TEXT: SHIPS OF THE ORKS
  
  Original Game Design and Development
  Andy Chambers, Gavin Thorpe, Jervis Johnson
  Revised Edition
  Plaxor, Afterimagedan, The Specialist Games Community
  Artwork & Graphics
  John Blanche, Richard Wright, Alex Boyd,
  Wayne England, Des Hanley, Neil Hodgson,
  Nuala Kennedy, Paul Smith, John Wigley, Talima Fox
  Miniatures, Models, & Painting
  Tim Adcock, Dave Andrews, Owen Branham, Mark Jones,
  Chris Smart, Dave Thomas, Matt Parkes, Keith Robertson,
  Martin Footitt, Stuart Thomas, Richard Baker, Neil Green
  Special Thanks
  Nate Montes, Bob Henderson, Ray Bell, Pete Haines,
  Gary ‘Slim’ Parsons, Roger Gerrish, Jes Goodwin, Rick Priestly, 
  John Carter, Che Webster & Richard Hodgekinson
  Roy ‘Horizon’ Amkreutz, Fred Martinson, W.S. Scott Boyd,
  Robert C.M. Passovoy, Aaron Dickey, Sam Stewart,
  Stephen Cundiff, Colin Young, Dex Sy, Brandon Pooley,
  Wesley Herndon, Florian Piening, John Lambshead,
  Matt Sprang & The 40k Specialist Games Community
  
  The BaTTlefleeT GoThic: expanded Revised ediTion
  What is BFG:XR?
  The Battlefleet Gothic: Expanded Revised Edition is an updated, visually remastered version of Plaxor and 
  Afterimagedan’s well known Battlefleet Gothic: Revised project. The aim of BFG:XR is to build and maintain 
  a complete, unified rule set that is both easy for new players to learn and deep enough for veterans to enjoy. 
  Note that this project was formerly known as the BFG 2015 Project, and some documents may still bear that 
  name or refer to it in the text.
  How are these rules made?
  The BFG:XR edition is a combination / update of the classic BFG v1.5 Rulebook, the unofficial FAQ 2010 
  Compendium, and the BFG:R faction fleet lists. I have carefully transcribed these documents into new, fully 
  edited and reformatted documents that attempt to preserve the style and character of the classic BFG rules.
  Who is responsible for BFG:XR?
  BFG:XR is a personal project of one user, Xca|iber (that’s me), and is not directly endorsed by Games Workshop, 
  Plaxor, Afterimagedan, or any other BFG authority. The contents of these documents, such as text, artwork, 
  symbols, and so forth are the property of their respective creators - I have only made relatively small changes 
  to the formatting and rules where necessary to improve readability and clarity.
  I found a typo or mistake, what should I do?
  Any questions, concerns, or comments about the BFG:XR project may be submitted online at the Specialist 
  Arms Forums, under the Battlefleet Gothic heading. You may also reach the author (me) directly by email at 
  BattlefleetGothic2015@gmail.com. 
  
  HISTORY OF THE ORKS
  Expanded Revised - oRks
  1
  THE GREEN TIDE
  PIRATES, CLANZ, & DA WAAAGH!
  Orks are perhaps the least sophisticated 
  space-faring race in the galaxy. Their ships 
  are often barely functioning, unreliable 
  rust buckets kept in operation only by the 
  constant efforts of Ork Mekboyz and their 
  Gretchin slaves. However, the Orks make 
  great use of salvaged parts and their largest 
  vessels are usually gigantic, refitted space hulks that 
  providentially drifted out of the Warp near one of their 
  worlds. Orks in space typically resort to piracy, using 
  brutally direct attacks, with swarms of ships rushing 
  headlong towards an unfortunate target, guns firing 
  wildly as they approach. As Ork ships are exceedingly 
  heavily armed for their size, this tactic is harder to defeat 
  than might be imagined. 
  ORK ‘KULTURE’
  Orks naturally tend to gather into groups with various 
  levels of organization. The first and smalles group is 
  the mob, a squad-level unit of Orks with similar ideas 
  of how to act on the battlefield, generally led by a Nob 
  (short for ‘noble’, but pronounced in the unique Ork 
  parlance). A number of mobs will gather together into 
  a warband - roughly equivalent to an Imperial Guard 
  company - although with greater variations in size and 
  strength. Warbands are almost invariably led by powerful 
  Warbosses or the occasional Big Mek. The largest Ork 
  organizational unit is the tribe, a group of numerous 
  warbands all under the command of a single, all-
  powerful Warboss. Only in the rarest of circumstances 
  are the tribes united, usually when a legendary warlord 
  declares a massive ‘Waaagh!’ against a worthy opponent.
  While it is unlikely for a single mob to seize control of 
  an entire starship, an individual warband of sufficient 
  size could easily control a cruiser or two. In general, this 
  means that Ork fleets are typically made up of several 
  tribes working together, although alliances of this nature 
  do not last long unless part of a larger campaign.
  THE CLANZ
  While many Orks are part of a tribe or warband, almost 
  all Orks are also part of a Clan. Where a tribe or warband 
  may be dissolved, split apart, or reformed, the Clanz are 
  the one enduring link between all Orks across the galaxy.
  Ork clanz are not communities but rather philosophical 
  delineations of the different varieties of Ork. Each has its 
  own colors, markings, and ways of waging war. It is not 
  known if Clan characteristics are a genetic phenomena, 
  although many members of the same Clan have similar 
  physical characteristics.
  Ork tribes usually contain Orks from more than one Clan, 
  so when tribes fight each other, Orks will often end up in 
  combat with foes from the same Clan. This is considered 
  normal in Ork society, as an individual’s allegiance is to 
  his Warboss before his Clan. However, inter-clan rivalry 
  is very intense, and warbands within a tribe will often be 
  made up of Orks from only one Clan.
  In addition to the Clanz, there are also other Ork cultural 
  groups such as the Freebooterz and the Kult of Speed, 
  who eschew Ork society to pursue their own obsessions.
  ORK TECHNOLOGY
  Ork technology may appear ramshackle and slapped-
  together, but is as potent as any weaponry used by the 
  Imperium. Ork ‘science’ is characterized by a continuous 
  stream of poorly thought-out, haphazard experimentation 
  and constant one-upmanship in an attempt to build the 
  biggest gun, the largest Gargant, or the fastest starship. 
  As a result, Ork technology is not uniform, lending Ork 
  warbands a cobbled together and random appearance. 
  Ork ‘Mekboyz’ are the foremost specialists in the field 
  of Ork engineering, and at battlefield improvisation or 
  repairs. They can salvage almost any burnt-out wreck, 
  and many Ork vessels have been reported destroyed 
  dozens of times, only to be cobbled back together, given 
  a fresh lick of paint (if even that), and sent back into the 
  fray. It is said in the Imperium that one can identify an 
  inexperienced commander by their failure to completely 
  destroy Ork ships defeated in combat.
  The tough, resilient nature of Orks means they also 
  accept crude bionic enhancements, transplants, and other 
  medical shenanigans being performed on them with ease. 
  How this technology functions, let alone how the Orks 
  are able to survive the procedures, is the subject of much 
  debate among Imperial scholars. Yet the one thing they 
  can all agree upon is that the only thing worse than a big 
  Ork charging at you, is a big Ork charging at you with a 
  huge bionic claw attached to his arm!
  THE WAAAGH!
  The Orkish term ‘Waaagh!’ refers to four phenomena 
  that are central to the Ork civilization. The first is their 
  battle cry, shouted with great gusto at the very thought of 
  a good fight. Second, it refers to the psychic field which 
  binds all Orks together, altering reality to fit their beliefs, 
  proportional in strength to the number of Orks in a given 
  group. Lastly, it refers to both the unification of many 
  Orks against a common foe, and the actual group of 
  participating Orks themselves. From an Ork perspective 
  however, there is little consideration of these differences; 
  to an Ork, they are all simply part of the Waaagh!
  "T
  ravellin' through space is boring. Well, boring unless da hulk yer on is full of dem gene-sneakers, or a base fer da chaos 
  lads wiv da spikes, or already has Boyz on it. Or if humie lootas come callin', that's always good fer a bit a sport. Or 
  unless yer have a mutiny or two to pass da time, or unless strange fings start happenin', which dey usually do when yer out 
  in da warp. One time we had some bloody great ugly fing come straight out of Weird Lugwort's 'ed! It butchered half da 
  lads, that was pretty entertainin'. Come ter fink of it, space is a pretty good larf. And that's before yer find yerself a nice 
  world ta crush!"
  -Bigmaw, Ork Runtherd
  
