black ork codex 1.2 warhammer 40k 2nd edition
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Codex
Atra OrkusThe Complete Guide ToThe Black Ork Culture
In The Forty First MillenniumVersion 1.1
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The Black Orks1!1"!#
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Armies o$ the %1stMillennium
Black Ork Rules
&ocietyBlack Orks resemble normal Orks, but are larger, stronger, and more intelligent. They average six and a
half feet in height, and stand tall and straight compared to normal orks. They often sharpen and decorate
their large canine teeth with gems and gold. Their skins can vary in color from dark green to jet black.Their eyes have a phosphorescent red glow which can be seen in dim light.
Black Orks are a military minded people, much more so than normal Orks. Their entire lives are orientedaround the military hierarchy, with the larger more powerful Black Orks at the highest levels. Black Orks
serve their military hierarchy to peruse glory, fame, trophies and slaves. Black Ork society is regimented,
following a complex system of laws and customs that call for loyalty and obedience. Leaders are respected
and obeyed. Black Orks would never consider backstabbing a leader to get ahead all challenges to leaders
are done by formal combat.
!hile they may seem ruthless or brutal, the Black Orks behavior is actually controlled by a code of ethics.This code appears similar to human warrior"s codes such as bushido and chivalry in that it promotes
bravery, martial skill, and loyalty to the #lan. They are fearless in battle and will eagerly attack any enemy
that approaches them. Once in close combat Black Orks are virtually unbreakable and will often fight to the
death even when faced with overwhelming odds. $ost Black Orks will not bother killing a creature itconsiders %weak% or unthreatening. !hen the Black Orks encounter their prey&s females or young, they
more than often spare them, considering it dishonorable to shed the blood of those who cannot defend
themselves. They have also been known to spare a worthy opponent, preferring to take an item, like a
weapon or piece of armor as a trophy instead.
The first contact that 'mperium had with the black orks was a series of lighting raids on outlying 'mperium
worlds. (ll of these raids where the same no trace of the victims where left, living or dead and no trace of
the attackers. (ll that was known was that these attacks where so fast that the victims had no time to call
for help. Though still rare, the 'mperium will unfortunately see much more of them in the future.
&la'ery)lavery is a important element in Black Ork society. *eriodic raiding expeditions are sent by Black Orks to
ravage 'mperium space, bringing back valuables and slaves. )laves were often bartered for objects ofvarious different kinds+ they are exchanged for cloth, trinkets,mounts, weapons and armor. )killed slaves
are a valued commodanty in black ork society, a slave with weapon or armor making skills may soon find
himself on a level in society as a Black Orks himself.
The treatment of some slaves could be said to be harsh, but not extremely brutal. )laves actually have some
rights in Black Ork society, the unwarrented killing of a slave by a Black Ork is a crime. epending on the
value of the slave, the punishment could be as light as rembursment to forced slavery for the Black Orkhimself. -enerations of families have been born into slavery on Black Ork worlds. On these worlds about
/0 of the population consisted of slaves.
http://en.wikipedia.org/wiki/Al-Andalushttp://en.wikipedia.org/wiki/Trinkethttp://en.wikipedia.org/wiki/Al-Andalushttp://en.wikipedia.org/wiki/Trinket -
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Battle (onorsThere are several special upgrades 1Battle 2onors3 that can be bought for the Black Ork s4uads and#haracters. ( s4aud may have one ability no ability may be used more than once per army. #haracters may
have one ability and may trade wargear for abilities 5 for 5. These upgrades are listed below.
&)uad and Character a*ilities
Cost Description
Berserk Charge +5 When this model is charging, he may double his basenumber of attacks before adding any bonuses. Howeer,the model may not make any parries that turn
Cra!ed +"5 #ake Break test only if "+of s$uad is lost in single turn.
Deadeye %hots +"5 &ach model may re'roll (o Hit die once each turn
&nemy )ace +* mmune to psychology induced by one race. #ay choose tofollow the rules for hatred against that race. Commandcharacters proide an additional +* %trategy rating whenfighting against an army of that race.
-ri!!led +*5 )oll ,-for eadership test, take the best two.
-unfighter +* #ay fire up to two /istols weapons in the shooting phase.0lternately, the model may fire a single /istol a number oftimes e$ual to his 0ttack characteristic. f the model is usinga pistol in close combat, double his nitiatie alue whendetermining ties.
Hardened 1ighters +* #ay re'roll any single die in hand'to'hand combat2 theoriginal is ignored een if it3s a fumble2 opponents may notparry.
#assie Blow +* +" %trength in close combat2 wins all ties in. 4pponent maynot parry.
)apid 1ire +* /roided that the model does not moe in the #oement/hase, he may fire twice in the %hooting /hase. (his skillonly works with one related group of pistols and basicweapons or a single heay weapon.
%treet 1ighters +" f the s$uad is in %oft Coer, enemy models are at '" to hitthis unit2 if the s$uad is in Hard Coer, opponents are ' tohit. #ay not be taken by )ough )iders.
%trong +5 +* %trength.
(ank Hunters +* mmune to psychology induced by ehicles2 #ay re'roll anyor all armor penetration dice once per shot.
(ough +* +* (oughness.
Character Only
Cost Description
Cruelty +* f the model is within *"6 of a s$uad that fails its break test,he can immediately shot at the closest model. f he hits andkills the model, the s$uad is regarded as if it hadsuccessfully passed the test.
Combat #aster +* When attacked by multiple opponents in close combat, add+* to the model3s Weapon %kill for each opponent after thefirst. #ultiple attackers gain no bonus.
Hurl 4pponent +* f the model wins in close combat, he may throw hisopponent D76 + his %trength away in a chosen direction2instead of inflicting normal damage, the enemy model takesone hit with a %trength e$ual to half the distance rolled.
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#ighty %trike +5 f the model scores " or more hits in close combat, you maytrade in the additional hits to increase the %trength of asingle blow by +*.
/syker +. %tarts with a #astery eel of *. ncrease #astery eel by* for an e8tra "5 points2 ma8 9 eel. #ay also purchase1orce weapons
Waaagh +9. (he model has the ability to release the power of theWaaagh once per battle, at any time. During the turn, allBlack 4rks gain +* W% and 0 and pass any D test for theturn. Warboss only.
Army Or/ani0ation
6708 Troops 9p to 7/0 )upport 9p to 7/0 #haracters
Troops+ (ssault )4uad, :obs, Black Ork )4uad, 2eavy !eapons )4uad, 'nfiltrators, ;umpers and
)laver )4uad.Support+ (llies,
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Black Ork Armory
Assault eapons$odels picking from this list may select as many items as they wish.
0ssault Weapon Cost
#hainsword 6
*ower (xe @
*ower
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(ea'y eapons$odels picking from this list may select only one item.
Heay Weapon Cost
(utocannon 5
2eavy Bolter 5/
2eavy
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Black
Ork Characters
Characters
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!ears Kavy (rmor A?8 saveC, carries a Bolt *istol.
The 'nfiltration $aster may infiltrate, and M if attached to an 'nfiltration )4uad M may use the rules for
dispersed formation as well.Options
$ay have up to two !argear #ards, and may pick e4uipment from the (rmor, (ssault, )pecial, and
)tikkbomb lists.
Weapons #aster8 points (0-1x! "1 per #ea$% &eapons squad)
(roop (ype # W% B% % ( W 0 d
!eapon $aster ? 7 ? ? ? 5 F 5 G
!ears Kavy (rmor A?8 saveC, carries a Bolt *istol.
Nou must include at least one !eapons $aster if there are any vehicles Aother than bikesC or any field
artillery in your army.Options
$ay have up to three !argear #ards, and may pick e4uipment from the (rmor, (ssault, )pecial,
Transport, and )tikkbomb lists.
#edic :need a different name;8 points (0-1x)
(roop (ype # W% B% % ( W 0 d
$edic ? 7 ? ? ? 5 F 5 G
!ears Kavy (rmor A?8 saveC, carries a Bolt *istol.
Nou must include at least one $edic if there are any readnaughts.
Options$ay have up to two !argear #ard, and may pick e4uipment from the (rmor, (ssault, )pecial,
Transport, and )tikkbomb lists.
%laer8 points (0-1x! "1 per Sla$er Squad)
(roop (ype # W% B% % ( W 0 d)laver ? 7 ? ? ? 5 F 5 G
!ears Kavy (rmor A?8 saveC, carries a )tun *istol.
Options
$ay have up to one !argear #ard, and may pick e4uipment from the (rmor, (ssault, )pecial,
Transport, )laver and )tikkbomb lists.
War /riest10 points (0-1x)
(roop (ype # W% B% % ( W 0 d
!ar *riest ? ? ? ? ? 5 F 6 @
Body -uards ? ? F ? ? 5 6 5 @
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'ncludes one !ar *riest and two Body -uards. (ll wear $esh (rmor A78 saveC !ar *riest and Body
-uards each carries a Bolt *istol and an (xe.
The !ar *riest is a psyker of $astery Level 6.Options
The !ar *riest may have up to one !argear #ard. (ny of them may replace their Bolt *istol with a
Boltgun for 85 point per model.
-reater War /riest'0 points (0-1x)
(roop (ype # W% B% % ( W 0 d
-reater !ar *riest ? @ 7 7 ? 7 F G
Body -uards ? ? F ? ? 5 6 5 @
'ncludes one -reater !ar *riest and four Body -uards. (ll wear Kavy (rmor A?8 saveC -reater !ar
*riest and Body -uards each carries a Bolt *istol and an (xe.
The -reat !ar *riest is a psyker of $astery Level ?.
Options
The -reater !ar *riest may have up to F !argear #ards. (ny of them may replace their Bolt *istolwith a Boltgun for 85 point per model.
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Ork Squads&)uads >25%
0ssault %$uad1 points (5-0x)
(roop (ype # W% B% % ( W 0 d
(ssault )4uad ? 7 F ? ? 5 6 5 E$esh (rmor A78 saveC and are armed (xe and Bolt *istol.
Options
(ny Boy may replace his Bolt *istol with a Boltgun for 85 point per model. (ny Boy may pick
e4uipment from the (ssault and )tikkbomb lists. #an be used as an assault slaver s4uad, if so they are
armed with power mauls and suppressor shield for 8E points.
Black 4rk
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'nfiltration wear $esh (rmor A78 saveC and are armed with a Bolt *istol, (xe, and
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Ork Support
Allies
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(t( &tats
W% 0
6PP
PP85 per *ower #law
P5DF Q 9pper (rm ?D Q Lower (rm
D7 egs Damage (able*
The readnaught"s leg holds, but the force of the blow slows it down. The readnaught
may not move next turn.
