Datasheet changes v931 → v946

66 datasheets

Codex: Orks

changedBannernob

Unit Composition

▪

  • 1 BannernobThis model

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

changedBannernob

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

newSupport

changedWaaagh! Banner

Rules

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

changedSupport

Rules

This model can be attached to the following units:

■ BOYZ
■ BREAKA BOYZ
■ BURNA BOYZ
■ FLASH GITZ
■ LOOTAS
■
NOBZ
■ TANKBUSTAS

newKustom Choppa

Type
weapon

goneChoppa

Type
weapon

newKustom ChoppaKustom Choppa

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

goneChoppaChoppa

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

newShoota — ShootaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newShoota — ShootaRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneShoota — ShootaRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changed1 Bannernob

Points
50 pts 35 pts

changedBattlewagon

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

changedBattlewagon

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

newMobile Fortress

Rules

Ranged attacks that target this unit have -1 D.

newDamaged 6

goneRamshackle but Rugged

Rules

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

newTRANSPORT

Rules

This model has a transport capacity of 22 Orks Infantry models. Each Mega Armour/Jump Pack model takes up the space of 2 models. Each Ghazghkull Thraka model takes up the space of 4 models.

goneTransport

Rules

This model has a transport capacity of 22 ORKS INFANTRY models. If this model is equipped with a killkannon, it has a transport capacity of 12 ORKS INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models. The GHAZGHKULL THRAKA model takes up the space of 4 models.

newBig Shoota

Type
weapon

newCrushin’ Bulk

Type
weapon

newGrabbin’ Klaw

Type
weapon

newWreckin’ Ball

Type
weapon

gone’Ard Case

Type
wargear
Rule Text

Add 2 to the bearer’s Toughness characteristic, but it no longer has the Firing Deck ability.

goneBig shoota

Type
weapon

goneDeff rolla

Type
weapon

goneGrabbin’ klaw

Type
weapon

goneKannon

Type
weapon

goneKillkannon

Type
weapon

goneLobba

Type
weapon

goneTracks and wheels

Type
weapon

goneWreckin’ ball

Type
weapon

goneZzap gun

Type
weapon

newBig ShootaBig Shoota

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

newBig Shoota — Big ShootaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newBig Shoota — Big ShootaRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newCrushin’ BulkCrushin’ Bulk

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

newCrushin’ Bulk — Crushin’ BulkCLEAVE 1

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

newGrabbin’ KlawGrabbin’ Klaw

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

newGrabbin’ Klaw — Grabbin’ KlawEXTRA ATTACKS

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

newWreckin’ BallWreckin’ Ball

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

newWreckin’ Ball — Wreckin’ BallCLEAVE 2

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

newWreckin’ Ball — Wreckin’ BallEXTRA ATTACKS

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

goneBig shootaBig shoota

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

goneBig shoota — Big shootaRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneDeff rollaDeff rolla

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

goneGrabbin’ klawGrabbin’ klaw

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

goneGrabbin’ klaw — Grabbin’ klawExtra Attacks

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

goneKannonfrag

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

goneKannonshell

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

goneKannon — fragBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneKillkannonKillkannon

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

goneLobbaLobba

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

goneLobba — LobbaBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneLobba — LobbaIndirect Fire

Rules

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

goneTracks and wheelsTracks and wheels

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

goneWreckin’ ballWreckin’ ball

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

goneWreckin’ ball — Wreckin’ ballExtra Attacks

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

goneZzap gunZzap gun

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

goneZzap gun — Zzap gunAnti-vehicle 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

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

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

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

goneBattlewagon: This model can be equipped with one of the following:

goneBattlewagon: This model can be equipped with:

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

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

goneBattlewagon: This model can be equipped with any of the following:

newThis model can be equipped with 1 Wreckin’ Ball.

newThis model can be equipped with up to 4 Big Shoota.

newThis model can be equipped with 1 Grabbin’ Klaw.

gone■ This model can be equipped with one of the following: ◦ 1 kannon ◦ 1 killkannon ◦ 1 zzap gun

gone■ This model can be equipped with: ◦ 1 lobba

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

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

gone■ This model can be equipped with any of the following: ◦ 1 ’ard case ◦ 1 grabbin’ klaw ◦ 1 wreckin’ ball

changed1 Battlewagon

Points
145 pts 150 pts

changedBeastboss

Unit Composition

■

  • 1 1Beastboss BeastbossThismodel

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

changedBeastboss

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

newDa Boss

Rules

-

newKeep Huntin’! (Once per battle round, per army)

Rules

In your Movement phase, at the start or end of this unit's move, you can select one friendly Beast Snagga unit within 6" of this unit. That unit:

  • Is no longer battle-shocked.
  • Is riled up until the start of your next turn.

newDodge Dis!

Rules

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

goneBeastboss

Rules

While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.

goneFerocious Rage

Rules

Each time this model makes a Charge move, until the end of the turn, melee weapons it is equipped with have the [DEVASTATING WOUNDS] ability.

newBeast Snagga Klaw and Beastchoppa

Type
weapon

goneBeast Snagga klaw

Type
weapon

goneBeastchoppa

Type
weapon

newBeast Snagga Klaw and BeastchoppaBeast Snagga Klaw and Beastchoppa

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

newBeast Snagga Klaw and Beastchoppa — Beast Snagga Klaw and BeastchoppaSUSTAINED HITS 2: MONSTER/VEHICLE

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneBeast Snagga klawBeast Snagga klaw

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

goneBeast Snagga klaw — Beast Snagga klawAnti-monster 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneBeast Snagga klaw — Beast Snagga klawAnti-vehicle 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneBeastchoppaBeastchoppa

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

goneBeastchoppa — BeastchoppaAnti-monster 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneBeastchoppa — BeastchoppaAnti-vehicle 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newShoota — ShootaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newShoota — ShootaRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneShoota — ShootaRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changed1 Beastboss

Points
80 pts 85 pts

changedBeastboss 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

changedBeastboss 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

newDa Boss

Rules

-

newThundering Stampede (Aura)

Rules

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

newKeep Huntin’! (Once per battle round, per army)

Rules

In your Movement phase, at the start or end of this unit’s move, you can select one friendly Beast Snagga unit within 6" of this unit. That unit:

  • Is no longer battle-shocked.
  • Is riled up until the start of your next turn.

newBoss of da Hunt

Rules

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

goneLeader

goneThundering Stampede

Rules

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

goneSingle-minded Predator

Rules

You can target this unit with the Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do:

■ That use is -1 CP.
■ That use does not prevent any uses of that stratagem on other units this phase.

goneLeader

Rules

This model can be attached to the following units:

■ SQUIGHOG BOYZ

newSquigosaur’s Jaws

Type
weapon

newThump Gun

Type
weapon

goneSquigosaur’s jaws

Type
weapon

goneThump gun

Type
weapon

newSquigosaur’s JawsSquigosaur’s Jaws

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

newSquigosaur’s Jaws — Squigosaur’s JawsANTI-MONSTER/VEHICLE 3+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newSquigosaur’s Jaws — Squigosaur’s JawsEXTRA ATTACKS

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

newThump GunThump Gun

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

newThump Gun — Thump GunANTI-MONSTER/VEHICLE 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneSquigosaur’s jawsSquigosaur’s jaws

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

goneSquigosaur’s jaws — Squigosaur’s jawsDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneSquigosaur’s jaws — Squigosaur’s jawsExtra Attacks

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

goneThump gunThump gun

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

goneThump gun — Thump gunBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newBeastchoppaHunter

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

newBeastchoppaStandard

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

goneBeastchoppaBeastchoppa

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

newBeastchoppa — StandardCLEAVE 1

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

goneBeastchoppa — BeastchoppaAnti-monster 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneBeastchoppa — BeastchoppaAnti-vehicle 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newSlugga — SluggaCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newSlugga — SluggaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

goneSlugga — SluggaPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

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

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

newThis model can be equipped with 1 Thump Gun.

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

changed1 Beastboss on Squigosaur

Points
95 pts 140 pts

changedBeast Snagga Boyz

Unit Composition

■ 1 Beast Snagga

  • 1-2 Nob ■Nob 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

changedBeast 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

changedNob

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

newMobbed

Rules

When this unit ends a charge move, each enemy Monster/Vehicle unit engaged with this unit makes a battle-shock roll:

  • With -1 to that battle-shock roll.
  • Or: With -2 to that battle-shock roll if this unit has 13+ models.

goneFeel No Pain 6+

goneMonster Hunters

Rules

Each time a model in this unit makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Hit roll.

newPower Snappa

Type
weapon

newThump Gun

Type
weapon

goneClose combat weapon

Type
weapon

gonePower snappa

Type
weapon

goneThump gun

Type
weapon

newPower SnappaPower Snappa

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

newPower Snappa — Power SnappaANTI-MONSTER/VEHICLE 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newThump GunThump Gun

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

newThump Gun — Thump GunANTI-MONSTER/VEHICLE 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneClose combat weaponClose combat weapon

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

gonePower snappaPower snappa

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

goneThump gunThump gun

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

goneThump gun — Thump gunBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newChoppaHunter

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

newChoppaStandard

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

goneChoppaChoppa

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

newSlugga — SluggaCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newSlugga — SluggaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

goneSlugga — SluggaPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newNob: Default Wargear

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

goneBeast Snagga Nob: Default Wargear

goneBeast Snagga Boy: For every 10 models in this unit, 1 Beast Snagga Boy’s slugga and choppa can be replaced with 1 thump gun and 1 close combat weapon.

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

gone■ For every 10 models in this unit, 1 Beast Snagga Boy’s slugga and choppa can be replaced with 1 thump gun and 1 close combat weapon.

new9 Beast Snagga Boy, 1 Nob

Points
85 pts
Beast Snagga Boy count
9
Nob count
1

new18 Beast Snagga Boy, 2 Nob

Points
170 pts
Beast Snagga Boy count
18
Nob count
2

gone1 Beast Snagga Nob, 9 Beast Snagga Boy

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

gone1 Beast Snagga Nob, 10-19 Beast Snagga Boy

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

changedBigboss

Unit Composition

▪

  • 1 BigbossThis model

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

Base Size
40mm

changedBigboss

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

newSumfin’ to Prove

Rules

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

newSupport

goneLeader

goneBreakin’ Heads

Rules

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

goneSomethin’ to Prove

Rules

This unit has +1 to charge rolls.

newSupport

Rules

This model can be attached to the following units:

■ BOYZ
■ BREAKA BOYZ
■ NOBZ

goneLeader

Rules

This model can be attached to the following units:

■ BOYZ
■ BREAKA BOYZ
■ NOBZ

newBig Choppa

Type
weapon

goneTwo‑handed big choppa

Type
weapon

newBig ChoppaBig Choppa

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

newBig Choppa — Big ChoppaPRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

goneTwo‑handed big choppaTwo‑handed big choppa

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

goneTwo‑handed big choppa — Two‑handed big choppaCleave 1

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

newSlugga — SluggaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

changed1 Bigboss

Points
55 pts 50 pts

changedBig’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

changedBig '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

newRaucous Occupants

Rules

While this model is within range of your home objective, add the OC of models embarked within this model to this model's OC.

goneShoutin’ Pole

Rules

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

changedFortification

Rules

While an enemy unit is only within Engagement Range of one or more 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.

changedRamshackle 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.

newTRANSPORT

Rules

This model has a transport capacity of 11 Orks Infantry models. It cannot transport Ghazghkull Thraka models. Each Mega Armour/Jump Pack model takes up the space of 2 models.

goneTransport

Rules

This model has a transport capacity of 11 ORKS INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models.

newBig Shoota

Type
weapon

goneBig shoota

Type
weapon

newBig ShootaBig Shoota

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

newBig Shoota — Big ShootaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newBig Shoota — Big ShootaRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneBig shootaBig shoota

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

goneBig shoota — Big shootaRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newGaze of GorkGlare

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

newGaze of GorkSquint

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

goneGaze of Gorkglare

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

goneGaze of Gorksquint

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

newGaze of Gork — GlareBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneGaze of Gork — glareBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneGaze of Gork — glareSustained Hits D3

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneGaze of Gork — squintSustained Hits D3

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newBig 'Ed Bossbunka: Default Wargear

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

goneBig’ed Bossbunka: Default Wargear

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

newThis model can be equipped with up to 3 Big Shootas.

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

new1 Big 'Ed Bossbunka

Points
135 pts
Big 'Ed Bossbunka count
1

gone1 Big’ed Bossbunka

Points
135 pts
Big’ed Bossbunka count
1

changedBig Mek

Unit Composition

■ 1

  • 1 Big MekThisMek model

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

Points Scaling
+10 pts per 3 models

changedBig Mek

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

changedMore 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].

changedShokk-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.

changedLeader

Rules

This model can be attached to the following units:

■ BOYZ
■ BREAKA BOYZ
■ LOOTASFLASH GITZ
■ MEK GUNZ
■ NOBZ
■ TANKBUSTAS

newKustom Mega-blasta

Type
weapon

newPower Klaw

Type
weapon

newTraktor Blasta

Type
weapon

goneKustom mega-blasta

Type
weapon

gonePower klaw

Type
weapon

goneTraktor blasta

Type
weapon

newKustom Mega-blastaKustom Mega-blasta

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

newKustom Mega-blasta — Kustom Mega-blastaHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newPower KlawPower Klaw

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

newTraktor BlastaTraktor Blasta

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

newTraktor Blasta — Traktor BlastaANTI-FLY 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneKustom mega-blastaKustom mega-blasta

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

goneKustom mega-blasta — Kustom mega-blastaHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePower klawPower klaw

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

goneTraktor blastaTraktor blasta

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

goneTraktor blasta — Traktor blastaAnti-fly 3+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneTraktor blasta — Traktor blastaDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

changedDrillaDrilla

Attacks
2 3

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

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

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

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

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

newThis model’s Kustom Mega‑blasta can be replaced with 1 Traktor Blasta.

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

gone■ This model’s power klaw can be replaced with 1 drilla.

changed1 Big Mek

Points
70 pts 85 pts

changedBig 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

changedBig 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

newEven More Dakka

Rules

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

newDeadly Demise 1

newBlitz Dem Gitz!

