++ Orks Database ++

 

Warboss Drillboss Weirdboy Blood Axe Kommando Mob Storm Boyz Korps Gretchin Mobs
Battle Standard Nobz Weirdboy Warphead Freebooter Pirates Deathskulls Mob Snotling Herd
Bigboss Mekaniak Ogryn Leader Mad Mob Evil Sunz Boyz Mob Ogryn Mob
Freebooter Kaptin Painboy Gretchin Assistants Bad Moons Boyz Mob Goff Boyz Mob  
Blood Axe Kommando Kaptin Runtherd Nobz Mob Blood Axe Boyz Mob Snakebite Boyz Mob  



++ Ork Characters Database ++

Nazdreg Ug UrdGrub, Bad Moon Warlord Kaptin "Flash Git" Badrukk Mad Doc Grotsnik, Deathskull Painboy Ghazghkull Mag Uruk Thraka, Mighty Goff Warlord and Leader of the WAAAGH!
Makari, Ghazghkull's Battle Standard Bearer Zodgrod Wortsnagga, Snakebite Runtmaster Wazdakka Gutzmek, Evil Sunz Mekaniak and Bad Ork Bikeboy

 

 

 

 

++ Imperial Database access 25573.6 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Warboss ++   

   

M WS BS S T W I A Ld

65 pts.

Warboss

4

6

6

4

5

3

5

3

9

Flak Armor 6+, Boltpistol

The Warboss may be given up to three Wargear Cards.


The Warboss has strategy rating of 3.

Any ork units that have a model within 12' of the Warboss may use his Leadership value when they take a Break or Panic test.

The Warboss may be accompanied by up to four Gretchin assistants.  You must pay for these- see Gretchin Assistants.


 

++ Imperial Database access 23789.0 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Battle Standard Bearer ++   

   

M WS BS S T W I A Ld

50 pts.

Ork Standard Bearer

4

4

4

4

4

1

4

1

8

35 pts. Gretchin Standard Bearer 4 3 4 3 3 1 3 1 6

Flak Armor 6+, Boltpistol

The Standard Bearer may have up to one Wargear Card.


Any Ork units that have a model within 12" of the Battle Standard may re-roll the dice if they fail a Break Test.


 

++ Imperial Database access 28948.2 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Bigboss ++   

   

M WS BS S T W I A Ld

35 pts.

Bigboss

4

5

5

4

5

2

4

2

8

Flak Armor 6+, Bolt Pistol

The Bigboss may have up to two Wargear Cards.

 


 

++ Imperial Database access 27475.1 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation: Freebooter Kaptin ++   

   

M WS BS S T W I A Ld

35 pts.

Freebooter Kaptin

4

5

5

4

5

2

4

2

8

Flak Armor 6+, Bolt Pistol

The Freebooter Kaptin may have up to two Wargear Cards


The Freebooter Kaptin may be accompanied by up to four Gretchin Assistants.  These must be paid for-see Gretchin Assistants.


 

++ Imperial Database access 29237.5 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Blood Axe Kommando Kaptin ++   

   

M WS BS S T W I A Ld

35 pts.

Blood Axe Kommando Kaptin

4

5

4

4

5

2

5

2

8

Flak Armor 6+, Bolt Pistol

The Blood Axe Kommando Kaptin may have up to two Wargear Cards.

 


 

++ Imperial Database access 26458.3 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Drillboss ++   

   

M WS BS S T W I A Ld

20 pts.

Drillboss

4

4

4

3

4

1

3

1

9

Flak Armor 6+, Bolt Pistol

If the Stormboyz he is leading are equipped with jump packs then the Drillboss must also take one, at cost of 5 points.


 

++ Imperial Database access 25363.2 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Nobz ++   

   

M WS BS S T W I A Ld

13 pts.

Nobz

4

4

4

3

4

1

3

1

8

Flak Armor 6+, Bolt Pistol

 


 

++ Imperial Database access 29857.4 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation: Mekaniak ++   

   

M WS BS S T W I A Ld

18 pts.

Mekaniak

4

4

4

4

4

1

3

2

7

Flak Armor 6+, Bolt Pistol

The Mekaniak may have up to three Wargear Cards.

The Mekaniak may be accompanied by up to four Gretchin Assistants at an additional cost.


 

++ Imperial Database access 21178.4 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Painboy ++   

   

M WS BS S T W I A Ld

18 pts.

Painboy

4

4

4

4

4

1

3

2

7

Flak Armor 6+, Bolt Pistol

The Painboy may have up to one Wargear Card.

The Painboy may be accompanied by up to four Gretchin Assistants at an additional cost-see Gretchin Assistants.


 

++ Imperial Database access 26729.8 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Runtherd ++   

   

M WS BS S T W I A Ld

18 pts.

Runtherd

4

4

4

4

4

1

3

2

7

Flak Armor 6+, Bolt Pistol

The Runtherd may have up to one Wargear Card.

The Runtherd may be accompanied by up to four Gretchin Assistants.  You must pay for these- see Gretchin Assistant.


 

++ Imperial Database access 24532.0 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Weirdboy ++   

   

M WS BS S T W I A Ld

85 pts.

Weirdboy

4

4

4

4

4

1

3

2

7

Minderz 4 4 3 4 4 1 2 1 7

Flak Armor 6+

The Minderz are armed with a Boltpistol and Axe.

The Weirdboy may have up to one Wargear Card.

Either or both Minderz may replace their bolt pistol for a bolter at a cost of 1 point per model.

A Weirdboy is a psyker with a mastery level of 2.


 

++ Imperial Database access 24536.5 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Weirdboy Warphead ++   

   

M WS BS S T W I A Ld

194 pts.

Weirdboy Warphead

4

5

3

4

5

3

5

3

8

Minderz 4 4 3 4 4 1 2 1 7

Flak Armor 6+

The Minderz are armed with a Boltpistol and Axe or a Bolter.

The Warphead may have up to one Wargear Card.

Any Minderz may replace their bolt pistol for a bolter at a cost of 1 point per model.

A Warphead is a psyker with a mastery level of 4.


 

++ Imperial Database access 29839.1 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Ogryn Leader ++   

   

M WS BS S T W I A Ld

55 pts.

Champion

6

5

4

5

5

3

5

2

9

89 pts. Hero 6 6 5 6 6 4 6 3 9
110 pts. Mighty Hero 6 7 6 6 6 5 7 4 10

Primitive Armor 6+, Axe or Club

The Ogryn Leader may have up to one Wargear Card.

The Ogryn Leader may be given an extra axe or club at a cost of 1 point.

The Ogryn Leader may have a Ripper Gun at a cost of 3 points.

The Ogryn Leader may be given mesh armor at a cost of 3 points.


 

++ Imperial Database access 29883.2 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Gretchin Assistants ++   

   

M WS BS S T W I A Ld

3 pts.

Gretchin

4

2

3

3

3

1

2

1

5

5 pts.

Champion 4 3 4 3 3 1 3 1 6

Hand Weapon

A Gretchin Assistant may be given a Gretchin blunderbuss, autopistol, or autogun at a cost of 1 point.

A Gretchin Assistant may be given Flak Armor at a cost of 1 point.

Special:  The character and his assistants form a small unit and must obey the Squad Coherency rules.


 

++ Imperial Database access 29488.2 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Nobz Mob ++   

   

M WS BS S T W I A Ld

15 pts. per model

Nobz Mob

4

4

4

3

4

1

3

1

8

3-15 Nobz

Flak Armor 6+, Bolt Pistol, axe, frag stikkbombz

Any Nob may replace his boltpistol for a bolter at a cost of 1 point.

Any Nob may be given 'eavy armor for an additional cost of +7 points.  Bad Moons Nobz may be given mega-armor at an additional cost of +25 points.


