No | NAME | M | WS | BS | S | T | W! | A | Ld | Sv | |
155 Burna-bommer |
|||||||||||
1 | 155 Burna-bommer |
20-50" | 5+ | 5+ | 6 | 6 | 7-12+ | 3 | 6 | 4+ | |
20-30" | 5+ | 6+ | 6 | 6 | 4-6 | D3 | 6 | 4+ | |||
20-25" | 5+ | 6+ | 6 | 6 | 1-3 | 1 | 6 | 4+ |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
+10 Skorcha missiles | ||||||
+10 Skorcha missiles | 24" | Assault D6 | 5 | -1 | 1 | Blast. Units do not receive the benefit of cover to their saving throws for attacks made with this weapon. |
Blast. Units do not receive the benefit of cover to their saving throws for attacks made with this weapon. | ||||||
Supa-shoota | ||||||
Supa-shoota | 36" | Assault 3 | 6 | -1 | 1 | - |
Twin big shoota | ||||||
Twin big shoota | 36" | Assault 6 | 5 | 0 | 1 | - |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• This model may take skorcha missiles.
|
ABILITIES | |
ABILITIES |
Dakka! Dakka! Dakka! Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY. Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase – do not roll a dice. Burna Bombs: Up to twice per battle, this model can drop a burna bomb as it flies over enemy units in its Movement phase. After the model has moved, select an enemy unit that it moved over and roll a D6 for each model in that unit, up to a maximum of 10 dice. Add 1 to the roll for a model if it is INFANTRY . For each roll of 5+ the enemy unit suffers 1 mortal wound. Grot Gunner: Add 1 to hit rolls for attacks made with this model’s twin big shoota. Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it crashes in a fiery explosion, and each unit within 6" suffers 3 mortal wounds. |
FACTION KEYWORDS: ORK, <CLAN> | |
KEYWORDS: AIRCRAFT, VEHICLE, FLY, BURNA-BOMMER |
2CP | ||
RAMMING SPEED Orks Stratagem Ork drivers are infamous for using their vehicles as huge blunt instruments with which to clobber the foe. Use this Stratagem in your Charge phase. Select an ORK VEHICLE unit from your army. You can roll 3D6 when making a charge move with that unit this phase. In addition, if the unit finishes a charge move this phase, select an enemy unit within 1" of it and roll a D6; on a 2+ that enemy unit suffers D3 mortal wounds. | ||
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 | ||
LONG, UNCONTROLLED BURSTS Orks Stratagem Ork Flyboyz will fill the skies with lead in an attempt to bring down enemy aircraft. Use this Stratagem at the start of your Shooting phase. Select an ORK VEHICLE unit from your army that can FLY. Until the end of the phase, add 1 to hit rolls for shooting attacks made by that unit that target enemy units that can FLY. | ||
This datasheet has Flyers Battlefield Role. Full list of Orks units sharing same Battlefield Role follows:
Supa-shoota used in following datasheets:
Twin big shoota used in following datasheets:
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 keyword is used in following Orks datasheets:
The <CLAN> keyword is used in following Orks datasheets:
The AIRCRAFT keyword is used in following Orks datasheets:
The VEHICLE keyword is used in following Orks datasheets:
The FLY keyword is used in following Orks datasheets:
The ORK and VEHICLE keywords are used in following Orks datasheets:
The TRANSPORT keyword is used in following Orks datasheets: