The new Ork Boyz datasheet just dropped in GW’s free Armageddon datacard PDF, and it hides a Weirdboy Da Jump teleport combo nobody expected.
Ork players got the rest of the Armageddon datacards today, four days before pre-orders open on June 6. The big two missing pieces, the new Boyz and Gretchin sheets, are finally on paper, and they finish out the box’s full datacard pack alongside the five characters, the Wartrakk, and the Big Mek Dakkarig we’ve already broken down.
Games Workshop’s Warhammer Community drop is the full Ork half of the Warhammer 40,000: Armageddon launch box, aka the 11th edition starter. Best of all, the download is free, the PDF is nine cards, and the rest of the Orks Faction Pack is still on its way for the new edition.
If you’ve been following the reveals, you already know most of the box. The five Ork character datasheets dropped two weeks back, the Wartrakk rules followed, and the Big Mek Dakkarig walker got its own reveal as well. What’s actually new today is the Boyz sheet, the Gretchin datasheet rules, and the consolidated PDF you can print at the kitchen table.
- Boyz pick up Get da Good Bitz to secure objectives at the end of your Command phase, which gives a 10-strong mob real scoring weight even when something tougher tries to contest.
- A Weirdboy attached to a Boyz mob can Da Jump the whole brick into Strategic Reserves with Deep Strike, even on round one, on a 2+ for the cost of a roll of the dice.
- Gretchin gain a CP on a 4+ for every controlled objective in their range at the start of Movement, which turns a 10-grot screen into a free command battery for the price of one Battleline slot.
The New Ork Boyz Datasheet Drops a Real Scoring Mob Into the Box
The new Boyz datasheet is the one most Ork players have been waiting on, because the rest of the box hinges on what this line infantry can actually do once they get there. The stat line is exactly the kind of stripped-down Battleline GW likes to write for a starter box with a wargear list that’s short, and one named rule for potentially new players.
Here’s the shape of the unit on its own card:
- Boyz stat line: M6, T5, Sv5+, W1, LD7+, OC2.
- Boss Nob stat line: M6, T5, Sv5+, W2, LD7+, OC2.
- Unit composition: 1 Boss Nob and 9 Boyz, every Boy carrying a slugga, a shoota, and a choppa.
- Boss Nob wargear: the kustom shoota can be swapped for a kombi-shoota and a kombi-rokkit, which is the one real choice the kit gives you.
- Get da Good Bitz: at the end of your Command phase, if the unit controls an objective, that objective is secured by your army.
Get da Good Bitz is the key here becasue now it turns a sticky-objective trigger into a 10-wound Battleline unit you can flood the board with, and it lets a brick of Boyz hold ground after the Marines or whatever else walks up to contest. Sticky objectives have been a great way to play scoring Orks since 10th edition rolled out the WAAAGH! engine, and the new datasheet rules keep that pattern alive.
The shape of the weapons list is what makes the attached-character math interesting. The Boss Nob’s kustom shoota / big choppa combo is fine on its own, but pair the unit with a Bigboss for Sustained Hits 1 across the whole mob.
You can also attach a Bannernob for the 5+ Invuln and the +1 Toughness while the Waaagh! is active, or drop the Warboss in for Cleave 1 swings and the Da Biggest and da Best +4 attacks under the Banner, and the unit goes from chaff to something nobody wants to charge into.
You Can’t Touch Da Jump
The real trick, though, is what happens when you attach a Weirdboy.
- Da Jump (Psychic, once per turn, per army): in your Movement phase, roll one D6. On a 1, the unit eats D6 mortal wounds. On a 2 through 6, the unit goes to Strategic Reserves and gains Deep Strike until the end of the phase, then can make an ingress move (including during the first battle round).
- Waaagh! Energy: every five models in the attached unit gives the Weirdboy +1 to Strength and Damage on his ‘Eadbanger power. Hit a 10-model mob, and it gets [HAZARDOUS], so the Weirdboy could eat mortals himself too.
Da Jump is 5/6 dice odds to plant a 10-wide Battleline mob anywhere on the table on round one with Deep Strike and ingress, which used to be the pressure Ork lists used to need a whole detachment to set up.
Now the Get da Good Bitz interaction means the mob that just teleported in can lock down basically any objective the same turn, and the Weirdboy’s own ‘Eadbanger scales up to a real anti-character threat too.
Gretchin Just Became a CP Battery for the Whole Ork Army
The Gretchin datasheet rules are a fun little surprise, honestly. Overall, the stat line stays right where Grots have always lived for a 10-strong mob, but their special rule rewrites how Ork players have to think about home-objective screening.
The card breaks down clean:
- Stat line: M6, T2, Sv7+, W1, LD8+, OC2 across 10 Gretchin.
- Blasta: 12″ close-quarters pistol, A1, BS4+, S3, AP0, D1. A real BS4+ on a grot is news on its own.
- Close-combat weapon: melee, A1, WS5+, S2, AP0, D1. Don’t expect Grots to fight, expect them to score.
- Thievin’ Scavengers: at the start of your Movement phase, for each objective you control with one or more friendly non-battle-shocked units inside the ability’s range, roll one D6. On a 4+, you gain 1 CP.
Thievin’ Scavengers is the part nobody had on their bingo card for sure. A 10-grot screen sitting on a home objective gives you a 50% chance at one Command Point per turn for the cost of a Battleline slot. Stack a second mob on a midfield objective the Boyz Da Jump’d onto, and the army is generating two CP rolls a turn out of units that exist to be ignored.
The 4+ trigger means the math is unreliable on any single turn, but across a five-turn game, you’re realistically looking at 4 to 5 free CP, and Orks have always been a faction that wants every Strat they can pay for.
It gets even better when you pair them with the Boyz’ sticky objectives and a teleport button; then the Gretchin generate the CP to fuel whatever Strats the Boyz care about, and the rest of the box becomes the closer once those two are in position.
The Five Character Datasheets, Already Covered
The Warboss, Bigboss, Bannernob, Painboy, and Weirdboy were the first datacards GW dropped, and we already walked through every one of them. Short version: the Warboss is the Cleave 1 melee threat with +4 attacks under the WAAAGH!, the Bigboss is a cheap second attached character built for the Lieutenant role, and the Painboy’s ‘Urty syringe is the one-poke Captain killer with PRECISION and a D6-mortals trigger on critical wounds.
And finally, the Weirdboy’s Da Jump is the rule that interacts with the Boyz mob above. Get the full breakdown in our five new Ork character datasheets article.
The Wartrakk Datasheet Brings Speed Freek Suppression Back
The new Wartrakk is the rokkit-launcha attack vehicle the Speed Freek shelf has been short on. Movement 12, Toughness 6, Save 4+, and a Rokkit launcha that rolls D3+3 attacks at Strength 10 with AP -2 and D3 damage. Its special rule, Indiscriminate Detonations, suppresses an enemy unit you hit so it takes -1 to hit rolls until your next Command phase, which is the closest thing to a debuff stick Orks have run in editions. You can see the full breakdown in our Wartrakk rules piece.
The Big Mek Dakkarig Closes Out the Pack
The Dakkarig is the centerpiece walker of the Ork half of the box for sure. T8, 11 wounds, Sv3+ with a 5+ Invuln, a Blitzkannon that puts 8 Heavy shots downrange with Sustained Hits 1, AND a Rokkit launcha tacked on top. Its Dakkablitz rule gives the Blitzkannon +6 attacks when it shoots a non-MONSTER/VEHICLE target, which is the crazy math that lets the gun touch 14 attacks the moment it points at a Space Marine squad. Again, for the full breakdown, hit up our Big Mek Dakkarig rules article.
Final Thoughts on the Ork Boyz Datasheet
These new rules are the closest Orks have come to a self-funding line-infantry plan since the Stompa Boyz Battleforce hit shelves.
Five characters that all attach into Boyz, a Boyz sheet with sticky objectives and a Da Jump teleport route, and a Gretchin sheet that generates the CP to pay for whatever Strats the army wants to use, add up to a selection of minis that’s actually good out of the box on day one.
What’s still on the table is the full rules drop for them. GW confirmed an updated Ork Faction Pack alongside the rest of the army’s 11e cards in time for the new edition, which means detachments, stratagems, and the army-level WAAAGH! rule are the next reveals to look out for. If the Faction Pack keeps the sticky-objective + CP economy the box cards set up, the Armageddon Orks could end up shaping the early 11e meta more than the box’s price tag suggests.
🔗 Related Reads:
- Every New Ork Model in the Armageddon Box, Revealed
- The Five New Ork Character Datasheets From Armageddon
- Big Mek Dakkarig Rules: Heavy Dakka Comes to Armageddon
- Ork Wartrakk Rules: Da Trakk Is Back in the Armageddon Box
- Wazdakka Gutsmek New 40k Model and Rules for Armageddon
- New Ork Detachments for 11th Edition Bring Three Wildly Different Builds
- Warhammer 40k 11th Edition Rules Hub
What do you think about the new Ork Boyz datasheet and the rest of the Armageddon datacards for Warhammer 40k?









