No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | |
90 Mad Dok Grotsnik |
|||||||||||
1 | 90 Mad Dok Grotsnik |
5" | 2+ | 5+ | 5 | 5 | 4 | 4 | 8 | 4+ |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Slugga | ||||||
Slugga | 12" | Pistol 1 | 4 | 0 | 1 | - |
Power klaw | ||||||
Power klaw | Melee | Melee | x2 | -3 | D3 | When resolving an attack made with this weapon, subtract 1 from the hit roll. |
When resolving an attack made with this weapon, subtract 1 from the hit roll. | ||||||
’Urty syringe | ||||||
’Urty syringe | Melee | Melee | User | 0 | 1 | When the bearer fights, it makes 1 additional attack with this weapon. When resolving an attack made with this weapon, a wound roll of 6+ is successful if the target is a VEHICLE unit or TITANIC unit; otherwise a wound roll of 4+ is successful. |
When the bearer fights, it makes 1 additional attack with this weapon. When resolving an attack made with this weapon, a wound roll of 6+ is successful if the target is a VEHICLE unit or TITANIC unit; otherwise a wound roll of 4+ is successful. |
ABILITIES | |
ABILITIES |
’Ere We Go, Mob Rule, Dakka! Dakka! Dakka! Cybork Body: Each time Mad Dok Grotsnik loses a wound, roll a D6; on a 5+ that wound is not lost. You cannot make a Dok’s Tools roll for this model if you do so. One Scalpel Short of a Medpack: At the start of your Charge phase, if Mad Dok Grotsnik is not within 3" of another friendly ORK INFANTRY unit, not within Engagement Range of any enemy units, and is within 12" of an enemy unit, he will automatically attempt to charge the nearest enemy unit. He can do so even if he Advanced or Fell Back in the same turn. Dok’s Tools: Roll a D6 each time a friendly ORK INFANTRY or BIKER unit loses a wound while it is within 3" of Mad Dok Grotsnik. On a 6 the wound is not lost. This is not cumulative with other Dok’s Tools. Sawbonez: At the end of your Movement phase, Mad Dok Grotsnik can attempt surgery on a single friendly ORK INFANTRY or BIKER model within 1" of him. If he does so, roll a D6 to determine if the surgery is successful. On a 1 the surgery fails, and the model you were attempting to heal loses a wound. On a 2+ the surgery succeeds, and that model regains D3 lost wounds. A model can only be the target of a surgery attempt once per turn. |
FACTION KEYWORDS: ORK, DEATHSKULLS | |
KEYWORDS: CHARACTER, INFANTRY, PAINBOY, MAD DOK GROTSNIK |
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. | ||
This datasheet has Elites Battlefield Role. Full list of Orks units sharing same Battlefield Role follows:
Slugga used in following datasheets:
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’Urty syringe used in following datasheets:
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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.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.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:
The BIKER keyword is used in following Orks datasheets:
The ORK keyword is used in following Orks datasheets:
The DEATHSKULLS keyword is used in following Orks datasheets:
The CHARACTER keyword is used in following Orks datasheets:
The INFANTRY keyword is used in following Orks datasheets:
The PAINBOY keyword is used in following Orks datasheets:
The BATTLEWAGON keyword is used in following Orks datasheets:
The <CLAN> and INFANTRY keywords are used in following Orks datasheets:
The <CLAN> and PAINBOY keywords are used in following Orks datasheets:
The TRANSPORT keyword is used in following Orks datasheets:
The GRETCHIN keyword is used in following Orks datasheets:
The <CLAN>, GRETCHIN and INFANTRY keywords are used in following Orks datasheets:
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: