RulesWD 290 · pp. 108–113
Andy Chambers and Andy Hoare add clan-specific army composition to Codex: Orks. Core mobs move into Troops and fill compulsory slots, while common and rare units alter selection limits. Warboss equipment and alternative mob leaders reinforce each clan’s character. The framework distinguishes themed clan forces from the separate Feral Ork and Kult of Speed lists, and explains that named warlords’ own composition rules take precedence.
Warhammer 40,000Orks
RulesWD 290 · p. 109
Flash Gitz become core troops, while an expensive Warboss and optional Mad Doks or Mekboys express the clan’s wealth. Background explains its unusually fast-growing teeth, commercial habits and conspicuous equipment. Selection limits keep less characteristic assault troops uncommon, producing a force shaped by resources and firepower rather than simply a yellow paint scheme.
Warhammer 40,000Orks
RulesWD 290 · p. 109
Kommandos form the army’s core, supported by looted vehicles and unusual Imperial-style transport. The Warboss and a sufficiently small retinue may ride in a captured Chimera, while mobs can use medical or technical leaders. Background connects camouflage, dealings with humans and willingness to retreat to the clan’s untrustworthy reputation among other Orks.
Warhammer 40,000Orks