Da Boyz iz back in town!
The Xenos that battle against the Imperium of Man are varied and there are none more bloodthirsty and numerous as the Orks. They are split into clan after clan, battling within and without and they will flock to any conflict in large numbers. When they are not squabbling amongst themselves the Orks will heed the call of a WAAAGH, a holy jihad-like crusade that will gather the clans united and every Warboss in the sector will come running for a piece of the action.

In Dawn of War 2 the Orks are a hardy fighting force, numerous and extremely dangerous when they advance their tech level. They are great for a player that is fond of getting into the thick of it and doesn't worry too much about losing units in the early stages of the game. Most Ork squads are cheap and brutal. Their abilities are powered by WAAAGH and they accumulate it quickly in combat.

The Ork Heroes

THE WARBOSS

A tough and brutal Ork leader, the Warboss can be upgraded with melee Wargear and strong armour. In a toe-to-toe fight he can stand against most heroes and manage to come out triumphant. The Orks fear and respect this great engine of destruction and a single Warboss can unite many clans into a devastating crusade.

Special Abilties

Call Da Boyz: This ability reinforces all squads near the commander and temporarily boosts their speed and damage potential.


  • Requisition: 250

  • WAAAGH: 375

'Ard Boyz: With a mighty shout the Ork battle cry rings across the bloody terrain, this ability temporarily increases the Orks targeted squad's damage resistence.


  • WAAAGH: 150

Use Yer Choppas: This ability increases the melee attack of a squad. It also boosts the chance of a special attack being triggered.


  • WAAAGH: 150

Rok Strike: Pummel and pulverise your enemies with an area affect, massive damage, rocket and large rock strike. This ability unleashes a devastating wave of destruction on a target zone.


  • WAAAGH: 750
  • Tech Level: 3

Warboss Ability

Stomp: A massive stomp knocks enemies back and away from the Ork Warboss.

Ork Warboss Upgrades (Wargear)

Bang Bang Hammer: This large hammer grants a rage and damage bonus to allied squad that see it used in combat; with a successful hit they are emboldened. Their damage bonus increases.


  • Requisition: 100
  • Power: 20

Cybork Implants: Bionics and various upgrades to the Orks skeletal structure give him a boost that makes the Warboss a fearsome foe. It unlocks the Big Stomp ability that damages enemies and stuns them for a short time.


  • Requisition: 125
  • Power: 25

Angry Bits: Orks love to bolt things on; Angry Bits are bolt-ons that make the Warboss look even deadlier. They unlock the 'Now I'm Angry ability' and that boosts his health regeneration and damage.


  • Requisition: 130
  • Power: 20

Enhanced Kustom Shootah: This gives the Warboss a weapon that has more damage, is more effective against vehicles and adds the knockback effect to his attacks.


  • Requisition: 100
  • Power: 20

Spiky Armor: The Warboss covers his armour in broken bits and spikes; this damages the enemy when they attack him in melee combat.


  • Requisition: 120
  • Power: 30

Boss Pole: Someone has to keep those gits in line, so the Warboss employs the Boss Pole. A pointy thing that makes sure his squads do as they're told. It imparts a suppression resistance and a minor health upgrade to a squad.


  • Requisition: 140
  • Power: 25

Power Klaw: Just what it says on the tin, a huge mechanised claw that is effective in melee combat. It is excellent against vehicles and infantry, crushing and ripping things to shreds.


  • Requisition: 180
  • Power: 65
  • Tech Level: 2

'Eavy Armor: This huge suit of Ork armour is made from the finest Orky-know-wots. It imparts a health increase to the Ork Warboss.


  • Requisition: 200
  • Power: 60
  • Tech Level: 3

Trophy Rack: The skulls of the Warboss' enemies are displayed proudly, along with a few other chosen trinkets. This macabre rack weakens the Ork's enemies and makes sure that they suffer a loss in morale, they fire less often.


  • Requisition: 115
  • Power: 30
  • Tech Level: 2

THE KOMMANDO NOB

A relatively weak hand-to-hand combatant to begin with, the Kommando Nob is a stealth class. He can be used to ambush and confuse the enemy. He has several Wargear upgrades that allow him to lay booby traps and trigger explosions upon death. He can infiltrate and sneak around the map. He is particularly suited to the player that likes to keep on the move, striking quickly and causing damage to the enemy before melting back into the undergrowth.

Special Abilities

Call Da Boyz: This ability reinforces all squads near the commander and temporarily boosts their speed and damage potential.


  • Requisition: 250
  • WAAAGH: 375

Hide Da Boyz: This ability causes a squad to become hidden (infiltrated) for a while.


  • WAAAGH: 150

Kommandos iz Da Sneakiest: This teleports in a Kommando squad that can be upgraded with a Nob leader and so on.


  • Requisition: 300
  • Population: 15
  • Tech Level: 2

Rok Strike: Pummel and pulverise your enemies with an area affect, massive damage, rocket and large rock strike. This ability unleashes a devastating wave of destruction on a target zone.


  • WAAAGH: 750
  • Tech Level: 3

Kommando Nob Abilities

Infiltrate: Just exactly what it says. The Kommando blends in and can move around undetected unless spotted by detection units or he gets too close, attacks or uses a special ability.

Stunbomb: A grenade that disrupts enemy infantry and stuns them for a short while.

Kommando Nob Upgrades (Wargear)

Assasshun's Knife: The Nob is upgraded with a sharp, stabby, killy, pointy knife that gives an opponent a vicious strike. It unlocks the Assassinate ability and that causes massive damage to a selected unit. It can also slow an enemy unit on a successful hit.


