Codex: Orks
newGunwagon
newNazdreg
newRuntherd
newWarbuggies
goneBoomdakka Snazzwagon
goneBurna Boyz
goneKustom Boosta-blasta
goneLootas
goneMegatrakk Scrapjet
goneShokkjump Dragsta
goneWurrboy
changedBannernob
- Unit Composition
▪- 1 Bannernob
Thismodel
This model is equipped
with:with: 1shoota;Kustom Choppa; 1choppaShoota.- 1 Bannernob
changedBannernob
- Objective Control
63- Keywords
Infantry, Character, BannernobCharacter, Infantry- Equipped With
Shoota, ChoppaShoota, Kustom Choppa
newSupport
changedWaaagh! Banner
- Rules
■This unit hasa 5+ InSv.+1
■ While the Waaagh! is active for this unit, this unithasto+1chargeT.rolls.
changedSupport
- Rules
This model can be attached to the following units:
■ BOYZ
■BREAKA BOYZNOBZ
■ BURNA BOYZ
■ FLASH GITZ
■ LOOTAS
■
■ TANKBUSTAS
newKustom Choppa
- Type
- weapon
goneChoppa
- Type
weapon
newKustom ChoppaKustom Choppa
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 5
- AP
- -2
- Damage
- 2
goneChoppaChoppa
- Range
Melee- Attacks
5- Weapon Skill
3+- Strength
4- AP
-1- Damage
1
newShoota — ShootaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newShoota — ShootaRAPID FIRE 1
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
goneShoota — ShootaRapid Fire 1
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
changed1 Bannernob
- Points
50 pts35 pts
changedBattlewagon
- Unit Composition
■- 1
1BattlewagonBattlewagonThismodel
This model is equipped
with:with:tracks1andCrushin’wheels.Bulk.- 1
- Base Size
Hull- Points Scaling
- +10 pts per 3 models
changedBattlewagon
- Toughness
1011- Keywords
Vehicle, Transport, Battlewagon, FrameFrame, Transport, Vehicle, Wagon- Equipped With
Tracks and wheelsCrushin’ Bulk
newMobile Fortress
- Rules
Ranged attacks that target this unit have -1 D.
newDamaged 6
goneRamshackle but Rugged
- Rules
Each time an attack is allocated to this model, worsen the Armour Penetration characteristic of that attack by 1.
newTRANSPORT
- Rules
This model has a transport capacity of 22 Orks Infantry models. Each Mega Armour/Jump Pack model takes up the space of 2 models. Each Ghazghkull Thraka model takes up the space of 4 models.
goneTransport
- Rules
This model has a transport capacity of 22 ORKS INFANTRY models. If this model is equipped with a killkannon, it has a transport capacity of 12 ORKS INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models. The GHAZGHKULL THRAKA model takes up the space of 4 models.
newBig Shoota
- Type
- weapon
newCrushin’ Bulk
- Type
- weapon
newGrabbin’ Klaw
- Type
- weapon
newWreckin’ Ball
- Type
- weapon
gone’Ard Case
- Type
wargear- Rule Text
Add 2 to the bearer’s Toughness characteristic, but it no longer has the Firing Deck ability.
goneBig shoota
- Type
weapon
goneDeff rolla
- Type
weapon
goneGrabbin’ klaw
- Type
weapon
goneKannon
- Type
weapon
goneKillkannon
- Type
weapon
goneLobba
- Type
weapon
goneTracks and wheels
- Type
weapon
goneWreckin’ ball
- Type
weapon
goneZzap gun
- Type
weapon
newBig ShootaBig Shoota
- Range
- 36"
- Attacks
- 3
- Ballistic Skill
- 5+
- Strength
- 5
- AP
- 0
- Damage
- 1
newBig Shoota — Big ShootaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newBig Shoota — Big ShootaRAPID FIRE 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
newCrushin’ BulkCrushin’ Bulk
- Range
- Melee
- Attacks
- 6
- Weapon Skill
- 3+
- Strength
- 8
- AP
- -2
- Damage
- 2
newCrushin’ Bulk — Crushin’ BulkCLEAVE 1
- Rules
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
newGrabbin’ KlawGrabbin’ Klaw
- Range
- Melee
- Attacks
- 2
- Weapon Skill
- 3+
- Strength
- 10
- AP
- -2
- Damage
- 2
newGrabbin’ Klaw — Grabbin’ KlawEXTRA ATTACKS
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
newWreckin’ BallWreckin’ Ball
- Range
- Melee
- Attacks
- 1
- Weapon Skill
- 3+
- Strength
- 10
- AP
- 0
- Damage
- D6
newWreckin’ Ball — Wreckin’ BallCLEAVE 2
- Rules
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
newWreckin’ Ball — Wreckin’ BallEXTRA ATTACKS
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
goneBig shootaBig shoota
- Range
36"- Attacks
3- Ballistic Skill
5+- Strength
5- AP
0- Damage
1
goneBig shoota — Big shootaRapid Fire 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
goneDeff rollaDeff rolla
- Range
Melee- Attacks
6- Weapon Skill
3+- Strength
9- AP
-1- Damage
2
goneGrabbin’ klawGrabbin’ klaw
- Range
Melee- Attacks
2- Weapon Skill
3+- Strength
8- AP
-2- Damage
2
goneGrabbin’ klaw — Grabbin’ klawExtra Attacks
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
goneKannonfrag
- Range
36"- Attacks
D6+3- Ballistic Skill
5+- Strength
6- AP
0- Damage
1
goneKannonshell
- Range
36"- Attacks
1- Ballistic Skill
5+- Strength
10- AP
-2- Damage
D6
goneKannon — fragBlast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneKillkannonKillkannon
- Range
24"- Attacks
D6+1- Ballistic Skill
5+- Strength
9- AP
-2- Damage
2
goneLobbaLobba
- Range
48"- Attacks
D6- Ballistic Skill
5+- Strength
5- AP
0- Damage
1
goneLobba — LobbaBlast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneLobba — LobbaIndirect Fire
- Rules
Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).
goneTracks and wheelsTracks and wheels
- Range
Melee- Attacks
6- Weapon Skill
4+- Strength
8- AP
0- Damage
1
goneWreckin’ ballWreckin’ ball
- Range
Melee- Attacks
1- Weapon Skill
4+- Strength
10- AP
0- Damage
D6
goneWreckin’ ball — Wreckin’ ballExtra Attacks
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
goneZzap gunZzap gun
- Range
36"- Attacks
1- Ballistic Skill
5+- Strength
D6+6- AP
-3- Damage
5
goneZzap gun — Zzap gunAnti-vehicle 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
newBattlewagon: This model can be equipped with 1 Wreckin’ Ball.
newBattlewagon: This model can be equipped with up to 4 Big Shoota.
newBattlewagon: This model can be equipped with 1 Grabbin’ Klaw.
goneBattlewagon: This model can be equipped with one of the following:
goneBattlewagon: This model can be equipped with:
goneBattlewagon: This model can be equipped with up to 4 big shootas.
goneBattlewagon: This model’s tracks and wheels can be replaced with 1 deff rolla.
goneBattlewagon: This model can be equipped with any of the following:
newThis model can be equipped with 1 Wreckin’ Ball.
newThis model can be equipped with up to 4 Big Shoota.
newThis model can be equipped with 1 Grabbin’ Klaw.
gone■ This model can be equipped with one of the following: ◦ 1 kannon ◦ 1 killkannon ◦ 1 zzap gun
gone■ This model can be equipped with: ◦ 1 lobba
gone■ This model can be equipped with up to 4 big shootas.
gone■ This model’s tracks and wheels can be replaced with 1 deff rolla.
gone■ This model can be equipped with any of the following: ◦ 1 ’ard case ◦ 1 grabbin’ klaw ◦ 1 wreckin’ ball
changed1 Battlewagon
- Points
145 pts150 pts
changedBeastboss
- Unit Composition
■- 1
1BeastbossBeastbossThismodel
This model is equipped
with:with:shoota;1beastchoppa;Shoota; 1 Beast Snaggaklaw.Klaw and Beastchoppa.- 1
changedBeastboss
- Toughness
56- Keywords
Infantry, Character, Beast Snagga, Warboss, BeastbossBeast Snagga, Character, Infantry, Warboss- Equipped With
Shoota, Beastchoppa, Beast Snagga klawShoota, Beast Snagga Klaw and Beastchoppa
newDa Boss
- Rules
-
newKeep Huntin’! (Once per battle round, per army)
- Rules
In your Movement phase, at the start or end of this unit's move, you can select one friendly Beast Snagga unit within 6" of this unit. That unit:
- Is no longer battle-shocked.
- Is riled up until the start of your next turn.
newDodge Dis!
- Rules
This unit's attacks have +1 to hit rolls.
goneBeastboss
- Rules
While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.
goneFerocious Rage
- Rules
Each time this model makes a Charge move, until the end of the turn, melee weapons it is equipped with have the [DEVASTATING WOUNDS] ability.
newBeast Snagga Klaw and Beastchoppa
- Type
- weapon
goneBeast Snagga klaw
- Type
weapon
goneBeastchoppa
- Type
weapon
newBeast Snagga Klaw and BeastchoppaBeast Snagga Klaw and Beastchoppa
- Range
- Melee
- Attacks
- 6
- Weapon Skill
- 2+
- Strength
- 12
- AP
- -2
- Damage
- 2
newBeast Snagga Klaw and Beastchoppa — Beast Snagga Klaw and BeastchoppaSUSTAINED HITS 2: MONSTER/VEHICLE
- Rules
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
goneBeast Snagga klawBeast Snagga klaw
- Range
Melee- Attacks
4- Weapon Skill
3+- Strength
10- AP
-2- Damage
2
goneBeast Snagga klaw — Beast Snagga klawAnti-monster 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneBeast Snagga klaw — Beast Snagga klawAnti-vehicle 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneBeastchoppaBeastchoppa
- Range
Melee- Attacks
6- Weapon Skill
2+- Strength
6- AP
-1- Damage
2
goneBeastchoppa — BeastchoppaAnti-monster 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneBeastchoppa — BeastchoppaAnti-vehicle 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
newShoota — ShootaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newShoota — ShootaRAPID FIRE 1
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
goneShoota — ShootaRapid Fire 1
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
changed1 Beastboss
- Points
80 pts85 pts
changedBeastboss on Squigosaur
- Unit Composition
■ 1- 1 Beastboss on
SquigosaurThisSquigosaur model
This model is equipped
with:with:slugga;1beastchoppa;Beastchoppa;squigosaur’s1jaws.Slugga; 1 Squigosaur’s Jaws.- 1 Beastboss on
- Points Scaling
- +15 pts per 3 models
changedBeastboss on Squigosaur
- Toughness
89- Wounds
810- Keywords
Mounted, Character, Beast Snagga, Warboss, Beastboss on SquigosaurBeast Snagga, Character, Monster, Warboss- Equipped With
Slugga, Beastchoppa, Squigosaur’s jawsBeastchoppa, Slugga, Squigosaur’s Jaws
newDa Boss
- Rules
-
newThundering Stampede (Aura)
- Rules
Friendly Beast Snagga units within 6" of this unit have +1 to charge rolls.
newKeep Huntin’! (Once per battle round, per army)
- Rules
In your Movement phase, at the start or end of this unit’s move, you can select one friendly Beast Snagga unit within 6" of this unit. That unit:
- Is no longer battle-shocked.
- Is riled up until the start of your next turn.
newBoss of da Hunt
- Rules
While this unit is within 3" of a friendly Beast Snagga unit (excluding MONSTER CHARACTER units), this unit has Lone Operative.
goneLeader
goneThundering Stampede
- Rules
While this model is leading a unit, add 1 to Charge rolls made for that unit.
goneSingle-minded Predator
- Rules
You can target this unit with the Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do:
■ That use is -1 CP.
■ That use does not prevent any uses of that stratagem on other units this phase.
goneLeader
- Rules
This model can be attached to the following units:
■ SQUIGHOG BOYZ
newSquigosaur’s Jaws
- Type
- weapon
newThump Gun
- Type
- weapon
goneSquigosaur’s jaws
- Type
weapon
goneThump gun
- Type
weapon
newSquigosaur’s JawsSquigosaur’s Jaws
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 7
- AP
- -2
- Damage
- 3
newSquigosaur’s Jaws — Squigosaur’s JawsANTI-MONSTER/VEHICLE 3+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
newSquigosaur’s Jaws — Squigosaur’s JawsEXTRA ATTACKS
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
newThump GunThump Gun
- Range
- 18"
- Attacks
- 3
- Ballistic Skill
- 5+
- Strength
- 6
- AP
- 0
- Damage
- 2
newThump Gun — Thump GunANTI-MONSTER/VEHICLE 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneSquigosaur’s jawsSquigosaur’s jaws
- Range
Melee- Attacks
3- Weapon Skill
4+- Strength
7- AP
-2- Damage
3
goneSquigosaur’s jaws — Squigosaur’s jawsDevastating Wounds
- Rules
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
goneSquigosaur’s jaws — Squigosaur’s jawsExtra Attacks
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
goneThump gunThump gun
- Range
18"- Attacks
D3- Ballistic Skill
5+- Strength
6- AP
0- Damage
2
goneThump gun — Thump gunBlast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
newBeastchoppaHunter
- Range
- Melee
- Attacks
- 6
- Weapon Skill
- 2+
- Strength
- 12
- AP
- -2
- Damage
- D6
newBeastchoppaStandard
- Range
- Melee
- Attacks
- 6
- Weapon Skill
- 2+
- Strength
- 6
- AP
- -2
- Damage
- 2
goneBeastchoppaBeastchoppa
- Range
Melee- Attacks
6- Weapon Skill
2+- Strength
6- AP
-1- Damage
2
newBeastchoppa — StandardCLEAVE 1
- Rules
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
goneBeastchoppa — BeastchoppaAnti-monster 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneBeastchoppa — BeastchoppaAnti-vehicle 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
newSlugga — SluggaCLOSE-QUARTERS
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
newSlugga — SluggaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
goneSlugga — SluggaPistol
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
newBeastboss on Squigosaur: This model can be equipped with 1 Thump Gun.
goneBeastboss on Squigosaur: This model can be equipped with 1 thump gun.
newThis model can be equipped with 1 Thump Gun.
gone■ This model can be equipped with 1 thump gun.
changed1 Beastboss on Squigosaur
- Points
95 pts140 pts
changedBeast Snagga Boyz
- Unit Composition
■ 1 Beast Snagga- 1-2
Nob ■Nob9-19models - 9‑18 Beast Snagga
BoyzThe BeastBoySnaggamodels
Every Nob is equipped
with:with:slugga;1powerPowersnappa.Snappa; 1 Slugga. Every Beast Snagga Boy is equipped
Everywith:with:slugga;1choppa.Choppa; 1 Slugga.- 1-2
- Points Scaling
- +10 pts per 4 models
changedBeast Snagga Boy
- Invulnerable Save
- 6+
- Keywords
Infantry, Mob, Battleline, Beast Snagga, Beast Snagga BoyzBattleline, Beast Snagga, Infantry, Mob- Equipped With
Slugga, ChoppaChoppa, Slugga
changedNob
- Wounds
23- Invulnerable Save
- 6+
- Keywords
Infantry, Mob, Battleline, Beast Snagga, Beast Snagga BoyzBattleline, Beast Snagga, Infantry, Mob- Equipped With
Slugga, Power snappaPower Snappa, Slugga
newMobbed
- Rules
When this unit ends a charge move, each enemy Monster/Vehicle unit engaged with this unit makes a battle-shock roll:
- With -1 to that battle-shock roll.
- Or: With -2 to that battle-shock roll if this unit has 13+ models.
goneFeel No Pain 6+
goneMonster Hunters
- Rules
Each time a model in this unit makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Hit roll.
newPower Snappa
- Type
- weapon
newThump Gun
- Type
- weapon
goneClose combat weapon
- Type
weapon
gonePower snappa
- Type
weapon
goneThump gun
- Type
weapon
newPower SnappaPower Snappa
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 8
- AP
- -2
- Damage
- 2
newPower Snappa — Power SnappaANTI-MONSTER/VEHICLE 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
newThump GunThump Gun
- Range
- 18"
- Attacks
- 3
- Ballistic Skill
- 5+
- Strength
- 6
- AP
- 0
- Damage
- 2
newThump Gun — Thump GunANTI-MONSTER/VEHICLE 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneClose combat weaponClose combat weapon
- Range
Melee- Attacks
2- Weapon Skill
3+- Strength
5- AP
0- Damage
1
gonePower snappaPower snappa
- Range
Melee- Attacks
4- Weapon Skill
3+- Strength
7- AP
-1- Damage
2
goneThump gunThump gun
- Range
18"- Attacks
D3- Ballistic Skill
5+- Strength
6- AP
0- Damage
2
goneThump gun — Thump gunBlast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
newChoppaHunter
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 6
- AP
- -2
- Damage
- 1
newChoppaStandard
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 5
- AP
- -1
- Damage
- 1
goneChoppaChoppa
- Range
Melee- Attacks
3- Weapon Skill
3+- Strength
5- AP
-1- Damage
1
newSlugga — SluggaCLOSE-QUARTERS
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
newSlugga — SluggaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
goneSlugga — SluggaPistol
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
newNob: Default Wargear
newBeast Snagga Boy: For every 10 models in this unit, 1 Beast Snagga Boy model can be equipped with 1 Thump Gun.
goneBeast Snagga Nob: Default Wargear
goneBeast Snagga Boy: For every 10 models in this unit, 1 Beast Snagga Boy’s slugga and choppa can be replaced with 1 thump gun and 1 close combat weapon.
newFor every 10 models in this unit, 1 Beast Snagga Boy model can be equipped with 1 Thump Gun.
gone■ For every 10 models in this unit, 1 Beast Snagga Boy’s slugga and choppa can be replaced with 1 thump gun and 1 close combat weapon.
new9 Beast Snagga Boy, 1 Nob
- Points
- 85 pts
- Beast Snagga Boy count
- 9
- Nob count
- 1
new18 Beast Snagga Boy, 2 Nob
- Points
- 170 pts
- Beast Snagga Boy count
- 18
- Nob count
- 2
gone1 Beast Snagga Nob, 9 Beast Snagga Boy
- Points
90 pts- Beast Snagga Nob count
1- Beast Snagga Boy count
9
gone1 Beast Snagga Nob, 10-19 Beast Snagga Boy
- Points
170 pts- Beast Snagga Nob count
1- Beast Snagga Boy count
10-19
changedBigboss
- Unit Composition
▪- 1 Bigboss
Thismodel
This model is equipped
with:with: 1slugga; 1Bigtwo‑handedChoppa;big1choppaSlugga.- 1 Bigboss
- Base Size
40mm
changedBigboss
- Keywords
Infantry, Character, BigbossCharacter, Infantry- Equipped With
Slugga, Two‑handed big choppaSlugga, Big Choppa
newSumfin’ to Prove
- Rules
This unit’s melee attacks have +1 to hit rolls.
newSupport
goneLeader
goneBreakin’ Heads
- Rules
This unit’s melee weapons have [SUSTAINED HITS 1].
goneSomethin’ to Prove
- Rules
This unit has +1 to charge rolls.
newSupport
- Rules
This model can be attached to the following units:
■ BOYZ
■ BREAKA BOYZ
■ NOBZ
goneLeader
- Rules
This model can be attached to the following units:
■ BOYZ
■ BREAKA BOYZ
■ NOBZ
newBig Choppa
- Type
- weapon
goneTwo‑handed big choppa
- Type
weapon
newBig ChoppaBig Choppa
- Range
- Melee
- Attacks
- 5
- Weapon Skill
- 3+
- Strength
- 7
- AP
- -2
- Damage
- 2
newBig Choppa — Big ChoppaPRECISION
- Rules
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
goneTwo‑handed big choppaTwo‑handed big choppa
- Range
Melee- Attacks
5- Weapon Skill
3+- Strength
7- AP
-1- Damage
2
goneTwo‑handed big choppa — Two‑handed big choppaCleave 1
- Rules
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
newSlugga — SluggaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
changed1 Bigboss
- Points
55 pts50 pts
changedBig’Ed Bossbunka
was Big’ed Bossbunka
- Unit Composition
■ 1- 1 Big’ed
BossbunkaThisBossbunka model
This model is equipped
with:with:big1shoota;Big Shoota; 1 Gaze of Gork.- 1 Big’ed
- Base Size
Hull
changedBig 'Ed Bossbunka
- Keywords
Fortification, Vehicle, Transport, Big’ed BossbunkaFortification, Frame, Transport, Vehicle- Equipped With
Big shoota, Gaze of GorkBig Shoota, Gaze of Gork
newRaucous Occupants
- Rules
While this model is within range of your home objective, add the OC of models embarked within this model to this model's OC.
goneShoutin’ Pole
- Rules
While a friendly ORKS unit is within 6" of this FORTIFICATION, improve the Leadership characteristic of models in that unit by 1.
changedFortification
- Rules
While an enemy unit is
only within Engagement Range of one or more FORTIFICATIONSengagedfromwithyouronlyarmy:■Fortification units:- That enemy unit can
stillbe selected asthea target of rangedattacks,attacks. - When
butshootingeachthattimeenemysuchunit,anthoseattackrangedisattacksmade,haveunless-1ittoishitmaderollswith(excludinga[Close-quarters]Pistol,attacks). - When
subtractthat1enemyfromunittheisHitselectedroll. ■toModelsmakeinathatfall-backunitmove,doifnotthatneedenemytounittakeisDesperateonlyEscapeengagedtestswithdueFortificationtounits,FallingandBackthatwhileenemyBattle-shocked,unitexceptisfornotthosebattle-shocked,thathazardwillrollsmovemadeoverfor that enemymodelsunitwhenaredoingautomaticallyso.passed.
- That enemy unit can
changedRamshackle Cover
- Rules
Each time aWhenrangedan attackis allocated totargets amodel, ifunit thatmodelis not fully visible toevery model inthe attackingunitmodel because of thisFORTIFICATION,unit,thatthemodeltarget has theBenefitbenefit ofCovercover against that attack.
newTRANSPORT
- Rules
This model has a transport capacity of 11 Orks Infantry models. It cannot transport Ghazghkull Thraka models. Each Mega Armour/Jump Pack model takes up the space of 2 models.
goneTransport
- Rules
This model has a transport capacity of 11 ORKS INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models.
newBig Shoota
- Type
- weapon
goneBig shoota
- Type
weapon
newBig ShootaBig Shoota
- Range
- 36"
- Attacks
- 3
- Ballistic Skill
- 5+
- Strength
- 5
- AP
- 0
- Damage
- 1
newBig Shoota — Big ShootaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newBig Shoota — Big ShootaRAPID FIRE 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
goneBig shootaBig shoota
- Range
36"- Attacks
3- Ballistic Skill
5+- Strength
5- AP
0- Damage
1
goneBig shoota — Big shootaRapid Fire 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
newGaze of GorkGlare
- Range
- 24"
- Attacks
- 3
- Ballistic Skill
- 5+
- Strength
- 5
- AP
- 0
- Damage
- 1
newGaze of GorkSquint
- Range
- 18"
- Attacks
- 1
- Ballistic Skill
- 5+
- Strength
- 12
- AP
- -3
- Damage
- 3
goneGaze of Gorkglare
- Range
24"- Attacks
D6- Ballistic Skill
5+- Strength
5- AP
0- Damage
1
goneGaze of Gorksquint
- Range
18"- Attacks
1- Ballistic Skill
5+- Strength
12- AP
-4- Damage
3
newGaze of Gork — GlareBLAST 1
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneGaze of Gork — glareBlast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneGaze of Gork — glareSustained Hits D3
- Rules
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
goneGaze of Gork — squintSustained Hits D3
- Rules
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
newBig 'Ed Bossbunka: Default Wargear
newBig 'Ed Bossbunka: This model can be equipped with up to 3 Big Shootas.
goneBig’ed Bossbunka: Default Wargear
goneBig’ed Bossbunka: This model can be equipped with up to 3 additional big shootas.
newThis model can be equipped with up to 3 Big Shootas.
gone■ This model can be equipped with up to 3 additional big shootas.
new1 Big 'Ed Bossbunka
- Points
- 135 pts
- Big 'Ed Bossbunka count
- 1
gone1 Big’ed Bossbunka
- Points
135 pts- Big’ed Bossbunka count
1
changedBig Mek
- Unit Composition
■ 1- 1 Big
MekThisMek model
This model is equipped
with:with:kustom1mega‑blasta;KustompowerMega‑blasta;klaw.1 Power Klaw.- 1 Big
- Points Scaling
- +10 pts per 3 models
changedBig Mek
- Keywords
Infantry, Character, Grenades, Mek, Big MekCharacter, Explosives, Infantry- Equipped With
Kustom mega-blasta, Power klawPower Klaw, Kustom Mega-blasta
changedMore Dakka
- Rules
While this model is leading a unit,Thiseachunit’stimerangedaattacksmodelhave:- [Ignores
inCover]. - If
thatthis unitmakes a ranged attack, re‑rollisariledHitup,roll[SustainedofHits1.1].
- [Ignores
changedShokk-boosta
- Rules
You can re‐rollInAdvanceyourrollsMovementmadephase,forwhen thismodel’s unit. In addition, eachunittimeisthisselectedmodel’stounitmakemakesanaadvanceNormal,move,AdvanceyouorcanFalluseBackthismove,ability.modelsIfinyouthatdo:- This unit can
move through modelschangeandthatterrainadvancefeatures.rollWhentodoingaso,6. - This
theyunit can movewithinthroughEngagementallRangetypes ofsuch modelsmodel. - When
butthiscannotunitendends thatmove within EngagementadvanceRangemove,ofmakethem,aandhazardanyrollDesperateforEscapeeachtestmodelisinautomaticallythispassed.unit.