  ORK SPECIAL RULES
  Expanded Revised - oRks
  2
  LEADERSHIP &
  SPECIAL ORDERS
  While Orks approach space combat with the same gusto 
  they reserve for all forms of violence, the technical nature 
  of fighting in the void is often at odds with their ability. 
  As such, Orks do not always have the most competent 
  crews. Ork ships and squadrons use the following table 
  when generating random leadership values:
  D6 ROLL
  LEADERSHIP
  1
  5
  2-3
  6
  4-5
  7
  6
  8
  Da Boss’ Orderz
  To counteract the inevitably chaotic conduct of most Ork 
  crews, Ork commanders must constantly exercise their  
  authority, usually in the form of physical violence, lest 
  their rampaging underlings tear the ship apart.
  Whenever a ship or squadron led by a commander fails a 
  leadership test, you may re-roll the result without using a 
  fleet commander re-roll. However, each time you use this 
  ability (regardless of the outcome), resolve one hit-and-
  run attack against the commander’s ship or a member 
  of the same squadron within 15cm. This attack always 
  uses the bonuses of the commander’s vessel, if any. 
  Remember that you cannot re-roll the result of a single 
  test more than once.
  Note that if a squadron with multiple commanders fails a 
  leadership test, this ability is resolved only once for the 
  entire squadron. In this case, the attack will made by the 
  commander’s vessel that has the highest Ld value in the 
  squadron.
  ORKS IN BATTLEFLEET GOTHIC
  Mob Rule
  For the Orks, quantity has a quality all its own. Unlike 
  most other races, where large populations invariably 
  become weighed down by crippling bureaucracy, Orks 
  in large groups actually become more efficient, more 
  coordinated, and of course, more dangerous. This means 
  that disparate and disorganized squadrons of Ork raiders 
  can quickly grow into an unstoppable force once they 
  have banded together.
  While an Ork escort squadron has at least two remaining 
  ships, it may attempt a command check using its current 
  number of members as its Ld value (max Ld8) instead of 
  rolling normally. Furthermore, this ‘mob rule’ check may 
  be attempted even if another ship or squadron in the fleet 
  has failed a command check on the same turn.
  Note that if an escort squadron fails a command check, it 
  cannot make a second attempt using this special rule, and 
  vice versa. Additionally, if a command check attempted 
  with this rule is subject to Ld modifiers, they are applied 
  after adjusting for the Ld limit described above (so a 10-
  ship squadron with a -2Ld modifier would test at Ld6).
  ‘Ere We Go!
  One thing Orks need very little encouragement to do is 
  go fast. Indeed, some treat the concept of speed with an 
  almost religious reverence. Because of this, all Ork ships 
  and squadrons automatically pass command checks to go 
  on All Ahead Full special orders.
  However, Ork drive systems are much less efficient than 
  those of other races, and are often short on fuel. As such, 
  Ork vessels on All Ahead Full special orders only add 
  +3D6cm to their speed instead of +4D6cm.
  BOARDING ACTIONS
  Orks are ferocious close combat fighters who delight in 
  all kinds of brutal, physical violence. To represent this 
  renowned savagery, all Ork vessels have a crew damage 
  bonus of +1.
  ORK SHIP UPGRADES
  Most Ork technology is crude at best, sometimes barely 
  held together with rivets and welded metal sheets. Yet 
  it is surprisingly functional, as many foolish opponents 
  have learned at their peril.
  Soopa Boostas
  Despite the name, soopa boostas are little more than  
  giant rockets attached to a ship’s hull anywhere they can 
  be properly (or improperly) retrofitted.
  A ship with soopa boostas adds an extra +1D6cm to its 
  speed when on All Ahead Full special orders, and also 
  adds +5cm to its regular speed. Note that ships which are 
  always equipped with soopa boostas will have this extra 
  speed included in their profile.
  Kustom Tractor Fields
  Given the sheer delight that boarding brings to an Ork 
  crew, it is no surprise that many Ork ships are designed to 
  facilitate boarding actions as often as possible. 
  Any time a vessel equipped with kustom tractor fields 
  moves into base contact with an enemy ship during 
  its own movement phase, it may immediately stop all 
  movement, regardless of minimum speed or any other 
  requirements. If it does so, it must attempt to board the 
  contacted enemy vessel that turn. Crippled vessels cannot 
  use kustom tractor fields.
  Kustom Force Fields
  Often one of the first “upgrades” an aspiring mek will 
  give his ship, kustom force fields vary from unreliable to 
  unimaginably strong. Keeping them powered, however, 
  is usually something of a challenge.
  A vessel equipped with a kustom force field replaces one 
  of its shields (losing a point of shield strength) with +D3 
  shields, determined randomly each game turn when the 
  ship first comes under attack or would otherwise need to 
  use its shields.
  "L
  ook what they have done to His cruisers! Look 
  what the dirty little Orks have done to my 
  beautiful Lunar class!" 
  "WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH!"
  
  ORK SPECIAL RULES
  Expanded Revised - oRks
  3
  Hull Krusha
  A hull krusha is the Ork equivalent of the Imperial power 
  ram. While not nearly as technologically sophisticated, a 
  hull krusha more than makes up for this through sheer, 
  armored bulk. A ship equipped with a hull krusha inflicts 
  one automatic hit when it successfully rams an enemy 
  target, resolved before rolling for any other damage.
  ORK WEAPONS
  Ork weapons are mostly crude and unreliable, but they 
  are surprisingly efficient for their relative cost.
  Note that some Ork weapons have random firepower or 
  strength (such as D6+1, etc). Where this is the case, roll 
  to determine firepower/strength each time the weapon 
  is fired. When combining multiple such weapons in one 
  shooting attack, roll for each weapon separately before 
  adding their firepower/strength together.
  Gunz
  The so-called ‘gunz’ are the most basic of Ork munitions, 
  and follow all the usual rules for weapons batteries. 
  Heavy Gunz
  Orks often mount massed arrays of short-range weapons 
  on their ships. These are known as ‘heavy gunz,’ and 
  are deadly when fired. They follow all the normal rules 
  for weapons batteries, but have two different firepower 
  values in their profile. The first is used when firing on 
  targets at least 15cm away, while the second (in brackets) 
  is used when firing on targets within 15cm. When firing 
  gunz and heavy gunz together, combine their firepower 
  as you would for regular weapons batteries.
  Zzapp Gunz
  Some Ork vessels are refitted with crude approximations 
  of lances called zzapp gunz. These function as lances 
  that can only score hits on a roll of 5+ instead of 4+. 
  In addition, if a score of 1 is rolled (on the actual D6, 
  not the D3 result) when determining the strength of a 
  ship’s zzapp gunz, place a blast marker in contact with 
  the rear arc of that ship’s base. This may only occur once 
  per turn, and does not apply to zzapp gunz with fixed 
  strength values.
  Killkannons
  Very rarely, Ork ships will acquire bombardment cannons 
  salvaged from Space Marine vessels. Known to the Orks 
  as ‘killkannons’, they are a highly-sought prize for most 
  Ork Warbosses. Killkannons fire in the same way as 
  weapon batteries with two exceptions:
  • Killkannons always score hits on a roll of 4+, regardless 
  of the target’s Armor value (even versus ordnance).
  • Any critical hit roll for a hit inflicted by a killkannon 
  will succeed on a roll of 4+ instead of only on a roll 
  of 6.
  Torpedo Launchas & Launch Bays
  As with their weapons batteries, Ork ordnance varies 
  wildly in strength from moment to moment. Because of 
  this, Ork ships may never combine torpedoes into larger 
  salvos. However, when calculating attack craft launch 
  limits, always use the highest possible value for the fleet.
  Looted Torpedoes
  Occasionally, the Orks will get their hands on especially 
  dangerous munitions, usually by stealing it from others. 
  An Ork ship which purchases looted torpedoes must roll 
  on the following table at the start of the game, gaining the 
  appropriate torpedo type shown below in addition to any 
  other torpedoes it may fire:
  D6 ROLL
  TORPEDO TYPE
  1
  Short Burn Torpedoes
  2
  Barrage Bombs
  3
  Guided Torpedoes
  4
  Seeking Torpedoes*
  5
  Melta Torpedoes*
  6
  Vortex Torpedoes*
  *Remember that these are usable only once per game.
  Turret Defenses
  Orks tend to prefer weight of fire over accuracy. As a 
  result, their turrets only score hits on a roll of 5+ rather 
  than the usual 4+. However, due to their lack of tracking  
  systems, their turrets do not differentiate between attack 
  craft, torpedoes, and mines. Ork vessels always use their 
  turrets against all attacking ordnance, regardless of type.
  Ork Fighta-Bommerz
  Fighta-bommerz are multi-role attack craft that act as 
  both fighters and bombers. Against enemy ordnance, 
  they must engage and remove opposing markers just like 
  fighters. Against enemy ships, they will attack following 
  the rules for bombers. However, fighta-bommerz have 
  limited weapons and will only make D3+1 attacks rather 
  than D6. On the other hand, enemy turrets cannot reduce 
  a fighta-bommerz squadron’s attacks below 1 (since an 
  Ork pilot will always at least try to ram his target!).
  Klaws
  Some Ork ships mount gigantic claws (called ‘klaws’ in 
  Ork parlance) which they use to literally shear enemy 
  vessels in half. When an Ork ship with klaws moves into 
  base contact with an enemy ship, roll 2D6. Each score of 
  4+ inflicts one point of damage on the target, ignoring its 
  shields just like hits from ordnance attacks.
  If a ship’s klaws score one or fewer hits, the Ork ship 
  has failed to grasp its target and will continue moving 
  after resolving the attack (and will act normally for the 
  rest of the turn). Note that an Ork ship may only use its 
  klaws against one enemy ship per turn, regardless of how 
  many vessels it encounters after the first. If both klaw 
  attacks hit, then the vessel has caught the target in its 
  fearsome grip! The smaller of the two vessels may not 
  move (where Defense > Battleship > Cruiser > Escort), 
  while the larger of the two reduces its speed by half, 
  cannot turn, and will drag the smaller ship along with 
  it, keeping in base contact as it moves. If both ships are 
  the same size, neither may move or turn. At the start of 
  each movement phase it remains grappled, the target ship 
  automatically suffers one point of damage (ignoring its 
  shields), as it is crushed in the klaws’ vice-like grip.
  To maintain its hold, an Ork ship must attack with its 
  klaws again in each of its subsequent movement phases 
  (resolved exactly like the initial klaw attack). If it fails to 
  inflict two hits, the target escapes and both ships return 
  to normal (the Ork ship cannot recapture its target until 
  its next turn). While grappling, both ships armaments’ 
  function at half strength. However, klaws do not prevent 
  either ship from conducting boarding actions or teleport 
  attacks, and are unaffected by special orders of any kind. 
  If an Ork ship becomes crippled, its  klaws may no longer 
  attack and it releases any enemy it is currently holding.
  "My lord, the greenskin ships appear to be... accelerating. 
  I think they intend to ram us!" 
  
