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  Orks are not the greatest 
  space-faring race in the galaxy. 
  Their ships are often ill-kempt, 
  unreliable rust buckets kept in 
  operation only by the constant 
  efforts of Ork Mekboyz and 
  their Gretchin slaves. They 
  make great use of salvaged 
  hulks and their largest vessels 
  are often refitted space hulks 
  that providentially drift out of 
  the Warp near one of their 
  worlds. Ork pirate attacks are 
  brutally direct, with their ships 
  rushing headlong towards their 
  target, guns firing wildly as 
  they come. Unfortunately Ork 
  ships are exceedingly heavily 
  armed for their size, so this 
  tactic is harder to defeat than 
  might be imagined. 
   
  Orks gather into various levels 
  of organization. The first 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 
  "knob"). A number of mobs 
  will gather together into a 
  warband, which is roughly 
  equivalent 
  to 
  an 
  Imperial 
  Guard company (although with 
  a greater variation in size and 
  strength), led by a warboss. 
  The largest Ork organizational 
  unit is the tribe, a group of 
  numerous warbands all under 
  the command of a warboss. 
  Different tribes can be united 
  by a powerful warlord when he raises a Waaagh!  
   
  As opposed to the warbands and tribes that Orks 
  naturally organize in, 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. Orks tend to form warbands 
  with others who follow the same clan, but different 
  groups or even so-minded entire warbands will tend 
  to conglomerate together after suffering casualties 
  during a Waaagh! It is not unheard of for an 
  especially influential   
   
   
  ORK SPECIAL RULES 
   
  LEADERSHIP 
  While Orks approach space combat with the same 
  gusto they reserve for all forms of violence, the 
  technical nature of the fighting is often at odds with 
  their ability. This means that all Ork ships reduce 
  their Leadership by -1 from whatever they rolled, 
  giving them a Leadership range of 5 to 8.  
   
  MOB RULE 
  Big 
  groups 
  of 
  Ork 
  escorts are surprisingly 
  coordinated. Ork escort skwadrons gain a +1 bonus to 
  their Leadership while they contain more than five 
  models (or „lotz‟ as the Orks call it – Orks aren‟t very 
  good at counting). Note: the maximum number of 
  escorts in an Ork squadron can be up to ten. 
   
  YOUNG GUNZ 
  While not technically skilled, Orks do possess 
  boundless enthusiasm for fighting, and mobs of 
  young Orks, eager to prove themselves to their elder 
  and larger peers often pack themselves aboard rickety 
  old escort vessels and tag along to any battle they can 
  find. Any Ork escort skwadron with a Leadership of 
  5 or 6 gets a bonus escort ship added for free, 
  demonstrating quantity has a quality all of its own. 
  This includes if the leadership is a result of being 
  swapped with that of a Warboss! The free ship can be 
  „„EERREE  W
  WEE  GGO
  O!!  „„EERREE  W
  WEE  GGO
  O!!  „„EERREE  W
  WEE  GGO
  O!!    
  O
  ORRKK    CCLLAANNZZ    IINN    BBAATTTTLLEEFFLLEEEETT    GGO
  OTTH
  HIICC  
  
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  any Ork escort class in the fleet list costing equal to 
  or less than that of the cheapest escort paid for in the 
  skwadron (the skwadron cannot exceed ten escorts). 
  Young Gunz can be applied before Mob Rule: a 
  tiddla skwadron with five escorts that rolls Ld5 may 
  have a sixth escort for free, increasing its Ld to 6! 
   
   
  ALL AHEAD FULL SPECIAL ORDERS 
  One thing Orks need very little encouragement to do 
  is go fast. Their ships commonly mount a plethora of 
  excess (and excessive) thrusters, boosters and extra 
  drives – usually all wired up to a prominent red 
  button in the cockpit. Because of this, Orks do not 
  need to pass a Command check to use All Ahead Full 
  special orders. However, Ork drives are less efficient 
  than those of other races and are often short on fuel, 
  so they only travel an extra 2D6cm on All Ahead Full 
  orders instead of 4D6cm. 
  BOARDING 
  Orks are ferocious close combat opponents and 
  exceptionally good at boarding actions, where their 
  brute strength and hardiness is most useful. To 
  represent this, they get a +1 bonus in boarding 
  actions. 
   
  LAUNCH CAPACITY 
  Some ships in an Ork fleet may possess a variable 
  launch capacity (as is the case with many Ork capital 
  ships). In the Ordnance phase of each Ork turn when 
  Ork attack craft remain in play, an Ork fleet with 
  variable launch bay Strength must roll to check its 
  attack craft capacity. Roll the relevant dice for any 
  vessel with variable launch bay Strength and add on 
  to this the launch bay Strength for any ship with fixed 
  Strengths to find the total launch capacity for the 
  fleet. Any excess attack craft above this total are 
  removed at the end of the turn as they run out of fuel 
  – use ‟em or lose ‟em. Torpedoes are not subject to 
  this rule, as they have no launch limits. 
   
   
  ORK WEAPONS 
   
  GUNZ 
  Standard Ork weapons batteries are mostly limited to 
  fairly crude but efficient slug-throwers and missiles, 
  mixed with other captured weaponry salvaged from 
  hulks and defeated ships. The effectiveness in battle 
  of Ork firing varies wildly from moment to moment 
  as different weapons break down or are repaired, or 
  even improved during combat. These are referred to 
  as „gunz‟ and have a random firepower which is 
  rolled each time they are fired. The dice roll and 
  modifier for different gunz is indicated on the Ork 
  ship‟s characteristics. 
  
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  HEAVY GUNZ 
  In addition to more standard weapons batteries, the 
  Orks commonly mount massed batteries of very 
  powerful but short ranged weapons on their ships. At 
  close ranges, the barrage of fire from these weapons 
  has spelled the doom of many enemy vessels. Heavy 
  gunz roll to hit like ordinary weapons batteries but do 
  not count gunnery modifiers for range. Each hit 
  scored by heavy gunz causes double damage, 
  meaning two hits instead of one. 
   
  TORPEDO LAUNCHAS 
  As with their gunz, Ork torpedo salvoes can vary 
  wildly in their effectiveness as launchers malfunction, 
  externally-mounted stores are discharged with wild 
  abandon, etc. The strength of a salvo from an Ork 
  torpedo launcha is randomly generated each time it is 
  fired 
  by 
  rolling 
  the 
  dice 
  indicated 
  on 
  its 
  characteristics. Ork ships in skwadrons may not 
  combine torpedoes into larger salvoes. Capital ships 
  equipped with torpedo launchas may also take 
  boarding torpedoes for +5 points (+15 points for a 
  Space Hulk), which behave in the same manner as 
  such ordnance for other races. Escorts may not use 
  boarding torpedoes.  
  FIGHTA-BOMMAS 
  Ork attack craft are known as Fighta-bommas and 
  perform the roles of both interceptor and bomber. 
  They carry heavy bombs and rockets for attacking at 
  close range, but gladly pounce on other attack craft 
  they encounter. This hybrid approach means that they 
  function as fighters normally but can attack ships as if 
  they were bombers in some circumstances. When 
  making an attack run the Fighta-bommas function 
  exactly as bombers, except that they roll only a D3, 
  not a D6, for the number of attacks they inflict. 
  Because Ork fighta-bommas behave as both bombers 
  and fighters, they add +1 attack for each marker in 
  the wave after attack rolls are modified by turrets, 
  meaning each ordnance marker that survives against 
  turrets will be able to conduct at least one attack and 
  will not have a minimum of zero attacks. 
   
  ASSAULT BOATS 
  Ork assault boats behave in the same manner as such 
  attack craft for other races. 
   
  TORPEDO-BOMMAS 
  Orks will sometimes strip out all point-defense 
  weapons from their fighta-bommas to sling gigantic, 
  ship killing weapons underneath their attack craft, all 
  in the effort to make them more shooty. Such 
  converted attack craft are torpedo-bommas, which 
  lose all their maneuverability and are slowed down 
  considerably to carry such enormous weapons. 
  Torpedo bommas only move 20cm and have no 
  fighter capability whatsoever. In the beginning of any 
  turn after the turn they are launched, each torpedo-
  bomma marker may be converted into a str-2 torpedo 
  salvo. Torpedo bommas in a wave may combine their 
  salvoes into a single salvo, or any number of markers 
  may launch their salvoes separately. Torpedo 
  bommas may be taken by any ship equipped with 
  launch bays for +10 points per launch bay. For ships 
  with variable launch bays, this is calculated based on 
  the maximum number of launch bays available, 
  meaning the upgrade costs +40 points for „Ammer-
  class battlekroozers, etc. When taken, torpedo 
  bommas are an additional ordnance choice available 
  to the karrier and do not replace fighta-bommas. 
   
   
  GUBBINS 
   
  Orks are always trying to improve their ships in some 
  fashion and will do whatever they have to for either 
  more parts or the teef to buy them. A warlord in 
  particular gathers around himself a number of other 
  cunning and successful leaders, each one an 
  enterprising Mekboss or Nob in his own right. 
  Several warlords may band together to fight a 
  common foe, and they will each of course bring the 
  best of their wargear to the fight, as much to 
  demonstrate their prowess to their fellow warlords as 
  to bring the fight to the enemy. A vessel or escort 
  skwadron led by a Warlord may be given up to one of 
  the following upgrades per Command re-roll the 
  Warlord has. Each upgrade can only be applied once. 
  Note: Players are actively encouraged to change their 
  upgrades from battle to battle in typically restless 
  Orky fashion. Each Warlord that does so at least 
  twice over the course of a campaign may have their 
  first normally earned refit for free instead of paying 
  the normal +10% cost.  
   