- This unit can
changedLeader
- Rules
This model can be attached to the following units:
■ BOYZ
■ BREAKA BOYZ
■LOOTASFLASH GITZ
■ MEK GUNZ
■ NOBZ
■ TANKBUSTAS
newKustom Mega-blasta
- Type
- weapon
newPower Klaw
- Type
- weapon
newTraktor Blasta
- Type
- weapon
goneKustom mega-blasta
- Type
weapon
gonePower klaw
- Type
weapon
goneTraktor blasta
- Type
weapon
newKustom Mega-blastaKustom Mega-blasta
- Range
- 24"
- Attacks
- 3
- Ballistic Skill
- 4+
- Strength
- 9
- AP
- -2
- Damage
- 3
newKustom Mega-blasta — Kustom Mega-blastaHAZARDOUS
- Rules
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
newPower KlawPower Klaw
- Range
- Melee
- Attacks
- 5
- Weapon Skill
- 3+
- Strength
- 10
- AP
- -2
- Damage
- 2
newTraktor BlastaTraktor Blasta
- Range
- 24"
- Attacks
- 3
- Ballistic Skill
- 4+
- Strength
- 6
- AP
- -2
- Damage
- D3+3
newTraktor Blasta — Traktor BlastaANTI-FLY 2+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneKustom mega-blastaKustom mega-blasta
- Range
24"- Attacks
3- Ballistic Skill
5+- Strength
9- AP
-2- Damage
D6
goneKustom mega-blasta — Kustom mega-blastaHazardous
- Rules
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
gonePower klawPower klaw
- Range
Melee- Attacks
4- Weapon Skill
3+- Strength
9- AP
-2- Damage
2
goneTraktor blastaTraktor blasta
- Range
36"- Attacks
1- Ballistic Skill
5+- Strength
10- AP
-2- Damage
D6+1
goneTraktor blasta — Traktor blastaAnti-fly 3+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneTraktor blasta — Traktor blastaDevastating Wounds
- Rules
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
changedDrillaDrilla
- Attacks
23
newBig Mek: This model’s Power Klaw can be replaced with 1 Drilla.
newBig Mek: This model’s Kustom Mega‑blasta can be replaced with 1 Traktor Blasta.
goneBig Mek: This model’s kustom mega‑blasta can be replaced with 1 traktor blasta.
goneBig Mek: This model’s power klaw can be replaced with 1 drilla.
newThis model’s Power Klaw can be replaced with 1 Drilla.
newThis model’s Kustom Mega‑blasta can be replaced with 1 Traktor Blasta.
gone■ This model’s kustom mega‑blasta can be replaced with 1 traktor blasta.
gone■ This model’s power klaw can be replaced with 1 drilla.
changed1 Big Mek
- Points
70 pts85 pts
changedBig Mek Dakkarig
- Unit Composition
▪- 1 Big Mek Dakkarig
Thismodel
This model is equipped
with:with: 1blitzcannon;Blitzkannon; 1rokkitMulti-bustalauncha;Launcha; 1stompyStompyfeetFeet.- 1 Big Mek Dakkarig
- Base Size
90mm- Points Scaling
- +10 pts per 3 models
changedBig Mek Dakkarig
- Keywords
Walker, Big Mek, DakkarigBig Mek, Character, Vehicle, Walker- Equipped With
Blitzkannon, Rokkit launcha, Stompy feetBlitzkannon, Multi-busta Launcha, Stompy Feet
newEven More Dakka
- Rules
If this unit is riled up, this unit’s ranged attacks have [Sustained Hits 1].
newDeadly Demise 1
newBlitz Dem Gitz!
- Rules
In your Shooting phase, if this unit’s Blitzkannon weapon targets a unit (excluding Monster/Vehicle units), that weapon has +6 A.
goneDakkablitz
- Rules
In your Shooting phase, while making attacks with this unit, if its blitzkannon targeted a non‑MONSTER/VEHICLE unit, that weapon has +6 A.
newMulti-busta Launcha
- Type
- weapon
newStompy Feet
- Type
- weapon
goneRokkit launcha
- Type
weapon
goneStompy feet
- Type
weapon
newMulti-busta LaunchaMulti-busta Launcha
- Range
- 24"
- Attacks
- 6
- Ballistic Skill
- 5+
- Strength
- 10
- AP
- -2
- Damage
- 3
newMulti-busta Launcha — Multi-busta LaunchaIGNORES COVER
- Rules
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
newMulti-busta Launcha — Multi-busta LaunchaLETHAL HITS
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newStompy FeetStompy Feet
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 6
- AP
- -1
- Damage
- 1
goneRokkit launchaRokkit launcha
- Range
24"- Attacks
6- Ballistic Skill
5+- Strength
10- AP
-2- Damage
3
goneRokkit launcha — Rokkit launchaHeavy
- Rules
In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:
- That unit is unengaged.
- That unit was not set up on the battlefield this turn.
- No model in that unit has moved moret han 3" this turn.
goneStompy feetStompy feet
- Range
Melee- Attacks
4- Weapon Skill
3+- Strength
6- AP
-1- Damage
1
changedBlitzkannonBlitzkannon
- Ballistic Skill
5+4+
newBlitzkannon — BlitzkannonIGNORES COVER
- Rules
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
newBlitzkannon — BlitzkannonLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
goneBlitzkannon — BlitzkannonHeavy
- Rules
In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:
- That unit is unengaged.
- That unit was not set up on the battlefield this turn.
- No model in that unit has moved moret han 3" this turn.
goneBlitzkannon — BlitzkannonSustained Hits 1
- Rules
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
changed1 Big Mek Dakkarig
- Points
115 pts135 pts
changedBig Mek in Mega Armour
- Unit Composition
■ 1- 1 Big Mek in Mega
ArmourThisArmour model
This model is equipped
with:with:kustom‑mega1blasta;KustompowerShoota;klaw.1 Power Klaw.- 1 Big Mek in Mega
changedBig Mek in Mega Armour
- Keywords
Infantry, Character, Mega Armour, Mek, Big Mek in Mega ArmourBig Mek, Character, Explosives, Infantry, Mega Armour- Equipped With
Kustom mega-blasta, Power klawKustom Shoota, Power Klaw
newFix Dat Armour Up (Once per battle, per unit)
- Rules
In your Command phase, this unit heals 3 wounds. Place a Grot Oiler token next to the unit, removing it when this ability is used.
goneFix Dat Armour Up
- Rules
While this model is leading a unit, in your Command phase, you can return 1 destroyed Bodyguard model to that unit.
changedMore Dakka
- Rules
While this model is leading aThisunit,unit’seachrangedtimeattacksahave:- [Ignores
modelCover].in - If
thatthis unitmakes a ranged attack, re‑rollisariledHitup,roll[SustainedofHits1.1].
- [Ignores
changedLeader
- Rules
This model can be attached to the following units:
■ MEGANOBZ
■ MEK GUNZ
newKustom Mega-blasta
- Type
- weapon
newKustom Shoota
- Type
- weapon
newPower Klaw
- Type
- weapon
newTellyport Blasta
- Type
- weapon
goneGrot Oiler
- Type
wargear- Rule Text
Once per battle, at the end of your Movement phase, one model in the bearer’s unit regains D3 lost wounds.
*Designer’s Note: Place a Grot Oiler token next to the unit, removing it once this ability has been used.*
goneKustom mega-blasta
- Type
weapon
goneKustom shoota
- Type
weapon
gonePower klaw
- Type
weapon
goneTellyport blasta
- Type
weapon
newKustom Mega-blastaKustom Mega-blasta
- Range
- 24"
- Attacks
- 3
- Ballistic Skill
- 4+
- Strength
- 9
- AP
- -2
- Damage
- 3
newKustom Mega-blasta — Kustom Mega-blastaHAZARDOUS
- Rules
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
newKustom ShootaAimed
- Range
- 18"
- Attacks
- 4
- Ballistic Skill
- 4+
- Strength
- 4
- AP
- 0
- Damage
- 1
newKustom ShootaPoint Blank
- Range
- 6"
- Attacks
- D3+3
- Ballistic Skill
- -
- Strength
- 4
- AP
- 0
- Damage
- 1
newKustom Shoota — AimedLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newKustom Shoota — AimedRAPID FIRE 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
newKustom Shoota — Point BlankCLOSE-QUARTERS
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
newKustom Shoota — Point BlankTORRENT
- Rules
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
newPower KlawPower Klaw
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 10
- AP
- -2
- Damage
- 2
newTellyport BlastaTellyport Blasta
- Range
- 12"
- Attacks
- 6
- Ballistic Skill
- 4+
- Strength
- 9
- AP
- -2
- Damage
- 3
newTellyport Blasta — Tellyport BlastaBLAST 1
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneKustom mega-blastaKustom mega-blasta
- Range
24"- Attacks
3- Ballistic Skill
5+- Strength
9- AP
-2- Damage
D6
goneKustom mega-blasta — Kustom mega-blastaHazardous
- Rules
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
goneKustom shootaKustom shoota
- Range
18"- Attacks
4- Ballistic Skill
5+- Strength
4- AP
0- Damage
1
goneKustom shoota — Kustom shootaRapid Fire 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gonePower klawPower klaw
- Range
Melee- Attacks
4- Weapon Skill
3+- Strength
9- AP
-2- Damage
2
goneTellyport blastaTellyport blasta
- Range
12"- Attacks
3- Ballistic Skill
5+- Strength
8- AP
-1- Damage
3
goneTellyport blasta — Tellyport blastaBlast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
changedKillsawKillsaw
- Strength
1210- AP
-3-2- Damage
23
newKombi-weaponKill Shot
- Range
- 24"
- Attacks
- 1
- Ballistic Skill
- 4+
- Strength
- 10
- AP
- -2
- Damage
- 3
newKombi-weaponPoint Blank
- Range
- 12"
- Attacks
- 3
- Ballistic Skill
- -
- Strength
- 5
- AP
- 0
- Damage
- 1
newKombi-weaponShoota
- Range
- 18"
- Attacks
- 2
- Ballistic Skill
- 4+
- Strength
- 4
- AP
- 0
- Damage
- 1
goneKombi-weaponKombi-weapon
- Range
24"- Attacks
1- Ballistic Skill
5+- Strength
4- AP
0- Damage
1
newKombi-weapon — Point BlankBLAST 1
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
newKombi-weapon — Point BlankTORRENT
- Rules
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
newKombi-weapon — ShootaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newKombi-weapon — ShootaRAPID FIRE 1
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
goneKombi-weapon — Kombi-weaponAnti-infantry 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneKombi-weapon — Kombi-weaponDevastating Wounds
- Rules
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
goneKombi-weapon — Kombi-weaponRapid Fire 1
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
newBig Mek in Mega Armour: This model can be equipped with one of the following: ▫ 1 Tellyport Blasta ▫ 1 Kustom Force Field
newBig Mek in Mega Armour: This model’s Kustom Shoota can be replaced with one of the following: ▫ 1 Killsaw ▫ 1 Kombi‑weapon ▫ 1 Kustom Mega‑blasta
goneBig Mek in Mega Armour: This model’s kustom-mega blasta can be replaced with one of the following:
goneBig Mek in Mega Armour: This model can be equipped with one of the following:
goneBig Mek in Mega Armour: This model can be equipped with 1 grot oiler.
newThis model can be equipped with one of the following: ▫ 1 Tellyport Blasta ▫ 1 Kustom Force Field
newThis model’s Kustom Shoota can be replaced with one of the following: ▫ 1 Killsaw ▫ 1 Kombi‑weapon ▫ 1 Kustom Mega‑blasta
gone■ This model’s kustom-mega blasta can be replaced with one of the following: ◦ 1 killsaw ◦ 1 kombi-weapon ◦ 1 kustom shoota
gone■ This model can be equipped with one of the following: ◦ 1 tellyport blasta ◦ 1 kustom force field
gone■ This model can be equipped with 1 grot oiler.
changed1 Big Mek in Mega Armour
- Points
80 pts90 pts
changedBig Mek with Shokk Attack Gun
- Unit Composition
■ 1- 1 Big Mek with Shokk Attack
GunThisGun model
This model is equipped
with:with:close1combatBigweapon,Mek’sshokkToolz;attack1gun.Shokk Attack Gun.- 1 Big Mek with Shokk Attack
changedBig Mek with Shokk Attack Gun
- Keywords
Infantry, Character, Grenades, Mek, Big Mek with Shokk Attack GunBig Mek, Character, Explosives, Infantry- Equipped With
Close combat weapon, Shokk attack gunShokk Attack Gun, Big Mek’s Toolz
newSupport Shokka
- Rules
While this model is within 3" of a friendly Orks Infantry unit (excluding BIG MEK WITH SHOKK ATTACK GUN units), this model has Lone Operative.
goneDeranged Snotling Assault
- Rules
In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks; that unit must take a Battle-shock test.
changedMore Dakka
- Rules
While this model is leading aThisunit,unit’seachrangedtimeattacksahave:- [Ignores
modelCover].in - If
thatthis unitmakes a ranged attack, re‑rollisariledHitup,roll[SustainedofHits1.1].
- [Ignores
changedLeader
- Rules
This model can be attached to the following units:
■ BOYZ
■BREAKA BOYZMEK GUNZ
■ LOOTAS
■
■ NOBZ
■ TANKBUSTAS
newBig Mek’s Toolz
- Type
- weapon
newShokk Attack Gun
- Type
- weapon
goneGrot Assistant
- Type
wargear- Rule Text
Once per battle, after rolling to determine how many attacks the bearer’s shokk attack gun makes, you can re-roll that dice.
*Designer’s Note: Place a Grot Assistant token next to the bearer, removing it once this ability has been used.*
goneClose combat weapon
- Type
weapon
goneShokk attack gun
- Type
weapon
newBig Mek’s ToolzBig Mek’s Toolz
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 5
- AP
- 0
- Damage
- 1
newShokk Attack GunShokk Attack Gun
- Range
- 60"
- Attacks
- D3+3
- Ballistic Skill
- 5+
- Strength
- 12
- AP
- -4
- Damage
- D6+1
newShokk Attack Gun — Shokk Attack GunBLAST 1
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
newShokk Attack Gun — Shokk Attack GunHEAVY
- Rules
In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:
- That unit is unengaged.
- That unit was not set up on the battlefield this turn.
- No model in that unit has moved more than 3" this turn.
goneClose combat weaponClose combat weapon
- Range
Melee- Attacks
4- Weapon Skill
3+- Strength
5- AP
0- Damage
1
goneShokk attack gunShokk attack gun
- Range
60"- Attacks
D6+1- Ballistic Skill
5+- Strength
9- AP
-4- Damage
D6
goneShokk attack gun — Shokk attack gunBlast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneShokk attack gun — Shokk attack gunHeavy
- Rules
In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:
- That unit is unengaged.
- That unit was not set up on the battlefield this turn.
- No model in that unit has moved moret han 3" this turn.
goneBig Mek with Shokk Attack Gun: This model can be equipped with 1 grot assistant.
gone■ This model can be equipped with 1 grot assistant.
changed1 Big Mek with Shokk Attack Gun
- Points
70 pts95 pts
changedBlitza‑bommer
was Blitza-bommer
- Unit Composition
■- 1
1Blitza‑bommerBlitza-bommerThismodel
This model is equipped
with:with:big1shoota;ArmouredtwinImpact;supa-shoota;1armouredBighull.Shoota; 1 Dual Supa‑shoota.- 1
- Base Size
120 x 92mm Oval Base120mm
changedBlitza-bommer
- Objective Control
--1- Keywords
Vehicle, Aircraft, Fly, Speed Freeks, Blitza-bommerAircraft, Fly, Speed Freeks, Vehicle- Equipped With
Big shoota, Twin supa-shoota, Armoured hullArmoured Impact, Big Shoota, Dual Supa-shoota
newDamaged 4
changedBoom Bomb
- Rules
At the end of your opponent’s Fight phase, select one visible enemy unit (excluding Lone Operative units) within 24" of this unit, and roll one D6 for that unit:
- On a 1-3, that enemy unit suffers D3 mortal wounds.
- On a
4+,4-5, that enemy unit suffersD63 mortalwounds.wounds. - On a 6, that enemy unit suffers D3+3 mortal wounds.
newArmoured Impact
- Type
- weapon
newBig Shoota
- Type
- weapon
newDual Supa-shoota
- Type
- weapon
goneArmoured hull
- Type
weapon
goneBig shoota
- Type
weapon
goneTwin supa-shoota
- Type
weapon
newArmoured ImpactArmoured Impact
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 4+
- Strength
- 6
- AP
- 0
- Damage
- 1
newBig ShootaBig Shoota
- Range
- 36"
- Attacks
- 3
- Ballistic Skill
- 5+
- Strength
- 5
- AP
- 0
- Damage
- 1
newBig Shoota — Big ShootaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newBig Shoota — Big ShootaRAPID FIRE 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
newDual Supa-shootaDual Supa-shoota
- Range
- 36"
- Attacks
- 8
- Ballistic Skill
- 5+
- Strength
- 6
- AP
- -1
- Damage
- 1
newDual Supa-shoota — Dual Supa-shootaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newDual Supa-shoota — Dual Supa-shootaRAPID FIRE 4
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
goneArmoured hullArmoured hull
- Range
Melee- Attacks
3- Weapon Skill
4+- Strength
6- AP
0- Damage
1
goneBig shootaBig shoota
- Range
36"- Attacks
3- Ballistic Skill
5+- Strength
5- AP
0- Damage
1
goneBig shoota — Big shootaRapid Fire 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
goneTwin supa-shootaTwin supa-shoota
- Range
36"- Attacks
4- Ballistic Skill
5+- Strength
6- AP
-1- Damage
1
goneTwin supa-shoota — Twin supa-shootaRapid Fire 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
goneTwin supa-shoota — Twin supa-shootaSustained Hits 1
- Rules
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
goneTwin supa-shoota — Twin supa-shootaTwin-linked
- Rules
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
changed1 Blitza-bommer
- Points
105 pts115 pts
changedBoss Snikrot
- Unit Composition
■ 1- 1 Boss Snikrot
– EPIC HEROThismodel
This model is equipped
with:with:slugga;1 Mork’sTeeth.Teef; 1 Slugga.- 1 Boss Snikrot
changedBoss Snikrot
- Keywords
Infantry, Character, Grenades, Smoke, Epic Hero, Boss SnikrotCharacter, Epic Hero, Explosives, Infantry, Smoke- Equipped With
Slugga, Mork’s TeethSlugga, Mork’s Teef
newKunnin’ Infiltrator
- Rules
At the end of your opponent's Fight phase, if each model in this unit is hidden and unengaged, you can place this unit in strategic reserves.
newDeff from the Shadows (First battle round onwards)
- Rules
At the end of your opponent's Movement phase, if this unit is in strategic reserves, this unit can make an ingress move.
goneRed Skull Kommandos
- Rules
This unit has +1 Sv against ranged attacks.
goneKunnin’ Infiltrator (Once per battle, per army)
- Rules
In your Movement phase, if this unit is unengaged, you can use this ability. If you do:
■ Place this unit in strategic reserves.
■ This unit has Deep Strike.
■ This unit must make an ingress move this phase (including in your first turn).
newMork’s Teef
- Type
- weapon
goneMork’s Teeth
- Type
weapon
newMork’s TeefMork’s Teef
- Range
- Melee
- Attacks
- 6
- Weapon Skill
- 2+
- Strength
- 6
- AP
- -2
- Damage
- 2
newMork’s Teef — Mork’s TeefANTI-INFANTRY 2+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
newMork’s Teef — Mork’s TeefPRECISION
- Rules
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
goneMork’s TeethMork’s Teeth
- Range
Melee- Attacks
6- Weapon Skill
2+- Strength
6- AP
-1- Damage
2
goneMork’s Teeth — Mork’s TeethPrecision
- Rules
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
goneMork’s Teeth — Mork’s TeethTwin-linked
- Rules
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
changedSluggaSlugga
- Ballistic Skill
4+5+
newSlugga — SluggaCLOSE-QUARTERS
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
newSlugga — SluggaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newSlugga — SluggaPRECISION
- Rules
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
goneSlugga — SluggaPistol
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
changed1 Boss Snikrot
- Points
75 pts80 pts
changedBoyz
- Unit Composition
■ 1 Boss- 1‑2
Nob ■Nob9-19models - 9‑18
BoyzTheBoyBossmodels
Every Nob is equipped
with:with:slugga;1bigKustomchoppa.Choppa; 1 Kombi-skorcha. Every Boy is equipped
Everywith:with:slugga;1choppa.Choppa; 1 Shoota; 1 Slugga.- 1‑2
- Base Size
32mm32mm, 40mm
changedBoy
- Keywords
Infantry, Battleline, Mob, Grenades, BoyzBattleline, Explosives, Infantry, Mob- Equipped With
Slugga, ChoppaChoppa, Shoota, Slugga
changedNob
- Wounds
23- Keywords
Infantry, Battleline, Mob, Grenades, BoyzBattleline, Explosives, Infantry, Mob- Equipped With
Slugga, Big choppaKustom Choppa, Kombi-skorcha
newAmmo Runts (Once per battle, per unit)
- Rules
In your Shooting phase, when this unit is selected to shoot, you can use this ability. If you do, this unit’s ranged attacks have +1 to hit rolls. Place any number of Ammo Runt tokens next to the unit, removing them when this ability is used.
newTide of Muscle
- Rules
In the Fight phase, if this unit made a charge move this turn, this unit's melee attacks have [Lethal Hits].
newNever Too Busy to Fight
- Rules
Being engaged does not prevent this unit from being eligible to start an action.
goneGet Da Good Bitz
- Rules
At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
newBig Choppa
- Type
- weapon
newBig Shoota
- Type
- weapon
newBurna
- Type
- weapon
newKombi-rokkit
- Type
- weapon
newKombi-skorcha
- Type
- weapon
newKustom Choppa
- Type
- weapon
newKustom Shoota
- Type
- weapon
newPower Klaw
- Type
- weapon
newRokkit Launcha
- Type
- weapon
goneBig choppa
- Type
weapon
goneBig shoota
- Type
weapon
goneClose combat weapon
- Type
weapon
goneKombi-weapon
- Type
weapon
goneKombi‑rokkit
- Type
weapon
goneKombi‑shoota
- Type
weapon
goneKustom shoota
- Type
weapon
gonePower klaw
- Type
weapon
goneRokkit launcha
- Type
weapon
newBig ChoppaBig Choppa
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 7
- AP
- -1
- Damage
- 2
newBig Choppa — Big ChoppaCLEAVE 2
- Rules
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
newBig ShootaBig Shoota
- Range
- 36"
- Attacks
- 3
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
newBig Shoota — Big ShootaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newBig Shoota — Big ShootaRAPID FIRE 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
newBurnaBurna
- Range
- 12"
- Attacks
- 3
- Ballistic Skill
- -
- Strength
- 4
- AP
- 0
- Damage
- 1
newBurna — BurnaBLAST 1
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
newBurna — BurnaTORRENT
- Rules
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
newKombi-rokkitBusta Rokkit
- Range
- 24"
- Attacks
- 1
- Ballistic Skill
- 5+
- Strength
- 10
- AP
- -2
- Damage
- 3
newKombi-rokkitShoota
- Range
- 18"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
newKombi-rokkit — ShootaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newKombi-rokkit — ShootaRAPID FIRE 1
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
newKombi-skorchaShoota
- Range
- 18"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
newKombi-skorchaSkorcha
- Range
- 12"
- Attacks
- 3
- Ballistic Skill
- -
- Strength
- 5
- AP
- 0
- Damage
- 1
newKombi-skorcha — ShootaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newKombi-skorcha — ShootaRAPID FIRE 1
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
newKombi-skorcha — SkorchaBLAST 1
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
newKombi-skorcha — SkorchaTORRENT
- Rules
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
newKustom ChoppaKustom Choppa
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 5
- AP
- -2
- Damage
- 2
newKustom ShootaKustom Shoota
- Range
- 18"
- Attacks
- 4
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
newKustom Shoota — Kustom ShootaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newKustom Shoota — Kustom ShootaRAPID FIRE 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
newPower KlawPower Klaw
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 10
- AP
- -2
- Damage
- 2
newRokkit LaunchaBlasta
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
newRokkit LaunchaBusta
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 10
- AP
- -2
- Damage
- 3
newRokkit Launcha — BlastaBLAST 2
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneBig choppaBig choppa
- Range
Melee- Attacks
3- Weapon Skill
3+- Strength
7- AP
-1- Damage
2
goneBig shootaBig shoota
- Range
36"- Attacks
3- Ballistic Skill
5+- Strength
5- AP
0- Damage
1
goneBig shoota — Big shootaRapid Fire 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
goneClose combat weaponClose combat weapon
- Range
Melee- Attacks
2- Weapon Skill
3+- Strength
4- AP
0- Damage
1
goneKombi-weaponKombi-weapon
- Range
24"- Attacks
1- Ballistic Skill
5+- Strength
4- AP
0- Damage
1
goneKombi-weapon — Kombi-weaponAnti-infantry 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneKombi-weapon — Kombi-weaponDevastating Wounds
- Rules
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
goneKombi-weapon — Kombi-weaponRapid Fire 1
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
goneKombi‑rokkitKombi‑rokkit
- Range
24"- Attacks
1- Ballistic Skill
5+- Strength
10- AP
-2- Damage
3
goneKombi‑shootaKombi‑shoota
- Range
24"- Attacks
2- Ballistic Skill
5+- Strength
4- AP
0- Damage
1
goneKustom shootaKustom shoota
- Range
18"- Attacks
4- Ballistic Skill
5+- Strength
4- AP
0- Damage
1
goneKustom shoota — Kustom shootaRapid Fire 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gonePower klawPower klaw
- Range
Melee- Attacks
3- Weapon Skill
4+- Strength
9- AP
-2- Damage
2
goneRokkit launchaRokkit launcha
- Range
24"- Attacks
D3- Ballistic Skill
5+- Strength
9- AP
-2- Damage
3
goneRokkit launcha — Rokkit launchaBlast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
changedChoppaChoppa
- Strength
45
newShoota — ShootaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newShoota — ShootaRAPID FIRE 1
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
goneShoota — ShootaRapid Fire 1
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
newSlugga — SluggaCLOSE-QUARTERS
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
newSlugga — SluggaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
goneSlugga — SluggaPistol
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
newNob: Default Wargear
newNob: Any number of Nob models can each have their Kustom Choppa and Kombi-skorcha replaced with 1 Big Choppa.
newNob: Any number of Nob models can each have their Kustom Choppa replaced with 1 Power Klaw.
newNob: Any number of Nob models can each have their Kombi-skorcha replaced with one of the following: ▫ 1 Kombi-rokkit ▫ 1 Kustom Shoota
newBoy: For every 10 models in this unit, 1 Boy model can have their Shoota replaced with 1 Big Shoota.
newBoy: For every 10 models in this unit, 1 Boy model can have their Shoota replaced with 1 Rokkit Launcha.
newBoy: For every 10 models in this unit, 1 Boy model can have their Shoota replaced with 1 Burna.
goneBoss Nob: Default Wargear
goneBoss Nob: The Boss Nob’s big choppa can be replaced with 1 power klaw.
goneBoss Nob: The Boss Nob’s big choppa and slugga can be replaced with 1 kombi-weapon and 1 close combat weapon.
goneBoss Nob: The Boss Nob can have its big choppa replaced with one of the following: ▫ 1 big choppa and 1 kustom shoota (this model’s big choppa cannot be replaced) ▫ 1 big choppa, 1 kombi‑rokkit and 1 kombi‑shoota (this model’s big choppa cannot be replaced)
goneBoy: Any number of Boyz can each be equipped with 1 shoota.
goneBoy: For every 10 models in this unit, 1 Boy not equipped with 1 shoota can have its choppa and slugga replaced with one of the following: ▫ 1 big shoota and 1 close combat weapon ▫ 1 rokkit launcha and 1 close combat weapon
newAny number of Nob models can each have their Kustom Choppa and Kombi-skorcha replaced with 1 Big Choppa.
newAny number of Nob models can each have their Kustom Choppa replaced with 1 Power Klaw.
newAny number of Nob models can each have their Kombi-skorcha replaced with one of the following: ▫ 1 Kombi-rokkit ▫ 1 Kustom Shoota
newFor every 10 models in this unit, 1 Boy model can have their Shoota replaced with 1 Big Shoota.
newFor every 10 models in this unit, 1 Boy model can have their Shoota replaced with 1 Rokkit Launcha.
newFor every 10 models in this unit, 1 Boy model can have their Shoota replaced with 1 Burna.
gone■ The Boss Nob’s big choppa can be replaced with 1 power klaw.
gone■ The Boss Nob’s big choppa and slugga can be replaced with 1 kombi-weapon and 1 close combat weapon.
gone■ The Boss Nob can have its big choppa replaced with one of the following: ▫ 1 big choppa and 1 kustom shoota (this model’s big choppa cannot be replaced) ▫ 1 big choppa, 1 kombi‑rokkit and 1 kombi‑shoota (this model’s big choppa cannot be replaced)
gone■ Any number of Boyz can each be equipped with 1 shoota.
gone■ For every 10 models in this unit, 1 Boy not equipped with 1 shoota can have its choppa and slugga replaced with one of the following: ▫ 1 big shoota and 1 close combat weapon ▫ 1 rokkit launcha and 1 close combat weapon
new1 Nob, 9 Boy
- Points
- 90 pts
- Nob count
- 1
- Boy count
- 9
new2 Nob, 18 Boy
- Points
- 180 pts
- Nob count
- 2
- Boy count
- 18
gone1 Boss Nob, 9 Boy
- Points
75 pts- Boss Nob count
1- Boy count
9
gone1 Boss Nob, 10-19 Boy
- Points
160 pts- Boss Nob count
1- Boy count
10-19
changedBreaka Boyz
- Unit Composition
■ 1 Boss- 1
Nob ■Nob5model - 5 Breaka
BoyzTheBoyBossmodels
The Nob is equipped
with:with:rokkit1pistol;Choppa;smash1hammer;Rokkitchoppa.Pistol; 1 Smash Hammer. Every Breaka Boy is equipped
Eachwith:with:smash1hammer.Smash Hammer.- 1
- Base Size
Boss Nob: 40mm Breaka Boyz: 32mm32mm, 40mm
changedBreaka Boy
- Keywords
Infantry, Grenades, Breaka BoyzExplosives, Infantry- Equipped With
Smash hammer, Smash hammerSmash Hammer
changedNob
- Wounds
23- Keywords
Infantry, Grenades, Breaka BoyzExplosives, Infantry- Equipped With
Rokkit pistol, ChoppaChoppa, Rokkit Pistol, Smash Hammer
newBomb Squigs (Once per turn, twice per battle, per unit)
- Rules
In your Movement phase, when this unit ends a normal move, you can select one visible enemy unit within 12" of this unit and roll one D6:
- On a 3+, that enemy unit suffers D3 mortal wounds.
Place two Bomb Squig tokens next to the unit, removing one each time this ability is used.
goneBomb Squigs
- Rules
Once per battle, for each bomb squig this unit has, after this unit ends a Normal move, you can use one Bomb Squig. If you do, select one enemy unit within 12" and visible to this unit and roll one D6: on a 3+, that enemy unit suffers D3 mortal wounds.
Designer’s Note: *Place two Bomb Squig tokens next to the unit, removing one each time this unit uses this ability.*
changedTrophy Hunters
- Rules
Each time thisThis unitdeclares a charge, you canhasre-roll+1thetoChargechargeroll.rolls.
goneAttached Unit
- Rules
If a CHARACTER unit from your army with the Leader ability can be attached to a BOYZ unit, it can be attached to this unit instead.
newRokkit Pistol
- Type
- weapon
newSmash Hammer
- Type
- weapon
goneRokkit pistol
- Type
weapon
goneSmash hammer
- Type
weapon
newRokkit PistolRokkit Pistol
- Range
- 12"
- Attacks
- 1
- Ballistic Skill
- 5+
- Strength
- 10
- AP
- -2
- Damage
- 3
newRokkit Pistol — Rokkit PistolCLOSE-QUARTERS
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
newSmash HammerHunter
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 12
- AP
- -2
- Damage
- 3
newSmash HammerStandard
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 7
- AP
- -2
- Damage
- 2
goneRokkit pistolRokkit pistol
- Range
12"- Attacks
1- Ballistic Skill
5+- Strength
9- AP
-2- Damage
3
goneRokkit pistol — Rokkit pistolPistol
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
goneSmash hammerSmash hammer
- Range
Melee- Attacks
2- Weapon Skill
3+- Strength
6- AP
-2- Damage
3
goneSmash hammer — Smash hammerAnti-monster 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneSmash hammer — Smash hammerAnti-vehicle 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
changedKnucklebustasKnucklebustas
- Attacks
54- AP
-1-2- Damage
12
newKnucklebustas — KnucklebustasANTI-MONSTER/VEHICLE 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneKnucklebustas — KnucklebustasAnti-monster 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneKnucklebustas — KnucklebustasAnti-vehicle 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneKnucklebustas — KnucklebustasTwin-linked
- Rules
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
changedTankhammerTankhammer
- Attacks
23- Weapon Skill
3+4+- Strength
612
newTankhammer — TankhammerDEVASTATING WOUNDS
- Rules
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
newTankhammer — TankhammerHAZARDOUS
- Rules
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
goneTankhammer — TankhammerAnti-monster 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneTankhammer — TankhammerAnti-vehicle 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneTankhammer — TankhammerDevastating Wounds
- Rules
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
goneTankhammer — TankhammerHazardous
- Rules
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
newNob: Default Wargear
newNob: The Nob can have their Smash Hammer replaced with 1 Rokkit Pistol.
newBreaka Boy: 1 Breaka Boy model can have their Smash Hammer replaced with 1 Knucklebustas.
newBreaka Boy: 1 Breaka Boy model can have their Smash Hammer replaced with 1 Tankhammer.
goneBoss Nob: Default Wargear
goneBoss Nob: The Boss Nob’s smash hammer can be replaced with 1 rokkit pistol.
goneBreaka Boy: One Breaka Boy’s smash hammer can be replaced with 1 knucklebustas.
goneBreaka Boy: One Breaka Boy’s smash hammer can be replaced with 1 tankhammer.
newThe Nob can have their Smash Hammer replaced with 1 Rokkit Pistol.
new1 Breaka Boy model can have their Smash Hammer replaced with 1 Knucklebustas.
new1 Breaka Boy model can have their Smash Hammer replaced with 1 Tankhammer.
gone■ The Boss Nob’s smash hammer can be replaced with 1 rokkit pistol.
gone■ One Breaka Boy’s smash hammer can be replaced with 1 knucklebustas.
gone■ One Breaka Boy’s smash hammer can be replaced with 1 tankhammer.
new1 Nob, 5 Breaka Boy
- Points
- 135 pts
- Nob count
- 1
- Breaka Boy count
- 5
gone1 Boss Nob, 5 Breaka Boy
- Points
125 pts- Boss Nob count
1- Breaka Boy count
5
changedBurna‑bommer
was Burna-bommer
- Unit Composition
■- 1
1Burna‑bommerBurna-bommerThismodel
This model is equipped
with:with:twin1bigArmouredshoota;Impact;twin1supa-shoota;DualarmouredBighull.Shoota; 1 Dual Supa Shoota.- 1
- Base Size
120 x 92mm Oval Base120mm
changedBurna-bommer
- Objective Control
--1- Keywords
Vehicle, Fly, Aircraft, Speed Freeks, Burna-bommerAircraft, Fly, Speed Freeks, Vehicle- Equipped With
Twin big shoota, Twin supa-shoota, Armoured hullArmoured Impact, Dual Big Shoota, Dual Supa Shoota
newDamaged 4
changedBurna Bomb
- Rules
At the end of your opponent’s Fight phase,
you canselect onevisiblevisible enemy unit (excludingLoneLoneOperativeOperative and Monster/Vehicle units) within24"36" of thisunit:Friendlyunit,ORKSandunits'rollrangedoneattacksD6 for thattargetunit.thatOn a 2+:- That enemy unit
havesuffers[IGNORESD3COVER]mortal wounds. - That enemy unit cannot be hidden until the end of your next turn.
Roll one D6 forRangedeachattacksmodelthatintarget that enemyunit:Foruniteachhave6,[IGNORESthatCOVER]enemyuntilunitthesuffersend1ofmortalyourwound.next turn.
- That enemy unit
newArmoured Impact
- Type
- weapon
newDual Big Shoota
- Type
- weapon
newDual Supa Shoota
- Type
- weapon
newSkorcha Missile Rack
- Type
- weapon
goneArmoured hull
- Type
weapon
goneSkorcha missile rack
- Type
weapon
goneTwin big shoota
- Type
weapon
goneTwin supa-shoota
- Type
weapon
newArmoured ImpactArmoured Impact
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 4+
- Strength
- 6
- AP
- 0
- Damage
- 1
newDual Big ShootaDual Big Shoota
- Range
- 36"
- Attacks
- 6
- Ballistic Skill
- 5+
- Strength
- 5
- AP
- 0
- Damage
- 1
newDual Big Shoota — Dual Big ShootaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newDual Big Shoota — Dual Big ShootaRAPID FIRE 4
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
newDual Supa ShootaDual Supa Shoota
- Range
- 36"
- Attacks
- 8
- Ballistic Skill
- 5+
- Strength
- 6
- AP
- -1
- Damage
- 1
newDual Supa Shoota — Dual Supa ShootaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newDual Supa Shoota — Dual Supa ShootaRAPID FIRE 4
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
newDual Supa Shoota — Dual Supa ShootaSUSTAINED HITS 1
- Rules
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
newSkorcha Missile RackSkorcha Missile Rack
- Range
- 36"
- Attacks
- 6
- Ballistic Skill
- 5+
- Strength
- 5
- AP
- 0
- Damage
- 1
newSkorcha Missile Rack — Skorcha Missile RackBLAST 2
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
newSkorcha Missile Rack — Skorcha Missile RackIGNORES COVER
- Rules
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
goneArmoured hullArmoured hull
- Range
Melee- Attacks
3- Weapon Skill
4+- Strength
6- AP
0- Damage
1
goneSkorcha missile rackSkorcha missile rack
- Range
36"- Attacks
2D6- Ballistic Skill
5+- Strength
5- AP
-1- Damage
1
goneSkorcha missile rack — Skorcha missile rackBlast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneSkorcha missile rack — Skorcha missile rackIgnores Cover
- Rules
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
goneTwin big shootaTwin big shoota
- Range
36"- Attacks
3- Ballistic Skill
5+- Strength
5- AP
0- Damage
1
goneTwin big shoota — Twin big shootaRapid Fire 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
goneTwin big shoota — Twin big shootaTwin-linked
- Rules
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
goneTwin supa-shootaTwin supa-shoota
- Range
36"- Attacks
4- Ballistic Skill
5+- Strength
6- AP
-1- Damage
1
goneTwin supa-shoota — Twin supa-shootaRapid Fire 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
goneTwin supa-shoota — Twin supa-shootaSustained Hits 1
- Rules
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
goneTwin supa-shoota — Twin supa-shootaTwin-linked
- Rules
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
newBurna-bommer: This model can be equipped with 1 Skorcha Missile Rack.
goneBurna-bommer: This model can be equipped with 1 skorcha missile rack.
newThis model can be equipped with 1 Skorcha Missile Rack.
gone■ This model can be equipped with 1 skorcha missile rack.
changed1 Burna-bommer
- Points
115 pts125 pts
changedDakkajet
- Unit Composition
■- 1
1DakkajetDakkajetThismodel
This model is equipped
with:with:21twinArmouredsupa-shootas;Impact;armoured2hull.Dual Supa‑shoota.- 1
- Base Size
120 x 92mm Oval Base120mm
changedDakkajet
- Objective Control
--1- Keywords
Vehicle, Fly, Aircraft, Speed Freeks, DakkajetAircraft, Fly, Speed Freeks, Vehicle- Equipped With
Twin supa-shoota, Armoured hullArmoured Impact, Dual Supa-shoota
newStrafing Run
- Rules
In your Shooting phase, this unit's ranged attacks that target a unit (excluding Fly units) have +1 to hit rolls.
newDamaged 4
goneDakkastorm
- Rules
Each time this model makes a ranged attack, every successful Hit roll scores a Critical Hit.
newArmoured Impact
- Type
- weapon
newDual Supa-shoota
- Type
- weapon
goneArmoured hull
- Type
weapon
goneTwin supa-shoota
- Type
weapon
newArmoured ImpactArmoured Impact
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 4+
- Strength
- 6
- AP
- 0
- Damage
- 1
newDual Supa-shootaDual Supa-shoota
- Range
- 36"
- Attacks
- 8
- Ballistic Skill
- 5+
- Strength
- 6
- AP
- -1
- Damage
- 1
newDual Supa-shoota — Dual Supa-shootaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newDual Supa-shoota — Dual Supa-shootaRAPID FIRE 4
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
goneArmoured hullArmoured hull
- Range
Melee- Attacks
3- Weapon Skill
4+- Strength
6- AP
0- Damage
1
goneTwin supa-shootaTwin supa-shoota
- Range
36"- Attacks
4- Ballistic Skill
5+- Strength
6- AP
-1- Damage
1
goneTwin supa-shoota — Twin supa-shootaRapid Fire 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
goneTwin supa-shoota — Twin supa-shootaSustained Hits 1
- Rules
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
goneTwin supa-shoota — Twin supa-shootaTwin-linked
- Rules
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
newDakkajet: This model can be equipped with 1 Dual Supa‑shoota.
goneDakkajet: This model can be equipped with 1 additional twin supa-shoota.
newThis model can be equipped with 1 Dual Supa‑shoota.
gone■ This model can be equipped with 1 additional twin supa-shoota.
changedDeff Dread
- Unit Composition
■ 1- 1 Deff
DreadThisDread model
This model is equipped
with:with:21bigBigshootas;Shoota;21 Dreadklaws;Klaws;stompy1feet.Skorcha.- 1 Deff
changedDeff Dread
- Keywords
Vehicle, Walker, Deff DreadVehicle, Walker- Equipped With
Stompy feet, Big shoota, Dread klawBig Shoota, Skorcha, Dread Klaws
newDread ’Ard
- Rules
Attacks that target this unit have -1 D.
gonePiston-driven Brutality
- Rules
Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds.
newBig Shoota
- Type
- weapon
newDread Klaws
- Type
- weapon
newExtra Klaw
- Type
- weapon
newKustom Mega-blasta
- Type
- weapon
newRokkit Launcha
- Type
- weapon
goneBig shoota
- Type
weapon
goneDread klaw
- Type
weapon
goneKustom mega-blasta
- Type
weapon
goneRokkit launcha
- Type
weapon
goneStompy feet
- Type
weapon
newBig ShootaBig Shoota
- Range
- 36"
- Attacks
- 3
- Ballistic Skill
- 5+
- Strength
- 5
- AP
- 0
- Damage
- 1
newBig Shoota — Big ShootaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newBig Shoota — Big ShootaRAPID FIRE 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
newDread KlawsDread Klaws
- Range
- Melee
- Attacks
- 5
- Weapon Skill
- 3+
- Strength
- 12
- AP
- -2
- Damage
- 3
newDread Klaws — Dread KlawsCLEAVE 1
- Rules
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
newExtra KlawExtra Klaw
- Range
- Melee
- Attacks
- 1
- Weapon Skill
- 3+
- Strength
- 12
- AP
- -2
- Damage
- 3
newExtra Klaw — Extra KlawEXTRA ATTACKS
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
newKustom Mega-blastaKustom Mega-blasta
- Range
- 24"
- Attacks
- 3
- Ballistic Skill
- 5+
- Strength
- 9
- AP
- -2
- Damage
- 3
newKustom Mega-blasta — Kustom Mega-blastaHAZARDOUS
- Rules
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
newRokkit LaunchaBlasta
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
newRokkit LaunchaBusta
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 10
- AP
- -2
- Damage
- 3
newRokkit Launcha — BlastaBLAST 2
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneBig shootaBig shoota
- Range
36"- Attacks
3- Ballistic Skill
5+- Strength
5- AP
0- Damage
1
goneBig shoota — Big shootaRapid Fire 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
goneDread klawDread klaw
- Range
Melee- Attacks
4- Weapon Skill
3+- Strength
12- AP
-2- Damage
3
goneDread klaw — Dread klawDead Choppy
- Rules
The Attacks characteristic of this weapon is increased by 1 for each additional Dread klaw the bearer is equipped with.
goneKustom mega-blastaKustom mega-blasta
- Range
24"- Attacks
3- Ballistic Skill
5+- Strength
9- AP
-2- Damage
D6
goneKustom mega-blasta — Kustom mega-blastaHazardous
- Rules
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
goneRokkit launchaRokkit launcha
- Range
24"- Attacks
D3- Ballistic Skill
5+- Strength
9- AP
-2- Damage
3
goneRokkit launcha — Rokkit launchaBlast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneStompy feetStompy feet
- Range
Melee- Attacks
4- Weapon Skill
3+- Strength
5- AP
0- Damage
1
changedSkorchaSkorcha
- Attacks
D63- AP
-10
newSkorcha — SkorchaBLAST 1
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
newSkorcha — SkorchaTORRENT
- Rules
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
goneSkorcha — SkorchaIgnores Cover
- Rules
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
goneSkorcha — SkorchaTorrent
- Rules
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
newDeff Dread: This model’s Big Shoota can be replaced with one of the following: ▫ 1 Extra Klaw ▫ 1 Kustom Mega‑blasta ▫ 1 Rokkit Launcha
newDeff Dread: This model’s Skorcha can be replaced with one of the following: ▫ 1 Extra Klaw ▫ 1 Big Shoota ▫ 1 Kustom Mega‑blasta ▫ 1 Rokkit Launcha
goneDeff Dread: This model’s big shootas can each be replaced with one of the following:
goneDeff Dread: This model’s dread klaws can each be replaced with one of the following:
newThis model’s Big Shoota can be replaced with one of the following: ▫ 1 Extra Klaw ▫ 1 Kustom Mega‑blasta ▫ 1 Rokkit Launcha
newThis model’s Skorcha can be replaced with one of the following: ▫ 1 Extra Klaw ▫ 1 Big Shoota ▫ 1 Kustom Mega‑blasta ▫ 1 Rokkit Launcha
gone■ This model’s big shootas can each be replaced with one of the following: ◦ 1 dread klaw ◦ 1 kustom-mega blasta ◦ 1 rokkit launcha ◦ 1 skorcha
gone■ This model’s dread klaws can each be replaced with one of the following: ◦ 1 big shoota ◦ 1 kustom-mega blasta ◦ 1 rokkit launcha ◦ 1 skorcha
changed1 Deff Dread
- Points
110 pts130 pts
changedDeffkilla Wartrike
- Unit Composition
■- 1
1DeffkillaDefkillaWartrikeWartrikeThismodel
This model is equipped
with:with:boomstikks;1killaBoomstikks;jet;1snaggaKillaklaw.Jet; 1 Snagga Klaw.- 1
- Base Size
150 x 95mm Oval Base
changedDeffkilla Wartrike
- Keywords
Mounted, Character, Warboss, Speed Freeks, Deffkilla WartrikeCharacter, Mounted, Speed Freeks, Warboss- Equipped With
Boomstikks, Killa jet, Snagga klawBoomstikks, Killa Jet, Snagga Klaw
newDa Boss
- Rules
-
newGet Back in da Race! (Once per battle round, per army)
- Rules
In your Movement phase, at the start or end of this unit's move, you can select one friendly Speed Freeks unit within 6" of this unit. That unit (and any units embarked within that unit):
- Is no longer battle-shocked.
- Is riled up until the start of your next turn.
goneSpeedboss
- Rules
While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.
changedFuel-mixa Grot
- Rules
Each time this model’sThis unitAdvances, do not make an Advance roll for it. Instead, until the end of the phase, addhas6"+1 tothe Move characteristic of models in thatadvanceunit.rolls.
changedLeader
- Rules
This model can be attached to the following units:
■
NOBZ ON WARBIKESWARBIKERS
■ SKORCHAS
■
■ WARBUGGIES
newKilla Jet
- Type
- weapon
newSnagga Klaw
- Type
- weapon
goneKilla jet
- Type
weapon
goneSnagga klaw
- Type
weapon
newKilla JetBurna
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 5
- AP
- -1
- Damage
- 1
newKilla JetCutta
- Range
- Melee
- Attacks
- 1
- Weapon Skill
- 3+
- Strength
- 10
- AP
- -3
- Damage
- D6+2
newKilla Jet — BurnaCLEAVE 1
- Rules
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
newKilla Jet — BurnaEXTRA ATTACKS
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
newKilla Jet — CuttaEXTRA ATTACKS
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
newSnagga KlawSnagga Klaw
- Range
- 12"
- Attacks
- 1
- Ballistic Skill
- 5+
- Strength
- 7
- AP
- -2
- Damage
- 2
newSnagga KlawSnagga Klaw
- Range
- Melee
- Attacks
- 5
- Weapon Skill
- 2+
- Strength
- 7
- AP
- -2
- Damage
- 2
newSnagga Klaw — Snagga KlawASSAULT
- Rules
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
newSnagga Klaw — Snagga KlawPRECISION
- Rules
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
newSnagga Klaw — Snagga KlawCLEAVE 2
- Rules
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
goneKilla jetburna
- Range
12"- Attacks
D6- Ballistic Skill
-- Strength
5- AP
-1- Damage
1
goneKilla jetcutta
- Range
12"- Attacks
1- Ballistic Skill
5+- Strength
9- AP
-4- Damage
D6
goneKilla jet — burnaIgnores Cover
- Rules
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
goneKilla jet — burnaTorrent
- Rules
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
goneKilla jet — cuttaMelta 2
- Rules
This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.
Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2
goneSnagga klawSnagga klaw
- Range
Melee- Attacks
4- Weapon Skill
3+- Strength
10- AP
-2- Damage
2
newBoomstikks — BoomstikksASSAULT
- Rules
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
newBoomstikks — BoomstikksLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
goneBoomstikks — BoomstikksAssault
- Rules
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
changed1 Deffkilla Wartrike
- Points
70 pts80 pts
changedDeffkoptas
- Unit Composition
■- 3‑6
3-6DeffkoptaDeffkoptasEverymodels
Every model is equipped
with:with:kopta1rokkits;Choppa;slugga;1spinnin’Rokkitblades.Launcha; 1 Slugga; 1 Spinnin’ Blades.- 3‑6
- Base Size
75 x 42mm Oval Base75mm- Points Scaling
- +10 pts per 3 models
changedDeffkopta
- Keywords
Vehicle, Fly, Grenades, Speed Freeks, DeffkoptasExplosives, Fly, Mounted, Speed Freeks- Equipped With
Kopta rokkits, Slugga, Spinnin’ bladesChoppa, Rokkit Launcha, Slugga, Spinnin’ Blades
newAerial Manoover
- Rules
At the end of your opponent's Fight phase, if this unit is unengaged, you can place this unit in strategic reserves.
changedDeff from Above
- Rules
Each time this unit ends a Normal move,InyouyourcanShootingselectphase,oneifenemythis unitit moved overmadeduringanthatingress moveand roll one D6 for each model inthisunit: forturn,eachthis4+,unit'sthatrangedenemyattacksunithavesuffers+11tomortalhitwound.rolls.
newChoppa
- Type
- weapon
newKustom Mega-blasta
- Type
- weapon
newRokkit Launcha
- Type
- weapon
newSpinnin’ Blades
- Type
- weapon
goneKopta rokkits
- Type
weapon
goneKustom mega-blasta
- Type
weapon
goneSpinnin’ blades
- Type
weapon
newChoppaChoppa
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 4+
- Strength
- 5
- AP
- -1
- Damage
- 1
newKustom Mega-blastaKustom Mega-blasta
- Range
- 24"
- Attacks
- 3
- Ballistic Skill
- 5+
- Strength
- 9
- AP
- -2
- Damage
- 3
newKustom Mega-blasta — Kustom Mega-blastaHAZARDOUS
- Rules
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
newKustom Mega-blasta — Kustom Mega-blastaLETHAL HITS
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newRokkit LaunchaBlasta
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
newRokkit LaunchaBusta
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 10
- AP
- -2
- Damage
- 3
newRokkit Launcha — BlastaBLAST 2
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
newRokkit Launcha — BustaLETHAL HITS
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newSpinnin’ BladesSpinnin’ Blades
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 5
- AP
- -1
- Damage
- 1
newSpinnin’ Blades — Spinnin’ BladesCLEAVE 1
- Rules
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
newSpinnin’ Blades — Spinnin’ BladesHAZARDOUS
- Rules
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
goneKopta rokkitsKopta rokkits
- Range
24"- Attacks
D3- Ballistic Skill
5+- Strength
9- AP
-2- Damage
3
goneKopta rokkits — Kopta rokkitsBlast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneKopta rokkits — Kopta rokkitsTwin-linked
- Rules
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
goneKustom mega-blastaKustom mega-blasta
- Range
24"- Attacks
3- Ballistic Skill
5+- Strength
9- AP
-2- Damage
D6
goneKustom mega-blasta — Kustom mega-blastaHazardous
- Rules
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
goneSpinnin’ bladesSpinnin’ blades
- Range
Melee- Attacks
6- Weapon Skill
3+- Strength
5- AP
0- Damage
1
newSlugga — SluggaCLOSE-QUARTERS
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
newSlugga — SluggaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
goneSlugga — SluggaPistol
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
newDeffkopta: For every 3 models in this unit, 1 model can have their Rokkit Launcha replaced with 1 Kustom Mega‑blasta.
goneDeffkopta: For every 3 models in this unit, 1 Deffkopta can have its kopta rokkits replaced with 1 kustom mega-blasta.
newFor every 3 models in this unit, 1 model can have their Rokkit Launcha replaced with 1 Kustom Mega‑blasta.
gone■ For every 3 models in this unit, 1 Deffkopta can have its kopta rokkits replaced with 1 kustom mega-blasta.
new4-6 Deffkopta
- Points
- 160 pts
- Deffkopta count
- 4-6
gone3 Deffkopta
- Points
75 pts- Deffkopta count
3
changed3 Deffkopta
- Points
140 pts80 pts- Deffkopta count
4-63
changedFlash Gitz
- Unit Composition
■ 1- 1
Kaptin ■Kaptin4-9model - 4‑9 Flash
GitzEveryGit models
Every model is equipped
with:with:snazzgun;1choppa.Choppa; 1 Snazzgun.- 1
- Points Scaling
+10 pts per 3 models+30 pts per 3 models
changedFlash Git
- Wounds
23- Keywords
Infantry, Grenades, Flash GitzExplosives, Infantry- Equipped With
Snazzgun, Choppa
changedKaptin
- Wounds
23- Keywords
Infantry, Grenades, Flash GitzInfantry, Explosives- Equipped With
Snazzgun, ChoppaChoppa, Snazzgun
newFinderz Keeperz
- Rules
In your Shooting phase, if any of the following apply, this unit’s ranged attacks have +1 AP:
- This unit is within range of an objective.
- The target of that attack is within range of an objective.
goneGun-crazy Show-offs
- Rules
Each time a model in this unit targets the closest eligible target with its snazzgun, until the end of the phase, that weapon has an Attacks characteristic of 4.
goneAmmo Runt
- Type
wargear- Rule Text
Once per battle, when this unit is selected to shoot, it can use this ability. If it does, until the end of the phase, ranged weapons equipped by models in this unit have the [LETHAL HITS] ability.
*Designer’s Note: Place an Ammo Runt token next to the unit, removing it after this ability has been used.*
newSnazzgunCutta
- Range
- 12"
- Attacks
- 1
- Ballistic Skill
- 4+
- Strength
- 9
- AP
- -3
- Damage
- D3+2
newSnazzgunDakka
- Range
- 24"
- Attacks
- 3
- Ballistic Skill
- 4+
- Strength
- 6
- AP
- -1
- Damage
- 2
newSnazzgunKill Shot
- Range
- 36"
- Attacks
- 2
- Ballistic Skill
- 4+
- Strength
- 8
- AP
- -2
- Damage
- 2
goneSnazzgunSnazzgun
- Range
24"- Attacks
3- Ballistic Skill
5+- Strength
6- AP
-1- Damage
2
newSnazzgun — CuttaHAZARDOUS
- Rules
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
newSnazzgun — CuttaMELTA 2
- Rules
This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.
Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2
newSnazzgun — DakkaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newSnazzgun — DakkaSUSTAINED HITS 1
- Rules
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
newSnazzgun — Kill ShotHAZARDOUS
- Rules
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
goneSnazzgun — SnazzgunHeavy
- Rules
In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:
- That unit is unengaged.
- That unit was not set up on the battlefield this turn.
- No model in that unit has moved moret han 3" this turn.
goneSnazzgun — SnazzgunSustained Hits 1
- Rules
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
goneThis unit can be equipped with 1 ammo runt.
gone■ This unit can be equipped with 1 ammo runt.
new5-9 Flash Git, 1 Kaptin
- Points
- 210 pts
- Flash Git count
- 5-9
- Kaptin count
- 1
gone4 Flash Git, 1 Kaptin
- Points
75 pts- Flash Git count
4- Kaptin count
1
changed4 Flash Git, 1 Kaptin
- Points
150 pts105 pts- Flash Git count
4-94
changedGhazghkull Thraka
- Unit Composition
■ 1- 1 Ghazghkull Thraka
– EPIC HERO ■ 1 MakariGhazghkullmodel
This
Thrakamodel is equippedwith:with:Mork’s1Roar;AdamantineGork’s’Eadbutt;Klaw.1
MakariisGork’sequippedKlaw;with:1Makari’sMork’sstabba.Roar.- 1 Ghazghkull Thraka
- Base Size
Ghazghkull Thraka: 80mm Makari: 25mm80mm
goneMakari
- Movement
5"- Toughness
6- Save
7+- Wounds
1- Leadership
8+- Objective Control
1- Invulnerable Save
2+- Keywords
Infantry, Character, Epic Hero- Equipped With
Makari’s stabba
changedGhazghkull Thraka
- Movement
5"8"- Toughness
610- Wounds
1016- Keywords
Infantry, Character, Epic Hero, Warboss, Ghazgkull ThrakaCharacter, Epic Hero, Explosives, Infantry, Warboss- Equipped With
Mork’s Roar, Gork’s KlawAdamantine ’Eadbutt, Gork’s Klaw, Mork’s Roar
newDa Boss
- Rules
-
newDa Grand Warlord's Ladz
- Rules
While this unit is within 3" of another friendly Orks Infantry unit, this unit has Lone Operative.
newMakari, Hoist Dat Banner! (Once per battle, per army)
- Rules
In your Movement phase, you can select a number of friendly Orks units equal to or less than the current battle round number. Those units are riled up until the start of your next turn. Place one Makari token next to the unit, removing it after this ability is used.
newProphet of da Great Waaagh! (Aura)
- Rules
While a friendly Orks unit is within 6" of this unit, that unit’s melee attacks have:
- +1 to hit rolls.
- +1 to wound rolls.
goneLeader
goneProphet of Da Great Waaagh!
- Rules
While this unit is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll and add 1 to the Wound roll and if the Waaagh! is active for your army, a Critical Hit is scored on a successful unmodified Hit roll of 5+.
goneGhazghkull’s Waaagh! Banner
- Rules
While a friendly ORKS unit is within 12" of Makari, if the Waaagh! is active for your army, melee weapons equipped by models in that unit have the [LETHAL HITS] ability.
newSUPREME COMMANDER
- Rules
If this model is in your army, it must be your Warlord.
goneSupreme Commander
- Rules
If this unit is in your army, its Ghazghkull Thraka model must be your WARLORD.
goneLeader
- Rules
This model can be attached to the following units:
■ BOYZ
■ BREAKA BOYZ
■ MEGANOBZ
■ NOBZ
newAdamantine ’Eadbutt
- Type
- weapon
goneMakari’s stabba
- Type
weapon
newAdamantine ’EadbuttAdamantine ’Eadbutt
- Range
- Melee
- Attacks
- 1
- Weapon Skill
- 2+
- Strength
- 14
- AP
- -2
- Damage
- D3+3
newAdamantine ’Eadbutt — Adamantine ’EadbuttDEVASTATING WOUNDS
- Rules
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
newAdamantine ’Eadbutt — Adamantine ’EadbuttEXTRA ATTACKS
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
newAdamantine ’Eadbutt — Adamantine ’EadbuttPRECISION
- Rules
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
goneMakari’s stabbaMakari’s stabba
- Range
Melee- Attacks
1- Weapon Skill
4+- Strength
3- AP
0- Damage
1
goneMakari’s stabba — Makari’s stabbaDevastating Wounds
- Rules
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
newGork’s KlawGork’s Klaw
- Range
- Melee
- Attacks
- 7
- Weapon Skill
- 2+
- Strength
- 14
- AP
- -3
- Damage
- 4
goneGork’s Klawstrike
- Range
Melee- Attacks
6- Weapon Skill
2+- Strength
14- AP
-3- Damage
4
goneGork’s Klawsweep
- Range
Melee- Attacks
12- Weapon Skill
2+- Strength
8- AP
-2- Damage
2
newGork’s Klaw — Gork’s KlawCLEAVE 2
- Rules
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
newGork’s Klaw — Gork’s KlawDEVASTATING WOUNDS
- Rules
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
newMork’s RoarAimed
- Range
- 36"
- Attacks
- 12
- Ballistic Skill
- 5+
- Strength
- 6
- AP
- -1
- Damage
- 1
newMork’s RoarPoint Blank
- Range
- 9"
- Attacks
- 2D6+2
- Ballistic Skill
- -
- Strength
- 6
- AP
- -1
- Damage
- 1
goneMork’s RoarMork’s Roar
- Range
36"- Attacks
12- Ballistic Skill
5+- Strength
5- AP
0- Damage
1
newMork’s Roar — AimedLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newMork’s Roar — AimedRAPID FIRE 4
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
newMork’s Roar — Point BlankCLOSE-QUARTERS
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
newMork’s Roar — Point BlankTORRENT
- Rules
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
goneMork’s Roar — Mork’s RoarRapid Fire 4
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
goneMakari: Default Wargear
new1 Ghazghkull Thraka
- Points
- 300 pts
- Ghazghkull Thraka count
- 1
gone1 Ghazghkull Thraka, 1 Makari
- Points
235 pts- Ghazghkull Thraka count
1- Makari count
1
changedGorkanaut
- Unit Composition
■- 1
1GorkanautGorkanautThismodel
This model is equipped
with:with:deffstorm1mega-shoota;Deffstorm mega‑shoota; 2rokkitDuallaunchas;Bigskorcha;Shoota;21twinKlawbigofshootas;Gork;klaw2ofRokkitGork.Launcha; 1 Skorcha.- 1
- Base Size
170 x 109mm Oval Base- Points Scaling
+20 pts per 3 models+30 pts per 3 models
changedGorkanaut
- Movement
8"9"- Save
3+2+- Keywords
Vehicle, Titanic, Towering, Walker, Transport, GorkanautTitanic, Towering, Transport, Vehicle, Walker- Equipped With
Deffstorm mega-shoota, Rokkit launcha, Skorcha, Twin big shoota, Klaw of GorkDeffstorm Mega-shoota, Dual Big Shoota, Klaw of Gork, Rokkit Launcha, Skorcha
newGut Hatch
- Rules
In your Movement phase, when this unit ends a normal move, units embarked within this unit can make an assault disembark move (pg 121).
newSuper-heavy Walker
newDamaged 7
goneClankin’ Forward
- Rules
Each time this model makes a Normal, Advance or Fall Back move, it can move over enemy models (excluding MONSTERS and VEHICLES) and terrain features that are 4" or less in height as if they were not there.
changedBig an’ Stompy
- Rules
Each time this model makesThisaunit’s meleeattack, if the Waaagh! is active for your army,attacksaddcan1re‑rolltohittherollsHitofroll.1.
newTRANSPORT
- Rules
This model has a transport capacity of 12 Orks Infantry models. It cannot transport Ghazghkull Thraka models. Each Mega Armour/Jump Pack model takes up the space of 2 models.
goneTransport
- Rules
This model has a transport capacity of 12 ORKS INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models. It cannot transport GHAZGHKULL THRAKA.
newDeffstorm Mega-shoota
- Type
- weapon
newDual Big Shoota
- Type
- weapon
newRokkit Launcha
- Type
- weapon
goneDeffstorm mega-shoota
- Type
weapon
goneRokkit launcha
- Type
weapon
goneTwin big shoota
- Type
weapon
newDeffstorm Mega-shootaAimed
- Range
- 36"
- Attacks
- 20
- Ballistic Skill
- 5+
- Strength
- 6
- AP
- -1
- Damage
- 1
newDeffstorm Mega-shootaPoint Blank
- Range
- 12"
- Attacks
- 3D6
- Ballistic Skill
- -
- Strength
- 6
- AP
- -1
- Damage
- 1
newDeffstorm Mega-shoota — AimedLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newDeffstorm Mega-shoota — Point BlankTORRENT
- Rules
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
newDual Big ShootaDual Big Shoota
- Range
- 36"
- Attacks
- 6
- Ballistic Skill
- 5+
- Strength
- 5
- AP
- 0
- Damage
- 1
newDual Big Shoota — Dual Big ShootaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newDual Big Shoota — Dual Big ShootaRAPID FIRE 4
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
newRokkit LaunchaBlasta
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 5
- AP
- 0
- Damage
- 1
newRokkit LaunchaBusta
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 10
- AP
- -2
- Damage
- 3
newRokkit Launcha — BlastaBLAST 2
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneDeffstorm mega-shootaDeffstorm mega-shoota
- Range
36"- Attacks
20- Ballistic Skill
5+- Strength
6- AP
-1- Damage
1
goneDeffstorm mega-shoota — Deffstorm mega-shootaRapid Fire 10
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
goneRokkit launchaRokkit launcha
- Range
24"- Attacks
D3- Ballistic Skill
5+- Strength
9- AP
-2- Damage
3
goneRokkit launcha — Rokkit launchaBlast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneTwin big shootaTwin big shoota
- Range
36"- Attacks
3- Ballistic Skill
5+- Strength
5- AP
0- Damage
1
goneTwin big shoota — Twin big shootaRapid Fire 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
goneTwin big shoota — Twin big shootaTwin-linked
- Rules
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
newKlaw of GorkKlaw of Gork
- Range
- Melee
- Attacks
- 6
- Weapon Skill
- 3+
- Strength
- 18
- AP
- -3
- Damage
- 6
goneKlaw of Gorkstrike
- Range
Melee- Attacks
5- Weapon Skill
3+- Strength
18- AP
-3- Damage
6
goneKlaw of Gorksweep
- Range
Melee- Attacks
15- Weapon Skill
3+- Strength
8- AP
-1- Damage
2
newKlaw of Gork — Klaw of GorkCLEAVE 3
- Rules
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
changedSkorchaSkorcha
- Attacks
D63- AP
-10
newSkorcha — SkorchaBLAST 1
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
newSkorcha — SkorchaTORRENT
- Rules
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
goneSkorcha — SkorchaIgnores Cover
- Rules
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
goneSkorcha — SkorchaTorrent
- Rules
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
changed1 Gorkanaut
- Points
255 pts325 pts
changedGretchin
- Unit Composition
■- 10‑20
0-1GretchinRuntherdmodels
Every
andmodel10isGretchinequipped
OR
■0-2with:Runtherds1andScavenged20Shivs;Gretchin1 Grot Blasta.- 10‑20
- Base Size
Runtherd: 32mm Gretchin: 25mm25mm
goneRuntherd
- Movement
6"- Toughness
5- Save
5+- Wounds
2- Leadership
7+- Objective Control
1- Keywords
Infantry, Grots, Gretchin- Equipped With
Slugga, Runtherd tools
changedGretchin
- Save
7+6+- Objective Control
21- Keywords
Infantry, Grots, GretchinGrots, Infantry- Equipped With
Grot blasta, Close combat weaponGrot Blasta, Scavenged Shivs
newDowntrodden
- Rules
For the purposes of transport capacity, each 2 Gretchin models (rounding up) take up the space of 1 model.
goneRuntherd
- Rules
Each time an attack targets this unit, if it contains one or more Gretchin models, until that attack is resolved, Runtherd models in this unit have a Toughness characteristic of 2.
changedThievin’ Scavengers
- Rules
At the
startend of your Movement phase,roll one D6 for each objective marker you control that has one or more units from your army withif thisability within range of it (excluding Battle-shocked units). Ifunitoneisorcontrollingmoreanofobjective,thosethatrollsobjective isa 4+, you gain 1CP.secured.
newGrot Blasta
- Type
- weapon
newScavenged Shivs
- Type
- weapon
goneClose combat weapon
- Type
weapon
goneGrot blasta
- Type
weapon
goneRuntherd tools
- Type
weapon
goneSlugga
- Type
weapon
newGrot BlastaGrot Blasta
- Range
- 12"
- Attacks
- 1
- Ballistic Skill
- 4+
- Strength
- 3
- AP
- 0
- Damage
- 1
newGrot Blasta — Grot BlastaCLOSE-QUARTERS
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
newScavenged ShivsScavenged Shivs
- Range
- Melee
- Attacks
- 1
- Weapon Skill
- 5+
- Strength
- 2
- AP
- 0
- Damage
- 1
goneClose combat weaponClose combat weapon
- Range
Melee- Attacks
1- Weapon Skill
5+- Strength
2- AP
0- Damage
1
goneGrot blastaGrot blasta
- Range
12"- Attacks
1- Ballistic Skill
4+- Strength
3- AP
0- Damage
1
goneGrot blasta — Grot blastaPistol
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
goneRuntherd toolsRuntherd tools
- Range
Melee- Attacks
3- Weapon Skill
3+- Strength
5- AP
0- Damage
1
goneSluggaSlugga
- Range
12"- Attacks
1- Ballistic Skill
5+- Strength
4- AP
0- Damage
1
goneSlugga — SluggaPistol
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
goneRuntherd: Default Wargear
new10 Gretchin
- Points
- 45 pts
- Gretchin count
- 10
new11-20 Gretchin
- Points
- 80 pts
- Gretchin count
- 11-20
gone10 Gretchin, 1 Runtherd
- Points
45 pts- Gretchin count
10- Runtherd count
1
gone20 Gretchin, 2 Runtherd
- Points
90 pts- Gretchin count
20- Runtherd count
2
gone10 Gretchin, 0 Runtherd
- Points
45 pts- Gretchin count
10- Runtherd count
0
gone20 Gretchin, 0 Runtherd
- Points
80 pts- Gretchin count
20- Runtherd count
0
gone20 Gretchin, 1 Runtherd
- Points
85 pts- Gretchin count
20- Runtherd count
1
changedHunta Rig
- Unit Composition
■ 1- 1 Hunta
RigThisRig model
This model is equipped
with:with:’eavy1lobba;ButchastikkaBoyz;kannon;1butcha’Eavyboyz;Lobba;savage1hornsSavage Horns andhooves;Hooves;saw1blades.Saw Blades; 1 Stikka Kannon.- 1 Hunta
- Base Size
170 x 109mm Oval Base170x109mm Oval Base- Points Scaling
- +10 pts per 3 models
changedHunta Rig
- Invulnerable Save
- 6+
- Keywords
Monster, Transport, Beast Snagga, Hunta RigBeast Snagga, Monster, Transport, Wagon- Equipped With
’Eavy lobba, Stikka kannon, Butcha boyz, Savage horns and hooves, Saw bladesButcha Boyz, ’Eavy Lobba, Savage Horns and Hooves, Saw Blades, Stikka Kannon
newFully Loaded Butchery
- Rules
This unit’s Butcha Boyz weapon has +2 A for each model embarked within this unit (to a maximum of +22 A).
newTramplasquig Charge
- Rules
When you target this unit with the Crushing Impact stratagem, that use is -1 CP.
newFeel No Pain 5+
newDamaged 6
goneFeel No Pain 6+
goneOn Da Hunt
- Rules
For each model embarked within this TRANSPORT, add 1 to the Attacks characteristic of this model’s butcha boyz weapon (to a maximum of +6).
newTRANSPORT
- Rules
This model has a transport capacity of 22 Beast Snaggas Infantry models.
goneTransport
- Rules
This model has a transport capacity of 21 BEAST SNAGGA INFANTRY models.
newButcha Boyz
- Type
- weapon
newSavage Horns and Hooves
- Type
- weapon
newSaw Blades
- Type
- weapon
newStikka Kannon
- Type
- weapon
new’Eavy Lobba
- Type
- weapon
goneButcha boyz
- Type
weapon
goneSavage horns and hooves
- Type
weapon
goneSaw blades
- Type
weapon
goneStikka kannon
- Type
weapon
gone’Eavy lobba
- Type
weapon
newButcha BoyzButcha Boyz
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 5
- AP
- -1
- Damage
- 1
newButcha Boyz — Butcha BoyzANTI-MONSTER/VEHICLE 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
newSavage Horns and HoovesSavage Horns and Hooves
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 4+
- Strength
- 8
- AP
- -1
- Damage
- 3
newSavage Horns and Hooves — Savage Horns and HoovesEXTRA ATTACKS
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
newSavage Horns and Hooves — Savage Horns and HoovesLANCE
- Rules
Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.
newSaw BladesSaw Blades
- Range
- Melee
- Attacks
- 6
- Weapon Skill
- 3+
- Strength
- 10
- AP
- -2
- Damage
- 2
newSaw Blades — Saw BladesCLEAVE 1
- Rules
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
newSaw Blades — Saw BladesEXTRA ATTACKS
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
newStikka KannonStikka Kannon
- Range
- 12"
- Attacks
- 1
- Ballistic Skill
- 5+
- Strength
- 12
- AP
- -2
- Damage
- 3
newStikka Kannon — Stikka KannonANTI-MONSTER/VEHICLE 2+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
new’Eavy Lobba’Eavy Lobba
- Range
- 48"
- Attacks
- 3
- Ballistic Skill
- 5+
- Strength
- 6
- AP
- 0
- Damage
- 2
new’Eavy Lobba — ’Eavy LobbaBLAST 2
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
new’Eavy Lobba — ’Eavy LobbaINDIRECT FIRE
- Rules
Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).
goneButcha boyzButcha boyz
- Range
Melee- Attacks
4- Weapon Skill
3+- Strength
5- AP
-1- Damage
1
goneButcha boyz — Butcha boyzExtra Attacks
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
goneButcha boyz — Butcha boyzAnti-monster 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneButcha boyz — Butcha boyzAnti-vehicle 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneSavage horns and hoovesSavage horns and hooves
- Range
Melee- Attacks
4- Weapon Skill
4+- Strength
8- AP
-1- Damage
3
goneSavage horns and hooves — Savage horns and hoovesExtra Attacks
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
goneSavage horns and hooves — Savage horns and hoovesLance
- Rules
Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.
goneSaw bladesSaw blades
- Range
Melee- Attacks
6- Weapon Skill
3+- Strength
10- AP
-2- Damage
2
goneStikka kannonStikka kannon
- Range
12"- Attacks
1- Ballistic Skill
5+- Strength
12- AP
-2- Damage
3
goneStikka kannon — Stikka kannonAnti-monster 2+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneStikka kannon — Stikka kannonAnti-vehicle 2+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneStikka kannon — Stikka kannonSnagged
- Rules
Each time this weapon scores a hit against a MONSTER or VEHICLE unit, until the end of the turn, if the bearer selects that unit as a target of a charge, add 2 to Charge rolls made for the bearer and enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer.
gone’Eavy lobbaEavy lobba
- Range
48"- Attacks
D6- Ballistic Skill
5+- Strength
6- AP
0- Damage
2
gone’Eavy lobba — Eavy lobbaBlast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone’Eavy lobba — Eavy lobbaIndirect Fire
- Rules
Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).
changed1 Hunta Rig
- Points
125 pts165 pts
changedKilla Kans
- Unit Composition
■ 3-6- 3‑6 Killa
KansEveryKan models
Every model is equipped
with:with: 1 Kanshoota;Blasta; 1 Kanklaw.Klaw.- 3‑6 Killa
- Points Scaling
+10 pts per 3 models+20 pts per 3 models
changedKilla Kan
- Movement
6"8"- Toughness
67- Keywords
Vehicle, Walker, Grots, Killa KansGrots, Vehicle, Walker- Equipped With
Kan shoota, Kan klawKan Blasta, Kan Klaw
newSpiteful Power Trip
- Rules
This unit’s attacks that target a unit that has no models with a T of 7+ have +1 to hit rolls.
goneShooty Power Trip
- Rules
Each time this unit is selected to shoot, you can roll one D6:
■ On a 1‑2, this unit suffers D3 mortal wounds.
■ On a 3‑4, until the end of the phase, add 1 to the Strength characteristic of ranged weapons equipped by models in this unit.
■ On a 5‑6, until the end of the phase, add 1 to the Attacks characteristic of ranged weapons equipped by models in this unit.
newKan Blasta
- Type
- weapon
newKan Klaw
- Type
- weapon
goneGrotzooka
- Type
weapon
goneKan klaw
- Type
weapon
goneKan shoota
- Type
weapon
goneRokkit launcha
- Type
weapon
goneSkorcha
- Type
weapon
newKan BlastaDakka
- Range
- 24"
- Attacks
- 4
- Ballistic Skill
- 4+
- Strength
- 6
- AP
- -1
- Damage
- 1
newKan BlastaKill Shot
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 4+
- Strength
- 10
- AP
- -2
- Damage
- 3
newKan BlastaPoint Blank
- Range
- 12"
- Attacks
- 3
- Ballistic Skill
- -
- Strength
- 5
- AP
- -1
- Damage
- 1
newKan Blasta — DakkaBLAST 1
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
newKan Blasta — DakkaIGNORES COVER
- Rules
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
newKan Blasta — DakkaSUSTAINED HITS 1
- Rules
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
newKan Blasta — Point BlankBLAST 2
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
newKan Blasta — Point BlankTORRENT
- Rules
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
newKan KlawKan Klaw
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 4+
- Strength
- 8
- AP
- -2
- Damage
- 3
goneGrotzookaGrotzooka
- Range
18"- Attacks
D3+3- Ballistic Skill
4+- Strength
6- AP
-1- Damage
1
goneGrotzooka — GrotzookaBlast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneGrotzooka — GrotzookaIgnores Cover
- Rules
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
goneKan klawKan klaw
- Range
Melee- Attacks
3- Weapon Skill
4+- Strength
8- AP
-2- Damage
3
goneKan shootaKan shoota
- Range
36"- Attacks
3- Ballistic Skill
4+- Strength
5- AP
0- Damage
1
goneKan shoota — Kan shootaDevastating Wounds
- Rules
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
goneKan shoota — Kan shootaRapid Fire 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
goneRokkit launchaRokkit launcha
- Range
24"- Attacks
D3- Ballistic Skill
4+- Strength
9- AP
-2- Damage
3
goneRokkit launcha — Rokkit launchaBlast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneSkorchaSkorcha
- Range
12"- Attacks
D6- Ballistic Skill
-- Strength
5- AP
-1- Damage
1
goneSkorcha — SkorchaIgnores Cover
- Rules
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
goneSkorcha — SkorchaTorrent
- Rules
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
goneKilla Kan: Each Killa Kan’s Kan shoota can be replaced with one of the following:
gone■ Each Killa Kan’s Kan shoota can be replaced with one of the following: ◦ 1 grotzooka ◦ 1 rokkit launcha ◦ 1 skorcha
new4-6 Killa Kan
- Points
- 260 pts
- Killa Kan count
- 4-6
gone3 Killa Kan
- Points
120 pts- Killa Kan count
3
changed3 Killa Kan
- Points
240 pts130 pts- Killa Kan count
4-63
changedKill Rig
- Unit Composition
■ 1- 1 Kill
RigThisRig model
This model is equipped
with:with:’eavy1lobba;ButchastikkaBoyz;kannon;1wurrtower;’EavybutchaLobba;boyz;1savageSavagehornsHorns andhooves;Hooves;saw1blades.Saw Blades; 1 Stikka Kannon; 1 Wurrtower.- 1 Kill
- Base Size
170 x 109mm Oval Base170x109mm Oval Base- Points Scaling
- +10 pts per 3 models
changedKill Rig
- Invulnerable Save
- 6+
- Keywords
Monster, Transport, Psyker, Beast Snagga, Kill RigBeast Snagga, Monster, Psyker, Transport, Wagon- Equipped With
’Eavy lobba, Stikka kannon, Wurrtower, Butcha boyz, Savage horns and hooves, Saw bladesButcha Boyz, ’Eavy Lobba, Savage Horns and Hooves, Saw Blades, Stikka Kannon, Wurrtower
newWurrboy (psyker level 1)
- Rules
This model has the psychic abilities listed in the Psychic Abilities section (see left).
newUnstable Energies
- Rules
-
newDamaged 6
newFeel No Pain 5+
goneFeel No Pain 6+
goneSpirit of Gork
- Rules
At the start of the Fight phase, you can select one friendly ORKS unit within 12" of this model and roll one D6: on a 1, this model suffers D3 mortal wounds; on a 2‑5, until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in that unit; on a 6, until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in that unit and those weapons have the [LETHAL HITS] ability.
newWurrboy (psyker level 1)Beastscent (psychic level 1)
- Rules
In your Movement phase, when a unit embarked within this unit is selected to make a disembark move, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:
- On a 1, this unit is battle-shocked.
- That disembarking unit's attacks that target a Monster/Vehicle unit have +1 to wound rolls until the end of the turn.
newWurrboy (psyker level 1)Warpath (psychic level 1)
- Rules
In the Fight phase, when this unit is selected to fight, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:
- On a 1, this unit is battle-shocked.
- This unit's melee attacks have [Lethal Hits] and [Psychic].
newTRANSPORT
- Rules
This model has a transport capacity of 12 Beast Snaggas Infantry models.
goneTransport
- Rules
This model has a transport capacity of 11 BEAST SNAGGA INFANTRY models.
newButcha Boyz
- Type
- weapon
newSavage Horns and Hooves
- Type
- weapon
newSaw Blades
- Type
- weapon
newStikka Kannon
- Type
- weapon
new’Eavy Lobba
- Type
- weapon
goneButcha boyz
- Type
weapon
goneSavage horns and hooves
- Type
weapon
goneSaw blades
- Type
weapon
goneStikka kannon
- Type
weapon
gone’Eavy lobba
- Type
weapon
newButcha BoyzButcha Boyz
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 5
- AP
- -1
- Damage
- 1
newButcha Boyz — Butcha BoyzANTI-MONSTER/VEHICLE 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
newButcha Boyz — Butcha BoyzEXTRA ATTACKS
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
newSavage Horns and HoovesSavage Horns and Hooves
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 4+
- Strength
- 8
- AP
- -1
- Damage
- 3
newSavage Horns and Hooves — Savage Horns and HoovesEXTRA ATTACKS
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
newSavage Horns and Hooves — Savage Horns and HoovesLANCE
- Rules
Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.
newSaw BladesSaw Blades
- Range
- Melee
- Attacks
- 6
- Weapon Skill
- 3+
- Strength
- 10
- AP
- -2
- Damage
- 2
newSaw Blades — Saw BladesCLEAVE 1
- Rules
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
newSaw Blades — Saw BladesEXTRA ATTACKS
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
newStikka KannonStikka Kannon
- Range
- 12"
- Attacks
- 1
- Ballistic Skill
- 5+
- Strength
- 12
- AP
- -2
- Damage
- 3
newStikka Kannon — Stikka KannonANTI-MONSTER/VEHICLE 2+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
new’Eavy Lobba’Eavy Lobba
- Range
- 48"
- Attacks
- 3
- Ballistic Skill
- 5+
- Strength
- 6
- AP
- 0
- Damage
- 2
new’Eavy Lobba — ’Eavy LobbaBLAST 2
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
new’Eavy Lobba — ’Eavy LobbaINDIRECT FIRE
- Rules
Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).
goneButcha boyzButcha boyz
- Range
Melee- Attacks
4- Weapon Skill
3+- Strength
5- AP
-1- Damage
1
goneButcha boyz — Butcha boyzExtra Attacks
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
goneButcha boyz — Butcha boyzAnti-monster 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneButcha boyz — Butcha boyzAnti-vehicle 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneSavage horns and hoovesSavage horns and hooves
- Range
Melee- Attacks
4- Weapon Skill
4+- Strength
8- AP
-1- Damage
3
goneSavage horns and hooves — Savage horns and hoovesExtra Attacks
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
goneSavage horns and hooves — Savage horns and hoovesLance
- Rules
Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.
goneSaw bladesSaw blades
- Range
Melee- Attacks
6- Weapon Skill
3+- Strength
10- AP
-2- Damage
2
goneStikka kannonStikka kannon
- Range
12"- Attacks
1- Ballistic Skill
5+- Strength
12- AP
-2- Damage
3
goneStikka kannon — Stikka kannonAnti-monster 2+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneStikka kannon — Stikka kannonAnti-vehicle 2+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneStikka kannon — Stikka kannonSnagged
- Rules
Each time this weapon scores a hit against a MONSTER or VEHICLE unit, until the end of the turn, if the bearer selects that unit as a target of a charge, add 2 to Charge rolls made for the bearer and enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer.
gone’Eavy lobbaEavy lobba
- Range
48"- Attacks
D6- Ballistic Skill
5+- Strength
6- AP
0- Damage
2
gone’Eavy lobba — Eavy lobbaBlast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone’Eavy lobba — Eavy lobbaIndirect Fire
- Rules
Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).
changedWurrtowerWurrtower
- Attacks
D31- Damage
D66
newWurrtower — WurrtowerHAZARDOUS
- Rules
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
newWurrtower — WurrtowerPSYCHIC
- Rules
Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).
newWurrtower — WurrtowerTORRENT
- Rules
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
goneWurrtower — WurrtowerHazardous
- Rules
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
goneWurrtower — WurrtowerPsychic
- Rules
Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).
goneWurrtower — WurrtowerTorrent
- Rules
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
changed1 Kill Rig
- Points
145 pts175 pts
changedKommandos
- Unit Composition
■ 1- 1
BossNobNob ■model - 9
9KommandoKommandosEverymodels
Every model is equipped
with:with:slugga;1choppa.Choppa; 1 Slugga.- 1
changedKommando
- Keywords
Infantry, Grenades, Smoke, KommandosExplosives, Infantry, Smoke- Equipped With
Slugga, ChoppaChoppa, Slugga
changedNob
- Wounds
23- Keywords
Infantry, Grenades, Smoke, KommandosExplosives, Infantry, Smoke- Equipped With
Slugga, ChoppaChoppa, Slugga
newFound ’Em!
- Rules
In your Movement phase, you can select one enemy unit within 12" of this unit. That unit has +3" detection range until the end of the turn. Place one Kommando Grot token next to that enemy unit to remind you.
newTaktikal Know-wotz
- Rules
In the Declare Battle Formations step, you can split this unit into two units, each with a starting strength of 5. If you do, select which one of those units will have the Bomb Squig ability and which one of those units will have the Found ’Em! ability.
newNowhere to Hide
- Rules
This unit’s attacks that target a hidden unit have +1 to hit rolls.
newBomb Squig (Once per battle, per unit)
- Rules
In your Movement phase, when this unit ends a normal move, you can select one visible enemy unit within 12" of this unit and roll one D6:
- On a 3+, that enemy unit suffers D3 mortal wounds.
Place one Bomb Squig token next to the unit, removing it after this ability is used.
goneSneaky Gitz
- Rules
Enemy units cannot target this unit with snap shooting attacks.
gonePatrol Squad
- Rules
At the start of the Declare Battle Formations step this unit can be split into two units, each containing five models.
(when splitting a unit in this way, make a note of which models form each of the two new units. If you are splitting a unit that is equipped with 1 bomb squig and/or 1 distraction grot, only one of the new units can use that ability during the battle – make a note of which of the new units this will be).
newBig Choppa
- Type
- weapon
newBreacha Ram
- Type
- weapon
newKustom Shoota
- Type
- weapon
newPower Klaw
- Type
- weapon
newRokkit Launcha
- Type
- weapon
goneBomb Squig
- Type
wargear- Rule Text
Once per battle, for each bomb squig this unit has, after this unit ends a Normal move, you can use one Bomb Squig. If you do, select one enemy unit within 12" and visible to this unit and roll one D6: on a 3+, that enemy unit suffers D3 mortal wounds.
goneDistraction Grot
- Type
wargear- Rule Text
Once per battle, in your opponent’s Shooting phase, before making a saving throw for a model in this unit, it can deploy the distraction grot. If it does, until the end of the phase, models in this unit have a 5+ invulnerable save.
*Designer’s Note: Place a Distraction Grot token next to the unit, removing it when this unit uses this ability.*
goneBig choppa
- Type
weapon
goneBreacha ram
- Type
weapon
goneClose combat weapon
- Type
weapon
goneKustom shoota
- Type
weapon
gonePower klaw
- Type
weapon
goneRokkit launcha
- Type
weapon
newBig ChoppaBig Choppa
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 7
- AP
- -1
- Damage
- 2
newBig Choppa — Big ChoppaCLEAVE 2
- Rules
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
newBreacha RamBreacha Ram
- Range
- Melee
- Attacks
- 2
- Weapon Skill
- 4+
- Strength
- 8
- AP
- -2
- Damage
- 2
newKustom ShootaKustom Shoota
- Range
- 18"
- Attacks
- 4
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
newKustom Shoota — Kustom ShootaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newKustom Shoota — Kustom ShootaRAPID FIRE 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
newPower KlawPower Klaw
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 10
- AP
- -2
- Damage
- 2
newRokkit LaunchaBlasta
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
newRokkit LaunchaBusta
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 10
- AP
- -2
- Damage
- 3
newRokkit Launcha — BlastaBLAST 2
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneBig choppaBig choppa
- Range
Melee- Attacks
4- Weapon Skill
3+- Strength
7- AP
-1- Damage
2
goneBreacha ramBreacha ram
- Range
Melee- Attacks
2- Weapon Skill
4+- Strength
9- AP
-2- Damage
2
goneClose combat weaponClose combat weapon
- Range
Melee- Attacks
2- Weapon Skill
3+- Strength
4- AP
0- Damage
1
goneKustom shootaKustom shoota
- Range
18"- Attacks
4- Ballistic Skill
5+- Strength
4- AP
0- Damage
1
goneKustom shoota — Kustom shootaRapid Fire 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gonePower klawPower klaw
- Range
Melee- Attacks
3- Weapon Skill
4+- Strength
9- AP
-2- Damage
2
goneRokkit launchaRokkit launcha
- Range
24"- Attacks
D3- Ballistic Skill
5+- Strength
9- AP
-2- Damage
3
goneRokkit launcha — Rokkit launchaBlast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
changedBurnaBurna
- Attacks
D63
newBurna — BurnaBLAST 1
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
newBurna — BurnaTORRENT
- Rules
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
goneBurna — BurnaIgnores Cover
- Rules
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
goneBurna — BurnaTorrent
- Rules
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
changedChoppaChoppa
- Strength
45
newSlugga — SluggaCLOSE-QUARTERS
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
newSlugga — SluggaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
goneSlugga — SluggaPistol
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
newNob: Default Wargear
newNob: The Nob can have their Choppa replaced with one of the following: ▫ 1 Big Choppa ▫ 1 Power Klaw
newKommando: 1 Kommando model can be equipped with 1 Burna.
newKommando: 1 Kommando model can be equipped with 1 Rokkit Launcha.
newKommando: 1 Kommando model can have their Choppa replaced with 1 Breacha Ram.
newKommando: Up to 2 Kommando models can each be equipped with 1 Kustom Shoota.
goneThis unit can be equipped with 1 bomb squig.
goneThis unit can be equipped with 1 distraction grot.
goneBoss Nob: Default Wargear
goneBoss Nob: The Boss Nob’s choppa can be replaced with one of the following:
goneKommando: Up to 2 Kommandos can each have their slugga and choppa replaced with 1 Kustom shoota and 1 close combat weapon.
goneKommando: 1 Kommando’s slugga and choppa can be replaced with 1 breacha ram.
goneKommando: 1 Kommando’s slugga and choppa can be replaced with 1 burna and 1 close combat weapon.
goneKommando: 1 Kommando’s slugga and choppa can be replaced with 1 rokkit launcha and 1 close combat weapon.
newThe Nob can have their Choppa replaced with one of the following: ▫ 1 Big Choppa ▫ 1 Power Klaw
new1 Kommando model can be equipped with 1 Burna.
new1 Kommando model can be equipped with 1 Rokkit Launcha.
new1 Kommando model can have their Choppa replaced with 1 Breacha Ram.
newUp to 2 Kommando models can each be equipped with 1 Kustom Shoota.
gone■ The Boss Nob’s choppa can be replaced with one of the following: ◦ 1 big choppa ◦ 1 power klaw
gone■ Up to 2 Kommandos can each have their slugga and choppa replaced with 1 Kustom shoota and 1 close combat weapon.
gone■ 1 Kommando’s slugga and choppa can be replaced with 1 breacha ram.
gone■ 1 Kommando’s slugga and choppa can be replaced with 1 burna and 1 close combat weapon.
gone■ 1 Kommando’s slugga and choppa can be replaced with 1 rokkit launcha and 1 close combat weapon.
gone■ This unit can be equipped with 1 bomb squig.
gone■ This unit can be equipped with 1 distraction grot.
new1 Nob, 9 Kommando
- Points
- 125 pts
- Nob count
- 1
- Kommando count
- 9
gone1 Boss Nob, 9 Kommando
- Points
120 pts- Boss Nob count
1- Kommando count
9
changedMeganobz
- Unit Composition
■- 2‑6
2-6MeganobMeganobzEverymodels
Every model is equipped
with:with:kustom1shoota;KustompowerShoota;klaw.1 Power Klaw.- 2‑6
- Points Scaling
+20 pts per 3 models+40 pts per 3 models
changedMeganob
- Keywords
Infantry, Grenades, Mega Armour, MeganobzExplosives, Infantry, Mega Armour- Equipped With
Kustom shoota, Power klawKustom Shoota, Power Klaw
newArrogant Invulnerability
- Rules
Attacks that target this unit have -1 AP.
changedKrumpin’ Time
- Rules
WhileIn theWaaagh!Fightisphase,activeifforthisyourunitarmy,ismodelsriledinup, this unithave the FeelhasNo+1Painto5+hitability.rolls.
newKustom Shoota
- Type
- weapon
newPower Klaw
- Type
- weapon
newTwin Killsaws
- Type
- weapon
goneKustom shoota
- Type
weapon
gonePower klaw
- Type
weapon
goneTwin killsaws
- Type
weapon
newKustom ShootaAimed
- Range
- 18"
- Attacks
- 4
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
newKustom ShootaPoint Blank
- Range
- 6"
- Attacks
- D3+3
- Ballistic Skill
- -
- Strength
- 4
- AP
- 0
- Damage
- 1
newKustom Shoota — AimedLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newKustom Shoota — AimedRAPID FIRE 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
newKustom Shoota — Point BlankCLOSE-QUARTERS
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
newKustom Shoota — Point BlankTORRENT
- Rules
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
newPower KlawPower Klaw
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 10
- AP
- -2
- Damage
- 2
newTwin KillsawsTwin Killsaws
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 4+
- Strength
- 10
- AP
- -2
- Damage
- 3
newTwin Killsaws — Twin KillsawsTWIN-LINKED
- Rules
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
goneKustom shootaKustom shoota
- Range
18"- Attacks
4- Ballistic Skill
5+- Strength
4- AP
0- Damage
1
goneKustom shoota — Kustom shootaRapid Fire 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gonePower klawPower klaw
- Range
Melee- Attacks
3- Weapon Skill
4+- Strength
9- AP
-2- Damage
2
goneTwin killsawsTwin killsaw
- Range
Melee- Attacks
2- Weapon Skill
4+- Strength
12- AP
-3- Damage
2
goneTwin killsaws — Twin killsawTwin-linked
- Rules
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
changedKillsawKillsaw
- Attacks
23- Strength
1210- AP
-3-2- Damage
23
newKombi-weaponKill Shot
- Range
- 24"
- Attacks
- 1
- Ballistic Skill
- 5+
- Strength
- 10
- AP
- -2
- Damage
- 3
newKombi-weaponPoint Blank
- Range
- 12"
- Attacks
- 3
- Ballistic Skill
- -
- Strength
- 5
- AP
- 0
- Damage
- 1
newKombi-weaponShoota
- Range
- 18"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
goneKombi-weaponKombi-weapon
- Range
24"- Attacks
1- Ballistic Skill
5+- Strength
4- AP
0- Damage
1
newKombi-weapon — Point BlankBLAST 1
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
newKombi-weapon — Point BlankTORRENT
- Rules
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
newKombi-weapon — ShootaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newKombi-weapon — ShootaRAPID FIRE 1
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
goneKombi-weapon — Kombi-weaponAnti-infantry 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneKombi-weapon — Kombi-weaponDevastating Wounds
- Rules
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
goneKombi-weapon — Kombi-weaponRapid Fire 1
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
newMeganob: Any number of models can each have their Power Klaw replaced with 1 Killsaw.
newMeganob: Any number of models can each have their Kustom Shoota replaced with 1 Kombi‑weapon.
newMeganob: Any number of models can each have their Power Klaw and Kustom Shoota replaced with 1 Twin Killsaws.
goneMeganob: Any number of models can each have their kustom shoota and power klaw replaced with one of the following: ◦ 1 kombi-weapon and 1 power klaw ◦ 1 kombi-weapon and 1 killsaw ◦ 1 kustom shoota and 1 killsaw ◦ 1 killsaw and 1 power klaw ◦ 1 twin killsaws
newAny number of models can each have their Power Klaw replaced with 1 Killsaw.
newAny number of models can each have their Kustom Shoota replaced with 1 Kombi‑weapon.
newAny number of models can each have their Power Klaw and Kustom Shoota replaced with 1 Twin Killsaws.
gone■ Any number of models can each have their kustom shoota and power klaw replaced with one of the following: ◦ 1 kombi-weapon and 1 power klaw ◦ 1 kombi-weapon and 1 killsaw ◦ 1 kustom shoota and 1 killsaw ◦ 1 killsaw and 1 power klaw ◦ 1 twin killsaws
new3 Meganob
- Points
- 110 pts
- Meganob count
- 3
new4-5 Meganob
- Points
- 185 pts
- Meganob count
- 4-5
new6 Meganob
- Points
- 225 pts
- Meganob count
- 6
gone2 Meganob
- Points
60 pts- Meganob count
2
gone3 Meganob
- Points
90 pts- Meganob count
3
gone4-5 Meganob
- Points
150 pts- Meganob count
4-5
changed2 Meganob
- Points
180 pts75 pts- Meganob count
62
changedMek
- Unit Composition
■- 1
1MekMekThismodel
This model is equipped
with:with:kustom1mega‑slugga;KustomcloseMega‑slugga;combat1weapon.Mek’s Toolz.- 1
changedMek
- Keywords
Infantry, Character, MekCharacter, Explosives, Infantry- Equipped With
Kustom mega-slugga, Close combat weaponKustom Mega-slugga, Mek’s Toolz
newKustom Dakka
- Rules
This unit’s ranged attacks have [Ignores Cover].
newSupport
newClever Know-wotz
- Rules
In your Movement phase, at the start or end of this unit's move, you can select one friendly Orks Vehicle model (excluding Aircraft/Titanic models) within 3" of this model:
- That Vehicle model heals D3 wounds.
- That Vehicle model's attacks have +1 to hit rolls until the start of your next Movement phase.
goneLeader
goneKnow-wotz
- Rules
While this model is within 3" of one or more friendly ORKS VEHICLE units, this model has the Lone Operative ability.
goneMekaniak
- Rules
At the end of your Movement phase, you can select one friendly ORKS VEHICLE model within 3" of this model. That VEHICLE model regains up to D3 lost wounds, and, until the start of your next Movement phase, each time that VEHICLE model makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per turn.
newSupport
- Rules
This model can be attached to the following units:
■ BOYZ
■ FLASH GITZ
■ MEK GUNZ
■ NOBZ
■ TANKBUSTAS
goneLeader
- Rules
This model can be attached to the following units:
■ BOYZ
■ LOOTAS
■ MEK GUNZ
■ NOBZ
■ TANKBUSTAS
newKustom Mega-slugga
- Type
- weapon
newMek’s Toolz
- Type
- weapon
goneClose combat weapon
- Type
weapon
goneKillsaw
- Type
weapon
goneKustom mega-slugga
- Type
weapon
newKustom Mega-sluggaKustom Mega-slugga
- Range
- 12"
- Attacks
- 3
- Ballistic Skill
- 4+
- Strength
- 8
- AP
- -2
- Damage
- 3
newKustom Mega-slugga — Kustom Mega-sluggaCLOSE-QUARTERS
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
newKustom Mega-slugga — Kustom Mega-sluggaHAZARDOUS
- Rules
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
newMek’s ToolzMek’s Toolz
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 5
- AP
- 0
- Damage
- 1
goneClose combat weaponClose combat weapon
- Range
Melee- Attacks
3- Weapon Skill
3+- Strength
4- AP
0- Damage
1
goneKillsawKillsaw
- Range
Melee- Attacks
1- Weapon Skill
4+- Strength
12- AP
-3- Damage
2
goneKustom mega-sluggaKustom mega-slugga
- Range
12"- Attacks
D3- Ballistic Skill
5+- Strength
8- AP
-2- Damage
D6
goneKustom mega-slugga — Kustom mega-sluggaBlast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneKustom mega-slugga — Kustom mega-sluggaHazardous
- Rules
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
goneMek: This model’s close combat weapon can be replaced with 1 killsaw.
gone■ This model’s close combat weapon can be replaced with 1 killsaw.
changed1 Mek
- Points
55 pts45 pts
changedMek Gunz
- Unit Composition
■ 1‑3- 1‑3 Mek
GunzEvery model is equipped with: smasha gun; grot crew.*Designer’s Note: Place five Grot Crew tokens next to each MekGunzGunmodels
Every model
when this unitisfirst set up, removing one each time its Mek Gun model loses a wound (a Mek Gun model itselfequippediswith:considered1toScavengedrepresentShivs;its1finalSmashawound).*Gun.- 1‑3 Mek
- Base Size
HullNone
changedMek Gunz
- Movement
3"5"- Toughness
56- Save
5+4+- Keywords
Vehicle, Grots, Mek GunzFrame, Grots, Vehicle- Equipped With
Smasha gun, Grot crewScavenged Shivs, Smasha Gun
newMadcap Artillery
- Rules
In your Shooting phase, when this unit has shot, if all ranged weapons equipped by each Mek Gunz model in this unit are the same, select one enemy unit hit by those attacks. That enemy unit has the ability below that matches that weapon's name until the start of your next turn:
- Bubblechukka: This unit is wobbled. While a wobbled unit is attacking, its targets have the benefit of cover against those attacks.
- Kustom Mega-kannon: This unit is zapped. While a unit is zapped, that unit has -1 Ld.
- Smasha Gun: This unit is smashed. While a unit is smashed, that unit has -2" M.
- Traktor Kannon: This unit is grounded. While a unit is grounded, it cannot take to the skies.
Place five Grot Crew tokens next to each Mek Gun model, removing one each time its Mek Gun model loses a wound (a Mek Gun model itself is considered to represent its final wound).
goneSplat!
- Rules
Each time a model in this unit makes a ranged attack that targets a unit that is at its Starting Strength (excluding MONSTERS and VEHICLES), re‑roll a Hit roll of 1.
newKustom Mega-kannon
- Type
- weapon
newScavenged Shivs
- Type
- weapon
newSmasha Gun
- Type
- weapon
newTraktor Kannon
- Type
- weapon
goneGrot crew
- Type
weapon
goneKustom mega-kannon
- Type
weapon
goneSmasha gun
- Type
weapon
goneTraktor kannon
- Type
weapon
newKustom Mega-kannonKustom Mega-kannon
- Range
- 36"
- Attacks
- D3+1
- Ballistic Skill
- 4+
- Strength
- 12
- AP
- -2
- Damage
- 4
newKustom Mega-kannon — Kustom Mega-kannonBLAST 1
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
newKustom Mega-kannon — Kustom Mega-kannonHAZARDOUS
- Rules
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
newScavenged ShivsScavenged Shivs
- Range
- Melee
- Attacks
- 5
- Weapon Skill
- 5+
- Strength
- 2
- AP
- 0
- Damage
- 1
newSmasha GunSmasha Gun
- Range
- 48"
- Attacks
- 4
- Ballistic Skill
- 4+
- Strength
- 7
- AP
- -3
- Damage
- 3
newSmasha Gun — Smasha GunBLAST 1
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
newTraktor KannonTraktor Kannon
- Range
- 48"
- Attacks
- 2
- Ballistic Skill
- 4+
- Strength
- 6
- AP
- -2
- Damage
- D3+3
newTraktor Kannon — Traktor KannonANTI-FLY 2+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneGrot crewGrot crew
- Range
Melee- Attacks
6- Weapon Skill
5+- Strength
2- AP
0- Damage
1
goneKustom mega-kannonKustom mega-kannon
- Range
36"- Attacks
D6- Ballistic Skill
4+- Strength
12- AP
-1- Damage
D6
goneKustom mega-kannon — Kustom mega-kannonBlast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneKustom mega-kannon — Kustom mega-kannonHazardous
- Rules
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
goneSmasha gunSmasha gun
- Range
48"- Attacks
D3+1- Ballistic Skill
4+- Strength
9- AP
-3- Damage
3
goneSmasha gun — Smasha gunBlast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneTraktor kannonTraktor kannon
- Range
48"- Attacks
1- Ballistic Skill
4+- Strength
10- AP
-2- Damage
D6+1
goneTraktor kannon — Traktor kannonAnti-fly 2+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneTraktor kannon — Traktor kannonDevastating Wounds
- Rules
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
newBubblechukkaBubblechukka
- Range
- 48"
- Attacks
- 8
- Ballistic Skill
- 4+
- Strength
- 3
- AP
- -3
- Damage
- 1
goneBubblechukkabig bubble (1-2)
- Range
48"- Attacks
2D6- Ballistic Skill
4+- Strength
6- AP
-1- Damage
1
goneBubblechukkawobbly bubble (3-4)
- Range
48"- Attacks
D6- Ballistic Skill
4+- Strength
9- AP
-2- Damage
3
goneBubblechukkadense bubble (5-6)
- Range
48"- Attacks
D3- Ballistic Skill
4+- Strength
12- AP
-3- Damage
D6+3
newBubblechukka — BubblechukkaBLAST 3
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
newBubblechukka — BubblechukkaLETHAL HITS
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
goneBubblechukka — big bubble (1-2)Blast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneBubblechukka — big bubble (1-2)Bubblechukka
- Rules
Before selecting targets for one or more models equipped with this weapon, roll one D6 to determine which profile models equipped with this weapon will make attacks with, comparing the result with the numbers shown.
goneBubblechukka — wobbly bubble (3-4)Blast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneBubblechukka — wobbly bubble (3-4)Bubblechukka
- Rules
Before selecting targets for one or more models equipped with this weapon, roll one D6 to determine which profile models equipped with this weapon will make attacks with, comparing the result with the numbers shown.
goneBubblechukka — dense bubble (5-6)Blast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneBubblechukka — dense bubble (5-6)Bubblechukka
- Rules
Before selecting targets for one or more models equipped with this weapon, roll one D6 to determine which profile models equipped with this weapon will make attacks with, comparing the result with the numbers shown.
newMek Gunz: Default Wargear
newMek Gunz: Any number of models can each have their Smasha Gun replaced with one of the following: ▫ 1 Bubblechukka ▫ 1 Kustom Mega‑kannon ▫ 1 Traktor Kannon
goneMek Gun: Default Wargear
goneMek Gun: Each model’s smasha gun can be replaced with one of the following:
newAny number of models can each have their Smasha Gun replaced with one of the following: ▫ 1 Bubblechukka ▫ 1 Kustom Mega‑kannon ▫ 1 Traktor Kannon
gone■ Each model’s smasha gun can be replaced with one of the following: ◦ 1 bubblechukka ◦ 1 kustom mega-kannon ◦ 1 traktor kannon
new1 Mek Gunz
- Points
- 55 pts
- Mek Gunz count
- 1
new2 Mek Gunz
- Points
- 110 pts
- Mek Gunz count
- 2
new3 Mek Gunz
- Points
- 165 pts
- Mek Gunz count
- 3
gone1 Mek Gun
- Points
45 pts- Mek Gun count
1
gone2 Mek Gun
- Points
90 pts- Mek Gun count
2
gone3 Mek Gun
- Points
135 pts- Mek Gun count
3
changedMorkanaut
- Unit Composition
■- 1
1MorkanautMorkanautThismodel
This model is equipped
with:with:kustom2mega-blasta;DualkustomBigmega-zappa;Shoota;21rokkitKlawlaunchas;of2Mork;twin1bigKustomshootas;Mega‑blasta;klaw1ofKustomMork.Mega‑zappa; 2 Rokkit Launcha.- 1
- Base Size
170 x 109mm Oval Base- Points Scaling
+20 pts per 3 models+30 pts per 3 models
changedMorkanaut
- Movement
8"9"- Save
3+2+- Keywords
Vehicle, Titanic, Towering, Transport, Walker, MorkanautTitanic, Towering, Transport, Vehicle, Walker- Equipped With
Kustom mega-blasta, Kustom mega-zappa, Rokkit launcha, Twin big shoota, Klaw of MorkDual Big Shoota, Klaw of Mork, Kustom Mega-blasta, Kustom Mega-zappa, Rokkit Launcha
newSuper-heavy Walker
newGut Hatch
- Rules
In your Movement phase, when this unit ends a normal move, units embarked within this unit can make an assault disembark move (pg 121).