  ORK SPECIAL RULES
  Expanded Revised - oRks
  4
  CLANZ AND COMMANDERS
  Orks have a diverse culture which is reflected in the wide 
  array of characters that command their fleets. The rules 
  for each are shown below. Remember that no capital ship 
  or escort squadron may be led by more than one character 
  for any reason.
  Warboss
  Ork Warbosses are the meanest and greenest warriors 
  in all of Ork society. They are adept at whipping other 
  Orks into a bloodthirsty frenzy, and are ferocious fighters 
  themselves, often able to face a dozen or more enemies at 
  once. A vessel embarking a warboss doubles its boarding 
  value.
  Freebooter Kaptin
  The Ork ‘Freebooters’ are a subculture of Orks naturally 
  suited to travel in the depths of space. Their ‘Kaptins’ 
  are especially skilled at commanding fleets of warships, 
  and other Orks will often hire them whenever a big space 
  battle is expected. Any capital ship or escort squadron led 
  by a Freebooter kaptin adds +1 to its randomly generated 
  leadership value.
  Big Mek
  When an Ork mek becomes smart enough - or sometimes 
  crazy enough - they are elevated to the status of Big Mek. 
  Most often, they will immediately go to work ‘fixing’ and 
  ‘kustomizing’ their vessel, to varying degrees of success. 
  Any capital ship embarking a big mek rolls an extra D6 
  when attempting to repair critical damage. 
  If a vessel led by a big mek has no critical damage, it 
  may instead roll to restore one lost hit point, exactly as 
  if it were rolling to repair critical damage. Note that a 
  big mek cannot restore more than one hit point per turn, 
  and cannot increase a ship’s hit points above its starting 
  capacity.
  Nob
  Ork Nobz are big, green, and scary, but not much else. 
  They are useful for keeping an Ork crew in line, but have 
  not yet won the renown of other, bigger, Ork leaders. A 
  ship or squadron led by a Nob does not gain any extra 
  bonuses. However, as special characters, Nobz may 
  purchase commander upgrades and so forth.
  KUSTOM UPGRADES
  For Orks, throwing one’s weight around is as important 
  as having that weight to begin with! To this end, many 
  Ork commanders will outfit their flagships with a bizarre 
  array of combat upgrades designed to reflect their unique 
  eccentricities and show off their battle prowess.
  Ork commanders have access to the following upgrades. 
  Each may only be purchased once per character, and will 
  only affect the vessel actually embarking the commander.
  Extra Turrets
  The commander’s vessel increases its Turrets value by 
  +2, to a maximum of 6.
  Soopa Tellyporta
  The commander’s vessel increases the range of its hit-
  and-run teleport attacks to 30cm. This does not affect any 
  other normal restrictions on conducting teleport attacks.
  Extra Power Field
  The commander’s vessel increases its Shields value by 
  +1. This upgrade may be used with kustom force fields.
  Mega Armored Boarding Parties
  The commander’s vessel increases its crew damage bonus 
  to +2, and adds +1 to its score when making hit-and-run 
  raids (including those made by ordnance it launches). 
  In addition, all enemy hit-and-run attacks against the 
  commander’s vessel subtract 1 from their result.
  Mad Meks
  When rolling to repair critical damage, the commander’s 
  vessel will succeed on a roll of 4+ instead of 6. This 
  upgrade may be combined with the bonus from a big mek 
  commander.
  More Dakka!
  Once per turn, the commander’s vessel may re-roll the 
  firepower or strength of any one of its random firepower/
  strength weapons.
  Grot Riggers
  The commander’s ship or squadron benefits from a +1Ld 
  bonus when attempting Reload Ordnance special orders. 
  Note that a capital ship squadron may not benefit from 
  more than one copy of this upgrade.
  "I
  've got to know a great deal more about these creatures over the last century or so, since that first disconcerting encounter, 
  and one thing I've seen time and again is that dismissing them as simple, unreasoning brutes is a fast route to the graveyard 
  (or more likely their stomachs)."
  -Commissar Ciaphas Cain
  
  ORK SPECIAL RULES
  Expanded Revised - oRks
  5
  DA ORK CLANZ
  Nowhere is the diversity of Ork ‘kulture’ more apparent 
  than in the division of the so-called Clanz. Each Ork clan 
  tends to follow one particular aspect of the Orks’ fighting 
  spirit, and to develop that aspect to its fullest.
  Any Ork commander that purchases the appropriate clan 
  upgrade from the Ork fleet list automatically belongs to 
  that clan. A commander’s clan bonus always applies to 
  his own ship and those of his squadron (if any), plus up to 
  one additional squadron if he is a Big Boss, or up to two 
  additional squadrons if he is a Mega Boss. (Note that an 
  individual Rok or capital ship is considered a ‘squadron’ 
  of one model for this purpose).
  Ships may never benefit from more than one clan bonus, 
  and a squadron may never possess multiple commanders 
  with different clan affiliations. Note that a vessel’s clan 
  does not change during the course of a game, regardless of 
  any commander’s status. Finally, a commander’s re-rolls 
  may not be used for ships or squadrons with a different 
  clan affiliation (commanders and vessels without a clan 
  are exempt from this restriction).
  Goffs
  The Goffs are one of the toughest and most brutal Ork 
  clanz in the galaxy. They specialize in direct combat, and 
  will often use any opportunity to start a war, even if that 
  means fighting among themselves. All Goff vessels gain 
  +1Ld when attempting to ram, and treat enemy ships as 
  having no turrets when initiating a boarding action.
  Evil Sunz
  The Evil Sunz idolize speed above all else. As a result, 
  they have some of the fastest Ork vessels ever seen. All 
  Evil Sunz vessels add +1D6cm to their speed while on 
  All Ahead Full special orders.
  Bad Moons
  The Bad Moons are the wealthiest of all the Ork Clanz, 
  for their ‘teef’ (Ork kulture’s chief currency) grow faster 
  than those of any other Orks. They often flaunt their vast 
  riches by buying up all the best Ork weapons and armor 
  for their ships and soldiers. Once per turn, a Bad Moons 
  vessel may re-roll the firepower/strength of any one of its 
  random firepower/strength weapons. This bonus may be 
  combined with More Dakka, but the same weapon may 
  not be re-rolled more than once.
  Deathskulls
  The Deathskulls are the most technologically-minded of 
  the Ork Clanz, although they usually express this trait 
  by compulsively stealing or modifying anything within 
  reach. Deathskulls ships may add +1 or -1 to any Critical 
  Damage roll they suffer, and may have looted torpedoes 
  for +10 points instead of +20 points.
  Blood Axes
  The Blood Axes were the first Ork clan to encounter 
  the Imperium of Man. Unlike others of their kind, the 
  Blood Axes can be rational and reasoned (at least by Ork 
  standards), and are capable of using far more ‘kunning 
  tactiks’ than their more aggressive brethren. All Blood 
  Axe ships and squadrons have +1 Ld.
  Snakebites
  The Snakebites are the least technologically advanced of 
  all the Ork Clanz, eschewing forcefields, vehicles, and 
  other such advantages and relying instead on the pure 
  brutality of their Ork ancestors. All Snakebite ships earn 
  +1 Assault point when scoring during a Planetary Assault 
  scenario (or any other scenario that uses Assault points).
  LOOTED VESSELS
  One of the primary methods Orks have used to advance 
  their civilization over the centuries is the outright theft of 
  machines, weapons, and vehicles belonging to their more 
  technologically savvy neighbors. While there is never a 
  guarantee that Orks will actually be able to understand 
  the mechanics of what they steal, they adapt very quickly. 
  Indeed, few things are as scary as watching Orks learn to 
  operate macro-cannons and high-explosive ordnance!
  Ork fleets have access to looted vessels instead of regular 
  reserves or allies. Looted ships may be chosen from any 
  cruisers in the Imperial Navy, Chaos, or Tau fleet lists (at 
  the usual 3:1 ratio for reserves). They use all the normal 
  rules for their type, with the following exceptions:
  • As Ork vessels, they will use all of the Ork rules 
  for leadership, special orders, boarding actions, and 
  turrets, rather than those of their normal faction.
  • When a looted vessel fails a leadership test, roll a D6. 
  On a result of 1, 2, or 3, the Orks have accidentally 
  damaged their own ship - it loses 1 hit point, with no 
  saves of any kind allowed.
  • A looted vessel replaces all its lances with zzapp gunz 
  (using the same profile), all its attack craft with fighta-
  bommerz/assault boats, and its nova cannon, if any, 
  with a killkannon (Range: 30cm, Strength 6, Front).
  • Looted vessels may benefit from a clan bonus and may 
  purchase any of the normal upgrades shown in their 
  ship profile (except for nova cannons).
  "O
  I! Lissen ta me wen I'z talkin' to ya! We'z gonna 
  go on 'dere ship, we'z gonna smash it up an' kill 
  anyfing dat gets in our way, an' den we'z gonna get back 
  on da boat an' go home. Dat'll show 'em. Do you lot 
  of 'umie runts unnastand dat? Good. Now, wiv me: 
  WAAAGH! "
  Gorgal 'Eadkicker
  
  SHIPS OF THE ORKS
  Expanded Revised - oRks
  6
  G
  orbag’s Revenge was the most active Ork battleship encountered throughout the Third Armageddon War, 
  participating as it did in the invasions of both Chosin and Armageddon. The original vessel was captured by the 
  Warboss Gorbag himself, when he overran an Imperial Dominator class cruiser in the Gothic sector, enslaving its crew 
  to refit the vessel, using its systems and weaponry as the basis for the soon-to be (and aptly named) Gorbag’s Revenge. 
  It proved the ideal vessel for large scale planetary assaults with its large launch capacity, allowing it to deliver huge 
  numbers of Orky Fighta-Bommerz to the surface. 
  For most of the Ork fleet, this tactic usually proved unwise and left them vulnerable to Imperial attack craft (specifically 
  waves of bomber squadrons), but the sheer size and firepower of Gorbag’s Revenge prevented it suffering too badly 
  from enemy counterattacks, Imperial or otherwise. As a result, Gorbag’s Revenge remained a constant element of the 
  fleet bombarding Armageddon throughout the course of the war.
  GORBAG'S REVENGE ...................................................................315 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Battleship/12
  20cm
  45°
  2
  6+ Prow / 5+
  4
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Gunz
  45cm
  D6+6
  Front
  Prow Torpedo Launchas
  Speed: 30cm
  D6+4
  Front
  Dorsal Launch Bays
  Fighta-Bommerz: 25cm
  Assault Boats: 30cm
  D3+1 Squadrons
  -
  Port Gunz
  30cm
  6
  Left
  Starboard Gunz
  30cm
  6
  Right
  Port Heavy Gunz
  30cm
  6 (10)
  Left
  Starboard Heavy Gunz
  30cm
  6 (10)
  Right
  Port Launch Bays
  Fighta-Bommerz: 25cm
  Assault Boats: 30cm
  2 Squadrons
  -
  Starboard Launch Bays
  2 Squadrons
  -
  "T
  he Orks are the pinnacle of creation. For 
  them, the great struggle is won. They 
  have evolved a society which knows no stress 
  or angst. Who are we to judge them? We Eldar 
  who have failed, or the Humans, on the road to 
  ruin in their turn? And why? Because we sought 
  answers to questions that an Ork wouldn't even 
  bother to ask! We see a culture that is strong and 
  despise it as crude."
  -Uthan the Perverse
  Special Rules: Gorbag’s Revenge is ponderous and cannot use Come to New Heading special orders. When Ld 
  values are generated, Gorbag’s Revenge may exchange its leadership value with that of any cruiser that rolled a 
  higher leadership value.
  Options: Gorbag’s Revenge is automatically equipped with a hull krusha for no extra cost. In addition, it may 
  purchase any combination of the following upgrades:
  • Equip launch bays with torpedo bombers .............................................................................................+70 points
  • Equip torpedo launchas with looted torpedoes .....................................................................................+20 points
  • Kustom force field ..................................................................................................................................+20 points
  • Kustom tractor field ...............................................................................................................................+10 points
  • Klaws .....................................................................................................................................................+10 points
  
