Lootas

Source: Codex: Orks, p. 15; Chapter Approved – Codex: Orks Q&A (v1.0), p. 5

Points/model WS BS S T W I A Ld Sv
Loota 10 4 2 3 4 1 2 2 7 5+
Nob +11 4 2 4 4 2 3 3 7 5+

Mob: The mob consists of between five and ten Lootas. Weapons: Shootas plus see options below. Options: Lootas are allowed to use the options of one of the following squad types as detailed in the army lists in the Warhammer 40,000 rulebook:

  • Space Marine: Tactical squad, Devastator squad, Scout squad (note that Orks with sniper rifles hit on a 4+ not a 2+).
  • Imperial Guard: Infantry squad, Fire support squad, Anti-tank squad.

For example: You might choose to use the weapon options for an Imperial Guard Infantry squad for your Lootas. This would give them up to one plasma gun (+5 pts), melta gun (+8 pts) or flamer (+3 pts) and one heavy weapon which could be either a heavy bolter (+5 pts), missile launcher (+10 pts), lascannon (+15 pts), autocannon (+10 pts) or mortar (+10 pts). Alternatively, a squad's options from any one army list entry may be used as long as both players agree.

Character: For an additional cost of +11 pts one of the Boyz may be upgraded to a Nob. The Nob may be given any equipment allowed from the Ork Armoury.

Special Rule

Looted Weapons: If you roll a 1 to hit with a looted weapon, a hit is scored on the unit shooting with the weapon, instead of the target. The opponent gets to roll To Wound etc. Template weapons score a single hit but do not place the template. The Ork player gets to allocate any wounds, and they don't have to be allocated to the model who fired the weapon that rolled the '1' (the 'Ooops... Sorry Mate!' rule).

Errata — Chapter Approved: Codex: Orks Q&A (v1.0): Lootas can take the transport option from whichever squad type they've borrowed weapon options from.