Rules

In your Shooting phase, if this unit’s Blitzkannon weapon targets a unit (excluding Monster/Vehicle units), that weapon has +6 A.

goneDakkablitz

Rules

In your Shooting phase, while making attacks with this unit, if its blitzkannon targeted a non‑MONSTER/VEHICLE unit, that weapon has +6 A.

newMulti-busta Launcha

Type
weapon

newStompy Feet

Type
weapon

goneRokkit launcha

Type
weapon

goneStompy feet

Type
weapon

newMulti-busta LaunchaMulti-busta Launcha

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

newMulti-busta Launcha — Multi-busta LaunchaIGNORES COVER

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

newMulti-busta Launcha — Multi-busta LaunchaLETHAL HITS

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newStompy FeetStompy Feet

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

goneRokkit launchaRokkit launcha

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

goneRokkit launcha — Rokkit launchaHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneStompy feetStompy feet

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

changedBlitzkannonBlitzkannon

Ballistic Skill
5+ 4+

newBlitzkannon — BlitzkannonIGNORES COVER

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

newBlitzkannon — BlitzkannonLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

goneBlitzkannon — BlitzkannonHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneBlitzkannon — BlitzkannonSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

changed1 Big Mek Dakkarig

Points
115 pts 135 pts

changedBig 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.

changedBig 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

newFix Dat Armour Up (Once per battle, per unit)

Rules

In your Command phase, this unit heals 3 wounds. Place a Grot Oiler token next to the unit, removing it when this ability is used.

goneFix Dat Armour Up

Rules

While this model is leading a unit, in your Command phase, you can return 1 destroyed Bodyguard model to that unit.

changedMore Dakka

Rules

While this model is leading 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].

changedLeader

Rules

This model can be attached to the following units:

■ MEGANOBZ
■ MEK GUNZ

newKustom Mega-blasta

Type
weapon

newKustom Shoota

Type
weapon

newPower Klaw

Type
weapon

newTellyport Blasta

Type
weapon

goneGrot Oiler

Type
wargear
Rule Text

Once per battle, at the end of your Movement phase, one model in the bearer’s unit regains D3 lost wounds.

*Designer’s Note: Place a Grot Oiler token next to the unit, removing it once this ability has been used.*

goneKustom mega-blasta

Type
weapon

goneKustom shoota

Type
weapon

gonePower klaw

Type
weapon

goneTellyport blasta

Type
weapon

newKustom Mega-blastaKustom Mega-blasta

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

newKustom Mega-blasta — Kustom Mega-blastaHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newKustom ShootaAimed

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

newKustom ShootaPoint Blank

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

newKustom Shoota — AimedLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newKustom Shoota — AimedRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newKustom Shoota — Point BlankCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newKustom Shoota — Point BlankTORRENT

Rules

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

newPower KlawPower Klaw

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

newTellyport BlastaTellyport Blasta

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

newTellyport Blasta — Tellyport BlastaBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneKustom mega-blastaKustom mega-blasta

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

goneKustom mega-blasta — Kustom mega-blastaHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

goneKustom shootaKustom shoota

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

goneKustom shoota — Kustom shootaRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

gonePower klawPower klaw

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

goneTellyport blastaTellyport blasta

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

goneTellyport blasta — Tellyport blastaBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

changedKillsawKillsaw

Strength
12 10
AP
-3 -2
Damage
2 3

newKombi-weaponKill Shot

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

newKombi-weaponPoint Blank

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

newKombi-weaponShoota

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

goneKombi-weaponKombi-weapon

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

newKombi-weapon — Point BlankBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newKombi-weapon — Point BlankTORRENT

Rules

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

newKombi-weapon — ShootaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newKombi-weapon — ShootaRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneKombi-weapon — Kombi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneKombi-weapon — Kombi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneKombi-weapon — Kombi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

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

newBig Mek in Mega Armour: This model’s Kustom Shoota can be replaced with one of the following: ▫ 1 Killsaw ▫ 1 Kombi‑weapon ▫ 1 Kustom Mega‑blasta

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

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

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

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

newThis model’s Kustom Shoota can be replaced with one of the following: ▫ 1 Killsaw ▫ 1 Kombi‑weapon ▫ 1 Kustom Mega‑blasta

gone■ This model’s kustom-mega blasta can be replaced with one of the following: ◦ 1 killsaw ◦ 1 kombi-weapon ◦ 1 kustom shoota

gone■ This model can be equipped with one of the following: ◦ 1 tellyport blasta ◦ 1 kustom force field

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

changed1 Big Mek in Mega Armour

Points
80 pts 90 pts

changedBig 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.

changedBig 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

newSupport Shokka

Rules

While this model is within 3" of a friendly Orks Infantry unit (excluding BIG MEK WITH SHOKK ATTACK GUN units), this model has Lone Operative.

goneDeranged Snotling Assault

Rules

In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks; that unit must take a Battle-shock test.

changedMore Dakka

Rules

While this model is leading 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].

changedLeader

Rules

This model can be attached to the following units:

■ BOYZ
■ BREAKA BOYZ
■ LOOTAS
■
MEK GUNZ
■ NOBZ
■ TANKBUSTAS

newBig Mek’s Toolz

Type
weapon

newShokk Attack Gun

Type
weapon

goneGrot Assistant

Type
wargear
Rule Text

Once per battle, after rolling to determine how many attacks the bearer’s shokk attack gun makes, you can re-roll that dice.

*Designer’s Note: Place a Grot Assistant token next to the bearer, removing it once this ability has been used.*

goneClose combat weapon

Type
weapon

goneShokk attack gun

Type
weapon

newBig Mek’s ToolzBig Mek’s Toolz

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

newShokk Attack GunShokk Attack Gun

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

newShokk Attack Gun — Shokk Attack GunBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newShokk Attack Gun — Shokk Attack GunHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

goneClose combat weaponClose combat weapon

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

goneShokk attack gunShokk attack gun

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

goneShokk attack gun — Shokk attack gunBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneShokk attack gun — Shokk attack gunHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

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

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

changed1 Big Mek with Shokk Attack Gun

Points
70 pts 95 pts

changedBlitza‑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

changedBlitza-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

newDamaged 4

changedBoom Bomb

Rules

At the end of your opponent’s Fight phase, select one visible enemy unit (excluding Lone Operative units) within 24" of this unit, and roll one D6 for that unit:

  • On a 1-3, that enemy unit suffers D3 mortal wounds.
  • On a 4+,4-5, that enemy unit suffers D63 mortal wounds.wounds.
  • On a 6, that enemy unit suffers D3+3 mortal wounds.

newArmoured Impact

Type
weapon

newBig Shoota

Type
weapon

newDual Supa-shoota

Type
weapon

goneArmoured hull

Type
weapon

goneBig shoota

Type
weapon

goneTwin supa-shoota

Type
weapon

newArmoured ImpactArmoured Impact

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

newBig ShootaBig Shoota

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

newBig Shoota — Big ShootaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newBig Shoota — Big ShootaRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newDual Supa-shootaDual Supa-shoota

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

newDual Supa-shoota — Dual Supa-shootaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newDual Supa-shoota — Dual Supa-shootaRAPID FIRE 4

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneArmoured hullArmoured hull

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

goneBig shootaBig shoota

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

goneBig shoota — Big shootaRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneTwin supa-shootaTwin supa-shoota

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

goneTwin supa-shoota — Twin supa-shootaRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneTwin supa-shoota — Twin supa-shootaSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneTwin supa-shoota — Twin supa-shootaTwin-linked

Rules

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

changed1 Blitza-bommer

Points
105 pts 115 pts

changedBoss Snikrot

Unit Composition

■ 1

  • 1 Boss Snikrot – EPIC HEROThismodel

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

changedBoss 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

newKunnin’ Infiltrator

Rules

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

newDeff from the Shadows (First battle round onwards)

Rules

At the end of your opponent's Movement phase, if this unit is in strategic reserves, this unit can make an ingress move.

goneRed Skull Kommandos

Rules

This unit has +1 Sv against ranged attacks.

goneKunnin’ Infiltrator (Once per battle, per army)

Rules

In your Movement phase, if this unit is unengaged, you can use this ability. If you do:

■ Place this unit in strategic reserves.
■ This unit has Deep Strike.
■ This unit must make an ingress move this phase (including in your first turn).

newMork’s Teef

Type
weapon

goneMork’s Teeth

Type
weapon

newMork’s TeefMork’s Teef

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

newMork’s Teef — Mork’s TeefANTI-INFANTRY 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newMork’s Teef — Mork’s TeefPRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

goneMork’s TeethMork’s Teeth

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

goneMork’s Teeth — Mork’s TeethPrecision

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

goneMork’s Teeth — Mork’s TeethTwin-linked

Rules

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

changedSluggaSlugga

Ballistic Skill
4+ 5+

newSlugga — SluggaCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newSlugga — SluggaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newSlugga — SluggaPRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

goneSlugga — SluggaPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

changed1 Boss Snikrot

Points
75 pts 80 pts

changedBoyz

Unit Composition

■ 1 Boss

  • 1‑2 Nob ■Nob 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

changedBoy

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

changedNob

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

newAmmo Runts (Once per battle, per unit)

Rules

In your Shooting phase, when this unit is selected to shoot, you can use this ability. If you do, this unit’s ranged attacks have +1 to hit rolls. Place any number of Ammo Runt tokens next to the unit, removing them when this ability is used.

newTide of Muscle

Rules

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

newNever Too Busy to Fight

Rules

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

goneGet Da Good Bitz

Rules

At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.

newBig Choppa

Type
weapon

newBig Shoota

Type
weapon

newBurna

Type
weapon

newKombi-rokkit

Type
weapon

newKombi-skorcha

Type
weapon

newKustom Choppa

Type
weapon

newKustom Shoota

Type
weapon

newPower Klaw

Type
weapon

newRokkit Launcha

Type
weapon

goneBig choppa

Type
weapon

goneBig shoota

Type
weapon

goneClose combat weapon

Type
weapon

goneKombi-weapon

Type
weapon

goneKombi‑rokkit

Type
weapon

goneKombi‑shoota

Type
weapon

goneKustom shoota

Type
weapon

gonePower klaw

Type
weapon

goneRokkit launcha

Type
weapon

newBig ChoppaBig Choppa

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

newBig Choppa — Big ChoppaCLEAVE 2

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

newBig ShootaBig Shoota

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

newBig Shoota — Big ShootaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newBig Shoota — Big ShootaRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newBurnaBurna

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

newBurna — BurnaBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newBurna — BurnaTORRENT

Rules

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

newKombi-rokkitBusta Rokkit

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

newKombi-rokkitShoota

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

newKombi-rokkit — ShootaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newKombi-rokkit — ShootaRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newKombi-skorchaShoota

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

newKombi-skorchaSkorcha

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

newKombi-skorcha — ShootaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newKombi-skorcha — ShootaRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newKombi-skorcha — SkorchaBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newKombi-skorcha — SkorchaTORRENT

Rules

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

newKustom ChoppaKustom Choppa

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

newKustom ShootaKustom Shoota

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

newKustom Shoota — Kustom ShootaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newKustom Shoota — Kustom ShootaRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newPower KlawPower Klaw

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

newRokkit LaunchaBlasta

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

newRokkit LaunchaBusta

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

newRokkit Launcha — BlastaBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneBig choppaBig choppa

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

goneBig shootaBig shoota

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

goneBig shoota — Big shootaRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneClose combat weaponClose combat weapon

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

goneKombi-weaponKombi-weapon

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

goneKombi-weapon — Kombi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneKombi-weapon — Kombi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneKombi-weapon — Kombi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneKombi‑rokkitKombi‑rokkit

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

goneKombi‑shootaKombi‑shoota

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

goneKustom shootaKustom shoota

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

goneKustom shoota — Kustom shootaRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

gonePower klawPower klaw

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

goneRokkit launchaRokkit launcha

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

goneRokkit launcha — Rokkit launchaBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

changedChoppaChoppa

Strength
4 5

newShoota — ShootaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newShoota — ShootaRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneShoota — ShootaRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newSlugga — SluggaCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newSlugga — SluggaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

goneSlugga — SluggaPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newNob: Default Wargear

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

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

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

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

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

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

goneBoss Nob: Default Wargear

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

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

goneBoss Nob: The Boss Nob can have its big choppa replaced with one of the following: ▫ 1 big choppa and 1 kustom shoota (this model’s big choppa cannot be replaced) ▫ 1 big choppa, 1 kombi‑rokkit and 1 kombi‑shoota (this model’s big choppa cannot be replaced)

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

goneBoy: For every 10 models in this unit, 1 Boy not equipped with 1 shoota can have its choppa and slugga replaced with one of the following: ▫ 1 big shoota and 1 close combat weapon ▫ 1 rokkit launcha and 1 close combat weapon

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

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

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

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

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

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

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

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

gone■ The Boss Nob can have its big choppa replaced with one of the following: ▫ 1 big choppa and 1 kustom shoota (this model’s big choppa cannot be replaced) ▫ 1 big choppa, 1 kombi‑rokkit and 1 kombi‑shoota (this model’s big choppa cannot be replaced)

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

gone■ For every 10 models in this unit, 1 Boy not equipped with 1 shoota can have its choppa and slugga replaced with one of the following: ▫ 1 big shoota and 1 close combat weapon ▫ 1 rokkit launcha and 1 close combat weapon

new1 Nob, 9 Boy

Points
90 pts
Nob count
1
Boy count
9

new2 Nob, 18 Boy

Points
180 pts
Nob count
2
Boy count
18

gone1 Boss Nob, 9 Boy

Points
75 pts
Boss Nob count
1
Boy count
9

gone1 Boss Nob, 10-19 Boy

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

changedBreaka Boyz

Unit Composition

■ 1 Boss

  • 1 Nob ■Nob 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

changedBreaka Boy

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

changedNob

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

newBomb Squigs (Once per turn, twice per battle, per unit)

Rules

In your Movement phase, when this unit ends a normal move, you can select one visible enemy unit within 12" of this unit and roll one D6:

  • On a 3+, that enemy unit suffers D3 mortal wounds.

Place two Bomb Squig tokens next to the unit, removing one each time this ability is used.

goneBomb Squigs

Rules

Once per battle, for each bomb squig this unit has, after this unit ends a Normal move, you can use one Bomb Squig. If you do, select one enemy unit within 12" and visible to this unit and roll one D6: on a 3+, that enemy unit suffers D3 mortal wounds.

Designer’s Note: *Place two Bomb Squig tokens next to the unit, removing one each time this unit uses this ability.*

changedTrophy Hunters

Rules

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

goneAttached Unit

Rules

If a CHARACTER unit from your army with the Leader ability can be attached to a BOYZ unit, it can be attached to this unit instead.

newRokkit Pistol

Type
weapon

newSmash Hammer

Type
weapon

goneRokkit pistol

Type
weapon

goneSmash hammer

Type
weapon

newRokkit PistolRokkit Pistol

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

newRokkit Pistol — Rokkit PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newSmash HammerHunter

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

newSmash HammerStandard

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

goneRokkit pistolRokkit pistol

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

goneRokkit pistol — Rokkit pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneSmash hammerSmash hammer

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

goneSmash hammer — Smash hammerAnti-monster 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneSmash hammer — Smash hammerAnti-vehicle 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

changedKnucklebustasKnucklebustas

Attacks
5 4
AP
-1 -2
Damage
1 2

newKnucklebustas — KnucklebustasANTI-MONSTER/VEHICLE 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneKnucklebustas — KnucklebustasAnti-monster 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneKnucklebustas — KnucklebustasAnti-vehicle 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneKnucklebustas — KnucklebustasTwin-linked

Rules

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

changedTankhammerTankhammer

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

newTankhammer — TankhammerDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newTankhammer — TankhammerHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

goneTankhammer — TankhammerAnti-monster 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneTankhammer — TankhammerAnti-vehicle 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneTankhammer — TankhammerDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneTankhammer — TankhammerHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newNob: Default Wargear

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

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

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

goneBoss Nob: Default Wargear

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

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

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

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

new1 Breaka Boy model can have their Smash Hammer replaced with 1 Knucklebustas.

new1 Breaka Boy model can have their Smash Hammer replaced with 1 Tankhammer.

