Nob with Waaagh! Banner 5" 3+ 5+ 5 4 4 3 6 4+

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

Painboy 5" 3+ 5+ 5 4 4 4 6 6+

Stormboy 12" 3+ 5+ 4 4 1 2 6 6+

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

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

Weirdboy 5" 3+ 5+ 5 4 4 3 6 6+
Weapon Range Type S AP D Abilities Ref

Each time the bearer fights, it can make 1 additional attack with this weapon. This
'Urty
Melee Melee User 0 1 weapon always wounds on a 4+ unless it is targeting a VEHICLE or TITANIC model, in
Syringe
which case it wounds on a 6+.

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

Big Choppa Melee Melee +2 -1 2 -

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

Buzzsaw Melee Melee +2 -2 2 Each time you fight, you can make 1 additional attack with this weapon.

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

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

Deff Rolla Melee Melee +1 -2 2 Add 3 to hit rolls made for this weapon

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

Each time the bearer fights, it can make 1 additional attack with each dread klaw it is
Dread Klaw Melee Melee x2 -3 3
equipped with

Each time the bearer fights, it can make 1 additional attack with each dread saw it is
Dread Saw Melee Melee +4 -2 2
equipped with

Grot Blaster 12" Pistol 1 3 0 1 -

When attacking with this weapon, you must subtract 1 from the hit roll. If a model is
Killsaw Melee Melee x2 -4 2
equipped with 2 Killsaws, add 1 to its Attacks characteristic

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

Kustom Assault Xenos


18" 4 0 1 -
Shoota 4 2

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

Slugga 12" Pistol 1 4 0 1 -

Grenade
Stikkbombs 6" 3 0 1 -
D6

Tankbusta Grenade
6" 8 -2 D6 -
Bombs D3

Waaagh!
Melee Melee +2 0 2 -
Banner

Weirdboy
Melee Melee +2 -1 D3 -
Staff

Before firing this weapon, roll to determine the Strength of the shot. if the result is 11+
Zzap gun 36" Heavy 1 2D6 -3 3 do not make a wound roll - instead, if the attack hits it causes 3 mortal wounds. The
bearer then suffers a mortal wound.

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)
Dakka Dakka Dakka: Each time you roll an unmodified 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)
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)

Created with BattleScribe

You might also like