"The walker is knocked sprawling, 't staggers F3 in a random direction, colliding with
anything it moves into
'9The leg is seriously damaged. The readnaught may now only limp along at F3 per
turn.
5'7The leg is blown off. The readnaught crashes to the ground, and is effectively
destroyed.
D7 0rm Damage (able
*The arm is partial paralyed ranged weapons may be used, but the arm may not be used
in 2t2 combat. >educe the ( score by 5 point.
" The links to the arm are damaged. !eapons in the arm may only work on a roll of ?8.'5 The arm is torn off the readnaught. >educe the ( score by 5 point.
7The weapons in the arm explode, causing a flashback into the body of the dreadnaught.
>oll on the Body table to determine the result.
D7 Body Damage (able
*The Ork controlling the readnaught suffers a massive electrical shock, sending him
into a rampage The readnaught moves out of control for the rest of the game. 't will
attack anything in its path in ranged or #lose #ombat, friend or foe
"'9The readnaught"s engine bursts into flames and the machine is immobilied. The pilot
may still use emergency controls to fire one weapon. (t the start of each turn, roll it
explodes on a roll of 5 or 6. (ny models within F3 suffer )D5/ hits with a DF save.
5The Ork controlling the readnaught is slain. 't staggers F3 in a random direction, and
then collapses to the ground.
7The readnaught"s ammunition explodes, completely destroying the machine and
inflicting )D5/ hits with a D6 $od to any models within F3.
Black 4rk (racked Dreadnaught110 points " 2eapons
A-reat use for an epic ork gargauntC
Crew (ype # W% B% % ( W 0 d
Ork ? ? ? ? ? 5 F 5
4am 5um*er o$ &peed #oement
%tr Dmg %ae Crew /assengers Walk Charge 1ast (ype
@ 5/ D? * 3 563 5E3 (racked
The Black Ork Tracked readnaught has four arms, each of which must be given one of the following+a *ower #law, 2eavy )tunner or 2eavy Bolter A5/C, 2eavy
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(t( &tatsW% 0
7 6PP
PP85 per *ower #law
P5DF Q 9pper (rm ?D Q Lower (rm
D7 egs Damage (able
*The readnaught"s tracks holds, but the force of the blow slows it down. The
readnaught may not move next turn.
"The read losses control, 't veers F3 in a random direction, colliding with anything it
moves into
'9The track is seriously damaged. The readnaught may now only crawl along at F3
per turn.
5'7 The track is blown off. The readnaught crashes to the ground, and is effectivelydestroyed.
D7 0rm Damage (able
*The arm is partial paralyed ranged weapons may be used, but the arm may not be used
in 2t2 combat. >educe the ( score by 5 point.
" The links to the arm are damaged. !eapons in the arm may only work on a roll of ?8.
'5 The arm is torn off the readnaught. >educe the ( score by 5 point.
7The weapons in the arm explode, causing a flashback into the body of the dreadnaught.
>oll on the Body table to determine the result.
D7 Body Damage (able
*
The Ork controlling the readnaught suffers a massive electrical shock, sending him
into a rampage The readnaught moves out of control for the rest of the game. 't willattack anything in its path in ranged or #lose #ombat, friend or foe
"' The Bolters controls are hit they may not fire the rest of the -ame.
9The readnaught"s engine bursts into flames and the machine is immobilied. The pilot
may still use emergency controls to fire one weapon. (t the start of each turn, roll itexplodes on a roll of 5 or 6. (ny models within F3 suffer )D5/ hits with a DF save.
5The Ork controlling the readnaught is slain. 't staggers F3 in a random direction, andthen collapses to the ground.
7The readnaught"s ammunition explodes, completely destroying the machine and
inflicting )D5/ hits with a D6 $od to any models within F3.
Vehicles ight (rmP 5 5
?D Body 6/ 5@
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(roop (ype # W% B% % ( W 0 d
Black Ork ? ? F ? ? 5 6 5 E
$esh (rmor A78 saveC and are armed with a Bolt *istol and (xe.
Webber Cannon)ange (o Hit %ae 0rmor
%hort ong %hort ong %tr Dmg #od /en %pecial
/D6? 6?D?E D D Special F3 Blast Template
$odels hit by a webgun may not move for the remainder of the game. ( model may attempt to free itself atthe beginning of its own turn by rolling 46and adding its Toughness a result of or greater frees the
model. $odels failing this test must make an immediate armor saving throw or suffer 1wound. =ehicles
hit by a 2eavy !ebber must roll a 46 on the following chart+
?ehicle %peed ast moement phase
/D?3 ?DE3 ED563 56D53 538
(o Hit F8 ?8 78 8 $iss
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Black Ork Special Characters
%hin@!in Aa18 points
)hin"in Ja is one of the oldest living Black Orks. 2e has devoted his life to gathering more trophies,
seeking the ultimate prie of a Blood Thirster"s skull. (s a show of respect to this greatest of !ar $asters,
all !ar $asters have added Ja to end of their names.(roop (ype # W% B% % ( W 0 d
)hin"in Ja ? E 85 785 7 ? 7 F85 G
!ears bionic megaDarmor with targeter A68 save, and ?8 unmodified reDroll if first save is failedC,
carries Bolt pistol, power fist, 57C, power fist and ripper gun.