  SHIPS OF THE ORKS
  Expanded Revised - oRks
  7
  L
  ike many large Ork vessels, the Slamblasta has been 
  identified as having been constructed in large part 
  from the wreckage of crippled Imperial Navy vessels 
  – in Slamblasta’s case, the Gothic class cruiser Pallas 
  Imperious. Unable to properly regulate the massive 
  energy circuitry required to power the Gothic class’ 
  broadside lance batteries, the Meks who constructed the 
  Slamblasta instead pillaged the systems in an attempt to 
  build two much larger lance type weapons. 
  Ork technology being what it is, the weapon ended 
  up much larger in size than in power, but nonetheless 
  the Slamblasta remains an impressive achievement in 
  providing the Orks with a lance-armed vessel. In the 
  Third Armageddon War, Slamblasta played a crucial role 
  as part of the advance raiding parties sent ahead of the 
  main Ork invasion fleet, where its powerful prow lances 
  proved particularly suited to the Orks’ goal of crippling 
  any monitoring stations, system defenses or Imperial 
  outposts on the fringes of the Armageddon system.
  SLAMBLASTA ..................................................................................295 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Battleship/12
  20cm
  45°
  2
  6+ Prow / 5+
  4
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Gunz
  45cm
  D6+6
  Front
  Prow Zzapp Gunz
  45cm
  D3+3
  Front
  Dorsal Launch Bays
  Fighta-Bommerz: 25cm
  Assault Boats: 30cm
  D3+1 Squadrons
  -
  Port Gunz
  30cm
  10
  Left
  Starboard Gunz
  30cm
  10
  Right
  Port Heavy Gunz
  30cm
  6 (10)
  Left
  Starboard Heavy Gunz
  30cm
  6 (10)
  Right
  Special Rules: Slamblasta is ponderous and cannot use Come to New Heading special orders. When Ld values are 
  generated, Slamblasta may exchange its leadership value with that of any cruiser that rolled a higher leadership 
  value.
  Options: Slamblasta is automatically equipped with a hull krusha for no extra cost. In addition, it may purchase 
  any combination of the following upgrades:
  • Equip launch bays with torpedo bombers .............................................................................................+30 points
  • Kustom force field ..................................................................................................................................+20 points
  • Kustom tractor field ...............................................................................................................................+10 points
  • Klaws .....................................................................................................................................................+10 points
  "I
  'm da hand of Gork and Mork, dey sent me to rouse up da 
  boyz to crush and kill 'cos da boyz forgot what dere 'ere 
  for. I woz one of da boyz till da godz smashed me in da 'ead an' 
  I 'membered dat Orks is meant to conquer and make slaves of 
  everyfing they don't kill.
  I'm da profit of da Waaagh an' whole worlds burn in my boot 
  prints. On Armour-Geddem, I led da boyz through da fire 
  deserts and smashed da humies' metal cities to scrap. I fought 
  Yarik, old one-eye at Tarturus, an' he fought good but we 
  smashed iz city too.
  I'm death to anyfing dat walks or crawls, where I go nothin' 
  stands in my way. We crushed da stunties on Golgotha, an' we 
  caught old one-eye when da speed freeks blew da humies' big 
  tanks ta bits. I let 'im go 'cause good enemies iz 'ard to find, an 
  Orks need enemies ta fight like they need meat ta eat an' grog 
  ta drink.
  I iz more cunnin' than a grot an' more killy than a dread, da boyz 
  dat follow me can't be beat. On Pissenah we jumped da marine-
  boyz an' our bosspoles was covered in da helmets we took from 
  da dead 'uns. We burned dere port an' killed dere bosses an' left 
  nothin' but ruins behind. I'm Warlord Ghazghkull Mag Uruk 
  Thraka an' I speak wiv da word of da gods. We iz gonna stomp 
  da 'ooniverse flat an' kill anyfing that fights back. We iz gonna 
  do this coz' we're Orks an' we was made ta fight an' win! "
  
  SHIPS OF THE ORKS
  Expanded Revised - oRks
  8
  D
  ethdeala is thought to be one of the oldest vessels of 
  its size in existence, having first been encountered 
  some 30 years before the Third Armageddon War. 
  Originally the flagship of Warlord Urgutz Dregrak, the 
  Dethdeala appears to have suffered a recent change of 
  kaptain and krew alike and faded from prominence in the 
  later part of the war.
  Dregrak was a fiery and objectionable Ork, one known 
  for great overconfidence in his own abilities and 
  overoptimistic view of his own destiny. Dregrak was 
  present in one of the last large waves of Orks to reach 
  Armageddon, and chose to haphazardly bombard the 
  planet ahead of his own landing, claiming to be clearing 
  the way for an assault, but in all likelihood doing far 
  more harm to his Ork rivals than his Imperial enemies. 
  That Dregrak chose to most heavily bombard regions 
  where Ghazghkull’s own warbands were operating is 
  unlikely to be simple coincidence. When Dregrak did 
  finally venture to the planet’s surface, his campaign was 
  shortlived as rival Dethskulls, allied to the defecting 
  Imperial Governor Herman Von Strab, teleported aboard 
  the Dethdeala and massacred most of its crew in the 
  midst of their planetary assault. Stranded on the surface 
  with most of his forces dead or marooned aboard the 
  Dethdeala, Dregrak vanished very rapidly. Whether the 
  fatal blow was struck by man or Ork is unlikely to ever 
  be known for certain, but either way it is unlikely that 
  Ghazghkull would have had many regrets over the loss 
  of the troublesome and untrustworthy Urgutz Dregrak…
  DETHDEALA .....................................................................................285 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Battleship/12
  25cm
  45°
  2
  6+ Prow / 5+
  4
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Gunz
  45cm
  D6+6
  Front
  Prow Killkannon
  30cm
  6
  Front
  Dorsal Launch Bays
  Fighta-Bommerz: 25cm
  Assault Boats: 30cm
  D3+1 Squadrons
  -
  Port Gunz
  30cm
  8
  Left
  Starboard Gunz
  30cm
  8
  Right
  Port Heavy Gunz
  30cm
  6 (10)
  Left
  Starboard Heavy Gunz
  30cm
  6 (10)
  Right
  Special Rules: Dethdeala is ponderous and cannot use Come to New Heading special orders. When Ld values are 
  generated, Dethdeala may exchange its leadership value with that of any cruiser that rolled a higher leadership 
  value.
  Options: Dethdeala is automatically equipped with a hull krusha and soopa boostas for no extra cost. In addition, 
  it may purchase any combination of the following upgrades:
  • Equip launch bays with torpedo bombers .............................................................................................+30 points
  • Kustom force field ..................................................................................................................................+20 points
  • Kustom tractor field ...............................................................................................................................+10 points
  • Klaws .....................................................................................................................................................+10 points
  "O
  y, iz dis thing on?! Yeah, dis here is a message for da' 
  grayskin bosses and their kroot. If'n you're gettin' any 
  pictures wiff this thing, you can see what we done to your kroot 
  over there. They's all dead and making for nice decorations on 
  me new boss-hut. If'n you're not getting da pictures, just take 
  one of da kroot near you an' rip 'em in half. It's like that. Dis 
  here is Warboss Hedkrakka and it wuz me and me boyz that 
  did this to yer kroot. Dis here is Hedkrakka's land now and 
  we'z all coming to see you'z next! I need some grayskins for 
  me boss-hut!"
  -Warboss 'Eadkrakka
  
  SHIPS OF THE ORKS
  Expanded Revised - oRks
  9
  K
  roolboy already had a long history of tormenting 
  Armageddon well before Ghazghkull’s monstrous 
  onslaught during the Third Armageddon War, having 
  been observed on frequent pirate raids around the 
  fringes of the system. Whether by accident or design, 
  this familiarity with Kroolboy caused monitor station 
  Mannheim to pay less than adequate attention to the 
  vessel’s later raids, assuming them to be typical piracy, 
  when in fact it was at the head of the coming Waaagh! 
  By the time reports of invasion filtered through from 
  other monitoring stations, the commanders of Mannheim 
  station had already paid the price for their apathy. As 
  the Waaagh! receded from Armageddon following 
  Ghazghkull’s apparent departure from the planet, 
  Kroolboy again returned to piracy in many systems 
  across the Armageddon sector, most recently having 
  become involved in the civil war on Monglor.
  KROOLBOY .......................................................................................265 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Battleship/12
  25cm
  45°
  2
  6+ Prow / 5+
  4
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Gunz
  45cm
  D6+6
  Front
  Prow Heavy Gunz
  30cm
  6 (10)
  Front
  Dorsal Launch Bays
  Fighta-Bommerz: 25cm
  Assault Boats: 30cm
  D3+1 Squadrons
  -
  Port Gunz
  30cm
  8
  Left
  Starboard Gunz
  30cm
  8
  Right
  Port Heavy Gunz
  30cm
  6 (10)
  Left
  Starboard Heavy Gunz
  30cm
  6 (10)
  Right
  Special Rules: Kroolboy is ponderous and cannot use Come to New Heading special orders. When Ld values are 
  generated, Kroolboy may exchange its leadership value with that of any cruiser that rolled a higher leadership 
  value.
  Options: Kroolboy is automatically equipped with a hull krusha and soopa boostas for no extra cost. In addition, 
  it may purchase any combination of the following upgrades:
  • Equip launch bays with torpedo bombers .............................................................................................+30 points
  • Kustom force field ..................................................................................................................................+20 points
  • Kustom tractor field ...............................................................................................................................+10 points
  • Klaws .....................................................................................................................................................+10 points
  "I
  'z smashed 'umies an' panzies an' birdboyz an' 
  dogfaces; I'z gonna smash anyfing wot gets in my 
  way, an' take wotz left. I iz da biggest, 'ardest boss in all 
  da 'Spanse, da biggest Kaptin ov Undred-Undred Teef, 
  and nuffin kan stop me!"
  -Morgaash Kulgraz, 
  Warlord of Undred-Undred Teef,
  Kaptin of Da Wurldbreaka
  