  For tiddla skwardons, the point cost for clan upgrades 
  count for the whole skwadron (regardless of how 
  large it is!), not individual escorts. This also means 
  the enemy only gets additional victory points for the 
  clan upgrade is the tiddla skwadron is wiped out. If a 
  single escort survives the battle, the enemy does not 
  get additional victory points for the clan upgrade. Not 
  all Gubbins apply to escorts or are taken the same 
  way as capital ships, as indicated by their notes. 
  Gubbins taken for escorts must be taken by all escorts 
  in the skwadron (if applicable) for their listed cost 
  and not merely by individual escorts. 
   
  Soopa Boostas . . . . . . . . . . . . . . . . . . . . . +25 points 
  the ship gains +5cm speed, and it rolls 4D6cm when 
  on All Ahead Full special orders.  
   
  Extra Power Fields . . . . . . . . . . . . . . . . . +25 points 
  (Not for escorts) The ship‟s shield value is increased 
  by +1. 
   
  Extra Turrets . . . . . . . . . . . . . . . . . . . . . +20 points 
  The ship gains +2 Turrets (Escorts get +1 Turret).  
   
  
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  Maniac Turrets . . . . . . . . . . . . . . . . . . . . +10 points 
  (Not for escorts.) The ship‟s turret value is replaced 
  by D3 turrets. This cannot be combined with Extra 
  Turrrets. 
   
  Looted Lances . . . . . . . . . . . . . . . . . . . . . +30 points 
  Any heavy gunz batteries on the ship can be replaced 
  with a Strength 2 lance battery. Range is 15cm for 
  escorts, 30cm for capital ships. 
   
  Looted Torpedoes . . . . . . . . . . . . . . . . . . +20 points 
  The ship may re-roll the dice for the Strength of 
  torpedo salvoes when it fires. 
   
  Mad Meks . . . . . . . . . . . . . . . . . . . . . . . . +25 points 
  (Not for escorts.) The ship may re-roll the dice when 
  repairing critical damage. 
   
  Maniac Gunners . . . . . . . . . . . . . . . . . . . +30 points 
  The ship may re-roll the dice for the firepower of its 
  gunz when it fires.  
   
  Mega-Armored Boarding Parties . . . . . +15 points 
  (Not for escorts.) The ship has an additional +1 
  modifier when rolling for boarding actions and hit 
  and run attacks of any type. 
   
  Ram Prow . . . . . . . . . . . . . . . . . . . . . . . . +10 points 
  (Not for escorts.) This adds +1 bonus when rolling a 
  leadership check to ram and causes 1Hp before 
  rolling to inflict damage. 
   
  Tellyporta . . . . . . . . . . . . . . . . . . . . . . . . +30 points 
  (Not for escorts.) Hit-and-run teleport attacks can be 
  made to 30cm. 
   
  MORE GUBBINS 
  The following gubbins can be taken by any number 
  of capital ships in the fleet. More Gubbins are not 
  available for escorts (except the Grunt where 
  indicated) and can only be added to capital ships.   
   
  Klaws . . . . . . . . . . . . . . . . . . . . . . . . . . . . +10 points 
  (Not for escorts except the Grunt at +5 points per 
  escort.) Klaws are unaffected by special orders of any 
  kind but cannot be used by capital ships if they are 
  crippled. Any time the ship moves in base contact 
  with any one enemy ship during the movement phase, 
  immediately roll two D6. Each roll of a 4+ inflicts 
  one hit on the target, ignoring shields but not 
  holofields. Brace for Impact works normally against 
  attacks by Klaws.  
   
  Each ship with Klaws may only use it once per turn, 
  regardless of how many vessels it contacts during the 
  Ork player‟s movement phase, though it does not 
  have to be the first ship in contact. If the Klaws hit 
  only once or not at all, the ship can continue moving 
  after making the attack and shoot/launch ordnance 
  later in the turn. If both attacks hit, then the vessel has 
  grabbed the target with its enormous mechanical 
  Klaws and has latched on! Neither vessel can move if 
  they are of the same class or smaller (such as cruiser 
  to cruiser), but a larger class vessel may still move 
  but only at half rate. Both ships may shoot at half 
  effectiveness (nova cannon and similar special 
  weapons cannot fire). In every End phase roll to 
  attack again (two dice needing 4+ to hit). If both 
  attacks hit when a vessel is already grappled then it 
  takes a third additional hit. Either ship may conduct 
  boarding actions as normal. Damage caused by 
  Klaws cause critical hits as normal.  
   
  Shokk-Attack Lance . . . . . . . . . . . . . . . . . . . . . Free 
  (Not for escorts.) A ship‟s prow heavy gunz batteries 
  can be replaced with this weapon, which cannot be 
  used if the ship is crippled or braced. It is only 
  effective against ships with shields down in the same 
  manner as teleporters. When used, the ship rolls to hit 
  on a 4+, range: 30cm. Holofields and being braced 
  both save normally against this. If a hit is rolled, 
  D3+1 snotling hordes are teleported onto the enemy 
  ship! If a miss is rolled, place a blast marker in base 
  contact with the vessel (even if shields are already 
  down) for the hordes of vacuum-frozen snotlings 
  bashing against the exterior of the hull. Each hit does 
  not cause damage. Instead, the next leadership check 
  or special order made by the ship must be with an 
  extra D6 (such as 3D6, or even more when already 
  using 3D6, such as when All Ahead Full through an 
  asteroid field)! Additional “hits” from this weapon 
  only add to the number of hordes that must be 
  eradicated before the ship can return to conducting 
  leadership checks normally. Every special order done 
  in this manner (even if failed) “repairs” one of these 
  hordes as the crew works furiously to shove 
  thousands of snotlings out the nearest airlock! These 
  can also each be repaired in the end phase normally 
  when rolling to repair critical damage. 
   
