Codex: Orks
new Gunwagon
new Nazdreg
new Runtherd
new Warbuggies
gone Boomdakka Snazzwagon
gone Burna Boyz
gone Kustom Boosta-blasta
gone Lootas
gone Megatrakk Scrapjet
gone Shokkjump Dragsta
gone Wurrboy
changed Bannernob
- Unit Composition
-
▪- 1 Bannernob
Thismodel
This model is equipped
with:with: 1shoota;Kustom Choppa; 1choppaShoota. - 1 Bannernob
changed Bannernob
- Objective Control
-
63 - Keywords
-
Infantry, Character, BannernobCharacter, Infantry - Equipped With
-
Shoota, ChoppaShoota, Kustom Choppa
new Support
changed Waaagh! Banner
- Rules
-
■This unit hasa 5+ InSv.+1
■ While the Waaagh! is active for this unit, this unithasto+1chargeT.rolls.
changed Support
- Rules
-
This model can be attached to the following units:
■ BOYZ
■BREAKA BOYZNOBZ
■ BURNA BOYZ
■ FLASH GITZ
■ LOOTAS
■
■ TANKBUSTAS
new Kustom Choppa
- Type
- weapon
gone Choppa
- Type
-
weapon
new Kustom Choppa Kustom Choppa
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 5
- AP
- -2
- Damage
- 2
gone Choppa Choppa
- Range
-
Melee - Attacks
-
5 - Weapon Skill
-
3+ - Strength
-
4 - AP
-
-1 - Damage
-
1
new Shoota — Shoota LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Shoota — Shoota RAPID FIRE 1
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Shoota — Shoota Rapid Fire 1
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
changed 1 Bannernob
- Points
-
50 pts35 pts
changed Battlewagon
- Unit Composition
-
■- 1
1BattlewagonBattlewagonThismodel
This model is equipped
with:with:tracks1andCrushin’wheels.Bulk. - 1
- Base Size
-
Hull - Points Scaling
- +10 pts per 3 models
changed Battlewagon
- Toughness
-
1011 - Keywords
-
Vehicle, Transport, Battlewagon, FrameFrame, Transport, Vehicle, Wagon - Equipped With
-
Tracks and wheelsCrushin’ Bulk
new Mobile Fortress
- Rules
-
Ranged attacks that target this unit have -1 D.
new Damaged 6
gone Ramshackle but Rugged
- Rules
-
Each time an attack is allocated to this model, worsen the Armour Penetration characteristic of that attack by 1.
new TRANSPORT
- Rules
-
This model has a transport capacity of 22 Orks Infantry models. Each Mega Armour/Jump Pack model takes up the space of 2 models. Each Ghazghkull Thraka model takes up the space of 4 models.
gone Transport
- Rules
-
This model has a transport capacity of 22 ORKS INFANTRY models. If this model is equipped with a killkannon, it has a transport capacity of 12 ORKS INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models. The GHAZGHKULL THRAKA model takes up the space of 4 models.
new Big Shoota
- Type
- weapon
new Crushin’ Bulk
- Type
- weapon
new Grabbin’ Klaw
- Type
- weapon
new Wreckin’ Ball
- Type
- weapon
gone ’Ard Case
- Type
-
wargear - Rule Text
-
Add 2 to the bearer’s Toughness characteristic, but it no longer has the Firing Deck ability.
gone Big shoota
- Type
-
weapon
gone Deff rolla
- Type
-
weapon
gone Grabbin’ klaw
- Type
-
weapon
gone Kannon
- Type
-
weapon
gone Killkannon
- Type
-
weapon
gone Lobba
- Type
-
weapon
gone Tracks and wheels
- Type
-
weapon
gone Wreckin’ ball
- Type
-
weapon
gone Zzap gun
- Type
-
weapon
new Big Shoota Big Shoota
- Range
- 36"
- Attacks
- 3
- Ballistic Skill
- 5+
- Strength
- 5
- AP
- 0
- Damage
- 1
new Big Shoota — Big Shoota LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Big Shoota — Big Shoota RAPID FIRE 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
new Crushin’ Bulk Crushin’ Bulk
- Range
- Melee
- Attacks
- 6
- Weapon Skill
- 3+
- Strength
- 8
- AP
- -2
- Damage
- 2
new Crushin’ Bulk — Crushin’ Bulk CLEAVE 1
- Rules
-
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
new Grabbin’ Klaw Grabbin’ Klaw
- Range
- Melee
- Attacks
- 2
- Weapon Skill
- 3+
- Strength
- 10
- AP
- -2
- Damage
- 2
new Grabbin’ Klaw — Grabbin’ Klaw EXTRA ATTACKS
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
new Wreckin’ Ball Wreckin’ Ball
- Range
- Melee
- Attacks
- 1
- Weapon Skill
- 3+
- Strength
- 10
- AP
- 0
- Damage
- D6
new Wreckin’ Ball — Wreckin’ Ball CLEAVE 2
- Rules
-
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
new Wreckin’ Ball — Wreckin’ Ball EXTRA ATTACKS
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
gone Big shoota Big shoota
- Range
-
36" - Attacks
-
3 - Ballistic Skill
-
5+ - Strength
-
5 - AP
-
0 - Damage
-
1
gone Big shoota — Big shoota Rapid Fire 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Deff rolla Deff rolla
- Range
-
Melee - Attacks
-
6 - Weapon Skill
-
3+ - Strength
-
9 - AP
-
-1 - Damage
-
2
gone Grabbin’ klaw Grabbin’ klaw
- Range
-
Melee - Attacks
-
2 - Weapon Skill
-
3+ - Strength
-
8 - AP
-
-2 - Damage
-
2
gone Grabbin’ klaw — Grabbin’ klaw Extra Attacks
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
gone Kannon frag
- Range
-
36" - Attacks
-
D6+3 - Ballistic Skill
-
5+ - Strength
-
6 - AP
-
0 - Damage
-
1
gone Kannon shell
- Range
-
36" - Attacks
-
1 - Ballistic Skill
-
5+ - Strength
-
10 - AP
-
-2 - Damage
-
D6
gone Kannon — frag Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Killkannon Killkannon
- Range
-
24" - Attacks
-
D6+1 - Ballistic Skill
-
5+ - Strength
-
9 - AP
-
-2 - Damage
-
2
gone Lobba Lobba
- Range
-
48" - Attacks
-
D6 - Ballistic Skill
-
5+ - Strength
-
5 - AP
-
0 - Damage
-
1
gone Lobba — Lobba Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Lobba — Lobba Indirect Fire
- Rules
-
Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).
gone Tracks and wheels Tracks and wheels
- Range
-
Melee - Attacks
-
6 - Weapon Skill
-
4+ - Strength
-
8 - AP
-
0 - Damage
-
1
gone Wreckin’ ball Wreckin’ ball
- Range
-
Melee - Attacks
-
1 - Weapon Skill
-
4+ - Strength
-
10 - AP
-
0 - Damage
-
D6
gone Wreckin’ ball — Wreckin’ ball Extra Attacks
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
gone Zzap gun Zzap gun
- Range
-
36" - Attacks
-
1 - Ballistic Skill
-
5+ - Strength
-
D6+6 - AP
-
-3 - Damage
-
5
gone Zzap gun — Zzap gun Anti-vehicle 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
new Battlewagon: This model can be equipped with 1 Wreckin’ Ball.
new Battlewagon: This model can be equipped with up to 4 Big Shoota.
new Battlewagon: This model can be equipped with 1 Grabbin’ Klaw.
gone Battlewagon: This model can be equipped with one of the following:
gone Battlewagon: This model can be equipped with:
gone Battlewagon: This model can be equipped with up to 4 big shootas.
gone Battlewagon: This model’s tracks and wheels can be replaced with 1 deff rolla.
gone Battlewagon: This model can be equipped with any of the following:
new This model can be equipped with 1 Wreckin’ Ball.
new This model can be equipped with up to 4 Big Shoota.
new This model can be equipped with 1 Grabbin’ Klaw.
gone ■ This model can be equipped with one of the following: ◦ 1 kannon ◦ 1 killkannon ◦ 1 zzap gun
gone ■ This model can be equipped with: ◦ 1 lobba
gone ■ This model can be equipped with up to 4 big shootas.
gone ■ This model’s tracks and wheels can be replaced with 1 deff rolla.
gone ■ This model can be equipped with any of the following: ◦ 1 ’ard case ◦ 1 grabbin’ klaw ◦ 1 wreckin’ ball
changed 1 Battlewagon
- Points
-
145 pts150 pts
changed Beastboss
- Unit Composition
-
■- 1
1BeastbossBeastbossThismodel
This model is equipped
with:with:shoota;1beastchoppa;Shoota; 1 Beast Snaggaklaw.Klaw and Beastchoppa. - 1
changed Beastboss
- Toughness
-
56 - Keywords
-
Infantry, Character, Beast Snagga, Warboss, BeastbossBeast Snagga, Character, Infantry, Warboss - Equipped With
-
Shoota, Beastchoppa, Beast Snagga klawShoota, Beast Snagga Klaw and Beastchoppa
new Da Boss
- Rules
-
-
new Keep Huntin’! (Once per battle round, per army)
- Rules
-
In your Movement phase, at the start or end of this unit's move, you can select one friendly Beast Snagga unit within 6" of this unit. That unit:
- Is no longer battle-shocked.
- Is riled up until the start of your next turn.
new Dodge Dis!
- Rules
-
This unit's attacks have +1 to hit rolls.
gone Beastboss
- Rules
-
While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.
gone Ferocious Rage
- Rules
-
Each time this model makes a Charge move, until the end of the turn, melee weapons it is equipped with have the [DEVASTATING WOUNDS] ability.
new Beast Snagga Klaw and Beastchoppa
- Type
- weapon
gone Beast Snagga klaw
- Type
-
weapon
gone Beastchoppa
- Type
-
weapon
new Beast Snagga Klaw and Beastchoppa Beast Snagga Klaw and Beastchoppa
- Range
- Melee
- Attacks
- 6
- Weapon Skill
- 2+
- Strength
- 12
- AP
- -2
- Damage
- 2
new Beast Snagga Klaw and Beastchoppa — Beast Snagga Klaw and Beastchoppa SUSTAINED HITS 2: MONSTER/VEHICLE
- Rules
-
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
gone Beast Snagga klaw Beast Snagga klaw
- Range
-
Melee - Attacks
-
4 - Weapon Skill
-
3+ - Strength
-
10 - AP
-
-2 - Damage
-
2
gone Beast Snagga klaw — Beast Snagga klaw Anti-monster 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Beast Snagga klaw — Beast Snagga klaw Anti-vehicle 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Beastchoppa Beastchoppa
- Range
-
Melee - Attacks
-
6 - Weapon Skill
-
2+ - Strength
-
6 - AP
-
-1 - Damage
-
2
gone Beastchoppa — Beastchoppa Anti-monster 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Beastchoppa — Beastchoppa Anti-vehicle 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
new Shoota — Shoota LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Shoota — Shoota RAPID FIRE 1
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Shoota — Shoota Rapid Fire 1
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
changed 1 Beastboss
- Points
-
80 pts85 pts
changed Beastboss on Squigosaur
- Unit Composition
-
■ 1- 1 Beastboss on
SquigosaurThisSquigosaur model
This model is equipped
with:with:slugga;1beastchoppa;Beastchoppa;squigosaur’s1jaws.Slugga; 1 Squigosaur’s Jaws. - 1 Beastboss on
- Points Scaling
- +15 pts per 3 models
changed Beastboss on Squigosaur
- Toughness
-
89 - Wounds
-
810 - Keywords
-
Mounted, Character, Beast Snagga, Warboss, Beastboss on SquigosaurBeast Snagga, Character, Monster, Warboss - Equipped With
-
Slugga, Beastchoppa, Squigosaur’s jawsBeastchoppa, Slugga, Squigosaur’s Jaws
new Da Boss
- Rules
-
-
new Thundering Stampede (Aura)
- Rules
-
Friendly Beast Snagga units within 6" of this unit have +1 to charge rolls.
new Keep Huntin’! (Once per battle round, per army)
- Rules
-
In your Movement phase, at the start or end of this unit’s move, you can select one friendly Beast Snagga unit within 6" of this unit. That unit:
- Is no longer battle-shocked.
- Is riled up until the start of your next turn.
new Boss of da Hunt
- Rules
-
While this unit is within 3" of a friendly Beast Snagga unit (excluding MONSTER CHARACTER units), this unit has Lone Operative.
gone Leader
gone Thundering Stampede
- Rules
-
While this model is leading a unit, add 1 to Charge rolls made for that unit.
gone Single-minded Predator
- Rules
-
You can target this unit with the Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do:
■ That use is -1 CP.
■ That use does not prevent any uses of that stratagem on other units this phase.
gone Leader
- Rules
-
This model can be attached to the following units:
■ SQUIGHOG BOYZ
new Squigosaur’s Jaws
- Type
- weapon
new Thump Gun
- Type
- weapon
gone Squigosaur’s jaws
- Type
-
weapon
gone Thump gun
- Type
-
weapon
new Squigosaur’s Jaws Squigosaur’s Jaws
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 7
- AP
- -2
- Damage
- 3
new Squigosaur’s Jaws — Squigosaur’s Jaws ANTI-MONSTER/VEHICLE 3+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
new Squigosaur’s Jaws — Squigosaur’s Jaws EXTRA ATTACKS
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
new Thump Gun Thump Gun
- Range
- 18"
- Attacks
- 3
- Ballistic Skill
- 5+
- Strength
- 6
- AP
- 0
- Damage
- 2
new Thump Gun — Thump Gun ANTI-MONSTER/VEHICLE 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Squigosaur’s jaws Squigosaur’s jaws
- Range
-
Melee - Attacks
-
3 - Weapon Skill
-
4+ - Strength
-
7 - AP
-
-2 - Damage
-
3
gone Squigosaur’s jaws — Squigosaur’s jaws Devastating Wounds
- Rules
-
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
gone Squigosaur’s jaws — Squigosaur’s jaws Extra Attacks
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
gone Thump gun Thump gun
- Range
-
18" - Attacks
-
D3 - Ballistic Skill
-
5+ - Strength
-
6 - AP
-
0 - Damage
-
2
gone Thump gun — Thump gun Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
new Beastchoppa Hunter
- Range
- Melee
- Attacks
- 6
- Weapon Skill
- 2+
- Strength
- 12
- AP
- -2
- Damage
- D6
new Beastchoppa Standard
- Range
- Melee
- Attacks
- 6
- Weapon Skill
- 2+
- Strength
- 6
- AP
- -2
- Damage
- 2
gone Beastchoppa Beastchoppa
- Range
-
Melee - Attacks
-
6 - Weapon Skill
-
2+ - Strength
-
6 - AP
-
-1 - Damage
-
2
new Beastchoppa — Standard CLEAVE 1
- Rules
-
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
gone Beastchoppa — Beastchoppa Anti-monster 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Beastchoppa — Beastchoppa Anti-vehicle 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
new Slugga — Slugga CLOSE-QUARTERS
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
new Slugga — Slugga LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
gone Slugga — Slugga Pistol
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
new Beastboss on Squigosaur: This model can be equipped with 1 Thump Gun.
gone Beastboss on Squigosaur: This model can be equipped with 1 thump gun.
new This model can be equipped with 1 Thump Gun.
gone ■ This model can be equipped with 1 thump gun.
changed 1 Beastboss on Squigosaur
- Points
-
95 pts140 pts
changed Beast Snagga Boyz
- Unit Composition
-
■ 1 Beast Snagga- 1-2
Nob ■Nob9-19models - 9‑18 Beast Snagga
BoyzThe BeastBoySnaggamodels
Every Nob is equipped
with:with:slugga;1powerPowersnappa.Snappa; 1 Slugga. Every Beast Snagga Boy is equipped
Everywith:with:slugga;1choppa.Choppa; 1 Slugga. - 1-2
- Points Scaling
- +10 pts per 4 models
changed Beast Snagga Boy
- Invulnerable Save
- 6+
- Keywords
-
Infantry, Mob, Battleline, Beast Snagga, Beast Snagga BoyzBattleline, Beast Snagga, Infantry, Mob - Equipped With
-
Slugga, ChoppaChoppa, Slugga
changed Nob
- Wounds
-
23 - Invulnerable Save
- 6+
- Keywords
-
Infantry, Mob, Battleline, Beast Snagga, Beast Snagga BoyzBattleline, Beast Snagga, Infantry, Mob - Equipped With
-
Slugga, Power snappaPower Snappa, Slugga
new Mobbed
- Rules
-
When this unit ends a charge move, each enemy Monster/Vehicle unit engaged with this unit makes a battle-shock roll:
- With -1 to that battle-shock roll.
- Or: With -2 to that battle-shock roll if this unit has 13+ models.
gone Feel No Pain 6+
gone Monster Hunters
- Rules
-
Each time a model in this unit makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Hit roll.
new Power Snappa
- Type
- weapon
new Thump Gun
- Type
- weapon
gone Close combat weapon
- Type
-
weapon
gone Power snappa
- Type
-
weapon
gone Thump gun
- Type
-
weapon
new Power Snappa Power Snappa
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 8
- AP
- -2
- Damage
- 2
new Power Snappa — Power Snappa ANTI-MONSTER/VEHICLE 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
new Thump Gun Thump Gun
- Range
- 18"
- Attacks
- 3
- Ballistic Skill
- 5+
- Strength
- 6
- AP
- 0
- Damage
- 2
new Thump Gun — Thump Gun ANTI-MONSTER/VEHICLE 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Close combat weapon Close combat weapon
- Range
-
Melee - Attacks
-
2 - Weapon Skill
-
3+ - Strength
-
5 - AP
-
0 - Damage
-
1
gone Power snappa Power snappa
- Range
-
Melee - Attacks
-
4 - Weapon Skill
-
3+ - Strength
-
7 - AP
-
-1 - Damage
-
2
gone Thump gun Thump gun
- Range
-
18" - Attacks
-
D3 - Ballistic Skill
-
5+ - Strength
-
6 - AP
-
0 - Damage
-
2
gone Thump gun — Thump gun Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
new Choppa Hunter
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 6
- AP
- -2
- Damage
- 1
new Choppa Standard
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 5
- AP
- -1
- Damage
- 1
gone Choppa Choppa
- Range
-
Melee - Attacks
-
3 - Weapon Skill
-
3+ - Strength
-
5 - AP
-
-1 - Damage
-
1
new Slugga — Slugga CLOSE-QUARTERS
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
new Slugga — Slugga LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
gone Slugga — Slugga Pistol
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
new Nob: Default Wargear
new Beast Snagga Boy: For every 10 models in this unit, 1 Beast Snagga Boy model can be equipped with 1 Thump Gun.
gone Beast Snagga Nob: Default Wargear
gone Beast Snagga Boy: For every 10 models in this unit, 1 Beast Snagga Boy’s slugga and choppa can be replaced with 1 thump gun and 1 close combat weapon.
new For every 10 models in this unit, 1 Beast Snagga Boy model can be equipped with 1 Thump Gun.
gone ■ For every 10 models in this unit, 1 Beast Snagga Boy’s slugga and choppa can be replaced with 1 thump gun and 1 close combat weapon.
new 9 Beast Snagga Boy, 1 Nob
- Points
- 85 pts
- Beast Snagga Boy count
- 9
- Nob count
- 1
new 18 Beast Snagga Boy, 2 Nob
- Points
- 170 pts
- Beast Snagga Boy count
- 18
- Nob count
- 2
gone 1 Beast Snagga Nob, 9 Beast Snagga Boy
- Points
-
90 pts - Beast Snagga Nob count
-
1 - Beast Snagga Boy count
-
9
gone 1 Beast Snagga Nob, 10-19 Beast Snagga Boy
- Points
-
170 pts - Beast Snagga Nob count
-
1 - Beast Snagga Boy count
-
10-19
changed Bigboss
- Unit Composition
-
▪- 1 Bigboss
Thismodel
This model is equipped
with:with: 1slugga; 1Bigtwo‑handedChoppa;big1choppaSlugga. - 1 Bigboss
- Base Size
-
40mm
changed Bigboss
- Keywords
-
Infantry, Character, BigbossCharacter, Infantry - Equipped With
-
Slugga, Two‑handed big choppaSlugga, Big Choppa
new Sumfin’ to Prove
- Rules
-
This unit’s melee attacks have +1 to hit rolls.
new Support
gone Leader
gone Breakin’ Heads
- Rules
-
This unit’s melee weapons have [SUSTAINED HITS 1].
gone Somethin’ to Prove
- Rules
-
This unit has +1 to charge rolls.
new Support
- Rules
-
This model can be attached to the following units:
■ BOYZ
■ BREAKA BOYZ
■ NOBZ
gone Leader
- Rules
-
This model can be attached to the following units:
■ BOYZ
■ BREAKA BOYZ
■ NOBZ
new Big Choppa
- Type
- weapon
gone Two‑handed big choppa
- Type
-
weapon
new Big Choppa Big Choppa
- Range
- Melee
- Attacks
- 5
- Weapon Skill
- 3+
- Strength
- 7
- AP
- -2
- Damage
- 2
new Big Choppa — Big Choppa PRECISION
- Rules
-
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
gone Two‑handed big choppa Two‑handed big choppa
- Range
-
Melee - Attacks
-
5 - Weapon Skill
-
3+ - Strength
-
7 - AP
-
-1 - Damage
-
2
gone Two‑handed big choppa — Two‑handed big choppa Cleave 1
- Rules
-
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
new Slugga — Slugga LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
changed 1 Bigboss
- Points
-
55 pts50 pts
changed Big’Ed Bossbunka
was Big’ed Bossbunka
- Unit Composition
-
■ 1- 1 Big’ed
BossbunkaThisBossbunka model
This model is equipped
with:with:big1shoota;Big Shoota; 1 Gaze of Gork. - 1 Big’ed
- Base Size
-
Hull
changed Big 'Ed Bossbunka
- Keywords
-
Fortification, Vehicle, Transport, Big’ed BossbunkaFortification, Frame, Transport, Vehicle - Equipped With
-
Big shoota, Gaze of GorkBig Shoota, Gaze of Gork
new Raucous Occupants
- Rules
-
While this model is within range of your home objective, add the OC of models embarked within this model to this model's OC.
gone Shoutin’ Pole
- Rules
-
While a friendly ORKS unit is within 6" of this FORTIFICATION, improve the Leadership characteristic of models in that unit by 1.
changed Fortification
- Rules
-
While an enemy unit is
only within Engagement Range of one or more FORTIFICATIONSengagedfromwithyouronlyarmy:■Fortification units:- That enemy unit can
stillbe selected asthea target of rangedattacks,attacks. - When
butshootingeachthattimeenemysuchunit,anthoseattackrangedisattacksmade,haveunless-1ittoishitmaderollswith(excludinga[Close-quarters]Pistol,attacks). - When
subtractthat1enemyfromunittheisHitselectedroll. ■toModelsmakeinathatfall-backunitmove,doifnotthatneedenemytounittakeisDesperateonlyEscapeengagedtestswithdueFortificationtounits,FallingandBackthatwhileenemyBattle-shocked,unitexceptisfornotthosebattle-shocked,thathazardwillrollsmovemadeoverfor that enemymodelsunitwhenaredoingautomaticallyso.passed.
- That enemy unit can
changed Ramshackle Cover
- Rules
-
Each time aWhenrangedan attackis allocated totargets amodel, ifunit thatmodelis not fully visible toevery model inthe attackingunitmodel because of thisFORTIFICATION,unit,thatthemodeltarget has theBenefitbenefit ofCovercover against that attack.
new TRANSPORT
- Rules
-
This model has a transport capacity of 11 Orks Infantry models. It cannot transport Ghazghkull Thraka models. Each Mega Armour/Jump Pack model takes up the space of 2 models.
gone Transport
- Rules
-
This model has a transport capacity of 11 ORKS INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models.
new Big Shoota
- Type
- weapon
gone Big shoota
- Type
-
weapon
new Big Shoota Big Shoota
- Range
- 36"
- Attacks
- 3
- Ballistic Skill
- 5+
- Strength
- 5
- AP
- 0
- Damage
- 1
new Big Shoota — Big Shoota LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Big Shoota — Big Shoota RAPID FIRE 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Big shoota Big shoota
- Range
-
36" - Attacks
-
3 - Ballistic Skill
-
5+ - Strength
-
5 - AP
-
0 - Damage
-
1
gone Big shoota — Big shoota Rapid Fire 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
new Gaze of Gork Glare
- Range
- 24"
- Attacks
- 3
- Ballistic Skill
- 5+
- Strength
- 5
- AP
- 0
- Damage
- 1
new Gaze of Gork Squint
- Range
- 18"
- Attacks
- 1
- Ballistic Skill
- 5+
- Strength
- 12
- AP
- -3
- Damage
- 3
gone Gaze of Gork glare
- Range
-
24" - Attacks
-
D6 - Ballistic Skill
-
5+ - Strength
-
5 - AP
-
0 - Damage
-
1
gone Gaze of Gork squint
- Range
-
18" - Attacks
-
1 - Ballistic Skill
-
5+ - Strength
-
12 - AP
-
-4 - Damage
-
3
new Gaze of Gork — Glare BLAST 1
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Gaze of Gork — glare Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Gaze of Gork — glare Sustained Hits D3
- Rules
-
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
gone Gaze of Gork — squint Sustained Hits D3
- Rules
-
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
new Big 'Ed Bossbunka: Default Wargear
new Big 'Ed Bossbunka: This model can be equipped with up to 3 Big Shootas.
gone Big’ed Bossbunka: Default Wargear
gone Big’ed Bossbunka: This model can be equipped with up to 3 additional big shootas.
new This model can be equipped with up to 3 Big Shootas.
gone ■ This model can be equipped with up to 3 additional big shootas.
new 1 Big 'Ed Bossbunka
- Points
- 135 pts
- Big 'Ed Bossbunka count
- 1
gone 1 Big’ed Bossbunka
- Points
-
135 pts - Big’ed Bossbunka count
-
1
changed Big Mek
- Unit Composition
-
■ 1- 1 Big
MekThisMek model
This model is equipped
with:with:kustom1mega‑blasta;KustompowerMega‑blasta;klaw.1 Power Klaw. - 1 Big
- Points Scaling
- +10 pts per 3 models
changed Big Mek
- Keywords
-
Infantry, Character, Grenades, Mek, Big MekCharacter, Explosives, Infantry - Equipped With
-
Kustom mega-blasta, Power klawPower Klaw, Kustom Mega-blasta
changed More Dakka
- Rules
-
While this model is leading a unit,Thiseachunit’stimerangedaattacksmodelhave:- [Ignores
inCover]. - If
thatthis unitmakes a ranged attack, re‑rollisariledHitup,roll[SustainedofHits1.1].
- [Ignores
changed Shokk-boosta
- Rules
-
You can re‐rollInAdvanceyourrollsMovementmadephase,forwhen thismodel’s unit. In addition, eachunittimeisthisselectedmodel’stounitmakemakesanaadvanceNormal,move,AdvanceyouorcanFalluseBackthismove,ability.modelsIfinyouthatdo:- This unit can
move through modelschangeandthatterrainadvancefeatures.rollWhentodoingaso,6. - This
theyunit can movewithinthroughEngagementallRangetypes ofsuch modelsmodel. - When
butthiscannotunitendends thatmove within EngagementadvanceRangemove,ofmakethem,aandhazardanyrollDesperateforEscapeeachtestmodelisinautomaticallythispassed.unit.
- This unit can
changed Leader
- Rules
-
This model can be attached to the following units:
■ BOYZ
■ BREAKA BOYZ
■LOOTASFLASH GITZ
■ MEK GUNZ
■ NOBZ
■ TANKBUSTAS
new Kustom Mega-blasta
- Type
- weapon
new Power Klaw
- Type
- weapon
new Traktor Blasta
- Type
- weapon
gone Kustom mega-blasta
- Type
-
weapon
gone Power klaw
- Type
-
weapon
gone Traktor blasta
- Type
-
weapon
new Kustom Mega-blasta Kustom Mega-blasta
- Range
- 24"
- Attacks
- 3
- Ballistic Skill
- 4+
- Strength
- 9
- AP
- -2
- Damage
- 3
new Kustom Mega-blasta — Kustom Mega-blasta HAZARDOUS
- Rules
-
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
new Power Klaw Power Klaw
- Range
- Melee
- Attacks
- 5
- Weapon Skill
- 3+
- Strength
- 10
- AP
- -2
- Damage
- 2
new Traktor Blasta Traktor Blasta
- Range
- 24"
- Attacks
- 3
- Ballistic Skill
- 4+
- Strength
- 6
- AP
- -2
- Damage
- D3+3
new Traktor Blasta — Traktor Blasta ANTI-FLY 2+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Kustom mega-blasta Kustom mega-blasta
- Range
-
24" - Attacks
-
3 - Ballistic Skill
-
5+ - Strength
-
9 - AP
-
-2 - Damage
-
D6
gone Kustom mega-blasta — Kustom mega-blasta Hazardous
- Rules
-
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
gone Power klaw Power klaw
- Range
-
Melee - Attacks
-
4 - Weapon Skill
-
3+ - Strength
-
9 - AP
-
-2 - Damage
-
2
gone Traktor blasta Traktor blasta
- Range
-
36" - Attacks
-
1 - Ballistic Skill
-
5+ - Strength
-
10 - AP
-
-2 - Damage
-
D6+1
gone Traktor blasta — Traktor blasta Anti-fly 3+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Traktor blasta — Traktor blasta Devastating Wounds
- Rules
-
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
changed Drilla Drilla
- Attacks
-
23
new Big Mek: This model’s Power Klaw can be replaced with 1 Drilla.
new Big Mek: This model’s Kustom Mega‑blasta can be replaced with 1 Traktor Blasta.
gone Big Mek: This model’s kustom mega‑blasta can be replaced with 1 traktor blasta.
gone Big Mek: This model’s power klaw can be replaced with 1 drilla.
new This model’s Power Klaw can be replaced with 1 Drilla.
new This model’s Kustom Mega‑blasta can be replaced with 1 Traktor Blasta.
gone ■ This model’s kustom mega‑blasta can be replaced with 1 traktor blasta.
gone ■ This model’s power klaw can be replaced with 1 drilla.
changed 1 Big Mek
- Points
-
70 pts85 pts
changed Big Mek Dakkarig
- Unit Composition
-
▪- 1 Big Mek Dakkarig
Thismodel
This model is equipped
with:with: 1blitzcannon;Blitzkannon; 1rokkitMulti-bustalauncha;Launcha; 1stompyStompyfeetFeet. - 1 Big Mek Dakkarig
- Base Size
-
90mm - Points Scaling
- +10 pts per 3 models
changed Big Mek Dakkarig
- Keywords
-
Walker, Big Mek, DakkarigBig Mek, Character, Vehicle, Walker - Equipped With
-
Blitzkannon, Rokkit launcha, Stompy feetBlitzkannon, Multi-busta Launcha, Stompy Feet
new Even More Dakka
- Rules
-
If this unit is riled up, this unit’s ranged attacks have [Sustained Hits 1].
new Deadly Demise 1
new Blitz Dem Gitz!
- Rules
-
In your Shooting phase, if this unit’s Blitzkannon weapon targets a unit (excluding Monster/Vehicle units), that weapon has +6 A.
gone Dakkablitz
- Rules
-
In your Shooting phase, while making attacks with this unit, if its blitzkannon targeted a non‑MONSTER/VEHICLE unit, that weapon has +6 A.
new Multi-busta Launcha
- Type
- weapon
new Stompy Feet
- Type
- weapon
gone Rokkit launcha
- Type
-
weapon
gone Stompy feet
- Type
-
weapon
new Multi-busta Launcha Multi-busta Launcha
- Range
- 24"
- Attacks
- 6
- Ballistic Skill
- 5+
- Strength
- 10
- AP
- -2
- Damage
- 3
new Multi-busta Launcha — Multi-busta Launcha IGNORES COVER
- Rules
-
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
new Multi-busta Launcha — Multi-busta Launcha LETHAL HITS
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Stompy Feet Stompy Feet
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 6
- AP
- -1
- Damage
- 1
gone Rokkit launcha Rokkit launcha
- Range
-
24" - Attacks
-
6 - Ballistic Skill
-
5+ - Strength
-
10 - AP
-
-2 - Damage
-
3
gone Rokkit launcha — Rokkit launcha Heavy
- Rules
-
In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:
- That unit is unengaged.
- That unit was not set up on the battlefield this turn.
- No model in that unit has moved moret han 3" this turn.
gone Stompy feet Stompy feet
- Range
-
Melee - Attacks
-
4 - Weapon Skill
-
3+ - Strength
-
6 - AP
-
-1 - Damage
-
1
changed Blitzkannon Blitzkannon
- Ballistic Skill
-
5+4+
new Blitzkannon — Blitzkannon IGNORES COVER
- Rules
-
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
new Blitzkannon — Blitzkannon LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
gone Blitzkannon — Blitzkannon Heavy
- Rules
-
In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:
- That unit is unengaged.
- That unit was not set up on the battlefield this turn.
- No model in that unit has moved moret han 3" this turn.
gone Blitzkannon — Blitzkannon Sustained Hits 1
- Rules
-
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
changed 1 Big Mek Dakkarig
- Points
-
115 pts135 pts
changed Big Mek in Mega Armour
- Unit Composition
-
■ 1- 1 Big Mek in Mega
ArmourThisArmour model
This model is equipped
with:with:kustom‑mega1blasta;KustompowerShoota;klaw.1 Power Klaw. - 1 Big Mek in Mega
changed Big Mek in Mega Armour
- Keywords
-
Infantry, Character, Mega Armour, Mek, Big Mek in Mega ArmourBig Mek, Character, Explosives, Infantry, Mega Armour - Equipped With
-
Kustom mega-blasta, Power klawKustom Shoota, Power Klaw
new Fix Dat Armour Up (Once per battle, per unit)
- Rules
-
In your Command phase, this unit heals 3 wounds. Place a Grot Oiler token next to the unit, removing it when this ability is used.
gone Fix Dat Armour Up
- Rules
-
While this model is leading a unit, in your Command phase, you can return 1 destroyed Bodyguard model to that unit.
changed More Dakka
- Rules
-
While this model is leading aThisunit,unit’seachrangedtimeattacksahave:- [Ignores
modelCover].in - If
thatthis unitmakes a ranged attack, re‑rollisariledHitup,roll[SustainedofHits1.1].
- [Ignores
changed Leader
- Rules
-
This model can be attached to the following units:
■ MEGANOBZ
■ MEK GUNZ
new Kustom Mega-blasta
- Type
- weapon
new Kustom Shoota
- Type
- weapon
new Power Klaw
- Type
- weapon
new Tellyport Blasta
- Type
- weapon
gone Grot Oiler
- Type
-
wargear - Rule Text
-
Once per battle, at the end of your Movement phase, one model in the bearer’s unit regains D3 lost wounds.
*Designer’s Note: Place a Grot Oiler token next to the unit, removing it once this ability has been used.*
gone Kustom mega-blasta
- Type
-
weapon
gone Kustom shoota
- Type
-
weapon
gone Power klaw
- Type
-
weapon
gone Tellyport blasta
- Type
-
weapon
new Kustom Mega-blasta Kustom Mega-blasta
- Range
- 24"
- Attacks
- 3
- Ballistic Skill
- 4+
- Strength
- 9
- AP
- -2
- Damage
- 3
new Kustom Mega-blasta — Kustom Mega-blasta HAZARDOUS
- Rules
-
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
new Kustom Shoota Aimed
- Range
- 18"
- Attacks
- 4
- Ballistic Skill
- 4+
- Strength
- 4
- AP
- 0
- Damage
- 1
new Kustom Shoota Point Blank
- Range
- 6"
- Attacks
- D3+3
- Ballistic Skill
- -
- Strength
- 4
- AP
- 0
- Damage
- 1
new Kustom Shoota — Aimed LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Kustom Shoota — Aimed RAPID FIRE 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
new Kustom Shoota — Point Blank CLOSE-QUARTERS
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
new Kustom Shoota — Point Blank TORRENT
- Rules
-
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
new Power Klaw Power Klaw
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 10
- AP
- -2
- Damage
- 2
new Tellyport Blasta Tellyport Blasta
- Range
- 12"
- Attacks
- 6
- Ballistic Skill
- 4+
- Strength
- 9
- AP
- -2
- Damage
- 3
new Tellyport Blasta — Tellyport Blasta BLAST 1
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Kustom mega-blasta Kustom mega-blasta
- Range
-
24" - Attacks
-
3 - Ballistic Skill
-
5+ - Strength
-
9 - AP
-
-2 - Damage
-
D6
gone Kustom mega-blasta — Kustom mega-blasta Hazardous
- Rules
-
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
gone Kustom shoota Kustom shoota
- Range
-
18" - Attacks
-
4 - Ballistic Skill
-
5+ - Strength
-
4 - AP
-
0 - Damage
-
1
gone Kustom shoota — Kustom shoota Rapid Fire 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Power klaw Power klaw
- Range
-
Melee - Attacks
-
4 - Weapon Skill
-
3+ - Strength
-
9 - AP
-
-2 - Damage
-
2
gone Tellyport blasta Tellyport blasta
- Range
-
12" - Attacks
-
3 - Ballistic Skill
-
5+ - Strength
-
8 - AP
-
-1 - Damage
-
3
gone Tellyport blasta — Tellyport blasta Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
changed Killsaw Killsaw
- Strength
-
1210 - AP
-
-3-2 - Damage
-
23
new Kombi-weapon Kill Shot
- Range
- 24"
- Attacks
- 1
- Ballistic Skill
- 4+
- Strength
- 10
- AP
- -2
- Damage
- 3
new Kombi-weapon Point Blank
- Range
- 12"
- Attacks
- 3
- Ballistic Skill
- -
- Strength
- 5
- AP
- 0
- Damage
- 1
new Kombi-weapon Shoota
- Range
- 18"
- Attacks
- 2
- Ballistic Skill
- 4+
- Strength
- 4
- AP
- 0
- Damage
- 1
gone Kombi-weapon Kombi-weapon
- Range
-
24" - Attacks
-
1 - Ballistic Skill
-
5+ - Strength
-
4 - AP
-
0 - Damage
-
1
new Kombi-weapon — Point Blank BLAST 1
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
new Kombi-weapon — Point Blank TORRENT
- Rules
-
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
new Kombi-weapon — Shoota LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Kombi-weapon — Shoota RAPID FIRE 1
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Kombi-weapon — Kombi-weapon Anti-infantry 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Kombi-weapon — Kombi-weapon Devastating Wounds
- Rules
-
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
gone Kombi-weapon — Kombi-weapon Rapid Fire 1
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
new Big Mek in Mega Armour: This model can be equipped with one of the following: ▫ 1 Tellyport Blasta ▫ 1 Kustom Force Field
new Big Mek in Mega Armour: This model’s Kustom Shoota can be replaced with one of the following: ▫ 1 Killsaw ▫ 1 Kombi‑weapon ▫ 1 Kustom Mega‑blasta
gone Big Mek in Mega Armour: This model’s kustom-mega blasta can be replaced with one of the following:
gone Big Mek in Mega Armour: This model can be equipped with one of the following:
gone Big Mek in Mega Armour: This model can be equipped with 1 grot oiler.
new This model can be equipped with one of the following: ▫ 1 Tellyport Blasta ▫ 1 Kustom Force Field
new This model’s Kustom Shoota can be replaced with one of the following: ▫ 1 Killsaw ▫ 1 Kombi‑weapon ▫ 1 Kustom Mega‑blasta
gone ■ This model’s kustom-mega blasta can be replaced with one of the following: ◦ 1 killsaw ◦ 1 kombi-weapon ◦ 1 kustom shoota
gone ■ This model can be equipped with one of the following: ◦ 1 tellyport blasta ◦ 1 kustom force field
gone ■ This model can be equipped with 1 grot oiler.
changed 1 Big Mek in Mega Armour
- Points
-
80 pts90 pts
changed Big Mek with Shokk Attack Gun
- Unit Composition
-
■ 1- 1 Big Mek with Shokk Attack
GunThisGun model
This model is equipped
with:with:close1combatBigweapon,Mek’sshokkToolz;attack1gun.Shokk Attack Gun. - 1 Big Mek with Shokk Attack
changed Big Mek with Shokk Attack Gun
- Keywords
-
Infantry, Character, Grenades, Mek, Big Mek with Shokk Attack GunBig Mek, Character, Explosives, Infantry - Equipped With
-
Close combat weapon, Shokk attack gunShokk Attack Gun, Big Mek’s Toolz
new Support Shokka
- Rules
-
While this model is within 3" of a friendly Orks Infantry unit (excluding BIG MEK WITH SHOKK ATTACK GUN units), this model has Lone Operative.
gone Deranged Snotling Assault
- Rules
-
In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks; that unit must take a Battle-shock test.
changed More Dakka
- Rules
-
While this model is leading aThisunit,unit’seachrangedtimeattacksahave:- [Ignores
modelCover].in - If
thatthis unitmakes a ranged attack, re‑rollisariledHitup,roll[SustainedofHits1.1].
- [Ignores
changed Leader
- Rules
-
This model can be attached to the following units:
■ BOYZ
■BREAKA BOYZMEK GUNZ
■ LOOTAS
■
■ NOBZ
■ TANKBUSTAS
new Big Mek’s Toolz
- Type
- weapon
new Shokk Attack Gun
- Type
- weapon
gone Grot Assistant
- Type
-
wargear - Rule Text
-
Once per battle, after rolling to determine how many attacks the bearer’s shokk attack gun makes, you can re-roll that dice.
*Designer’s Note: Place a Grot Assistant token next to the bearer, removing it once this ability has been used.*
gone Close combat weapon
- Type
-
weapon
gone Shokk attack gun
- Type
-
weapon
new Big Mek’s Toolz Big Mek’s Toolz
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 5
- AP
- 0
- Damage
- 1
new Shokk Attack Gun Shokk Attack Gun
- Range
- 60"
- Attacks
- D3+3
- Ballistic Skill
- 5+
- Strength
- 12
- AP
- -4
- Damage
- D6+1
new Shokk Attack Gun — Shokk Attack Gun BLAST 1
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
new Shokk Attack Gun — Shokk Attack Gun HEAVY
- Rules
-
In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:
- That unit is unengaged.
- That unit was not set up on the battlefield this turn.
- No model in that unit has moved more than 3" this turn.
gone Close combat weapon Close combat weapon
- Range
-
Melee - Attacks
-
4 - Weapon Skill
-
3+ - Strength
-
5 - AP
-
0 - Damage
-
1
gone Shokk attack gun Shokk attack gun
- Range
-
60" - Attacks
-
D6+1 - Ballistic Skill
-
5+ - Strength
-
9 - AP
-
-4 - Damage
-
D6
gone Shokk attack gun — Shokk attack gun Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Shokk attack gun — Shokk attack gun Heavy
- Rules
-
In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:
- That unit is unengaged.
- That unit was not set up on the battlefield this turn.
- No model in that unit has moved moret han 3" this turn.
gone Big Mek with Shokk Attack Gun: This model can be equipped with 1 grot assistant.
gone ■ This model can be equipped with 1 grot assistant.
changed 1 Big Mek with Shokk Attack Gun
- Points
-
70 pts95 pts
changed Blitza‑bommer
was Blitza-bommer
- Unit Composition
-
■- 1
1Blitza‑bommerBlitza-bommerThismodel
This model is equipped
with:with:big1shoota;ArmouredtwinImpact;supa-shoota;1armouredBighull.Shoota; 1 Dual Supa‑shoota. - 1
- Base Size
-
120 x 92mm Oval Base120mm
changed Blitza-bommer
- Objective Control
-
--1 - Keywords
-
Vehicle, Aircraft, Fly, Speed Freeks, Blitza-bommerAircraft, Fly, Speed Freeks, Vehicle - Equipped With
-
Big shoota, Twin supa-shoota, Armoured hullArmoured Impact, Big Shoota, Dual Supa-shoota
new Damaged 4
changed Boom Bomb
- Rules
-
At the end of your opponent’s Fight phase, select one visible enemy unit (excluding Lone Operative units) within 24" of this unit, and roll one D6 for that unit:
- On a 1-3, that enemy unit suffers D3 mortal wounds.
- On a
4+,4-5, that enemy unit suffersD63 mortalwounds.wounds. - On a 6, that enemy unit suffers D3+3 mortal wounds.
new Armoured Impact
- Type
- weapon
new Big Shoota
- Type
- weapon
new Dual Supa-shoota
- Type
- weapon
gone Armoured hull
- Type
-
weapon
gone Big shoota
- Type
-
weapon
gone Twin supa-shoota
- Type
-
weapon
new Armoured Impact Armoured Impact
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 4+
- Strength
- 6
- AP
- 0
- Damage
- 1
new Big Shoota Big Shoota
- Range
- 36"
- Attacks
- 3
- Ballistic Skill
- 5+
- Strength
- 5
- AP
- 0
- Damage
- 1
new Big Shoota — Big Shoota LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Big Shoota — Big Shoota RAPID FIRE 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
new Dual Supa-shoota Dual Supa-shoota
- Range
- 36"
- Attacks
- 8
- Ballistic Skill
- 5+
- Strength
- 6
- AP
- -1
- Damage
- 1
new Dual Supa-shoota — Dual Supa-shoota LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Dual Supa-shoota — Dual Supa-shoota RAPID FIRE 4
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Armoured hull Armoured hull
- Range
-
Melee - Attacks
-
3 - Weapon Skill
-
4+ - Strength
-
6 - AP
-
0 - Damage
-
1
gone Big shoota Big shoota
- Range
-
36" - Attacks
-
3 - Ballistic Skill
-
5+ - Strength
-
5 - AP
-
0 - Damage
-
1
gone Big shoota — Big shoota Rapid Fire 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Twin supa-shoota Twin supa-shoota
- Range
-
36" - Attacks
-
4 - Ballistic Skill
-
5+ - Strength
-
6 - AP
-
-1 - Damage
-
1
gone Twin supa-shoota — Twin supa-shoota Rapid Fire 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Twin supa-shoota — Twin supa-shoota Sustained Hits 1
- Rules
-
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
gone Twin supa-shoota — Twin supa-shoota Twin-linked
- Rules
-
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
changed 1 Blitza-bommer
- Points
-
105 pts115 pts
changed Boss Snikrot
- Unit Composition
-
■ 1- 1 Boss Snikrot
– EPIC HEROThismodel
This model is equipped
with:with:slugga;1 Mork’sTeeth.Teef; 1 Slugga. - 1 Boss Snikrot
changed Boss Snikrot
- Keywords
-
Infantry, Character, Grenades, Smoke, Epic Hero, Boss SnikrotCharacter, Epic Hero, Explosives, Infantry, Smoke - Equipped With
-
Slugga, Mork’s TeethSlugga, Mork’s Teef
new Kunnin’ Infiltrator
- Rules
-
At the end of your opponent's Fight phase, if each model in this unit is hidden and unengaged, you can place this unit in strategic reserves.
new Deff from the Shadows (First battle round onwards)
- Rules
-
At the end of your opponent's Movement phase, if this unit is in strategic reserves, this unit can make an ingress move.
gone Red Skull Kommandos
- Rules
-
This unit has +1 Sv against ranged attacks.
gone Kunnin’ Infiltrator (Once per battle, per army)
- Rules
-
In your Movement phase, if this unit is unengaged, you can use this ability. If you do:
■ Place this unit in strategic reserves.
■ This unit has Deep Strike.
■ This unit must make an ingress move this phase (including in your first turn).
new Mork’s Teef
- Type
- weapon
gone Mork’s Teeth
- Type
-
weapon
new Mork’s Teef Mork’s Teef
- Range
- Melee
- Attacks
- 6
- Weapon Skill
- 2+
- Strength
- 6
- AP
- -2
- Damage
- 2
new Mork’s Teef — Mork’s Teef ANTI-INFANTRY 2+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
new Mork’s Teef — Mork’s Teef PRECISION
- Rules
-
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
gone Mork’s Teeth Mork’s Teeth
- Range
-
Melee - Attacks
-
6 - Weapon Skill
-
2+ - Strength
-
6 - AP
-
-1 - Damage
-
2
gone Mork’s Teeth — Mork’s Teeth Precision
- Rules
-
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
gone Mork’s Teeth — Mork’s Teeth Twin-linked
- Rules
-
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
changed Slugga Slugga
- Ballistic Skill
-
4+5+
new Slugga — Slugga CLOSE-QUARTERS
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
new Slugga — Slugga LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Slugga — Slugga PRECISION
- Rules
-
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
gone Slugga — Slugga Pistol
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
changed 1 Boss Snikrot
- Points
-
75 pts80 pts
changed Boyz
- Unit Composition
-
■ 1 Boss- 1‑2
Nob ■Nob9-19models - 9‑18
BoyzTheBoyBossmodels
Every Nob is equipped
with:with:slugga;1bigKustomchoppa.Choppa; 1 Kombi-skorcha. Every Boy is equipped
Everywith:with:slugga;1choppa.Choppa; 1 Shoota; 1 Slugga. - 1‑2
- Base Size
-
32mm32mm, 40mm
changed Boy
- Keywords
-
Infantry, Battleline, Mob, Grenades, BoyzBattleline, Explosives, Infantry, Mob - Equipped With
-
Slugga, ChoppaChoppa, Shoota, Slugga
changed Nob
- Wounds
-
23 - Keywords
-
Infantry, Battleline, Mob, Grenades, BoyzBattleline, Explosives, Infantry, Mob - Equipped With
-
Slugga, Big choppaKustom Choppa, Kombi-skorcha
new Ammo Runts (Once per battle, per unit)
- Rules
-
In your Shooting phase, when this unit is selected to shoot, you can use this ability. If you do, this unit’s ranged attacks have +1 to hit rolls. Place any number of Ammo Runt tokens next to the unit, removing them when this ability is used.
new Tide of Muscle
- Rules
-
In the Fight phase, if this unit made a charge move this turn, this unit's melee attacks have [Lethal Hits].
new Never Too Busy to Fight
- Rules
-
Being engaged does not prevent this unit from being eligible to start an action.
gone Get Da Good Bitz
- Rules
-
At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
new Big Choppa
- Type
- weapon
new Big Shoota
- Type
- weapon
new Burna
- Type
- weapon
new Kombi-rokkit
- Type
- weapon
new Kombi-skorcha
- Type
- weapon
new Kustom Choppa
- Type
- weapon
new Kustom Shoota
- Type
- weapon
new Power Klaw
- Type
- weapon
new Rokkit Launcha
- Type
- weapon
gone Big choppa
- Type
-
weapon
gone Big shoota
- Type
-
weapon
gone Close combat weapon
- Type
-
weapon
gone Kombi-weapon
- Type
-
weapon
gone Kombi‑rokkit
- Type
-
weapon
gone Kombi‑shoota
- Type
-
weapon
gone Kustom shoota
- Type
-
weapon
gone Power klaw
- Type
-
weapon
gone Rokkit launcha
- Type
-
weapon
new Big Choppa Big Choppa
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 7
- AP
- -1
- Damage
- 2
new Big Choppa — Big Choppa CLEAVE 2
- Rules
-
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
new Big Shoota Big Shoota
- Range
- 36"
- Attacks
- 3
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
new Big Shoota — Big Shoota LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Big Shoota — Big Shoota RAPID FIRE 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
new Burna Burna
- Range
- 12"
- Attacks
- 3
- Ballistic Skill
- -
- Strength
- 4
- AP
- 0
- Damage
- 1
new Burna — Burna BLAST 1
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
new Burna — Burna TORRENT
- Rules
-
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
new Kombi-rokkit Busta Rokkit
- Range
- 24"
- Attacks
- 1
- Ballistic Skill
- 5+
- Strength
- 10
- AP
- -2
- Damage
- 3
new Kombi-rokkit Shoota
- Range
- 18"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
new Kombi-rokkit — Shoota LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Kombi-rokkit — Shoota RAPID FIRE 1
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
new Kombi-skorcha Shoota
- Range
- 18"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
new Kombi-skorcha Skorcha
- Range
- 12"
- Attacks
- 3
- Ballistic Skill
- -
- Strength
- 5
- AP
- 0
- Damage
- 1
new Kombi-skorcha — Shoota LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Kombi-skorcha — Shoota RAPID FIRE 1
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
new Kombi-skorcha — Skorcha BLAST 1
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
new Kombi-skorcha — Skorcha TORRENT
- Rules
-
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
new Kustom Choppa Kustom Choppa
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 5
- AP
- -2
- Damage
- 2
new Kustom Shoota Kustom Shoota
- Range
- 18"
- Attacks
- 4
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
new Kustom Shoota — Kustom Shoota LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Kustom Shoota — Kustom Shoota RAPID FIRE 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
new Power Klaw Power Klaw
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 10
- AP
- -2
- Damage
- 2
new Rokkit Launcha Blasta
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
new Rokkit Launcha Busta
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 10
- AP
- -2
- Damage
- 3
new Rokkit Launcha — Blasta BLAST 2
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Big choppa Big choppa
- Range
-
Melee - Attacks
-
3 - Weapon Skill
-
3+ - Strength
-
7 - AP
-
-1 - Damage
-
2
gone Big shoota Big shoota
- Range
-
36" - Attacks
-
3 - Ballistic Skill
-
5+ - Strength
-
5 - AP
-
0 - Damage
-
1
gone Big shoota — Big shoota Rapid Fire 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Close combat weapon Close combat weapon
- Range
-
Melee - Attacks
-
2 - Weapon Skill
-
3+ - Strength
-
4 - AP
-
0 - Damage
-
1
gone Kombi-weapon Kombi-weapon
- Range
-
24" - Attacks
-
1 - Ballistic Skill
-
5+ - Strength
-
4 - AP
-
0 - Damage
-
1
gone Kombi-weapon — Kombi-weapon Anti-infantry 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Kombi-weapon — Kombi-weapon Devastating Wounds
- Rules
-
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
gone Kombi-weapon — Kombi-weapon Rapid Fire 1
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Kombi‑rokkit Kombi‑rokkit
- Range
-
24" - Attacks
-
1 - Ballistic Skill
-
5+ - Strength
-
10 - AP
-
-2 - Damage
-
3
gone Kombi‑shoota Kombi‑shoota
- Range
-
24" - Attacks
-
2 - Ballistic Skill
-
5+ - Strength
-
4 - AP
-
0 - Damage
-
1
gone Kustom shoota Kustom shoota
- Range
-
18" - Attacks
-
4 - Ballistic Skill
-
5+ - Strength
-
4 - AP
-
0 - Damage
-
1
gone Kustom shoota — Kustom shoota Rapid Fire 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Power klaw Power klaw
- Range
-
Melee - Attacks
-
3 - Weapon Skill
-
4+ - Strength
-
9 - AP
-
-2 - Damage
-
2
gone Rokkit launcha Rokkit launcha
- Range
-
24" - Attacks
-
D3 - Ballistic Skill
-
5+ - Strength
-
9 - AP
-
-2 - Damage
-
3
gone Rokkit launcha — Rokkit launcha Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
changed Choppa Choppa
- Strength
-
45
new Shoota — Shoota LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Shoota — Shoota RAPID FIRE 1
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Shoota — Shoota Rapid Fire 1
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
new Slugga — Slugga CLOSE-QUARTERS
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
new Slugga — Slugga LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
gone Slugga — Slugga Pistol
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
new Nob: Default Wargear
new Nob: Any number of Nob models can each have their Kustom Choppa and Kombi-skorcha replaced with 1 Big Choppa.
new Nob: Any number of Nob models can each have their Kustom Choppa replaced with 1 Power Klaw.
new Nob: Any number of Nob models can each have their Kombi-skorcha replaced with one of the following: ▫ 1 Kombi-rokkit ▫ 1 Kustom Shoota
new Boy: For every 10 models in this unit, 1 Boy model can have their Shoota replaced with 1 Big Shoota.
new Boy: For every 10 models in this unit, 1 Boy model can have their Shoota replaced with 1 Rokkit Launcha.
new Boy: For every 10 models in this unit, 1 Boy model can have their Shoota replaced with 1 Burna.
gone Boss Nob: Default Wargear
gone Boss Nob: The Boss Nob’s big choppa can be replaced with 1 power klaw.
gone Boss Nob: The Boss Nob’s big choppa and slugga can be replaced with 1 kombi-weapon and 1 close combat weapon.
gone Boss Nob: The Boss Nob can have its big choppa replaced with one of the following: ▫ 1 big choppa and 1 kustom shoota (this model’s big choppa cannot be replaced) ▫ 1 big choppa, 1 kombi‑rokkit and 1 kombi‑shoota (this model’s big choppa cannot be replaced)
gone Boy: Any number of Boyz can each be equipped with 1 shoota.
gone Boy: For every 10 models in this unit, 1 Boy not equipped with 1 shoota can have its choppa and slugga replaced with one of the following: ▫ 1 big shoota and 1 close combat weapon ▫ 1 rokkit launcha and 1 close combat weapon
new Any number of Nob models can each have their Kustom Choppa and Kombi-skorcha replaced with 1 Big Choppa.
new Any number of Nob models can each have their Kustom Choppa replaced with 1 Power Klaw.
new Any number of Nob models can each have their Kombi-skorcha replaced with one of the following: ▫ 1 Kombi-rokkit ▫ 1 Kustom Shoota
new For every 10 models in this unit, 1 Boy model can have their Shoota replaced with 1 Big Shoota.
new For every 10 models in this unit, 1 Boy model can have their Shoota replaced with 1 Rokkit Launcha.
new For every 10 models in this unit, 1 Boy model can have their Shoota replaced with 1 Burna.
gone ■ The Boss Nob’s big choppa can be replaced with 1 power klaw.
gone ■ The Boss Nob’s big choppa and slugga can be replaced with 1 kombi-weapon and 1 close combat weapon.
gone ■ The Boss Nob can have its big choppa replaced with one of the following: ▫ 1 big choppa and 1 kustom shoota (this model’s big choppa cannot be replaced) ▫ 1 big choppa, 1 kombi‑rokkit and 1 kombi‑shoota (this model’s big choppa cannot be replaced)
gone ■ Any number of Boyz can each be equipped with 1 shoota.
gone ■ For every 10 models in this unit, 1 Boy not equipped with 1 shoota can have its choppa and slugga replaced with one of the following: ▫ 1 big shoota and 1 close combat weapon ▫ 1 rokkit launcha and 1 close combat weapon
new 1 Nob, 9 Boy
- Points
- 90 pts
- Nob count
- 1
- Boy count
- 9
new 2 Nob, 18 Boy
- Points
- 180 pts
- Nob count
- 2
- Boy count
- 18
gone 1 Boss Nob, 9 Boy
- Points
-
75 pts - Boss Nob count
-
1 - Boy count
-
9
gone 1 Boss Nob, 10-19 Boy
- Points
-
160 pts - Boss Nob count
-
1 - Boy count
-
10-19
changed Breaka Boyz
- Unit Composition
-
■ 1 Boss- 1
Nob ■Nob5model - 5 Breaka
BoyzTheBoyBossmodels
The Nob is equipped
with:with:rokkit1pistol;Choppa;smash1hammer;Rokkitchoppa.Pistol; 1 Smash Hammer. Every Breaka Boy is equipped
Eachwith:with:smash1hammer.Smash Hammer. - 1
- Base Size
-
Boss Nob: 40mm Breaka Boyz: 32mm32mm, 40mm
changed Breaka Boy
- Keywords
-
Infantry, Grenades, Breaka BoyzExplosives, Infantry - Equipped With
-
Smash hammer, Smash hammerSmash Hammer
changed Nob
- Wounds
-
23 - Keywords
-
Infantry, Grenades, Breaka BoyzExplosives, Infantry - Equipped With
-
Rokkit pistol, ChoppaChoppa, Rokkit Pistol, Smash Hammer
new Bomb Squigs (Once per turn, twice per battle, per unit)
- Rules
-
In your Movement phase, when this unit ends a normal move, you can select one visible enemy unit within 12" of this unit and roll one D6:
- On a 3+, that enemy unit suffers D3 mortal wounds.
