ORKSCODEX ARMY LISTS

Army Composition Chart

Characters
Max 50% of army points value
Mobs
Min 25% of army points value
Freebooters
Max 50% of army points value
Support
Max 50% of army points value
AlliesChaosImperial GuardImperial Guard: Allowed only if the army includes a Blood Axe Mob.

Characters

Max 50% of army points value

Runtherd

0–118pts

Up to 1 per Death Skull Mob

Up to 1 per Snakebite Mob

Runtherd profile
ProfileMWSBSSTWIALd
Runtherd ×1444441327
Runtherd equipment and options
WeaponsBolt Pistol, Axe —or— Boltgun
ArmourFlak Armour
Wargearup to 1 wargear card, any combination from Armour, Assault Weapons, Special Weapons, Special, Stikkbombz.
SpecialRuntherdz

A Runtherd may serve as the Champion of a Gretchin mob or a Snotling herd, and takes charge of it under the rules for Leading Squads. No Ork of any other kind will accept the duty, reckoning it time thrown away.

Weirdboy

0–185pts

Up to 1 per Bad Moons Mob

Weirdboy profile
ProfileMWSBSSTWIALd
Weirdboy ×1Mastery 2444441327
Minderz ×2443441217
Weirdboy equipment and options
WeaponsMinderzBolt Pistol, Axe, Frag Grenade —or— Boltgun, Frag Grenade
ArmourFlak Armour
SpecialMinderz

Minderz escort a Weirdboy wherever it goes and stay in base contact with it throughout the battle. They hold the Psyker steady, stop it wandering off and shield it from harm, and may fight as ordinary models while they do so.

Once every Minder attending a Weirdboy has been killed, the Weirdboy makes for the closest table edge at its full Move. It quits the table there and plays no further part.

Two Minderz attend a Weirdboy.

Mobs

Min 25% of army points value

Snakebite Mob

12pts per model
Snakebite Mob profile
ProfileMWSBSSTWIALd
Snakebite Boyz ×5–20433341217
Warboar ×0–20740341313
Snakebite Mob equipment and options
WeaponsSnakebite BoyzBolt Pistol, Axe, Frag Grenade
ArmourSnakebite BoyzFlak Armour
WargearSnakebite Boyz, any modelany combination from Assault Weapons.
WargearSnakebite Boyz, up to 1 modelan additional weapon from Special Weapons, Heavy Weapons.
SpecialThe whole squad. The mob may ride warboars, becoming Boarboyz. +6pts per model
SpecialCavalryThe Boarboyz rules bind the mob only where it rides warboars.
SpecialSave

A warboar takes a wound as an insult and fights the harder for it. Its rider improves the Armour Save by +2 rather than the +1 a Cavalry mount usually grants.

SpecialLeadership

Holding an unwilling warboar to its course takes most of a rider's attention, so a mob of Boarboyz carries a -1 Leadership penalty. Every test taken against that Leadership is made at the reduced value.

SpecialCharge Bonus

Tusks and hooves arrive with the full weight of the beast behind them. A Boarboy that Charges takes a +2 Combat Score Modifier in place of the +1 a charge ordinarily earns.

Gretchin Mob

4pts per model
Gretchin Mob profile
ProfileMWSBSSTWIALd
Gretchin ×10–40423331215
Gretchin Mob equipment and options
ArmourFlak Armour
WargearGretchin, any modelequipped with Autogun. +1pt per model
WargearGretchin, any modelequipped with Autopistol. +1pt per model
WargearGretchin, any modelequipped with Primitive Shield. +1pt per model
WargearGretchin, any modelequipped with Sword. +1pt per model
WargearGretchin, any modelequipped with Axe. +1pt per model
WargearGretchin, any modelequipped with Bow. +0.5pts per model

Snotling Herd

15pts per base

A Snotling Herd needs a Runtherd, bought separately in the Characters band.

Snotling Herd profile
ProfileMWSBSSTWIALd
Snotling Base ×2–10422113334
Snotling Herd equipment and options
SpecialThe whole squad. The herd may take spore weapons, which add D6 to a base's Strength in Hand-to-Hand Combat. 2pts per base

Mad Mob

0–110pts per model
Mad Mob profile
ProfileMWSBSSTWIALd
Madboyz ×5–30433341217
Mad Mob equipment and options
WeaponsBolt Pistol, Axe —or— Boltgun
ArmourFlak Armour
WargearMadboyz, any modelany combination from Assault Weapons, Stikkbombz.
SpecialMadmob

Madboyz keep their own company and take the field as one Mob. No other Ork may lead them, and no other Ork's Leadership is ever used for their tests.

SpecialMad!

A Madmob fastens on one obsession at a time and drops it without warning. Roll a D6 before the first turn and read the chart below; the madness it names governs the mob from then on.

Roll a D6 again as each of the mob's later turns opens. A score of 6 sends the mob to a fresh madness, found by rolling once more on the same chart, and any lower score leaves the present one standing. A mob that has been Broken draws a new madness the moment it Rallies.