  Escorts have fewer complex systems than capital 
  ships and are smaller overall. While multiple snotling 
  hordes can possibly get into some vital system that in 
  the end overwhelms the vessel, it is just as likely they 
  will miss vital spaces entirely. When fired at escorts, 
  the defending squadron rolls a D6. On a 4+, the 
  closest escort gets an additional blast marker placed 
  in contact with it as the hordes have no effect. On a 
  roll of 3 or less, the nearest escort in range with no 
  shields is destroyed (being braced works normally). 
   
  Traktor Field . . . . . . . . . . . . . . . . . . . . . . . . . . . Free 
  (Not for escorts but required on the Grunt.) The ship 
  upgrades to battleship base size, and it may not use 
  Come to New Heading special orders. 
   
  Assault Karrier . . . . . . . . . . . . . . . . . . . . . . . . . Free 
  (Not for escorts.) Any ship that takes both attack craft 
  and torpedoes can be optimized for hit and run 
  attacks and boarding actions by particularly zealous 
  Orks. It takes boarding torpedoes for free, but it may 
  only use assault boats. It may launch +1 assault boat 
  marker each time it launches attack craft normally 
  (even if crippled or braced, but not both).  
   
  MUSTERIN' DA CLANZ 
   
  Orks live in tribes, individual armies each led by a 
  Warlord. However, Orks are also divided into clans, 
  ancient allegiances to which the Orks remain loyal 
  throughout their lives, no matter which tribe they 
  fight for or against. Tribes frequently break apart or 
  are conquered by larger, more powerful tribes, but no 
  matter what an Ork will retain the colors of his clan.  
  Tribes usually contain Orks from several clans, but an 
  
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  Ork‟s first loyalty is always to his Warboss. Members 
  of the same clan may well end up fighting one 
  another if their tribes clash, though this doesn‟t really 
  bother the Orks too much, who will cheerfully fight 
  anyone they can. Each clan has its own distinctive 
  character and abilities, and an Ork will retain these no 
  matter which tribe he belongs to. 
   
  CLAN UPGRADES 
  A Warlord and his skwadrons may only be from one 
  clan, but as many different clans as desired can be in 
  a single fleet. In fact, it is perfectly legal for every 
  single Warlord in the fleet to be of a different clan. 
  Any skwadron can be given a clan upgrade by paying 
  the points cost shown, but the squadron must show 
  clan colors. In case players have any smart ideas 
  about showing all the colors on their Ork ships for 
  maximum flexibility, a skwadron only counts as 
  showing clan colors if the majority of the ships in the 
  skwadron have their clan color covering more than 
  half of the model. The colors for each clan is shown 
  after the points cost for the upgrade. 
   
  Note that although these rules refer to skwadrons, this 
  also applies to single vessels (since battleships, 
  battlekroozers and kroozers can, of course, be fielded 
  in „skwadrons‟ of one). Additionally, being from a 
  particular clan and being painted as such does not 
  obligate the skwadron to take the benefits of being 
  from a particular clan by paying the extra points for 
  them, nor are Ork vessels limited to only these paint 
  schemes. It‟s not uncommon for Ork freebooters to 
  incorporate several color schemes in their ships, 
  when they bother to paint their rust-buckets at all! 
   
  Clan upgrades are different from Gubbins and may be 
  taken (and paid for) in addition to Gubbins by 
  individual skwardons. If taken, every capital ship in 
  the skwardon must separately take and pay for the 
  clan upgrade, not just individual ships. Just as with 
  Gubbins, the point cost for clan upgrades for tiddla 
  skwardons count for the whole skwadron in the same 
  manner Gubbins do in all respects. 
   
  Goffs .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . +20 points/Black 
  The Goffs are the most aggressive of the Ork clans, 
  born fighters amongst a race born for fighting. Goffs 
  like it up close and personal, and consider the other 
  clans wimps for hanging back and shooting. All Goff 
  ships (including tiddla skwadrons) gain a +1 bonus to 
  the dice roll during boarding actions and a +1 
  Leadership bonus when attempting to ram. 
   
  Evil Sunz . . . . . . . . . . . . . . . . . . . . . +20 points/Red 
  Evil Sunz are obsessed with speed, endlessly 
  tinkering with the engines of all their vehicles and 
  ships, trying to get as much speed out of them as 
  possible. All Evil Sunz ships gain +5cm speed. 
   
  Bad Moonz . . . . . . . . . . . . . . . . . +30 points/Yellow 
  Bad Moonz are the richest of the clans, using their 
  own fast-growing teeth as currency (this also has the 
  effect of making Bad Moonz a valuable target for 
  other Orks). Bad Moonz don‟t mind being a target 
  though, and proudly display their wealth through a 
  combination of gaudy colours and all the best gizmos 
  that money can buy. All ships in a Bad Moonz 
  skwadron gain the Maniac Gunners upgrade. 
   
  Deathskullz . . . . . . . . . . . . . . . . . . . +30 points/Blue 
  The Deathskulls are the masters of salvage. After a 
  good old scrap it will always be the Deathskullz who 
  are whizzing about scrounging what they can from 
  any wrecks left floating across the battlefield. 
  Deathskullz capital ships and/or tiddla skwadrons 
  have „looted‟ upgrades (torpedoes and/or lances) for 
  no additional cost. 
   
  Blood Axes . . . . . . . . . . . . . . . . . . . . . . . Free/Green 
  Most Orks distrust the Blood Axes, who they 
  consider to be treacherous gits and cowards who 
  sneak around in poncey clothes to make themselves 
  look like trees. Most of all the Blood Axes are 
  disliked for their dealings with humies and other non-
  Orks, from whom the Blood Axes proudly „acquire‟ 
  various practices and even bits of equipment. The 
  Warlord‟s ship may take one refit from the Imperial 
  Navy refit table (rolled randomly) for +20 points. A 
  Blood Axe tiddla skwadron of at least six escorts may 
  include up to three Imperial Navy and/or Chaos 
  escorts from any fleet list at their listed cost. These 
  kommandeered vessels must have an Orky color 
  scheme and kustom-job – you can‟t just borrow the 
  ships from your Imperial or Chaos fleet! 
   
  Snakebites . . . . . . . . . . . . . . . . . . . . . . . Free/Brown 
  The Snakebites are a primitive clan (even by Ork 
  standards) and use technology only reluctantly. 
  Snakebites will indulge in space travel if it‟s likely to 
  take them to a new scrap, but are likely to spend 
  much of the journey clinging on to the sturdiest (and 
  least tekky looking) thing they can find. Snakebite 
  capital ship skwadrons can only use space hulks or 
  roks – no other kind of capital ship skwadrons are 
  permitted to bear the clan colors. Snakebite 
  skwadrons gain a special +1 bonus to Command 
  checks when attempting to Brace for Impact. 
  Using Ork Clanz: The Ork Clanz rules can be used 
  in place of the Ork Pirate Rules in the Battlefleet 
  Gothic rulebook or the Armageddon rules in Armada. 
  However, those rules can still be used instead of 
  these, as long as all fleet list and reserve rules are 
  followed. For example, if you decide to use the escort 
  profiles and point values in the Battlefleet Gothic 
  rulebook, all fleet list rules and restrictions from that 
  fleet list must be used as well, and Ork vessels from 
  other fleet lists can only be taken as reserves. 
  
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  TYPE /HITS 
  SPEED 
  TURNS 
  SHIELDS 
  ARMOR 
  TURRETS 
  Cruiser/10 
  20cm 
  45° 
  1 
  6+ prow/ 5+ sides/ 
  4+ rear  
  1 
  ARMANENT 
  RANGE 
  FIREPOWER/STRENGTH 
  FIRE ARC 
  Port gunz 
  30cm 
  D6 
  Left 
  Port launch bays 
  Assault Boats: 30cm 
  2/Special 
  N/A 
  Starboard gunz 
  30cm 
  D6 
  Right 
  Starboard launch bays 
  Assault Boats: 30cm 
  2/Special 
  N/A 
  Prow gunz 
  45cm 
  D6+2 
  Front 
  Prow torpedoes 
  Speed: 30cm 
  D6+2 
  Front 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
     ZUKOV'S KLAW ORK ASSAULT KROOZER .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 210 Points 
   
   
  In the confusion prevalent in the latter stages of the 
  Third Armageddon War, a number of new Ork ship 
  classes never before encountered were codified by the 
  Ordo Xenos. Though a protracted war still rages 
  across the surface, careful analysis of the ships 
  encountered in the years since the fleets of 
  Ghazghkull Thraka were dispersed indicate that while 
  there was a great deal of differences between 
  individual capital ships, they still fit into a small 
  number of broad categories in a similar manner to 
  Imperial ship classes. 
   
  Like Ork battleships such as the Kroolboy and 
  Gorbag’s Revenge, the Zukov’s Klaw at first defied 
  conventional analysis and was presumed to be an 
  entirely new ship class. While observed on several 
  occasions vomiting forth prodigious numbers of 
  assault boats, when faced by concerted bomber 
  attacks it was found wanting and depended on nearby 
  Terror Ships for assistance. At first believed to be 
  some kind of specialized assault ship, careful analysis 
  revealed that while indeed optimized for such a role, 
  it was little more than another Terror Ship with 
  several unique upgrades rather than a ship purpose-
  built to assault enemy vessels. This actually comes as 
  little surprise to Imperial Navy tacticians, as all Ork 
  capital ships are merely refitted cruiser hulks in any 
  case, and it is quite common to find these vessels 
  customized by their crews to at least some extent. 
   
   
   
   
   
   
   
   
  Yes, it‟s named after Zhukov on the SG forum!! 
   
  - Nate 
   
   
   
  Special Rules: Zukov’s Klaw is a Terror Ship that can only be used exactly as described in these special rules. It is of the Goff Clan, giving it both a +1 leadership modifier 
  when attempting to ram and an additional +1 modifier during boarding actions. It is upgraded to be an Assault Karrier with boarding torpedoes and may launch one additional 
  assault boat during the ordnance phase any time it launches assault boats normally (even if crippled or braced, but not both), but it may not use any other types of attack craft. 
  It is also equipped with Klaws and a Traktor Field as part of its point cost, which does not affect the number of Gubbins a Warlord can upgrade this vessel with for the 
  appropriate points if used as a Warlord‟s personal ship. Zukov’s Klaw must be mounted on a large base and cannot use Come To New Heading special orders. 
   
   
   
  Representing Zukov’s Klaw: Zukov‟s Klaw can be represented as easily as mounting a Terror Ship on a large base and using the above profile, point cost and special rules, 
  painted appropriately with lots of black to represent the Goff Clan! Alternatively, you can customize it with as much detail as you want, or even use a suitably salvaged and 
  refitted Imperial cruiser hull if desired (preferably a Dictator) to do the job, again painted appropriately with extra bitz to give it Klaws and a cobbled-together appearance.  
   
  Zukov‟s Klaw may take the place of a Terror Ship in the fleet and represents just one of any number of specialized character vessels that can be made from the current range of 
  Ork capital ship profiles simply by applying the special rules available in this list. This is not restricted to Kroozers and Terror Ships; special-character battlekroozers can be 
  made from these rules as well. While there is no restriction preventing these rules from also being applied to one or more of the named Ork battleships, those vessels are 
  already quite special (and expensive) in their basic forms and already represent highly modified battlekroozers. Ideally an Ork fleet should be led by only a few highly-
  customized character vessels followed by a larger number of their more generic variants, but there is no reason why an Ork fleet can’t consist largely (or even exclusively) of 
  highly customized “flash gits” capital ships followed by just enough tiddla skwadrons to fulfill the requirements of this list. 
   
  
  2010 COMPENDIUM 
   
   
   
   
   
  152 
      
  TYPE /HITS 
  SPEED 
  TURNS 
  SHIELDS 
  ARMOR 
  TURRETS 
  Cruiser/6 
  20cm 
  45° 
  1 
  6+ prow/ 5+ sides/ 
  4+ rear  
  1 
  ARMANENT 
  RANGE 
  FIREPOWER/STRENGTH 
  FIRE ARC 
  Port gunz 
  30cm 
  D3+1 
  Left 
  Starboard gunz 
  30cm 
  D3+1 
  Right 
  Prow gunz 
  30cm 
  2 
  Front 
  Prow heavy gunz 
  15cm 
  4 
  Front 
   
   
   
   
   
   
   
   
   
   
   
   
     ORK LITE KROOZER    .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 90 Points 
   
   
  While 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 numbers. 
  While many have postulated why this is so, the 
  general consensus among tacticians is that like 
  everything else about Orks, bigger is always better. 
  Orks will rarely stop at improving or adding to their 
  vessels until it reaches a point where it is beyond the 
  resources of technical abilities of most Ork 
  warbosses to make them 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 
  Kaptains while still gathering 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 took 
  more bizarre forms and defied any classification 
  whatsoever. 
   
   
   
   
  Special Rules: Ork Lite Kroozers are essentially capital ships rushed into battle incomplete and as-is. For no change 
  in cost, they may exchange their prow heavy gunz for D6 torpedoes or an additional D6 gunz (for D6+2 in total).   
   
   
   
   
  Representing Lite Kroozers: By their very nature, Ork Lite Kroozers come in a wide array of forms. They may represent a captured or salvaged Imperial light cruiser hull 
  instead of the larger Imperial or Chaos cruisers Orks more typically build their Kill Kroozers and Terror Ships from. Conversely, they may have originated from an 
  enterprising Ork Kaptain that cut apart and bolted together several escorts he captured, salvaged or even re-appropriated from his own skwadron! Like all Ork capital ships, 
  each one is a never-ending work in progress so feel free to represent it any way you like, painted appropriately of course.  
   
   
  
  2010 COMPENDIUM 
   
   
   
   
   
  153 
      
  TYPE /HITS 
  SPEED 
  TURNS 
  SHIELDS 
  ARMOR 
  TURRETS 
  Escort/1 
  20cm 
  45° 
  1 
  6+ prow/4+ 
  2 
  ARMANENT 
  RANGE 
  FIREPOWER/STRENGTH 
  FIRE ARC 
  Torpedoes 
  Speed: 30cm 
  D6 
  Front 
  Gunz Battery 
  30cm 
  2 
  Front 
   
  TYPE /HITS 
  SPEED 
  TURNS 
  SHIELDS 
  ARMOR 
  TURRETS 
  Escort/1 
  20cm 
  45° 
  1 
  6+ prow/4+ 
  1 
  ARMANENT 
  RANGE 
  FIREPOWER/STRENGTH 
  FIRE ARC 
  Gunz Battery 
  30cm 
  D6 
  Front 
   
  TYPE /HITS 
  SPEED 
  TURNS 
  SHIELDS 
  ARMOR 
  TURRETS 
  Escort/1 
  25cm 
  45° 
  1 
  6+ prow/4+ 
  1 
  ARMANENT 
  RANGE 
  FIREPOWER/STRENGTH 
  FIRE ARC 
  Heavy Gunz 
  15cm 
  4 
  Front 
   
  TYPE /HITS 
  SPEED 
  TURNS 
  SHIELDS 
  ARMOR 
  TURRETS 
  Escort/1 
  25cm 
  45° 
  1 
  6+ prow/5+ 
  2 
  ARMANENT 
  RANGE 
  FIREPOWER/STRENGTH 
  FIRE ARC 
  Gunz Battery 
  30cm 
  2 
  Left/ Front/ Right 
   Special Rules: Grunt assault ships embark huge crews of Ork boarding parties and are equipped with tractor fields, 
  powerful boarding drills, etc. They roll 2D6 against an opposing ship when ramming and count as 2Hp when 
  determining their boarding value (before other modifiers). These ships are equipped with a Traktor Field and must 
  be mounted on a large base, and due to their poorly distributed mass cannot use Come To New Heading special 
  orders. Grunt assault ships can be equipped with Klaws for +5 points each vessel, not per skwadron. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
     RAVAGER ATTACK SHIP   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 40 Points 
     ONSLAUGHT ATTACK SHIP   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 35 Points 
   
   
     SAVAGE GUNSHIP   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 30 Points 
     GRUNT ASSAULT SHIP   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 30 Points 
  Ork torpedo attacks tend towards an opportunistic 
  approach rather than being used as a major tactic. 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. Nonetheless, Ravagers 
  mount a vast number of torpedo racks and when they 
  succeed in launching salvoes of torpedoes, they can 
  be worryingly large.  
   
    
   
   
   
   The Onslaught attack ship is ugly, difficult to 
  maneuver and lightly armored along its flanks and 
  rear; it is only suitable for head-on attacks. However, 
  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.  
   
   
   
   
    
   
   
   
   
  More extreme than even the Onslaught, the Ork 
  gunships known as Savages mount only short-ranged 
  forward heavy gun batteries. 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. 
  Orks are masters of crude improvisation and salvage, 
  and nowhere is this more apparent than the Grunt 
  assault ship. Easily mistaken for the Brute ramship 
  visually, it is in fact fitted with a huge tractor field 
  generator, giving it the graviometric imprint of a 
  battleship class vessel. It carries a heavily armored 
  piercing prow as well as boarding chambers for a 
  mass of Orkish warriors ready to rush aboard in a 
  green tide. If not for the poorly distributed mass of 
  the Grunt, it would make a truly fearsome opponent 
  against other escorts, though its lumbering approach 
  run is well-suited against capital ships. 
   
   
  Like all Ork raiders, Grunts are capable of landing on 
  planets as part of an invasion force and can carry a 
  large Ork warband plus their vehicles and artillery. 
   
  
  2010 COMPENDIUM 
   
   
   
   
   
  154 
      
  WARLORD  
  Ork fleets always include one Warlord for every 500 
  points, or part, that the fleet is worth – no more, no 
  less. 
  Ork Warlord . . . . . . . . . . . . . . . . . . . . . . . . . . . Free 
  A Warlord adds +2 to one boarding dice roll per 
  game. A Warlord has one re-roll, and may purchase 
  one or two more for the points cost shown below. 
  One extra re-roll . . . . . . . . . . . . . . . . . . . . 20 points 
  Two extra re-rolls  . . . . . . . . . . . . . . . . . .  40 points 
  A Warlord may choose for his own ship or escort 
  skwadron one upgrade from the Gubbins list for 
  every re-roll he has at its listed cost. He must be 
  embarked on the most expensive ship under his own 
  command (as opposed to the whole fleet), even if it is 
  an escort - annotate which one it is. A Warlord‟s re-
  rolls only count for the skwadrons under his 
  command and not for the whole fleet.  
  SKWADRONS  
  The Warlord must be in command of one tiddla 
  skwadron of at least three escorts and one other 
  skwadron type for each re-roll he has. This means for 
  every re-roll a Warlord has (including the first one for 
  free), the Warlord must take one tiddla skwadron of 
  up to three escorts, and any one other skwadron type. 
  He may also swap leadership with any one ship or 
  escort squadron under his command. 
   
