Orks – Boss Snikrot
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4

Boss Snikrot

NoNAME  M WS BS S T W A Ld Sv
75
Boss Snikrot
1
75
Boss Snikrot
6" 2+ 5+ 6 5 6 6 7 6+
Boss Snikrot is a single model armed with Mork’s Teeth and stikkbombs. Only one of this model can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Mork’s Teeth
Mork’s Teeth
Melee
Melee
User
-1
2
-
Stikkbombs
Stikkbombs
6"
Grenade D6
3
0
1
Blast
Blast
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!
Kunnin’ Infiltrator: During deployment, you can set up Boss Snikrot in hiding instead of placing him on the battlefield. At the end of any of your Movement phases, Snikrot can stalk from his hiding place – set him up anywhere on the battlefield that is more than 9" away from any enemy models.
Terrifying Killer: Subtract 1 from the Leadership characteristic of enemy units while they are within 6" of Boss Snikrot.
Throat Slitta: Add 1 to wound rolls for attacks made with Boss Snikrot’s melee weapons when targeting enemy units wholly within or on a terrain feature.
Red Skull Kommandos: Re-roll hit rolls of 1 in the Fight phase for attacks made by friendly BLOOD AXE KOMMANDOS units while they are within 6" of Boss Snikrot.
Sneakiest Git: Each time a ranged attack is allocated to the bearer while it is receiving the benefits of cover, add an additional 2 to any armour saving throw made against that attack.
FACTION KEYWORDS: ORK, BLOOD AXE
KEYWORDS: CHARACTER, INFANTRY, KOMMANDO, BOSS SNIKROT

Datasheet-related Stratagems

2CP

HOLD ON, BOYZ!

Orks Stratagem

The Warboss shouts at his ladz to grab onto the Battlewagon and hitch a ride across the battlefield.

Use this Stratagem during your Movement phase before you move a <CLAN> BLITZ BRIGADE BATTLEWAGON from your army. Pick a friendly <CLAN> INFANTRY unit wholly within 3" of that model and remove it from the battlefield. After that BATTLEWAGON has moved, set the <CLAN> INFANTRY unit up on the battlefield wholly within 3" of that BATTLEWAGON, and more than 3" from any enemy models. (Note that this infantry unit is not embarked within the Battlewagon and therefore does not count towards the number of models it can transport.) That infantry unit cannot move further this phase (but counts as having moved this turn for all rules purposes) and it cannot charge this turn.
1CP

MEDI-SQUIG

Orks Stratagem

From syringe squigs to vaccine squigs, Painboyz make use of all kinds of medical beasties.

Use this Stratagem at the end of your Movement phase. Select a <CLAN> CHARACTER from your army that is within 3" of a friendly <CLAN> PAINBOY. The selected model immediately regains D3 lost wounds.
1CP/3CP

EXTRA GUBBINZ

Orks Stratagem

Some lucky gits get more than their fair share of shiny gubbinz.

Use this Stratagem before the battle. Your army can have one extra Shiny Gubbinz for 1 CP, or two extra Shiny Gubbinz for 3 CPs. All of the Shiny Gubbinz that you include must be different and be given to different ORK CHARACTERS. You can only use this Stratagem once per battle.
3CP

GET STUCK IN, LADZ!

Orks Stratagem

Laying about himself with ferocious blows and bellowing loud enough to burst eardrums, the biggest Ork present ‘persuades’ his ladz to fight even harder.

Use this Stratagem at the end of the Fight phase. Select an ORK INFANTRY unit from your army that has already fought once this Fight phase to fight a second time.
2CP

ORKS IS NEVER BEATEN

Orks Stratagem

So resilient is Ork physiology – and so slow are Orks on the uptake – that even killing wounds can take a while to register.

Use this Stratagem when an ORK CHARACTER model from your army is slain. That model is not removed from the battlefield as normal, and can immediately either shoot as if it were your Shooting phase, or fight as if it were the Fight phase. The slain model is then removed from the battlefield.
2CP

TELLYPORTA

Orks Stratagem

Nothing shocks the enemy like an angry mob of Boyz or looming war effigy suddenly appearing in a blast of green lightning!