Options
$or :ok has three !argear cards two of these will always be #ybork body and -yro )tabilied
$onowheel. 2e may also be given additional e4uipment from the (rmor, (ssault !eapons, Basic!eapons, )pecial !eapons and )tikkbomb sections of the !argear list.
)unt -rot %masher56 points plus &arear
>unt is small for a black ork, even smaller than a normal ork. 't can be said that he suffers from 1little ork
syndrome3, but that would be an under statement. >unt wears a suit of modified space marine armor and
carries a weapon of his own design the )hotgun Blasta.
(roop (ype # W% B% % ( W 0 d
>unt ? 7 7 7 6 ? 6 G
!ears space marine power armor AF8 saveC, carries a Bolt pistol, #hain sword and the )hotgun Blasta.
Options>unt may have up to F wargear cards one of these will be his )hotgun akkaDBlasta. 2e also may
pick e4uipment from the (rmor, (ssault, )pecial, Transport, and )tikkbomb lists.
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Black Ork Psyker Poers
Black Ork 6sykers
(he Black 4rk WaaarghBlack Ork *riests do not follow the normal rules for ork psychic abilities, they actually draw psychic power
from the !arp rather, than being generated by the Orks themselves. They follow the normal rules fordrawing warp cards.
Black Orks use the normal ork powers. AThis may change.C
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Ork !eapo"ry
(and to (and eaponsBlades %aws
%ae 0rmor
%tr Dmg #od /en %pecial
9ser 5 9ser )8 #lose combat
Chain'08e
%ae 0rmor
%tr Dmg #od /en %pecial
9ser85 5 D6 )8 #lose combat
Chainsword
%ae 0rmor
%tr Dmg #od /en %pecial
? 5 D5 68? #lose combat, *arries
Dreadnaught /ower Claw > /ower 1ist
%ae 0rmor %tr Dmg #od /en %pecial
E 5 D7 86/8E #lose combat
Nou may choose to swap any hits you score in handDtoDhand combat with the #law into a single Tearattack. Tear attacks may only be directed against models with armor locations Ae.g. vehicles and
readnoughtsC.
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%tr Dmg #od /en %pecial
7 5 DF 687 #lose combat, parry
%$uig 0ttack 0rm
%ae 0rmor
%tr Dmg #od /en %pecial
7 5 :H( 87 )ee below'n handDtoDhand combat, the Ork automatically unleashes the s4uig as its opponent closes in, so resolve the
attack during the 2t2 phase before any (ttack ice are rolled. The Orks opponent suffers an )7 hit with no
armor save possible. $ay only be used once per game.
%uppression %hield( model e4uipped with a )uppression )hield automatically inflicts an )F hit resolves on a single opponent
when it charges into handDtoDhand combat this hit resolves before 2t2 is started. $odels wearing a )hield
also receive a 86 bonus to their armor saving throw against shooting or handDtoDhand combat damage. :ote
that as with all shields, these effects only apply if the incoming attack is from the model"s front G/ arc of
sight.
%word
%ae 0rmor %tr Dmg #od /en %pecial
9ser 5 D5 8)T> #lose combat, *arries
(wo Handed Weapon
%ae 0rmor
%tr Dmg #od /en %pecial
9ser86 5 D5 8)T> #lose combat, always loses a tied 2t2 result
Whip)ingleDhanded close combat weapon. )ubtract one from the !) of all models in base contact.
6istols 7 Close Com*at eapons
0utopistol)ange (o Hit %ae 0rmor
%hort ong %hort ong %tr Dmg #od /en %pecial
/DE ED5 86 D F 5 / 8F #lose combat
Bolt /istol
)ange (o Hit %ae 0rmor
%hort ong %hort ong %tr Dmg #od /en %pecial
/DE ED5 86 D ? 5 D5 8? #lose combat
Hand 1lamer
%hort ong %hort ong %tr Dmg #od /en %pecial
Small Flamer Template ? 5 D6 8? #lose combat
9se standard blast template rules. $odels surviving a
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%tun /istol
)ange (o Hit %ae 0rmor
%hort ong %hort ong %tr Dmg #od /en %pecial
/DE ED5 86 D ? 5 D5 8? #lose combat, )pecial
)tunner weapons work by overriding the nervous system of the target. 'f the target suffers a wound from
the stun weapon it does not do any damage, instead, put the model on its side to represent that it is stunned.
'n the rally phase of the model&s turn, roll a and add the models toughness and 85 for every full turn ithas been stunned after the first. 'f the score is e4ual to or over 5/, place the model upright. 't may fight as
normal, but its !) and B) will be reduced by D5 each for 5 full turn due to slight paralysis. The stun pistol
has no effect on -reater aemons, enclosed vehicles, #arnifexes and 2ive Tyrants. (ll :onD-reater
aemons and any other creature on a monster base may add 86 for their roll to become unDparalyed foreach turn after the first instead of 85. 'f used during a campaign the model is only lost if the Black Orks
win the battle.
Web /istol
)ange (o Hit %ae 0rmor
%hort ong %hort ong %tr Dmg #od /en %pecial
/D? ?DE D D5 D D D D #lose combat
Targets hit by a web pistol may do nothing until released using special web solvent carried by all troops
using web guns. (t the start of their turn, models enmeshed in webs may attempt to free themselvesRroll a46, and add the trapped model"s )trength. 'f the score is or more, the model is freed and may move and
act normally thereafter. Otherwise, it must immediately make its normal saving throw or sustain 1wound.=ehicles cannot be webbed.
