TEXT: Type:
  Core Units:
  Cost:
  Extra Units:
  GHAZGHKULL MAG URUK THRAKA’S ORK
  WAR HORDE ARMY LIST
  “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!”
  Graffiti on Warlord Titan wreckage found by Dark Angels at Westerisle,
  Piscina IV
  Forces
  The Ghazghkull Mag Uruk Thraka’s Ork War Horde Army List
  uses the datasheets from the 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 most common type
  of Ork formation is the warband. Other more specialised
  formations do exist, such as Kults of Speed and Blitz Brigades.
  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. For
  example, a normal sized Kult of Speed can include 0–1 Oddboy,
  a big Kult of Speed can include 0–2, and a ’uge Kult of Speed
  can include 0–3. 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
  Ork Warlords
  Ork Warlords 1
  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. If the army includes
  any Great Gargants, then the Warlord must be placed in
  one of them. If there are no Great Gargants in the army
  then the Warlord will join a Nobz or a Gargant unit.
  SPECIAL RULE
  Battlefortresses & Gunfortresses
  Battlefortresses & Gunfortresses
  In tournament games, these units may only transport units
  from their own formation (i.e., the rules for War Engine
  transports do not apply to them when using the
  tournament army lists).
  1. Ork Warlords
  Can an Ork Warlord join any unit if there are no Great Gargants, Nobz or
  Gargant units in the army?
  Q:
  Yes.
  A:
  Ork – War Horde – 2020-04-24
  1
  
  GHAZGHKULL MAG URUK THRAKA’S ORK WAR HORDE ARMY LIST
  Ghazghkull Mag Uruk Thraka’s Ork War 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
  Blitz Brigade
  Any four of the
  following units:
  Deth Kopta,
  Flakwagon,
  Gunwagon
  150
  250
  350
  Add any number of the following units for +25 points each: Skorcha, Warbikes, Warbuggy
  Add any number of the following units for +35 points each: Deth Kopta, Flakwagon,
  Gunwagon
  Add up to one Gunfortress for +125 points
  Add up to one Oddboy character to a Gunfortress or Gunwagon unit for +50 points
  0–1 Kill Kroozer
  One Kill Kroozer
  150
  n/a
  n/a
  Replace the Kill Kroozer with a Battlekroozer for +50 points
  Kommando
  Warhorde
  Six Kommandos
  150
  n/a
  n/a
  Add any number of the following units for +25 points each: Kommandos, Skorcha,
  Stormboyz, Warbikes, Warbuggy
  Add any number of Deth Koptas for +35 points each
  Kult Of Speed
  Any eight of the
  following units:
  Scorcha, Warbikes,
  Warbuggy
  200
  350
  500
  Add any number of the following units for +25 points each: Skorcha, Warbikes, Warbuggy
  Add any number of the following units for +35 points each: Deth Kopta, Flakwagon,
  Gunwagon
  Add up to one Oddboy character to a Gunwagon unit for +50 points
  Mekboy Gunzmob
  Five Big Gunz
  125
  225
  325
  Add any number of the following units for +25 points each: Battlewagon, Big Gunz
  Add any number of Flakwagons for +35 points each
  Add up to one Nobz for +35 points
  Add up to one Oddboy character to a Big Gunz unit for +50 points
  Mekboy
  Stompamob
  Three Stompas
  225
  400
  575
  Add any number of Kill Kans for +25 points each
  Add any number of the following units for +35 points each: Dreadnought, Flakwagon
  Add any number of Stompas for +50 points each
  Add up to one Supa-Stompa for +275 points
  Stormboyz
  Warhorde
  Six Stormboyz
  150
  n/a
  n/a
  Add any number of the following units for +25 points each: Kommandos, Skorcha,
  Stormboyz, Warbikes, Warbuggy
  Add any number of Deth Koptas for +35 points each
  Warband
  Two Nobz, six
  Boyz and two
  Grotz
  200
  350
  500
  Add any number of the following units for +25 points each: Battlewagon, Big Gunz, Boyz
  and an optional Grotz, Killa Kan, Kommandos, Skorcha, Stormboyz, Warbikes, Warbuggy
  Add any number of the following units for +35 points each: Deth Kopta, Dreadnought,
  Flakwagon, Gunwagon
  Add up to two Nobz for +35 points each
  Add any number of Stompas for +50 points each
  Add any number of Battlefortresses for +115 points each
  Add any number of Gunfortresses for +125 points each
  Add up to one Oddboy character to a Battlefortresses, Big Gunz, Gunfortress or
  Gunwagon unit for +50 points
  ORK AIRCRAFT AND GARGANT FORMATIONS
  (Up to a third of the points available may be spent on these formations.)
  COST
  TYPE
  CORE UNITS
  NORMAL
  BIG
  ’UGE
  EXTRA UNITS
  Fighta Sqwadron
  Three Fighta Bommers
  150
  n/a
  n/a
  Add up to six Fighta Bommers for +50 points each
  Gargant
  One Gargant
  650
  n/a
  n/a
  None
  Great Gargant
  One Great Gargant
  850
  n/a
  n/a
  None
  Landa
  One Landa
  200
  n/a
  n/a
  None
  Ork – War Horde – 2020-04-24
  2
  
  NAME
  Oddboy
  TYPE
  CH
  SPEED
  n/a
  ARMOUR
  n/a
  CC
  n/a
  FF
  n/a
  WEAPONS
  0–1× Supa-Zzap-Gun
  RANGE
  60cm
  FIREPOWER
  MW3+, TK(D3)
  0–1× Soopagun
  60cm
  2BP, MW
  NOTES
  Replace one Big Gun weapon with either a Supa-Zzap-Gun or a Soopagun, alternatively
  the unit may be given D3 Power Fields.
  Warlord
  CH
  n/a
  n/a
  n/a
  n/a
  Big Choppa
  (bc)
  Assault Weapons, EA(+1), MW
  Supreme Commander.
  Big Gunz
  INF
  10cm
  -
  6+
  5+
  Big Gun
  45cm
  AP5+/AT5+
  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.
  Kommandos
  INF
  15cm
  6+
  4+
  6+
  Big Shoota
  30cm
  AP6+/AT6+
  Infiltrator, Scout.
  Nobz
  INF
  15cm
  4+
  3+
  5+
  2× Big Shoota
  30cm
  AP6+/AT6+
  Big Choppas
  (bc)
  Assault Weapons, EA(+1)
  Leader.
  Stormboyz
  INF
  30cm
  6+
  4+
  6+
  Shootas
  (15cm)
  Small Arms
  Jump Packs, Scout.
  Warbikes
  INF
  35cm
  5+
  4+
  6+
  Twin Sawn-Off Big Shoota
  15cm
  AP5+/AT5+
  Mounted.
  Deth Kopta
  LV
  35cm
  4+
  6+
  5+
  Twin Big Shoota
  30cm
  AP5+/AT6+
  Skimmer.
  Skorcha
  LV
  35cm
  5+
  6+
  4+
  Skorcha
  15cm
  AP4+, IC
  Warbuggy
  LV
  35cm
  5+
  5+
  5+
  Twin Big Shoota
  30cm
  AP5+/AT6+
  Battlewagon
  AV
  30cm
  5+
  6+
  5+
  2× Twin Big Shoota
  30cm
  AP5+/AT6+
  Transport. May transport two infantry units without Jump Packs or Mounted; only one of
  the two units may be a Big Gunz; plus one unit of Grotz.
  Dreadnought
  AV
  15cm
  4+
  4+
  5+
  2× Big Shoota
  30cm
  AP6+/AT6+
  Kombat Klaws
  (bc)
  Assault Weapons, EA(+1), MW
  Walker.
  Flakwagon
  AV
  30cm
  5+
  5+
  5+
  Flak Gun
  30cm
  2× AP6+/AT6+/AA6+
  Transport. May transport one infantry unit without Jump Packs or Mounted.
  Gunwagon
  AV
  30cm
  5+
  5+
  5+
  Big Gun
  45cm
  AP5+/AT5+
  Transport. May transport one infantry unit without Jump Packs or Mounted.
  Killa Kan
  AV
  15cm
  5+
  5+
  6+
  Big Shoota
  30cm
  AP6+/AT6+
  Kombat Klaws
  (bc)
  Assault Weapons, EA(+1), MW
  Walker.
  Stompa
  AV
  15cm
  4+
  4+
  4+
  2–3× Big Gun
  45cm
  AP5+/AT5+
  0–1× Kombat 'Ammer
  30cm
  AP5+/AT6+
  and
  (bc)
  Assault Weapons, EA(+1), MW
  Reinforced Armour, Walker. Armed with either three Big Guns, or two Big Guns and a
  kombat ‘ammer.
  Battlefortress
  WE
  30cm
  4+
  4+
  4+
  4× Twin Big Shoota
  30cm
  AP5+/AT6+
  Big Gun
  45cm
  AP5+/AT5+
  Damage Capacity 3, Transport. May transport eight infantry units without Jump Packs
  or Mounted; only one of the eight units may be a Big Gunz; plus four units of Grotz.
  Critical Hit Effect: Move the unit D6cm in a random direction, all units under it suffer a
  hit. The unit is destroyed and all units being carried are destroyed unless they roll a 6+.
  Gargant
  WE
  15cm
  4+
  3+
  3+
  Gaze of Mork
  30cm
  MW4+, TK
  2–3× Soopagun
  60cm
  2BP, FxF, MW
  0–1× Supa-Zzap-Gun
  60cm
  MW3+, FxF, TK(D3)
  0–1× Mega-Choppa
  45cm
  AP5+/AT5+, FxF
  and
  (bc)
  Assault Weapons, EA(+1), TK(D3)
  Damage Capacity 8, Fearless, D3+3 Power Fields, Reinforced Armour, Walker.