Use this Stratagem during deployment. You can set up an ORK unit from your army with a Power Rating of 20 or less on a tellyporta pad instead of placing it on the battlefield. Units on a tellyporta pad can teleport down at the end of any of your Movement phases – set them up anywhere on the battlefield that is more than 9" from any enemy models. If you use this Stratagem on a TRANSPORT, all units embarked inside it remain so when it is set up on a tellyporta.
1CP

EXTRA STIKKBOMBS

Orks Stratagem

Orks are not subtle creatures, and if they get their hands on a surplus of explosives, they are less likely to stockpile them than they are to simply pull out all the pins at once and get lobbing.

Use this Stratagem at the start of your Shooting phase. Select an ORK INFANTRY unit from your army. Up to 10 models in that unit can fire a Grenade weapon in that phase, instead of only 1.
1CP

GROT SHIELDS

Orks Stratagem

Orks often use nearby grot mobs as bullet shields.

Use this Stratagem after a <CLAN> INFANTRY unit from your army (excluding units comprised entirely of GRETCHIN models) has been hit by a ranged weapon. Until the end of the phase, you can roll a D6 each time an attack made with a ranged weapon wounds that unit if there is a friendly unit comprised entirely of <CLAN> GRETCHIN INFANTRY models within 6" of it, and the GRETCHIN unit is closer to the attacking model than the target unit. On a 2+ one model of your choice in that GRETCHIN unit is slain and the attack sequence ends.
1CP

LOOT IT!

Orks Stratagem

After a spot of mid-battle larceny, these Orks have become so laden down with loot that it actually acts as ablative armour!

Use this Stratagem when a VEHICLE unit is destroyed. Select an ORK INFANTRY unit from your army that was either within 3" of the vehicle or embarked within it when it was destroyed. Improve the Save characteristic of that infantry unit by 1 (e.g. a Save characteristic of 6+ will become a Save characteristic of 5+), to a maximum of 2+. A unit can only be affected by this Stratagem once per battle, and once affected, cannot be selected for the Mob Up Stratagem. If this Stratagem is used on a LOOTAS unit from your army, roll a D6; on a 4+ the CP spent to use this Stratagem is immediately refunded.
1CP/2CP

DEAD SNEAKY

Blood Axe Stratagem

These sneaky gits never appear where you expect them to.

Use this Stratagem during deployment. If you spent 1 CP, select a BLOOD AXE INFANTRY unit from your army that has a Power Rating of 8 or less and set it up in hiding instead of placing it on the battlefield. If you spent 2 CPs, select a BLOOD AXE INFANTRY unit that has a Power Rating of 9 or more instead. At the end of any of your Movement phases that unit can emerge from hiding – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
’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.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

The BLOOD AXE and KOMMANDO keywords are used in following Orks datasheets:

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.

The KOMMANDO keyword is used in following Orks datasheets:

The BATTLEWAGON keyword is used in following Orks datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.

The <CLAN> and PAINBOY keywords are used in following Orks datasheets:

Embark
If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly TRANSPORT model they can embark within it. A unit cannot embark within a TRANSPORT model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.

Units cannot normally do anything or be affected in any way while they are embarked. Unless specifically stated, other units’ abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. For all rules purposes, units that are embarked within a TRANSPORT model that has made a Normal Move, Advanced, Fallen Back or Remained Stationary also count as having made the same kind of move that turn.

  • Units can embark in a friendly TRANSPORT if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a TRANSPORT that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a TRANSPORT.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

The <CLAN> and BOYZ keywords are used in following Orks datasheets:

Troops
1CP

MOB UP

Orks Stratagem

Smaller Ork mobs tend to be caught up and swept along when a large enough horde of greenskins stampedes across the battlefield.

Use this Stratagem at the end of your Movement phase, before setting up any reinforcement units in your army on the battlefield (if any). Select two <CLAN> BOYZ units from your army that are within 2" of each other. If one of the units has 10 or more models, and the other has 10 or fewer, the two units merge and, for the rest of the battle, they are counted as a single unit for all rules purposes.

The LOOTAS keyword is used in following Orks datasheets:

Heavy Support
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