 

++ Imperial Database access 24415.6 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Blood Axe Kommando Mob ++   

   

M WS BS S T W I A Ld

14 pts. per model

Blood Axe Kommando Mob

4

4

4

3

4

1

3

1

7

5-20 Blood Axe Kommandos

Flak Armor 6+, Bolt Pistol, axe, frag stikkbombz

Any Kommando may replace his boltpistol for a bolter at a cost of 1 point.

Any model may replace his axe with a power axe at a cost of 6 points.

Up to one model may have additional equipment chosen from the Special Weapons or Heavy Weapons section of the Wargear list.

Special:  The Blood Axe Kommando Mob may deploy using the infiltration rule.

bloodaxes.jpg (34771 bytes)


 

++ Imperial Database access 20378.4 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Freebooter Pirates ++   

   

M WS BS S T W I A Ld

12 pts. per model

Freebooter Pirates

4

5

5

4

5

2

4

2

8

5-20 Freebooter Pirates

Flak Armor 6+, Bolt Pistol, axe, Frag stikkbombz.

 


Any Pirate may replace his boltpistol wiht a bolter at a cost of 1 point.

In addition, up to one model may be given a eapon chosen from the Special Weapons or Heavy weapons section of the Wargear list.


 

++ Imperial Database access 29589.4 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Mad Mob ++   

   

M WS BS S T W I A Ld

10 pts. per model

Mad Mob

4

3

3

3

4

1

2

1

7

5-30 Madboyz

Flak Armor 6+, Bolt Pistol, axe, Frag Stikkbombz

Any Madboy may replace his boltpistol  for a bolter at a cost of 1 point.


 

++ Imperial Database access 27376.3 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Bad Moon Boyz Mob ++   

   

M WS BS S T W I A Ld

12 pts. per model

Bad Moon Boyz Mob

4

3

3

3

4

1

2

1

7

5-20 Madboyz

Flak Armor 6+, Bolt Pistol, axe, Frag Stikkbombz

Any Boy may replace his boltpistol  for a bolter at a cost of 1 point.

In addition, up to two models may be given weapons from the Heavy weapons section of the Wargear list.

badmoons.jpg (22820 bytes)


 

++ Imperial Database access 28283.6 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Blood Axe Boyz Mob ++   

   

M WS BS S T W I A Ld

12 pts.m per model

Blood Axe Boyz Mob

4

3

3

3

4

1

2

1

7

5-20 Madboyz

Flak Armor 6+, Bolt Pistol, axe, Frag Stikkbombz

Any Boy may replace his boltpistol  for a bolter at a cost of 1 point.

In addition, up to one model may be given a weapon chosen from the Special Weapons or Heavy Weapons sections of the Wargear list.


 

++ Imperial Database access 29334.5 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Stormboyz Korps ++   

   

M WS BS S T W I A Ld

11 pts. per model

Stormboyz Korps

4

3

3

3

4

1

2

1

7

5-20 Stormboyz

Flak Armor 6+, Bolt Pistol, axe, Frag Stikkbombz

Any Stormboy may replace his boltpistol  for a bolter at a cost of 1 point.

The entire Korps may be equipped with jump packs at a cost of 5 points per model.

Up to one model may have additional equipment chosen from the Special Weapons or Heavy Weapons sections of the Wargear list.


 

++ Imperial Database access 29847.4 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Deathskulls Mob ++   

   

M WS BS S T W I A Ld

12 pts. per model

Deathskulls Mob

4

3

3

3

4

1

2

1

7

5-10 Deathskull Lootas

Flak Armor 6+, Bolt Pistol, axe, Frag Stikkbombz

Any Boy may replace his boltpistol  for a bolter at a cost of 1 point.

In addition, any model may be given a kustom kombi-weapon at a cost of 15 points or a weapon chosen from the Heavy weapons section of the Wargear list.

deathskulls.jpg (27240 bytes)


 

++ Imperial Database access 20940.2 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Evil Sunz Boyz Mob ++   

   

M WS BS S T W I A Ld

12 pts. per model

Evil Sunz Boyz Mob

4

3

3

3

4

1

2

1

7

5-20 Boyz

Flak Armor 6+, Bolt Pistol, axe, Frag Stikkbombz

Any Boy may replace his boltpistol  for a bolter at a cost of 1 point.

In addition up to one model may be given a weapon chosen from the Special Weapons or Heavy Weapons sections of the Wargear list.

An Evil Sunz Mob may be mounted on warbikes at an extra cost of 35 points per model.

evilsunz.jpg (32210 bytes)


 

++ Imperial Database access 29837.4 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Goff Boyz Mob ++   

   

M WS BS S T W I A Ld

12 pts. per model

Goff Boyz

4

3

3

3

4

1

2

1

7

Skarboyz 4 4 3 4 4 1 2 1 7
5-20 Boyz

Flak Armor 6+, Bolt Pistol, axe, Frag Stikkbombz

Any Madboy may replace his boltpistol  for a bolter at a cost of 1 point.

In addition, up to one model mat be given a weapon chosen from the Special Weapons or Heavy Weapons sections of the Wargear list.

Any number of models in the mob can be upgraded to Skarboyz at a cost of +1 point each.


 

++ Imperial Database access 23412.1 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Snakebite Boyz Mob ++   

   

M WS BS S T W I A Ld

12 pts. per model

Snakebite Boyz Mob

4

3

3

3

4

1

2

1

7

War Boar 7 4 0 3 4 1 3 1 3
Cyboar 10 3 0 4 3 1 4 2 3
5-20 Boyz

Flak Armor 6+, Bolt Pistol, axe, Frag Stikkbombz

Any Boy may replace his boltpistol  for a bolter at a cost of 1 point.

In addition, up to one model may be given a weapon chosen from the Special Weapons or Heavy Weapons sections of the Wargear lists.

A Snakebite Mob may be mounted on boars at a cost of 6 points per model or cyboars at a cost of 15 points per model.  All of the models in a mob must be mounted if any of them are, you may not leave some members of the mob on foot, but models may be mounted on a combination of boars and cyboars.

snakebites.jpg (23749 bytes)


 

++ Imperial Database access 20696.1 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Gretchin Mob ++   

   

M WS BS S T W I A Ld

5 pts. per model

Gretchin Mob

4

2

3

3

3

1

2

1

5

10-40 Gretchin

Flak Armor 6+, Autogun, Knife

 

Any Gretchin may replace his autogun with one of the following weapons at no additional point cost:  Autopistol, Gretchin Blunderbuss.


 

++ Imperial Database access 28778.2 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Snotling Herd ++   

   

M WS BS S T W I A Ld

5 pts. per base

Snotling Herd

4

2

2

1

1

3

3

3

4

2-10 Snotling bases

Hand Weapons


 

++ Imperial Database access 21132.9 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Ogryn Mob ++   

   

M WS BS S T W I A Ld

44 pts. per model

Ogryn Mob

6

4

3

5

5

3

4

2

8

1-10 Ogryns

Primitive Armor 6+, Axe or club

Any model may be given an extra axe or club at a cost of 1 point.

Any model may be given a Ripper Gun at a cost of 3 points.

Any model may be given mesh armor at a cost of 3 points.


 

++ Imperial Database access 27855.6 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Bad Moon Clan ++   

++ Character Identification:   Nazdreg Ug Urdgrub, Bad Moon Warlord ++

   

M WS BS S T W I A Ld

145 pts.

Nazdreg Ug Urdgrub, Bad Moon Warlord

4

6

6

4

5

3

5

3

9

Ork mega-armor with targeter 2+ save, 4+ unmodified re-roll if first save failed

Boltpistol, powerfist, Frag Stikkbombz, Krak Stikkbombz, Kustom Shoota

Nazdreg may have up to four Wargear Cards, one of which must be the Kustom Shoota.

