Ghazghkull Mag Uruk Thraka’s Ork War Horde Army List
I’m da hand of Gork and Mork, dey sent me to rouse up da boyz to crush and kill ’cos da boyz forgot what dere ’ere for. I woz one of da boyz till da godz smashed me in da ’ead an’ I ’membered dat Orks is meant to conquer and make slaves of everyfing they don’t kill. I’m da profit of da Waaagh an’ whole worlds burn in my boot prints. On Armour-Geddem, I led da boyz through da fire deserts and smashed da humies’ metal cities to scrap. I fought Yarik, old one-eye at Tarturus, an’ he fought good but we smashed iz city too.
I’m death to anyfing dat walks or crawls, where I go nothin’ stands in my way. We crushed da stunties on Golgotha, an’ we caught old one-eye when da speed freeks blew da humies’ big tanks ta bits. I let ’im go ’cause good enemies iz ’ard to find, an Orks need enemies ta fight like they need meat ta eat an’ grog ta drink.
I iz more cunnin’ than a grot an’ more killy than a dread, da boyz dat follow me can’t be beat. On Pissenah we jumped da marine-boyz an’ our bosspoles was covered in da helmets we took from da dead ’uns. We burned dere port an’ killed dere bosses an’ left nothin’ but ruins behind.
I’m Warlord Ghazghkull Mag Uruk Thraka an’ I speak wiv da word of da gods. We iz gonna stomp da ’ooniverse flat an’ kill anyfing that fights back. We iz gonna do this coz’ we’re Orks an’ we was made ta fight an’ win!
Forces
The Ghazghkull Mag Uruk Thraka’s Ork War Horde Army List uses the datasheets from the Ork Forces section.
Using The Army List
Unlike the very rigid formations used by the Imperium, Ork formations vary widely in both size and composition. The rules for creating Ork formations reflect this. The most common type of Ork formation is the warband. Other more specialised formations do exist, such as Kults of Speed and Blitz Brigades. The different types of Ork formations you may choose are shown on the army list that follows. The army list includes the following information:
- Type
- The name of the formation.
- Core Units
- The units that make up the formation. An Ork player can choose to double or triple the number of units in the formation if he wishes. A formation with double the normal number of units is called a big formation, and a formation with three times the normal number of units is called a ’uge formation.
- Cost
- Most Ork formations have three values. The first value is the cost for the basic formation, the second is its cost if it is a big formation, and the third value is its cost if it is a ’uge formation. If the formation only has one cost then it may not be increased in size. Up to one third of the points available to an Ork army can be spent on aircraft and Gargants.
- Extra Units
- An Ork formation may include any of the extra units listed in the
Extras
column. You may include any number of extra units in a formation unless it is specifically noted otherwise. If there is a limitation then the limit is doubled for a big formation and tripled for a ’uge formation. For example, a normal sized Kult of Speed can include 0–1 Oddboy, a big Kult of Speed can include 0–2, and a ’uge Kult of Speed can include 0–3. All of the core, extra, and free units in an Ork formation count as being part of one large formation. The different units may not move off on their own.
Special Rules
The Mob Rule (see Mob Rule) and Power of the Waaagh! (see Power of the Waaagh!) rules apply to all Ork formations.
Ork Warlords
Every Ork army must include a Supreme Command character called a Warlord. The Warlord character is free, you don’t have to pay any points for it. If the army includes any Great Gargants, then the Warlord must be placed in one of them. If there are no Great Gargants in the army then the Warlord will join a Nobz or a Gargant unit.
Battlefortresses & Gunfortresses
In tournament games, these units may only transport units from their own formation (i.e., the rules for War Engine transports do not apply to them when using the tournament army lists).
Ghazghkull Mag Uruk Thraka’s Ork War Horde Army List
Ghazghkull Mag Uruk Thraka’s Ork War Horde armies have a strategy rating of 3. All formations have an initiative rating of 3+, but receive modifiers depending on the action chosen when taking an action test (see Power of the Waaagh!), or the size of the formation when rallying (see Mob Rule).
Cost | |||||
---|---|---|---|---|---|
Type | Core Units | Normal | Big | ’Uge | Extra Units |
Blitz Brigade | Any four of the following units: Deth Kopta, Flakwagon, Gunwagon | 150 | 250 | 350 |
|
0–1 Kill Kroozer | One Kill Kroozer | 150 | n/a | n/a | Replace the Kill Kroozer with a Battlekroozer for +50 points |
Kommando Warhorde | Six Kommandos | 150 | n/a | n/a |
|
Kult Of Speed | Any eight of the following units: Scorcha, Warbikes, Warbuggy | 200 | 350 | 500 |
|
Mekboy Gunzmob | Five Big Gunz | 125 | 225 | 325 |
|
Mekboy Stompamob | Four Stompas | 225 | 400 | 575 |
|
Stormboyz Warhorde | Six Stormboyz | 150 | n/a | n/a |
|
Warband | Two Nobz, six Boyz and two Grotz | 200 | 350 | 500 |
|
(Up to a third of the points available may be spent on these formations.) | |||||
Cost | |||||
---|---|---|---|---|---|
Type | Core Units | Normal | Big | ’Uge | Extra Units |
Fighta Sqwadron | Three Fighta Bommers | 150 | n/a | n/a | Add up to six Fighta Bommers for +50 points each |
Gargant | One Gargant | 650 | n/a | n/a | None |
Great Gargant | One Great Gargant | 850 | n/a | n/a | None |
Landa | One Landa | 200 | n/a | n/a | None |
Ork Forces
- TK(D3)
- MW
Replace one Big Gun weapon with either a Supa-Zzap-Gun or a Soopagun, alternatively the unit may be given D3 Power Fields.