  • Requisition: 120
  • Power: 30

Extra Equipment: This boosts the Kommando Nobs energy and health.


  • Requisition: 110
  • Power: 20

Stikkbombz: These are bombs that are powerful; they cause quite a lot of damage. They're thrown like grenades.


  • Requisition: 130
  • Power: 20

Speshul Shoota: A custom shotgun that is excellent vs. infantry and imparts the High Explosive Shells ability, this causes a massive amount of damage to a targeted opponent.


  • Requisition: 115
  • Power: 30
  • Tech Level: 2

Improved Camouflage: This removes the energy drain from the Kommando Nobs Infiltration.


  • Requisition: 100
  • Power: 45
  • Tech Level: 2

Booby Traps: Orks like things that go boom and these hidden mines are perfect, just the right kind of surprise to a nosey enemy.


  • Requisition: 135
  • Power: 20
  • Tech Level: 2

Rokkit Launcha: It's big and it fires twin rockets, the Ork Rokkit Launcha is a powerful ranged weapon. It is excellent vs. vehicles and unlocks the 'Right in Me Crosshairs' ability that allows the Kommando Nob to deliver a single powerful rocket attack on a single target.


  • Requisition: 105
  • Power: 65
  • Tech Level: 3

Boom Time: Anyone that kills the Ork Kommando Nob after this Wargear has been selected is in for a nasty shock. Upon death a large grenade falls to the ground and goes off. This Wargear also increases the health of the Kommando.


  • Requisition: 110
  • Power: 25
  • Tech Level: 2

KABOOM: The Kommando drops a huge bomb at his feet, detonating it. This will cause damage to the Kommando and usually kills nearby enemies causing both him and his foes to fly off in random directions.


  • Requisition: 100
  • Power: 30
  • Tech Level: 2

MEKBOY

The Ork war-machine works, people aren't quite sure how it works and how their weapons and vehicles function. The Mekboy has the 'Orky know-wots' to be able to use a variety of Gubbinz to keep his allies vehicles functioning on the battlefield. He is able to place gun turrets and support the WAAAGH by building WAAAGH Banners to motivate the Ork legions. He is suited to the player that prefers a support role and wants to help his allies defend key locations.

Special Abilities

Call Da Boyz: This ability reinforces all squads near the commander and temporarily boosts their speed and damage potential.


  • Requisition: 250
  • WAAAGH: 375

More Dakka: This ability increases the ranged power of a squad, enabling them to engage targets from a greater distance.


  • WAAAGH: 150

Kult of Speed: This increases the speed and the range of all allied vehicles, a sudden burst provided by the infamous Kult of Speed. When triggered at the right time it can turn the tide of a losing battle.


  • WAAAGH: 275
  • Tech Level: 2

Rok Strike: Pummel and pulverise your enemies with an area affect, massive damage, rocket and large rock strike. This ability unleashes a devastating wave of destruction on a target zone.


  • WAAAGH: 750
  • Tech Level: 3

Mekboy Abilities

Teleport: This allows the Mekboy to teleport himself to another location within a certain range.
Ork Turret: A couple of Grots in a tin can armed with a suppression weapon, this Ork turret is good for locking down areas of the map and providing defensive options for a front line. It has a limited fire arc but does provide excellent suppression.


  • Requisition: 200
  • Power: 30
  • Population: 5

WAAAGH Banner: There is no more heart warming sight to an Ork than a WAAAGH Banner, this will bolster their morale and make them even more determined in combat when they are near the construction. It boosts their damage and defence.

Repair: The Mekboy makes sure that allied vehicles are running properly, knocking out any dents and knocking those dents back in that should be there in the first place. This ability repairs allied vehicles.

Mekboy's Upgrades (Wargear)

Deffgun: This big weapon is highly effective against infantry and looks intimidating too.


  • Requisition: 115
  • Power: 30

Battery Pack: A large pack strapped to the Mekboy's back unlocks the 'Ave a Taste' ability. This allows the Mekboy to give energy and health to a target friendly.


  • Requisition: 85
  • Power: 20

Proximity Mines: The Mekboy can throw proximity mines and they explode when a foe gets too close.


  • Requisition: 130
  • Power: 30

Beamy Deffgun: This upgrades the Deffgun to a beam weapon, great against large targets and vehicles.


  • Requisition: 100
  • Power: 60
  • Tech Level: 2

Electric Armor: This gives the Mekboy some sparky armour and makes sure that his enemies get a taste of the unlocked Electric Shock ability. The ability does electrical damage for a short amount of time to any enemy in the area effect. Also increases health of the Mekboy.


  • Requisition: 170
  • Power: 30

Kustom Force Field: This Wargear equips the Mekboy with a force field; this field absorbs damage in an exchange for energy. It also unlocks the Overcharge ability - this ability makes the Mekboy immune to melee attacks, reduces ranged damage against him and knocks down enemies in the vicinity of the commander. It lasts a short time.


  • Requisition: 110
  • Power: 25
  • Tech Level: 2

Mega Rumblah: The suit of Orkish armour is equipped with a mega rumblah, a seismic weapon that causes a large area effect. The rumblah damages and knocks down units in a large area. The ability appears on the Mekboys ability bar.


  • Requisition: 200
  • Power: 70
  • Tech Level: 3

Supa Tuff Beam: This beam fired from the Mekboy makes the targeted ally invulnerable for as long as the beam is active. It drains energy.


  • Requisition: 180
  • Power: 85
  • Tech Level: 3


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Come back Monday for a look at the regular units of the Orks.