Ork M.F.D. “Ork WAAAGH!”
An “Ork WAAAGH!” detachment consists of the following
1-3 core choices
1+ auxiliary choices
0-1 command choice per core choice
Command benefits: Boss of da WAAAGH! Reroll warlord traits from Codex:Orks.
Stampede: units with 10 or more models when they declare a charge gain hammer of wrath.
“WAAAGH!” your warlord may declare an additional “WAAAGH!” per game.
Tide of violence: if your WAAAGH! Detachment has at least 2 core formations with one headed by a big mek and another by a warboss, units in the formation don’t suffer penalties for disordered charges during a round when a “WAAAGH!” was declared.
Core choices: “green tide” and “dread mob” from the ork supplement “Waaagh! Ghazghkull”
And the ork warband
Ork warband
1 warboss or big mek
0-3 mekboy
0-2 painboyz
1-3 units of nobz or meganobz
3-6 units of boyz
1-6 units of gretchen
Command benefits: reroll warlord trait from codex

rks.
Da clans! Your army gains the following benefit depending of what clan you choose
Goff: your warlord may declare an additional “Waaagh!” per game, and may choose to do so starting turn one
Evil sunz: units on bikes gain “skilled rider”. Trukks purchased as dedicated transports gain “red paintjob” for free and receive a 5+ cover save if they moved flat out until the start of their next turn.
Bad moons: one weapon wielded by any characters in this formation gains the “mastercrafted” special rule.
Snakebite: melee weapons gain the “poison (6+)” special rule.
Deathskullz: units in this formation gain objective secured. Also, any wrecked enemy vehicle is considered a 1 point objective at the end of the game (for both armies).
Blood axes: models in this formation gain a +1 to cover saves on the first turn. They may also add or subtract 1 from any roll made on the “mob rule” table.
Auxiliary choices
“Blitz Brigade”, “Air Armada”, and “Mekboyz’ Big Stuff” from the ork supplement “WAAAGH! Ghazghkull”
Speed Freaks
3 units of bikerboyz
2-5 units of warbuggies or deffkoptas.
Command benefit: outflank. If deployed in outflank reserves, the owning player chooses when the formation arrives. This includes the first turn. The whole formation must arrive at the same time.
Da Flashiest of Gitz
3 units of flash gitz
3 mekboyz
Restrictions: each mekboy must be placed in a different unit from this formation
Command benefits: while the mekboy is alive, their unit rolls a d3+1 for their
ap value instead of a
d6
Kunnin’ Lil’ Runts...
1-3 gretchen units
1-5 mek gun batteries
Command benefits: if a mek gun battery is targeting a unit within 6” of a gretchen unit, they count their guns as twin linked.
Dakkamob
3-5 units of lootas
1 bigmek
While the bigmek is alive, all loota units from this formation add 1 to their rolls to determine their shots fired this phase.
Broozas
5 units of nobz or meganobz
Command benefit: all units in the formation gain stubborn and rampage.
“Strategists!?!”
3 units of kommandos
3 units of stormboyz
Command benefit: all ranged weapons on the kommandos gain “pinning”. Stormboyz that deep strike within 6” of kommandos from this formation do not scatter.
Speshulists
3-5 units of burna boyz and/or tankbustas
Command benefit: one unit type, models from this formation gain “prefered enemy” against that unit type for the duration of the game.
Command choices
All of the named characters from codex: orks and their supplements, and the following
Da Bigmek’s finest
1 bigmek
3-5 mekboyz
Restrictions: all mekboys must be in the same unit as the bigmek. If he leaves a unit, they may also leave, so long as they remain in coherency with the bigmek.
Command benefits: the bigmek gains a bonus to certain pieces of wargear depending on how many of his mekboyz are in his unit.
Add 2” of range to the tellyporta blasta per mekboy
Roll 1d6 per mekboy (as opposed to
2d6) for the strength of the shokk-attack gun and choose 2
The kustom forcefield grants an invulnerable save to all models within 3” of the mekboyz in addition to the normal range.
oddboyz
2-3 weirdboyz
1 unit of orkboyz
Restrictions: all must join as one unit, no other independent characters may join the unit.
Command benefits: reroll all failed psychic tests. When a weirdboy would lose a wound due to perils of the warp, lose d3 boyz instead. If there are not enough boyz left, then center a small blast template over the weirdboy who cast the power. This is a strength D ap2 template with the vortex special rule.