No | NAME | M | WS | BS | S | T | W! | A | Ld | Sv | |
190 Squiggoth |
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1 | 190 Squiggoth |
10" | 3+ | 5+ | 8 | 8 | 10-18 | 4 | 9 | 3+ | |
8" | 3+ | 5+ | 7 | 8 | 5-9 | 3 | 9 | 3+ | |||
6" | 3+ | 5+ | 6 | 8 | 1-4 | 2 | 9 | 3+ |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
+15 Kannon | ||||||
When you choose this weapon to shoot with, select one of the profiles below. | ||||||
+15 Kannon | When you choose this weapon to shoot with, select one of the profiles below. | |||||
- Frag | ||||||
- Frag | 36" | Heavy D6 | 4 | 0 | 1 | Blast |
Blast | ||||||
- Shell | ||||||
- Shell | 36" | Heavy 1 | 8 | -2 | D6 | - |
Gorin’ horns | ||||||
Gorin’ horns | Melee | Melee | User | -3 | D6 | - |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• This model can be equipped with 1 kannon. If it is, it has a transport capacity of 6 models.
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ABILITIES | |
ABILITIES |
’Ere We Go, Dakka! Dakka! Dakka! Stampede: Each time this model finishes a charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2+, that unit suffers D3 mortal wounds. Enraged Demise: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it becomes enraged, and each unit within 6" suffers D3 mortal wounds. Howdah: In your Shooting phase, units embarked on this model can be selected to shoot. Measure the range and draw line of sight from any point on this model. When shooting with units embarked on this model, they do not count as being within Engagement Range of enemy units, and if this model made a Normal Move or Fell Back, they count as having Remained Stationary. Any other restrictions or modifiers that apply to this model also apply to models embarked upon it; for example, if this model Advanced, models embarked upon it also count as having Advanced. |
TRANSPORT | |
TRANSPORT |
This model has a transport capacity of 10 FLASH GITZ or <CLAN> INFANTRY models. It cannot transport MEGA ARMOUR or JUMP PACK models. |
FACTION KEYWORDS: ORK, <CLAN> | |
KEYWORDS: MONSTER, TRANSPORT, SQUIGGOTH |
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:
Kannon 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.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 MONSTER keyword is used in following Orks datasheets:
The TRANSPORT keyword is 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: