Orks – Datasheets
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Characters


Beastboss
(⌀50mm)
M
6"
T
5
Sv
4+
W
6
Ld
6+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Shoota [rapid fire 1]
Shoota [rapid fire 1]
18"
2
4+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Beast Snagga klaw [anti-monster 4+, anti-vehicle 4+]
Beast Snagga klaw [anti-monster 4+, anti-vehicle 4+]
Melee
4
3+
10
-2
2
Beastchoppa [anti-monster 4+, anti-vehicle 4+]
Beastchoppa [anti-monster 4+, anti-vehicle 4+]
Melee
6
2+
6
-1
2
ABILITIES
CORE: Feel No Pain 6+, Leader
FACTION: Waaagh!
Beastboss: While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.
Beastly Rage: Each time this model makes a Charge move, until the end of the turn, melee weapons it is equipped with have the [DEVASTATING WOUNDS] ability.
UNIT COMPOSITION
  • 1 Beastboss
This model is equipped with: shoota; beastchoppa; Beast Snagga klaw.
1 model
80
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, BEAST SNAGGA, WARBOSS, BEASTBOSS
FACTION KEYWORDS:


Beastboss On Squigosaur
(⌀80mm)
M
10"
T
8
Sv
3+
W
8
Ld
6+
OC
3
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Slugga [pistol]
Slugga [pistol]
12"
1
5+
4
0
1
Thump gun [blast]
Thump gun [blast]
18"
D3
5+
6
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Beastchoppa [anti-monster 4+, anti-vehicle 4+]
Beastchoppa [anti-monster 4+, anti-vehicle 4+]
Melee
6
2+
6
-1
2
Squigosaur’s jaws [devastating wounds, extra attacks]
Squigosaur’s jaws [devastating wounds, extra attacks]
Melee
3
4+
7
-2
3
WARGEAR OPTIONS
  • This model can be equipped with 1 thump gun.

ABILITIES
CORE: Feel No Pain 5+, Leader
FACTION: Waaagh!
Thundering Stampede: While this model is leading a unit, add 1 to Charge rolls made for that unit.
Single-minded Predator: You can target this model's unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase.
UNIT COMPOSITION
  • 1 Beastboss on Squigosaur
This model is equipped with: slugga; beastchoppa; Squigosaur’s jaws.
1 model
130
LEADER
This model can be attached to the following unit:
KEYWORDS: MOUNTED, CHARACTER, BEAST SNAGGA, WARBOSS, BEASTBOSS ON SQUIGOSAUR
FACTION KEYWORDS:


Big Mek
(⌀50mm)
M
6"
T
5
Sv
3+
W
6
Ld
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Kustom mega-blasta [hazardous]
Kustom mega-blasta [hazardous]
24"
3
5+
9
-2
D6
Tellyport blasta [anti-fly 3+, devastating wounds]
Tellyport blasta [anti-fly 3+, devastating wounds]
36"
1
5+
10
-2
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Drilla
Drilla
Melee
2
3+
12
-3
3
Power klaw
Power klaw
Melee
4
3+
9
-2
2
WARGEAR OPTIONS
  • This model’s kustom mega-blasta can be replaced with 1 traktor blasta.
  • This model’s power klaw can be replaced with 1 drilla.

ABILITIES
CORE: Leader
FACTION: Waaagh!
More Dakka: While this model is leading a unit, each time a model in that unit makes a ranged attack, re-roll a Hit roll of 1.
Shokk-boosta: You can re-roll Advance rolls made for this model’s unit. In addition, each time this model’s unit makes a Normal, Advance or Fall Back move, until that move is finished, models in that unit can move horizontally through models and terrain features (but cannot finish a move on top of another model or its base).
UNIT COMPOSITION
  • 1 Big Mek
This model is equipped with: kustom-mega blaster; power klaw.
1 model
80
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, GRENADES, MEK, BIG MEK
FACTION KEYWORDS:


Big Mek In Mega Armour
(⌀40mm)
M
5"
T
6
Sv
2+
W
5
Ld
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Kombi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Kombi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
5+
4
0
1
Kustom mega-blasta [hazardous]
Kustom mega-blasta [hazardous]
24"
3
5+
9
-2
D6
Kustom shoota [rapid fire 2]
Kustom shoota [rapid fire 2]
18"
4
5+
4
0
1
Tellyport blasta [blast]
Tellyport blasta [blast]
12"
3
5+
8
-1
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Killsaw
Killsaw
Melee
3
4+
12
-3
2
Power klaw
Power klaw
Melee
4
3+
9
-2
2
WARGEAR OPTIONS
  • This model’s kustom-mega blasta can be replaced with one of the following:
    • 1 killsaw
    • 1 kombi-weapon
    • 1 kustom shoota
  • This model can be equipped with one of the following:
    • 1 tellyport blasta
    • 1 kustom force field
  • This model can be equipped with 1 grot oiler.

ABILITIES
CORE: Leader
FACTION: Waaagh!
More Dakka: While this model is leading a unit, each time a model in that unit makes a ranged attack, re-roll a Hit roll of 1.
Fix Dat Armour Up: While this model is leading a unit, in your Command phase, you can return 1 destroyed Bodyguard model to that unit.
WARGEAR ABILITIES
Kustom Force Field: While the bearer is leading a unit, models in that unit have a 4+ invulnerable save against ranged attacks.
Grot Oiler: Once per battle, at the end of your Movement phase, one model in the bearer’s unit regains D3 lost wounds.

Designer’s Note: Place a Grot Oiler token next to the unit, removing it once this ability has been used.
UNIT COMPOSITION
  • 1 Big Mek in Mega Armour
This model is equipped with: kustom-mega blaster; power klaw.
1 model
100
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, MEGA ARMOUR, MEK, BIG MEK IN MEGA ARMOUR
FACTION KEYWORDS:


Big Mek With Shokk Attack Gun
(⌀40mm)
M
6"
T
5
Sv
4+
W
5
Ld
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Shokk attack gun [blast, heavy]
Shokk attack gun [blast, heavy]
60"
D6+1
5+
9
-4
D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
4
3+
5
0
1
WARGEAR OPTIONS
  • This model can be equipped with 1 grot assistant.

ABILITIES
CORE: Leader
FACTION: Waaagh!
More Dakka: While this model is leading a unit, each time a model in that unit makes a ranged attack, re-roll a Hit roll of 1.
Deranged Snotling Assault: In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks; that unit must take a Battle-shock test.
WARGEAR ABILITIES
Grot Assistant: Once per battle, after rolling to determine how many attacks the bearer’s shokk attack gun makes, you can re-roll that dice.

Designer’s Note: Place a Grot Assistant token next to the bearer, removing it once this ability has been used.
UNIT COMPOSITION
  • 1 Big Mek with Shokk Attack Gun
This model is equipped with: close combat weapon, shokk attack gun.
1 model
75
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, GRENADES, MEK, BIG MEK WITH SHOKK ATTACK GUN
FACTION KEYWORDS:


Boss Snikrot
(⌀40mm)
M
6"
T
5
Sv
5+
W
6
Ld
6+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Slugga [pistol]
Slugga [pistol]
12"
1
4+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Mork’s Teeth [precision, twin-linked]
Mork’s Teeth [precision, twin-linked]
Melee
6
2+
6
-1
2
ABILITIES
CORE: Infiltrators, Leader, Lone Operative, Stealth
FACTION: Waaagh!
Red Skull Kommandos: While this model is leading a unit, models in that unit have the Benefit of Cover.
Kunnin’ Infiltrator: Once per battle, in your Movement phase, instead of making a Normal move with this model’s unit, you can remove it from the battlefield and set it up again anywhere on the battlefield that is more than 9" horizontally away from all enemy models.
UNIT COMPOSITION
  • 1 Boss Snikrot – EPIC HERO
This model is equipped with: slugga; Mork’s Teeth.
1 model
85
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, GRENADES, SMOKE, EPIC HERO, BOSS SNIKROT
FACTION KEYWORDS:


Deffkilla Wartrike
(⌀150 x 95mm)
M
12"
T
6
Sv
4+
W
9
Ld
6+
OC
3
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Boomstikks [assault]
Boomstikks [assault]
12"
6
5+
5
0
1
Killa jet – burna [ignores cover, torrent]
Killa jet – burna [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Killa jet – cutta [melta 2]
Killa jet – cutta [melta 2]
12"
1
5+
9
-4
D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Snagga klaw
Snagga klaw
Melee
4
3+
10
-2
2
ABILITIES
CORE: Deadly Demise 1, Leader
FACTION: Waaagh!
Speedboss: While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.
Fuel-mixa Grot: Each time this model’s unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in this model’s unit.
UNIT COMPOSITION
  • 1 Defkilla Wartrike
This model is equipped with: defkilla boomsticks; killajet; snagga klaw.
1 model
80
LEADER
This model can be attached to the following unit:
KEYWORDS: MOUNTED, CHARACTER, WARBOSS, SPEED FREEKS, DEFFKILLA WARTRIKE
FACTION KEYWORDS:


Ghazghkull Thraka
M
5"
T
6
Sv
2+
W
10
Ld
6+
OC
4
GHAZGHKULL THRAKA(⌀80mm)
INVULNERABLE SAVE
4+
5"
6
7+
1
8+
1
MAKARI(⌀25mm)
INVULNERABLE SAVE*
2+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Mork’s Roar [rapid fire 4]
Mork’s Roar [rapid fire 4]
36"
12
5+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Gork’s Klaw - strike
Gork’s Klaw - strike
Melee
6
2+
14
-3
4
Gork’s Klaw - sweep
Gork’s Klaw - sweep
Melee
12
2+
8
-2
2
Makari’s stabba [devastating wounds]
Makari’s stabba [devastating wounds]
Melee
1
4+
3
0
1
ABILITIES
CORE: Leader
FACTION: Waaagh!
Prophet of Da Great Waaagh!: While this unit is leadings unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll and add 1 to the Wound roll and if you called a Waaagh! this battle round, a Critical Hit is scored on a successful unmodified Hit roll of 5+.
Ghazghkull’s Waaagh! Banner (Aura): While a friendly unit is within 12" of Makari, if you have called a Waaagh! this battle round, melee weapons equipped by models in that unit have the [LETHAL HITS] ability.
UNIT COMPOSITION
  • 1 Ghazghkull Thraka – EPIC HERO
  • 1 Makari
Ghazghkull Thraka is equipped with: Mork’s Roar; Gork’s Klaw.

Makari is equipped with: Makari’s stabba.
2 models
235
LEADER
This model can be attached to the following unit: If this unit’s Bodyguard unit is destroyed, Ghazkghull Thraka and Makari become a single unit with their original Starting Strength.
SUPREME COMMANDER
If this unit is in your army, its Ghazghkull Thraka model must be your Warlord.
KEYWORDS – ALL MODELS: INFANTRY, CHARACTER, EPIC HEROGHAZGHKULL THRAKA: WARBOSS, GHAZGHKULL THRAKA
FACTION KEYWORDS:


Mek
(⌀32mm)
M
6"
T
5
Sv
5+
W
4
Ld
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Kustom mega-slugga [blast, hazardous]
Kustom mega-slugga [blast, hazardous]
12"
D3
5+
8
-2
D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Killsaw
Killsaw
Melee
1
4+
12
-3
2
Wrench
Wrench
Melee
3
3+
4
0
1
WARGEAR OPTIONS
  • This model’s wrench can be replaced with 1 killsaw.

ABILITIES
CORE: Leader
FACTION: Waaagh!
Mekboy: While this model is within 3" of one or more friendly VEHICLE units, this model has the Lone Operative ability.
Mekaniak: At the end of your Movement phase, you can select one friendly VEHICLE model within 3" of this model. That VEHICLE model regains up to D3 lost wounds, and, until the start of your next Movement phase, each time that VEHICLE model makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per turn.
UNIT COMPOSITION
  • 1 Mek
This model is equipped with: kustom mega-slugga; wrench.
1 model
45
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, MEK
FACTION KEYWORDS:


Mozrog Skragbad
(⌀80mm)
M
10"
T
8
Sv
3+
W
8
Ld
6+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Thump gun [blast]
Thump gun [blast]
18"
D3
5+
6
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Big Chompa’s jaws [devastating wounds, extra attacks]
Big Chompa’s jaws [devastating wounds, extra attacks]
Melee
3
3+
7
-2
4
Gutrippa [anti-monster 4+, anti-vehicle 4+]
Gutrippa [anti-monster 4+, anti-vehicle 4+]
Melee
6
2+
7
-1
3
ABILITIES
CORE: Feel No Pain 4+, Leader
FACTION: Waaagh!
One Last Kill: While this model is leading a unit, each time a model in that unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
Da Bigger Dey iz...: Each time this model makes a melee attack that targets a MONSTER or VEHICLE unit, add 1 to the Damage characteristic of that attack. Each time this model makes a melee attack that targets a TITANIC unit, add 2 to the Damage characteristic of that attack instead.
UNIT COMPOSITION
  • 1 Mozrog Skragbad – EPIC HERO
This model is equipped with: thump gun; Big Chompa’s jaws; gutrippa.
1 model
165
LEADER
This model can be attached to the following unit:
KEYWORDS: MOUNTED, CHARACTER, BEAST SNAGGA, EPIC HERO, WARBOSS, MOZROG SKRAGBAD
FACTION KEYWORDS:


Painboss
(⌀40mm)
M
6"
T
5
Sv
4+
W
4
Ld
7+
OC
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Beast Snagga klaw [anti-monster 4+, anti-vehicle 4+]
Beast Snagga klaw [anti-monster 4+, anti-vehicle 4+]
Melee
3
4+
9
-2
2
WARGEAR OPTIONS
  • This model can be equipped with 1 grot orderly.

ABILITIES
CORE: Feel No Pain 5+, Leader
FACTION: Waaagh!
Dok’s Toolz: While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.
Sawbonez: At the end of your Movement phase, select one friendly BEAST SNAGGA CHARACTER model within 3" of this model. That model is healed and regains up to 3 lost wounds. Each model can only be healed once per turn.
WARGEAR ABILITIES
Grot Orderly: Once per battle, in your Command phase, if the bearer is leading a unit that is below its Starting Strength, you can return up to D3 destroyed Bodyguard models to that unit.

Designer’s Note: Place a Grot Orderly token next to the unit, removing it once this ability has been used.
UNIT COMPOSITION
  • 1 Painboss
This model is equipped with: Beast Snagga klaw.
1 model
60
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, BEAST SNAGGA, PAINBOSS
FACTION KEYWORDS:


Painboy
(⌀32mm)
M
6"
T
5
Sv
5+
W
3
Ld
7+
OC
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Power klaw
Power klaw
Melee
3
4+
9
-2
2
’Urty syringe [anti-infantry 4+, extra attacks, precision]
’Urty syringe [anti-infantry 4+, extra attacks, precision]
Melee
1
3+
2
0
1
WARGEAR OPTIONS
  • This model can be equipped with 1 grot orderly.

ABILITIES
CORE: Leader
FACTION: Waaagh!
Dok’s Toolz: While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.
Hold Still and Say ‘Aargh!’: Each time an attack made by this model with its ’urty syringe scores a Critical Wound against a unit (excluding VEHICLE units), that unit suffers D6 mortal wounds.
WARGEAR ABILITIES
Grot Orderly: Once per battle, in your Command phase, if the bearer is leading a unit that is below its Starting Strength, you can return up to D3 destroyed Bodyguard models to that unit.

Designer’s Note: Place a Grot Orderly token next to the unit, removing it once this ability has been used
UNIT COMPOSITION
  • 1 Painboy
This model is equipped with: power klaw; ’urty syringe.
1 model
70
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, PAINBOY
FACTION KEYWORDS:


Warboss
(⌀40mm)
M
6"
T
5
Sv
4+
W
6
Ld
6+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Kombi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Kombi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
5+
4
0
1
Twin slugga [pistol, twin-linked]
Twin slugga [pistol, twin-linked]
12"
2
5+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Attack squig [extra attacks]
Attack squig [extra attacks]
Melee
2
4+
4
0
1
Big choppa
Big choppa
Melee
5
2+
8
-1
2
Power klaw
Power klaw
Melee
4
3+
10
-2
2
WARGEAR OPTIONS
  • This model’s big choppa can be replaced with 1 power klaw.
  • This model can be equipped with 1 attack squig.

ABILITIES
CORE: Leader
FACTION: Waaagh!
Might is Right: While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.
Da Biggest and da Best: When you call a Waaagh!, until the start of the next battle round, add 4 to the Attacks characteristic of this model’s melee weapons.
UNIT COMPOSITION
  • 1 Warboss
This model is equipped with: kombi-weapon; twin slugga; big choppa.
1 model
65
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, GRENADES, WARBOSS
FACTION KEYWORDS:


Warboss In Mega Armour
(⌀50mm)
M
5"
T
6
Sv
2+
W
7
Ld
6+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Big shoota [rapid fire 2]
Big shoota [rapid fire 2]
36"
3
4+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
’Uge choppa
’Uge choppa
Melee
4
2+
12
-2
2
ABILITIES
CORE: Leader
FACTION: Waaagh!
Might is Right: While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.
Dead Brutal: When you call a Waaagh!, until the start of the next battle round, this model’s ’uge choppa has a Damage characteristic of 3.
UNIT COMPOSITION
  • 1 Warboss in Mega Armour
This model is equipped with: big shoota; ’uge choppa.
1 model
80
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, MEGA ARMOUR, WARBOSS, WARBOSS IN MEGA ARMOUR
FACTION KEYWORDS:


Weirdboy
(⌀40mm)
M
6"
T
5
Sv
5+
W
4
Ld
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
’Eadbanger [precision, psychic]
’Eadbanger [precision, psychic]
24"
1
4+
6
-3
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Weirdboy staff [psychic]
Weirdboy staff [psychic]
Melee
3
3+
8
-1
D3
ABILITIES
CORE: Deadly Demise D3, Leader
FACTION: Waaagh!
Waaagh! Energy: While this model is leading a unit, add 1 to the Strength and Damage characteristics of this model’s ’Eadbanger weapon for every 5 models in that unit (rounding down), but while that unit contains 10 or more models, that weapon has the [HAZARDOUS] ability.
Da Jump (Psychic): Once per turn, at the end of your Movement phase, one WEIRDBOY from your army can use this ability. If it does, roll one D6: on a 1, that WEIRDBOY’s unit suffers D6 mortal wounds; on a 2+, remove this WEIRDBOY’s unit from the battlefield and set it up again anywhere on the battlefield that is more than 9" horizontally away from all enemy models.
UNIT COMPOSITION
  • 1 Weirdboy
This model is equipped with: ’Eadbanger; weirdboy staff.
1 model
55
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, PSYKER, WEIRDBOY
FACTION KEYWORDS:


Wurrboy
(⌀32mm)
M
6"
T
5
Sv
5+
W
4
Ld
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Eyez of Mork [psychic]
Eyez of Mork [psychic]
18"
D6
5+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
3
3+
5
0
1
ABILITIES
CORE: Deadly Demise D3, Feel No Pain 6+, Leader
FACTION: Waaagh!
Unstable Oracle: While this model is leading a unit, add 2 to the Attacks characteristic of this model’s Eyez of Mork weapon for every 5 models in that unit (rounding down), but while that unit contains 10 or more models, that weapon has the [HAZARDOUS] ability.
Roar of Mork (Psychic): In your opponent’s Command phase, you can select one enemy unit within 18" ofand visible to this PSYKER and roll one D6: on a 1, this PSYKER’s unit suffers D3 mortal wounds; on a 2+, until the start of your opponent’s next Command phase, that enemy unit is confrazzled. While a unit is confrazzled, each time a Battle-shock or Leadership test is taken for it, subtract 2 from that test.
UNIT COMPOSITION
  • 1 Wurrboy
This model is equipped with: Eyez of Mork; close combat weapon.
1 model
60
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, PSYKER, BEAST SNAGGA, WURRBOY
FACTION KEYWORDS:


Zodgrod Wortsnagga
(⌀50mm)
M
6"
T
5
Sv
5+
W
5
Ld
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Slugga [Anti-Monster 4+, pistol]
Slugga [Anti-Monster 4+, pistol]
12"
1
5+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Da Grabzappa
Da Grabzappa
Melee
5
2+
7
-2
2
ABILITIES
CORE: Feel No Pain 6+, Leader
FACTION: Waaagh!
Super Runts: While this model is leading a unit:
  • Models in that unit have the Scouts 9" ability.
  • Each time a model in that unit makes an attack, add 1 to the Hit roll and add 1 to the Wound roll.
  • Each time an attack targets that unit, subtract 1 from the Wound roll.
Special Dose: When you call a Waaagh!, until the start of the next battle round, add 6" to the Move characteristic of models in this model’s unit.
UNIT COMPOSITION
  • 1 Zodgrod Wortsnagga – EPIC HERO
This model is equipped with: Da Grabzappa; slugga.
1 model
80
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, ZODGROD WORTSNAGGA
FACTION KEYWORDS:


Da Red Gobbo’s Surprise
(⌀32mm)
M
6"
T
2
Sv
5+
W
3
Ld
7+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Kustom grot blasta [pistol]
Kustom grot blasta [pistol]
12"
D3
3+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
3
3+
3
0
1
ABILITIES
CORE: Deep Strike, Lone Operative
FACTION: Waaagh!
Explosive Presents (Aura): While a friendly GRETCHIN unit is within 6" of this model, that unit has the GRENADES keyword and, each time such a unit uses the Grenade Stratagem, add 1 to the result of each dice rolled to see how many mortal wounds are inflicted.
Da Revolushun!: Once per battle round, at the start of any phase, you can select one friendly GRETCHIN unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked.
UNIT COMPOSITION
  • 1 Da Red Gobbo – EPIC HERO
This model is equipped with: kustom grot blasta; close combat weapon.
1 model
40
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, GRETCHIN, GRENADES, DA RED GOBBO
FACTION KEYWORDS:


Grotmas Gitz
(⌀40mm)
M
10"
T
3
Sv
4+
W
5
Ld
7+
OC
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Bludgeoning bag of gifts
Bludgeoning bag of gifts
Melee
3
3+
3
0
1
Massive gift-filled gob [EXTRA ATTACKS]
Massive gift-filled gob [EXTRA ATTACKS]
Melee
3
4+
4
-2
2
ABILITIES
CORE: Feel No Pain 5+, Lone Operative, Scouts D6+4"
FACTION: Waaagh!
Bludgeoning Cheer: Each time this model ends a Normal, Advance, Fall Back or Charge move, select one enemy unit within 3" of this model and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound. That enemy unit must then take a Battle-shock test.
Gifts for All! (Aura): While a GRETCHIN unit is within 6" of this model, that unit’s Thievin’ Scavengers ability is successful on D6 rolls of 2+, instead of rolls of 4+.
UNIT COMPOSITION
  • 1 Grotmas Gitz – EPIC HERO
This model is equipped with: bludgeoning bag of gifts; massive gift-filled gob.
1 model
40
KEYWORDS: MOUNTED, CHARACTER, EPIC HERO, GRETCHIN, FLY, GROTMAS GITZ
FACTION KEYWORDS:


Big Mek On Warbike
(⌀90 x 52mm)
M
12"
T
6
Sv
4+
W
6
Ld
7+
OC
2
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Kombi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Kombi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
5+
4
0
1
Kustom mega-blasta [hazardous]
Kustom mega-blasta [hazardous]
24"
3
5+
9
-2
D6
Kustom mega-slugga [blast, hazardous]
Kustom mega-slugga [blast, hazardous]
12"
D3
5+
8
-2
D6
Rokkit launcha [blast]
Rokkit launcha [blast]
24"
D3
5+
9
-2
3
Shokk attack gun [blast, heavy]
Shokk attack gun [blast, heavy]
60"
D6+1
5+
9
-4
D6
Slugga [pistol]
Slugga [pistol]
12"
1
5+
4
0
1
Twin dakkagun [assault, rapid fire 2, twin-linked]
Twin dakkagun [assault, rapid fire 2, twin-linked]
18"
3
5+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Big choppa
Big choppa
Melee
4
3+
7
-1
2
Choppa
Choppa
Melee
4
3+
5
-1
1
Close combat weapon
Close combat weapon
Melee
4
3+
5
0
1
Killsaw
Killsaw
Melee
3
4+
12
-3
2
Power klaw
Power klaw
Melee
4
4+
9
-2
2
WARGEAR OPTIONS
  • This model’s slugga can be replaced with one of the following:
    • 1 shokk attack gun
    • 1 kustom force field
    • 1 kombi-weapon
    • 1 kustom mega-blasta
    • 1 kustom mega-slugga
    • 1 rokkit launcha
    • 1 big choppa
    • 1 power klaw
  • This model’s choppa can be replaced with one of the following:
    • 1 kombi-weapon
    • 1 kustom mega-blasta
    • 1 kustom mega-slugga
    • 1 rokkit launcha
    • 1 big choppa
    • 1 killsaw
    • 1 power klaw

ABILITIES
CORE: Leader
FACTION: Waaagh!
More Dakka: While this model is leading a unit, each time a model in that unit makes a ranged attack, re-roll a Hit roll of 1.
Mekaniak: At the end of your Movement phase, you can select one friendly VEHICLE model within 3" of this model. That VEHICLE model regains up to D3 lost wounds, and, until the start of your next Movement phase, each time that VEHICLE model makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per turn.
WARGEAR ABILITIES
Kustom Force Field: While the bearer is leading a unit, models in that unit have a 4+ invulnerable save against ranged attacks.
UNIT COMPOSITION
  • 1 Big Mek on Warbike
This model is equipped with: slugga; twin dakkagun; choppa; close combat weapon.
1 model
105
LEADER
This model can be attached to the following unit:
KEYWORDS: MOUNTED, SPEED FREEKS, CHARACTER, GRENADES, BIG MEK ON WARBIKE
FACTION KEYWORDS:


Big Mek With Kustom Force Field
(⌀40mm)
M
6"
T
5
Sv
4+
W
4
Ld
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Slugga [pistol]
Slugga [pistol]
12"
1
5+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Choppa
Choppa
Melee
4
3+
5
-1
1
WARGEAR OPTIONS
  • This model can be equipped with 1 grot helper.

ABILITIES
CORE: Leader
FACTION: Waaagh!
More Dakka: While this model is leading a unit, each time a model in that unit makes a ranged attack, re-roll a Hit roll of 1.
Kustom Force Field: While this model is leading a unit, models in that unit have a 5+ invulnerable save against ranged attacks. Once per battle, at the start of any phase, this model can overcharge its kustom force field. If it does, until the end of the phase, this invulnerable save is improved to 4+.
WARGEAR ABILITIES
Grot Helper: Once per battle, the bearer can overcharge its kustom force field one additional time.

Designer’s Note: Place a Grot Helper token next to the bearer, removing it once this ability has been used.
UNIT COMPOSITION
  • 1 Big Mek with Kustom Force Field
This model is equipped with: slugga; choppa.
1 model
55
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, GRENADES, MEK, BIG MEK WITH KUSTOM FORCE FIELD
FACTION KEYWORDS:


Boss Zagstruk
(⌀40mm)
M
12"
T
5
Sv
4+
W
6
Ld
6+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Slugga [pistol]
Slugga [pistol]
12"
1
5+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Da Vulcha’s Klaws and choppa
Da Vulcha’s Klaws and choppa
Melee
6
2+
8
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Feel No Pain 6+, Leader
FACTION: Waaagh!
Drill Boss: While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.
Plummeting Descent: You can re-roll Charge rolls made for this model’s unit in a turn in which it was set up on the battlefield from Reserves.
UNIT COMPOSITION
  • 1 Boss Zagstruk – EPIC HERO
This model is equipped with: Da Vulcha’s Klaws and choppa; slugga.
1 model
90
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, JUMP PACK, FLY, CHARACTER, EPIC HERO, BOSS ZAGSTRUK
FACTION KEYWORDS:


Da Red Gobbo with Icon of da Revolushun
(⌀32mm)
M
6"
T
2
Sv
5+
W
3
Ld
7+
OC
1
This datasheet has been replaced by the Da Red Gobbo’s Surprise datasheet, but is included as an alternative for friendly games and should not be included in the same list as "Da Red Gobbo’s Surprise".
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Kustom grot blasta [devastating wounds, pistol]
Kustom grot blasta [devastating wounds, pistol]
12"
D3
4+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Icon of da Revolushun [devastating wounds]
Icon of da Revolushun [devastating wounds]
Melee
3
4+
3
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Waaagh!
Da Revolushun!: While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll.
Has Yoo Been a Good Little Grot This Year?: Once per battle, in your Shooting phase, you can target this model’s unit with the Grenade Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase.
UNIT COMPOSITION
  • 1 Da Red Gobbo – EPIC HERO
This model is equipped with: kustom grot blasta; Icon of da Revolushun.
1 model
40
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, GRENADES, EPIC HERO, GROTS, DA RED GOBBO
FACTION KEYWORDS:


Kaptin Badrukk
(⌀40mm)
M
6"
T
5
Sv
3+
W
6
Ld
7+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Da Rippa – standard [heavy, sustained hits 1]
Da Rippa – standard [heavy, sustained hits 1]
24"
3
5+
7
-2
2
Da Rippa – supercharge [hazardous, heavy, sustained hits 1]
Da Rippa – supercharge [hazardous, heavy, sustained hits 1]
24"
3
5+
8
-3
3
Slugga [pistol]
Slugga [pistol]
12"
1
4+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Choppa
Choppa
Melee
6
2+
5
-1
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Waaagh!
Flashiest Gitz: While this model is leading a unit, each time a model in that unit makes a ranged attack, you can re-roll the Hit roll.
Ded Glowy Ammo (Aura): While an enemy Infantry unit is within 6" of this model, subtract 1 from the Toughness characteristic of models in that unit.
UNIT COMPOSITION
  • 1 Kaptin Badrukk – EPIC HERO
This model is equipped with: slugga; choppa; Da Rippa.
1 model
80
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, KAPTIN BADRUKK
FACTION KEYWORDS:


Mad Dok Grotsnik
(⌀32mm)
M
6"
T
5
Sv
5+
W
4
Ld
7+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Slugga [pistol]
Slugga [pistol]
12"
1
5+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Power klaw [sustained hits 1]
Power klaw [sustained hits 1]
Melee
4
3+
9
-2
2
’Urty syringe [anti-infantry 4+, extra attacks, precision]
’Urty syringe [anti-infantry 4+, extra attacks, precision]
Melee
1
3+
2
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Feel No Pain 5+, Leader
FACTION: Waaagh!
Mad Dok: While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.
One Scalpel Short of a Medpack: While this model is leading a unit, that unit is eligible to declare a charge in a turn in which it Fell Back.
UNIT COMPOSITION
  • 1 Mad Dok Grotsnik – EPIC HERO
This model is equipped with: slugga; power klaw; ’urty syringe.
1 model
65
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, PAINBOY, MAD DOK GROTSNIK
FACTION KEYWORDS:


Nob On Smasha Squig
(⌀90 x 52mm)
M
10"
T
7
Sv
4+
W
5
Ld
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Slugga [pistol]
Slugga [pistol]
12"
1
5+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Big choppa [anti-monster 4+, anti-vehicle 4+]
Big choppa [anti-monster 4+, anti-vehicle 4+]
Melee
5
3+
7
-1
2
Smasha squig jaws [extra attacks]
Smasha squig jaws [extra attacks]
Melee
2
4+
6
-1
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Feel No Pain 5+, Leader
FACTION: Waaagh!
Hogboss: While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.
Hunt Them Down: During the battle round in which you call a Waaagh!, this model’s big choppa has the [ANTI-MONSTER 3+] and [ANTI-VEHICLE 3+] abilities.
UNIT COMPOSITION
  • 1 Nob on Smasha Squig
This model is equipped with: slugga; big choppa; smasha squig jaws.
1 model
60
LEADER
This model can be attached to the following unit:
KEYWORDS: MOUNTED, CHARACTER, BEAST SNAGGA, NOB ON SMASHA SQUIG
FACTION KEYWORDS:


Nob With Waaagh! Banner
(⌀32mm)
M
6"
T
5
Sv
4+
W
3
Ld
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Kustom shoota [rapid fire 2]
Kustom shoota [rapid fire 2]
18"
4
5+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Waaagh! banner
Waaagh! banner
Melee
3
3+
8
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Waaagh!
Plant the Waaagh! Banner: Once per battle, at the start of the battle round, this model can use this ability. If it does, until the start of the next battle round, this model’s unit gains the benefits of the Waaagh! ability as if you had called a Waaagh! this battle round.
Da Boss Iz Watchin’: While this model is gaining the benefits of the Waaagh! ability, it has a 4+ invulnerable save and an Objective Control characteristic of 5.
UNIT COMPOSITION
  • 1 Nob with Waaagh! Banner
This model is equipped with: kustom shoota; Waaagh! banner.
1 model
70
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, NOB WITH WAAAGH! BANNER
FACTION KEYWORDS:


Painboy On Warbike
(⌀90 x 52mm)
M
12"
T
6
Sv
4+
W
4
Ld
7+
OC
2
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Twin dakkagun [assault, rapid fire 2, twin-linked]
Twin dakkagun [assault, rapid fire 2, twin-linked]
18"
3
5+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Killsaw
Killsaw
Melee
2
4+
12
-3
2
Power klaw
Power klaw
Melee
3
4+
9
-2
2
’Urty syringe [anti-infantry 4+, extra attacks, precision]
’Urty syringe [anti-infantry 4+, extra attacks, precision]
Melee
1
3+
2
0
1
WARGEAR OPTIONS
  • This model’s power klaw can be replaced with 1 killsaw.

ABILITIES
CORE: Leader
FACTION: Waaagh!
Dok’s Toolz: While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.
Hold Still and Say ‘Aargh!’: Each time an attack made by this model with its ’urty syringe scores a Critical Wound against a unit (excluding VEHICLE units), that unit suffers D6 mortal wounds.
UNIT COMPOSITION
  • 1 Painboy on Warbike
This model is equipped with: twin dakkagun; power klaw; 'urty syringe.
1 model
85
LEADER
This model can be attached to the following unit:
KEYWORDS: MOUNTED, SPEED FREEKS, CHARACTER, PAINBOY ON WARBIKE
FACTION KEYWORDS:


Ufthak Blackhawk
(⌀50mm)
M
6"
T
5
Sv
4+
W
6
Ld
6+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Shokk rifle [devastating wounds, hazardous, precision]
Shokk rifle [devastating wounds, hazardous, precision]
24"
1
4+
8
-2
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Princess’ jaws [extra attacks]
Princess’ jaws [extra attacks]
Melee
2
4+
4
0
1
Snazzhammer [devastating wounds]
Snazzhammer [devastating wounds]
Melee
4
3+
10
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Waaagh!
Tellyporta Tech: While this model is leading a unit, models in that unit have the Deep Strike ability.
Gargantsmasha: Each time this model makes an attack that targets a TITANIC unit, you can re-roll the Hit roll and you can re-roll the Wound roll.
UNIT COMPOSITION
  • 1 Ufthak Blackhawk - EPIC HERO
This model is equipped with: shokk rifle; snazzhammer; Princess’ jaws.
1 model
70
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, GRENADES, EPIC HERO, WARBOSS, UFTHAK BLACKHAWK
FACTION KEYWORDS:


Warboss On Warbike
(⌀100 x 40mm)
M
12"
T
6
Sv
4+
W
7
Ld
6+
OC
2
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Twin dakkagun [assault, rapid fire 2, twin-linked]
Twin dakkagun [assault, rapid fire 2, twin-linked]
18"
3
5+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Big choppa
Big choppa
Melee
5
2+
8
-1
2
Killsaw
Killsaw
Melee
3
4+
12
-3
2
Power klaw
Power klaw
Melee
4
3+
10
-2
2
WARGEAR OPTIONS
  • This model’s killsaw can be replaced with one of the following:
    • 1 big choppa
    • 1 power klaw

ABILITIES
CORE: Leader
FACTION: Waaagh!
Speedboss: While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.
High-octane Fuel: Each time this model’s unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in this model’s unit.
UNIT COMPOSITION
  • 1 Warboss on Warbike
This model is equipped with: twin dakkagun; killsaw.
1 model
75
LEADER
This model can be attached to the following units:
KEYWORDS: MOUNTED, CHARACTER, SPEED FREEKS, GRENADES, WARBOSS
FACTION KEYWORDS:

Battleline


Beast Snagga Boyz
M
6"
T
5
Sv
5+
W
1
Ld
7+
OC
2
BEAST SNAGGA BOY(⌀32mm)
6"
5
5+
2
7+
2
BEAST SNAGGA NOB(⌀32mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Slugga [pistol]
Slugga [pistol]
12"
1
5+
4
0
1
Thump gun [blast]
Thump gun [blast]
18"
D3
5+
6
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Choppa
Choppa
Melee
3
3+
5
-1
1
Close combat weapon
Close combat weapon
Melee
2
3+
5
0
1
Power snappa
Power snappa
Melee
4
3+
7
-1
2
WARGEAR OPTIONS
  • For every 10 models in this unit, 1 Beast Snagga Boy’s slugga and choppa can be replaced with 1 thump gun and 1 close combat weapon.

ABILITIES
CORE: Feel No Pain 6+
FACTION: Waaagh!
Monster Hunters: Each time a model in this unit makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Hit roll.
UNIT COMPOSITION
  • 1 Beast Snagga Nob
  • 9-19 Beast Snagga Boyz
The Beast Snagga Nob is equipped with: slugga; power snappa.

Every Beast Snagga Boy is equipped with: slugga; choppa.
10 models
105
20 models
210
KEYWORDS: INFANTRY, MOB, BATTLELINE, BEAST SNAGGA, BEAST SNAGGA BOYZ
FACTION KEYWORDS:


Boyz
M
6"
T
5
Sv
5+
W
1
Ld
7+
OC
2
BOY(⌀32mm)
6"
5
5+
2
7+
2
BOSS NOB(⌀32mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Big shoota [rapid fire 2]
Big shoota [rapid fire 2]
36"
3
5+
5
0
1
Kombi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Kombi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
5+
4
0
1
Rokkit launcha [blast]
Rokkit launcha [blast]
24"
D3
5+
9
-2
3
Shoota [rapid fire 1]
Shoota [rapid fire 1]
18"
2
5+
4
0
1
Slugga [pistol]
Slugga [pistol]
12"
1
5+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Big choppa
Big choppa
Melee
3
3+
7
-1
2
Choppa
Choppa
Melee
3
3+
4
-1
1
Close combat weapon
Close combat weapon
Melee
2
3+
4
0
1
Power klaw
Power klaw
Melee
3
4+
9
-2
2
WARGEAR OPTIONS
  • The Boss Nob’s big choppa can be replaced with 1 power klaw.
  • The Boss Nob’s big choppa and slugga can be replaced with 1 kombi-weapon and 1 close combat weapon.
  • Any number of Boyz can each have their slugga and choppa replaced with 1 shoota and 1 close combat weapon.
  • For every 10 models in this unit, 1 Boy’s choppa and slugga can be replaced with one of the following:
    • 1 big shoota and 1 close combat weapon
    • 1 rokkit launcha and 1 close combat weapon

ABILITIES
FACTION: Waaagh!
Get Da Good Bitz: At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
UNIT COMPOSITION
  • 1 Boss Nob
  • 9-19 Boyz
The Boss Nob is equipped with: slugga; big choppa.

Every Boy is equipped with: slugga; choppa.
10 models
85
20 models
170
BODYGUARD
If this unit has a Starting Strength of 20, you can attach up to two Leader units to it instead of one (but only if one of those is a WARBOSS model). If you do, and this unit is destroyed, the Leader units attached to it become separate units with their original Starting Strengths.
KEYWORDS: INFANTRY, BATTLELINE, MOB, GRENADES, BOYZ
FACTION KEYWORDS:

Dedicated Transports


Trukk
(⌀Use model)
M
12"
T
8
Sv
4+
W
10
Ld
7+
OC
2
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Big shoota [rapid fire 2]
Big shoota [rapid fire 2]
36"
3
5+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Spiked wheels
Spiked wheels
Melee
3
4+
6
0
1
Wreckin’ ball [extra attacks]
Wreckin’ ball [extra attacks]
Melee
1
4+
10
0
D6
WARGEAR OPTIONS
  • This model can be equipped with 1 wreckin’ ball.

ABILITIES
CORE: Deadly Demise D3, Firing Deck 12
FACTION: Waaagh!
Grot Riggers: At the start of your Command phase, this model regains 1 lost wound.
UNIT COMPOSITION
  • 1 Trukk
This model is equipped with: big shoota; spiked wheels.
1 model
65
TRANSPORT
This model has a transport capacity of 12 INFANTRY models. Each MEGA ARMOUR model takes up the space of 2 models. It cannot transport JUMP PACK or GHAZGHKULL THRAKA models.
KEYWORDS: VEHICLE, TRANSPORT, DEDICATED TRANSPORT, TRUKK
FACTION KEYWORDS:

Fortifications


Big’ed Bossbunka
(⌀Use model)
M
-
T
10
Sv
3+
W
12
Ld
7+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Big shoota [rapid fire 2]
Big shoota [rapid fire 2]
36"
3
5+
5
0
1
Gaze of Gork – glare [blast, sustained hits d3]
Gaze of Gork – glare [blast, sustained hits d3]
24"
D6
5+
5
0
1
Gaze of Gork – squint [sustained hits D3]
Gaze of Gork – squint [sustained hits D3]
18"
1
5+
12
-4
3
WARGEAR OPTIONS
  • This model can be equipped with up to 3 additional big shootas.

ABILITIES
CORE: Deadly Demise D3, Firing Deck 11
FACTION: Waaagh!
Ramshackle Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
Shoutin’ Pole (Aura): While a friendly unit is within 6" of this FORTIFICATION, improve the Leadership characteristic of models in that unit by 1.
Fortification: While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
UNIT COMPOSITION
  • 1 Big’ed Bossbunka
This model is equipped with: big shoota; Gaze of Gork.
1 model
135
TRANSPORT
This model has a transport capacity of 11 INFANTRY models (excluding GHAZGHKULL THRAKA). Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models.
KEYWORDS: FORTIFICATION, VEHICLE, TRANSPORT, BIG’ED BOSSBUNKA
FACTION KEYWORDS:


Mekboy Workshop
(⌀Use model)
M
-
T
9
Sv
4+
W
10
Ld
7+
OC
0
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise 1
FACTION: Waaagh!
Ramshackle Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
Workshop: When this FORTIFICATION is set up, all parts of it must be set up within 1" of another part. At the end of your Movement phase, each friendly VEHICLE model within 12" of this FORTIFICATION can regain up to D3 lost wounds (roll separately for each model). Each model can only be affected by this ability once per turn.
Fortification: While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
UNIT COMPOSITION
  • 1 Mekboy Workshop
1 model
80
KEYWORDS: FORTIFICATION, VEHICLE, MEKBOY WORKSHOP
FACTION KEYWORDS:

Other


Battlewagon
(⌀Use model)
M
10"
T
10
Sv
3+
W
16
Ld
7+
OC
5
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Big shoota [rapid fire 2]
Big shoota [rapid fire 2]
36"
3
5+
5
0
1
Kannon – frag [blast]
Kannon – frag [blast]
36"
D6+3
5+
6
0
1
Kannon – shell
Kannon – shell
36"
1
5+
10
-2
D6
Killkannon
Killkannon
24"
D6+1
5+
9
-2
2
Lobba [blast, indirect fire]
Lobba [blast, indirect fire]
48"
D6
5+
5
0
1
Zzap gun [anti-vehicle 4+]
Zzap gun [anti-vehicle 4+]
36"
1
5+
D6+6
-3
5
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Deff rolla
Deff rolla
Melee
6
3+
9
-1
2
Grabbin’ klaw [extra attacks]
Grabbin’ klaw [extra attacks]
Melee
2
3+
8
-2
2
Tracks and wheels
Tracks and wheels
Melee
6
4+
8
0
1
Wreckin’ ball [extra attacks]
Wreckin’ ball [extra attacks]
Melee
1
4+
10
0
D6
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 1 kannon
    • 1 killkannon
    • 1 zzap gun
  • This model can be equipped with:
    • 1 lobba
  • This model can be equipped with up to 4 big shootas.
  • This model’s tracks and wheels can be replaced with 1 deff rolla.
  • This model can be equipped with any of the following:
    • 1 ’ard case
    • 1 grabbin’ klaw
    • 1 wreckin’ ball

ABILITIES
CORE: Deadly Demise D6, Firing Deck 11
FACTION: Waaagh!
Ramshackle but Rugged: Each time an attack is allocated to this model, worsen the Armour Penetration characteristic of that attack by 1.
WARGEAR ABILITIES
’Ard Case: Add 2 to the bearer’s Toughness characteristic, but it no longer has the Firing Deck ability.
UNIT COMPOSITION
  • 1 Battlewagon
This model is equipped with: tracks and wheels.
1 model
160
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 22 INFANTRY models. If this model is equipped with a killkannon, it has a transport capacity of 12 INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models. If this model is not equipped with an ’ard case, kannon, killkannon or zzap gun, it can transport 1 GHAZGHKULL THRAKA. GHAZGHKULL THRAKA takes up the space of 18 models.
KEYWORDS: VEHICLE, TRANSPORT, BATTLEWAGON
FACTION KEYWORDS:


Blitza-bommer
(⌀120 x 92mm flying base)
M
20+"
T
9
Sv
3+
W
12
Ld
7+
OC
0
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Big shoota [rapid fire 2]
Big shoota [rapid fire 2]
36"
3
5+
5
0
1
Twin supa-shoota [rapid fire 2, sustained hits 1, twin-linked]
Twin supa-shoota [rapid fire 2, sustained hits 1, twin-linked]
36"
4
5+
6
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
4+
6
0
1
ABILITIES
CORE: Deadly Demise D3
FACTION: Waaagh!
Boom Bomb: Each time this model ends a Normal move, you can select one enemy unit it moved over during that move and roll one D6: on a 4+, that unit suffers D6 mortal wounds.
UNIT COMPOSITION
  • 1 Blitza-bommer
This model is equipped with: big shoota; twin supa-shoota; armoured hull.
1 model
115
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, AIRCRAFT, FLY, SPEED FREEKS, BLITZA-BOMMER
FACTION KEYWORDS:


Boomdakka Snazzwagon
(⌀150 x 95mm)
M
12"
T
7
Sv
4+
W
9
Ld
7+
OC
3
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Big shoota [rapid fire 2]
Big shoota [rapid fire 2]
36"
3
5+
5
0
1
Grot blasta [pistol]
Grot blasta [pistol]
12"
1
4+
3
0
1
Mek speshul [assault, rapid fire 4, sustained hits 1]
Mek speshul [assault, rapid fire 4, sustained hits 1]
24"
12
5+
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Spiked wheels
Spiked wheels
Melee
4
4+
7
-1
2
ABILITIES
CORE: Deadly Demise 1
FACTION: Waaagh!
Dust Trails (Aura): While an enemy unit (excluding MONSTERS and VEHICLES) is within 6" of this model, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
UNIT COMPOSITION
  • 1 Boomdakka Snazzwagon
This model is equipped with: big shoota; grot blasta; Mek speshul; spiked wheels.
1 model
80
KEYWORDS: VEHICLE, GRENADES, SPEED FREEKS, BOOMDAKKA SNAZZWAGON
FACTION KEYWORDS:


Burna Boyz
(⌀32mm)
M
6"
T
5
Sv
5+
W
1
Ld
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Big shoota [rapid fire 2]
Big shoota [rapid fire 2]
36"
3
5+
5
0
1
Burna [ignores cover, torrent]
Burna [ignores cover, torrent]
12"
D6
N/A
4
0
1
Kustom mega-blasta [hazardous]
Kustom mega-blasta [hazardous]
24"
3
5+
9
-2
D6
Rokkit launcha [blast]
Rokkit launcha [blast]
24"
D3
5+
9
-2
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
3
3+
4
0
1
Cuttin’ flames
Cuttin’ flames
Melee
2
4+
4
-2
1
WARGEAR OPTIONS
  • Any number of Spanners can each have their big shoota replaced with one of the following:
    • 1 kustom mega-blasta
    • 1 rokkit launcha

ABILITIES
FACTION: Waaagh!
Pyromaniaks: Each time a model in this unit makes a ranged attack with a burna that targets an enemy unit within 6", re-roll a Wound roll of 1. If the target of that attack is also within range of an objective marker, you can re-roll the Wound roll instead.
UNIT COMPOSITION
  • 1-2 Spanners
  • 4-8 Burna Boyz
Every Spanner is equipped with: close combat weapon; big shoota.

Every Burna Boy is equipped with: burna; cuttin’ flames.
1 Spanner and 4 Burna Boyz
60
2 Spanners and 8 Burna Boyz
120
KEYWORDS: INFANTRY, BURNA BOYZ
FACTION KEYWORDS:


Burna-bommer
(⌀120 x 92mm flying base)
M
20+"
T
9
Sv
3+
W
12
Ld
7+
OC
0
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Twin big shoota [rapid fire 2, twin-linked]
Twin big shoota [rapid fire 2, twin-linked]
36"
3
5+
5
0
1
Twin supa-shoota [rapid fire 2, sustained hits 1, twin-linked]
Twin supa-shoota [rapid fire 2, sustained hits 1, twin-linked]
36"
4
5+
6
-1
1
Skorcha missile rack [blast, ignores cover]
Skorcha missile rack [blast, ignores cover]
36"
2D6
5+
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model can be equipped with 1 skorcha missile rack.

ABILITIES
CORE: Deadly Demise D3
FACTION: Waaagh!
Burna Bomb: Each time this model ends a Normal move, you can select one enemy unit it moved over during that move. Until the end of the turn, models in that unit cannot have the Benefit of Cover. In addition, roll one D6 for each model in that unit: for each 6, that unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 1 Burna-bommer
This model is equipped with: twin big shoota; twin supa-shoota; armoured hull.
1 model
125
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, FLY, AIRCRAFT, SPEED FREEKS, BURNA-BOMMER
FACTION KEYWORDS:


Dakkajet
(⌀120 x 92mm flying base)
M
20+"
T
9
Sv
3+
W
12
Ld
7+
OC
0
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Twin supa-shoota [rapid fire 2, sustained hits 1, twin-linked]
Twin supa-shoota [rapid fire 2, sustained hits 1, twin-linked]
36"
4
5+
6
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model can be equipped with 1 additional twin supa-shoota.

ABILITIES
CORE: Deadly Demise D3
FACTION: Waaagh!
Dakkastorm: Each time this model makes a ranged attack, every successful Hit roll scores a Critical Hit.
UNIT COMPOSITION
  • 1 Dakkajet
This model is equipped with: 2 twin supa-shootas; armoured hull.
1 model
135
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, FLY, AIRCRAFT, SPEED FREEKS, DAKKAJET
FACTION KEYWORDS:


Deff Dread
(⌀60mm)
M
8"
T
9
Sv
2+
W
8
Ld
7+
OC
3
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Big shoota [rapid fire 2]
Big shoota [rapid fire 2]
36"
3
5+
5
0
1
Kustom mega-blasta [hazardous]
Kustom mega-blasta [hazardous]
24"
3
5+
9
-2
D6
Rokkit launcha [blast]
Rokkit launcha [blast]
24"
D3
5+
9
-2
3
Skorcha [ignores cover, torrent]
Skorcha [ignores cover, torrent]
12"
D6
N/A
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Dread klaw [dead choppy]
Dread klaw [dead choppy]
Melee
4
3+
12
-2
3
Stompy feet
Stompy feet
Melee
4
3+
5
0
1
Dead Choppy: The Attacks characteristic of this weapon is increased by 1 for each additional dread klaw this model is equipped with.
WARGEAR OPTIONS
  • This model’s big shootas can each be replaced with one of the following:
    • 1 dread klaw
    • 1 kustom-mega blasta
    • 1 rokkit launcha
    • 1 skorcha
  • This model’s dread klaws can each be replaced with one of the following:
    • 1 big shoota
    • 1 kustom-mega blasta
    • 1 rokkit launcha
    • 1 skorcha

ABILITIES
CORE: Deadly Demise 1
FACTION: Waaagh!
Piston-driven Brutality: At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test.
UNIT COMPOSITION
  • 1 Deff Dread
This model is equipped with: 2 big shootas; 2 dread klaws; stompy feet.
1 model
130
KEYWORDS: VEHICLE, WALKER, DEFF DREAD
FACTION KEYWORDS:


Deffkoptas
(⌀75 x 42mm)
M
12"
T
6
Sv
4+
W
4
Ld
7+
OC
2
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Kopta rokkits [blast, twin-linked]
Kopta rokkits [blast, twin-linked]
24"
D3
5+
9
-2
3
Kustom mega-blasta [hazardous]
Kustom mega-blasta [hazardous]
24"
3
5+
9
-2
D6
Slugga [pistol]
Slugga [pistol]
12"
1
5+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Spinnin’ blades
Spinnin’ blades
Melee
6
3+
5
0
1
WARGEAR OPTIONS
  • For every 3 models in this unit, 1 Deffkopta can have its kopta rokkits replaced with 1 kustom mega-blasta.

ABILITIES
CORE: Deep Strike
FACTION: Waaagh!
Deff from Above: Each time this unit ends a Normal move, you can select one enemy unit it moved over during that move and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 3-6 Deffkoptas
Every model is equipped with: kopta rokkits; slugga; spinnin’ blades.
3 models
100
6 models
200
KEYWORDS: VEHICLE, FLY, GRENADES, SPEED FREEKS, DEFFKOPTAS
FACTION KEYWORDS:


Flash Gitz
(⌀40mm)
M
6"
T
5
Sv
4+
W
2
Ld
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Snazzgun [heavy, sustained hits 1]
Snazzgun [heavy, sustained hits 1]
24"
3
5+
6
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Choppa
Choppa
Melee
4
3+
5
-1
1
WARGEAR OPTIONS
  • This unit can be equipped with 1 ammo runt.

ABILITIES
FACTION: Waaagh!
Gun-crazy Show-offs: Each time a model in this unit targets the closest eligible target with its snazzgun, until the end of the phase, that weapon has an Attacks characteristic of 4.
WARGEAR ABILITIES
Ammo Runt: Once per battle, when this unit is selected to shoot, it can use this ability. If it does, until the end of the phase, ranged weapons equipped by models in this unit have the [LETHAL HITS] ability.

Designer’s Note: Place an Ammo Runt token next to the unit, removing it after this ability has been used.
UNIT COMPOSITION
  • 1 Kaptin
  • 4-9 Flash Gitz
Every model is equipped with: snazzgun; choppa.
5 models
80
10 models
160
KEYWORDS: INFANTRY, GRENADES, FLASH GITZ
FACTION KEYWORDS:


Gorkanaut
(⌀170 x 109mm)
M
8"
T
12
Sv
3+
W
20
Ld
7+
OC
8
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Deffstorm mega-shoota [rapid fire 10]
Deffstorm mega-shoota [rapid fire 10]
36"
20
5+
6
-1
1
Rokkit launcha [blast]
Rokkit launcha [blast]
24"
D3
5+
9
-2
3
Skorcha [ignores cover, torrent]
Skorcha [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Twin big shoota [rapid fire 2, twin-linked]
Twin big shoota [rapid fire 2, twin-linked]
36"
3
5+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Klaw of Gork – strike
Klaw of Gork – strike
Melee
5
3+
18
-3
6
Klaw of Gork – sweep
Klaw of Gork – sweep
Melee
15
3+
8
-1
2
ABILITIES
CORE: Deadly Demise D6
FACTION: Waaagh!
Clankin’ Forward: Each time this model makes a Normal, Advance or Fall Back move, it can move over enemy models (excluding MONSTER and VEHICLE models) and terrain features that are 4" or less in height as if they were not there.
Big an’ Stompy: Each time this model makes a melee attack, if you have called a Waaagh! this battle round, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Gorkanaut
This model is equipped with: deffstorm mega-shoota; 2 rokkit launchas; skorcha; 2 twin big shootas; klaw of Gork.
1 model
280
DAMAGED: 1-7 WOUNDS REMAINING
While this model has 1-7 wounds remaining, subtract 4 from this model’s Objective Control characteristic, and each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 12 INFANTRY models (excluding GHAZGHKULL THRAKA). Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models.
KEYWORDS: VEHICLE, TITANIC, TOWERING, WALKER, TRANSPORT, GORKANAUT
FACTION KEYWORDS:


Gretchin
M
6"
T
2
Sv
7+
W
1
Ld
8+
OC
2
GRETCHIN(⌀25mm)
6"
5*
5+
2
7+
1
RUNTHERD(⌀32mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Grot blasta [pistol]
Grot blasta [pistol]
12"
1
4+
3
0
1
Slugga [pistol]
Slugga [pistol]
12"
1
5+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
1
5+
2
0
1
Runtherd tools
Runtherd tools
Melee
3
3+
5
0
1
ABILITIES
FACTION: Waaagh!
Runtherd: While this unit contains one or more Gretchin models, each time an attack targets this unit, Runtherd models in this unit have a Toughness characteristic of 2.
Thievin’ Scavengers: At the start of your Command phase, roll one D6 for each objective marker you control that has one or more units from your army with this ability within range of it (excluding Battle-shocked units). If one or more of those rolls is a 4+, you gain 1CP.
UNIT COMPOSITION
  • 1-2 Runtherds
  • 10-20 Gretchin
Every Runtherd is equipped with: slugga; Runtherd tools.

Every Gretchin is equipped with: grot blasta; close combat weapon.
11 models
40
22 models
80
KEYWORDS: INFANTRY, GROTS, GRETCHIN
FACTION KEYWORDS:


Hunta Rig
(⌀170 x 109mm)
M
10"
T
10
Sv
3+
W
16
Ld
7+
OC
5
RANGED WEAPONS
RANGE
A
BS
S
AP
D
’Eavy lobba [blast, indirect fire]
’Eavy lobba [blast, indirect fire]
48"
D6
5+
6
0
2
Stikka kannon [anti-monster 2+, anti-vehicle 2+, snagged]
Stikka kannon [anti-monster 2+, anti-vehicle 2+, snagged]
12"
1
5+
12
-2
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Butcha boyz [extra attacks, anti-monster 4+, anti-vehicle 4+]
Butcha boyz [extra attacks, anti-monster 4+, anti-vehicle 4+]
Melee
4
3+
5
-1
1
Savage horns and hooves [extra attacks, lance]
Savage horns and hooves [extra attacks, lance]
Melee
4
4+
8
-1
3
Saw blades
Saw blades
Melee
6
3+
10
-1
2
Snagged: Each time this weapon scores a hit against a MONSTER or VEHICLE unit, until the end of the turn, if the bearer selects that unit as a target of a charge, add 2 to Charge rolls made for the bearer and enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer.
ABILITIES
CORE: Deadly Demise D6, Feel No Pain 6+, Firing Deck 11
FACTION: Waaagh!
On Da Hunt: For each model embarked within this Transport, add 1 to the Attacks characteristic of this model’s butcha boyz weapon (to a maximum of +6).
UNIT COMPOSITION
  • 1 Hunta Rig
This model is equipped with: ’eavy lobba; stikka kannon; butcha boyz; savage horns and hooves; saw blades.
1 model
150
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 21 BEAST SNAGGA INFANTRY models.
KEYWORDS: VEHICLE, TRANSPORT, BEAST SNAGGA, HUNTA RIG
FACTION KEYWORDS:


Kill Rig
(⌀170 x 109mm)
M
10"
T
10
Sv
3+
W
16
Ld
7+
OC
5
RANGED WEAPONS
RANGE
A
BS
S
AP
D
’Eavy lobba [blast, indirect fire]
’Eavy lobba [blast, indirect fire]
48"
D6
5+
6
0
2
Stikka kannon [anti-monster 2+, anti-vehicle 2+, snagged]
Stikka kannon [anti-monster 2+, anti-vehicle 2+, snagged]
12"
1
5+
12
-2
3
Wurrtower [hazardous, psychic, torrent]
Wurrtower [hazardous, psychic, torrent]
24"
D3
N/A
12
-3
D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Butcha boyz [anti-monster 4+, anti-vehicle 4+, extra attacks]
Butcha boyz [anti-monster 4+, anti-vehicle 4+, extra attacks]
Melee
4
3+
5
-1
1
Savage horns and hooves [extra attacks, lance]
Savage horns and hooves [extra attacks, lance]
Melee
4
4+
8
-1
3
Saw blades
Saw blades
Melee
6
3+
10
-1
2
Snagged: Each time this weapon scores a hit against a MONSTER or VEHICLE unit, until the end of the turn, if the bearer selects that unit as a target of a charge, add 2 to Charge rolls made for the bearer and enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer.
ABILITIES
CORE: Deadly Demise D6, Feel No Pain 6+
FACTION: Waaagh!
Spirit of Gork (Psychic): At the start of the Fight phase, you can select one friendly Orks unit within 12" of this model and roll one D6: on a 1, this model suffers D3 mortal wounds; on a 2-5, until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in that unit; on a 6, until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in that unit and those weapons have the [LETHAL HITS] ability.
UNIT COMPOSITION
  • 1 Kill Rig
This model is equipped with: ’eavy lobba; stikka kannon; wurrtower; butcha boyz; savage horns and hooves; saw blades.
1 model
170
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 11 BEAST SNAGGA INFANTRY models.
KEYWORDS: VEHICLE, TRANSPORT, PSYKER, BEAST SNAGGA, KILL RIG
FACTION KEYWORDS:


