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Codex

Atra Orkus
The Complete Guide To
The Black Ork Culture
In The Forty First Millennium
Version 1.1

The Black Orks


10/15/07

Armies of the 41st Millennium


Black Ork Rules
Society
Black Orks resemble normal Orks, but are larger, stronger, and more intelligent. They average six and a
half feet in height, and stand tall and straight compared to normal orks. They often sharpen and decorate
their large canine teeth with gems and gold. Their skins can vary in color from dark green to jet black.
Their eyes have a phosphorescent red glow which can be seen in dim light.
Black Orks are a military minded people, much more so than normal Orks. Their entire lives are oriented
around the military hierarchy, with the larger more powerful Black Orks at the highest levels. Black Orks
serve their military hierarchy to peruse glory, fame, trophies and slaves. Black Ork society is regimented,
following a complex system of laws and customs that call for loyalty and obedience. Leaders are respected
and obeyed. Black Orks would never consider backstabbing a leader to get ahead; all challenges to leaders
are done by formal combat.
While they may seem ruthless or brutal, the Black Orks behavior is actually controlled by a code of ethics.
This code appears similar to human warriors codes such as bushido and chivalry in that it promotes
bravery, martial skill, and loyalty to the Clan. They are fearless in battle and will eagerly attack any enemy
that approaches them. Once in close combat Black Orks are virtually unbreakable and will often fight to the
death even when faced with overwhelming odds. Most Black Orks will not bother killing a creature it
considers "weak" or unthreatening. When the Black Orks encounter their prey's females or young, they
more than often spare them, considering it dishonorable to shed the blood of those who cannot defend
themselves. They have also been known to spare a worthy opponent, preferring to take an item, like a
weapon or piece of armor as a trophy instead.

The first contact that Imperium had with the black orks was a series of lighting raids on outlying Imperium
worlds. All of these raids where the same no trace of the victims where left, living or dead and no trace of
the attackers. All that was known was that these attacks where so fast that the victims had no time to call
for help. Though still rare, the Imperium will unfortunately see much more of them in the future.

Slavery
Slavery is a important element in Black Ork society. Periodic raiding expeditions are sent by Black Orks to
ravage Imperium space, bringing back valuables and slaves. Slaves were often bartered for objects of
various different kinds: they are exchanged for cloth, trinkets, mounts, weapons and armor. Skilled slaves
are a valued commodanty in black ork society, a slave with weapon or armor making skills may soon find
himself on a level in society as a Black Orks himself.
The treatment of some slaves could be said to be harsh, but not extremely brutal. Slaves actually have some
rights in Black Ork society, the unwarrented killing of a slave by a Black Ork is a crime. Depending on the
value of the slave, the punishment could be as light as rembursment to forced slavery for the Black Ork
himself. Generations of families have been born into slavery on Black Ork worlds. On these worlds about
60% of the population consisted of slaves.

Battle Honors
There are several special upgrades Battle Honors that can be bought for the Black Ork squads and
Characters. A sqaud may have one ability; no ability may be used more than once per army. Characters may
have one ability and may trade wargear for abilities 1 for 1. These upgrades are listed below.
Squad and Character abilities
Cost
Description
Berserk Charge
+5
When this model is charging, he may double his base
number of attacks before adding any bonuses. However,
the model may not make any parries that turn
Crazed
+25
Make Break test only if 50% of squad is lost in single turn.
Deadeye Shots
+25
Each model may re-roll To Hit die once each turn
Enemy Race
+10
Immune to psychology induced by one race. May choose to
follow the rules for hatred against that race. Command
characters provide an additional +1 Strategy rating when
fighting against an army of that race.
Grizzled
+15
Roll 3D6 for Leadership test, take the best two.
Gunfighter
+10
May fire up to two Pistols weapons in the shooting phase.
Alternately, the model may fire a single Pistol a number of
times equal to his Attack characteristic. If the model is using
a pistol in close combat, double his Initiative value when
determining ties.
Hardened Fighters
+10
May re-roll any single die in hand-to-hand combat; the
original is ignored even if it's a fumble; opponents may not
parry.
Massive Blow
+10
+2 Strength in close combat; wins all ties in. Opponent may
not parry.
Rapid Fire
+10
Provided that the model does not move in the Movement
Phase, he may fire twice in the Shooting Phase. This skill
only works with one related group of pistols and basic
weapons or a single heavy weapon.
Street Fighters
+20
If the squad is in Soft Cover, enemy models are at -2 to hit
this unit; if the squad is in Hard Cover, opponents are -3 to
hit. May not be taken by Rough Riders.
Strong
+5
+1 Strength.
Tank Hunters
+10
Immune to psychology induced by vehicles; May re-roll any
or all armor penetration dice once per shot.
Tough
+10
+1 Toughness.
Character Only
Cruelty

Cost
+10

Combat Master

+10

Hurl Opponent

+10

Description
If the model is within 12 of a squad that fails its break test,
he can immediately shot at the closest model. If he hits and
kills the model, the squad is regarded as if it had
successfully passed the test.
When attacked by multiple opponents in close combat, add
+1 to the model's Weapon Skill for each opponent after the
first. Multiple attackers gain no bonus.
If the model wins in close combat, he may throw his
opponent D6 + his Strength away in a chosen direction;
instead of inflicting normal damage, the enemy model takes
one hit with a Strength equal to half the distance rolled.

Mighty Strike

+5

Psyker

+30.

Waaagh

+40.

If the model scores 2 or more hits in close combat, you may


trade in the additional hits to increase the Strength of a
single blow by +1.
Starts with a Mastery Level of 1. Increase Mastery Level by
1 for an extra 25 points; max 4 Level. May also purchase
Force weapons
The model has the ability to release the power of the
Waaagh once per battle, at any time. During the turn, all
Black Orks gain +1 WS and A and pass any LD test for the
turn. Warboss only.

Army Organization
25%+ Troops

Up to 50% Support

Up to 50% Characters

Troops: Assault Squad, Nobs, Black Ork Squad, Heavy Weapons Squad, Infiltrators, Jumpers and
Slaver Squad.
Support: Allies, Field Artillery; Vehicles
Characters: War Master, Battle Standard, War Boss, Slave Master, Infiltration Master, Weapon
Master, Medic, Slaver, War Priest, Greater War Priest and Nob.
Black Ork armies have a Strategy Rating of 4

Black Ork Armory


Assault Weapons
Models picking from this list may select as many items as they wish.
Assault Weapon
Chainsword
Power Axe
Power Fist (Nobz and characters only)
Power Sword
Sword or Axe
Autopistol
Bolt Pistol
Hand Flamer
Plasma Pistol
Stun Pistol
Chain-Axe
Power Claw (Nobz and characters only)

Cost
2
7
10
6
1
1
2
6
4
2
2
8

Special Weapons
Models picking from this list may select only one item.
Special Weapon
Boltgun
Flamer
Meltagun
Plasma Gun
Stun Gun