newDamaged 7
goneClankin’ Forward
- Rules
Each time this model makes a Normal, Advance or Fall Back move, it can move over enemy models (excluding MONSTERS and VEHICLES) and terrain features that are 4" or less in height as if they were not there.
changedBig an’ Shooty
- Rules
EachIntimeyourthisShootingmodelphase,makesthisaunit’s rangedattack, if the Waaagh! is active for your army,attacksaddcan1re‑rolltohittherollsHitofroll.1.
newTRANSPORT
- Rules
This model has a transport capacity of 12 Orks Infantry models. It cannot transport Ghazghkull Thraka models. Each Mega Armour/Jump Pack model takes up the space of 2 models.
goneTransport
- Rules
This model has a transport capacity of 12 ORKS INFANTRY models (excluding GHAZGHKULL THRAKA). Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models.
newDual Big Shoota
- Type
- weapon
newKustom Mega-blasta
- Type
- weapon
newKustom Mega-zappa
- Type
- weapon
newRokkit Launcha
- Type
- weapon
goneKustom mega-blasta
- Type
weapon
goneKustom mega-zappa
- Type
weapon
goneRokkit launcha
- Type
weapon
goneTwin big shoota
- Type
weapon
newDual Big ShootaDual Big Shoota
- Range
- 36"
- Attacks
- 6
- Ballistic Skill
- 4+
- Strength
- 5
- AP
- 0
- Damage
- 1
newDual Big Shoota — Dual Big ShootaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newDual Big Shoota — Dual Big ShootaRAPID FIRE 4
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
newKustom Mega-blastaKustom Mega-blasta
- Range
- 24"
- Attacks
- 3
- Ballistic Skill
- 4+
- Strength
- 9
- AP
- -2
- Damage
- 3
newKustom Mega-blasta — Kustom Mega-blastaHAZARDOUS
- Rules
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
newKustom Mega-zappaKustom Mega-zappa
- Range
- 36"
- Attacks
- 3
- Ballistic Skill
- 4+
- Strength
- 12
- AP
- -2
- Damage
- 4
newKustom Mega-zappa — Kustom Mega-zappaBLAST 1
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
newKustom Mega-zappa — Kustom Mega-zappaHAZARDOUS
- Rules
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
newRokkit LaunchaBlasta
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 4+
- Strength
- 5
- AP
- 0
- Damage
- 1
newRokkit LaunchaBusta
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 4+
- Strength
- 10
- AP
- -2
- Damage
- 3
newRokkit Launcha — BlastaBLAST 2
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneKustom mega-blastaKustom mega-blasta
- Range
24"- Attacks
3- Ballistic Skill
5+- Strength
9- AP
-2- Damage
D6
goneKustom mega-blasta — Kustom mega-blastaHazardous
- Rules
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
goneKustom mega-zappaKustom mega-zappa
- Range
36"- Attacks
D6+3- Ballistic Skill
5+- Strength
10- AP
-2- Damage
D6
goneKustom mega-zappa — Kustom mega-zappaBlast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneKustom mega-zappa — Kustom mega-zappaHazardous
- Rules
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
goneRokkit launchaRokkit launcha
- Range
24"- Attacks
D3- Ballistic Skill
5+- Strength
9- AP
-2- Damage
3
goneRokkit launcha — Rokkit launchaBlast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneTwin big shootaTwin big shoota
- Range
36"- Attacks
3- Ballistic Skill
5+- Strength
5- AP
0- Damage
1
goneTwin big shoota — Twin big shootaRapid Fire 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
goneTwin big shoota — Twin big shootaTwin-linked
- Rules
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
newKlaw of MorkKlaw of Mork
- Range
- Melee
- Attacks
- 5
- Weapon Skill
- 3+
- Strength
- 18
- AP
- -3
- Damage
- 6
goneKlaw of Morkstrike
- Range
Melee- Attacks
4- Weapon Skill
3+- Strength
18- AP
-3- Damage
6
goneKlaw of Morksweep
- Range
Melee- Attacks
12- Weapon Skill
3+- Strength
8- AP
-1- Damage
2
newKlaw of Mork — Klaw of MorkCLEAVE 2
- Rules
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
changed1 Morkanaut
- Points
270 pts345 pts
changedMozrog Skragbad
- Unit Composition
■ 1- 1 Mozrog Skragbad
– EPIC HEROThismodel
This model is equipped
with: thumpwith:gun;1 Big Chompa’sjaws;Jaws;gutrippa.1 Gutrippa; 1 Thump Gun.- 1 Mozrog Skragbad
changedMozrog Skragbad
- Toughness
89- Wounds
810- Keywords
Mounted, Character, Beast Snagga, Epic Hero, Warboss, Mozrog SkragbadBeast Snagga, Character, Epic Hero, Monster- Equipped With
Thump gun, Big Chompa’s jaws, GutrippaBig Chompa’s Jaws, Thump Gun, Gutrippa
newBeast Snagga Following
- Rules
While this unit is within 3" of a friendly Beast Snagga unit (excluding MONSTER Character units), this unit has Lone Operative.
goneLeader
changedOne Last Kill
- Rules
While this model is leadingInatheunit,Fighteachphase,timewhenathis modelin that unitis destroyed,byifathismeleeunitattack,hasifnotitbeenhasselectednottofoughtfight this phase, roll one D6:on- On a
4+,2+, do not removeitthis model fromplay.theThebattlefield.destroyedWhenmodelthiscanunitfighthasafterfought, or at theattackingendunitofhasthefinishedphasemaking(whicheveritscomesattacks,first),andthisismodelthenis removed fromplay.the battlefield.
- On a
changedDa Bigger Dey Iz…
- Rules
Each time this model makes a melee attack that targets a MONSTER or VEHICLE unit, add 1 to the Damage characteristic of that attack. Each time this model makesThisaunit’s meleeattackattacks thattargetstarget aTITANIC unit, add 2 to the DamageMonster/Vehiclecharacteristicunitofcanthatre‑rollattackwoundinstead.rolls.
goneLeader
- Rules
This model can be attached to the following units:
■ SQUIGHOG BOYZ
newBig Chompa’s Jaws
- Type
- weapon
newThump Gun
- Type
- weapon
goneBig Chompa’s jaws
- Type
weapon
goneThump gun
- Type
weapon
newBig Chompa’s JawsBig Chompa’s Jaws
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 7
- AP
- -2
- Damage
- 4
newBig Chompa’s Jaws — Big Chompa’s JawsANTI-MONSTER/VEHICLE 3+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
newBig Chompa’s Jaws — Big Chompa’s JawsEXTRA ATTACKS
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
newThump GunThump Gun
- Range
- 18"
- Attacks
- 3
- Ballistic Skill
- 5+
- Strength
- 6
- AP
- 0
- Damage
- 2
newThump Gun — Thump GunANTI-MONSTER/VEHICLE 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneBig Chompa’s jawsBig Chompa’s jaws
- Range
Melee- Attacks
3- Weapon Skill
3+- Strength
7- AP
-2- Damage
4
goneBig Chompa’s jaws — Big Chompa’s jawsDevastating Wounds
- Rules
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
goneBig Chompa’s jaws — Big Chompa’s jawsExtra Attacks
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
goneThump gunThump gun
- Range
18"- Attacks
D3- Ballistic Skill
5+- Strength
6- AP
0- Damage
2
goneThump gun — Thump gunBlast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
newGutrippaHunter
- Range
- Melee
- Attacks
- 6
- Weapon Skill
- 2+
- Strength
- 12
- AP
- -2
- Damage
- D6+1
newGutrippaStandard
- Range
- Melee
- Attacks
- 6
- Weapon Skill
- 2+
- Strength
- 9
- AP
- -2
- Damage
- 2
goneGutrippaGutrippa
- Range
Melee- Attacks
6- Weapon Skill
2+- Strength
7- AP
-1- Damage
3
newGutrippa — HunterLETHAL HITS
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newGutrippa — StandardCLEAVE 1
- Rules
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
goneGutrippa — GutrippaAnti-monster 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneGutrippa — GutrippaAnti-vehicle 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
changed1 Mozrog Skragbad
- Points
125 pts170 pts
changedNobz
- Unit Composition
■ 1 Boss Nob
■- 5‑10
4-9NobNobzEverymodels
Every model is equipped
with:with:slugga;1bigKustomchoppa.Krumpa; 1 Kustom Shoota.- 5‑10
- Base Size
32mm40mm- Points Scaling
+10 pts per 3 models+30 pts per 3 models
goneBoss Nob
- Movement
6"- Toughness
5- Save
4+- Wounds
2- Leadership
7+- Objective Control
1- Keywords
Infantry, Grenades, Nobz- Equipped With
Slugga, Big choppa
changedNob
- Wounds
23- Keywords
Infantry, Grenades, NobzExplosives, Infantry- Equipped With
Slugga, Big choppaKustom Krumpa, Kustom Shoota
newGet Out da Way!
- Rules
While making a charge move, this unit can move through models (excluding Monster/Vehicle models).
newAmmo Runts (Once per battle, per unit)
- Rules
In your Shooting phase, when this unit is selected to shoot, you can use this ability. If you do, this unit’s ranged attacks have +1 to hit rolls. Place any number of Ammo Runt tokens next to the unit, removing them when this ability is used.
goneDa Boss’ Ladz
- Rules
While a WARBOSS model is leading this unit, each time an attack targets this unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll.
newPaired Krumpas
- Type
- wargear
- Rule Text
Attacks made with this model’s Kustom Krumpa weapon can re-roll hit rolls and wound rolls.
newBig Choppa
- Type
- weapon
newBig Skorcha
- Type
- weapon
newKombi-rokkit
- Type
- weapon
newKustom Big Shoota
- Type
- weapon
newKustom Choppa
- Type
- weapon
newKustom Krumpa
- Type
- weapon
newKustom Shoota
- Type
- weapon
goneAmmo Runt
- Type
wargear- Rule Text
Once per battle for each ammo runt this unit has, when this unit is selected to shoot, it can use this ability. If it does, until the end of the phase, ranged weapons equipped by models in this unit have the [LETHAL HITS] ability.
*Designer’s Note: Place the relevant number of Ammo Runt tokens next to the unit, removing one each time the unit uses this ability.*
goneBig choppa
- Type
weapon
goneClose combat weapon
- Type
weapon
goneKombi-weapon
- Type
weapon
gonePower klaw
- Type
weapon
goneSlugga
- Type
weapon
newBig ChoppaBig Choppa
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 7
- AP
- -1
- Damage
- 2
newBig Choppa — Big ChoppaCLEAVE 2
- Rules
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
newBig SkorchaBig Skorcha
- Range
- 18"
- Attacks
- 3
- Ballistic Skill
- -
- Strength
- 5
- AP
- -1
- Damage
- 1
newBig Skorcha — Big SkorchaBLAST 2
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
newBig Skorcha — Big SkorchaTORRENT
- Rules
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
newKombi-rokkitBusta Rokkit
- Range
- 24"
- Attacks
- 1
- Ballistic Skill
- 5+
- Strength
- 10
- AP
- -2
- Damage
- 3
newKombi-rokkitShoota
- Range
- 18"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
newKombi-rokkit — ShootaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newKombi-rokkit — ShootaRAPID FIRE 1
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
newKustom Big ShootaKustom Big Shoota
- Range
- 18"
- Attacks
- 8
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
newKustom Big Shoota — Kustom Big ShootaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newKustom ChoppaKustom Choppa
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 5
- AP
- -2
- Damage
- 2
newKustom KrumpaKustom Krumpa
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 10
- AP
- -2
- Damage
- 2
newKustom ShootaKustom Shoota
- Range
- 18"
- Attacks
- 4
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
newKustom Shoota — Kustom ShootaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newKustom Shoota — Kustom ShootaRAPID FIRE 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
goneBig choppaBig choppa
- Range
Melee- Attacks
3- Weapon Skill
3+- Strength
7- AP
-1- Damage
2
goneClose combat weaponClose combat weapon
- Range
Melee- Attacks
3- Weapon Skill
3+- Strength
5- AP
0- Damage
1
goneKombi-weaponKombi-weapon
- Range
24"- Attacks
1- Ballistic Skill
5+- Strength
4- AP
0- Damage
1
goneKombi-weapon — Kombi-weaponAnti-infantry 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneKombi-weapon — Kombi-weaponDevastating Wounds
- Rules
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
goneKombi-weapon — Kombi-weaponRapid Fire 1
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gonePower klawPower klaw
- Range
Melee- Attacks
3- Weapon Skill
4+- Strength
9- AP
-2- Damage
2
goneSluggaSlugga
- Range
12"- Attacks
1- Ballistic Skill
5+- Strength
4- AP
0- Damage
1
goneSlugga — SluggaPistol
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
newNob: For every 5 models in this unit, 1 model can have their Kustom Krumpa and Kustom Shoota replaced with 1 Big Skorcha and 1 Kustom Choppa.
newNob: For every 5 models in this unit, 1 model can have their Kustom Krumpa and Kustom Shoota replaced with 1 Kustom Big Shoota and 1 Kustom Choppa.
newNob: For every 5 models in this unit, 1 model can have their Kustom Krumpa and Kustom Shoota replaced with 1 Big Choppa.
newNob: For every 5 models in this unit, 1 model can have their Kustom Shoota replaced with 1 Paired Krumpas.
newNob: Any number of models can each have their Kustom Shoota replaced with 1 Kombi-rokkit.
goneFor every 5 models in this unit, this unit can be equipped with 1 ammo runt.
goneBoss Nob: Default Wargear
goneBoss Nob: Any number of models can each have their big choppa replaced with 1 power klaw.
goneBoss Nob: Any number of models can each have their slugga and big choppa replaced with 1 kombi-weapon and 1 close combat weapon.
goneNob: Any number of models can each have their big choppa replaced with 1 power klaw.
goneNob: Any number of models can each have their slugga and big choppa replaced with 1 kombi-weapon and 1 close combat weapon.
newFor every 5 models in this unit, 1 model can have their Kustom Krumpa and Kustom Shoota replaced with 1 Big Skorcha and 1 Kustom Choppa.
newFor every 5 models in this unit, 1 model can have their Kustom Krumpa and Kustom Shoota replaced with 1 Kustom Big Shoota and 1 Kustom Choppa.
newFor every 5 models in this unit, 1 model can have their Kustom Krumpa and Kustom Shoota replaced with 1 Big Choppa.
newFor every 5 models in this unit, 1 model can have their Kustom Shoota replaced with 1 Paired Krumpas.
newAny number of models can each have their Kustom Shoota replaced with 1 Kombi-rokkit.
gone■ Any number of models can each have their big choppa replaced with 1 power klaw.
gone■ Any number of models can each have their slugga and big choppa replaced with 1 kombi-weapon and 1 close combat weapon.
gone■ For every 5 models in this unit, this unit can be equipped with 1 ammo runt.
new5 Nob
- Points
- 125 pts
- Nob count
- 5
new6-10 Nob
- Points
- 250 pts
- Nob count
- 6-10
gone4 Nob, 1 Boss Nob
- Points
105 pts- Nob count
4- Boss Nob count
1
gone5-9 Nob, 1 Boss Nob
- Points
210 pts- Nob count
5-9- Boss Nob count
1
changedPainboss
- Unit Composition
■- 1
1PainbossPainbossThismodel
This model is equipped
with:with: 1 Beast Snaggaklaw.Klaw.- 1
- Points Scaling
- +10 pts per 3 models
changedPainboss
- Invulnerable Save
- 6+
- Keywords
Infantry, Character, Beast Snagga, PainbossBeast Snagga, Character, Infantry- Equipped With
Beast Snagga klawBeast Snagga Klaw
newPush Dat Bit Back In (Once per battle, per unit)
- Rules
In your Command phase, select one friendly Beast Snagga unit within 6" of this unit. That unit heals 3 wounds. Place a Grot Orderly token next to the unit, removing it when this ability is used.
newSupport
newHardy Bioniks
- Rules
Attacks that target this unit with a S greater than this unit’s T have -1 to wound rolls.
newRunnin’ wiv da Herd
- Rules
While this model is attached to a Mounted unit, this model:
- Does not have Infantry.
- Has Mobile and Mounted.
- Has +4" M.
goneFeel No Pain 5+
goneLeader
goneDok’s Toolz
- Rules
While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.
goneSawbonez
- Rules
At the end of your Movement phase, select one friendly BEAST SNAGGA CHARACTER model within 3" of this model. That model is healed and regains up to 3 lost wounds. Each model can only be healed once per turn.
newSupport
- Rules
This model can be attached to the following units:
■ BEAST SNAGGA BOYZ
■ SQUIGHOG BOYZ
goneLeader
- Rules
This model can be attached to the following units:
■ BEAST SNAGGA BOYZ
newBeast Snagga Klaw
- Type
- weapon
goneGrot Orderly
- Type
wargear- Rule Text
Once per battle, in your Command phase, if the bearer is leading a unit that is below its Starting Strength, you can return up to D3 destroyed Bodyguard models to that unit.
*Designer’s Note: Place a Grot Orderly token next to the unit, removing it once this ability has been used.*
goneBeast Snagga klaw
- Type
weapon
newBeast Snagga KlawBeast Snagga Klaw
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 10
- AP
- -2
- Damage
- 2
newBeast Snagga Klaw — Beast Snagga KlawANTI-MONSTER/VEHICLE 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneBeast Snagga klawBeast Snagga klaw
- Range
Melee- Attacks
3- Weapon Skill
4+- Strength
9- AP
-2- Damage
2
goneBeast Snagga klaw — Beast Snagga klawAnti-monster 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneBeast Snagga klaw — Beast Snagga klawAnti-vehicle 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gonePainboss: This model can be equipped with 1 grot orderly.
gone■ This model can be equipped with 1 grot orderly.
changed1 Painboss
- Points
70 pts60 pts
changedPainboy
- Unit Composition
■- 1
1PainboyPainboyThismodel
This model is equipped
with:with:power1klaw;Dok’s’urtyToolz;syringe.1 ’Urty Syringe.- 1
changedPainboy
- Keywords
Infantry, Character, PainboyCharacter, Infantry- Equipped With
Power klaw, ’Urty syringe’Urty Syringe, Dok’s Toolz
newCrude Surgery
- Rules
In your Command phase, this unit heals 3 wounds.
newSupport
newCatch Dat Red Bit (Once per battle, per unit)
- Rules
When this model uses its Crude Surgery ability, you can add D3 to the number of wounds healed. Place a Grot Orderly token next to the unit, removing it when this ability is used.
goneLeader
goneDok’s Toolz
- Rules
While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.
goneHold Still and Say ‘Aargh!’
- Rules
Each time an attack made by this model with its ’urty syringe scores a Critical Wound against a unit (excluding VEHICLE units), that unit suffers D6 mortal wounds.
changedSupport
- Rules
This model can be attached to the following units:
■ BOYZ
■ BREAKA BOYZ
■BURNA BOYZFLASH
■LOOTASGITZ
■ NOBZ
■ TANKBUSTAS
newDok’s Toolz
- Type
- weapon
new’Urty Syringe
- Type
- weapon
goneGrot Orderly
- Type
wargear- Rule Text
Once per battle, in your Command phase, if the bearer is leading a unit that is below its Starting Strength, you can return up to D3 destroyed Bodyguard models to that unit.
*Designer’s Note: Place a Grot Orderly token next to the unit, removing it once this ability has been used.*
gonePower klaw
- Type
weapon
gone’Urty syringe
- Type
weapon
newDok’s ToolzDok’s Toolz
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 10
- AP
- -2
- Damage
- 2
new’Urty Syringe’Urty Syringe
- Range
- Melee
- Attacks
- 1
- Weapon Skill
- 3+
- Strength
- 2
- AP
- 0
- Damage
- D6
new’Urty Syringe — ’Urty SyringeANTI-INFANTRY 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
new’Urty Syringe — ’Urty SyringeDEVASTATING WOUNDS: INFANTRY
- Rules
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
new’Urty Syringe — ’Urty SyringeEXTRA ATTACKS
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
gonePower klawPower klaw
- Range
Melee- Attacks
3- Weapon Skill
4+- Strength
9- AP
-2- Damage
2
gone’Urty syringeUrty syringe
- Range
Melee- Attacks
1- Weapon Skill
3+- Strength
2- AP
0- Damage
1
gone’Urty syringe — Urty syringeAnti-infantry 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone’Urty syringe — Urty syringeExtra Attacks
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
gone’Urty syringe — Urty syringePrecision
- Rules
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
gonePainboy: This model can be equipped with 1 grot orderly.
gone■ This model can be equipped with 1 grot orderly.
changed1 Painboy
- Points
90 pts45 pts
changedRukkatrukk Squigbuggies
was Rukkatrukk Squigbuggy
- Unit Composition
■ 1- 1‑2 Rukkatrukk
SquigbuggyThisSquigbuggy models
Every model is equipped
with:with:sawn-off1shotgun;Sawsquig-launchas;Blades;saw1blades.Sawn‑off Shotgun; 1 Squig Launchas.- 1‑2 Rukkatrukk
- Base Size
150 x 95mm Oval Base150mm
changedRukkatrukk Squigbuggy
- Keywords
Vehicle, Speed Freeks, Rukkatrukk SquigbuggyExplosives, Speed Freeks, Vehicle- Equipped With
Sawn-off shotgun, Squig-launchas, Saw bladesSaw Blades, Sawn-off Shotgun, Squig Launchas
newSquig Barrage
- Rules
In your Shooting phase, when this unit has shot, select one enemy unit (excluding Monster/Vehicle units) hit by this unit’s Squig Launchas weapons. That enemy unit is covered in Squigs until the start of your next turn:
- While a unit is covered in Squigs, that unit’s attacks have -1 to hit rolls.
goneBuzzer Squigs
- Rules
In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks made with squig‑launchas and roll one D6: on a 4+, until the end of your opponent’s next turn, that enemy unit is hindered. While a unit is hindered, subtract 2" from its Move characteristic and subtract 2 from Advance and Charge rolls made for it.
goneSquig Mine
- Rules
Once per battle, at the start of any phase, select one enemy unit within 3" of this model and roll one D6: on a 4+, that enemy unit suffers D6 mortal wounds.
*Designer’s Note: Place a Squig Mine token next to the model, removing it once this ability has been used.*
newSaw Blades
- Type
- weapon
newSawn-off Shotgun
- Type
- weapon
newSquig Launchas
- Type
- weapon
goneSaw blades
- Type
weapon
goneSawn-off shotgun
- Type
weapon
goneSquig-launchas
- Type
weapon
newSaw BladesSaw Blades
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 7
- AP
- -1
- Damage
- 2
newSaw Blades — Saw BladesCLEAVE 1
- Rules
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
newSawn-off ShotgunSawn-off Shotgun
- Range
- 12"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
newSawn-off Shotgun — Sawn-off ShotgunASSAULT
- Rules
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
newSawn-off Shotgun — Sawn-off ShotgunLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newSquig LaunchasSquig Launchas
- Range
- 24"
- Attacks
- D6+6
- Ballistic Skill
- 4+
- Strength
- 5
- AP
- -1
- Damage
- 2
newSquig Launchas — Squig LaunchasIGNORES COVER
- Rules
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
goneSaw bladesSaw blades
- Range
Melee- Attacks
4- Weapon Skill
4+- Strength
7- AP
-1- Damage
2
goneSawn-off shotgunSawn-off shotgun
- Range
12"- Attacks
2- Ballistic Skill
5+- Strength
4- AP
0- Damage
1
goneSawn-off shotgun — Sawn-off shotgunAssault
- Rules
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
goneSquig-launchasSquig-launchas
- Range
36"- Attacks
D6+6- Ballistic Skill
5+- Strength
5- AP
-1- Damage
2
goneSquig-launchas — Squig-launchasBlast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneSquig-launchas — Squig-launchasIgnores Cover
- Rules
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
goneSquig-launchas — Squig-launchasIndirect Fire
- Rules
Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).
new2 Rukkatrukk Squigbuggy
- Points
- 160 pts
- Rukkatrukk Squigbuggy count
- 2
changedSquighog Boyz
- Unit Composition
■ 1- 1‑2 Nob on Smasha Squig
and 3models - 3‑6 Squighog
Boyz OR ■ 2 Nobz on Smasha Squigs and 6 SquighogBoyBoyzEverymodels
Every Nob on Smasha Squig is equipped
with:with:slugga;1bigBigchoppa;Choppa;squig1jaws.Slugga; 1 Squig’s Jaws. Every Squighog Boy is equipped
Everywith:with:saddlegit1weapons;Saddlegit’sstikka;Shiv;squig1jaws.Squig’s Jaws; 1 Stikka.- 1‑2 Nob on Smasha Squig
- Base Size
Nob on Smasha Squig: 90 x 52.5mm Oval Base Squighog Boyz: 75 x 42mm Oval Base75mm, 90x52.5mm Oval Base- Points Scaling
- +20 pts per 3 models
changedSquighog Boy
- Toughness
76- Invulnerable Save
- 6+
- Keywords
Mounted, Beast Snagga, Grenades, Squighog BoyzBeast Snagga, Explosives, Mobile, Mounted- Equipped With
Saddlegit weapons, Stikka, Squig jawsSaddlegit’s Shiv, Squig’s Jaws, Stikka
changedNob on Smasha Squig
- Toughness
76- Invulnerable Save
- 6+
- Keywords
Mounted, Beast Snagga, Grenades, Squighog BoyzBeast Snagga, Explosives, Mobile, Mounted- Equipped With
Slugga, Big choppa, Squig jawsBig Choppa, Slugga, Squig’s Jaws
newBomb Squig (Once per battle, per unit)
- Rules
In your Movement phase, when this unit ends a normal move, you can select one visible enemy unit within 12" of this unit and roll one D6:
- On a 3+, that enemy unit suffers D3 mortal wounds.