   ‘UGE SHIP SKWADRON 
  1 Battlekroozer/ship, chosen from the following list: 
  Gorbag‟s Revenge Ork Battleship . . . . . . . 310 points 
  Slamblasta Ork Battleship . . . . . . . . . . . . . 295 points 
  Dethdeala Ork Battleship . . . . . . . . . . . . . . 275 points 
  Kroolboy Ork Battleship . . . . . . . . . . . . . . 270 points 
  ‟Ammer Class Battlekroozer . . . . . . . . . . . 245 points 
  test  
  BIG SHIP SKWADRON 
  1-2 Kroozers, chosen from the following list: 
  Ork Terror Ship . . . . . . . . . . . . . . . . . . . . . 185 points 
  Ork Kill Kroozer . . . . . . . . . . . . . . . . . . . . 155 points 
  Ork Lite Kroozer . . . . . . . . . . . . . . . . . . . . . 90 points 
  test 
  TIDDLA SKWADRON 
  3-10 Escorts, chosen from the following list in any 
  mix desired: 
  Ork Ravager Attack Ship . . . . . . . . . . . . . . . 40 points 
  Ork Onslaught Attack Ship . . . . . . . . . . . . . 35 points 
  Ork Savage Gunship . . . . . . . . . . . . . . . . . . 30 points 
  Ork Grunt Assault Ship . . . . . . . . . . . . . . . . 30 points 
  Ork Brute Ram Ship . . . . . . . . . . . . . . . . . . 25 points 
  test 
  ROK SKWADRON 
  1-4 Roks: 
  Ork Rok . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 points       
        
  SPACE HULK 
  An Ork fleet with at least three Warlords may include 
  one Space Hulk. One of your Warlords must be 
  embarked on it, which by itself counts as all the 
  skwadrons that Warlord can have (including a tiddla 
  skwadron), regardless of how many re-rolls the 
  Warlord has. Space Hulks so led can take upgrades 
  from the list of Gubbins for double the listed cost. 
  Upgrades that increase its boarding value or speed 
  may not be taken. 
  1 Space Hulk 
  Ork Space Hulk . . . . . . . . . . . . . . . . . . . . .  600 points 
  test      
  ORK ORDNANCE 
  Ork attack craft carriers use fighta-bommas and 
  assault boats. They may take torpedo bommas for 
  +10 points per launch bay (counting maximum 
  number of launch bays). Ork capital ships that use 
  torpedoes may use boarding torpedoes for +5 points.  
  USING SKWADRONS 
  There is no restriction for what kinds or how many of 
  what type of skwadrons are in the fleet as long as no 
  Warlord may have more than one „Uge Ship, which 
  counts as a skwadron by itself. Each skwadron must 
  be fielded with the number of ships chosen for it in 
  this list; you can‟t split up skwadrons or add more 
  ships to them. However, no more than one of each of 
  the named Ork battleships may be in the fleet, no 
  more than one „Uge ship may be taken in the fleet for 
  every two kroozers, and a Space Hulk may only be 
  taken by a fleet of no less than 1500 points. This 
  however applies to the fleet as a whole, not to 
  individual skwadrons. While there must be at least 
  one Warlord for every 500 points in the fleet or 
  portion thereof, not all Warlords are created equal! 
  Thus, the smallest fleet a single Warlord with only 
  the one free re-roll may command is two tiddla 
  skwadrons, each with three escorts. The largest fleet a 
  single Warlord with two extra re-rolls (for a total of 
  three) can command is one „Uge ship, two skwadrons 
  of two kroozers each and three skwadrons of up to 
  ten escorts each. While the number of Warlords for a 
  given fleet size cannot be altered, how many points 
  each Warlord is put in charge of can be mixed and 
  matched in any way desired; it is perfectly legal for a 
  Warlord with one re-roll to have one or two kroozers 
  and a tiddla squadron of three escorts, or just a single 
  Rok as a skwadron (if desired) and a tiddla squadron 
  of nine escorts, etc. A Warlord must have two 
  kroozers in order to take a “Uge ship, meaning the 
  Warlord must have at least one extra re-roll to do so. 
  A Warlord leading a Space Hulk may only lead it and 
  no other ships, but he is not required to take any extra 
  re-rolls to do so if it is not desired. 
   
  In campaigns, nominate one Warlord to command the 
  fleet. This is essentially “you” and must be on the 
  most expensive ship in the fleet, even if it is a Space 
  Hulk. The fleet commander still starts with one re-roll 
  and may purchase up to one more at the start of the 
  campaign, 
  earning 
  more 
  (along 
  with 
  more 
  skwadrons) over the course of the campaign. This 
  means the fleet commander personally starts with no 
  more than one tiddla squadron of up to ten escorts 
  and one other skwadron (or two each if a second re-
  roll is purchased at the start of the campaign), which 
  may be taken in any manner desired. Fleet 
  commander re-rolls can only be used by his or her 
  own skwadrons. The fleet commander cannot earn 
  more re-rolls than would be allowed by p.153 of the 
  Rulebook, even if a second re-roll was purchased at 
  the start of the campaign. 
  CHOOZIN‟ YER FLEET – DA ORK CLANZ FLEET LIST 
  
SOURCE: textdata/thevault/Warhammer/40k/Battlefleet Gothic/Battlefleet Gothic - 2010 Edition/m201009_BFG_Ork_Clanz.pdf