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Games - 40K Space Orks

   

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Here's a ton of optional stuff I've thought up for my orks. Please feel free to comment.

Random Ork Army Generator - Units must still follow normal selection requirements such as 0-2 etc.
If you do not have models to properly represent the models rolled, you may either reroll until you get something you do or go on to the next step.

  1. You begin with an Ork Warboss. He has a retinue on a roll of 4+. The Warboss may make three rerolls when generating his army.
    1. If your Warboss has a retinue roll for the following
      1. d6 +4 Nobz
      2. roll d6, on 4+ the retinue has a mekboy, on a 6+ the retinue has two mekboyz
      3. roll d6, on 4+ the retinue has a mad dok, on a 6+ the retinue has two mad dokz
      4. If your Warboss and his retinue are less than 10 models strong he may have a trukk transport on a 2+
      5. If your Warboss and his retinue are more than 10 models strong he may have a battlewagon transport on a 4+
  2. You begin with two troop choices.
    1. roll d6 twice- 1,2 sluggas, 3 shootas, 4 stikkbommas, 5 burnaz, 6 tankbustas. You may choose to reroll any result but sluggas and shootas.
  3. You may roll once for an additional HQ unit. They join your band on a 5+
    1. roll a d6, 1,2,3 a Big Mek joins you, 4,5,6 a Pain Boss joins you. Either of these HQ units have a retinue on a 4+
      1. Big Meks Retinue- roll d3, 1- 3 mekboyz, 2- 4 mekboyz, 3- 5 mekboyz
      2. Pain Boss' Retinue- d6+4 cyborks
      3. As long as the HQ choice numbers under 10 models they may begin with a trukk transport on a 3+
      4. The HQ mob may have a battlewagon transport on a 5+
  4. You may roll up to 3 times for Elite troops. The first unit shows up on a 4+, the second unit arrives on a 5+, the third unit joins in on a 6+.
    1. roll d6 for each Elite unit that joins your warband - 1 skarboyz, 2 stormboyz, 3 'ard boyz, 4 kommandos, 5 flash gits, 6 reroll. You many reroll any result except skarboyz.
  5. Up to four more troop units may join your band. The first on a 3+, the second on a 4+, the third on a 5+, and the fourth on a 6+
    1. roll d6 for each troop that joins your band- 1,2 sluggas, 3, shootas, 4 stikkbommas, 5 burnaz, 6 tankbustas. You may choose to reroll any result but sluggas and shootas.
  6. Speed Freak Scavengers sometimes like to follow around warbands and pick through the leftovers. Up to three fast attacks choices may join your band. The first unit shows up on a 4+, the second unit arrives on a 5+, the third unit joins in on a 6+.
    1. roll a d6 for each fast attack choice: 1,2 trukk boyz, 3,4 buggies/trakks, 5,6 warbikerz
  7. Up to three heavy support units may join your warband. The first unit shows up on a 4+, the second unit arrives on a 5+, the third unit joins in on a 6+.
    1. roll a d6 for each heavy support unit: 1 Dreadnought, 2 Killer Kans, 3 Big Gunz, 4 Looted Vehicle, 5 Battlewagon, 6 reroll
  8. Finally you may choose to roll for grot slave mobs, roll a d6 for every troop choice you have. On a 3+ you have forcefully enlisted a grot mob.


Building Mobs-
30 model units- roll 5d6 reroll any result of less than 10. Ork units have a nob on a 3+. Special weapons - roll d6, 1 - 1 weapon, 2 - 2 weapons, 3+ 3 weapons
20 model units- roll 3d6+2 reroll any result of less than 10. Ork units have a nob on a 2+. Special weapons - roll d6, 1 - 1 weapon, 2 - 2 weapons, 3+ 3 weapons
10 model units- roll d6+4. Ork units have a nob on a 2+. Units which may only have 1, automatically have one. Tank bustas Special weapons - roll d6, 1 - 1 rokkit, 2 - 2 rokkits, 3+ 3 rokkits; Burna Boyz Special weapons - roll d6, 1 - 1 burnas, 2 - 2 burnas, 3 - 3 burnas, 4+ 4 burnas
weapons - 1,2 big shoota, 3,4 rokkit, 5,6 burna. you may choose to take all your weapon choices as the same as one the weapons you rolled.
Warbikez - 2+d6, roll once more on a 3+ add one more bike, on a 5+ add two more bikes. 5+ up to 1 rokkit, 5+ up to 1 burna
3 vehicle units- roll d6, 1 - 1 vehicle, 2 - 2 vehicles, 3+ 3 vehicles

Outfitting your mobs - Must still follow all wargear requirements, such as hands, and point limitations. You do not have to take any wargear you do not wish to.

