COLLECTED LEAKED INFO
ARMY-WIDE RULES
'Ere We Go lets you re-roll 1 charge die.
Waaagh! allows all units with 'Ere We Go to run and and charge in the same turn.
WARBAND FORMATION
You have to take at least 60 boyz (6 units) and a unit of Gretchin. A WAAAGH! can be called every turn after the first. This formation gives Hammer of Wrath to every unit over 10 models that has 'Ere we go, providing they roll over 10 for charge range.
60+ Boyz that can run AND charge in the same turn, every turn after the first. With 'Ere we go they get to reroll one charge die. The wording, is roll over 10, not charge over 10. "it successfully charges an enemy unit and the dice rolled for its charge range is 10 or more (before modifiers)".
ORK OPTIONAL FOC
3
HQ, 9 Troop, 3 Heavy, 3 Fast, 3 Elite. Minimum is 1
HQ 3 TROOP
D6 Warlord Trait
1
Prophet of the Waaagh!: Mork (or possibly Gork) has chosen this Warlord for greatness, and every Ork under his command knows it.
The Warlord gains the Waaagh! special rule. If the Warlord already has the Waaagh! special rule then, in addition to the usual effects, all friendly models with the ’Ere We Go! special rule gain the Fearless special rule when he calls a Waaagh!, until the start of their next turn.
2
Bellowing Tyrant: This Warlord is an unholy terror, a roaring lunatic whose every (very loud) word is law.
The Warlord, and all friendly units with the Orks Faction within 12" of him, re-roll failed Morale checks and Pinning tests.
3
Like a Thunderbolt!: This Warlord is a master of the all-out, no-holds-barred, headlong charge into battle.
The Warlord, and all friendly units with the Orks Faction within 12" of him, can re-roll all the dice when determining Run moves or charge range.
4
Brutal but Kunnin’: This Warlord has a sneaky streak a mile wide and knows just where to hit his foes.
The Warlord can re-roll one failed To Hit or To Wound roll each turn.
5
Kunnin’ but Brutal: The Warlord knows when to roll with a punch, and can shrug off the hardest blows.
The Warlord can re-roll one failed armour or invulnerable saving throw each turn.
6
Might is Right: Made of muscle and aggression, this Warlord is the embodiment of the Orks’ warlike nature.
The Warlord receives +1 to the Strength characteristic on his profile.
Power of the Waaagh!
Primaris power is Frazzle (Blast witchfire). 1WC
'Eadbanger is now a focussed witchfire. 1WC
Warpath is a self blessing 1WC
Da jump is what used to be 'ere we go 1WC
Killbolt is a beam attack. 2WC 18" S10 AP2 Beam
Power vomit is a template witchfire. 2WC S7 AP2 Template
Da Krunch is a barrage witchfire. 2WC S2d6 Large Blast, roll over 10 hit everything twice
Mob rule is replaced by the
D6 roll on Mob Chart
Mob Chart
D6 Result
1
Born to Fight: Orks love fighting, and the prospect of a good punch-up will sometimes stop them from running off
If the unit is locked in combat, it passes the Morale check or Pinning test. If the unit is not locked in combat, it fails.
2-3
Breaking Heads: The mob’s leader knocks a few heads together until the ladz settle down and get back in the fight.
If the unit includes one or more Ork characters (including Independent Characters), it suffers
D6 Strength 4
AP- hits, and is then treated as if it had passed the Morale check or Pinning test.
4-6
Squabble: A brawl breaks out as the Orks decide what to do. When the dust settles, nobody can remember what the trouble was about in the first place.
If the unit has 10 or more models, it suffers
D6 Strength 4
AP- hits, and is then treated as if it had passed the Morale check or Pinning test. The hits are Randomly Allocated. If the unit has fewer than 10 models, it fails the Morale check or Pinning test.
Ork Characters cannot take wounds from Breaking Eads, so if you have a unit comprised of Ork characters they automatically pass when rolling this results.
Boss Pole - Each time a unit that includes at least one model with a Bosspole rolls on the Mob Rule table, you may choose to re-roll any result other than a Breaking Heads result. You must accept the result of the re-rollt.
Ork Tactical Objectives
Shoot an enemy unit off the board,
Kill the enemy warlord in a challenge with your warboss,
Destroy an enemy unit in your assault phase (more units gone, more points)
Turbo boost 3 vehicles (or bike units)
Secure a random objective (roll a
D6),
Charge more than 10 inches.
Relics: Gifts of Gork and Mork
"Only one of each of the following artefacts may be chosen per army – there is only one of each of these items in the galaxy"
Da Dead Shiny Shoota 6 shots twinlinked shoota, rolls of 1 hit one of your own units
Da Finkin’ Kap gives your warlord an additional trait from the strategic list.
Da Fixer Upperz repair vehicles on 3+ (hull points, weapon destroyed or immobilised).
Da Lucky Stikk Can choose to reroll failed hit, wound or saving throws, if 3 of these rerolls fail in a single turn the model is removed 25 pts
Headwoppa’s Killchoppa is a +2
str, AP5, two handed, rending choppa that beheads on a roll of 6 (insta death).
Warboss Gazbag’s Blitzbike Bike, Assault 3,
AP 3,
Str 6 twinlinked shots.
Zagstruk Bellowing Tyrant,
Ld 8, Slugga, choppa, eavy, stikkbombs, cybork, rokkit pack. 1 Less Wound, 1 Less Toughness than a Warboss. Hammer of wrath is
str 8 AP2. Cant assault from deepstrike
Grotsnik Brutal but Kunnin .Gives fearless, rampage and
FNP
Mek HQ, 1 per actual
HQ bought, has Boy statline, must be put into an artillery or infantry unit before start of game. can take Grot Oiler, Kombi Shootas, Rokkit Launcha, Kustom Mega Blasta, Kustom Mega Slugga, Twinlinked Shoota, Kill Saw
Big Mek does not change
FoC "A Big Mek may take items from the Mek Weapons, Melee Weapons, Runts & Squigs, Orky Know-wots and/or Gifts of Gork and Mork lists."
Painboy nob stats, urty/slugga. Confers
FNP, is
IC, can take a bike, no 'Eavy Armor
Weirdboy. gain a Warp Charge point if there are 10 or more models with the 'ere we go rule (Pretty much any Ork from what I've seen) in 12" but has to take a psychic save or take a hit. Can be upgraded to Psyker level 2. Power of the Waaagh! and Daemonlogy disciplines.
Badrukk is a
HQ, Cunning but Brutal , (3+, 5++,
str 7 AP2 assault 3 gun) , Badrukk has the rules listed for Da Rippa, but it is not listed in his wargear, LD9
Snikrot is not
HQ, Snikkrot an elite (doesnt take a slot if taken with Kommandos) (shrouded on arrival, you pick an edge to outflank dont roll), causes fear.
Warboss does not change
FoC, klaw and big choppa same cost. Boss pole, Same statline, Slugga, Choppa, Stikkbombs. Can take 'eavy armour, mega armour,
TL shoota and
PK. May select items from: Ranged weapons list, Melee weapons list, Runts&Squigs list, Orky...
No
Wazdakka
No
Zogwort.
Ghazkul Same cost, is eternal warrior. His warlord trait, Prophet of the Waaagh, makes boyz within 12 inches fearless in a waaagh. Only one waaagh per game, LOW now, can take runts/squigs, stats look unchaged
A Big Mek with mega armour can take one of the following
- Tellyport blasta Tellyporta blasta is the back mouned thing I've been describing and seems... uh, situational at best? Very short range weapon but causes instant death on a 6 wound. Rolling a 6 on
AP causes a penetrating hit regardless of
AV.
- Kustom force field
- Shock attack gun roll of double 6 is vortex!!!
-
KFF can be combined with mega armour and bikes, Shock attack gun seems to be combinable with bikes.
