Warhammer 40,000 rules

Datasheet changes v931 → v946

66 datasheets

Codex: Orks

changed Bannernob

Unit Composition

  • 1 BannernobThis model

This model is equipped with:with: 1 shoota;Kustom Choppa; 1 choppaShoota.

changed Bannernob

Objective Control
6 3
Keywords
Infantry, Character, Bannernob Character, Infantry
Equipped With
Shoota, Choppa Shoota, Kustom Choppa

new Support

changed Waaagh! Banner

Rules

This unit has a 5+ InSv.
■ While the Waaagh! is active for this unit, this unit
+1 hasto +1charge T.rolls.

changed Support

Rules

This model can be attached to the following units:

BOYZ
BREAKA BOYZ
BURNA BOYZ
FLASH GITZ
LOOTAS
NOBZ
TANKBUSTAS

new Kustom Choppa

Type
weapon

gone Choppa

Type
weapon

new Kustom Choppa Kustom Choppa

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
2

gone Choppa Choppa

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
4
AP
-1
Damage
1

new Shoota — Shoota LETHAL 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].

new Shoota — Shoota RAPID 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).

gone Shoota — Shoota Rapid 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).

changed 1 Bannernob

Points
50 pts 35 pts

changed Battlewagon

Unit Composition

  • 1 1Battlewagon BattlewagonThismodel

This model is equipped with:with: tracks1 andCrushin’ wheels.Bulk.

Base Size
Hull
Points Scaling
+10 pts per 3 models

changed Battlewagon

Toughness
10 11
Keywords
Vehicle, Transport, Battlewagon, Frame Frame, Transport, Vehicle, Wagon
Equipped With
Tracks and wheels Crushin’ Bulk

new Mobile Fortress

Rules

Ranged attacks that target this unit have -1 D.

new Damaged 6

gone Ramshackle but Rugged

Rules

Each time an attack is allocated to this model, worsen the Armour Penetration characteristic of that attack by 1.

new TRANSPORT

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.

gone Transport

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.

new Big Shoota

Type
weapon

new Crushin’ Bulk

Type
weapon

new Grabbin’ Klaw

Type
weapon

new Wreckin’ 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.

gone Big shoota

Type
weapon

gone Deff rolla

Type
weapon

gone Grabbin’ klaw

Type
weapon

gone Kannon

Type
weapon

gone Killkannon

Type
weapon

gone Lobba

Type
weapon

gone Tracks and wheels

Type
weapon

gone Wreckin’ ball

Type
weapon

gone Zzap gun

Type
weapon

new Big Shoota Big Shoota

Range
36"
Attacks
3
Ballistic Skill
5+
Strength
5
AP
0
Damage
1

new Big Shoota — Big Shoota LETHAL 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].

new Big Shoota — Big Shoota RAPID 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 Crushin’ Bulk Crushin’ Bulk

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

new Crushin’ Bulk — Crushin’ Bulk CLEAVE 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).

new Grabbin’ Klaw Grabbin’ Klaw

Range
Melee
Attacks
2
Weapon Skill
3+
Strength
10
AP
-2
Damage
2

new Grabbin’ Klaw — Grabbin’ Klaw EXTRA 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.

new Wreckin’ Ball Wreckin’ Ball

Range
Melee
Attacks
1
Weapon Skill
3+
Strength
10
AP
0
Damage
D6

new Wreckin’ Ball — Wreckin’ Ball CLEAVE 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).

new Wreckin’ Ball — Wreckin’ Ball EXTRA 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 Big shoota Big shoota

Range
36"
Attacks
3
Ballistic Skill
5+
Strength
5
AP
0
Damage
1

gone Big shoota — Big shoota Rapid 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 Deff rolla Deff rolla

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
9
AP
-1
Damage
2

gone Grabbin’ klaw Grabbin’ klaw

Range
Melee
Attacks
2
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

gone Grabbin’ klaw — Grabbin’ klaw Extra 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 Kannon frag

Range
36"
Attacks
D6+3
Ballistic Skill
5+
Strength
6
AP
0
Damage
1

gone Kannon shell

Range
36"
Attacks
1
Ballistic Skill
5+
Strength
10
AP
-2
Damage
D6

gone Kannon — frag 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).

gone Killkannon Killkannon

Range
24"
Attacks
D6+1
Ballistic Skill
5+
Strength
9
AP
-2
Damage
2

gone Lobba Lobba

Range
48"
Attacks
D6
Ballistic Skill
5+
Strength
5
AP
0
Damage
1

gone Lobba — Lobba 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).

gone Lobba — Lobba Indirect Fire

Rules

Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).

gone Tracks and wheels Tracks and wheels

Range
Melee
Attacks
6
Weapon Skill
4+
Strength
8
AP
0
Damage
1

gone Wreckin’ ball Wreckin’ ball

Range
Melee
Attacks
1
Weapon Skill
4+
Strength
10
AP
0
Damage
D6

gone Wreckin’ ball — Wreckin’ ball Extra 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 Zzap gun Zzap gun

Range
36"
Attacks
1
Ballistic Skill
5+
Strength
D6+6
AP
-3
Damage
5

gone Zzap gun — Zzap gun Anti-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+.

new Battlewagon: This model can be equipped with 1 Wreckin’ Ball.

new Battlewagon: This model can be equipped with up to 4 Big Shoota.

new Battlewagon: This model can be equipped with 1 Grabbin’ Klaw.

gone Battlewagon: This model can be equipped with one of the following:

gone Battlewagon: This model can be equipped with:

gone Battlewagon: This model can be equipped with up to 4 big shootas.

gone Battlewagon: This model’s tracks and wheels can be replaced with 1 deff rolla.

gone Battlewagon: This model can be equipped with any of the following:

new This model can be equipped with 1 Wreckin’ Ball.

new This model can be equipped with up to 4 Big Shoota.

new This 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

changed 1 Battlewagon

Points
145 pts 150 pts

changed Beastboss

Unit Composition

  • 1 1Beastboss BeastbossThismodel

This model is equipped with:with: shoota;1 beastchoppa;Shoota; 1 Beast Snagga klaw.Klaw and Beastchoppa.

changed Beastboss

Toughness
5 6
Keywords
Infantry, Character, Beast Snagga, Warboss, Beastboss Beast Snagga, Character, Infantry, Warboss
Equipped With
Shoota, Beastchoppa, Beast Snagga klaw Shoota, Beast Snagga Klaw and Beastchoppa

new Da Boss

Rules

-

new Keep 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.

new Dodge Dis!

Rules

This unit's attacks have +1 to hit rolls.

gone Beastboss

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.

gone Ferocious 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.

new Beast Snagga Klaw and Beastchoppa

Type
weapon

gone Beast Snagga klaw

Type
weapon

gone Beastchoppa

Type
weapon

new Beast Snagga Klaw and Beastchoppa Beast Snagga Klaw and Beastchoppa

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
12
AP
-2
Damage
2

new Beast Snagga Klaw and Beastchoppa — Beast Snagga Klaw and Beastchoppa SUSTAINED 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).

gone Beast Snagga klaw Beast Snagga klaw

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
10
AP
-2
Damage
2

gone Beast Snagga klaw — Beast Snagga klaw Anti-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+.

gone Beast Snagga klaw — Beast Snagga klaw Anti-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+.

gone Beastchoppa Beastchoppa

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
6
AP
-1
Damage
2

gone Beastchoppa — Beastchoppa Anti-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+.

gone Beastchoppa — Beastchoppa Anti-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+.

new Shoota — Shoota LETHAL 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].

new Shoota — Shoota RAPID 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).

gone Shoota — Shoota Rapid 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).

changed 1 Beastboss

Points
80 pts 85 pts

changed Beastboss on Squigosaur

Unit Composition

1

  • 1 Beastboss on SquigosaurThisSquigosaur model

This model is equipped with:with: slugga;1 beastchoppa;Beastchoppa; squigosaur’s1 jaws.Slugga; 1 Squigosaur’s Jaws.

Points Scaling
+15 pts per 3 models

changed Beastboss on Squigosaur

Toughness
8 9
Wounds
8 10
Keywords
Mounted, Character, Beast Snagga, Warboss, Beastboss on Squigosaur Beast Snagga, Character, Monster, Warboss
Equipped With
Slugga, Beastchoppa, Squigosaur’s jaws Beastchoppa, Slugga, Squigosaur’s Jaws

new Da Boss

Rules

-

new Thundering Stampede (Aura)

Rules

Friendly Beast Snagga units within 6" of this unit have +1 to charge rolls.

new Keep 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.

new Boss 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.

gone Leader

gone Thundering Stampede

Rules

While this model is leading a unit, add 1 to Charge rolls made for that unit.

gone Single-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.

gone Leader

Rules

This model can be attached to the following units:

SQUIGHOG BOYZ

new Squigosaur’s Jaws

Type
weapon

new Thump Gun

Type
weapon

gone Squigosaur’s jaws

Type
weapon

gone Thump gun

Type
weapon

new Squigosaur’s Jaws Squigosaur’s Jaws

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
7
AP
-2
Damage
3

new Squigosaur’s Jaws — Squigosaur’s Jaws ANTI-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+.

new Squigosaur’s Jaws — Squigosaur’s Jaws EXTRA 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.

new Thump Gun Thump Gun

Range
18"
Attacks
3
Ballistic Skill
5+
Strength
6
AP
0
Damage
2

new Thump Gun — Thump Gun ANTI-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+.

gone Squigosaur’s jaws Squigosaur’s jaws

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
7
AP
-2
Damage
3

gone Squigosaur’s jaws — Squigosaur’s jaws Devastating 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.

gone Squigosaur’s jaws — Squigosaur’s jaws Extra 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 Thump gun Thump gun

Range
18"
Attacks
D3
Ballistic Skill
5+
Strength
6
AP
0
Damage
2

gone Thump gun — Thump gun 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).

new Beastchoppa Hunter

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
12
AP
-2
Damage
D6

new Beastchoppa Standard

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

gone Beastchoppa Beastchoppa

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
6
AP
-1
Damage
2

new Beastchoppa — Standard CLEAVE 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).

gone Beastchoppa — Beastchoppa Anti-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+.

gone Beastchoppa — Beastchoppa Anti-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+.

new Slugga — Slugga CLOSE-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.

new Slugga — Slugga LETHAL 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].

gone Slugga — Slugga Pistol

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.

new Beastboss on Squigosaur: This model can be equipped with 1 Thump Gun.

gone Beastboss on Squigosaur: This model can be equipped with 1 thump gun.

new This model can be equipped with 1 Thump Gun.

gone ■ This model can be equipped with 1 thump gun.

changed 1 Beastboss on Squigosaur

Points
95 pts 140 pts

changed Beast Snagga Boyz

Unit Composition

1 Beast Snagga

  • 1-2 NobNob 9-19models
  • 9‑18 Beast Snagga BoyzThe BeastBoy Snaggamodels

Every Nob is equipped with:with: slugga;1 powerPower snappa.
Every
Snappa; 1 Slugga. Every Beast Snagga Boy is equipped with:with: slugga;1 choppa.Choppa; 1 Slugga.

Points Scaling
+10 pts per 4 models

changed Beast Snagga Boy

Invulnerable Save
6+
Keywords
Infantry, Mob, Battleline, Beast Snagga, Beast Snagga Boyz Battleline, Beast Snagga, Infantry, Mob
Equipped With
Slugga, Choppa Choppa, Slugga

changed Nob

Wounds
2 3
Invulnerable Save
6+
Keywords
Infantry, Mob, Battleline, Beast Snagga, Beast Snagga Boyz Battleline, Beast Snagga, Infantry, Mob
Equipped With
Slugga, Power snappa Power Snappa, Slugga

new Mobbed

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.

gone Feel No Pain 6+

gone Monster 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.

new Power Snappa

Type
weapon

new Thump Gun

Type
weapon

gone Close combat weapon

Type
weapon

gone Power snappa

Type
weapon

gone Thump gun

Type
weapon

new Power Snappa Power Snappa

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

new Power Snappa — Power Snappa ANTI-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+.

new Thump Gun Thump Gun

Range
18"
Attacks
3
Ballistic Skill
5+
Strength
6
AP
0
Damage
2

new Thump Gun — Thump Gun ANTI-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+.

gone Close combat weapon Close combat weapon

Range
Melee
Attacks
2
Weapon Skill
3+
Strength
5
AP
0
Damage
1

gone Power snappa Power snappa

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
7
AP
-1
Damage
2

gone Thump gun Thump gun

Range
18"
Attacks
D3
Ballistic Skill
5+
Strength
6
AP
0
Damage
2

gone Thump gun — Thump gun 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).

new Choppa Hunter

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
6
AP
-2
Damage
1

new Choppa Standard

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
-1
Damage
1

gone Choppa Choppa

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
-1
Damage
1

new Slugga — Slugga CLOSE-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.

new Slugga — Slugga LETHAL 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].

gone Slugga — Slugga Pistol

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.

new Nob: Default Wargear

new Beast Snagga Boy: For every 10 models in this unit, 1 Beast Snagga Boy model can be equipped with 1 Thump Gun.

gone Beast Snagga Nob: Default Wargear

gone Beast 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.

new For 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.

new 9 Beast Snagga Boy, 1 Nob

Points
85 pts
Beast Snagga Boy count
9
Nob count
1

new 18 Beast Snagga Boy, 2 Nob

Points
170 pts
Beast Snagga Boy count
18
Nob count
2

gone 1 Beast Snagga Nob, 9 Beast Snagga Boy

Points
90 pts
Beast Snagga Nob count
1
Beast Snagga Boy count
9

gone 1 Beast Snagga Nob, 10-19 Beast Snagga Boy

Points
170 pts
Beast Snagga Nob count
1
Beast Snagga Boy count
10-19

changed Bigboss

Unit Composition

  • 1 BigbossThis model

This model is equipped with:with: 1 slugga; 1Big two‑handedChoppa; big1 choppaSlugga.

Base Size
40mm

changed Bigboss

Keywords
Infantry, Character, Bigboss Character, Infantry
Equipped With
Slugga, Two‑handed big choppa Slugga, Big Choppa

new Sumfin’ to Prove

Rules

This unit’s melee attacks have +1 to hit rolls.

new Support

gone Leader

gone Breakin’ Heads

Rules

This unit’s melee weapons have [SUSTAINED HITS 1].

gone Somethin’ to Prove

Rules

This unit has +1 to charge rolls.

new Support

Rules

This model can be attached to the following units:

BOYZ
BREAKA BOYZ
NOBZ

gone Leader

Rules

This model can be attached to the following units:

BOYZ
BREAKA BOYZ
NOBZ

new Big Choppa

Type
weapon

gone Two‑handed big choppa

Type
weapon

new Big Choppa Big Choppa

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
7
AP
-2
Damage
2

new Big Choppa — Big Choppa PRECISION

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 Two‑handed big choppa Two‑handed big choppa

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
7
AP
-1
Damage
2

gone Two‑handed big choppa — Two‑handed big choppa Cleave 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).

new Slugga — Slugga LETHAL 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].

changed 1 Bigboss

Points
55 pts 50 pts

changed Big’Ed Bossbunka

was Big’ed Bossbunka

Unit Composition

1

  • 1 Big’ed BossbunkaThisBossbunka model

This model is equipped with:with: big1 shoota;Big Shoota; 1 Gaze of Gork.

Base Size
Hull

changed Big 'Ed Bossbunka

Keywords
Fortification, Vehicle, Transport, Big’ed Bossbunka Fortification, Frame, Transport, Vehicle
Equipped With
Big shoota, Gaze of Gork Big Shoota, Gaze of Gork

new Raucous 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.

gone Shoutin’ Pole

Rules

While a friendly ORKS unit is within 6" of this FORTIFICATION, improve the Leadership characteristic of models in that unit by 1.

changed Fortification

Rules

While an enemy unit is only within Engagement Range of one or more FORTIFICATIONSengaged fromwith youronly army:Fortification units:

  • That enemy unit can still be selected as thea target of ranged attacks,attacks.
  • When butshooting eachthat timeenemy suchunit, anthose attackranged isattacks made,have unless-1 itto ishit maderolls with(excluding a[Close-quarters] Pistol,attacks).
  • When subtractthat 1enemy fromunit theis Hitselected roll. ■to Modelsmake ina thatfall-back unitmove, doif notthat needenemy tounit takeis Desperateonly Escapeengaged testswith dueFortification tounits, Fallingand Backthat whileenemy Battle-shocked,unit exceptis fornot thosebattle-shocked, thathazard willrolls movemade overfor that enemy modelsunit whenare doingautomatically so.passed.

changed Ramshackle Cover

Rules

Each time aWhen rangedan attack is allocated totargets a model, ifunit that model is not fully visible to every model in the attacking unitmodel because of this FORTIFICATION,unit, thatthe modeltarget has the Benefitbenefit of Covercover against that attack.

new TRANSPORT

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.

gone Transport

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.

new Big Shoota

Type
weapon

gone Big shoota

Type
weapon

new Big Shoota Big Shoota

Range
36"
Attacks
3
Ballistic Skill
5+
Strength
5
AP
0
Damage
1

new Big Shoota — Big Shoota LETHAL 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].

new Big Shoota — Big Shoota RAPID 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 Big shoota Big shoota

Range
36"
Attacks
3
Ballistic Skill
5+
Strength
5
AP
0
Damage
1

gone Big shoota — Big shoota Rapid 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 Gaze of Gork Glare

Range
24"
Attacks
3
Ballistic Skill
5+
Strength
5
AP
0
Damage
1

new Gaze of Gork Squint

Range
18"
Attacks
1
Ballistic Skill
5+
Strength
12
AP
-3
Damage
3

gone Gaze of Gork glare

Range
24"
Attacks
D6
Ballistic Skill
5+
Strength
5
AP
0
Damage
1

gone Gaze of Gork squint

Range
18"
Attacks
1
Ballistic Skill
5+
Strength
12
AP
-4
Damage
3

new Gaze of Gork — Glare BLAST 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).

gone Gaze of Gork — glare 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).

gone Gaze of Gork — glare Sustained 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).

gone Gaze of Gork — squint Sustained 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).

new Big 'Ed Bossbunka: Default Wargear

new Big 'Ed Bossbunka: This model can be equipped with up to 3 Big Shootas.

gone Big’ed Bossbunka: Default Wargear

gone Big’ed Bossbunka: This model can be equipped with up to 3 additional big shootas.

new This model can be equipped with up to 3 Big Shootas.

gone ■ This model can be equipped with up to 3 additional big shootas.

new 1 Big 'Ed Bossbunka

Points
135 pts
Big 'Ed Bossbunka count
1

gone 1 Big’ed Bossbunka

Points
135 pts
Big’ed Bossbunka count
1

changed Big Mek

Unit Composition

1

  • 1 Big MekThisMek model

This model is equipped with:with: kustom1 mega‑blasta;Kustom powerMega‑blasta; klaw.1 Power Klaw.