Nazdreg has a strategy rating of 3.  In addition, if you take Nazdreg as the commander of your force you may take an extra d3-1 strategy cards at the start of the game.


 

++ Imperial Database access 29083.7 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Gretchin ++   

++ Character Identification:  Makari, Gahzghkull's Battle Standard Bearer ++

   

M WS BS S T W I A Ld

70 pts.

Makari, Ghazghkull's Battle Standard Bearer

4

3

4

3

3

1

3

1

6

Hand Weapon, Incredible Good Luck (2+ unmodified save, see special rules below).

Special Rules:  The main reason for Makari's longevity is his quite extraordinary good luck.  The number of times that bolter shells have been deflected by medals, grenades landing at his feet have proved duds or attackers have slipped on a patch of oil is legendary.  Makari's good luck is represented by a special saving throw of 2 or more on a d6, which is never modified for any reason and which he gets against any and all damage that he suffers for whatever reason.


 

++ Imperial Database access 26525.4 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Freebooter Pirates ++

++ Character Identification:  Kaptin "Flash Git" Badrukk ++   

   

M WS BS S T W I A Ld

100 pts.

Kaptin "Flash Git" Badrukk

4

6

6

4

5

3

5

3

9

Flash Gitz 4 4 4 3 4 1 3 1 7

Ork 'eavy Armor 4+, Bolt Pistol, Power fist, Badrukk's ripper gun

Badrukk may have up to three Wargear Cards.


Badrukk's Ripper Gun:Kaptin Badrukk is armed with an Ogryn Ripper gun.  The weapon has been built into Badrukk's armor so that he can use it without the enormous recoil ripping his arm off.

The Flash Gitz: If Kaptin Badrukk is included with an Ork army then up to one band of Freebooter Pirates bought from the Mobs section of the army list may be upgraded to Flash Gitz at no additional cost in points.  This scurvy bunch of rogues and cut-throats have the characteristics shown above.  In addition to the equipment normally allowed to a Freebooter Pirate, each Flash Git model may have up to one Wargear card.


 

++ Imperial Database access 29349.2 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Snakebite Clan ++   

++ Character Identification:  Zodgrod Wortsnagga, Snakebite Runtmaster ++

   

M WS BS S T W I A Ld

65 pts.

Zodgrod Wortsnagga, Snakebite Runtmaster

4

5

4

4

5

2

4

2

8

Super Gretchin 4 3 3 3 3 1 4 2 7
Super Snotlings 4 3 2 2 2 4 4 4 6

Ork 'eavy Armor 4+, Bolt Pistol, Runtherd's Grabba-Stikk

Zodgrod may have up to two Wargear Cards.  One of these must be the Runtherd's Grabba-Stikk.

Special Rules:  If Zodgrod is included with an Ork army then one mob of Gretchin or Snotlings bought at additional cost from the Mobs section of the army list may be upgraded to "Super-Runts" at no additional cost in points.   Super-runts have enhanced abilities as a result of their selective breeding and thorough training, which is shown by the special set of characteristics above.   Zodgrod will not allow Super Snotlings to be fired through a Shokk Attack Gun, they are far too precious!


 

++ Imperial Database access 22398.7 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Deathskull Clan ++   

++ Character Identification:  Mad Doc Grotsnik, Deathskull Painboy ++

   

M WS BS S T W I A Ld

82 pts.

Mad Doc Grotsnik, Deathskull Painboy

4

5

5

4(+2)

5

3

5

2

8

Cybork Body (armor value 15), Power fist, Doc's Tools

Grotsnik may have up to two Wargear Cards, which must be a Cybork Body and Doc's Tools

Special Rules:  Because Grotsnik is mad he must follow the rules for Madboy behavior ( see the Madboys entry in the Forces section).  Because Grotsnik is quite an independent chap and prone to wandering off on his own he is not allowed to join or lead any mobs and must always remain on his own.  Note that this means that he cannot be a part of the Madboyz mob if there is one in the army.