Cost
3
7
6
6
3

Slaver Weapons
Models picking from this list may select only one item.
Heavy Weapon
Power Maul
Suppression Shield
Web Pistol
Webber
Heavy Webber
Stun Pistol
Stun Gun
Heavy Stunner
Whip

Cost
5
5
6
9
30
2
3
15
5

Heavy Weapons
Models picking from this list may select only one item.
Heavy Weapon
Autocannon
Heavy Bolter
Heavy Flamer
Hydra Missile Launcher
Lascannon
Missile Launcher w/Frag & Super-Krak shells
MultiMelta
Heavy Plasma Gun
Heavy Stubber

Cost
16
10
25
35
30
30
39
26
7

Armor
Models picking from this list may select only one item. Can only be taken by Character models.
Armor
Ork Eavy Armor (4+ save)
Ork Mega-Armor (2+ save)
Ork Bionic Mega-Armor (2+ save)

Cost
7
25
30

Stikkbombz (Grenades)
Models picking from this list may select as many items as they wish.
Stikkbombz
Frag
Krak
Melta
Smoke

Cost
2
3
5
1

Transport
Transport
Nobz Bike (including driver)

Cost
20

Black Ork Characters


Characters
War Master
85 points (0-1x)
Troop Type
M
WS
BS
S
T
War Master
4
7
6
5
5
Wears Eavy Armor (4+ save), carries a Bolt Pistol.

<50%
W
3

I
5

A
3

Ld
10

Any Ork units within 12 of the War Master may use his Leadership when making Ld-based tests.
Options
May have up to three Wargear Cards, and may pick equipment from the Armor, Assault, Special,
Transport, and Stikkbombz lists. May also have one Battle Honor and may trade up to 2 wargear for
two more.
Battle Standard
38 points (0-1x)
Troop Type
M
WS
BS
Ork Standard Bearer
4
5
4
Wears Eavy Armor (4+ save), carries a Bolt Pistol.

S
4

T
4

W
1

I
3

A
1

Ld
9

Any Ork units within 12 of an Ork Battle Standard may re-take any failed Break test once per phase.
Options
May have up to one Wargear Card, and may pick equipment from the Armor, Assault, Special,
Transport, and Stikkbombz lists.
War boss
50 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
War boss
4
6
5
5
5
2
4
2
9
Wears Eavy Armor (4+ save), carries a Bolt Pistol.
May lead armies of up to 1000 points or less. If so any Ork units within 8 of the War Boss may use
his Leadership when making Ld-based tests.
Options
May have up to two Wargear Cards, and may pick equipment from the Armor, Assault, Special,
Transport, and Stikkbombz lists.
Slave Master
50 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Slave Master
4
6
5
5
5
2
4
2
9
Wears Eavy Armor (4+ save), carries a Stun Pistol.
Options
May have up to two Wargear Cards, and may pick equipment from the Armor, Assault, Special, Slaver
and Stikkbombz lists.
Infiltration Master
60 points (0-1x per Infiltration Squad)
Troop Type
M
WS
Infiltration Master
4
6

BS
5

S
5

T
5

W
2

I
4

A
2

Ld
9

Wears Eavy Armor (4+ save), carries a Bolt Pistol.


The Infiltration Master may infiltrate, and if attached to an Infiltration Squad may use the rules for
dispersed formation as well.
Options
May have up to two Wargear Cards, and may pick equipment from the Armor, Assault, Special, and
Stikkbombz lists.
Weapons Master
28 points (0-1x, +1 per Heavy weapons squad)
Troop Type
M
WS
BS
Weapon Master
4
5
4
Wears Eavy Armor (4+ save), carries a Bolt Pistol.

S
4

T
4

W
1

I
3

A
1

Ld
9

You must include at least one Weapons Master if there are any vehicles (other than bikes) or any field
artillery in your army.
Options
May have up to three Wargear Cards, and may pick equipment from the Armor, Assault, Special,
Transport, and Stikkbombz lists.
Medic (need a different name)
28 points (0-1x)
Troop Type
M
WS
BS
Medic
4
5
4
Wears Eavy Armor (4+ save), carries a Bolt Pistol.

S
4

T
4

W
1

I
3

A
1

Ld
9

You must include at least one Medic if there are any Dreadnaughts.
Options
May have up to two Wargear Card, and may pick equipment from the Armor, Assault, Special,
Transport, and Stikkbombz lists.
Slaver
28 points (0-1x, +1 per Slaver Squad)
Troop Type
M
WS
BS
Slaver
4
5
4
Wears Eavy Armor (4+ save), carries a Stun Pistol.

S
4

T
4

W
1

I
3

A
1

Ld
9

Options
May have up to one Wargear Card, and may pick equipment from the Armor, Assault, Special,
Transport, Slaver and Stikkbombz lists.
War Priest
120 points (0-1x)
Troop Type
War Priest
Body Guards

M
4
4

WS
4
4

BS
4
3

S
4
4

T
4
4

W
1
1

I
3
2

A
2
1

Ld
7
7

Includes one War Priest and two Body Guards. All wear Mesh Armor (5+ save); War Priest and Body
Guards each carries a Bolt Pistol and an Axe.
The War Priest is a psyker of Mastery Level 2.
Options
The War Priest may have up to one Wargear Card. Any of them may replace their Bolt Pistol with a
Boltgun for +1 point per model.
Greater War Priest
240 points (0-1x)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Greater War Priest
4
7
6
5
5
4
5
3
9
Body Guards
4
4
3
4
4
1
2
1
7
Includes one Greater War Priest and four Body Guards. All wear Eavy Armor (4+ save); Greater War
Priest and Body Guards each carries a Bolt Pistol and an Axe.
The Great War Priest is a psyker of Mastery Level 4.
Options
The Greater War Priest may have up to 3 Wargear Cards. Any of them may replace their Bolt Pistol
with a Boltgun for +1 point per model.
Nob
20 points
Troop Type
M
WS
Nob
4
5
Mesh Armor (5+ save), carries a Bolt Pistol.

BS
4

S
4

T
4

W
1

I
3

A
1

Ld
9

A Black Ork Squad may include one Nob to lead it. Nobz are treated as being part of the Mob they
lead, and may not leave it during battle. Not that Nobz characters must be attached to a squad.
Options
May pick equipment from the Armor if equipped with mega armor may select 1 armor upgrade,
Assault, Special, Transport, and Stikkbombz lists.

Ork Squads
Squads

>25%

Assault Squad
17 points (5-20x)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Assault Squad
4
5
3
4
4
1
2
1
8
Mesh Armor (5+ save) and are armed Axe and Bolt Pistol.
Options
Any Boy may replace his Bolt Pistol with a Boltgun for +1 point per model. Any Boy may pick
equipment from the Assault and Stikkbombz lists. Can be used as an assault slaver squad, if so they are
armed with power mauls and suppressor shield for +8 points.
Black Ork Nob Squad
20 points (3-15x)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Nob
4
5
4
4
4
1
3
1
9
Mesh Armor (5+ save), carries a Bolt Pistol.
Options
Any Nob may replace his Bolt Pistol with a Boltgun for +1 point per model. Any Nob may pick
equipment from the Assault, Special, Transport, and Stikkbombz lists. Any Nob may wear Ork Eavy
Armor (4+ save) for +5 points or Mega-Armor for +22 points per model if equipped with mega armor
may select 1 armor upgrade (all models in unit must have the same item).
Black Ork Squad
17 points per Black Ork (5-20x)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Black Ork
4
3
3
3
4
1
2
1
7
Mesh Armor (5+ save) and are armed with a Bolt Pistol, Axe, and Frag Stikkbombz.
Options
Any Boy may replace his Bolt Pistol with a Boltgun for +1 point per model. Any Boy may pick
equipment from the Assault, Special, and Stikkbombz lists. Up to two models may carry a Heavy
weapon.
Heavy Weapon Squad
17 points per Blood Axe Boy (3-5x 1 per Black Ork squad)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Black Ork
4
3
3
3
4
1
2
1
7
Mesh Armor (5+ save) and are armed with a Bolt Pistol, Axe, and Frag Stikkbombz.
Options
Any Boy may replace his Bolt Pistol with a Boltgun for +1 point per model. Any Boy may carry a
Special or a Heavy weapon.
Infiltration squad
25 points per Infiltrate (5-10x; 0-1x in army)
Troop Type
M
WS
Infiltrators
4
5

BS
4

S
4

T
4

W
1

I
2

A
1

Ld
9

Infiltration wear Mesh Armor (5+ save) and are armed with a Bolt Pistol, Axe, and Frag Stikkbombz.
Infiltrates may use the rules for Infiltration and Dispersed Formation.
Options
Any Infiltrates may replace his Bolt Pistol with a Boltgun for +1 point per model, and/or his Axe for a
Power Axe for +6 points. Any Infiltrates may pick equipment from the Assault and Stikkbombz lists.
Up to one model may carry a Special or Heavy weapon.
Jumpers
17 points per Jumpers (5-20x; 0-1x in army)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Jumpers
4
4
3
4
4
1
2
1
8
Jumpers wear Mesh Armor (5+ save) and are armed with a Bolt Pistol, Axe, and Frag Stikkbombz.
Options
The entire squad may be equipped with Jump Packs for +5 points per model. Any Boy may replace his
Bolt Pistol with a Boltgun for +1 point per model. Any Boy may pick equipment from the Assault and
Stikkbombz lists. Up to one model may carry a Special or a Heavy weapon.
Slaver Squad
17 points per Slavers (5-20x)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Slavers
4
4
3
4
4
1
2
1
8
Slavers wear Mesh Armor (5+ save) and are armed with a Stun Pistol, and Stun Stikkbombz.
Options
Any Boy may replace his Stun Pistol with a Stungun for +1 point per model or a web pistol for +4 or
web gun for +7. Up to one model may carry a Heavy Stunner or Heavy Webber.

Ork Support
Allies

<50%
Black Orks have no respect for the weak Gretchen and Snotlings or the dumb Ogryn, so will not normaly
use them in their armies. Black Orks can take normal orks as allies in their army, but will not serve under a
normal ork leader.

Black Ork Bikerboyz


55 points per Bikerboy (5-10x)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Bikerboy
4
4
3
4
4
1
2
1
8
Bikerboyz wear Mesh Armor (5+ save) and are armed with a Bolt Pistol, Frag Stikkbombz, and all ride
Ork Warbikes.
Options
Any Bikerboy may replace his Bolt Pistol with a Boltgun for +1 point, and any model may pick
equipment from the Assault and Stikkbombz lists. One model may carry a Special weapon, if desired.
War Master Retinue
20 points per Nob (5-10x; 0-1x per War Master)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Nob
4
5
4
4
4
1
3
1
9
Nobz wear Mesh Armor (5+ save) and use a Bolt Pistol, Ax and Frag Stikkbombz.
These are the War Masters closest allies. As such, they get the pick of the gear, and are treated with the
most respect. They must form a Squad with the War Master, and follow all of the appropriate rules.
Options
Any Nob may replace his Bolt Pistol with a Boltgun for +1 point per model. Any Nob may pick
equipment from the Assault, Special, Transport, and Stikkbombz lists. Any Nob may wear Ork Eavy
Armor (4+ save) for +5 points. The retinue may be given Mega-Armor for +26 points per model.
Black Ork Dreadnaught
80 points + Weapons
Crew Type
Ork

M
4

WS
4

BS
4

S
4

T
4

W
1

I
3

A
1

Ld
8

Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers Walk
Charge
Fast
Type
7
D10
-4
6
10
N/A
1
0
Walker
The Ork Dreadnaught has four arms, each of which must be given one of the following: a Power Claw,
Heavy Stunner or Heavy Bolter (10), Heavy Flamer (+15), a Twin Liked Heavy Stunner or Twin
Linked Heavy Bolter (20), Lascannon, Heavy Plasma (30) no recharge in stationary, a Twin Linked
Lascannon (45), or Missile Launcher (with Frag and Krak) for +25) points per weapon. All weapons
have a 90 arc of fire to the front. Black Ork Dreadnaughts are equipped with a targeter!

D6
1
2
3
4-6

Location
Legs
Left Arm*
Right Arm*
Body

Front
18
16
16
20

Armor
Side/Rear
18
16
16
17

HtH Stats
WS
A
6
2**
**+1 per Power Claw
*1-3 = Upper Arm; 4-6 = Lower Arm
D6
1
2
3-4
5-6
D6
1
2
3-5
6
D6
1
2-4
5
6

Legs Damage Table


The Dreadnaughts leg holds, but the force of the blow slows it down. The Dreadnaught
may not move next turn.
The walker is knocked sprawling, It staggers D3 in a random direction, colliding with
anything it moves into
The leg is seriously damaged. The Dreadnaught may now only limp along at D3 per
turn.
The leg is blown off. The Dreadnaught crashes to the ground, and is effectively
destroyed.
Arm Damage Table
The arm is partial paralyzed; ranged weapons may be used, but the arm may not be used
in HtH combat. Reduce the A score by 1 point.
The links to the arm are damaged. Weapons in the arm may only work on a roll of 4+.
The arm is torn off the Dreadnaught. Reduce the A score by 1 point.
The weapons in the arm explode, causing a flashback into the body of the dreadnaught.
Roll on the Body table to determine the result.
Body Damage Table
The Ork controlling the Dreadnaught suffers a massive electrical shock, sending him
into a rampage! The Dreadnaught moves out of control for the rest of the game. It will
attack anything in its path in ranged or Close Combat, friend or foe!
The Dreadnaughts engine bursts into flames and the machine is immobilized. The pilot
may still use emergency controls to fire one weapon. At the start of each turn, roll D6; it
explodes on a roll of 1 or 2. Any models within 3 suffer D6 S-10 hits with a -3 save.
The Ork controlling the Dreadnaught is slain. It staggers D3 in a random direction, and
then collapses to the ground.
The Dreadnaughts ammunition explodes, completely destroying the machine and
inflicting D6 S-10 hits with a -2 Mod to any models within 3.

Black Ork Tracked Dreadnaught


110 points + Weapons
(Great use for an epic ork gargaunt)
Crew Type
M
WS
Ork
4
4

BS
4

S
4

T
4

W
1

I
3

A
1

Ld
6

Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers Walk
Charge
Fast
Type
7
D10
-4
6
12
18
1
0
Tracked
The Black Ork Tracked Dreadnaught has four arms, each of which must be given one of the following:
a Power Claw, Heavy Stunner or Heavy Bolter (10), Heavy Flamer (+15), a Twin Liked Heavy Stunner
or Twin Linked Heavy Bolter (20), Lascannon, Heavy Plasma (30) no recharge in stationary, a Twin
Linked Lascannon (45), or Missile Launcher (with Frag and Krak) for +25) points per weapon. They
are also armed with 10 bolters mounted in the chest (roll once to hit then roll 3 S Dice) All weapons
have a 90 arc of fire to the front. Black Ork Dreadnaughts are equipped with a targeter!

Armor
D6
Location
Front
Side/Rear
1
Tracks
18
18
2
Left Arm*
16
16
3
Right Arm*
16
16
4-6
Body
20
17
HtH Stats
WS
A
5
2**
**+1 per Power Claw
*1-3 = Upper Arm; 4-6 = Lower Arm
D6
1
2
3-4
5-6
D6
1
2
3-5
6
D6
1
2-3
4
5
6

Legs Damage Table


The Dreadnaughts tracks holds, but the force of the blow slows it down. The
Dreadnaught may not move next turn.
The Dread losses control, It veers D3 in a random direction, colliding with anything it
moves into
The track is seriously damaged. The Dreadnaught may now only crawl along at D3
per turn.
The track is blown off. The Dreadnaught crashes to the ground, and is effectively
destroyed.
Arm Damage Table
The arm is partial paralyzed; ranged weapons may be used, but the arm may not be used
in HtH combat. Reduce the A score by 1 point.
The links to the arm are damaged. Weapons in the arm may only work on a roll of 4+.
The arm is torn off the Dreadnaught. Reduce the A score by 1 point.
The weapons in the arm explode, causing a flashback into the body of the dreadnaught.
Roll on the Body table to determine the result.
Body Damage Table
The Ork controlling the Dreadnaught suffers a massive electrical shock, sending him
into a rampage! The Dreadnaught moves out of control for the rest of the game. It will
attack anything in its path in ranged or Close Combat, friend or foe!
The Bolters controls are hit they may not fire the rest of the Game.
The Dreadnaughts engine bursts into flames and the machine is immobilized. The pilot
may still use emergency controls to fire one weapon. At the start of each turn, roll D6; it
explodes on a roll of 1 or 2. Any models within 3 suffer D6 S-10 hits with a -3 save.
The Ork controlling the Dreadnaught is slain. It staggers D3 in a random direction, and
then collapses to the ground.
The Dreadnaughts ammunition explodes, completely destroying the machine and
inflicting D6 S-10 hits with a -2 Mod to any models within 3.

Vehicles
A Black Ork army may choose any normal Ork vehicles. Add +5 points for Black Ork users.

<50%
<50%

Field Artillery
Black Ork field artillery follows all the rules for normal ork artillery except they are manned by Black
Orks. All of the Black Ork gunners have the following statistics:

Troop Type
M
WS
BS
S
T
Black Ork
4
4
3
4
4
Mesh Armor (5+ save) and are armed with a Bolt Pistol and Axe.

W
1

I
2

A
1

Ld
8

Webber Cannon
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-24
24-48
Special
3 Blast Template
Models hit by a webgun may not move for the remainder of the game. A model may attempt to free itself at
the beginning of its own turn by rolling D6 and adding its Toughness; a result of 9 or greater frees the
model. Models failing this test must make an immediate armor saving throw or suffer 1 wound. Vehicles
hit by a Heavy Webber must roll a D6 on the following chart:

To Hit

Vehicle Speed Last movement phase


0-4
4-8
8-12
12-16
16+
3+
4+
5+
6+
Miss

Black Ork Special Characters


Shinzin Ka
178 points
Shinzin Ka is one of the oldest living Black Orks. He has devoted his life to gathering more trophies,
seeking the ultimate prize of a Blood Thirsters skull. As a show of respect to this greatest of War Masters,
all War Masters have added Ka to end of their names.
Troop Type
M
WS
BS
S
T W
I
A
Ld
Shinzin Ka
4
8
6+1
5+1 5
4
5
3+1
9
Wears bionic mega-armor with targeter (2+ save, and 4+ unmodified re-roll if first save is failed),
carries Bolt pistol, power fist, Frag and Krak stikkbombz .
Your army may include Shinzin as its commander instead of a War Master. Shinzin has a strategy
rating of 5, and any Ork units within 18 of him may use his Leadership when making Ld-based tests.
Immune to any psychology induced by space marines or a Blood Thirster. Shinzin may choose to
follow the rules for hatred when fighting space marines and any army with a Blood Thirster.
Options
Shinzin may have up to 4 Wargear cards. Shinzin may be given additional equipment chosen from
the Armor, Assault Weapons, Special Weapons, Transport and Stikkbombz sections of the Wargear list.
Mor Nok
64 points plus wargear
Mor Nok has fought in many battles and taken many horrific wounds. Almost his entire body has been
replaced with bionicks. Because of this his mind is a little unstable, between battles he is kept in a quiet
place away from others. When battle starts he is pointed at the enemy and unleashed. He loves hand to hand
and tends to charge the largest mass of enemy troops in sight, screaming his battle cry all the way.
Troop Type
M WS BS
S
T
W
I
A
Ld
Mor Nok
4+4
7
3
5+2
5+1
2+2
4
2
9
Armed with Cybork body (AR 15), power fist and ripper gun.
Options
Mor Nok has three Wargear cards two of these will always be Cybork body and Gyro Stabilized
Monowheel. He may also be given additional equipment from the Armor, Assault Weapons, Basic
Weapons, Special Weapons and Stikkbombz sections of the Wargear list.
Runt Grot Smasher
56 points plus wargear
Runt is small for a black ork, even smaller than a normal ork. It can be said that he suffers from little ork
syndrome, but that would be an under statement. Runt wears a suit of modified space marine armor and
carries a weapon of his own design the Shotgun Blasta.
Troop Type
M
WS
BS
S
T W
I
A
Ld
Runt
4
6
5
5
5
2
4
2
9
Wears space marine power armor (3+ save), carries a Bolt pistol, Chain sword and the Shotgun Blasta.
Options
Runt may have up to 3 wargear cards; one of these will be his Shotgun Dakka-Blasta. He also may
pick equipment from the Armor, Assault, Special, Transport, and Stikkbombz lists.

Black Ork Psyker Powers


Black Ork Psykers
The Black Ork Waaargh
Black Ork Priests do not follow the normal rules for ork psychic abilities, they actually draw psychic power
from the Warp; rather, than being generated by the Orks themselves. They follow the normal rules for
drawing warp cards.
Black Orks use the normal ork powers. (This may change.)

Ork Weaponry
Hand to Hand Weapons
Blades & Saws
Save
Str
Dmg
Mod
User
1
User

Armor
Pen
S+D6

Special
Close combat

Chain-Axe
Str
User+1

Dmg
1

Save
Mod
-2

Armor
Pen
S+D6

Special
Close combat

Chainsword
Str
4

Dmg
1

Save
Mod
-1

Armor
Pen
2D6+4

Special
Close combat, Parries

Dreadnaught Power Claw / Power Fist


Save
Armor
Str
Dmg
Mod
Pen
Special
8
1
-5
D6+D20+8
Close combat
You may choose to swap any 2 hits you score in hand-to-hand combat with the Claw into a single Tear
attack. Tear attacks may only be directed against models with armor locations (e.g. vehicles and
Dreadnoughts). For each Tear attack, nominate a single location on the target and roll for penetration as
normal; any penetrating hits roll as normal on the appropriate damage table with a +2 modifier.
Power Axe
Str
6
5

Dmg
1
1

Save
Mod
-3
-2

Armor
Pen
D6+D12+6
2D6+5

Special
Close combat: two-handed
Close combat: one-handed

Power Claw
Save
Armor
Str
Dmg
Mod
Pen
Special
8
1
-5
D6+D20+8
You may choose to swap any 2 hits you score in hand-to-hand combat into a single Tear attack; this option
only applies against models with armor locations (e.g., vehicles and Dreadnoughts). For each Tear attack,
nominated a single location on the target and roll for penetration as normal; any penetrating hits roll on the
appropriate damage table with a +2 result modifier.
Power Fist
Str
8

Dmg
1

Save
Mod
-5

Armor
Pen
D6+D20+8

Close combat

Dmg
1

Save
Mod
-3

Armor
Pen
2D6+5

Close combat

Save

Armor

Special

Power Maul
Str
5

Power Sword

Special

Str
5

Dmg
1

Mod
-3

Pen
2D6+5

Special
Close combat, parry

Squig Attack Arm


Save
Armor
Str
Dmg
Mod
Pen
Special
5
1
N/A
D6+5
See below
In hand-to-hand combat, the Ork automatically unleashes the squig as its opponent closes in, so resolve the
attack during the HtH phase before any Attack Dice are rolled. The Orks opponent suffers an S5 hit with no
armor save possible. May only be used once per game.
Suppression Shield
A model equipped with a Suppression Shield automatically inflicts an S3 hit resolves on a single opponent
when it charges into hand-to-hand combat; this hit resolves before HtH is started. Models wearing a Shield
also receive a +2 bonus to their armor saving throw against shooting or hand-to-hand combat damage. Note
that as with all shields, these effects only apply if the incoming attack is from the models front 90 arc of
sight.
Sword
Str
User

Dmg
1

Save
Mod
-1

Armor
Pen
D6+STR

Special
Close combat, Parries

Two Handed Weapon


Str
User+2

Dmg
1

Save
Mod
-1

Armor
Pen
D6+STR

Special
Close combat, always loses a tied HtH result

Whip
Single-handed close combat weapon. Subtract one from the WS of all models in base contact.

Pistols & Close Combat Weapons


Autopistol
Range
To Hit
Short
Long
Short Long
0-8
8-16
+2
Bolt Pistol
Range
Short
Long
0-8
8-16

To Hit
Short Long
+2
-

Str
3

Dmg
1

Save
Mod
0

Armor
Pen
D6+3

Special
Close combat

Str
4

Dmg
1

Save
Mod
-1

Armor
Pen
D6+4

Special
Close combat

Hand Flamer
Short
Long
Short Long
Str
Dmg
Mod
Pen
Small Flamer Template
4
1
-2
D6+4
Use standard blast template rules. Models surviving a Flamer hit may catch fire.

Special
Close combat

Plasma Pistol
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-6
6-18
+2
-1
6
1
-1
D6+6
Close combat
Sustained Fire -1. If a Plasma Pistol is fired, it may not be fired during the players next turn.

Stun Pistol
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-8
8-16
+2
4
1
-1
D6+4
Close combat, Special
Stunner weapons work by overriding the nervous system of the target. If the target suffers a wound from
the stun weapon it does not do any damage, instead, put the model on its side to represent that it is stunned.
In the rally phase of the model's turn, roll a D6 and add the models toughness and +1 for every full turn it
has been stunned after the first. If the score is equal to or over 10, place the model upright. It may fight as
normal, but its WS and BS will be reduced by -1 each for 1 full turn due to slight paralysis. The stun pistol
has no effect on Greater Daemons, enclosed vehicles, Carnifexes and Hive Tyrants. All Non-Greater
Daemons and any other creature on a monster base may add +2 for their roll to become un-paralyzed for
each turn after the first instead of +1. If used during a campaign the model is only lost if the Black Orks
win the battle.
Web Pistol
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-4
4-8
-1
Close combat
Targets hit by a web pistol may do nothing until released using special web solvent carried by all troops
using web guns. At the start of their turn, models enmeshed in webs may attempt to free themselvesroll a
D6, and add the trapped models Strength. If the score is 9 or more, the model is freed and may move and
act normally thereafter. Otherwise, it must immediately make its normal saving throw or sustain 1 wound.
Vehicles cannot be webbed.
Special (Basic) Weapons
Autogun
Range
To Hit
Short
Long
Short Long
0-12
12-32
+1
-

Str
3

Blunderbuss
Range
To Hit
Short
Long
Short Long
Str
0-6
none
auto
3
Any target within range is automatically hit.

Dmg
1

Save
Mod
-

Armor
Pen
D6+3

Dmg
1

Save
Mod
-

Armor
Pen
D6+3

Dmg
1

Save
Mod
-1

Armor
Pen
D6+4

Special

Special
Always hits

Boltgun
Range
Short
Long
0-12
12-24

To Hit
Short Long
+1
-

Str
4

Special

Bow
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-12
12-24
-1
3
1
D6
Any target with an armor save of 4+ or better automatically has its saving throw reduced to 2+ when hit by
an arrow from a Bow.
Crossbow
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-16
16-32
-1
4
1
D6
Move or fire for foot troops. Any target with an armor save of 4+ or better automatically has its saving
throw reduced to 2+ when hit by an bolt from a Crossbow.

Kustom Blasta
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-16
16-36
-1
Art.
1
-1
Various
D3 Blast Marker
Roll an Artillery die to determine the Strength of a Blasta shot; a roll of a Misfire indicates the weapon has
exploded, giving an S4 hit to the Ork carrying it.
Kustom Shoota
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-12
12-32
+1
-1
Art.
1
-2
Various
Sustained Fire -2
Roll an Artillery die to determine the Strength of a Blasta shot; a roll of a Misfire indicates the weapon has
exploded, giving an S4 hit to the Ork carrying it.
Meltagun
Range
Short
Long
0-6
6-12

To Hit
Short Long
+1
-

Str
8

Dmg
D6

Save
Mod
-4

Armor
Pen
2D6+8

Special

Plasma Gun
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-6
6-24
+1
7
1
-2
D6+7
Sustained Fire -1
Once a plasma gun is fired, it may not fire in your next shooting phase while it recharges.
Ripper Gun
Range
Short
Long
0-6
6-12

To Hit
Short Long
Auto
-2

Str
4

Dmg
1

Save
Mod
-

Armor
Pen
D6+4

Special
Sustained Fire -2

Stunner
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-12
12-24
+1
4
1
-1
D6+4
Stunner weapons work by overriding the nervous system of the target. If the target suffers a wound from
the stun weapon it does not do any damage, instead, put the model on its side to represent that it is stunned.
In the rally phase of the model's turn, roll a D6 and add the models toughness and +1 for every full turn it
has been stunned after the first. If the score is equal to or over 10, place the model upright. It may fight as
normal, but its WS and BS will be reduced by -1 each for 1 full turn due to slight paralysis. The stun pistol
has no effect on Greater Daemons, enclosed vehicles, Carnifexes and Hive Tyrants. All Non-Greater
Daemons and any other creature on a monster base may add +2 for their roll to become un-paralyzed for
each turn after the first instead of +1. If used during a campaign the model is only lost if the Black Orks
win the battle.
Webber
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-6
6-12
-1
1.5 template, special
Targets hit by a webber may do nothing until released using special web solvent carried by all troops using
web guns. At the start of their turn, models enmeshed in webs may attempt to free themselvesroll a D6,
and add the trapped models Strength. If the score is 9 or more, the model is freed and may move and act
normally thereafter. Otherwise, it must immediately make its normal saving throw or sustain 1. Black
Orks have further adapted webber weapons, they may fire at two objects with in 8 of each other to create a
wall of webbing to block movement, web walls have an armor value of 12, and any penetrating hits will
destroy the wall.

Stikkbombz
Range
Short
Long
Sx2

To Hit
Short
Long
-

Str

Str
3
6

Dmg
1
D6

Save
Mod
-1
-3

Melta Bomb

D6

-4

Smoke

Type
Frag
Krak

Save
Armor
Dmg
Mod
Pen
Special
As grenade type; see below
Armor
Pen
Special
D6+3
2 Blast Marker
2D6+6
Thrown suffers 1 to hit; scatter as normal
Placed by hand by model in base-to-base contact
2D6+8
or in Close Combat.
2 Blast Marker

Smoke
2 Blast Marker remains. Only troops equipped with IR vision, auto-senses, scanners, targeters, or bionic
eyes can draw Line of Sight through smoke. Psyker powers are unaffected by smoke, but they may not
draw Line of Sight through it with normal vision. Models in a smoke cloud have the option of staying put
or moving half their normal rate in a random directionthey may fight in a smoke cloud, but halve their
Weapon Skill rounding up. Space Marines (including Scouts and Terminators), all Imperial Guard forces,
Tau Fire Warriors/Battlesuits, Squats, all Dreadnoughts, crewmen in all enclosed vehicles, and all Eldar
including Aspect Warriors and Guardians are equipped with technology that enable them to draw Line of
Sight through smoke clouds This basically leaves Kroot, Orks and Tyranids as being effected. Roll of D6
at the start of the Random Movement Phase to determine what happens to the Smoke Cloud, as follows:
1
2-4
5
6

Cloud remains where it is but disappears at the end of this turn.


Cloud remains where it is.
Cloud shrinks to half its current radius, rounding down to the nearest .
Cloud moves away D6 in a random direction.

Heavy Weapons
Autocannon
Range
To Hit
Short
Long
Short Long
0-20
20-72
Move or Fire for foot troops.
Heavy Bolter
Range
To Hit
Short
Long
Short Long
0-20
20-40
Move or Fire for foot troops.

Str
8

Dmg
D10

Save
Mod
-3

Armor
Pen
D6+D10+8

Special
Sustained Fire -1

Str
5

Dmg
D4

Save
Mod
-2

Armor
Pen
D6+D4+5

Special
Sustained Fire -2,

Heavy Flamer
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
Heavy Flamer Template
5
1
-3
D6+5
Use standard template weapon rules. Models surviving a Heavy Flamer hit may catch on fire.
Heavy Plasma Gun
Range
Short
Long

To Hit
Short Long

Str

Dmg

Save
Mod

Armor
Pen

0-20

20-40

D4

-2

D6+D4+7

0-20

20-72

10

D10

-6

D6+D10+10

Special
Low Power; 1 Blast
Template
Max Power; 1 Blast
Template

After firing at Maximum Power, the Heavy Plasma Gun may not be fired at all on the players next turn.
Firing under Max Power is also Move or Fire for foot troops. Vehicles mounting a Heavy Plasma Gun
which do not move may ignore the recharge time.
Heavy Stub Gun
Range
To Hit
Short
Long
Short Long
0-20
20-40
Move or Fire for foot troops.

Str
4

Dmg
1

Save
Mod
-1

Armor
Pen
D6+4

Special
Sustained Fire -2;

Heavy Stunner
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-20
20-40
5
D4
-2
D6+D4+5
Sustained Fire -2,
Move or Fire for foot troops. Stunner weapons work by overriding the nervous system of the target. If the
target suffers a wound from the stun weapon it does not do any damage, instead, put the model on its side
to represent that it is stunned. In the rally phase of the model's turn, roll a D6 and add the models toughness
and +1 for every full turn it has been stunned after the first. If the score is equal to or over 10, place the
model upright. It may fight as normal, but its WS and BS will be reduced by -1 each for 1 full turn due to
slight paralysis. The stun pistol has no effect on Greater Daemons, enclosed vehicles, Carnifexes and Hive
Tyrants. All Non-Greater Daemons and any other creature on a monster base may add +2 for their roll to
become un-paralyzed for each turn after the first instead of +1. If used during a campaign the model is only
lost if the Black Orks win the battle.
Heavy Webber
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-12
12-24
Special
2 Blast Template
Models hit by a webgun may not move for the remainder of the game. A model may attempt to free itself at
the beginning of its own turn by rolling D6 and adding its Toughness; a result of 9 or greater frees the
model. Models failing this test must make an immediate armor saving throw or suffer 1 wound. Vehicles
hit by a Heavy Webber must roll a D6 on the following chart:

To Hit

Vehicle Speed Last movement phase


0-4
4-8
8-12
12-16
16+
3+
4+
5+
6+
Miss

Black Orks have further adapted webber weapons, they may fire at two objects with in 12 of each other to
create a wall of webbing to block movement, web walls have an armor value of 12, and any penetrating hits
will destroy the wall.
Kustom Kombi-Weapon
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
Special
Art
1
As Str
D6+Str
Move or fire for troops
Select a target as normal, anywhere within the shooters Line of Sight and normal front 90 arc. Next, roll
a D6 and the Artillery die. Multiply the D6 score by 10; the result is the range of the attack in inches e.g., if
you roll a 4, the weapons range this turn is 40. If the target you nominated is within this range, then it is
automatically hit otherwise the shot misses. The Artillery die result indicates the Strength of the weapons
attack; Misfires result in the weapon not striking its target and a required roll on the below table:
1-3
4-6

Blows Up. The weapon explodes, slaying its bearer outright.


Misfire. The shot misfres, but has no further effect.

Lascannon
Range
To Hit
Short
Long
Short Long
0-20
20-60
Move or fire for foot troops.
Multi-Melta
Range
Short
Long
0-12

12-24

To Hit
Short Long
+1

Str
9

Dmg
2D6

Save
Mod
-6

Armor
Pen
3D6+9

Str

Dmg

Save
Mod

Armor
Pen

2D12

-4

D6+2D12+8

Special

Special
2 Blast Template, Move
or Fire for troops

Variable-Focus
The Multi-Melta that a Space Marine wields has a special variable focus that enables it to be fired as
either a Multi-Melta or as a Heavy Flamer.
Missile Launcher
Range
Short
Long
0-20
20-72
Missile Types
Type
Frag
Super Krak

To Hit
Short Long
Str
4
8

Dmg
1
D10

Str
Save
Mod
-1
-6

Save
Dmg
Mod
As missile type
Armor
Pen
D6+4
D6+D10+8

Armor
Pen

Special
Move or fire for troops

Special
2 Blast Template
-

Armor
Black Ork Eavy Armor
This is the Black Ork version of power armor; it provides a 4+ armor save, but is otherwise unnotable.
Black Ork Mega-Armor
Confers a 2+ armor save and incorporates a Targeter (+1 to hit) In addition, even if an Black Ork wearing
this armor fails its normal armor save, it may make another, unmodifiable save of 4+ on D6 due to the
presence of a Medi-Squig present in the armor.
Black Ork Bionic Mega-Armor
Confers a 2+ armor save and incorporates a Targeter (+1 to hit) In addition, even if an Black Ork wearing
this armor fails its normal armor save, it may make another, unmodifiable save of 4+ on D6 due to the
presence of a Medi-Squig present in the armor. Bionic Mega-Armor also confers a bonus of +1 to Strength
and Attacks to the Black Ork wearer.
Support Weapons
Battlecannon
Range
Short
Long
0-20
20-72

To Hit
Short Long
-

Str
8

Dmg
2D6

Save
Mod
-3

Armor
Pen
3D6+8

Big Shoota
Range
Short
Long
0-20
20-72

To Hit
Short Long
-

Str
8

Dmg
D8

Save
Mod
-3

Armor
Pen
D6+D8+8

Webber Cannon
Range
Short
Long
0-18
18-36

To Hit
Short Long
-

Str

Dmg

Save
Mod
Special

Armor
Pen

Special
2 Blast Template,

Special
Sustained Fire -1

Special
3 Blast Template

Models hit by a webber may not move for the remainder of the game. A model may attempt to free itself at
the beginning of its own turn by rolling D6 and adding its Toughness; a result of 9 or greater frees the
model. Models failing this test must make an immediate armor saving throw or suffer 1 wound. Vehicles
hit by a Heavy Webber must roll a D6 on the following chart:

To Hit

Vehicle Speed Last movement phase


0-4
4-8
8-12
12-16
16+
3+
4+
5+
6+
Miss

Black Orks have further adapted webber weapons, they may fire at two objects with in 18 of each other to
create a wall of webbing to block movement, web walls have an armor value of 12, and any penetrating hits
will destroy the wall.

Black Ork Wargear


Black Orks are able to take any Ork only wargear cards.
Ammo Feed
5 points
Allows a weapon with sustained fire to ignore the first jam result that is rolled.

Rare

Uncommon
Kustom Work: Blaster
6 pointsBlack Orks only
Black Ork weapon Masters are often asked to fit a weapon with the Blaster work so that it will use extra
heavy duty explosive ammo or is radically altered so that it fires a lethal energy bolt capable to burn
through a whole swathe of enemies with one go. Blaster work is available to any ranged Assault, Basic or
Special weapon (excluding flamers) adding +6 to Long range and +1 to Area effect of the. But a
weapon with Blaster work gets hot just as a plasma weapon. Roll a D6 every time the weapon is fired. On a
roll of 6+ the weapon is Jammed and scores a S4 D1 -1 Sv.mod hit on its firer. A Blaster work may be
combined with More Dakka and Shooter work jobs to produce a truly Orky one-off weapon.
Uncommon
Kustom Work: Dakka
6 points Black Orks only
Weapon Masters spend much of their time tinkering with weaponry to make it more powerful or faster to
fire. More Dakka work is available to any ranged Assault, Basic or Special weapon adding 1 extra
Sustained Fire dice to the weapons profile. A More Dakka may be combined with Shooter and Blaster to
produce a truly Orky one-off weapon.
Uncommon
Kustom Work: Shooter
6 points BlackOrks only
Just as popular as More Dakka, Shooter weapons use a larger calibre/heavier ammo, special fuel-mixture or
overcharged energy packs to give them more punch. Shooter is available to any ranged Assault, Basic or
Special weapon adding +1 to Strength, +1 to Damage and -1 to Sv.mod to the weapons profile. A
Shooter job may be combined with More Dakka and Blasta jobs to produce a truly Orky one-off weapon.
Uncommon
Medics Tools
10 pointsBlack Ork Medic only
A Black Ork Medic with Medics Tools always counts as having two close combat weapons. If the Medic
wins a round of close combat and inflicts at least 1 Wound, the victim is removed as a casualty regardless
of how many wounds he has remaining. Also if the equipped model is in base contact with an unengaged
friendly model and have not fired or fight in combat this turn then they may attempt to restore a wound to
the model. This can be used to revive a dead model provided they were not killed by a weapon of Str. 7 or
higher. Roll a D6 in the rally phase and apply the following results. 1 oops! The model suffers a further
wound; if they were already a casualty then they are well and truly now dead! 2-5 Gonna take a bit
longer the models efforts have no effect though they may attempt again next turn. 6 Good as New
Restore a single wound to the model immediately. If it was a casualty then return the model to play, were it
fell, though if rejoining a squad on overwatch it skips the overwatch shooting
Uncommon
Mega Armor -- Anvil Fist
12 points Black Orks in Mega-armour only
One of the models fists is shaped like an anvil. This large hunk metal can be used in hand to hand or to ram
your opponent.
Save
Armor
Str
Dmg
Mod
Pen
Special
User+2
D4
Str
2D6+D4+STR Close combat, Ram
If the model charges into combat they gain one free hit before combat starts.

Uncommon
Mega Armor -- Bio Boost
25 points Black Orks in Mega-armour only
Model may use Bio Boost at any time with immediate effects on his characteristics. The model speeds up
(Move x 2, Initiative x 2, Attacks x 2) and becomes harder to injure (Toughness +1) and stronger (Strength
+1). At the end of each of the models turns after which he has taken the drugs, roll a D6; on a 5+, the
model suffers 1 wound with no save possible. The effects of the drugs last until the model suffers a wound
for any reasonat which point this card is discarded and the models characteristics return to normal. Bio
Boost may not be used in combination with Frenzon .
Uncommon
Mega Armor -- Battle-Arm
10 points Black Orks in Mega-armour only
A model equipped with a battle-arm suffers no Move or HtH penalties for carrying a heavy weapon. Those
with the arm who do not carry a heavy weapon gain an extra attack die in Close Combat.
Uncommon
Mega Armor Blast Load
8 points Black Orks in Mega-armour only
Some mega armoured Black Orks have explosive wired into their armor. When the wearer is killed the
explosives are detonated. The explosion is worked out with Str. 5 blast with a 2 template -2 sv and 2D6+5
AR.
Uncommon
Mega Armor Jump Pack
10 points Black Orks in Mega-armour only
These special jump packs allow a Black Ork wearing Mega armor to make a 6, leap along with its normal
move. It also allows the wearer to jump over obstacles of 3.
Uncommon
Mega Armor -- Mega Boosta
8 points Black Orks in Mega-armour only
Some mega armoured Black Orks get extra power boost units fitted to their suits to ensure they dont miss
out any chances for a fight. If an Black Ork in mega armour activates Mega Boosta, roll a D6. On a roll of
1-4 you may add the respective amount of inches to the Orks Move, Run or Charge distance. On a roll of 5
the Mega Boosta unit has malfunctioned giving no extra movement and halving the Orks basic Movement
value for this turn. On a roll of 6 the Mega Boosta unit burns out permanently with shower of sparks
grinding the mega armour to sudden halt. The Ork may not move that turn, but may shoot normally. After
the Mega Boosta unit has burned out it will not affect movement of mega armour for any further turns.
Uncommon
Mega Armor Ripper Claw
15 points Black Orks in Mega-armour only
Save
Armor
Str
Dmg
Mod
Pen
Special
10
1
-6
D6+D20+10
You may choose to swap any 2 hits you score in hand-to-hand combat into a single Tear attack; this option
only applies against models with armor locations (e.g., vehicles and Dreadnoughts). For each Tear attack,
nominated a single location on the target and roll for penetration as normal; any penetrating hits roll on the
appropriate damage table with a +2 result modifier.
Uncommon
Mega Armor -- Sealed Suit
5 points Black Orks in Mega-armour only
This item provides the wearer with protection against virus, gas, and toxin attacks. It does not, in and of
itself, confer an armor save against physical or psychic attack.
Uncommon
Mega Armor --Stikkbomb Chukka
3 points (+ stikkbombz pts) Black Orks in Mega-armour only use once then discard
A Stikkbomb Chukka allows a Mega-armoured Ork to launch a stikkbomb towards the enemy while
advancing at them. A Stikkbomb Chukka may be loaded with any single type of stikkbombz at the start of
game by paying the appropriate points cost for the stikkbomb type in addition of the cost of Stikkbomb
Chukka. The Mega-armoured Ork may decide to activate the Stikkbomb Chukka during any own shooting

phase, unless the Ork is engaged in close combat. The Stikkbomb Chukka will fire D6 stikkbombz. The
first stikkbomb will land and detonate 3D6 directly in front of the Ork, and others will deviate D6 from
that point. Note that the Stikkbomb Chukka may be used in conjunction with any other weapons and does
not hinder movement or other actions of the Ork.
Unique
Shotgun Blast
15 points Runt Grot Smasher only
Runt designed this weapon himself, to composite for his small size; it is an 8 barrels shotgun. 4 barrels are
always loaded with solid and 4 with scatter, it is able to fire any where from one barrel up to 4 of the same
kind. The only draw back is that 3 or more barrels kick back with such force that Runt has a chance of
taking damage from it.
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-4
4-18
-1
4
1
D6+4
Solid
0-4
4-18
-1
3
1
D6+4
Scatter; 1 Blast Template
Solid 2 barrels is S5, Save-1, 3 barrels S6, Save-2, 4 barrels S7, Dmg D4, Save-3.
Scatter 2 barrels S4 1.5 template, 3 barrels S4 2 template, Save-1, 4 barrels S5 2 template and Save -2.
When 3 barrels are fired he takes a Str 3 hit, with 4 Barrels he takes a Str 4 hit with a -1 save.
Ordinary troopers hit but not slain by a Shotgun will be knocked back 2 and will fall over on a D6 roll of
4+. Troops that have fallen over must spend the next Movement Phase regaining their feet.
Uncommon
Slavers Stick
10 pointsBlack Ork Slaver
A Slaver with a Slaver Stick always counts as having two close combat weapons. If the Slaver wins a round
of close combat and inflicts at least 1 Wound, the victim is removed as a casualty regardless of how many
wounds he has remaining. The target is not killed but is considered out of action for the rest of the battle. If
used during a campaign the model is only lost if the Black Orks win the battle.
Uncommon
Sniffer Squig
10 pointsBlack Orks only
Squigs are simple creatures genetically related to Orks that form an essential part of Ork ecology (or
Orkology). Some are trained as guards and hunters. The Sniffer Squig is represented by a separate model
with the following characteristics:
M
4

WS
3

BS
-

S
3

T
3

W
1

I
3

A
1

Ld
5

Save
6+ (leathery hide)

A Sniffer Squig will remain within 6 of the Ork it was bought for and forms a unit with them.
Squig will detect hidden models up to 24 away within a 360 arc of the Sniffer Squig model.

A Sniffer

Squig Hound
10 pointsBlack Orks only
Squigs are simple creatures genetically related to Orks that form an essential part of Ork ecology (or
Orkology). Some are trained as guards and hunters. The Squighound is represented by a separate model
with the following characteristics:
M
4

WS
4

BS
-

S
4

T
4

W
1

I
4

A
1

Ld
5

Save
5+ (leathery hide)

A Squig Hound will remain within 6 of the Ork it was bought for and forms a unit with them.
Trophy Racks
Uncommon
5 pointsBlack Ork
Many Black Orks enter battle bearing trophy racks adorned with the trophies of foes that they have slain. If
a model with this wargear slays an enemy in close combat, he may collect a trophy and stick it on to the
trophy rack! This adds +1 to the models LD score for the rest for the battle. Although only the first trophy
counts towards this bonus, dont let that stop you from racking em up!

Uncommon
War Squig
25 pointsBlack Orks only
Squigs are simple creatures genetically related to Orks that form an essential part of Ork ecology (or
Orkology). Some are trained as guards and hunters. The War Squighound is represented by a separate
model with the following characteristics:
M
4

WS
5

BS
-

S
4

T
4

W
2

I
4

A
2

Ld
4

Save
4+ (leathery hide)

A War Squig will remain within 6 of the Ork it was bought for and forms a unit with them.

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