Points Scaling
+10 pts per 3 models

changed Big Mek

Keywords
Infantry, Character, Grenades, Mek, Big Mek Character, Explosives, Infantry
Equipped With
Kustom mega-blasta, Power klaw Power Klaw, Kustom Mega-blasta

changed More Dakka

Rules

While this model is leading a unit,This eachunit’s timeranged aattacks modelhave:

  • [Ignores inCover].
  • If thatthis unit makes a ranged attack, re‑rollis ariled Hitup, roll[Sustained ofHits 1.1].

changed Shokk-boosta

Rules

You can re‐rollIn Advanceyour rollsMovement madephase, forwhen this model’s unit. In addition, eachunit timeis thisselected model’sto unitmake makesan aadvance Normal,move, Advanceyou orcan Falluse Backthis move,ability. modelsIf inyou thatdo:

  • This unit can move through modelschange andthat terrainadvance features.roll Whento doinga so,6.
  • This theyunit can move withinthrough Engagementall Rangetypes of such modelsmodel.
  • When butthis cannotunit endends that move within Engagementadvance Rangemove, ofmake them,a andhazard anyroll Desperatefor Escapeeach testmodel isin automaticallythis passed.unit.

changed Leader

Rules

This model can be attached to the following units:

BOYZ
BREAKA BOYZ
LOOTASFLASH GITZ
MEK GUNZ
NOBZ
TANKBUSTAS

new Kustom Mega-blasta

Type
weapon

new Power Klaw

Type
weapon

new Traktor Blasta

Type
weapon

gone Kustom mega-blasta

Type
weapon

gone Power klaw

Type
weapon

gone Traktor blasta

Type
weapon

new Kustom Mega-blasta Kustom Mega-blasta

Range
24"
Attacks
3
Ballistic Skill
4+
Strength
9
AP
-2
Damage
3

new Kustom Mega-blasta — Kustom Mega-blasta HAZARDOUS

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.

new Power Klaw Power Klaw

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
10
AP
-2
Damage
2

new Traktor Blasta Traktor Blasta

Range
24"
Attacks
3
Ballistic Skill
4+
Strength
6
AP
-2
Damage
D3+3

new Traktor Blasta — Traktor Blasta ANTI-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+.

gone Kustom mega-blasta Kustom mega-blasta

Range
24"
Attacks
3
Ballistic Skill
5+
Strength
9
AP
-2
Damage
D6

gone Kustom mega-blasta — Kustom mega-blasta Hazardous

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.

gone Power klaw Power klaw

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
9
AP
-2
Damage
2

gone Traktor blasta Traktor blasta

Range
36"
Attacks
1
Ballistic Skill
5+
Strength
10
AP
-2
Damage
D6+1

gone Traktor blasta — Traktor blasta Anti-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+.

gone Traktor blasta — Traktor blasta Devastating 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.

changed Drilla Drilla

Attacks
2 3

new Big Mek: This model’s Power Klaw can be replaced with 1 Drilla.

new Big Mek: This model’s Kustom Mega‑blasta can be replaced with 1 Traktor Blasta.

gone Big Mek: This model’s kustom mega‑blasta can be replaced with 1 traktor blasta.

gone Big Mek: This model’s power klaw can be replaced with 1 drilla.

new This model’s Power Klaw can be replaced with 1 Drilla.

new This 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.

changed 1 Big Mek

Points
70 pts 85 pts

changed Big Mek Dakkarig

Unit Composition

  • 1 Big Mek DakkarigThis model

This model is equipped with:with: 1 blitzcannon;Blitzkannon; 1 rokkitMulti-busta launcha;Launcha; 1 stompyStompy feetFeet.

Base Size
90mm
Points Scaling
+10 pts per 3 models

changed Big Mek Dakkarig

Keywords
Walker, Big Mek, Dakkarig Big Mek, Character, Vehicle, Walker
Equipped With
Blitzkannon, Rokkit launcha, Stompy feet Blitzkannon, Multi-busta Launcha, Stompy Feet

new Even More Dakka

Rules

If this unit is riled up, this unit’s ranged attacks have [Sustained Hits 1].

new Deadly Demise 1

new Blitz 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.

gone Dakkablitz

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.

new Multi-busta Launcha

Type
weapon

new Stompy Feet

Type
weapon

gone Rokkit launcha

Type
weapon

gone Stompy feet

Type
weapon

new Multi-busta Launcha Multi-busta Launcha

Range
24"
Attacks
6
Ballistic Skill
5+
Strength
10
AP
-2
Damage
3

new Multi-busta Launcha — Multi-busta Launcha IGNORES 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).

new Multi-busta Launcha — Multi-busta Launcha LETHAL 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].

new Stompy Feet Stompy Feet

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
6
AP
-1
Damage
1

gone Rokkit launcha Rokkit launcha

Range
24"
Attacks
6
Ballistic Skill
5+
Strength
10
AP
-2
Damage
3

gone Rokkit launcha — Rokkit launcha Heavy

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.

gone Stompy feet Stompy feet

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
6
AP
-1
Damage
1

changed Blitzkannon Blitzkannon

Ballistic Skill
5+ 4+

new Blitzkannon — Blitzkannon IGNORES 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).

new Blitzkannon — Blitzkannon LETHAL 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].

gone Blitzkannon — Blitzkannon Heavy

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.

gone Blitzkannon — Blitzkannon Sustained 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).

changed 1 Big Mek Dakkarig

Points
115 pts 135 pts

changed Big Mek in Mega Armour

Unit Composition

1

  • 1 Big Mek in Mega ArmourThisArmour model

This model is equipped with:with: kustom‑mega1 blasta;Kustom powerShoota; klaw.1 Power Klaw.

changed Big Mek in Mega Armour

Keywords
Infantry, Character, Mega Armour, Mek, Big Mek in Mega Armour Big Mek, Character, Explosives, Infantry, Mega Armour
Equipped With
Kustom mega-blasta, Power klaw Kustom Shoota, Power Klaw

new Fix 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.

gone Fix 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.

changed More Dakka

Rules

While this model is leading aThis unit,unit’s eachranged timeattacks ahave:

  • [Ignores modelCover]. in
  • If thatthis unit makes a ranged attack, re‑rollis ariled Hitup, roll[Sustained ofHits 1.1].

changed Leader

Rules

This model can be attached to the following units:

MEGANOBZ
MEK GUNZ

new Kustom Mega-blasta

Type
weapon

new Kustom Shoota

Type
weapon

new Power Klaw

Type
weapon

new Tellyport Blasta

Type
weapon

gone Grot 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.*

gone Kustom mega-blasta

Type
weapon

gone Kustom shoota

Type
weapon

gone Power klaw

Type
weapon

gone Tellyport blasta

Type
weapon

new Kustom Mega-blasta Kustom Mega-blasta

Range
24"
Attacks
3
Ballistic Skill
4+
Strength
9
AP
-2
Damage
3

new Kustom Mega-blasta — Kustom Mega-blasta HAZARDOUS

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.

new Kustom Shoota Aimed

Range
18"
Attacks
4
Ballistic Skill
4+
Strength
4
AP
0
Damage
1

new Kustom Shoota Point Blank

Range
6"
Attacks
D3+3
Ballistic Skill
-
Strength
4
AP
0
Damage
1

new Kustom Shoota — Aimed LETHAL 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].

new Kustom Shoota — Aimed RAPID 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 Kustom Shoota — Point Blank CLOSE-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.

new Kustom Shoota — Point Blank TORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

new Power Klaw Power Klaw

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
10
AP
-2
Damage
2

new Tellyport Blasta Tellyport Blasta

Range
12"
Attacks
6
Ballistic Skill
4+
Strength
9
AP
-2
Damage
3

new Tellyport Blasta — Tellyport Blasta BLAST 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).

gone Kustom mega-blasta Kustom mega-blasta

Range
24"
Attacks
3
Ballistic Skill
5+
Strength
9
AP
-2
Damage
D6

gone Kustom mega-blasta — Kustom mega-blasta Hazardous

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.

gone Kustom shoota Kustom shoota

Range
18"
Attacks
4
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

gone Kustom shoota — Kustom shoota Rapid 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 Power klaw Power klaw

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
9
AP
-2
Damage
2

gone Tellyport blasta Tellyport blasta

Range
12"
Attacks
3
Ballistic Skill
5+
Strength
8
AP
-1
Damage
3

gone Tellyport blasta — Tellyport blasta 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).

changed Killsaw Killsaw

Strength
12 10
AP
-3 -2
Damage
2 3

new Kombi-weapon Kill Shot

Range
24"
Attacks
1
Ballistic Skill
4+
Strength
10
AP
-2
Damage
3

new Kombi-weapon Point Blank

Range
12"
Attacks
3
Ballistic Skill
-
Strength
5
AP
0
Damage
1

new Kombi-weapon Shoota

Range
18"
Attacks
2
Ballistic Skill
4+
Strength
4
AP
0
Damage
1

gone Kombi-weapon Kombi-weapon

Range
24"
Attacks
1
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

new Kombi-weapon — Point Blank BLAST 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).

new Kombi-weapon — Point Blank TORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

new Kombi-weapon — Shoota LETHAL 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].

new Kombi-weapon — Shoota RAPID 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).

gone Kombi-weapon — Kombi-weapon Anti-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 Kombi-weapon — Kombi-weapon Devastating 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.

gone Kombi-weapon — Kombi-weapon Rapid 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).

new Big Mek in Mega Armour: This model can be equipped with one of the following: ▫ 1 Tellyport Blasta ▫ 1 Kustom Force Field

new Big 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

gone Big Mek in Mega Armour: This model’s kustom-mega blasta can be replaced with one of the following:

gone Big Mek in Mega Armour: This model can be equipped with one of the following:

gone Big Mek in Mega Armour: This model can be equipped with 1 grot oiler.

new This model can be equipped with one of the following: ▫ 1 Tellyport Blasta ▫ 1 Kustom Force Field

new This 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.

changed 1 Big Mek in Mega Armour

Points
80 pts 90 pts

changed Big Mek with Shokk Attack Gun

Unit Composition

1

  • 1 Big Mek with Shokk Attack GunThisGun model

This model is equipped with:with: close1 combatBig weapon,Mek’s shokkToolz; attack1 gun.Shokk Attack Gun.

changed Big Mek with Shokk Attack Gun

Keywords
Infantry, Character, Grenades, Mek, Big Mek with Shokk Attack Gun Big Mek, Character, Explosives, Infantry
Equipped With
Close combat weapon, Shokk attack gun Shokk Attack Gun, Big Mek’s Toolz

new Support 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.

gone Deranged 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.

changed More Dakka

Rules

While this model is leading aThis unit,unit’s eachranged timeattacks ahave:

  • [Ignores modelCover]. in
  • If thatthis unit makes a ranged attack, re‑rollis ariled Hitup, roll[Sustained ofHits 1.1].

changed Leader

Rules

This model can be attached to the following units:

BOYZ
BREAKA BOYZ
LOOTAS
MEK GUNZ
NOBZ
TANKBUSTAS

new Big Mek’s Toolz

Type
weapon

new Shokk Attack Gun

Type
weapon

gone Grot 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.*

gone Close combat weapon

Type
weapon

gone Shokk attack gun

Type
weapon

new Big Mek’s Toolz Big Mek’s Toolz

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
0
Damage
1

new Shokk Attack Gun Shokk Attack Gun

Range
60"
Attacks
D3+3
Ballistic Skill
5+
Strength
12
AP
-4
Damage
D6+1

new Shokk Attack Gun — Shokk Attack Gun BLAST 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).

new Shokk Attack Gun — Shokk Attack Gun HEAVY

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.

gone Close combat weapon Close combat weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
0
Damage
1

gone Shokk attack gun Shokk attack gun

Range
60"
Attacks
D6+1
Ballistic Skill
5+
Strength
9
AP
-4
Damage
D6

gone Shokk attack gun — Shokk attack gun 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).

gone Shokk attack gun — Shokk attack gun Heavy

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.

gone Big Mek with Shokk Attack Gun: This model can be equipped with 1 grot assistant.

gone ■ This model can be equipped with 1 grot assistant.

changed 1 Big Mek with Shokk Attack Gun

Points
70 pts 95 pts

changed Blitza‑bommer

was Blitza-bommer

Unit Composition

  • 1 1Blitza‑bommer Blitza-bommerThismodel

This model is equipped with:with: big1 shoota;Armoured twinImpact; supa-shoota;1 armouredBig hull.Shoota; 1 Dual Supa‑shoota.

Base Size
120 x 92mm Oval Base 120mm

changed Blitza-bommer

Objective Control
- -1
Keywords
Vehicle, Aircraft, Fly, Speed Freeks, Blitza-bommer Aircraft, Fly, Speed Freeks, Vehicle
Equipped With
Big shoota, Twin supa-shoota, Armoured hull Armoured Impact, Big Shoota, Dual Supa-shoota

new Damaged 4

changed Boom 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 suffers D63 mortal wounds.wounds.
  • On a 6, that enemy unit suffers D3+3 mortal wounds.

new Armoured Impact

Type
weapon

new Big Shoota

Type
weapon

new Dual Supa-shoota

Type
weapon

gone Armoured hull

Type
weapon

gone Big shoota

Type
weapon

gone Twin supa-shoota

Type
weapon

new Armoured Impact Armoured Impact

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

new Big Shoota Big Shoota

Range
36"
Attacks
3
Ballistic Skill
5+
Strength
5
AP
0
Damage
1

new Big Shoota — Big Shoota LETHAL 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].

new Big Shoota — Big Shoota RAPID 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 Dual Supa-shoota Dual Supa-shoota

Range
36"
Attacks
8
Ballistic Skill
5+
Strength
6
AP
-1
Damage
1

new Dual Supa-shoota — Dual Supa-shoota LETHAL 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].

new Dual Supa-shoota — Dual Supa-shoota RAPID 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).

gone Armoured hull Armoured hull

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

gone Big shoota Big shoota

Range
36"
Attacks
3
Ballistic Skill
5+
Strength
5
AP
0
Damage
1

gone Big shoota — Big shoota Rapid 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 Twin supa-shoota Twin supa-shoota

Range
36"
Attacks
4
Ballistic Skill
5+
Strength
6
AP
-1
Damage
1

gone Twin supa-shoota — Twin supa-shoota Rapid 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 Twin supa-shoota — Twin supa-shoota Sustained 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).

gone Twin supa-shoota — Twin supa-shoota Twin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

changed 1 Blitza-bommer

Points
105 pts 115 pts

changed Boss Snikrot

Unit Composition

1

  • 1 Boss Snikrot – EPIC HEROThismodel

This model is equipped with:with: slugga;1 Mork’s Teeth.Teef; 1 Slugga.

changed Boss Snikrot

Keywords
Infantry, Character, Grenades, Smoke, Epic Hero, Boss Snikrot Character, Epic Hero, Explosives, Infantry, Smoke
Equipped With
Slugga, Mork’s Teeth Slugga, Mork’s Teef

new Kunnin’ 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.

new Deff 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.

gone Red Skull Kommandos

Rules

This unit has +1 Sv against ranged attacks.

gone Kunnin’ 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).

new Mork’s Teef

Type
weapon

gone Mork’s Teeth

Type
weapon

new Mork’s Teef Mork’s Teef

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

new Mork’s Teef — Mork’s Teef ANTI-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+.

new Mork’s Teef — Mork’s Teef PRECISION

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 Mork’s Teeth Mork’s Teeth

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
6
AP
-1
Damage
2

gone Mork’s Teeth — Mork’s Teeth Precision

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 Mork’s Teeth — Mork’s Teeth Twin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

changed Slugga Slugga

Ballistic Skill
4+ 5+

new Slugga — Slugga CLOSE-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.

new Slugga — Slugga LETHAL 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].

new Slugga — Slugga PRECISION

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 Slugga — Slugga Pistol

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.

changed 1 Boss Snikrot

Points
75 pts 80 pts

changed Boyz

Unit Composition

1 Boss

  • 1‑2 NobNob 9-19models
  • 9‑18 BoyzTheBoy Bossmodels

Every Nob is equipped with:with: slugga;1 bigKustom choppa.
Every
Choppa; 1 Kombi-skorcha. Every Boy is equipped with:with: slugga;1 choppa.Choppa; 1 Shoota; 1 Slugga.

Base Size
32mm 32mm, 40mm

changed Boy

Keywords
Infantry, Battleline, Mob, Grenades, Boyz Battleline, Explosives, Infantry, Mob
Equipped With
Slugga, Choppa Choppa, Shoota, Slugga

changed Nob

Wounds
2 3
Keywords
Infantry, Battleline, Mob, Grenades, Boyz Battleline, Explosives, Infantry, Mob
Equipped With
Slugga, Big choppa Kustom Choppa, Kombi-skorcha

new Ammo 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.

new Tide of Muscle

Rules

In the Fight phase, if this unit made a charge move this turn, this unit's melee attacks have [Lethal Hits].

new Never Too Busy to Fight

Rules

Being engaged does not prevent this unit from being eligible to start an action.

gone Get 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.

new Big Choppa

Type
weapon

new Big Shoota

Type
weapon

new Burna

Type
weapon

new Kombi-rokkit

Type
weapon

new Kombi-skorcha

Type
weapon

new Kustom Choppa

Type
weapon

new Kustom Shoota

Type
weapon

new Power Klaw

Type
weapon

new Rokkit Launcha

Type
weapon

gone Big choppa

Type
weapon

gone Big shoota

Type
weapon

gone Close combat weapon

Type
weapon

gone Kombi-weapon

Type
weapon

gone Kombi‑rokkit

Type
weapon

gone Kombi‑shoota

Type
weapon

gone Kustom shoota

Type
weapon

gone Power klaw

Type
weapon

gone Rokkit launcha

Type
weapon

new Big Choppa Big Choppa

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
7
AP
-1
Damage
2

new Big Choppa — Big Choppa CLEAVE 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).

new Big Shoota Big Shoota

Range
36"
Attacks
3
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

new Big Shoota — Big Shoota LETHAL 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].

new Big Shoota — Big Shoota RAPID 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 Burna Burna

Range
12"
Attacks
3
Ballistic Skill
-
Strength
4
AP
0
Damage
1

new Burna — Burna BLAST 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).

new Burna — Burna TORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

new Kombi-rokkit Busta Rokkit

Range
24"
Attacks
1
Ballistic Skill
5+
Strength
10
AP
-2
Damage
3

new Kombi-rokkit Shoota

Range
18"
Attacks
2
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

new Kombi-rokkit — Shoota LETHAL 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].

new Kombi-rokkit — Shoota RAPID 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).

new Kombi-skorcha Shoota

Range
18"
Attacks
2
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

new Kombi-skorcha Skorcha

Range
12"
Attacks
3
Ballistic Skill
-
Strength
5
AP
0
Damage
1

new Kombi-skorcha — Shoota LETHAL 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].

new Kombi-skorcha — Shoota RAPID 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).

new Kombi-skorcha — Skorcha BLAST 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).

new Kombi-skorcha — Skorcha TORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

new Kustom Choppa Kustom Choppa

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
2

new Kustom Shoota Kustom Shoota

Range
18"
Attacks
4
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

new Kustom Shoota — Kustom Shoota LETHAL 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].

new Kustom Shoota — Kustom Shoota RAPID 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 Power Klaw Power Klaw

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
10
AP
-2
Damage
2

new Rokkit Launcha Blasta

Range
24"
Attacks
2
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

new Rokkit Launcha Busta

Range
24"
Attacks
2
Ballistic Skill
5+
Strength
10
AP
-2
Damage
3

new Rokkit Launcha — Blasta BLAST 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).

gone Big choppa Big choppa

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
7
AP
-1
Damage
2

gone Big shoota Big shoota

Range
36"
Attacks
3
Ballistic Skill
5+
Strength
5
AP
0
Damage
1

gone Big shoota — Big shoota Rapid 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 Close combat weapon Close combat weapon

Range
Melee
Attacks
2
Weapon Skill
3+
Strength
4
AP
0
Damage
1

gone Kombi-weapon Kombi-weapon

Range
24"
Attacks
1
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

gone Kombi-weapon — Kombi-weapon Anti-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 Kombi-weapon — Kombi-weapon Devastating 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.

gone Kombi-weapon — Kombi-weapon Rapid 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).

gone Kombi‑rokkit Kombi‑rokkit

Range
24"
Attacks
1
Ballistic Skill
5+
Strength
10
AP
-2
Damage
3

gone Kombi‑shoota Kombi‑shoota

Range
24"
Attacks
2
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

gone Kustom shoota Kustom shoota

Range
18"
Attacks
4
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

gone Kustom shoota — Kustom shoota Rapid 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 Power klaw Power klaw

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
9
AP
-2
Damage
2

gone Rokkit launcha Rokkit launcha

Range
24"
Attacks
D3
Ballistic Skill
5+
Strength
9
AP
-2
Damage
3

gone Rokkit launcha — Rokkit launcha 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).

changed Choppa Choppa

Strength
4 5

new Shoota — Shoota LETHAL 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].

new Shoota — Shoota RAPID 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).

gone Shoota — Shoota Rapid 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).

new Slugga — Slugga CLOSE-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.

new Slugga — Slugga LETHAL 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].

gone Slugga — Slugga Pistol

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.

new Nob: Default Wargear

new Nob: Any number of Nob models can each have their Kustom Choppa and Kombi-skorcha replaced with 1 Big Choppa.

new Nob: Any number of Nob models can each have their Kustom Choppa replaced with 1 Power Klaw.

new Nob: Any number of Nob models can each have their Kombi-skorcha replaced with one of the following: ▫ 1 Kombi-rokkit ▫ 1 Kustom Shoota

new Boy: For every 10 models in this unit, 1 Boy model can have their Shoota replaced with 1 Big Shoota.

new Boy: For every 10 models in this unit, 1 Boy model can have their Shoota replaced with 1 Rokkit Launcha.

new Boy: For every 10 models in this unit, 1 Boy model can have their Shoota replaced with 1 Burna.

gone Boss Nob: Default Wargear

gone Boss Nob: The Boss Nob’s big choppa can be replaced with 1 power klaw.

gone Boss Nob: The Boss Nob’s big choppa and slugga can be replaced with 1 kombi-weapon and 1 close combat weapon.

gone Boss 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)

gone Boy: Any number of Boyz can each be equipped with 1 shoota.

gone Boy: 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

new Any number of Nob models can each have their Kustom Choppa and Kombi-skorcha replaced with 1 Big Choppa.

new Any number of Nob models can each have their Kustom Choppa replaced with 1 Power Klaw.

new Any number of Nob models can each have their Kombi-skorcha replaced with one of the following: ▫ 1 Kombi-rokkit ▫ 1 Kustom Shoota

new For every 10 models in this unit, 1 Boy model can have their Shoota replaced with 1 Big Shoota.

new For every 10 models in this unit, 1 Boy model can have their Shoota replaced with 1 Rokkit Launcha.

new For 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

new 1 Nob, 9 Boy

Points
90 pts
Nob count
1
Boy count
9

new 2 Nob, 18 Boy

Points
180 pts
Nob count
2
Boy count
18

gone 1 Boss Nob, 9 Boy

Points
75 pts
Boss Nob count
1
Boy count
9

gone 1 Boss Nob, 10-19 Boy

Points
160 pts
Boss Nob count
1
Boy count
10-19

changed Breaka Boyz

Unit Composition

1 Boss

  • 1 NobNob 5model
  • 5 Breaka BoyzTheBoy Bossmodels

The Nob is equipped with:with: rokkit1 pistol;Choppa; smash1 hammer;Rokkit choppa.
Each
Pistol; 1 Smash Hammer. Every Breaka Boy is equipped with:with: smash1 hammer.Smash Hammer.

Base Size
Boss Nob: 40mm Breaka Boyz: 32mm 32mm, 40mm

changed Breaka Boy

Keywords
Infantry, Grenades, Breaka Boyz Explosives, Infantry
Equipped With
Smash hammer, Smash hammer Smash Hammer

changed Nob

Wounds
2 3
Keywords
Infantry, Grenades, Breaka Boyz Explosives, Infantry
Equipped With
Rokkit pistol, Choppa Choppa, Rokkit Pistol, Smash Hammer

new Bomb 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.

gone Bomb 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.*

changed Trophy Hunters

Rules

Each time thisThis unit declares a charge, you canhas re-roll+1 theto Chargecharge roll.rolls.

gone Attached 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.

new Rokkit Pistol

Type
weapon

new Smash Hammer

Type
weapon

gone Rokkit pistol

Type
weapon

gone Smash hammer

Type
weapon

new Rokkit Pistol Rokkit Pistol

Range
12"
Attacks
1
Ballistic Skill
5+
Strength
10
AP
-2
Damage
3

new Rokkit Pistol — Rokkit Pistol CLOSE-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.

new Smash Hammer Hunter

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
12
AP
-2
Damage
3

new Smash Hammer Standard

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
7
AP
-2
Damage
2

gone Rokkit pistol Rokkit pistol

Range
12"
Attacks
1
Ballistic Skill
5+
Strength
9
AP
-2
Damage
3

gone Rokkit pistol — Rokkit pistol Pistol

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.

gone Smash hammer Smash hammer

Range
Melee
Attacks
2
Weapon Skill
3+
Strength
6
AP
-2
Damage
3

gone Smash hammer — Smash hammer Anti-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+.

gone Smash hammer — Smash hammer Anti-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+.

changed Knucklebustas Knucklebustas

Attacks
5 4
AP
-1 -2
Damage
1 2

new Knucklebustas — Knucklebustas ANTI-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+.

gone Knucklebustas — Knucklebustas Anti-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+.

gone Knucklebustas — Knucklebustas Anti-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+.

gone Knucklebustas — Knucklebustas Twin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

changed Tankhammer Tankhammer

Attacks
2 3
Weapon Skill
3+ 4+
Strength
6 12

new Tankhammer — Tankhammer DEVASTATING 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.

new Tankhammer — Tankhammer HAZARDOUS

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.

gone Tankhammer — Tankhammer Anti-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+.

gone Tankhammer — Tankhammer Anti-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+.

gone Tankhammer — Tankhammer Devastating 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.

gone Tankhammer — Tankhammer Hazardous

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.

new Nob: Default Wargear

new Nob: The Nob can have their Smash Hammer replaced with 1 Rokkit Pistol.

new Breaka Boy: 1 Breaka Boy model can have their Smash Hammer replaced with 1 Knucklebustas.

new Breaka Boy: 1 Breaka Boy model can have their Smash Hammer replaced with 1 Tankhammer.

gone Boss Nob: Default Wargear

gone Boss Nob: The Boss Nob’s smash hammer can be replaced with 1 rokkit pistol.

gone Breaka Boy: One Breaka Boy’s smash hammer can be replaced with 1 knucklebustas.

gone Breaka Boy: One Breaka Boy’s smash hammer can be replaced with 1 tankhammer.

new The Nob can have their Smash Hammer replaced with 1 Rokkit Pistol.

new 1 Breaka Boy model can have their Smash Hammer replaced with 1 Knucklebustas.

new 1 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.

new 1 Nob, 5 Breaka Boy

Points
135 pts
Nob count
1
Breaka Boy count
5

gone 1 Boss Nob, 5 Breaka Boy

Points
125 pts
Boss Nob count
1
Breaka Boy count
5

changed Burna‑bommer

was Burna-bommer

Unit Composition

  • 1 1Burna‑bommer Burna-bommerThismodel

This model is equipped with:with: twin1 bigArmoured shoota;Impact; twin1 supa-shoota;Dual armouredBig hull.Shoota; 1 Dual Supa Shoota.

Base Size
120 x 92mm Oval Base 120mm

changed Burna-bommer

Objective Control
- -1
Keywords
Vehicle, Fly, Aircraft, Speed Freeks, Burna-bommer Aircraft, Fly, Speed Freeks, Vehicle
Equipped With
Twin big shoota, Twin supa-shoota, Armoured hull Armoured Impact, Dual Big Shoota, Dual Supa Shoota

new Damaged 4

changed Burna Bomb

Rules

At the end of your opponent’s Fight phase, you can select one visiblevisible enemy unit (excluding LoneLone OperativeOperative and Monster/Vehicle units) within 24"36" of this unit:
Friendlyunit, ORKSand units'roll rangedone attacksD6 for that targetunit. thatOn a 2+:

  • That enemy unit havesuffers [IGNORESD3 COVER]mortal wounds.
  • That enemy unit cannot be hidden until the end of your next turn.
  • Roll one D6 forRanged eachattacks modelthat intarget that enemy unit:Forunit eachhave 6,[IGNORES thatCOVER] enemyuntil unitthe suffersend 1of mortalyour wound.next turn.

new Armoured Impact

Type
weapon

new Dual Big Shoota

Type
weapon

new Dual Supa Shoota

Type
weapon

new Skorcha Missile Rack

Type
weapon

gone Armoured hull

Type
weapon

gone Skorcha missile rack

Type
weapon

gone Twin big shoota

Type
weapon

gone Twin supa-shoota

Type
weapon

new Armoured Impact Armoured Impact

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

new Dual Big Shoota Dual Big Shoota

Range
36"
Attacks
6
Ballistic Skill
5+
Strength
5
AP
0
Damage
1

new Dual Big Shoota — Dual Big Shoota LETHAL 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].

new Dual Big Shoota — Dual Big Shoota RAPID 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).

new Dual Supa Shoota Dual Supa Shoota

Range
36"
Attacks
8
Ballistic Skill
5+
Strength
6
AP
-1
Damage
1

new Dual Supa Shoota — Dual Supa Shoota LETHAL 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].

new Dual Supa Shoota — Dual Supa Shoota RAPID 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).

new Dual Supa Shoota — Dual Supa Shoota SUSTAINED 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).

new Skorcha Missile Rack Skorcha Missile Rack

Range
36"
Attacks
6
Ballistic Skill
5+
Strength
5
AP
0
Damage
1

new Skorcha Missile Rack — Skorcha Missile Rack BLAST 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 Skorcha Missile Rack — Skorcha Missile Rack IGNORES 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).

gone Armoured hull Armoured hull

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

gone Skorcha missile rack Skorcha missile rack

Range
36"
Attacks
2D6
Ballistic Skill
5+
Strength
5
AP
-1
Damage
1

gone Skorcha missile rack — Skorcha missile rack 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).

gone Skorcha missile rack — Skorcha missile rack Ignores 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).

gone Twin big shoota Twin big shoota

Range
36"
Attacks
3
Ballistic Skill
5+
Strength
5
AP
0
Damage
1

gone Twin big shoota — Twin big shoota Rapid 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 Twin big shoota — Twin big shoota Twin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

gone Twin supa-shoota Twin supa-shoota

Range
36"
Attacks
4
Ballistic Skill
5+
Strength
6
AP
-1
Damage
1

gone Twin supa-shoota — Twin supa-shoota Rapid 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 Twin supa-shoota — Twin supa-shoota Sustained 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).

gone Twin supa-shoota — Twin supa-shoota Twin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

new Burna-bommer: This model can be equipped with 1 Skorcha Missile Rack.

gone Burna-bommer: This model can be equipped with 1 skorcha missile rack.

new This model can be equipped with 1 Skorcha Missile Rack.

gone ■ This model can be equipped with 1 skorcha missile rack.

changed 1 Burna-bommer

Points
115 pts 125 pts

changed Dakkajet

Unit Composition

  • 1 1Dakkajet DakkajetThismodel

This model is equipped with:with: 21 twinArmoured supa-shootas;Impact; armoured2 hull.Dual Supa‑shoota.

Base Size
120 x 92mm Oval Base 120mm

changed Dakkajet

Objective Control
- -1
Keywords
Vehicle, Fly, Aircraft, Speed Freeks, Dakkajet Aircraft, Fly, Speed Freeks, Vehicle
Equipped With
Twin supa-shoota, Armoured hull Armoured Impact, Dual Supa-shoota

new Strafing Run

Rules

In your Shooting phase, this unit's ranged attacks that target a unit (excluding Fly units) have +1 to hit rolls.

new Damaged 4

gone Dakkastorm

Rules

Each time this model makes a ranged attack, every successful Hit roll scores a Critical Hit.

new Armoured Impact

Type
weapon

new Dual Supa-shoota

Type
weapon

gone Armoured hull

Type
weapon

gone Twin supa-shoota

Type
weapon

new Armoured Impact Armoured Impact

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

new Dual Supa-shoota Dual Supa-shoota

Range
36"
Attacks
8
Ballistic Skill
5+
Strength
6
AP
-1
Damage
1

new Dual Supa-shoota — Dual Supa-shoota LETHAL 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].

new Dual Supa-shoota — Dual Supa-shoota RAPID 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).

gone Armoured hull Armoured hull

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

gone Twin supa-shoota Twin supa-shoota

Range
36"
Attacks
4
Ballistic Skill
5+
Strength
6
AP
-1
Damage
1

gone Twin supa-shoota — Twin supa-shoota Rapid 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 Twin supa-shoota — Twin supa-shoota Sustained 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).

gone Twin supa-shoota — Twin supa-shoota Twin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

new Dakkajet: This model can be equipped with 1 Dual Supa‑shoota.

gone Dakkajet: This model can be equipped with 1 additional twin supa-shoota.

new This model can be equipped with 1 Dual Supa‑shoota.

gone ■ This model can be equipped with 1 additional twin supa-shoota.

changed Deff Dread

Unit Composition

1

  • 1 Deff DreadThisDread model

This model is equipped with:with: 21 bigBig shootas;Shoota; 21 Dread klaws;Klaws; stompy1 feet.Skorcha.

changed Deff Dread

Keywords
Vehicle, Walker, Deff Dread Vehicle, Walker
Equipped With
Stompy feet, Big shoota, Dread klaw Big Shoota, Skorcha, Dread Klaws

new Dread ’Ard

Rules

Attacks that target this unit have -1 D.

gone Piston-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.

new Big Shoota

Type
weapon

new Dread Klaws

Type
weapon

new Extra Klaw

Type
weapon

new Kustom Mega-blasta

Type
weapon

new Rokkit Launcha

Type
weapon

gone Big shoota

Type
weapon

gone Dread klaw

Type
weapon

gone Kustom mega-blasta

Type
weapon

gone Rokkit launcha

Type
weapon

gone Stompy feet

Type
weapon

new Big Shoota Big Shoota

Range
36"
Attacks
3
Ballistic Skill
5+
Strength
5
AP
0
Damage
1

new Big Shoota — Big Shoota LETHAL 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].

new Big Shoota — Big Shoota RAPID 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 Dread Klaws Dread Klaws

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
12
AP
-2
Damage
3

new Dread Klaws — Dread Klaws CLEAVE 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).

new Extra Klaw Extra Klaw

Range
Melee
Attacks
1
Weapon Skill
3+
Strength
12
AP
-2
Damage
3

new Extra Klaw — Extra Klaw EXTRA 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.

new Kustom Mega-blasta Kustom Mega-blasta

Range
24"
Attacks
3
Ballistic Skill
5+
Strength
9
AP
-2
Damage
3

new Kustom Mega-blasta — Kustom Mega-blasta HAZARDOUS

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.

new Rokkit Launcha Blasta

Range
24"
Attacks
2
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

new Rokkit Launcha Busta

Range
24"
Attacks
2
Ballistic Skill
5+
Strength
10
AP
-2
Damage
3

new Rokkit Launcha — Blasta BLAST 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).

gone Big shoota Big shoota

Range
36"
Attacks
3
Ballistic Skill
5+
Strength
5
AP
0
Damage
1

gone Big shoota — Big shoota Rapid 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 Dread klaw Dread klaw

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
12
AP
-2
Damage
3

gone Dread klaw — Dread klaw Dead Choppy

Rules

The Attacks characteristic of this weapon is increased by 1 for each additional Dread klaw the bearer is equipped with.

gone Kustom mega-blasta Kustom mega-blasta

Range
24"
Attacks
3
Ballistic Skill
5+
Strength
9
AP
-2
Damage
D6

gone Kustom mega-blasta — Kustom mega-blasta Hazardous

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.

gone Rokkit launcha Rokkit launcha

Range
24"
Attacks
D3
Ballistic Skill
5+
Strength
9
AP
-2
Damage
3

gone Rokkit launcha — Rokkit launcha 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).

gone Stompy feet Stompy feet

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
0
Damage
1

changed Skorcha Skorcha

Attacks
D6 3
AP
-1 0

new Skorcha — Skorcha BLAST 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).

new Skorcha — Skorcha TORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

gone Skorcha — Skorcha Ignores 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).

gone Skorcha — Skorcha Torrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

new Deff Dread: This model’s Big Shoota can be replaced with one of the following: ▫ 1 Extra Klaw ▫ 1 Kustom Mega‑blasta ▫ 1 Rokkit Launcha

new Deff 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

gone Deff Dread: This model’s big shootas can each be replaced with one of the following:

gone Deff Dread: This model’s dread klaws can each be replaced with one of the following:

new This model’s Big Shoota can be replaced with one of the following: ▫ 1 Extra Klaw ▫ 1 Kustom Mega‑blasta ▫ 1 Rokkit Launcha

new 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

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

changed 1 Deff Dread

Points
110 pts 130 pts

changed Deffkilla Wartrike

Unit Composition

  • 1 1Deffkilla DefkillaWartrike WartrikeThismodel

This model is equipped with:with: boomstikks;1 killaBoomstikks; jet;1 snaggaKilla klaw.Jet; 1 Snagga Klaw.

Base Size
150 x 95mm Oval Base

changed Deffkilla Wartrike

Keywords
Mounted, Character, Warboss, Speed Freeks, Deffkilla Wartrike Character, Mounted, Speed Freeks, Warboss
Equipped With
Boomstikks, Killa jet, Snagga klaw Boomstikks, Killa Jet, Snagga Klaw

new Da Boss

Rules

-

new Get 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.

gone Speedboss

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.

changed Fuel-mixa Grot

Rules

Each time this model’sThis unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, addhas 6"+1 to the Move characteristic of models in thatadvance unit.rolls.

changed Leader

Rules

This model can be attached to the following units:

NOBZ ON WARBIKES
SKORCHAS
WARBIKERS
WARBUGGIES

new Killa Jet

Type
weapon

new Snagga Klaw

Type
weapon

gone Killa jet

Type
weapon

gone Snagga klaw

Type
weapon

new Killa Jet Burna

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
-1
Damage
1

new Killa Jet Cutta

Range
Melee
Attacks
1
Weapon Skill
3+
Strength
10
AP
-3
Damage
D6+2

new Killa Jet — Burna CLEAVE 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).

new Killa Jet — Burna EXTRA 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.

new Killa Jet — Cutta EXTRA 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.

new Snagga Klaw Snagga Klaw

Range
12"
Attacks
1
Ballistic Skill
5+
Strength
7
AP
-2
Damage
2

new Snagga Klaw Snagga Klaw

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
7
AP
-2
Damage
2

new Snagga Klaw — Snagga Klaw ASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

new Snagga Klaw — Snagga Klaw PRECISION

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.

new Snagga Klaw — Snagga Klaw CLEAVE 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).

gone Killa jet burna

Range
12"
Attacks
D6
Ballistic Skill
-
Strength
5
AP
-1
Damage
1

gone Killa jet cutta

Range
12"
Attacks
1
Ballistic Skill
5+
Strength
9
AP
-4
Damage
D6

gone Killa jet — burna Ignores 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).

gone Killa jet — burna Torrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

gone Killa jet — cutta Melta 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

gone Snagga klaw Snagga klaw

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
10
AP
-2
Damage
2

new Boomstikks — Boomstikks ASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

new Boomstikks — Boomstikks LETHAL 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].

gone Boomstikks — Boomstikks Assault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

changed 1 Deffkilla Wartrike

Points
70 pts 80 pts

changed Deffkoptas

Unit Composition

  • 3‑6 3-6Deffkopta DeffkoptasEverymodels

Every model is equipped with:with: kopta1 rokkits;Choppa; slugga;1 spinnin’Rokkit blades.Launcha; 1 Slugga; 1 Spinnin’ Blades.

Base Size
75 x 42mm Oval Base 75mm
Points Scaling
+10 pts per 3 models

changed Deffkopta

Keywords
Vehicle, Fly, Grenades, Speed Freeks, Deffkoptas Explosives, Fly, Mounted, Speed Freeks
Equipped With
Kopta rokkits, Slugga, Spinnin’ blades Choppa, Rokkit Launcha, Slugga, Spinnin’ Blades

new Aerial Manoover

Rules

At the end of your opponent's Fight phase, if this unit is unengaged, you can place this unit in strategic reserves.

changed Deff from Above

Rules

Each time this unit ends a Normal move,In youyour canShooting selectphase, oneif enemythis unit it moved overmade duringan thatingress move and roll one D6 for each model in this unit: forturn, eachthis 4+,unit's thatranged enemyattacks unithave suffers+1 1to mortalhit wound.rolls.

new Choppa

Type
weapon

new Kustom Mega-blasta

Type
weapon

new Rokkit Launcha

Type
weapon

new Spinnin’ Blades

Type
weapon

gone Kopta rokkits

Type
weapon

gone Kustom mega-blasta

Type
weapon

gone Spinnin’ blades

Type
weapon

new Choppa Choppa

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
5
AP
-1
Damage
1

new Kustom Mega-blasta Kustom Mega-blasta

Range
24"
Attacks
3
Ballistic Skill
5+
Strength
9
AP
-2
Damage
3

new Kustom Mega-blasta — Kustom Mega-blasta HAZARDOUS

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.

new Kustom Mega-blasta — Kustom Mega-blasta LETHAL 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].

new Rokkit Launcha Blasta

Range
24"
Attacks
2
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

new Rokkit Launcha Busta

Range
24"
Attacks
2
Ballistic Skill
5+
Strength
10
AP
-2
Damage
3

new Rokkit Launcha — Blasta BLAST 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 Rokkit Launcha — Busta LETHAL 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].

new Spinnin’ Blades Spinnin’ Blades

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-1
Damage
1

new Spinnin’ Blades — Spinnin’ Blades CLEAVE 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).

new Spinnin’ Blades — Spinnin’ Blades HAZARDOUS

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.

gone Kopta rokkits Kopta rokkits

Range
24"
Attacks
D3
Ballistic Skill
5+
Strength
9
AP
-2
Damage
3

gone Kopta rokkits — Kopta rokkits 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).

gone Kopta rokkits — Kopta rokkits Twin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

gone Kustom mega-blasta Kustom mega-blasta

Range
24"
Attacks
3
Ballistic Skill
5+
Strength
9
AP
-2
Damage
D6

gone Kustom mega-blasta — Kustom mega-blasta Hazardous

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.

gone Spinnin’ blades Spinnin’ blades

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
5
AP
0
Damage
1

new Slugga — Slugga CLOSE-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.

new Slugga — Slugga LETHAL 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].

gone Slugga — Slugga Pistol

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.

new Deffkopta: For every 3 models in this unit, 1 model can have their Rokkit Launcha replaced with 1 Kustom Mega‑blasta.

gone Deffkopta: For every 3 models in this unit, 1 Deffkopta can have its kopta rokkits replaced with 1 kustom mega-blasta.

new For 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.

new 4-6 Deffkopta

Points
160 pts
Deffkopta count
4-6

gone 3 Deffkopta

Points
75 pts
Deffkopta count
3

changed 3 Deffkopta

Points
140 pts 80 pts
Deffkopta count
4-6 3

changed Flash Gitz

Unit Composition

1

  • 1 KaptinKaptin 4-9model
  • 4‑9 Flash GitzEveryGit models

Every model is equipped with:with: snazzgun;1 choppa.Choppa; 1 Snazzgun.