&pecial 2Basic3 eapons0utogun
)ange (o Hit %ae 0rmor
%hort ong %hort ong %tr Dmg #od /en %pecial
/D56 56DF6 85 D F 5 D 8F
Blunderbuss
)ange (o Hit %ae 0rmor
%hort ong %hort ong %tr Dmg #od /en %pecial/D none auto D F 5 D 8F (lways hits
(ny target within range is automatically hit.
Boltgun
)ange (o Hit %ae 0rmor
%hort ong %hort ong %tr Dmg #od /en %pecial
/D56 56D6? 85 D ? 5 D5 8?
Bow
)ange (o Hit %ae 0rmor
%hort ong %hort ong %tr Dmg #od /en %pecial
/D56 56D6? D D5 F 5 D
(ny target with an armor save of '"or better automatically has its saving throw reduced to "when hit byan arrow from a Bow.
Crossbow
)ange (o Hit %ae 0rmor
%hort ong %hort ong %tr Dmg #od /en %pecial
/D5 5DF6 D D5 ? 5 D
$ove or fire for foot troops. (ny target with an armor save of '"or better automatically has its saving
throw reduced to "when hit by an bolt from a #rossbow.
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Austom Blasta
)ange (o Hit %ae 0rmor
%hort ong %hort ong %tr Dmg #od /en %pecial
/D5 5DF D D5 (rt. 5 D5 =arious 437Blast $arker
>oll an (rtillery die to determine the )trength of a Blasta shot a roll of a $isfire indicates the weapon has
exploded, giving an S'hit to the Ork carrying it.
Austom %hoota
)ange (o Hit %ae 0rmor
%hort ong %hort ong %tr Dmg #od /en %pecial
/D56 56DF6 85 D5 (rt. 5 D6 =arious )ustained oll an (rtillery die to determine the )trength of a Blasta shot a roll of a $isfire indicates the weapon has
exploded, giving an S'hit to the Ork carrying it.
#eltagun
)ange (o Hit %ae 0rmor
%hort ong %hort ong %tr Dmg #od /en %pecial
/D D56 85 D E D? 68E
/lasma -un)ange (o Hit %ae 0rmor
%hort ong %hort ong %tr Dmg #od /en %pecial
/D D6? 85 D @ 5 D6 8@ )ustained
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&tikk*om*0
)ange (o Hit %ae 0rmor
%hort ong %hort ong %tr Dmg #od /en %pecial
D ) x 6 D D (s grenade type see below
Type %tr Dmg
%ae
#od
0rmor
/en %pecial1rag F 5 D5 8F 63 Blast $arker
Arak DF 68 Thrown suffers M5 to hit scatter as normal
#elta Bomb E D? 68E*laced by hand by model in baseDtoDbase contact
or in #lose #ombat.
%moke D D D D 63 Blast $arker
%moke7 Blast $arker remains. Only troops e4uipped with '> vision, autoDsenses, scanners, targeters, or bionic
eyes can draw Line of )ight through smoke. *syker powers are unaffected by smoke, but they may not
draw Line of )ight through it with normal vision. $odels in a smoke cloud have the option of staying putor moving half their normal rate in a random directionRthey may fight in a smoke cloud, but halve their
!eapon )kill rounding up. )pace $arines Aincluding )couts and TerminatorsC, all 'mperial -uard forces,
Tau oll of 46
at the start of the >andom $ovement *hase to determine what happens to the )moke #loud, as follows+
* #loud remains where it is but disappears at the end of this turn.
"'9 #loud remains where it is.
5 #loud shrinks to half its current radius, rounding down to the nearest 3.
7 #loud moves away 467in a random direction.
(ea'y eapons0utocannon
)ange (o Hit %ae 0rmor
%hort ong %hort ong %tr Dmg #od /en %pecial/D6/ 6/D@6 D D E 5/ DF 85/8E )ustained
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(fter firing at $aximum *ower, the 2eavy *lasma -un may not be fired at all on the player"s next turn.
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ascannon
)ange (o Hit %ae 0rmor
%hort ong %hort ong %tr Dmg #od /en %pecial
/D6/ 6/D/ D D G 6 D F8G
$ove or fire for foot troops.
#ulti'#elta)ange (o Hit %ae 0rmor
%hort ong %hort ong %tr Dmg #od /en %pecial
/D56 56D6? 85 D E 656 D? 86568E7 Blast Template,$ove
or
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$odels hit by a webber may not move for the remainder of the game. ( model may attempt to free itself at
the beginning of its own turn by rolling 46and adding its Toughness a result of or greater frees the
model. $odels failing this test must make an immediate armor saving throw or suffer 1wound. =ehicles
hit by a 2eavy !ebber must roll a 46 on the following chart+
?ehicle %peed ast moement phase
/D?3 ?DE3 ED563 56D53 538(o Hit F8 ?8 78 8 $iss
Black Orks have further adapted webber weapons, they may fire at two objects with in 5E3 of each other to
create a wall of webbing to block movement, web walls have an armor value of 56, and any penetrating hitswill destroy the wall.
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Black Ork !ar#ear
Black Orks are able to take any Ork only wargear cards.