  SHIPS OF THE ORKS
  Expanded Revised - oRks
  10
  T
  he great mass of Ork ships assailing Armageddon 
  comprise vessels of every conceivable weight and 
  type. As well as the familiar Kill kroozers and Terror 
  ships, a new class of battlekroozer, designated as the 
  Hammer class (or Big Smasha, as the Orks sometimes 
  call it), has been encountered in no less than fifteen 
  separate engagements. 
  Intelligence reports indicate that most Hammer class 
  battlekroozers are built on the hulks of wrecked Imperial 
  capital ships, most specifically those which were armed 
  with nova cannon in their previous incarnations. Hammer 
  class battlekroozers are greatly favored by powerful Ork 
  warlords as their personal command ships, most notably 
  those from the empire of the Great Despot of Dregruk, 
  which seems to have produced a large quantity of these 
  vessels for their invasion fleet. 
  The high status of the Hammers’ commanders ensure that 
  they are equipped with the best weapons and krews in 
  the Ork fleet, making them formidable opponents. Most 
  worrying of all, given the Orks predilection for making 
  rapid (if crude) refits of damaged vessels, is the fact that 
  the number of Hammer class ships appears to be on the 
  rise, as the Orks gain access to numerous hulks left from 
  the fighting in-system.
  HAMMER CLASS BATTLEKROOZER .............................. 225 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/10
  20cm
  45°
  2
  6+ Prow / 5+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Gunz
  45cm
  D6+6
  Front
  Prow Kustom Kannon
  Range/Speed: 30cm
  Special
  Front
  Dorsal Launch Bays
  Fighta-Bommerz: 25cm
  Assault Boats: 30cm
  D3+1 Squadrons
  -
  Port Gunz
  30cm
  6
  Left
  Starboard Gunz
  30cm
  6
  Right
  Port Heavy Gunz
  30cm
  6 (10)
  Left
  Starboard Heavy Gunz
  30cm
  6 (10)
  Right
  Special Rules: A Hammer class battlekroozer is ponderous and cannot use Come to New Heading special orders. 
  When Ld values are generated, a Hammer class battlekroozer may exchange its leadership value with that of any 
  cruiser that rolled a higher leadership value.
  Kustom Kannon: This weapon may be fired as a Strength-6 killkannon or may launch D6+2 torpedoes (only one 
  mode may be used per turn). It must be reloaded using Reload Ordnance special orders after firing, regardless of 
  which mode it used.
  Options: A Hammer class battlekroozer is automatically equipped with a hull krusha for no extra cost. In addition, 
  it may purchase any combination of the following upgrades:
  • Equip launch bays with torpedo bombers .............................................................................................+30 points
  • Soopa boostas ........................................................................................................................................+25 points
  • Equip Kustom Kannon with looted torpedoes .......................................................................................+20 points
  • Replace launch bays with mine launchers (Strength D3+1) .................................................................+20 points
  • Kustom force field ..................................................................................................................................+20 points
  • Kustom tractor field ...............................................................................................................................+10 points
  • Klaws .....................................................................................................................................................+10 points
  "A
  im fer dat big buildin' over der. No da uvver 
  wun! NO DAT WUN! Zoggit, just land it 
  right 'ere."
  -Kaptin Parrkurr
  of the "Funderbird Too"
  
  SHIPS OF THE ORKS
  Expanded Revised - oRks
  11
  A 
  variant of the standard kroozer, Ork Terror ships 
  have been associated primarily with raids made in 
  the Cyclops Cluster against lightly defended outposts 
  and augur stations. Terror ships deliver packs of Ork 
  attack craft into combat and act as parent vessels for 
  refueling and rearming their ferocious progeny. Most 
  Terror ships appear to be built around salvaged hulls, it 
  being comparatively easy to open up large launch bays 
  by the simple expedient of chopping big sections out of 
  the flanks of the wreck. Terror ships carry a mixture of 
  Ork fighta-bommerz and large numbers of assault boats, 
  both of which are capable of threatening even the largest 
  cruisers and some battleships. A typical example of Ork 
  brutality was the attack on Mirrobel, a small resupply base 
  used by long range patrols. Two Terror ships appeared 
  in-system with half a dozen escorts. Taking up orbit 
  around Mirrobel’s moon, the Terror ships sent waves of 
  assault boats packed with Ork warriors to overwhelm the 
  small garrison. Even as the base was being overrun. a 
  scouting patrol comprising the Dauntless light cruisers 
  Abdiel and Uziel together with four Firestorm class 
  frigates arrived in the vicinity for resupply and were set 
  upon by the Terror ships. Even though the Terror ships’ 
  attack squadrons were busy on the planet’s surface, the 
  carriers’ crude firepower was still enough to drive off the 
  scouting patrol, with Abdiel crippled and one frigate lost. 
  By the time reinforcements arrived, the base was all but 
  destroyed.
  TERROR SHIP .....................................................................................175 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/10
  20cm
  45°
  1
  6+ / 5+ / 4+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Gunz
  45cm
  D6+4
  Front
  Prow Heavy Gunz
  30cm
  6 (10)
  Front
  Port Gunz
  30cm
  6
  Left
  Starboard Gunz
  30cm
  6
  Right
  Port Launch Bays
  Fighta-Bommerz: 25cm
  Assault Boats: 30cm
  2 Squadrons
  Left
  Starboard Launch Bays
  2 Squadrons
  Right
  Special Rules: A Terror ship has three different Armor values shown in its profile. The first is used against attacks in its front arc, the second is for attacks made abeam of the 
  ship, and the last is for attacks against the vessel’s aft firing arc.
  Replace Heavy Gunz: A Terror ship may replace its prow heavy gunz with a prow torpedo launcha (Speed 30cm, Strength D6+2, Front) for +10 points, or prow zzapp gunz 
  (Range 30cm, Strength D3+1, Front) for +5 points.
  Options: A Terror ship is automatically equipped with a hull krusha for no extra cost. In addition, it may purchase any combination of the following upgrades:
  • Equip launch bays with torpedo bombers .............................................................................................................................................................................................+40 points
  • Soopa boostas ........................................................................................................................................................................................................................................+25 points
  • Equip torpedo launcha (if any) with looted torpedoes ..........................................................................................................................................................................+20 points
  • Replace port and starboard launch bays with mine launchers (Strength 2 each side) .........................................................................................................................+20 points
  • Kustom force field ..................................................................................................................................................................................................................................+15 points
  • Kustom tractor field ...............................................................................................................................................................................................................................+10 points
  • Klaws .....................................................................................................................................................................................................................................................+10 points
  
  SHIPS OF THE ORKS
  Expanded Revised - oRks
  12
  H
  eavy Ork warships were always a terror to merchant 
  vessels plying the Gothic sector in times of peace. 
  During the Gothic War, the number of sightings reported 
  increased notably, presumably due to the number of 
  hulks the Orks managed to salvage from battles between 
  Imperial and Chaos forces. The most common style of 
  Ork kroozer mounts a bristling array of heavy guns and 
  weapons batteries, mostly concentrated in powerful prow 
  batteries. 
  Only one Ork kroozer, dubbed the Butcher by Naval 
  intelligence, could be consistently identified in action 
  throughout the Gothic War, though others may have been 
  concealed by the constant patching and rebuilding Ork 
  ships undergo. The Butcher attacked six convoys in the 
  Quinnrox Sound over the course of the war, destroying a 
  total of fifteen badly needed transport ships, seven escorts 
  and one cruiser, the Admiral Lenox. The Butcher is also 
  believed to have led the force which looted Bralutha 
  station and escaped before relief forces arrived
  KILL KROOZER ................................................................................155 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/10
  20cm
  45°
  1
  6+ / 5+ / 4+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Gunz
  45cm
  D6+6
  Front
  Prow Heavy Gunz
  30cm
  6 (10)
  Front
  Port Gunz
  30cm
  6
  Left
  Starboard Gunz
  30cm
  6
  Right
  Port Heavy Gunz
  30cm
  4 (6)
  Left
  Starboard Heavy Gunz
  30cm
  4 (6)
  Right
  Special Rules: A Kill kroozer has three different Armor values shown in its profile. The first is used against attacks in its front arc, the second is for attacks made abeam of the 
  ship, and the last is for attacks against the vessel’s aft firing arc.
  Replace Heavy Gunz: A Kill kroozer may replace its prow heavy gunz with a prow torpedo launcha (Speed 30cm, Strength D6+2, Front) for +10 points, or prow zzapp gunz 
  (Range 30cm, Strength D3+1, Front) for +5 points. If equipped with a torpedo launcha, a Kill kroozer may remove both its port and starboard heavy gunz to add +D6 to the 
  Strength of its torpedo launcha (for a total of 2D6+2), for no extra cost. Otherwise, it may replace both port and starboard heavy gunz with zzapp gunz (Range 30cm, Strength 
  D3+1, Left / Right, respectively) for +20 points.
  Options: A Kill kroozer is automatically equipped with a hull krusha for no extra cost. In addition, it may purchase any combination of the following upgrades:
  • Soopa boostas ........................................................................................................................................................................................................................................+25 points
  • Equip torpedo launcha (if any) with looted torpedoes ..........................................................................................................................................................................+20 points
  • Kustom force field ..................................................................................................................................................................................................................................+15 points
  • Kustom tractor field ...............................................................................................................................................................................................................................+10 points
  • Klaws .....................................................................................................................................................................................................................................................+10 points
  "D
  em Inquisishun humies can't be trusted any 
  further dan day can be thrown, which in dat one's 
  case might be a bad example."
  -Kaptin Bluddflagg
  
  SHIPS OF THE ORKS
  Expanded Revised - oRks
  13
  W
  hile encountered on occasion wherever the Orks 
  carried their incessant Waaghs! into Imperial 
  space, it was only during the Third War for Armageddon 
  that Ork lite kroozers were seen in any large numbers. 
  While many have speculated as to the reason, the general 
  consensus among tacticians is that like everything else 
  about Orks, bigger is always better. Orks will rarely stop 
  improving or adding to a vessel until it reaches a point 
  where it is beyond the resources or technical abilities of 
  its commander to make it any larger. In this respect the 
  lite kroozers encountered may quite often be works in 
  progress, vessels ramshackle even by Ork standards and 
  rushed into battle by their reckless Kaptins who have 
  yet to gather the teef and gubbins to fully outfit their 
  vessel in an Orky fashion! Ork lite kroozers were seen 
  in a wide variety of forms during the Third Armageddon 
  War, including several bizarre variants super-customized 
  almost exclusively for ramming and boarding actions. 
  While some appeared to be constructed from captured 
  Dauntless or Endeavor light cruiser hulls, some more 
  bizarre forms and defied any classification whatsoever.
  BASHA LITE KROOZER ...............................................................110 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/8
  20cm
  45°
  1
  6+ / 5+ / 4+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Gunz
  45cm
  D6+2
  Front
  Prow Heavy Gunz
  30cm
  4 (6)
  Front
  Port Gunz
  30cm
  4
  Left
  Starboard Gunz
  30cm
  4
  Right
  Special Rules: A Basha lite kroozer has three different Armor values shown in its profile. The first is used against attacks in its front arc, the second is for attacks made abeam 
  of the ship, and the last is for attacks against the vessel’s aft firing arc.
  Replace Heavy Gunz: A Basha lite kroozer may replace its prow heavy gunz with a prow torpedo launcha (Speed 30cm, Strength D6+1, Front) for no extra cost, or prow 
  zzapp gunz (Range 30cm, Strength D3+1, Front) for +10 points.
  Options: A Basha lite kroozer may purchase any combination of the following upgrades:
  • Soopa boostas ........................................................................................................................................................................................................................................+20 points
  • Equip torpedo launcha (if any) with looted torpedoes ..........................................................................................................................................................................+20 points
  • Kustom force field ..................................................................................................................................................................................................................................+15 points
  • Kustom tractor field ...............................................................................................................................................................................................................................+10 points
  • Klaws .....................................................................................................................................................................................................................................................+10 points
  • Hull Krusha .............................................................................................................................................................................................................................................+5 points
  "W
  ot, this? Naw, I've had this fer ages. Of course 
  the paint's still wet, it's me favourite. Sell it to 
  ya if you like. One careful owner."
  -'Fingaz' Rutzeg, Deathskull Loota
  
