
The new 40k Orks are here – from Stratagems, Traits, Datasheets, and army-wide rules, check out our review on what the army can do!
All the New 40k Orks Rules: Revealed & Rumored
Similar to the Sisters of Battle and Lumineth Realmlords rollout, this codex will first be available inside a new Army Box. In the future, it will be available separately. While the box is already sold out at GW, if you are curious, you can check the contents here.

- New Orks & Beast Snagga 40k Rules: Stratagems
- All The New Orks 40k Rules: Traits, Psychics, & Relics
- Specialist Mobs & Detachment Rules
- Points & Wargear
If you missed any of our previous posts, can check out all the new Ork rules from our articles below. Additionally this week, the crew at the Long War talked about Orks, so check that out if you are interested!
Our Favorite & Most Powerful 40k Orks Units: Episode 301
Podcast Table of Contents:
- 00:00 Opening Jokes
- 02:22 Wyatt’s Cave Of Wonders
- 6:28 Rob Baer Memorial News Desk
- 33:03 Orks
New Weapons

At +2 Strength, -2 AP, and D2, the Power Snappa can really be a Space Marine killing machine! The Thump Gun can pump out some serious damage against big units with Blast and D3 damage!
Orks WAAAGH! 40k Rules

A Waaagh! or Speedwaaagh! can be called once per battle, and they both work in two stages. Stage 1 lasts until the start of your next Command phase. Then Stage 2 kicks in, which lasts until the beginning of your subsequent Command phase.
There will be three in the book, but they only previewed two today. Only Ghazghkull Thraka can call the third one, called the Great WAAAGH!, so we’ll have to wait to see what that one does.
Still, when they first call the WAAAGH! your Orks will be more enraged, then as the second turn rolls around, they are still better, just not quite as intense. This one is really sweet and will get you a ton of extra attacks and let you advance and charge, which is just super strong.
Orks SPEEDWAAAGH! 40k Rules

Dakka

This is kind of like Rapid Fire, but most times the attacks don’t double, just go up by a different ratio.
Mork’s Roar

Getting 16 shots is nice, but the Gorkanaut getting 30 shots is really insane!
New Weapon Profiles

The Big Shootaz going up to 5 shots at 18″ will give a unit with a few of them some crazy number of shots, as we said, you’ll have to have a ton of dice to play with these new rules!
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You will be getting more shots on these, but moving them all to heavy basically guarantees you’ll be hitting on 6’s most of the time. Still, you could get lucky and get way more shots when standing still.
Kustom Mega Blasta and Bubblechukka


This really simplifies the gun, instead of rolling everything random, you just roll one die. To us, rolling the 2 seems like the most consistent way to deal heavy damage, but if you get lucky with the 3, it deals insane single target damage.
Boyz Rules

That is a nice change for the Boyz, considering their awful save, this may help them survive that small arms fire all the better. They also mention everything will be getting an additional toughness, so that’s honestly huge! Looks like that Gretchin army is looking better and better…


Not only will they be stronger, but they will also be hitting vehicles or monsters on a 2+ in CC and 4+ in the shooting phase. On top of that, they will all have a 6+ invuln, meaning you will have a chance to save them even from pesky weapons with AP.

Ork Boyz Points Rumors
These are rumors so we aren’t a hundred percent but look pretty legit, so we wanted to include them.


New Kulturs

Basically, this makes your Orks much harder to wound, which is a good thing considering their save! Especially because it says irrespective of any ability, meaning if something isn’t S8, it’s never wounding on better than a 4. On top of that adding one to all the Squig wound rolls is really sweet as well.
Zodgrod Wortsnagga
Through a combination of shiny objects, enticing fungal treats, and a few vials of the Painboys’ ‘special brew’, Zodgrod succeeded in creating a new breed of ‘super runt’, possessed of greater strength, intelligence, and frankly alarming levels of problem-solving ability.
Adding one to all attack rolls is pretty cool, but being able to perform actions and still shoot is really a great rule! Just sit your super runts where you need them, have them do actions all game, and bam! You’ve won the game… Not really, but still, it’s fun.

Squighog Boyz


With a 10″ move, 5 Strength, 6 Toughness, 3 Wounds, and a 4+ save, these are going to hit hard and be very hard to kill! Small arms fire will have a very hard time taking them out, hopefully letting you get off a serious charge with them before they meet their end!
New Stratagem

This is pretty sweet, considering you get to affect 3 of your units for only 2 CP! While you have to select a single enemy, this will really let you bring down whatever big target you’re going after, and bringing down a big monster or vehicle for 2 CP is almost always worth it.
Bomb Squig and Smasha ‘Ead

That is, assuming it’s not at a high price during list construction.

This is pretty similar to some of the AoS mortals on charge rules, although these guys also get it on heroic interventions which seems great! Not only can you protect your characters behind a wall of bodies, but with careful layouts, you can also more or less guarantee to set off this ability for a chance at some extra mortal wounds!

While they don’t outright say it, this strongly suggests he might just be the head Ork of the Beast Snaggas. If he is, we sure won’t complain!.
Ramshackle Rules

This helps a lot with D2 weaponry and other smaller arms fire that isn’t S8 because statistically before you only saved 1 in 6 damage, where this just reduces every time. It is worse obviously against things like Lascannons and Dark Lances, but overall a really nice buff to keep your vehicles alive. For Killa Kans and Mek Gunz, this is also pretty awesome, because more often than not, they can be taken out by S7 guns or less.
Stompa, Gorkanauts, & Morkanauts Rules

Gorkanauts and Morkanauts have meanwhile bulked up, moving from 18 Wounds to a much more appropriate 24, while their Klaw of Gork (or possibly Mork) now does a full 6 Damage in close combat rather than D6. But all these improvements have pushed them up a weight category, and they’ve both now become Lords of War instead of Heavy Support.
The Stompa is going way down in points! A Full 175, plus with more shooting than before (up to 30 shots), maybe people will actually take them, but we’ll have to see on that. The other big boys have moved to Lords of war, but their wounds and damage output have flown through the roof!
Killa Rig Rules

With 16 wounds, 8 toughness, and a 3+ save, this thing should be pretty hard to kill! If they also get the Rmashackle rule, they will be even tougher. It has plenty of weaponry on it as well with a bunch of guns, a decent amount of CC, and whatever the Wurrtower does. We imagine it will just make the psychic power that much more potent, so maybe it will just turn everyone in the enemy army into squigs!
Faction & Kultur Rumors
Blood Axes Clan: First off Blood Axes are of course sneaky, and their rules seem to really reflect that. Their trait allows 3 of them to redeploy without restrictions or CP costs, making it an extremely good strategic tool.
Their Stratagem is similarly as valuable, allowing a unit to redeploy if they are near the table edge. Lastly, the Relic is just a nice CP battery throughout the game.
Blood Axe Clan Kultur: Same as before. If being shot at from more than 18″ away, count as having cover. Units can fall back and charge or fall back and shoot.
Goff Clan:
This faction sticks to its roots and commits to the melee plan. First off it looks like the trait gets an extra attack and AP in melee, which can be a nice bonus for some of the melee-focused models.
Their relic is essentially free Mortal wounds in melee, which is a nice bonus assuming they can stick around. The Carnage stratagem on the other hand looks a little murky until we see the faction rules, but triggering their Kultur (mukkin’ about) on a 5+ to explode hits could be super good with stacking other benefits.
Goff Clan Kultur: Natural 6s to hit gain an extra hit. Also, gain +1 Strength on Charges and Heroic Interventions.
Snakebite Clan:
The interesting part about this has GW just gave us some of the faction rules for Snakebites. If you are interested in GW official reveals from Thursday the 15th, you can check here.
Surly as a Squiggoth looks ok with a 50% chance to revive at the end of the phase, if this can happen more than once, it might be very annoying to deal with, and a 1CP deny psychic power strat is poised to see a lot of use if true.
Buzz bomb looks pretty good with a decent amount of hits and pumping out mortal wounds on chaff.
Snakebite Clan Kultur: When attacked with S7 or less, only wounded on 4+. Squig units get +1 to wound on charges and interventions. (Matches the confirmed rules from GW!)
Bad Moons Clan:
The Warlord trait seems fantastic, +1 to their save and a 4+ invulvn is hard to pass up, especially if the warlord wouldn’t otherwise have an invuln at all. The Stratagem seems ok, but nothing special, we’ve seen this mechanic plenty of times before. The relic is essentially an amped-up flamer with 18″ range, which can be nice in the right situation.
Badmoons Clan Kultur: Heavy and Dakka Weapons get +6″ range. Also, 6s to wound get an additional AP.
Deathskulls Clan:
The Warlord trait looks decent if your opponent is playing with tons of auras and tries to protect them. They also gain CP when destroying nearby vehicles which can be a nice bonus.
The stratagem is expensive at 2 CP but can come in clutch if you really need to destroy a specific vehicle. Lastly, the relic and the end of the last sentence should read “when being repaired. Select enemy vehicles within 12″ it suffers D3 mortal wounds.”
This looks decent, especially if you are running lots of vehicles to have options for mortal wounds placement.
Deathskulls Clan Kultur: You can reroll one hit and wound rolls per unit. They also get a 5+ Mortal Wound save.
Evil Sunz Clan:

The relic looks ok with a simple +2″ movement. This last section is a little confusing though. Is this the warlord trait, faction rule, or even part of the relic? In any case, it is an extremely powerful bonus to have in a list, allowing for you to save some models by getting attacks in at full strength first.
Evil Sunz Clan Kultur: +1″ to movement, Speed Freaks get +2″ instead. +1″ to advances. Units can Advance and shoot Assault Weapons without penalty.
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