TEXT: Type:
  Core Units:
  Cost:
  Extra Units:
  WARLORD SNAGGA SNAGGA’S FERAL ORK
  HORDE ARMY LIST
  “Some says we’z Feral, nomadz they calls uz. I just say we’z always
  marching, konkering we iz…”
  Warlord Snagga Snagga
  Forces
  The Warlord Snagga Snagga’s Feral Ork Horde Army List uses
  the datasheets from the Feral Ork Forces section.
  Using The Army List
  Unlike the very rigid formations used by the Imperium, Ork
  formations vary widely in both size and composition. The rules
  for creating Ork formations reflect this. The different types of
  Ork formations you may choose are shown on the army list that
  follows. The army list includes the following information:
  The name of the formation.
  The units that make up the formation. An Ork
  player can choose to double or triple the number of units in the
  formation if he wishes. A formation with double the normal
  number of units is called a big formation, and a formation with
  three times the normal number of units is called a ’uge formation.
  Most Ork formations have three values. The first value is
  the cost for the basic formation, the second is its cost if it is a big
  formation, and the third value is its cost if it is a ’uge formation.
  If the formation only has one cost then it may not be increased
  in size. Up to one third of the points available to an Ork army
  can be spent on aircraft and Gargants.
  An Ork formation may include any of the extra
  units listed in the “Extras” column. You may include any
  number of extra units in a formation unless it is specifically
  noted otherwise. If there is a limitation then the limit is doubled
  for a big formation and tripled for a ’uge formation. All of the
  core, extra, and free units in an Ork formation count as being
  part of one large formation. The different units may not move
  off on their own.
  Special Rules
  The Mob Rule (see Mob Rule) and Power of the Waaagh! (see Power of
  the Waaagh!) rules apply to all Ork formations.
  SPECIAL RULE
  Feral Ork Epic Tournament Special Rules
  Feral Ork Epic Tournament Special Rules
  Every Ork army must include a Supreme Command
  character called a Warlord. The Warlord character is free,
  you don’t have to pay any points for it. The Warlord will
  join the formation with the most units in the army. War
  Engines count their starting Damage Capacity towards the
  formation size. If there is a tie you may choose which
  warband the Warlord will join.
  Orkeosaurus that are part of a warband may only transport
  units from their own formation.
  Feral Ork armies are allowed to field a Trappa formation.
  This formation represents Ork Wildboyz using their skills
  to scout ahead of the main army. Because of this all units in
  the formation have scout.
  Ork – Feral Orks – 2020-04-24
  1
  
  WARLORD SNAGGA SNAGGA’S FERAL ORK HORDE ARMY LIST
  Warlord Snagga Snagga’s Feral Ork Horde armies have a strategy rating of 3. All formations have an initiative rating of 3+, but receive
  modifiers depending on the action chosen when taking an action test (see Power of the Waaagh!), or the size of the formation when
  rallying (see Mob Rule).
  ORK FORMATIONS
  COST
  TYPE
  CORE UNITS
  NORMAL
  BIG
  ’UGE
  EXTRA UNITS
  Boarboyz Horde
  Five Boarboyz
  100
  175
  250
  Add any number of Boarboyz for +25 points each
  Add up to one Wyrdboy character to any unit for +50 points
  Junka Brigade
  Six Boyz and six
  Junkatrukks
  175
  300
  n/a
  Add any number of Boyz with a Junkatrukk for +25 points each
  Add up to one Nobz with a Junkatrukk for +50 points
  Add up to one Wyrdboy character to any unit for +50 points
  0–1 Madboyz
  Horde
  Six Madboyz
  100
  n/a
  n/a
  Add up to six Madboyz for +15 points each
  Add up to three Wyrdboy characters to any unit(s) for +50 points each
  0–1 Steam Gargant
  One Steam Gargant
  200
  350
  500
  None
  Trappas
  Six Wildboyz
  150
  n/a
  n/a
  Add up to one Nobz for +35 points
  Note: All units in the formation have Scout
  Warband
  Two Nobz, six Boyz
  and two Grotz
  200
  350
  500
  Add any number of the following units for +25 points each: Boarboyz, Boyz with an
  optional Grotz, two Wildboyz
  Add any number of Squiggoths for +50 points each
  Add up to three Squig Katapults for +25 points each
  Add up to one Nobz for +35 points
  Add up to one Wyrdboy character to any unit for +50 points
  Add up to one Orkeosaurus for +175 points
  Wildboyz
  Two Nobz and six
  Wildboyz
  125
  225
  325
  Add any number of the following units for +25 points each: Boarboyz, two Wildboyz
  Add any number of Squiggoths for +50 points each
  Add up to three Squig Katapults for +25 points each
  Add up to one Nobz for +35 points
  Add up to one Wyrdboy character to any unit for +50 points
  Add up to one Orkeosaurus for +175 points
  Ork – Feral Orks – 2020-04-24
  2
  