Place one Bomb Squig token next to the unit, removing it after this ability is used.
newBrutal Impact
- Rules
If this unit made a charge move this turn, this unit’s attacks have +1 D.
goneFeel No Pain 5+
goneWild Ride
- Rules
You can ignore any or all modifiers to this unit’s Move characteristic and to Advance and Charge rolls made for this unit.
newBig Choppa
- Type
- weapon
newSaddlegit’s Shiv
- Type
- weapon
newSquig’s Jaws
- Type
- weapon
goneBomb Squig
- Type
wargear- Rule Text
Once per battle, for each bomb squig this unit has, after this unit ends a Normal move, you can use one Bomb Squig. If you do, select one enemy unit within 12" and visible to this unit and roll one D6: on a 3+, that enemy unit suffers D3 mortal wounds.
goneBig choppa
- Type
weapon
goneSaddlegit weapons
- Type
weapon
goneSquig jaws
- Type
weapon
newBig ChoppaBig Choppa
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 7
- AP
- -1
- Damage
- 2
newBig Choppa — Big ChoppaANTI-MONSTER/VEHICLE 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
newBig Choppa — Big ChoppaCLEAVE 2
- Rules
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
newSaddlegit’s ShivSaddlegit’s Shiv
- Range
- 9"
- Attacks
- 1
- Ballistic Skill
- 4+
- Strength
- 3
- AP
- 0
- Damage
- 1
newSaddlegit’s Shiv — Saddlegit’s ShivASSAULT
- Rules
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
newSquig’s JawsSquig’s Jaws
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 4+
- Strength
- 6
- AP
- -1
- Damage
- 2
newSquig’s Jaws — Squig’s JawsEXTRA ATTACKS
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
goneBig choppaBig choppa
- Range
Melee- Attacks
4- Weapon Skill
3+- Strength
6- AP
-1- Damage
2
goneBig choppa — Big choppaAnti-monster 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneBig choppa — Big choppaAnti-vehicle 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneSaddlegit weaponsSaddlegit weapons
- Range
9"- Attacks
1- Ballistic Skill
4+- Strength
3- AP
0- Damage
1
goneSaddlegit weapons — Saddlegit weaponsAssault
- Rules
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
goneSquig jawsSquig jaws
- Range
Melee- Attacks
3- Weapon Skill
4+- Strength
6- AP
-1- Damage
2
goneSquig jaws — Squig jawsExtra Attacks
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
newSlugga — SluggaCLOSE-QUARTERS
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
newSlugga — SluggaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
goneSlugga — SluggaPistol
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
newStikkaStikka
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 5
- AP
- -1
- Damage
- 2
newStikkaStikka
- Range
- 9"
- Attacks
- 1
- Ballistic Skill
- 5+
- Strength
- 5
- AP
- -1
- Damage
- 2
goneStikkaRanged
- Range
12"- Attacks
1- Ballistic Skill
5+- Strength
5- AP
-1- Damage
2
goneStikkaMelee
- Range
Melee- Attacks
3- Weapon Skill
3+- Strength
5- AP
-1- Damage
2
newStikka — StikkaANTI-MONSTER/VEHICLE 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
newStikka — StikkaANTI-MONSTER/VEHICLE 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
newStikka — StikkaASSAULT
- Rules
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
goneStikka — RangedAssault
- Rules
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
goneStikka — RangedAnti-monster 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneStikka — RangedAnti-vehicle 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneStikka — MeleeAnti-monster 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneStikka — MeleeAnti-vehicle 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneStikka — MeleeLance
- Rules
Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.
goneFor every 4 models in this unit, this unit can be equipped with 1 bomb squig.
gone■ For every 4 models in this unit, this unit can be equipped with 1 bomb squig.
new6 Squighog Boy, 2 Nob on Smasha Squig
- Points
- 280 pts
- Squighog Boy count
- 6
- Nob on Smasha Squig count
- 2
gone1 Nob on Smasha Squig, 3 Squighog Boy
- Points
140 pts- Nob on Smasha Squig count
1- Squighog Boy count
3
changed1 Nob on Smasha Squig, 3 Squighog Boy
- Points
270 pts140 pts- Nob on Smasha Squig count
21- Squighog Boy count
63
changedStompa
- Unit Composition
■- 1
1StompaStompaThismodel
This model is equipped
with:with:35bigBigshootas;Shoota;deffkannon;1skorcha;Deffkannonsupa-gatler;andsupa-rokkits;Supa‑rokkits;twin1bigMega‑choppa;shoota;1mega-choppa.Skorcha; 1 Supa‑gatler.- 1
- Base Size
HullNone
changedStompa
- Invulnerable Save
6+5+- Keywords
Vehicle, Transport, Titanic, Towering, Walker, Stompa, FrameFrame, Titanic, Towering, Transport, Vehicle, Walker- Equipped With
Big shoota, Deffkannon, Skorcha, Supa-gatler, Supa-rokkits, Twin big shoota, Mega-choppaBig Shoota, Deffkannon and Supa-rokkits, Mega-choppa, Skorcha, Supa-gatler
newIdol of Belligerence
- Rules
In your Movement phase, when a unit embarked within this unit is selected to make a disembark move, that unit is riled up until the start of your next turn.
newSuper-heavy Walker
newDamaged 10
goneStompin’ Forward
- Rules
Each time this model makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there.
changedWaaagh! Effigy
- Rules
While a friendly ORKSThis unit iswithin 12" of this model, each time you take a Battle‑shock test for that unit, add 1 to thatriledtest.up.
newTRANSPORT
- Rules
This model has a transport capacity of 22 Orks Infantry models. Each Mega Armour/Jump Pack model takes up the space of 2 models. Each Ghazghkull Thraka model takes up the space of 4 models.
goneTransport
- Rules
This model has a transport capacity of 22 ORKS INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models. The GHAZGHKULL THRAKA model takes up the space of 4 models.
newBig Shoota
- Type
- weapon
newDeffkannon and Supa-rokkits
- Type
- weapon
goneBig shoota
- Type
weapon
goneDeffkannon
- Type
weapon
goneSupa-rokkits
- Type
weapon
goneTwin big shoota
- Type
weapon
newBig ShootaBig Shoota
- Range
- 36"
- Attacks
- 3
- Ballistic Skill
- 5+
- Strength
- 5
- AP
- 0
- Damage
- 1
newBig Shoota — Big ShootaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newBig Shoota — Big ShootaRAPID FIRE 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
newDeffkannon and Supa-rokkitsDeffkannon and Supa-rokkits
- Range
- 72"
- Attacks
- 12
- Ballistic Skill
- 5+
- Strength
- 14
- AP
- -3
- Damage
- D6+2
newDeffkannon and Supa-rokkits — Deffkannon and Supa-rokkitsBLAST 2
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneBig shootaBig shoota
- Range
36"- Attacks
3- Ballistic Skill
5+- Strength
5- AP
0- Damage
1
goneBig shoota — Big shootaRapid Fire 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
goneDeffkannonDeffkannon
- Range
72"- Attacks
3D6- Ballistic Skill
5+- Strength
14- AP
-3- Damage
D6
goneDeffkannon — DeffkannonBlast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneSupa-rokkitsSupa-rokkits
- Range
100"- Attacks
D6- Ballistic Skill
5+- Strength
12- AP
-3- Damage
D6+2
goneSupa-rokkits — Supa-rokkitsBlast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneTwin big shootaTwin big shoota
- Range
36"- Attacks
3- Ballistic Skill
5+- Strength
5- AP
0- Damage
1
goneTwin big shoota — Twin big shootaRapid Fire 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
goneTwin big shoota — Twin big shootaTwin-linked
- Rules
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
newMega-choppaMega-choppa
- Range
- Melee
- Attacks
- 6
- Weapon Skill
- 3+
- Strength
- 24
- AP
- -4
- Damage
- 10
goneMega-choppastrike
- Range
Melee- Attacks
6- Weapon Skill
3+- Strength
24- AP
-5- Damage
10
goneMega-choppasweep
- Range
Melee- Attacks
18- Weapon Skill
3+- Strength
10- AP
-2- Damage
3
newMega-choppa — Mega-choppaCLEAVE 4
- Rules
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
changedSkorchaSkorcha
- Attacks
D63
newSkorcha — SkorchaBLAST 2
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
newSkorcha — SkorchaTORRENT
- Rules
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
goneSkorcha — SkorchaIgnores Cover
- Rules
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
goneSkorcha — SkorchaTorrent
- Rules
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
newSupa-gatlerPoint Blank
- Range
- 12"
- Attacks
- 3D6+3
- Ballistic Skill
- -
- Strength
- 7
- AP
- -2
- Damage
- 2
newSupa-gatlerAimed
- Range
- 24"
- Attacks
- 30
- Ballistic Skill
- 5+
- Strength
- 7
- AP
- -2
- Damage
- 2
goneSupa-gatlerSupa-gatler
- Range
24"- Attacks
20- Ballistic Skill
5+- Strength
7- AP
-1- Damage
2
newSupa-gatler — Point BlankTORRENT
- Rules
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
newSupa-gatler — AimedLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newSupa-gatler — AimedSUSTAINED HITS 1
- Rules
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
goneSupa-gatler — Supa-gatlerSustained Hits 1
- Rules
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
changed1 Stompa
- Points
600 pts700 pts
changedStormboyz
- Unit Composition
■- 1
1NobBossmodel - 4‑9
Nob ■Stormboy4-9models
The
StormboyzEveryNobmodelis equipped with: 1 Kustom Choppa; 1 Slugga. Every Stormboy is equippedwith:with:slugga;1choppa.Choppa; 1 Slugga.- 1
changedStormboy
- Keywords
Infantry, Jump Pack, Fly, Grenades, StormboyzExplosives, Fly, Infantry, Jump Pack- Equipped With
Slugga, ChoppaChoppa, Slugga
changednob
- Wounds
23- Keywords
Infantry, Jump Pack, Fly, Grenades, StormboyzExplosives, Fly, Infantry, Jump Pack- Equipped With
Slugga, ChoppaKustom Choppa, Slugga
newRokkit Charge
- Rules
When this unit is selected to fight, if this unit made a charge move this turn, you can use this ability. If you do, this unit’s melee attacks have:
- +1 A and S.
- [Hazardous].
goneFull Throttle
- Rules
This unit is eligible to declare a charge in a turn in which it Advanced or Fell Back.
newKustom Choppa
- Type
- weapon
newPower Klaw
- Type
- weapon
gonePower klaw
- Type
weapon
newKustom ChoppaKustom Choppa
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 5
- AP
- -2
- Damage
- 2
newPower KlawPower Klaw
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 10
- AP
- -2
- Damage
- 2
gonePower klawPower klaw
- Range
Melee- Attacks
3- Weapon Skill
4+- Strength
9- AP
-2- Damage
2
changedChoppaChoppa
- Strength
45
newSlugga — SluggaCLOSE-QUARTERS
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
newSlugga — SluggaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
goneSlugga — SluggaPistol
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
newnob: Default Wargear
newnob: The Nob can have their Kustom Choppa replaced with 1 Power Klaw.
goneBoss Nob: Default Wargear
goneBoss Nob: The Boss Nob’s choppa can be replaced with 1 power klaw.
newThe Nob can have their Kustom Choppa replaced with 1 Power Klaw.
gone■ The Boss Nob’s choppa can be replaced with 1 power klaw.
new4 Stormboy, 1 nob
- Points
- 70 pts
- Stormboy count
- 4
- nob count
- 1
new1 nob, 5-9 Stormboy
- Points
- 140 pts
- nob count
- 1
- Stormboy count
- 5-9
gone1 Boss Nob, 4 Stormboy
- Points
65 pts- Boss Nob count
1- Stormboy count
4
gone1 Boss Nob, 5-9 Stormboy
- Points
130 pts- Boss Nob count
1- Stormboy count
5-9
changedTankbustas
- Unit Composition
■ 1 Boss- 1
Nob ■Nob5model - 5
TankbustasTheTankbustaBossmodels
The Nob is equipped
with:with:21rokkitChoppa;pistols;2choppa.Rokkit Pistol. Every Tankbusta is equipped
Eachwith:with:rokkit1launcha;BustacloseRokkitcombatLauncha;weapon.1 Gitstikka.- 1
- Base Size
Boss Nob: 40mm Tankbustas: 32mm32mm, 40mm
changedTankbusta
- Keywords
Infantry, Grenades, TankbustasExplosives, Infantry- Equipped With
Rokkit launcha, Close combat weaponBusta Rokkit Launcha, Gitstikka
changedNob
- Wounds
23- Keywords
Infantry, Grenades, TankbustasExplosives, Infantry- Equipped With
Rokkit pistol, ChoppaChoppa, Rokkit Pistol
newRokkit Barrage
- Rules
In your Shooting phase, when this unit has shot, select one enemy unit hit by those attacks. That unit makes a battle-shock roll, with -1 to that battle-shock roll.
newBomb Squigs (Once per turn, twice per battle, per unit)
- Rules
In your Movement phase, when this unit ends a normal move, you can select one visible enemy unit within 12" of this unit and roll one D6:
- On a 3+, that enemy unit suffers D3 mortal wounds.
Place two Bomb Squig tokens next to the unit, removing one each time this ability is used.
goneTank Hunters
- Rules
Each time a model in this unit makes a ranged attack that targets a MONSTER or VEHICLE unit, add 1 to the Hit roll and add 1 to the Wound roll.
goneBomb Squigs
- Rules
Once per battle, for each bomb squig this unit has, after this unit ends a Normal move, you can use one Bomb Squig. If you do, select one enemy unit within 12" and visible to this unit and roll one D6: on a 3+, that enemy unit suffers D3 mortal wounds.
Designer’s Note: *Place two Bomb Squig tokens next to the unit, removing one each time this unit uses this ability.*
goneAttached Unit
- Rules
If a CHARACTER unit from your army with the Leader ability can be attached to a LOOTAS unit, it can be attached to this unit instead.
newBusta Rokkit Launcha
- Type
- weapon
newGitstikka
- Type
- weapon
newRokkit Pistol
- Type
- weapon
newSmash Hammer
- Type
- weapon
goneClose combat weapon
- Type
weapon
goneRokkit launcha
- Type
weapon
goneRokkit pistol
- Type
weapon
goneSmash hammer
- Type
weapon
newBusta Rokkit LaunchaHunter
- Range
- 24"
- Attacks
- 3
- Ballistic Skill
- 4+
- Strength
- 12
- AP
- -2
- Damage
- 3
newBusta Rokkit LaunchaStandard
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 4+
- Strength
- 10
- AP
- -2
- Damage
- 3
newGitstikkaGitstikka
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 5
- AP
- 0
- Damage
- 1
newRokkit PistolRokkit Pistol
- Range
- 12"
- Attacks
- 1
- Ballistic Skill
- 4+
- Strength
- 10
- AP
- -2
- Damage
- 3
newRokkit Pistol — Rokkit PistolCLOSE-QUARTERS
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
newSmash HammerHunter
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 12
- AP
- -2
- Damage
- 3
newSmash HammerStandard
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 7
- AP
- -2
- Damage
- 2
goneClose combat weaponClose combat weapon
- Range
Melee- Attacks
3- Weapon Skill
3+- Strength
5- AP
0- Damage
1
goneRokkit launchaRokkit launcha
- Range
24"- Attacks
D3- Ballistic Skill
5+- Strength
9- AP
-2- Damage
3
goneRokkit launcha — Rokkit launchaBlast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneRokkit pistolRokkit pistol
- Range
12"- Attacks
1- Ballistic Skill
5+- Strength
9- AP
-2- Damage
3
goneRokkit pistol — Rokkit pistolPistol
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
goneSmash hammerSmash hammer
- Range
Melee- Attacks
2- Weapon Skill
3+- Strength
6- AP
-2- Damage
3
goneSmash hammer — Smash hammerAnti-monster 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneSmash hammer — Smash hammerAnti-vehicle 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
newNob: Default Wargear
newNob: The Nob can have their Rokkit Pistol replaced with 1 Smash Hammer.
newTankbusta: 1 Tankbusta model can be equipped with one of the following: ▫ 1 Busta Rokkit Launcha ▫ 1 Pulsa Rokkit
goneBoss Nob: Default Wargear
goneBoss Nob: 1 of the Boss Nob’s rokkit pistols can be replaced with 1 smash hammer.
goneTankbusta: One Tankbusta can be equipped with one of the following: ◦ 1 pulsa rokkit ◦ 1 additional rokkit launcha
newThe Nob can have their Rokkit Pistol replaced with 1 Smash Hammer.
new1 Tankbusta model can be equipped with one of the following: ▫ 1 Busta Rokkit Launcha ▫ 1 Pulsa Rokkit
gone■ 1 of the Boss Nob’s rokkit pistols can be replaced with 1 smash hammer.
gone■ One Tankbusta can be equipped with one of the following: ◦ 1 pulsa rokkit ◦ 1 additional rokkit launcha
new5 Tankbusta, 1 Nob
- Points
- 145 pts
- Tankbusta count
- 5
- Nob count
- 1
gone5 Tankbusta, 1 Boss Nob
- Points
125 pts- Tankbusta count
5- Boss Nob count
1
changedTrukk
- Unit Composition
■- 1
1TrukkTrukkThismodel
This model is equipped
with:with:big1shoota;DualspikedBigwheels.Shoota; 1 Spiked Ram.- 1
- Base Size
Hull
changedTrukk
- Keywords
Vehicle, Transport, Dedicated Transport, Trukk, FrameDedicated Transport, Frame, Speed Freeks, Transport, Vehicle- Equipped With
Big shoota, Spiked wheelsDual Big Shoota, Spiked Ram
newPilin’ Out
- Rules
In your opponent's Movement phase, when an enemy unit ends a move within 8" of this model, units embarked within this model can make a disembark move using the rapid disembark mode.
goneGrot Riggers
- Rules
At the start of your Command phase, this model regains 1 lost wound.
newTRANSPORT
- Rules
This model has a transport capacity of 12 Orks Infantry models. It cannot transport Ghazghkull Thraka/Jump Pack models. Each Mega Armour model takes up the space of 2 models.
goneTransport
- Rules
This model has a transport capacity of 12 ORKS INFANTRY models. Each MEGA ARMOUR model takes up the space of 2 models. It cannot transport JUMP PACK or GHAZGHKULL THRAKA models.
newBuzzsaw
- Type
- weapon
newDual Big Shoota
- Type
- weapon
newGrabbin’ Klaw
- Type
- weapon
newRokkit Launcha
- Type
- weapon
newSpiked Ram
- Type
- weapon
goneBig shoota
- Type
weapon
goneSpiked wheels
- Type
weapon
goneWreckin’ ball
- Type
weapon
newBuzzsawBuzzsaw
- Range
- Melee
- Attacks
- 2
- Weapon Skill
- 3+
- Strength
- 6
- AP
- -1
- Damage
- 2
newBuzzsaw — BuzzsawCLEAVE 1
- Rules
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
newBuzzsaw — BuzzsawEXTRA ATTACKS
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
newDual Big ShootaDual Big Shoota
- Range
- 36"
- Attacks
- 6
- Ballistic Skill
- 5+
- Strength
- 5
- AP
- 0
- Damage
- 1
newDual Big Shoota — Dual Big ShootaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newDual Big Shoota — Dual Big ShootaRAPID FIRE 4
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
newGrabbin’ KlawGrabbin’ Klaw
- Range
- Melee
- Attacks
- 2
- Weapon Skill
- 3+
- Strength
- 10
- AP
- -2
- Damage
- 2
newGrabbin’ Klaw — Grabbin’ KlawEXTRA ATTACKS
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
newRokkit LaunchaBlasta
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
newRokkit LaunchaBusta
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 10
- AP
- -2
- Damage
- 3
newRokkit Launcha — BlastaBLAST 2
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
newSpiked RamSpiked Ram
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 6
- AP
- 0
- Damage
- 1
newSpiked Ram — Spiked RamCLEAVE 1
- Rules
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
goneBig shootaBig shoota
- Range
36"- Attacks
3- Ballistic Skill
5+- Strength
5- AP
0- Damage
1
goneBig shoota — Big shootaRapid Fire 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
goneSpiked wheelsSpiked wheels
- Range
Melee- Attacks
3- Weapon Skill
4+- Strength
6- AP
0- Damage
1
goneWreckin’ ballWreckin’ ball
- Range
Melee- Attacks
1- Weapon Skill
4+- Strength
10- AP
0- Damage
D6
goneWreckin’ ball — Wreckin’ ballExtra Attacks
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
newTrukk: This model’s Dual Big Shoota can be replaced with 1 Rokkit Launcha.
newTrukk: This model can be equipped with one of the following: ▫ 1 Buzzsaw ▫ 1 Grabbin' Klaw
goneTrukk: This model can be equipped with 1 wreckin’ ball.
newThis model’s Dual Big Shoota can be replaced with 1 Rokkit Launcha.
newThis model can be equipped with one of the following: ▫ 1 Buzzsaw ▫ 1 Grabbin' Klaw
gone■ This model can be equipped with 1 wreckin’ ball.
changed1 Trukk
- Points
55 pts60 pts
changedWarbikers
- Unit Composition
■- 1
1BikerBossNob model - 2‑5 Warbiker models
The Biker Nob
onisWarbikeequipped
■2-5with:WarbikersEvery1modelKustom Choppa; 1 Dual Kombi-rokkit. Every Warbiker is equippedwith:with:twin1dakkagun;Choppa;close1combatDualweapon.Dakkagun.- 1
- Base Size
75 x 42mm Oval Base
changedWarbiker
- Keywords
Mounted, Grenades, Speed Freeks, WarbikersExplosives, Mounted, Speed Freeks- Equipped With
Twin dakkagun, Close combat weaponChoppa, Dual Dakkagun
changedBiker Nob
- Keywords
Mounted, Grenades, Speed Freeks, WarbikersExplosives, Mounted, Speed Freeks- Equipped With
Twin dakkagun, Close combat weaponKustom Choppa, Dual Kombi-rokkit
newHigh‑speed Carnage
- Rules
If this unit made a charge move this turn, this unit’s melee attacks have:
- +1 S and D.
goneDrive-by Dakka
- Rules
Each time a model in this unit makes a ranged attack that targets a unit within 9", improve the Armour Penetration characteristic of that attack by 1.
newDual Dakkagun
- Type
- weapon
newDual Kombi-rokkit
- Type
- weapon
newKustom Choppa
- Type
- weapon
goneBig choppa
- Type
weapon
goneClose combat weapon
- Type
weapon
gonePower klaw
- Type
weapon
goneSlugga
- Type
weapon
goneTwin dakkagun
- Type
weapon
newDual DakkagunDual Dakkagun
- Range
- 18"
- Attacks
- 6
- Ballistic Skill
- 5+
- Strength
- 5
- AP
- 0
- Damage
- 1
newDual Dakkagun — Dual DakkagunASSAULT
- Rules
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
newDual Dakkagun — Dual DakkagunLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newDual Kombi-rokkitBusta Rokkit
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 10
- AP
- -2
- Damage
- 3
newDual Kombi-rokkitDakkagun
- Range
- 18"
- Attacks
- 6
- Ballistic Skill
- 5+
- Strength
- 5
- AP
- 0
- Damage
- 1
newDual Kombi-rokkit — Busta RokkitASSAULT
- Rules
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
newDual Kombi-rokkit — DakkagunASSAULT
- Rules
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
newDual Kombi-rokkit — DakkagunLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newKustom ChoppaKustom Choppa
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 5
- AP
- -2
- Damage
- 2
goneBig choppaBig choppa
- Range
Melee- Attacks
3- Weapon Skill
3+- Strength
7- AP
-1- Damage
2
goneClose combat weaponClose combat weapon
- Range
Melee- Attacks
2- Weapon Skill
3+- Strength
4- AP
0- Damage
1
gonePower klawPower klaw
- Range
Melee- Attacks
3- Weapon Skill
4+- Strength
9- AP
-2- Damage
2
goneSluggaSlugga
- Range
12"- Attacks
1- Ballistic Skill
5+- Strength
4- AP
0- Damage
1
goneSlugga — SluggaPistol
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
goneTwin dakkagunTwin dakkagun
- Range
18"- Attacks
3- Ballistic Skill
5+- Strength
5- AP
0- Damage
1
goneTwin dakkagun — Twin dakkagunRapid Fire 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
goneTwin dakkagun — Twin dakkagunAssault
- Rules
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
goneTwin dakkagun — Twin dakkagunTwin-linked
- Rules
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
changedChoppaChoppa
- Strength
45
newBiker Nob: Default Wargear
goneWarbiker: Each Warbiker can be equipped with one of the following:
goneBoss Nob on Warbike: Default Wargear
goneBoss Nob on Warbike: The Boss Nob on Warbike can be equipped with one of the following:
gone■ Each Warbiker can be equipped with one of the following: ◦ 1 slugga ◦ 1 choppa
gone■ The Boss Nob on Warbike can be equipped with one of the following: ◦ 1 slugga ◦ 1 big choppa ◦ 1 power klaw
new1 Biker Nob, 2 Warbiker
- Points
- 75 pts
- Biker Nob count
- 1
- Warbiker count
- 2
new3-5 Warbiker, 1 Biker Nob
- Points
- 140 pts
- Warbiker count
- 3-5
- Biker Nob count
- 1
gone1 Boss Nob on Warbike, 2 Warbiker
- Points
60 pts- Boss Nob on Warbike count
1- Warbiker count
2
gone1 Boss Nob on Warbike, 3-5 Warbiker
- Points
120 pts- Boss Nob on Warbike count
1- Warbiker count
3-5
changedWarboss
- Unit Composition
■- 1
1WarbossWarbossThismodel
This model is equipped
with:with:kombi‑weapon;1twinKustomsluggas;Choppa;big1choppa.Kustom Shoota.- 1
changedWarboss
- Toughness
56- Keywords
Infantry, Character, Grenades, WarbossCharacter, Explosives, Infantry, Warboss- Equipped With
- Kustom Choppa, Kustom Shoota
newDa Boss
- Rules
-
newMight Is Right
- Rules
If this unit made a charge move this turn, this model’s melee attacks have:
- +3 A.
- +2 S.
newBoss’ Ammo Runt (Once per battle, per unit)
- Rules
In your Shooting phase, when this unit is selected to shoot, you can use this ability. If you do, this model’s ranged attacks have +1 to hit rolls. Place a Boss’ Ammo Runt token next to the unit, removing it when this ability is used.
newIntimidating Motivation (Once per battle round, per army)
- Rules
In your Movement phase, at the start or end of this unit's move, you can select one friendly Orks unit within 6" of this unit. That unit:
- Is no longer battle-shocked.