Points Scaling
+10 pts per 3 models +30 pts per 3 models

changed Flash Git

Wounds
2 3
Keywords
Infantry, Grenades, Flash Gitz Explosives, Infantry
Equipped With
Snazzgun, Choppa

changed Kaptin

Wounds
2 3
Keywords
Infantry, Grenades, Flash Gitz Infantry, Explosives
Equipped With
Snazzgun, Choppa Choppa, Snazzgun

new Finderz 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.

gone Gun-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.

gone Ammo 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.*

new Snazzgun Cutta

Range
12"
Attacks
1
Ballistic Skill
4+
Strength
9
AP
-3
Damage
D3+2

new Snazzgun Dakka

Range
24"
Attacks
3
Ballistic Skill
4+
Strength
6
AP
-1
Damage
2

new Snazzgun Kill Shot

Range
36"
Attacks
2
Ballistic Skill
4+
Strength
8
AP
-2
Damage
2

gone Snazzgun Snazzgun

Range
24"
Attacks
3
Ballistic Skill
5+
Strength
6
AP
-1
Damage
2

new Snazzgun — Cutta HAZARDOUS

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.

new Snazzgun — Cutta MELTA 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

new Snazzgun — Dakka LETHAL 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].

new Snazzgun — Dakka SUSTAINED 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).

new Snazzgun — Kill Shot HAZARDOUS

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.

gone Snazzgun — Snazzgun Heavy

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.

gone Snazzgun — Snazzgun Sustained 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).

gone This unit can be equipped with 1 ammo runt.

gone ■ This unit can be equipped with 1 ammo runt.

new 5-9 Flash Git, 1 Kaptin

Points
210 pts
Flash Git count
5-9
Kaptin count
1

gone 4 Flash Git, 1 Kaptin

Points
75 pts
Flash Git count
4
Kaptin count
1

changed 4 Flash Git, 1 Kaptin

Points
150 pts 105 pts
Flash Git count
4-9 4

changed Ghazghkull Thraka

Unit Composition

1

  • 1 Ghazghkull Thraka – EPIC HERO1 MakariGhazghkullmodel

This Thrakamodel is equipped with:with: Mork’s1 Roar;Adamantine Gork’s’Eadbutt; Klaw.
Makari
1 isGork’s equippedKlaw; with:1 Makari’sMork’s stabba.Roar.

Base Size
Ghazghkull Thraka: 80mm Makari: 25mm 80mm

gone Makari

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

changed Ghazghkull Thraka

Movement
5" 8"
Toughness
6 10
Wounds
10 16
Keywords
Infantry, Character, Epic Hero, Warboss, Ghazgkull Thraka Character, Epic Hero, Explosives, Infantry, Warboss
Equipped With
Mork’s Roar, Gork’s Klaw Adamantine ’Eadbutt, Gork’s Klaw, Mork’s Roar

new Da Boss

Rules

-

new Da Grand Warlord's Ladz

Rules

While this unit is within 3" of another friendly Orks Infantry unit, this unit has Lone Operative.

new Makari, 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.

new Prophet 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.

gone Leader

gone Prophet 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+.

gone Ghazghkull’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.

new SUPREME COMMANDER

Rules

If this model is in your army, it must be your Warlord.

gone Supreme Commander

Rules

If this unit is in your army, its Ghazghkull Thraka model must be your WARLORD.

gone Leader

Rules

This model can be attached to the following units:

BOYZ
BREAKA BOYZ
MEGANOBZ
NOBZ

new Adamantine ’Eadbutt

Type
weapon

gone Makari’s stabba

Type
weapon

new Adamantine ’Eadbutt Adamantine ’Eadbutt

Range
Melee
Attacks
1
Weapon Skill
2+
Strength
14
AP
-2
Damage
D3+3

new Adamantine ’Eadbutt — Adamantine ’Eadbutt DEVASTATING 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.

new Adamantine ’Eadbutt — Adamantine ’Eadbutt EXTRA 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.

new Adamantine ’Eadbutt — Adamantine ’Eadbutt PRECISION

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 Makari’s stabba Makari’s stabba

Range
Melee
Attacks
1
Weapon Skill
4+
Strength
3
AP
0
Damage
1

gone Makari’s stabba — Makari’s stabba Devastating 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.

new Gork’s Klaw Gork’s Klaw

Range
Melee
Attacks
7
Weapon Skill
2+
Strength
14
AP
-3
Damage
4

gone Gork’s Klaw strike

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
14
AP
-3
Damage
4

gone Gork’s Klaw sweep

Range
Melee
Attacks
12
Weapon Skill
2+
Strength
8
AP
-2
Damage
2

new Gork’s Klaw — Gork’s Klaw CLEAVE 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).

new Gork’s Klaw — Gork’s Klaw DEVASTATING 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.

new Mork’s Roar Aimed

Range
36"
Attacks
12
Ballistic Skill
5+
Strength
6
AP
-1
Damage
1

new Mork’s Roar Point Blank

Range
9"
Attacks
2D6+2
Ballistic Skill
-
Strength
6
AP
-1
Damage
1

gone Mork’s Roar Mork’s Roar

Range
36"
Attacks
12
Ballistic Skill
5+
Strength
5
AP
0
Damage
1

new Mork’s Roar — Aimed LETHAL 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].

new Mork’s Roar — Aimed RAPID 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).

new Mork’s Roar — Point Blank CLOSE-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.

new Mork’s Roar — Point Blank TORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

gone Mork’s Roar — Mork’s Roar Rapid 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).

gone Makari: Default Wargear

new 1 Ghazghkull Thraka

Points
300 pts
Ghazghkull Thraka count
1

gone 1 Ghazghkull Thraka, 1 Makari

Points
235 pts
Ghazghkull Thraka count
1
Makari count
1

changed Gorkanaut

Unit Composition

  • 1 1Gorkanaut GorkanautThismodel

This model is equipped with:with: deffstorm1 mega-shoota;Deffstorm mega‑shoota; 2 rokkitDual launchas;Big skorcha;Shoota; 21 twinKlaw bigof shootas;Gork; klaw2 ofRokkit Gork.Launcha; 1 Skorcha.

Base Size
170 x 109mm Oval Base
Points Scaling
+20 pts per 3 models +30 pts per 3 models

changed Gorkanaut

Movement
8" 9"
Save
3+ 2+
Keywords
Vehicle, Titanic, Towering, Walker, Transport, Gorkanaut Titanic, Towering, Transport, Vehicle, Walker
Equipped With
Deffstorm mega-shoota, Rokkit launcha, Skorcha, Twin big shoota, Klaw of Gork Deffstorm Mega-shoota, Dual Big Shoota, Klaw of Gork, Rokkit Launcha, Skorcha

new Gut 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).

new Super-heavy Walker

new Damaged 7

gone Clankin’ 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.

changed Big an’ Stompy

Rules

Each time this model makesThis aunit’s melee attack, if the Waaagh! is active for your army,attacks addcan 1re‑roll tohit therolls Hitof roll.1.

new TRANSPORT

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.

gone Transport

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.

new Deffstorm Mega-shoota

Type
weapon

new Dual Big Shoota

Type
weapon

new Rokkit Launcha

Type
weapon

gone Deffstorm mega-shoota

Type
weapon

gone Rokkit launcha

Type
weapon

gone Twin big shoota

Type
weapon

new Deffstorm Mega-shoota Aimed

Range
36"
Attacks
20
Ballistic Skill
5+
Strength
6
AP
-1
Damage
1

new Deffstorm Mega-shoota Point Blank

Range
12"
Attacks
3D6
Ballistic Skill
-
Strength
6
AP
-1
Damage
1

new Deffstorm Mega-shoota — Aimed LETHAL 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].

new Deffstorm Mega-shoota — Point Blank TORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

new Dual Big Shoota Dual Big Shoota

Range
36"
Attacks
6
Ballistic Skill
5+
Strength
5
AP
0
Damage
1

new Dual Big Shoota — Dual Big Shoota LETHAL 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].

new Dual Big Shoota — Dual Big Shoota RAPID 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).

new Rokkit Launcha Blasta

Range
24"
Attacks
2
Ballistic Skill
5+
Strength
5
AP
0
Damage
1

new Rokkit Launcha Busta

Range
24"
Attacks
2
Ballistic Skill
5+
Strength
10
AP
-2
Damage
3

new Rokkit Launcha — Blasta BLAST 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).

gone Deffstorm mega-shoota Deffstorm mega-shoota

Range
36"
Attacks
20
Ballistic Skill
5+
Strength
6
AP
-1
Damage
1

gone Deffstorm mega-shoota — Deffstorm mega-shoota Rapid 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).

gone Rokkit launcha Rokkit launcha

Range
24"
Attacks
D3
Ballistic Skill
5+
Strength
9
AP
-2
Damage
3

gone Rokkit launcha — Rokkit launcha 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).

gone Twin big shoota Twin big shoota

Range
36"
Attacks
3
Ballistic Skill
5+
Strength
5
AP
0
Damage
1

gone Twin big shoota — Twin big shoota Rapid 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 Twin big shoota — Twin big shoota Twin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

new Klaw of Gork Klaw of Gork

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
18
AP
-3
Damage
6

gone Klaw of Gork strike

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
18
AP
-3
Damage
6

gone Klaw of Gork sweep

Range
Melee
Attacks
15
Weapon Skill
3+
Strength
8
AP
-1
Damage
2

new Klaw of Gork — Klaw of Gork CLEAVE 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).

changed Skorcha Skorcha

Attacks
D6 3
AP
-1 0

new Skorcha — Skorcha BLAST 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).

new Skorcha — Skorcha TORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

gone Skorcha — Skorcha Ignores 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).

gone Skorcha — Skorcha Torrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

changed 1 Gorkanaut

Points
255 pts 325 pts

changed Gretchin

Unit Composition

  • 10‑20 0-1Gretchin Runtherdmodels

Every andmodel 10is Gretchin
OR
equipped 0-2with: Runtherds1 andScavenged 20Shivs; Gretchin1 Grot Blasta.

Base Size
Runtherd: 32mm Gretchin: 25mm 25mm

gone Runtherd

Movement
6"
Toughness
5
Save
5+
Wounds
2
Leadership
7+
Objective Control
1
Keywords
Infantry, Grots, Gretchin
Equipped With
Slugga, Runtherd tools

changed Gretchin

Save
7+ 6+
Objective Control
2 1
Keywords
Infantry, Grots, Gretchin Grots, Infantry
Equipped With
Grot blasta, Close combat weapon Grot Blasta, Scavenged Shivs

new Downtrodden

Rules

For the purposes of transport capacity, each 2 Gretchin models (rounding up) take up the space of 1 model.

gone Runtherd

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.

changed Thievin’ 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 this ability within range of it (excluding Battle-shocked units). Ifunit oneis orcontrolling morean ofobjective, thosethat rollsobjective is a 4+, you gain 1CP.secured.

new Grot Blasta

Type
weapon

new Scavenged Shivs

Type
weapon

gone Close combat weapon

Type
weapon

gone Grot blasta

Type
weapon

gone Runtherd tools

Type
weapon

gone Slugga

Type
weapon

new Grot Blasta Grot Blasta

Range
12"
Attacks
1
Ballistic Skill
4+
Strength
3
AP
0
Damage
1

new Grot Blasta — Grot Blasta CLOSE-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.

new Scavenged Shivs Scavenged Shivs

Range
Melee
Attacks
1
Weapon Skill
5+
Strength
2
AP
0
Damage
1

gone Close combat weapon Close combat weapon

Range
Melee
Attacks
1
Weapon Skill
5+
Strength
2
AP
0
Damage
1

gone Grot blasta Grot blasta

Range
12"
Attacks
1
Ballistic Skill
4+
Strength
3
AP
0
Damage
1

gone Grot blasta — Grot blasta Pistol

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.

gone Runtherd tools Runtherd tools

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
0
Damage
1

gone Slugga Slugga

Range
12"
Attacks
1
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

gone Slugga — Slugga Pistol

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.

gone Runtherd: Default Wargear

new 10 Gretchin

Points
45 pts
Gretchin count
10

new 11-20 Gretchin

Points
80 pts
Gretchin count
11-20

gone 10 Gretchin, 1 Runtherd

Points
45 pts
Gretchin count
10
Runtherd count
1

gone 20 Gretchin, 2 Runtherd

Points
90 pts
Gretchin count
20
Runtherd count
2

gone 10 Gretchin, 0 Runtherd

Points
45 pts
Gretchin count
10
Runtherd count
0

gone 20 Gretchin, 0 Runtherd

Points
80 pts
Gretchin count
20
Runtherd count
0

gone 20 Gretchin, 1 Runtherd

Points
85 pts
Gretchin count
20
Runtherd count
1

changed Hunta Rig

Unit Composition

1

  • 1 Hunta RigThisRig model

This model is equipped with:with: ’eavy1 lobba;Butcha stikkaBoyz; kannon;1 butcha’Eavy boyz;Lobba; savage1 hornsSavage Horns and hooves;Hooves; saw1 blades.Saw Blades; 1 Stikka Kannon.

Base Size
170 x 109mm Oval Base 170x109mm Oval Base
Points Scaling
+10 pts per 3 models

changed Hunta Rig

Invulnerable Save
6+
Keywords
Monster, Transport, Beast Snagga, Hunta Rig Beast Snagga, Monster, Transport, Wagon
Equipped With
’Eavy lobba, Stikka kannon, Butcha boyz, Savage horns and hooves, Saw blades Butcha Boyz, ’Eavy Lobba, Savage Horns and Hooves, Saw Blades, Stikka Kannon

new Fully 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).

new Tramplasquig Charge

Rules

When you target this unit with the Crushing Impact stratagem, that use is -1 CP.

new Feel No Pain 5+

new Damaged 6

gone Feel No Pain 6+

gone On 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).

new TRANSPORT

Rules

This model has a transport capacity of 22 Beast Snaggas Infantry models.

gone Transport

Rules

This model has a transport capacity of 21 BEAST SNAGGA INFANTRY models.

new Butcha Boyz

Type
weapon

new Savage Horns and Hooves

Type
weapon

new Saw Blades

Type
weapon

new Stikka Kannon

Type
weapon

new ’Eavy Lobba

Type
weapon

gone Butcha boyz

Type
weapon

gone Savage horns and hooves

Type
weapon

gone Saw blades

Type
weapon

gone Stikka kannon

Type
weapon

gone ’Eavy lobba

Type
weapon

new Butcha Boyz Butcha Boyz

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-1
Damage
1

new Butcha Boyz — Butcha Boyz ANTI-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+.

new Savage Horns and Hooves Savage Horns and Hooves

Range
Melee
Attacks
4
Weapon Skill
4+
Strength
8
AP
-1
Damage
3

new Savage Horns and Hooves — Savage Horns and Hooves EXTRA 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.

new Savage Horns and Hooves — Savage Horns and Hooves LANCE

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.

new Saw Blades Saw Blades

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
10
AP
-2
Damage
2

new Saw Blades — Saw Blades CLEAVE 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).

new Saw Blades — Saw Blades EXTRA 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.

new Stikka Kannon Stikka Kannon

Range
12"
Attacks
1
Ballistic Skill
5+
Strength
12
AP
-2
Damage
3

new Stikka Kannon — Stikka Kannon ANTI-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 Lobba BLAST 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 Lobba INDIRECT FIRE

Rules

Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).

gone Butcha boyz Butcha boyz

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-1
Damage
1

gone Butcha boyz — Butcha boyz Extra 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 Butcha boyz — Butcha boyz Anti-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+.

gone Butcha boyz — Butcha boyz Anti-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+.

gone Savage horns and hooves Savage horns and hooves

Range
Melee
Attacks
4
Weapon Skill
4+
Strength
8
AP
-1
Damage
3

gone Savage horns and hooves — Savage horns and hooves Extra 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 Savage horns and hooves — Savage horns and hooves Lance

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.

gone Saw blades Saw blades

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
10
AP
-2
Damage
2

gone Stikka kannon Stikka kannon

Range
12"
Attacks
1
Ballistic Skill
5+
Strength
12
AP
-2
Damage
3

gone Stikka kannon — Stikka kannon Anti-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+.

gone Stikka kannon — Stikka kannon Anti-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+.

gone Stikka kannon — Stikka kannon Snagged

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 lobba Eavy lobba

Range
48"
Attacks
D6
Ballistic Skill
5+
Strength
6
AP
0
Damage
2

gone ’Eavy lobba — Eavy lobba 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).

gone ’Eavy lobba — Eavy lobba Indirect Fire

Rules

Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).

changed 1 Hunta Rig

Points
125 pts 165 pts

changed Killa Kans

Unit Composition

3-6

  • 3‑6 Killa KansEveryKan models

Every model is equipped with:with: 1 Kan shoota;Blasta; 1 Kan klaw.Klaw.

Points Scaling
+10 pts per 3 models +20 pts per 3 models

changed Killa Kan

Movement
6" 8"
Toughness
6 7
Keywords
Vehicle, Walker, Grots, Killa Kans Grots, Vehicle, Walker
Equipped With
Kan shoota, Kan klaw Kan Blasta, Kan Klaw

new Spiteful 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.

gone Shooty 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.

new Kan Blasta

Type
weapon

new Kan Klaw

Type
weapon

gone Grotzooka

Type
weapon

gone Kan klaw

Type
weapon

gone Kan shoota

Type
weapon

gone Rokkit launcha

Type
weapon

gone Skorcha

Type
weapon

new Kan Blasta Dakka

Range
24"
Attacks
4
Ballistic Skill
4+
Strength
6
AP
-1
Damage
1

new Kan Blasta Kill Shot

Range
24"
Attacks
2
Ballistic Skill
4+
Strength
10
AP
-2
Damage
3

new Kan Blasta Point Blank

Range
12"
Attacks
3
Ballistic Skill
-
Strength
5
AP
-1
Damage
1

new Kan Blasta — Dakka BLAST 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).

new Kan Blasta — Dakka IGNORES 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).

new Kan Blasta — Dakka SUSTAINED 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).

new Kan Blasta — Point Blank BLAST 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 Kan Blasta — Point Blank TORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

new Kan Klaw Kan Klaw

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
8
AP
-2
Damage
3

gone Grotzooka Grotzooka

Range
18"
Attacks
D3+3
Ballistic Skill
4+
Strength
6
AP
-1
Damage
1

gone Grotzooka — Grotzooka 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).

gone Grotzooka — Grotzooka Ignores 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).

gone Kan klaw Kan klaw

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
8
AP
-2
Damage
3

gone Kan shoota Kan shoota

Range
36"
Attacks
3
Ballistic Skill
4+
Strength
5
AP
0
Damage
1

gone Kan shoota — Kan shoota Devastating 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.

gone Kan shoota — Kan shoota Rapid 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 Rokkit launcha Rokkit launcha

Range
24"
Attacks
D3
Ballistic Skill
4+
Strength
9
AP
-2
Damage
3

gone Rokkit launcha — Rokkit launcha 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).

gone Skorcha Skorcha

Range
12"
Attacks
D6
Ballistic Skill
-
Strength
5
AP
-1
Damage
1

gone Skorcha — Skorcha Ignores 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).

gone Skorcha — Skorcha Torrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

gone Killa 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

new 4-6 Killa Kan

Points
260 pts
Killa Kan count
4-6

gone 3 Killa Kan

Points
120 pts
Killa Kan count
3

changed 3 Killa Kan

Points
240 pts 130 pts
Killa Kan count
4-6 3

changed Kill Rig

Unit Composition

1

  • 1 Kill RigThisRig model

This model is equipped with:with: ’eavy1 lobba;Butcha stikkaBoyz; kannon;1 wurrtower;’Eavy butchaLobba; boyz;1 savageSavage hornsHorns and hooves;Hooves; saw1 blades.Saw Blades; 1 Stikka Kannon; 1 Wurrtower.