  SHIPS OF THE ORKS
  Expanded Revised - oRks
  14
  T
  he Grunt assault ship is a rather recent innovation of 
  the Ork Fleets. Seen in three occasions prior to the 
  Gothic war, the vessels were able to cripple a Dauntless 
  investigating rumors of pirate attacks near the Cyclops 
  cluster. Grunt assault ships are usually retrofitted 
  transport vessels that have been designed to crash into 
  enemy ships and allow their cargo of several thousand 
  Orks to spill out into its unfortunate prey.
  GRUNT ASSAULT SHIP ................................................................35 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/2
  25cm
  90°
  1
  6+ Prow / 4+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Gunz
  30cm
  2
  Front
  Special Rules: A Grunt assault ship is designed for a single purpose: boarding actions! As such, each Grunt 
  assault ship counts as having a boarding value of 4. However, due to its poorly distributed mass, a Grunt assault 
  ship cannot use Come to New Heading special orders..
  Options: A Grunt assault ship may purchase any combination of the following upgrades (every Grunt assault ship 
  in a squadron must have the same upgrades):
  • Klaws .....................................................................................................................................................+10 points
  • Soopa boostas ..........................................................................................................................................+5 points
  • Kustom tractor field .................................................................................................................................+5 points
  • Increase Turrets value by 1......................................................................................................................+5 points
  "O
  omans are pink and soft, not tough and 
  green like da Boyz. They'z all the same 
  size too, so they'z always arguing about who's in 
  charge, 'cos no way of telling 'cept fer badges an' 
  ooniforms and fings. When one of them wants to 
  lord it over the uvvers, 'e says "I'm very speshul so'z 
  you gotta worship me", or "I know summink wot 
  you lot don't know so yer better lissen good". Da 
  funny fing is, arf of 'em believe it and da over arf 
  don't, so 'e 'as to hit 'em all anyway or run fer it. 
  Wot a lot of mukkin' about if yer asks me. An' 
  while they'z all arguing wiv each other over who's 
  da boss, da Orks can clobber da lot of 'em!"
  -Ork insight into Human behavior
  
  SHIPS OF THE ORKS
  Expanded Revised - oRks
  15
  O
  rk torpedo attacks tend to be opportunistic rather than 
  tactical, as they are used in the Imperial fleet. In part, 
  this is doubtless due to the quality of their crews, which seem 
  to be unreliable at reloading ordnance in the heat of battle. 
  Consequently, Ravager attack ships are more commonly seen 
  in the company of Onslaughts and Savages than in dedicated 
  squadrons like Imperial Cobra destroyers. However, Ravagers 
  mount a vast number of torpedo racks and when they do manage 
  to launch their payload, they will usually produce a frightening 
  amount of ordnance. Fortunately, a large proportion of Ork 
  torpedoes go astray due to guidance or engine failures, which is 
  why Orks use captured torpedoes at every opportunity.
  RAVAGER ATTACK SHIP ............................................................35 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/1
  25cm
  45°
  1
  6+ Prow / 4+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Gunz
  30cm
  2
  Front
  Torpedo Launcha
  Speed: 30cm
  D6
  Front
  Special Rules: A Ravager attack ship may be given soopa 
  boostas for +5 points, and/or increase its Turrets value 
  by 1 for +5 points. Every Ravager attack ship in the same 
  squadron must have the same upgrades
  SAVAGE GUNSHIP ......................................................................... 30 Points 
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/1
  25cm
  45°
  1
  6+ Prow / 4+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Heavy Gunz
  30cm
  2 (6)
  Front
  M
  ore extreme than even the Onslaught, the Ork gunships known as Savages mount only short-ranged forward 
  heavy gun batteries. There has been speculation as to whether Savages are simple refits of Onslaughts, or vice 
  versa. The Ork race are masters of crude improvisation and salvage, so both ideas probably hold true. In open battle, 
  Savages are less of a threat than the longer ranged Onslaughts, as they can be outmaneuvered and destroyed from a 
  distance. But in an ambush situation, where Orks are lurking in wait amongst asteroids or debris, Savages make for a 
  highly dangerous foe, with their ability to storm forward and smother an opposing vessel with heavy fire.
  Special Rules: A Savage gunship is automatically equipped with soopa boostas for no extra cost. Any Savage gunship may 
  replace its heavy gunz with zzapp gunz (Range 30cm, Strength 1, Front) for no extra cost, and/or increase its Turrets value by 1 
  for +5 points. Every Savage gunship in the same squadron  must have the same upgrades.
  "T
  hey got ded big shooty guns dat'll kill tons 
  of boyz, but if you can get near em den 
  you've got a chance. Just gotta make sure you bring 
  loads of boyz, coz you ain't gonna have a whole lot 
  left when you get close enough ta crump em."
  -Warlord Skarmork the Great Despoiler
  
  SHIPS OF THE ORKS
  Expanded Revised - oRks
  16
  T
  he Onslaught attack ship is ugly, difficult to maneuver and lightly armored along its flanks and rear, it is only 
  suitable for head-on attack. However, as discovered by Admiral Sartus aboard the doomed Laertes, a swarm of 
  Onslaughts can lay down a fearsome hail of fire from their multiple forward gun batteries. This is combined with 
  thick frontal armor and shielding to protect them during their initial attack run. Like all Ork attack ships, Onslaughts 
  are capable of landing on planets as part of an invasion force and can carry a large Ork warband plus their vehicles 
  and artillery.
  ONSLAUGHT ATTACK SHIP ...................................................25 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/1
  20cm
  45°
  1
  6+ Prow / 4+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Gunz
  30cm
  D6+1
  Left / Front / Right
  Special Rules: An Onslaught attack ship may be given 
  soopa boostas for +5 points, and/or increase its Turrets 
  value by 1 for +5 points. Every Onslaught attack ship in the 
  same squadron must have the same upgrades
  BRUTE RAMSHIP ...............................................................................20 Points 
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/1
  25cm
  90°
  1
  6+ Prow / 4+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Gunz
  30cm
  2
  Front
  T
  he Brute is a curious vessel, and characteristically Orkish in its concept. It is fitted with superior engines and 
  maneuvering thrusters compared to most Ork vessels, but these are not intended to make the ship handier in a 
  fight. The true purpose of the Brute is betrayed by its armored beak, festooned with rotary blades and drills, which is 
  deadly when it rams enemy vessels at maximum thrust. Brutes use their engines to maneuver into a position where 
  they can charge an enemy ship and split it apart with a single impact. The Brute is so heavily built that it can badly 
  damage even the largest of capital ships.
  Special Rules: A Brute ramship rolls 4D6 for damage when ramming an enemy vessel rather than only 1D6. A Brute ramship 
  may be given a hull krusha for +10 points, soopa boostas for +5 points, and/or increase its Turrets value by 1 for +5 points. 
  Every Brute ramship in a squadron must have the same upgrades.
  "Get 'em boyz!"
  "Dakka dakka dakka!"
  "WAAAGH! THE ORKS!"
  "WAAAGH!"
  -Rotgob, Ork Strategist
  "T
  he Orks plague the galaxy from the end to end with their ceaseless warring and strife. They are a race rooted so deeply in war that peace is utterly 
  incomprehensible to them. They cannot be bargained with or bought save with weapons that they will inevitably turn against those who tried to 
  bribe them. I pray with all my faith that some great catastrophe will annihilate them, but I fear that ultimately it is they, not we, who shall rule the galaxy."
  -High Lord Xanthius
  
  SHIPS OF THE ORKS
  Expanded Revised - oRks
  17
  S
  pace hulks are gigantic agglomerations of ancient 
  wrecked ships, asteroids, ice and other such flotsam 
  and jetsam, that are cast together after millennia of 
  drifting in and out of warp space. How and why space 
  hulks appear from the Warp and are then drawn back to 
  it is unknown, although there is plentiful evidence for 
  some being controlled or navigated by their inhabitants 
  or some external force. Some space hulks are infested 
  with alien life forms, Chaos renegades or even worse 
  horrors, but most are simply empty ghost ships, plying 
  the void for eternity. Tales of greedy scavengers meeting 
  horrible fates aboard space hulks are told throughout 
  the Imperium, but there are just as many tales of vast 
  fortunes made from the ancient technology they carry. 
  For the Orks, space hulks are their primary method of 
  traveling between the stars. When a space hulk appears 
  in an Ork-held system it is soon seized and converted 
  into a huge invasion craft, with cavernous launch bays 
  for innumerable assault boats and hundreds of thousands 
  of Ork warriors and their war machines. Once completed, 
  the space hulk is sent back out of the system with an 
  attendant fleet of attack ships, kroozers and Roks. Once 
  beyond the outer reaches, the space hulk will eventually 
  be drawn back into the warp and, if all goes well, arrive 
  at some point at a world ripe for conquest. No Ork space 
  hulks were reported in the Gothic sector during the 
  course of the war, but by their very nature, a space hulk 
  could appear at any place at any time.
  ORK SPACE HULK ........................................................................610 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Defense/40
  10cm
  Special
  3
  4+
  6
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Gunz
  45cm
  2D6+6
  Front
  Prow Torpedo Launcha
  Speed: 30cm
  2D6
  Front
  Prow Heavy Gunz
  30cm
  8 (12)
  Front
  Dorsal Lances
  60cm
  4
  All Round
  Starboard Gunz
  45cm
  2D6+6
  Right
  Starboard Torpedo Launcha
  Speed: 30cm
  2D6
  Right
  Starboard Launch Bays
  Fighta-Bommerz: 25cm
  Assault Boats: 30cm
  D6+2 Squadrons
  -
  Port Gunz
  45cm
  2D6+6
  Left
  Port Torpedo Launcha
  Speed: 30cm
  2D6
  Left
  Port Launch Bays
  Fighta-Bommerz: 25cm
  Assault Boats: 30cm
  D6+2 Squadrons
  -
  Aft Gunz
  45cm
  2D6+6
  Rear
  ++ Contact established.
  ++ Opticon reports twelve... No, thirteen wrecks making up the 
  main body of the hulk.
  ++ Augurs divine power sources emanating from eight of the 
  wrecks.
  ++ No indications of guidance or active weapons.
  ++ Moving in for a closer sweep...
  ++ Imperator! Multiple attack craft launches - looks like Ork 
  configurations; gun batteries powering up! Helm! Lay in a 
  course to get us out of here. If we can just...
  <<<<< Message Ends >>>>>
  
