Codex - Da Warp Gitz: /tg/'s 8th Edition

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Did you ever think that Orks were fun but a little bit squishy?

Have you ever been annoyed by the fact that only the custodes get really tough baseline troops?

Want an army where a single model can happily rip anything from a guardsman to a light vehicle to pieces in a single turn of combat?

Then Da Warp Gitz are what you have been looking for!

Da Warp Gitz are the Ork forces who have been eternally fighting in the warp for...well, nobody is quite sure how long because time doesn't work in the immaterium, but we can safely say thousands, if not millions of years. For anyone else this would be eternal hell, constantly dying and being brought back to life by Khorne for his enjoyment, but for the Orks led by Tuska Daemon-Killa, this is as close to paradise as any being in 40k has ever reached.

This, combined with the unique Orky biology, means that Tuska's Orks are constantly growing, and without the inconvenience of death Tuska's Waaagh simply becomes more and more powerful by the day. Tuska's ladz have never made an appearance into the materium, but if they did then even the lowliest Boy would be tougher than any Nob, and far more heavily armed and armoured. The downside of working for Khorne in the Warp is that even though the Orks would be able to make crude armour and weapons, they lack the sophistication (even by Ork standards) to make heavy weapons and tanks. But really, who needs tanks when your standard infantry can slice an Imperial Guard artillery piece in half without even trying?

Army Rules

Universal

  • Always Growin: The more an Ork fights the larger they become, and Tuska and his boyz are always fighting. Ergo, they are always growing.
This unit heals 1 previously lost wound at the start of each turn and ignores damage taken on a 5+, if the unit has no lost wounds but has lost models then instead roll a D6, on a 4+ return 1 previously lost model to the unit with 1 wound remaining. In addition to this, every time a unit with this special rule slays an enemy unit roll a D6. On a 6 increase the toughness and wound characteristics of each model in this unit by 1. You may only increase the characteristics of a unit with this rule in this manner once a game.
  • Dakkadakkadakka!: Because you always need MOAR DAKKA!
A model with this rule always hits with its ranged weapons on an unmodified hit roll of 6, and unmodified hit rolls of 6 count as 2 hits instead of 1.
  • 'Ere We Go: Orks are very good at charging things, for some reason the space marines haven't quite figured out how to do it yet.
A model with this rule may reroll one or both dice when determining charge distances.
  • 'Followers of Da Best Fights: E zoggin' told us 'e knew where Da Best Fights woz an' 'e woz roight!
Units with this rule may only be in your army if a DA WARP GITS CHARACTER is your Warlord. However, models with this rule may never suffer morale casualties or negative modifiers to their hit rolls as long as your Warlord is alive.
  • Independently Minded: When Grots are not hampered by death ending their short lives they are capable of achieving surprising levels of sophistication... as long as there are no Orks around.
A model with this rule may only not suffer morale casualties from its Followers of Da Best Fights rule if it is within 3" of a DA WARP GITS CHARACTER. However, if a unit is more than 9" away from a DA WARP GITS CHARACTER then they gain a 5++ invulnerability save, suffer no penalties for moving through cover and adds 2 to its armour save instead of 1 when in cover.

Detachment Rules

  • Followers of Gork 'n' Mork To Da End: Tuska and his lads may be kept alive by the will of Khorne-- and he certainly provides them with excellent fights-- but they are still devoted to Gork and Mork.
If your army is Battle-forged, all Infantry and Monster units in DA WARP GITS Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal. For the purpose of this determining the player with the most amount of models, consider every Monster model as 3 models instead. Finally, DA WARP GITS units count as not having the Chaos keyword when considering effects of enemy abilities, weapons or psychic powers; however, you may not include any DA WARP GITS unit in a Chaos army unless all other Chaos units either have the Ork or Khorne keyword.

Stratagems

  • Ambush Positions (1 CP-3 CP): Grots (even Tuska's Grots with their bulkier armour) are very small and easy to overlook, allowing them to enter the best positions before a battle to stab some unsuspecting guardsman in their private parts.
Use this Stratagem during your Deployment phase and set aside a number of Grot units equal to the amount of Command Points spent (up to a maximum of 3). For each of these units, secretly note a piece of terrain feature which is more than 12" away from any enemy units. For the third battle turn, at the start of one of your turns, you may reveal which terrain pieces the Grot units were hiding in. If so, deploy the declared unit within 3" of the terrain they were hiding in and more than 6" of any enemy units. In addition, for the rest of the turn, each revealed unit adds 1 to any wound rolls they make.
  • 'By the Will of Khorne (3 CP): E'll keep bringin' us back as long as we keep da blud flowin'.
Use this Stratagem when a DA WARP GITS Infantry or Monster unit has been slain (but not a Character) and roll a D6. On a 1 nothing happens, remove the unit as normal, on a 2-5 return the slain unit to the battlefield as close as possible to its previous position, with each model having 1 wound remaining; on a 6 return the slain unit to the battlefield within 9" of its previous position and no lost wounds.
  • Grot Engineering (2 CP): Orks are terrible at anything that requires fine motor control. In a normal Waaagh the Grots perform all the intricate tasks (and most of the dull ones), but in a Da Warp Gitz Waaagh all the Grots are busy doing their best Rambo impression and staying as far away as possible from the Orks. With a bit of persuading (capturing and beating) however, a group of knowledgeable Grots can be encouraged to make modifications to an Ork's ranged weapons, which only occasionally result in a horrible death.
Use this Stratagem before the battle begins if your army contains at least one unit of ETERNALLY SUFFERING GROTS. For each unit of ETERNALLY SUFFERING GROTS in your army select a non-ETERNALLY SUFFERING GROTS unit in your army. Increase the strength characteristic of each ranged weapon in the selected units by 1 (eg, an strength 4 weapon would become a strength 5 weapon). However, roll a D6 for each ETERNALLY SUFFERING GROT model in your army, an a 5+ that model suffers a mortal wound. You must then take a morale test for each unit of ETERNALLY SUFFERING GROTS which lost a model this way.
  • Grot Revolutionary Waaagh (3 CP): Some Grots decided that they'd had enough of the rule of the Orks and Tuska and formed a breakaway faction. Such breakaway factions are of course very short-lived as a single one of Tuska's boyz are capable of ending hordes of revolutionary Grots' ideas of freedom.
Use this Stratagem before the battle begins if your army contains only Grot units. All Grot Characters in your army convert their unit types from Elites to HQs. If so then all Grot units in your army add 2 to their leadership characteristics.
  • Sudden Growth Spurt (2 CP): Where'd deez abs come from?
Use this Stratagem before the battle begins, select a DA WARP GITS unit with the Always Growin' special rule. That unit increases its toughness and wounds characteristics by 1 for the duration of the battle as if it had rolled a 6 after slaying an enemy unit. This Stratagem can only be used once.

Warlord Traits

  • 1: Favoured by Khorne: Korne an' me are zoggin' gud mates. Sumtimez he 'az me round for skull cakes an' blud tea.
Your Warlord gains D3 previously lost wounds instead of 1 from its Always Growin' rule.
  • 2: Waaagh Crazed: MY BODY IS ZOGGIN' KROME! MY BODY IS DA WAAAGH!
Your Warlord's attack characteristics is XD3 (where X is its original attack characteristic). However for every dice roll of 1 when determining the number of attacks your Warlord makes in the Fight phase, it suffers one mortal wound.
  • 3: Warp Wanderer: Da warp woz full of all deez short cuts, an' sumtimez you get to krump sum 'nife- eerd gitz along da way.
During your deployment phase you may set your Warlord and one other Da warp gitz Infantry unit reserve instead of on the battlefield. At the end of your Movement phase, you may deploy these units at least 9" away from enemy units.
  • 4: Big 'n' Lumberin: []
Your Warlord adds 1 to its strength and toughness characters, but subtracts 2" from its movement characteristic and charge distances.
  • 5: Clever Git: Some orks learn a few things over billions of battles, like the idea that going around an enemy position allows you to stab them in the squishy bits more easily, or that running headlong into artillery results in high casualties.
If your Warlord has this trait then you start the battle with 1 additional command point and roll a D6 whenever you or an opponent uses a Stratagem (this includes Stratagems used before the start of the battle); on a 5+ you gain an extra command point.
  • 6: Trophy Hunter: []
Your Warlord subtracts 1 from all its hit rolls against units without the Character, Monster or Vehcile keyword. In addition, your Warlord makes D3 additional attacks each time it fights a Character, Monster or Vehicle in melee and whenever it slays one of those types of models, you gain 1 command point (2D3 if the unit had also the Titanic keyword).

Powers of Tuska's Waaagh

Eternal WAAAGH!

  • 1: Unstable Thoughts
Warp Charge: 8
An ork psyker is not a stable being at the best of times; when they're deliberately trying to be unstable then it is best to not be on the same planet.
If this power is manifested roll a D6 and consult the table below.
-1 Ow Zog! (bang): The psyker is immediately slain as if it had suffered perils in the warp.
-2-3 Dat 'urt a bit: All units with 6" suffers D3 mortal wounds.
-4 Wot you lot komplainin' 'bout?: All units with 6" other than the psyker manifesting this power suffer D3 mortal wounds.
-5 Dat woz zoggin' impressive!: All units with 12" other than the psyker manifesting this power suffer D6 mortal wounds.
-6 Krump dem other gitz!: All units other than Da Warp Gitz with 12" suffer D6 mortal wounds.
  • 2: Warp Summon
Warp Charge: 6
Tuska's psykers are very knowledgeable of all the little byways and back alleys of the warp, allowing such a psyker to guide fellow orks through the warp and onto their intended targets.
Select a Da Warp Gitz unit in reserve, place that unit from reserve within 24" of the psyker and more than 9" away from any enemy units.
Warp Charge: 8
[]
Select a Da Warp Gitz unit within 6" of this psyker; at the end of the following Fight phase that unit may pile in up to 6" and make a full round of melee attacks, even if it fought earlier in the Fight phase.
  • 4: Spiritual Healing
Warp Charge: 8
Da ladz are really komforted by da glowin' green loight. 'Cept when it makes dem go bang.
Select a Da Warp Gitz unit within 12" of this psyker and roll a D6. On a 1 that unit suffers D6 mortal wounds, on a 2-5 it regains D6 previously lost wound and on a 6 it heals 6 previously lost wounds. Then roll another D6, on a 5+ the same effect then applies to every Da Warp Gitz unit within 6" of the caster.

Powers of the WAAAGH!