  NAME
  Warlord
  TYPE
  CH
  SPEED
  n/a
  ARMOUR
  n/a
  CC
  n/a
  FF
  n/a
  WEAPONS
  Big Choppa
  RANGE
  (bc)
  FIREPOWER
  Assault Weapons, EA(+1), MW
  NOTES
  Supreme Commander.
  Wyrdboy
  CH
  n/a
  n/a
  n/a
  n/a
  Fist of Gork
  45cm
  MW5+/AA5+, MW
  Boarboyz
  INF
  20cm
  5+
  4+
  6+
  Shootas
  (15cm)
  Small Arms
  Infiltrator, Mounted.
  Boyz
  INF
  15cm
  6+
  4+
  6+
  Big Shoota
  30cm
  AP6+/AT6+
  Grotz
  INF
  15cm
  -
  6+
  6+
  Shootas
  (15cm)
  Small Arms
  Expendable. Formations that include at least one Ork unit don’t count Grot units that are lost in an
  assault when working out who has won the combat.
  Madboyz
  INF
  15cm
  6+
  4+
  6+
  Shootas
  (15cm)
  Small Arms
  Fearless.
  Nobz
  INF
  15cm
  4+
  3+
  5+
  2× Big Shoota
  30cm
  AP6+/AT6+
  Big Choppas
  (bc)
  Assault Weapons, EA(+1)
  Leader.
  Squig Katapult
  INF
  10cm
  -
  6+
  5+
  Squig Katapult
  45cm
  1BP, D
  Wildboyz
  INF
  15cm
  6+
  4+
  -
  -
  Junkatrukk
  LV
  25cm
  5+
  5+
  6+
  Big Shoota
  30cm
  AP6+/AT6+
  Transport. May transport one of the following units: Boyz, Grotz, Nobz. Units being transported may
  shoot.
  Squiggoth
  LV
  20cm
  4+
  4+
  5+
  Big Gun
  45cm
  AP5+/AT5+
  2× Twin Big Shoota
  30cm
  AP5+/AT6+
  Teeth and Horns
  (bc)
  Assault Weapons, EA(+D3), MW
  Reinforced Armour, Thick Rear Armour, Transport. May transport four of the following units: Boyz,
  Grotz, Nobz, Wildboyz; plus two units of Grotz.
  Orkeosaurus
  WE
  15cm
  4+
  4+
  5+
  2× Big Gun
  45cm
  AP5+/AT5+
  4× Twin Big Shoota
  30cm
  AP5+/AT6+
  Goring Tusks
  (bc)
  Assault Weapons, EA(+D3), MW
  or
  (bc)
  Assault Weapons, EA(+1), TK(D3)
  Damage Capacity 6, Reinforced Armour, Thick Rear Armour, Transport. May Transport twelve of
  the following units: Boyz, Grotz, Nobz, Wildboyz; plus six units of Grotz). Critical Hit Effect: The
  unit takes a point of damage and moves 3D6cm in a random direction. If it moves into impassable
  terrain it stops and is destroyed. If it moves into another unit or units, it stops and one of those units
  suffers a macro-weapon hit.
  Steam Gargant
  WE
  15cm
  4+
  4+
  4+
  0–2× Soopagun
  60cm
  2BP, FxF, MW
  0–2× Mega Choppa
  (bc)
  Assault Weapons, EA(+1), TK(D3)
  Fist of Gork
  45cm
  MW5+/AA5+, MW
  Damage Capacity 4, Fearless, Reinforced Armour, Walker. Armed with any two of the following
  weapons: Soopagun, Mega-Choppa. Critical Hit Effect: The unit is destroyed. All units within
  2D6cm suffer a hit.
  SPECIAL RULE
  Mob Rule
  Mob Rule
  Orks believe that as long as there’s a bunch of them still fighting together (slightly
  more than they can count up too is ideal) then there’s always a chance that they’ll
  prevail, no matter the odds. To represent this Ork formations with more than five
  units (i.e., too many to count on the fingers of one hand), not including Grotz or Squig
  Katapultz units, receive a +1 modifier to any Rally rolls they make, and formations
  with more than 10 such units receive a +2 modifier. For the purposes of this rule War
  Engines count each point of starting damage capacity as a unit.
  SPECIAL RULE
  Power of the Waaagh!
  Power of the Waaagh!
  Orks are not noted for their organisational abilities, and thus usually have a pretty low
  Initiative rating. However, if there is one thing that will galvanise an Ork warband, it’s
  the thought of a good punch-up. Because of this Ork formations that are attempting to
  take Charge or Double actions receive a +2 modifier to their Action test roll.
  FERAL ORK FORCES
  
SOURCE: textdata/thevault/Warhammer/40k/UNSORTED (help requested)/Warhammer Epic Games/Epic Armagedon/netea-ork-feral-orks-2020-04-24.pdf