Place two Bomb Squig tokens next to the unit, removing one each time this ability is used.
gone Bomb Squigs
- Rules
-
Once per battle, for each bomb squig this unit has, after this unit ends a Normal move, you can use one Bomb Squig. If you do, select one enemy unit within 12" and visible to this unit and roll one D6: on a 3+, that enemy unit suffers D3 mortal wounds.
Designer’s Note: *Place two Bomb Squig tokens next to the unit, removing one each time this unit uses this ability.*
changed Trophy Hunters
- Rules
-
Each time thisThis unitdeclares a charge, you canhasre-roll+1thetoChargechargeroll.rolls.
gone Attached Unit
- Rules
-
If a CHARACTER unit from your army with the Leader ability can be attached to a BOYZ unit, it can be attached to this unit instead.
new Rokkit Pistol
- Type
- weapon
new Smash Hammer
- Type
- weapon
gone Rokkit pistol
- Type
-
weapon
gone Smash hammer
- Type
-
weapon
new Rokkit Pistol Rokkit Pistol
- Range
- 12"
- Attacks
- 1
- Ballistic Skill
- 5+
- Strength
- 10
- AP
- -2
- Damage
- 3
new Rokkit Pistol — Rokkit Pistol CLOSE-QUARTERS
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
new Smash Hammer Hunter
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 12
- AP
- -2
- Damage
- 3
new Smash Hammer Standard
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 7
- AP
- -2
- Damage
- 2
gone Rokkit pistol Rokkit pistol
- Range
-
12" - Attacks
-
1 - Ballistic Skill
-
5+ - Strength
-
9 - AP
-
-2 - Damage
-
3
gone Rokkit pistol — Rokkit pistol Pistol
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
gone Smash hammer Smash hammer
- Range
-
Melee - Attacks
-
2 - Weapon Skill
-
3+ - Strength
-
6 - AP
-
-2 - Damage
-
3
gone Smash hammer — Smash hammer Anti-monster 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Smash hammer — Smash hammer Anti-vehicle 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
changed Knucklebustas Knucklebustas
- Attacks
-
54 - AP
-
-1-2 - Damage
-
12
new Knucklebustas — Knucklebustas ANTI-MONSTER/VEHICLE 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Knucklebustas — Knucklebustas Anti-monster 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Knucklebustas — Knucklebustas Anti-vehicle 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Knucklebustas — Knucklebustas Twin-linked
- Rules
-
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
changed Tankhammer Tankhammer
- Attacks
-
23 - Weapon Skill
-
3+4+ - Strength
-
612
new Tankhammer — Tankhammer DEVASTATING WOUNDS
- Rules
-
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
new Tankhammer — Tankhammer HAZARDOUS
- Rules
-
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
gone Tankhammer — Tankhammer Anti-monster 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Tankhammer — Tankhammer Anti-vehicle 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Tankhammer — Tankhammer Devastating Wounds
- Rules
-
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
gone Tankhammer — Tankhammer Hazardous
- Rules
-
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
new Nob: Default Wargear
new Nob: The Nob can have their Smash Hammer replaced with 1 Rokkit Pistol.
new Breaka Boy: 1 Breaka Boy model can have their Smash Hammer replaced with 1 Knucklebustas.
new Breaka Boy: 1 Breaka Boy model can have their Smash Hammer replaced with 1 Tankhammer.
gone Boss Nob: Default Wargear
gone Boss Nob: The Boss Nob’s smash hammer can be replaced with 1 rokkit pistol.
gone Breaka Boy: One Breaka Boy’s smash hammer can be replaced with 1 knucklebustas.
gone Breaka Boy: One Breaka Boy’s smash hammer can be replaced with 1 tankhammer.
new The Nob can have their Smash Hammer replaced with 1 Rokkit Pistol.
new 1 Breaka Boy model can have their Smash Hammer replaced with 1 Knucklebustas.
new 1 Breaka Boy model can have their Smash Hammer replaced with 1 Tankhammer.
gone ■ The Boss Nob’s smash hammer can be replaced with 1 rokkit pistol.
gone ■ One Breaka Boy’s smash hammer can be replaced with 1 knucklebustas.
gone ■ One Breaka Boy’s smash hammer can be replaced with 1 tankhammer.
new 1 Nob, 5 Breaka Boy
- Points
- 135 pts
- Nob count
- 1
- Breaka Boy count
- 5
gone 1 Boss Nob, 5 Breaka Boy
- Points
-
125 pts - Boss Nob count
-
1 - Breaka Boy count
-
5
changed Burna‑bommer
was Burna-bommer
- Unit Composition
-
■- 1
1Burna‑bommerBurna-bommerThismodel
This model is equipped
with:with:twin1bigArmouredshoota;Impact;twin1supa-shoota;DualarmouredBighull.Shoota; 1 Dual Supa Shoota. - 1
- Base Size
-
120 x 92mm Oval Base120mm
changed Burna-bommer
- Objective Control
-
--1 - Keywords
-
Vehicle, Fly, Aircraft, Speed Freeks, Burna-bommerAircraft, Fly, Speed Freeks, Vehicle - Equipped With
-
Twin big shoota, Twin supa-shoota, Armoured hullArmoured Impact, Dual Big Shoota, Dual Supa Shoota
new Damaged 4
changed Burna Bomb
- Rules
-
At the end of your opponent’s Fight phase,
you canselect onevisiblevisible enemy unit (excludingLoneLoneOperativeOperative and Monster/Vehicle units) within24"36" of thisunit:Friendlyunit,ORKSandunits'rollrangedoneattacksD6 for thattargetunit.thatOn a 2+:- That enemy unit
havesuffers[IGNORESD3COVER]mortal wounds. - That enemy unit cannot be hidden until the end of your next turn.
Roll one D6 forRangedeachattacksmodelthatintarget that enemyunit:Foruniteachhave6,[IGNORESthatCOVER]enemyuntilunitthesuffersend1ofmortalyourwound.next turn.
- That enemy unit
new Armoured Impact
- Type
- weapon
new Dual Big Shoota
- Type
- weapon
new Dual Supa Shoota
- Type
- weapon
new Skorcha Missile Rack
- Type
- weapon
gone Armoured hull
- Type
-
weapon
gone Skorcha missile rack
- Type
-
weapon
gone Twin big shoota
- Type
-
weapon
gone Twin supa-shoota
- Type
-
weapon
new Armoured Impact Armoured Impact
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 4+
- Strength
- 6
- AP
- 0
- Damage
- 1
new Dual Big Shoota Dual Big Shoota
- Range
- 36"
- Attacks
- 6
- Ballistic Skill
- 5+
- Strength
- 5
- AP
- 0
- Damage
- 1
new Dual Big Shoota — Dual Big Shoota LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Dual Big Shoota — Dual Big Shoota RAPID FIRE 4
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
new Dual Supa Shoota Dual Supa Shoota
- Range
- 36"
- Attacks
- 8
- Ballistic Skill
- 5+
- Strength
- 6
- AP
- -1
- Damage
- 1
new Dual Supa Shoota — Dual Supa Shoota LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Dual Supa Shoota — Dual Supa Shoota RAPID FIRE 4
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
new Dual Supa Shoota — Dual Supa Shoota SUSTAINED HITS 1
- Rules
-
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
new Skorcha Missile Rack Skorcha Missile Rack
- Range
- 36"
- Attacks
- 6
- Ballistic Skill
- 5+
- Strength
- 5
- AP
- 0
- Damage
- 1
new Skorcha Missile Rack — Skorcha Missile Rack BLAST 2
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
new Skorcha Missile Rack — Skorcha Missile Rack IGNORES COVER
- Rules
-
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
gone Armoured hull Armoured hull
- Range
-
Melee - Attacks
-
3 - Weapon Skill
-
4+ - Strength
-
6 - AP
-
0 - Damage
-
1
gone Skorcha missile rack Skorcha missile rack
- Range
-
36" - Attacks
-
2D6 - Ballistic Skill
-
5+ - Strength
-
5 - AP
-
-1 - Damage
-
1
gone Skorcha missile rack — Skorcha missile rack Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Skorcha missile rack — Skorcha missile rack Ignores Cover
- Rules
-
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
gone Twin big shoota Twin big shoota
- Range
-
36" - Attacks
-
3 - Ballistic Skill
-
5+ - Strength
-
5 - AP
-
0 - Damage
-
1
gone Twin big shoota — Twin big shoota Rapid Fire 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Twin big shoota — Twin big shoota Twin-linked
- Rules
-
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
gone Twin supa-shoota Twin supa-shoota
- Range
-
36" - Attacks
-
4 - Ballistic Skill
-
5+ - Strength
-
6 - AP
-
-1 - Damage
-
1
gone Twin supa-shoota — Twin supa-shoota Rapid Fire 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Twin supa-shoota — Twin supa-shoota Sustained Hits 1
- Rules
-
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
gone Twin supa-shoota — Twin supa-shoota Twin-linked
- Rules
-
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
new Burna-bommer: This model can be equipped with 1 Skorcha Missile Rack.
gone Burna-bommer: This model can be equipped with 1 skorcha missile rack.
new This model can be equipped with 1 Skorcha Missile Rack.
gone ■ This model can be equipped with 1 skorcha missile rack.
changed 1 Burna-bommer
- Points
-
115 pts125 pts
changed Dakkajet
- Unit Composition
-
■- 1
1DakkajetDakkajetThismodel
This model is equipped
with:with:21twinArmouredsupa-shootas;Impact;armoured2hull.Dual Supa‑shoota. - 1
- Base Size
-
120 x 92mm Oval Base120mm
changed Dakkajet
- Objective Control
-
--1 - Keywords
-
Vehicle, Fly, Aircraft, Speed Freeks, DakkajetAircraft, Fly, Speed Freeks, Vehicle - Equipped With
-
Twin supa-shoota, Armoured hullArmoured Impact, Dual Supa-shoota
new Strafing Run
- Rules
-
In your Shooting phase, this unit's ranged attacks that target a unit (excluding Fly units) have +1 to hit rolls.
new Damaged 4
gone Dakkastorm
- Rules
-
Each time this model makes a ranged attack, every successful Hit roll scores a Critical Hit.
new Armoured Impact
- Type
- weapon
new Dual Supa-shoota
- Type
- weapon
gone Armoured hull
- Type
-
weapon
gone Twin supa-shoota
- Type
-
weapon
new Armoured Impact Armoured Impact
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 4+
- Strength
- 6
- AP
- 0
- Damage
- 1
new Dual Supa-shoota Dual Supa-shoota
- Range
- 36"
- Attacks
- 8
- Ballistic Skill
- 5+
- Strength
- 6
- AP
- -1
- Damage
- 1
new Dual Supa-shoota — Dual Supa-shoota LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Dual Supa-shoota — Dual Supa-shoota RAPID FIRE 4
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Armoured hull Armoured hull
- Range
-
Melee - Attacks
-
3 - Weapon Skill
-
4+ - Strength
-
6 - AP
-
0 - Damage
-
1
gone Twin supa-shoota Twin supa-shoota
- Range
-
36" - Attacks
-
4 - Ballistic Skill
-
5+ - Strength
-
6 - AP
-
-1 - Damage
-
1
gone Twin supa-shoota — Twin supa-shoota Rapid Fire 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Twin supa-shoota — Twin supa-shoota Sustained Hits 1
- Rules
-
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
gone Twin supa-shoota — Twin supa-shoota Twin-linked
- Rules
-
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
new Dakkajet: This model can be equipped with 1 Dual Supa‑shoota.
gone Dakkajet: This model can be equipped with 1 additional twin supa-shoota.
new This model can be equipped with 1 Dual Supa‑shoota.
gone ■ This model can be equipped with 1 additional twin supa-shoota.
changed Deff Dread
- Unit Composition
-
■ 1- 1 Deff
DreadThisDread model
This model is equipped
with:with:21bigBigshootas;Shoota;21 Dreadklaws;Klaws;stompy1feet.Skorcha. - 1 Deff
changed Deff Dread
- Keywords
-
Vehicle, Walker, Deff DreadVehicle, Walker - Equipped With
-
Stompy feet, Big shoota, Dread klawBig Shoota, Skorcha, Dread Klaws
new Dread ’Ard
- Rules
-
Attacks that target this unit have -1 D.
gone Piston-driven Brutality
- Rules
-
Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds.
new Big Shoota
- Type
- weapon
new Dread Klaws
- Type
- weapon
new Extra Klaw
- Type
- weapon
new Kustom Mega-blasta
- Type
- weapon
new Rokkit Launcha
- Type
- weapon
gone Big shoota
- Type
-
weapon
gone Dread klaw
- Type
-
weapon
gone Kustom mega-blasta
- Type
-
weapon
gone Rokkit launcha
- Type
-
weapon
gone Stompy feet
- Type
-
weapon
new Big Shoota Big Shoota
- Range
- 36"
- Attacks
- 3
- Ballistic Skill
- 5+
- Strength
- 5
- AP
- 0
- Damage
- 1
new Big Shoota — Big Shoota LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Big Shoota — Big Shoota RAPID FIRE 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
new Dread Klaws Dread Klaws
- Range
- Melee
- Attacks
- 5
- Weapon Skill
- 3+
- Strength
- 12
- AP
- -2
- Damage
- 3
new Dread Klaws — Dread Klaws CLEAVE 1
- Rules
-
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
new Extra Klaw Extra Klaw
- Range
- Melee
- Attacks
- 1
- Weapon Skill
- 3+
- Strength
- 12
- AP
- -2
- Damage
- 3
new Extra Klaw — Extra Klaw EXTRA ATTACKS
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
new Kustom Mega-blasta Kustom Mega-blasta
- Range
- 24"
- Attacks
- 3
- Ballistic Skill
- 5+
- Strength
- 9
- AP
- -2
- Damage
- 3
new Kustom Mega-blasta — Kustom Mega-blasta HAZARDOUS
- Rules
-
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
new Rokkit Launcha Blasta
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
new Rokkit Launcha Busta
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 10
- AP
- -2
- Damage
- 3
new Rokkit Launcha — Blasta BLAST 2
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Big shoota Big shoota
- Range
-
36" - Attacks
-
3 - Ballistic Skill
-
5+ - Strength
-
5 - AP
-
0 - Damage
-
1
gone Big shoota — Big shoota Rapid Fire 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Dread klaw Dread klaw
- Range
-
Melee - Attacks
-
4 - Weapon Skill
-
3+ - Strength
-
12 - AP
-
-2 - Damage
-
3
gone Dread klaw — Dread klaw Dead Choppy
- Rules
-
The Attacks characteristic of this weapon is increased by 1 for each additional Dread klaw the bearer is equipped with.
gone Kustom mega-blasta Kustom mega-blasta
- Range
-
24" - Attacks
-
3 - Ballistic Skill
-
5+ - Strength
-
9 - AP
-
-2 - Damage
-
D6
gone Kustom mega-blasta — Kustom mega-blasta Hazardous
- Rules
-
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
gone Rokkit launcha Rokkit launcha
- Range
-
24" - Attacks
-
D3 - Ballistic Skill
-
5+ - Strength
-
9 - AP
-
-2 - Damage
-
3
gone Rokkit launcha — Rokkit launcha Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Stompy feet Stompy feet
- Range
-
Melee - Attacks
-
4 - Weapon Skill
-
3+ - Strength
-
5 - AP
-
0 - Damage
-
1
changed Skorcha Skorcha
- Attacks
-
D63 - AP
-
-10
new Skorcha — Skorcha BLAST 1
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
new Skorcha — Skorcha TORRENT
- Rules
-
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
gone Skorcha — Skorcha Ignores Cover
- Rules
-
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
gone Skorcha — Skorcha Torrent
- Rules
-
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
new Deff Dread: This model’s Big Shoota can be replaced with one of the following: ▫ 1 Extra Klaw ▫ 1 Kustom Mega‑blasta ▫ 1 Rokkit Launcha
new Deff Dread: This model’s Skorcha can be replaced with one of the following: ▫ 1 Extra Klaw ▫ 1 Big Shoota ▫ 1 Kustom Mega‑blasta ▫ 1 Rokkit Launcha
gone Deff Dread: This model’s big shootas can each be replaced with one of the following:
gone Deff Dread: This model’s dread klaws can each be replaced with one of the following:
new This model’s Big Shoota can be replaced with one of the following: ▫ 1 Extra Klaw ▫ 1 Kustom Mega‑blasta ▫ 1 Rokkit Launcha
new This model’s Skorcha can be replaced with one of the following: ▫ 1 Extra Klaw ▫ 1 Big Shoota ▫ 1 Kustom Mega‑blasta ▫ 1 Rokkit Launcha
gone ■ This model’s big shootas can each be replaced with one of the following: ◦ 1 dread klaw ◦ 1 kustom-mega blasta ◦ 1 rokkit launcha ◦ 1 skorcha
gone ■ This model’s dread klaws can each be replaced with one of the following: ◦ 1 big shoota ◦ 1 kustom-mega blasta ◦ 1 rokkit launcha ◦ 1 skorcha
changed 1 Deff Dread
- Points
-
110 pts130 pts
changed Deffkilla Wartrike
- Unit Composition
-
■- 1
1DeffkillaDefkillaWartrikeWartrikeThismodel
This model is equipped
with:with:boomstikks;1killaBoomstikks;jet;1snaggaKillaklaw.Jet; 1 Snagga Klaw. - 1
- Base Size
-
150 x 95mm Oval Base
changed Deffkilla Wartrike
- Keywords
-
Mounted, Character, Warboss, Speed Freeks, Deffkilla WartrikeCharacter, Mounted, Speed Freeks, Warboss - Equipped With
-
Boomstikks, Killa jet, Snagga klawBoomstikks, Killa Jet, Snagga Klaw
new Da Boss
- Rules
-
-
new Get Back in da Race! (Once per battle round, per army)
- Rules
-
In your Movement phase, at the start or end of this unit's move, you can select one friendly Speed Freeks unit within 6" of this unit. That unit (and any units embarked within that unit):
- Is no longer battle-shocked.
- Is riled up until the start of your next turn.
gone Speedboss
- Rules
-
While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.
changed Fuel-mixa Grot
- Rules
-
Each time this model’sThis unitAdvances, do not make an Advance roll for it. Instead, until the end of the phase, addhas6"+1 tothe Move characteristic of models in thatadvanceunit.rolls.
changed Leader
- Rules
-
This model can be attached to the following units:
■
NOBZ ON WARBIKESWARBIKERS
■ SKORCHAS
■
■ WARBUGGIES
new Killa Jet
- Type
- weapon
new Snagga Klaw
- Type
- weapon
gone Killa jet
- Type
-
weapon
gone Snagga klaw
- Type
-
weapon
new Killa Jet Burna
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 5
- AP
- -1
- Damage
- 1
new Killa Jet Cutta
- Range
- Melee
- Attacks
- 1
- Weapon Skill
- 3+
- Strength
- 10
- AP
- -3
- Damage
- D6+2
new Killa Jet — Burna CLEAVE 1
- Rules
-
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
new Killa Jet — Burna EXTRA ATTACKS
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
new Killa Jet — Cutta EXTRA ATTACKS
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
new Snagga Klaw Snagga Klaw
- Range
- 12"
- Attacks
- 1
- Ballistic Skill
- 5+
- Strength
- 7
- AP
- -2
- Damage
- 2
new Snagga Klaw Snagga Klaw
- Range
- Melee
- Attacks
- 5
- Weapon Skill
- 2+
- Strength
- 7
- AP
- -2
- Damage
- 2
new Snagga Klaw — Snagga Klaw ASSAULT
- Rules
-
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
new Snagga Klaw — Snagga Klaw PRECISION
- Rules
-
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
new Snagga Klaw — Snagga Klaw CLEAVE 2
- Rules
-
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
gone Killa jet burna
- Range
-
12" - Attacks
-
D6 - Ballistic Skill
-
- - Strength
-
5 - AP
-
-1 - Damage
-
1
gone Killa jet cutta
- Range
-
12" - Attacks
-
1 - Ballistic Skill
-
5+ - Strength
-
9 - AP
-
-4 - Damage
-
D6
gone Killa jet — burna Ignores Cover
- Rules
-
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
gone Killa jet — burna Torrent
- Rules
-
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
gone Killa jet — cutta Melta 2
- Rules
-
This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.
Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2
gone Snagga klaw Snagga klaw
- Range
-
Melee - Attacks
-
4 - Weapon Skill
-
3+ - Strength
-
10 - AP
-
-2 - Damage
-
2
new Boomstikks — Boomstikks ASSAULT
- Rules
-
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
new Boomstikks — Boomstikks LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
gone Boomstikks — Boomstikks Assault
- Rules
-
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
changed 1 Deffkilla Wartrike
- Points
-
70 pts80 pts
changed Deffkoptas
- Unit Composition
-
■- 3‑6
3-6DeffkoptaDeffkoptasEverymodels
Every model is equipped
with:with:kopta1rokkits;Choppa;slugga;1spinnin’Rokkitblades.Launcha; 1 Slugga; 1 Spinnin’ Blades. - 3‑6
- Base Size
-
75 x 42mm Oval Base75mm - Points Scaling
- +10 pts per 3 models
changed Deffkopta
- Keywords
-
Vehicle, Fly, Grenades, Speed Freeks, DeffkoptasExplosives, Fly, Mounted, Speed Freeks - Equipped With
-
Kopta rokkits, Slugga, Spinnin’ bladesChoppa, Rokkit Launcha, Slugga, Spinnin’ Blades
new Aerial Manoover
- Rules
-
At the end of your opponent's Fight phase, if this unit is unengaged, you can place this unit in strategic reserves.
changed Deff from Above
- Rules
-
Each time this unit ends a Normal move,InyouyourcanShootingselectphase,oneifenemythis unitit moved overmadeduringanthatingress moveand roll one D6 for each model inthisunit: forturn,eachthis4+,unit'sthatrangedenemyattacksunithavesuffers+11tomortalhitwound.rolls.
new Choppa
- Type
- weapon
new Kustom Mega-blasta
- Type
- weapon
new Rokkit Launcha
- Type
- weapon
new Spinnin’ Blades
- Type
- weapon
gone Kopta rokkits
- Type
-
weapon
gone Kustom mega-blasta
- Type
-
weapon
gone Spinnin’ blades
- Type
-
weapon
new Choppa Choppa
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 4+
- Strength
- 5
- AP
- -1
- Damage
- 1
new Kustom Mega-blasta Kustom Mega-blasta
- Range
- 24"
- Attacks
- 3
- Ballistic Skill
- 5+
- Strength
- 9
- AP
- -2
- Damage
- 3
new Kustom Mega-blasta — Kustom Mega-blasta HAZARDOUS
- Rules
-
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
new Kustom Mega-blasta — Kustom Mega-blasta LETHAL HITS
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Rokkit Launcha Blasta
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
new Rokkit Launcha Busta
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 10
- AP
- -2
- Damage
- 3
new Rokkit Launcha — Blasta BLAST 2
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
new Rokkit Launcha — Busta LETHAL HITS
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Spinnin’ Blades Spinnin’ Blades
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 5
- AP
- -1
- Damage
- 1
new Spinnin’ Blades — Spinnin’ Blades CLEAVE 1
- Rules
-
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
new Spinnin’ Blades — Spinnin’ Blades HAZARDOUS
- Rules
-
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
gone Kopta rokkits Kopta rokkits
- Range
-
24" - Attacks
-
D3 - Ballistic Skill
-
5+ - Strength
-
9 - AP
-
-2 - Damage
-
3
gone Kopta rokkits — Kopta rokkits Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Kopta rokkits — Kopta rokkits Twin-linked
- Rules
-
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
gone Kustom mega-blasta Kustom mega-blasta
- Range
-
24" - Attacks
-
3 - Ballistic Skill
-
5+ - Strength
-
9 - AP
-
-2 - Damage
-
D6
gone Kustom mega-blasta — Kustom mega-blasta Hazardous
- Rules
-
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
gone Spinnin’ blades Spinnin’ blades
- Range
-
Melee - Attacks
-
6 - Weapon Skill
-
3+ - Strength
-
5 - AP
-
0 - Damage
-
1
new Slugga — Slugga CLOSE-QUARTERS
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
new Slugga — Slugga LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
gone Slugga — Slugga Pistol
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
new Deffkopta: For every 3 models in this unit, 1 model can have their Rokkit Launcha replaced with 1 Kustom Mega‑blasta.
gone Deffkopta: For every 3 models in this unit, 1 Deffkopta can have its kopta rokkits replaced with 1 kustom mega-blasta.
new For every 3 models in this unit, 1 model can have their Rokkit Launcha replaced with 1 Kustom Mega‑blasta.
gone ■ For every 3 models in this unit, 1 Deffkopta can have its kopta rokkits replaced with 1 kustom mega-blasta.
new 4-6 Deffkopta
- Points
- 160 pts
- Deffkopta count
- 4-6
gone 3 Deffkopta
- Points
-
75 pts - Deffkopta count
-
3
changed 3 Deffkopta
- Points
-
140 pts80 pts - Deffkopta count
-
4-63
changed Flash Gitz
- Unit Composition
-
■ 1- 1
Kaptin ■Kaptin4-9model - 4‑9 Flash
GitzEveryGit models
Every model is equipped
with:with:snazzgun;1choppa.Choppa; 1 Snazzgun. - 1
- Points Scaling
-
+10 pts per 3 models+30 pts per 3 models
changed Flash Git
- Wounds
-
23 - Keywords
-
Infantry, Grenades, Flash GitzExplosives, Infantry - Equipped With
-
Snazzgun, Choppa
changed Kaptin
- Wounds
-
23 - Keywords
-
Infantry, Grenades, Flash GitzInfantry, Explosives - Equipped With
-
Snazzgun, ChoppaChoppa, Snazzgun
new Finderz Keeperz
- Rules
-
In your Shooting phase, if any of the following apply, this unit’s ranged attacks have +1 AP:
- This unit is within range of an objective.
- The target of that attack is within range of an objective.
gone Gun-crazy Show-offs
- Rules
-
Each time a model in this unit targets the closest eligible target with its snazzgun, until the end of the phase, that weapon has an Attacks characteristic of 4.
gone Ammo Runt
- Type
-
wargear - Rule Text
-
Once per battle, when this unit is selected to shoot, it can use this ability. If it does, until the end of the phase, ranged weapons equipped by models in this unit have the [LETHAL HITS] ability.
*Designer’s Note: Place an Ammo Runt token next to the unit, removing it after this ability has been used.*
new Snazzgun Cutta
- Range
- 12"
- Attacks
- 1
- Ballistic Skill
- 4+
- Strength
- 9
- AP
- -3
- Damage
- D3+2
new Snazzgun Dakka
- Range
- 24"
- Attacks
- 3
- Ballistic Skill
- 4+
- Strength
- 6
- AP
- -1
- Damage
- 2
new Snazzgun Kill Shot
- Range
- 36"
- Attacks
- 2
- Ballistic Skill
- 4+
- Strength
- 8
- AP
- -2
- Damage
- 2
gone Snazzgun Snazzgun
- Range
-
24" - Attacks
-
3 - Ballistic Skill
-
5+ - Strength
-
6 - AP
-
-1 - Damage
-
2
new Snazzgun — Cutta HAZARDOUS
- Rules
-
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
new Snazzgun — Cutta MELTA 2
- Rules
-
This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.
Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2
new Snazzgun — Dakka LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Snazzgun — Dakka SUSTAINED HITS 1
- Rules
-
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
new Snazzgun — Kill Shot HAZARDOUS
- Rules
-
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
gone Snazzgun — Snazzgun Heavy
- Rules
-
In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:
- That unit is unengaged.
- That unit was not set up on the battlefield this turn.
- No model in that unit has moved moret han 3" this turn.
gone Snazzgun — Snazzgun Sustained Hits 1
- Rules
-
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
gone This unit can be equipped with 1 ammo runt.
gone ■ This unit can be equipped with 1 ammo runt.
new 5-9 Flash Git, 1 Kaptin
- Points
- 210 pts
- Flash Git count
- 5-9
- Kaptin count
- 1
gone 4 Flash Git, 1 Kaptin
- Points
-
75 pts - Flash Git count
-
4 - Kaptin count
-
1
changed 4 Flash Git, 1 Kaptin
- Points
-
150 pts105 pts - Flash Git count
-
4-94
changed Ghazghkull Thraka
- Unit Composition
-
■ 1- 1 Ghazghkull Thraka
– EPIC HERO ■ 1 MakariGhazghkullmodel
This
Thrakamodel is equippedwith:with:Mork’s1Roar;AdamantineGork’s’Eadbutt;Klaw.1
MakariisGork’sequippedKlaw;with:1Makari’sMork’sstabba.Roar. - 1 Ghazghkull Thraka
- Base Size
-
Ghazghkull Thraka: 80mm Makari: 25mm80mm
gone Makari
- Movement
-
5" - Toughness
-
6 - Save
-
7+ - Wounds
-
1 - Leadership
-
8+ - Objective Control
-
1 - Invulnerable Save
-
2+ - Keywords
-
Infantry, Character, Epic Hero - Equipped With
-
Makari’s stabba
changed Ghazghkull Thraka
- Movement
-
5"8" - Toughness
-
610 - Wounds
-
1016 - Keywords
-
Infantry, Character, Epic Hero, Warboss, Ghazgkull ThrakaCharacter, Epic Hero, Explosives, Infantry, Warboss - Equipped With
-
Mork’s Roar, Gork’s KlawAdamantine ’Eadbutt, Gork’s Klaw, Mork’s Roar
new Da Boss
- Rules
-
-
new Da Grand Warlord's Ladz
- Rules
-
While this unit is within 3" of another friendly Orks Infantry unit, this unit has Lone Operative.
new Makari, Hoist Dat Banner! (Once per battle, per army)
- Rules
-
In your Movement phase, you can select a number of friendly Orks units equal to or less than the current battle round number. Those units are riled up until the start of your next turn. Place one Makari token next to the unit, removing it after this ability is used.
new Prophet of da Great Waaagh! (Aura)
- Rules
-
While a friendly Orks unit is within 6" of this unit, that unit’s melee attacks have:
- +1 to hit rolls.
- +1 to wound rolls.
gone Leader
gone Prophet of Da Great Waaagh!
- Rules
-
While this unit is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll and add 1 to the Wound roll and if the Waaagh! is active for your army, a Critical Hit is scored on a successful unmodified Hit roll of 5+.
gone Ghazghkull’s Waaagh! Banner
- Rules
-
While a friendly ORKS unit is within 12" of Makari, if the Waaagh! is active for your army, melee weapons equipped by models in that unit have the [LETHAL HITS] ability.
new SUPREME COMMANDER
- Rules
-
If this model is in your army, it must be your Warlord.
gone Supreme Commander
- Rules
-
If this unit is in your army, its Ghazghkull Thraka model must be your WARLORD.
gone Leader
- Rules
-
This model can be attached to the following units:
■ BOYZ
■ BREAKA BOYZ
■ MEGANOBZ
■ NOBZ
new Adamantine ’Eadbutt
- Type
- weapon
gone Makari’s stabba
- Type
-
weapon
new Adamantine ’Eadbutt Adamantine ’Eadbutt
- Range
- Melee
- Attacks
- 1
- Weapon Skill
- 2+
- Strength
- 14
- AP
- -2
- Damage
- D3+3
new Adamantine ’Eadbutt — Adamantine ’Eadbutt DEVASTATING WOUNDS
- Rules
-
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
new Adamantine ’Eadbutt — Adamantine ’Eadbutt EXTRA ATTACKS
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
new Adamantine ’Eadbutt — Adamantine ’Eadbutt PRECISION
- Rules
-
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
gone Makari’s stabba Makari’s stabba
- Range
-
Melee - Attacks
-
1 - Weapon Skill
-
4+ - Strength
-
3 - AP
-
0 - Damage
-
1
gone Makari’s stabba — Makari’s stabba Devastating Wounds
- Rules
-
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
new Gork’s Klaw Gork’s Klaw
- Range
- Melee
- Attacks
- 7
- Weapon Skill
- 2+
- Strength
- 14
- AP
- -3
- Damage
- 4
gone Gork’s Klaw strike
- Range
-
Melee - Attacks
-
6 - Weapon Skill
-
2+ - Strength
-
14 - AP
-
-3 - Damage
-
4
gone Gork’s Klaw sweep
- Range
-
Melee - Attacks
-
12 - Weapon Skill
-
2+ - Strength
-
8 - AP
-
-2 - Damage
-
2
new Gork’s Klaw — Gork’s Klaw CLEAVE 2
- Rules
-
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
new Gork’s Klaw — Gork’s Klaw DEVASTATING WOUNDS
- Rules
-
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
new Mork’s Roar Aimed
- Range
- 36"
- Attacks
- 12
- Ballistic Skill
- 5+
- Strength
- 6
- AP
- -1
- Damage
- 1
new Mork’s Roar Point Blank
- Range
- 9"
- Attacks
- 2D6+2
- Ballistic Skill
- -
- Strength
- 6
- AP
- -1
- Damage
- 1
gone Mork’s Roar Mork’s Roar
- Range
-
36" - Attacks
-
12 - Ballistic Skill
-
5+ - Strength
-
5 - AP
-
0 - Damage
-
1
new Mork’s Roar — Aimed LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Mork’s Roar — Aimed RAPID FIRE 4
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
new Mork’s Roar — Point Blank CLOSE-QUARTERS
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
new Mork’s Roar — Point Blank TORRENT
- Rules
-
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
gone Mork’s Roar — Mork’s Roar Rapid Fire 4
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Makari: Default Wargear
new 1 Ghazghkull Thraka
- Points
- 300 pts
- Ghazghkull Thraka count
- 1
gone 1 Ghazghkull Thraka, 1 Makari
- Points
-
235 pts - Ghazghkull Thraka count
-
1 - Makari count
-
1
changed Gorkanaut
- Unit Composition
-
■- 1
1GorkanautGorkanautThismodel
This model is equipped
with:with:deffstorm1mega-shoota;Deffstorm mega‑shoota; 2rokkitDuallaunchas;Bigskorcha;Shoota;21twinKlawbigofshootas;Gork;klaw2ofRokkitGork.Launcha; 1 Skorcha. - 1
- Base Size
-
170 x 109mm Oval Base - Points Scaling
-
+20 pts per 3 models+30 pts per 3 models
changed Gorkanaut
- Movement
-
8"9" - Save
-
3+2+ - Keywords
-
Vehicle, Titanic, Towering, Walker, Transport, GorkanautTitanic, Towering, Transport, Vehicle, Walker - Equipped With
-
Deffstorm mega-shoota, Rokkit launcha, Skorcha, Twin big shoota, Klaw of GorkDeffstorm Mega-shoota, Dual Big Shoota, Klaw of Gork, Rokkit Launcha, Skorcha
new Gut Hatch
- Rules
-
In your Movement phase, when this unit ends a normal move, units embarked within this unit can make an assault disembark move (pg 121).
new Super-heavy Walker
new Damaged 7
gone Clankin’ Forward
- Rules
-
Each time this model makes a Normal, Advance or Fall Back move, it can move over enemy models (excluding MONSTERS and VEHICLES) and terrain features that are 4" or less in height as if they were not there.
changed Big an’ Stompy
- Rules
-
Each time this model makesThisaunit’s meleeattack, if the Waaagh! is active for your army,attacksaddcan1re‑rolltohittherollsHitofroll.1.
new TRANSPORT
- Rules
-
This model has a transport capacity of 12 Orks Infantry models. It cannot transport Ghazghkull Thraka models. Each Mega Armour/Jump Pack model takes up the space of 2 models.
gone Transport
- Rules
-
This model has a transport capacity of 12 ORKS INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models. It cannot transport GHAZGHKULL THRAKA.
new Deffstorm Mega-shoota
- Type
- weapon
new Dual Big Shoota
- Type
- weapon
new Rokkit Launcha
- Type
- weapon
gone Deffstorm mega-shoota
- Type
-
weapon
gone Rokkit launcha
- Type
-
weapon
gone Twin big shoota
- Type
-
weapon
new Deffstorm Mega-shoota Aimed
- Range
- 36"
- Attacks
- 20
- Ballistic Skill
- 5+
- Strength
- 6
- AP
- -1
- Damage
- 1
new Deffstorm Mega-shoota Point Blank
- Range
- 12"
- Attacks
- 3D6
- Ballistic Skill
- -
- Strength
- 6
- AP
- -1
- Damage
- 1
new Deffstorm Mega-shoota — Aimed LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Deffstorm Mega-shoota — Point Blank TORRENT
- Rules
-
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
new Dual Big Shoota Dual Big Shoota
- Range
- 36"
- Attacks
- 6
- Ballistic Skill
- 5+
- Strength
- 5
- AP
- 0
- Damage
- 1
new Dual Big Shoota — Dual Big Shoota LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Dual Big Shoota — Dual Big Shoota RAPID FIRE 4
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
new Rokkit Launcha Blasta
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 5
- AP
- 0
- Damage
- 1
new Rokkit Launcha Busta
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 10
- AP
- -2
- Damage
- 3
new Rokkit Launcha — Blasta BLAST 2
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Deffstorm mega-shoota Deffstorm mega-shoota
- Range
-
36" - Attacks
-
20 - Ballistic Skill
-
5+ - Strength
-
6 - AP
-
-1 - Damage
-
1
gone Deffstorm mega-shoota — Deffstorm mega-shoota Rapid Fire 10
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Rokkit launcha Rokkit launcha
- Range
-
24" - Attacks
-
D3 - Ballistic Skill
-
5+ - Strength
-
9 - AP
-
-2 - Damage
-
3
gone Rokkit launcha — Rokkit launcha Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Twin big shoota Twin big shoota
- Range
-
36" - Attacks
-
3 - Ballistic Skill
-
5+ - Strength
-
5 - AP
-
0 - Damage
-
1
gone Twin big shoota — Twin big shoota Rapid Fire 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Twin big shoota — Twin big shoota Twin-linked
- Rules
-
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
new Klaw of Gork Klaw of Gork
- Range
- Melee
- Attacks
- 6
- Weapon Skill
- 3+
- Strength
- 18
- AP
- -3
- Damage
- 6
gone Klaw of Gork strike
- Range
-
Melee - Attacks
-
5 - Weapon Skill
-
3+ - Strength
-
18 - AP
-
-3 - Damage
-
6
gone Klaw of Gork sweep
- Range
-
Melee - Attacks
-
15 - Weapon Skill
-
3+ - Strength
-
8 - AP
-
-1 - Damage
-
2
new Klaw of Gork — Klaw of Gork CLEAVE 3
- Rules
-
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
changed Skorcha Skorcha
- Attacks
-
D63 - AP
-
-10
new Skorcha — Skorcha BLAST 1
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
new Skorcha — Skorcha TORRENT
- Rules
-
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
gone Skorcha — Skorcha Ignores Cover
- Rules
-
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
gone Skorcha — Skorcha Torrent
- Rules
-
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
changed 1 Gorkanaut
- Points
-
255 pts325 pts
changed Gretchin
- Unit Composition
-
■- 10‑20
0-1GretchinRuntherdmodels
Every
andmodel10isGretchinequipped
OR
■0-2with:Runtherds1andScavenged20Shivs;Gretchin1 Grot Blasta. - 10‑20
- Base Size
-
Runtherd: 32mm Gretchin: 25mm25mm
gone Runtherd
- Movement
-
6" - Toughness
-
5 - Save
-
5+ - Wounds
-
2 - Leadership
-
7+ - Objective Control
-
1 - Keywords
-
Infantry, Grots, Gretchin - Equipped With
-
Slugga, Runtherd tools
changed Gretchin
- Save
-
7+6+ - Objective Control
-
21 - Keywords
-
Infantry, Grots, GretchinGrots, Infantry - Equipped With
-
Grot blasta, Close combat weaponGrot Blasta, Scavenged Shivs
new Downtrodden
- Rules
-
For the purposes of transport capacity, each 2 Gretchin models (rounding up) take up the space of 1 model.
gone Runtherd
- Rules
-
Each time an attack targets this unit, if it contains one or more Gretchin models, until that attack is resolved, Runtherd models in this unit have a Toughness characteristic of 2.
changed Thievin’ Scavengers
- Rules
-
At the
startend of your Movement phase,roll one D6 for each objective marker you control that has one or more units from your army withif thisability within range of it (excluding Battle-shocked units). Ifunitoneisorcontrollingmoreanofobjective,thosethatrollsobjective isa 4+, you gain 1CP.secured.
new Grot Blasta
- Type
- weapon
new Scavenged Shivs
- Type
- weapon
gone Close combat weapon
- Type
-
weapon
gone Grot blasta
- Type
-
weapon
gone Runtherd tools
- Type
-
weapon
gone Slugga
- Type
-
weapon
new Grot Blasta Grot Blasta
- Range
- 12"
- Attacks
- 1
- Ballistic Skill
- 4+
- Strength
- 3
- AP
- 0
- Damage
- 1
new Grot Blasta — Grot Blasta CLOSE-QUARTERS
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
new Scavenged Shivs Scavenged Shivs
- Range
- Melee
- Attacks
- 1
- Weapon Skill
- 5+
- Strength
- 2
- AP
- 0
- Damage
- 1
gone Close combat weapon Close combat weapon
- Range
-
Melee - Attacks
-
1 - Weapon Skill
-
5+ - Strength
-
2 - AP
-
0 - Damage
-
1
gone Grot blasta Grot blasta
- Range
-
12" - Attacks
-
1 - Ballistic Skill
-
4+ - Strength
-
3 - AP
-
0 - Damage
-
1
gone Grot blasta — Grot blasta Pistol
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
gone Runtherd tools Runtherd tools
- Range
-
Melee - Attacks
-
3 - Weapon Skill
-
3+ - Strength
-
5 - AP
-
0 - Damage
-
1
gone Slugga Slugga
- Range
-
12" - Attacks
-
1 - Ballistic Skill
-
5+ - Strength
-
4 - AP
-
0 - Damage
-
1
gone Slugga — Slugga Pistol
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
gone Runtherd: Default Wargear
new 10 Gretchin
- Points
- 45 pts
- Gretchin count
- 10
new 11-20 Gretchin
- Points
- 80 pts
- Gretchin count
- 11-20
gone 10 Gretchin, 1 Runtherd
- Points
-
45 pts - Gretchin count
-
10 - Runtherd count
-
1
gone 20 Gretchin, 2 Runtherd
- Points
-
90 pts - Gretchin count
-
20 - Runtherd count
-
2
gone 10 Gretchin, 0 Runtherd
- Points
-
45 pts - Gretchin count
-
10 - Runtherd count
-
0
gone 20 Gretchin, 0 Runtherd
- Points
-
80 pts - Gretchin count
-
20 - Runtherd count
-
0
gone 20 Gretchin, 1 Runtherd
- Points
-
85 pts - Gretchin count
-
20 - Runtherd count
-
1
changed Hunta Rig
- Unit Composition
-
■ 1- 1 Hunta
RigThisRig model
This model is equipped
with:with:’eavy1lobba;ButchastikkaBoyz;kannon;1butcha’Eavyboyz;Lobba;savage1hornsSavage Horns andhooves;Hooves;saw1blades.Saw Blades; 1 Stikka Kannon. - 1 Hunta
- Base Size
-
170 x 109mm Oval Base170x109mm Oval Base - Points Scaling
- +10 pts per 3 models
changed Hunta Rig
- Invulnerable Save
- 6+
- Keywords
-
Monster, Transport, Beast Snagga, Hunta RigBeast Snagga, Monster, Transport, Wagon - Equipped With
-
’Eavy lobba, Stikka kannon, Butcha boyz, Savage horns and hooves, Saw bladesButcha Boyz, ’Eavy Lobba, Savage Horns and Hooves, Saw Blades, Stikka Kannon
new Fully Loaded Butchery
- Rules
-
This unit’s Butcha Boyz weapon has +2 A for each model embarked within this unit (to a maximum of +22 A).
new Tramplasquig Charge
- Rules
-
When you target this unit with the Crushing Impact stratagem, that use is -1 CP.
new Feel No Pain 5+
new Damaged 6
gone Feel No Pain 6+
gone On Da Hunt
- Rules
-
For each model embarked within this TRANSPORT, add 1 to the Attacks characteristic of this model’s butcha boyz weapon (to a maximum of +6).
new TRANSPORT
- Rules
-
This model has a transport capacity of 22 Beast Snaggas Infantry models.
gone Transport
- Rules
-
This model has a transport capacity of 21 BEAST SNAGGA INFANTRY models.
new Butcha Boyz
- Type
- weapon
new Savage Horns and Hooves
- Type
- weapon
new Saw Blades
- Type
- weapon
new Stikka Kannon
- Type
- weapon
new ’Eavy Lobba
- Type
- weapon
gone Butcha boyz
- Type
-
weapon
gone Savage horns and hooves
- Type
-
weapon
gone Saw blades
- Type
-
weapon
gone Stikka kannon
- Type
-
weapon
gone ’Eavy lobba
- Type
-
weapon
new Butcha Boyz Butcha Boyz
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 5
- AP
- -1
- Damage
- 1
new Butcha Boyz — Butcha Boyz ANTI-MONSTER/VEHICLE 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
new Savage Horns and Hooves Savage Horns and Hooves
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 4+
- Strength
- 8
- AP
- -1
- Damage
- 3
new Savage Horns and Hooves — Savage Horns and Hooves EXTRA ATTACKS
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
new Savage Horns and Hooves — Savage Horns and Hooves LANCE
- Rules
-
Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.
new Saw Blades Saw Blades
- Range
- Melee
- Attacks
- 6
- Weapon Skill
- 3+
- Strength
- 10
- AP
- -2
- Damage
- 2
new Saw Blades — Saw Blades CLEAVE 1
- Rules
-
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
new Saw Blades — Saw Blades EXTRA ATTACKS
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
new Stikka Kannon Stikka Kannon
- Range
- 12"
- Attacks
- 1
- Ballistic Skill
- 5+
- Strength
- 12
- AP
- -2
- Damage
- 3
new Stikka Kannon — Stikka Kannon ANTI-MONSTER/VEHICLE 2+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
new ’Eavy Lobba ’Eavy Lobba
- Range
- 48"
- Attacks
- 3
- Ballistic Skill
- 5+
- Strength
- 6
- AP
- 0
- Damage
- 2
new ’Eavy Lobba — ’Eavy Lobba BLAST 2
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
new ’Eavy Lobba — ’Eavy Lobba INDIRECT FIRE
- Rules
-
Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).
gone Butcha boyz Butcha boyz
- Range
-
Melee - Attacks
-
4 - Weapon Skill
-
3+ - Strength
-
5 - AP
-
-1 - Damage
-
1
gone Butcha boyz — Butcha boyz Extra Attacks
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
gone Butcha boyz — Butcha boyz Anti-monster 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Butcha boyz — Butcha boyz Anti-vehicle 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Savage horns and hooves Savage horns and hooves
- Range
-
Melee - Attacks
-
4 - Weapon Skill
-
4+ - Strength
-
8 - AP
-
-1 - Damage
-
3
gone Savage horns and hooves — Savage horns and hooves Extra Attacks
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
gone Savage horns and hooves — Savage horns and hooves Lance
- Rules
-
Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.
gone Saw blades Saw blades
- Range
-
Melee - Attacks
-
6 - Weapon Skill
-
3+ - Strength
-
10 - AP
-
-2 - Damage
-
2
gone Stikka kannon Stikka kannon
- Range
-
12" - Attacks
-
1 - Ballistic Skill
-
5+ - Strength
-
12 - AP
-
-2 - Damage
-
3
gone Stikka kannon — Stikka kannon Anti-monster 2+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Stikka kannon — Stikka kannon Anti-vehicle 2+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Stikka kannon — Stikka kannon Snagged
- Rules
-
Each time this weapon scores a hit against a MONSTER or VEHICLE unit, until the end of the turn, if the bearer selects that unit as a target of a charge, add 2 to Charge rolls made for the bearer and enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer.
gone ’Eavy lobba Eavy lobba
- Range
-
48" - Attacks
-
D6 - Ballistic Skill
-
5+ - Strength
-
6 - AP
-
0 - Damage
-
2
gone ’Eavy lobba — Eavy lobba Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone ’Eavy lobba — Eavy lobba Indirect Fire
- Rules
-
Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).
changed 1 Hunta Rig
- Points
-
125 pts165 pts
changed Killa Kans
- Unit Composition
-
■ 3-6- 3‑6 Killa
KansEveryKan models
Every model is equipped
with:with: 1 Kanshoota;Blasta; 1 Kanklaw.Klaw. - 3‑6 Killa
- Points Scaling
-
+10 pts per 3 models+20 pts per 3 models
changed Killa Kan
- Movement
-
6"8" - Toughness
-
67 - Keywords
-
Vehicle, Walker, Grots, Killa KansGrots, Vehicle, Walker - Equipped With
-
Kan shoota, Kan klawKan Blasta, Kan Klaw
new Spiteful Power Trip
- Rules
-
This unit’s attacks that target a unit that has no models with a T of 7+ have +1 to hit rolls.
gone Shooty Power Trip
- Rules
-
Each time this unit is selected to shoot, you can roll one D6:
■ On a 1‑2, this unit suffers D3 mortal wounds.
■ On a 3‑4, until the end of the phase, add 1 to the Strength characteristic of ranged weapons equipped by models in this unit.
■ On a 5‑6, until the end of the phase, add 1 to the Attacks characteristic of ranged weapons equipped by models in this unit.
new Kan Blasta
- Type
- weapon
new Kan Klaw
- Type
- weapon
gone Grotzooka
- Type
-
weapon
gone Kan klaw
- Type
-
weapon
gone Kan shoota
- Type
-
weapon
gone Rokkit launcha
- Type
-
weapon
gone Skorcha
- Type
-
weapon
new Kan Blasta Dakka
- Range
- 24"
- Attacks
- 4
- Ballistic Skill
- 4+
- Strength
- 6
- AP
- -1
- Damage
- 1
new Kan Blasta Kill Shot
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 4+
- Strength
- 10
- AP
- -2
- Damage
- 3
new Kan Blasta Point Blank
- Range
- 12"
- Attacks
- 3
- Ballistic Skill
- -
- Strength
- 5
- AP
- -1
- Damage
- 1
new Kan Blasta — Dakka BLAST 1
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
new Kan Blasta — Dakka IGNORES COVER
- Rules
-
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
new Kan Blasta — Dakka SUSTAINED HITS 1
- Rules
-
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
new Kan Blasta — Point Blank BLAST 2
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
new Kan Blasta — Point Blank TORRENT
- Rules
-
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
new Kan Klaw Kan Klaw
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 4+
- Strength
- 8
- AP
- -2
- Damage
- 3
gone Grotzooka Grotzooka
- Range
-
18" - Attacks
-
D3+3 - Ballistic Skill
-
4+ - Strength
-
6 - AP
-
-1 - Damage
-
1
gone Grotzooka — Grotzooka Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Grotzooka — Grotzooka Ignores Cover
- Rules
-
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
gone Kan klaw Kan klaw
- Range
-
Melee - Attacks
-
3 - Weapon Skill
-
4+ - Strength
-
8 - AP
-
-2 - Damage
-
3
gone Kan shoota Kan shoota
- Range
-
36" - Attacks
-
3 - Ballistic Skill
-
4+ - Strength
-
5 - AP
-
0 - Damage
-
1
gone Kan shoota — Kan shoota Devastating Wounds
- Rules
-
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
gone Kan shoota — Kan shoota Rapid Fire 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Rokkit launcha Rokkit launcha
- Range
-
24" - Attacks
-
D3 - Ballistic Skill
-
4+ - Strength
-
9 - AP
-
-2 - Damage
-
3
gone Rokkit launcha — Rokkit launcha Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Skorcha Skorcha
- Range
-
12" - Attacks
-
D6 - Ballistic Skill
-
- - Strength
-
5 - AP
-
-1 - Damage
-
1
gone Skorcha — Skorcha Ignores Cover
- Rules
-
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
gone Skorcha — Skorcha Torrent
- Rules
-
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
gone Killa Kan: Each Killa Kan’s Kan shoota can be replaced with one of the following:
gone ■ Each Killa Kan’s Kan shoota can be replaced with one of the following: ◦ 1 grotzooka ◦ 1 rokkit launcha ◦ 1 skorcha
new 4-6 Killa Kan
- Points
- 260 pts
- Killa Kan count
- 4-6
gone 3 Killa Kan
- Points
-
120 pts - Killa Kan count
-
3
changed 3 Killa Kan
- Points
-
240 pts130 pts - Killa Kan count
-
4-63
changed Kill Rig
- Unit Composition
-
■ 1- 1 Kill
RigThisRig model
This model is equipped
with:with:’eavy1lobba;ButchastikkaBoyz;kannon;1wurrtower;’EavybutchaLobba;boyz;1savageSavagehornsHorns andhooves;Hooves;saw1blades.Saw Blades; 1 Stikka Kannon; 1 Wurrtower. - 1 Kill
- Base Size
-
170 x 109mm Oval Base170x109mm Oval Base - Points Scaling
- +10 pts per 3 models
changed Kill Rig
- Invulnerable Save
- 6+
- Keywords
-
Monster, Transport, Psyker, Beast Snagga, Kill RigBeast Snagga, Monster, Psyker, Transport, Wagon - Equipped With
-
’Eavy lobba, Stikka kannon, Wurrtower, Butcha boyz, Savage horns and hooves, Saw bladesButcha Boyz, ’Eavy Lobba, Savage Horns and Hooves, Saw Blades, Stikka Kannon, Wurrtower
new Wurrboy (psyker level 1)
- Rules
-
This model has the psychic abilities listed in the Psychic Abilities section (see left).
new Unstable Energies
- Rules
-
-
new Damaged 6
new Feel No Pain 5+
gone Feel No Pain 6+
gone Spirit of Gork
- Rules
-
At the start of the Fight phase, you can select one friendly ORKS unit within 12" of this model and roll one D6: on a 1, this model suffers D3 mortal wounds; on a 2‑5, until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in that unit; on a 6, until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in that unit and those weapons have the [LETHAL HITS] ability.
new Wurrboy (psyker level 1) Beastscent (psychic level 1)
- Rules
-
In your Movement phase, when a unit embarked within this unit is selected to make a disembark move, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:
- On a 1, this unit is battle-shocked.
- That disembarking unit's attacks that target a Monster/Vehicle unit have +1 to wound rolls until the end of the turn.
new Wurrboy (psyker level 1) Warpath (psychic level 1)
- Rules
-
In the Fight phase, when this unit is selected to fight, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:
- On a 1, this unit is battle-shocked.