  • 1: Da Swarm Neva Endz
Warp Charge: 8
When war has been raging for millions of years, with time and the warp so frayed and interwoven, it's no trouble at all for a Grot shaman to call a few lads in to give a hand.
[]
  • 2: Morkin' Great Pull
Warp Charge: 5
Mork's da best cuz he iz kunnin' but brutal.
Choose any unit within 24" of the psyker. That unit is immediately moved 6" (3" is the unit has the Titanic keyword) towards the psyker manifesting this power. This move does not count as a standard move, so does not prevent the unit from moving in the proceeding movement phase etc. This move can also move units out of combat with a unit and into combat with another unit but does not count as charging.
  • 3: Gorkin' Great Push
Warp Charge: 5
Gork's da best cuz he iz brutal but kunnin'.
Choose any unit within 24" of the psyker. That unit is immediately moved 6" (3" is the unit has the Titanic keyword) away from the psyker manifesting this power. This move does not count as a standard move, so does not prevent the unit from moving in the proceeding movement phase etc. This move can also move units out of combat with a unit and into combat with another unit but does not count as charging.
  • 4: Blessin' of Gangin' Up on da Gitz
Warp Charge: 7
[]
Choose an enemy unit which is engaged in melee with two or more Da Warp Gitz units. Until your next Psychic phase, all Da Warp Gitz units add 1 to their wound rolls for attacks that target that enemy unit. In addition, if that enemy unit attempts to disengage from melee before your next Psychic phase, roll a D6 for each model in that unit; on each roll of 6, that unit suffers a mortal wound.

Da Warp Dakka

Melee Weapons

  • Choppa Thingz:
Weapon Range Type S AP D Abilities
Big Choppa Melee Melee +1 -1 1 -
Very Big Choppa Melee Melee +1 -2 2 Hit rolls of 6+ for this weapon generate count as 2 hits instead of 1.
  • Klaw Thingz:
Weapon Range Type S AP D Abilities
Power Klaw Melee Melee x2 -3 3 Subtract 1 from the hit rolls for this weapon.
Mega Klaw Melee Melee x2 -4 3 -
Boss Klaw Melee Melee x2 -4 6 -
Hellkrusher Klawz Melee Melee +4 -4 6 -
Tuska's Klaw Melee Melee x2 -5 6 On a wound roll of 6+, this weapon inflicts D6 mortal wounds in addition to normal damage.
  • Kolossal Khornate Kleeva:
Weapon Range Type S AP D Abilities
Kolossal Khornate Kleeva Melee Melee x3 -4 4 Invulnerability saves made against this weapon suffer a minus 1 to their save rolls. In addition subtract 1 from the hit rolls for this weapon.
  • Kopper-Wreathed Skull Staff:
Weapon Range Type S AP D Abilities
Kopper-Wreathed Skull Staff Melee Melee +2 -4 2D3 -
  • Cursed Stabbitz:
Weapon Range Type S AP D Abilities
Cursed Stabby Melee Melee User -1 1 Wound rolls of 6+ made by this weapon inflict a mortal wound instead of normal damage.
Cursed Stabby Spear Melee Melee User -4 2D3 -
  • Orkish Kikkz:
Weapon Range Type S AP D Abilities
Giant Orkish Kikk Melee Melee User -1 2 Each hit with this weapon counts as 2 hits instead of 1.
Kolossal Orkish Kikk Melee Melee User -1 2 Each hit with this weapon counts as 2 hits instead of 1. Each time this model fights, make D6 extra attacks with this weapon.
  • Very Large Improvised Weapon:
Weapon Range Type S AP D Abilities
Very Large Improvised Weapon (Strike) Melee Melee x2 -4 6 Failed hit rolls of 1 with this weapon deal D6 mortal wounds to the weapon's bearer. Instead, on an unmodified hit roll of 6, this weapon deals D3 mortal wounds in addition to the normal damage.
Very Large Improvised Weapon (Sweep) Melee Melee User -2 2 Each hit with this weapon counts as 3 instead of 1.
  • Spiked Treadz:
Weapon Range Type S AP D Abilities
Spiked Treadz Melee Melee User -3 D3 Each hit with this weapon counts as 3 instead of 1.
  • "Smart" Shoota:
Weapon Range Type S AP D Abilities
"Smart" Shoota Melee Melee +2 -4 2D3 -

Ranged Weapons

  • Cursed Stabby Spear:
Weapon Range Type S AP D Abilities
Cursed Stabby Spear Assault 1 12" 7 -3 D6 If a model is slain by this weapon profile the unit the model belonged to suffers D3 mortal wounds.
  • Bludy Thingz:
Weapon Range Type S AP D Abilities
Blud Throwa 18" Assault 4D6 6 -2 2 This weapon automatically hits its target.
Blud Kannon 36" Assault 2D6 8 -2 D3 This weapon deals 3 damage instead of D3 against Vehicles and Monsters. While the target is within 12" of the bearer, this weapon automatically hits its target.
  • Dazed Flail:
Weapon Range Type S AP D Abilities
Dazed Flail 6" Assault 2D6 User -1 2 This weapon profile may be used even if the bearer is within 1" of an enemy model. In addition, this weapon automatically hits its target if the target 3" or less away.
  • Grot Rail Rifle:
Weapon Range Type S AP D Abilities
Grot Rail Rifle 60" Heavy D3 7 -3 2D3 This weapon does not require line of sight to fire and enemy units do not gain the benefit of cover when targeted by this weapon. In addition, this weapon may target Character units even if they're not the closest unit.
  • Harpoon Kannon:
Weapon Range Type S AP D Abilities
Harpoon Kannon 24" Assault 1 9 -5 6 You may add 1 to the hit rolls for this weapon against Vehicles and Monsters, and re-roll failed wound rolls against Titanic units.
  • Hellmaw Blastas:
Weapon Range Type S AP D Abilities
Hellmaw Blastas 8" Pistol 2D6 User -1 1 Thus weapon automatically hits its target.
  • Mini Psycho Dakka Blasta:
Weapon Range Type S AP D Abilities
Mini Psycho Dakka Blasta 36" Assault 4D6 4 -1 1 Add 1 to the hit rolls for this weapon for attacks made against units with 5 or more model, or against units made up of only one model with more than 9 wounds.
  • Rokkit Launcha:
Weapon Range Type S AP D Abilities
Rokkit Launcha 24" Assault 1 8 -2 3 -
  • Skorcha Thingz:
Weapon Range Type S AP D Abilities
Skorcha 8" Assault D6 5 -1 1

When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.

Big Skorcha 12" Assault 3D3 6 -1 1

When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.

  • Shoota Thingz:
Weapon Range Type S AP D Abilities
Shoota 24" Assault 2 4 - 1 -
"Smart" Shoota 24" Assault 2D6 D3+2 -1 D2 This weapon does not require line of sight to fire and enemy units do not gain the benefit of cover when targeted by this weapon. In addition, below half this weapons range this weapon automatically hits its target.
Big Shoota 36" Assault 3 5 - 1 -
Bigga Big Shoota 36" Assault 6 5 -1 1 -
Da Biggest Big Shoota 36" Assault 8 6 -2 2 -
  • Uber Shotgun:
Weapon Range Type S AP D Abilities
Uber Shotgun 12" Assault X 5 -1 2 This weapon's number of shots is equal to the total number of wounds in the target unit to a maximum of 12 shots. If the bearer of this weapon is within 6" of its target then add 2 to the hit rolls.
  • Very Large Improvised Weapon:
Weapon Range Type S AP D Abilities
Very Large Improvised Weapon (Dazed Flail) 6" Assault 2D6 User -1 2 This weapon profile may be used even if the bearer is within 1" of an enemy model. In addition, this weapon automatically hits its target if the target 3" or less away.
  • Salvaged Battle Kannon:
Weapon Range Type S AP D Abilities
Salvaged Battle Kannon 48" Heavy 4D6 8 -2 D3 Add 1 to the hit rolls of this weapon when targeting units with 5 or more models.
  • Skorpion Kannon:
Weapon Range Type S AP D Abilities
Skorpion Kannon 36" Heavy 10 6 -2 2 -
  • Soulshatta Bomba:
Weapon Range Type S AP D Abilities
Soulshatta Bomba 24" Heavy D6 10 -3 D6 Against Monsters, Vehicles and Buildings this weapon deals 2D6 damage instead of D6.
  • Spinning Turret of Spiky Death:
Weapon Range Type S AP D Abilities
Spinning Turret of Spiky Death 6" Assault 4D6 User -3 D3 This weapon may be fired even when the bearer is engaged in melee, or when the target unit is also engaged in melee.

Relikz

Da Ploty Armour: Dis Ork is so zoggin' important he thinks 'e's immortal.

Improve the Armour Save of a model equipped with this relic by 1. If this model already had an armour save characteristic of 2+ then improve its invulnerability save by 1 instead (this also applies if the model is currently benefitting from cover).

Units

HQ

Great Big Git

This unit contains 1 Great Big Git (Power Rating: 13). is a single model, and is armed with a Uber Shot Gun and a Boss Klaw. The Git may also lash out at its foes with a Giant Orkish Kikk.

Name M WS BS S T W A Ld Sv
Great Big Git 6" 2+ 5+ 6 6 9 5 8 2+

Wargear:

  • Bozz Klaw
  • Giant Orkish Kikk
  • Uber Shotgun

Special Rules:

  • Always Growin'
  • Dakkadakkadakka!
  • 'Ere We Go
  • Krumpa Chief: Orks models within 6" of this model may re-roll all failed hit rolls.
  • Veteran of a Billion Battles: Itz zoggin' 'ard to be scared of a metal bawks wen uve smashed one of dem humie gods.
This model has a 4+ invulnerable save and may re-roll armour save rolls of 1.

Options:

  • This unit may exchange its Uber Shotgun for a Harpoon Kannon - 20 pts.

Keywords:

  • Faction:Da Warp Gitz, Orks, Chaos
  • HQ, Great Big Git, Monster,Character


Orky Prince

Lore:

Orks cannot become Daemon Princes. The normal Chaos gods cannot bestow blessings upon them, and Gork and Mork don't go into that whole bestowing favour upon those followers except to say "we like you, go start a waaagh". Some of the largest orks under Tuska's command, however, see all the Khornate demon princes wandering around (who they smash to tiny pieces on a regular basis) and wish that they could have some of those flashy gifts. To this end, entrepreneurial Warbosses under Tuska will take a defeated Greater Daemon, chop off any bits they like (weapons, horns, wings, heads, etc.), and strap, bolt and duct tape these parts onto themselves. Any other race which tried this would not only be unable to make such parts function but would also most likely be instantly corrupted by the raw Chaos they contain. Orks, however, are immune to Chaos taint (or at least its influence) so they can wear Daemon body parts with impunity. This combined with Ork psychology and the effects of Waagh! energy means that if a powerful enough Ork straps on a set of Daemon wings and believes that said wings will allow them to fly, then they will be able to fly.

This unit contains 1 Orky Prince (Power Rating: 18).

Name M WS BS S T W A Ld Sv
Orky Prince 12" 2+ 4+ 7 6 9 6 8 2+

Wargear:

  • Blud Kannon
  • Boss Klaw
  • Giant Orkish Kikk

Special Rules:

  • Always Growin'
  • Dakkadakkadakka!
  • 'Ere We Go
  • Krumpa Chief: Orks models within 6" of this model may re-roll all failed hit rolls.
  • Veteran of a Billion Battles: Itz zoggin 'ard to be scared of a metal bawks wen uve smashed one of dem humie gods.
This model has a 4+ invulnerable save and may re-roll armour save rolls of 1.