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

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

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

new1 Nob, 5 Breaka Boy

Points
135 pts
Nob count
1
Breaka Boy count
5

gone1 Boss Nob, 5 Breaka Boy

Points
125 pts
Boss Nob count
1
Breaka Boy count
5

changedBurna‑bommer

was Burna-bommer

Unit Composition

■

  • 1 1Burna‑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

changedBurna-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

newDamaged 4

changedBurna 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.

newArmoured Impact

Type
weapon

newDual Big Shoota

Type
weapon

newDual Supa Shoota

Type
weapon

newSkorcha Missile Rack

Type
weapon

goneArmoured hull

Type
weapon

goneSkorcha missile rack

Type
weapon

goneTwin big shoota

Type
weapon

goneTwin supa-shoota

Type
weapon

newArmoured ImpactArmoured Impact

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

newDual Big ShootaDual Big Shoota

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

newDual Big Shoota — Dual Big ShootaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newDual Big Shoota — Dual Big ShootaRAPID FIRE 4

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newDual Supa ShootaDual Supa Shoota

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

newDual Supa Shoota — Dual Supa ShootaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newDual Supa Shoota — Dual Supa ShootaRAPID FIRE 4

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newDual Supa Shoota — Dual Supa ShootaSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newSkorcha Missile RackSkorcha Missile Rack

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

newSkorcha Missile Rack — Skorcha Missile RackBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newSkorcha Missile Rack — Skorcha Missile RackIGNORES COVER

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneArmoured hullArmoured hull

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

goneSkorcha missile rackSkorcha missile rack

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

goneSkorcha missile rack — Skorcha missile rackBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneSkorcha missile rack — Skorcha missile rackIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneTwin big shootaTwin big shoota

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

goneTwin big shoota — Twin big shootaRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneTwin big shoota — Twin big shootaTwin-linked

Rules

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

goneTwin supa-shootaTwin supa-shoota

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

goneTwin supa-shoota — Twin supa-shootaRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneTwin supa-shoota — Twin supa-shootaSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneTwin supa-shoota — Twin supa-shootaTwin-linked

Rules

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

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

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

newThis model can be equipped with 1 Skorcha Missile Rack.

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

changed1 Burna-bommer

Points
115 pts 125 pts

changedDakkajet

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

changedDakkajet

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

newStrafing Run

Rules

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

newDamaged 4

goneDakkastorm

Rules

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

newArmoured Impact

Type
weapon

newDual Supa-shoota

Type
weapon

goneArmoured hull

Type
weapon

goneTwin supa-shoota

Type
weapon

newArmoured ImpactArmoured Impact

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

newDual Supa-shootaDual Supa-shoota

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

newDual Supa-shoota — Dual Supa-shootaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newDual Supa-shoota — Dual Supa-shootaRAPID FIRE 4

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneArmoured hullArmoured hull

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

goneTwin supa-shootaTwin supa-shoota

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

goneTwin supa-shoota — Twin supa-shootaRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneTwin supa-shoota — Twin supa-shootaSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneTwin supa-shoota — Twin supa-shootaTwin-linked

Rules

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

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

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

newThis model can be equipped with 1 Dual Supa‑shoota.

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

changedDeff Dread

Unit Composition

■ 1

  • 1 Deff DreadThisDread model

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

changedDeff Dread

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

newDread ’Ard

Rules

Attacks that target this unit have -1 D.

gonePiston-driven Brutality

Rules

Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds.

newBig Shoota

Type
weapon

newDread Klaws

Type
weapon

newExtra Klaw

Type
weapon

newKustom Mega-blasta

Type
weapon

newRokkit Launcha

Type
weapon

goneBig shoota

Type
weapon

goneDread klaw

Type
weapon

goneKustom mega-blasta

Type
weapon

goneRokkit launcha

Type
weapon

goneStompy feet

Type
weapon

newBig ShootaBig Shoota

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

newBig Shoota — Big ShootaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newBig Shoota — Big ShootaRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newDread KlawsDread Klaws

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

newDread Klaws — Dread KlawsCLEAVE 1

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

newExtra KlawExtra Klaw

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

newExtra Klaw — Extra KlawEXTRA ATTACKS

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

newKustom Mega-blastaKustom Mega-blasta

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

newKustom Mega-blasta — Kustom Mega-blastaHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newRokkit LaunchaBlasta

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

newRokkit LaunchaBusta

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

newRokkit Launcha — BlastaBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneBig shootaBig shoota

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

goneBig shoota — Big shootaRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneDread klawDread klaw

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

goneDread klaw — Dread klawDead Choppy

Rules

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

goneKustom mega-blastaKustom mega-blasta

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

goneKustom mega-blasta — Kustom mega-blastaHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

goneRokkit launchaRokkit launcha

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

goneRokkit launcha — Rokkit launchaBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneStompy feetStompy feet

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

changedSkorchaSkorcha

Attacks
D6 3
AP
-1 0

newSkorcha — SkorchaBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newSkorcha — SkorchaTORRENT

Rules

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

goneSkorcha — SkorchaIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneSkorcha — SkorchaTorrent

Rules

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

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

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

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

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

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

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

gone■ This model’s big shootas can each be replaced with one of the following: ◦ 1 dread klaw ◦ 1 kustom-mega blasta ◦ 1 rokkit launcha ◦ 1 skorcha

gone■ This model’s dread klaws can each be replaced with one of the following: ◦ 1 big shoota ◦ 1 kustom-mega blasta ◦ 1 rokkit launcha ◦ 1 skorcha

changed1 Deff Dread

Points
110 pts 130 pts

changedDeffkilla 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

changedDeffkilla 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

newDa Boss

Rules

-

newGet Back in da Race! (Once per battle round, per army)

Rules

In your Movement phase, at the start or end of this unit's move, you can select one friendly Speed Freeks unit within 6" of this unit. That unit (and any units embarked within that unit):

  • Is no longer battle-shocked.
  • Is riled up until the start of your next turn.

goneSpeedboss

Rules

While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.

changedFuel-mixa Grot

Rules

Each time this model’sThis 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.

changedLeader

Rules

This model can be attached to the following units:

■ NOBZ ON WARBIKES
■ SKORCHAS
■
WARBIKERS
■ WARBUGGIES

newKilla Jet

Type
weapon

newSnagga Klaw

Type
weapon

goneKilla jet

Type
weapon

goneSnagga klaw

Type
weapon

newKilla JetBurna

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

newKilla JetCutta

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

newKilla Jet — BurnaCLEAVE 1

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

newKilla Jet — BurnaEXTRA ATTACKS

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

newKilla Jet — CuttaEXTRA ATTACKS

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

newSnagga KlawSnagga Klaw

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

newSnagga KlawSnagga Klaw

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

newSnagga Klaw — Snagga KlawASSAULT

Rules

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

newSnagga Klaw — Snagga KlawPRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

newSnagga Klaw — Snagga KlawCLEAVE 2

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

goneKilla jetburna

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

goneKilla jetcutta

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

goneKilla jet — burnaIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneKilla jet — burnaTorrent

Rules

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

goneKilla jet — cuttaMelta 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

goneSnagga klawSnagga klaw

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

newBoomstikks — BoomstikksASSAULT

Rules

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

newBoomstikks — BoomstikksLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

goneBoomstikks — BoomstikksAssault

Rules

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

changed1 Deffkilla Wartrike

Points
70 pts 80 pts

changedDeffkoptas

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

changedDeffkopta

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

newAerial Manoover

Rules

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

changedDeff from Above

Rules

Each time this unit ends a Normal move,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.

newChoppa

Type
weapon

newKustom Mega-blasta

Type
weapon

newRokkit Launcha

Type
weapon

newSpinnin’ Blades

Type
weapon

goneKopta rokkits

Type
weapon

goneKustom mega-blasta

Type
weapon

goneSpinnin’ blades

Type
weapon

newChoppaChoppa

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

newKustom Mega-blastaKustom Mega-blasta

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

newKustom Mega-blasta — Kustom Mega-blastaHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newKustom Mega-blasta — Kustom Mega-blastaLETHAL HITS

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newRokkit LaunchaBlasta

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

newRokkit LaunchaBusta

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

newRokkit Launcha — BlastaBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newRokkit Launcha — BustaLETHAL HITS

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newSpinnin’ BladesSpinnin’ Blades

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

newSpinnin’ Blades — Spinnin’ BladesCLEAVE 1

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

newSpinnin’ Blades — Spinnin’ BladesHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

goneKopta rokkitsKopta rokkits

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

goneKopta rokkits — Kopta rokkitsBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneKopta rokkits — Kopta rokkitsTwin-linked

Rules

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

goneKustom mega-blastaKustom mega-blasta

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

goneKustom mega-blasta — Kustom mega-blastaHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

goneSpinnin’ bladesSpinnin’ blades

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

newSlugga — SluggaCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newSlugga — SluggaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

goneSlugga — SluggaPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

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

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

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

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

new4-6 Deffkopta

Points
160 pts
Deffkopta count
4-6

gone3 Deffkopta

Points
75 pts
Deffkopta count
3

changed3 Deffkopta

Points
140 pts 80 pts
Deffkopta count
4-6 3

changedFlash Gitz

Unit Composition

■ 1

  • 1 Kaptin ■Kaptin 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

changedFlash Git

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

changedKaptin

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

newFinderz Keeperz

Rules

In your Shooting phase, if any of the following apply, this unit’s ranged attacks have +1 AP:

  • This unit is within range of an objective.
  • The target of that attack is within range of an objective.

goneGun-crazy Show-offs

Rules

Each time a model in this unit targets the closest eligible target with its snazzgun, until the end of the phase, that weapon has an Attacks characteristic of 4.

goneAmmo Runt

Type
wargear
Rule Text

Once per battle, when this unit is selected to shoot, it can use this ability. If it does, until the end of the phase, ranged weapons equipped by models in this unit have the [LETHAL HITS] ability.

*Designer’s Note: Place an Ammo Runt token next to the unit, removing it after this ability has been used.*

newSnazzgunCutta

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

newSnazzgunDakka

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

newSnazzgunKill Shot

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

goneSnazzgunSnazzgun

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

newSnazzgun — CuttaHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newSnazzgun — CuttaMELTA 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

newSnazzgun — DakkaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newSnazzgun — DakkaSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newSnazzgun — Kill ShotHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

goneSnazzgun — SnazzgunHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneSnazzgun — SnazzgunSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneThis unit can be equipped with 1 ammo runt.

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

new5-9 Flash Git, 1 Kaptin

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

gone4 Flash Git, 1 Kaptin

Points
75 pts
Flash Git count
4
Kaptin count
1

changed4 Flash Git, 1 Kaptin

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

changedGhazghkull Thraka

Unit Composition

■ 1

  • 1 Ghazghkull Thraka – EPIC HERO ■ 1 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

goneMakari

Movement
5"
Toughness
6
Save
7+
Wounds
1
Leadership
8+
Objective Control
1
Invulnerable Save
2+
Keywords
Infantry, Character, Epic Hero
Equipped With
Makari’s stabba

changedGhazghkull Thraka

Movement
5" 8"
Toughness
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

newDa Boss

Rules

-

newDa Grand Warlord's Ladz

Rules

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

newMakari, Hoist Dat Banner! (Once per battle, per army)

Rules

In your Movement phase, you can select a number of friendly Orks units equal to or less than the current battle round number. Those units are riled up until the start of your next turn. Place one Makari token next to the unit, removing it after this ability is used.

newProphet of da Great Waaagh! (Aura)

Rules

While a friendly Orks unit is within 6" of this unit, that unit’s melee attacks have:

  • +1 to hit rolls.
  • +1 to wound rolls.

goneLeader

goneProphet of Da Great Waaagh!

Rules

While this unit is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll and add 1 to the Wound roll and if the Waaagh! is active for your army, a Critical Hit is scored on a successful unmodified Hit roll of 5+.

goneGhazghkull’s Waaagh! Banner

Rules

While a friendly ORKS unit is within 12" of Makari, if the Waaagh! is active for your army, melee weapons equipped by models in that unit have the [LETHAL HITS] ability.

newSUPREME COMMANDER

Rules

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

goneSupreme Commander

Rules

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

goneLeader

Rules

This model can be attached to the following units:

■ BOYZ
■ BREAKA BOYZ
■ MEGANOBZ
■ NOBZ

newAdamantine ’Eadbutt

Type
weapon

goneMakari’s stabba

Type
weapon

newAdamantine ’EadbuttAdamantine ’Eadbutt

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

newAdamantine ’Eadbutt — Adamantine ’EadbuttDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newAdamantine ’Eadbutt — Adamantine ’EadbuttEXTRA ATTACKS

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

newAdamantine ’Eadbutt — Adamantine ’EadbuttPRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

goneMakari’s stabbaMakari’s stabba

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

goneMakari’s stabba — Makari’s stabbaDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newGork’s KlawGork’s Klaw

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

goneGork’s Klawstrike

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

goneGork’s Klawsweep

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

newGork’s Klaw — Gork’s KlawCLEAVE 2

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

newGork’s Klaw — Gork’s KlawDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newMork’s RoarAimed

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

newMork’s RoarPoint Blank

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

goneMork’s RoarMork’s Roar

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

newMork’s Roar — AimedLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newMork’s Roar — AimedRAPID FIRE 4

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newMork’s Roar — Point BlankCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newMork’s Roar — Point BlankTORRENT

Rules

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

goneMork’s Roar — Mork’s RoarRapid Fire 4

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneMakari: Default Wargear

new1 Ghazghkull Thraka

Points
300 pts
Ghazghkull Thraka count
1

gone1 Ghazghkull Thraka, 1 Makari

Points
235 pts
Ghazghkull Thraka count
1
Makari count
1

changedGorkanaut

Unit Composition

■

  • 1 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

changedGorkanaut

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

newGut Hatch

Rules

In your Movement phase, when this unit ends a normal move, units embarked within this unit can make an assault disembark move (pg 121).

newSuper-heavy Walker

newDamaged 7

goneClankin’ Forward

Rules

Each time this model makes a Normal, Advance or Fall Back move, it can move over enemy models (excluding MONSTERS and VEHICLES) and terrain features that are 4" or less in height as if they were not there.

changedBig an’ Stompy

Rules

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

newTRANSPORT

Rules

This model has a transport capacity of 12 Orks Infantry models. It cannot transport Ghazghkull Thraka models. Each Mega Armour/Jump Pack model takes up the space of 2 models.

goneTransport

Rules

This model has a transport capacity of 12 ORKS INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models. It cannot transport GHAZGHKULL THRAKA.

newDeffstorm Mega-shoota

Type
weapon

newDual Big Shoota

Type
weapon

newRokkit Launcha

Type
weapon

goneDeffstorm mega-shoota

Type
weapon

goneRokkit launcha

Type
weapon

goneTwin big shoota

Type
weapon

newDeffstorm Mega-shootaAimed

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

newDeffstorm Mega-shootaPoint Blank

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

newDeffstorm Mega-shoota — AimedLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newDeffstorm Mega-shoota — Point BlankTORRENT

Rules

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

newDual Big ShootaDual Big Shoota

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

newDual Big Shoota — Dual Big ShootaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newDual Big Shoota — Dual Big ShootaRAPID FIRE 4

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newRokkit LaunchaBlasta

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

newRokkit LaunchaBusta

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

newRokkit Launcha — BlastaBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneDeffstorm mega-shootaDeffstorm mega-shoota

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

goneDeffstorm mega-shoota — Deffstorm mega-shootaRapid Fire 10

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneRokkit launchaRokkit launcha

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

goneRokkit launcha — Rokkit launchaBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneTwin big shootaTwin big shoota

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

goneTwin big shoota — Twin big shootaRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneTwin big shoota — Twin big shootaTwin-linked

Rules

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

newKlaw of GorkKlaw of Gork

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

goneKlaw of Gorkstrike

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

goneKlaw of Gorksweep

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

newKlaw of Gork — Klaw of GorkCLEAVE 3

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

changedSkorchaSkorcha

Attacks
D6 3
AP
-1 0

newSkorcha — SkorchaBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newSkorcha — SkorchaTORRENT

Rules

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

goneSkorcha — SkorchaIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneSkorcha — SkorchaTorrent

Rules

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

changed1 Gorkanaut

Points
255 pts 325 pts

changedGretchin

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

goneRuntherd

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

changedGretchin

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

newDowntrodden

Rules

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

goneRuntherd

Rules

Each time an attack targets this unit, if it contains one or more Gretchin models, until that attack is resolved, Runtherd models in this unit have a Toughness characteristic of 2.

changedThievin’ Scavengers

Rules

At the startend of your Movement phase, roll one D6 for each objective marker you control that has one or more units from your army withif this ability within range of it (excluding Battle-shocked units). Ifunit oneis orcontrolling morean ofobjective, thosethat rollsobjective is a 4+, you gain 1CP.secured.

newGrot Blasta

Type
weapon

newScavenged Shivs

Type
weapon

goneClose combat weapon

Type
weapon

goneGrot blasta

Type
weapon

goneRuntherd tools

Type
weapon

goneSlugga

Type
weapon

newGrot BlastaGrot Blasta

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

newGrot Blasta — Grot BlastaCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newScavenged ShivsScavenged Shivs

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

goneClose combat weaponClose combat weapon

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

goneGrot blastaGrot blasta

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

goneGrot blasta — Grot blastaPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneRuntherd toolsRuntherd tools

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

goneSluggaSlugga

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

goneSlugga — SluggaPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneRuntherd: Default Wargear

new10 Gretchin

Points
45 pts
Gretchin count
10

new11-20 Gretchin

Points
80 pts
Gretchin count
11-20

gone10 Gretchin, 1 Runtherd

Points
45 pts
Gretchin count
10
Runtherd count
1

gone20 Gretchin, 2 Runtherd

Points
90 pts
Gretchin count
20
Runtherd count
2

gone10 Gretchin, 0 Runtherd

Points
45 pts
Gretchin count
10
Runtherd count
0

gone20 Gretchin, 0 Runtherd

Points
80 pts
Gretchin count
20
Runtherd count
0

gone20 Gretchin, 1 Runtherd

Points
85 pts
Gretchin count
20
Runtherd count
1

changedHunta Rig

Unit Composition

■ 1

  • 1 Hunta RigThisRig model

This model is equipped with:with: ’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

changedHunta 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

newFully Loaded Butchery

Rules

This unit’s Butcha Boyz weapon has +2 A for each model embarked within this unit (to a maximum of +22 A).

newTramplasquig Charge

Rules

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

newFeel No Pain 5+

newDamaged 6

goneFeel No Pain 6+

goneOn Da Hunt

Rules

For each model embarked within this TRANSPORT, add 1 to the Attacks characteristic of this model’s butcha boyz weapon (to a maximum of +6).

newTRANSPORT

Rules

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

goneTransport

Rules

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

newButcha Boyz

Type
weapon

newSavage Horns and Hooves

Type
weapon

newSaw Blades

Type
weapon

newStikka Kannon

Type
weapon

new’Eavy Lobba

Type
weapon

goneButcha boyz

Type
weapon

goneSavage horns and hooves

Type
weapon

goneSaw blades

Type
weapon

goneStikka kannon

Type
weapon

gone’Eavy lobba

Type
weapon

newButcha BoyzButcha Boyz

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

newButcha Boyz — Butcha BoyzANTI-MONSTER/VEHICLE 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newSavage Horns and HoovesSavage Horns and Hooves

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

newSavage Horns and Hooves — Savage Horns and HoovesEXTRA ATTACKS

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

newSavage Horns and Hooves — Savage Horns and HoovesLANCE

Rules

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.

newSaw BladesSaw Blades

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

newSaw Blades — Saw BladesCLEAVE 1

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

newSaw Blades — Saw BladesEXTRA ATTACKS

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

newStikka KannonStikka Kannon

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

newStikka Kannon — Stikka KannonANTI-MONSTER/VEHICLE 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

new’Eavy Lobba’Eavy Lobba

Range
48"
Attacks
3
Ballistic Skill
5+
Strength
6
AP
0
Damage
2

new’Eavy Lobba — ’Eavy LobbaBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

new’Eavy Lobba — ’Eavy LobbaINDIRECT FIRE

Rules

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

goneButcha boyzButcha boyz

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

goneButcha boyz — Butcha boyzExtra Attacks

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

goneButcha boyz — Butcha boyzAnti-monster 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneButcha boyz — Butcha boyzAnti-vehicle 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneSavage horns and hoovesSavage horns and hooves

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

goneSavage horns and hooves — Savage horns and hoovesExtra Attacks

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

goneSavage horns and hooves — Savage horns and hoovesLance

Rules

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.

goneSaw bladesSaw blades

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

goneStikka kannonStikka kannon

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

goneStikka kannon — Stikka kannonAnti-monster 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneStikka kannon — Stikka kannonAnti-vehicle 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneStikka kannon — Stikka kannonSnagged

Rules

Each time this weapon scores a hit against a MONSTER or VEHICLE unit, until the end of the turn, if the bearer selects that unit as a target of a charge, add 2 to Charge rolls made for the bearer and enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer.

gone’Eavy lobbaEavy lobba

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

gone’Eavy lobba — Eavy lobbaBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

gone’Eavy lobba — Eavy lobbaIndirect Fire

Rules

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

changed1 Hunta Rig

Points
125 pts 165 pts

changedKilla 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

changedKilla 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

newSpiteful Power Trip

Rules

This unit’s attacks that target a unit that has no models with a T of 7+ have +1 to hit rolls.

goneShooty Power Trip

Rules

Each time this unit is selected to shoot, you can roll one D6:

■ On a 1‑2, this unit suffers D3 mortal wounds.
■ On a 3‑4, until the end of the phase, add 1 to the Strength characteristic of ranged weapons equipped by models in this unit.
■ On a 5‑6, until the end of the phase, add 1 to the Attacks characteristic of ranged weapons equipped by models in this unit.

newKan Blasta

Type
weapon

newKan Klaw

Type
weapon

goneGrotzooka

Type
weapon

goneKan klaw

Type
weapon

goneKan shoota

Type
weapon

goneRokkit launcha

Type
weapon

goneSkorcha

Type
weapon

newKan BlastaDakka

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

newKan BlastaKill Shot

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

newKan BlastaPoint Blank

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

newKan Blasta — DakkaBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newKan Blasta — DakkaIGNORES COVER

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

newKan Blasta — DakkaSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newKan Blasta — Point BlankBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newKan Blasta — Point BlankTORRENT

Rules

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

newKan KlawKan Klaw

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

goneGrotzookaGrotzooka

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

goneGrotzooka — GrotzookaBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneGrotzooka — GrotzookaIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneKan klawKan klaw

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

goneKan shootaKan shoota

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

goneKan shoota — Kan shootaDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneKan shoota — Kan shootaRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneRokkit launchaRokkit launcha

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

goneRokkit launcha — Rokkit launchaBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneSkorchaSkorcha

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

goneSkorcha — SkorchaIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneSkorcha — SkorchaTorrent

Rules

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

goneKilla Kan: Each Killa Kan’s Kan shoota can be replaced with one of the following:

gone■ Each Killa Kan’s Kan shoota can be replaced with one of the following: ◦ 1 grotzooka ◦ 1 rokkit launcha ◦ 1 skorcha

new4-6 Killa Kan

Points
260 pts
Killa Kan count
4-6

gone3 Killa Kan

Points
120 pts
Killa Kan count
3

changed3 Killa Kan

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

changedKill 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

changedKill 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

newWurrboy (psyker level 1)

Rules

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

newUnstable Energies

Rules

-

newDamaged 6

newFeel No Pain 5+

goneFeel No Pain 6+

goneSpirit of Gork

Rules

At the start of the Fight phase, you can select one friendly ORKS unit within 12" of this model and roll one D6: on a 1, this model suffers D3 mortal wounds; on a 2‑5, until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in that unit; on a 6, until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in that unit and those weapons have the [LETHAL HITS] ability.

newWurrboy (psyker level 1)Beastscent (psychic level 1)

Rules

In your Movement phase, when a unit embarked within this unit is selected to make a disembark move, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:

  • On a 1, this unit is battle-shocked.
  • That disembarking unit's attacks that target a Monster/Vehicle unit have +1 to wound rolls until the end of the turn.

newWurrboy (psyker level 1)Warpath (psychic level 1)

Rules

In the Fight phase, when this unit is selected to fight, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:

  • On a 1, this unit is battle-shocked.
  • This unit's melee attacks have [Lethal Hits] and [Psychic].

newTRANSPORT

Rules

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

goneTransport

Rules

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

newButcha Boyz

Type
weapon

newSavage Horns and Hooves

Type
weapon

newSaw Blades

Type
weapon

newStikka Kannon

Type
weapon

new’Eavy Lobba

Type
weapon

goneButcha boyz

Type
weapon

goneSavage horns and hooves

Type
weapon

goneSaw blades

Type
weapon

goneStikka kannon

Type
weapon

gone’Eavy lobba

Type
weapon

newButcha BoyzButcha Boyz

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

newButcha Boyz — Butcha BoyzANTI-MONSTER/VEHICLE 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newButcha Boyz — Butcha BoyzEXTRA ATTACKS

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

newSavage Horns and HoovesSavage Horns and Hooves

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

newSavage Horns and Hooves — Savage Horns and HoovesEXTRA ATTACKS

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

newSavage Horns and Hooves — Savage Horns and HoovesLANCE

Rules

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.

newSaw BladesSaw Blades

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

newSaw Blades — Saw BladesCLEAVE 1

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

newSaw Blades — Saw BladesEXTRA ATTACKS

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

newStikka KannonStikka Kannon

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

newStikka Kannon — Stikka KannonANTI-MONSTER/VEHICLE 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

new’Eavy Lobba’Eavy Lobba

Range
48"
Attacks
3
Ballistic Skill
5+
Strength
6
AP
0
Damage
2

new’Eavy Lobba — ’Eavy LobbaBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

new’Eavy Lobba — ’Eavy LobbaINDIRECT FIRE

Rules

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

goneButcha boyzButcha boyz

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

goneButcha boyz — Butcha boyzExtra Attacks

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

goneButcha boyz — Butcha boyzAnti-monster 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneButcha boyz — Butcha boyzAnti-vehicle 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneSavage horns and hoovesSavage horns and hooves

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

goneSavage horns and hooves — Savage horns and hoovesExtra Attacks

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

goneSavage horns and hooves — Savage horns and hoovesLance

Rules

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.

goneSaw bladesSaw blades

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

goneStikka kannonStikka kannon

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

goneStikka kannon — Stikka kannonAnti-monster 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneStikka kannon — Stikka kannonAnti-vehicle 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneStikka kannon — Stikka kannonSnagged

Rules

Each time this weapon scores a hit against a MONSTER or VEHICLE unit, until the end of the turn, if the bearer selects that unit as a target of a charge, add 2 to Charge rolls made for the bearer and enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer.

gone’Eavy lobbaEavy lobba

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

gone’Eavy lobba — Eavy lobbaBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

gone’Eavy lobba — Eavy lobbaIndirect Fire

Rules

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

changedWurrtowerWurrtower

Attacks
D3 1
Damage
D6 6

newWurrtower — WurrtowerHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newWurrtower — WurrtowerPSYCHIC

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

newWurrtower — WurrtowerTORRENT

Rules

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

goneWurrtower — WurrtowerHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

goneWurrtower — WurrtowerPsychic

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

goneWurrtower — WurrtowerTorrent

Rules

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

changed1 Kill Rig

Points
145 pts 175 pts

changedKommandos

Unit Composition

■ 1

  • 1 BossNob Nob ■model
  • 9 9Kommando KommandosEverymodels

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

changedKommando

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

changedNob

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

newFound ’Em!

Rules

In your Movement phase, you can select one enemy unit within 12" of this unit. That unit has +3" detection range until the end of the turn. Place one Kommando Grot token next to that enemy unit to remind you.

newTaktikal Know-wotz

Rules

In the Declare Battle Formations step, you can split this unit into two units, each with a starting strength of 5. If you do, select which one of those units will have the Bomb Squig ability and which one of those units will have the Found ’Em! ability.

newNowhere to Hide

Rules

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

newBomb Squig (Once per battle, per unit)

Rules

In your Movement phase, when this unit ends a normal move, you can select one visible enemy unit within 12" of this unit and roll one D6:

  • On a 3+, that enemy unit suffers D3 mortal wounds.

Place one Bomb Squig token next to the unit, removing it after this ability is used.

goneSneaky Gitz

Rules

Enemy units cannot target this unit with snap shooting attacks.

gonePatrol Squad

Rules

At the start of the Declare Battle Formations step this unit can be split into two units, each containing five models.
(when splitting a unit in this way, make a note of which models form each of the two new units. If you are splitting a unit that is equipped with 1 bomb squig and/or 1 distraction grot, only one of the new units can use that ability during the battle – make a note of which of the new units this will be).

newBig Choppa

Type
weapon

newBreacha Ram

Type
weapon

newKustom Shoota

Type
weapon

newPower Klaw

Type
weapon

newRokkit Launcha

Type
weapon

goneBomb Squig

Type
wargear
Rule Text

Once per battle, for each bomb squig this unit has, after this unit ends a Normal move, you can use one Bomb Squig. If you do, select one enemy unit within 12" and visible to this unit and roll one D6: on a 3+, that enemy unit suffers D3 mortal wounds.

goneDistraction Grot

Type
wargear
Rule Text

Once per battle, in your opponent’s Shooting phase, before making a saving throw for a model in this unit, it can deploy the distraction grot. If it does, until the end of the phase, models in this unit have a 5+ invulnerable save.

