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Warhammer 40,000 10th Edition : Index Orks Datasheets

WWWWWWWWWWAAAAAAAAAAAAAAAAGGGGGGGGGGGGGGGHHHHHHHHHHHHHHHHH !

I have soo much respect for Ork players especially ones that shout that magic word in a hall full of fellow hobbyists, they are an army I have always wanted to do so I was very excited to see how they were in the new edition.

Massive thanks to Games Workshop for giving us access to the rules a little early, and you can download then now from Warcom !

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Army Rules

As you would imagine Orks get the WAAAGH ! army rule that is pretty much the exact same as it was previously except it now only lasts for one battle round.

So at the beginning of a battle round you can call your WAAAGH ! and until the beginning of the next battle round Ork models get =

  • Charge even if they advanced.
  • Add 1 to the strength and attack characteristics of melee weapons.
  • Gain a 5+ invulnerable save.

Detachment Rule

The one detachment Ork players get to start of is called Get Stuck In and very simply it gives all Ork models melee weapons the sustained hits 1 ability which makes orks even scarier in combat.

Enhancements

  • Follow Me Ladz – The bearer and any unit he is in get +2 to their movement characteristic.
  • Headwoppa’s Killchoppa – Melee weapons the bearer have that are not extra attacks gain the devastating wounds ability.
  • Kunnin But Brutal – The bearer and any unit he is leading can fall back and shoot / charge later in the turn.
  • Supa – Cyborg Body – The bearer has the feel no pain 4+ ability.

All of these enhancements are pretty solid and give a good variety between making some of your ork characters better in combat or buffing their unit and for that reason I could see all of these getting played at some point.

Stratagems

  • Careen 1CP – When a model with the deadly demise ability is destroyed and you roll a 6 you can make a normal move with that model which can move over enemy models that are not monsters or vehicles and then resolve the deadly demise ability.
  • Orks Is Never Beaten 2CP – Pick a friendly ork unit in the fight phase and any models that are killed before they get to attack can attack after your opponent has resolved all of their attacks.
  • Unbridled Carnage 1CP – This stratagem gives a friendly unit critical hits on a 5+ in the fight phase.
  • ‘Ard as Nails 1CP – Well orks are known to be tough, this stratagem makes a friendly ork unit -1 to be wounded in either the shooting phase or combat phase (you can’t pick gretchin or vehicle units).
  • Mob Rule 1CP – In your command phase you can pick an ork unit that has at least 10 models and is not below half strength and any other ork units within 6″ that are battle shocked can still be affected by stratagems.
  • ‘Ere We Go 1CP – Gives an ork unit +2 to advance and charge rolls which is pretty good when combined with the Follow me Ladz enhancement.

Datasheets

There are a few data sheets for orks that I absolutely love like the Warboss in mega armour who confers a +1 to hit in melee to any unit he is leading which is really good for me as the only unit he can lead is a unit of meganobz who are rocking around with a lot of strength 12 melee weapons with an ability to gain devastating wounds when the WAAAGH ! is called.

Summary

In short orks still feel very much like you would imagine orks to be they want to be charging into melee at the WAAGH ! rule really does help orks to not only do that but fight effectively when they do get into combat I can see a lot of ways to play this army but for me the horde of ork infantry really appeals to me and their leaders will really help to improve your ork units.


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