Book | Kind | Edition | Version | Last update |
Morgrim’s Butchas | ||||
Morgrim’s Butchas | Index | 10 | April 2024 |
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 toothy maws, even the most stalwart warriors fear the onslaught to come.
If your Army Faction is ORKS, 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:This boss’ many bionik replacements attest to a lifetime of confronting the most dangerous beasts he can find, and coming out victorious. Those who follow him are eager to prove they are tough enough to join his biggest hunts and arrogantly ignore dire wounds that would keep them from their prey.
Models in the bearer’s unit have the Feel No Pain 5+ ability. In addition, each time a ranged attack is allocated to a model in the bearer’s unit, add 1 to any armour saving throw made against that attack.Ork bosses must constantly prove themselves the biggest and baddest fighters, and this Beastboss has a well‑earned reputation for seeking out and pulverising the foe’s most dangerous champions in gory displays of superiority.
Melee weapons equipped by the bearer have the [PRECISION] and [SUSTAINED HITS 1] abilities.Beast Snagga Orks are instinctively drawn to the biggest threats on the battlefield, seeing their destruction as an irresistible challenge. Not to mention, of course, the bragging rights among the warband and the impressive trophies that can be harvested from their ruined carcass if they succeed.
At the start of the first battle round, select one enemy MONSTER or VEHICLE model. If there are no such enemy models, select the enemy WARLORD model instead.Whether aiming to loot the foe’s stash of fancy gear, to show the gitz who’s boss by getting right up in their face or just letting off steam after a successful hunt, Orks relish the simple strategy of piling right into – and often straight through – the enemy army’s heart.
At the end of your turn, you score 3VP if you control the objective marker closest to your opponent’s battlefield edge and you score 1VP for each other objective you control that is not within your deployment zone.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 |
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 |
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 [extra attacks] | |||||||
Squighog jaws [extra attacks] | Melee | 3 | 4+ | 6 | -1 | 2 |
The INFANTRY keyword is used in the following Morgrim’s Butchas datasheets:
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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.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.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, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. 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.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.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.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’.The ORKS keyword is used in the following Morgrim’s Butchas datasheets:
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.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 toothy maws, even the most stalwart warriors fear the onslaught to come.
If your Army Faction is ORKS, 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: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’.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.The ORKS keyword is used in the following Morgrim’s Butchas datasheets:
The INFANTRY keyword is used in the following Morgrim’s Butchas datasheets:
The BEAST SNAGGA keyword is used in the following Morgrim’s Butchas datasheets:
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. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.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.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.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).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.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.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 one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.