  Armed with either three Soopaguns, or two Soopaguns and one of the following: Mega-
  Choppa, Supa-Zzap-Gun. Critical Hit Effect: The unit catches fires. Roll a D6 for each
  fire burning on the unit in the end phase of each turn. On a roll of 1 a second fire starts,
  and on a roll of 5–6 the fire is put out. Any fires not put out cause one point of damage.
  Great Gargant
  WE
  15cm
  4+
  3+
  3+
  Gaze of Mork
  30cm
  MW4+, TK
  2× Big Gun
  45cm
  AP5+/AT5+
  Soopagun
  60cm
  2BP, FxF, MW
  1–2× Twin Soopagun
  60cm
  3BP, FxF, MW
  0–1× Lifta-Droppa
  60cm
  MW3+, FxF, TK(D3)
  and
  (bc)
  Assault Weapons, EA(+1), TK(D3)
  Damage Capacity 12, Fearless, D6+6 Power Fields, Reinforced Armour, Walker.
  Armed with either two Twin Soopaguns, or a Twin Soopagun and Lifta-Droppa. Critical
  Hit Effect: The unit catches fires. Roll a D6 for each fire burning on the unit in the end
  phase of each turn. On a roll of 1 a second fire starts, and on a roll of 5–6 the fire is put
  out. Any fires not put out cause one point of damage.
  ORK FORCES
  
  Gunfortress
  WE
  30cm
  4+
  4+
  4+
  5× Twin Big Shoota
  30cm
  AP5+/AT6+
  3× Big Gun
  45cm
  AP5+/AT5+
  Damage Capacity 3, Transport. May transport four infantry units without Jump Packs
  or Mounted; only one of the four units may be a Big Gunz; plus two units of Grotz.
  Critical Hit Effect: Move the unit D6cm in a random direction, all units under it suffer a
  hit. The unit is destroyed and all units being carried are destroyed unless they roll a 6+.
  Supa-Stompa
  WE
  15cm
  4+
  4+
  4+
  Gaze of Mork
  30cm
  MW4+, TK
  2–3× Soopagun
  60cm
  2BP, FxF, MW
  0–1× Mega-Choppa
  45cm
  AP5+/AT5+, FxF
  and
  (bc)
  Assault Weapons, EA(+1), TK(D3)
  Damage Capacity 4, Fearless, D3 Power Fields, Reinforced Armour, Walker. Armed
  with either three Soopaguns, or two Soopaguns and a Mega-Choppa. Critical Hit Effect:
  The unit suffers a -1 to hit modifier for the rest of the game. Subsequent critical hits cause
  an extra point of damage.
  Fighta Bommer
  AC
  Fighter-
  Bomber
  6+
  n/a
  n/a
  Heavy Shootas
  15cm
  AP5+/AA5+
  Tankbusta Rokkits
  30cm
  AT4+
  Landa
  AC/
  WE
  Bomber
  5+
  6+
  4+
  Gun Turrets
  15cm
  D6+3× AP5+/AA6+
  2× Tankbusta Rokkits
  30cm
  AT4+, FxF
  Damage Capacity 3, Planetfall, Reinforced Armour, Transport. May transport ten
  infantry units (except Big Gunz), light vehicle units, Killa Kans or Dreadnoughts; plus
  four units of Grotz. Light vehicles and Dreadnoughts count as two units each. Critical
  Hit Effect: The unit and all units being carried are destroyed.
  Battlekroozer
  SC
  n/a
  n/a
  n/a
  n/a
  Orbital Bombardment
  n/a
  D6+3BP, MW
  Slow and Steady, Transport. May transport twelve Landas and the units being carried on
  them.
  Kill Kroozer
  SC
  n/a
  n/a
  n/a
  n/a
  Orbital Bombardment
  n/a
  D6+1BP, MW
  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 to 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 Gretchin or Big Gunz 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 engine’s 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 engage or double actions receive a +2 modifier to
  their action test roll. Ork flyboyz similarly relish the
  chance to shoot things up, and receive a +2 modifier
  to their action test roll when attempting to carry out
  interception or ground attack actions (see Aircraft).
  SPECIAL RULE
  Power Fields
  Power Fields
  Some Ork war engines are protected by banks of
  power fields. The number each war engine has is noted
  on its datasheet. Power fields work in exactly the same
  manner as Imperial Void Shields (see Imperial Void
  Shields), with the sole exception that they may not be
  repaired once they have been knocked down by a hit,
  and will instead remain down for the remainder of the
  battle.
  
SOURCE: textdata/thevault/Warhammer/40k/UNSORTED (help requested)/Warhammer Epic Games/Epic Armagedon/netea-ork-war-horde-2020-04-24.pdf