Base Size
170 x 109mm Oval Base 170x109mm Oval Base
Points Scaling
+10 pts per 3 models

changed Kill Rig

Invulnerable Save
6+
Keywords
Monster, Transport, Psyker, Beast Snagga, Kill Rig Beast Snagga, Monster, Psyker, Transport, Wagon
Equipped With
’Eavy lobba, Stikka kannon, Wurrtower, Butcha boyz, Savage horns and hooves, Saw blades Butcha Boyz, ’Eavy Lobba, Savage Horns and Hooves, Saw Blades, Stikka Kannon, Wurrtower

new Wurrboy (psyker level 1)

Rules

This model has the psychic abilities listed in the Psychic Abilities section (see left).

new Unstable Energies

Rules

-

new Damaged 6

new Feel No Pain 5+

gone Feel No Pain 6+

gone Spirit 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.

new Wurrboy (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.

new Wurrboy (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].

new TRANSPORT

Rules

This model has a transport capacity of 12 Beast Snaggas Infantry models.

gone Transport

Rules

This model has a transport capacity of 11 BEAST SNAGGA INFANTRY models.

new Butcha Boyz

Type
weapon

new Savage Horns and Hooves

Type
weapon

new Saw Blades

Type
weapon

new Stikka Kannon

Type
weapon

new ’Eavy Lobba

Type
weapon

gone Butcha boyz

Type
weapon

gone Savage horns and hooves

Type
weapon

gone Saw blades

Type
weapon

gone Stikka kannon

Type
weapon

gone ’Eavy lobba

Type
weapon

new Butcha Boyz Butcha Boyz

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-1
Damage
1

new Butcha Boyz — Butcha Boyz ANTI-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+.

new Butcha Boyz — Butcha Boyz EXTRA 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.

new Savage Horns and Hooves Savage Horns and Hooves

Range
Melee
Attacks
4
Weapon Skill
4+
Strength
8
AP
-1
Damage
3

new Savage Horns and Hooves — Savage Horns and Hooves EXTRA 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.

new Savage Horns and Hooves — Savage Horns and Hooves LANCE

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.

new Saw Blades Saw Blades

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
10
AP
-2
Damage
2

new Saw Blades — Saw Blades CLEAVE 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).

new Saw Blades — Saw Blades EXTRA 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.

new Stikka Kannon Stikka Kannon

Range
12"
Attacks
1
Ballistic Skill
5+
Strength
12
AP
-2
Damage
3

new Stikka Kannon — Stikka Kannon ANTI-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 Lobba BLAST 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 Lobba INDIRECT FIRE

Rules

Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).

gone Butcha boyz Butcha boyz

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-1
Damage
1

gone Butcha boyz — Butcha boyz Extra 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 Butcha boyz — Butcha boyz Anti-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+.

gone Butcha boyz — Butcha boyz Anti-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+.

gone Savage horns and hooves Savage horns and hooves

Range
Melee
Attacks
4
Weapon Skill
4+
Strength
8
AP
-1
Damage
3

gone Savage horns and hooves — Savage horns and hooves Extra 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 Savage horns and hooves — Savage horns and hooves Lance

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.

gone Saw blades Saw blades

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
10
AP
-2
Damage
2

gone Stikka kannon Stikka kannon

Range
12"
Attacks
1
Ballistic Skill
5+
Strength
12
AP
-2
Damage
3

gone Stikka kannon — Stikka kannon Anti-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+.

gone Stikka kannon — Stikka kannon Anti-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+.

gone Stikka kannon — Stikka kannon Snagged

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 lobba Eavy lobba

Range
48"
Attacks
D6
Ballistic Skill
5+
Strength
6
AP
0
Damage
2

gone ’Eavy lobba — Eavy lobba 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).

gone ’Eavy lobba — Eavy lobba Indirect Fire

Rules

Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).

changed Wurrtower Wurrtower

Attacks
D3 1
Damage
D6 6

new Wurrtower — Wurrtower HAZARDOUS

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.

new Wurrtower — Wurrtower PSYCHIC

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).

new Wurrtower — Wurrtower TORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

gone Wurrtower — Wurrtower Hazardous

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.

gone Wurrtower — Wurrtower Psychic

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 Wurrtower — Wurrtower Torrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

changed 1 Kill Rig

Points
145 pts 175 pts

changed Kommandos

Unit Composition

1

  • 1 BossNob Nobmodel
  • 9 9Kommando KommandosEverymodels

Every model is equipped with:with: slugga;1 choppa.Choppa; 1 Slugga.

changed Kommando

Keywords
Infantry, Grenades, Smoke, Kommandos Explosives, Infantry, Smoke
Equipped With
Slugga, Choppa Choppa, Slugga

changed Nob

Wounds
2 3
Keywords
Infantry, Grenades, Smoke, Kommandos Explosives, Infantry, Smoke
Equipped With
Slugga, Choppa Choppa, Slugga

new Found ’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.

new Taktikal 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.

new Nowhere to Hide

Rules

This unit’s attacks that target a hidden unit have +1 to hit rolls.

new Bomb 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.

gone Sneaky Gitz

Rules

Enemy units cannot target this unit with snap shooting attacks.

gone Patrol 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).

new Big Choppa

Type
weapon

new Breacha Ram

Type
weapon

new Kustom Shoota

Type
weapon

new Power Klaw

Type
weapon

new Rokkit Launcha

Type
weapon

gone Bomb 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.

gone Distraction 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.*

gone Big choppa

Type
weapon

gone Breacha ram

Type
weapon

gone Close combat weapon

Type
weapon

gone Kustom shoota

Type
weapon

gone Power klaw

Type
weapon

gone Rokkit launcha

Type
weapon

new Big Choppa Big Choppa

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
7
AP
-1
Damage
2

new Big Choppa — Big Choppa CLEAVE 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).

new Breacha Ram Breacha Ram

Range
Melee
Attacks
2
Weapon Skill
4+
Strength
8
AP
-2
Damage
2

new Kustom Shoota Kustom Shoota

Range
18"
Attacks
4
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

new Kustom Shoota — Kustom Shoota LETHAL 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].

new Kustom Shoota — Kustom Shoota RAPID 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 Power Klaw Power Klaw

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
10
AP
-2
Damage
2

new Rokkit Launcha Blasta

Range
24"
Attacks
2
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

new Rokkit Launcha Busta

Range
24"
Attacks
2
Ballistic Skill
5+
Strength
10
AP
-2
Damage
3

new Rokkit Launcha — Blasta BLAST 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).

gone Big choppa Big choppa

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
7
AP
-1
Damage
2

gone Breacha ram Breacha ram

Range
Melee
Attacks
2
Weapon Skill
4+
Strength
9
AP
-2
Damage
2

gone Close combat weapon Close combat weapon

Range
Melee
Attacks
2
Weapon Skill
3+
Strength
4
AP
0
Damage
1

gone Kustom shoota Kustom shoota

Range
18"
Attacks
4
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

gone Kustom shoota — Kustom shoota Rapid 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 Power klaw Power klaw

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
9
AP
-2
Damage
2

gone Rokkit launcha Rokkit launcha

Range
24"
Attacks
D3
Ballistic Skill
5+
Strength
9
AP
-2
Damage
3

gone Rokkit launcha — Rokkit launcha 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).

changed Burna Burna

Attacks
D6 3

new Burna — Burna BLAST 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).

new Burna — Burna TORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

gone Burna — Burna Ignores 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).

gone Burna — Burna Torrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

changed Choppa Choppa

Strength
4 5

new Slugga — Slugga CLOSE-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.

new Slugga — Slugga LETHAL 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].

gone Slugga — Slugga Pistol

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.

new Nob: Default Wargear

new Nob: The Nob can have their Choppa replaced with one of the following: ▫ 1 Big Choppa ▫ 1 Power Klaw

new Kommando: 1 Kommando model can be equipped with 1 Burna.

new Kommando: 1 Kommando model can be equipped with 1 Rokkit Launcha.

new Kommando: 1 Kommando model can have their Choppa replaced with 1 Breacha Ram.

new Kommando: Up to 2 Kommando models can each be equipped with 1 Kustom Shoota.

gone This unit can be equipped with 1 bomb squig.

gone This unit can be equipped with 1 distraction grot.

gone Boss Nob: Default Wargear

gone Boss Nob: The Boss Nob’s choppa can be replaced with one of the following:

gone Kommando: Up to 2 Kommandos can each have their slugga and choppa replaced with 1 Kustom shoota and 1 close combat weapon.

gone Kommando: 1 Kommando’s slugga and choppa can be replaced with 1 breacha ram.

gone Kommando: 1 Kommando’s slugga and choppa can be replaced with 1 burna and 1 close combat weapon.

gone Kommando: 1 Kommando’s slugga and choppa can be replaced with 1 rokkit launcha and 1 close combat weapon.

new The Nob can have their Choppa replaced with one of the following: ▫ 1 Big Choppa ▫ 1 Power Klaw

new 1 Kommando model can be equipped with 1 Burna.

new 1 Kommando model can be equipped with 1 Rokkit Launcha.

new 1 Kommando model can have their Choppa replaced with 1 Breacha Ram.

new Up 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.

new 1 Nob, 9 Kommando

Points
125 pts
Nob count
1
Kommando count
9

gone 1 Boss Nob, 9 Kommando

Points
120 pts
Boss Nob count
1
Kommando count
9

changed Meganobz

Unit Composition

  • 2‑6 2-6Meganob MeganobzEverymodels

Every model is equipped with:with: kustom1 shoota;Kustom powerShoota; klaw.1 Power Klaw.

Points Scaling
+20 pts per 3 models +40 pts per 3 models

changed Meganob

Keywords
Infantry, Grenades, Mega Armour, Meganobz Explosives, Infantry, Mega Armour
Equipped With
Kustom shoota, Power klaw Kustom Shoota, Power Klaw

new Arrogant Invulnerability

Rules

Attacks that target this unit have -1 AP.

changed Krumpin’ Time

Rules

WhileIn the Waaagh!Fight isphase, activeif forthis yourunit army,is modelsriled inup, this unit have the Feelhas No+1 Painto 5+hit ability.rolls.

new Kustom Shoota

Type
weapon

new Power Klaw

Type
weapon

new Twin Killsaws

Type
weapon

gone Kustom shoota

Type
weapon

gone Power klaw

Type
weapon

gone Twin killsaws

Type
weapon

new Kustom Shoota Aimed

Range
18"
Attacks
4
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

new Kustom Shoota Point Blank

Range
6"
Attacks
D3+3
Ballistic Skill
-
Strength
4
AP
0
Damage
1

new Kustom Shoota — Aimed LETHAL 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].

new Kustom Shoota — Aimed RAPID 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 Kustom Shoota — Point Blank CLOSE-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.

new Kustom Shoota — Point Blank TORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

new Power Klaw Power Klaw

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
10
AP
-2
Damage
2

new Twin Killsaws Twin Killsaws

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
10
AP
-2
Damage
3

new Twin Killsaws — Twin Killsaws TWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

gone Kustom shoota Kustom shoota

Range
18"
Attacks
4
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

gone Kustom shoota — Kustom shoota Rapid 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 Power klaw Power klaw

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
9
AP
-2
Damage
2

gone Twin killsaws Twin killsaw

Range
Melee
Attacks
2
Weapon Skill
4+
Strength
12
AP
-3
Damage
2

gone Twin killsaws — Twin killsaw Twin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

changed Killsaw Killsaw

Attacks
2 3
Strength
12 10
AP
-3 -2
Damage
2 3

new Kombi-weapon Kill Shot

Range
24"
Attacks
1
Ballistic Skill
5+
Strength
10
AP
-2
Damage
3

new Kombi-weapon Point Blank

Range
12"
Attacks
3
Ballistic Skill
-
Strength
5
AP
0
Damage
1

new Kombi-weapon Shoota

Range
18"
Attacks
2
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

gone Kombi-weapon Kombi-weapon

Range
24"
Attacks
1
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

new Kombi-weapon — Point Blank BLAST 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).

new Kombi-weapon — Point Blank TORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

new Kombi-weapon — Shoota LETHAL 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].

new Kombi-weapon — Shoota RAPID 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).

gone Kombi-weapon — Kombi-weapon Anti-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 Kombi-weapon — Kombi-weapon Devastating 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.

gone Kombi-weapon — Kombi-weapon Rapid 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).

new Meganob: Any number of models can each have their Power Klaw replaced with 1 Killsaw.

new Meganob: Any number of models can each have their Kustom Shoota replaced with 1 Kombi‑weapon.

new Meganob: Any number of models can each have their Power Klaw and Kustom Shoota replaced with 1 Twin Killsaws.

gone Meganob: 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

new Any number of models can each have their Power Klaw replaced with 1 Killsaw.

new Any number of models can each have their Kustom Shoota replaced with 1 Kombi‑weapon.

new Any 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

new 3 Meganob

Points
110 pts
Meganob count
3

new 4-5 Meganob

Points
185 pts
Meganob count
4-5

new 6 Meganob

Points
225 pts
Meganob count
6

gone 2 Meganob

Points
60 pts
Meganob count
2

gone 3 Meganob

Points
90 pts
Meganob count
3

gone 4-5 Meganob

Points
150 pts
Meganob count
4-5

changed 2 Meganob

Points
180 pts 75 pts
Meganob count
6 2

changed Mek

Unit Composition

  • 1 1Mek MekThismodel

This model is equipped with:with: kustom1 mega‑slugga;Kustom closeMega‑slugga; combat1 weapon.Mek’s Toolz.

changed Mek

Keywords
Infantry, Character, Mek Character, Explosives, Infantry
Equipped With
Kustom mega-slugga, Close combat weapon Kustom Mega-slugga, Mek’s Toolz

new Kustom Dakka

Rules

This unit’s ranged attacks have [Ignores Cover].

new Support

new Clever 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.

gone Leader

gone Know-wotz

Rules

While this model is within 3" of one or more friendly ORKS VEHICLE units, this model has the Lone Operative ability.

gone Mekaniak

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.

new Support

Rules

This model can be attached to the following units:

BOYZ
FLASH GITZ
MEK GUNZ
NOBZ
TANKBUSTAS

gone Leader

Rules

This model can be attached to the following units:

BOYZ
LOOTAS
MEK GUNZ
NOBZ
TANKBUSTAS

new Kustom Mega-slugga

Type
weapon

new Mek’s Toolz

Type
weapon

gone Close combat weapon

Type
weapon

gone Killsaw

Type
weapon

gone Kustom mega-slugga

Type
weapon

new Kustom Mega-slugga Kustom Mega-slugga

Range
12"
Attacks
3
Ballistic Skill
4+
Strength
8
AP
-2
Damage
3

new Kustom Mega-slugga — Kustom Mega-slugga CLOSE-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.

new Kustom Mega-slugga — Kustom Mega-slugga HAZARDOUS

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.

new Mek’s Toolz Mek’s Toolz

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
0
Damage
1

gone Close combat weapon Close combat weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
4
AP
0
Damage
1

gone Killsaw Killsaw

Range
Melee
Attacks
1
Weapon Skill
4+
Strength
12
AP
-3
Damage
2

gone Kustom mega-slugga Kustom mega-slugga

Range
12"
Attacks
D3
Ballistic Skill
5+
Strength
8
AP
-2
Damage
D6

gone Kustom mega-slugga — Kustom mega-slugga 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).

gone Kustom mega-slugga — Kustom mega-slugga Hazardous

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.

gone Mek: 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.

changed 1 Mek

Points
55 pts 45 pts

changed Mek 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 MekGunz Gunmodels

Every model when this unit is first set up, removing one each time its Mek Gun model loses a wound (a Mek Gun model itselfequipped iswith: considered1 toScavenged representShivs; its1 finalSmasha wound).*Gun.

Base Size
Hull None

changed Mek Gunz

Movement
3" 5"
Toughness
5 6
Save
5+ 4+
Keywords
Vehicle, Grots, Mek Gunz Frame, Grots, Vehicle
Equipped With
Smasha gun, Grot crew Scavenged Shivs, Smasha Gun

new Madcap 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).

gone Splat!

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.

new Kustom Mega-kannon

Type
weapon

new Scavenged Shivs

Type
weapon

new Smasha Gun

Type
weapon

new Traktor Kannon

Type
weapon

gone Grot crew

Type
weapon

gone Kustom mega-kannon

Type
weapon

gone Smasha gun

Type
weapon

gone Traktor kannon

Type
weapon

new Kustom Mega-kannon Kustom Mega-kannon

Range
36"
Attacks
D3+1
Ballistic Skill
4+
Strength
12
AP
-2
Damage
4

new Kustom Mega-kannon — Kustom Mega-kannon BLAST 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).

new Kustom Mega-kannon — Kustom Mega-kannon HAZARDOUS

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.

new Scavenged Shivs Scavenged Shivs

Range
Melee
Attacks
5
Weapon Skill
5+
Strength
2
AP
0
Damage
1

new Smasha Gun Smasha Gun

Range
48"
Attacks
4
Ballistic Skill
4+
Strength
7
AP
-3
Damage
3

new Smasha Gun — Smasha Gun BLAST 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).

new Traktor Kannon Traktor Kannon

Range
48"
Attacks
2
Ballistic Skill
4+
Strength
6
AP
-2
Damage
D3+3

new Traktor Kannon — Traktor Kannon ANTI-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+.

gone Grot crew Grot crew

Range
Melee
Attacks
6
Weapon Skill
5+
Strength
2
AP
0
Damage
1

gone Kustom mega-kannon Kustom mega-kannon

Range
36"
Attacks
D6
Ballistic Skill
4+
Strength
12
AP
-1
Damage
D6

gone Kustom mega-kannon — Kustom mega-kannon 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).

gone Kustom mega-kannon — Kustom mega-kannon Hazardous

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.

gone Smasha gun Smasha gun

Range
48"
Attacks
D3+1
Ballistic Skill
4+
Strength
9
AP
-3
Damage
3

gone Smasha gun — Smasha gun 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).

gone Traktor kannon Traktor kannon

Range
48"
Attacks
1
Ballistic Skill
4+
Strength
10
AP
-2
Damage
D6+1

gone Traktor kannon — Traktor kannon Anti-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+.

gone Traktor kannon — Traktor kannon Devastating 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.

new Bubblechukka Bubblechukka

Range
48"
Attacks
8
Ballistic Skill
4+
Strength
3
AP
-3
Damage
1

gone Bubblechukka big bubble (1-2)

Range
48"
Attacks
2D6
Ballistic Skill
4+
Strength
6
AP
-1
Damage
1

gone Bubblechukka wobbly bubble (3-4)

Range
48"
Attacks
D6
Ballistic Skill
4+
Strength
9
AP
-2
Damage
3

gone Bubblechukka dense bubble (5-6)

Range
48"
Attacks
D3
Ballistic Skill
4+
Strength
12
AP
-3
Damage
D6+3

new Bubblechukka — Bubblechukka BLAST 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).

new Bubblechukka — Bubblechukka LETHAL 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].

gone Bubblechukka — 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).

gone Bubblechukka — 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.

gone Bubblechukka — 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).

gone Bubblechukka — 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.

gone Bubblechukka — 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).

gone Bubblechukka — 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.

new Mek Gunz: Default Wargear

new Mek 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

gone Mek Gun: Default Wargear

gone Mek Gun: Each model’s smasha gun can be replaced with one of the following:

new 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

gone ■ Each model’s smasha gun can be replaced with one of the following: ◦ 1 bubblechukka ◦ 1 kustom mega-kannon ◦ 1 traktor kannon

new 1 Mek Gunz

Points
55 pts
Mek Gunz count
1

new 2 Mek Gunz

Points
110 pts
Mek Gunz count
2

new 3 Mek Gunz

Points
165 pts
Mek Gunz count
3

gone 1 Mek Gun

Points
45 pts
Mek Gun count
1

gone 2 Mek Gun

Points
90 pts
Mek Gun count
2

gone 3 Mek Gun

Points
135 pts
Mek Gun count
3

changed Morkanaut

Unit Composition

  • 1 1Morkanaut MorkanautThismodel

This model is equipped with:with: kustom2 mega-blasta;Dual kustomBig mega-zappa;Shoota; 21 rokkitKlaw launchas;of 2Mork; twin1 bigKustom shootas;Mega‑blasta; klaw1 ofKustom Mork.Mega‑zappa; 2 Rokkit Launcha.

