Version 1.2
So, what I have changed?
- Some changes with the Melta-Burna, and the access of the army to it (now, only Burnas, Kommandos, Tankbustas and Big Meks can have it).
- Some upgrades to KMB (who I am not happy with) and Snazzguns (now they rock).
- New options for vehicles (making the shooting wagon possible).
- Rokkits for Warboss. Warbike and Deffkopta for Big Mek, who now let you take warbikers as troops.
- Madboyz for Weyrdboyz
- New Anti-tank options, all melee (Kommandos, Tankbustas and Deffkoptas). Moving Vehicles still being hard to hit (the fun lies there).
- Small changes to Warbuggies and Flash Gitz.
Thanks for the replies guys, it seens i am not the only one who think orks are underated right now. Hope you enjoy. Give me some thoughts, and have fun…
After this is finished, maybe we can convince
GW to declare it official

(yeah, sure, and them we gonna achieve world pace, and erradicate hungry just after that, and them it will be the apocalypse)
Wargear
Weapons - add the fallowing option:
Melta-Burna – Changing the fuel of the regular burna, Meks can create a stronger, focused flame, who cut armor and steel alike. Some burna boyz love this thing, sacrificing the spread flames for hell hot white flames. The great problem is that the fuels used for this are a lot more unstable, and can just explode with enough bad luck.
If the model don’t used this weapon during his shoot phase, he can use it as a power weapon on assault phase. When used that way, resolve all to-wounds with strength 6 (without any modifiers, even for Furious Charge), , roll
2d6 for armor penetration rolls and add a bonus of +1 for any vehicle damage chart roll.
For each attack made with a Melta-Burna on assault, throw a dice, for each 1 rolled the model suffer 1 wound, but after the attacks are made.
Obs: The kombi version of this weapon can be used in close combat, but will only work for 1 attack, and them wasted until the end of the game.
Range: 6’’
Str 6
AP 2 Assault 1, Melta, Gets Hot!
Modify fallowing options:
Kustom Mega Blasta – KMB are better plasma guns than the regular option of other armies, their S8 means that, but the
BS 2 of Meks and the gets hot! Special rule make it just a bad option (hit on 1/3, dying on 1/6, not a deal). The fallowing weapon profile mean to add some extra things to it, turning the regular weapon a little more usefull…
A Kustom Mega Blasta can be shoot in one of the fallowing ways, choose which one in the start of the shoot phase, before they shoot. Models with KMB within the same unit can shoot in different fire modes on the same shoot phase.
Da Blue Small Ball
Range 24” S8 AP2 Assault 1, Get’s Hot, Twin-linked
Da Big Blue Blast
Range 12” S8 AP2 Assault 1, Get’s (Very) Hot (wound on a roll of 2+), Small Blast
Snazzgun – Just make them worth the points, change the profile to the fallowing:
Range: 18” S5
AP 1+1d3 Assault 1
The regular upgrades are applied normally.
Vehicle Wargear - add the fallowing option:
‘Nergy Field Generator – When the Big Mek is to busy pointing his Shock Attack Gun, and there is some spare grots with a bit of nuts, a Mek can just place his Kustom Force Field on the Battle Wagon roof and hope it work well enough. These thing don’t work so well when not operated by “da true mek boss”, but provide some cover to the pile of junk and metal moving on the wheels…
Vehicles with a Dedicated Force Field are always obscured for shooting (4+ cover save) and don’t give the usual +1 bonus on the damage chart for open-toped vehicles (they are damaged as not open-topped).
A wagon with this upgrade, cannot have the “Kill Kannon” upgrade, and have his transport capacity reduced to 12 models. This upgrade can be taken only in armies with a Big Mek on
HQ options, and only one time per Big Mek.
Grots Crew – Some Meks just trust Grots better than boyz to keep their mek things working. In warbands where the Mek have sufficient influence, some trukk and wagons can be driven by grots. At least when the boyz are to busy killing on foot.
A vehicle with this upgrade has
BS 3 whenever no Orks (besides a Big Mek or a Runtherd) is inside it. Perhaps, any shaken damage result scored against the vehicle is automatically upgraded to stunned (grots are not know by their tremendous courage).
This upgrade can be taken only in armies with a Big Mek on
HQ options.
HQ
No changes on Special Characters.
Warboss
Replace the fallowing line of “May take any of fallowing”:
- “Warbike*…..+40” for “Warbike or Stormboyz Rokkit Pack*…..+40”.
Replace the “*” (observation) entry with:
- A warboss may not have booth Mega armor, Warbike and Stormboyz Rokkit pack, or any combination of them.
Replace the “replace slugga with one of the fallowing:” sentence with “replace slugga or twin-linked shoota with one of the fallowing:”, and add the fallowing line to the entry:
- shoota/Melta-Burna kombi weapon……+5 points
Big Mek
Add this lines to “Da Big Mek” box:
- Instead of this, a Big Mek on warbike or deffkopta allows one Warbiker Mob to be taken as troop option.