Mad Chart (D6)

1
Every enemy unit causes Fear in the mob. Nothing else in Psychology reaches it, Terror included; no weapon frightens it, and a hit from shooting calls for no test.
2
The mob is subject to Stupidity and tests for it as each of its turns opens. Nothing else in Psychology reaches it.
3
The mob bears Hatred for every enemy on the table. Nothing else in Psychology reaches it.
4
The mob is subject to Frenzy. Nothing else in Psychology reaches it.
5
The mob gains Immunity to Psychology and Never Breaks, passing without a roll every Leadership Test put to it.
6
The mob is as result 5 above, and one characteristic rises by +1 besides. Roll a D6: 1 gives Move, 2 Weapon Skill, 3 Ballistic Skill, 4 Strength, 5 Toughness and 6 Attacks. The gain holds until the madness changes.

Freebooters

Max 50% of army points value

Wildboyz Mob

0–17pts per model

A Wildboyz Mob needs a Nob or a Bigboss, bought separately in the Characters band.

Wildboyz Mob profile
ProfileMWSBSSTWIALd
Wildboy ×5–50433341217
Wildboyz Mob equipment and options
WeaponsSword
ArmourPrimitive Armour
WargearWildboy, any modelequipped with Primitive Shield. +1pt per model
WargearWildboy, any modelequipped with Sword. +1pt per model
WargearWildboy, any modelequipped with Axe. +1pt per model
WargearWildboy, any modelequipped with Two-handed Weapon. A two-handed weapon adds 1 to the model's Strength in Hand-to-Hand Combat. +1pt per model
WargearWildboy, any modelequipped with Bow. +0.5pts per model

Ogryn Mob

0–144pts per model
Ogryn Mob profile
ProfileMWSBSSTWIALd
Ogryn ×1–10643553428
Ogryn Mob equipment and options
WeaponsAxe
ArmourPrimitive Armour
WargearOgryn, any modelequipped with Axe. +1pt per model
WargearOgryn, any modelequipped with Two-handed Weapon. A two-handed weapon adds 1 to the model's Strength in Hand-to-Hand Combat. +2pts per model
WargearOgryn, any modelequipped with Ripper Gun. +3pts per modelOnly in an army that includes a Blood Axe Mob
WargearOgryn, any modelequipped with Mesh Armour, in place of Primitive Armour. +3pts per modelOnly in an army that includes a Blood Axe Mob
SpecialFear
Weirdboy Warphead Mob profile
ProfileMWSBSSTWIALd
Warphead ×1Mastery 3444441327
Madboy ×4–20433341217
Weirdboy Warphead Mob equipment and options
WeaponsMadboyBoltgun, Bolt Pistol —or— 2 × Bolt Pistol
ArmourMadboyFlak Armour
WargearMadboy, any modelany combination from Assault Weapons, Stikkbombz.
SpecialMad!

A Madmob fastens on one obsession at a time and drops it without warning. Roll a D6 before the first turn and read the chart below; the madness it names governs the mob from then on.

Roll a D6 again as each of the mob's later turns opens. A score of 6 sends the mob to a fresh madness, found by rolling once more on the same chart, and any lower score leaves the present one standing. A mob that has been Broken draws a new madness the moment it Rallies.

Mad Chart (D6)

1
Every enemy unit causes Fear in the mob. Nothing else in Psychology reaches it, Terror included; no weapon frightens it, and a hit from shooting calls for no test.
2
The mob is subject to Stupidity and tests for it as each of its turns opens. Nothing else in Psychology reaches it.
3
The mob bears Hatred for every enemy on the table. Nothing else in Psychology reaches it.
4
The mob is subject to Frenzy. Nothing else in Psychology reaches it.
5
The mob gains Immunity to Psychology and Never Breaks, passing without a roll every Leadership Test put to it.
6
The mob is as result 5 above, and one characteristic rises by +1 besides. Roll a D6: 1 gives Move, 2 Weapon Skill, 3 Ballistic Skill, 4 Strength, 5 Toughness and 6 Attacks. The gain holds until the madness changes.
The rank and file of the mob are Madboyz; a Warphead leads them, which Madmob otherwise forbids.

Support

Max 50% of army points value

An army needs at least one Painboy before it may take a Dreadnought, and at least one Mekaniak before it may take any other vehicle. Points for a vehicle cover any crew it has (see Vehicle Crew), who carry Bolt Pistols and wear Flak Armour. A Nobz Bike is an upgrade for an Ork Character, and its price covers the rider instead.

Up to 2 per Runtherd

Runtherd Artillery profile
ProfileMWSBSSTWIALd
Gretchin ×3423331215
Runtherd Artillery equipment and options
WargearGretchin, any modelan additional item from Runtherd Artillery.
SpecialRuntherdz

A Runtherd may serve as the Champion of a Gretchin mob or a Snotling herd, and takes charge of it under the rules for Leading Squads. No Ork of any other kind will accept the duty, reckoning it time thrown away.

The piece is crewed by Gretchin, so only a Runtherd may lead it.

Equipment