- This unit's melee attacks have [Lethal Hits] and [Psychic].
new TRANSPORT
- Rules
-
This model has a transport capacity of 12 Beast Snaggas Infantry models.
gone Transport
- Rules
-
This model has a transport capacity of 11 BEAST SNAGGA INFANTRY models.
new Butcha Boyz
- Type
- weapon
new Savage Horns and Hooves
- Type
- weapon
new Saw Blades
- Type
- weapon
new Stikka Kannon
- Type
- weapon
new ’Eavy Lobba
- Type
- weapon
gone Butcha boyz
- Type
-
weapon
gone Savage horns and hooves
- Type
-
weapon
gone Saw blades
- Type
-
weapon
gone Stikka kannon
- Type
-
weapon
gone ’Eavy lobba
- Type
-
weapon
new Butcha Boyz Butcha Boyz
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 5
- AP
- -1
- Damage
- 1
new Butcha Boyz — Butcha Boyz ANTI-MONSTER/VEHICLE 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
new Butcha Boyz — Butcha Boyz EXTRA ATTACKS
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
new Savage Horns and Hooves Savage Horns and Hooves
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 4+
- Strength
- 8
- AP
- -1
- Damage
- 3
new Savage Horns and Hooves — Savage Horns and Hooves EXTRA ATTACKS
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
new Savage Horns and Hooves — Savage Horns and Hooves LANCE
- Rules
-
Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.
new Saw Blades Saw Blades
- Range
- Melee
- Attacks
- 6
- Weapon Skill
- 3+
- Strength
- 10
- AP
- -2
- Damage
- 2
new Saw Blades — Saw Blades CLEAVE 1
- Rules
-
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
new Saw Blades — Saw Blades EXTRA ATTACKS
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
new Stikka Kannon Stikka Kannon
- Range
- 12"
- Attacks
- 1
- Ballistic Skill
- 5+
- Strength
- 12
- AP
- -2
- Damage
- 3
new Stikka Kannon — Stikka Kannon ANTI-MONSTER/VEHICLE 2+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
new ’Eavy Lobba ’Eavy Lobba
- Range
- 48"
- Attacks
- 3
- Ballistic Skill
- 5+
- Strength
- 6
- AP
- 0
- Damage
- 2
new ’Eavy Lobba — ’Eavy Lobba BLAST 2
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
new ’Eavy Lobba — ’Eavy Lobba INDIRECT FIRE
- Rules
-
Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).
gone Butcha boyz Butcha boyz
- Range
-
Melee - Attacks
-
4 - Weapon Skill
-
3+ - Strength
-
5 - AP
-
-1 - Damage
-
1
gone Butcha boyz — Butcha boyz Extra Attacks
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
gone Butcha boyz — Butcha boyz Anti-monster 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Butcha boyz — Butcha boyz Anti-vehicle 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Savage horns and hooves Savage horns and hooves
- Range
-
Melee - Attacks
-
4 - Weapon Skill
-
4+ - Strength
-
8 - AP
-
-1 - Damage
-
3
gone Savage horns and hooves — Savage horns and hooves Extra Attacks
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
gone Savage horns and hooves — Savage horns and hooves Lance
- Rules
-
Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.
gone Saw blades Saw blades
- Range
-
Melee - Attacks
-
6 - Weapon Skill
-
3+ - Strength
-
10 - AP
-
-2 - Damage
-
2
gone Stikka kannon Stikka kannon
- Range
-
12" - Attacks
-
1 - Ballistic Skill
-
5+ - Strength
-
12 - AP
-
-2 - Damage
-
3
gone Stikka kannon — Stikka kannon Anti-monster 2+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Stikka kannon — Stikka kannon Anti-vehicle 2+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Stikka kannon — Stikka kannon Snagged
- Rules
-
Each time this weapon scores a hit against a MONSTER or VEHICLE unit, until the end of the turn, if the bearer selects that unit as a target of a charge, add 2 to Charge rolls made for the bearer and enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer.
gone ’Eavy lobba Eavy lobba
- Range
-
48" - Attacks
-
D6 - Ballistic Skill
-
5+ - Strength
-
6 - AP
-
0 - Damage
-
2
gone ’Eavy lobba — Eavy lobba Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone ’Eavy lobba — Eavy lobba Indirect Fire
- Rules
-
Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).
changed Wurrtower Wurrtower
- Attacks
-
D31 - Damage
-
D66
new Wurrtower — Wurrtower HAZARDOUS
- Rules
-
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
new Wurrtower — Wurrtower PSYCHIC
- Rules
-
Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).
new Wurrtower — Wurrtower TORRENT
- Rules
-
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
gone Wurrtower — Wurrtower Hazardous
- Rules
-
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
gone Wurrtower — Wurrtower Psychic
- Rules
-
Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).
gone Wurrtower — Wurrtower Torrent
- Rules
-
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
changed 1 Kill Rig
- Points
-
145 pts175 pts
changed Kommandos
- Unit Composition
-
■ 1- 1
BossNobNob ■model - 9
9KommandoKommandosEverymodels
Every model is equipped
with:with:slugga;1choppa.Choppa; 1 Slugga. - 1
changed Kommando
- Keywords
-
Infantry, Grenades, Smoke, KommandosExplosives, Infantry, Smoke - Equipped With
-
Slugga, ChoppaChoppa, Slugga
changed Nob
- Wounds
-
23 - Keywords
-
Infantry, Grenades, Smoke, KommandosExplosives, Infantry, Smoke - Equipped With
-
Slugga, ChoppaChoppa, Slugga
new Found ’Em!
- Rules
-
In your Movement phase, you can select one enemy unit within 12" of this unit. That unit has +3" detection range until the end of the turn. Place one Kommando Grot token next to that enemy unit to remind you.
new Taktikal Know-wotz
- Rules
-
In the Declare Battle Formations step, you can split this unit into two units, each with a starting strength of 5. If you do, select which one of those units will have the Bomb Squig ability and which one of those units will have the Found ’Em! ability.
new Nowhere to Hide
- Rules
-
This unit’s attacks that target a hidden unit have +1 to hit rolls.
new Bomb Squig (Once per battle, per unit)
- Rules
-
In your Movement phase, when this unit ends a normal move, you can select one visible enemy unit within 12" of this unit and roll one D6:
- On a 3+, that enemy unit suffers D3 mortal wounds.
Place one Bomb Squig token next to the unit, removing it after this ability is used.
gone Sneaky Gitz
- Rules
-
Enemy units cannot target this unit with snap shooting attacks.
gone Patrol Squad
- Rules
-
At the start of the Declare Battle Formations step this unit can be split into two units, each containing five models.
(when splitting a unit in this way, make a note of which models form each of the two new units. If you are splitting a unit that is equipped with 1 bomb squig and/or 1 distraction grot, only one of the new units can use that ability during the battle – make a note of which of the new units this will be).
new Big Choppa
- Type
- weapon
new Breacha Ram
- Type
- weapon
new Kustom Shoota
- Type
- weapon
new Power Klaw
- Type
- weapon
new Rokkit Launcha
- Type
- weapon
gone Bomb Squig
- Type
-
wargear - Rule Text
-
Once per battle, for each bomb squig this unit has, after this unit ends a Normal move, you can use one Bomb Squig. If you do, select one enemy unit within 12" and visible to this unit and roll one D6: on a 3+, that enemy unit suffers D3 mortal wounds.
gone Distraction Grot
- Type
-
wargear - Rule Text
-
Once per battle, in your opponent’s Shooting phase, before making a saving throw for a model in this unit, it can deploy the distraction grot. If it does, until the end of the phase, models in this unit have a 5+ invulnerable save.
*Designer’s Note: Place a Distraction Grot token next to the unit, removing it when this unit uses this ability.*
gone Big choppa
- Type
-
weapon
gone Breacha ram
- Type
-
weapon
gone Close combat weapon
- Type
-
weapon
gone Kustom shoota
- Type
-
weapon
gone Power klaw
- Type
-
weapon
gone Rokkit launcha
- Type
-
weapon
new Big Choppa Big Choppa
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 7
- AP
- -1
- Damage
- 2
new Big Choppa — Big Choppa CLEAVE 2
- Rules
-
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
new Breacha Ram Breacha Ram
- Range
- Melee
- Attacks
- 2
- Weapon Skill
- 4+
- Strength
- 8
- AP
- -2
- Damage
- 2
new Kustom Shoota Kustom Shoota
- Range
- 18"
- Attacks
- 4
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
new Kustom Shoota — Kustom Shoota LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Kustom Shoota — Kustom Shoota RAPID FIRE 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
new Power Klaw Power Klaw
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 10
- AP
- -2
- Damage
- 2
new Rokkit Launcha Blasta
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
new Rokkit Launcha Busta
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 10
- AP
- -2
- Damage
- 3
new Rokkit Launcha — Blasta BLAST 2
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Big choppa Big choppa
- Range
-
Melee - Attacks
-
4 - Weapon Skill
-
3+ - Strength
-
7 - AP
-
-1 - Damage
-
2
gone Breacha ram Breacha ram
- Range
-
Melee - Attacks
-
2 - Weapon Skill
-
4+ - Strength
-
9 - AP
-
-2 - Damage
-
2
gone Close combat weapon Close combat weapon
- Range
-
Melee - Attacks
-
2 - Weapon Skill
-
3+ - Strength
-
4 - AP
-
0 - Damage
-
1
gone Kustom shoota Kustom shoota
- Range
-
18" - Attacks
-
4 - Ballistic Skill
-
5+ - Strength
-
4 - AP
-
0 - Damage
-
1
gone Kustom shoota — Kustom shoota Rapid Fire 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Power klaw Power klaw
- Range
-
Melee - Attacks
-
3 - Weapon Skill
-
4+ - Strength
-
9 - AP
-
-2 - Damage
-
2
gone Rokkit launcha Rokkit launcha
- Range
-
24" - Attacks
-
D3 - Ballistic Skill
-
5+ - Strength
-
9 - AP
-
-2 - Damage
-
3
gone Rokkit launcha — Rokkit launcha Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
changed Burna Burna
- Attacks
-
D63
new Burna — Burna BLAST 1
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
new Burna — Burna TORRENT
- Rules
-
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
gone Burna — Burna Ignores Cover
- Rules
-
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
gone Burna — Burna Torrent
- Rules
-
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
changed Choppa Choppa
- Strength
-
45
new Slugga — Slugga CLOSE-QUARTERS
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
new Slugga — Slugga LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
gone Slugga — Slugga Pistol
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
new Nob: Default Wargear
new Nob: The Nob can have their Choppa replaced with one of the following: ▫ 1 Big Choppa ▫ 1 Power Klaw
new Kommando: 1 Kommando model can be equipped with 1 Burna.
new Kommando: 1 Kommando model can be equipped with 1 Rokkit Launcha.
new Kommando: 1 Kommando model can have their Choppa replaced with 1 Breacha Ram.
new Kommando: Up to 2 Kommando models can each be equipped with 1 Kustom Shoota.
gone This unit can be equipped with 1 bomb squig.
gone This unit can be equipped with 1 distraction grot.
gone Boss Nob: Default Wargear
gone Boss Nob: The Boss Nob’s choppa can be replaced with one of the following:
gone Kommando: Up to 2 Kommandos can each have their slugga and choppa replaced with 1 Kustom shoota and 1 close combat weapon.
gone Kommando: 1 Kommando’s slugga and choppa can be replaced with 1 breacha ram.
gone Kommando: 1 Kommando’s slugga and choppa can be replaced with 1 burna and 1 close combat weapon.
gone Kommando: 1 Kommando’s slugga and choppa can be replaced with 1 rokkit launcha and 1 close combat weapon.
new The Nob can have their Choppa replaced with one of the following: ▫ 1 Big Choppa ▫ 1 Power Klaw
new 1 Kommando model can be equipped with 1 Burna.
new 1 Kommando model can be equipped with 1 Rokkit Launcha.
new 1 Kommando model can have their Choppa replaced with 1 Breacha Ram.
new Up to 2 Kommando models can each be equipped with 1 Kustom Shoota.
gone ■ The Boss Nob’s choppa can be replaced with one of the following: ◦ 1 big choppa ◦ 1 power klaw
gone ■ Up to 2 Kommandos can each have their slugga and choppa replaced with 1 Kustom shoota and 1 close combat weapon.
gone ■ 1 Kommando’s slugga and choppa can be replaced with 1 breacha ram.
gone ■ 1 Kommando’s slugga and choppa can be replaced with 1 burna and 1 close combat weapon.
gone ■ 1 Kommando’s slugga and choppa can be replaced with 1 rokkit launcha and 1 close combat weapon.
gone ■ This unit can be equipped with 1 bomb squig.
gone ■ This unit can be equipped with 1 distraction grot.
new 1 Nob, 9 Kommando
- Points
- 125 pts
- Nob count
- 1
- Kommando count
- 9
gone 1 Boss Nob, 9 Kommando
- Points
-
120 pts - Boss Nob count
-
1 - Kommando count
-
9
changed Meganobz
- Unit Composition
-
■- 2‑6
2-6MeganobMeganobzEverymodels
Every model is equipped
with:with:kustom1shoota;KustompowerShoota;klaw.1 Power Klaw. - 2‑6
- Points Scaling
-
+20 pts per 3 models+40 pts per 3 models
changed Meganob
- Keywords
-
Infantry, Grenades, Mega Armour, MeganobzExplosives, Infantry, Mega Armour - Equipped With
-
Kustom shoota, Power klawKustom Shoota, Power Klaw
new Arrogant Invulnerability
- Rules
-
Attacks that target this unit have -1 AP.
changed Krumpin’ Time
- Rules
-
WhileIn theWaaagh!Fightisphase,activeifforthisyourunitarmy,ismodelsriledinup, this unithave the FeelhasNo+1Painto5+hitability.rolls.
new Kustom Shoota
- Type
- weapon
new Power Klaw
- Type
- weapon
new Twin Killsaws
- Type
- weapon
gone Kustom shoota
- Type
-
weapon
gone Power klaw
- Type
-
weapon
gone Twin killsaws
- Type
-
weapon
new Kustom Shoota Aimed
- Range
- 18"
- Attacks
- 4
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
new Kustom Shoota Point Blank
- Range
- 6"
- Attacks
- D3+3
- Ballistic Skill
- -
- Strength
- 4
- AP
- 0
- Damage
- 1
new Kustom Shoota — Aimed LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Kustom Shoota — Aimed RAPID FIRE 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
new Kustom Shoota — Point Blank CLOSE-QUARTERS
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
new Kustom Shoota — Point Blank TORRENT
- Rules
-
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
new Power Klaw Power Klaw
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 10
- AP
- -2
- Damage
- 2
new Twin Killsaws Twin Killsaws
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 4+
- Strength
- 10
- AP
- -2
- Damage
- 3
new Twin Killsaws — Twin Killsaws TWIN-LINKED
- Rules
-
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
gone Kustom shoota Kustom shoota
- Range
-
18" - Attacks
-
4 - Ballistic Skill
-
5+ - Strength
-
4 - AP
-
0 - Damage
-
1
gone Kustom shoota — Kustom shoota Rapid Fire 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Power klaw Power klaw
- Range
-
Melee - Attacks
-
3 - Weapon Skill
-
4+ - Strength
-
9 - AP
-
-2 - Damage
-
2
gone Twin killsaws Twin killsaw
- Range
-
Melee - Attacks
-
2 - Weapon Skill
-
4+ - Strength
-
12 - AP
-
-3 - Damage
-
2
gone Twin killsaws — Twin killsaw Twin-linked
- Rules
-
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
changed Killsaw Killsaw
- Attacks
-
23 - Strength
-
1210 - AP
-
-3-2 - Damage
-
23
new Kombi-weapon Kill Shot
- Range
- 24"
- Attacks
- 1
- Ballistic Skill
- 5+
- Strength
- 10
- AP
- -2
- Damage
- 3
new Kombi-weapon Point Blank
- Range
- 12"
- Attacks
- 3
- Ballistic Skill
- -
- Strength
- 5
- AP
- 0
- Damage
- 1
new Kombi-weapon Shoota
- Range
- 18"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
gone Kombi-weapon Kombi-weapon
- Range
-
24" - Attacks
-
1 - Ballistic Skill
-
5+ - Strength
-
4 - AP
-
0 - Damage
-
1
new Kombi-weapon — Point Blank BLAST 1
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
new Kombi-weapon — Point Blank TORRENT
- Rules
-
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
new Kombi-weapon — Shoota LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Kombi-weapon — Shoota RAPID FIRE 1
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Kombi-weapon — Kombi-weapon Anti-infantry 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Kombi-weapon — Kombi-weapon Devastating Wounds
- Rules
-
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
gone Kombi-weapon — Kombi-weapon Rapid Fire 1
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
new Meganob: Any number of models can each have their Power Klaw replaced with 1 Killsaw.
new Meganob: Any number of models can each have their Kustom Shoota replaced with 1 Kombi‑weapon.
new Meganob: Any number of models can each have their Power Klaw and Kustom Shoota replaced with 1 Twin Killsaws.
gone Meganob: Any number of models can each have their kustom shoota and power klaw replaced with one of the following: ◦ 1 kombi-weapon and 1 power klaw ◦ 1 kombi-weapon and 1 killsaw ◦ 1 kustom shoota and 1 killsaw ◦ 1 killsaw and 1 power klaw ◦ 1 twin killsaws
new Any number of models can each have their Power Klaw replaced with 1 Killsaw.
new Any number of models can each have their Kustom Shoota replaced with 1 Kombi‑weapon.
new Any number of models can each have their Power Klaw and Kustom Shoota replaced with 1 Twin Killsaws.
gone ■ Any number of models can each have their kustom shoota and power klaw replaced with one of the following: ◦ 1 kombi-weapon and 1 power klaw ◦ 1 kombi-weapon and 1 killsaw ◦ 1 kustom shoota and 1 killsaw ◦ 1 killsaw and 1 power klaw ◦ 1 twin killsaws
new 3 Meganob
- Points
- 110 pts
- Meganob count
- 3
new 4-5 Meganob
- Points
- 185 pts
- Meganob count
- 4-5
new 6 Meganob
- Points
- 225 pts
- Meganob count
- 6
gone 2 Meganob
- Points
-
60 pts - Meganob count
-
2
gone 3 Meganob
- Points
-
90 pts - Meganob count
-
3
gone 4-5 Meganob
- Points
-
150 pts - Meganob count
-
4-5
changed 2 Meganob
- Points
-
180 pts75 pts - Meganob count
-
62
changed Mek
- Unit Composition
-
■- 1
1MekMekThismodel
This model is equipped
with:with:kustom1mega‑slugga;KustomcloseMega‑slugga;combat1weapon.Mek’s Toolz. - 1
changed Mek
- Keywords
-
Infantry, Character, MekCharacter, Explosives, Infantry - Equipped With
-
Kustom mega-slugga, Close combat weaponKustom Mega-slugga, Mek’s Toolz
new Kustom Dakka
- Rules
-
This unit’s ranged attacks have [Ignores Cover].
new Support
new Clever Know-wotz
- Rules
-
In your Movement phase, at the start or end of this unit's move, you can select one friendly Orks Vehicle model (excluding Aircraft/Titanic models) within 3" of this model:
- That Vehicle model heals D3 wounds.
- That Vehicle model's attacks have +1 to hit rolls until the start of your next Movement phase.
gone Leader
gone Know-wotz
- Rules
-
While this model is within 3" of one or more friendly ORKS VEHICLE units, this model has the Lone Operative ability.
gone Mekaniak
- Rules
-
At the end of your Movement phase, you can select one friendly ORKS VEHICLE model within 3" of this model. That VEHICLE model regains up to D3 lost wounds, and, until the start of your next Movement phase, each time that VEHICLE model makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per turn.
new Support
- Rules
-
This model can be attached to the following units:
■ BOYZ
■ FLASH GITZ
■ MEK GUNZ
■ NOBZ
■ TANKBUSTAS
gone Leader
- Rules
-
This model can be attached to the following units:
■ BOYZ
■ LOOTAS
■ MEK GUNZ
■ NOBZ
■ TANKBUSTAS
new Kustom Mega-slugga
- Type
- weapon
new Mek’s Toolz
- Type
- weapon
gone Close combat weapon
- Type
-
weapon
gone Killsaw
- Type
-
weapon
gone Kustom mega-slugga
- Type
-
weapon
new Kustom Mega-slugga Kustom Mega-slugga
- Range
- 12"
- Attacks
- 3
- Ballistic Skill
- 4+
- Strength
- 8
- AP
- -2
- Damage
- 3
new Kustom Mega-slugga — Kustom Mega-slugga CLOSE-QUARTERS
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
new Kustom Mega-slugga — Kustom Mega-slugga HAZARDOUS
- Rules
-
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
new Mek’s Toolz Mek’s Toolz
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 5
- AP
- 0
- Damage
- 1
gone Close combat weapon Close combat weapon
- Range
-
Melee - Attacks
-
3 - Weapon Skill
-
3+ - Strength
-
4 - AP
-
0 - Damage
-
1
gone Killsaw Killsaw
- Range
-
Melee - Attacks
-
1 - Weapon Skill
-
4+ - Strength
-
12 - AP
-
-3 - Damage
-
2
gone Kustom mega-slugga Kustom mega-slugga
- Range
-
12" - Attacks
-
D3 - Ballistic Skill
-
5+ - Strength
-
8 - AP
-
-2 - Damage
-
D6
gone Kustom mega-slugga — Kustom mega-slugga Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Kustom mega-slugga — Kustom mega-slugga Hazardous
- Rules
-
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
gone Mek: This model’s close combat weapon can be replaced with 1 killsaw.
gone ■ This model’s close combat weapon can be replaced with 1 killsaw.
changed 1 Mek
- Points
-
55 pts45 pts
changed Mek Gunz
- Unit Composition
-
■ 1‑3- 1‑3 Mek
GunzEvery model is equipped with: smasha gun; grot crew.*Designer’s Note: Place five Grot Crew tokens next to each MekGunzGunmodels
Every model
when this unitisfirst set up, removing one each time its Mek Gun model loses a wound (a Mek Gun model itselfequippediswith:considered1toScavengedrepresentShivs;its1finalSmashawound).*Gun. - 1‑3 Mek
- Base Size
-
HullNone
changed Mek Gunz
- Movement
-
3"5" - Toughness
-
56 - Save
-
5+4+ - Keywords
-
Vehicle, Grots, Mek GunzFrame, Grots, Vehicle - Equipped With
-
Smasha gun, Grot crewScavenged Shivs, Smasha Gun
new Madcap Artillery
- Rules
-
In your Shooting phase, when this unit has shot, if all ranged weapons equipped by each Mek Gunz model in this unit are the same, select one enemy unit hit by those attacks. That enemy unit has the ability below that matches that weapon's name until the start of your next turn:
- Bubblechukka: This unit is wobbled. While a wobbled unit is attacking, its targets have the benefit of cover against those attacks.
- Kustom Mega-kannon: This unit is zapped. While a unit is zapped, that unit has -1 Ld.
- Smasha Gun: This unit is smashed. While a unit is smashed, that unit has -2" M.
- Traktor Kannon: This unit is grounded. While a unit is grounded, it cannot take to the skies.
Place five Grot Crew tokens next to each Mek Gun model, removing one each time its Mek Gun model loses a wound (a Mek Gun model itself is considered to represent its final wound).
gone Splat!
- Rules
-
Each time a model in this unit makes a ranged attack that targets a unit that is at its Starting Strength (excluding MONSTERS and VEHICLES), re‑roll a Hit roll of 1.
new Kustom Mega-kannon
- Type
- weapon
new Scavenged Shivs
- Type
- weapon
new Smasha Gun
- Type
- weapon
new Traktor Kannon
- Type
- weapon
gone Grot crew
- Type
-
weapon
gone Kustom mega-kannon
- Type
-
weapon
gone Smasha gun
- Type
-
weapon
gone Traktor kannon
- Type
-
weapon
new Kustom Mega-kannon Kustom Mega-kannon
- Range
- 36"
- Attacks
- D3+1
- Ballistic Skill
- 4+
- Strength
- 12
- AP
- -2
- Damage
- 4
new Kustom Mega-kannon — Kustom Mega-kannon BLAST 1
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
new Kustom Mega-kannon — Kustom Mega-kannon HAZARDOUS
- Rules
-
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
new Scavenged Shivs Scavenged Shivs
- Range
- Melee
- Attacks
- 5
- Weapon Skill
- 5+
- Strength
- 2
- AP
- 0
- Damage
- 1
new Smasha Gun Smasha Gun
- Range
- 48"
- Attacks
- 4
- Ballistic Skill
- 4+
- Strength
- 7
- AP
- -3
- Damage
- 3
new Smasha Gun — Smasha Gun BLAST 1
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
new Traktor Kannon Traktor Kannon
- Range
- 48"
- Attacks
- 2
- Ballistic Skill
- 4+
- Strength
- 6
- AP
- -2
- Damage
- D3+3
new Traktor Kannon — Traktor Kannon ANTI-FLY 2+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Grot crew Grot crew
- Range
-
Melee - Attacks
-
6 - Weapon Skill
-
5+ - Strength
-
2 - AP
-
0 - Damage
-
1
gone Kustom mega-kannon Kustom mega-kannon
- Range
-
36" - Attacks
-
D6 - Ballistic Skill
-
4+ - Strength
-
12 - AP
-
-1 - Damage
-
D6
gone Kustom mega-kannon — Kustom mega-kannon Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Kustom mega-kannon — Kustom mega-kannon Hazardous
- Rules
-
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
gone Smasha gun Smasha gun
- Range
-
48" - Attacks
-
D3+1 - Ballistic Skill
-
4+ - Strength
-
9 - AP
-
-3 - Damage
-
3
gone Smasha gun — Smasha gun Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Traktor kannon Traktor kannon
- Range
-
48" - Attacks
-
1 - Ballistic Skill
-
4+ - Strength
-
10 - AP
-
-2 - Damage
-
D6+1
gone Traktor kannon — Traktor kannon Anti-fly 2+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Traktor kannon — Traktor kannon Devastating Wounds
- Rules
-
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
new Bubblechukka Bubblechukka
- Range
- 48"
- Attacks
- 8
- Ballistic Skill
- 4+
- Strength
- 3
- AP
- -3
- Damage
- 1
gone Bubblechukka big bubble (1-2)
- Range
-
48" - Attacks
-
2D6 - Ballistic Skill
-
4+ - Strength
-
6 - AP
-
-1 - Damage
-
1
gone Bubblechukka wobbly bubble (3-4)
- Range
-
48" - Attacks
-
D6 - Ballistic Skill
-
4+ - Strength
-
9 - AP
-
-2 - Damage
-
3
gone Bubblechukka dense bubble (5-6)
- Range
-
48" - Attacks
-
D3 - Ballistic Skill
-
4+ - Strength
-
12 - AP
-
-3 - Damage
-
D6+3
new Bubblechukka — Bubblechukka BLAST 3
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
new Bubblechukka — Bubblechukka LETHAL HITS
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
gone Bubblechukka — big bubble (1-2) Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Bubblechukka — big bubble (1-2) Bubblechukka
- Rules
-
Before selecting targets for one or more models equipped with this weapon, roll one D6 to determine which profile models equipped with this weapon will make attacks with, comparing the result with the numbers shown.
gone Bubblechukka — wobbly bubble (3-4) Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Bubblechukka — wobbly bubble (3-4) Bubblechukka
- Rules
-
Before selecting targets for one or more models equipped with this weapon, roll one D6 to determine which profile models equipped with this weapon will make attacks with, comparing the result with the numbers shown.
gone Bubblechukka — dense bubble (5-6) Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Bubblechukka — dense bubble (5-6) Bubblechukka
- Rules
-
Before selecting targets for one or more models equipped with this weapon, roll one D6 to determine which profile models equipped with this weapon will make attacks with, comparing the result with the numbers shown.
new Mek Gunz: Default Wargear
new Mek Gunz: Any number of models can each have their Smasha Gun replaced with one of the following: ▫ 1 Bubblechukka ▫ 1 Kustom Mega‑kannon ▫ 1 Traktor Kannon
gone Mek Gun: Default Wargear
gone Mek Gun: Each model’s smasha gun can be replaced with one of the following:
new Any number of models can each have their Smasha Gun replaced with one of the following: ▫ 1 Bubblechukka ▫ 1 Kustom Mega‑kannon ▫ 1 Traktor Kannon
gone ■ Each model’s smasha gun can be replaced with one of the following: ◦ 1 bubblechukka ◦ 1 kustom mega-kannon ◦ 1 traktor kannon
new 1 Mek Gunz
- Points
- 55 pts
- Mek Gunz count
- 1
new 2 Mek Gunz
- Points
- 110 pts
- Mek Gunz count
- 2
new 3 Mek Gunz
- Points
- 165 pts
- Mek Gunz count
- 3
gone 1 Mek Gun
- Points
-
45 pts - Mek Gun count
-
1
gone 2 Mek Gun
- Points
-
90 pts - Mek Gun count
-
2
gone 3 Mek Gun
- Points
-
135 pts - Mek Gun count
-
3
changed Morkanaut
- Unit Composition
-
■- 1
1MorkanautMorkanautThismodel
This model is equipped
with:with:kustom2mega-blasta;DualkustomBigmega-zappa;Shoota;21rokkitKlawlaunchas;of2Mork;twin1bigKustomshootas;Mega‑blasta;klaw1ofKustomMork.Mega‑zappa; 2 Rokkit Launcha. - 1
- Base Size
-
170 x 109mm Oval Base - Points Scaling
-
+20 pts per 3 models+30 pts per 3 models
changed Morkanaut
- Movement
-
8"9" - Save
-
3+2+ - Keywords
-
Vehicle, Titanic, Towering, Transport, Walker, MorkanautTitanic, Towering, Transport, Vehicle, Walker - Equipped With
-
Kustom mega-blasta, Kustom mega-zappa, Rokkit launcha, Twin big shoota, Klaw of MorkDual Big Shoota, Klaw of Mork, Kustom Mega-blasta, Kustom Mega-zappa, Rokkit Launcha
new Super-heavy Walker
new Gut Hatch
- Rules
-
In your Movement phase, when this unit ends a normal move, units embarked within this unit can make an assault disembark move (pg 121).
