Oi! You’ve seen wotz in da Warhammer 40,000: Armageddon boxed set, now get a better look at da meanest, greenest half. ’Ere we go!
Warboss

Da Warboss is da biggest, strongest, toughest Ork – dat’s why they’re in charge. This one is armed with a kustom shoota (for shootin') and a kustom choppa (for choppin’). He loves hacking his foes apart at close quarters – he hits like a trukk in melee – and his rampages inspire the rest of the Boyz to fight even harder.

He’s been learning from some classic Orks and is proudly showing off a back banner!! We’re also happy to see the hazard stripes on the frayed and torn cable powering the choppa – got to stay safe while you’re krumpin’.
Bigboss

Da Bigboss is da second biggest, second strongest, and second toughest Ork – dat’s why they’re second in command. They specialise in giving enemy champions a good kicking, hacking foes to bitz with a two-handed big choppa. They also have an eye on bein’ in charge one day, so they have lots to prove on the battlefield.
Like the Warboss, they’re happiest in close combat, and they also buff any unit they’re added to. The biggest advantage they have over the Warboss is the fact they’re accompanied by a Squig!
Bannernob

Da Waaagh! banner is ded important – when Orks see it, they get riled up and storm headlong into the enemy. Often, a Nob gets the honour of carrying it, and will happily beat up any other Ork that tries to take it off him.*

The banner pole has loads of Orky features, and the banner also has sculpted details. There’s a nice big blank space where you can put the glyphs of yer own Waaagh!, whether you prefer to add them by hand or use some Ork clan transfers.
Painboy

The best Painboyz are accompanied by a Grot orderly, and these helpers will sometimes carry a bone saw to help “fix” wounded Orks. The Painboyz own tools can be used to tend wounds, but are just as useful for butchering the enemy too. Who knows what’s in that syringe that’s good for Orks but bad for everyone else!
Weirdboy

Weirdboyz are a conduit for the power of the Waaagh!. Da Boyz love hangin’ out with Weirdboyz because their psychic powers either work and the enemy gets a good krumpin’ or the Weirdboy’s head explodes, which the Boyz find hilarious.
They have a couple of psychic abilities – ’Eadbanger, a brutal ranged attack; and Da Jump, a kunnin’ way of getting the Boyz around the battlefield. Plus, they can also hit any beakies that get too close with their Waaagh! staff.
Boyz
Boyz are the heart of every Waaagh! and you get 20 in the box. They’ve learned how to be more kunnin’ and brutal than ever – now they carry a shoota AND a slugga! Da Boss Nob has a choice of a kombi-rokkit or a kombi-shoota, and there are cosmetic options, including interchangeable ‘eads, so yer mob can all look different.
The new Boyz look noticeably more brutish, ready to batter their enemies in close combat. They’re also carrying more gear, and still happy putting out loads of dakka – even if their aim hasn’t got any better.
Gretchin
Who gave the Grots their own week?! You get 10 of these little critters in Warhammer 40,000: Armageddon, which is just about enough to gang up and mug an unsuspecting Space Marine. Each Gretchin has a choice of two build options, so you can kustomise yer thievin’ scavengers.
Grots are surprisingly good shots, and work as excellent distraction or screening units, or they can grab objectives in your own territory while no one is looking.
Wartrakk

Orks have loved Wartrakks forever, and now da Meks have been hard at work updating them. They’re fast and lightly armoured, with a rack of rokkits fired by the Nob on the back. They’re usually seen alongside Warbikes, providing mobile firepower.

The shootin’ might not be that accurate, but it forces enemy units to keep their heads down. Then, while the beakies have got their eyes on the ground, you can drive into them and hit them with your choppas!
Big Mek Dakkarig

It’s great when the Big Meks make summat new, cos it either blows up (which is ded funny) or it’s really killy! The Dakkarig is the latter, firing loadsa shots from its blitzkannon and a buncha rokkits too – making it shootier than a Deff Dread for the loss of some close combat hitting power. It’s also got a kustom force field in case the beakies try to shoot back at it.

When the Big Mek is sufficiently braced, it's surprisingly accurate, and the blitzkannon is incredibly effective when shooting at smaller enemies as they are blown apart in hails of massive shells. We’ll be showing off its rules here on Warhammer Community soon, so keep your bionik eyes peeled.
All of da minis are push fit, which means you can build yer Waaagh! ded quik, and there are no clan markings, so they’re ded easy to add straight into yer army. Check out these ones painted as Bad Moons, Evil Sunz, and Deathskulls.**
Now you know wotz coming to claim Armageddon in the name of Ghazghkull! Get a look at wot you’ll be krumpin’ in the Space Marines half of the launch box.
* We use a similar hierarchical system in Warhammer Community Towers.
** Who look like they’re lootin’ that Salamanders Dreadnought.
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