  1. Warboss - on a 4+ the warboss has mega armor.
    1. Mega Armor Warboss - 3+ Kustom Shoota,  4+ Kombi Shoota, 4+ stikkbomb chukka, 4+ irongob/big horns, 4+ mega booster, cybork body 5+
    2. Warboss - shoota or slugga + choppa for free- 3+ Kustom Shoota or slugga, 4+ Kombi Shoota, 4+ Eavy Armor, 4+ irongob/big horns, cybork body 5+, bionic bonce 5+, bionik arm 5+, rokkit 5+, big shoota 5+, frag and krak, 4+, boss pole 4+, power klaw 4+, d3 attack squigs or ammo runtz
  2. Nobz
    1. Mega Armor Warboss - 4+ Mega Armor
    2. Mega Armor Nobz - 3+ Kustom Shoota,  4+ Kombi Shoota, 4+ stikkbomb chukka, 5+ irongob/big horns, 4+ mega booster, cybork body 6+
    3. Nobz - 5+ Mega Armor, shoota or slugga + choppa for free- 3+ Kustom Shoota or slugga, 4+ Kombi Shoota, 4+ Eavy Armor, 5+ irongob/big horns, cybork body 6+, bionic bonce 6+, bionik arm 6+, rokkit 5+, big shoota 5+ , frag and krak 4+, boss pole 4+, power klaw 5+
  3. Mek Boyz - 3+ Kustom Shoota or slugga,  4+ Kombi Shoota, cybork body 6+, bionic bonce 6+, bionik arm 6+, rokkit 6+, 'eavy armor 4+, big shoota 6+, burna 4+, choppa 4+, Kustom Force field 4+, Kustom Mega Blaster 4+, mek tools 2+, Super Krak Stikkbombz 4+, frag and krak, 4+
    1. You may choose to roll for grot oilers. Roll d3 for the number of oilers.
  4. Mad Dokz - 3+ Kustom Shoota or slugga,  5+ Kombi Shoota, cybork body 4+, bionic bonce 4+, bionik arm 4+, rokkit 6+, big shoota 6+, choppa 4+, eavy armor 4+, 'urty syringe 2+, doks tools 2+, frag and krak 4+
    1. You may choose to roll for grot orderlies. Roll d3 for the number of orderlies
  5. The Warbosses Retinue may contain one Waaagh! Banna on a roll of 3+, it may be carried by a banna wava if you desire.
  6. Big Mek - Mega Armor 5+ (roll on Nobz megaarmor chart for gear), 3+ Kustom Shoota or slugga,  4+ Kombi Shoota, cybork body 6+, bionic bonce 6+, bionik arm 6+, rokkit 6+, 'eavy armor 4+, big shoota 6+, burna 4+, choppa 4+, Kustom Force field 3+, Kustom Mega Blaster 3+, mek tools 2+, Super Krak Stikkbombz 4+, frag and krak 4+, bosspole 5+, big horns/iron gob 5+
    1. You may choose to roll for grot oilers if the Mek doesn't have Mega Armor. Roll d3 for the number of oilers.
  7. Pain Boss - 3+ Kustom Shoota or slugga,  5+ Kombi Shoota, cybork body 3+, bionic bonce 3+, bionik arm 3+, rokkit 6+, big shoota 6+, choppa 4+, eavy armor 4+, 'urty syringe 2+, doks tools 2+, frag and krak 4+
    1. You may choose to roll for grot orderlies. Roll d3 for the number of orderlies
  8. Slaver - 3+ Kustom Shoota or slugga,  5+ Kombi Shoota, cybork body 6+, bionic bonce 6+, bionik arm 6+, rokkit 6+, 'eavy armor 4+, big shoota 6+, rokkit 6+,  choppa 4+, grot stick 2+,
    1. You may choose to roll for squig hounds. Roll d3 for the number of squig hounds.
  9. Any Ork character may choose to roll for attack squigs or ammo runtz. roll a d6, on a 1, 2, 3 they get none, on a 4 they get one, a 5 they get 2, and a 6 they get three. You may have any combination of grots and squigs.

Vehicles-
Any vehicle - Turbo boostas 4+, stikkbomb launchas 4+, Grot Riggers 4+, extra armor 4+, red paint job 4+
Any vehicle except trukks - Blades 4+
Buggies/Traks- 1,2, Big Shootas, 3,4 Rokkits, 5 Scorcha, 6 Mega Blasta. You may reroll 6's. you may choose to take all your weapon choices as the same as one the weapons you rolled.
Trukks 1,2,3 Big Shootas, 4+ rokkit, bolt on big shoota 4+
Killa Kans 1,2 Big Shoota, 3,4 Rokkit, 5,6 Scorcha. You may reroll scorcha results. you may choose to take all your weapon choices as the same as one the weapons you rolled.
Dreadnought - Roll twice - 1,2, Big Shootas, 3,4 Rokkits, 5 Scorcha, 6 Mega Blasta. You may reroll 5's and 6's. You may choose to twin link either of these weapons by removing a power klaw. you may choose to take all your weapon choices as the same as one the weapons you rolled.
Big Gun - 1,2 Zzap, 3,4, Kannon, 5,6 Lobba. All weapons in the unit are the same.
Battle Wagon - Roll three times - 1,2, twin Big Shootas, 3,4 twin Rokkits, 5,6 Scorcha, you may choose to drop one of these weapons and roll on the big gunz list. Bolt on Big Shootas roll 5 times at 5+. you may choose to take all your weapon choices as the same as one the weapons you rolled.
looted vehicles - see random imperial guard army generator or random space marine army generator. Note that you may only roll options. not upgrades.

New Ork Wargear

Weapons
Flash Gits may upgrade their big shootas to Chain Shootas for +7 pts or a Thumpa Kannon for +15 pts.
Chain Shoota -
Assault 3 str 6 AP:5 Range:36"
Thumpa Kannon - Heavy 2 str 7 AP:5 Range:24"

Assault Shoota - Assault 3 str 5 AP:5 Range 18" 8pts

Rokkafist - Nobz only. This is a short range rokkit fitted to the Nobz armored fist, it counts as having a ccw in h2h. Assault 1 str 7 AP: 3 Range: 18" 6 pts

Kan Opena - Big Mek Only. The Mek must have mega armor. The Mek modifies his powa klaw with a whirling buzz saw. This adds +d6 penetration against vehicles (8+2d6). +5 pts

New Ork Modified Army List

While I love what has been done with the orks in the new rules, Orks still have some problems. Namely that fact that all the other armies shoot well enough to make up for orks being good in hand to hand. In a 1500 battle I've played well over 100 models, and vehicles, and been blasted to nothing by IG, Space Marines and Eldar. Check out what I've done here as an idea to make orks a little more versatile:

Orks come in 2 breeds. Gorkers and Morkers. Morkers favor long range weapons and cunning, while Gorkers favor hand to hand fighting and ferocious assaults.

A Space Ork Vandal Army must have a Warboss.
Choppas give the enemy a -1 armor save.
Kustom Blastas on a roll of 1 overheat and may not be fired next round.
Orks Rokkit launchas may choose to fire a frag shell.

HQ 0-1 Warboss ws bs s t a i w ld save cost
Gorker Warboss 5 2 5 4 4 4 3 9 6+ 60
Gorker Nob 4 2 4 4 3 3 2 7 6+ 20
Gorker Mek/Dok 4 2 3 4 2 2 1 7 6+ 10
Morker Warboss 3 4 5 4 4 4 3 9 6+ 60
Morker Nob 3 3 4 4 3 3 2 7 6+ 20
Morker Weird Boy 0-1 3 3 3 4 2 2 1 7 6+ 20
Morker Mek/Dok 3 3 3 4 2 2 1 7 6+ 10
GorkaMorka Warboss 4 3 5 4 4 4 4 9 6+ 60
GorkaMorka Nob 4 3 4 4 3 3 2 7 6+ 25
GorkaMorka Mek/Dok 4 3 3 4 2 2 1 7 6+ 15

A Gorker Warboss' band must consist of at least 75% (rounded up) Gorker units.
A Morker Warboss' band must consist of at least 75% (rounded up) Morker units.
A GorkaMorka Warboss' band must consist of at least 50% (rounded up or down) Gorker or Morker units.

Warboss + Retinue of 5 to 10 Nobz + 0-2 Mekboyz + 0-2 Mad Doks
A warboss must take a retinue of nobs and orkz of the same faith. A Morker or a GorkaMorka retinue may contain 1 Morker weirdboy.
Morker Warboss: Big shoota 24 pts Rokkit 15 pts, shoota 6 pts, slugga 3
Morker Nob: Big Shoota 16 pts, Rokkit 10 pts, shoota 4 pts, slugga 2
Morker Mek: big shoota 16, rokkit 10, Kustom Blasta 25, shoota 4 pts, slugga 2
GorkaMorka Warboss: Big Shoota 16 pts, Rokkit 12 pts, shoota 4 pts, slugga 2
GorkaMorka Nob: Big Shoota 16 pts, Rokkit 12 pts, shoota 4 pts, slugga 2
GorkaMorka Mek: big shoota 16, rokkit 10, Kustom Blasta 25, shoota 4 pts, slugga 2
Mega Armor Retinue: If the warboss is equipped with mega armor, then any nobz in his retinue may spend 100 pts on wargear instead of their normal allotment (the mega armor does count for this)

HQ 0-1 Big Mek ws bs s t a i w ld save cost
Gorker Big Mek 4 2 4 4 3 3 2 7 6+ 25
Gorker Meks 3 to 5 4 2 3 4 2 2 1 7 6+ 10
Morker Big Mek 3 3 4 4 3 3 2 7 6+ 25
Morker Meks 3 to 5 3 3 3 4 2 2 1 7 6+ 10

Morker Mek: big shoota 16, rokkit 10, Kustom Blasta 25, shoota 4, slugga 2, burna 10
Big Mek: big shoota 16, rokkit 10, Kustom Blasta 25, shoota 4, slugga 2, burna 12
Mines Betta! -  Meks in a Big Meks retinue are fiercely competitive, they will not use the same weapon combination as any other mek in the unit, different kustom jobs make a weapon count as different.

HQ 0-1 Pain Boss ws bs s t a i w ld save cost
Gorker Pain Boss 4 2 4 4 3 3 2 7 6+ 25
Gorker Cyborks 5 to 10 4 2 3 4(5) 2 2 1 7 5+invul 15?
Morker Pain Boss 3 3 4 4 3 3 2 7 6+ 25
Morker Cyborks 5 to 10 3 3 3 4(5) 2 2 1 7 5+invul 15?

1 Pain Boss / Retinue of 5 to 10 Cyborks.
Morker Painboss: big shoota 16, rokkit 10
Morker cyborks are equipped with shootas and may always fire as if stationary, they may not assault but fight normally when assaulted. If the painboss is killed, cyborks must make a leadership test every round to move, the may assault and fire normally if allowed. If Cyborks loose their painboss and manage to mob up with a mob of boyz they may move normally. Morker cyborks mobbed with another unit that assaults do not make a 6" assault move, but may make a 6" consolidation move into the combat after resolution and are still counted as being in the combat.

HQ 0-1 Nob Mob ws bs s t a i w ld save cost
Gorker Nob 5 to 10 4 2 4 4 3 3 2 7 6+ 20
Morker Nob 5 to 10 4 2 4 4 3 3 2 7 6+ 20

Morker Nob: Big Shoota 16 pts, Rokkit 10 pts, Assault Shoota 12

HQ 0-1 Warp 'Ead ws bs s t a i w ld save cost
Morker Warp 'Ead 3 3 4 4 3 3 2 8 6+ 40
Morker Weird Boyz 3 to 5 3 3 3 4 2 2 1 7 6+ 40
Morker Minderz 1 per weird boy 3 3 3 4 2 2 1 7 6+ 9

The Warp 'Ead must take any 2 following powers: 10 pts Gork Stomp 24" str 5 ap 3; 15 pts Get Um! Move single unit w/in 6", 6" toward enemy unit; 20 pts WAAAGH! Give single unit w/in 6" +1 Attacks per model; 10 pts Save Us! Negates enemy psychic power effecting single unit w/in 12". 
The Warp 'Ead may be given a retinue of 3 to 5 weird boyz and must take a minder for each one. Alternatly the Warp 'Ead may join another non-HQ mob, but if he does so he may not leave it. The Warp 'Ead may not be used as an independent character but may take wargear as if he wear a nob. Minderz are equipped with shootas.

Elite Flash Git Mob 0-1 ws bs s t i a w ld save pts
Morker Flash Git 3 3 3 4 2 2 1 7 6+ 9
Morker Flash Git Nob 3 3 4 4 3 3 2 7 6+ +11

10 to 20 boyz with shootas. Flash Gits must all upgrade their shootas with the same Kustom job: Shootier 2pts, Blasta 3 pts, or Mo Dakka 4 pts.
up to 4 special weapons - B. shoota 12, Rokkit 7, Burna 6

Elite 'Ard Boyz Mob ws bs s t i a w ld save pts
Gorker 'Ard Boyz 4 2 3 4 2 2 1 7 4+ 12
Gorker 'Ard Boy Nob 4 2 4 4 3 3 2 7 4+ +16
Morker 'Ard Boyz 4 2 3 4 2 2 1 7 4+ 12
Morker 'Ard Boy Nob 4 2 4 4 3 3 2 7 4+ +16

Gorkers - 10 to 20 boyz with sluggas and choppas- Up to 3 special weapons B. shoota 8, Rokkit 5, Burna 6
Morkers -  10 to 20 boyz with shootas- Up to 3 special weapons B. shoota 12, Rokkit 7, Burna 6
Both may be equipped with frag for 1, krak for 2.

Elite Kommandos ws bs s t i a w ld save pts
Morker Kommando 3 3 3 4 2 2 1 7 6+ 10
Morker Kommando Nob 3 3 4 4 3 3 2 7 6+ +11

The Kommandos may have either shootas or slugga and choppa for free. They may all exchange their weapons for a Long Shoota for 5pts. heavy 36" 1, hits on 3+ wounds on 4+. 1 Kommando may carry either a  big shoota for 12 pts, a rokkit for 7 pts, or a burna for 6 pts. They may be given frag for 1/model, krak 2/model, smoke 2/model, tankbomz for 4/model. Kommando's are slippery they may roll an extra die when moving thru difficult terrain.

Elite Skarboyz Mob ws bs s t i a w ld save pts
Gorker Skarboy 4 2 4 4 2 2 1 7 6+ 10
Gorker Skarboy Nob 4 2 4 4 3 3 2 7 6+ +9
Morker Skarboy 3 3 4 4 2 2 1 7 6+ 11
Morker Skarboy Nob 3 3 4 4 3 3 2 7 6+ +11

Gorkers: 10 to 20 Boyz sluggas + choppas, and up to 3 weapons: B. Shoota 8, Rokkit 4, Burna 7
Morkers: 10 to 20 Boyz shootas, and up to 3 weapons: B. Shoota 12, Rokkit 6, Burna 7
Both may be equipped with frag for 1, krak for 2 per model.

Elite Stormboyz Mob ws bs s t i a w ld save pts
Gorker Storm Boy 4 2 3 4 2 2 1 7 6+ 9
Gorker Storm Boy Nob 4 2 4 4 3 3 2 7 6+ +11

Stormboyz are Gung-Ho. They may re-roll any failed leadership test, and may always test to regroup even when under 50%.
Rokkit packs, slugga and choppa; may be equipped with frag for 1, krak for 2 per model.

Troops ws bs s t i a w ld save pts
Gorker Slugga 4 2 3 4 2 2 1 7 6+ 9
Gorker Slugga Nob 4 2 4 4 3 3 2 7 6+ +11
Morker Shoota 3 3 3 4 2 2 1 7 6+ 9
Morker Shoota Nob 3 3 4 4 3 3 2 7 6+ +11

Gorkers - 10 to 30 boyz with sluggas and choppas- Up to 3 special weapons B. shoota 8, Rokkit 5, Burna 6
Morkers -  10 to 30 boyz with shootas- Up to 3 special weapons B. shoota 12, Rokkit 7, Burna 6

Troops Stikkbomma Mob 0-2 ws bs s t i a w ld save pts
Gorker Stikkbomma 4 2 3 4 2 2 1 7 6+ 11
Gorker Stikkbomma Nob 4 2 4 4 3 3 2 7 6+ +12?
Morker Stikkbomma 3 3 3 4 2 2 1 7 6+ 11
Morker Stikkbomma Nob 3 3 4 4 3 3 2 7 6+ +12?

Gorkers - 10 to 20 boyz with sluggas and frag and krak stikkboms - Up to 3 special weapons B. shoota 8, Rokkit 5, Burna 6
Morkers -  10 to 20 boyz with sluggas and frag and krak stikkboms- Up to 3 special weapons B. shoota 12, Rokkit 7, Burna 6
Either unit may be equipped with tankbusta boms for 4 pts a model.

Troops Grot Mob ws bs s t i a w ld save pts
Grot 2 3 2 3 2 1 1 5 - 3
Gorker Slaver 4 2 3 4 2 2 1 7 6+ 9
Morker Slaver 3 3 3 4 2 2 1 7 6+ 9

Grots may be given an auto gun or an auto pistol and close combat for free. They must be lead by a Slaver.

Troops Burna Boyz Mob 0-2 ws bs s t i a w ld save pts
Gorker Burna Boyz 4 2 3 4 2 2 1 7 6+ 9
Gorker Mek Boy 4 2 3 4 2 2 1 7 6+ 9
Morker Burna Boyz 3 3 3 4 2 2 1 7 6+ 9
Morker Mek Boy 3 3 3 4 2 2 1 7 6+ 9

Mob of 5 to 10 burna boyz and up to one Mekboy. 4 boyz may take burnas for 6 pts or a scorcha for 12 pts.
Both may be equipped with frag for 1, krak for 3 per model.

Troops Tank Busta Mob 0-2 ws bs s t i a w ld save pts
Gorker Tank Busta Boyz 4 2 3 4 2 2 1 7 6+ 9
Gorker Tank Busta Nob 4 2 4 4 3 3 2 7 6+ +11
Morker Tank Busta Boyz 4 2 3 4 2 2 1 7 6+ 9
Morker Tank Busta Nob 4 2 4 4 3 3 2 7 6+ +11

Gorkers may have up to 3 rokkits for 7 pts a piece. Morkers may have up to 3 rokkits for 9 pts a piece.

Fast Attack Warbuggies/Trakks BS FA SA RA   pts
G. Buggy/Trakk 2 10 10 10 fast, open 30
M. Buggy/Trakk 3 10 10 10 fast, open 30

Gorker: Twin Big Shootas 16, Twin Rokkits 10, Scorcha 10, Mega Blasta 20
Morker: Twing Big Shootas 20, Twin Rokkits 14, Scorcha 10, Mega Blasta 25

Fast Attack Warbikerz Mob ws bs s t i a w ld save pts
Gorker Warbiker Boyz 4 2 3 4 2 2 1 7 4+ 22
Gorker Warbiker Nob 4 2 4 4 3 3 2 7 4+  
Morker Warbiker Boyz 3 3 3 4 2 2 1 7 4+ 34
Morker Warbiker Nob 3 3 4 4 3 3 2 7 4+  

Mob of 3 to 10 warbikez.
Gorker Warbikerz are equipped with sluggas and choppas. One Warbiker boy may be be given a burna for 6 pts.
Morker Warbikers are equipped with twin-linked assault shootas (str 5 assault 3 18"). Two warbikers may trade their twin assault shootas for a twin-rokkit or a scorcha for free.
Warbikerz are Gung-Ho. They may re-roll any failed leadership test, and may always test to regroup even when under 50%.
Smoke screen: Warbikes are equpped with smoke stikkbomb chuckas. Once per game the unit may declare they are laying down a smoke screen during their movement phase. They may not shoot or assault for the rest of that turn but receive a 5+ invulnearble save.

Fast Attack Trukk Boyz Mob ws bs s t i a w ld save pts
Gorker Trukk Boyz 4 2 3 4 2 2 1 7 4+ 9
Gorker Trukk Boyz Nob 4 2 4 4 3 3 1 7 4+ +11
Morker Trukk Boyz 3 3 3 4 2 2 1 7 4+ 9
Morker Trukk Boyz Nob 3 3 4 4 3 3 1 7 4+ +11
Fast Attack WarTrukk BS FA SA RA   pts
G. WarTrukk 2 10 10 10 fast, open 30
M. WarTrukk 3 10 10 10 fast, open 30

Mob of 5 to 10 Trukk Boyz. 
G. Wartrukk: B. Shoota 8, Rokkit 5, Scorhca 10 , Boyz: Sluggas and Choppas + 1 weapon - B Shoota 8, Rokkit 5, Burna 6
M. Wartrukk: B. Shoota 12, Rokkit 7, Scorcha 10, Boyz: Shootas + 1 weapon - B. Shoota 12, Rokkit 7, Burna 6
Trukk boyz must ride in a trukk piloted by boyz of the same faith.
Land on their 'Eads: Trukk boyz are experts at bailing out. If their vehicle is destroyed while they are in it they are only wounded on a 6.

Heavy Support Lootas Mob ws bs s t i a w ld save pts
Morker Loota Boy 3 3 3 4 2 2 1 7 4+ 9?
Morker Loota Boy Nob 3 3 4 4 3 3 2 7 4+ 9?

Lootas may be given bolters for +1 pt a model. May be equipped with the weapon options of the following units: IG Infantry unit, IG Infantry command, IG anti-tank squad, IG fire support squad, SM tactical squad, SM devastator squad

Heavy Support  Battle Wagon BS FA SA RA   pts
G. Battle Wagon 2 13 11 10 tank, open  
M. Battle Wagon 3 13 11 10 tank, open  

comes with 3 twin-linked big shootas, rokkits, or scorchas of any mix. One weapon may be upgraded to a big gun for +20 pts.
may be equipped with up to 5 bolt on big shootas.

Heavy Support  Dreadnought WS BS s a i FA SA RA   pts
G. Dreadnought 4 2 6(10) 3(4) 2 12 12 10 walker 85
M. Dreadnought 3 3 6 2(3) 2 12 12 10 walker 75

Gorker Dreads come with two power klaws and two of the following weapons: a big shoota 8, scorcha 5, rokkit 5, mega blasta 10. This weapon may be twin linked for double the pts. The Gorker dread may drop its guns in exchange for 2 more power weapons for 10 pts. If it does so it receives and extra d6 penetration against armor as long as it has at least 3 klaws. Gorker Dread are Fearsome! giving them an extra attack in melee
Morker Dreads come with four of the folling weapons: a big shoota 12, scorcha 5, or rokkit 7, mega blasta 15. This weapon may be twin linked for double the pts. Morker Dreads are Extra Shooty! they may measure range to targets in line of sight as if they were equipped with targeters. The Morker Dread may drop 1 gun for 5 pt and take a power klaw, giving it str 10, dropping another gun and 5 more pts gives it an extra attack.

Heavy Support  Killer Kans WS BS s a i FA SA RA   pts
G. Killer Kan 4 2 5(10) 2 2 11 11 10 walker 45
M. Killer Kan 3 3 5 2 2 11 11 10 walker 52

Gorker Kans come with a power klaw and either a big shoota, scorcha, or rokkit for free. This weapon may be twin linked for 5 pts. The Kan may replace its gun with a second power klaw for 5 pts.
Morker Kans come equipped with 2 of the following weapons: big shoota, scorcha, or rokkit. These weapons may be twinlinked for 7 pts. The Kan may replace one gun with a power klaw for 5 points.

Heavy Support Big Gunz Battery 0-2 ws bs s t i a w ld save pts
Grot 2 3 2 3 2 1 1 5 - 3
Gorker Slaver/Mek 4 2 3 4 2 2 1 7 6+ 9
Morker Slaver/Mek 3 3 3 4 2 2 1 7 6+ 9

1 to 3 Big Gunz and 2 to 15 grot krew plus one slaver and/or one mekboy
Each big gun costs 30 pts and comes with 2 grot krew. You can pay 3 pts each for up to 3 more grot krew for each gun. 
One Mekboy and/or one Slaver may be attached to the unit. The gunz may be either Kannons, Lobbas, or Zzaps, but must all gunz in the unit must be of the same type. Gunz are treated as immobile vehicles with an armor of 10 all around. They do not count for combat in any way and attackers may choose to ignore them in hand to hand combat. The grot krew may move the gunz along with them, but the gunz may not fire in any turn the krew moves. If the krew breaks, they will leave the gunz behind and run or go to ground. Another group of grots may krew the weapons as long as they have a slaver.

Heavy Support  Looted Vehicle 0-1

Morkers sometimes make use of salvageable Imperial vehicles. They may loot any imperial ground vehicle, if the vehicle costs 50 pts or less they make take 3 and field them as a unit. Rhinos do not have to function as a single unit and may be attached to any unit of orks numbering 10 or less without mega armor. Sentinels must function as a unit.

New Ork Units

The galaxy is huge, and a number of strange or mutated orkish units have been seen throughout the endless wars. Some examples follow. Unless otherwise noted, these units are 0-1 elites.

Scorcha Boyz

Some orks love fire so much, they just hafta get the biggest nastiest flame belching weapon around and hose down everything in sight with napalm! mmm Barbeque!

Scorcha Boyz
WS BS S T I A W LD Save Cost
4 2 3 4 2 2 1 7 6+ 9
Mob: The mob consists of five to ten Scorcha Boyz.
Weapons:Scorchas (assault heavy flamers).
Options: Up to 4 orks in the mob may carry scorchas for 7 pts.
Character:  A mek boy may join the mob for +10 pts
Special: Scorcha Boyz love fire and wield it constantly, as such they have grown resistant to the burns it can inflict. Against Flamer template weapons, Scorcha Boyz count as having a 5 toughness. Scorcha Boyz have a psychotic love for fire and will not fall back from wounds caused by flamers, heavy flamers, and even  an inferno cannon.

Orkgrynz

The same high gravity hell worlds that produce the Imperial Guards Ogryns, have also been invaded by orks many times. The resulting off shoot of titanic orks that 'appeared' after these incursions were dubbed Orkgryns. Though rare, Ork Warbosses will often do about anything to get a hold of a unit of Orkgrynz.
Orkgrynz
WS BS S T I A W LD Save Cost
4 2 4 4 2 3 3 7 6+ 35
Mob: The mob consists of three to five Orkgrynz.
Weapons:Twin-Shootas
Options:Up to three models may replace there twin shootas with one of the following weapons: Scorcha (assault hvy flamer)for +10 points, Twin-Assault shoota (18" range assault 3) for +16 pts, or a Twin-Rokkit Launcha (18" range assault 1) for +10 pts. Any of the Orkgryns may replace their twin shoota with a 'Uge choppa and a close combat weapon.
Special: Orkgrynz are dumber than even the thickest ork. Unless led by a character, Orkgrynz must make a leader ship test to move, although they may always shoot or charge as normal. Orkgryns are twice as big and twice as rowdy as regular orks, each model counts twice for counting heads or power of the waaagh tests. Orkgrynz may mob up with regular orks and vice versa. Orkgryns are afraid of fast vehicles and unless led by a character, they will not get on one.

Black Orks

Named for their dark green, almost black hides, Black Orks represent an enigma to the Imperium. The current theory is that deep in the heart of the most thickly populated regions of Ork held space, these creature evolve, tougher, meaner, smarter, and even more warlike than their lighter skinned brethren. If there are any Black Ork Warbosses, however, they have not made themselves known to the Imperium...yet.

Black Ork Boyz
WS BS S T I A W LD Save Cost
4 2 4 4 2 2 1 7 4+ 15
Black Ork Nob
WS BS S T I A W LD Save Cost
4 2 4 4 3 3 2 8 4+ +10
Mob: The mob consists of five to twenty Black Ork Boyz.
Weapons:Slugga and Choppa or Shoota, and frag stikkbomz. All models have 'Eavy armor.
Options:Up to four models in the mob may be armed with one of the following weapons: Big Shoota 8pts, Burna 7 pts, Rokkit Launca 5 pts. The mob may be given Krak Stikkbomz for +2 pts a model.
Character:One Black Ork Boy may be upgraded to a Black Ork Nob for +10 pts. The Nob may take gear from the Ork armory.
Special:Black Orks are Gung Ho. They may reroll any failed leadership test (but not head count tests) and may -always- attempt to regroup, even when below half numbers. 
Shootin Drill: Once per shooting phase one Black Ork Model may reroll a failed hit roll. Black Orks are too arrogant to 'mob up' with other ork units and will not let regular orks mob up with them either.

Khaos Orks

It happens ever so often, that even Greenskins become infected by Chaos taint. This typically only happens to groups of smaller isolated ork tribes, as large groups of orks seem to naturally resist chaos degeneration, perhaps due to their unconscious semi-psychic nature which is more potent in large groups. Note that other Ork mobs may never 'mob up' with a Khaos Ork mob. They're just too unorky. All Khaos ork units are 0-1 and count as Elites for both the Chaos and Ork armies.

Berserker Boyz

As Orks are bloody minded, violent, and savage, they are most often corrupted by Khorne. Ork Berserkers are even more bloodthirsty than their kin, if such a thing is possible, and their battlefield savagery has been known to force hardened veterans to quake in fear.

Berserker Boyz
WS BS S T I A W LD Save Cost
4 2 4 4 2 3 1 7 4+ 20
Ork Berserker Nob
WS BS S T I A W LD Save Cost
4 2 4 4 3 4 2 7 4+ +10
Mob: The mob consists of five to ten Ork Berserkers Boyz.
Weapons:Slugga, Choppa, and frag stikkbomz. All models have 'Eavy armor.
Options: The entire mob may be armed with krak stikkbomz for +2 pts a model.
Character: One Berserker Boy may be upgraded to a Nob for an additional +10 pts. The Nob may choose wargear from the Ork or Chaos Armory, but he may not have Mega Armor, Terminator Armor, bionics, grots, squigs, or Chaos Armor.
Special:Berserker Boyz are Fearless, they are assumed to automatically pass any morale or pinning test they have to take and never fall back. Berserker Boyz must always charge within 6" of the enemy, and must always choose to charge after winning combat, they may never consolidate. Berserker Boyz are Fearsome if they make their 'head count' check when charging, if they win combat their enemy must automatically fall back.

Plague Boyz

The worlds Orks capture fester, rot and die, as the burgeoning ork population destroys it's ecosystem irreparably. These acts of despoliation sometimes attract the attentions of Nurgle, and his infestations. Plague Boyz are bloated, rotting creatures that seem to feel no pain as they sew their fetid poison gasses across the battle field.