Base Size
170 x 109mm Oval Base
Points Scaling
+20 pts per 3 models +30 pts per 3 models

changed Morkanaut

Movement
8" 9"
Save
3+ 2+
Keywords
Vehicle, Titanic, Towering, Transport, Walker, Morkanaut Titanic, Towering, Transport, Vehicle, Walker
Equipped With
Kustom mega-blasta, Kustom mega-zappa, Rokkit launcha, Twin big shoota, Klaw of Mork Dual Big Shoota, Klaw of Mork, Kustom Mega-blasta, Kustom Mega-zappa, Rokkit Launcha

new Super-heavy Walker

new Gut 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).

new Damaged 7

gone Clankin’ 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.

changed Big an’ Shooty

Rules

EachIn timeyour thisShooting modelphase, makesthis aunit’s ranged attack, if the Waaagh! is active for your army,attacks addcan 1re‑roll tohit therolls Hitof roll.1.

new TRANSPORT

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.

gone Transport

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.

new Dual Big Shoota

Type
weapon

new Kustom Mega-blasta

Type
weapon

new Kustom Mega-zappa

Type
weapon

new Rokkit Launcha

Type
weapon

gone Kustom mega-blasta

Type
weapon

gone Kustom mega-zappa

Type
weapon

gone Rokkit launcha

Type
weapon

gone Twin big shoota

Type
weapon

new Dual Big Shoota Dual Big Shoota

Range
36"
Attacks
6
Ballistic Skill
4+
Strength
5
AP
0
Damage
1

new Dual Big Shoota — Dual Big Shoota LETHAL 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].

new Dual Big Shoota — Dual Big Shoota RAPID 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).

new Kustom Mega-blasta Kustom Mega-blasta

Range
24"
Attacks
3
Ballistic Skill
4+
Strength
9
AP
-2
Damage
3

new Kustom Mega-blasta — Kustom Mega-blasta HAZARDOUS

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.

new Kustom Mega-zappa Kustom Mega-zappa

Range
36"
Attacks
3
Ballistic Skill
4+
Strength
12
AP
-2
Damage
4

new Kustom Mega-zappa — Kustom Mega-zappa BLAST 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).

new Kustom Mega-zappa — Kustom Mega-zappa HAZARDOUS

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.

new Rokkit Launcha Blasta

Range
24"
Attacks
2
Ballistic Skill
4+
Strength
5
AP
0
Damage
1

new Rokkit Launcha Busta

Range
24"
Attacks
2
Ballistic Skill
4+
Strength
10
AP
-2
Damage
3

new Rokkit Launcha — Blasta BLAST 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).

gone Kustom mega-blasta Kustom mega-blasta

Range
24"
Attacks
3
Ballistic Skill
5+
Strength
9
AP
-2
Damage
D6

gone Kustom mega-blasta — Kustom mega-blasta Hazardous

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.

gone Kustom mega-zappa Kustom mega-zappa

Range
36"
Attacks
D6+3
Ballistic Skill
5+
Strength
10
AP
-2
Damage
D6

gone Kustom mega-zappa — Kustom mega-zappa 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).

gone Kustom mega-zappa — Kustom mega-zappa Hazardous

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.

gone Rokkit launcha Rokkit launcha

Range
24"
Attacks
D3
Ballistic Skill
5+
Strength
9
AP
-2
Damage
3

gone Rokkit launcha — Rokkit launcha 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).

gone Twin big shoota Twin big shoota

Range
36"
Attacks
3
Ballistic Skill
5+
Strength
5
AP
0
Damage
1

gone Twin big shoota — Twin big shoota Rapid 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 Twin big shoota — Twin big shoota Twin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

new Klaw of Mork Klaw of Mork

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
18
AP
-3
Damage
6

gone Klaw of Mork strike

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
18
AP
-3
Damage
6

gone Klaw of Mork sweep

Range
Melee
Attacks
12
Weapon Skill
3+
Strength
8
AP
-1
Damage
2

new Klaw of Mork — Klaw of Mork CLEAVE 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).

changed 1 Morkanaut

Points
270 pts 345 pts

changed Mozrog Skragbad

Unit Composition

1

  • 1 Mozrog Skragbad – EPIC HEROThismodel

This model is equipped with: thumpwith: gun;1 Big Chompa’s jaws;Jaws; gutrippa.1 Gutrippa; 1 Thump Gun.

changed Mozrog Skragbad

Toughness
8 9
Wounds
8 10
Keywords
Mounted, Character, Beast Snagga, Epic Hero, Warboss, Mozrog Skragbad Beast Snagga, Character, Epic Hero, Monster
Equipped With
Thump gun, Big Chompa’s jaws, Gutrippa Big Chompa’s Jaws, Thump Gun, Gutrippa

new Beast Snagga Following

Rules

While this unit is within 3" of a friendly Beast Snagga unit (excluding MONSTER Character units), this unit has Lone Operative.

gone Leader

changed One Last Kill

Rules

While this model is leadingIn athe unit,Fight eachphase, timewhen athis model in that unit is destroyed, byif athis meleeunit attack,has ifnot itbeen hasselected notto foughtfight this phase, roll one D6: on

  • On a 4+,2+, do not remove itthis model from play.the Thebattlefield. destroyedWhen modelthis canunit fighthas afterfought, or at the attackingend unitof hasthe finishedphase making(whichever itscomes attacks,first), andthis ismodel thenis removed from play.the battlefield.

changed Da 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 makesThis aunit’s melee attackattacks that targetstarget a TITANIC unit, add 2 to the DamageMonster/Vehicle characteristicunit ofcan thatre‑roll attackwound instead.rolls.

gone Leader

Rules

This model can be attached to the following units:

SQUIGHOG BOYZ

new Big Chompa’s Jaws

Type
weapon

new Thump Gun

Type
weapon

gone Big Chompa’s jaws

Type
weapon

gone Thump gun

Type
weapon

new Big Chompa’s Jaws Big Chompa’s Jaws

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
7
AP
-2
Damage
4

new Big Chompa’s Jaws — Big Chompa’s Jaws ANTI-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+.

new Big Chompa’s Jaws — Big Chompa’s Jaws EXTRA 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.

new Thump Gun Thump Gun

Range
18"
Attacks
3
Ballistic Skill
5+
Strength
6
AP
0
Damage
2

new Thump Gun — Thump Gun ANTI-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+.

gone Big Chompa’s jaws Big Chompa’s jaws

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
7
AP
-2
Damage
4

gone Big Chompa’s jaws — Big Chompa’s jaws Devastating 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.

gone Big Chompa’s jaws — Big Chompa’s jaws Extra 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 Thump gun Thump gun

Range
18"
Attacks
D3
Ballistic Skill
5+
Strength
6
AP
0
Damage
2

gone Thump gun — Thump gun 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).

new Gutrippa Hunter

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
12
AP
-2
Damage
D6+1

new Gutrippa Standard

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
9
AP
-2
Damage
2

gone Gutrippa Gutrippa

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
7
AP
-1
Damage
3

new Gutrippa — Hunter LETHAL 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].

new Gutrippa — Standard CLEAVE 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).

gone Gutrippa — Gutrippa Anti-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+.

gone Gutrippa — Gutrippa Anti-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+.

changed 1 Mozrog Skragbad

Points
125 pts 170 pts

changed Nobz

Unit Composition

1 Boss Nob

  • 5‑10 4-9Nob NobzEverymodels

Every model is equipped with:with: slugga;1 bigKustom choppa.Krumpa; 1 Kustom Shoota.

Base Size
32mm 40mm
Points Scaling
+10 pts per 3 models +30 pts per 3 models

gone Boss Nob

Movement
6"
Toughness
5
Save
4+
Wounds
2
Leadership
7+
Objective Control
1
Keywords
Infantry, Grenades, Nobz
Equipped With
Slugga, Big choppa

changed Nob

Wounds
2 3
Keywords
Infantry, Grenades, Nobz Explosives, Infantry
Equipped With
Slugga, Big choppa Kustom Krumpa, Kustom Shoota

new Get Out da Way!

Rules

While making a charge move, this unit can move through models (excluding Monster/Vehicle models).

new Ammo 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.

gone Da 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.

new Paired Krumpas

Type
wargear
Rule Text

Attacks made with this model’s Kustom Krumpa weapon can re-roll hit rolls and wound rolls.

new Big Choppa

Type
weapon

new Big Skorcha

Type
weapon

new Kombi-rokkit

Type
weapon

new Kustom Big Shoota

Type
weapon

new Kustom Choppa

Type
weapon

new Kustom Krumpa

Type
weapon

new Kustom Shoota

Type
weapon

gone Ammo 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.*

gone Big choppa

Type
weapon

gone Close combat weapon

Type
weapon

gone Kombi-weapon

Type
weapon

gone Power klaw

Type
weapon

gone Slugga

Type
weapon

new Big Choppa Big Choppa

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
7
AP
-1
Damage
2

new Big Choppa — Big Choppa CLEAVE 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).

new Big Skorcha Big Skorcha

Range
18"
Attacks
3
Ballistic Skill
-
Strength
5
AP
-1
Damage
1

new Big Skorcha — Big Skorcha BLAST 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 Big Skorcha — Big Skorcha TORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

new Kombi-rokkit Busta Rokkit

Range
24"
Attacks
1
Ballistic Skill
5+
Strength
10
AP
-2
Damage
3

new Kombi-rokkit Shoota

Range
18"
Attacks
2
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

new Kombi-rokkit — Shoota LETHAL 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].

new Kombi-rokkit — Shoota RAPID 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).

new Kustom Big Shoota Kustom Big Shoota

Range
18"
Attacks
8
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

new Kustom Big Shoota — Kustom Big Shoota LETHAL 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].

new Kustom Choppa Kustom Choppa

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
2

new Kustom Krumpa Kustom Krumpa

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
10
AP
-2
Damage
2

new Kustom Shoota Kustom Shoota

Range
18"
Attacks
4
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

new Kustom Shoota — Kustom Shoota LETHAL 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].

new Kustom Shoota — Kustom Shoota RAPID 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 Big choppa Big choppa

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
7
AP
-1
Damage
2

gone Close combat weapon Close combat weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
0
Damage
1

gone Kombi-weapon Kombi-weapon

Range
24"
Attacks
1
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

gone Kombi-weapon — Kombi-weapon Anti-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 Kombi-weapon — Kombi-weapon Devastating 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.

gone Kombi-weapon — Kombi-weapon Rapid 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).

gone Power klaw Power klaw

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
9
AP
-2
Damage
2

gone Slugga Slugga

Range
12"
Attacks
1
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

gone Slugga — Slugga Pistol

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.

new Nob: 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.

new Nob: 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.

new Nob: For every 5 models in this unit, 1 model can have their Kustom Krumpa and Kustom Shoota replaced with 1 Big Choppa.

new Nob: For every 5 models in this unit, 1 model can have their Kustom Shoota replaced with 1 Paired Krumpas.

new Nob: Any number of models can each have their Kustom Shoota replaced with 1 Kombi-rokkit.

gone For every 5 models in this unit, this unit can be equipped with 1 ammo runt.

gone Boss Nob: Default Wargear

gone Boss Nob: Any number of models can each have their big choppa replaced with 1 power klaw.

gone Boss Nob: Any number of models can each have their slugga and big choppa replaced with 1 kombi-weapon and 1 close combat weapon.

gone Nob: Any number of models can each have their big choppa replaced with 1 power klaw.

gone Nob: Any number of models can each have their slugga and big choppa replaced with 1 kombi-weapon and 1 close combat weapon.

new 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.

new 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.

new For every 5 models in this unit, 1 model can have their Kustom Krumpa and Kustom Shoota replaced with 1 Big Choppa.

new For every 5 models in this unit, 1 model can have their Kustom Shoota replaced with 1 Paired Krumpas.

new Any 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.

new 5 Nob

Points
125 pts
Nob count
5

new 6-10 Nob

Points
250 pts
Nob count
6-10

gone 4 Nob, 1 Boss Nob

Points
105 pts
Nob count
4
Boss Nob count
1

gone 5-9 Nob, 1 Boss Nob

Points
210 pts
Nob count
5-9
Boss Nob count
1

changed Painboss

Unit Composition

  • 1 1Painboss PainbossThismodel

This model is equipped with:with: 1 Beast Snagga klaw.Klaw.

Points Scaling
+10 pts per 3 models

changed Painboss

Invulnerable Save
6+
Keywords
Infantry, Character, Beast Snagga, Painboss Beast Snagga, Character, Infantry
Equipped With
Beast Snagga klaw Beast Snagga Klaw

new Push 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.

new Support

new Hardy Bioniks

Rules

Attacks that target this unit with a S greater than this unit’s T have -1 to wound rolls.

new Runnin’ 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.

gone Feel No Pain 5+

gone Leader

gone Dok’s Toolz

Rules

While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.

gone Sawbonez

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.

new Support

Rules

This model can be attached to the following units:

BEAST SNAGGA BOYZ
SQUIGHOG BOYZ

gone Leader

Rules

This model can be attached to the following units:

BEAST SNAGGA BOYZ

new Beast Snagga Klaw

Type
weapon

gone Grot 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.*

gone Beast Snagga klaw

Type
weapon

new Beast Snagga Klaw Beast Snagga Klaw

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
10
AP
-2
Damage
2

new Beast Snagga Klaw — Beast Snagga Klaw ANTI-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+.

gone Beast Snagga klaw Beast Snagga klaw

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
9
AP
-2
Damage
2

gone Beast Snagga klaw — Beast Snagga klaw Anti-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+.

gone Beast Snagga klaw — Beast Snagga klaw Anti-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+.

gone Painboss: This model can be equipped with 1 grot orderly.

gone ■ This model can be equipped with 1 grot orderly.

changed 1 Painboss

Points
70 pts 60 pts

changed Painboy

Unit Composition

  • 1 1Painboy PainboyThismodel

This model is equipped with:with: power1 klaw;Dok’s ’urtyToolz; syringe.1 ’Urty Syringe.

changed Painboy

Keywords
Infantry, Character, Painboy Character, Infantry
Equipped With
Power klaw, ’Urty syringe ’Urty Syringe, Dok’s Toolz

new Crude Surgery

Rules

In your Command phase, this unit heals 3 wounds.

new Support

new Catch 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.

gone Leader

gone Dok’s Toolz

Rules

While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.

gone Hold 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.

changed Support

Rules

This model can be attached to the following units:

BOYZ
BREAKA BOYZ
BURNA BOYZ
FLASH LOOTASGITZ
NOBZ
TANKBUSTAS

new Dok’s Toolz

Type
weapon

new ’Urty Syringe

Type
weapon

gone Grot 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.*

gone Power klaw

Type
weapon

gone ’Urty syringe

Type
weapon

new Dok’s Toolz Dok’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 Syringe ANTI-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 Syringe DEVASTATING 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 Syringe EXTRA 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 Power klaw Power klaw

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
9
AP
-2
Damage
2

gone ’Urty syringe Urty syringe

Range
Melee
Attacks
1
Weapon Skill
3+
Strength
2
AP
0
Damage
1

gone ’Urty syringe — Urty syringe Anti-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 syringe Extra 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 syringe Precision

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 Painboy: This model can be equipped with 1 grot orderly.

gone ■ This model can be equipped with 1 grot orderly.

changed 1 Painboy

Points
90 pts 45 pts

changed Rukkatrukk Squigbuggies

was Rukkatrukk Squigbuggy

Unit Composition

1

  • 1‑2 Rukkatrukk SquigbuggyThisSquigbuggy models

Every model is equipped with:with: sawn-off1 shotgun;Saw squig-launchas;Blades; saw1 blades.Sawn‑off Shotgun; 1 Squig Launchas.

Base Size
150 x 95mm Oval Base 150mm

changed Rukkatrukk Squigbuggy

Keywords
Vehicle, Speed Freeks, Rukkatrukk Squigbuggy Explosives, Speed Freeks, Vehicle
Equipped With
Sawn-off shotgun, Squig-launchas, Saw blades Saw Blades, Sawn-off Shotgun, Squig Launchas

new Squig 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.

gone Buzzer 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.

gone Squig 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.*

new Saw Blades

Type
weapon

new Sawn-off Shotgun

Type
weapon

new Squig Launchas

Type
weapon

gone Saw blades

Type
weapon

gone Sawn-off shotgun

Type
weapon

gone Squig-launchas

Type
weapon

new Saw Blades Saw Blades

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
7
AP
-1
Damage
2

new Saw Blades — Saw Blades CLEAVE 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).

new Sawn-off Shotgun Sawn-off Shotgun

Range
12"
Attacks
2
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

new Sawn-off Shotgun — Sawn-off Shotgun ASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

new Sawn-off Shotgun — Sawn-off Shotgun LETHAL 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].

new Squig Launchas Squig Launchas

Range
24"
Attacks
D6+6
Ballistic Skill
4+
Strength
5
AP
-1
Damage
2

new Squig Launchas — Squig Launchas IGNORES 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).

gone Saw blades Saw blades

Range
Melee
Attacks
4
Weapon Skill
4+
Strength
7
AP
-1
Damage
2

gone Sawn-off shotgun Sawn-off shotgun

Range
12"
Attacks
2
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

gone Sawn-off shotgun — Sawn-off shotgun Assault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

gone Squig-launchas Squig-launchas

Range
36"
Attacks
D6+6
Ballistic Skill
5+
Strength
5
AP
-1
Damage
2

gone Squig-launchas — Squig-launchas 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).

gone Squig-launchas — Squig-launchas Ignores 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).

gone Squig-launchas — Squig-launchas Indirect Fire

Rules

Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).

new 2 Rukkatrukk Squigbuggy

Points
160 pts
Rukkatrukk Squigbuggy count
2

changed Squighog Boyz

Unit Composition

1

  • 1‑2 Nob on Smasha Squig and 3models
  • 3‑6 Squighog Boyz OR ■ 2 Nobz on Smasha Squigs and 6 SquighogBoy BoyzEverymodels

Every Nob on Smasha Squig is equipped with:with: slugga;1 bigBig choppa;Choppa; squig1 jaws.
Every
Slugga; 1 Squig’s Jaws. Every Squighog Boy is equipped with:with: saddlegit1 weapons;Saddlegit’s stikka;Shiv; squig1 jaws.Squig’s Jaws; 1 Stikka.

Base Size
Nob on Smasha Squig: 90 x 52.5mm Oval Base Squighog Boyz: 75 x 42mm Oval Base 75mm, 90x52.5mm Oval Base
Points Scaling
+20 pts per 3 models

changed Squighog Boy

Toughness
7 6
Invulnerable Save
6+
Keywords
Mounted, Beast Snagga, Grenades, Squighog Boyz Beast Snagga, Explosives, Mobile, Mounted
Equipped With
Saddlegit weapons, Stikka, Squig jaws Saddlegit’s Shiv, Squig’s Jaws, Stikka

changed Nob on Smasha Squig

Toughness
7 6
Invulnerable Save
6+
Keywords
Mounted, Beast Snagga, Grenades, Squighog Boyz Beast Snagga, Explosives, Mobile, Mounted
Equipped With
Slugga, Big choppa, Squig jaws Big Choppa, Slugga, Squig’s Jaws

new Bomb 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.

new Brutal Impact

Rules

If this unit made a charge move this turn, this unit’s attacks have +1 D.

gone Feel No Pain 5+

gone Wild 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.

new Big Choppa

Type
weapon

new Saddlegit’s Shiv

Type
weapon

new Squig’s Jaws

Type
weapon

gone Bomb 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.

gone Big choppa

Type
weapon

gone Saddlegit weapons

Type
weapon

gone Squig jaws

Type
weapon

new Big Choppa Big Choppa

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
7
AP
-1
Damage
2

new Big Choppa — Big Choppa ANTI-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+.

new Big Choppa — Big Choppa CLEAVE 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).

new Saddlegit’s Shiv Saddlegit’s Shiv

Range
9"
Attacks
1
Ballistic Skill
4+
Strength
3
AP
0
Damage
1

new Saddlegit’s Shiv — Saddlegit’s Shiv ASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

new Squig’s Jaws Squig’s Jaws

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
-1
Damage
2

new Squig’s Jaws — Squig’s Jaws EXTRA 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 Big choppa Big choppa

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
6
AP
-1
Damage
2

gone Big choppa — Big choppa Anti-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+.

gone Big choppa — Big choppa Anti-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+.

gone Saddlegit weapons Saddlegit weapons

Range
9"
Attacks
1
Ballistic Skill
4+
Strength
3
AP
0
Damage
1

gone Saddlegit weapons — Saddlegit weapons Assault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

gone Squig jaws Squig jaws

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
-1
Damage
2

gone Squig jaws — Squig jaws Extra 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.

new Slugga — Slugga CLOSE-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.

new Slugga — Slugga LETHAL 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].

gone Slugga — Slugga Pistol

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.

new Stikka Stikka

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
-1
Damage
2

new Stikka Stikka

Range
9"
Attacks
1
Ballistic Skill
5+
Strength
5
AP
-1
Damage
2

gone Stikka Ranged

Range
12"
Attacks
1
Ballistic Skill
5+
Strength
5
AP
-1
Damage
2

gone Stikka Melee

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
-1
Damage
2

new Stikka — Stikka ANTI-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+.

new Stikka — Stikka ANTI-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+.

new Stikka — Stikka ASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

gone Stikka — Ranged Assault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

gone Stikka — Ranged Anti-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+.

gone Stikka — Ranged Anti-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+.

gone Stikka — Melee Anti-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+.

gone Stikka — Melee Anti-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+.

gone Stikka — Melee Lance

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.

gone For 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.

new 6 Squighog Boy, 2 Nob on Smasha Squig

Points
280 pts
Squighog Boy count
6
Nob on Smasha Squig count
2

gone 1 Nob on Smasha Squig, 3 Squighog Boy

Points
140 pts
Nob on Smasha Squig count
1
Squighog Boy count
3

changed 1 Nob on Smasha Squig, 3 Squighog Boy

Points
270 pts 140 pts
Nob on Smasha Squig count
2 1
Squighog Boy count
6 3

changed Stompa

Unit Composition

  • 1 1Stompa StompaThismodel

This model is equipped with:with: 35 bigBig shootas;Shoota; deffkannon;1 skorcha;Deffkannon supa-gatler;and supa-rokkits;Supa‑rokkits; twin1 bigMega‑choppa; shoota;1 mega-choppa.Skorcha; 1 Supa‑gatler.

Base Size
Hull None

changed Stompa

Invulnerable Save
6+ 5+
Keywords
Vehicle, Transport, Titanic, Towering, Walker, Stompa, Frame Frame, Titanic, Towering, Transport, Vehicle, Walker
Equipped With
Big shoota, Deffkannon, Skorcha, Supa-gatler, Supa-rokkits, Twin big shoota, Mega-choppa Big Shoota, Deffkannon and Supa-rokkits, Mega-choppa, Skorcha, Supa-gatler

new Idol 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.

new Super-heavy Walker

new Damaged 10

gone Stompin’ 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.

changed Waaagh! Effigy

Rules

While a friendly ORKSThis unit is within 12" of this model, each time you take a Battle‑shock test for that unit, add 1 to thatriled test.up.

new TRANSPORT

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.

gone Transport

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.

new Big Shoota

Type
weapon

new Deffkannon and Supa-rokkits

Type
weapon

gone Big shoota

Type
weapon

gone Deffkannon

Type
weapon

gone Supa-rokkits

Type
weapon

gone Twin big shoota

Type
weapon

new Big Shoota Big Shoota

Range
36"
Attacks
3
Ballistic Skill
5+
Strength
5
AP
0
Damage
1

new Big Shoota — Big Shoota LETHAL 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].

new Big Shoota — Big Shoota RAPID 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 Deffkannon and Supa-rokkits Deffkannon and Supa-rokkits

Range
72"
Attacks
12
Ballistic Skill
5+
Strength
14
AP
-3
Damage
D6+2

new Deffkannon and Supa-rokkits — Deffkannon and Supa-rokkits BLAST 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).

gone Big shoota Big shoota

Range
36"
Attacks
3
Ballistic Skill
5+
Strength
5
AP
0
Damage
1

gone Big shoota — Big shoota Rapid 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 Deffkannon Deffkannon

Range
72"
Attacks
3D6
Ballistic Skill
5+
Strength
14
AP
-3
Damage
D6

gone Deffkannon — Deffkannon 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).

gone Supa-rokkits Supa-rokkits

Range
100"
Attacks
D6
Ballistic Skill
5+
Strength
12
AP
-3
Damage
D6+2

gone Supa-rokkits — Supa-rokkits 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).

gone Twin big shoota Twin big shoota

Range
36"
Attacks
3
Ballistic Skill
5+
Strength
5
AP
0
Damage
1

gone Twin big shoota — Twin big shoota Rapid 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 Twin big shoota — Twin big shoota Twin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

new Mega-choppa Mega-choppa

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
24
AP
-4
Damage
10

gone Mega-choppa strike

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
24
AP
-5
Damage
10

gone Mega-choppa sweep

Range
Melee
Attacks
18
Weapon Skill
3+
Strength
10
AP
-2
Damage
3

new Mega-choppa — Mega-choppa CLEAVE 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).

changed Skorcha Skorcha

Attacks
D6 3

new Skorcha — Skorcha BLAST 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 Skorcha — Skorcha TORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

gone Skorcha — Skorcha Ignores 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).

gone Skorcha — Skorcha Torrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

new Supa-gatler Point Blank

Range
12"
Attacks
3D6+3
Ballistic Skill
-
Strength
7
AP
-2
Damage
2

new Supa-gatler Aimed

Range
24"
Attacks
30
Ballistic Skill
5+
Strength
7
AP
-2
Damage
2

gone Supa-gatler Supa-gatler

Range
24"
Attacks
20
Ballistic Skill
5+
Strength
7
AP
-1
Damage
2

new Supa-gatler — Point Blank TORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

new Supa-gatler — Aimed LETHAL 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].

new Supa-gatler — Aimed SUSTAINED 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).

gone Supa-gatler — Supa-gatler Sustained 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).

changed 1 Stompa

Points
600 pts 700 pts

changed Stormboyz

Unit Composition

  • 1 1Nob Bossmodel
  • 4‑9 NobStormboy 4-9models

The StormboyzEveryNob modelis equipped with: 1 Kustom Choppa; 1 Slugga. Every Stormboy is equipped with:with: slugga;1 choppa.Choppa; 1 Slugga.

changed Stormboy

Keywords
Infantry, Jump Pack, Fly, Grenades, Stormboyz Explosives, Fly, Infantry, Jump Pack
Equipped With
Slugga, Choppa Choppa, Slugga

changed nob

Wounds
2 3
Keywords
Infantry, Jump Pack, Fly, Grenades, Stormboyz Explosives, Fly, Infantry, Jump Pack
Equipped With
Slugga, Choppa Kustom Choppa, Slugga

new Rokkit 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].

gone Full Throttle

Rules

This unit is eligible to declare a charge in a turn in which it Advanced or Fell Back.

new Kustom Choppa

Type
weapon

new Power Klaw

Type
weapon

gone Power klaw

Type
weapon

new Kustom Choppa Kustom Choppa

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
2

new Power Klaw Power Klaw

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
10
AP
-2
Damage
2

gone Power klaw Power klaw

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
9
AP
-2
Damage
2

changed Choppa Choppa

Strength
4 5

new Slugga — Slugga CLOSE-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.

new Slugga — Slugga LETHAL 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].

gone Slugga — Slugga Pistol

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.

new nob: Default Wargear

new nob: The Nob can have their Kustom Choppa replaced with 1 Power Klaw.

gone Boss Nob: Default Wargear

gone Boss Nob: The Boss Nob’s choppa can be replaced with 1 power klaw.

new The Nob can have their Kustom Choppa replaced with 1 Power Klaw.

gone ■ The Boss Nob’s choppa can be replaced with 1 power klaw.

new 4 Stormboy, 1 nob

Points
70 pts
Stormboy count
4
nob count
1

new 1 nob, 5-9 Stormboy

Points
140 pts
nob count
1
Stormboy count
5-9

gone 1 Boss Nob, 4 Stormboy

Points
65 pts
Boss Nob count
1
Stormboy count
4

gone 1 Boss Nob, 5-9 Stormboy

Points
130 pts
Boss Nob count
1
Stormboy count
5-9

changed Tankbustas

Unit Composition

1 Boss

  • 1 NobNob 5model
  • 5 TankbustasTheTankbusta Bossmodels

The Nob is equipped with:with: 21 rokkitChoppa; pistols;2 choppa.
Each
Rokkit Pistol. Every Tankbusta is equipped with:with: rokkit1 launcha;Busta closeRokkit combatLauncha; weapon.1 Gitstikka.

Base Size
Boss Nob: 40mm Tankbustas: 32mm 32mm, 40mm

changed Tankbusta

Keywords
Infantry, Grenades, Tankbustas Explosives, Infantry
Equipped With
Rokkit launcha, Close combat weapon Busta Rokkit Launcha, Gitstikka

changed Nob

Wounds
2 3
Keywords
Infantry, Grenades, Tankbustas Explosives, Infantry
Equipped With
Rokkit pistol, Choppa Choppa, Rokkit Pistol

new Rokkit 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.

new Bomb 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.

gone Tank 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.

gone Bomb 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.*

gone Attached 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.

new Busta Rokkit Launcha

Type
weapon

new Gitstikka

Type
weapon

new Rokkit Pistol

Type
weapon

new Smash Hammer

Type
weapon

gone Close combat weapon

Type
weapon

gone Rokkit launcha

Type
weapon

gone Rokkit pistol

Type
weapon

gone Smash hammer

Type
weapon

new Busta Rokkit Launcha Hunter

Range
24"
Attacks
3
Ballistic Skill
4+
Strength
12
AP
-2
Damage
3

new Busta Rokkit Launcha Standard

Range
24"
Attacks
2
Ballistic Skill
4+
Strength
10
AP
-2
Damage
3

new Gitstikka Gitstikka

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
0
Damage
1

new Rokkit Pistol Rokkit Pistol

Range
12"
Attacks
1
Ballistic Skill
4+
Strength
10
AP
-2
Damage
3

new Rokkit Pistol — Rokkit Pistol CLOSE-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.

new Smash Hammer Hunter

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
12
AP
-2
Damage
3

new Smash Hammer Standard

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
7
AP
-2
Damage
2

gone Close combat weapon Close combat weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
0
Damage
1

gone Rokkit launcha Rokkit launcha

Range
24"
Attacks
D3
Ballistic Skill
5+
Strength
9
AP
-2
Damage
3

gone Rokkit launcha — Rokkit launcha 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).

gone Rokkit pistol Rokkit pistol

Range
12"
Attacks
1
Ballistic Skill
5+
Strength
9
AP
-2
Damage
3

gone Rokkit pistol — Rokkit pistol Pistol

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.

gone Smash hammer Smash hammer

Range
Melee
Attacks
2
Weapon Skill
3+
Strength
6
AP
-2
Damage
3

gone Smash hammer — Smash hammer Anti-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+.

gone Smash hammer — Smash hammer Anti-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+.

new Nob: Default Wargear

new Nob: The Nob can have their Rokkit Pistol replaced with 1 Smash Hammer.

new Tankbusta: 1 Tankbusta model can be equipped with one of the following: ▫ 1 Busta Rokkit Launcha ▫ 1 Pulsa Rokkit

gone Boss Nob: Default Wargear

gone Boss Nob: 1 of the Boss Nob’s rokkit pistols can be replaced with 1 smash hammer.

gone Tankbusta: One Tankbusta can be equipped with one of the following: ◦ 1 pulsa rokkit ◦ 1 additional rokkit launcha

new The Nob can have their Rokkit Pistol replaced with 1 Smash Hammer.

new 1 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

new 5 Tankbusta, 1 Nob

Points
145 pts
Tankbusta count
5
Nob count
1

gone 5 Tankbusta, 1 Boss Nob

Points
125 pts
Tankbusta count
5
Boss Nob count
1

changed Trukk

Unit Composition

  • 1 1Trukk TrukkThismodel

This model is equipped with:with: big1 shoota;Dual spikedBig wheels.Shoota; 1 Spiked Ram.

Base Size
Hull

changed Trukk

Keywords
Vehicle, Transport, Dedicated Transport, Trukk, Frame Dedicated Transport, Frame, Speed Freeks, Transport, Vehicle
Equipped With
Big shoota, Spiked wheels Dual Big Shoota, Spiked Ram

new Pilin’ 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.

gone Grot Riggers

Rules

At the start of your Command phase, this model regains 1 lost wound.

new TRANSPORT

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.

gone Transport

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.

new Buzzsaw

Type
weapon

new Dual Big Shoota

Type
weapon

new Grabbin’ Klaw

Type
weapon

new Rokkit Launcha

Type
weapon

new Spiked Ram

Type
weapon

gone Big shoota

Type
weapon

gone Spiked wheels

Type
weapon

gone Wreckin’ ball

Type
weapon

new Buzzsaw Buzzsaw

Range
Melee
Attacks
2
Weapon Skill
3+
Strength
6
AP
-1
Damage
2

new Buzzsaw — Buzzsaw CLEAVE 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).

new Buzzsaw — Buzzsaw EXTRA 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.

new Dual Big Shoota Dual Big Shoota

Range
36"
Attacks
6
Ballistic Skill
5+
Strength
5
AP
0
Damage
1

new Dual Big Shoota — Dual Big Shoota LETHAL 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].

new Dual Big Shoota — Dual Big Shoota RAPID 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).

new Grabbin’ Klaw Grabbin’ Klaw

Range
Melee
Attacks
2
Weapon Skill
3+
Strength
10
AP
-2
Damage
2

new Grabbin’ Klaw — Grabbin’ Klaw EXTRA 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.

new Rokkit Launcha Blasta

Range
24"
Attacks
2
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

new Rokkit Launcha Busta

Range
24"
Attacks
2
Ballistic Skill
5+
Strength
10
AP
-2
Damage
3

new Rokkit Launcha — Blasta BLAST 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 Spiked Ram Spiked Ram

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
6
AP
0
Damage
1

new Spiked Ram — Spiked Ram CLEAVE 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).

gone Big shoota Big shoota

Range
36"
Attacks
3
Ballistic Skill
5+
Strength
5
AP
0
Damage
1

gone Big shoota — Big shoota Rapid 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 Spiked wheels Spiked wheels

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

gone Wreckin’ ball Wreckin’ ball

Range
Melee
Attacks
1
Weapon Skill
4+
Strength
10
AP
0
Damage
D6

gone Wreckin’ ball — Wreckin’ ball Extra 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.

new Trukk: This model’s Dual Big Shoota can be replaced with 1 Rokkit Launcha.

new Trukk: This model can be equipped with one of the following: ▫ 1 Buzzsaw ▫ 1 Grabbin' Klaw

gone Trukk: This model can be equipped with 1 wreckin’ ball.

new This model’s Dual Big Shoota can be replaced with 1 Rokkit Launcha.

new This model can be equipped with one of the following: ▫ 1 Buzzsaw ▫ 1 Grabbin' Klaw

gone ■ This model can be equipped with 1 wreckin’ ball.

changed 1 Trukk

Points
55 pts 60 pts

changed Warbikers

Unit Composition

  • 1 1Biker BossNob model
  • 2‑5 Warbiker models

The Biker Nob onis Warbike
equipped 2-5with: WarbikersEvery1 modelKustom Choppa; 1 Dual Kombi-rokkit. Every Warbiker is equipped with:with: twin1 dakkagun;Choppa; close1 combatDual weapon.Dakkagun.

Base Size
75 x 42mm Oval Base

changed Warbiker

Keywords
Mounted, Grenades, Speed Freeks, Warbikers Explosives, Mounted, Speed Freeks
Equipped With
Twin dakkagun, Close combat weapon Choppa, Dual Dakkagun

changed Biker Nob

Keywords
Mounted, Grenades, Speed Freeks, Warbikers Explosives, Mounted, Speed Freeks
Equipped With
Twin dakkagun, Close combat weapon Kustom Choppa, Dual Kombi-rokkit

new High‑speed Carnage

Rules

If this unit made a charge move this turn, this unit’s melee attacks have:

  • +1 S and D.

gone Drive-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.

new Dual Dakkagun

Type
weapon

new Dual Kombi-rokkit

Type
weapon

new Kustom Choppa

Type
weapon

gone Big choppa

Type
weapon

gone Close combat weapon

Type
weapon

gone Power klaw

Type
weapon

gone Slugga

Type
weapon

gone Twin dakkagun

Type
weapon

new Dual Dakkagun Dual Dakkagun

Range
18"
Attacks
6
Ballistic Skill
5+
Strength
5
AP
0
Damage
1

new Dual Dakkagun — Dual Dakkagun ASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

new Dual Dakkagun — Dual Dakkagun LETHAL 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].

new Dual Kombi-rokkit Busta Rokkit

Range
24"
Attacks
2
Ballistic Skill
5+
Strength
10
AP
-2
Damage
3

new Dual Kombi-rokkit Dakkagun

Range
18"
Attacks
6
Ballistic Skill
5+
Strength
5
AP
0
Damage
1

new Dual Kombi-rokkit — Busta Rokkit ASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

new Dual Kombi-rokkit — Dakkagun ASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

new Dual Kombi-rokkit — Dakkagun LETHAL 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].

new Kustom Choppa Kustom Choppa

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
2

gone Big choppa Big choppa

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
7
AP
-1
Damage
2

gone Close combat weapon Close combat weapon

Range
Melee
Attacks
2
Weapon Skill
3+
Strength
4
AP
0
Damage
1

gone Power klaw Power klaw

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
9
AP
-2
Damage
2

gone Slugga Slugga

Range
12"
Attacks
1
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

gone Slugga — Slugga Pistol

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.

gone Twin dakkagun Twin dakkagun

Range
18"
Attacks
3
Ballistic Skill
5+
Strength
5
AP
0
Damage
1

gone Twin dakkagun — Twin dakkagun Rapid 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 Twin dakkagun — Twin dakkagun Assault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

gone Twin dakkagun — Twin dakkagun Twin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

changed Choppa Choppa

Strength
4 5

new Biker Nob: Default Wargear

gone Warbiker: Each Warbiker can be equipped with one of the following:

gone Boss Nob on Warbike: Default Wargear

gone Boss 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

new 1 Biker Nob, 2 Warbiker

Points
75 pts
Biker Nob count
1
Warbiker count
2

new 3-5 Warbiker, 1 Biker Nob

Points
140 pts
Warbiker count
3-5
Biker Nob count
1

gone 1 Boss Nob on Warbike, 2 Warbiker

Points
60 pts
Boss Nob on Warbike count
1
Warbiker count
2

gone 1 Boss Nob on Warbike, 3-5 Warbiker

Points
120 pts
Boss Nob on Warbike count
1
Warbiker count
3-5

changed Warboss

Unit Composition

  • 1 1Warboss WarbossThismodel

This model is equipped with:with: kombi‑weapon;1 twinKustom sluggas;Choppa; big1 choppa.Kustom Shoota.

changed Warboss

Toughness
5 6
Keywords
Infantry, Character, Grenades, Warboss Character, Explosives, Infantry, Warboss
Equipped With
Kustom Choppa, Kustom Shoota

new Da Boss

Rules

-

new Might Is Right

Rules

If this unit made a charge move this turn, this model’s melee attacks have:

  • +3 A.
  • +2 S.

new Boss’ 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.

new Intimidating 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.

gone Might 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.

gone Da 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.

new Kombi-rokkit

Type
weapon

new Kombi-skorcha

Type
weapon

new Kustom Shoota

Type
weapon

new Power Klaw

Type
weapon

gone Attack squig

Type
weapon

gone Big choppa

Type
weapon

gone Kombi-weapon

Type
weapon

gone Kustom shoota

Type
weapon

gone Power klaw

Type
weapon

gone Twin sluggas

Type
weapon

new Kombi-rokkit Busta Rokkit

Range
24"
Attacks
1
Ballistic Skill
5+
Strength
10
AP
-2
Damage
3

new Kombi-rokkit Shoota

Range
18"
Attacks
2
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

new Kombi-rokkit — Shoota LETHAL 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].

new Kombi-rokkit — Shoota RAPID 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).

new Kombi-skorcha Shoota

Range
18"
Attacks
2
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

new Kombi-skorcha Skorcha

Range
12"
Attacks
3
Ballistic Skill
-
Strength
5
AP
0
Damage
1

new Kombi-skorcha — Shoota LETHAL 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].

new Kombi-skorcha — Shoota RAPID 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).

new Kombi-skorcha — Skorcha BLAST 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).

new Kombi-skorcha — Skorcha TORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

new Kustom Shoota Kustom Shoota

Range
18"
Attacks
4
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

new Kustom Shoota — Kustom Shoota LETHAL 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].

new Kustom Shoota — Kustom Shoota RAPID 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 Power Klaw Power Klaw

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
12
AP
-2
Damage
2

gone Attack squig Attack squig

Range
Melee
Attacks
2
Weapon Skill
4+
Strength
4
AP
0
Damage
1

gone Attack squig — Attack squig Extra 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 Big choppa Big choppa

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
8
AP
-1
Damage
2

gone Kombi-weapon Kombi-weapon

Range
24"
Attacks
1
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

gone Kombi-weapon — Kombi-weapon Anti-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 Kombi-weapon — Kombi-weapon Devastating 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.

gone Kombi-weapon — Kombi-weapon Rapid 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).

gone Kustom shoota Kustom shoota

Range
18"
Attacks
4
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

gone Kustom shoota — Kustom shoota Rapid 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 Power klaw Power klaw

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
10
AP
-2
Damage
2

gone Twin sluggas Twin sluggas

Range
12"
Attacks
2
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

gone Twin sluggas — Twin sluggas Pistol

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.

gone Twin sluggas — Twin sluggas Twin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

changed Kustom Choppa Kustom Choppa

Strength
8 7

new Kustom Choppa — Kustom Choppa CLEAVE 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).

gone Kustom Choppa — Kustom Choppa CLEAVE 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).

new Warboss: This model’s Kustom Choppa can be replaced with 1 Power Klaw.

new Warboss: This model’s Kustom Shoota can be replaced with one of the following: ▫ 1 Kombi‑rokkit ▫ 1 Kombi‑skorcha

gone Warboss: This model’s big choppa can be replaced with 1 power klaw.

gone Warboss: This model can be equipped with 1 attack squig.

gone Warboss: This model can have its kombi‑weapon, twin sluggas and big choppa replaced with 1 kustom choppa and 1 kustom shoota.

new This model’s Kustom Choppa can be replaced with 1 Power Klaw.

new This 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.

changed 1 Warboss

Points
85 pts 100 pts

changed Warboss in Mega Armour

Unit Composition

1

  • 1 Warboss in Mega ArmourThisArmour model

This model is equipped with:with: big1 shoota;Big ’ugeShoota; choppa.1 ’Uge Choppa.

Points Scaling
+15 pts per 3 models

changed Warboss in Mega Armour

Toughness
6 7
Keywords
Infantry, Character, Mega Armour, Warboss, Warboss in Mega Armour Character, Infantry, Mega Armour, Warboss
Equipped With
Big shoota, ’Uge choppa Big Shoota, ’Uge Choppa

new Da Boss

Rules

-

new Krushin’ 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.

new Intimidating 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.

gone Might 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.

gone Dead Brutal

Rules

While the Waaagh! is active for your army, this model’s ’uge choppa has a Damage characteristic of 3.

new Big Shoota

Type
weapon

new ’Uge Choppa

Type
weapon

gone Big shoota

Type
weapon

gone ’Uge choppa

Type
weapon

new Big Shoota Big Shoota

Range
36"
Attacks
3
Ballistic Skill
4+
Strength
5
AP
0
Damage
1

new Big Shoota — Big Shoota LETHAL 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].

new Big Shoota — Big Shoota RAPID 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 Choppa CLEAVE 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).

gone Big shoota Big shoota

Range
36"
Attacks
3
Ballistic Skill
4+
Strength
5
AP
0
Damage
1

gone Big shoota — Big shoota Rapid 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 choppa Uge choppa

Range
Melee
Attacks
4
Weapon Skill
2+
Strength
12
AP
-2
Damage
2

changed 1 Warboss in Mega Armour

Points
80 pts 125 pts

changed Wartrakks

was Wartrakk

Unit Composition

▪ 1

  • 1‑2 WartrakkThis models

Every model is equipped with:with: 1 kustomKustom shoota;Choppa; 1 rokkitKustom launcha;Shoota; 1 choppasMulti-busta Launcha.

Base Size
105mm oval

changed Wartrakk

Keywords
Mounted, Speed Freeks, Wartrakk Mounted, Speed Freeks
Equipped With
Kustom shoota, Rokkit launcha, Choppas Kustom Choppa, Kustom Shoota, Multi-busta Launcha

new Speednob 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.

new Bust ’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].

gone Indiscriminate 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.)

new Kustom Choppa

Type
weapon

new Kustom Shoota

Type
weapon

new Multi-busta Launcha

Type
weapon

gone Choppas

Type
weapon

gone Kustom shoota

Type
weapon

gone Rokkit launcha

Type
weapon

new Kustom Choppa Kustom Choppa

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
2

new Kustom Shoota Kustom Shoota

Range
18"
Attacks
4
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

new Kustom Shoota — Kustom Shoota LETHAL 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].

new Kustom Shoota — Kustom Shoota RAPID 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 Multi-busta Launcha Multi-busta Launcha

Range
24"
Attacks
D3+3
Ballistic Skill
5+
Strength
10
AP
-2
Damage
3

gone Choppas Choppas

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
4
AP
-1
Damage
1

gone Kustom shoota Kustom shoota

Range
18"
Attacks
2
Ballistic Skill
5+
Strength
4
AP
0
Damage
1

gone Kustom shoota — Kustom shoota Rapid 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 Rokkit launcha Rokkit launcha

Range
24"
Attacks
D3+3
Ballistic Skill
5+
Strength
10
AP
-2
Damage
3

new 2 Wartrakk

Points
130 pts
Wartrakk count
2

changed 1 Wartrakk

Points
60 pts 70 pts

changed Wazdakka Gutsmek

Unit Composition

  • 1 Wazdakka Gutsmek – Epic HeroThismodel

This model is equipped with:with: 1 grabbaSpeeding dragga;Bulk 1and psyko‑gatler;Flaming Exhaust; 1 Fixit’s wrench;Wrench; 1 speeding bulkGrabba andDragga; flaming1 exhaust.Psyko‑gatler.

Base Size
120mm

changed Wazdakka Gutsmek

Keywords
Mounted, Vehicle, Speed Freeks, Epic Hero, Smoke, Character, Wazdakka Gutsmek Character, Epic Hero, Mounted, Smoke, Speed Freeks, Vehicle
Equipped With
Grabba dragga, Psyko‑gatler, Fixit’s wrench, Speeding bulk and flaming exhaust Speeding Bulk and Flaming Exhaust, Fixit’s Wrench, Grabba Dragga, Psyko-gatler

new Full 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.

gone Fixit da Grot

Rules

At the start of your Command phase, this model regains up to D3 lost wounds.

gone Throttlerokkit 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.

new Full Throttle Turbo 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.

new Full Throttle Shokk Attack Engine

Rules

In your Command phase, if this unit is unengaged, you can place this unit in strategic reserves.

new Full Throttle Pulse 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).

gone Throttlerokkit Shokka Engine Turbo Engine

Rules

This unit is eligible to declare a charge in a turn in which it Advanced or Fell Back.

gone Throttlerokkit Shokka Engine Shokk 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).

gone Throttlerokkit Shokka Engine Pulse 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

gone Waaagh! Wazdakka

Rules

If this model is your WARLORD, WARBIKER units from your army have the BATTLELINE keyword.

new Fixit’s Wrench

Type
weapon

new Grabba Dragga

Type
weapon

new Psyko-gatler

Type
weapon

new Speeding Bulk and Flaming Exhaust

Type
weapon

gone Fixit’s wrench

Type
weapon

gone Grabba dragga

Type
weapon

gone Psyko‑gatler

Type
weapon

gone Speeding bulk and flaming exhaust

Type
weapon

new Fixit’s Wrench Fixit’s Wrench

Range
Melee
Attacks
1
Weapon Skill
4+
Strength
3
AP
0
Damage
1

new Fixit’s Wrench — Fixit’s Wrench EXTRA 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.

new Grabba Dragga Grabba Dragga

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
10
AP
-2
Damage
3

new Grabba Dragga Grabba Dragga

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
10
AP
-2
Damage
3

new Grabba Dragga — Grabba Dragga ASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

new Grabba Dragga — Grabba Dragga PRECISION

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.

new Grabba Dragga — Grabba Dragga CLEAVE 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).

new Grabba Dragga — Grabba Dragga LANCE

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.

new Psyko-gatler Psyko-gatler

Range
24"
Attacks
12
Ballistic Skill
4+
Strength
6
AP
-2
Damage
2

new Psyko-gatler — Psyko-gatler ASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

new Psyko-gatler — Psyko-gatler LETHAL 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].

new Psyko-gatler — Psyko-gatler SUSTAINED 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).

new Speeding Bulk and Flaming Exhaust Speeding Bulk and Flaming Exhaust

Range
Melee
Attacks
3
Weapon Skill
2+
Strength
5
AP
-1
Damage
1

new Speeding Bulk and Flaming Exhaust — Speeding Bulk and Flaming Exhaust CLEAVE 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).

new Speeding Bulk and Flaming Exhaust — Speeding Bulk and Flaming Exhaust EXTRA 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 Fixit’s wrench Fixit’s wrench

Range
Melee
Attacks
1
Weapon Skill
4+
Strength
3
AP
0
Damage
1

gone Fixit’s wrench — Fixit’s wrench Extra 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 Grabba dragga ranged

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
10
AP
-2
Damage
3

gone Grabba dragga melee

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
10
AP
-2
Damage
3

gone Grabba dragga — ranged Assault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

gone Grabba dragga — ranged Precision

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 Grabba dragga — melee Lance

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.

gone Psyko‑gatler Psyko‑gatler

Range
24"
Attacks
12
Ballistic Skill
4+
Strength
6
AP
-2
Damage
2

gone Psyko‑gatler — Psyko‑gatler Assault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

gone Psyko‑gatler — Psyko‑gatler Sustained 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).

gone Speeding bulk and flaming exhaust Speeding bulk and flaming exhaust

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
5
AP
-1
Damage
1

gone Speeding bulk and flaming exhaust — Speeding bulk and flaming exhaust Extra 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.

changed 1 Wazdakka Gutsmek

Points
175 pts 200 pts

changed Wazbom Blastajet

Unit Composition

1

  • 1 Wazbom BlastajetThisBlastajet model

This model is equipped with:with: smasha1 gun;Armoured twinImpact; wazbom1 mega-kannon;Smasha armouredGun; hull.1 Dual Wazbom Mega-kannon.

Base Size
150 x 95mm Oval Base 120mm
Points Scaling
+20 pts per 3 models

changed Wazbom Blastajet

Objective Control
- -1
Keywords
Vehicle, Aircraft, Fly, Grenades, Speed Freeks, Wazbom Blastajet Aircraft, Fly, Smoke, Speed Freeks, Vehicle
Equipped With
Smasha gun, Twin wazbom mega-kannon, Armoured hull Armoured Impact, Smasha Gun, Dual Wazbom Mega-kannon

new Damaged 4

new Go 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.

gone Blastajet 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.

new Armoured Impact

Type
weapon

new Dual Supa-shoota

Type
weapon

new Dual Tellyport Mega-blasta

Type
weapon

new Dual Wazbom Mega-kannon

Type
weapon

new Smasha Gun

Type
weapon

gone Armoured hull

Type
weapon

gone Smasha gun

Type
weapon

gone Twin supa-shoota

Type
weapon

gone Twin tellyport mega-blasta

Type
weapon

gone Twin wazbom mega-kannon

Type
weapon

new Armoured Impact Armoured Impact

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

new Dual Supa-shoota Dual Supa-shoota

Range
36"
Attacks
8
Ballistic Skill
4+
Strength
6
AP
-1
Damage
1

new Dual Supa-shoota — Dual Supa-shoota IGNORES 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).

new Dual Supa-shoota — Dual Supa-shoota LETHAL 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].

new Dual Supa-shoota — Dual Supa-shoota RAPID 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).

new Dual Tellyport Mega-blasta Dual Tellyport Mega-blasta

Range
24"
Attacks
6
Ballistic Skill
4+
Strength
9
AP
-2
Damage
3

new Dual Tellyport Mega-blasta — Dual Tellyport Mega-blasta BLAST 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).

new Dual Tellyport Mega-blasta — Dual Tellyport Mega-blasta IGNORES 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).

new Dual Tellyport Mega-blasta — Dual Tellyport Mega-blasta RAPID 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).

new Dual Wazbom Mega-kannon Dual Wazbom Mega-kannon

Range
36"
Attacks
4
Ballistic Skill
4+
Strength
12
AP
-2
Damage
4

new Dual Wazbom Mega-kannon — Dual Wazbom Mega-kannon HAZARDOUS

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.

new Dual Wazbom Mega-kannon — Dual Wazbom Mega-kannon IGNORES 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).

new Smasha Gun Smasha Gun

Range
48"
Attacks
4
Ballistic Skill
4+
Strength
6
AP
-3
Damage
3

new Smasha Gun — Smasha Gun IGNORES 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).

gone Armoured hull Armoured hull

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

gone Smasha gun Smasha gun

Range
48"
Attacks
D3
Ballistic Skill
4+
Strength
9
AP
-3
Damage
4

gone Smasha gun — Smasha gun 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).

gone Twin supa-shoota Twin supa-shoota

Range
36"
Attacks
4
Ballistic Skill
4+
Strength
6
AP
-1
Damage
1

gone Twin supa-shoota — Twin supa-shoota Rapid 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 Twin supa-shoota — Twin supa-shoota Sustained 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).

gone Twin supa-shoota — Twin supa-shoota Twin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

gone Twin tellyport mega-blasta Twin tellyport mega-blasta

Range
24"
Attacks
3
Ballistic Skill
5+
Strength
9
AP
-1
Damage
D6+1

gone Twin tellyport mega-blasta — Twin tellyport mega-blasta 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).

gone Twin tellyport mega-blasta — Twin tellyport mega-blasta Twin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

gone Twin wazbom mega-kannon Twin wazbom mega-kannon

Range
36"
Attacks
D3
Ballistic Skill
4+
Strength
12
AP
-2
Damage
D6

gone Twin wazbom mega-kannon — Twin wazbom mega-kannon 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).

gone Twin wazbom mega-kannon — Twin wazbom mega-kannon Hazardous

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.

gone Twin wazbom mega-kannon — Twin wazbom mega-kannon Twin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

new Wazbom Blastajet: This model’s Dual Wazbom Mega-kannon can be replaced with 1 Dual Tellyport Mega‑blasta.

new Wazbom Blastajet: This model can be equipped with 1 Blastajet Force Field.

new Wazbom Blastajet: This model can be equipped with 1 Dual Supa‑shoota.

gone Wazbom Blastajet: This model’s twin wazbom mega-kannon can be replaced with 1 twin tellyport mega-blasta.

gone Wazbom Blastajet: This model can be equipped with 1 blastajet force field.

gone Wazbom Blastajet: This model can be equipped with 1 twin supa-shoota.

new This model’s Dual Wazbom Mega-kannon can be replaced with 1 Dual Tellyport Mega‑blasta.

new This model can be equipped with 1 Blastajet Force Field.

new This 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.

changed 1 Wazbom Blastajet

Points
165 pts 215 pts

changed Weirdboy

Unit Composition

  • 1 1Weirdboy WeirdboyThismodel

This model is equipped with:with: ’Eadbanger;1 weirdboyPower staff.Vomit; 1 Copper Staff.

Base Size
40mm 50mm

changed Weirdboy

Keywords
Infantry, Character, Psyker, Weirdboy Character, Infantry, Psyker
Equipped With
’Eadbanger, Weirdboy staff Power Vomit, Copper Staff

new Unstable Energies

Rules

-

new Support

new Waaagh! Energy (psyker level 1)

Rules

This model has the psychic abilities listed in the Psychic Abilities section (see left).

gone Leader

gone Waaagh! 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.

gone Da 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.

new Waaagh! 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.

new Waaagh! 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].

new Support

Rules

This model can be attached to the following units:

BEAST SNAGGA BOYZ
BOYZ

gone Leader

Rules

This model can be attached to the following units:

BOYZ
BREAKA BOYZ

new Copper Staff

Type
weapon

new Power Vomit

Type
weapon

gone Weirdboy staff

Type
weapon

gone ’Eadbanger

Type
weapon

new Copper Staff Copper Staff

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-1
Damage
2

new Copper Staff — Copper Staff PSYCHIC

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).

new Power Vomit Power Vomit

Range
12"
Attacks
3
Ballistic Skill
-
Strength
5
AP
-3
Damage
2

new Power Vomit — Power Vomit BLAST 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).

new Power Vomit — Power Vomit HAZARDOUS

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.

new Power Vomit — Power Vomit PSYCHIC

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).

new Power Vomit — Power Vomit TORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

gone Weirdboy staff Weirdboy staff

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-1
Damage
D3

gone Weirdboy staff — Weirdboy staff Psychic

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 ’Eadbanger Eadbanger

Range
24"
Attacks
1
Ballistic Skill
4+
Strength
6
AP
-3
Damage
1

gone ’Eadbanger — Eadbanger Precision

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 — Eadbanger Psychic

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).

changed Zodgrod Wortsnagga

Unit Composition

1

  • 1 Zodgrod Wortsnagga – EPIC HEROThismodel

This model is equipped with:with: Squigstoppa;1 Da Grabzappa.Grabzappa; 1 Squigstoppa.

changed Zodgrod Wortsnagga

Invulnerable Save
6+
Keywords
Infantry, Character, Epic Hero, Zodgrod Wortsnagga Character, Epic Hero, Infantry, Runtherd
Equipped With
Da Grabzappa, Squigstoppa Squigstoppa, Da Grabzappa

gone Feel No Pain 6+

gone Special Dose

Rules

While the Waaagh! is active for your army, add 6" to the Move characteristic of models in this model’s unit.

changed Super Runts

Rules

While this

  • This modelunit is leading ariled unit:up.
  • This Modelsunit's inScavenged thatShivs unitweapons have the Scouts 9" ability. ■ Each time a model in that unit makes an attack, add 1 to the+1 HitA, rollWS and add 1 to the Wound roll. ■ Each time an attack targets that unit, subtract 1 from the Wound roll.S.

new Squigstoppa — Squigstoppa ANTI-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+.

new Squigstoppa — Squigstoppa CLOSE-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.

new Squigstoppa — Squigstoppa DEVASTATING 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.

gone Squigstoppa — Squigstoppa Anti-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+.

gone Squigstoppa — Squigstoppa Pistol

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.

changed 1 Zodgrod Wortsnagga

Points
80 pts 50 pts

Codex: Space Marines

changed Apothecary

changed Support

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

changed Judiciar

new Support

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

changed Gargantuan Squiggoth

new 1 Gargantuan Squiggoth

Points
500 pts
Gargantuan Squiggoth count
1

Codex: Adeptus Custodes

changed Valerian

changed Leader

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

changed Cthonian Beserks

gone Heavy plasma axe

Type
weapon

gone Heavy plasma axe strike

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
6
AP
-2
Damage
2

gone Heavy plasma axe sweep

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
4
AP
-1
Damage
1