Add fallowing line to the “replace choopa with one of the fallowing” entry:
- Melta-Burna……+30 points
Add fallowing line to the “replace slugga with one of the fallowing” entry:
- shoota/Melta-Burna kombi weapon……+5 points
- Warbike……+25 points
- Deffkopta armed with:
- twin-linked big shoota……+35 points
- twin-linked rokkit launcha……+45 points
- kustom mega blasta……+55 points
Weyrdboy
Add Fallowing Entry:
A Weyrdboy can replace his “Independent Character” Special Rule for a retinue of:
- Madboyz……+7 points per model.
- Krazyboyz……+10 points per model.
Madboyz
WS4, BS0, S3, T4, W1, I1d6*, A3, Ld7, Sv6+.
Unity Type/Composition: Infantry/5-20.
Wargear: anything who resembles a weapons, and others thing who not.
Special Rules: Furious Charge, Waaagh!!!, Fearless.
*roll one time at the start of any assault, the result is the initiative of the madboyz during that turn, if the result is 1, the madboyz will not attack that assault phase (they just stop to see the grass growing or something like that). The Weyrdboy still fighting normally.
Krazyboyz gains the “Waaagh!!! attuned” special rule.
Waaagh!!! Attuned – some madboyz got even mad being so near to pure beacons of Waaagh!!! energy, and start to manifest funny powers in the heat of the battle.
During any turn where a Waaagh!!! has been declared, in adition to any normal benefit from the Waaagh!!!, a unit of Krazyboyz receive a save of 5+ invulnerable, for the entire turn. Additionally, if during that turn any Weirdboy in 6” rolls a ‘Eadbanger, Frazzle or Zzap result as the psychic power of the turn, the entire unit is treated as having power weapons for the duration of the turn.
Elite
Nobz
Add fallowing line to Wargear
- Meganobz Replace Slugga and Choopa for Mega Armor with Power Klaw and Twin-Linked Shoota.
- Painboy in Mega Armor replace his Power Klaw for Dok’s Tools and ‘urty Syringe
In transport add Looted Wagon without Boomgun as an option of Dedicated Transport (for the regular cost)
Add fallowing line to “the entire mob can be upgraded to” entry:
- Meganobz ……+25 points per model
Replace the “replace slugga with one of the fallowing:” sentence with “replace slugga or twin-linked shoota with one of the fallowing:”, and add the fallowing line to the entry:
- shoota/Melta-Burna kombi weapon……+5 points
Mega Nobz – exclude it from codex.
Burna Boyz
Add the option to take a Trukk or a Looted Wagon (without Boomgun) as dedicated transport on mobs with 12 models or less (for regular cost)
Add the fallowing entry:
Any Burna Boy can replace his Burna with a Melta-Burna…… +15 points
Tankbustas
Add “Tank Hunters” to this unit Special Rules
Add the option to take a Trukk or a Looted Wagon (without Boomgun) as dedicated transport on mobs with 12 models or less (for regular cost)
Add fallowing line to the “up to two Tankbustas may replace their rokkit launcha with” entry:
- Melta-Burna……+10 points
Lootas – no changes
Kommandos
Add fallowing line to the “up to two Kommandos may replace their sluggas and choopas with” entry:
- Melta-Burna……+25 points
Add fallowin entry to “Options”:
- Any Kommando can have Tankbusta Bombs……+5 points
Troops
Ork Boyz
In transport add Looted Wagon without Boomgun as an option of Dedicated Transport for mobs with 12 models or less (for the regular cost).
Gretchins – no changes
Trukk
Add fallowing line to “May take any of the fallowing:” entry:
- grot crew……+5
Fast Attack
Storm Boyz – no changes
Warbuggies
Add Exhaust Clouds to this unit special rules (same as in the Warbikers).
Warbikers – no changes
Deff Koptas
Add the fallowing line to the “Any deffkopta may be equipped with:” entry:
- Tankbusta Bombs…...+15 points
Heavy Support
Battle Wagon
Add fallowing line to the “May take any of the fallowing” entry:
- ‘Nergy Field Generator…...+30 points
- grot crew……+20
Deff Dreads – no changes
Killa Kans
Add fallowing line to the “Each Killa Kan must take one of the fallowing” entry:
- Melta-Burna………+20 points
Flash Gitz
Replace “The unit may take any of the fallowing:” sentence with “Any Flash Git can take one of the fallowing options:”
Add the fallowing entry:
- Any Flash Git can carry a bospole……+5
Obs: Flash Gitz with Blastas will resolve their
AP as rolled by the unit -1.
Big Gunz – no changes
Looted Wagon
Add fallowing line to “May take any of the fallowing:” entry:
- grot crew……+10