  SHIPS OF THE ORKS
  Expanded Revised - oRks
  18
  Space hulks are so unlike other starships that they require a 
  number of special rules. However, a space hulk must still follow 
  all the usual rules for ships in your fleet, except where its special 
  rules explicitly state otherwise.
  LEADERSHIP & SPECIAL ORDERS
  Due to their enormous size, and the subsequent strain this puts 
  on Ork communication systems (such as shouting loudly), an 
  Ork space hulk has a default leadership value of 6.
  In addition, an Ork space hulk may not use Burn Retros or Come 
  to New Heading special orders, and will only add +2D6cm to its 
  speed while on All Ahead Full special orders.
  COMMANDERS
  Most space hulks are capable of carrying entire tribes of Orks 
  into battle, and while this makes them exceedingly dangerous, 
  it also means that internal strife is common during transit. As 
  such, the presence of a commander has less effect on the ‘krew’ 
  than it normally would on a smaller vessel. An Ork commander 
  aboard a space hulk is subject to the relevant rules below:
  Warbosses
  An Ork Warboss adds +10 to the boarding value of a space hulk 
  rather than doubling it.
  Big Meks
  An Ork Big Mek cannot repair critical damage on a space hulk, 
  but may attempt to restore lost hit points even if the hulk has 
  suffered critical damage. No more than one hit may be restored 
  per turn, as normal.
  Freebooter Kaptins
  A Freebooter Kaptin will still add +1 to the hulk’s default Ld 
  value, bringing it to Ld 7.
  Commander Upgrades
  An Ork space hulk may benefit from any commander upgrades 
  purchased for it, with the following modifications:
  • More Dakka and Extra Powerfields cost double the normal 
  number of points to purchase.
  • Mad Meks allow the hulk to ignore the effects of a critical hit 
  on a D6 roll of 6, rather than their usual effect.
  • Extra Turrets allow the hulk’s turrets to hit on a 4+ instead of 
  their usual effect, and cost +10 extra points to purchase.
  ORK SPACE HULK SPECIAL RULES
  CLAN UPGRADES
  An Ork space hulk may have any single clan upgrade for free. 
  However, Ork space hulks do not benefit from any of the usual 
  clan bonuses - choosing a clan simply designates the hulk as part 
  of that clan for the purposes of other rules and abilities.
  MOVEMENT
  Ork hulks must move 10cm in a straight line each turn, no more, 
  no less. Space hulks never have their speed reduced by blast 
  markers or damage. See the diagram below for more details.
  Turning
  A space hulk may turn up to 45° and only in every second 
  movement phase. The turn must be taken at the end of the space 
  hulk’s 10cm move. This can be seen more clearly in the diagram 
  below.
  Gravity Wells
  If a hulk is within the gravity well of a planet or moon at the end 
  of its movement it can make a single 45° turn towards the planet 
  or moon, regardless of whether it turned in its last movement 
  phase. Also, the enormous size and mass of a space hulk means 
  that it creates its own gravity well extending 5cm from the edges 
  of its base. This affects other ships in exactly the same way as a 
  planetary gravity well and means that ships, Roks, etc can take 
  up a stationary orbit around the hulk. Objects orbiting the hulk 
  are moved along with it until such time as they break orbit.
  DAMAGE
  Ork space hulks are so massive that damage is applied to them 
  a little differently than regular ships. Note that space hulks are 
  subject to the rules for defenses in the BFG:XR Fleet Support 
  list (such as for gunnery and ramming), but are not considered 
  support units or planetary defense choices.
  Crippling
  Space hulks are never crippled by damage like other ships. They 
  must be completely destroyed before they cease to function.
  Critical Hits
  Due to their massive size and lack of complex systems, do not 
  roll for the effects of critical hits on an Ork space hulk using 
  the Critical Damage table. Instead, the player who inflicted the 
  hit must roll on the table found on the next page and apply the 
  result. 
  When applying results, no characteristic may be reduced below 
  zero - although you must apply as much of each penalty as 
  possible. If a random-valued characteristic suffers a penalty, 
  simply include the penalty in the calculation, treating all results 
  of zero or less as zero (if no non-zero result is possible, the 
  characteristic is counted as being ‘reduced to zero’ and cannot 
  suffer any further penalties). If a result cannot be applied, repeat 
  the relevant process described in the table until you determine 
  a valid result.
  Catastrophic Damage
  When a space hulk is reduced to 0 Damage points, roll on the 
  Catastrophic Damage table as normal, modifying the results as 
  follows:
  • The drifting and blazing hulk results remain unchanged 
  (including any required movement, even though the hulk is 
  technically a defense). 
  • A plasma drive overload result indicates the hulk is torn apart 
  by internal explosions. No damage is scored on ships nearby; 
  instead, the hulk breaks up into asteroid field D3x5cm wide 
  and D3x5cm long. 
  • On a warp drive implosion result the hulk is hurled back into 
  the Warp. Replace the hulk with a warp rift. Any ships caught 
  in the rift are affected immediately.
  
  SHIPS OF THE ORKS
  Expanded Revised - oRks
  19
  ORK HULKS IN CAMPAIGNS
  An Ork pirate fleet may use a single Ork space hulk as their 
  pirate base in a campaign. If the pirate base comes under attack, 
  substitute one space hulk for the target planet in a Planetary 
  Assault or Exterminatus mission. The space hulk must still 
  be purchased using the fleet and/or planetary defense points 
  allocation for the scenario, but the hulk itself is not considered 
  part of the fleet registry. In these scenarios, the low orbit table 
  will actually represent very close range passes on the hulk, so 
  the normal victory conditions remain the same as far as assault 
  points or the Exterminator are concerned. Also, should the space 
  hulk be destroyed then the attacker will automatically win. Note 
  that it is still possible for the Ork player to purchase low orbit 
  defenses in such scenarios, as these simply represent short 
  ranged point-defense systems studded about the space hulk.
  ORK SPACE HULK CRITICAL HITS TABLE
  D6
  RESULT
  1-2
  “Target high energy systems!” The attacker focuses on destroying areas of the hulk’s power distribution network. Roll 
  again and apply the result shown below (re-rolling if the result cannot be applied):
  1-2: Reduce Turrets value by 1.
  3-4: Reduce Shields value by 1.
  5-6: Reduce the strength of all lance weapons by 1.
  3-4
  “Target weapons clusters!” The attacker focuses on neutralizing banks of weapons across the hulk’s surface. The attacker 
  chooses one of the following (applicable) options:
  • Reduce the firepower of a gunnery weapon facing the attacker by 2.
  • Reduce the strength of a torpedo launcha facing the attacker by 2.
  • Reduce the launch capacity of any launch bay by 2.
  5+
  “Target thruster assemblies!”  The attacker focuses on demolishing the hulk’s maneuvering systems. Make a note each 
  time the hulk suffers this result. Each time the hulk wishes to turn, it must roll higher on a D6 than the number of thruster 
  assembly critical hits it has suffered during the course of the battle. This does not include the free turn it may make when 
  it is within a planet’s gravity well. A space hulk may suffer a maximum of 6 thruster assembly hits (if this result cannot be 
  applied, roll for a different result).
  "O
  rkses is never defeated in battle. If we win we win, if we 
  die we die fighting so it don't count. If we runs for it 
  we don't die neither, cos we can come back for annuver go, see!"
  
  SHIPS OF THE ORKS
  Expanded Revised - oRks
  20
  O
  rk Roks are basically large asteroids hollowed out 
  and fitted with drives, guns, and crew quarters. 
  Though Roks are incapable of traveling through the Warp, 
  any system containing Orks will quickly accumulate a 
  growing number of Roks, as the Orks ‘build’ them at a 
  prodigious rate. For example, in 147.M41 an Imperial 
  cruiser force swept the Kaloth system for Ork pirates 
  and destroyed seven escort class ships and four Roks. 
  In 148.M41 another expedition encountered twenty-one 
  Roks in the same system and was forced to disengage 
  after the battlecruiser Stalwart Warrior suffered crippling 
  damage and was in danger of being overwhelmed by Ork 
  boarding parties.
  ORK ROK ............................................................................................... 80 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Defense/8
  10cm
  Special
  1
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Gunz
  45cm
  D6+6
  All Round
  Heavy Gunz
  30cm
  2 (6)
  All Round
  Torpedo Launcha
  Speed: 30cm
  D6
  All Round
  Special Rules: In addition to those selected normally, Ork Roks may be taken as planetary defense choices for an 
  Ork fleet. Roks are especially unique “vessels,” and thus follow the additional special rules listed on this page.
  ORK ROK SPECIAL RULES
  Roks are sufficiently different to both orbital defenses and 
  true spaceships such that they require a number of special 
  rules. However any rules which are not specifically noted 
  as being modified below will apply in full to Roks. For 
  example, Roks which lose half their damage are crippled 
  just like other vessels.
  MOVEMENT
  Because they are basically large lumps of rock with 
  engines studded all over them, Roks do not move in 
  the same way as normal ships. In their movement phase 
  Roks travel exactly 10cm forward in a straight line, no 
  more, no less. Roks may not turn or use Burn Retros or 
  Come to New Heading special orders. 
  When on All Ahead Full special orders, Roks move an 
  extra 2D6cm in any direction at the end of their move. 
  If this causes them to move 10cm or more in a different 
  direction to the one they are traveling in, this becomes 
  their new direction of travel. This can be seen more 
  clearly in the diagrams to the right. 
  Due to their low speed and considerable momentum, 
  Roks which are crippled or moving though blast markers 
  do not reduce their speed. Roks in the gravity well of a 
  planet or moon may make free turns like an ordinary ship 
  (45°) and/or place themselves in a stationary or low orbit.
  CRITICAL HITS & CATASTROPHIC DAMAGE
  Roks lack the complex systems of true space craft, so critical hits are not rolled on the regular critical damage table. 
  Instead, each critical hit inflicts +1 point of damage, in the same way as an escort ship or small defense. 
  When a Rok is reduced to 0 remaining Damage points, it breaks up rather than drifting or exploding. Do not roll on 
  the catastrophic damage table. Instead, the Rok is replaced by four blast markers, using the normal rules for doing so 
  when ships are destroyed.
  
