No | NAME | M | WS | BS | S | T | W! | A | Ld | Sv | |
320 Morkanaut |
|||||||||||
1 | 320 Morkanaut |
8" | 3+ | 5+ | 8 | 8 | 10-18 | 4 | 7 | 3+ | |
6" | 4+ | 5+ | 8 | 8 | 5-9 | 3 | 7 | 3+ | |||
4" | 5+ | 5+ | 8 | 8 | 1-4 | 2 | 7 | 3+ |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Kustom mega-blasta | ||||||
Kustom mega-blasta | 24" | Assault 1 | 8 | -3 | D6 | If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved. |
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved. | ||||||
Kustom mega-zappa | ||||||
Kustom mega-zappa | 36" | Heavy 3D3 | 8 | -3 | D6 | Blast. If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved. |
Blast. If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved. | ||||||
Rokkit launcha | ||||||
Rokkit launcha | 24" | Assault 1 | 8 | -2 | 3 | - |
Twin big shoota | ||||||
Twin big shoota | 36" | Assault 6 | 5 | 0 | 1 | - |
Klaw of Gork (or possibly Mork) | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
Klaw of Gork (or possibly Mork) | When attacking with this weapon, choose one of the profiles below. | |||||
- Crush | ||||||
- Crush | Melee | Melee | x2 | -4 | D6 | - |
- Smash | ||||||
- Smash | Melee | Melee | User | -2 | 2 | Make 3 hit rolls for each attack made with this weapon. |
Make 3 hit rolls for each attack made with this weapon. |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• This model may take a kustom force field.
|
ABILITIES | |
ABILITIES |
’Ere We Go, Dakka! Dakka! Dakka! Big ’n’ Stompy: This model is eligible to declare a charge in a turn in which it Fell Back. Kustom Force Field: +20 If this model is equipped with a kustom force field, friendly ORK units have a 5+ invulnerable save against attacks made with ranged weapons while they are wholly within 9" of it.Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 9" suffers D6 mortal wounds. |
TRANSPORT | |
TRANSPORT |
This model can transport 6 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of two other models. |
FACTION KEYWORDS: ORK, <CLAN> | |
KEYWORDS: VEHICLE, TRANSPORT, MORKANAUT |
1CP | ||
PATCH UP Orks Stratagem With well applied and high quality adhesives, even terrible damage can be temporarily repaired. Use this Stratagem at the start of any turn. Select one MORKANAUT, GORKANAUT or STOMPA unit from your army. Until the end of the turn, that model is considered to have double the number of wounds remaining for the purposes of determining what row to use on its damage table. | ||
1CP | ||
DREAD WAAAGH! Specialist Detachment Stratagem Coming in all shapes and sizes, the clanking monstrosities of a Dread Waaagh! are all designed with one purpose in mind – the utter destruction of their poor, unsuspecting foes. Use this Stratagem when choosing your army. Pick an ORK Detachment from your army to be a Dread Waaagh! Specialist Detachment. BIG MEKS, GORKANAUTS, MORKANAUTS, DEFF DREADS and KILLA KANS in that Detachment gain the DREAD WAAAGH! keyword. | ||
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 | ||
MORE DAKKA! Orks Stratagem There is no such thing as too much dakka. Use this Stratagem before an ORK unit from your army shoots in your Shooting phase. Until the end of the phase, that unit’s Dakka! Dakka! Dakka! ability triggers on unmodified hit rolls of 5 or 6, instead of 6. | ||
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. | ||
This datasheet has Heavy Support Battlefield Role. Full list of Orks units sharing same Battlefield Role follows:
Kustom mega-blasta used in following datasheets:
Rokkit launcha used in following datasheets:
Twin big shoota used in following datasheets:
|
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.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 FLASH GITZ keyword is used in following Orks datasheets:
The <CLAN> and INFANTRY keywords are used in following Orks datasheets:
The MEGA ARMOUR keyword is used in following Orks datasheets:
The JUMP PACK keyword is used in following Orks datasheets:
The ORK keyword is used in following Orks datasheets:
The <CLAN> keyword is used in following Orks datasheets:
The VEHICLE keyword is used in following Orks datasheets:
The TRANSPORT keyword is used in following Orks datasheets:
The MORKANAUT keyword is used in following Orks datasheets:
The GORKANAUT keyword is used in following Orks datasheets:
The STOMPA keyword is used in following Orks datasheets:
The BIG MEK keyword is used in following Orks datasheets:
The GORKANAUT keyword is used in following Orks datasheets:
The MORKANAUT keyword is used in following Orks datasheets:
The DEFF DREADS keyword is used in following Orks datasheets:
The KILLA KANS keyword is used in following Orks datasheets:
The ORK and VEHICLE keywords are used in following Orks 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 TRANSPORT keyword is used in following Orks datasheets: