CODEX ORKS Update
The following changes apply to the Orks list
Characters
Orks characters costing below 50 points do not count as a hero choice (bear in mind the 50% cap on
this section is still in place.
Characters costing lest than 50 points (after equipping), Weirdboyz, Warpheadz and Ogryn’s cannot lead
an Ork army.
BigBoss’ may have two new upgrades. For +5 points they become a Big Mek and gain the Mekaniak
ability below and may choose Mekaniak only equipment. Or for +5 points they become a Painboss and
gain the Painboy ability below and may take Painboy only equipment.
Mekaniaks now have the following ability: if they have not fired this turn and are not engaged in close
combat and are in base contact with a stationary vehicle they may roll a D6 in the rally phase.
Nominate a damaged location on the vehicle and apply the following results. 1 krunch! the location
takes another damage hit that applies immediately. 2-5 umm dis bit goes dere… the Mekaniaks efforts
have no effect though they may attempt again next turn. 6 Jobs a gud’un All damage on the target
location is nullified as the Mekaniak repairs it. Note that a vehicle that has lost an arm or a wheel
cannot have it repaired, only simpler things like gun damage etc can be repaired, mostly damage results
1-3. If the Mekaniak is riding the vehicle then they may attempt a repair even if it is moving, but if the
vehicle is travelling at fast speed a roll of 1-2 has the effects of oops!
Mekaniaks may choose a Death Kopta as a mount at a cost of +25 points
Painboyz can now heal allied models. If they are 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 Painboyz efforts have no effect though they may attempt again next turn. 6 Gud 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. 
Mobs
Freebooter Pirates have the following special rule: Unruly may not benefit from the LD of other characters or
the effects of a Battle Standard, They also have access to the following weapons which replace the bolt pistol if
chosen; shuriken pistols (+2 pts/model) and needle pistols (+8 pts/model) and lasguns (free). The entire squad may
have mesh armour at +2 pts/model.
Blood Axes: For each Blood Axe mob (not kommando) in the army the Orks may take one Imperial Vehicle
from the support section instead of a normal Ork vehicle. This vehicle will not have targeters and due to its state of
disrepair will suffer –2” to its combat speed statistic and –4” from its fast speed statistic. It will also have –1 to all
armour locations. Its normal crew are displaced by Orks who carry a Bolt Pistol and an Axe.
Goffz – Goff mobz may not have a special or heavy weapon.
Burna Boys You can take a Burna Boyz unit by using the Bad Moons entry and buying each model a flamer
and a power axe.
Vehicles
Though still available separately Vehicles may now be formed into Mobs of 3-5, chosen like squads but from the
support section. They will follow the rules for vehicle squadrons (6” coherency).
Dreadnoughts and Killa Kans can form a mob.
Artillery can form a mob.
War Buggies and War Trukks can form a mob.
Wartraks and Scorchers can form a mob.
Bikes should be removed from the support section entry and Battlewagons cannot form into mobs.
Warbike’s Autocannons now have a maximum range of 18”. Also the vast pollution and dirt that these bikes
throw out means that weapons suffer a –1 to hit penalty at long range, as the bikes enter short range the cloud of
crap becomes a little more concentrated and so targeting is easier.
random direction. Anything beneath it when it crashes takes d3 S4 hits with –2 saving throw mod. The rider is slain
New Stuff
Killa Kan
30 points
These smaller and ‘cheaper’ Dreadnoughts are more accessible to ambitious Orks and so are more common on the
battlefield. They are chosen as normal for a vehicle.
Troop type
M
WS
BS
S
T
W
I
A
LD
Killa Kan
6
4
3
5
3
1
3
2
7
Crew
1 sliced up Ork (not as cramped as you might think after surgery…)
Weapons
Two arms fitted with a  combination of: Power claws (can be saws etc) +10pts each, heavy
bolters +10 pts each, rokkit launchas +30 pts each, heavy flamers +20 pts each,
lascannons.+30 pts each, autocannons + 16 pts each, ‘eavy stubbers +7 pts each.
 
Ram Value
Strength 5, D6 damage, -2 save.
TYPE
Walker
HIT LOCATIONS
D6 1
Legs
Front armour: 14
Side/rear: 14
2
Left Arm
Front armour: 12
Side/rear: 12
3
Right Arm
Front armour: 12
Side/rear: 12
4-6
Body
Front armour: 16
Side/rear: 13
d6
Legs damage
1
Stunned. May not move next turn
2
Knocked sprawling D3” in a random direction. Collision as normal
3-4
Serious damage. Movement reduced to D3”
5-6
Legs blown off
d6
Arms damage
1
Arm paralysed. May not be used in close combat. Attacks –1
2
Weapons are jammed and may only fire on a 4+
3-5
Arm is ripped from body. Attacks –1
6
The arm explodes. Apply above result and also roll on body damage table
d6
Body damage
1
Electric Shock! Killa Kan moves randomly charging nearest enemy target or
firing at the nearest available target if none in range (including allies!) A
further result will fry the rider and the Killa Kan will be destroyed
2
Rider wounded. All characteristics halved (rounding up)
3-4
Bursts into flames. May fire one emergency weapon in shooting phase. On a
1-2 at start of each players turn it explodes. Models within 2” suffer D3
Strength 10 hits with a –2 save
5
Rider Killed. Staggers D3” random direction and then collapses
6
Ammuntion explodes. Killa Kan destroyed and models within 2”
suffer D6 strength 10 hits –2 save
Death Kopta Skwod: Some ‘ingenious’ or idiot Mek somehow added this ‘weapon’ to the Ork brain gene pool.
The following entry can be chosen as a squad as normal.
Death Kopta Skwod…………………37 pts per model
Troop type
M
WS
BS
S
T
W
I
A
LD
Ork
4
3
3
3
4
1
2
1
7
Mob: 
Between 3 and 5 Death Kopta’s
Crew
1 Ork wearing Flak Armour and carrying a Bolt Pistol and Axe
Weapons
Twin-bolters with 180-degree fire arc. Up to two models may replace the twin bolters with a
plasma gun (+5 points) or a melta gun (+5 points)
Special  
Flammable Construct: Flamer weapons gain +1 to their roll on the damage table
Ram Value
Strength 4, D3 damage, -1 save.
Speed 
12” – may make one 90 degree turn, unless stationary in which case it may spend the
movement phase turning up to 360 degrees
TYPE
Skimmer (A Death Kopta cannot make hit and run attacks)
HIT LOCATIONS
D6 1-2
Rider
No armour
3-6
Kopta
Front armour: 10
Side/rear: 10
d6
Kopta damage
1-2
The weapon is destroyed
3
Damaged controls, at start of turn 4-6 control gained, 1-3 goes out
of control
4
The engine falls out and the Kopta crashes to the ground, 1d6” in a
random direction. Anything beneath it when it crashes takes d3 S4
hits with –2 saving throw mod. The rider is slain
5
Engines explode killing the rider. The Kopta crashes to the ground,
2d6” in a random direction. Anything beneath it when it crashes
takes d3 S5 hits with –2 saving throw mod.
6
Fuel catches fire killing the crew. Kopta moves out of control and
explodes. Everything within 1” takes damage is if being hit by a
flamer
Zzap Gun
15 points
This unpredictable piece of artillery is cheap and easy to produce. It is chosen as normal for a support
weapon and is crewed by two Gretchin. When determining the Strength, rolls of 11 result in one of the Gretchin
being removed as causality and a 12 results in the weapon exploding removing it ad its two crew from the game. It
can be wheeled 4” in a turn but cannot fire if it does. Hits against the Zzap Gun strike the crew on a 5+ or the Zzap
Gun itself on any other result. It has an armour value of 10 and is removed automatically along wit its two crew if
this is penetrated.
Range S
L
To Hit S
L
Str.
Dam.
Save Mod.
Arm. Pen.
Special
Zzap Gun
12
24
+1
-
2D6
D6
-3
3D6
Move or Fire
New Equipment
The following count as Ork only Wargear cards
Dok’s Tools (5 points)– Orks cannot take Medi-packs but may instead take Dok’s Tools. 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 model’s efforts have no effect though they may attempt again next turn. 6 Gud 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.
Grabba Stick (5 points) – Can only be chosen by a Runtherd. Single-handed close combat weapon. At the start of
the close combat phase against man sized targets, they must pass an I test or lose all attacks in this combat round
and count as WS 0. Against small targets subtract one form their initiative score. This can be chosen as an assault
weapon and does not take up a Wargear slot.
Squig Hound (10 points) The model is accompanied by a particularly ferocious Squig Hound. It is treated as a
separate model but must always remain within 2” of its master. It has the profile below. Also in close combat it
must always follow-up, even into a friendly model if there is no other option available! However it will never
attack its master.
Troop type
M
WS
BS
S
T
W
I
A
LD
Squig Hound
6
3
0
4
3
1
2
2
2
‘Uge Choppa (4 points) This is essentially a double handed close combat weapon. The Ork counts as having
Initiate 0 in Close Combat fighting but has +2 Strength. This can be chosen as an assault weapon and does not take
up a Wargear slot.
Whip (5 points) - Can only be chosen by a Runtherd. Single-handed close combat weapon. Subtratc one from the
WS of all models in base contact. This can be chosen as an assault weapon and does not take up a Wargear slot.
‘Urty Syringe (10 points) Can only be chosen by a Painboy. Single-handed close combat weapon. In close
combat attacks against mortal foes with an ‘Urty syringe automatically wound on a 4+.
Names
To following is a list of terms in the Ork Codex that have changed over the years to meet the contemporary Ork
phonetic climate. Note that all rules remain the same!
Bolt Pistol 
= Slugga
Gretchin Autgun 
= Grot Blasta
Bad Moons
= Shoota Boyz
Big Boss
= Big Mek (potentially)- to have a Painboss, choose a Big Boss with Dok’s Toolz
DeathSkullz
= Tank Bustaz 
Goffz 
= Slugga Boyz
Nobz Mob
= ‘Ard Boyz
Note: these name references are more for convenience when buying new models. Also remember that Blood Axe Kommandoz can
very easily be Goff Kommandoz, the said clans in the book merely represent the most popular trait of the specific clan.