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OrksGhazghkull Thraka

Ghazghkull Thraka

Ghazghkull Thraka 5" 2+ 5+ 6 6 8 5 8 2+
Ghazghkull Thraka is a single model armed with a twin big shoota, kustom klaw and stikkbombs. Only one of this model can be included in your army.
Twin big shoota
Assault 6
Kustom klaw
Grenade D6
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!

Great Waaagh!: Friendly ORK INFANTRY units within 6" of Ghazghkull Thraka at the start of the Charge phase can charge even if they Advanced this turn. In addition, add 1 to the Attacks characteristic of models in friendly ORK INFANTRY units if they made a charge move this turn and Ghazghkull Thraka is within 6" of that unit when they are chosen to fight.

Prophet of Gork and Mork: Ghazghkull Thraka has a 4+ invulnerable save.

The Boss is Watchin’: The Boss is Watchin’: If a friendly ORK unit fails a Morale test while it is within 6" of Ghazghkull Thraka, he can restore order with a brutal display of violence. If he does so, the unit suffers D3 mortal wounds but the Morale test is then considered to have been passed.
Includes wargear

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.
’Ere We Go

Once a mob of Orks builds up a good head of steam, their sheer momentum carries them into the fight like a green avalanche.

You can re-roll charge rolls for this unit. When doing so, you can re-roll all or any of the dice.
Mob Rule

The more Orks in one place, the more the Waaagh! energy flows, and the more fearless they all become.

When using the Leadership characteristic of this unit, you can use either its own Leadership characteristic, or you can choose for the characteristic to be equal to either the number of models in the unit or the number of models in another friendly unit within 6" that has this ability.
Dakka! Dakka! Dakka!

Nothing aids accuracy like the simple expedient of firing so many shots that you just can’t miss.

Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon made by a model in this unit, that hit roll succeeds regardless of any modifiers. In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls. When firing a weapon with randomly determined characteristics (e.g. a bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target.

The ORK and INFANTRY keywords are used in following Orks datasheets:

When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

The INFANTRY keyword is used in following Orks datasheets:

The MEGA ARMOUR keyword is used in following Orks datasheets:


The WARBOSS keyword is used in following Orks datasheets:

• Warboss
© Vyacheslav Maltsev 2013-2019