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Army List · 1993

ORKS, CODEX 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 one more per Death Skull Mob or 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, 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 one more per Bad Moons Mob

Weirdboy profile
ProfileMWSBSSTWIALd
Weirdboy ×1Mastery 2444441327
Minderz ×2443441217
Weirdboy equipment and options
WeaponsMinderz – Bolt Pistol, Axe, Frag Grenade —or— Boltgun, Frag Grenade
ArmourFlak Armour
SpecialWeirdboy Minderz

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

Gretchin Mob

4pts per model
Gretchin Mob profile
ProfileMWSBSSTWIALd
Gretchin ×10–40423331215
Gretchin Mob equipment and options
ArmourFlak Armour
WargearGretchin, any model – equipped with Autogun. +1pt per model
WargearGretchin, any model – equipped with Autopistol. +1pt per model
WargearGretchin, any model – equipped with Primitive Shield. +1pt per model
WargearGretchin, any model – equipped with Sword. +1pt per model
WargearGretchin, any model – equipped with Axe. +1pt per model
WargearGretchin, any model – equipped 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
SpecialAll models. 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 model – any 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 model – equipped with Primitive Shield. +1pt per model
WargearWildboy, any model – equipped with Sword. +1pt per model
WargearWildboy, any model – equipped with Axe. +1pt per model
WargearWildboy, any model – equipped 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 model – equipped 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 model – equipped with Axe. +1pt per model
WargearOgryn, any model – equipped 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 model – equipped with Ripper Gun. +3pts per modelOnly in an army that includes a Blood Axe Mob
WargearOgryn, any model – equipped 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
WeaponsMadboy – Boltgun, Bolt Pistol —or— 2 × Bolt Pistol
ArmourMadboy – Flak Armour
WargearMadboy, any model – any 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.

Points spent here may also buy allies from the armies listed, under the Allies rule.

A Nobz Bike is an upgrade for an Ork Character, and its price covers the rider instead.

The printed list also names a Gobsmasha and a Tinboy, but no second-edition card was published for either.

Vehicle Crew profile
ProfileMWSBSSTWIALd
Ork ×1+433341217
Snotling ×0–1422111213
Vehicle Crew equipment and options
WeaponsOrk – Bolt Pistol
ArmourOrk – Flak Armour

Up to two per Runtherd

Runtherd Artillery profile
ProfileMWSBSSTWIALd
Gretchin ×3423331215
Runtherd Artillery equipment and options
WargearGretchin, all models – crew one piece 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.

Only a Runtherd may lead the piece, its crew being Gretchin.
Dreadnought profile
ProfileMWSBSSTWIALd
Dreadnought ×16546––346

Warboar

6pts per model

Transport for any character or squad.

Of the mobs, only a Snakebite Mob rides them.

Warboar profile
ProfileMWSBSSTWIALd
Warboar ×1–20740341313
Warboar equipment and options
SpecialCavalry
SpecialSave

Riding a boar improves the Armour Save by +2, rather than the +1 a Cavalry mount usually grants.

SpecialLeadership

Boarboyz carry a -1 Leadership penalty. Every test taken against that Leadership is made at the reduced value.

SpecialCharge Bonus

A Boarboy that Charges takes a +2 Combat Score Modifier in place of the +1 a charge ordinarily earns.

Equipment