Upgrades:

  • Bloodthirster's Head: If this model has a head of a Blood Thirster, to-hit rolls of 6+ in the Fight phase generate one additional attack. These extra attacks can not generate additional attacks but may be used with different weapon profiles.
  • Great Unclean One's Head: If this model has a head of a Great Unclean one, enemy units must subtract 1 from their hit rolls against this unit.
  • Keeper of Secrets' Head: If this model has a head of a Keeper of Secrets, subtract 1 from the leadership characteristics of enemy units within 9". In addition, each Fight phase this model is always considered to have made a charge move, even if it hasn't.
  • Lord of Change's Head: If this model has a head of a Lord of Change then you may re-roll failed invulnerable saves of 1 for this unit.

Options:

  • This unit may take of the following upgrades:
-Blood Thirster's Head - 30 pts.
-Great Unclean One's Head - 25 pts.
-Keeper of Secrets' Head - 30 pts.
-Lord of Change's Head - 40 pts.

Keywords:

  • Faction:Da Warp Gitz, Orks, Chaos
  • HQ, Orky Prince, Fly, Monster,Character


Ed Banger ‘umpreme

Lore:

Ork psykers generally don't live very long in the real world. They're simply not competent or stable enough to get past the initial stage of “what happens if I do this?" However, in the warp and being kept alive by khorne any ork psyker who goes bang from an edbang simply gets brought back after the battle with their head not in a million tiny pieces. This means that even without a proper education system, or even resources on the topic even the most incompetent ork psyker can become fairly good at magic. Now that this situation, but remove the incompetent ork and replace them with one of the rare individuals who has a proper skill with the warp. While in the materium these orks will still only reach the skill level of a normal imperium psyker (except with more raw power), under tuska they can reach thousand sons levels of potential.

This unit contains 1 Ed Banger ‘upreme (Power Rating: 14). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
Ed Banger ‘upreme 6" 2+ 5+ 6 6 7 5 8 3+

Wargear:

  • Kopper Wreathed Skull Staff

Special Rules:

  • Always Growin'
  • Dakkadakkadakka!
  • 'Ere We Go
  • Exploding with WAAAGH! Energy: Itz dus wot itz says on da zoggin lid!
For every 10 Orks models (Grots models instead count as half a model, rounding down) within 9" of this model, add 1 to its casting rolls. In addition, this model adds a further 1 to its casting rolls for every 10 damage it deals throughout the battle and suffers perils in the warp when it makes a casting roll greater than 14 instead of only on 2 or 12. When this happens or when this model is slain, all units within 2D6" suffer D6 mortal wounds.
  • Plant the Kopper Staff: Maximium zoggin POWER!
Once per game, at the beginning of a turn (other than the first), this model can plant its staff and channel the WAAAGH! energies around it in an even less controlled manner than normal. If so, it may not perform any actions until your next Psychic phase. However, during your next Psychic phase this model automatically manifests the Unstable Thoughts psychic power twice, except that the total number of mortal wounds the power causes and the effect range is doubled. If this model is slain as a result of this then it explodes, releasing all the WAAAGH! power it was attempting to channel and all models within 3D6" suffer D6 mortal wounds.
  • Proper gud at dis warp stuff: Itz zoggin nuthin reely, itz just a matter of zurvivin a few ed bangs.
A unit with this rule adds 1 to its manifestation and deny rolls.
  • WAAAGH! Conduit: Tiz loik your a vox ‘eacon for Gork an Mork.
During your Psychic phase, if this unit has a casting bonus of 4 or greater, all Orks units within 9" may add 2 to their advance and charge rolls. In addition, this model has a 4+ invulnerable save.

Psyker:

  • Ed Banger ‘upreme can attempt to manifest three psychic powers in each friendly Psychic phase, and attempt to deny three psychic power in each enemy Psychic phase. It knows the Smite and Unstable Thoughts powers and two psychic powers from the Powers of the WAAAGH! or Eternal WAAAGH! disciplines.

Keywords:

  • Faction:Da Warp Gitz, Orks, Chaos
  • HQ, Ed Banger ‘upreme, Psyker, Monster,Character

Troops

Eternally Suffering Grots

Lore:

Grots never live happy lives at the best of times. Their lives are short and filled with brutality that comes from being surrounded by orks, but they have the small conciliation that when they die, it is all over. The few grots that came along with Tuska on his crusade into the eye of terror however live very different lives, in that when they die, they get brought back, only to die again, and again and again. In short, while the orks they serve are having the times of their lives, the grots are going through the hell of being small and almost helpless on a battlefield that never ends. For millions of years. Such grots have to be clever to not suffer for the rest of eternally, and even in death, there is something to be learnt. And so the grots get better, they organise and they equip themselves with whatever they can make from the scraps in the warp.

This unit contains 10 Eternally Suffering Grots (Power Rating: 4). It can include up to 10 more Eternally Suffering Grots (Power Rating +4), up to 20 more Eternally Suffering Grots (Power Rating +8) or up to 30 more Eternally Suffering Grots (Power Rating +12).

Name M WS BS S T W A Ld Sv
Eternally Suffering Grot 7" 4+ 4+ 3 3 1 1 5 4+

Wargear:

  • Cursed Stabby
  • Shoota

Special Rules:

  • Always Growin'
  • Blud fer Da Blud Git!: Soggin ‘ell, dem ‘orny gitz are roight proppa choppy!
If this unit contains at least 10 models each model in the unit may add 1 to its attack characteristic. If it contains 20 or models then each model adds 2 to its attack characteristic instead.
  • Dakkadakkadakka!
  • 'Ere We Go
  • Followers of Da Best Fights
  • Independantly Minded

Keywords:

  • Faction:Da Warp Gitz, Orks, Chaos
  • Troops, Eternally Suffering Grot, Infantry


Orky Bloodletters

This unit contains 10 Orky Bloodletters (Power Rating: 8). It can include up to 10 more Orky Bloodletters (Power Rating +8), up to 20 more Orky Bloodletters (Power Rating +16) or up to 30 more Orky Bloodletters (Power Rating +24).

Name M WS BS S T W A Ld Sv
Orky Bloodletter 6" 3+ - 3 3 1 2 6 6+ 9

Wargear:

  • Big Choppa

Special Rules:

  • Blud fer Da Blud Git!: Soggin ‘ell, dem ‘orny gitz are roight proppa choppy!
If this unit contains at least 10 models each model in the unit may add 1 to its attack characteristic. If it contains 20 or models then each model adds 2 to its attack characteristic instead.
  • Followers of Da Best Fights
  • I Guess We Work For the Green Guys Now: Still, they sure do fight well.
A model with this rule has a 6+ invulnerability save.

Keywords:

  • Faction:Da Warp Gitz, Orks, Chaos
  • Troops, Orky Bloodletters, Infantry, Khorne


Tuska's Ladz

This unit contains 5 Tuska's Ladz (Power Rating: 16). It can include up to 5 more Tuska's Ladz (Power Rating +16), up to 10 more Tuska's Ladz (Power Rating +32) or up to 15 more Tuska's Ladz (Power Rating +48).

Name M WS BS S T W A Ld Sv
Tuska's Lad 6" 2+ 5+ 5 5 4 4 8 3+

Wargear:

  • ‘ery Big Choppa
  • Twin Big Shoota

Special Rules:

  • Always Growin'
  • Blud fer Da Blud Git!: Soggin ‘ell, dem ‘orny gitz are roight proppa choppy!
If this unit contains at least 10 models each model in the unit may add 1 to its attack characteristic. If it contains 20 or models then each model adds 2 to its attack characteristic instead.
  • Dakkadakkadakka!
  • 'Ere We Go
  • Followers of Da Best Fights

Options:

  • Any model may replace its 'ery Big Choppa with a Power Klaw - 13 pts.
  • For every 10 models in this unit a model may replace its Twin Big Shoota for a Mini Psycho Dakka Blasta - 40 pts.

Keywords:

  • Faction:Da Warp Gitz, Orks, Chaos
  • Troops, Tuska's Ladz, Infantry

Elites

Herald of Tuska

A Herald of Tuska is a single model. It is armed with a Copper Wreathed Skull Staff.

Name M WS BS S T W A Ld Sv Points
Herald of Tuska 6" 2+ 5+ 5 5 6 4 8 3+ 180

Wargear:

  • Kopper Wreathed Skull Staff

Special Rules:

  • Always Growin'
  • Dakkadakkadakka!
  • 'Ere We Go
  • Exploding with WAAAGH! Energy: Itz dus wot itz says on da zoggin lid!
For every 10 Orks models (Grots models instead count as half a model, rounding down) within 9" of this model, add 1 to its casting rolls. In addition, this model adds a further 1 to its casting rolls for every 10 damage it deals throughout the battle and suffers perils in the warp when it makes a casting roll greater than 14 instead of only on 2 or 12. When this happens or when this model is slain, all units within 2D6" suffer D6 mortal wounds.
  • Plant the Kopper Staff: Maximium zoggin POWER!
Once per game, at the beginning of a turn (other than the first), this model can plant its staff and channel the WAAAGH! energies around it in an even less controlled manner than normal. If so, it may not perform any actions until your next Psychic phase. However, during your next Psychic phase this model automatically manifests the Unstable Thoughts psychic power twice, except that the total number of mortal wounds the power causes and the effect range is doubled. If this model is slain as a result of this then it explodes, releasing all the WAAAGH! power it was attempting to channel and all models within 3D6" suffer D6 mortal wounds.
  • WAAAGH! Conduit: Tiz loik your a vox ‘eacon for Gork an Mork.
During your Psychic phase, if this unit has a casting bonus of 4 or greater, all Orks units within 9" may add 2 to their advance and charge rolls. In addition, this model has a 4+ invulnerable save.

Psyker:

  • A Herald of Tuska can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic power in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Powers of the WAAAGH! or Eternal WAAAGH! disciplines.

Keywords:

  • Faction:Da Warp Gitz, Orks, Chaos
  • Elites, Herald of Tuska, Psyker, Infantry,Character


Lucky Grot Kommando

This unit contains 1 Lucky Grot Kommando (Power Rating: 4).

Name M WS BS S T W A Ld Sv
Lucky Grot Kommando 7" 3+ 3+ 4 4 4 4 7 3+

Wargear:

  • "Smart" Shoota

Special Rules:

  • Always Growin'
  • Dakkadakkadakka!
  • 'Ere We Go
  • Followers of Da Best Fights
  • I Ain't One of Da Big Gitz: But il still shank ya if yaz mess up.
A model with this rule does not count as a Da Warp Gitz Character in regards to the Independently Minded special rule for nearby units. In addition to this, this model's Independently Minded special rule is always active, regardless of whether or not there is a Da Warp Gitz Character within 6" of this model. In addition, friendly Grot units within 6" are immune to morale.
  • Independantly Minded

Keywords:

  • Faction:Da Warp Gitz, Orks, Chaos
  • Elites, Lucky Grot Kommando, Infantry, Character, Grot


Lucky Grot Shaman

This unit contains 1 Lucky Grot Shaman (Power Rating: 6).

Name M WS BS S T W A Ld Sv
Lucky Grot Shaman 6" 2+ 5+ 4 4 4 3 8 4+

Wargear:

  • Cursed Stabby Spear

Abilities:

  • Always Growin'
  • Dakkadakkadakka!
  • 'Ere We Go
  • Exploding with WAAAGH! Energy: Itz dus wot itz says on da zoggin lid!
For every 10 Orks models (Grots models instead count as half a model, rounding down) within 9" of this model, add 1 to its casting rolls. In addition, this model adds a further 1 to its casting rolls for every 10 damage it deals throughout the battle and suffers perils in the warp when it makes a casting roll greater than 14 instead of only on 2 or 12. When this happens or when this model is slain, all units within 2D6" suffer D6 mortal wounds.
  • Followers of Da Best Fights
  • Independantly Minded
  • I Ain't One of Da Big Gitz: But il still shank ya if yaz mess up.
A model with this rule does not count as a Da Warp Gitz Character in regards to the Independently Minded special rule for nearby units. In addition to this, this model's Independently Minded special rule is always active, regardless of whether or not there is a Da Warp Gitz Character within 6" of this model. In addition, friendly Grot units within 6" are immune to morale.
  • WAAAGH! Conduit: Tiz loik your a vox ‘eacon for Gork an Mork.
During your Psychic phase, if this unit has a casting bonus of 4 or greater, all Orks units within 9" may add 2 to their advance and charge rolls. In addition, this model has a 4+ invulnerable save.

Psyker:

  • A Lucky Grot Shaman can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic power in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Powers of the WAAAGH! or Eternal WAAAGH! disciplines.

Keywords:

  • Faction:Da Warp Gitz, Orks, Chaos
  • Elites, Lucky Grot Shaman, Psyker, Infantry, Character, Grot


Tuska's Chozen Gitz

This unit contains 3 Tuska's Chozen Gitz (Power Rating: 18). It can include up to 3 more Tuska's Chozen Gitz (Power Rating +18), up to 6 more Tuska's Chozen Gitz (Power Rating +36), up to 9 more Tuska's Chozen Gitz (Power Rating +54) or up to 12 more Tuska's Chozen Gitz (Power Rating +70).

Name M WS BS S T W A Ld Sv Points
Tuska's Chozen Gitz 6" 2+ 5+ 6 6 5 5 8 2+ 120

Wargear:

  • Bigga Big Shoota
  • Mega Klaw
  • Kolossal Khornate Kleaver

Special Rules:

  • Always Growin'
  • Dakkadakkadakka!
  • 'Ere We Go
  • Followers of Da Best Fights
  • Demon Trophies: Models with this rule have a 5++ invulnerability save and subtract 1 from all damage received (to a minimum of 1).

Options:

  • Any model in the unit may exchange its Mega Klaw for a Colossal Khornate Cleaver - 5 pts.

Keywords:

  • Faction:Da Warp Gitz, Orks, Chaos
  • Elites, Tuska's Chozen Gitz, Infantry

Heavy Support

Kolossal Git

Lore:

Some Orks grow faster than others, their bones and skin growing so fast that the pain and deformity of it drives them mad. In reality this never happens, as such orks quickly die out, but in the warp they are given the opportunity to grow to giant size, driven mad by the pain of their growth and the warp. Such Kolossal Gitz are coaxed into battle by fellow orks using the basic carrot and stick method of carrot: there's gitz over there to smash and stick: if you don't hit dem gits you zoggin numpty. Such tactics are crude yet highly effective for guiding such monsters of war.

This unit contains 1 Kolossal Git (Power Rating: 15).

Name M WS BS S T W A Ld Sv
Kolossal Git * * 5+ 8 7 20 5 5 4+
Remaining W M WS
11-20+ 8" 2+
6-10 6" 3+
1-5 4" 4+

Wargear:

  • Very Large Improvized Weapon

Special Rules:

  • Always Growin'
  • Dakkadakkadakka!
  • 'Ere We Go
  • Followers of Da Best Fights

Upgrades:

  • Colossal Warplate: A unit with Colossal Warplate has a 2+ armour save and a 5++ invulnerable save but subtracts 2" from its movement distances.

Options:

  • This unit may take the Colossal Warplate upgrade - 50 pts.

Keywords:

  • Faction:Da Warp Gitz, Orks, Chaos
  • Heavy Supports, Kolossal Git, Monster, Titanic


Warp Scavenged Tank

Lore:

Although Da Warp Gitz don't have access to the “modern supplies" of a real-world based wargh that does not mean that they're entirely without heavy equipment. The warp is an uncertain and volatile place, and sometimes people and materials can fall into it and drift on its raging currents. One such piece of equipment are the vast numbers of super-heavy tanks which are used by almost all factions in the galaxy, some of which make their way into the green fists of Da Warp Gitz.

This unit contains 1 Warp Scavenged Tank (Power Rating: 25).

Name M WS BS S T W A Ld Sv Points
Warp Scavenged Tank * * 4+ 8 8 20 * 8 4+ 500
Remaining W M WS A
11-20+ 12" 2+ 6
6-10 8" 3+ D6
1-5 4" 4+ D3

Wargear:

  • Ten Big Shoota
  • Salvaged Battle Kannon
  • Spiked Treadz

Special Rules:

Upgrades:

  • Bound Demon Engine: The warlords of Tuska have the task of bringing greater demons back alive so that their ravaged remains can be bound to constructs, providing ork vehicles greater speed and power.
A unit with this Upgrade adds 2" to its movement characteristic, advance and charge distances, and doubles the number of wounds it has when consulting the damage table. However, when it is destroyed, it automatically explodes and deals 2D6 mortal wounds to all units within 3D6".
  • Demonic Paint Job: Red ones may go faster, but paint made from the remains of demons makes your vehicles last longer.
A unit with this Upgrade gains a 5++ invulnerable save.
  • Extra Armour Plating: A unit with this Upgrade improves its armour save by 1 for each instance of Extra Armour Plating it has taken.
  • Git Finda Crew: A contingent of Grots on a tank's roof make excellent (or at least passable) spotters to guide the tank's crew in firing in the target's general direction.
For each instance of the Git Finda Crew this unit has it adds 1 to its hit rolls with ranged weapons. In addition, if it has at least two Git Finda Crewz then the target units do not gain the benefit of cover.
  • Moar Spikez: At the beginning of each Fight phase, enemy units within 1" of a model with this Upgrade suffer a number of mortal wounds equal to the number of instances of Moar Spikes that model possesses.
  • Repair Grot: At the beginning of each turn, a unit with this Upgrade regains a number of previously lost wounds for each instance of Repair Grot it possesses.

Options:

  • This model may exchange its Salvaged Battle Kannon for one of the followings:
-Blud Throwa - 50 pts.
-Dazed Flail - 10 pts.
-Spinning Turret of Spiky Death - 45 pts.
  • This model may take up to three of the followings:
-Extra Armour Plating Upgrade -
-Demonic Blood Paint Job Upgrade - 20 pts.
-Git Finda Crew'*' Upgrade - 20 pts.
-Bound Demon Engine Upgrade - 25 pts.
-Moar Spikez Upgrade - 10 pts.
'*'This Upgrade may only be taken two times.
  • This model may take up to four of the followings:
-Twin Big Shoota - 10 pts.
-Twin Big Skorcha - 40 pts.
-Rokkit Launcha - 12 pts.
-Repair Grot Upgrade - 10 pts.

Keywords:

  • Faction:Da Warp Gitz, Orks, Chaos
  • Heavy Supports, Warp Scavenged Tank, Vehicle, Titanic


Sniper Kommando

This unit contains 1 Sniper Kommando (Power Rating: 5).

Name M WS BS S T W A Ld Sv
Sniper Kommando 4" 4+ 2+ 4 4 4 3 7 3+

Wargear:

  • Cursed Stabby
  • Grot Rail Rifle

Special Rules:

  • Always Growin'
  • Dakkadakkadakka!
  • 'Ere We Go
  • Followers of Da Best Fights
  • I Ain't One of Da Big Gitz: But il still shank ya if yaz mess up.
A model with this rule does not count as a Da Warp Gitz Character in regards to the Independently Minded special rule for nearby units. In addition to this, this model's Independently Minded special rule is always active, regardless of whether or not there is a Da Warp Gitz Character within 6" of this model. In addition, friendly Grot units within 6" are immune to morale.
  • Independantly Minded

Keywords:

  • Faction:Da Warp Gitz, Orks, Chaos
  • Heavy Supports, Sniper Kommando, Infantry, Character, Grot

Lords of War

Greata Brass Skorpion uv Gork 'n' Mork

This unit contains 1 Greata Brass Skorpion uv Gork 'n' Mork (Power Rating: 33).

Name M WS BS S T W A Ld Sv
Greata Brass Skorpion uv Gork 'n' Mork * 2+ 4+ * 8 20 * 8 3+
Remaining W M S A
11-20+ 12" 10 8
6-10 10" 8 6
1-5 8" 5 4

Wargear:

  • Hellkrusher Klaws
  • Hellmaw Blasterz
  • Skorpion Kannon
  • Soulshatter Bomba

Abilities:

  • Always Growin'
  • 'Ere we go
  • Dakkadakkadakkadakka
  • Frenzied Charge: A unit with this rule charges 3D6" instead of 2D6".
  • Titanic: A Greata Brass Skorpion uv Gork 'n' Mork can shoot if there are enemy models within 1" of it, as long as all of the enemy models have the Infantry keyword. In this case, it can shoot the enemy unit that is within 1" of it or any other visible enemy unit that is within range and more than 1" away from any friendly models. In addition, the Greater Brazz Scorpion of Gork and Mork can move and fire Heavy weapons without suffering the penalty to its hit rolls. Finally, the Greater Brazz Scorpion of Gork and Mork only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.

Keywords:

  • Faction:Da Warp Gitz, Orks, Chaos
  • Lord of War, Greater Brass Scorpion of Gork and Mork, Vehicle, Titanic


Tuska Daemon-Killa

This unit contains 1 Tuska Daemon-Killa (Power Rating: 30). Only one of this model may be taken in your army.

Name M WS BS S T W A Ld Sv Points
Tuska Daemon-Killa 8" 2+ 5+ 8 7 15 6 9 2+ 600

Wargear:

  • Kolossal Orkish Kikk
  • Da Biggest Big Shoota
  • Tuska's Klaw

Special Rules:

  • 'Ere We Go
  • Always Growin'
  • Da Greatist Krumpa da Warp Az Eva Seen!: Since The Beast at least.
Orks models within 6" of this model may re-roll all failed hit rolls. In addition, Orks Infantry and Monster units within 6" of this model add 1 to their attack characteristics.
  • Dakkadakkadakkadakkadakkadakka!: Dere wuz never enuff dakka. Truly a Morkin' shame.
A model with this rule always hits on an unmodified hit roll of 5 or 6 with ranged weapons (even in overwatch), and unmodified hit rolls of 5 or 6 with ranger weapons count as 2 hits instead of 1.
  • Truly Inspiring Choppiness: Great Big Git Infantry and Monster units within 6" of a model with this rule may re-roll failed wound rolls of 1 in the Fight phase.
  • Victor uv a Billion Battlez: Tuska has been fighting for a very, very long time, and with the warp being the warp he could have had a billion battles over the course of five minutes. As such, he has gotten very good at fighting and surviving battles.
This model has a 4+ invulnerable save and may re-roll armour save rolls of 1. In addition, reduce all damage received by 1 (to a minimum of 1). Finally, all non-Da Warp Gitz units within 6" of this model subtract 3 from their leadership characteristic.