Plague Boyz
WS BS S T I A W LD Save Cost
4 2 3 4(5) 2 2 1 7 4+ 20
Plague Boyz Nob
WS BS S T I A W LD Save Cost
4 2 4 4(5) 3 3 2 7 4+ +15
Blight Gassers: Flamer Template Str: X (equals T of target) AP 4 Hideous Death: If a unit takes casualties from a Blight Gasser they must take a Morale Test or break and flee.
Mob: The mob consists of five to ten Ork Plague Boyz.
Weapons:Sluggas, Plague Knife Choppas, and Blight Stikkbomz. All models have 'Eavy armor.
Options: Up to 4 models may be armed with blight gassers at +8 pts a model. The entire mob may be armed with krak stikkbomz for +2 pts a model.
Character: One Plague Boy may be upgraded to a Nob for an additional +15 pts. The Nob has a plague sword choppa and may choose wargear from the Ork or Chaos Armory and may be armed with a blight gasser for +10 pts, but he may not have Mega Armor, Terminator Armor, bionics, grots, squigs, or Chaos Armor.
Special: Plague Boyz are Fearless, they are assumed to automatically pass any morale or pinning test they have to take and never fall back. Plague Boyz are too bloated and rotten to give quick chase, they may only consolidate after winning combat.

Rok Attack Boyz

Some Orks love the sounds of destruction do much, and revel in the pleasure of wanton slaughter that they become infected by the insidious tunes of Slaanesh. These Orks join together in Deth Metal Rock Attack Bands to spread destruction across the battlefield with Sonic Weaponry.

Rok Attack Boyz
WS BS S T I A W LD Save Cost
4 2 3 4 2 2 1 7 4+ 20
Rok Attack Nob
WS BS S T I A W LD Save Cost
4 2 3 4 3 3 2 7 4+ 20
Rok Attack boyz may be equipped identically to a Noise Marine squad.
Band: The band consists of five to ten Ork Rokka Boyz wearing 'eavy armor.
Weapons: As Noise Marines.
Character: One Rokka Boy may be upgraded to a Nob for an additional +15 pts. The Nob may choose wargear from the Ork or Chaos Armory and may be armed with a blight gasser for +10 pts, but he may not have Mega Armor, Terminator Armor, bionics, grots, squigs or Chaos Armor.
Special: Rokka Boyz are Fearless, they are assumed to automatically pass any morale or pinning test they have to take and never fall back.

Zombi Boyz

In the rarest of the rare cases, some feral ork tribes who have produced too many Weirdboyz, fall to the mind warping powers of Tzeentch during powerful warpstorms. The Weird boyz and their Minderz change into a band of mindless Zombis.

Zombi Boyz
WS BS S T I A W LD Save Cost
4 2 3 4 2 2 1 7 6+ 20
Thunder Wave: Psychic Power. If the mob numbers five or more the str is equal to the number in the mob and counts as ordnance using the ordnance template, placed on target unit then scattered as normal (range 18"). If the mob is under five in number it's str is equal to the number in the mob +1, still using the ordnance template, but no longer counting as ordnance, placed and scattered on the target unit (range 12"). AP is 3. Orks may 'count heads' to use psychic powers.
Mob: The mob consists of five to ten Ork Zombi Boyz.
Weapons:Shootas
Special: Zombi Boyz are Fearless, they are assumed to automatically pass any morale or pinning test they have to take and never fall back. Zombi Boyz are too mindless for quick thinking, they may not initiate an assault, but fight normally when assaulted. Zombi Boyz are kept alive by foul magicks the only way to kill them is to blow them to bitz. Zombi boyz only take damage from shooting attacks of str 5 or higher. Zombie boyz move slowly and methodically, and may always fire their shootas as if they had not moved. If the Zombi Boyz fails its test against a crucible of malediction (which they may 'count heads' against), then a number of orks equal to the number they failed the roll by (always at least 1) are instantly killed, no save, and the unit may no longer use it's psychic power.

Converting Ork elite units.
Since GW hasn't gotten around to producing all of the elite units I finally decided to make some myself. It's actually rather simple, all you need is 1 box of space ork boyz, 1 box of fantasy ork boyz, and 2 sprues of spare shootas (you should have some of these laying around if you've ever put together a mob of slugga boyz), about 20 spare round bases, and an exacto. With this stuff you can produce a unit of skar boyz, flash gits, and kommandos and even have a few bodies left over depending on how big you want your mobs.
It's simple to make skar boyz, simply give them two choppas each, this makes them look like a hardcore hand to hand unit (which they -are- of course) and also makes them stand out more on the field than just modeling scars on them.
For the flash gits, put them together like a normal shoota, but shave off the top of their shoota so it is flat, then take a second shoota off the spare sprue, shave off one side so it will lay flat on top of the other. Now you have a Kustom Shoota. You will have to put the heads on last on these boyz and point them sideways or they won't fit.
For the Kommandos lay a pair of orc legs down on a base (not standing) attach the torso and arms so that the ork looks like it's belly crawling. (I like the long knife choppas from the fantasy sprue, they look sneakier than an axe or chain sword, but you can also easily do shootas as well). You can either shave off the orks neck nub or leave it be, it will be difficult to see once you glue it to the base. Glue the heads onto the shoulders looking up. Once you are all done the unit will look like it's sneaking across the field, very unorky, just like a sneaky git Kommano.
I've just converted 14 scar boyz, 13 Flash Gits, and 8 kommandos, leaving room for assault weapons and nobs to fill out the units.