- Git finda on
SAG
None of the rumored army wide
FNP at all
Orks kept furious charge, are susceptible to fear now
Meganobz still bulky and use 2 spots in transport
Kommandos got move through cover, stealth and infiltrate, no point hike
Ork boys Slugga boy is 6, Shoota boy is 7. Both come with stikkbombs as standard.
Lootas Heavy Support and cheaper (5 points less per squad)
Deffkoptaz 30 Points base, gun swaps are free, still a jetbike.
Buggies 25 points base, gun swap is free, up to 5, can outflank, don't get new weapons, do get Grot Riggers at 10 points.
Zzap Gun 2D6, gets hot on a 1-3 if you roll 11 or 12
Kannons unchanged
Lobbas unchanged
Stompa in as super heavy
Battle Wagon up 20 points.
Kustom Mega Slugga is a thing.
Grot riggers don't just work for
IWND on 'nauts, any vehicle that has them, but cost per vehicle seems to differ. 20 to put them on a 'naut. BW don't seem to have the option.
Killkannon 24 inch, STR7 ap3, large blast, Ordinance, still lowers transport on BW
Attack squig nerfed to 1 reroll in melee per turn
Ramshackle got clobbered.. 6+ save when you take a pen, if successful downgrade to glance
Planks Rules a little complicated. If you get out of open topped and declare a charge, add 2 to the charge range
Deffrolla gains AP4 and loses half the hits
ELITE
Nobz- 18 pts. Bikes in the Nob unit are +27 point upgrade. Nob Bikers are the same points as before (but nobs themselves cheaper), Eavy Armour got a point cheaper on the Nobz.
Manz- Kill saw is 10 points for the pair for mega nobz, replaces both weapons.
Waagh banner is 20 pts.
Trukk or Battlewagon for the Mega Nobz. 40 pts/model.
Tankbustas Elite, 65 pts. 2 pts/model cheaper. melta bombs, tank hunter, glory hogs- 2
vps for first blood on a tank, Tankhammer-
str 8 AP3, unwieldy. 2 pt decrease/model. Bomb squig- Wargear,
str 8
AP 4 can buy up to 3, works same as before, no risk to own unit. No longer have to shoot at nearest tank.
Tank Bustas Big Nob has access to Melee weapon list but cant actually take anything, Reasoning: Big Nob in Tank Busta unit is armed with Rokkit Launcha, Stick bombz, Tankbusta Bombz.
Melee weapon list: "A Model can replace their MELEE weapon with one of the following" So yes they can access the list, but have nothing to exchange to get a weapon
Burnas can take dedicated trukks , 75 pts. Unchanged.
Kommandos- Price drop. move through cover, stealth and infiltrate, stikkbombs, no shootas. Can take 2 burnas as one of their special weapons, however they can only take 2 in a mob. May include Snikkrot (doesnt take a slot if taken with Kommandos otherwise
HQ) (shrouded on arrival, you pick an edge to outflank dont roll) Snikrot causes fear.
TROOPS
Ork boyz – 6 pts. +1 pt each for shootas. Units can pay for ‘eavy no longer restricted to 1 per army. One in 10 can take special weapon (Same but rokkit cheaper than it used to be). One model may be a Nob, may select from Ranged or Melee weapons list.
Gretchin- Runtherd comes with Grabba stick, can buy squig hound. If the unit breaks the hound causes D3
str 3 hits on the unit, and can then reroll the morale test.
Grot prod can exchange its attacks for a single double strength attack.
AP -
Grabba reduces the enemies attacks by one
No special rules, at all
FAST
Stormboyz can NOT assault flyers. Jump Infantry, can run
2D6 instead of one but take dangerous terrain tests doing so. No longer blow themselves up.
Deffkoptas- 30 pts each, 5 pt reduction. both its gun changes are now free. Other points stay the same
Buggies- 25 points, 5 pt reduction, up to 5, outflank. Skorcha same cost as before, trakk is a 5 point upgrade.
Warbikers- 18 pts, 7 pt reduction, no exhaust save, get +1 cover if they turbo boost now, otherwise no improved cover at all.