new Damaged 7
gone Clankin’ Forward
- Rules
-
Each time this model makes a Normal, Advance or Fall Back move, it can move over enemy models (excluding MONSTERS and VEHICLES) and terrain features that are 4" or less in height as if they were not there.
changed Big an’ Shooty
- Rules
-
EachIntimeyourthisShootingmodelphase,makesthisaunit’s rangedattack, if the Waaagh! is active for your army,attacksaddcan1re‑rolltohittherollsHitofroll.1.
new TRANSPORT
- Rules
-
This model has a transport capacity of 12 Orks Infantry models. It cannot transport Ghazghkull Thraka models. Each Mega Armour/Jump Pack model takes up the space of 2 models.
gone Transport
- Rules
-
This model has a transport capacity of 12 ORKS INFANTRY models (excluding GHAZGHKULL THRAKA). Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models.
new Dual Big Shoota
- Type
- weapon
new Kustom Mega-blasta
- Type
- weapon
new Kustom Mega-zappa
- Type
- weapon
new Rokkit Launcha
- Type
- weapon
gone Kustom mega-blasta
- Type
-
weapon
gone Kustom mega-zappa
- Type
-
weapon
gone Rokkit launcha
- Type
-
weapon
gone Twin big shoota
- Type
-
weapon
new Dual Big Shoota Dual Big Shoota
- Range
- 36"
- Attacks
- 6
- Ballistic Skill
- 4+
- Strength
- 5
- AP
- 0
- Damage
- 1
new Dual Big Shoota — Dual Big Shoota LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Dual Big Shoota — Dual Big Shoota RAPID FIRE 4
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
new Kustom Mega-blasta Kustom Mega-blasta
- Range
- 24"
- Attacks
- 3
- Ballistic Skill
- 4+
- Strength
- 9
- AP
- -2
- Damage
- 3
new Kustom Mega-blasta — Kustom Mega-blasta HAZARDOUS
- Rules
-
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
new Kustom Mega-zappa Kustom Mega-zappa
- Range
- 36"
- Attacks
- 3
- Ballistic Skill
- 4+
- Strength
- 12
- AP
- -2
- Damage
- 4
new Kustom Mega-zappa — Kustom Mega-zappa BLAST 1
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
new Kustom Mega-zappa — Kustom Mega-zappa HAZARDOUS
- Rules
-
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
new Rokkit Launcha Blasta
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 4+
- Strength
- 5
- AP
- 0
- Damage
- 1
new Rokkit Launcha Busta
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 4+
- Strength
- 10
- AP
- -2
- Damage
- 3
new Rokkit Launcha — Blasta BLAST 2
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Kustom mega-blasta Kustom mega-blasta
- Range
-
24" - Attacks
-
3 - Ballistic Skill
-
5+ - Strength
-
9 - AP
-
-2 - Damage
-
D6
gone Kustom mega-blasta — Kustom mega-blasta Hazardous
- Rules
-
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
gone Kustom mega-zappa Kustom mega-zappa
- Range
-
36" - Attacks
-
D6+3 - Ballistic Skill
-
5+ - Strength
-
10 - AP
-
-2 - Damage
-
D6
gone Kustom mega-zappa — Kustom mega-zappa Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Kustom mega-zappa — Kustom mega-zappa Hazardous
- Rules
-
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
gone Rokkit launcha Rokkit launcha
- Range
-
24" - Attacks
-
D3 - Ballistic Skill
-
5+ - Strength
-
9 - AP
-
-2 - Damage
-
3
gone Rokkit launcha — Rokkit launcha Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Twin big shoota Twin big shoota
- Range
-
36" - Attacks
-
3 - Ballistic Skill
-
5+ - Strength
-
5 - AP
-
0 - Damage
-
1
gone Twin big shoota — Twin big shoota Rapid Fire 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Twin big shoota — Twin big shoota Twin-linked
- Rules
-
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
new Klaw of Mork Klaw of Mork
- Range
- Melee
- Attacks
- 5
- Weapon Skill
- 3+
- Strength
- 18
- AP
- -3
- Damage
- 6
gone Klaw of Mork strike
- Range
-
Melee - Attacks
-
4 - Weapon Skill
-
3+ - Strength
-
18 - AP
-
-3 - Damage
-
6
gone Klaw of Mork sweep
- Range
-
Melee - Attacks
-
12 - Weapon Skill
-
3+ - Strength
-
8 - AP
-
-1 - Damage
-
2
new Klaw of Mork — Klaw of Mork CLEAVE 2
- Rules
-
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
changed 1 Morkanaut
- Points
-
270 pts345 pts
changed Mozrog Skragbad
- Unit Composition
-
■ 1- 1 Mozrog Skragbad
– EPIC HEROThismodel
This model is equipped
with: thumpwith:gun;1 Big Chompa’sjaws;Jaws;gutrippa.1 Gutrippa; 1 Thump Gun. - 1 Mozrog Skragbad
changed Mozrog Skragbad
- Toughness
-
89 - Wounds
-
810 - Keywords
-
Mounted, Character, Beast Snagga, Epic Hero, Warboss, Mozrog SkragbadBeast Snagga, Character, Epic Hero, Monster - Equipped With
-
Thump gun, Big Chompa’s jaws, GutrippaBig Chompa’s Jaws, Thump Gun, Gutrippa
new Beast Snagga Following
- Rules
-
While this unit is within 3" of a friendly Beast Snagga unit (excluding MONSTER Character units), this unit has Lone Operative.
gone Leader
changed One Last Kill
- Rules
-
While this model is leadingInatheunit,Fighteachphase,timewhenathis modelin that unitis destroyed,byifathismeleeunitattack,hasifnotitbeenhasselectednottofoughtfight this phase, roll one D6:on- On a
4+,2+, do not removeitthis model fromplay.theThebattlefield.destroyedWhenmodelthiscanunitfighthasafterfought, or at theattackingendunitofhasthefinishedphasemaking(whicheveritscomesattacks,first),andthisismodelthenis removed fromplay.the battlefield.
- On a
changed Da Bigger Dey Iz…
- Rules
-
Each time this model makes a melee attack that targets a MONSTER or VEHICLE unit, add 1 to the Damage characteristic of that attack. Each time this model makesThisaunit’s meleeattackattacks thattargetstarget aTITANIC unit, add 2 to the DamageMonster/Vehiclecharacteristicunitofcanthatre‑rollattackwoundinstead.rolls.
gone Leader
- Rules
-
This model can be attached to the following units:
■ SQUIGHOG BOYZ
new Big Chompa’s Jaws
- Type
- weapon
new Thump Gun
- Type
- weapon
gone Big Chompa’s jaws
- Type
-
weapon
gone Thump gun
- Type
-
weapon
new Big Chompa’s Jaws Big Chompa’s Jaws
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 7
- AP
- -2
- Damage
- 4
new Big Chompa’s Jaws — Big Chompa’s Jaws ANTI-MONSTER/VEHICLE 3+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
new Big Chompa’s Jaws — Big Chompa’s Jaws EXTRA ATTACKS
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
new Thump Gun Thump Gun
- Range
- 18"
- Attacks
- 3
- Ballistic Skill
- 5+
- Strength
- 6
- AP
- 0
- Damage
- 2
new Thump Gun — Thump Gun ANTI-MONSTER/VEHICLE 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Big Chompa’s jaws Big Chompa’s jaws
- Range
-
Melee - Attacks
-
3 - Weapon Skill
-
3+ - Strength
-
7 - AP
-
-2 - Damage
-
4
gone Big Chompa’s jaws — Big Chompa’s jaws Devastating Wounds
- Rules
-
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
gone Big Chompa’s jaws — Big Chompa’s jaws Extra Attacks
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
gone Thump gun Thump gun
- Range
-
18" - Attacks
-
D3 - Ballistic Skill
-
5+ - Strength
-
6 - AP
-
0 - Damage
-
2
gone Thump gun — Thump gun Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
new Gutrippa Hunter
- Range
- Melee
- Attacks
- 6
- Weapon Skill
- 2+
- Strength
- 12
- AP
- -2
- Damage
- D6+1
new Gutrippa Standard
- Range
- Melee
- Attacks
- 6
- Weapon Skill
- 2+
- Strength
- 9
- AP
- -2
- Damage
- 2
gone Gutrippa Gutrippa
- Range
-
Melee - Attacks
-
6 - Weapon Skill
-
2+ - Strength
-
7 - AP
-
-1 - Damage
-
3
new Gutrippa — Hunter LETHAL HITS
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Gutrippa — Standard CLEAVE 1
- Rules
-
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
gone Gutrippa — Gutrippa Anti-monster 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Gutrippa — Gutrippa Anti-vehicle 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
changed 1 Mozrog Skragbad
- Points
-
125 pts170 pts
changed Nobz
- Unit Composition
-
■ 1 Boss Nob
■- 5‑10
4-9NobNobzEverymodels
Every model is equipped
with:with:slugga;1bigKustomchoppa.Krumpa; 1 Kustom Shoota. - 5‑10
- Base Size
-
32mm40mm - Points Scaling
-
+10 pts per 3 models+30 pts per 3 models
gone Boss Nob
- Movement
-
6" - Toughness
-
5 - Save
-
4+ - Wounds
-
2 - Leadership
-
7+ - Objective Control
-
1 - Keywords
-
Infantry, Grenades, Nobz - Equipped With
-
Slugga, Big choppa
changed Nob
- Wounds
-
23 - Keywords
-
Infantry, Grenades, NobzExplosives, Infantry - Equipped With
-
Slugga, Big choppaKustom Krumpa, Kustom Shoota
new Get Out da Way!
- Rules
-
While making a charge move, this unit can move through models (excluding Monster/Vehicle models).
new Ammo Runts (Once per battle, per unit)
- Rules
-
In your Shooting phase, when this unit is selected to shoot, you can use this ability. If you do, this unit’s ranged attacks have +1 to hit rolls. Place any number of Ammo Runt tokens next to the unit, removing them when this ability is used.
gone Da Boss’ Ladz
- Rules
-
While a WARBOSS model is leading this unit, each time an attack targets this unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll.
new Paired Krumpas
- Type
- wargear
- Rule Text
-
Attacks made with this model’s Kustom Krumpa weapon can re-roll hit rolls and wound rolls.
new Big Choppa
- Type
- weapon
new Big Skorcha
- Type
- weapon
new Kombi-rokkit
- Type
- weapon
new Kustom Big Shoota
- Type
- weapon
new Kustom Choppa
- Type
- weapon
new Kustom Krumpa
- Type
- weapon
new Kustom Shoota
- Type
- weapon
gone Ammo Runt
- Type
-
wargear - Rule Text
-
Once per battle for each ammo runt this unit has, when this unit is selected to shoot, it can use this ability. If it does, until the end of the phase, ranged weapons equipped by models in this unit have the [LETHAL HITS] ability.
*Designer’s Note: Place the relevant number of Ammo Runt tokens next to the unit, removing one each time the unit uses this ability.*
gone Big choppa
- Type
-
weapon
gone Close combat weapon
- Type
-
weapon
gone Kombi-weapon
- Type
-
weapon
gone Power klaw
- Type
-
weapon
gone Slugga
- Type
-
weapon
new Big Choppa Big Choppa
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 7
- AP
- -1
- Damage
- 2
new Big Choppa — Big Choppa CLEAVE 2
- Rules
-
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
new Big Skorcha Big Skorcha
- Range
- 18"
- Attacks
- 3
- Ballistic Skill
- -
- Strength
- 5
- AP
- -1
- Damage
- 1
new Big Skorcha — Big Skorcha BLAST 2
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
new Big Skorcha — Big Skorcha TORRENT
- Rules
-
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
new Kombi-rokkit Busta Rokkit
- Range
- 24"
- Attacks
- 1
- Ballistic Skill
- 5+
- Strength
- 10
- AP
- -2
- Damage
- 3
new Kombi-rokkit Shoota
- Range
- 18"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
new Kombi-rokkit — Shoota LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Kombi-rokkit — Shoota RAPID FIRE 1
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
new Kustom Big Shoota Kustom Big Shoota
- Range
- 18"
- Attacks
- 8
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
new Kustom Big Shoota — Kustom Big Shoota LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Kustom Choppa Kustom Choppa
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 5
- AP
- -2
- Damage
- 2
new Kustom Krumpa Kustom Krumpa
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 10
- AP
- -2
- Damage
- 2
new Kustom Shoota Kustom Shoota
- Range
- 18"
- Attacks
- 4
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
new Kustom Shoota — Kustom Shoota LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Kustom Shoota — Kustom Shoota RAPID FIRE 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Big choppa Big choppa
- Range
-
Melee - Attacks
-
3 - Weapon Skill
-
3+ - Strength
-
7 - AP
-
-1 - Damage
-
2
gone Close combat weapon Close combat weapon
- Range
-
Melee - Attacks
-
3 - Weapon Skill
-
3+ - Strength
-
5 - AP
-
0 - Damage
-
1
gone Kombi-weapon Kombi-weapon
- Range
-
24" - Attacks
-
1 - Ballistic Skill
-
5+ - Strength
-
4 - AP
-
0 - Damage
-
1
gone Kombi-weapon — Kombi-weapon Anti-infantry 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Kombi-weapon — Kombi-weapon Devastating Wounds
- Rules
-
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
gone Kombi-weapon — Kombi-weapon Rapid Fire 1
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Power klaw Power klaw
- Range
-
Melee - Attacks
-
3 - Weapon Skill
-
4+ - Strength
-
9 - AP
-
-2 - Damage
-
2
gone Slugga Slugga
- Range
-
12" - Attacks
-
1 - Ballistic Skill
-
5+ - Strength
-
4 - AP
-
0 - Damage
-
1
gone Slugga — Slugga Pistol
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
new Nob: For every 5 models in this unit, 1 model can have their Kustom Krumpa and Kustom Shoota replaced with 1 Big Skorcha and 1 Kustom Choppa.
new Nob: For every 5 models in this unit, 1 model can have their Kustom Krumpa and Kustom Shoota replaced with 1 Kustom Big Shoota and 1 Kustom Choppa.
new Nob: For every 5 models in this unit, 1 model can have their Kustom Krumpa and Kustom Shoota replaced with 1 Big Choppa.
new Nob: For every 5 models in this unit, 1 model can have their Kustom Shoota replaced with 1 Paired Krumpas.
new Nob: Any number of models can each have their Kustom Shoota replaced with 1 Kombi-rokkit.
gone For every 5 models in this unit, this unit can be equipped with 1 ammo runt.
gone Boss Nob: Default Wargear
gone Boss Nob: Any number of models can each have their big choppa replaced with 1 power klaw.
gone Boss Nob: Any number of models can each have their slugga and big choppa replaced with 1 kombi-weapon and 1 close combat weapon.
gone Nob: Any number of models can each have their big choppa replaced with 1 power klaw.
gone Nob: Any number of models can each have their slugga and big choppa replaced with 1 kombi-weapon and 1 close combat weapon.
new For every 5 models in this unit, 1 model can have their Kustom Krumpa and Kustom Shoota replaced with 1 Big Skorcha and 1 Kustom Choppa.
new For every 5 models in this unit, 1 model can have their Kustom Krumpa and Kustom Shoota replaced with 1 Kustom Big Shoota and 1 Kustom Choppa.
new For every 5 models in this unit, 1 model can have their Kustom Krumpa and Kustom Shoota replaced with 1 Big Choppa.
new For every 5 models in this unit, 1 model can have their Kustom Shoota replaced with 1 Paired Krumpas.
new Any number of models can each have their Kustom Shoota replaced with 1 Kombi-rokkit.
gone ■ Any number of models can each have their big choppa replaced with 1 power klaw.
gone ■ Any number of models can each have their slugga and big choppa replaced with 1 kombi-weapon and 1 close combat weapon.
gone ■ For every 5 models in this unit, this unit can be equipped with 1 ammo runt.
new 5 Nob
- Points
- 125 pts
- Nob count
- 5
new 6-10 Nob
- Points
- 250 pts
- Nob count
- 6-10
gone 4 Nob, 1 Boss Nob
- Points
-
105 pts - Nob count
-
4 - Boss Nob count
-
1
gone 5-9 Nob, 1 Boss Nob
- Points
-
210 pts - Nob count
-
5-9 - Boss Nob count
-
1
changed Painboss
- Unit Composition
-
■- 1
1PainbossPainbossThismodel
This model is equipped
with:with: 1 Beast Snaggaklaw.Klaw. - 1
- Points Scaling
- +10 pts per 3 models
changed Painboss
- Invulnerable Save
- 6+
- Keywords
-
Infantry, Character, Beast Snagga, PainbossBeast Snagga, Character, Infantry - Equipped With
-
Beast Snagga klawBeast Snagga Klaw
new Push Dat Bit Back In (Once per battle, per unit)
- Rules
-
In your Command phase, select one friendly Beast Snagga unit within 6" of this unit. That unit heals 3 wounds. Place a Grot Orderly token next to the unit, removing it when this ability is used.
new Support
new Hardy Bioniks
- Rules
-
Attacks that target this unit with a S greater than this unit’s T have -1 to wound rolls.
new Runnin’ wiv da Herd
- Rules
-
While this model is attached to a Mounted unit, this model:
- Does not have Infantry.
- Has Mobile and Mounted.
- Has +4" M.
gone Feel No Pain 5+
gone Leader
gone Dok’s Toolz
- Rules
-
While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.
gone Sawbonez
- Rules
-
At the end of your Movement phase, select one friendly BEAST SNAGGA CHARACTER model within 3" of this model. That model is healed and regains up to 3 lost wounds. Each model can only be healed once per turn.
new Support
- Rules
-
This model can be attached to the following units:
■ BEAST SNAGGA BOYZ
■ SQUIGHOG BOYZ
gone Leader
- Rules
-
This model can be attached to the following units:
■ BEAST SNAGGA BOYZ
new Beast Snagga Klaw
- Type
- weapon
gone Grot Orderly
- Type
-
wargear - Rule Text
-
Once per battle, in your Command phase, if the bearer is leading a unit that is below its Starting Strength, you can return up to D3 destroyed Bodyguard models to that unit.
*Designer’s Note: Place a Grot Orderly token next to the unit, removing it once this ability has been used.*
gone Beast Snagga klaw
- Type
-
weapon
new Beast Snagga Klaw Beast Snagga Klaw
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 10
- AP
- -2
- Damage
- 2
new Beast Snagga Klaw — Beast Snagga Klaw ANTI-MONSTER/VEHICLE 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Beast Snagga klaw Beast Snagga klaw
- Range
-
Melee - Attacks
-
3 - Weapon Skill
-
4+ - Strength
-
9 - AP
-
-2 - Damage
-
2
gone Beast Snagga klaw — Beast Snagga klaw Anti-monster 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Beast Snagga klaw — Beast Snagga klaw Anti-vehicle 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Painboss: This model can be equipped with 1 grot orderly.
gone ■ This model can be equipped with 1 grot orderly.
changed 1 Painboss
- Points
-
70 pts60 pts
changed Painboy
- Unit Composition
-
■- 1
1PainboyPainboyThismodel
This model is equipped
with:with:power1klaw;Dok’s’urtyToolz;syringe.1 ’Urty Syringe. - 1
changed Painboy
- Keywords
-
Infantry, Character, PainboyCharacter, Infantry - Equipped With
-
Power klaw, ’Urty syringe’Urty Syringe, Dok’s Toolz
new Crude Surgery
- Rules
-
In your Command phase, this unit heals 3 wounds.
new Support
new Catch Dat Red Bit (Once per battle, per unit)
- Rules
-
When this model uses its Crude Surgery ability, you can add D3 to the number of wounds healed. Place a Grot Orderly token next to the unit, removing it when this ability is used.
gone Leader
gone Dok’s Toolz
- Rules
-
While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.
gone Hold Still and Say ‘Aargh!’
- Rules
-
Each time an attack made by this model with its ’urty syringe scores a Critical Wound against a unit (excluding VEHICLE units), that unit suffers D6 mortal wounds.
changed Support
- Rules
-
This model can be attached to the following units:
■ BOYZ
■ BREAKA BOYZ
■BURNA BOYZFLASH
■LOOTASGITZ
■ NOBZ
■ TANKBUSTAS
new Dok’s Toolz
- Type
- weapon
new ’Urty Syringe
- Type
- weapon
gone Grot Orderly
- Type
-
wargear - Rule Text
-
Once per battle, in your Command phase, if the bearer is leading a unit that is below its Starting Strength, you can return up to D3 destroyed Bodyguard models to that unit.
*Designer’s Note: Place a Grot Orderly token next to the unit, removing it once this ability has been used.*
gone Power klaw
- Type
-
weapon
gone ’Urty syringe
- Type
-
weapon
new Dok’s Toolz Dok’s Toolz
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 10
- AP
- -2
- Damage
- 2
new ’Urty Syringe ’Urty Syringe
- Range
- Melee
- Attacks
- 1
- Weapon Skill
- 3+
- Strength
- 2
- AP
- 0
- Damage
- D6
new ’Urty Syringe — ’Urty Syringe ANTI-INFANTRY 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
new ’Urty Syringe — ’Urty Syringe DEVASTATING WOUNDS: INFANTRY
- Rules
-
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
new ’Urty Syringe — ’Urty Syringe EXTRA ATTACKS
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
gone Power klaw Power klaw
- Range
-
Melee - Attacks
-
3 - Weapon Skill
-
4+ - Strength
-
9 - AP
-
-2 - Damage
-
2
gone ’Urty syringe Urty syringe
- Range
-
Melee - Attacks
-
1 - Weapon Skill
-
3+ - Strength
-
2 - AP
-
0 - Damage
-
1
gone ’Urty syringe — Urty syringe Anti-infantry 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone ’Urty syringe — Urty syringe Extra Attacks
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
gone ’Urty syringe — Urty syringe Precision
- Rules
-
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
gone Painboy: This model can be equipped with 1 grot orderly.
gone ■ This model can be equipped with 1 grot orderly.
changed 1 Painboy
- Points
-
90 pts45 pts
changed Rukkatrukk Squigbuggies
was Rukkatrukk Squigbuggy
- Unit Composition
-
■ 1- 1‑2 Rukkatrukk
SquigbuggyThisSquigbuggy models
Every model is equipped
with:with:sawn-off1shotgun;Sawsquig-launchas;Blades;saw1blades.Sawn‑off Shotgun; 1 Squig Launchas. - 1‑2 Rukkatrukk
- Base Size
-
150 x 95mm Oval Base150mm
changed Rukkatrukk Squigbuggy
- Keywords
-
Vehicle, Speed Freeks, Rukkatrukk SquigbuggyExplosives, Speed Freeks, Vehicle - Equipped With
-
Sawn-off shotgun, Squig-launchas, Saw bladesSaw Blades, Sawn-off Shotgun, Squig Launchas
new Squig Barrage
- Rules
-
In your Shooting phase, when this unit has shot, select one enemy unit (excluding Monster/Vehicle units) hit by this unit’s Squig Launchas weapons. That enemy unit is covered in Squigs until the start of your next turn:
- While a unit is covered in Squigs, that unit’s attacks have -1 to hit rolls.
gone Buzzer Squigs
- Rules
-
In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks made with squig‑launchas and roll one D6: on a 4+, until the end of your opponent’s next turn, that enemy unit is hindered. While a unit is hindered, subtract 2" from its Move characteristic and subtract 2 from Advance and Charge rolls made for it.
gone Squig Mine
- Rules
-
Once per battle, at the start of any phase, select one enemy unit within 3" of this model and roll one D6: on a 4+, that enemy unit suffers D6 mortal wounds.
*Designer’s Note: Place a Squig Mine token next to the model, removing it once this ability has been used.*
new Saw Blades
- Type
- weapon
new Sawn-off Shotgun
- Type
- weapon
new Squig Launchas
- Type
- weapon
gone Saw blades
- Type
-
weapon
gone Sawn-off shotgun
- Type
-
weapon
gone Squig-launchas
- Type
-
weapon
new Saw Blades Saw Blades
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 7
- AP
- -1
- Damage
- 2
new Saw Blades — Saw Blades CLEAVE 1
- Rules
-
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
new Sawn-off Shotgun Sawn-off Shotgun
- Range
- 12"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
new Sawn-off Shotgun — Sawn-off Shotgun ASSAULT
- Rules
-
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
new Sawn-off Shotgun — Sawn-off Shotgun LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Squig Launchas Squig Launchas
- Range
- 24"
- Attacks
- D6+6
- Ballistic Skill
- 4+
- Strength
- 5
- AP
- -1
- Damage
- 2
new Squig Launchas — Squig Launchas IGNORES COVER
- Rules
-
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
gone Saw blades Saw blades
- Range
-
Melee - Attacks
-
4 - Weapon Skill
-
4+ - Strength
-
7 - AP
-
-1 - Damage
-
2
gone Sawn-off shotgun Sawn-off shotgun
- Range
-
12" - Attacks
-
2 - Ballistic Skill
-
5+ - Strength
-
4 - AP
-
0 - Damage
-
1
gone Sawn-off shotgun — Sawn-off shotgun Assault
- Rules
-
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
gone Squig-launchas Squig-launchas
- Range
-
36" - Attacks
-
D6+6 - Ballistic Skill
-
5+ - Strength
-
5 - AP
-
-1 - Damage
-
2
gone Squig-launchas — Squig-launchas Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Squig-launchas — Squig-launchas Ignores Cover
- Rules
-
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
gone Squig-launchas — Squig-launchas Indirect Fire
- Rules
-
Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).
new 2 Rukkatrukk Squigbuggy
- Points
- 160 pts
- Rukkatrukk Squigbuggy count
- 2
changed Squighog Boyz
- Unit Composition
-
■ 1- 1‑2 Nob on Smasha Squig
and 3models - 3‑6 Squighog
Boyz OR ■ 2 Nobz on Smasha Squigs and 6 SquighogBoyBoyzEverymodels
Every Nob on Smasha Squig is equipped
with:with:slugga;1bigBigchoppa;Choppa;squig1jaws.Slugga; 1 Squig’s Jaws. Every Squighog Boy is equipped
Everywith:with:saddlegit1weapons;Saddlegit’sstikka;Shiv;squig1jaws.Squig’s Jaws; 1 Stikka. - 1‑2 Nob on Smasha Squig
- Base Size
-
Nob on Smasha Squig: 90 x 52.5mm Oval Base Squighog Boyz: 75 x 42mm Oval Base75mm, 90x52.5mm Oval Base - Points Scaling
- +20 pts per 3 models
changed Squighog Boy
- Toughness
-
76 - Invulnerable Save
- 6+
- Keywords
-
Mounted, Beast Snagga, Grenades, Squighog BoyzBeast Snagga, Explosives, Mobile, Mounted - Equipped With
-
Saddlegit weapons, Stikka, Squig jawsSaddlegit’s Shiv, Squig’s Jaws, Stikka
changed Nob on Smasha Squig
- Toughness
-
76 - Invulnerable Save
- 6+
- Keywords
-
Mounted, Beast Snagga, Grenades, Squighog BoyzBeast Snagga, Explosives, Mobile, Mounted - Equipped With
-
Slugga, Big choppa, Squig jawsBig Choppa, Slugga, Squig’s Jaws
new Bomb Squig (Once per battle, per unit)
- Rules
-
In your Movement phase, when this unit ends a normal move, you can select one visible enemy unit within 12" of this unit and roll one D6:
- On a 3+, that enemy unit suffers D3 mortal wounds.