 

++ Imperial Database access 29597.4 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Evil Sunz ++ 

++ Character Identification:  Wazdakka Gutzmek, Evil Sunz Mekaniak and Bad Ork Bikeboy ++  

   

M WS BS S T W I A Ld

192 pts.

Wazdakka Gutzmek, Evil Sunz Mekaniak and Bad Ork Bikeboy

4

5

5

4

5

2

5

2

8

Ork Mega- Armor 2+ save, 4+ unmodified re-roll, Powerfist, Frag, Krak and Blind Stikkbombz

Wazdakka may have up to two Wargear Cards.

Transport:  Wazdakka rides a specially kustomized warbike that uses the following four Vehicle Cards:  Kustom Force Field, Squig Fuel Injector, Supercharged Engine, Reinforced armor.  In addition, the warbike is fitted with a battle cannon that fires over Wazdakka's head, an auto launcher with Frag and blind stikkbombz as well as the autocannon with which the warbike is normally armed.  The auto-cannon and battle cannon are linked and must fire at the same target, although the auto-cannon can use their sustained fire ability to hit targets within 4" of the primary target.  Note that the battle cannon can always fire, even if the auto-cannon are jammed.

Speed Freak:  Wazdakka is a highly skilled biker and adds +2 to the dice roll when he rolls on the Bike Skid turn table.  Unfortunately he is very reluctant to slow down or stop once his bike is moving.  To represent this, he may not decrease his speed compared to a previous turn (eg, from Combat speed to Slow speed) unless he takes and passes a Speed test first.  To take a speed test roll a d6 and consult the chart below.

Battle Cannon Recoil:  The warbike is a bit too light to cope with the huge amounts of recoil generated by the battle cannon.  To represent this, Wazdakka and his warbike are pushed d3" directly backwards every time that the battle cannon is fired and will collide with any model or obstacle they hit.

Speed Test

1-3 Slows Down.  Wazdakka restrains his natural instincts and slows down as required.

4-5 Same Speed.  Try as he might  Wazdakka is unable to bring himself to slow down.  He travels at the same speed as he did in the previous turn.

6 Yaaaaaaargh!  Whats all this rubbish about slowing down! Wazdakka grins broadly and opens the throttle.  The vehicle accelerates to its maximum speed regardless of the wishes of the player.


 

++ Imperial Database access 20933.4 ++     

++Bio-Classification:  Orks ++

++ Group Affiliation:  Goff Clan ++   

++ Character Identification:  Ghazghkull Mag Uruk Thraka, Mighty Goff Warlord and Leader of the WAAAGH!  ++

   

M WS BS S T W I A Ld

180 pts.

Ghazghkull Mag Uruk Thraka, Mighty Goff Warlord and Leader of the WAAAGH!

4

7

6

4

5(+1)

4

5

3

10

Ork mega-armor with targeter 2+ save, 4+ unmodified re-roll if first save is failed

Boltpistol, Power Sword, Frag Stikkbombz, Krak Stikkbombz, Kustom Blasta

Ghazghkull may have up to three Wargear Cards, one of these must be the Kustom Blasta and one must be Ghazghkull's Adamantium Skull.

Ghazghkull has a strategy rating of 3.

Special Rules:  Once per game Ghazghkull may call on the Ork gods Mork and Gork to invoke the Power of the WAAAGH!  He may do this at any time, including his opponent's turn.  As soon as Ghazghkull calls on the Power of the WAAAGH, any fleeing ork models immediately rally.  For the remainder of the turn and all the following turn ghazghkull is immune to any damage- he cannot be harmed in any way at all- and all Orks ( including Ghazghkull himself) receive a +1 modifier in hand to hand combat.

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