Blitza bombas- maxed out burna bommer now costs 180pts with red paint job. A maxed out blitza-Bommer cost 140pts with red paint job.
Dakka jet - guns now only fire one more shot than normal on a Waaagh, not everything twice.
Blitza Bombs:
2D6, on a 2 you crash, 3 you and your target take a
str 9
AP 2, otherwise you hit, with 12 meaning you can shoot your guns aswell. (
str 7 AP2, large blast armour bane, one use only).
Burna Bombs str 5 AP4 large blast ignore cover. Skorcha Missiles
str 5 AP4 small blast ignores cover.
HEAVY
Looted wagon- (found in
WD not codex). 37 pts, 2 pt increase. 3 weapon upgrades all 5 pts each. Killkannon 30 pts.
Battlewagon- 110 pts. 20 pt increase. Kill kannons 30 pts reduce capacity by 8. Deff Rolla 10 pts.
Big gunz-
Lootaz- 70 pts. 5 pt reduction. Everything else same.
Kans come in 6 packs, NO twin guns, NO Troop choice option, more expensive. 25% more expensive for the big shoota variant. , have special morale rule, test for panic when 25% have died, bouns for numbers and Deff Dread nearby, shaken if they fail.
Kan Klaw +2S AP2
Deff Dread- 80 Points, 5 pt increase, comes with 2 big shootas, rokkits are a free exchange. KMB are +5 point Exchange. Riggers are 10 points confer
IWND. For the price of an old Deff Dread with 2 x Rokkits you can get a new Deff Dred with 2 x Kustom Mega Blastas and Grot Riggers. Deff Dreads can NOT be taken in squadrons
has 2 Power Klaws x2S Ap2, unwieldy, specialist weapon.
Flash gitz-
Gorka/Morkanaughts NOT assault vehicles, and have no options to become one.
Dedicated Transports
Trukk- 30 points. 5 pt reduction. Ramshackle- changed, now when you take a penetrating hit roll a
D6, on a 6 that hit is now downgraded to a glancing hit. Dedicated transports available for burnas and tank bustas now.
Wreckin ball is a 3 inch range
str 9
ap 4 D3 weapon.
Boarding planks- +2" on the charge the turn you disembark from an open topped vehicle with a plank
Deff Rolla- 10 pts. D3 instead of
D6 hits now
AP 4.
Red paint Job- +1 inch to flat out moves.
Lords Of War
WARGEAR
Melee Weapons
Klaw- unchanged.
Killsaws armour bane. Meks and Mega Nobz can take Killsaws (not buzz saws), which are armour bane power klaws. Normal nobz, and nobz in units do not have access to these. Points cost varies (mega nobz pay 10 points to exchange both weapons for a pair of killsaws, Meks pay 20 to turn their choppas into a normal kill saw
Choppas- are just
CCW.
big choppas- +2
str AP 5.
Ranged Weapons
twinlinked shootas and kombis
Runts & Squigs
surgical grot- reroll
fnp
ammo runt- reroll shooting to hit
attack squig- reroll
cc to hit
grot oiler-
Orky Know-wots
Bike- Painboy's and Warbosses bike is 25 pts, a nob's bike is 27 pts.
Cybork-
fnp 6+
Gitfinda-
BS 3 if stationary.
Waaagh! Banner All models in a unit add +1 to the Weapon Skill characteristic on their profile.
Zapp gun-
2D6, gets hot on a 1-3 if you roll 11 or 12
KFF- price hasnt changed.
KFF is 5++ if embarked than vehicle gets this INSTEAD, explicitly just shooting.
KFF can be combined with mega armour and bikes.
Shock attack gun- seems to be combinable with bikes. Double 6 is vortex.
Teleporta Blasta- small blast
str 8 ap2, on a 6 its insta death or insta pen.