Killa Kans
(⌀60mm)
M
6"
T
6
Sv
3+
W
5
Ld
8+
OC
2
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Kan shoota [devastating wounds, rapid fire 2]
Kan shoota [devastating wounds, rapid fire 2]
36"
3
4+
5
0
1
Grotzooka [blast, ignores cover]
Grotzooka [blast, ignores cover]
18"
D3+3
4+
6
-1
1
Rokkit launcha [blast]
Rokkit launcha [blast]
24"
D3
4+
9
-2
3
Skorcha [ignores cover, torrent]
Skorcha [ignores cover, torrent]
12"
D6
N/A
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Kan klaw
Kan klaw
Melee
3
4+
8
-2
3
WARGEAR OPTIONS
  • Each Killa Kan’s Kan shoota can be replaced with one of the following:
    • 1 grotzooka
    • 1 rokkit launcha
    • 1 skorcha

ABILITIES
CORE: Deadly Demise 1
FACTION: Waaagh!
Shooty Power Trip: Each time this unit is selected to shoot, you can roll one D6:
  • On a 1-2, this unit suffers D6 mortal wounds.
  • On a 3-4, until the end of the phase, add 1 to the Strength characteristic of ranged weapons equipped by models in this unit.
  • On a 5-6, until the end of the phase, add 1 to the Attacks characteristic of ranged weapons equipped by models in this unit.
UNIT COMPOSITION
  • 3-6 Killa Kans
Every model is equipped with: Kan shoota; Kan klaw.
3 models
125
6 models
250
KEYWORDS: VEHICLE, WALKER, GROTS, KILLA KANS
FACTION KEYWORDS:


Kommandos
M
6"
T
5
Sv
5+
W
1
Ld
7+
OC
1
KOMMANDOS(⌀32mm)
6"
5
5+
2
7+
1
BOSS NOB(⌀32mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Burna [ignores cover, torrent]
Burna [ignores cover, torrent]
12"
D6
N/A
4
0
1
Speshul Kommando shoota [rapid fire 2]
Speshul Kommando shoota [rapid fire 2]
18"
4
5+
4
0
1
Rokkit launcha [blast]
Rokkit launcha [blast]
24"
D3
5+
9
-2
3
Slugga [pistol]
Slugga [pistol]
12"
1
5+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Big choppa
Big choppa
Melee
4
3+
7
-1
2
Breacha ram
Breacha ram
Melee
2
4+
9
-2
2
Choppa
Choppa
Melee
3
3+
4
-1
1
Close combat weapon
Close combat weapon
Melee
2
3+
4
0
1
Power klaw
Power klaw
Melee
3
4+
9
-2
2
WARGEAR OPTIONS
  • The Boss Nob’s choppa can be replaced with one of the following:
    • 1 big choppa
    • 1 power klaw
  • Up to 2 Kommandos can each have their slugga and choppa replaced with 1 speshul Kommando shoota and 1 close combat weapon.
  • 1 Kommando’s slugga and choppa can be replaced with 1 breacha ram.
  • 1 Kommando’s slugga and choppa can be replaced with 1 burna and 1 close combat weapon.
  • 1 Kommando’s slugga and choppa can be replaced with 1 rokkit launcha and 1 close combat weapon.
  • This unit can be equipped with 1 bomb squig.
  • This unit can be equipped with 1 distraction grot.

ABILITIES
CORE: Infiltrators, Stealth
FACTION: Waaagh!
Sneaky Surprise: Enemy units cannot use the Fire Overwatch Stratagem to shoot at this unit.
WARGEAR ABILITIES
Distraction Grot: Once per battle, in your opponent’s Shooting phase, before making a saving throw for a model in this unit, it can deploy the distraction grot. If it does, until the end of the phase, models in this unit have a 5+ invulnerable save.

Designer’s Note: Place a Distraction Grot token next to the unit, removing it when this unit uses this ability.
Bomb Squig: Once per battle, after this unit ends a Normal move, select one enemy unit within 12" of this unit and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.

Designer’s Note: Place a Bomb Squig token next to the unit, removing it when this unit uses this ability
UNIT COMPOSITION
  • 1 Boss Nob
  • 9 Kommandos
Every model is equipped with: slugga; choppa.
10 models
135
KEYWORDS: INFANTRY, GRENADES, SMOKE, KOMMANDOS
FACTION KEYWORDS:


Kustom Boosta-blasta
(⌀150 x 95mm)
M
12"
T
7
Sv
4+
W
9
Ld
7+
OC
3
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Burna exhausts [ignores cover, torrent, twin-linked]
Burna exhausts [ignores cover, torrent, twin-linked]
6"
2D6
N/A
4
0
1
Grot blasta [pistol]
Grot blasta [pistol]
12"
1
4+
3
0
1
Rivet kannon [assault, rapid fire 3]
Rivet kannon [assault, rapid fire 3]
36"
6
5+
8
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Spiked ram
Spiked ram
Melee
4
4+
7
-1
2
ABILITIES
CORE: Deadly Demise 1
FACTION: Waaagh!
Rivetin’ Dakka: In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks made with a rivet kannon. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes a ranged attack, subtract 1 from the Hit roll.
UNIT COMPOSITION
  • 1 Kustom Boosta-blasta
This model is equipped with: burna exhausts; grot blasta; rivet kannon; spiked ram..
1 model
75
KEYWORDS: VEHICLE, GRENADES, SPEED FREEKS, KUSTOM BOOSTA-BLASTA
FACTION KEYWORDS:


Lootas
(⌀32mm)
M
6"
T
5
Sv
5+
W
1
Ld
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Big shoota [rapid fire 2]
Big shoota [rapid fire 2]
36"
3
5+
5
0
1
Deffgun [heavy, rapid fire 1]
Deffgun [heavy, rapid fire 1]
48"
2
6+
8
-1
2
Kustom mega-blasta [hazardous]
Kustom mega-blasta [hazardous]
24"
3
5+
9
-2
D6
Rokkit launcha [blast]
Rokkit launcha [blast]
24"
D3
5+
9
-2
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
4
0
1
WARGEAR OPTIONS
  • Any number of Spanners can each have their big shoota replaced with one of the following:
    • 1 kustom mega-blasta
    • 1 rokkit launcha

ABILITIES
FACTION: Waaagh!
Dat’s Our Loot!: Each time a model in this unit makes a ranged attack, re-roll a Hit roll of 1. If that attack targets a unit that is within range of an objective marker, you can re-roll the Hit roll instead.
UNIT COMPOSITION
  • 1-2 Spanners
  • 4-8 Lootas
Every Spanner is equipped with: big shoota; close combat weapon.

Every Loota is equipped with: deffgun; close combat weapon.
1 Spanner and 4 Lootas
50
2 Spanners and 8 Lootas
100
KEYWORDS: INFANTRY, LOOTAS
FACTION KEYWORDS:


Meganobz
(⌀40mm)
M
5"
T
6
Sv
2+
W
3
Ld
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Kombi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Kombi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
5+
4
0
1
Kustom shoota [rapid fire 2]
Kustom shoota [rapid fire 2]
18"
4
5+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Killsaw
Killsaw
Melee
2
4+
12
-3
2
Power klaw
Power klaw
Melee
3
4+
9
-2
2
Twin killsaw [twin-linked]
Twin killsaw [twin-linked]
Melee
2
4+
12
-3
2
WARGEAR OPTIONS
  • Any number of models can each have their kustom shoota and power klaw replaced with one of the following:
    • 1 kombi-weapon and 1 power klaw
    • 1 kombi-weapon and 1 killsaw
    • 1 kustom shoota and 1 killsaw
    • 1 killsaw and 1 power klaw
    • 1 twin killsaw

ABILITIES
FACTION: Waaagh!
Krumpin’ Time: During the battle round in which you call a Waaagh!, models in this unit have the Feel No Pain 4+ ability.
UNIT COMPOSITION
  • 2-6 Meganobz
Every model is equipped with: kustom shoota; power klaw.
2 models
60
3 models
90
5 models
150
6 models
180
KEYWORDS: INFANTRY, GRENADES, MEGA ARMOUR, MEGANOBZ
FACTION KEYWORDS:


Megatrakk Scrapjet
(⌀150 x 95mm)
M
12"
T
7
Sv
4+
W
9
Ld
7+
OC
3
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Rokkit kannon [blast]
Rokkit kannon [blast]
24"
D6+1
5+
9
-2
3
Twin big shoota [rapid fire 2, twin-linked]
Twin big shoota [rapid fire 2, twin-linked]
36"
3
5+
5
0
1
Wing missiles
Wing missiles
24"
1
5+
9
-2
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Nose drill
Nose drill
Melee
4
4+
8
-1
2
ABILITIES
CORE: Deadly Demise 1
FACTION: Waaagh!
Drill Through: Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds.
UNIT COMPOSITION
  • 1 Megatrakk Scrapjet
This model is equipped with: rokkit kannon; 2 twin big shootas; wing missiles; nose drill.
1 model
80
KEYWORDS: VEHICLE, SPEED FREEKS, MEGATRAKK SCRAPJET
FACTION KEYWORDS:


Mek Gunz
(⌀Use model)
M
3"
T
5
Sv
5+
W
6
Ld
8+
OC
2
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
1-2
Bubblechukka – big bubble [bubblechukka, blast]
1-2
Bubblechukka – big bubble [bubblechukka, blast]
48"
2D6
4+
6
-1
1
3-4
Bubblechukka – wobbly bubble [bubblechukka, blast]
3-4
Bubblechukka – wobbly bubble [bubblechukka, blast]
48"
D6
4+
9
-2
3
5-6
Bubblechukka – dense bubble [bubblechukka, blast]
5-6
Bubblechukka – dense bubble [bubblechukka, blast]
48"
D3
4+
12
-3
D6+3
Kustom mega-kannon [BLAST, HAZARDOUS]
Kustom mega-kannon [BLAST, HAZARDOUS]
36"
D6
4+
12
-1
D6
Smasha gun [BLAST]
Smasha gun [BLAST]
48"
D3+1
4+
9
-3
3
Traktor kannon [ANTI-FLY 2+, DEVASTATING WOUNDS]
Traktor kannon [ANTI-FLY 2+, DEVASTATING WOUNDS]
48"
1
4+
10
-2
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Grot crew
Grot crew
Melee
6
5+
2
0
1
Bubblechukka: Before selecting targets for this weapon, roll one D6 to determine which of its profiles to make attacks with, comparing the result with the numbers shown on the left.
WARGEAR OPTIONS
  • Each model’s smasha gun can be replaced with one of the following:
    • 1 bubblechukka
    • 1 kustom mega-kannon
    • 1 traktor kannon

ABILITIES
FACTION: Waaagh!
Splat!: Each time a model in this unit makes a ranged attack that targets a unit that is at its Starting Strength (excluding MONSTERS and VEHICLES), re-roll a Hit roll of 1.
UNIT COMPOSITION
  • 1-3 Mek Gunz
Every model is equipped with: smasha gun; grot crew.

Designer’s Note: Place five Grot Crew tokens next to each Mek Gun model when this unit is first set up, removing one each time its Mek Gun model loses a wound (a Mek Gun model itself is considered to represent its final wound).
1 model
50
2 models
100
3 models
150
KEYWORDS: VEHICLE, GROTS, MEK GUNZ
FACTION KEYWORDS:


Morkanaut
(⌀170 x 109mm)
M
8"
T
12
Sv
3+
W
20
Ld
7+
OC
8
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Kustom mega-blasta [hazardous]
Kustom mega-blasta [hazardous]
24"
3
5+
9
-2
D6
Kustom mega-zappa [blast, hazardous]
Kustom mega-zappa [blast, hazardous]
36"
D6+3
5+
10
-2
D6
Rokkit launcha [blast]
Rokkit launcha [blast]
24"
D3
5+
9
-2
3
Twin big shoota [rapid fire 2, twin-linked]
Twin big shoota [rapid fire 2, twin-linked]
36"
3
5+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Klaw of Mork – strike
Klaw of Mork – strike
Melee
4
3+
18
-3
6
Klaw of Mork – sweep
Klaw of Mork – sweep
Melee
12
3+
8
-1
2
ABILITIES
CORE: Deadly Demise D6
FACTION: Waaagh!
Clankin’ Forward: Each time this model makes a Normal, Advance or Fall Back move, it can move over enemy models (excluding MONSTER and VEHICLE models) and terrain features that are 4" or less in height as if they were not there.
Big an’ Shooty: Each time this model makes a ranged attack, if you have called a Waaagh! this battle round, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Morkanaut
This model is equipped with: kustom mega-blasta; kustom mega-zappa; 2 rokkit launchas; 2 twin big shootas; klaw of Mork.
1 model
295
DAMAGED: 1-7 WOUNDS REMAINING
While this model has 1-7 wounds remaining, subtract 4 from this model’s Objective Control characteristic, and each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 12 INFANTRY models (excluding GHAZGHKULL THRAKA). Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models.
KEYWORDS: VEHICLE, TITANIC, TOWERING, TRANSPORT, WALKER, MORKANAUT
FACTION KEYWORDS:


Nobz
(⌀32mm)
M
6"
T
5
Sv
4+
W
2
Ld
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Kombi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Kombi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
5+
4
0
1
Slugga [pistol]
Slugga [pistol]
12"
1
5+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Big choppa
Big choppa
Melee
3
3+
7
-1
2
Close combat weapon
Close combat weapon
Melee
3
3+
5
0
1
Power klaw
Power klaw
Melee
3
4+
9
-2
2
WARGEAR OPTIONS
  • Any number of models can each have their big choppa replaced with 1 power klaw.
  • Any number of models can each have their slugga and big choppa replaced with 1 kombi-weapon and 1 close combat weapon.
  • For every 5 models in this unit, this unit can be equipped with 1 ammo runt.

ABILITIES
FACTION: Waaagh!
Da Boss’ Ladz: While a WARBOSS model is leading this unit, each time an attack targets this unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll.
WARGEAR ABILITIES
Ammo Runt: Once per battle for each ammo runt this unit has, when this unit is selected to shoot, it can use this ability. If it does, until the end of the phase, ranged weapons equipped by models in this unit have the [LETHAL HITS] ability.

Designer’s Note: Place the relevant number of Ammo Runt tokens next to the unit, removing one each time the unit uses this ability.
UNIT COMPOSITION
  • 1 Boss Nob
  • 4-9 Nobz
Every model is equipped with: slugga; big choppa.
5 models
105
10 models
210
KEYWORDS: INFANTRY, GRENADES, NOBZ
FACTION KEYWORDS:


Rukkatrukk Squigbuggy
(⌀150 x 95mm)
M
12"
T
7
Sv
4+
W
9
Ld
7+
OC
3
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Sawn-off shotgun [assault]
Sawn-off shotgun [assault]
12"
2
5+
4
0
1
Squig launchas [blast, ignores cover, indirect fire]
Squig launchas [blast, ignores cover, indirect fire]
36"
D6+6
5+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Saw blades
Saw blades
Melee
4
4+
7
-1
2
ABILITIES
CORE: Deadly Demise 1
FACTION: Waaagh!
Buzzer Squigs: In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks made with squig-launchas and roll one D6: on a 4+, until the end of your opponent’s next turn, that enemy unit is hindered. While a unit is hindered, subtract 2" from its Move characteristic and subtract 2 from Advance and Charge rolls made for it.
Squig Mine: Once per battle, at the start of any phase, select one enemy unit within 3" of this model and roll one D6: on a 4+, that enemy unit suffers D6 mortal wounds.

Designer’s Note: Place a Squig Mine token next to the model, removing it once this ability has been used.
UNIT COMPOSITION
  • 1 Rukkatrukk Squigbuggy
This model is equipped with: sawn-off shotgun; squig-launchas; saw blades.
1 model
100
KEYWORDS: VEHICLE, SPEED FREEKS, RUKKATRUKK SQUIGBUGGY
FACTION KEYWORDS:


Shokkjump Dragsta
(⌀150 x 95mm)
M
12"
T
7
Sv
4+
W
9
Ld
7+
OC
3
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Kustom shokk rifle [devastating wounds, hazardous, precision]
Kustom shokk rifle [devastating wounds, hazardous, precision]
24"
1
3+
8
-2
D6+1
Rokkit launcha [blast]
Rokkit launcha [blast]
24"
D3
5+
9
-2
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Saw blades
Saw blades
Melee
4
4+
7
-1
2
ABILITIES
CORE: Deadly Demise 1
FACTION: Waaagh!
Shokk Tunnel: Each time this model is selected to Advance, you can remove it from the battlefield and set it up again anywhere on the battlefield that is more than 9" horizontally away from all enemy models instead of making an Advance move (this model is still considered to have Advanced this turn).
UNIT COMPOSITION
  • 1 Shokkjump Dragsta
This model is equipped with: kustom shokk rifle; rokkit launcha; saw blades.
1 model
75
KEYWORDS: VEHICLE, SPEED FREEKS, SHOKKJUMP DRAGSTA
FACTION KEYWORDS:


Squighog Boyz
M
10"
T
7
Sv
4+
W
3
Ld
7+
OC
2
Squighog Boyz(⌀75 x 42mm)
10"
7
4+
4
7+
2
Nob On Smasha Squig(⌀90 x 52mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Saddlegit weapons [assault]
Saddlegit weapons [assault]
9"
1
4+
3
0
1
Slugga [Pistol]
Slugga [Pistol]
12"
1
5+
4
0
1
Stikka [assault, anti-monster 4+, anti-vehicle 4+]
Stikka [assault, anti-monster 4+, anti-vehicle 4+]
9"
1
5+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Big Choppa [anti-monster 4+, anti-vehicle 4+]
Big Choppa [anti-monster 4+, anti-vehicle 4+]
Melee
4
3+
6
-1
2
Stikka [anti-monster 4+, anti-vehicle 4+, lance]
Stikka [anti-monster 4+, anti-vehicle 4+, lance]
Melee
3
3+
5
-1
2
Squighog jaws and saddlegits [extra attacks]
Squighog jaws and saddlegits [extra attacks]
Melee
3
4+
6
-1
2
WARGEAR OPTIONS
  • For every 3 models in this unit, this unit can be equipped with 1 bomb squig.

ABILITIES
CORE: Feel No Pain 5+
FACTION: Waaagh!
Wild Ride: You can ignore any or all modifiers to this unit’s Move characteristic and to Advance and Charge rolls made for this unit.
WARGEAR ABILITIES
Bomb Squig: Once per battle for each bomb squig this unit has, after this unit ends a Normal move, you can select one enemy unit within 12" of it and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.

Designer’s Note: Place the relevant number of Bomb Squig tokens next to the unit, removing one each time this unit uses this ability.
UNIT COMPOSITION
  • 1-2 Nob On Smasha Squig
  • 3-6 Squighog Boyz
Every Nob on Smasha Squig is equipped with: slugga; big choppa; squig jaws.

Every Squighog Boy is equipped with: saddlegit weapons; stikka; squig jaws.
4 models
160
8 models
320
KEYWORDS: MOUNTED, BEAST SNAGGA, GRENADES, SQUIGHOG BOYZ
FACTION KEYWORDS:


Stompa
(⌀Use model)
M
10"
T
14
Sv
2+
W
30
Ld
6+
OC
12
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Big shoota [rapid fire 2]
Big shoota [rapid fire 2]
36"
3
5+
5
0
1
Deffkannon [blast]
Deffkannon [blast]
72"
3D6
5+
14
-3
D6
Skorcha [ignores cover, torrent]
Skorcha [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Supa-gatler [sustained hits 1]
Supa-gatler [sustained hits 1]
24"
20
5+
7
-1
2
Supa-rokkits [blast]
Supa-rokkits [blast]
100"
D6
5+
12
-3
D6+2
Twin big shoota [rapid fire 2, twin-linked]
Twin big shoota [rapid fire 2, twin-linked]
36"
3
5+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Mega-choppa – strike
Mega-choppa – strike
Melee
6
3+
24
-5
10
Mega-choppa – sweep
Mega-choppa – sweep
Melee
18
3+
10
-2
3
ABILITIES
CORE: Deadly Demise 2D6
FACTION: Waaagh!
Waaagh! Effigy (Aura): While a friendly unit is within 12" of this model, each time you take a Battle-shock test for that unit, add 1 to that test.
Stompin’ Forward: Each time this model makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there.
UNIT COMPOSITION
  • 1 Stompa
This model is equipped with: 3 big shootas; deffkannon; skorcha; supa-gatler; supa-rokkits; twin big shoota; mega-choppa.
1 model
800
DAMAGED: 1-10 WOUNDS REMAINING
While this model has 1-10 wounds remaining, subtract 6 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 22 INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models. GHAZGHKULL THRAKA takes up the space of 18 models.
KEYWORDS: VEHICLE, TRANSPORT, TITANIC, TOWERING, WALKER, STOMPA
FACTION KEYWORDS:


Stormboyz
M
12"
T
5
Sv
5+
W
1
Ld
7+
OC
1
STORMBOY(⌀32mm)
12"
5
5+
2
7+
1
BOSS NOB(⌀32mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Slugga [pistol]
Slugga [pistol]
12"
1
5+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Choppa
Choppa
Melee
3
3+
4
-1
1
Power klaw
Power klaw
Melee
3
4+
9
-2
2
WARGEAR OPTIONS
  • The Boss Nob’s choppa can be replaced with 1 power klaw.