Ammo Feed Rare
5 points(llows a weapon with sustained fire to ignore the first jam result that is rolled.
shana ryder
8ustom ork9 Blaster Uncommon6 points;lac* +r*s onl%
Black Ork weapon $asters are often asked to fit a weapon with the Blaster work so that it will use extra
heavy duty explosive ammo or is radically altered so that it fires a lethal energy bolt capable to burn
through a whole swathe of enemies with one go. Blaster work is available to any ranged (ssault, Basic or
)pecial weapon Aexcluding flamersC adding"67 to oll a every time the weapon is fired. On a
roll of 8 the weapon is ;ammed and scores a )? 5 D5 )v.mod hit on its firer. ( Blaster work may be
combined with $ore akka and )hooter work jobs to produce a truly Orky oneDoff weapon.
8ustom ork9 -akka Uncommon6 points; lac* +r*s onl%
!eapon $asters spend much of their time tinkering with weaponry to make it more powerful or faster to
fire. $ore akka work is available to any ranged (ssault, Basic or )pecial weapon adding 1 extra
Sustained =ire diceto the weapon"s profile. ( $ore akka may be combined with )hooter and Blaster to
produce a truly Orky oneDoff weapon.
8ustom ork9 &hooter Uncommon6 points; lac*+r*s onl%
;ust as popular as $ore akka, )hooter weapons use a larger calibreHheavier ammo, special fuelDmixture or
overcharged energy packs to give them more punch. )hooter is available to any ranged (ssault, Basic or
)pecial weapon adding 81 to Strenth! "1 to 4a.ae and -1 to S$.od to the weapon"s profile. ()hooter job may be combined with $ore akka and Blasta jobs to produce a truly Orky oneDoff weapon.
Medic:s Tools Uncommon10 points;lac* +r* edic onl%
( Black Ork $edic with $edic"s Tools always counts as having two close combat weapons. 'f the $edic
wins a round of close combat and inflicts at least 5 !ound, the victim is removed as a casualty regardless
of how many wounds he has remaining. (lso if the e4uipped model is in base contact with an unengagedfriendly model and have not fired or fight in combat this turn then they may attempt to restore a wound to
the model. This can be used to revive a dead model provided they were not killed by a weapon of )tr. @ or
higher. >oll a in the rally phase and apply the following results. 1oops! The model suffers a further
wound if they were already a casualty then they are well and truly now dead -5Gonna take a bit
longer the model"s efforts have no effect though they may attempt again next turn. 6 Good as New
>estore a single wound to the model immediately. 'f it was a casualty then return the model to play, were it
fell, though if rejoining a s4uad on overwatch it skips the overwatch shooting
Me/a Armor ;; An'il Fist Uncommon1 points; lac* +r*s in ea-ar.our onl%
One of the models fists is shaped like an anvil. This large hunk metal can be used in hand to hand or to ram
your opponent.
%ae 0rmor
%tr Dmg #od /en %pecial
9ser86 ? )tr 68?8)T> #lose combat, >am
'f the model charges into combat they gain one free hit before combat starts.
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Me/a Armor ;; Bio Boost Uncommon5 points; lac* +r*s in ea-ar.our onl%
$odel may use Bio Boost at any time with immediate effects on his characteristics. The model speeds upA$ove x 6, 'nitiative x 6, (ttacks x 6C and becomes harder to injure AToughness 85C and stronger A)trength
85C. (t the end of each of the models" turns after which he has taken the drugs, roll a on a 78, the
model suffers 5 wound with no save possible. The effects of the drugs last until the model suffers a wound
for any reasonRat which point this card is discarded and the model"s characteristics return to normal. BioBoost may not be used in combination with .
Me/a Armor < >ump 6ack Uncommon10 points; lac* +r*s in ea-ar.our onl%
These special jump packs allow a Black Ork wearing $ega armor to make a 3, leap along with its normalmove. 't also allows the wearer to jump over obstacles of F3.
Me/a Armor ;; Me/a Boosta Uncommon8 points; lac* +r*s in ea-ar.our onl%
)ome mega armoured Black Orks get extra power boost units fitted to their suits to ensure they don"t miss
out any chances for a fight. 'f an Black Ork in mega armour activates $ega Boosta, roll a . On a roll of1-'you may add the respective amount of inches to the Ork"s $ove, >un or #harge distance. On a roll of 5
the $ega Boosta unit has malfunctioned giving no extra movement and halving the Ork"s basic $ovementvalue for this turn. On a roll of 6the $ega Boosta unit burns out permanently with shower of sparks
grinding the mega armour to sudden halt. The Ork may not move that turn, but may shoot normally. (fterthe $ega Boosta unit has burned out it will not affect movement of mega armour for any further turns.
Me/a Armor < 4ipper Cla? Uncommon1" points@ Black Orks in Me/a;armour only
%ae 0rmor
%tr Dmg #od /en %pecial
5/ 5 D 86/85/
Nou may choose to swap any hits you score in handDtoDhand combat into a single Tear attack this option
only applies against models with armor locations Ae.g., vehicles and readnoughtsC.
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#hukka. The $egaDarmoured Ork may decide to activate the )tikkbomb #hukka during any own shooting
phase, unless the Ork is engaged in close combat. The )tikkbomb #hukka will fire stikkbomb. The
first stikkbomb will land and detonate F3 directly in front of the Ork, and others will deviate 3 from
that point. :ote that the )tikkbomb #hukka may be used in conjunction with any other weapons and doesnot hinder movement or other actions of the Ork.