  ORK FLEET LISTS
  Expanded Revised - oRks
  21
  FLEET COMMANDERS
  Ork Bosses
  You may include up to one Ork Boss for every 500 points 
  (or portion thereof) in your fleet, assigned to any ship 
  desired. If your fleet is worth at least 500 points, you must 
  include at least one Ork Boss to lead it. Each Ork Boss 
  allows his ship to purchase one kustom upgrade from the 
  list on this page.
  Warboss ............................................................. 40 points
  Big Mek ............................................................ 40 points
  Freebooter Kaptin ............................................. 40 points
  The Ork Bosses in your fleet may show off their prowess 
  by using flashier titles. A title increases a Boss’ respect in 
  the fleet, allowing him to make use of fleet commander 
  re-rolls and take additional kustom upgrades. Each Ork 
  Boss in your fleet may be given one of the following 
  flashy titles:
  Big Boss (1 Re-roll, +1 Upgrade) ..................... 20 points
  Mega Boss (2 Re-rolls, +2 Upgrades)............... 40 points
  SECONDARY COMMANDERS
  Nobz
  Most Ork leaders will delegate authority to a few trusted 
  underlings. You may include up to two Nobz for every 
  500 points (or portion thereof) in your fleet. A Nob may 
  be assigned to any ship, and will allow it to purchase one 
  kustom upgrade from the list on this page.
  Nob .................................................................... 20 points
  CAPITAL SHIPS
  0-4 Battleships
  You may include up to one named battleship for every 
  two kroozers in your fleet. Note that as each battleship is 
  unique, you will never have more than four battleships at 
  the same time.
  (0-1) Gorbag’s Revenge .................................. 315 points
  (0-1) Slamblasta .............................................. 295 points
  (0-1) Dethdeala ............................................... 285 points
  (0-1) Kroolboy ................................................. 265 points
  Battlekroozers
  You may include one Hammer class battlekroozer for 
  every two kroozers in your fleet.
  Hammer Class Battlekroozer .......................... 225 points
  Kroozers
  You may include any number of kroozers in your fleet.
  Terror Ship ...................................................... 175 points
  Kill Kroozer .................................................... 155 points
  Basha Lite Kroozer ..........................................110 points
  ESCORTS
  You may include any number of escorts in your fleet, in 
  squadrons of 3-10 vessels.
  Grunt Assault Ship ............................................ 35 points
  Ravager Attack Ship ......................................... 35 points
  Savage Gunship ................................................ 30 points
  Onslaught Attack Ship ...................................... 25 points
  Brute Ramship .................................................. 20 points
  SPECIAL
  You may include any number of Ork Roks in your fleet. 
  In addition, you may include a single Ork space hulk for 
  every full 1500 points in your fleet.
  Ork Space Hulk ............................................... 610 points
  Ork Rok ............................................................. 80 points
  USING A GREEN TIDE FLEET
  The Orks do not have any equivalents to the specialized 
  fleet structures employed by the Imperium. Instead, their 
  warships will typically band together in an eclectic mix 
  that reflects the attitudes of the biggest Ork in charge. 
  Ordnance & Upgrades
  All Ork vessels with torpedo launchas are automatically 
  equipped with both ordinary and boarding torpedoes 
  for no extra cost. Ork assault boats follow the normal 
  rules for their type, while fighta-bommerz use the rules 
  described on page 3.
  In addition, any Ork capital ship with launch bays may be 
  made an assault karrier for no extra cost. Such ships may 
  place one extra marker (in total) when launching assault 
  boats, but cannot launch any other kind of attack craft.
  Da Ork Clanz
  An Ork commander may be supported by one of the five 
  Ork Clanz at the cost shown below, gaining the relevant 
  bonuses for each ship under his authority (as described 
  on page 5):
  Goffs.................................................................. 20 points
  Evil Sunz ........................................................... 20 points
  Bad Moons ........................................................ 20 points
  Deathskulls ........................................................ 20 points
  Blood Axes ........................................................ 20 points
  Alternatively, any ship or squadron without another clan 
  affiliation may be given the Snakebite clan bonus for no 
  extra cost. 
  Kustom Upgrades
  Any Ork vessel embarking a commander may purchase 
  any upgrades from the following list, up to the maximum 
  number allowed by their title (or lack thereof): 
  Extra Turrets...................................................... 20 points
  Extra Power Field ............................................. 20 points
  Mad Meks ......................................................... 20 points
  Mega Armored Boarding Parties ...................... 15 points
  Grot Riggers ...................................................... 15 points
  More Dakka! ..................................................... 10 points
  Soopa Tellyporta** ........................................... 10 points
  **Capital ships only.
  Attack Rating
  The Orks are aggressive and often reckless, driving their 
  ships into battle even if they know it is a trap. As such, 
  they have an attack rating of 3.
  Reserves and Allies
  An Ork Green Tide Fleet may take looted cruisers from 
  any Imperial Navy, Chaos, or Tau fleet list, as described 
  on page 5. They cannot have any other types of reserves.
  ORK GREEN TIDE FLEET LIST
  
  ORKS CHANGE LOG
  Expanded Revised - oRks
  22
  BFG:R to BFG:XR - CHANGE LOG
  NOTE: The rules in this document are based almost completely 
  on an unreleased version of the BFG:R Orks document. As a 
  result, many of the rules, profiles, and other elements in this fleet 
  list will be different than those found in the publicly available 
  BFG:R documents or the original BFG rules. The forum thread 
  where these changes were made can be found below:
  http://www.forum.specialist-arms.com/index.php?topic=5276
  [Addition] More detail about Orks and their background has 
  been added to the introduction section. All information gathered 
  from the wonderful Lexicanum 40k Wiki.
  [Change] Ork Zzapp Gunz are now treated as regular lances 
  that hit on a 5+, and on a roll of 1 when determining random 
  strength, they inflict a blast marker on the firer.
  [Change] The “boss-pole” mechanic which replaced the Ork 
  commanders’ automatic re-roll has been simplified and clarified. 
  Now, it causes a H&R attack against a single ship in the squadron 
  (within 15cm) chosen by the controlling player.
  [Change] The “mob-rule” mechanic now allows Ork escorts to 
  use their size as their Ld (much like regular 40k Orks), and also 
  allows them to do so even if a command check has been failed.
  [Change] Ork boarding rules changed to be a +1 bonus to their 
  boarding action results rather than their boarding value. This 
  seems to have been an accidental error in the new BFG:R rules, 
  so I changed it back.
  [Change] Heavy Gunz have been re-worked. Now, they have 
  2 different firepower values, shown as X(Y). The first is used 
  when firing more than 15cm, the second is used when firing 
  less than 15cm. Moreover, as regular weapon batteries they will 
  combine with gunz normally, producing a more consistent (and 
  much less complicated) firing sequence for Ork ships. A few 
  ships have had FP values updated as part of this change.
  [Addition] Ships may now purchase looted torpedoes, which 
  provides a roll on the special (Armada) torpedoes table.
  [Change] The spelling of the Ork clans has been changed back 
  to the original “Clanz” as in the 4th edition WH40k codex.
  This change was made for sensitivity reasons, as the spelling 
  “Klan” may refer to the hate-group known as the KKK.
  Some elements of BFG:R and the original BFG rules have been altered as part of the transcription process for the BFG:XR Project. For the most part, these changes are 
  simply adjustments to grammar and language, in order to improve clarity or fix (a few) typos. Other changes include a few minor expansions to the existing material or 
  re-integrations of older rules that were either dropped or not included when the BFG:R documents were produced. These changes are meant only to add flavor or clarity to 
  the existing rules, and not an attempt to dramatically alter the function or power of any one faction’s fleets. This document generally only lists those changes which constitute 
  an actual addition or alteration of the rules, not adjustments to language or readability.
  [Addition] Added options for special refit torpedoes (name 
  taken from the old looted torpedoes which had been left out), as 
  well as options for mine launchers on the appropriate cruisers.
  [Addition] Ork Roks may be taken as planetary defense choices, 
  to represent Roks under construction around a conquered planet.
  [Change]: The rules for Klaws have been clarified as to their 
  original intent (dragging the smaller ship) and the damage 
  component has been altered for ease of play. This brings them in 
  line with the similar change to Tyranid Massive Claws.
  [Addition] Orks have a new Kustom Upgrade called a Soopa 
  Tellyporta, which extends the range of the ship’s teleport attacks. 
  This is based on the original tellyporta upgrade from the 2010 
  Compendium. The cost has been changed from 30pts to 10pts, 
  to better reflect its power level.
  [Addition] Returned the Assault Karrier rules from the 2010 
  Compendium edition, allowing ships to trade the ability to 
  launch fighta-bommerz in exchange for launching +1 assault 
  boats whenever they are deployed. Update Feb 19; re-worded 
  to remove an unintended boost to Terror ships with this upgrade.
  [Change] Clanz are now purchased by commander (rather than 
  by ship), and apply to the commander’s squadron, plus 1 extra 
  squadron if he’s a Big Boss or 2 extra squadrons if he’s a Mega 
  Boss. The rules regarding mixing clanz have also been clarified.
  [Change] Individual clan bonuses have been mostly reworked 
  from the ground up, and have been normalized at +20pts.
  • Goffs now have a slightly less potent boarding bonus.
  • Evil Sunz bonus now stacks better with other bonuses.
  • Deathskulls now provides the ability to influence incoming 
  critical damage and cheaper looted torpedoes, rather than 
  a straight armor boost (which was too strong given other 
  changes).
  • Blood Axes have been completely reworked to be a +1Ld 
  bonus only. Mixing Imperial escorts and gaining Imperial 
  refits was simply too clunky.
  • Snakebites now provide a bonus to Assault points, and can 
  be applied to any ship or squadron for free.
  [Change] The price of Hammer Battlekroozers, Kill Kroozers, 
  and Terror ships has been reduced by 10pts. The price of escorts 
  has been reduced by 5pts.
  [Change] The cost of replacing heavy gunz with zzapp gunz has 
  been adjusted to be more consistent.
  [Change] Gorbag’s Revenge now has the correct cost to add 
  torpedo bombers, and the Deathdeala and Kroolboy now have 
  the +5cm speed from their soopa boostas in their profile.
  [Change] The Ork rules for using their fleets in a campaign have 
  been transferred to the BFG:XR Campaign Rules document. As 
  that document has not been made at the time of this writing, the 
  rules are reproduced below:
  When playing in a campaign, an Ork player 
  must decide whether they will participate as 
  pirates or a full Waaagh! As pirates, the Ork 
  player will follow the rules for pirate raiders 
  as described in the regular campaign rules. 
  When fighting as a Waaagh!, the Ork player 
  will participate just like any other standard 
  fleet in a normal campaign.
  Last Updated: April 1, 2017 4:25 PM
  
SOURCE: textdata/thevault/Warhammer/40k/Battlefleet Gothic/BFG-XR/BFGXR - Orks.pdf