Grot riggas-
IWND (5 points on Kans, 10 on dreds)
Weapons arent exchanged for many of the options on characters, the warboss for example reads "May take items from the Ranged Weapons, Melee Weapons, Runts & Squigs, Orky Know-wots and/or Gifts of Gork and Mork list"
There are other bits that do exchange weapons (taking mega armour for example). Relics are one of each per army (but can take multiple different ones)
Cheap
IWND on vehicles (5 points on Kans, 10 on dreds)
Warboss/Bigmek Mega Armor Kit is a thing
Looted Wagons exclusive to White Dwarf
Big meks (non mega armour) with
KFF cant take any non-relic ranged weapons. Reasoning:
KFF Replaces Slugga
Mek Weapons says "A model can replace their RANGED weapon with one of the following"
So no KMB or KMS on a non mega Big Mek
A few notable groups from Da Red Waaaagh:
Skullcrakka Boyz - these Skull-Nobz covered in scars and trophies from their many victories
Wasteland Warbikerz
Splitgrin Dakkajets
Baddfrags Looted Wagons
Wingnutz Flyboyz
Big Red da Warphead
Goffboss Drogg
Mogroks Big Gunz
-
HQ mek is 15 points, his killsaw 30.
- Loota/Burna mek is 16 points, his killsaw 20!
- Big Mek in
MA comes with KMB instead of
TL-Shoota
- Big Mek in
MA trades the KMB for a killsaw, not the
PK
- Big Mek in
MA does not need to trade away anything for the
KFF (without
MA trades slugga)
- Painboy can take bike and
BP, no Waaagh! banner or relics
- Nob upgrade is same points as before
- Units of more than 12 orks can still buy a trukk
- All
Manz can take boss poles, cannot take Waaagh! Banner
- Snikrot's has fear, can still arrive from any board edge, his shroud replaces stealth
- Snikrot's shroud also works when deploying him turn 1.
- Trukk is 30 points
- Blitza and Burna bommer have BS3 for their shootas
- Blitza Bommer hits rear armor with shootas when rolling 10-12 for bomb drop
- Lootaz can have trukks
- Kustom Mega Slugga is S8 AP2 pistol, Get's hot!
-
SAG

kills ONLY the mek, not half your army
-
SAG

is S10 vortex
- None of the mek gunz state that the whole unit has to roll once for strength/
ap - all other models with similar rules do!
- Tellporta-Blasta is 12", so it might potentially scatter back on the mek itself, instantly killing him.
- Failed repairs no longer shake the vehicle
- A vehicle with a deff rolla treats its front armour as two higher than normal when Ramming. In addition, if an enemy unit makes a Death or Glory attack on a vehicle with a deff rolla and fails to stop it, then the unit suffers D3 Strength 10 AP4 hits in addition to the damage they normally suffer for the failed attack. Furthermore, a vehicle with a deff rolla can re-roll failed Dangerous Terrain tests. Bye-bye good old friend
-Exact wording Lukky Stikk:
All models in the bearer’s unit add +1 to the Weapon Skill characteristic on their profile (this is not cumulative with the bonus from a Waaagh! banner). In addition, the bearer can choose to re-roll any failed To Hit or To Wound rolls or saving throws that they make. However, should three or more of the re-rolls generate failed results in the same turn, the model is immediately removed as a casualty with no saving throws of any kind allowed.
- Da Dead Shiney Shoota is twin-linked and only 5 points. Only hits friendly models within 6", can hit own unit. Awesome upgrade for
KFF meks?
- Da Krunch hits again when your roll 11 or 12. You roll again for that hit, and keep getting hits until you don't roll 11 or 12. Fluff-wise this is a giant green fist comming out of the sky and punching the target unit.
Kans are Packing Kan Klaw and Big Shoota in their 50 point base. +2
STR AP2 klaw, big shoota being big shoota. (
Str 7 Total)
Death Rolla is "A vehicle with a deff rolla treats its front armour as two higher than normal when Ramming. In addition, if an enemy unit makes a Death or Glory attack on a vehicle with a deff rolla and fails to stop it, then the unit suffers D3 Strength 10 AP4 hits in addition to the damage they normally suffer for the failed attack. Furthermore, a vehicle with a deff rolla can re-roll failed Dangerous Terrain test"