&hot/un Blast Unique15 points; >unt ?rot S.asher onl%
>unt designed this weapon himself, to composite for his small sie it is an E barrels shotgun. ? barrels are
always loaded with solid and ? with scatter, it is able to fire any where from one barrel up to ? of the same
kind. The only draw back is that F or more barrels kick back with such force that >unt has a chance of
taking damage from it.
)ange (o Hit %ae 0rmor
%hort ong %hort ong %tr Dmg #od /en %pecial
/D? ?D5E D D5 ? 5 D 8? )olid
/D? ?D5E D D5 F 5 D 8? )catter 53 Blast Template
)olid 6 barrels is )7, )aveD5, F barrels ), )aveD6, ? barrels )@, mg ?, )aveDF.
)catter 6 barrels )? 5.73 template, F barrels )? 63 template, )aveD5, ? barrels )7 63 template and )ave D6.!hen F barrels are fired he takes a )tr F hit, with ? Barrels he takes a )tr ? hit with a D5 save.
Ordinary troopers hit but not slain by a )hotgun will be knocked back 7and will fall over on a 46roll of'". Troops that have fallen over must spend the next $ovement *hase regaining their feet.
&la'ers &tick Uncommon10 points;lac* +r* Sla$er
( )laver with a )laver )tick always counts as having two close combat weapons. 'f the )laver wins a round
of close combat and inflicts at least 5 !ound, the victim is removed as a casualty regardless of how manywounds he has remaining. The target is not killed but is considered out of action for the rest of the battle. 'f
used during a campaign the model is only lost if the Black Orks win the battle.
&ni$$er &)ui/ Uncommon10 points;lac* +r*s onl%
)4uigs are simple creatures genetically related to Orks that form an essential part of Ork ecology Aor
OrkologyC. )ome are trained as guards and hunters. The )niffer )4uig is represented by a separate model
with the following characteristics+M & B& & T I A =d &a'e
9 ' * * 5 7+ :leathery hide;
( )niffer )4uig will remain within 3 of the Ork it was bought for and forms a unit with them. ( )niffer
)4uig will detect hidden models up to 6?3 away within a F/arc of the )niffer )4uig model.
&)ui/ (ound10 points;lac* +r*s onl%
)4uigs are simple creatures genetically related to Orks that form an essential part of Ork ecology Aor
OrkologyC. )ome are trained as guards and hunters. The )4uighound is represented by a separate model
with the following characteristics+M & B& & T I A =d &a'e
9 9 ' 9 9 * 9 * 5 5+ :leathery hide;
( )4uig 2ound will remain within 3 of the Ork it was bought for and forms a unit with them.
Trophy 4acks Uncommon5 points;lac* +r*
$any Black Orks enter battle bearing trophy racks adorned with the trophies of foes that they have slain. 'f
a model with this wargear slays an enemy in close combat, he may collect a trophy and stick it on to the
trophy rack This adds 85 to the models L score for the rest for the battle. (lthough only the first trophycounts towards this bonus, don"t let that stop you from racking Kem up
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ar &)ui/ Uncommon5 points;lac* +r*s onl%
)4uigs are simple creatures genetically related to Orks that form an essential part of Ork ecology AorOrkologyC. )ome are trained as guards and hunters. The !ar )4uighound is represented by a separate
model with the following characteristics+M & B& & T I A =d &a'e
9 5 ' 9 9 " 9 " 9 9+ :leathery hide;
( !ar )4uig will remain within 3 of the Ork it was bought for and forms a unit with them.
[edit !ionic "#est
Cost@?/ 8 F
>arit%@>are
>ules@This character gains 85 Touhness (T)against shots fired from his forward 5E/
degree arc.
Serious InAur%@Bionic #hest cancels the effects of all existing chest injuries. 'f this
character suffers a subse4uent chest injury, he may ignore it on a roll of 78.
Otherwise, the Bionic #hest is destroyed.
[edit !ionic $ar
Cost@?/ 8 F>arit%@>are
>ules@uring raid scenarios, if a model shoots within E% of this model while he is asentry, add 86 to the roll to sound the alarm. 'n addition, during raid scenarios, if a model
moves within E% of this model, make an initiative test. 'f successful, rotate this model to
face the moving model.
Serious InAur%@BBionic ar cancels the effects of all existing ear injuries for a single ear.'f this character suffers a subse4uent ear injury, he may ignore it on a roll of 78.
Otherwise, the Bionic ar is destroyed.
[edit !ionic $ye
Cost@?/ 8 F
>arit%@>are
>ules@This character may reDroll failed 'nitiative tests to avoid being blinded. 'n addition
he may shoot through smoke with a D5 to hit penalty.
Serious InAur%@Bionic ye cancels the effects of all existing eye injuries in a single eye.'f this character suffers a subse4uent eye injury, he may ignore it on a roll of 78.
Otherwise, the Bionic ye is destroyed.
http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=4http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=5http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=6http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=4http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=5http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=6 -
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[edit !ionic Hand
Cost@?/ 8 F
>arit%@>are
>ules@This character gains 85 Initiati$e (I)for the purpose of falling checks.
Serious InAur%@Bionic 2and cancels the effects of all existing hand injuries for a single
hand. 'f this character suffers a subse4uent hand injury, he may ignore it on a roll of
78. Otherwise, the Bionic 2and is destroyed.
[edit !ionic %e&
Cost@/ 8 F
>arit%@>are
>ules@This character gains an additional attack in close combat.
Serious InAur%@Bionic Leg cancels the effects of all existing leg injuries for a single leg.
'f this character suffers a subse4uent leg injury, he may ignore it on a roll of 78.
Otherwise, the Bionic Leg is destroyed.
[edit !ionic Spine
Cost@F/ 8 F
>arit%@>are
>ules@:one
Serious InAur%@Bionic )pine cancels the effects of all existing Spinal 'n(uries. 'f thischaracter suffers a subse4uent Spinal 'n(ury, he may ignore it on a roll of 78.
Otherwise, the Bionic )pine is destroyed.
editE)are Bionics
[edit "aterpillar Trac)s
Cost@E/ 8 F
>arit%@>are
4escription@The characters entire lowerDhalf is replaced with a set of caterpillar tracks.
They allow him to roll around the battlefield at great speed, however having no legs is it&sown drawback.
>ules@This character gains 86 movement, but cannot run or charge, nor may he climb
ladders.
Serious InAur%@#aterpillar Legs cancels the effects of all existing Leg 'njuries. 'f thischaracter suffers a subse4uent leg injury, he may ignore it on a roll of 78. Otherwise
he suffers D5 $ovement for every leg injury sustained.
[edit Spider %e&s
Cost@E/ 8 F
>arit%@>are
4escription@The characters entire lowerDhalf is replaced with a set of spiderDlike legs.
>ules@This character gains 85 $ovement but cannot run or charge. The extra stability
http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=7http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=8http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=9http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=10http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=10http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=10http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=11http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=12http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=7http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=8http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=9http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=10http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=11http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=12 -
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means he will never need to test for falling, and he may ignore the effects of all difficult
terrain.
Serious InAur%@)pider Legs cancels the effects of all existing Leg 'njuries. 'f thischaracter suffers a subse4uent leg injury, he may ignore it on a roll of 78. Otherwise
he suffers D5 $ovement for every leg injury sustained.
[edit T#ird Arm
Cost@5// 8 F
>arit%@>are
>ules@This character gains the use of an additional arm. 2e may carry an additional
weapon in close combat granting 85 (ttack. The arm grants 85 )trength when fighting
using his own )trength in close combat or when throwing grenades. 'n addition he gains85 'nitiative in close combat.
Serious InAur%@'f this character suffers a subse4uent arm injury, he may ignore it on a
roll of 78. Otherwise, the Third (rm is destroyed.
editE/it %lae 0rms[edit Auto#ammerRange Str. Dam. Save
Melee 4 1 -1
T%pe@5D2and #lose #ombat
Cost@6/ credits
>arit%@#ommon
Special >ules@ae, :oisy*a+e,(t the start of each round of combat, your opponent must make an 'nitiative test or
be daed. ( daed opponent suffers D5 to his combat score.
oisy,This weapon counts as a ranged weapon for raising the alarm during raidscenarios.
[edit !u++sa.Range Str. Dam. Save
Melee 5 1 -1
T%pe@5D2and #lose #ombat
Cost@67 credits
>arit%@>are
Special >ules@:oisy
oisy,This weapon counts as a ranged weapon for raising the alarm during raid
scenarios.
[edit "#ainsa.Range Str. Dam. Save
Melee 5 1 -2
T%pe@5D2and #lose #ombat
Cost@6/ credits
http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=13http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=14http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=14http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=14http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=15http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=16http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=17http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=13http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=14http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=15http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=16http://easternfringe.com/efwiki/index.php?title=Goobah%27s_Equipment:_Bionics&action=edit§ion=17 -
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>arit%@>are
Special >ules@eflect, :oisy
*e/lect,(fter losing combat, this character may attempt to deflect an incoming blow.>oll . 'f the roll exceeds the number of hits sustained, you may reduce the number of
hits suffered by 5.
oisy,This weapon counts as a ranged weapon for raising the alarm during raidscenarios.
[edit "la.Range Str. Dam. Save
Melee 4 1 -1
T%pe@5D2and #lose #ombat
Cost@57 credits
>arit%@>are
Special >ules@)econd 2andSecond Hand,( character armed with a #law may use it to manipulate 6Dhanded ranged
weapons. 2owever they still lose the use of their regular hand in close combat.
[edit ail 0unRange To-Hit
Short Long Short Long Str. Dam Sav Ammo
0-4 4-8 +1 +0 4 1 -1 4+
T%pe@5D2and #lose #ombatH>anged !eapon
Cost@6/ credits
>arit%@>are
Special >ules@:one
[edit Roc) *rillRange Str. Dam. Save
Melee 4 1 -1
T%pe@5D2and #lose #ombat
Cost@57 credits
>arit%@>are
Special >ules@rill, :oisy
*rill,(fter winning combat, this character may exchange any additional hits past the first
to increase the )trength and amage.
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T%pe@5D2and #lose #ombat
Cost@57 credits
>arit%@>are
Special >ules@-rievous 'njury
0rievous 'n(ury,!henever this character rolls a to wound an enemy model, the shears
inflict F wounds. 'f this is sufficient to take the enemy out of action, they suffer 6serious injuries rather than just 5.