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#New40k rules – Da biggest and best Orks in da box

The Orks will land on Armageddon with no fewer than five Characters on their side of the boxed set, so we want to see what their deal is. Join us as we take a look.

Da Warboss

Warbosses are the biggest of the big cheeses in their warbands, and must be properly violent and despotic to keep their hordes of Boyz in line. Their hulking example drives their bodyguard unit to fight harder than usual, and they’ll be reaping a solid tally of Armageddon’s defenders with the Cleave 1 ability on their kustom choppa, which lets them get extra attacks when fighting big mobs.

Good at: Leading da Boyz, keepin’ da rowdiest gits in line.

Great at: Krumpin’ – da more, da better.

Da Bigboss

The Bigboss is a newcomer who acts as a lieutenant* to his Warboss and keeps his Orks on task through his stirring example. Their giant two-handed choppas can blend through large crowds with ease, and, best of all, they’ll make your charges far easier so you can spend less time jogging and more time burying axes into humie skulls.

Good at: Hackin’ up beakies.

Great at: Makin’ da Boyz fight better, keepin’ an eye on da Boss’ job.

Da Bannernob

To carry the tribe’s sacred Waaagh! banner, a Nob must batter their way through tough competition who all covet the prestige – but their reward is well worth it. Boyz flock to the crude banner with an almost religious fervour and are driven to fight like Orks possessed, shrugging off wounds that would kill even their sturdy kind.

Good at: Joinin’ da Boss for a good scrap.

Great at: Usin’ da Waaagh! energy to toughen up his Boyz.

Da Painboy

The incredible resilience of Ork physiology means that Painboyz and other medically-inclined bruisers need to pay little attention to their patients’ condition, making their shockingly brutal brand of battlefield medicine as effective as it is unsettling. They’re actually unchanged from their earlier incarnation – besides the awesome new miniature – and as effective as ever at keeping your Boyz alive.

Good at: Stabbin’ humies with pointy Dok’s tools.

Great at: Bringin’ da Boyz back to life if they mess up an’ snuff it.

Da Weirdboy

Natural conduits for the most destructive gifts of Gork and Mork, Weirdboyz are well known for being as much a hazard to their own side as the enemy’s. Like the Painboy, they retain their current abilities and characteristics, and will gleefully blow up some skulls with the escalating power of their ‘Eadbanger attack.

Good at: Blowin’ up gitz’ ’eads.

Great at: Blowin’ his own ’ead up too.

It’s not long now until you’ll be able to get your mitts on a copy of Warhammer 40,000: Armageddon, and the new edition rules that come with it. The first step to mastering the Orks within is knowing who you’ve got on your side, and then all that’s left to do is Waaagh!.

* It’s not just a Space Marine thing.