- EA(+1)
- MW
- Supreme Commander
- Expendable
Formations that include at least one Ork unit don’t count Grot units that are lost in an assault when working out who has won the combat.
- Infiltrator
- Scout
- EA(+1)
- Leader
- Jump Packs
- Scout
- Mounted
- Skimmer
- IC
- Transport
May transport two infantry units without Jump Packs or Mounted; only one of the two units may be a Big Gunz; plus one unit of Grotz.
- EA(+1)
- MW
- Walker
- Transport
May transport one infantry unit without Jump Packs or Mounted.
- Transport
May transport one infantry unit without Jump Packs or Mounted.
- EA(+1)
- MW
- Walker
- EA(+1)
- MW
- Reinforced Armour
- Walker
Armed with either three Big Guns, or two Big Guns and a kombat ‘ammer.
- Damage Capacity 3
- Transport
May transport eight infantry units without Jump Packs or Mounted; only one of the eight units may be a Big Gunz; plus four units of Grotz. Critical Hit Effect: Move the unit D6cm in a random direction, all units under it suffer a hit. The unit is destroyed and all units being carried are destroyed unless they roll a 6+.
- TK
- FxF
- MW
- FxF
- TK(D3)
- FxF
- EA(+1)
- TK(D3)
- Damage Capacity 8
- Fearless
- D3+3 Power Fields
- Reinforced Armour
- Walker
Armed with either three Soopaguns, or two Soopaguns and one of the following: Mega-Choppa, Supa-Zzap-Gun. Critical Hit Effect: The unit catches fires. Roll a D6 for each fire burning on the unit in the end phase of each turn. On a roll of 1 a second fire starts, and on a roll of 5–6 the fire is put out. Any fires not put out cause one point of damage.
- TK
- FxF
- MW
- FxF
- MW
- FxF
- TK(D3)
- EA(+1)
- TK(D3)
- Damage Capacity 12
- Fearless
- D6+6 Power Fields
- Reinforced Armour
- Walker
Armed with either two Twin Soopaguns, or a Twin Soopagun and Lifta-Droppa. Critical Hit Effect: The unit catches fires. Roll a D6 for each fire burning on the unit in the end phase of each turn. On a roll of 1 a second fire starts, and on a roll of 5–6 the fire is put out. Any fires not put out cause one point of damage.
- Damage Capacity 3
- Transport
May transport four infantry units without Jump Packs or Mounted; only one of the four units may be a Big Gunz; plus two units of Grotz. Critical Hit Effect: Move the unit D6cm in a random direction, all units under it suffer a hit. The unit is destroyed and all units being carried are destroyed unless they roll a 6+.
- TK
- FxF
- MW
- FxF
- EA(+1)
- TK(D3)
- Damage Capacity 4
- Fearless
- D3 Power Fields
- Reinforced Armour
- Walker
Armed with either three Soopaguns, or two Soopaguns and a Mega-Choppa. Critical Hit Effect: The unit suffers a -1 to hit modifier for the rest of the game. Subsequent critical hits cause an extra point of damage.
- FxF
- Damage Capacity 3
- Planetfall
- Reinforced Armour
- Transport
May transport ten infantry units (except Big Gunz), light vehicle units, Killa Kans or Dreadnoughts; plus four units of Grotz. Light vehicles and Dreadnoughts count as two units each. Critical Hit Effect: The unit and all units being carried are destroyed.
- MW
- Slow and Steady
- Transport
May transport twelve Landas and the units being carried on them.
- MW
Mob Rule
Orks believe that as long as there’s a bunch of them still fighting together (slightly more than they can count up to is ideal!) then there’s always a chance that they’ll prevail, no matter the odds. To represent this, Ork formations with more than five units (i.e., too many to count on the fingers of one hand), not including Gretchin or Big Gunz units, receive a +1 modifier to any rally rolls they make, and formations with more than 10 such units receive a +2 modifier. For the purposes of this rule war engine’s count each point of starting damage capacity as a unit.
Power of the Waaagh!
Orks are not noted for their organisational abilities, and thus usually have a pretty low initiative rating. However, if there is one thing that will galvanise an Ork warband, it’s the thought of a good punch-up! Because of this, Ork formations that are attempting to take engage or double actions receive a +2 modifier to their action test roll. Ork flyboyz similarly relish the chance to shoot things up, and receive a +2 modifier to their action test roll when attempting to carry out interception or ground attack actions (see Aircraft).
Power Fields
Some Ork war engines are protected by banks of power fields. The number each war engine has is noted on its datasheet. Power fields work in exactly the same manner as Imperial Void Shields (see Imperial Void Shields), with the sole exception that they may not be repaired once they have been knocked down by a hit, and will instead remain down for the remainder of the battle.