Keywords:

  • Faction:Da Warp Gitz, Orks, Chaos
  • Lord of War, Great Big Git, Monster,Character

Point Costs

Units

HQs

Unit Models per unit Points per model (weapons not included)
Orky Prince 1 350
Great Big Git 1 250

Special Characters

Unit Models per unit Points per model (weapons included)
Ed Banger Sumpreme 1 350
Tuska Daemon-Killa 1 600

Troops

Unit Models per unit Points per model (weapons not included)
Eternally Suffering Grots 10-40 8
Orky Bloodletter 10-40 10
Tuska'z Ladz 5-20 40

Elites

Unit Models per unit Points per model (weapons not included)
Herald of Tuska 1 180
Lucky Grot Kommando 1 80
Lucky Grot Shaman 1 120
Tuska's Chozen Gitz 3-15 110

Heavy Supports

Unit Models per unit Points per model (weapons not included)
Kolossal Git 1 300
Warp Scavenged Tank 1 405
Sniper Kommando 1 100

Lords of War

Unit Models per unit Points per model (weapons included)
Greater Brass Scorpion of Gork and Mork 1 650

Weapons

Melee Weapons

Weapon Points per weapon
Very Big Choppa 10
Big Choppa 5
Bigga Big Choppa 10
Cursed Stabby 0
Cursed Stabby Spear 0
Kolossal Khornate Kleaver 0
Kopper Wreathed Skull Staff 0
Mega Klaw 10
Very Large Improvized Weapon 0
Spiked Treadz 0

Did you ever think that Orks were fun but a little bit squishy?

Have you ever been annoyed by the fact that only the custodes get really tough baseline troops?

Want an army where a single model can happily rip anything from a guardsman to a light vehicle to pieces in a single turn of combat?

Then Da Warp Gitz are what you have been looking for!

Da Warp Gitz are the Ork forces who have been eternally fighting in the warp for...well, nobody is quite sure how long because time doesn't work in the immaterium, but we can safely say thousands, if not millions of years. For anyone else this would be eternal hell, constantly dying and being brought back to life by Khorne for his enjoyment, but for the Orks led by Tuska Daemon-Killa, this is as close to paradise as any being in 40k has ever reached.

This, combined with the unique Orky biology, means that Tuska's Orks are constantly growing, and without the inconvenience of death Tuska's Waaagh simply becomes more and more powerful by the day. Tuska's ladz have never made an appearance into the materium, but if they did then even the lowliest Boy would be tougher than any Nob, and far more heavily armed and armoured. The downside of working for Khorne in the Warp is that even though the Orks would be able to make crude armour and weapons, they lack the sophistication (even by Ork standards) to make heavy weapons and tanks. But really, who needs tanks when your standard infantry can slice an Imperial Guard artillery piece in half without even trying?

Army Rules

Universal

  • Always Growin': The more an Ork fights the larger they become, and Tuska and his boyz are always fighting. Ergo, they are always growing.
This unit heals 1 previously lost wound at the start of each turn and ignores damage taken on a 5+, if the unit has no lost wounds but has lost models then instead roll a D6, on a 4+ return 1 previously lost model to the unit with 1 wound remaining. In addition to this, every time a unit with this special rule slays an enemy unit roll a D6. On a 6 increase the toughness and wound characteristics of each model in this unit by 1. You may only increase the characteristics of a unit with this rule in this manner once a game.
  • Dakkadakkadakka!: Because you always need MOAR DAKKA!
A model with this rule always hits with its ranged weapons on an unmodified hit roll of 6, and unmodified hit rolls of 6 count as 2 hits instead of 1.
  • 'Ere We Go: Orks are very good at charging things, for some reason the space marines haven't quite figured out how to do it yet.
A model with this rule may reroll one or both dice when determining charge distances.
  • Followaz uv Da Best Fightz: Tuska zoggin' told us 'e knew where Da Best Fights woz an' 'e woz roight!
Units with this rule may only be in your army if a DA WARP GITS CHARACTER is your Warlord. However, models with this rule may never suffer morale casualties or negative modifiers to their hit rolls as long as your Warlord is alive.
  • Independently-Minded: When Grots are not hampered by death ending their short lives they are capable of achieving surprising levels of sophistication... as long as there are no Orks around.
A model with this rule may only not suffer morale casualties from its Followaz uv Da Best Fightz rule if it is within 3" of a DA WARP GITS CHARACTER. However, if a unit is more than 9" away from a DA WARP GITS CHARACTER then they gain a 5++ invulnerability save, suffer no penalties for moving through cover and adds 2 to its armour save instead of 1 when in cover.

Detachment Rules

  • Followers of Gork 'n' Mork To Da End: Tuska and his lads may be kept alive by the will of Khorne-- and he certainly provides them with excellent fights-- but they are still devoted to Gork and Mork.
If your army is Battle-forged, all Infantry and Monster units in DA WARP GITS Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal. For the purpose of this determining the player with the most amount of models, consider every Monster model as 3 models instead. Finally, DA WARP GITS units count as not having the Chaos keyword when considering effects of enemy abilities, weapons or psychic powers; however, you may not include any DA WARP GITS unit in a Chaos army unless all other Chaos units either have the Ork or Khorne keyword.

Stratagems

  • Ambush Positions (1 CP-3 CP): Grots (even Tuska's Grots with their bulkier armour) are very small and easy to overlook, allowing them to enter the best positions before a battle to stab some unsuspecting guardsman in their private parts.
Use this Stratagem during your Deployment phase and set aside a number of Grot units equal to the amount of Command Points spent (up to a maximum of 3). For each of these units, secretly note a piece of terrain feature which is more than 12" away from any enemy units. For the third battle turn, at the start of one of your turns, you may reveal which terrain pieces the Grot units were hiding in. If so, deploy the declared unit within 3" of the terrain they were hiding in and more than 6" of any enemy units. In addition, for the rest of the turn, each revealed unit adds 1 to any wound rolls they make.
  • By the Will of Khorne (3 CP): 'E'll keep bringin' us back as long as we keep da blud flowin'.
Use this Stratagem when a DA WARP GITS Infantry or Monster unit has been slain (but not a Character) and roll a D6. On a 1 nothing happens, remove the unit as normal, on a 2-5 return the slain unit to the battlefield as close as possible to its previous position, with each model having 1 wound remaining; on a 6 return the slain unit to the battlefield within 9" of its previous position and no lost wounds.
  • Grot Engineering (2 CP): Orks are terrible at anything that requires fine motor control. In a normal Waaagh the Grots perform all the intricate tasks (and most of the dull ones), but in a Da Warp Gitz Waaagh all the Grots are busy doing their best Rambo impression and staying as far away as possible from the Orks. With a bit of persuading (capturing and beating) however, a group of knowledgeable Grots can be encouraged to make modifications to an Ork's ranged weapons, which only occasionally result in a horrible death.
Use this Stratagem before the battle begins if your army contains at least one unit of ETERNALLY SUFFERING GROTS. For each unit of ETERNALLY SUFFERING GROTS in your army select a non-ETERNALLY SUFFERING GROTS unit in your army. Increase the strength characteristic of each ranged weapon in the selected units by 1 (eg, an strength 4 weapon would become a strength 5 weapon). However, roll a D6 for each ETERNALLY SUFFERING GROT model in your army, an a 5+ that model suffers a mortal wound. You must then take a morale test for each unit of ETERNALLY SUFFERING GROTS which lost a model this way.
  • Grot Revolutionary Waaagh (3 CP): Some Grots decided that they'd had enough of the rule of the Orks and Tuska and formed a breakaway faction. Such breakaway factions are of course very short-lived as a single one of Tuska's boyz are capable of ending hordes of revolutionary Grots' ideas of freedom.
Use this Stratagem before the battle begins if your army contains only Grot units. All Grot Characters in your army convert their unit types from Elites to HQs. If so then all Grot units in your army add 2 to their leadership characteristics.
  • Sudden Growth Spurt (2 CP): Where'd deez abs come from?
Use this Stratagem before the battle begins, select a DA WARP GITS unit with the Always Growin' special rule. That unit increases its toughness and wounds characteristics by 1 for the duration of the battle as if it had rolled a 6 after slaying an enemy unit. This Stratagem can only be used once.

Warlord Traits

  • 1: Favoured by Khorne: Korne an' me are zoggin' gud mates. Sumtimez he 'az me round for skull cakes an' blud tea.
Your Warlord gains D3 previously lost wounds instead of 1 from its Always Growin' rule.
  • 2: Waaagh Crazed: MY BODY IS ZOGGIN' KROME! MY BODY IS DA WAAAGH!
Your Warlord's attack characteristics is XD3 (where X is its original attack characteristic). However for every dice roll of 1 when determining the number of attacks your Warlord makes in the Fight phase, it suffers one mortal wound.
  • 3: Warp Wanderer: Da warp woz full of all deez short cuts, an' sumtimez you get to krump sum 'nife- eerd gitz along da way.
During your deployment phase you may set your Warlord and one other Da warp gitz Infantry unit reserve instead of on the battlefield. At the end of your Movement phase, you may deploy these units at least 9" away from enemy units.
  • 4: Big 'n' Lumberin: []
Your Warlord adds 1 to its strength and toughness characters, but subtracts 2" from its movement characteristic and charge distances.
  • 5: Kleva Git: Some orks learn a few things over billions of battles, like the idea that going around an enemy position allows you to stab them in the squishy bits more easily, or that running headlong into artillery results in high casualties.
If your Warlord has this trait then you start the battle with 1 additional command point and roll a D6 whenever you or an opponent uses a Stratagem (this includes Stratagems used before the start of the battle); on a 5+ you gain an extra command point.
  • 6: Trophy Hunter: []
Your Warlord subtracts 1 from all its hit rolls against units without the Character, Monster or Vehcile keyword. In addition, your Warlord makes D3 additional attacks each time it fights a Character, Monster or Vehicle in melee and whenever it slays one of those types of models, you gain 1 command point (2D3 if the unit had also the Titanic keyword).

Powers of Tuska's Waaagh

Eternal WAAAGH!

  • 1: Unstable Thoughts
Warp Charge: 8
An ork psyker is not a stable being at the best of times; when they're deliberately trying to be unstable then it is best to not be on the same planet.
If this power is manifested roll a D6 and consult the table below.
-1 Ow Zog! (bang): The psyker is immediately slain as if it had suffered perils in the warp.
-2-3 Dat 'urt a bit: All units with 6" suffers D3 mortal wounds.
-4 Wot you lot komplainin' 'bout?: All units with 6" other than the psyker manifesting this power suffer D3 mortal wounds.
-5 Dat woz zoggin' impressive!: All units with 12" other than the psyker manifesting this power suffer D6 mortal wounds.
-6 Krump dem other gitz!: All units other than Da Warp Gitz with 12" suffer D6 mortal wounds.
  • 2: Warp Summon
Warp Charge: 6
Tuska's Psykers are very knowledgeable of all the little byways and back alleys of the warp, allowing such a psyker to guide fellow Orks through the warp and onto their intended targets.
Select a Da Warp Gitz unit in reserve, place that unit from reserve within 24" of the psyker and more than 9" away from any enemy units.
Warp Charge: 8
[]
Select a Da Warp Gitz unit within 6" of this psyker; at the end of the following Fight phase that unit may pile in up to 6" and make a full round of melee attacks, even if it fought earlier in the Fight phase.
  • 4: Spiritual Healing
Warp Charge: 8
Da ladz are really komforted by da glowin' green loight. 'Cept when it makes dem go bang.
Select a Da Warp Gitz unit within 12" of this psyker and roll a D6. On a 1 that unit suffers D6 mortal wounds, on a 2-5 it regains D6 previously lost wound and on a 6 it heals 6 previously lost wounds. Then roll another D6, on a 5+ the same effect then applies to every Da Warp Gitz unit within 6" of the caster.