- Is riled up until the start of your next turn.
goneMight is Right
- Rules
While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.
goneDa Biggest and da Best
- Rules
While the Waaagh! is active for your army, add 4 to the Attacks characteristic of this model’s melee weapons.
newKombi-rokkit
- Type
- weapon
newKombi-skorcha
- Type
- weapon
newKustom Shoota
- Type
- weapon
newPower Klaw
- Type
- weapon
goneAttack squig
- Type
weapon
goneBig choppa
- Type
weapon
goneKombi-weapon
- Type
weapon
goneKustom shoota
- Type
weapon
gonePower klaw
- Type
weapon
goneTwin sluggas
- Type
weapon
newKombi-rokkitBusta Rokkit
- Range
- 24"
- Attacks
- 1
- Ballistic Skill
- 5+
- Strength
- 10
- AP
- -2
- Damage
- 3
newKombi-rokkitShoota
- Range
- 18"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
newKombi-rokkit — ShootaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newKombi-rokkit — ShootaRAPID FIRE 1
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
newKombi-skorchaShoota
- Range
- 18"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
newKombi-skorchaSkorcha
- Range
- 12"
- Attacks
- 3
- Ballistic Skill
- -
- Strength
- 5
- AP
- 0
- Damage
- 1
newKombi-skorcha — ShootaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newKombi-skorcha — ShootaRAPID FIRE 1
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
newKombi-skorcha — SkorchaBLAST 1
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
newKombi-skorcha — SkorchaTORRENT
- Rules
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
newKustom ShootaKustom Shoota
- Range
- 18"
- Attacks
- 4
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
newKustom Shoota — Kustom ShootaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newKustom Shoota — Kustom ShootaRAPID FIRE 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
newPower KlawPower Klaw
- Range
- Melee
- Attacks
- 6
- Weapon Skill
- 2+
- Strength
- 12
- AP
- -2
- Damage
- 2
goneAttack squigAttack squig
- Range
Melee- Attacks
2- Weapon Skill
4+- Strength
4- AP
0- Damage
1
goneAttack squig — Attack squigExtra Attacks
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
goneBig choppaBig choppa
- Range
Melee- Attacks
5- Weapon Skill
2+- Strength
8- AP
-1- Damage
2
goneKombi-weaponKombi-weapon
- Range
24"- Attacks
1- Ballistic Skill
5+- Strength
4- AP
0- Damage
1
goneKombi-weapon — Kombi-weaponAnti-infantry 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneKombi-weapon — Kombi-weaponDevastating Wounds
- Rules
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
goneKombi-weapon — Kombi-weaponRapid Fire 1
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
goneKustom shootaKustom shoota
- Range
18"- Attacks
4- Ballistic Skill
5+- Strength
4- AP
0- Damage
1
goneKustom shoota — Kustom shootaRapid Fire 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gonePower klawPower klaw
- Range
Melee- Attacks
4- Weapon Skill
3+- Strength
10- AP
-2- Damage
2
goneTwin sluggasTwin sluggas
- Range
12"- Attacks
2- Ballistic Skill
5+- Strength
4- AP
0- Damage
1
goneTwin sluggas — Twin sluggasPistol
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
goneTwin sluggas — Twin sluggasTwin-linked
- Rules
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
changedKustom ChoppaKustom Choppa
- Strength
87
newKustom Choppa — Kustom ChoppaCLEAVE 2
- Rules
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
goneKustom Choppa — Kustom ChoppaCLEAVE 1
- Rules
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
newWarboss: This model’s Kustom Choppa can be replaced with 1 Power Klaw.
newWarboss: This model’s Kustom Shoota can be replaced with one of the following: ▫ 1 Kombi‑rokkit ▫ 1 Kombi‑skorcha
goneWarboss: This model’s big choppa can be replaced with 1 power klaw.
goneWarboss: This model can be equipped with 1 attack squig.
goneWarboss: This model can have its kombi‑weapon, twin sluggas and big choppa replaced with 1 kustom choppa and 1 kustom shoota.
newThis model’s Kustom Choppa can be replaced with 1 Power Klaw.
newThis model’s Kustom Shoota can be replaced with one of the following: ▫ 1 Kombi‑rokkit ▫ 1 Kombi‑skorcha
gone■ This model’s big choppa can be replaced with 1 power klaw.
gone■ This model can be equipped with 1 attack squig.
gone■ This model can have its kombi‑weapon, twin sluggas and big choppa replaced with 1 kustom choppa and 1 kustom shoota.
changed1 Warboss
- Points
85 pts100 pts
changedWarboss in Mega Armour
- Unit Composition
■ 1- 1 Warboss in Mega
ArmourThisArmour model
This model is equipped
with:with:big1shoota;Big’ugeShoota;choppa.1 ’Uge Choppa.- 1 Warboss in Mega
- Points Scaling
- +15 pts per 3 models
changedWarboss in Mega Armour
- Toughness
67- Keywords
Infantry, Character, Mega Armour, Warboss, Warboss in Mega ArmourCharacter, Infantry, Mega Armour, Warboss- Equipped With
Big shoota, ’Uge choppaBig Shoota, ’Uge Choppa
newDa Boss
- Rules
-
newKrushin’ Impetus
- Rules
When this unit ends a charge move, you can select one enemy unit engaged with this unit. If you do, roll one D6 for each model in this unit engaged with that enemy unit:
- For each 3+, that enemy unit suffers 1 mortal wound.
newIntimidating Motivation (Once per battle round, per army)
- Rules
In your Movement phase, at the start or end of this unit's move, you can select one friendly Orks unit within 6" of this unit. That unit:
- Is no longer battle-shocked.
- Is riled up until the start of your next turn.
goneMight is Right
- Rules
While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.
goneDead Brutal
- Rules
While the Waaagh! is active for your army, this model’s ’uge choppa has a Damage characteristic of 3.
newBig Shoota
- Type
- weapon
new’Uge Choppa
- Type
- weapon
goneBig shoota
- Type
weapon
gone’Uge choppa
- Type
weapon
newBig ShootaBig Shoota
- Range
- 36"
- Attacks
- 3
- Ballistic Skill
- 4+
- Strength
- 5
- AP
- 0
- Damage
- 1
newBig Shoota — Big ShootaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newBig Shoota — Big ShootaRAPID FIRE 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
new’Uge Choppa’Uge Choppa
- Range
- Melee
- Attacks
- 5
- Weapon Skill
- 2+
- Strength
- 12
- AP
- -2
- Damage
- 3
new’Uge Choppa — ’Uge ChoppaCLEAVE 2
- Rules
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
goneBig shootaBig shoota
- Range
36"- Attacks
3- Ballistic Skill
4+- Strength
5- AP
0- Damage
1
goneBig shoota — Big shootaRapid Fire 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone’Uge choppaUge choppa
- Range
Melee- Attacks
4- Weapon Skill
2+- Strength
12- AP
-2- Damage
2
changed1 Warboss in Mega Armour
- Points
80 pts125 pts
changedWartrakks
was Wartrakk
- Unit Composition
▪ 1- 1‑2 Wartrakk
Thismodels
Every model is equipped
with:with: 1kustomKustomshoota;Choppa; 1rokkitKustomlauncha;Shoota; 1choppasMulti-busta Launcha.- 1‑2 Wartrakk
- Base Size
105mm oval
changedWartrakk
- Keywords
Mounted, Speed Freeks, WartrakkMounted, Speed Freeks- Equipped With
Kustom shoota, Rokkit launcha, ChoppasKustom Choppa, Kustom Shoota, Multi-busta Launcha
newSpeednob Support
- Rules
While each model in this unit is within 3" of a friendly Speed Freeks unit (excluding Wartrakk units), this unit has Lone Operative.
newBust ’Em
- Rules
In your Shooting phase, when this unit has shot, select one enemy unit hit by those attacks. That unit is busted until the end of the turn:
- Friendly Speed Freeks units’ attacks that target a busted unit have [Lethal Hits].
goneIndiscriminate Detonations
- Rules
In your Shooting phase, when this unit has resolved its attacks, select one enemy unit hit by one or more of those attacks. That enemy unit is suppressed until the start of your next Command phase. (While a unit is suppressed, it has -1 to hit rolls.)
newKustom Choppa
- Type
- weapon
newKustom Shoota
- Type
- weapon
newMulti-busta Launcha
- Type
- weapon
goneChoppas
- Type
weapon
goneKustom shoota
- Type
weapon
goneRokkit launcha
- Type
weapon
newKustom ChoppaKustom Choppa
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 5
- AP
- -2
- Damage
- 2
newKustom ShootaKustom Shoota
- Range
- 18"
- Attacks
- 4
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
newKustom Shoota — Kustom ShootaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newKustom Shoota — Kustom ShootaRAPID FIRE 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
newMulti-busta LaunchaMulti-busta Launcha
- Range
- 24"
- Attacks
- D3+3
- Ballistic Skill
- 5+
- Strength
- 10
- AP
- -2
- Damage
- 3
goneChoppasChoppas
- Range
Melee- Attacks
5- Weapon Skill
3+- Strength
4- AP
-1- Damage
1
goneKustom shootaKustom shoota
- Range
18"- Attacks
2- Ballistic Skill
5+- Strength
4- AP
0- Damage
1
goneKustom shoota — Kustom shootaRapid Fire 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
goneRokkit launchaRokkit launcha
- Range
24"- Attacks
D3+3- Ballistic Skill
5+- Strength
10- AP
-2- Damage
3
new2 Wartrakk
- Points
- 130 pts
- Wartrakk count
- 2
changed1 Wartrakk
- Points
60 pts70 pts
changedWazdakka Gutsmek
- Unit Composition
■- 1 Wazdakka Gutsmek
– Epic HeroThismodel
This model is equipped
with:with: 1grabbaSpeedingdragga;Bulk1andpsyko‑gatler;Flaming Exhaust; 1 Fixit’swrench;Wrench; 1speeding bulkGrabbaandDragga;flaming1exhaust.Psyko‑gatler.- 1 Wazdakka Gutsmek
- Base Size
120mm
changedWazdakka Gutsmek
- Keywords
Mounted, Vehicle, Speed Freeks, Epic Hero, Smoke, Character, Wazdakka GutsmekCharacter, Epic Hero, Mounted, Smoke, Speed Freeks, Vehicle- Equipped With
Grabba dragga, Psyko‑gatler, Fixit’s wrench, Speeding bulk and flaming exhaustSpeeding Bulk and Flaming Exhaust, Fixit’s Wrench, Grabba Dragga, Psyko-gatler
newFull Throttle
- Rules
In your Command phase, select one Throttlerokkit Shokka Engine ability (see left). This unit has that ability until the start of your next Command phase.
goneFixit da Grot
- Rules
At the start of your Command phase, this model regains up to D3 lost wounds.
goneThrottlerokkit Shokka Engine
- Rules
In your Command phase, select one of the abilities in the Throttlerokkit Shokka Engine section. Until the start of your next Command phase, this model has that ability.
newFull ThrottleTurbo Engine
- Rules
When this unit is selected to make an advance/fall-back move, that move does not prevent this unit from being eligible to declare a charge.
newFull ThrottleShokk Attack Engine
- Rules
In your Command phase, if this unit is unengaged, you can place this unit in strategic reserves.
newFull ThrottlePulse Jet
- Rules
In your Movement phase, when this unit is selected to move, if this unit is unengaged, this unit can make a pulse jet move (pg 121).
goneThrottlerokkit Shokka EngineTurbo Engine
- Rules
This unit is eligible to declare a charge in a turn in which it Advanced or Fell Back.
goneThrottlerokkit Shokka EngineShokk Attack Engine
- Rules
In your Command phase, if this unit is unengaged, you can use this ability. If you do:
▪ Place this unit in strategic reserves.
▪ This unit can make an ingress move in your next Movement phase (including in your first turn).
goneThrottlerokkit Shokka EnginePulse Jet
- Rules
Each time this unit Advances, do not make an Advance roll for it. Instead, until the end of the phase:
■ Add 6" to the Move characteristic of models in this unit.
■ Models in this unit can move through models and terrain features
goneWaaagh! Wazdakka
- Rules
If this model is your WARLORD, WARBIKER units from your army have the BATTLELINE keyword.
newFixit’s Wrench
- Type
- weapon
newGrabba Dragga
- Type
- weapon
newPsyko-gatler
- Type
- weapon
newSpeeding Bulk and Flaming Exhaust
- Type
- weapon
goneFixit’s wrench
- Type
weapon
goneGrabba dragga
- Type
weapon
gonePsyko‑gatler
- Type
weapon
goneSpeeding bulk and flaming exhaust
- Type
weapon
newFixit’s WrenchFixit’s Wrench
- Range
- Melee
- Attacks
- 1
- Weapon Skill
- 4+
- Strength
- 3
- AP
- 0
- Damage
- 1
newFixit’s Wrench — Fixit’s WrenchEXTRA ATTACKS
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
newGrabba DraggaGrabba Dragga
- Range
- 12"
- Attacks
- 1
- Ballistic Skill
- 2+
- Strength
- 10
- AP
- -2
- Damage
- 3
newGrabba DraggaGrabba Dragga
- Range
- Melee
- Attacks
- 6
- Weapon Skill
- 2+
- Strength
- 10
- AP
- -2
- Damage
- 3
newGrabba Dragga — Grabba DraggaASSAULT
- Rules
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
newGrabba Dragga — Grabba DraggaPRECISION
- Rules
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
newGrabba Dragga — Grabba DraggaCLEAVE 2
- Rules
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
newGrabba Dragga — Grabba DraggaLANCE
- Rules
Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.
newPsyko-gatlerPsyko-gatler
- Range
- 24"
- Attacks
- 12
- Ballistic Skill
- 4+
- Strength
- 6
- AP
- -2
- Damage
- 2
newPsyko-gatler — Psyko-gatlerASSAULT
- Rules
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
newPsyko-gatler — Psyko-gatlerLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newPsyko-gatler — Psyko-gatlerSUSTAINED HITS 1
- Rules
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
newSpeeding Bulk and Flaming ExhaustSpeeding Bulk and Flaming Exhaust
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 2+
- Strength
- 5
- AP
- -1
- Damage
- 1
newSpeeding Bulk and Flaming Exhaust — Speeding Bulk and Flaming ExhaustCLEAVE 1
- Rules
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
newSpeeding Bulk and Flaming Exhaust — Speeding Bulk and Flaming ExhaustEXTRA ATTACKS
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
goneFixit’s wrenchFixit’s wrench
- Range
Melee- Attacks
1- Weapon Skill
4+- Strength
3- AP
0- Damage
1
goneFixit’s wrench — Fixit’s wrenchExtra Attacks
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
goneGrabba draggaranged
- Range
12"- Attacks
1- Ballistic Skill
2+- Strength
10- AP
-2- Damage
3
goneGrabba draggamelee
- Range
Melee- Attacks
6- Weapon Skill
2+- Strength
10- AP
-2- Damage
3
goneGrabba dragga — rangedAssault
- Rules
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
goneGrabba dragga — rangedPrecision
- Rules
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
goneGrabba dragga — meleeLance
- Rules
Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.
gonePsyko‑gatlerPsyko‑gatler
- Range
24"- Attacks
12- Ballistic Skill
4+- Strength
6- AP
-2- Damage
2
gonePsyko‑gatler — Psyko‑gatlerAssault
- Rules
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
gonePsyko‑gatler — Psyko‑gatlerSustained Hits 1
- Rules
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
goneSpeeding bulk and flaming exhaustSpeeding bulk and flaming exhaust
- Range
Melee- Attacks
6- Weapon Skill
2+- Strength
5- AP
-1- Damage
1
goneSpeeding bulk and flaming exhaust — Speeding bulk and flaming exhaustExtra Attacks
- Rules
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
changed1 Wazdakka Gutsmek
- Points
175 pts200 pts
changedWazbom Blastajet
- Unit Composition
■ 1- 1 Wazbom
BlastajetThisBlastajet model
This model is equipped
with:with:smasha1gun;ArmouredtwinImpact;wazbom1mega-kannon;SmashaarmouredGun;hull.1 Dual Wazbom Mega-kannon.- 1 Wazbom
- Base Size
150 x 95mm Oval Base120mm- Points Scaling
- +20 pts per 3 models
changedWazbom Blastajet
- Objective Control
--1- Keywords
Vehicle, Aircraft, Fly, Grenades, Speed Freeks, Wazbom BlastajetAircraft, Fly, Smoke, Speed Freeks, Vehicle- Equipped With
Smasha gun, Twin wazbom mega-kannon, Armoured hullArmoured Impact, Smasha Gun, Dual Wazbom Mega-kannon
newDamaged 4
newGo fer da Weak Spot
- Rules
In your Shooting phase, this unit's ranged attacks that target a Monster/Vehicle unit have +1 to wound rolls.
goneBlastajet Attack Run
- Rules
Each time this model makes a ranged attack that targets a unit that cannot FLY, re-roll a Hit roll of 1.
newArmoured Impact
- Type
- weapon
newDual Supa-shoota
- Type
- weapon
newDual Tellyport Mega-blasta
- Type
- weapon
newDual Wazbom Mega-kannon
- Type
- weapon
newSmasha Gun
- Type
- weapon
goneArmoured hull
- Type
weapon
goneSmasha gun
- Type
weapon
goneTwin supa-shoota
- Type
weapon
goneTwin tellyport mega-blasta
- Type
weapon
goneTwin wazbom mega-kannon
- Type
weapon
newArmoured ImpactArmoured Impact
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 4+
- Strength
- 6
- AP
- 0
- Damage
- 1
newDual Supa-shootaDual Supa-shoota
- Range
- 36"
- Attacks
- 8
- Ballistic Skill
- 4+
- Strength
- 6
- AP
- -1
- Damage
- 1
newDual Supa-shoota — Dual Supa-shootaIGNORES COVER
- Rules
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
newDual Supa-shoota — Dual Supa-shootaLETHAL HITS: non-MONSTER/VEHICLE
- Rules
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
newDual Supa-shoota — Dual Supa-shootaRAPID FIRE 4
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
newDual Tellyport Mega-blastaDual Tellyport Mega-blasta
- Range
- 24"
- Attacks
- 6
- Ballistic Skill
- 4+
- Strength
- 9
- AP
- -2
- Damage
- 3
newDual Tellyport Mega-blasta — Dual Tellyport Mega-blastaBLAST 1
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
newDual Tellyport Mega-blasta — Dual Tellyport Mega-blastaIGNORES COVER
- Rules
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
newDual Tellyport Mega-blasta — Dual Tellyport Mega-blastaRAPID FIRE 6
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
newDual Wazbom Mega-kannonDual Wazbom Mega-kannon
- Range
- 36"
- Attacks
- 4
- Ballistic Skill
- 4+
- Strength
- 12
- AP
- -2
- Damage
- 4
newDual Wazbom Mega-kannon — Dual Wazbom Mega-kannonHAZARDOUS
- Rules
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
newDual Wazbom Mega-kannon — Dual Wazbom Mega-kannonIGNORES COVER
- Rules
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
newSmasha GunSmasha Gun
- Range
- 48"
- Attacks
- 4
- Ballistic Skill
- 4+
- Strength
- 6
- AP
- -3
- Damage
- 3
newSmasha Gun — Smasha GunIGNORES COVER
- Rules
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
goneArmoured hullArmoured hull
- Range
Melee- Attacks
3- Weapon Skill
4+- Strength
6- AP
0- Damage
1
goneSmasha gunSmasha gun
- Range
48"- Attacks
D3- Ballistic Skill
4+- Strength
9- AP
-3- Damage
4
goneSmasha gun — Smasha gunBlast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneTwin supa-shootaTwin supa-shoota
- Range
36"- Attacks
4- Ballistic Skill
4+- Strength
6- AP
-1- Damage
1
goneTwin supa-shoota — Twin supa-shootaRapid Fire 2
- Rules
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
goneTwin supa-shoota — Twin supa-shootaSustained Hits 1
- Rules
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
goneTwin supa-shoota — Twin supa-shootaTwin-linked
- Rules
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
goneTwin tellyport mega-blastaTwin tellyport mega-blasta
- Range
24"- Attacks
3- Ballistic Skill
5+- Strength
9- AP
-1- Damage
D6+1
goneTwin tellyport mega-blasta — Twin tellyport mega-blastaBlast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneTwin tellyport mega-blasta — Twin tellyport mega-blastaTwin-linked
- Rules
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
goneTwin wazbom mega-kannonTwin wazbom mega-kannon
- Range
36"- Attacks
D3- Ballistic Skill
4+- Strength
12- AP
-2- Damage
D6
goneTwin wazbom mega-kannon — Twin wazbom mega-kannonBlast
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
goneTwin wazbom mega-kannon — Twin wazbom mega-kannonHazardous
- Rules
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
goneTwin wazbom mega-kannon — Twin wazbom mega-kannonTwin-linked
- Rules
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
newWazbom Blastajet: This model’s Dual Wazbom Mega-kannon can be replaced with 1 Dual Tellyport Mega‑blasta.
newWazbom Blastajet: This model can be equipped with 1 Blastajet Force Field.
newWazbom Blastajet: This model can be equipped with 1 Dual Supa‑shoota.
goneWazbom Blastajet: This model’s twin wazbom mega-kannon can be replaced with 1 twin tellyport mega-blasta.
goneWazbom Blastajet: This model can be equipped with 1 blastajet force field.
goneWazbom Blastajet: This model can be equipped with 1 twin supa-shoota.
newThis model’s Dual Wazbom Mega-kannon can be replaced with 1 Dual Tellyport Mega‑blasta.
newThis model can be equipped with 1 Blastajet Force Field.
newThis model can be equipped with 1 Dual Supa‑shoota.
gone■ This model’s twin wazbom mega-kannon can be replaced with 1 twin tellyport mega-blasta.
gone■ This model can be equipped with 1 blastajet force field.
gone■ This model can be equipped with 1 twin supa-shoota.
changed1 Wazbom Blastajet
- Points
165 pts215 pts
changedWeirdboy
- Unit Composition
■- 1
1WeirdboyWeirdboyThismodel
This model is equipped
with:with:’Eadbanger;1weirdboyPowerstaff.Vomit; 1 Copper Staff.- 1
- Base Size
40mm50mm
changedWeirdboy
- Keywords
Infantry, Character, Psyker, WeirdboyCharacter, Infantry, Psyker- Equipped With
’Eadbanger, Weirdboy staffPower Vomit, Copper Staff
newUnstable Energies
- Rules
-
newSupport
newWaaagh! Energy (psyker level 1)
- Rules
This model has the psychic abilities listed in the Psychic Abilities section (see left).
goneLeader
goneWaaagh! Energy
- Rules
While this model is leading a unit, add 1 to the Strength and Damage characteristics of this model’s ’Eadbanger weapon for every 5 models in that unit (rounding down), but while that unit contains 10 or more models, that weapon has the [HAZARDOUS] ability.
goneDa Jump
- Rules
Once per turn, at the end of your Movement phase, one WEIRDBOY from your army can use this ability. If it does, roll one D6: on a 1, that WEIRDBOY’s unit suffers D6 mortal wounds; on a 2+, remove that WEIRDBOY’s unit from the battlefield and set it up again anywhere on the battlefield that is more than 8" horizontally away from all enemy models.
newWaaagh! Energy (psyker level 1)Da Jump (psychic level 1, once per army, per battle round)
- Rules
In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:
- On a 1, this unit is battle-shocked.
- Place this unit in strategic reserves.
- This unit has Deep Strike.
newWaaagh! Energy (psyker level 1)Warpath (psychic level 1)
- Rules
In the Fight phase, when this unit is selected to fight, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:
- On a 1, this unit is battle-shocked.
- This unit's melee attacks can re-roll wound rolls of 1.
- This unit’s melee attacks have [Psychic].
newSupport
- Rules
This model can be attached to the following units:
■ BEAST SNAGGA BOYZ
■ BOYZ
goneLeader
- Rules
This model can be attached to the following units:
■ BOYZ
■ BREAKA BOYZ
newCopper Staff
- Type
- weapon
newPower Vomit
- Type
- weapon
goneWeirdboy staff
- Type
weapon
gone’Eadbanger
- Type
weapon
newCopper StaffCopper Staff
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 8
- AP
- -1
- Damage
- 2
newCopper Staff — Copper StaffPSYCHIC
- Rules
Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).
newPower VomitPower Vomit
- Range
- 12"
- Attacks
- 3
- Ballistic Skill
- -
- Strength
- 5
- AP
- -3
- Damage
- 2
newPower Vomit — Power VomitBLAST 1
- Rules
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
newPower Vomit — Power VomitHAZARDOUS
- Rules
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
newPower Vomit — Power VomitPSYCHIC
- Rules
Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).
newPower Vomit — Power VomitTORRENT
- Rules
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
goneWeirdboy staffWeirdboy staff
- Range
Melee- Attacks
3- Weapon Skill
3+- Strength
8- AP
-1- Damage
D3
goneWeirdboy staff — Weirdboy staffPsychic
- Rules
Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).
gone’EadbangerEadbanger
- Range
24"- Attacks
1- Ballistic Skill
4+- Strength
6- AP
-3- Damage
1
gone’Eadbanger — EadbangerPrecision
- Rules
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
gone’Eadbanger — EadbangerPsychic
- Rules
Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).
changedZodgrod Wortsnagga
- Unit Composition
■ 1- 1 Zodgrod Wortsnagga
– EPIC HEROThismodel
This model is equipped
with:with:Squigstoppa;1 DaGrabzappa.Grabzappa; 1 Squigstoppa.- 1 Zodgrod Wortsnagga
changedZodgrod Wortsnagga
- Invulnerable Save
- 6+
- Keywords
Infantry, Character, Epic Hero, Zodgrod WortsnaggaCharacter, Epic Hero, Infantry, Runtherd- Equipped With
Da Grabzappa, SquigstoppaSquigstoppa, Da Grabzappa
goneFeel No Pain 6+
goneSpecial Dose
- Rules
While the Waaagh! is active for your army, add 6" to the Move characteristic of models in this model’s unit.
changedSuper Runts
- Rules
While this- This
modelunit isleading ariledunit:■up. - This
Modelsunit'sinScavengedthatShivsunitweapons havethe Scouts 9" ability. ■ Each time a model in that unit makes an attack, add 1 to the+1HitA,rollWS andadd 1 to the Wound roll. ■ Each time an attack targets that unit, subtract 1 from the Wound roll.S.
- This
newSquigstoppa — SquigstoppaANTI-MONSTER/VEHICLE 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
newSquigstoppa — SquigstoppaCLOSE-QUARTERS
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
newSquigstoppa — SquigstoppaDEVASTATING WOUNDS: MONSTER/VEHICLE
- Rules
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
goneSquigstoppa — SquigstoppaAnti-monster 4+
- Rules
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
goneSquigstoppa — SquigstoppaPistol
- Rules
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
changed1 Zodgrod Wortsnagga
- Points
80 pts50 pts
Codex: Space Marines
changedApothecary
changedSupport
- Rules
This model can be attached to the following units:
■ ASSAULT INTERCESSOR SQUAD
■ ASSAULT SQUAD
■ BLADEGUARD VETERAN SQUAD
■ CRUSADER SQUAD
■ DEATHWATCH VETERANS
■ DECIMUS KILL TEAM
■ DESOLATION SQUAD
■ DEVASTATOR SQUAD
■ FORTIS KILL TEAM
■ HELLBLASTER SQUAD
■ INFERNUS SQUAD
■ INNER CIRCLE COMPANIONS
■ INTERCESSOR SQUAD
■ STERNGUARD VETERAN SQUAD
■ SWORD BRETHREN
■ TACTICAL SQUAD
■ VANGUARD VETERAN SQUAD
changedJudiciar
newSupport
- Rules
This model can be attached to the following units:
■ ASSAULT INTERCESSOR SQUAD
■ BLADEGUARD VETERAN SQUAD
■ INFERNUS SQUAD
■ INTERCESSOR SQUAD
■ STERNGUARD VETERAN SQUAD
■ VANGUARD VETERAN SQUAD
Imperial Armour: Orks
changedGargantuan Squiggoth
new1 Gargantuan Squiggoth
- Points
- 500 pts
- Gargantuan Squiggoth count
- 1
Codex: Adeptus Custodes
changedValerian
changedLeader
- Rules
This model can be attached to the following units:
■ CUSTODIAN GUARD
■ CUSTODIAN GUARD SODALITY WITH ADRASITE SPEARS
■ CUSTODIAN GUARD SODALITY WITH PYRITHITE SPEARS
■ CUSTODIAN GUARD WITH ADRASITE AND PYRITHITE SPEARS
■ CUSTODIAN WARDENS
■ SAGITTARUM CUSTODIANS
■ SAGITTARUM CUSTODIANS SODALITY
Codex: Leagues of Votann
changedCthonian Beserks
goneHeavy plasma axe
- Type
weapon
goneHeavy plasma axestrike
- Range
Melee- Attacks
3- Weapon Skill
3+- Strength
6- AP
-2- Damage
2
goneHeavy plasma axesweep
- Range
Melee- Attacks
6- Weapon Skill
3+- Strength
4- AP
-1- Damage
1