ABILITIES
CORE: Deep Strike
FACTION: Waaagh!
Full Throttle: This unit is eligible to declare a charge in a turn in which it Advanced or Fell Back.
UNIT COMPOSITION
  • 1 Boss Nob
  • 4-9 Stormboyz
Every model is equipped with: slugga; choppa.
5 models
65
10 models
130
KEYWORDS: INFANTRY, JUMP PACK, FLY, GRENADES, STORMBOYZ
FACTION KEYWORDS:


Tankbustas
M
6"
T
5
Sv
5+
W
1
Ld
7+
OC
1
TANKBUSTA(⌀32mm)
6"
5
5+
2
7+
1
BOSS NOB(⌀32mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Pair of rokkit pistols [pistol, twin-linked]
Pair of rokkit pistols [pistol, twin-linked]
12"
1
5+
7
-1
D3
Rokkit launcha [blast]
Rokkit launcha [blast]
24"
D3
5+
9
-2
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
4
0
1
Tankhammer [anti-vehicle 4+, devastating wounds, hazardous]
Tankhammer [anti-vehicle 4+, devastating wounds, hazardous]
Melee
2
3+
7
-1
D3
ABILITIES
FACTION: Waaagh!
Tank Hunters: Each time a model in this unit makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Hit roll and add 1 to the Wound roll.
Bomb Squigs: Twice per battle, after this unit ends a Normal move, you can select one enemy unit within 12" of it and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.

Designer’s Note: Place two Bomb Squig tokens next to the unit, removing one each time this unit uses this ability.
UNIT COMPOSITION
  • 1 Boss Nob
  • 4 Tankbustas
The Boss Nob is equipped with: rokkit launcha; close combat weapon.

One Tankbusta is equipped with: pair of rokkit pistols; close combat weapon.

One other Tankbusta is equipped with: tankhammer.

Two other Tankbustas are equipped with: rokkit launcha; close combat weapon.
5 models
110
KEYWORDS: INFANTRY, TANKBUSTAS
FACTION KEYWORDS:


Warbikers
M
12"
T
6
Sv
4+
W
3
Ld
7+
OC
2
WARBIKER(⌀75 x 42mm)
INVULNERABLE SAVE
6+
12"
6
4+
4
7+
2
BOSS NOB ON WARBIKE(⌀75 x 42mm)
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Slugga [pistol]
Slugga [pistol]
12"
1
5+
4
0
1
Twin dakkagun [assault, rapid fire 2, twin-linked]
Twin dakkagun [assault, rapid fire 2, twin-linked]
18"
3
5+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Big choppa
Big choppa
Melee
3
3+
7
-1
2
Choppa
Choppa
Melee
3
3+
4
-1
1
Close combat weapon
Close combat weapon
Melee
2
3+
4
0
1
Power klaw
Power klaw
Melee
3
4+
9
-2
2
WARGEAR OPTIONS
  • Each Warbiker can be equipped with one of the following:
    • 1 slugga
    • 1 choppa
  • The Boss Nob on Warbike can be equipped with one of the following:
    • 1 slugga
    • 1 big choppa
    • 1 power klaw

ABILITIES
FACTION: Waaagh!
Drive-by Dakka: Each time a model in this unit makes a ranged attack that targets a unit within 9", improve the Armour Penetration characteristic of that attack by 1.
UNIT COMPOSITION
  • 1 Boss Nob on Warbike
  • 2-5 Warbikers
Every model is equipped with: twin dakkagun; close combat weapon.
3 models
70
6 models
140
KEYWORDS: MOUNTED, GRENADES, SPEED FREEKS, WARBIKERS
FACTION KEYWORDS:


Wazbom Blastajet
(⌀120 x 92mm flying base)
M
20+"
T
9
Sv
3+
W
12
Ld
7+
OC
0
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Smasha gun [blast]
Smasha gun [blast]
48"
D3
4+
9
-3
4
Twin wazbom mega-kannon [blast, hazardous, twin-linked]
Twin wazbom mega-kannon [blast, hazardous, twin-linked]
36"
D3
4+
12
-2
D6
Twin supa-shoota [rapid fire 2, sustained hits 1, twin-linked]
Twin supa-shoota [rapid fire 2, sustained hits 1, twin-linked]
36"
4
4+
6
-1
1
Twin tellyport mega-blasta [blast, twin-linked]
Twin tellyport mega-blasta [blast, twin-linked]
24"
3
5+
9
-1
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model’s twin wazbom mega-kannon can be replaced with 1 twin tellyport mega-blasta.
  • This model can be equipped with 1 blastajet force field.
  • This model can be equipped with 1 twin supa-shoota.

ABILITIES
CORE: Deadly Demise D3
FACTION: Waaagh!
Blastajet Attack Run: Each time this model makes a ranged attack that targets a unit that cannot FLY, re-roll a Hit roll of 1.
WARGEAR ABILITIES
Blastajet Force Field: The bearer has a 4+ invulnerable save, but it loses the Grenades keyword.
UNIT COMPOSITION
  • 1 Wazbom Blastajet
This model is equipped with: smasha gun; twin wazbom mega-kannon; armoured hull.
1 model
175
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, AIRCRAFT, FLY, GRENADES, SPEED FREEKS, WAZBOM BLASTAJET
FACTION KEYWORDS:


Gargantuan Squiggoth
(⌀Use model)
M
10"
T
13
Sv
3+
W
30
Ld
7+
OC
12
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Kannon – frag [blast]
Kannon – frag [blast]
36"
D6
5+
5
0
1
Kannon – shell
Kannon – shell
36"
1
5+
9
-2
D6
Supa-kannon [blast]
Supa-kannon [blast]
60"
2D6
5+
12
-2
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Huge tusks – strike [lance]
Huge tusks – strike [lance]
Melee
6
3+
14
-3
12
Huge tusks – sweep
Huge tusks – sweep
Melee
18
3+
9
-2
3
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 1 kannon
    • 1 supa-kannon

ABILITIES
CORE: Deadly Demise 2D6, Firing Deck 20
FACTION: Waaagh!
Gargantuan: Each time this model makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there.
Walking Bastion: This model does not suffer the penalty to its Hit rolls for making ranged attacks while enemy units are within Engagement Range of it.
UNIT COMPOSITION
  • 1 Gargantuan Squiggoth
This model is equipped with: huge tusks.
1 model
440
DAMAGED: 1-10 WOUNDS REMAINING
While this model has 1-10 wounds remaining, subtract 6 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 20 INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models. GHAZGHKULL THRAKA takes up the space of 18 models. If this model is equipped with a supa-kannon, it has a transport capacity of 15 INFANTRY models.
KEYWORDS: MONSTER, TITANIC, TOWERING, TRANSPORT, GARGANTUAN SQUIGGOTH
FACTION KEYWORDS:


Attack Fighta
(⌀120 x 92mm flying base)
M
20+"
T
9
Sv
3+
W
10
Ld
7+
OC
0
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Twin big shoota [rapid fire 2, twin-linked]
Twin big shoota [rapid fire 2, twin-linked]
36"
3
5+
5
0
1
Wing missiles
Wing missiles
24"
1
5+
9
-2
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model can be equipped with 1 wing missiles.

ABILITIES
CORE: Deadly Demise D3
FACTION: Waaagh!
Interceptor: Each time this model makes a ranged attack that targets a unit that can Fly, add 1 to the Hit roll.
WARGEAR ABILITIES
Small Bomms: Each time the bearer ends a Normal move, you can select one enemy unit it moved across during that move and roll three D6: for each 4+, that unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 1 Attack Fighta
This model is equipped with: 2 twin big shootas; small bomms; armoured hull.
1 model
100
KEYWORDS: VEHICLE, FLY, AIRCRAFT, SPEED FREEKS, ATTACK FIGHTA
FACTION KEYWORDS:


Big Gunz
(⌀Use model)
M
3"
T
4
Sv
5+
W
3
Ld
8+
OC
1
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Kannon – frag [blast, heavy]
Kannon – frag [blast, heavy]
36"
D6
6+
5
0
1
Kannon – shell [heavy]
Kannon – shell [heavy]
36"
1
6+
9
-2
D6
Lobba [blast, heavy, indirect fire]
Lobba [blast, heavy, indirect fire]
48"
D6
6+
5
0
1
Zzap gun [devastating wounds, heavy]
Zzap gun [devastating wounds, heavy]
36"
1
6+
2D6
-3
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapons
Close combat weapons
Melee
2
3+
4
0
1
WARGEAR OPTIONS
  • Any number of models can each have their kannon replaced with one of the following:
    • 1 lobba
    • 1 zzap gun

ABILITIES
FACTION: Waaagh!
Splat!: Each time a model in this unit makes a ranged attack that targets a unit containing 10 or more models, re-roll a Hit roll of 1.
UNIT COMPOSITION
  • 1-2 Big Gunz
Every model is equipped with: kannon; close combat weapons.
1 model
20
2 models
40
BIG GUNZ
Designer’s Note: Place two Grot Crew tokens next to each Mek Gun model when this unit is first set up, removing one each time its Big Gun model loses a wound (a Big Gun model itself is considered to represent its final wound).
KEYWORDS: VEHICLE, ARTILLERY, GROTS, BIG GUNZ
FACTION KEYWORDS:


Big Trakk
(⌀Use model)
M
12"
T
9
Sv
4+
W
12
Ld
7+
OC
3
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Big shoota [rapid fire 2]
Big shoota [rapid fire 2]
36"
3
5+
5
0
1
Kannon – frag [blast]
Kannon – frag [blast]
36"
D6
5+
5
0
1
Kannon – shell
Kannon – shell
36"
1
5+
9
-2
D6
Supa-kannon – frag [blast]
Supa-kannon – frag [blast]
36"
D6+3
5+
5
0
1
Supa-kannon – shell
Supa-kannon – shell
36"
1
5+
9
-2
D3+3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 1 kannon
    • 1 supa-kannon

ABILITIES
CORE: Deadly Demise D3, Firing Deck 12
FACTION: Waaagh!
Spiked Ram: Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds.
UNIT COMPOSITION
  • 1 Big Trakk
This model is equipped with: 2 big shootas; armoured hull.
1 model
90
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 12 INFANTRY models. If this model is equipped with a killkannon, it has a transport capacity of 6 INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models. This model cannot transport Ghazghkull Thraka.
KEYWORDS: VEHICLE, TRANSPORT, BIG TRAKK
FACTION KEYWORDS:


Chinork Warkopta
(⌀120 x 92mm flying base)
M
14"
T
8
Sv
4+
W
10
Ld
7+
OC
2
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Big shoota [rapid fire 2]
Big shoota [rapid fire 2]
36"
3
5+
5
0
1
Deffgun [rapid fire 1]
Deffgun [rapid fire 1]
48"
2
5+
8
-1
2
Kustom mega-blasta [hazardous]
Kustom mega-blasta [hazardous]
24"
3
5+
9
-2
D6
Rattler kannon
Rattler kannon
24"
6
5+
6
-1
1
Rokkit launcha [blast]
Rokkit launcha [blast]
24"
D3
5+
9
-2
3
Skorcha [ignores cover, torrent]
Skorcha [ignores cover, torrent]
12"
D6
N/A
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model can be equipped with up to 2 big bomms.
  • This model’s big shoota can be replaced with one of the following:
    • 1 kustom mega-blasta
    • 1 rokkit launcha
    • 1 skorcha
  • This model’s 2 deffguns can be replaced with 2 rattler kannons.

ABILITIES
CORE: Deadly Demise D3, Deep Strike, Firing Deck 12
FACTION: Waaagh!
Aerial Deployment: If this model starts the game in Strategic Reserves, it can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules.
WARGEAR ABILITIES
Big Bomms: Once per battle, after the bearer ends a Normal move, you can select one enemy unit it moved across during that move and roll six D6: for each 4+, that unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 1 Chinork Warkopta
This model is equipped with: big shoota; 2 deffguns; armoured hull.
1 model
105
TRANSPORT
This model has a transport capacity of 12 INFANTRY models. This model cannot transport Ghazghkull Thraka, MEGA ARMOUR or JUMP PACK models.
KEYWORDS: VEHICLE, FLY, TRANSPORT, SPEED FREEKS, CHINORK WARKOPTA
FACTION KEYWORDS:


Deff Rolla Battle Fortress
(⌀Use model)
M
10"
T
12
Sv
3+
W
22
Ld
7+
OC
8
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Big shoota [rapid fire 2]
Big shoota [rapid fire 2]
36"
3
5+
5
0
1
Kannon – frag [blast]
Kannon – frag [blast]
36"
D6
5+
5
0
1
Kannon – shell
Kannon – shell
36"
1
5+
9
-2
D6
Lobba [blast, indirect fire]
Lobba [blast, indirect fire]
48"
D6
5+
5
0
1
Rokkit launcha [blast]
Rokkit launcha [blast]
24"
D3
5+
9
-2
3
Skorcha [ignores cover, torrent]
Skorcha [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Twin big shoota [rapid fire 2, twin-linked]
Twin big shoota [rapid fire 2, twin-linked]
36"
3
5+
5
0
1
Zzap gun [devastating wounds]
Zzap gun [devastating wounds]
36"
1
5+
2D6
-3
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Deff rolla
Deff rolla
Melee
6
3+
9
-1
2
WARGEAR OPTIONS
  • This model can be equipped with up to 5 big shootas.
  • Each of this model’s zzap guns can be replaced with one of the following:
    • 1 lobba
    • 1 kannon
  • This model’s kannon can be replaced with one of the following:
    • 1 lobba
    • 1 zzap gun
  • Each of this model’s twin big shootas can be replaced with one of the following:
    • 1 skorcha
    • 1 rokkit launcha

ABILITIES
CORE: Deadly Demise D6+2, Firing Deck 22
FACTION: Waaagh!
Rolling Fortress: Each time a ranged attack is allocated to an model from your army, if that model is not fully visible to every model in the attacking unit because of this DEFF ROLLA BATTLE FORTRESS model, that model has the Benefit of Cover against that attack.
UNIT COMPOSITION
  • 1 Deff Rolla Battle Fortress
This model is equipped with: kannon; 2 twin big shootas; 2 zzap guns; deff rolla.
1 model
250
DAMAGED: 1-7 WOUNDS REMAINING
While this model has 1-7 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 22 INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models. The Ghazghkull Thraka model takes up the space of 18 models.
KEYWORDS: VEHICLE, TITANIC, TRANSPORT, DEFF ROLLA BATTLE FORTRESS
FACTION KEYWORDS:


Deffkoptas With Big Shootas
(⌀75 x 42mm)
M
12"
T
6
Sv
4+
W
4
Ld
7+
OC
2
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Kopta rokkits [blast, twin-linked]
Kopta rokkits [blast, twin-linked]
24"
D3
5+
9
-2
3
Kustom mega-blasta [hazardous]
Kustom mega-blasta [hazardous]
24"
3
5+
9
-2
D6
Slugga [pistol]
Slugga [pistol]
12"
1
5+
4
0
1
Twin big shoota [rapid fire 2, twin-linked]
Twin big shoota [rapid fire 2, twin-linked]
36"
3
5+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Killsaw
Killsaw
Melee
3
4+
12
-3
2
Spinnin’ blades
Spinnin’ blades
Melee
6
3+
5
0
1
WARGEAR OPTIONS
  • Any number of models can each have their twin big shoota replaced with one of the following:
    • 1 kopta rockets
    • 1 kustom mega-blasta
  • Any number of models can each be equipped with 1 killsaw.

ABILITIES
CORE: Deep Strike
FACTION: Waaagh!
Deff from Above: Each time this unit ends a Normal move, you can select one enemy unit it moved over during that move and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 3 Deffkoptas with Big Shootas
Every model is equipped with: slugga; twin big shoota; spinnin' blades.
3 models
130
KEYWORDS: VEHICLE, FLY, GRENADES, DEFFKOPTAS WITH BIG SHOOTAS
FACTION KEYWORDS:


Fighta-bommer
(⌀120 x 92mm flying base)
M
20+"
T
9
Sv
3+
W
12
Ld
7+
OC
0
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Grot-guided bomm [blast, one shot, indirect fire]
Grot-guided bomm [blast, one shot, indirect fire]
72"
D6
4+
8
-2
2
Twin big shoota [rapid fire 2, twin-linked]
Twin big shoota [rapid fire 2, twin-linked]
36"
3
5+
5
0
1
Wing missiles
Wing missiles
24"
1
5+
9
-2
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
4+
6
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 2 Grot-guided bomms
    • 2 wing missiles
    • Small bomms

ABILITIES
CORE: Deadly Demise D3
FACTION: Waaagh!
Strafing Run: Each time this model makes a ranged attack that targets a unit that cannot Fly, add 1 to the Hit roll.
WARGEAR ABILITIES
Small Bomms: Each time the bearer ends a Normal move, you can select one enemy unit it moved across during that move and roll three D6: for each 4+, that unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 1 Fighta-Bommer
This model is equipped with: 3 twin big shootas; armoured hull.
1 model
100
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, FLY, AIRCRAFT, SPEED FREEKS, FIGHTA-BOMMER
FACTION KEYWORDS:


Grot Bomm Launcha
(⌀Use model)
M
12"
T
6
Sv
4+
W
6
Ld
7+
OC
2
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Grot-guided bomms [blast, one shot, indirect fire]
Grot-guided bomms [blast, one shot, indirect fire]
72"
D6
4+
8
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Spiked wheel
Spiked wheel
Melee
2
4+
6
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • None

ABILITIES
FACTION: Waaagh!
Furious Barrage: Each time this model makes a ranged attack that targets an enemy unit that contains five or more models, you can re-roll the Hit roll.
UNIT COMPOSITION
  • 1 Grot Bomm Launcha
This model is equipped with: Grot-guided bomms; spiked wheel.
1 model
50
KEYWORDS: MOUNTED, SPEED FREEKS, GROTS, GROT BOMM LAUNCHA
FACTION KEYWORDS:


Grot Mega-tank
(⌀Use model)
M
8"
T
9
Sv
3+
W
12
Ld
8+
OC
4
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Mega-tank weapons [rapid fire 10]
Mega-tank weapons [rapid fire 10]
18"
10
4+
5
0
1
Twin big shoota [rapid fire 2, twin-linked]
Twin big shoota [rapid fire 2, twin-linked]
18"
3
4+
5
0
1
Twin grotzooka [blast, twin-linked]
Twin grotzooka [blast, twin-linked]
18"
D3+3
4+
6
0
1
Twin kustom mega-blasta [hazardous, twin-linked]
Twin kustom mega-blasta [hazardous, twin-linked]
24"
2
4+
9
-2
D6
Twin rokkit launcha [blast, twin-linked]
Twin rokkit launcha [blast, twin-linked]
24"
D3
4+
9
-2
3
Twin skorcha [ignores cover, torrent, twin-linked]
Twin skorcha [ignores cover, torrent, twin-linked]
12"
D6
N/A
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
6
4+
4
0
1
WARGEAR OPTIONS
  • This model’s twin big shoota can be replaced with one of the following:
    • 1 twin grotzooka
    • 1 twin kustom mega-blasta
    • 1 twin rokkit launcha
    • 1 twin skorcha
  • This model’s twin grotzooka can be replaced with one of the following:
    • 1 twin big shoota
    • 1 twin kustom mega-blasta
    • 1 twin rokkit launcha
    • 1 twin skorcha

ABILITIES
CORE: Deadly Demise D3
FACTION: Waaagh!
Bizarrely Resilient: Each time an attack targets this model, worsen the Armour Penetration characteristic of that attack by 1.
UNIT COMPOSITION
  • 1 Grot Mega-Tank
This model is equipped with: Mega-tank weapons; twin big shoota; twin grotzooka; armoured hull.
1 model
110
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, GROTS, GROT MEGA-TANK
FACTION KEYWORDS:


Grot Tanks
(⌀Use model)
M
10"
T
6
Sv
3+
W
5
Ld
8+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Big shoota [rapid fire 2]
Big shoota [rapid fire 2]
36"
3
4+
5
0
1
Grotzooka [blast]
Grotzooka [blast]
18"
D3+3
4+
6
0
1
Kustom mega-blasta [hazardous]
Kustom mega-blasta [hazardous]
24"
2
4+
9
-2
D6
Rokkit launcha [blast]
Rokkit launcha [blast]
24"
D3
4+
9
-2
3
Skorcha [ignores cover, torrent]
Skorcha [ignores cover, torrent]
12"
D6
N/A
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Ramshackle hull
Ramshackle hull
Melee
3
5+
6
0
1
WARGEAR OPTIONS
  • Any number of models can each have their big shoota replaced with one of the following:
    • 1 grotzooka
    • 1 kustom mega-blasta
    • 1 rokkit launcha
    • 1 skorcha
  • For every four models in this unit, one model can be equipped with one of the following in addition to any other weapons:
    • 1 big shoota
    • 1 grotzooka
    • 1 kustom mega-blasta
    • 1 rokkit launcha
    • 1 skorcha

ABILITIES
CORE: Deadly Demise 1
FACTION: Waaagh!
Scatter!: Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6".
UNIT COMPOSITION
  • 4-8 Grot Tanks
Every model is equipped with: big shoota; ramshackle hull.
4 models
155
8 models
310
KEYWORDS: VEHICLE, GROTS, GROT TANKS
FACTION KEYWORDS:


Kannonwagon
(⌀Use model)
M
12"
T
10
Sv
4+
W
16
Ld
7+
OC
4
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Big shoota [rapid fire 2]
Big shoota [rapid fire 2]
36"
3
5+
5
0
1
Supa-kannon – frag [blast]
Supa-kannon – frag [blast]
36"
D6+3
5+
5
0
1
Supa-kannon – shell
Supa-kannon – shell
36"
1
5+
9
-2
D3+3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Spiked ram
Spiked ram
Melee
3
4+
8
0
1
WARGEAR OPTIONS
  • This model can be equipped with up to 3 big shootas.

ABILITIES
CORE: Deadly Demise D6, Firing Deck 6
FACTION: Waaagh!
Big Booms: In your Shooting phase, just after selecting a target for this model’s supa-kannon, roll one D6 for the target unit and every other unit within 3" of that unit: on a 5+, the unit being rolled for is struck by a concussive wave. After this model has finished making its attacks against that target unit this phase, each unit struck by a concussive wave this phase suffers D3 mortal wounds.
UNIT COMPOSITION
  • 1 Kannonwagon
This model is equipped with: supa-kannon; spiked ram.
1 model
115
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 6 INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models. This model cannot transport Ghazghkull Thraka.
KEYWORDS: VEHICLE, TRANSPORT, KANNONWAGON
FACTION KEYWORDS:


Kill Krusha
(⌀Use model)
M
10"
T
12
Sv
3+
W
22
Ld
7+
OC
8
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Krusha kannon – blast burna [blast]
Krusha kannon – blast burna [blast]
48"
3D6
5+
6
-1
1
Krusha kannon – tankhamma shell [heavy]
Krusha kannon – tankhamma shell [heavy]
60"
1
5+
16
-3
6
Rokkit launcha [blast]
Rokkit launcha [blast]
24"
D3
5+
9
-2
3
Skorcha [ignores cover, torrent]
Skorcha [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Twin big shoota [rapid fire 2, twin-linked]
Twin big shoota [rapid fire 2, twin-linked]
36"
3
5+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Tracks and wheels
Tracks and wheels
Melee
6
4+
8
-1
1
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 1 twin big shoota
    • 2 rokkit launchas
    • 1 skorcha
  • This model can be equipped with one of the following:
    • 1 twin big shoota
    • 2 rokkit launchas
    • 1 skorcha

ABILITIES
CORE: Deadly Demise D6+2, Firing Deck 12
FACTION: Waaagh!
Da Biggest Booms: In your Shooting phase, just after selecting a target for this model’s krusha kannon, the target unit and every other enemy INFANTRY unit within 3" of that unit must take a Battle-shock test.
UNIT COMPOSITION
  • 1 Kill Krusha
This model is equipped with: krusha kannon; tracks and wheels.
1 model
230
DAMAGED: 1-7 WOUNDS REMAINING
While this model has 1-7 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 12 INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models. The Ghazghkull Thraka model takes up the space of 18 models.
KEYWORDS: VEHICLE, TITANIC, TRANSPORT, KILL KRUSHA
FACTION KEYWORDS:


Kill Tank
(⌀Use model)
M
12"
T
12
Sv
3+
W
24
Ld
6+
OC
10
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bursta kannon [blast]
Bursta kannon [blast]
36"
3D6
5+
14
-2
3
Giga shoota [sustained hits 1]
Giga shoota [sustained hits 1]
48"
30
5+
6
-1
1
Skorcha [ignores cover, torrent]
Skorcha [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Twin big shoota [rapid fire 2, twin-linked]
Twin big shoota [rapid fire 2, twin-linked]
18"
3
5+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Reinforced ram
Reinforced ram
Melee
8
4+
9
-1
2
WARGEAR OPTIONS
  • This model’s bursta kannon can be replaced with 1 giga shoota.

ABILITIES
CORE: Deadly Demise D6+2
FACTION: Waaagh!
Wall of Dakka: Each time this model makes a ranged attack that targets a unit within half range, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Kill Tank
This model is equipped with: bursta kannon; skorcha; twin big shoota; reinforced ram.
1 model
295
DAMAGED: 1-8 WOUNDS REMAINING
While this model has 1-8 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 12 INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models. It cannot transport Ghazghkull Thraka.
KEYWORDS: VEHICLE, TITANIC, TRANSPORT, KILL TANK
FACTION KEYWORDS:


Lifta Wagon
(⌀Use model)
M
10"
T
10
Sv
3+
W
16
Ld
7+
OC
5
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Big shoota [rapid fire 2]
Big shoota [rapid fire 2]
36"
3
5+
5
0
1
Lifta-droppa [anti-vehicle 3+]
Lifta-droppa [anti-vehicle 3+]
36"
4
5+
6
-3
D6+1
Rokkit launcha [blast]
Rokkit launcha [blast]
24"
D3
5+
9
-2
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Deff rolla
Deff rolla
Melee
6
3+
9
-1
2
Grabbin’ klaw [extra attacks]
Grabbin’ klaw [extra attacks]
Melee
2
3+
8
-2
2
Tracks and wheels
Tracks and wheels
Melee
6
4+
8
0
1
Wreckin’ ball [extra attacks]
Wreckin’ ball [extra attacks]
Melee
1
4+
10
0
D6
WARGEAR OPTIONS
  • This model’s tracks and wheels can be replaced with 1 deff rolla.
  • This model can be equipped with 1 grabbin’ klaw.
  • This model can be equipped with 1 wreckin’ ball.
  • This model can be equipped with one of the following:
    • 1 big shoota
    • 2 big shootas
    • 1 big shoota and 1 rokkit launcha
    • 1 rokkit launcha
    • 2 rokkit launchas

ABILITIES
CORE: Deadly Demise D6
FACTION: Waaagh!
Da Bigger Dey Are, da Better Dey Drop: Each time an attack made with this model’s lifta-droppa destroys an enemy model that has the Deadly Demise ability, that model’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 3+ instead of on a 6.
UNIT COMPOSITION
  • 1 Lifta Wagon
This model is equipped with: lifta-droppa; tracks and wheels.
1 model
135
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, LIFTA WAGON
FACTION KEYWORDS:


Mega Dread
(⌀Use model)
M
8"
T
10
Sv
2+
W
16
Ld
7+
OC
5
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Boombits [torrent]
Boombits [torrent]
12"
D6
N/A
5
0
1
Killkannon
Killkannon
24"
D6+3
5+
9
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Dread killsaw
Dread killsaw
Melee
4
3+
14
-3
4
Dread rippa klaw
Dread rippa klaw
Melee
6
3+
12
-2
3
Stompy feet
Stompy feet
Melee
4
3+
7
0
1
WARGEAR OPTIONS
  • This model’s killkannon can be replaced with one of the following:
    • 1 dread killsaw
    • 1 dread rippa klaw
  • This model’s dread rippa klaw can be replaced with one of the following:
    • 1 dread killsaw
    • 1 killkannon

ABILITIES
CORE: Deadly Demise D6
FACTION: Waaagh!
Mega Carnage: Each time this model is selected to fight, you can select one enemy unit within Engagement Range of it and roll one D6, adding 2 to the result if this model made a Charge move this turn: on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6+, that enemy unit suffers 3 mortal wounds.
Dead Rippy: If this model is equipped with 2 dread killsaws, those weapons have the [TWIN-LINKED] ability. If this model is equipped with 2 dread rippa klaws, those weapons have the [TWIN-LINKED] ability.
UNIT COMPOSITION
  • 1 Mega Dread
This model is equipped with: 2 boombits; killkannon; dread rippa klaw; stompy feet.
1 model
225
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, WALKER, MEGA DREAD
FACTION KEYWORDS:


Meka-dread
(⌀Use model)
M
8"
T
10
Sv
2+
W
16
Ld
7+
OC
5
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Killkannon
Killkannon
24"
D6+3
5+
9
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Dread killsaw
Dread killsaw
Melee
4
3+
14
-3
4
Dread rippa klaw
Dread rippa klaw
Melee
6
3+
12
-2
3
Stompy feet
Stompy feet
Melee
4
3+
7
0
1
WARGEAR OPTIONS
  • This model’s killkannon can be replaced with one of the following:
    • 1 dread killsaw
    • 1 dread rippa klaw
  • This model’s dread rippa klaw can be replaced with one of the following:
    • 1 dread killsaw
    • 1 killkannon

ABILITIES
CORE: Deadly Demise D6
FACTION: Waaagh!
Mekaniak: At the end of your Movement phase, you can select one friendly VEHICLE model within 3" of this model. That VEHICLE model regains up to D3 lost wounds, and, until the start of your next Movement phase, each time that VEHICLE model makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per turn.
Dead Rippy: If this model is equipped with 2 dread killsaws, those weapons have the [TWIN-LINKED] ability. If this model is equipped with 2 dread rippa klaws, those weapons have the [TWIN-LINKED] ability.
UNIT COMPOSITION
  • 1 Meka-Dread
This model is equipped with: killkannon; dread rippa klaw; stompy feet.
1 model
210
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, WALKER, MEKA-DREAD
FACTION KEYWORDS:


Nobz On Warbikes
(⌀75 x 42mm)
M
12"
T
6
Sv
4+
W
4
Ld
7+
OC
2
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Slugga [pistol]
Slugga [pistol]
12"
1
5+
4
0
1
Twin dakkagun [assault, rapid fire 2, twin-linked]
Twin dakkagun [assault, rapid fire 2, twin-linked]
18"
3
5+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Big choppa
Big choppa
Melee
3
3+
7
-1
2
Choppa
Choppa
Melee
3
3+
5
-1
1
Close combat weapon
Close combat weapon
Melee
3
3+
5
0
1
Killsaw
Killsaw
Melee
2
4+
12
-3
2
Power klaw
Power klaw
Melee
3
4+
9
-2
2
Power stabba [lance]
Power stabba [lance]
Melee
3
4+
8
-1
2
WARGEAR OPTIONS
  • Any number of models can each be equipped with 1 slugga.
  • Any number of models can each have their choppa replaced with one of the following:
    • 1 big choppa
    • 1 killsaw
    • 1 power klaw
    • 1 power stabba
    • 1 slugga

ABILITIES
FACTION: Waaagh!
Drive-by Krumpin': Each time this unit Consolidates, each model in this unit can move up to 6" instead of up to 3".
UNIT COMPOSITION
  • 3 Nobz on Warbikes
Every model is equipped with: twin dakkagun; choppa; close combat weapon.
3 models
125
SPEED FREEKS MOB
If a model from your army with the Leader ability can be attached to a WARBIKERS unit, it can be attached to this unit instead.
KEYWORDS: MOUNTED, SPEED FREEKS, GRENADES, NOBZ ON WARBIKES
FACTION KEYWORDS:


Skorchas
(⌀Use model)
M
12"
T
6
Sv
4+
W
6
Ld
7+
OC
2
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Skorcha [ignores cover, torrent]
Skorcha [ignores cover, torrent]
12"
D6
N/A
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Spiked wheel
Spiked wheel
Melee
2
4+
6
0
1
WARGEAR OPTIONS
  • None

ABILITIES
FACTION: Waaagh!
Pyromaniaks: Each time a model in this unit makes a ranged attack with a Torrent weapon that targets an enemy unit within 6", re-roll a Wound roll of 1. If the target of that attack is also within range of an objective marker, you can re-roll the Wound roll instead.
UNIT COMPOSITION
  • 1-2 Skorchas
Every model is equipped with: skorcha; spiked wheel.
1 model
45
2 models
90
SPEED FREEKS
If a model from your army with the Leader ability can be attached to a WARBIKERS unit, it can be attached to this unit instead.
KEYWORDS: MOUNTED, SPEED FREEKS, SKORCHAS
FACTION KEYWORDS:


Squiggoth
(⌀Use model)
M
10"
T
10
Sv
3+
W
18
Ld
7+
OC
5
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Kannon – frag [blast]
Kannon – frag [blast]
36"
D6
5+
5
0
1
Kannon – shell
Kannon – shell
36"
1
5+
9
-2
D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Gorin’ horns – strike
Gorin’ horns – strike
Melee
4
3+
12
-2
D6
Gorin’ horns – sweep
Gorin’ horns – sweep
Melee
8
3+
9
-1
2
WARGEAR OPTIONS
  • This model can be equipped with 1 kannon.

ABILITIES
CORE: Deadly Demise D6, Firing Deck 10
FACTION: Waaagh!
Trample: Each time this model is selected to fight, you can select one enemy unit within Engagement Range of it and roll one D6, adding 2 to the result if this model made a Charge move this turn: on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6+, that enemy unit suffers 3 mortal wounds.
UNIT COMPOSITION
  • 1 Squiggoth
This model is equipped with: gorin’ horns.
1 model
150
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 10 INFANTRY models. If this model is equipped with a kannon, it has a transport capacity of 6 INFANTRY models. It cannot transport MEGA ARMOUR, JUMP PACK or Ghazghkull Thraka models.
KEYWORDS: MONSTER, TRANSPORT, SQUIGGOTH
FACTION KEYWORDS:


Warbuggies
(⌀Use model)
M
12"
T
6
Sv
4+
W
6
Ld
7+
OC
2
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Rack of rokkits [blast]
Rack of rokkits [blast]
24"
D3+1
5+
9
-2
3
Twin big shoota [rapid fire 2, twin-linked]
Twin big shoota [rapid fire 2, twin-linked]
36"
3
5+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Spiked wheels
Spiked wheels
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • Any number of models can each have their twin big shoota replaced with 1 rack of rokkits.

ABILITIES
FACTION: Waaagh!
Outflank: When this unit arrives from Strategic Reserves, it can be set up within your opponent’s deployment zone (all other restrictions still apply).
UNIT COMPOSITION
  • 1-2 Warbuggies
Every model is equipped with: twin big shoota; spiked wheels.
1 model
40
2 models
80
SPEED FREEKS
If a model from your army with the Leader ability can be attached to a WARBIKERS unit, it can be attached to this unit instead.
KEYWORDS: MOUNTED, SPEED FREEKS, WARBUGGIES
FACTION KEYWORDS:


Wartrakks
(⌀Use model)
M
12"
T
6
Sv
4+
W
6
Ld
7+
OC
2
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Rack of rokkits [blast]
Rack of rokkits [blast]
24"
D3+1
5+
9
-2
3
Twin big shoota [rapid fire 2, twin-linked]
Twin big shoota [rapid fire 2, twin-linked]
36"
3
5+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Spiked wheel
Spiked wheel
Melee
2
4+
6
0
1
WARGEAR OPTIONS
  • Any number of models can each have their twin big shoota replaced with 1 rack of rokkits.

ABILITIES
FACTION: Waaagh!
Drive-by Dakka: Each time a model in this unit makes a ranged attack that targets a unit within 9", improve the Armour Penetration characteristic of that attack by 1.
UNIT COMPOSITION
  • 1-2 Wartrakks
Every model is equipped with: twin big shoota; spiked wheel.
1 model
50
2 models
100
SPEED FREEKS
If a model from your army with the Leader ability can be attached to a WARBIKERS unit, it can be attached to this unit instead.
KEYWORDS: MOUNTED, SPEED FREEKS, WARTRAKKS
FACTION KEYWORDS:
Alternative models by Artel W:

Mortal Wounds

Some attacks are so powerful that no armour or force field can withstand their fury.

Some attacks inflict mortal wounds. Each mortal wound inflicts one point of damage on the target unit, and they are always applied one at a time. Do not make a Wound roll or saving throw (including invulnerable saving throws) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit as described below.

Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
Feel No Pain
FEEL NO PAIN

Some warriors refuse to be laid low, even by what should be fatal wounds.

Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.

  • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.
LEADER

Mighty heroes fight at the forefront of battle.

Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.

During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it.

While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

  • Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit.
  • Attached units can only contain one Leader.
  • Attacks cannot be allocated to CHARACTER models in Attached units.
Waaagh!

The infamous war cry of the Orks is known and feared throughout the galaxy. When it echoes across the battlefield, bellowed from hundreds or even thousands of greenskin mouths, even the most stalwart warriors fear the onslaught to come.

If your Army Faction is , once per battle, at the start of the battle round, you can call a Waaagh! If you do, until the start of the next battle round, the Waaagh! is active for your army and:
  • Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced.
  • Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability.
  • Models from your army with this ability have a 5+ invulnerable save.
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 greater than or equal to the attack’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 Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.
Charging with a Unit
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
  • Within Engagement Range of every unit that you selected as a target of the charge.
  • Without moving within Engagement Range of any enemy units that were not a target of the charge.
  • In Unit Coherency.
If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.
Devastating Wounds

Some weapons can inflict strikes of such power that they make a mockery of armour

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved.

  • Saving throws cannot be made against Critical Wounds scored by this weapon (including invulnerable saving throws).
Before selecting targets for this weapon, select one of its profiles to make attacks with.
Rapid Fire

Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Example: A model targets a unit that is within half range of a weapon with an Attacks characteristic of 1 and the [RAPID FIRE 1] ability. That weapon therefore makes two attacks at the target, and you make two Hit rolls.

  • [RAPID FIRE X]: Increase the Attacks by ‘x’ when targeting units within half range.
Anti

Certain weapons are the bane of a particular foe.

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon will score a Critical Wound against – and so successfully wound – a VEHICLE unit on an unmodified Wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon will score a Critical Wound against – and so successfully wound – a PSYKER unit on an unmodified Wound roll of 2+.

  • [ANTI-KEYWORD X+]: An unmodified Wound roll of ‘x+’ against a target with the matching keyword scores a Critical Wound.

The BEAST SNAGGA keyword is used in the following Orks datasheets:

Advance Moves
When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it Advanced.

  • Advance Move: Models move up to M+D6".
  • Cannot move within Engagement Range of any enemy models.
  • Units that Advance cannot shoot or charge this turn.
Fall Back Moves
When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

A unit cannot shoot or declare a charge in the same turn that it Fell Back.

Desperate Escape Tests
Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.

Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase.

  • Fall Back Move: Models move up to M".
  • Units that Fall Back cannot shoot or declare a charge in the same turn.
  • Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY).
  • If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit.
  • Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed.
Hazardous

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, if one or more models attack with Hazardous weapons, then after that unit has resolved all of its attacks, you must take one Hazardous test for each Hazardous weapon that was just used by rolling one D6. For each roll of 1, that test is failed and one model in that unit equipped with a Hazardous weapon is destroyed (selected by the controlling player), unless that model is a CHARACTER, MONSTER or VEHICLE, in which case it suffers 3 mortal wounds instead. Note that if you selected a CHARACTER model in an Attached unit, the mortal wounds suffered must be allocated to that model first, even if there is another model in that unit that has lost one or more wounds or has had attacks allocated to it this phase.

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and as no models in the unit are CHARACTERS, MONSTERS or VEHICLES, one of those models is destroyed.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, one model equipped with a Hazardous weapon is destroyed (CHARACTERS, MONSTERS and VEHICLES suffer 3 mortal wounds instead).
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 unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 RESULT REQUIRED
Strength is TWICE (or more than twice) the Toughness.
+
Strength is GREATER than the Toughness.
+
Strength is EQUAL to the Toughness.
+
Strength is LESS than the Toughness.
+
Strength is HALF (or less than half) the Toughness.
+

If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.
Saving Throw
The player controlling the target unit then makes one saving throw. By default, this will be an armour saving throw using their model’s Save (Sv) characteristic, but some models have invulnerable saves that can be used instead (see below). To make an armour saving throw, roll one D6, then modify the result by the Armour Penetration (AP) characteristic of the attack. For example, if the attack has an AP of -1, then 1 is subtracted from the saving throw.

If the result is greater than or equal to the Save characteristic of the model the attack was allocated to, then that saving throw is successful and the attack sequence ends. Otherwise, that saving throw fails and that model suffers damage.

An unmodified saving throw of 1 always fails. A saving throw can never be improved by more than +1.

  • Saving Throw: Roll one D6 and modify by the attack’s AP. If the result is less than the Save of the model being rolled for, the saving throw is failed and that model suffers damage. Otherwise, that attack is saved.
  • An unmodified saving throw of 1 always fails.
  • A saving throw can never be improved by more than +1.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must re-roll all of those dice again.

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Unmodified Dice: the result after re-rolls, but before any modifiers.
  • A dice can never be re-rolled more than once.
  • You must re-roll all dice if several need adding together (e.g. 2D6).
  • Re-rolls are applied before any modifiers.
COMMAND RE-ROLL
1CP
Core – Battle Tactic Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit.

TARGET: That unit from your army.

EFFECT: You re-roll that roll, test or saving throw.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.
INSANE BRAVERY
1CP
Core – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: A unit from your army that must take a Battle-shock test.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
Normal Moves
When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Unit Visible
If one or more models in a unit is visible to the observing model, then that model’s unit is visible to the observing model.

FIRE OVERWATCH
1CP
Core – Strategic Ploy Stratagem
A hail of wildfire can drive back advancing foes.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance, Fall Back or Charge move.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
DEEP STRIKE

Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
RAPID INGRESS
1CP
Core – Strategic Ploy Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
Invulnerable Saves

Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.

Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.

Unlike armour saving throws (which use a model’s Save characteristic), invulnerable saving throws are never modified by an attack’s Armour Penetration characteristic, but otherwise follow the normal rules for saving throws.

  • Invulnerable Save: Never modified by an attack’s AP.
  • The controlling player can choose to use either a model’s invulnerable save or its Save characteristic.
Benefit of Cover

Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.

Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.

Each time a ranged attack is allocated to a model that has the Benefit of Cover, add 1 to the saving throw made for that attack (excluding invulnerable saving throws). Models with a Save characteristic of 3+ or better cannot have the Benefit of Cover against attacks with an Armour Penetration characteristic of 0. Multiple instances of the Benefit of Cover are not cumulative – a model cannot benefit from this rule more than once at any one time.

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.
GO TO GROUND
1CP
Core – Battle Tactic Stratagem
Seeking salvation from incoming fire, warriors hurl themselves into whatever cover they can find.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
Charge Bonus

Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.

Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.
HEROIC INTERVENTION
2CP
Core – Strategic Ploy Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
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 – and their units – are within Engagement Range of each other.

Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
Precision

Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.
EPIC CHALLENGE
1CP
Core – Epic Deed Stratagem
The legends of the 41st Millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

The BEAST SNAGGA and INFANTRY keywords are used in the following Orks datasheets:

The BEAST SNAGGA and MOUNTED keywords are used in the following Orks datasheets:

WHERE D’YA FINK YOU’RE GOING?
1CP
Da Big Hunt – Strategic Ploy Stratagem
Beast Snagga victims often make a break for it before the Orks have had their fill of fighting. With a roar, the Orks immediately give chase, or else lose interest and lunge after other potential trophies.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Fall Back move.

TARGET: One BEAST SNAGGA INFANTRY or BEAST SNAGGA MOUNTED unit from your army that was within Engagement Range of that enemy unit at the start of the phase.

EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6".
STEALTH

Some warriors are masters of disguise and concealment.

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.
STALKIN’ TAKTIKS
1CP
Da Big Hunt – Battle Tactic Stratagem
There is no hiding a Beast Snagga stampede, but the more agile amongst the hunters know how to evade the worst of an unsporting prey’s dakka.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One BEAST SNAGGA INFANTRY or BEAST SNAGGA MOUNTED unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a ranged attack targets your unit, models in your unit have the Benefit of Cover against that attack. In addition, if your unit has the INFANTRY keyword, until the end of the phase, models in your unit have the Stealth ability.
DAT ONE’S EVEN BIGGA!
1CP
Da Big Hunt – Strategic Ploy Stratagem
When bigger prey is sighted, nothing can keep a mob of Beast Snaggas from it. A great hunting chant erupts, and lesser gitz are swiftly forgotten in the enthusiastic impetus to pile into a bigger challenge.
WHEN: Your Charge phase.

TARGET: One BEAST SNAGGA unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to charge in a turn in which it Advanced or Fell Back, provided one of the targets of that charge is your Prey.
UNSTOPPABLE MOMENTUM
1CP
Da Big Hunt – Strategic Ploy Stratagem
Smasha squigs are essentially battering rams on legs. Driven on by the squighogs piling in behind them, they plunge headlong into the foe, trampling one after the next.
WHEN: Your Charge phase, just after a BEAST SNAGGA MOUNTED unit from your army ends a Charge move.

TARGET: That BEAST SNAGGA unit.

EFFECT: Select one enemy unit within Engagement Range of your unit and roll one D6 for each model in your unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). If that enemy unit is your Prey, roll three additional D6.
Sustained Hits

Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Example: A model makes an attack with a melee weapon with the [SUSTAINED HITS 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability).

  • [SUSTAINED HITS X]: Each Critical Hit scores ‘x’ additional hits on the target.
DRAG IT DOWN
1CP
Da Big Hunt – Battle Tactic Stratagem
Beast Snaggas have many tales of the times they took on the biggest prey, clobbering them with so many blows that what was left was a crumpled mass of broken hide and squished innards.
WHEN: Fight phase.

TARGET: One BEAST SNAGGA unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. In addition, each time a model in your unit makes a melee attack that targets your Prey, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.
INSTINCTIVE HUNTERS
1CP
Da Big Hunt – Strategic Ploy Stratagem
With a keen eye for tracking their prey, especially kunnin' Beast Snaggas will circle round the hunt site to ambush the luckless gitz from another angle.
WHEN: End of your opponent’s Fight phase.

TARGET: One BEAST SNAGGA unit from your army that is not within Engagement Range of one or more enemy unit.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.

The MOB keyword is used in the following Orks datasheets:

Below Half-strength
Some rules will refer to a unit being Below Half-strength.
  • If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic.
  • For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength.
MOB RULE
1CP
War Horde – Battle Tactic Stratagem
The more Orks that gather in one place the more the Waaagh! energy flows, and the more fearless they all become.
WHEN: Your Command phase.

TARGET: One MOB unit from your army that contains 10 or more models and is not Below Half-strength.

EFFECT: Select one friendly Battle-shocked INFANTRY unit within 6" of that MOB unit. That INFANTRY unit is no longer Battle-shocked.
ERE WE GO
1CP
War Horde – Battle Tactic Stratagem
Even Orks can put on a surprising turn of speed when the promise of a good face-to-face fight is in the offing.
WHEN: Start of your Movement phase.

TARGET: One INFANTRY unit from your army.

EFFECT: Until the end of the turn, add 2 to Advance and Charge rolls made for your unit.

The MONSTER keyword is used in the following Orks datasheets:

’ARD AS NAILS
1CP
War Horde – Battle Tactic Stratagem
Sven the lowliest Ork Boy has a toughened hide and a dense skull. While there yet remains the prospect of a git to give a good kicking, it takes a blow of truly phenomenal strength to even give the Ork pause.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One unit from your army (excluding GROTS, MONSTER and VEHICLE units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
ORKS IS NEVER BEATEN
2CP
War Horde – Epic Deed Stratagem
So resilient is Ork physiology – and so slow are Orks on the uptake – that even killing wounds can take a while to register.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making attacks, and is then removed from play.
UNBRIDLED CARNAGE
1CP
War Horde – Battle Tactic Stratagem
When Orks get stuck into the foe, the carnage is wonderful to behold, at least for other Orks.
WHEN: Fight phase.

TARGET: One unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a melee attack, an unmodified hit roll of 5+ scores a Critical Hit.
Get Stuck In
War Horde Detachment

Once an Ork gets stuck into hand-to-hand combat, they quickly overwhelm their enemies through sheer ferocity and an eagerness to give the gitz a good kicking.

Melee weapons equipped by models from your army have the [SUSTAINED HITS 1] ability.
Da Hunt Is On
Da Big Hunt Detachment

Spying the largest or most dangerous threats on the battlefield - besides the Orks themselves - Beast Snaggas chase them down with gleeful enthusiasm, mobs racing each other to claim the kill and to snag a worthy trophy with which to proclaim their status as the warband’s greatest hunters. Until, that is, the easily distracted ladz notice their next quarry.

At the start of your Command phase, select one MONSTER, VEHICLE or WARLORD unit from your opponent s army. If your opponent does not have any of these on the battlefield (or embarked within a TRANSPORT that is on the battlefield), you can select one CHARACTER unit from your opponent’s army instead. Until the start of your next Command phase, that enemy unit is your Prey:
  • Each time a BEAST SNAGGA unit from your army declares a charge that includes your Prey as one of the targets, you can re-roll the Charge roll.
  • Each time a BEAST SNAGGA model from your army makes an attack that targets your Prey, improve the Armour Penetration characteristic of that attack by 1.
Da Boss Is Watchin’
Bully Boyz Detachment

Gathered together into an all-conquering mass of hulking brutes, the biggest Nobz and their even larger bosses are - or so they claim - more Orky than anyone else. Their bellowed war cries are louder, their self-belief, impetus and sheer presence an affront to the senses. Theirs is a violent momentum that can roll through entire enemy armies in an unrelenting wave of aggression.

At the start of a battle round in which you have not called a Waaagh!, if you have one or more WARBOSS models on the battlefield (or embarked within a TRANSPORT that is on the battlefield), you can call a Waaagh! for a second time this battle. When doing so, that second Waaagh! only counts as having been called for WARBOSS, NOBZ and MEGANOBZ units from your army.
  • Kunnin’ But Brutal
    15 pts
War Horde Detachment

Feigning weakness, this greenskin allows his foes to close in before delivering a brutal flurry of attacks.

model only. While the bearer is leading a unit, that unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

  • Supa-Cybork Body
    15 pts
War Horde Detachment

The original owner of this one-of-a-kind endoskeleton became the envy of every Warboss around, and was soon gutted and stripped for parts by a stronger rival. The Supa-Cybork Body has been retransplanted several times since then, filling its new owner with confidence, resilience and a belated hope that the Painboyz gave it a quick clean before shoving it back in place…

model only. The bearer has the Feel No Pain 4+ ability.

Extra Attacks

Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows.

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of such a weapon fights, it can make attacks with that weapon in addition to the one it chooses to fight with. The number of attacks made with an Extra Attacks weapon cannot be modified by other rules.

  • The bearer can attack with this weapon in addition to any other weapons it can make attacks with.
  • Headwoppa’s Killchoppa
    20 pts
War Horde Detachment

Grand Warboss Headwoppa and his tribe were last seen charging headlong into a horde of Khornate daemons, but legend speaks of a blood-slick choppa that still turns up occasionally. Though this weapon looks normal, a dark voice is said to growl in the mind of its wielder, driving them on to ever greater excesses of violence.

model only. Melee weapons equipped by the bearer (excluding Extra Attacks weapons) have the [DEVASTATING WOUNDS] ability.

  • Follow Me Ladz
    25 pts
War Horde Detachment

Always found at the forefront of an assault, this Ork likes to be the first into the fray.

model only. While the bearer is leading a unit, add 2" to the Move characteristic of models in that unit.

  • Proper Killy
    15 pts
Da Big Hunt Detachment

This Beast Snagga is an unstoppable engine of destructive butchery who has left the brutalised corpses of his huge prey piled in his wake on world after world.

BEAST SNAGGA model only. Add 1 to the Damage characteristic of melee weapons equipped by the bearer.

Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.
  • Skrag Every Stash!
    25 pts
Da Big Hunt Detachment

Successful hunt leaders are never short of a kunnin' plan to flush out the prey. This sneaky git has mastered the art of ransacking whatever the prey values, luring the quarry in to retaliate or else ensuring they’re cornered, with no bolthole or gear to fall back on.

BEAST SNAGGA model only. At the end of your Command phase, if the bearer is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.

Embark
If a unit makes a Normal, Advance or Fall Back move, 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 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 that TRANSPORT model. Unless otherwise stated, units cannot do anything or be affected in any way while they are embarked.

  • A unit can embark within a friendly TRANSPORT if all of its models end a Normal, Advance or Fall Back move within 3" of that TRANSPORT.
  • A unit cannot embark and disembark in the same phase.
  • Speed Makes Right
    25 pts
Kult of Speed Detachment

This Orks adrenaline-addled mind lurches from one insight to the next, a bone-shaker whose engine only fires on all cylinders when he is in the thick of the fighting. Once there, however, it revs into overdrive.

model only. In your Command phase, if the bearer (or a TRANSPORT the bearer is embarked within is within 9" of one or more enemy units, roll one D6: on a 3+, you gain 1CP.

Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark.

Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal, Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary.

Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn.

  • Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back.
  • If a unit disembarks before its TRANSPORT moves, it can act normally.
  • If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark).
  • Units that disembark this turn cannot Remain Stationary.
  • Fasta Than Yooz
    35 pts
Kult of Speed Detachment

The thrill-seeking Orks at the head of Speed Freeks warbands lead their Kult of Speed brethren right into enemy lines, leaping from speeding Trukks and Battlewagons if need be to plunge into the fight.

INFANTRY model only. Each time the bearer’s unit disembarks from a TRANSPORT after that TRANSPORT has made a Normal move, the bearer’s unit is still eligible to declare a charge this turn.

  • Ferocious Show Off
    10 pts
Green Tide Detachment

This brutal fighter is even more dangerous with a raucous audience of chanting Orks as he displays his violent abilities as a warning to all.

INFANTRY model only. Each time the bearer fights, while resolving those attacks, add 1 to the Strength characteristic of the bearers melee weapons. If the bearer’s unit contains 10 or more models, while resolving those attacks, add 3 to the Strength characteristic instead.

  • Bloodthirsty Belligerence
    15 pts
Green Tide Detachment

Buoyed on by his chanting ladz and eager to smash into his enemies first, this boss leads the way, racing towards one fight after the next.

INFANTRY model only. While the bearer is leading a unit, you can re-roll Advance rolls made for that unit. While that unit contains 10 or more models, you can re-roll Charge rolls made for that unit as well.

  • Raucous Warcaller
    20 pts
Green Tide Detachment

This hulking boss is a focal point of violent enthusiasm. Orks flocking to his bosspole feel emboldened, the boss exuding an energetic dynamism that keeps his ladz at the height of rampaging excitement.

INFANTRY model only. While the bearer is leading a unit, that unit always counts as containing 10 or more models for the purposes of your Detachment rule and any Stratagems you use.

  • Brutal But Kunnin’
    25 pts
Green Tide Detachment

What tactics occasionally pop into this Orks head revolve purely around throwing as many Boyz into the enemy’s face as possible.

INFANTRY model only. In your Command phase, if the bearer is on the battlefield (or is embarked within a TRANSPORT that is on the battlefield), roll one D6, adding 2 to the result if the bearer’s unit contains 10 or more models: on a 5+, you gain 1CP.

The WARBOSS and INFANTRY keywords are used in the following Orks datasheets:

Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
  • ’Eadstompa
    10 pts
Bully Boyz Detachment

A solid slab of muscle and aggression, this Ork is living embodiment of the undeniable truth of his enemies’ inferiority.

INFANTRY WARBOSS model only. Each time the bearer makes an attack that targets a unit that is below its Starting Strength, re-roll a Wound roll of 1. If that unit is Below Half-strength, you can re-roll the Wound roll instead.

  • Da Biggest Boss
    15 pts
Bully Boyz Detachment

The bigger the Waaagh!, the bigger the boss must be to exert control. This Ork has countless huge battles under his belt and has grown in stature and aggression to match.

INFANTRY WARBOSS model only. Add 2 to the bearer’s Wounds characteristic.

  • Big Gob
    20 pts
Bully Boyz Detachment

This warlords bellowing war cry is so loud that it can be heard over the thickest of fighting, rolling outwards in a terrifying bestial roar.

INFANTRY WARBOSS model only. At the start of the Fight phase, select one enemy unit within Engagement range of the bearer. That unit must take a Battle-shock test, and when doing so, subtract 1 from the result.

Alternative models by Artel W:

Pistol

Pistols can be wielded even at point-blank range.

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Can be shot even if the bearer’s unit is within Engagement Range of enemy units, but must target one of those enemy units.
  • Cannot be shot alongside any other non-Pistol weapon (except by a MONSTER or VEHICLE).
Blast

High-explosives can fell several warriors in a single blast, but firing them where your comrades will get caught in the ensuing detonation is simply unwise.

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Example: If a weapon with the [BLAST] ability and an Attacks characteristic of 2D6 targets a unit that contains 11 models, and the roll to determine how many attacks are made is a 9, a total of 11 attacks would be made against that unit.

  • Add 1 to the Attacks characteristic for every five models in the target unit (rounding down).
  • Can never be used against a target that is within Engagement Range of any units from the attacking model’s army (including its own).
  • Surly as a Squiggoth
    20 pts
Da Big Hunt Detachment

With a lifetime of leading notoriously deadly Beast Snagga hunts behind them, and gnarled hides thicker than Battlewagon armour, this Ork and his favoured Boyz have survived blows that would fell a Gargant.

BEASTBOSS ON SQUIGOSAUR model only. While the bearer is leading a unit, each time an attack targets that unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll.

SCOUTS

Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.

Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x" as if it were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT model). A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Example: A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6".

  • Scouts x": Unit can make a Normal move of up to x" before the first turn begins.
  • If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead.
  • Must end this move more than 9" horizontally away from all enemy models.
  • Glory Hog
    30 pts
Da Big Hunt Detachment

Obsessed with being the first to make a kill, this hunter spurs his unruly mount ahead of the warband, coaxing his mob to follow him with the explicit threat of feeding them to his squigosaur if they don’t keep up.

BEASTBOSS ON SQUIGOSAUR model only. Models in the bearer’s unit have the Scouts 9" ability.

The MEK keyword is used in the following Orks datasheets:

GRENADE
1CP
Core – Wargear Stratagem
Priming their hand-held projectiles, these warriors draw back and hurl death into the enemy’s midst.
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army that is not within Engagement Range of any enemy units and has not been selected to shoot this phase.

EFFECT: Select one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES unit. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.

The WALKER keyword is used in the following Orks datasheets:

The GROTS and VEHICLE keywords are used in the following Orks datasheets:

BIGGER SHELLS FOR BIGGER GITZ
1CP
Dread Mob – Battle Tactic Stratagem
Stashes of extra speshul ammo provided by the Meks are often expended on rival monstrosities.
WHEN: Your Shooting phase.

TARGET: One MEK, WALKER or GROTS VEHICLE unit from your army that has not been selected to shoot this phase.

EFFECT: Each time you use this Stratagem, you can choose to push it. Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE, add 1 to the Wound roll. If you chose to push it, add 1 to the Damage characteristic of that attack and, until the end of the phase, ranged weapons equipped by models in your unit have the [HAZARDOUS] ability as well.
Lethal Hits

Some weapons can inflict fatal injuries on any foe, no matter their resilience.

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.
Try Dat Button!
Dread Mob Detachment

Inventive Meks wire all manner of kustomised gubbinz, suspicious extras and inviting big red buttons to weapons or into the cockpits of their clanking kan creations. Eager Orks are always enthusiastic to try out such random innovations to see what sort of destruction they can cause. Sometimes this can be risky, but that’s half the fun!

Each time a MEK, WALKER or GROTS VEHICLE unit from your army is selected to shoot or fight, roll one D6. Until the end of the phase, weapons equipped by models in that unit have the corresponding ability shown in the table below.
D6BUTTON EFFECT
[SUSTAINED HITS 1] ability.
[LETHAL HITS] ability.
Each time an attack is made with this weapon, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 2.

Alternatively, when such a unit is selected to shoot or fight, you can select one of the abilities above instead of rolling the D6. If you do, until the end of the phase, weapons equipped by models in that unit have the [HAZARDOUS] ability as well.

If a weapon equipped by a model from you army has the [HAZARDOUS] ability from multiple sources, each time you take a Hazardous test for that weapon, it is failed on a roll of a 1 or a 2.
Ignores Cover

Some weapons are designed to root enemy formations out of entrenched positions.

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.
  • Gitfinder Googlez
    10 pts
Dread Mob Detachment

By squinting hard through the mismatched lenses of these goggles, even the sneakiest git can be pinpointed.

MEK model only. Ranged weapons equipped by models in the bearer’s unit have the [ignores cover] ability.

  • Smoky Gubbinz
    15 pts
Dread Mob Detachment

This loud, fume-belching device wreathes the bearer and his mates in a thick bank of smoke. This is hard for the enemy to see through, but has little detriment on the Orks’ own accuracy.

MEK model only. Models in the bearer’s unit have the Stealth ability.

  • Supa-glowy Fing
    20 pts
Dread Mob Detachment

The Mek cobbled together this strange device in a flash of feverish inventin’. He isn’t sure what it does - and it glows weirdly - but he proudly carries it to battle, eager to know what its big switch will do this time.

MEK model only. In your Command phase, select one enemy unit within 18" of and visible to the bearer, then roll one D6: on a 1-2, that enemy unit must take a Battle-shock test; on a 3-4, that enemy unit suffers D3 mortal wounds; on a 5-6, until the start of your next Command phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll.

  • Press It Fasta!
    35 pts
Dread Mob Detachment

Impatient for better results, this Mek is an avid advocate of the theory that smashing buttons and cranking dials faster makes kustom guns more shooty.

MEK model only. Each time the bearer’s unit is selected to shoot, when rolling to determine which ability that unit’s weapons gain from the Try Dat Button! Detachment rule, roll one additional D6: until the end of the phase, ranged weapons equipped by models in that unit gain both Button Effects generated by those rolls. If a duplicate Button Effect is rolled, it has no additional effect.

The MEGA ARMOUR keyword is used in the following Orks datasheets:

Heavy

Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Add 1 to Hit rolls if the bearer’s unit Remained Stationary this turn.
INFILTRATORS

Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.
LONE OPERATIVE

Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle.

Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".
Twin-linked

Dual weapons are often grafted to the same targeting system for greater lethality.

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

The SMOKE keyword is used in the following Orks datasheets:

Characters
SMOKESCREEN
1CP
Core – Wargear Stratagem
Even the most skilled marksmen struggle to hit targets veiled by billowing screens of smoke.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.
Alternative models by Artel W:

DEADLY DEMISE

From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.

Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").

Example: A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly.

  • Deadly Demise x: When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds.
Assault

Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Can be shot even if the bearer’s unit Advanced.
Torrent

Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.
Melta

Melta weapons are powerful heat rays whose fury is magnified at close range.

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Example: A model targets a unit that is within half range of a weapon with a Damage characteristic of D6 and the [MELTA 2] ability. If that attack inflicts damage on the target, it inflicts D6+2 damage.

  • [MELTA X]: Increase the Damage by ‘x’ when targeting units within half range.
SQUIG FLINGIN’
1CP
Kult of Speed – Strategic Ploy Stratagem
Speed Freeks live in their vehicles, so it's no surprise to find small squigs lurking in some compartments. A few are vicious, and entertaining, enough to be worth lobbing into nearby enemies to cause anarchy.
WHEN: Your Movement phase, just after a SPEED FREEKS or TRUKK unit from your army ends a Normal, Advance or Fall Back move.

TARGET: That SPEED FREEKS or TRUKK unit.

EFFECT: Select one enemy unit within 9" of your unit. That enemy unit must take a Battle-shock test and, when doing so, subtract 1 from the result.
MORE GITZ OVER ’ERE!
1CP
Kult of Speed – Strategic Ploy Stratagem
Sometimes new targets that emerge are just too juicy to ignore.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One SPEED FREEKS unit from your army that is within 9" of that enemy unit and is not within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Normal move of up to 6".
SPEEDIEST FREEKS
1CP
Kult of Speed – Strategic Ploy Stratagem
Speed Freeks are often just blurs of vehicular mayhem that prove difficult to land a blow on.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One SPEED FREEKS or TRUKK unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have a 5+ invulnerable save. If your unit is a VEHICLE unit with an unmodified Toughness characteristic of 8 or less, until the end of the phase, models in your unit have a 4+ invulnerable save instead.
BLITZA FIRE
1CP
Kult of Speed – Battle Tactic Stratagem
Fiercely gripping the trigger, with a manic grin as they close on their foes, Speed Freeks fire so many rounds that some just have to find a weak spot.
WHEN: Your Shooting phase.
TARGET: One SPEED FREEKS unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability and, each time a model in your unit makes an attack that targets a unit within 9", a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.

RESTRICTIONS: A unit cannot be targeted by this and the Dakkastorm Stratagem in the same phase.
DAKKASTORM
1CP
Kult of Speed – Battle Tactic Stratagem
Often all an enemy will see of a Kult of Speed is a blur as they speed by, all guns blazing.
WHEN: Your Shooting phase.

TARGET: One SPEED FREEKS unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. While targeting a unit within 9", they have the [SUSTAINED HITS 2] ability instead.

RESTRICTIONS: A unit cannot be targeted by this and the Blitza Fire Stratagem in the same phase.
FULL THROTTLE!
1CP
Kult of Speed – Battle Tactic Stratagem
When racing buggies and warbikes charge at full pelt, the power behind their crews’ assault is so great that they can smash through the enemy.
WHEN: Your Charge phase, just after a SPEED FREEKS unit from your army ends a Charge move.

TARGET: That SPEED FREEKS unit.

EFFECT: Until the end of the turn, each time a model in your unit makes a melee attack, add 1 to the Wound roll.
Adrenaline Junkies
Kult of Speed Detachment

If there is one thing Speed Freeks love more than racing full tilt towards the enemy, smashing into them and pulling hair pin turns to do it all again, it is loosing incredible amounts of noisy, chugging dakka as they do so.

SPEED FREEKS units from your army are eligible to shoot in a turn in which they Advanced or Fell Back.
  • Wazblasta
    10 pts
Kult of Speed Detachment

This warlord’s fanatical devotion to speed is such that he cannot stand being anywhere other than in the hear, of the action and he pushes the ladz around him to crank their throttles in order to close the distance with the enemy as soon as possible.

DEFFKILLA WARTRIKE model only. In your Shooting phase, after the bearer’s unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, it is not eligible to declare a charge.

Consolidate
After a unit has finished making all of its melee attacks, it Consolidates. Each time a unit Consolidates, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Consolidation move. For a Consolidation to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, then each model in that unit can instead make a Consolidation move towards the closest objective marker, but only if, after doing so, that unit is within range of that objective marker and in Unit Coherency. If these conditions also cannot be met, no models in the unit can make Consolidation moves this phase and that unit’s fight ends.

If a unit can end its Consolidation within Engagement Range of one or more enemy units, then each time one of its models makes a Consolidation move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Consolidation Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit if possible.
  • If the above is not possible, each model can move towards the closest objective marker, but this must result in the unit being within range of it and in Unit Coherency.
  • If the above is also not possible, no models can Consolidate.
  • Squig-hide Tyres
    15 pts
Kult of Speed Detachment

Scaly squig-hide is the perfect material for fast and grippy tyres, able to provide traction even in the mire of blood, guts and oil left over from most Speed Freekfights.

DEFFKILLA WARTRIKE model only. Each time a model in the bearer’s unit makes a Consolidation move, it can move up to 6" instead of up to 3".

Alternative models by Artel W:

6. Select Warlord
Select one CHARACTER model from your army to be your Warlord – this will be the leader of your army – and make a note of this on your Army Roster. Your Warlord gains the WARLORD keyword.
Alternative models by Artel W:

The BEAST SNAGGA and CHARACTER keywords are used in the following Orks datasheets:

The PAINBOY keyword is used in the following Orks datasheets:

  • Tellyporta
    25 pts
Bully Boyz Detachment

Nothing shocks the enemy like an angry mob of the biggest and surliest Orks imaginable suddenly appearing in a blast of green lightning!

WARBOSS IN MEGA ARMOUR model only. Models in the bearer’s unit have the Deep Strike ability.

Alternative models by Artel W:

Psychic Weapons and Abilities
Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word ‘Psychic’. If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

The PSYKER keyword is used in the following Orks datasheets:

Characters
Leadership Tests
If a rule requires you to take a Leadership test for a unit, roll 2D6: if the total is greater than or equal to the best Leadership characteristic in that unit, that test is passed. Otherwise, it is failed.

The GRETCHIN keyword is used in the following Orks datasheets:

The GRETCHIN keyword is used in the following Orks datasheets:

The DA RED GOBBO keyword is used in the following Orks datasheets:

CONNIVING RUNTS
1CP
Dread Mob – Strategic Ploy Stratagem
A Gretchin’s lot is often a wretched one, and the spiteful zoggers will take any chance to cause pain and mischief using sneaky traps before legging it.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One GRETCHIN unit from your army that is within 9" of that enemy unit and not within Engagement Range of any enemy units.

EFFECT: Roll one D6: on a 4+, that enemy unit suffers D3+1 mortal wounds. Your unit can then make a Normal move.
Alternative models by Artel W:

The JUMP PACK keyword is used in the following Orks datasheets:

Characters
Alternative models by Artel W:

Alternative models by Artel W:

Alternative models by Artel W:

The MOB keyword is used in the following Orks datasheets:

The BATTLELINE keyword is used in the following Orks datasheets:

BRAGGIN’ RIGHTS
1CP
Green Tide – Strategic Ploy Stratagem
With volleys of wagers, threats, insults, dung and the occasional hurled rock, mobs of Orks bolster each other’s spirits in the most Orky ways possible.
WHEN: Your Command phase.

TARGET: Two BOYZ units from your army that are within 6" of each other.

EFFECT: Until the start of your next Command phase, while those two units are within 6" of each other, they both count as containing 10 or more models for the purposea of your Detachment rule, any Enhancements models from your army have and any Stratagems you use.
COME ON LADZ!
1CP
Green Tide – Strategic Ploy Stratagem
Orks are drawn to conflict and constantly race into battle at the merest hint of violence.
WHEN: Your Command phase.

TARGET: One BOYZ unit from your army.

EFFECT: Return up to D3+2 destroyed models to your unit (excluding CHARACTER models).
GO GET ’EM!
1CP
Green Tide – Strategic Ploy Stratagem
Keeping Orks at arm’s length and pummelling them with as much firepower as possible is often the safest tactic for their victims. Unfortunately, it can also draw their attention and give them the urge to re-educate the gitz in the joys of up-close savagery.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One BOYZ unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: After the attacking unit has shot, your unit can make a Go Get ’Em! move. To do so, roll one D6: each model in your unit can move a distance in inches up to the result, but your unit must end that move as close as possible to the closest enemy unit. When doing so, those models can be moved within Engagement Range of that enemy unit. If your unit contains 10 or more models, it can move up to 6" when making that move instead.
TIDE OF MUSCLE
1CP
Green Tide – Epic Deed Stratagem
Once a horde of Orks get a sight of the foe, nothing can stop them.
WHEN: Your Charge phase.

TARGET: One BOYZ unit from your army that has not declared a charge this phase.

EFFECT: Until the end of the phase, each time your unit declares a charge, add the current battle round number to the Charge roll.
BULLDOZER BRUTALITY
1CP
Green Tide – Battle Tactic Stratagem
In the massive fights that Orks enjoy, the only way to ensure a slice of the action is to bludgeon a path through the press to get a hand on the enemy.
WHEN: Fight phase.

TARGET: One BOYZ unit from your army that has not been selected to fight this phase and is within Engagement Range of one or more enemy units.

EFFECT: Until the end of the phase, each time your unit is selected to fight, when determining which models in your unit are eligible to fight, any models in your unit that are within 3" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3" of them and within Engagement Range of their unit.
COMPETITIVE STREAK
1CP
Green Tide – Battle Tactic Stratagem
Galvanised by the rest of their mates fighting around them, Orks will redouble their efforts to outdo each other.
WHEN: Fight phase.

TARGET: One BOYZ unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If your unit contains 10 or more models, re-roll the Wound roll instead.
Mob Mentality
Green Tide Detachment

Caught up in the infectious and nigh supernatural belligerence that suffuses such large hordes of Orks on the warpath, the Boyz tend to push through lethal wounds, being too immersed in the energetic riot to worry about such things as long as they have a load of mates to enjoy the fight with.

Each time an attack targets a BOYZ unit from your army, models in that unit have a 5+ invulnerable save against that attack. In addition, each time an attack targets an unit from your army, if it contains 10 or more models, re-roll a saving throw of 1 made against that attack.
FIRING DECK

Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.

Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with. Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons.

  • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon from up to ‘x’ models embarked within it; this TRANSPORT counts as being equipped with those weapons as well.
TANK SHOCK
1CP
Core – Strategic Ploy Stratagem
Ramming the foe with a speeding vehicle may be an unsubtle tactic, but it is a murderously effective one.
WHEN: Your Charge phase.

TARGET: One VEHICLE unit from your army.

EFFECT: Until the end of the phase, after your unit ends a Charge move, select one enemy unit within Engagement Range of it, then select one melee weapon your unit is equipped with. Roll a number of D6 equal to that weapon’s Strength characteristic. If that Strength characteristic is greater than that enemy unit’s Toughness characteristic, roll two additional D6. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
CAREEN!
1CP
War Horde – Epic Deed Stratagem
If their vehicle is on its last legs, any Ork worth their steering wheel will aim its blazing remains into the nearest cluster of enemies. The ensuing explosions never fail to raise a rousing cheer from nearby Ork onlookers.
WHEN: Any phase, just after an VEHICLE unit from your army with the Deadly Demise ability is destroyed.

TARGET: That destroyed VEHICLE unit, if you roll a 6 for its Deadly Demise ability. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Your unit can make a Normal or Fall Back move before its Deadly Demise ability is resolved, and before any embarked units perform an Emergency Disembarkation. When making this move, your unit can move over enemy units (excluding MONSTERS and VEHICLES) as if they were not there.

The FORTIFICATION keyword is used in the following Orks datasheets:

The FORTIFICATION keyword is used in the following Orks datasheets:

Model Fully Visible
If every part of another model that is facing the observing model can be seen from any part of the observing model, then that other model is said to be fully visible to the observing model, i.e. the observing model has line of sight to all parts of the other model that are facing it, without any other models or terrain features blocking visibility to any of those parts.

Indirect Fire

Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury.

Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll and the target has the Benefit of Cover against that attack.

Example: An enemy unit is targeted by an attacking model equipped with a weapon with the [INDIRECT FIRE] ability. No models in the target unit are visible to the attacking model, so when resolving the attacks made with that weapon, subtract 1 from that attack’s Hit roll and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.

  • Can target and make attacks against units that are not visible to the attacking unit.
  • If no models are visible in a target unit when it is selected, then when making an attack against that target with an Indirect Fire weapon, subtract 1 from that attack’s Hit roll and the target has the Benefit of Cover against that attack.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines the type and maximum number of friendly models that can embark within them.

Units can start the battle embarked within a TRANSPORT model instead of being set up separately – declare which units are embarked within a TRANSPORT model before you set it up.

FIRING DECK

Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.

Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with. Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons.

  • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon from up to ‘x’ models embarked within it; this TRANSPORT counts as being equipped with those weapons as well.

The AIRCRAFT keyword is used in the following Orks datasheets:

Alternative models by Artel W:

Alternative models by Artel W:

The WALKER keyword is used in the following Orks datasheets:

SUPERFUELLED BOILER
1CP
Dread Mob – Strategic Ploy Stratagem
By pushing their engines past any sane level, Ork combat walkers can build terrifying momentum.
WHEN: Your Movement phase, just after an WALKER unit from your army has been selected to Advance.

TARGET: That WALKER unit.

EFFECT: Until the end of the turn, you can re-roll Advance rolls made for your unit and ranged weapons equipped by models in your unit have the [ASSAULT] ability.
DAKKA! DAKKA! DAKKA!
1CP
Dread Mob – Battle Tactic Stratagem
Orks have a tendency to hold the trigger down until their weapon stops firing, falls apart or misfires.
WHEN: Your Shooting phase.

TARGET: One WALKER or GROTS VEHICLE unit from your army that has not been selected to shoot this phase.

EFFECT: Each time you use this Stratagem, you can choose to push it. Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1. If you chose to push it, you can re-roll the Hit roll instead and, until the end of the phase, ranged weapons equipped by models in your unit have the [HAZARDOUS] ability as well.
EXTRA GUBBINZ
1CP
Dread Mob – Battle Tactic Stratagem
The Meks' creations can afford to have all manner of useless junk blasted from them with little effect.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One WALKER or GROTS VEHICLE unit from your army (excluding TITANIC units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
KLANKIN’ KLAWS
1CP
Dread Mob – Battle Tactic Stratagem
The krews of a Mek’s stompiest contraptions revel in ripping apart anything they can get their kiaws on, heedless of the damage done to their own gubbinz.
WHEN: Fight phase.

TARGET: One WALKER unit from your army that has not been selected to fight this phase.

EFFECT: Each time you use this Stratagem, you can choose to push it. Until the end of the phase, add 2 to the Strength characteristic of melee weapons equipped by models in your unit and, if you chose to push it, until the end of the phase, add 1 to the Damage characteristic of those weapons and they have the [HAZARDOUS] ability as well.
Alternative models by Artel W:

The TITANIC keyword is used in the following Orks datasheets:

The TOWERING keyword is used in the following Orks datasheets:

Lance

Lance weapons are deadly on the charge.

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.
Alternative models by Artel W:

CUT’EM DOWN
1CP
Bully Boyz – Battle Tactic Stratagem
Furious with any snivelling gitz who attempt to back away from a good fight, Nobz will ruthlessly hack them apart as they turn to flee.
WHEN: Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back.

TARGET: One NOBZ or MEGANOBZ unit from your army within Engagement Range of that enemy unit.

EFFECT: When that enemy unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if a Waaagh! is active for your unit, subtract 1 from each of those tests.
ARMED TO DATEEF
1CP
Bully Boyz – Battle Tactic Stratagem
Nobz load themselves with all manner of weapons in shows of wealth and influence, enabling them to smash the foe with a ceaseless barrage of attacks.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One NOBZ or MEGANOBZ unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1. If a Waaagh! is active for your unit, you can re-roll the Hit roll instead.
TOO ARROGANT TO DIE
1CP
Bully Boyz – Strategic Ploy Stratagem
With bone-headed arrogance, Nobz will carry on killing before their deaths finally register.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One NOBZ or MEGANOBZ unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not shot or fought this phase, roll one D6, adding 2 to the result if a Waaagh! is active for your unit. On a 5+, do not remove the destroyed model from play; it can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play.
HULKING BRUTES
1CP
Bully Boyz – Battle Tactic Stratagem
The sheer aggressive contempt advancing Nobz project, not to mention their thick skulls and ‘eavy armour, make them a terrifying prospect for foes desperately trying to gun them down.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One NOBZ or MEGANOBZ unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
CRUSHING IMPACT
1CP
Bully Boyz – Epic Deed Stratagem
When a thundering mob of hulking Ork Nobz stampedes into the foe, their crushing momentum is a lethal weapon by itself.
WHEN: Your Charge phase, just after a NOBZ or MEGANOBZ unit from your army ends a Charge move.

TARGET: That NOBZ or MEGANOBZ unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). If a Waaagh! is active for your unit, that enemy unit suffers 1 mortal wound for each 4+ instead.
ALWAYS LOOKIN’ FER A FIGHT
1CP
Bully Boyz – Strategic Ploy Stratagem
As one enemy falls to the choppas of a battle-hungry mob of Nobz, they immediately seek out more.
WHEN: Fight phase, just after an enemy unit is destroyed.

TARGET: One NOBZ or MEGANOBZ unit from your army that destroyed that enemy unit.

EFFECT: Until the end of the phase, each time your unit makes a Consolidation move, it can move up to D3+3" instead of up to 3". If a Waaagh! is active for your unit, it can move up to 6" instead.
Alternative models by Artel W:

The MONSTER keyword is used in the following Orks datasheets:

Flying
If a model can FLY, then when it makes a Normal, Advance or Fall Back move, it can be moved over enemy models as if they were not there, and can be moved within Engagement Range of enemy models when making such a move. Note this also means that MONSTER and VEHICLE models that can FLY can be moved over other MONSTER and VEHICLE models when making such a move. However, models that can FLY cannot end their move on top of any other models or within Engagement Range of any enemy models.

When a model that can FLY starts or ends a move on a terrain feature, instead of measuring the path it has moved across the battlefield, you instead measure its path ‘through the air’, as shown in the diagram below.

  • FLY models can move over enemy models when they make a Normal, Advance or Fall Back move.
  • FLY models that start or end a move on a terrain feature measure distance moved through the air when they make a Normal, Advance or Fall Back move.

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