*Designer’s Note: Place a Distraction Grot token next to the unit, removing it when this unit uses this ability.*

goneBig choppa

Type
weapon

goneBreacha ram

Type
weapon

goneClose combat weapon

Type
weapon

goneKustom shoota

Type
weapon

gonePower klaw

Type
weapon

goneRokkit launcha

Type
weapon

newBig ChoppaBig Choppa

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

newBig Choppa — Big ChoppaCLEAVE 2

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

newBreacha RamBreacha Ram

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

newKustom ShootaKustom Shoota

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

newKustom Shoota — Kustom ShootaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newKustom Shoota — Kustom ShootaRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newPower KlawPower Klaw

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

newRokkit LaunchaBlasta

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

newRokkit LaunchaBusta

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

newRokkit Launcha — BlastaBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneBig choppaBig choppa

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

goneBreacha ramBreacha ram

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

goneClose combat weaponClose combat weapon

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

goneKustom shootaKustom shoota

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

goneKustom shoota — Kustom shootaRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

gonePower klawPower klaw

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

goneRokkit launchaRokkit launcha

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

goneRokkit launcha — Rokkit launchaBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

changedBurnaBurna

Attacks
D6 3

newBurna — BurnaBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newBurna — BurnaTORRENT

Rules

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

goneBurna — BurnaIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneBurna — BurnaTorrent

Rules

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

changedChoppaChoppa

Strength
4 5

newSlugga — SluggaCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newSlugga — SluggaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

goneSlugga — SluggaPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newNob: Default Wargear

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

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

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

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

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

goneThis unit can be equipped with 1 bomb squig.

goneThis unit can be equipped with 1 distraction grot.

goneBoss Nob: Default Wargear

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

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

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

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

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

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

new1 Kommando model can be equipped with 1 Burna.

new1 Kommando model can be equipped with 1 Rokkit Launcha.

new1 Kommando model can have their Choppa replaced with 1 Breacha Ram.

newUp to 2 Kommando models can each be equipped with 1 Kustom Shoota.

gone■ The Boss Nob’s choppa can be replaced with one of the following: ◦ 1 big choppa ◦ 1 power klaw

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

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

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

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

gone■ This unit can be equipped with 1 bomb squig.

gone■ This unit can be equipped with 1 distraction grot.

new1 Nob, 9 Kommando

Points
125 pts
Nob count
1
Kommando count
9

gone1 Boss Nob, 9 Kommando

Points
120 pts
Boss Nob count
1
Kommando count
9

changedMeganobz

Unit Composition

■

  • 2‑6 2-6Meganob 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

changedMeganob

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

newArrogant Invulnerability

Rules

Attacks that target this unit have -1 AP.

changedKrumpin’ 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.

newKustom Shoota

Type
weapon

newPower Klaw

Type
weapon

newTwin Killsaws

Type
weapon

goneKustom shoota

Type
weapon

gonePower klaw

Type
weapon

goneTwin killsaws

Type
weapon

newKustom ShootaAimed

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

newKustom ShootaPoint Blank

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

newKustom Shoota — AimedLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newKustom Shoota — AimedRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newKustom Shoota — Point BlankCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newKustom Shoota — Point BlankTORRENT

Rules

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

newPower KlawPower Klaw

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

newTwin KillsawsTwin Killsaws

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

newTwin Killsaws — Twin KillsawsTWIN-LINKED

Rules

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

goneKustom shootaKustom shoota

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

goneKustom shoota — Kustom shootaRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

gonePower klawPower klaw

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

goneTwin killsawsTwin killsaw

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

goneTwin killsaws — Twin killsawTwin-linked

Rules

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

changedKillsawKillsaw

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

newKombi-weaponKill Shot

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

newKombi-weaponPoint Blank

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

newKombi-weaponShoota

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

goneKombi-weaponKombi-weapon

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

newKombi-weapon — Point BlankBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newKombi-weapon — Point BlankTORRENT

Rules

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

newKombi-weapon — ShootaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newKombi-weapon — ShootaRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneKombi-weapon — Kombi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneKombi-weapon — Kombi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneKombi-weapon — Kombi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

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

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

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

goneMeganob: Any number of models can each have their kustom shoota and power klaw replaced with one of the following: ◦ 1 kombi-weapon and 1 power klaw ◦ 1 kombi-weapon and 1 killsaw ◦ 1 kustom shoota and 1 killsaw ◦ 1 killsaw and 1 power klaw ◦ 1 twin killsaws

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

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

newAny number of models can each have their Power Klaw and Kustom Shoota replaced with 1 Twin Killsaws.

gone■ Any number of models can each have their kustom shoota and power klaw replaced with one of the following: ◦ 1 kombi-weapon and 1 power klaw ◦ 1 kombi-weapon and 1 killsaw ◦ 1 kustom shoota and 1 killsaw ◦ 1 killsaw and 1 power klaw ◦ 1 twin killsaws

new3 Meganob

Points
110 pts
Meganob count
3

new4-5 Meganob

Points
185 pts
Meganob count
4-5

new6 Meganob

Points
225 pts
Meganob count
6

gone2 Meganob

Points
60 pts
Meganob count
2

gone3 Meganob

Points
90 pts
Meganob count
3

gone4-5 Meganob

Points
150 pts
Meganob count
4-5

changed2 Meganob

Points
180 pts 75 pts
Meganob count
6 2

changedMek

Unit Composition

■

  • 1 1Mek MekThismodel

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

changedMek

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

newKustom Dakka

Rules

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

newSupport

newClever Know-wotz

Rules

In your Movement phase, at the start or end of this unit's move, you can select one friendly Orks Vehicle model (excluding Aircraft/Titanic models) within 3" of this model:

  • That Vehicle model heals D3 wounds.
  • That Vehicle model's attacks have +1 to hit rolls until the start of your next Movement phase.

goneLeader

goneKnow-wotz

Rules

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

goneMekaniak

Rules

At the end of your Movement phase, you can select one friendly ORKS VEHICLE model within 3" of this model. That VEHICLE model regains up to D3 lost wounds, and, until the start of your next Movement phase, each time that VEHICLE model makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per turn.

newSupport

Rules

This model can be attached to the following units:

■ BOYZ
■ FLASH GITZ
■ MEK GUNZ
■ NOBZ
■ TANKBUSTAS

goneLeader

Rules

This model can be attached to the following units:

■ BOYZ
■ LOOTAS
■ MEK GUNZ
■ NOBZ
■ TANKBUSTAS

newKustom Mega-slugga

Type
weapon

newMek’s Toolz

Type
weapon

goneClose combat weapon

Type
weapon

goneKillsaw

Type
weapon

goneKustom mega-slugga

Type
weapon

newKustom Mega-sluggaKustom Mega-slugga

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

newKustom Mega-slugga — Kustom Mega-sluggaCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newKustom Mega-slugga — Kustom Mega-sluggaHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newMek’s ToolzMek’s Toolz

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

goneClose combat weaponClose combat weapon

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

goneKillsawKillsaw

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

goneKustom mega-sluggaKustom mega-slugga

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

goneKustom mega-slugga — Kustom mega-sluggaBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneKustom mega-slugga — Kustom mega-sluggaHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

goneMek: This model’s close combat weapon can be replaced with 1 killsaw.

gone■ This model’s close combat weapon can be replaced with 1 killsaw.

changed1 Mek

Points
55 pts 45 pts

changedMek Gunz

Unit Composition

■ 1‑3

  • 1‑3 Mek GunzEvery model is equipped with: smasha gun; grot crew.*Designer’s Note: Place five Grot Crew tokens next to each 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

changedMek 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

newMadcap Artillery

Rules

In your Shooting phase, when this unit has shot, if all ranged weapons equipped by each Mek Gunz model in this unit are the same, select one enemy unit hit by those attacks. That enemy unit has the ability below that matches that weapon's name until the start of your next turn:

  • Bubblechukka: This unit is wobbled. While a wobbled unit is attacking, its targets have the benefit of cover against those attacks.
  • Kustom Mega-kannon: This unit is zapped. While a unit is zapped, that unit has -1 Ld.
  • Smasha Gun: This unit is smashed. While a unit is smashed, that unit has -2" M.
  • Traktor Kannon: This unit is grounded. While a unit is grounded, it cannot take to the skies.

Place five Grot Crew tokens next to each Mek Gun model, removing one each time its Mek Gun model loses a wound (a Mek Gun model itself is considered to represent its final wound).

goneSplat!

Rules

Each time a model in this unit makes a ranged attack that targets a unit that is at its Starting Strength (excluding MONSTERS and VEHICLES), re‑roll a Hit roll of 1.

newKustom Mega-kannon

Type
weapon

newScavenged Shivs

Type
weapon

newSmasha Gun

Type
weapon

newTraktor Kannon

Type
weapon

goneGrot crew

Type
weapon

goneKustom mega-kannon

Type
weapon

goneSmasha gun

Type
weapon

goneTraktor kannon

Type
weapon

newKustom Mega-kannonKustom Mega-kannon

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

newKustom Mega-kannon — Kustom Mega-kannonBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newKustom Mega-kannon — Kustom Mega-kannonHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newScavenged ShivsScavenged Shivs

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

newSmasha GunSmasha Gun

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

newSmasha Gun — Smasha GunBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newTraktor KannonTraktor Kannon

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

newTraktor Kannon — Traktor KannonANTI-FLY 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneGrot crewGrot crew

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

goneKustom mega-kannonKustom mega-kannon

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

goneKustom mega-kannon — Kustom mega-kannonBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneKustom mega-kannon — Kustom mega-kannonHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

goneSmasha gunSmasha gun

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

goneSmasha gun — Smasha gunBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneTraktor kannonTraktor kannon

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

goneTraktor kannon — Traktor kannonAnti-fly 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneTraktor kannon — Traktor kannonDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newBubblechukkaBubblechukka

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

goneBubblechukkabig bubble (1-2)

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

goneBubblechukkawobbly bubble (3-4)

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

goneBubblechukkadense bubble (5-6)

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

newBubblechukka — BubblechukkaBLAST 3

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newBubblechukka — BubblechukkaLETHAL HITS

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

goneBubblechukka — big bubble (1-2)Blast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneBubblechukka — big bubble (1-2)Bubblechukka

Rules

Before selecting targets for one or more models equipped with this weapon, roll one D6 to determine which profile models equipped with this weapon will make attacks with, comparing the result with the numbers shown.

goneBubblechukka — wobbly bubble (3-4)Blast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneBubblechukka — wobbly bubble (3-4)Bubblechukka

Rules

Before selecting targets for one or more models equipped with this weapon, roll one D6 to determine which profile models equipped with this weapon will make attacks with, comparing the result with the numbers shown.

goneBubblechukka — dense bubble (5-6)Blast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneBubblechukka — dense bubble (5-6)Bubblechukka

Rules

Before selecting targets for one or more models equipped with this weapon, roll one D6 to determine which profile models equipped with this weapon will make attacks with, comparing the result with the numbers shown.

newMek Gunz: Default Wargear

newMek Gunz: Any number of models can each have their Smasha Gun replaced with one of the following: ▫ 1 Bubblechukka ▫ 1 Kustom Mega‑kannon ▫ 1 Traktor Kannon

goneMek Gun: Default Wargear

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

newAny number of models can each have their Smasha Gun replaced with one of the following: ▫ 1 Bubblechukka ▫ 1 Kustom Mega‑kannon ▫ 1 Traktor Kannon

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

new1 Mek Gunz

Points
55 pts
Mek Gunz count
1

new2 Mek Gunz

Points
110 pts
Mek Gunz count
2

new3 Mek Gunz

Points
165 pts
Mek Gunz count
3

gone1 Mek Gun

Points
45 pts
Mek Gun count
1

gone2 Mek Gun

Points
90 pts
Mek Gun count
2

gone3 Mek Gun

Points
135 pts
Mek Gun count
3

changedMorkanaut

Unit Composition

■

  • 1 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

changedMorkanaut

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

newSuper-heavy Walker

newGut Hatch

Rules

In your Movement phase, when this unit ends a normal move, units embarked within this unit can make an assault disembark move (pg 121).

newDamaged 7

goneClankin’ Forward

Rules

Each time this model makes a Normal, Advance or Fall Back move, it can move over enemy models (excluding MONSTERS and VEHICLES) and terrain features that are 4" or less in height as if they were not there.

changedBig an’ Shooty

Rules

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.

newTRANSPORT

Rules

This model has a transport capacity of 12 Orks Infantry models. It cannot transport Ghazghkull Thraka models. Each Mega Armour/Jump Pack model takes up the space of 2 models.

goneTransport

Rules

This model has a transport capacity of 12 ORKS INFANTRY models (excluding GHAZGHKULL THRAKA). Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models.

newDual Big Shoota

Type
weapon

newKustom Mega-blasta

Type
weapon

newKustom Mega-zappa

Type
weapon

newRokkit Launcha

Type
weapon

goneKustom mega-blasta

Type
weapon

goneKustom mega-zappa

Type
weapon

goneRokkit launcha

Type
weapon

goneTwin big shoota

Type
weapon

newDual Big ShootaDual Big Shoota

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

newDual Big Shoota — Dual Big ShootaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newDual Big Shoota — Dual Big ShootaRAPID FIRE 4

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newKustom Mega-blastaKustom Mega-blasta

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

newKustom Mega-blasta — Kustom Mega-blastaHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newKustom Mega-zappaKustom Mega-zappa

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

newKustom Mega-zappa — Kustom Mega-zappaBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newKustom Mega-zappa — Kustom Mega-zappaHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newRokkit LaunchaBlasta

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

newRokkit LaunchaBusta

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

newRokkit Launcha — BlastaBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneKustom mega-blastaKustom mega-blasta

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

goneKustom mega-blasta — Kustom mega-blastaHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

goneKustom mega-zappaKustom mega-zappa

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

goneKustom mega-zappa — Kustom mega-zappaBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneKustom mega-zappa — Kustom mega-zappaHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

goneRokkit launchaRokkit launcha

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

goneRokkit launcha — Rokkit launchaBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneTwin big shootaTwin big shoota

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

goneTwin big shoota — Twin big shootaRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneTwin big shoota — Twin big shootaTwin-linked

Rules

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

newKlaw of MorkKlaw of Mork

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

goneKlaw of Morkstrike

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

goneKlaw of Morksweep

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

newKlaw of Mork — Klaw of MorkCLEAVE 2

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

changed1 Morkanaut

Points
270 pts 345 pts

changedMozrog 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.

changedMozrog 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

newBeast Snagga Following

Rules

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

goneLeader

changedOne Last Kill

Rules

While this model is 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.

changedDa Bigger Dey Iz…

Rules

Each time this model makes a melee attack that targets a MONSTER or VEHICLE unit, add 1 to the Damage characteristic of that attack. Each time this model makesThis aunit’s melee attackattacks that targetstarget a TITANIC unit, add 2 to the DamageMonster/Vehicle characteristicunit ofcan thatre‑roll attackwound instead.rolls.

goneLeader

Rules

This model can be attached to the following units:

■ SQUIGHOG BOYZ

newBig Chompa’s Jaws

Type
weapon

newThump Gun

Type
weapon

goneBig Chompa’s jaws

Type
weapon

goneThump gun

Type
weapon

newBig Chompa’s JawsBig Chompa’s Jaws

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

newBig Chompa’s Jaws — Big Chompa’s JawsANTI-MONSTER/VEHICLE 3+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newBig Chompa’s Jaws — Big Chompa’s JawsEXTRA ATTACKS

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

newThump GunThump Gun

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

newThump Gun — Thump GunANTI-MONSTER/VEHICLE 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneBig Chompa’s jawsBig Chompa’s jaws

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

goneBig Chompa’s jaws — Big Chompa’s jawsDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneBig Chompa’s jaws — Big Chompa’s jawsExtra Attacks

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

goneThump gunThump gun

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

goneThump gun — Thump gunBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newGutrippaHunter

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

newGutrippaStandard

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

goneGutrippaGutrippa

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

newGutrippa — HunterLETHAL HITS

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newGutrippa — StandardCLEAVE 1

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

goneGutrippa — GutrippaAnti-monster 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneGutrippa — GutrippaAnti-vehicle 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

changed1 Mozrog Skragbad

Points
125 pts 170 pts

changedNobz

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

goneBoss Nob

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

changedNob

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

newGet Out da Way!

Rules

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

newAmmo Runts (Once per battle, per unit)

Rules

In your Shooting phase, when this unit is selected to shoot, you can use this ability. If you do, this unit’s ranged attacks have +1 to hit rolls. Place any number of Ammo Runt tokens next to the unit, removing them when this ability is used.

goneDa Boss’ Ladz

Rules

While a WARBOSS model is leading this unit, each time an attack targets this unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll.

newPaired Krumpas

Type
wargear
Rule Text

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

newBig Choppa

Type
weapon

newBig Skorcha

Type
weapon

newKombi-rokkit

Type
weapon

newKustom Big Shoota

Type
weapon

newKustom Choppa

Type
weapon

newKustom Krumpa

Type
weapon

newKustom Shoota

Type
weapon

goneAmmo Runt

Type
wargear
Rule Text

Once per battle for each ammo runt this unit has, when this unit is selected to shoot, it can use this ability. If it does, until the end of the phase, ranged weapons equipped by models in this unit have the [LETHAL HITS] ability.

*Designer’s Note: Place the relevant number of Ammo Runt tokens next to the unit, removing one each time the unit uses this ability.*

goneBig choppa

Type
weapon

goneClose combat weapon

Type
weapon

goneKombi-weapon

Type
weapon

gonePower klaw

Type
weapon

goneSlugga

Type
weapon

newBig ChoppaBig Choppa

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

newBig Choppa — Big ChoppaCLEAVE 2

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

newBig SkorchaBig Skorcha

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

newBig Skorcha — Big SkorchaBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newBig Skorcha — Big SkorchaTORRENT

Rules

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

newKombi-rokkitBusta Rokkit

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

newKombi-rokkitShoota

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

newKombi-rokkit — ShootaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newKombi-rokkit — ShootaRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newKustom Big ShootaKustom Big Shoota

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

newKustom Big Shoota — Kustom Big ShootaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newKustom ChoppaKustom Choppa

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

newKustom KrumpaKustom Krumpa

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

newKustom ShootaKustom Shoota

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

newKustom Shoota — Kustom ShootaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newKustom Shoota — Kustom ShootaRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneBig choppaBig choppa

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

goneClose combat weaponClose combat weapon

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

goneKombi-weaponKombi-weapon

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

goneKombi-weapon — Kombi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneKombi-weapon — Kombi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneKombi-weapon — Kombi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

gonePower klawPower klaw

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

goneSluggaSlugga

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

goneSlugga — SluggaPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

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

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

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

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

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

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

goneBoss Nob: Default Wargear

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

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

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

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

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

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

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

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

newAny number of models can each have their Kustom Shoota replaced with 1 Kombi-rokkit.

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

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

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

new5 Nob

Points
125 pts
Nob count
5

new6-10 Nob

Points
250 pts
Nob count
6-10

gone4 Nob, 1 Boss Nob

Points
105 pts
Nob count
4
Boss Nob count
1

gone5-9 Nob, 1 Boss Nob

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

changedPainboss

Unit Composition

■

  • 1 1Painboss PainbossThismodel

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

Points Scaling
+10 pts per 3 models

changedPainboss

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

newPush Dat Bit Back In (Once per battle, per unit)

Rules

In your Command phase, select one friendly Beast Snagga unit within 6" of this unit. That unit heals 3 wounds. Place a Grot Orderly token next to the unit, removing it when this ability is used.

newSupport

newHardy Bioniks

Rules

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

newRunnin’ wiv da Herd

Rules

While this model is attached to a Mounted unit, this model:

  • Does not have Infantry.
  • Has Mobile and Mounted.
  • Has +4" M.

goneFeel No Pain 5+

goneLeader

goneDok’s Toolz

Rules

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

goneSawbonez

Rules

At the end of your Movement phase, select one friendly BEAST SNAGGA CHARACTER model within 3" of this model. That model is healed and regains up to 3 lost wounds. Each model can only be healed once per turn.

newSupport

Rules

This model can be attached to the following units:

■ BEAST SNAGGA BOYZ
■ SQUIGHOG BOYZ

goneLeader

Rules

This model can be attached to the following units:

■ BEAST SNAGGA BOYZ

newBeast Snagga Klaw

Type
weapon

goneGrot Orderly

Type
wargear
Rule Text

Once per battle, in your Command phase, if the bearer is leading a unit that is below its Starting Strength, you can return up to D3 destroyed Bodyguard models to that unit.

*Designer’s Note: Place a Grot Orderly token next to the unit, removing it once this ability has been used.*

goneBeast Snagga klaw

Type
weapon

newBeast Snagga KlawBeast Snagga Klaw

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

newBeast Snagga Klaw — Beast Snagga KlawANTI-MONSTER/VEHICLE 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneBeast Snagga klawBeast Snagga klaw

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

goneBeast Snagga klaw — Beast Snagga klawAnti-monster 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneBeast Snagga klaw — Beast Snagga klawAnti-vehicle 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

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

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

changed1 Painboss

Points
70 pts 60 pts

changedPainboy

Unit Composition

■

  • 1 1Painboy PainboyThismodel

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

changedPainboy

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

newCrude Surgery

Rules

In your Command phase, this unit heals 3 wounds.

newSupport

newCatch Dat Red Bit (Once per battle, per unit)

Rules

When this model uses its Crude Surgery ability, you can add D3 to the number of wounds healed. Place a Grot Orderly token next to the unit, removing it when this ability is used.

goneLeader

goneDok’s Toolz

Rules

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

goneHold Still and Say ‘Aargh!’

Rules

Each time an attack made by this model with its ’urty syringe scores a Critical Wound against a unit (excluding VEHICLE units), that unit suffers D6 mortal wounds.

changedSupport

Rules

This model can be attached to the following units:

■ BOYZ
■ BREAKA BOYZ
■ BURNA BOYZ
■
FLASH LOOTASGITZ
■ NOBZ
■ TANKBUSTAS

newDok’s Toolz

Type
weapon

new’Urty Syringe

Type
weapon

goneGrot Orderly

Type
wargear
Rule Text

Once per battle, in your Command phase, if the bearer is leading a unit that is below its Starting Strength, you can return up to D3 destroyed Bodyguard models to that unit.

*Designer’s Note: Place a Grot Orderly token next to the unit, removing it once this ability has been used.*

gonePower klaw

Type
weapon

gone’Urty syringe

Type
weapon

newDok’s ToolzDok’s Toolz

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

new’Urty Syringe’Urty Syringe

Range
Melee
Attacks
1
Weapon Skill
3+
Strength
2
AP
0
Damage
D6

new’Urty Syringe — ’Urty SyringeANTI-INFANTRY 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

new’Urty Syringe — ’Urty SyringeDEVASTATING WOUNDS: INFANTRY

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

new’Urty Syringe — ’Urty SyringeEXTRA ATTACKS

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

gonePower klawPower klaw

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

gone’Urty syringeUrty syringe

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

gone’Urty syringe — Urty syringeAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

gone’Urty syringe — Urty syringeExtra Attacks

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

gone’Urty syringe — Urty syringePrecision

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

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

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

changed1 Painboy

Points
90 pts 45 pts

changedRukkatrukk 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

changedRukkatrukk 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

newSquig Barrage

Rules

In your Shooting phase, when this unit has shot, select one enemy unit (excluding Monster/Vehicle units) hit by this unit’s Squig Launchas weapons. That enemy unit is covered in Squigs until the start of your next turn:

  • While a unit is covered in Squigs, that unit’s attacks have -1 to hit rolls.

goneBuzzer Squigs

Rules

In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks made with squig‑launchas and roll one D6: on a 4+, until the end of your opponent’s next turn, that enemy unit is hindered. While a unit is hindered, subtract 2" from its Move characteristic and subtract 2 from Advance and Charge rolls made for it.

goneSquig Mine

Rules

Once per battle, at the start of any phase, select one enemy unit within 3" of this model and roll one D6: on a 4+, that enemy unit suffers D6 mortal wounds.

*Designer’s Note: Place a Squig Mine token next to the model, removing it once this ability has been used.*

newSaw Blades

Type
weapon

newSawn-off Shotgun

Type
weapon

newSquig Launchas

Type
weapon

goneSaw blades

Type
weapon

goneSawn-off shotgun

Type
weapon

goneSquig-launchas

Type
weapon

newSaw BladesSaw Blades

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

newSaw Blades — Saw BladesCLEAVE 1

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

newSawn-off ShotgunSawn-off Shotgun

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

newSawn-off Shotgun — Sawn-off ShotgunASSAULT

Rules

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

newSawn-off Shotgun — Sawn-off ShotgunLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newSquig LaunchasSquig Launchas

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

newSquig Launchas — Squig LaunchasIGNORES COVER

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneSaw bladesSaw blades

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

goneSawn-off shotgunSawn-off shotgun

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

goneSawn-off shotgun — Sawn-off shotgunAssault

Rules

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

goneSquig-launchasSquig-launchas

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

goneSquig-launchas — Squig-launchasBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneSquig-launchas — Squig-launchasIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneSquig-launchas — Squig-launchasIndirect Fire

Rules

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

new2 Rukkatrukk Squigbuggy

Points
160 pts
Rukkatrukk Squigbuggy count
2

changedSquighog Boyz

Unit Composition

■ 1

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

changedSquighog 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

changedNob 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

newBomb Squig (Once per battle, per unit)

Rules

In your Movement phase, when this unit ends a normal move, you can select one visible enemy unit within 12" of this unit and roll one D6:

  • On a 3+, that enemy unit suffers D3 mortal wounds.

Place one Bomb Squig token next to the unit, removing it after this ability is used.

newBrutal Impact

Rules

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

goneFeel No Pain 5+

goneWild Ride

Rules

You can ignore any or all modifiers to this unit’s Move characteristic and to Advance and Charge rolls made for this unit.

newBig Choppa

Type
weapon

newSaddlegit’s Shiv

Type
weapon

newSquig’s Jaws

Type
weapon

goneBomb Squig

Type
wargear
Rule Text

Once per battle, for each bomb squig this unit has, after this unit ends a Normal move, you can use one Bomb Squig. If you do, select one enemy unit within 12" and visible to this unit and roll one D6: on a 3+, that enemy unit suffers D3 mortal wounds.

goneBig choppa

Type
weapon

goneSaddlegit weapons

Type
weapon

goneSquig jaws

Type
weapon

newBig ChoppaBig Choppa

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

newBig Choppa — Big ChoppaANTI-MONSTER/VEHICLE 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newBig Choppa — Big ChoppaCLEAVE 2

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

newSaddlegit’s ShivSaddlegit’s Shiv

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

newSaddlegit’s Shiv — Saddlegit’s ShivASSAULT

Rules

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

newSquig’s JawsSquig’s Jaws

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

newSquig’s Jaws — Squig’s JawsEXTRA ATTACKS

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

goneBig choppaBig choppa

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

goneBig choppa — Big choppaAnti-monster 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneBig choppa — Big choppaAnti-vehicle 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneSaddlegit weaponsSaddlegit weapons

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

goneSaddlegit weapons — Saddlegit weaponsAssault

Rules

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

goneSquig jawsSquig jaws

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

goneSquig jaws — Squig jawsExtra Attacks

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

newSlugga — SluggaCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newSlugga — SluggaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

goneSlugga — SluggaPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newStikkaStikka

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

newStikkaStikka

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

goneStikkaRanged

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

goneStikkaMelee

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

newStikka — StikkaANTI-MONSTER/VEHICLE 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newStikka — StikkaANTI-MONSTER/VEHICLE 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newStikka — StikkaASSAULT

Rules

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

goneStikka — RangedAssault

Rules

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

goneStikka — RangedAnti-monster 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneStikka — RangedAnti-vehicle 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneStikka — MeleeAnti-monster 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneStikka — MeleeAnti-vehicle 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneStikka — MeleeLance

Rules

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.

goneFor every 4 models in this unit, this unit can be equipped with 1 bomb squig.

gone■ For every 4 models in this unit, this unit can be equipped with 1 bomb squig.

new6 Squighog Boy, 2 Nob on Smasha Squig

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

gone1 Nob on Smasha Squig, 3 Squighog Boy

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

changed1 Nob on Smasha Squig, 3 Squighog Boy

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

changedStompa

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

changedStompa

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

newIdol of Belligerence

Rules

In your Movement phase, when a unit embarked within this unit is selected to make a disembark move, that unit is riled up until the start of your next turn.

newSuper-heavy Walker

newDamaged 10

goneStompin’ Forward

Rules

Each time this model makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there.

changedWaaagh! Effigy

Rules

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

newTRANSPORT

Rules

This model has a transport capacity of 22 Orks Infantry models. Each Mega Armour/Jump Pack model takes up the space of 2 models. Each Ghazghkull Thraka model takes up the space of 4 models.

goneTransport

Rules

This model has a transport capacity of 22 ORKS INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models. The GHAZGHKULL THRAKA model takes up the space of 4 models.

newBig Shoota

Type
weapon

newDeffkannon and Supa-rokkits

Type
weapon

goneBig shoota

Type
weapon

goneDeffkannon

Type
weapon

goneSupa-rokkits

Type
weapon

goneTwin big shoota

Type
weapon

newBig ShootaBig Shoota

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

newBig Shoota — Big ShootaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newBig Shoota — Big ShootaRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newDeffkannon and Supa-rokkitsDeffkannon and Supa-rokkits

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

newDeffkannon and Supa-rokkits — Deffkannon and Supa-rokkitsBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneBig shootaBig shoota

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

goneBig shoota — Big shootaRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneDeffkannonDeffkannon

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

goneDeffkannon — DeffkannonBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneSupa-rokkitsSupa-rokkits

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

goneSupa-rokkits — Supa-rokkitsBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneTwin big shootaTwin big shoota

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

goneTwin big shoota — Twin big shootaRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneTwin big shoota — Twin big shootaTwin-linked

Rules

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

newMega-choppaMega-choppa

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

goneMega-choppastrike

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

goneMega-choppasweep

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

newMega-choppa — Mega-choppaCLEAVE 4

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

changedSkorchaSkorcha

Attacks
D6 3

newSkorcha — SkorchaBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newSkorcha — SkorchaTORRENT

Rules

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

goneSkorcha — SkorchaIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneSkorcha — SkorchaTorrent

Rules

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

newSupa-gatlerPoint Blank

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

newSupa-gatlerAimed

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

goneSupa-gatlerSupa-gatler

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

newSupa-gatler — Point BlankTORRENT

Rules

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

newSupa-gatler — AimedLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newSupa-gatler — AimedSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneSupa-gatler — Supa-gatlerSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

changed1 Stompa

Points
600 pts 700 pts

changedStormboyz

Unit Composition

■

  • 1 1Nob Bossmodel
  • 4‑9 Nob ■Stormboy 4-9models

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

changedStormboy

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

changednob

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

newRokkit Charge

Rules

When this unit is selected to fight, if this unit made a charge move this turn, you can use this ability. If you do, this unit’s melee attacks have:

  • +1 A and S.
  • [Hazardous].

goneFull Throttle

Rules

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

newKustom Choppa

Type
weapon

newPower Klaw

Type
weapon

gonePower klaw

Type
weapon

newKustom ChoppaKustom Choppa

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

newPower KlawPower Klaw

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

gonePower klawPower klaw

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

changedChoppaChoppa

Strength
4 5

newSlugga — SluggaCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newSlugga — SluggaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

goneSlugga — SluggaPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newnob: Default Wargear

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

goneBoss Nob: Default Wargear

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

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

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

new4 Stormboy, 1 nob

Points
70 pts
Stormboy count
4
nob count
1

new1 nob, 5-9 Stormboy

Points
140 pts
nob count
1
Stormboy count
5-9

gone1 Boss Nob, 4 Stormboy

Points
65 pts
Boss Nob count
1
Stormboy count
4

gone1 Boss Nob, 5-9 Stormboy

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

changedTankbustas

Unit Composition

■ 1 Boss

  • 1 Nob ■Nob 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

changedTankbusta

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

changedNob

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

newRokkit Barrage

Rules

In your Shooting phase, when this unit has shot, select one enemy unit hit by those attacks. That unit makes a battle-shock roll, with -1 to that battle-shock roll.

newBomb Squigs (Once per turn, twice per battle, per unit)

Rules

In your Movement phase, when this unit ends a normal move, you can select one visible enemy unit within 12" of this unit and roll one D6:

  • On a 3+, that enemy unit suffers D3 mortal wounds.

Place two Bomb Squig tokens next to the unit, removing one each time this ability is used.

goneTank Hunters

Rules

Each time a model in this unit makes a ranged attack that targets a MONSTER or VEHICLE unit, add 1 to the Hit roll and add 1 to the Wound roll.

goneBomb Squigs

Rules

Once per battle, for each bomb squig this unit has, after this unit ends a Normal move, you can use one Bomb Squig. If you do, select one enemy unit within 12" and visible to this unit and roll one D6: on a 3+, that enemy unit suffers D3 mortal wounds.

Designer’s Note: *Place two Bomb Squig tokens next to the unit, removing one each time this unit uses this ability.*

goneAttached Unit

Rules

If a CHARACTER unit from your army with the Leader ability can be attached to a LOOTAS unit, it can be attached to this unit instead.

newBusta Rokkit Launcha

Type
weapon

newGitstikka

Type
weapon

newRokkit Pistol

Type
weapon

newSmash Hammer

Type
weapon

goneClose combat weapon

Type
weapon

goneRokkit launcha

Type
weapon

goneRokkit pistol

Type
weapon

goneSmash hammer

Type
weapon

newBusta Rokkit LaunchaHunter

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

newBusta Rokkit LaunchaStandard

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

newGitstikkaGitstikka

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

newRokkit PistolRokkit Pistol

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

newRokkit Pistol — Rokkit PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newSmash HammerHunter

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

newSmash HammerStandard

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

goneClose combat weaponClose combat weapon

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

goneRokkit launchaRokkit launcha

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

goneRokkit launcha — Rokkit launchaBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneRokkit pistolRokkit pistol

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

goneRokkit pistol — Rokkit pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneSmash hammerSmash hammer

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

goneSmash hammer — Smash hammerAnti-monster 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneSmash hammer — Smash hammerAnti-vehicle 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newNob: Default Wargear

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

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

goneBoss Nob: Default Wargear

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

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

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

new1 Tankbusta model can be equipped with one of the following: ▫ 1 Busta Rokkit Launcha ▫ 1 Pulsa Rokkit

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

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

new5 Tankbusta, 1 Nob

Points
145 pts
Tankbusta count
5
Nob count
1

gone5 Tankbusta, 1 Boss Nob

Points
125 pts
Tankbusta count
5
Boss Nob count
1

changedTrukk

Unit Composition

■

  • 1 1Trukk TrukkThismodel

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

Base Size
Hull

changedTrukk

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

newPilin’ Out

Rules

In your opponent's Movement phase, when an enemy unit ends a move within 8" of this model, units embarked within this model can make a disembark move using the rapid disembark mode.

goneGrot Riggers

Rules

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

newTRANSPORT

Rules

This model has a transport capacity of 12 Orks Infantry models. It cannot transport Ghazghkull Thraka/Jump Pack models. Each Mega Armour model takes up the space of 2 models.

goneTransport

Rules

This model has a transport capacity of 12 ORKS INFANTRY models. Each MEGA ARMOUR model takes up the space of 2 models. It cannot transport JUMP PACK or GHAZGHKULL THRAKA models.

newBuzzsaw

Type
weapon

newDual Big Shoota

Type
weapon

newGrabbin’ Klaw

Type
weapon

newRokkit Launcha

Type
weapon

newSpiked Ram

Type
weapon

goneBig shoota

Type
weapon

goneSpiked wheels

Type
weapon

goneWreckin’ ball

Type
weapon

newBuzzsawBuzzsaw

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

newBuzzsaw — BuzzsawCLEAVE 1

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

newBuzzsaw — BuzzsawEXTRA ATTACKS

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

newDual Big ShootaDual Big Shoota

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

newDual Big Shoota — Dual Big ShootaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newDual Big Shoota — Dual Big ShootaRAPID FIRE 4

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newGrabbin’ KlawGrabbin’ Klaw

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

newGrabbin’ Klaw — Grabbin’ KlawEXTRA ATTACKS

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

newRokkit LaunchaBlasta

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

newRokkit LaunchaBusta

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

newRokkit Launcha — BlastaBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newSpiked RamSpiked Ram

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

newSpiked Ram — Spiked RamCLEAVE 1

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

goneBig shootaBig shoota

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

goneBig shoota — Big shootaRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneSpiked wheelsSpiked wheels

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

goneWreckin’ ballWreckin’ ball

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

goneWreckin’ ball — Wreckin’ ballExtra Attacks

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

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

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

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

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

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

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

changed1 Trukk

Points
55 pts 60 pts

changedWarbikers

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

changedWarbiker

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

changedBiker Nob

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

newHigh‑speed Carnage

Rules

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

  • +1 S and D.

goneDrive-by Dakka

Rules

Each time a model in this unit makes a ranged attack that targets a unit within 9", improve the Armour Penetration characteristic of that attack by 1.

newDual Dakkagun

Type
weapon

newDual Kombi-rokkit

Type
weapon

newKustom Choppa

Type
weapon

goneBig choppa

Type
weapon

goneClose combat weapon

Type
weapon

gonePower klaw

Type
weapon

goneSlugga

Type
weapon

goneTwin dakkagun

Type
weapon

newDual DakkagunDual Dakkagun

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

newDual Dakkagun — Dual DakkagunASSAULT

Rules

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

newDual Dakkagun — Dual DakkagunLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newDual Kombi-rokkitBusta Rokkit

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

newDual Kombi-rokkitDakkagun

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

newDual Kombi-rokkit — Busta RokkitASSAULT

Rules

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

newDual Kombi-rokkit — DakkagunASSAULT

Rules

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

newDual Kombi-rokkit — DakkagunLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newKustom ChoppaKustom Choppa

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

goneBig choppaBig choppa

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

goneClose combat weaponClose combat weapon

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

gonePower klawPower klaw

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

goneSluggaSlugga

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

goneSlugga — SluggaPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneTwin dakkagunTwin dakkagun

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

goneTwin dakkagun — Twin dakkagunRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneTwin dakkagun — Twin dakkagunAssault

Rules

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

goneTwin dakkagun — Twin dakkagunTwin-linked

Rules

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

changedChoppaChoppa

Strength
4 5

newBiker Nob: Default Wargear

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

goneBoss Nob on Warbike: Default Wargear

goneBoss Nob on Warbike: The Boss Nob on Warbike can be equipped with one of the following:

gone■ Each Warbiker can be equipped with one of the following: ◦ 1 slugga ◦ 1 choppa

gone■ The Boss Nob on Warbike can be equipped with one of the following: ◦ 1 slugga ◦ 1 big choppa ◦ 1 power klaw

new1 Biker Nob, 2 Warbiker

Points
75 pts
Biker Nob count
1
Warbiker count
2

new3-5 Warbiker, 1 Biker Nob

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

gone1 Boss Nob on Warbike, 2 Warbiker

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

gone1 Boss Nob on Warbike, 3-5 Warbiker

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

changedWarboss

Unit Composition

■

  • 1 1Warboss WarbossThismodel

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

changedWarboss

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

newDa Boss

Rules

-

newMight Is Right

Rules

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

  • +3 A.
  • +2 S.

newBoss’ Ammo Runt (Once per battle, per unit)

Rules

In your Shooting phase, when this unit is selected to shoot, you can use this ability. If you do, this model’s ranged attacks have +1 to hit rolls. Place a Boss’ Ammo Runt token next to the unit, removing it when this ability is used.

newIntimidating Motivation (Once per battle round, per army)

Rules

In your Movement phase, at the start or end of this unit's move, you can select one friendly Orks unit within 6" of this unit. That unit:

  • Is no longer battle-shocked.
  • Is riled up until the start of your next turn.

goneMight is Right

Rules

While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.

goneDa Biggest and da Best

Rules

While the Waaagh! is active for your army, add 4 to the Attacks characteristic of this model’s melee weapons.

newKombi-rokkit

Type
weapon

newKombi-skorcha

Type
weapon

newKustom Shoota

Type
weapon

newPower Klaw

Type
weapon

goneAttack squig

Type
weapon

goneBig choppa

Type
weapon

goneKombi-weapon

Type
weapon

goneKustom shoota

Type
weapon

gonePower klaw

Type
weapon

goneTwin sluggas

Type
weapon

newKombi-rokkitBusta Rokkit

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

newKombi-rokkitShoota

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

newKombi-rokkit — ShootaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newKombi-rokkit — ShootaRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newKombi-skorchaShoota

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

newKombi-skorchaSkorcha

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

newKombi-skorcha — ShootaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newKombi-skorcha — ShootaRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newKombi-skorcha — SkorchaBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newKombi-skorcha — SkorchaTORRENT

Rules

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

newKustom ShootaKustom Shoota

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

newKustom Shoota — Kustom ShootaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newKustom Shoota — Kustom ShootaRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newPower KlawPower Klaw

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

goneAttack squigAttack squig

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

goneAttack squig — Attack squigExtra Attacks

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

goneBig choppaBig choppa

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

goneKombi-weaponKombi-weapon

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

goneKombi-weapon — Kombi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneKombi-weapon — Kombi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneKombi-weapon — Kombi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneKustom shootaKustom shoota

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

goneKustom shoota — Kustom shootaRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

gonePower klawPower klaw

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

goneTwin sluggasTwin sluggas

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

goneTwin sluggas — Twin sluggasPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneTwin sluggas — Twin sluggasTwin-linked

Rules

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

changedKustom ChoppaKustom Choppa

Strength
8 7

newKustom Choppa — Kustom ChoppaCLEAVE 2

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

goneKustom Choppa — Kustom ChoppaCLEAVE 1

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

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

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

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

goneWarboss: This model can be equipped with 1 attack squig.

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

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

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

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

gone■ This model can be equipped with 1 attack squig.

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

changed1 Warboss

Points
85 pts 100 pts

changedWarboss 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

changedWarboss 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

newDa Boss

Rules

-

newKrushin’ Impetus

Rules

When this unit ends a charge move, you can select one enemy unit engaged with this unit. If you do, roll one D6 for each model in this unit engaged with that enemy unit:

  • For each 3+, that enemy unit suffers 1 mortal wound.

newIntimidating Motivation (Once per battle round, per army)

Rules

In your Movement phase, at the start or end of this unit's move, you can select one friendly Orks unit within 6" of this unit. That unit:

  • Is no longer battle-shocked.
  • Is riled up until the start of your next turn.

goneMight is Right

Rules

While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.

goneDead Brutal

Rules

While the Waaagh! is active for your army, this model’s ’uge choppa has a Damage characteristic of 3.

newBig Shoota

Type
weapon

new’Uge Choppa

Type
weapon

goneBig shoota

Type
weapon

gone’Uge choppa

Type
weapon

newBig ShootaBig Shoota

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

newBig Shoota — Big ShootaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newBig Shoota — Big ShootaRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

new’Uge Choppa’Uge Choppa

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

new’Uge Choppa — ’Uge ChoppaCLEAVE 2

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

goneBig shootaBig shoota

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

goneBig shoota — Big shootaRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

gone’Uge choppaUge choppa

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

changed1 Warboss in Mega Armour

Points
80 pts 125 pts

changedWartrakks

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

changedWartrakk

Keywords
Mounted, Speed Freeks, Wartrakk Mounted, Speed Freeks
Equipped With
Kustom shoota, Rokkit launcha, Choppas Kustom Choppa, Kustom Shoota, Multi-busta Launcha

newSpeednob Support

Rules

While each model in this unit is within 3" of a friendly Speed Freeks unit (excluding Wartrakk units), this unit has Lone Operative.

newBust ’Em

Rules

In your Shooting phase, when this unit has shot, select one enemy unit hit by those attacks. That unit is busted until the end of the turn:

  • Friendly Speed Freeks units’ attacks that target a busted unit have [Lethal Hits].

goneIndiscriminate Detonations

Rules

In your Shooting phase, when this unit has resolved its attacks, select one enemy unit hit by one or more of those attacks. That enemy unit is suppressed until the start of your next Command phase. (While a unit is suppressed, it has -1 to hit rolls.)