Powers of the WAAAGH!

  • 1: Da Swarm Neva Endz
Warp Charge: 8
When war has been raging for millions of years, with time and the warp so frayed and interwoven, it's no trouble at all for a Grot shaman to call a few lads in to give a hand.
[]
  • 2: Morkin' Great Pull
Warp Charge: 5
Mork's da best cuz he iz kunnin' but brutal.
Choose any unit within 24" of the psyker. That unit is immediately moved 6" (3" is the unit has the Titanic keyword) towards the psyker manifesting this power. This move does not count as a standard move, so does not prevent the unit from moving in the proceeding movement phase etc. This move can also move units out of combat with a unit and into combat with another unit but does not count as charging.
  • 3: Gorkin' Great Push
Warp Charge: 5
Gork's da best cuz he iz brutal but kunnin'.
Choose any unit within 24" of the psyker. That unit is immediately moved 6" (3" is the unit has the Titanic keyword) away from the psyker manifesting this power. This move does not count as a standard move, so does not prevent the unit from moving in the proceeding movement phase etc. This move can also move units out of combat with a unit and into combat with another unit but does not count as charging.
  • 4: Blessin' of Gangin' Up on da Gitz
Warp Charge: 7
[]
Choose an enemy unit which is engaged in melee with two or more Da Warp Gitz units. Until your next Psychic phase, all Da Warp Gitz units add 1 to their wound rolls for attacks that target that enemy unit. In addition, if that enemy unit attempts to disengage from melee before your next Psychic phase, roll a D6 for each model in that unit; on each roll of 6, that unit suffers a mortal wound.

Da Warp Dakka

Melee Weapons

  • Choppa Thingz:
Weapon Range Type S AP D Abilities
Big Choppa Melee Melee +1 -1 1 -
Very Big Choppa Melee Melee +1 -2 2 Hit rolls of 6+ for this weapon generate count as 2 hits instead of 1.
  • Klaw Thingz:
Weapon Range Type S AP D Abilities
Power Klaw Melee Melee x2 -3 3 Subtract 1 from the hit rolls for this weapon.
Mega Klaw Melee Melee x2 -4 3 -
Boss Klaw Melee Melee x2 -4 6 -
Hellkrusher Klawz Melee Melee +4 -4 6 -
Tuska's Klaw Melee Melee x2 -5 6 On a wound roll of 6+, this weapon inflicts D6 mortal wounds in addition to normal damage.
  • Kolossal Khornate Kleeva:
Weapon Range Type S AP D Abilities
Kolossal Khornate Kleeva Melee Melee x3 -4 4 Invulnerability saves made against this weapon suffer a minus 1 to their save rolls. In addition subtract 1 from the hit rolls for this weapon.
  • Kopper-Wreathed Skull Staff:
Weapon Range Type S AP D Abilities
Kopper-Wreathed Skull Staff Melee Melee +2 -4 2D3 -
  • Kursed Stabbitz:
Weapon Range Type S AP D Abilities
Kursed Stabby Melee Melee User -1 1 Wound rolls of 6+ made by this weapon inflict a mortal wound instead of normal damage.
Kursed Stabby Spear Melee Melee User -4 2D3 -
  • Orkish Kikkz:
Weapon Range Type S AP D Abilities
Giant Orkish Kikk Melee Melee User -1 2 Each hit with this weapon counts as 2 hits instead of 1.
Kolossal Orkish Kikk Melee Melee User -1 2 Each hit with this weapon counts as 2 hits instead of 1. Each time this model fights, make D6 extra attacks with this weapon.
  • Very Large Improvised Weapon:
Weapon Range Type S AP D Abilities
Very Large Improvised Weapon (Strike) Melee Melee x2 -4 6 Failed hit rolls of 1 with this weapon deal D6 mortal wounds to the weapon's bearer. Instead, on an unmodified hit roll of 6, this weapon deals D3 mortal wounds in addition to the normal damage.
Very Large Improvised Weapon (Sweep) Melee Melee User -2 2 Each hit with this weapon counts as 3 instead of 1.
  • Spiked Treadz:
Weapon Range Type S AP D Abilities
Spiked Treadz Melee Melee User -3 D3 Each hit with this weapon counts as 3 instead of 1.
  • "Smart" Shoota:
Weapon Range Type S AP D Abilities
"Smart" Shoota Melee Melee +2 -4 2D3 -

Ranged Weapons

  • Kursed Stabby Spear:
Weapon Range Type S AP D Abilities
Kursed Stabby Spear Assault 1 12" 7 -3 D6 If a model is slain by this weapon profile the unit the model belonged to suffers D3 mortal wounds.
  • Bludy Thingz:
Weapon Range Type S AP D Abilities
Blud Throwa 18" Assault 4D6 6 -2 2 This weapon automatically hits its target.
Blud Kannon 36" Assault 2D6 8 -2 D3 This weapon deals 3 damage instead of D3 against Vehicles and Monsters. While the target is within 12" of the bearer, this weapon automatically hits its target.
  • Dazed Flail:
Weapon Range Type S AP D Abilities
Dazed Flail 6" Assault 2D6 User -1 2 This weapon profile may be used even if the bearer is within 1" of an enemy model. In addition, this weapon automatically hits its target if the target 3" or less away.
  • Grot Rail Rifle:
Weapon Range Type S AP D Abilities
Grot Rail Rifle 60" Heavy D3 7 -3 2D3 This weapon does not require line of sight to fire and enemy units do not gain the benefit of cover when targeted by this weapon. In addition, this weapon may target Character units even if they're not the closest unit.
  • Harpoon Kannon:
Weapon Range Type S AP D Abilities
Harpoon Kannon 24" Assault 1 9 -5 6 You may add 1 to the hit rolls for this weapon against Vehicles and Monsters, and re-roll failed wound rolls against Titanic units.
  • Hellmaw Blastas:
Weapon Range Type S AP D Abilities
Hellmaw Blastas 8" Pistol 2D6 User -1 1 Thus weapon automatically hits its target.
  • Mini Psycho Dakka Blasta:
Weapon Range Type S AP D Abilities
Mini Psycho Dakka Blasta 36" Assault 4D6 4 -1 1 Add 1 to the hit rolls for this weapon for attacks made against units with 5 or more model, or against units made up of only one model with more than 9 wounds.
  • Rokkit Launcha:
Weapon Range Type S AP D Abilities
Rokkit Launcha 24" Assault 1 8 -2 3 -
  • Skorcha Thingz:
Weapon Range Type S AP D Abilities
Skorcha 8" Assault D6 5 -1 1

When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.

Big Skorcha 12" Assault 3D3 6 -1 1

When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.

  • Shooty Thingz:
Weapon Range Type S AP D Abilities
Shoota 24" Assault 2 4 - 1 -
"Smart" Shoota 24" Assault 2D6 D3+2 -1 D2 This weapon does not require line of sight to fire and enemy units do not gain the benefit of cover when targeted by this weapon. In addition, below half this weapons range this weapon automatically hits its target.
Big Shoota 36" Assault 3 5 - 1 -
Bigga Big Shoota 36" Assault 6 5 -1 1 -
Da Biggest Big Shoota 36" Assault 8 6 -2 2 -
  • Uber Shotgun:
Weapon Range Type S AP D Abilities
Uber Shotgun 12" Assault X 5 -1 2 This weapon's number of shots is equal to the total number of wounds in the target unit to a maximum of 12 shots. If the bearer of this weapon is within 6" of its target then add 2 to the hit rolls.
  • Very Large Improvised Weapon:
Weapon Range Type S AP D Abilities
Very Large Improvised Weapon (Dazed Flail) 6" Assault 2D6 User -1 2 This weapon profile may be used even if the bearer is within 1" of an enemy model. In addition, this weapon automatically hits its target if the target 3" or less away.
  • Salvaged Battle Kannon:
Weapon Range Type S AP D Abilities
Salvaged Battle Kannon 48" Heavy 4D6 8 -2 D3 Add 1 to the hit rolls of this weapon when targeting units with 5 or more models.
  • Skorpion Kannon:
Weapon Range Type S AP D Abilities
Skorpion Kannon 36" Heavy 10 6 -2 2 -
  • Soulshatta Bomba:
Weapon Range Type S AP D Abilities
Soulshatta Bomba 24" Heavy D6 10 -3 D6 Against Monsters, Vehicles and Buildings this weapon deals 2D6 damage instead of D6.
  • Spinnin' Turret uv Spiky Death:
Weapon Range Type S AP D Abilities
Spinnin' Turret uv Spiky Death 6" Assault 4D6 User -3 D3 This weapon may be fired even when the bearer is engaged in melee, or when the target unit is also engaged in melee.

Relikz

Da Ploty Armour: Dis Ork is so zoggin' important he thinks 'e's immortal.

Improve the Armour Save of a model equipped with this relic by 1. If this model already had an armour save characteristic of 2+ then improve its invulnerability save by 1 instead (this also applies if the model is currently benefitting from cover).

Units

HQ

Great Big Git

This unit contains 1 Great Big Git (Power Rating: 13). is a single model, and is armed with a Uber Shot Gun and a Boss Klaw. The Git may also lash out at its foes with a Giant Orkish Kikk.

Name M WS BS S T W A Ld Sv
Great Big Git 6" 2+ 5+ 6 6 9 5 8 2+

Wargear:

  • Bozz Klaw
  • Giant Orkish Kikk
  • Uber Shotgun

Special Rules:

  • Always Growin'
  • Dakkadakkadakka!
  • 'Ere We Go:
  • Krumpa Chief: Orks models within 6" of this model may re-roll all failed hit rolls.
  • Veteran uv a Billion Battlez: Itz zoggin' 'ard to be scared of a metal bawks wen uve smashed one of dem humie gods.
This model has a 4+ invulnerable save and may re-roll armour save rolls of 1.

Options:

  • This unit may exchange its Uber Shotgun for a Harpoon Kannon - 20 pts.

Keywords:

  • Faction:Da Warp Gitz, Orks, Chaos
  • HQ, Great Big Git, Monster,Character


Orky Prince

Lore:

Orks cannot become Daemon Princes. The normal Chaos gods cannot bestow blessings upon them, and Gork and Mork don't go into that whole bestowing favour upon those followers except to say "we like you, go start a waaagh". Some of the largest orks under Tuska's command, however, see all the Khornate demon princes wandering around (who they smash to tiny pieces on a regular basis) and wish that they could have some of those flashy gifts. To this end, entrepreneurial Warbosses under Tuska will take a defeated Greater Daemon, chop off any bits they like (weapons, horns, wings, heads, etc.), and strap, bolt and duct tape these parts onto themselves. Any other race which tried this would not only be unable to make such parts function but would also most likely be instantly corrupted by the raw Chaos they contain. Orks, however, are immune to Chaos taint (or at least its influence) so they can wear Daemon body parts with impunity. This combined with Ork psychology and the effects of Waagh! energy means that if a powerful enough Ork straps on a set of Daemon wings and believes that said wings will allow them to fly, then they will be able to fly.

This unit contains 1 Orky Prince (Power Rating: 18).

Name M WS BS S T W A Ld Sv
Orky Prince 12" 2+ 4+ 7 6 9 6 8 2+

Wargear:

  • Blud Kannon
  • Boss Klaw
  • Giant Orkish Kikk

Special Rules:

  • Always Growin'
  • Dakkadakkadakka!
  • 'Ere We Go
  • Krumpa Chief: Orks models within 6" of this model may re-roll all failed hit rolls.
  • Veteran uv a Billion Battlez

Upgrades:

  • Bloodthirster's Head: If this model has a head of a Bloodthirster, to-hit rolls of 6+ in the Fight phase generate one additional attack. These extra attacks can not generate additional attacks but may be used with different weapon profiles.
  • Great Unclean One's Head: If this model has a head of a Great Unclean one, enemy units must subtract 1 from their hit rolls against this unit.
  • Keeper of Secrets' Head: If this model has a head of a Keeper of Secrets, subtract 1 from the leadership characteristics of enemy units within 9". In addition, each Fight phase this model is always considered to have made a charge move, even if it hasn't.
  • Lord of Change's Head: If this model has a head of a Lord of Change then you may re-roll failed invulnerable saves of 1 for this unit.

Options:

  • This unit may take of the following upgrades:
-Bloodthirster's Head - 30 pts.
-Great Unclean One's Head - 25 pts.
-Keeper of Secrets' Head - 30 pts.
-Lord of Change's Head - 40 pts.

Keywords:

  • Faction:Da Warp Gitz, Orks, Chaos
  • HQ, Orky Prince, Fly, Monster,Character


'Eadbanger Supreme

Lore:

Ork psykers generally don't live very long in the materium; they're simply not competent or stable enough to get past the initial stage of "what happens if I do this?" However, in the Warp and being kept alive by khorne any Ork psyker who goes bang from an 'Eadbanger simply gets brought back after the battle with their head not in a million tiny pieces. This means that even the most incompetent Ork psyker can become fairly good at magic. Now consider this situation, but remove the incompetent Ork and replace them with one of the rare individuals who has a proper skill with the Warp. While in the materium these Orks will still only reach the skill level of a normal Imperium Psyker (but with more raw power), under Tuska they can reach Thousand Sons levels of potential.

This unit contains 1 'Eadbanger Supreme (Power Rating: 14). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
'Eadbanger Supreme 6" 2+ 5+ 6 6 7 5 8 3+

Wargear:

  • Kopper-Wreathed Skull Staff

Special Rules:

  • Always Growin'
  • Dakkadakkadakka!
  • 'Ere We Go
  • Exploding with WAAAGH! Energy: Itz dus wot itz says on da zoggin' lid!
For every 10 Orks models (Grots models instead count as half a model, rounding down) within 9" of this model, add 1 to its casting rolls. In addition, this model adds a further 1 to its casting rolls for every 10 damage it deals throughout the battle and suffers perils in the warp when it makes a casting roll greater than 14 instead of only on 2 or 12. When this happens or when this model is slain, all units within 2D6" suffer D6 mortal wounds.
  • Plant the Kopper Staff: Maximium zoggin' POWER!
Once per game, at the beginning of a turn (other than the first), this model can plant its staff and channel the WAAAGH! energies around it in an even less controlled manner than normal. If so, it may not perform any actions until your next Psychic phase. However, during your next Psychic phase this model automatically manifests the Unstable Thoughts psychic power twice, except that the total number of mortal wounds the power causes and the effect range is doubled. If this model is slain as a result of this then it explodes, releasing all the WAAAGH! power it was attempting to channel and all models within 3D6" suffer D6 mortal wounds.
  • Proper gud at dis warp stuff: Itz zoggin' nuthin' reely, it'z just a matter of survivin a few 'eadbangs.
A unit with this rule adds 1 to its manifestation and deny rolls.
  • WAAAGH! Conduit: Loike yer a vox beacon for Gork an' Mork.
During your Psychic phase, if this unit has a casting bonus of 4 or greater, all Orks units within 9" may add 2 to their advance and charge rolls. In addition, this model has a 4+ invulnerable save.

Psyker:

  • An 'Eadbanger Supreme can attempt to manifest three psychic powers in each friendly Psychic phase, and attempt to deny three psychic power in each enemy Psychic phase. It knows the Smite and Unstable Thoughts powers and two psychic powers from the Powers of the WAAAGH! or Eternal WAAAGH! disciplines.

Keywords:

  • Faction:Da Warp Gitz, Orks, Chaos
  • HQ, Ed Banger 'upreme, Psyker, Monster,Character

Troops

Eternally Suffering Grots

Lore:

Grots never live happy lives at the best of times: their lives are short and filled with brutality that comes from being surrounded by Orks, but they have the small comfort that when they die, it is all over. The few Grots that came along with Tuska on his crusade into the Eye of Terror however live very different lives: when they die, they get brought back, only to die again, and again, and again. In short, while the Orks they serve are having the times of their lives, the Grots are going through the hell of being small and almost helpless on a battlefield that never ends. For millions of years. Such Grots have to be clever to not suffer for the rest of eternity, and even in death there is something to be learnt. And so they get better, they organise and they equip themselves with whatever they can make from the scraps in the Warp.

This unit contains 10 Eternally Suffering Grots (Power Rating: 4). It can include up to 10 more Eternally Suffering Grots (Power Rating +4), up to 20 more Eternally Suffering Grots (Power Rating +8) or up to 30 more Eternally Suffering Grots (Power Rating +12).

Name M WS BS S T W A Ld Sv
Eternally Suffering Grot 7" 4+ 4+ 3 3 1 1 5 4+

Wargear:

  • Kursed Stabba
  • Shoota

Special Rules:

  • Always Growin'
  • Blud fer Da Blud Git!: Zoggin' 'ell, dem 'orny gitz are roight proppa choppy!
If this unit contains at least 10 models each model in the unit may add 1 to its attack characteristic. If it contains 20 or models then each model adds 2 to its attack characteristic instead.
  • Dakkadakkadakka!
  • 'Ere We Go
  • Followaz uv Da Best Fightz
  • Independently-Minded

Keywords:

  • Faction:Da Warp Gitz, Orks, Chaos
  • Troops, Eternally Suffering Grot, Infantry


Orky Bloodletters

This unit contains 10 Orky Bloodletters (Power Rating: 8). It can include up to 10 more Orky Bloodletters (Power Rating +8), up to 20 more Orky Bloodletters (Power Rating +16) or up to 30 more Orky Bloodletters (Power Rating +24).

Name M WS BS S T W A Ld Sv
Orky Bloodletter 6" 3+ - 3 3 1 2 6 6+ 9

Wargear:

  • Big Choppa

Special Rules:

  • Blud fer Da Blud Git!
  • Followaz uv Da Best Fightz
  • I Guess We Work For the Green Guys Now: Still, they sure do fight well.
A model with this rule has a 6+ invulnerability save.

Keywords:

  • Faction:Da Warp Gitz, Orks, Chaos
  • Troops, Orky Bloodletters, Infantry, Khorne


Tuska's Ladz

This unit contains 5 Tuska's Ladz (Power Rating: 16). It can include up to 5 more Tuska's Ladz (Power Rating +16), up to 10 more Tuska's Ladz (Power Rating +32) or up to 15 more Tuska's Ladz (Power Rating +48).

Name M WS BS S T W A Ld Sv
Tuska's Lad 6" 2+ 5+ 5 5 4 4 8 3+

Wargear:

  • Very Big Choppa
  • Twin Big Shoota

Special Rules:

  • Always Growin'
  • Blud fer Da Blud Git!
  • Dakkadakkadakka!
  • 'Ere We Go
  • Followaz uv Da Best Fightz

Options:

  • Any model may replace its Very Big Choppa with a Power Klaw - 13 pts.
  • For every 10 models in this unit a model may replace its Twin Big Shoota for a Mini Psycho Dakka Blasta - 40 pts.

Keywords:

  • Faction:Da Warp Gitz, Orks, Chaos
  • Troops, Tuska's Ladz, Infantry

Elites

Herald of Tuska

A Herald of Tuska is a single model. It is armed with a Kopper-Wreathed Skull Staff.

Name M WS BS S T W A Ld Sv Points
Herald of Tuska 6" 2+ 5+ 5 5 6 4 8 3+ 180

Wargear:

  • Kopper-Wreathed Skull Staff

Special Rules:

  • Always Growin'
  • Dakkadakkadakka!
  • 'Ere We Go
  • Explodin' with WAAAGH! Energy
  • Plant the Kopper Staff
  • WAAAGH! Conduit

Psyker:

  • A Herald of Tuska can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic power in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Powers of the WAAAGH! or Eternal WAAAGH! disciplines.

Keywords:

  • Faction:Da Warp Gitz, Orks, Chaos
  • Elites, Herald of Tuska, Psyker, Infantry,Character


Lucky Grot Kommando

This unit contains 1 Lucky Grot Kommando (Power Rating: 4).

Name M WS BS S T W A Ld Sv
Lucky Grot Kommando 7" 3+ 3+ 4 4 4 4 7 3+

Wargear:

  • "Smart" Shoota

Special Rules:

  • Always Growin'
  • Dakkadakkadakka!
  • 'Ere We Go
  • Followaz uv Da Best Fightz
  • I Ain't One of Da Big Gitz: But I'll still shank ya if yaz mess up.
A model with this rule does not count as a Da Warp Gitz Character in regards to the Independently-Minded special rule for nearby units. In addition to this, this model's Independently-Minded special rule is always active, regardless of whether or not there is a Da Warp Gitz Character within 6" of this model. In addition, friendly Grot units within 6" are immune to morale.
  • Independently-Minded

Keywords:

  • Faction:Da Warp Gitz, Orks, Chaos
  • Elites, Lucky Grot Kommando, Infantry, Character, Grot


Lucky Grot Shaman

This unit contains 1 Lucky Grot Shaman (Power Rating: 6).

Name M WS BS S T W A Ld Sv
Lucky Grot Shaman 6" 2+ 5+ 4 4 4 3 8 4+

Wargear:

  • Kursed Stabby Spear

Abilities:

  • Always Growin'
  • Dakkadakkadakka!
  • 'Ere We Go
  • Exploding with WAAAGH! Energy
  • Followaz uv Da Best Fightz
  • Independently-Minded
  • I Ain't One of Da Big Gitz
  • WAAAGH! Conduit

Psyker:

  • A Lucky Grot Shaman can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic power in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Powers of the WAAAGH! or Eternal WAAAGH! disciplines.

Keywords:

  • Faction:Da Warp Gitz, Orks, Chaos
  • Elites, Lucky Grot Shaman, Psyker, Infantry, Character, Grot


Tuska's Chozen Gitz

This unit contains 3 Tuska's Chozen Gitz (Power Rating: 18). It can include up to 3 more Tuska's Chozen Gitz (Power Rating +18), up to 6 more Tuska's Chozen Gitz (Power Rating +36), up to 9 more Tuska's Chozen Gitz (Power Rating +54) or up to 12 more Tuska's Chozen Gitz (Power Rating +70).

Name M WS BS S T W A Ld Sv Points
Tuska's Chozen Gitz 6" 2+ 5+ 6 6 5 5 8 2+ 120

Wargear:

  • Bigga Big Shoota
  • Mega Klaw
  • Kolossal Khornate Kleeva

Special Rules:

  • Always Growin'
  • Dakkadakkadakka!
  • 'Ere We Go
  • Followaz uv Da Best Fightz
  • Demon Trophies: Models with this rule have a 5++ invulnerability save and subtract 1 from all damage received (to a minimum of 1).

Options:

  • Any model in the unit may exchange its Mega Klaw for a Colossal Khornate Cleaver - 5 pts.

Keywords:

  • Faction:Da Warp Gitz, Orks, Chaos
  • Elites, Tuska's Chozen Gitz, Infantry

Heavy Support

Kolossal Git

Lore:

Some Orks grow faster than others, their bones and skin growing so fast that the pain and deformity of it drives them mad. In the materium this never happens as such orks quickly die out, but in the Warp they are given the opportunity to grow to giant size but driven mad by the pain. Such Kolossal Gitz are coaxed into battle by fellow orks using the basic carrot and stick method: "there's gitz over there to smash and stick and if you don't hit dem gits you zoggin' numpty!" Such tactics are crude yet highly effective for guiding such monsters of war.

This unit contains 1 Kolossal Git (Power Rating: 15).

Name M WS BS S T W A Ld Sv
Kolossal Git * * 5+ 8 7 20 5 5 4+
Remaining W M WS
11-20+ 8" 2+
6-10 6" 3+
1-5 4" 4+

Wargear:

  • Very Large Improvized Weapon

Special Rules:

  • Always Growin'
  • Dakkadakkadakka!
  • 'Ere We Go
  • Followaz uv Da Best Fightz

Upgrades:

  • Kolossal Warplate: A unit with Kolossal Warplate has a 2+ armour save and a 5++ invulnerable save but subtracts 2" from its movement distances.

Options:

  • This unit may take the Kolossal Warplate upgrade - 50 pts.

Keywords:

  • Faction:Da Warp Gitz, Orks, Chaos
  • Heavy Supports, Kolossal Git, Monster, Titanic


Warp-Scavenged Tank

Lore:

Although Da Warp Gitz don't have access to the "modern supplies" of a materium-based Waagh! that does not mean that they're entirely without heavy equipment. The warp is an uncertain and volatile place, and sometimes people and materials fall into it and drift on its raging currents. One such piece of equipment are the vast numbers of super-heavy tanks which are used by almost all factions in the galaxy, some of which make their way into the green fists of Da Warp Gitz.

This unit contains 1 Warp-Scavenged Tank (Power Rating: 25).

Name M WS BS S T W A Ld Sv Points
Warp-Scavenged Tank * * 4+ 8 8 20 * 8 4+ 500
Remaining W M WS A
11-20+ 12" 2+ 6
6-10 8" 3+ D6
1-5 4" 4+ D3

Wargear:

  • Ten Big Shootaz
  • Salvaged Battle Kannon
  • Spiked Treadz

Special Rules:

Upgrades:

  • Bound Demon Engine: The warlords of Tuska have the task of bringing greater demons back alive so that their ravaged remains can be bound to constructs, providing ork vehicles greater speed and power.
A unit with this Upgrade adds 2" to its movement characteristic, advance and charge distances, and doubles the number of wounds it has when consulting the damage table. However, when it is destroyed, it automatically explodes and deals 2D6 mortal wounds to all units within 3D6".
  • Demonic Paint Job: Red ones may go faster, but paint made from the remains of demons makes your vehicles last longer.
A unit with this Upgrade gains a 5++ invulnerable save.
  • Extra Armour Plating: A unit with this Upgrade improves its armour save by 1 for each instance of Extra Armour Plating it has taken.
  • Gitfinda Crew: A contingent of Grots on a tank's roof make excellent (or at least passable) spotters to guide the tank's crew in firing in the target's general direction.
For each instance of the Gitfinda Crew this unit has it adds 1 to its hit rolls with ranged weapons. In addition, if it has at least two Gitfinda Crewz then the target units do not gain the benefit of cover.
  • Moar Spikez: At the beginning of each Fight phase, enemy units within 1" of a model with this Upgrade suffer a number of mortal wounds equal to the number of instances of Moar Spikes that model possesses.
  • Repair Grot: At the beginning of each turn, a unit with this Upgrade regains a number of previously lost wounds for each instance of Repair Grot it possesses.

Options:

  • This model may exchange its Salvaged Battle Kannon for one of the followings:
-Blud Throwa - 50 pts.
-Dazed Flail - 10 pts.
-Spinnin' Turret uv Spiky Death - 45 pts.
  • This model may take up to three of the followings:
-Extra Armour Plating Upgrade -
-Demonic Blood Paint Job Upgrade - 20 pts.
-Gitfinda Crew'*' Upgrade - 20 pts.
-Bound Demon Engine Upgrade - 25 pts.
-Moar Spikez Upgrade - 10 pts.
'*'This Upgrade may only be taken two times.
  • This model may take up to four of the followings:
-Twin Big Shoota - 10 pts.
-Twin Big Skorcha - 40 pts.
-Rokkit Launcha - 12 pts.
-Repair Grot Upgrade - 10 pts.

Keywords:

  • Faction:Da Warp Gitz, Orks, Chaos
  • Heavy Supports, Warp Scavenged Tank, Vehicle, Titanic


Sniper Kommando

This unit contains 1 Sniper Kommando (Power Rating: 5).

Name M WS BS S T W A Ld Sv
Sniper Kommando 4" 4+ 2+ 4 4 4 3 7 3+

Wargear:

  • Kursed Stabby
  • Grot Rail Rifle

Special Rules:

  • Always Growin'
  • Dakkadakkadakka!
  • 'Ere We Go
  • Followaz uv Da Best Fightz
  • I Ain't One of Da Big Gitz
  • Independently-Minded

Keywords:

  • Faction:Da Warp Gitz, Orks, Chaos
  • Heavy Supports, Sniper Kommando, Infantry, Character, Grot

Lords of War

Greata Brass Skorpion uv Gork 'n' Mork

This unit contains 1 Greata Brass Skorpion uv Gork 'n' Mork (Power Rating: 33).

Name M WS BS S T W A Ld Sv
Greata Brass Skorpion uv Gork 'n' Mork * 2+ 4+ * 8 20 * 8 3+
Remaining W M S A
11-20+ 12" 10 8
6-10 10" 8 6
1-5 8" 5 4

Wargear:

  • Hellkrusher Klaws
  • Hellmaw Blasterz
  • Skorpion Kannon
  • Soulshatter Bomba

Abilities:

  • Always Growin'
  • 'Ere We Go
  • Dakkadakkadakkadakka
  • Frenzied Charge: A unit with this rule charges 3D6" instead of 2D6".
  • Titanic: A Greata Brass Skorpion uv Gork 'n' Mork can shoot if there are enemy models within 1" of it, as long as all of the enemy models have the Infantry keyword. In this case, it can shoot the enemy unit that is within 1" of it or any other visible enemy unit that is within range and more than 1" away from any friendly models. In addition, the Greater Brazz Scorpion of Gork and Mork can move and fire Heavy weapons without suffering the penalty to its hit rolls. Finally, the Greater Brazz Scorpion of Gork and Mork only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.

Keywords:

  • Faction:Da Warp Gitz, Orks, Chaos
  • Lord of War, Greater Brass Scorpion of Gork and Mork, Vehicle, Titanic


Tuska Daemon-Killa

This unit contains 1 Tuska Daemon-Killa (Power Rating: 30). Only one of this model may be taken in your army.

Name M WS BS S T W A Ld Sv Points
Tuska Daemon-Killa 8" 2+ 5+ 8 7 15 6 9 2+ 600

Wargear:

  • Kolossal Orkish Kikk
  • Da Biggest Big Shoota
  • Tuska's Klaw

Special Rules:

  • 'Ere We Go
  • Always Growin'
  • Da Greatist Krumpa da Warp Az Eva Seen!: Since The Beast at least.
Orks models within 6" of this model may re-roll all failed hit rolls. In addition, Orks Infantry and Monster units within 6" of this model add 1 to their attack characteristics.
  • Dakkadakkadakkadakkadakkadakka!: Dere wuz 'ever enuth dakka. Tiz truly a morkin shame.
A model with this rule always hits on an unmodified hit roll of 5 or 6 with ranged weapons (even in overwatch), and unmodified hit rolls of 5 or 6 with ranger weapons count as 2 hits instead of 1.
  • Truly Inspiring Choppiness: Great Big Git Infantry and Monster units within 6" of a model with this rule may re-roll failed wound rolls of 1 in the Fight phase.
  • Victa of a Billion Battles: Tuska has been fighting for a very, very long time, and with the warp being the warp he could have had a billion battles over the course of five minutes. As such, he has gotten very good at fighting and surviving battles.
This model has a 4+ invulnerable save and may re-roll armour save rolls of 1. In addition, reduce all damage received by 1 (to a minimum of 1). Finally, all non-Da Warp Gitz units within 6" of this model subtract 3 from their leadership characteristic.

Keywords:

  • Faction:Da Warp Gitz, Orks, Chaos
  • Lord of War, Great Big Git, Monster,Character

Point Costs

Units

HQs

Unit Models per unit Points per model (weapons not included)
Orky Prince 1 350
Great Big Git 1 250

Special Characters

Unit Models per unit Points per model (weapons included)
Eadbanger Supreme 1 350
Tuska Daemon-Killa 1 600

Troops

Unit Models per unit Points per model (weapons not included)
Eternally Suffering Grots 10-40 8
Orky Bloodletter 10-40 10
Tuska's Ladz 5-20 40

Elites

Unit Models per unit Points per model (weapons not included)
Herald of Tuska 1 180
Lucky Grot Kommando 1 80
Lucky Grot Shaman 1 120
Tuska's Chozen Gitz 3-15 110

Heavy Supports

Unit Models per unit Points per model (weapons not included)
Kolossal Git 1 300
Warp Scavenged Tank 1 405
Sniper Kommando 1 100

Lords of War

Unit Models per unit Points per model (weapons included)
Greater Brass Scorpion of Gork and Mork 1 650

Weapons

Melee Weapons

Weapon Points per weapon
Very Big Choppa 10
Big Choppa 5
Bigga Big Choppa 10
Kursed Stabby 0
Kursed Stabby Spear 0
Kolossal Khornate Kleaver 0
Kopper-Wreathed Skull Staff 0
Mega Klaw 10
Very Large Improvized Weapon 0
Spiked Treadz 0

Ranged Weapons

Weapon Points per weapon
Big Shoota 5
Shoota 0
Twin Big Shoota 10
Very Large Improvized Weapon 0
Salvaged Battle Kannon 45
"Smart" Shoota 0