Place one Bomb Squig token next to the unit, removing it after this ability is used.
new Brutal Impact
- Rules
-
If this unit made a charge move this turn, this unit’s attacks have +1 D.
gone Feel No Pain 5+
gone Wild Ride
- Rules
-
You can ignore any or all modifiers to this unit’s Move characteristic and to Advance and Charge rolls made for this unit.
new Big Choppa
- Type
- weapon
new Saddlegit’s Shiv
- Type
- weapon
new Squig’s Jaws
- Type
- weapon
gone Bomb Squig
- Type
-
wargear - Rule Text
-
Once per battle, for each bomb squig this unit has, after this unit ends a Normal move, you can use one Bomb Squig. If you do, select one enemy unit within 12" and visible to this unit and roll one D6: on a 3+, that enemy unit suffers D3 mortal wounds.
gone Big choppa
- Type
-
weapon
gone Saddlegit weapons
- Type
-
weapon
gone Squig jaws
- Type
-
weapon
new Big Choppa Big Choppa
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 7
- AP
- -1
- Damage
- 2
new Big Choppa — Big Choppa ANTI-MONSTER/VEHICLE 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
new Big Choppa — Big Choppa CLEAVE 2
- Rules
-
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
new Saddlegit’s Shiv Saddlegit’s Shiv
- Range
- 9"
- Attacks
- 1
- Ballistic Skill
- 4+
- Strength
- 3
- AP
- 0
- Damage
- 1
new Saddlegit’s Shiv — Saddlegit’s Shiv ASSAULT
- Rules
-
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
new Squig’s Jaws Squig’s Jaws
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 4+
- Strength
- 6
- AP
- -1
- Damage
- 2
new Squig’s Jaws — Squig’s Jaws EXTRA ATTACKS
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
gone Big choppa Big choppa
- Range
-
Melee - Attacks
-
4 - Weapon Skill
-
3+ - Strength
-
6 - AP
-
-1 - Damage
-
2
gone Big choppa — Big choppa Anti-monster 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Big choppa — Big choppa Anti-vehicle 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Saddlegit weapons Saddlegit weapons
- Range
-
9" - Attacks
-
1 - Ballistic Skill
-
4+ - Strength
-
3 - AP
-
0 - Damage
-
1
gone Saddlegit weapons — Saddlegit weapons Assault
- Rules
-
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
gone Squig jaws Squig jaws
- Range
-
Melee - Attacks
-
3 - Weapon Skill
-
4+ - Strength
-
6 - AP
-
-1 - Damage
-
2
gone Squig jaws — Squig jaws Extra Attacks
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
new Slugga — Slugga CLOSE-QUARTERS
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
new Slugga — Slugga LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
gone Slugga — Slugga Pistol
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
new Stikka Stikka
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 5
- AP
- -1
- Damage
- 2
new Stikka Stikka
- Range
- 9"
- Attacks
- 1
- Ballistic Skill
- 5+
- Strength
- 5
- AP
- -1
- Damage
- 2
gone Stikka Ranged
- Range
-
12" - Attacks
-
1 - Ballistic Skill
-
5+ - Strength
-
5 - AP
-
-1 - Damage
-
2
gone Stikka Melee
- Range
-
Melee - Attacks
-
3 - Weapon Skill
-
3+ - Strength
-
5 - AP
-
-1 - Damage
-
2
new Stikka — Stikka ANTI-MONSTER/VEHICLE 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
new Stikka — Stikka ANTI-MONSTER/VEHICLE 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
new Stikka — Stikka ASSAULT
- Rules
-
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
gone Stikka — Ranged Assault
- Rules
-
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
gone Stikka — Ranged Anti-monster 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Stikka — Ranged Anti-vehicle 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Stikka — Melee Anti-monster 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Stikka — Melee Anti-vehicle 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Stikka — Melee Lance
- Rules
-
Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.
gone For every 4 models in this unit, this unit can be equipped with 1 bomb squig.
gone ■ For every 4 models in this unit, this unit can be equipped with 1 bomb squig.
new 6 Squighog Boy, 2 Nob on Smasha Squig
- Points
- 280 pts
- Squighog Boy count
- 6
- Nob on Smasha Squig count
- 2
gone 1 Nob on Smasha Squig, 3 Squighog Boy
- Points
-
140 pts - Nob on Smasha Squig count
-
1 - Squighog Boy count
-
3
changed 1 Nob on Smasha Squig, 3 Squighog Boy
- Points
-
270 pts140 pts - Nob on Smasha Squig count
-
21 - Squighog Boy count
-
63
changed Stompa
- Unit Composition
-
■- 1
1StompaStompaThismodel
This model is equipped
with:with:35bigBigshootas;Shoota;deffkannon;1skorcha;Deffkannonsupa-gatler;andsupa-rokkits;Supa‑rokkits;twin1bigMega‑choppa;shoota;1mega-choppa.Skorcha; 1 Supa‑gatler. - 1
- Base Size
-
HullNone
changed Stompa
- Invulnerable Save
-
6+5+ - Keywords
-
Vehicle, Transport, Titanic, Towering, Walker, Stompa, FrameFrame, Titanic, Towering, Transport, Vehicle, Walker - Equipped With
-
Big shoota, Deffkannon, Skorcha, Supa-gatler, Supa-rokkits, Twin big shoota, Mega-choppaBig Shoota, Deffkannon and Supa-rokkits, Mega-choppa, Skorcha, Supa-gatler
new Idol of Belligerence
- Rules
-
In your Movement phase, when a unit embarked within this unit is selected to make a disembark move, that unit is riled up until the start of your next turn.
new Super-heavy Walker
new Damaged 10
gone Stompin’ Forward
- Rules
-
Each time this model makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there.
changed Waaagh! Effigy
- Rules
-
While a friendly ORKSThis unit iswithin 12" of this model, each time you take a Battle‑shock test for that unit, add 1 to thatriledtest.up.
new TRANSPORT
- Rules
-
This model has a transport capacity of 22 Orks Infantry models. Each Mega Armour/Jump Pack model takes up the space of 2 models. Each Ghazghkull Thraka model takes up the space of 4 models.
gone Transport
- Rules
-
This model has a transport capacity of 22 ORKS INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models. The GHAZGHKULL THRAKA model takes up the space of 4 models.
new Big Shoota
- Type
- weapon
new Deffkannon and Supa-rokkits
- Type
- weapon
gone Big shoota
- Type
-
weapon
gone Deffkannon
- Type
-
weapon
gone Supa-rokkits
- Type
-
weapon
gone Twin big shoota
- Type
-
weapon
new Big Shoota Big Shoota
- Range
- 36"
- Attacks
- 3
- Ballistic Skill
- 5+
- Strength
- 5
- AP
- 0
- Damage
- 1
new Big Shoota — Big Shoota LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Big Shoota — Big Shoota RAPID FIRE 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
new Deffkannon and Supa-rokkits Deffkannon and Supa-rokkits
- Range
- 72"
- Attacks
- 12
- Ballistic Skill
- 5+
- Strength
- 14
- AP
- -3
- Damage
- D6+2
new Deffkannon and Supa-rokkits — Deffkannon and Supa-rokkits BLAST 2
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Big shoota Big shoota
- Range
-
36" - Attacks
-
3 - Ballistic Skill
-
5+ - Strength
-
5 - AP
-
0 - Damage
-
1
gone Big shoota — Big shoota Rapid Fire 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Deffkannon Deffkannon
- Range
-
72" - Attacks
-
3D6 - Ballistic Skill
-
5+ - Strength
-
14 - AP
-
-3 - Damage
-
D6
gone Deffkannon — Deffkannon Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Supa-rokkits Supa-rokkits
- Range
-
100" - Attacks
-
D6 - Ballistic Skill
-
5+ - Strength
-
12 - AP
-
-3 - Damage
-
D6+2
gone Supa-rokkits — Supa-rokkits Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Twin big shoota Twin big shoota
- Range
-
36" - Attacks
-
3 - Ballistic Skill
-
5+ - Strength
-
5 - AP
-
0 - Damage
-
1
gone Twin big shoota — Twin big shoota Rapid Fire 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Twin big shoota — Twin big shoota Twin-linked
- Rules
-
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
new Mega-choppa Mega-choppa
- Range
- Melee
- Attacks
- 6
- Weapon Skill
- 3+
- Strength
- 24
- AP
- -4
- Damage
- 10
gone Mega-choppa strike
- Range
-
Melee - Attacks
-
6 - Weapon Skill
-
3+ - Strength
-
24 - AP
-
-5 - Damage
-
10
gone Mega-choppa sweep
- Range
-
Melee - Attacks
-
18 - Weapon Skill
-
3+ - Strength
-
10 - AP
-
-2 - Damage
-
3
new Mega-choppa — Mega-choppa CLEAVE 4
- Rules
-
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
changed Skorcha Skorcha
- Attacks
-
D63
new Skorcha — Skorcha BLAST 2
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
new Skorcha — Skorcha TORRENT
- Rules
-
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
gone Skorcha — Skorcha Ignores Cover
- Rules
-
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
gone Skorcha — Skorcha Torrent
- Rules
-
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
new Supa-gatler Point Blank
- Range
- 12"
- Attacks
- 3D6+3
- Ballistic Skill
- -
- Strength
- 7
- AP
- -2
- Damage
- 2
new Supa-gatler Aimed
- Range
- 24"
- Attacks
- 30
- Ballistic Skill
- 5+
- Strength
- 7
- AP
- -2
- Damage
- 2
gone Supa-gatler Supa-gatler
- Range
-
24" - Attacks
-
20 - Ballistic Skill
-
5+ - Strength
-
7 - AP
-
-1 - Damage
-
2
new Supa-gatler — Point Blank TORRENT
- Rules
-
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
new Supa-gatler — Aimed LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Supa-gatler — Aimed SUSTAINED HITS 1
- Rules
-
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
gone Supa-gatler — Supa-gatler Sustained Hits 1
- Rules
-
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
changed 1 Stompa
- Points
-
600 pts700 pts
changed Stormboyz
- Unit Composition
-
■- 1
1NobBossmodel - 4‑9
Nob ■Stormboy4-9models
The
StormboyzEveryNobmodelis equipped with: 1 Kustom Choppa; 1 Slugga. Every Stormboy is equippedwith:with:slugga;1choppa.Choppa; 1 Slugga. - 1
changed Stormboy
- Keywords
-
Infantry, Jump Pack, Fly, Grenades, StormboyzExplosives, Fly, Infantry, Jump Pack - Equipped With
-
Slugga, ChoppaChoppa, Slugga
changed nob
- Wounds
-
23 - Keywords
-
Infantry, Jump Pack, Fly, Grenades, StormboyzExplosives, Fly, Infantry, Jump Pack - Equipped With
-
Slugga, ChoppaKustom Choppa, Slugga
new Rokkit Charge
- Rules
-
When this unit is selected to fight, if this unit made a charge move this turn, you can use this ability. If you do, this unit’s melee attacks have:
- +1 A and S.
- [Hazardous].
gone Full Throttle
- Rules
-
This unit is eligible to declare a charge in a turn in which it Advanced or Fell Back.
new Kustom Choppa
- Type
- weapon
new Power Klaw
- Type
- weapon
gone Power klaw
- Type
-
weapon
new Kustom Choppa Kustom Choppa
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 5
- AP
- -2
- Damage
- 2
new Power Klaw Power Klaw
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 10
- AP
- -2
- Damage
- 2
gone Power klaw Power klaw
- Range
-
Melee - Attacks
-
3 - Weapon Skill
-
4+ - Strength
-
9 - AP
-
-2 - Damage
-
2
changed Choppa Choppa
- Strength
-
45
new Slugga — Slugga CLOSE-QUARTERS
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
new Slugga — Slugga LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
gone Slugga — Slugga Pistol
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
new nob: Default Wargear
new nob: The Nob can have their Kustom Choppa replaced with 1 Power Klaw.
gone Boss Nob: Default Wargear
gone Boss Nob: The Boss Nob’s choppa can be replaced with 1 power klaw.
new The Nob can have their Kustom Choppa replaced with 1 Power Klaw.
gone ■ The Boss Nob’s choppa can be replaced with 1 power klaw.
new 4 Stormboy, 1 nob
- Points
- 70 pts
- Stormboy count
- 4
- nob count
- 1
new 1 nob, 5-9 Stormboy
- Points
- 140 pts
- nob count
- 1
- Stormboy count
- 5-9
gone 1 Boss Nob, 4 Stormboy
- Points
-
65 pts - Boss Nob count
-
1 - Stormboy count
-
4
gone 1 Boss Nob, 5-9 Stormboy
- Points
-
130 pts - Boss Nob count
-
1 - Stormboy count
-
5-9
changed Tankbustas
- Unit Composition
-
■ 1 Boss- 1
Nob ■Nob5model - 5
TankbustasTheTankbustaBossmodels
The Nob is equipped
with:with:21rokkitChoppa;pistols;2choppa.Rokkit Pistol. Every Tankbusta is equipped
Eachwith:with:rokkit1launcha;BustacloseRokkitcombatLauncha;weapon.1 Gitstikka. - 1
- Base Size
-
Boss Nob: 40mm Tankbustas: 32mm32mm, 40mm
changed Tankbusta
- Keywords
-
Infantry, Grenades, TankbustasExplosives, Infantry - Equipped With
-
Rokkit launcha, Close combat weaponBusta Rokkit Launcha, Gitstikka
changed Nob
- Wounds
-
23 - Keywords
-
Infantry, Grenades, TankbustasExplosives, Infantry - Equipped With
-
Rokkit pistol, ChoppaChoppa, Rokkit Pistol
new Rokkit Barrage
- Rules
-
In your Shooting phase, when this unit has shot, select one enemy unit hit by those attacks. That unit makes a battle-shock roll, with -1 to that battle-shock roll.
new Bomb Squigs (Once per turn, twice per battle, per unit)
- Rules
-
In your Movement phase, when this unit ends a normal move, you can select one visible enemy unit within 12" of this unit and roll one D6:
- On a 3+, that enemy unit suffers D3 mortal wounds.
Place two Bomb Squig tokens next to the unit, removing one each time this ability is used.
gone Tank Hunters
- Rules
-
Each time a model in this unit makes a ranged attack that targets a MONSTER or VEHICLE unit, add 1 to the Hit roll and add 1 to the Wound roll.
gone Bomb Squigs
- Rules
-
Once per battle, for each bomb squig this unit has, after this unit ends a Normal move, you can use one Bomb Squig. If you do, select one enemy unit within 12" and visible to this unit and roll one D6: on a 3+, that enemy unit suffers D3 mortal wounds.
Designer’s Note: *Place two Bomb Squig tokens next to the unit, removing one each time this unit uses this ability.*
gone Attached Unit
- Rules
-
If a CHARACTER unit from your army with the Leader ability can be attached to a LOOTAS unit, it can be attached to this unit instead.
new Busta Rokkit Launcha
- Type
- weapon
new Gitstikka
- Type
- weapon
new Rokkit Pistol
- Type
- weapon
new Smash Hammer
- Type
- weapon
gone Close combat weapon
- Type
-
weapon
gone Rokkit launcha
- Type
-
weapon
gone Rokkit pistol
- Type
-
weapon
gone Smash hammer
- Type
-
weapon
new Busta Rokkit Launcha Hunter
- Range
- 24"
- Attacks
- 3
- Ballistic Skill
- 4+
- Strength
- 12
- AP
- -2
- Damage
- 3
new Busta Rokkit Launcha Standard
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 4+
- Strength
- 10
- AP
- -2
- Damage
- 3
new Gitstikka Gitstikka
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 5
- AP
- 0
- Damage
- 1
new Rokkit Pistol Rokkit Pistol
- Range
- 12"
- Attacks
- 1
- Ballistic Skill
- 4+
- Strength
- 10
- AP
- -2
- Damage
- 3
new Rokkit Pistol — Rokkit Pistol CLOSE-QUARTERS
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
new Smash Hammer Hunter
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 12
- AP
- -2
- Damage
- 3
new Smash Hammer Standard
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 7
- AP
- -2
- Damage
- 2
gone Close combat weapon Close combat weapon
- Range
-
Melee - Attacks
-
3 - Weapon Skill
-
3+ - Strength
-
5 - AP
-
0 - Damage
-
1
gone Rokkit launcha Rokkit launcha
- Range
-
24" - Attacks
-
D3 - Ballistic Skill
-
5+ - Strength
-
9 - AP
-
-2 - Damage
-
3
gone Rokkit launcha — Rokkit launcha Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Rokkit pistol Rokkit pistol
- Range
-
12" - Attacks
-
1 - Ballistic Skill
-
5+ - Strength
-
9 - AP
-
-2 - Damage
-
3
gone Rokkit pistol — Rokkit pistol Pistol
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
gone Smash hammer Smash hammer
- Range
-
Melee - Attacks
-
2 - Weapon Skill
-
3+ - Strength
-
6 - AP
-
-2 - Damage
-
3
gone Smash hammer — Smash hammer Anti-monster 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Smash hammer — Smash hammer Anti-vehicle 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
new Nob: Default Wargear
new Nob: The Nob can have their Rokkit Pistol replaced with 1 Smash Hammer.
new Tankbusta: 1 Tankbusta model can be equipped with one of the following: ▫ 1 Busta Rokkit Launcha ▫ 1 Pulsa Rokkit
gone Boss Nob: Default Wargear
gone Boss Nob: 1 of the Boss Nob’s rokkit pistols can be replaced with 1 smash hammer.
gone Tankbusta: One Tankbusta can be equipped with one of the following: ◦ 1 pulsa rokkit ◦ 1 additional rokkit launcha
new The Nob can have their Rokkit Pistol replaced with 1 Smash Hammer.
new 1 Tankbusta model can be equipped with one of the following: ▫ 1 Busta Rokkit Launcha ▫ 1 Pulsa Rokkit
gone ■ 1 of the Boss Nob’s rokkit pistols can be replaced with 1 smash hammer.
gone ■ One Tankbusta can be equipped with one of the following: ◦ 1 pulsa rokkit ◦ 1 additional rokkit launcha
new 5 Tankbusta, 1 Nob
- Points
- 145 pts
- Tankbusta count
- 5
- Nob count
- 1
gone 5 Tankbusta, 1 Boss Nob
- Points
-
125 pts - Tankbusta count
-
5 - Boss Nob count
-
1
changed Trukk
- Unit Composition
-
■- 1
1TrukkTrukkThismodel
This model is equipped
with:with:big1shoota;DualspikedBigwheels.Shoota; 1 Spiked Ram. - 1
- Base Size
-
Hull
changed Trukk
- Keywords
-
Vehicle, Transport, Dedicated Transport, Trukk, FrameDedicated Transport, Frame, Speed Freeks, Transport, Vehicle - Equipped With
-
Big shoota, Spiked wheelsDual Big Shoota, Spiked Ram
new Pilin’ Out
- Rules
-
In your opponent's Movement phase, when an enemy unit ends a move within 8" of this model, units embarked within this model can make a disembark move using the rapid disembark mode.
gone Grot Riggers
- Rules
-
At the start of your Command phase, this model regains 1 lost wound.
new TRANSPORT
- Rules
-
This model has a transport capacity of 12 Orks Infantry models. It cannot transport Ghazghkull Thraka/Jump Pack models. Each Mega Armour model takes up the space of 2 models.
gone Transport
- Rules
-
This model has a transport capacity of 12 ORKS INFANTRY models. Each MEGA ARMOUR model takes up the space of 2 models. It cannot transport JUMP PACK or GHAZGHKULL THRAKA models.
new Buzzsaw
- Type
- weapon
new Dual Big Shoota
- Type
- weapon
new Grabbin’ Klaw
- Type
- weapon
new Rokkit Launcha
- Type
- weapon
new Spiked Ram
- Type
- weapon
gone Big shoota
- Type
-
weapon
gone Spiked wheels
- Type
-
weapon
gone Wreckin’ ball
- Type
-
weapon
new Buzzsaw Buzzsaw
- Range
- Melee
- Attacks
- 2
- Weapon Skill
- 3+
- Strength
- 6
- AP
- -1
- Damage
- 2
new Buzzsaw — Buzzsaw CLEAVE 1
- Rules
-
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
new Buzzsaw — Buzzsaw EXTRA ATTACKS
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
new Dual Big Shoota Dual Big Shoota
- Range
- 36"
- Attacks
- 6
- Ballistic Skill
- 5+
- Strength
- 5
- AP
- 0
- Damage
- 1
new Dual Big Shoota — Dual Big Shoota LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Dual Big Shoota — Dual Big Shoota RAPID FIRE 4
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
new Grabbin’ Klaw Grabbin’ Klaw
- Range
- Melee
- Attacks
- 2
- Weapon Skill
- 3+
- Strength
- 10
- AP
- -2
- Damage
- 2
new Grabbin’ Klaw — Grabbin’ Klaw EXTRA ATTACKS
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
new Rokkit Launcha Blasta
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
new Rokkit Launcha Busta
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 10
- AP
- -2
- Damage
- 3
new Rokkit Launcha — Blasta BLAST 2
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
new Spiked Ram Spiked Ram
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 6
- AP
- 0
- Damage
- 1
new Spiked Ram — Spiked Ram CLEAVE 1
- Rules
-
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
gone Big shoota Big shoota
- Range
-
36" - Attacks
-
3 - Ballistic Skill
-
5+ - Strength
-
5 - AP
-
0 - Damage
-
1
gone Big shoota — Big shoota Rapid Fire 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Spiked wheels Spiked wheels
- Range
-
Melee - Attacks
-
3 - Weapon Skill
-
4+ - Strength
-
6 - AP
-
0 - Damage
-
1
gone Wreckin’ ball Wreckin’ ball
- Range
-
Melee - Attacks
-
1 - Weapon Skill
-
4+ - Strength
-
10 - AP
-
0 - Damage
-
D6
gone Wreckin’ ball — Wreckin’ ball Extra Attacks
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
new Trukk: This model’s Dual Big Shoota can be replaced with 1 Rokkit Launcha.
new Trukk: This model can be equipped with one of the following: ▫ 1 Buzzsaw ▫ 1 Grabbin' Klaw
gone Trukk: This model can be equipped with 1 wreckin’ ball.
new This model’s Dual Big Shoota can be replaced with 1 Rokkit Launcha.
new This model can be equipped with one of the following: ▫ 1 Buzzsaw ▫ 1 Grabbin' Klaw
gone ■ This model can be equipped with 1 wreckin’ ball.
changed 1 Trukk
- Points
-
55 pts60 pts
changed Warbikers
- Unit Composition
-
■- 1
1BikerBossNob model - 2‑5 Warbiker models
The Biker Nob
onisWarbikeequipped
■2-5with:WarbikersEvery1modelKustom Choppa; 1 Dual Kombi-rokkit. Every Warbiker is equippedwith:with:twin1dakkagun;Choppa;close1combatDualweapon.Dakkagun. - 1
- Base Size
-
75 x 42mm Oval Base
changed Warbiker
- Keywords
-
Mounted, Grenades, Speed Freeks, WarbikersExplosives, Mounted, Speed Freeks - Equipped With
-
Twin dakkagun, Close combat weaponChoppa, Dual Dakkagun
changed Biker Nob
- Keywords
-
Mounted, Grenades, Speed Freeks, WarbikersExplosives, Mounted, Speed Freeks - Equipped With
-
Twin dakkagun, Close combat weaponKustom Choppa, Dual Kombi-rokkit
new High‑speed Carnage
- Rules
-
If this unit made a charge move this turn, this unit’s melee attacks have:
- +1 S and D.
gone Drive-by Dakka
- Rules
-
Each time a model in this unit makes a ranged attack that targets a unit within 9", improve the Armour Penetration characteristic of that attack by 1.
new Dual Dakkagun
- Type
- weapon
new Dual Kombi-rokkit
- Type
- weapon
new Kustom Choppa
- Type
- weapon
gone Big choppa
- Type
-
weapon
gone Close combat weapon
- Type
-
weapon
gone Power klaw
- Type
-
weapon
gone Slugga
- Type
-
weapon
gone Twin dakkagun
- Type
-
weapon
new Dual Dakkagun Dual Dakkagun
- Range
- 18"
- Attacks
- 6
- Ballistic Skill
- 5+
- Strength
- 5
- AP
- 0
- Damage
- 1
new Dual Dakkagun — Dual Dakkagun ASSAULT
- Rules
-
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
new Dual Dakkagun — Dual Dakkagun LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Dual Kombi-rokkit Busta Rokkit
- Range
- 24"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 10
- AP
- -2
- Damage
- 3
new Dual Kombi-rokkit Dakkagun
- Range
- 18"
- Attacks
- 6
- Ballistic Skill
- 5+
- Strength
- 5
- AP
- 0
- Damage
- 1
new Dual Kombi-rokkit — Busta Rokkit ASSAULT
- Rules
-
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
new Dual Kombi-rokkit — Dakkagun ASSAULT
- Rules
-
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
new Dual Kombi-rokkit — Dakkagun LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Kustom Choppa Kustom Choppa
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 5
- AP
- -2
- Damage
- 2
gone Big choppa Big choppa
- Range
-
Melee - Attacks
-
3 - Weapon Skill
-
3+ - Strength
-
7 - AP
-
-1 - Damage
-
2
gone Close combat weapon Close combat weapon
- Range
-
Melee - Attacks
-
2 - Weapon Skill
-
3+ - Strength
-
4 - AP
-
0 - Damage
-
1
gone Power klaw Power klaw
- Range
-
Melee - Attacks
-
3 - Weapon Skill
-
4+ - Strength
-
9 - AP
-
-2 - Damage
-
2
gone Slugga Slugga
- Range
-
12" - Attacks
-
1 - Ballistic Skill
-
5+ - Strength
-
4 - AP
-
0 - Damage
-
1
gone Slugga — Slugga Pistol
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
gone Twin dakkagun Twin dakkagun
- Range
-
18" - Attacks
-
3 - Ballistic Skill
-
5+ - Strength
-
5 - AP
-
0 - Damage
-
1
gone Twin dakkagun — Twin dakkagun Rapid Fire 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Twin dakkagun — Twin dakkagun Assault
- Rules
-
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
gone Twin dakkagun — Twin dakkagun Twin-linked
- Rules
-
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
changed Choppa Choppa
- Strength
-
45
new Biker Nob: Default Wargear
gone Warbiker: Each Warbiker can be equipped with one of the following:
gone Boss Nob on Warbike: Default Wargear
gone Boss Nob on Warbike: The Boss Nob on Warbike can be equipped with one of the following:
gone ■ Each Warbiker can be equipped with one of the following: ◦ 1 slugga ◦ 1 choppa
gone ■ The Boss Nob on Warbike can be equipped with one of the following: ◦ 1 slugga ◦ 1 big choppa ◦ 1 power klaw
new 1 Biker Nob, 2 Warbiker
- Points
- 75 pts
- Biker Nob count
- 1
- Warbiker count
- 2
new 3-5 Warbiker, 1 Biker Nob
- Points
- 140 pts
- Warbiker count
- 3-5
- Biker Nob count
- 1
gone 1 Boss Nob on Warbike, 2 Warbiker
- Points
-
60 pts - Boss Nob on Warbike count
-
1 - Warbiker count
-
2
gone 1 Boss Nob on Warbike, 3-5 Warbiker
- Points
-
120 pts - Boss Nob on Warbike count
-
1 - Warbiker count
-
3-5
changed Warboss
- Unit Composition
-
■- 1
1WarbossWarbossThismodel
This model is equipped
with:with:kombi‑weapon;1twinKustomsluggas;Choppa;big1choppa.Kustom Shoota. - 1
changed Warboss
- Toughness
-
56 - Keywords
-
Infantry, Character, Grenades, WarbossCharacter, Explosives, Infantry, Warboss - Equipped With
- Kustom Choppa, Kustom Shoota
new Da Boss
- Rules
-
-
new Might Is Right
- Rules
-
If this unit made a charge move this turn, this model’s melee attacks have:
- +3 A.
- +2 S.
new Boss’ Ammo Runt (Once per battle, per unit)
- Rules
-
In your Shooting phase, when this unit is selected to shoot, you can use this ability. If you do, this model’s ranged attacks have +1 to hit rolls. Place a Boss’ Ammo Runt token next to the unit, removing it when this ability is used.
new Intimidating Motivation (Once per battle round, per army)
- Rules
-
In your Movement phase, at the start or end of this unit's move, you can select one friendly Orks unit within 6" of this unit. That unit:
- Is no longer battle-shocked.
- Is riled up until the start of your next turn.
gone Might is Right
- Rules
-
While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.
gone Da Biggest and da Best
- Rules
-
While the Waaagh! is active for your army, add 4 to the Attacks characteristic of this model’s melee weapons.
new Kombi-rokkit
- Type
- weapon
new Kombi-skorcha
- Type
- weapon
new Kustom Shoota
- Type
- weapon
new Power Klaw
- Type
- weapon
gone Attack squig
- Type
-
weapon
gone Big choppa
- Type
-
weapon
gone Kombi-weapon
- Type
-
weapon
gone Kustom shoota
- Type
-
weapon
gone Power klaw
- Type
-
weapon
gone Twin sluggas
- Type
-
weapon
new Kombi-rokkit Busta Rokkit
- Range
- 24"
- Attacks
- 1
- Ballistic Skill
- 5+
- Strength
- 10
- AP
- -2
- Damage
- 3
new Kombi-rokkit Shoota
- Range
- 18"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
new Kombi-rokkit — Shoota LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Kombi-rokkit — Shoota RAPID FIRE 1
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
new Kombi-skorcha Shoota
- Range
- 18"
- Attacks
- 2
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
new Kombi-skorcha Skorcha
- Range
- 12"
- Attacks
- 3
- Ballistic Skill
- -
- Strength
- 5
- AP
- 0
- Damage
- 1
new Kombi-skorcha — Shoota LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Kombi-skorcha — Shoota RAPID FIRE 1
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
new Kombi-skorcha — Skorcha BLAST 1
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
new Kombi-skorcha — Skorcha TORRENT
- Rules
-
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
new Kustom Shoota Kustom Shoota
- Range
- 18"
- Attacks
- 4
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
new Kustom Shoota — Kustom Shoota LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Kustom Shoota — Kustom Shoota RAPID FIRE 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
new Power Klaw Power Klaw
- Range
- Melee
- Attacks
- 6
- Weapon Skill
- 2+
- Strength
- 12
- AP
- -2
- Damage
- 2
gone Attack squig Attack squig
- Range
-
Melee - Attacks
-
2 - Weapon Skill
-
4+ - Strength
-
4 - AP
-
0 - Damage
-
1
gone Attack squig — Attack squig Extra Attacks
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
gone Big choppa Big choppa
- Range
-
Melee - Attacks
-
5 - Weapon Skill
-
2+ - Strength
-
8 - AP
-
-1 - Damage
-
2
gone Kombi-weapon Kombi-weapon
- Range
-
24" - Attacks
-
1 - Ballistic Skill
-
5+ - Strength
-
4 - AP
-
0 - Damage
-
1
gone Kombi-weapon — Kombi-weapon Anti-infantry 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Kombi-weapon — Kombi-weapon Devastating Wounds
- Rules
-
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
gone Kombi-weapon — Kombi-weapon Rapid Fire 1
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Kustom shoota Kustom shoota
- Range
-
18" - Attacks
-
4 - Ballistic Skill
-
5+ - Strength
-
4 - AP
-
0 - Damage
-
1
gone Kustom shoota — Kustom shoota Rapid Fire 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Power klaw Power klaw
- Range
-
Melee - Attacks
-
4 - Weapon Skill
-
3+ - Strength
-
10 - AP
-
-2 - Damage
-
2
gone Twin sluggas Twin sluggas
- Range
-
12" - Attacks
-
2 - Ballistic Skill
-
5+ - Strength
-
4 - AP
-
0 - Damage
-
1
gone Twin sluggas — Twin sluggas Pistol
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
gone Twin sluggas — Twin sluggas Twin-linked
- Rules
-
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
changed Kustom Choppa Kustom Choppa
- Strength
-
87
new Kustom Choppa — Kustom Choppa CLEAVE 2
- Rules
-
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
gone Kustom Choppa — Kustom Choppa CLEAVE 1
- Rules
-
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
new Warboss: This model’s Kustom Choppa can be replaced with 1 Power Klaw.
new Warboss: This model’s Kustom Shoota can be replaced with one of the following: ▫ 1 Kombi‑rokkit ▫ 1 Kombi‑skorcha
gone Warboss: This model’s big choppa can be replaced with 1 power klaw.
gone Warboss: This model can be equipped with 1 attack squig.
gone Warboss: This model can have its kombi‑weapon, twin sluggas and big choppa replaced with 1 kustom choppa and 1 kustom shoota.
new This model’s Kustom Choppa can be replaced with 1 Power Klaw.
new This model’s Kustom Shoota can be replaced with one of the following: ▫ 1 Kombi‑rokkit ▫ 1 Kombi‑skorcha
gone ■ This model’s big choppa can be replaced with 1 power klaw.
gone ■ This model can be equipped with 1 attack squig.
gone ■ This model can have its kombi‑weapon, twin sluggas and big choppa replaced with 1 kustom choppa and 1 kustom shoota.
changed 1 Warboss
- Points
-
85 pts100 pts
changed Warboss in Mega Armour
- Unit Composition
-
■ 1- 1 Warboss in Mega
ArmourThisArmour model
This model is equipped
with:with:big1shoota;Big’ugeShoota;choppa.1 ’Uge Choppa. - 1 Warboss in Mega
- Points Scaling
- +15 pts per 3 models
changed Warboss in Mega Armour
- Toughness
-
67 - Keywords
-
Infantry, Character, Mega Armour, Warboss, Warboss in Mega ArmourCharacter, Infantry, Mega Armour, Warboss - Equipped With
-
Big shoota, ’Uge choppaBig Shoota, ’Uge Choppa
new Da Boss
- Rules
-
-
new Krushin’ Impetus
- Rules
-
When this unit ends a charge move, you can select one enemy unit engaged with this unit. If you do, roll one D6 for each model in this unit engaged with that enemy unit:
- For each 3+, that enemy unit suffers 1 mortal wound.
new Intimidating Motivation (Once per battle round, per army)
- Rules
-
In your Movement phase, at the start or end of this unit's move, you can select one friendly Orks unit within 6" of this unit. That unit:
- Is no longer battle-shocked.
- Is riled up until the start of your next turn.
gone Might is Right
- Rules
-
While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.
gone Dead Brutal
- Rules
-
While the Waaagh! is active for your army, this model’s ’uge choppa has a Damage characteristic of 3.
new Big Shoota
- Type
- weapon
new ’Uge Choppa
- Type
- weapon
gone Big shoota
- Type
-
weapon
gone ’Uge choppa
- Type
-
weapon
new Big Shoota Big Shoota
- Range
- 36"
- Attacks
- 3
- Ballistic Skill
- 4+
- Strength
- 5
- AP
- 0
- Damage
- 1
new Big Shoota — Big Shoota LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Big Shoota — Big Shoota RAPID FIRE 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
new ’Uge Choppa ’Uge Choppa
- Range
- Melee
- Attacks
- 5
- Weapon Skill
- 2+
- Strength
- 12
- AP
- -2
- Damage
- 3
new ’Uge Choppa — ’Uge Choppa CLEAVE 2
- Rules
-
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
gone Big shoota Big shoota
- Range
-
36" - Attacks
-
3 - Ballistic Skill
-
4+ - Strength
-
5 - AP
-
0 - Damage
-
1
gone Big shoota — Big shoota Rapid Fire 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone ’Uge choppa Uge choppa
- Range
-
Melee - Attacks
-
4 - Weapon Skill
-
2+ - Strength
-
12 - AP
-
-2 - Damage
-
2
changed 1 Warboss in Mega Armour
- Points
-
80 pts125 pts
changed Wartrakks
was Wartrakk
- Unit Composition
-
▪ 1- 1‑2 Wartrakk
Thismodels
Every model is equipped
with:with: 1kustomKustomshoota;Choppa; 1rokkitKustomlauncha;Shoota; 1choppasMulti-busta Launcha. - 1‑2 Wartrakk
- Base Size
-
105mm oval
changed Wartrakk
- Keywords
-
Mounted, Speed Freeks, WartrakkMounted, Speed Freeks - Equipped With
-
Kustom shoota, Rokkit launcha, ChoppasKustom Choppa, Kustom Shoota, Multi-busta Launcha
new Speednob Support
- Rules
-
While each model in this unit is within 3" of a friendly Speed Freeks unit (excluding Wartrakk units), this unit has Lone Operative.
new Bust ’Em
- Rules
-
In your Shooting phase, when this unit has shot, select one enemy unit hit by those attacks. That unit is busted until the end of the turn:
- Friendly Speed Freeks units’ attacks that target a busted unit have [Lethal Hits].
gone Indiscriminate Detonations
- Rules
-
In your Shooting phase, when this unit has resolved its attacks, select one enemy unit hit by one or more of those attacks. That enemy unit is suppressed until the start of your next Command phase. (While a unit is suppressed, it has -1 to hit rolls.)
new Kustom Choppa
- Type
- weapon
new Kustom Shoota
- Type
- weapon
new Multi-busta Launcha
- Type
- weapon
gone Choppas
- Type
-
weapon
gone Kustom shoota
- Type
-
weapon
gone Rokkit launcha
- Type
-
weapon
new Kustom Choppa Kustom Choppa
- Range
- Melee
- Attacks
- 4
- Weapon Skill
- 3+
- Strength
- 5
- AP
- -2
- Damage
- 2
new Kustom Shoota Kustom Shoota
- Range
- 18"
- Attacks
- 4
- Ballistic Skill
- 5+
- Strength
- 4
- AP
- 0
- Damage
- 1
new Kustom Shoota — Kustom Shoota LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Kustom Shoota — Kustom Shoota RAPID FIRE 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
new Multi-busta Launcha Multi-busta Launcha
- Range
- 24"
- Attacks
- D3+3
- Ballistic Skill
- 5+
- Strength
- 10
- AP
- -2
- Damage
- 3
gone Choppas Choppas
- Range
-
Melee - Attacks
-
5 - Weapon Skill
-
3+ - Strength
-
4 - AP
-
-1 - Damage
-
1
gone Kustom shoota Kustom shoota
- Range
-
18" - Attacks
-
2 - Ballistic Skill
-
5+ - Strength
-
4 - AP
-
0 - Damage
-
1
gone Kustom shoota — Kustom shoota Rapid Fire 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Rokkit launcha Rokkit launcha
- Range
-
24" - Attacks
-
D3+3 - Ballistic Skill
-
5+ - Strength
-
10 - AP
-
-2 - Damage
-
3
new 2 Wartrakk
- Points
- 130 pts
- Wartrakk count
- 2
changed 1 Wartrakk
- Points
-
60 pts70 pts
changed Wazdakka Gutsmek
- Unit Composition
-
■- 1 Wazdakka Gutsmek
– Epic HeroThismodel
This model is equipped
with:with: 1grabbaSpeedingdragga;Bulk1andpsyko‑gatler;Flaming Exhaust; 1 Fixit’swrench;Wrench; 1speeding bulkGrabbaandDragga;flaming1exhaust.Psyko‑gatler. - 1 Wazdakka Gutsmek
- Base Size
-
120mm
changed Wazdakka Gutsmek
- Keywords
-
Mounted, Vehicle, Speed Freeks, Epic Hero, Smoke, Character, Wazdakka GutsmekCharacter, Epic Hero, Mounted, Smoke, Speed Freeks, Vehicle - Equipped With
-
Grabba dragga, Psyko‑gatler, Fixit’s wrench, Speeding bulk and flaming exhaustSpeeding Bulk and Flaming Exhaust, Fixit’s Wrench, Grabba Dragga, Psyko-gatler
new Full Throttle
- Rules
-
In your Command phase, select one Throttlerokkit Shokka Engine ability (see left). This unit has that ability until the start of your next Command phase.
gone Fixit da Grot
- Rules
-
At the start of your Command phase, this model regains up to D3 lost wounds.
gone Throttlerokkit Shokka Engine
- Rules
-
In your Command phase, select one of the abilities in the Throttlerokkit Shokka Engine section. Until the start of your next Command phase, this model has that ability.
new Full Throttle Turbo Engine
- Rules
-
When this unit is selected to make an advance/fall-back move, that move does not prevent this unit from being eligible to declare a charge.
new Full Throttle Shokk Attack Engine
- Rules
-
In your Command phase, if this unit is unengaged, you can place this unit in strategic reserves.
new Full Throttle Pulse Jet
- Rules
-
In your Movement phase, when this unit is selected to move, if this unit is unengaged, this unit can make a pulse jet move (pg 121).
gone Throttlerokkit Shokka Engine Turbo Engine
- Rules
-
This unit is eligible to declare a charge in a turn in which it Advanced or Fell Back.
gone Throttlerokkit Shokka Engine Shokk Attack Engine
- Rules
-
In your Command phase, if this unit is unengaged, you can use this ability. If you do:
▪ Place this unit in strategic reserves.
▪ This unit can make an ingress move in your next Movement phase (including in your first turn).
gone Throttlerokkit Shokka Engine Pulse Jet
- Rules
-
Each time this unit Advances, do not make an Advance roll for it. Instead, until the end of the phase:
■ Add 6" to the Move characteristic of models in this unit.
■ Models in this unit can move through models and terrain features
gone Waaagh! Wazdakka
- Rules
-
If this model is your WARLORD, WARBIKER units from your army have the BATTLELINE keyword.
new Fixit’s Wrench
- Type
- weapon
new Grabba Dragga
- Type
- weapon
new Psyko-gatler
- Type
- weapon
new Speeding Bulk and Flaming Exhaust
- Type
- weapon
gone Fixit’s wrench
- Type
-
weapon
gone Grabba dragga
- Type
-
weapon
gone Psyko‑gatler
- Type
-
weapon
gone Speeding bulk and flaming exhaust
- Type
-
weapon
new Fixit’s Wrench Fixit’s Wrench
- Range
- Melee
- Attacks
- 1
- Weapon Skill
- 4+
- Strength
- 3
- AP
- 0
- Damage
- 1
new Fixit’s Wrench — Fixit’s Wrench EXTRA ATTACKS
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
new Grabba Dragga Grabba Dragga
- Range
- 12"
- Attacks
- 1
- Ballistic Skill
- 2+
- Strength
- 10
- AP
- -2
- Damage
- 3
new Grabba Dragga Grabba Dragga
- Range
- Melee
- Attacks
- 6
- Weapon Skill
- 2+
- Strength
- 10
- AP
- -2
- Damage
- 3
new Grabba Dragga — Grabba Dragga ASSAULT
- Rules
-
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
new Grabba Dragga — Grabba Dragga PRECISION
- Rules
-
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
new Grabba Dragga — Grabba Dragga CLEAVE 2
- Rules
-
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
new Grabba Dragga — Grabba Dragga LANCE
- Rules
-
Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.
new Psyko-gatler Psyko-gatler
- Range
- 24"
- Attacks
- 12
- Ballistic Skill
- 4+
- Strength
- 6
- AP
- -2
- Damage
- 2
new Psyko-gatler — Psyko-gatler ASSAULT
- Rules
-
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
new Psyko-gatler — Psyko-gatler LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Psyko-gatler — Psyko-gatler SUSTAINED HITS 1
- Rules
-
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
new Speeding Bulk and Flaming Exhaust Speeding Bulk and Flaming Exhaust
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 2+
- Strength
- 5
- AP
- -1
- Damage
- 1
new Speeding Bulk and Flaming Exhaust — Speeding Bulk and Flaming Exhaust CLEAVE 1
- Rules
-
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
new Speeding Bulk and Flaming Exhaust — Speeding Bulk and Flaming Exhaust EXTRA ATTACKS
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
gone Fixit’s wrench Fixit’s wrench
- Range
-
Melee - Attacks
-
1 - Weapon Skill
-
4+ - Strength
-
3 - AP
-
0 - Damage
-
1
gone Fixit’s wrench — Fixit’s wrench Extra Attacks
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
gone Grabba dragga ranged
- Range
-
12" - Attacks
-
1 - Ballistic Skill
-
2+ - Strength
-
10 - AP
-
-2 - Damage
-
3
gone Grabba dragga melee
- Range
-
Melee - Attacks
-
6 - Weapon Skill
-
2+ - Strength
-
10 - AP
-
-2 - Damage
-
3
gone Grabba dragga — ranged Assault
- Rules
-
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
gone Grabba dragga — ranged Precision
- Rules
-
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
gone Grabba dragga — melee Lance
- Rules
-
Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.
gone Psyko‑gatler Psyko‑gatler
- Range
-
24" - Attacks
-
12 - Ballistic Skill
-
4+ - Strength
-
6 - AP
-
-2 - Damage
-
2
gone Psyko‑gatler — Psyko‑gatler Assault
- Rules
-
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
gone Psyko‑gatler — Psyko‑gatler Sustained Hits 1
- Rules
-
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
gone Speeding bulk and flaming exhaust Speeding bulk and flaming exhaust
- Range
-
Melee - Attacks
-
6 - Weapon Skill
-
2+ - Strength
-
5 - AP
-
-1 - Damage
-
1
gone Speeding bulk and flaming exhaust — Speeding bulk and flaming exhaust Extra Attacks
- Rules
-
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
changed 1 Wazdakka Gutsmek
- Points
-
175 pts200 pts
changed Wazbom Blastajet
- Unit Composition
-
■ 1- 1 Wazbom
BlastajetThisBlastajet model
This model is equipped
with:with:smasha1gun;ArmouredtwinImpact;wazbom1mega-kannon;SmashaarmouredGun;hull.1 Dual Wazbom Mega-kannon. - 1 Wazbom
- Base Size
-
150 x 95mm Oval Base120mm - Points Scaling
- +20 pts per 3 models
changed Wazbom Blastajet
- Objective Control
-
--1 - Keywords
-
Vehicle, Aircraft, Fly, Grenades, Speed Freeks, Wazbom BlastajetAircraft, Fly, Smoke, Speed Freeks, Vehicle - Equipped With
-
Smasha gun, Twin wazbom mega-kannon, Armoured hullArmoured Impact, Smasha Gun, Dual Wazbom Mega-kannon
new Damaged 4
new Go fer da Weak Spot
- Rules
-
In your Shooting phase, this unit's ranged attacks that target a Monster/Vehicle unit have +1 to wound rolls.
gone Blastajet Attack Run
- Rules
-
Each time this model makes a ranged attack that targets a unit that cannot FLY, re-roll a Hit roll of 1.
new Armoured Impact
- Type
- weapon
new Dual Supa-shoota
- Type
- weapon
new Dual Tellyport Mega-blasta
- Type
- weapon
new Dual Wazbom Mega-kannon
- Type
- weapon
new Smasha Gun
- Type
- weapon
gone Armoured hull
- Type
-
weapon
gone Smasha gun
- Type
-
weapon
gone Twin supa-shoota
- Type
-
weapon
gone Twin tellyport mega-blasta
- Type
-
weapon
gone Twin wazbom mega-kannon
- Type
-
weapon
new Armoured Impact Armoured Impact
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 4+
- Strength
- 6
- AP
- 0
- Damage
- 1
new Dual Supa-shoota Dual Supa-shoota
- Range
- 36"
- Attacks
- 8
- Ballistic Skill
- 4+
- Strength
- 6
- AP
- -1
- Damage
- 1
new Dual Supa-shoota — Dual Supa-shoota IGNORES COVER
- Rules
-
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
new Dual Supa-shoota — Dual Supa-shoota LETHAL HITS: non-MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
new Dual Supa-shoota — Dual Supa-shoota RAPID FIRE 4
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
new Dual Tellyport Mega-blasta Dual Tellyport Mega-blasta
- Range
- 24"
- Attacks
- 6
- Ballistic Skill
- 4+
- Strength
- 9
- AP
- -2
- Damage
- 3
new Dual Tellyport Mega-blasta — Dual Tellyport Mega-blasta BLAST 1
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
new Dual Tellyport Mega-blasta — Dual Tellyport Mega-blasta IGNORES COVER
- Rules
-
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
new Dual Tellyport Mega-blasta — Dual Tellyport Mega-blasta RAPID FIRE 6
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
new Dual Wazbom Mega-kannon Dual Wazbom Mega-kannon
- Range
- 36"
- Attacks
- 4
- Ballistic Skill
- 4+
- Strength
- 12
- AP
- -2
- Damage
- 4
new Dual Wazbom Mega-kannon — Dual Wazbom Mega-kannon HAZARDOUS
- Rules
-
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
new Dual Wazbom Mega-kannon — Dual Wazbom Mega-kannon IGNORES COVER
- Rules
-
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
new Smasha Gun Smasha Gun
- Range
- 48"
- Attacks
- 4
- Ballistic Skill
- 4+
- Strength
- 6
- AP
- -3
- Damage
- 3
new Smasha Gun — Smasha Gun IGNORES COVER
- Rules
-
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
gone Armoured hull Armoured hull
- Range
-
Melee - Attacks
-
3 - Weapon Skill
-
4+ - Strength
-
6 - AP
-
0 - Damage
-
1
gone Smasha gun Smasha gun
- Range
-
48" - Attacks
-
D3 - Ballistic Skill
-
4+ - Strength
-
9 - AP
-
-3 - Damage
-
4
gone Smasha gun — Smasha gun Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Twin supa-shoota Twin supa-shoota
- Range
-
36" - Attacks
-
4 - Ballistic Skill
-
4+ - Strength
-
6 - AP
-
-1 - Damage
-
1
gone Twin supa-shoota — Twin supa-shoota Rapid Fire 2
- Rules
-
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
gone Twin supa-shoota — Twin supa-shoota Sustained Hits 1
- Rules
-
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
gone Twin supa-shoota — Twin supa-shoota Twin-linked
- Rules
-
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
gone Twin tellyport mega-blasta Twin tellyport mega-blasta
- Range
-
24" - Attacks
-
3 - Ballistic Skill
-
5+ - Strength
-
9 - AP
-
-1 - Damage
-
D6+1
gone Twin tellyport mega-blasta — Twin tellyport mega-blasta Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Twin tellyport mega-blasta — Twin tellyport mega-blasta Twin-linked
- Rules
-
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
gone Twin wazbom mega-kannon Twin wazbom mega-kannon
- Range
-
36" - Attacks
-
D3 - Ballistic Skill
-
4+ - Strength
-
12 - AP
-
-2 - Damage
-
D6
gone Twin wazbom mega-kannon — Twin wazbom mega-kannon Blast
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
gone Twin wazbom mega-kannon — Twin wazbom mega-kannon Hazardous
- Rules
-
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
gone Twin wazbom mega-kannon — Twin wazbom mega-kannon Twin-linked
- Rules
-
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
new Wazbom Blastajet: This model’s Dual Wazbom Mega-kannon can be replaced with 1 Dual Tellyport Mega‑blasta.
new Wazbom Blastajet: This model can be equipped with 1 Blastajet Force Field.
new Wazbom Blastajet: This model can be equipped with 1 Dual Supa‑shoota.
gone Wazbom Blastajet: This model’s twin wazbom mega-kannon can be replaced with 1 twin tellyport mega-blasta.
gone Wazbom Blastajet: This model can be equipped with 1 blastajet force field.
gone Wazbom Blastajet: This model can be equipped with 1 twin supa-shoota.
new This model’s Dual Wazbom Mega-kannon can be replaced with 1 Dual Tellyport Mega‑blasta.
new This model can be equipped with 1 Blastajet Force Field.
new This model can be equipped with 1 Dual Supa‑shoota.
gone ■ This model’s twin wazbom mega-kannon can be replaced with 1 twin tellyport mega-blasta.
gone ■ This model can be equipped with 1 blastajet force field.
gone ■ This model can be equipped with 1 twin supa-shoota.
changed 1 Wazbom Blastajet
- Points
-
165 pts215 pts
changed Weirdboy
- Unit Composition
-
■- 1
1WeirdboyWeirdboyThismodel
This model is equipped
with:with:’Eadbanger;1weirdboyPowerstaff.Vomit; 1 Copper Staff. - 1
- Base Size
-
40mm50mm
changed Weirdboy
- Keywords
-
Infantry, Character, Psyker, WeirdboyCharacter, Infantry, Psyker - Equipped With
-
’Eadbanger, Weirdboy staffPower Vomit, Copper Staff
new Unstable Energies
- Rules
-
-
new Support
new Waaagh! Energy (psyker level 1)
- Rules
-
This model has the psychic abilities listed in the Psychic Abilities section (see left).
gone Leader
gone Waaagh! Energy
- Rules
-
While this model is leading a unit, add 1 to the Strength and Damage characteristics of this model’s ’Eadbanger weapon for every 5 models in that unit (rounding down), but while that unit contains 10 or more models, that weapon has the [HAZARDOUS] ability.
gone Da Jump
- Rules
-
Once per turn, at the end of your Movement phase, one WEIRDBOY from your army can use this ability. If it does, roll one D6: on a 1, that WEIRDBOY’s unit suffers D6 mortal wounds; on a 2+, remove that WEIRDBOY’s unit from the battlefield and set it up again anywhere on the battlefield that is more than 8" horizontally away from all enemy models.
new Waaagh! Energy (psyker level 1) Da Jump (psychic level 1, once per army, per battle round)
- Rules
-
In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:
- On a 1, this unit is battle-shocked.
- Place this unit in strategic reserves.
- This unit has Deep Strike.
new Waaagh! Energy (psyker level 1) Warpath (psychic level 1)
- Rules
-
In the Fight phase, when this unit is selected to fight, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:
- On a 1, this unit is battle-shocked.
- This unit's melee attacks can re-roll wound rolls of 1.
- This unit’s melee attacks have [Psychic].
new Support
- Rules
-
This model can be attached to the following units:
■ BEAST SNAGGA BOYZ
■ BOYZ
gone Leader
- Rules
-
This model can be attached to the following units:
■ BOYZ
■ BREAKA BOYZ
new Copper Staff
- Type
- weapon
new Power Vomit
- Type
- weapon
gone Weirdboy staff
- Type
-
weapon
gone ’Eadbanger
- Type
-
weapon
new Copper Staff Copper Staff
- Range
- Melee
- Attacks
- 3
- Weapon Skill
- 3+
- Strength
- 8
- AP
- -1
- Damage
- 2
new Copper Staff — Copper Staff PSYCHIC
- Rules
-
Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).
new Power Vomit Power Vomit
- Range
- 12"
- Attacks
- 3
- Ballistic Skill
- -
- Strength
- 5
- AP
- -3
- Damage
- 2
new Power Vomit — Power Vomit BLAST 1
- Rules
-
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
new Power Vomit — Power Vomit HAZARDOUS
- Rules
-
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
new Power Vomit — Power Vomit PSYCHIC
- Rules
-
Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).
new Power Vomit — Power Vomit TORRENT
- Rules
-
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
gone Weirdboy staff Weirdboy staff
- Range
-
Melee - Attacks
-
3 - Weapon Skill
-
3+ - Strength
-
8 - AP
-
-1 - Damage
-
D3
gone Weirdboy staff — Weirdboy staff Psychic
- Rules
-
Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).
gone ’Eadbanger Eadbanger
- Range
-
24" - Attacks
-
1 - Ballistic Skill
-
4+ - Strength
-
6 - AP
-
-3 - Damage
-
1
gone ’Eadbanger — Eadbanger Precision
- Rules
-
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
gone ’Eadbanger — Eadbanger Psychic
- Rules
-
Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).
changed Zodgrod Wortsnagga
- Unit Composition
-
■ 1- 1 Zodgrod Wortsnagga
– EPIC HEROThismodel
This model is equipped
with:with:Squigstoppa;1 DaGrabzappa.Grabzappa; 1 Squigstoppa. - 1 Zodgrod Wortsnagga
changed Zodgrod Wortsnagga
- Invulnerable Save
- 6+
- Keywords
-
Infantry, Character, Epic Hero, Zodgrod WortsnaggaCharacter, Epic Hero, Infantry, Runtherd - Equipped With
-
Da Grabzappa, SquigstoppaSquigstoppa, Da Grabzappa
gone Feel No Pain 6+
gone Special Dose
- Rules
-
While the Waaagh! is active for your army, add 6" to the Move characteristic of models in this model’s unit.
changed Super Runts
- Rules
-
While this- This
modelunit isleading ariledunit:■up. - This
Modelsunit'sinScavengedthatShivsunitweapons havethe Scouts 9" ability. ■ Each time a model in that unit makes an attack, add 1 to the+1HitA,rollWS andadd 1 to the Wound roll. ■ Each time an attack targets that unit, subtract 1 from the Wound roll.S.
- This
new Squigstoppa — Squigstoppa ANTI-MONSTER/VEHICLE 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
new Squigstoppa — Squigstoppa CLOSE-QUARTERS
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
new Squigstoppa — Squigstoppa DEVASTATING WOUNDS: MONSTER/VEHICLE
- Rules
-
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
gone Squigstoppa — Squigstoppa Anti-monster 4+
- Rules
-
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
gone Squigstoppa — Squigstoppa Pistol
- Rules
-
Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).
When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
- One or more of its [CLOSE‑QUARTERS] weapons.
- One or more of its other ranged weapons.
changed 1 Zodgrod Wortsnagga
- Points
-
80 pts50 pts
Codex: Space Marines
changed Apothecary
changed Support
- Rules
-
This model can be attached to the following units:
■ ASSAULT INTERCESSOR SQUAD
■ ASSAULT SQUAD
■ BLADEGUARD VETERAN SQUAD
■ CRUSADER SQUAD
■ DEATHWATCH VETERANS
■ DECIMUS KILL TEAM
■ DESOLATION SQUAD
■ DEVASTATOR SQUAD
■ FORTIS KILL TEAM
■ HELLBLASTER SQUAD
■ INFERNUS SQUAD
■ INNER CIRCLE COMPANIONS
■ INTERCESSOR SQUAD
■ STERNGUARD VETERAN SQUAD
■ SWORD BRETHREN
■ TACTICAL SQUAD
■ VANGUARD VETERAN SQUAD
changed Judiciar
new Support
- Rules
-
This model can be attached to the following units:
■ ASSAULT INTERCESSOR SQUAD
■ BLADEGUARD VETERAN SQUAD
■ INFERNUS SQUAD
■ INTERCESSOR SQUAD
■ STERNGUARD VETERAN SQUAD
■ VANGUARD VETERAN SQUAD
Imperial Armour: Orks
changed Gargantuan Squiggoth
new 1 Gargantuan Squiggoth
- Points
- 500 pts
- Gargantuan Squiggoth count
- 1
Codex: Adeptus Custodes
changed Valerian
changed Leader
- Rules
-
This model can be attached to the following units:
■ CUSTODIAN GUARD
■ CUSTODIAN GUARD SODALITY WITH ADRASITE SPEARS
■ CUSTODIAN GUARD SODALITY WITH PYRITHITE SPEARS
■ CUSTODIAN GUARD WITH ADRASITE AND PYRITHITE SPEARS
■ CUSTODIAN WARDENS
■ SAGITTARUM CUSTODIANS
■ SAGITTARUM CUSTODIANS SODALITY
Codex: Leagues of Votann
changed Cthonian Beserks
gone Heavy plasma axe
- Type
-
weapon
gone Heavy plasma axe strike
- Range
-
Melee - Attacks
-
3 - Weapon Skill
-
3+ - Strength
-
6 - AP
-
-2 - Damage
-
2
gone Heavy plasma axe sweep
- Range
-
Melee - Attacks
-
6 - Weapon Skill
-
3+ - Strength
-
4 - AP
-
-1 - Damage
-
1