newKustom Choppa

Type
weapon

newKustom Shoota

Type
weapon

newMulti-busta Launcha

Type
weapon

goneChoppas

Type
weapon

goneKustom shoota

Type
weapon

goneRokkit launcha

Type
weapon

newKustom ChoppaKustom Choppa

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

newKustom ShootaKustom Shoota

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

newKustom Shoota — Kustom ShootaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newKustom Shoota — Kustom ShootaRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newMulti-busta LaunchaMulti-busta Launcha

Range
24"
Attacks
D3+3
Ballistic Skill
5+
Strength
10
AP
-2
Damage
3

goneChoppasChoppas

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

goneKustom shootaKustom shoota

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

goneKustom shoota — Kustom shootaRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneRokkit launchaRokkit launcha

Range
24"
Attacks
D3+3
Ballistic Skill
5+
Strength
10
AP
-2
Damage
3

new2 Wartrakk

Points
130 pts
Wartrakk count
2

changed1 Wartrakk

Points
60 pts 70 pts

changedWazdakka 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

changedWazdakka 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

newFull Throttle

Rules

In your Command phase, select one Throttlerokkit Shokka Engine ability (see left). This unit has that ability until the start of your next Command phase.

goneFixit da Grot

Rules

At the start of your Command phase, this model regains up to D3 lost wounds.

goneThrottlerokkit Shokka Engine

Rules

In your Command phase, select one of the abilities in the Throttlerokkit Shokka Engine section. Until the start of your next Command phase, this model has that ability.

newFull ThrottleTurbo Engine

Rules

When this unit is selected to make an advance/fall-back move, that move does not prevent this unit from being eligible to declare a charge.

newFull ThrottleShokk Attack Engine

Rules

In your Command phase, if this unit is unengaged, you can place this unit in strategic reserves.

newFull ThrottlePulse Jet

Rules

In your Movement phase, when this unit is selected to move, if this unit is unengaged, this unit can make a pulse jet move (pg 121).

goneThrottlerokkit Shokka EngineTurbo Engine

Rules

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

goneThrottlerokkit Shokka EngineShokk Attack Engine

Rules

In your Command phase, if this unit is unengaged, you can use this ability. If you do:
▪ Place this unit in strategic reserves.
▪ This unit can make an ingress move in your next Movement phase (including in your first turn).

goneThrottlerokkit Shokka EnginePulse Jet

Rules

Each time this unit Advances, do not make an Advance roll for it. Instead, until the end of the phase:

■ Add 6" to the Move characteristic of models in this unit.
■ Models in this unit can move through models and terrain features

goneWaaagh! Wazdakka

Rules

If this model is your WARLORD, WARBIKER units from your army have the BATTLELINE keyword.

newFixit’s Wrench

Type
weapon

newGrabba Dragga

Type
weapon

newPsyko-gatler

Type
weapon

newSpeeding Bulk and Flaming Exhaust

Type
weapon

goneFixit’s wrench

Type
weapon

goneGrabba dragga

Type
weapon

gonePsyko‑gatler

Type
weapon

goneSpeeding bulk and flaming exhaust

Type
weapon

newFixit’s WrenchFixit’s Wrench

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

newFixit’s Wrench — Fixit’s WrenchEXTRA ATTACKS

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

newGrabba DraggaGrabba Dragga

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

newGrabba DraggaGrabba Dragga

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

newGrabba Dragga — Grabba DraggaASSAULT

Rules

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

newGrabba Dragga — Grabba DraggaPRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

newGrabba Dragga — Grabba DraggaCLEAVE 2

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

newGrabba Dragga — Grabba DraggaLANCE

Rules

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.

newPsyko-gatlerPsyko-gatler

Range
24"
Attacks
12
Ballistic Skill
4+
Strength
6
AP
-2
Damage
2

newPsyko-gatler — Psyko-gatlerASSAULT

Rules

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

newPsyko-gatler — Psyko-gatlerLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newPsyko-gatler — Psyko-gatlerSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newSpeeding Bulk and Flaming ExhaustSpeeding Bulk and Flaming Exhaust

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

newSpeeding Bulk and Flaming Exhaust — Speeding Bulk and Flaming ExhaustCLEAVE 1

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

newSpeeding Bulk and Flaming Exhaust — Speeding Bulk and Flaming ExhaustEXTRA ATTACKS

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

goneFixit’s wrenchFixit’s wrench

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

goneFixit’s wrench — Fixit’s wrenchExtra Attacks

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

goneGrabba draggaranged

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

goneGrabba draggamelee

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

goneGrabba dragga — rangedAssault

Rules

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

goneGrabba dragga — rangedPrecision

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

goneGrabba dragga — meleeLance

Rules

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.

gonePsyko‑gatlerPsyko‑gatler

Range
24"
Attacks
12
Ballistic Skill
4+
Strength
6
AP
-2
Damage
2

gonePsyko‑gatler — Psyko‑gatlerAssault

Rules

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

gonePsyko‑gatler — Psyko‑gatlerSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneSpeeding bulk and flaming exhaustSpeeding bulk and flaming exhaust

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

goneSpeeding bulk and flaming exhaust — Speeding bulk and flaming exhaustExtra Attacks

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

changed1 Wazdakka Gutsmek

Points
175 pts 200 pts

changedWazbom 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

changedWazbom 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

newDamaged 4

newGo fer da Weak Spot

Rules

In your Shooting phase, this unit's ranged attacks that target a Monster/Vehicle unit have +1 to wound rolls.

goneBlastajet Attack Run

Rules

Each time this model makes a ranged attack that targets a unit that cannot FLY, re-roll a Hit roll of 1.

newArmoured Impact

Type
weapon

newDual Supa-shoota

Type
weapon

newDual Tellyport Mega-blasta

Type
weapon

newDual Wazbom Mega-kannon

Type
weapon

newSmasha Gun

Type
weapon

goneArmoured hull

Type
weapon

goneSmasha gun

Type
weapon

goneTwin supa-shoota

Type
weapon

goneTwin tellyport mega-blasta

Type
weapon

goneTwin wazbom mega-kannon

Type
weapon

newArmoured ImpactArmoured Impact

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

newDual Supa-shootaDual Supa-shoota

Range
36"
Attacks
8
Ballistic Skill
4+
Strength
6
AP
-1
Damage
1

newDual Supa-shoota — Dual Supa-shootaIGNORES COVER

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

newDual Supa-shoota — Dual Supa-shootaLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newDual Supa-shoota — Dual Supa-shootaRAPID FIRE 4

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newDual Tellyport Mega-blastaDual Tellyport Mega-blasta

Range
24"
Attacks
6
Ballistic Skill
4+
Strength
9
AP
-2
Damage
3

newDual Tellyport Mega-blasta — Dual Tellyport Mega-blastaBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newDual Tellyport Mega-blasta — Dual Tellyport Mega-blastaIGNORES COVER

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

newDual Tellyport Mega-blasta — Dual Tellyport Mega-blastaRAPID FIRE 6

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newDual Wazbom Mega-kannonDual Wazbom Mega-kannon

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

newDual Wazbom Mega-kannon — Dual Wazbom Mega-kannonHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newDual Wazbom Mega-kannon — Dual Wazbom Mega-kannonIGNORES COVER

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

newSmasha GunSmasha Gun

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

newSmasha Gun — Smasha GunIGNORES COVER

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneArmoured hullArmoured hull

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

goneSmasha gunSmasha gun

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

goneSmasha gun — Smasha gunBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneTwin supa-shootaTwin supa-shoota

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

goneTwin supa-shoota — Twin supa-shootaRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneTwin supa-shoota — Twin supa-shootaSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneTwin supa-shoota — Twin supa-shootaTwin-linked

Rules

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

goneTwin tellyport mega-blastaTwin tellyport mega-blasta

Range
24"
Attacks
3
Ballistic Skill
5+
Strength
9
AP
-1
Damage
D6+1

goneTwin tellyport mega-blasta — Twin tellyport mega-blastaBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneTwin tellyport mega-blasta — Twin tellyport mega-blastaTwin-linked

Rules

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

goneTwin wazbom mega-kannonTwin wazbom mega-kannon

Range
36"
Attacks
D3
Ballistic Skill
4+
Strength
12
AP
-2
Damage
D6

goneTwin wazbom mega-kannon — Twin wazbom mega-kannonBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneTwin wazbom mega-kannon — Twin wazbom mega-kannonHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

goneTwin wazbom mega-kannon — Twin wazbom mega-kannonTwin-linked

Rules

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

newWazbom Blastajet: This model’s Dual Wazbom Mega-kannon can be replaced with 1 Dual Tellyport Mega‑blasta.

newWazbom Blastajet: This model can be equipped with 1 Blastajet Force Field.

newWazbom Blastajet: This model can be equipped with 1 Dual Supa‑shoota.

goneWazbom Blastajet: This model’s twin wazbom mega-kannon can be replaced with 1 twin tellyport mega-blasta.

goneWazbom Blastajet: This model can be equipped with 1 blastajet force field.

goneWazbom Blastajet: This model can be equipped with 1 twin supa-shoota.

newThis model’s Dual Wazbom Mega-kannon can be replaced with 1 Dual Tellyport Mega‑blasta.

newThis model can be equipped with 1 Blastajet Force Field.

newThis model can be equipped with 1 Dual Supa‑shoota.

gone■ This model’s twin wazbom mega-kannon can be replaced with 1 twin tellyport mega-blasta.

gone■ This model can be equipped with 1 blastajet force field.

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

changed1 Wazbom Blastajet

Points
165 pts 215 pts

changedWeirdboy

Unit Composition

■

  • 1 1Weirdboy WeirdboyThismodel

This model is equipped with:with: ’Eadbanger;1 weirdboyPower staff.Vomit; 1 Copper Staff.

Base Size
40mm 50mm

changedWeirdboy

Keywords
Infantry, Character, Psyker, Weirdboy Character, Infantry, Psyker
Equipped With
’Eadbanger, Weirdboy staff Power Vomit, Copper Staff

newUnstable Energies

Rules

-

newSupport

newWaaagh! Energy (psyker level 1)

Rules

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

goneLeader

goneWaaagh! Energy

Rules

While this model is leading a unit, add 1 to the Strength and Damage characteristics of this model’s ’Eadbanger weapon for every 5 models in that unit (rounding down), but while that unit contains 10 or more models, that weapon has the [HAZARDOUS] ability.

goneDa Jump

Rules

Once per turn, at the end of your Movement phase, one WEIRDBOY from your army can use this ability. If it does, roll one D6: on a 1, that WEIRDBOY’s unit suffers D6 mortal wounds; on a 2+, remove that WEIRDBOY’s unit from the battlefield and set it up again anywhere on the battlefield that is more than 8" horizontally away from all enemy models.

newWaaagh! Energy (psyker level 1)Da Jump (psychic level 1, once per army, per battle round)

Rules

In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:

  • On a 1, this unit is battle-shocked.
  • Place this unit in strategic reserves.
  • This unit has Deep Strike.

newWaaagh! Energy (psyker level 1)Warpath (psychic level 1)

Rules

In the Fight phase, when this unit is selected to fight, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:

  • On a 1, this unit is battle-shocked.
  • This unit's melee attacks can re-roll wound rolls of 1.
  • This unit’s melee attacks have [Psychic].

newSupport

Rules

This model can be attached to the following units:

■ BEAST SNAGGA BOYZ
■ BOYZ

goneLeader

Rules

This model can be attached to the following units:

■ BOYZ
■ BREAKA BOYZ

newCopper Staff

Type
weapon

newPower Vomit

Type
weapon

goneWeirdboy staff

Type
weapon

gone’Eadbanger

Type
weapon

newCopper StaffCopper Staff

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

newCopper Staff — Copper StaffPSYCHIC

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

newPower VomitPower Vomit

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

newPower Vomit — Power VomitBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newPower Vomit — Power VomitHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newPower Vomit — Power VomitPSYCHIC

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

newPower Vomit — Power VomitTORRENT

Rules

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

goneWeirdboy staffWeirdboy staff

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-1
Damage
D3

goneWeirdboy staff — Weirdboy staffPsychic

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

gone’EadbangerEadbanger

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

gone’Eadbanger — EadbangerPrecision

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

gone’Eadbanger — EadbangerPsychic

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

changedZodgrod Wortsnagga

Unit Composition

■ 1

  • 1 Zodgrod Wortsnagga – EPIC HEROThismodel

This model is equipped with:with: Squigstoppa;1 Da Grabzappa.Grabzappa; 1 Squigstoppa.

changedZodgrod Wortsnagga

Invulnerable Save
6+
Keywords
Infantry, Character, Epic Hero, Zodgrod Wortsnagga Character, Epic Hero, Infantry, Runtherd
Equipped With
Da Grabzappa, Squigstoppa Squigstoppa, Da Grabzappa

goneFeel No Pain 6+

goneSpecial Dose

Rules

While the Waaagh! is active for your army, add 6" to the Move characteristic of models in this model’s unit.

changedSuper Runts

Rules

While this

  • This modelunit 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.

newSquigstoppa — SquigstoppaANTI-MONSTER/VEHICLE 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newSquigstoppa — SquigstoppaCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newSquigstoppa — SquigstoppaDEVASTATING WOUNDS: MONSTER/VEHICLE

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneSquigstoppa — SquigstoppaAnti-monster 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneSquigstoppa — SquigstoppaPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

changed1 Zodgrod Wortsnagga

Points
80 pts 50 pts

Codex: Space Marines

changedApothecary

changedSupport

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ ASSAULT SQUAD
■ BLADEGUARD VETERAN SQUAD
■
CRUSADER SQUAD
■ DEATHWATCH VETERANS
■ DECIMUS KILL TEAM
■ DESOLATION SQUAD
■ DEVASTATOR SQUAD
■ FORTIS KILL TEAM
■ HELLBLASTER SQUAD
■ INFERNUS SQUAD
■ INNER CIRCLE COMPANIONS
■ INTERCESSOR SQUAD
■ STERNGUARD VETERAN SQUAD
■ SWORD BRETHREN
■ TACTICAL SQUAD
■ VANGUARD VETERAN SQUAD

changedJudiciar

newSupport

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ BLADEGUARD VETERAN SQUAD
■ INFERNUS SQUAD
■ INTERCESSOR SQUAD
■ STERNGUARD VETERAN SQUAD
■ VANGUARD VETERAN SQUAD

Imperial Armour: Orks

Codex: Adeptus Custodes

changedValerian

changedLeader

Rules

This model can be attached to the following units:

■ CUSTODIAN GUARD
■ CUSTODIAN GUARD SODALITY WITH ADRASITE SPEARS
■ CUSTODIAN GUARD SODALITY WITH PYRITHITE SPEARS
■ CUSTODIAN GUARD WITH ADRASITE AND PYRITHITE SPEARS
■ CUSTODIAN WARDENS
■ SAGITTARUM CUSTODIANS
■ SAGITTARUM CUSTODIANS SODALITY

Codex: Leagues of Votann

changedCthonian Beserks

goneHeavy plasma axe

Type
weapon

goneHeavy plasma axestrike

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

goneHeavy plasma axesweep

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