Orks – Beastboss on Squigosaur

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Beastboss on Squigosaur
(⌀80mm)
M
10"
T
9
SV
3+
W
10
LD
6+
OC
3
INSV
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Slugga CLOSE-QUARTERS LETHAL HITS: non-MONSTER/VEHICLE
Slugga CLOSE-QUARTERS LETHAL HITS: non-MONSTER/VEHICLE
12"
1
5+
4
0
1
Thump Gun ANTI-MONSTER/VEHICLE 4+
Thump Gun ANTI-MONSTER/VEHICLE 4+
18"
3
5+
6
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Beastchoppa - Standard CLEAVE 1
Beastchoppa - Standard CLEAVE 1
Melee
6
2+
6
-2
2
HUNTER: MONSTER/VEHICLE
Beastchoppa - Hunter
Beastchoppa - Hunter
Melee
6
2+
12
-2
D6
Squigosaur’s Jaws ANTI-MONSTER/VEHICLE 3+ Extra Attacks
Squigosaur’s Jaws ANTI-MONSTER/VEHICLE 3+ Extra Attacks
Melee
3
3+
7
-2
3

Before selecting targets for this weapon, select one of its eligible profiles to make attacks with. Hunter profiles can only target units with the specified keywords.
WARGEAR OPTIONS
  • This model can be equipped with 1 Thump Gun.

CORE ABILITIESFeel No Pain 5+
ARMY RULESDa Boss, Waaagh!
ABILITIES
Thundering Stampede (Aura): Friendly BEAST SNAGGA units within 6" of this unit have +1 to charge rolls.
Keep Huntin’! (Once per battle round, per army): In your Movement phase, at the start or end of this unit’s move, you can select one friendly BEAST SNAGGA unit within 6" of this unit. That unit:
  • Is no longer battle-shocked.
  • Is riled up until the start of your next turn.
Boss of da Hunt: While this unit is within 3" of a friendly BEAST SNAGGA unit (excluding MONSTER CHARACTER units), this unit has Lone Operative.
UNIT COMPOSITION
  • 1 Beastboss on Squigosaur model
This model is equipped with: 1 Beastchoppa; 1 Slugga; 1 Squigosaur’s Jaws.
YOUR 1ST TO 2ND UNITS COST
1 model
140
YOUR 3RD + UNIT COSTS
1 model
155
KEYWORDS: MONSTER; BEAST SNAGGA; CHARACTER; WARBOSS
FACTION KEYWORDS:
ORKS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
WHERE D'YA FINK YOU'RE GOING?
1CP
Da Big Hunt Stratagem
GOADED INTO ACTION
1CP
Da Big Hunt Stratagem
INSTINCTIVE HUNTERS
1CP
Da Big Hunt Stratagem
GRAB AND BASH
1CP
Freebooter Krew – Strategic Ploy
BOARDIN’ RUSH
1CP
Freebooter Krew – Battle Tactic
KRUMP AND RUN
1CP
Freebooter Krew – Strategic Ploy
DECK FRAGGERS
1CP
Freebooter Krew – Strategic Ploy
BASH AND GRAB
1CP
Freebooter Krew – Battle Tactic
ON DA MOVE
1CP
Speedwaaagh! – Strategic Ploy
SPESHUL AMMO
1CP
Speedwaaagh! – Wargear
DUST TRAILS
1CP
Speedwaaagh! – Strategic Ploy
CLOSE-RANGE DAKKA
1CP
War Horde Stratagem
HIT 'EM HARDER
1CP
War Horde Stratagem
ORKS IS NEVER BEATEN
1CP
War Horde Stratagem
DETACHMENT ABILITY
Get Stuck In
Da Hunt is On
ENHANCEMENTS
Headwoppa's Killchoppa
15
Follow Me Ladz
20
Kunnin' But Brutal
20
Da Boss is Watchin'
25
Da Kaptin
10
Git-spotter Squig
20
Razgit’s Magik Map
25
Targetin' Squigs
20
Proper Killy
15
Blitzboss
20
Da Gobshot Thunderbuss
20
Brutal But Kunnin'
30
Morgog's Finkin' Cap
50
It Came from da Drops
20
Glory Hog
25

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

Monster Epic Hero
Infantry Character
Monster Character

The BIG MEK keyword is used in the following Orks datasheets:

Vehicle Character

The CHARACTER keyword is used in the following Orks datasheets:

13.01 Placing Terrain
Before the battle, place a selection of terrain features on the battlefield using one or more of the following methods:
  • Place a well-defined boundary (such as a base or mat) in each location you want to furnish with terrain, then place one or more terrain features wholly within that boundary.
  • Place one terrain feature directly on the battlefield.
  • Place two or more terrain features directly on the battlefield in such a way that together they define the boundary of an area.

In each case, the area of the battlefield occupied by that boundary or terrain feature is known as a terrain area. A mission’s deployment map may define the location and dimensions of each terrain area. Otherwise, players must agree on this before the battle.

FAQ

Q:Are models that are within the boundary of a terrain area, but not on the ground floor of a terrain area (e.g. overhanging parts of FRAME VEHICLES or models on terrain features that are within that terrain area) within that terrain area?
A:
Yes

The MONSTER keyword is used in the following Orks datasheets:

Monster Epic Hero
Monster Character

The TITANIC keyword is used in the following Orks datasheets:

The TRANSPORT keyword is used in the following Orks datasheets:

Dedicated Transports
Fortifications

The WALKER keyword is used in the following Orks datasheets:

Vehicle Character

The WARBOSS keyword is used in the following Orks datasheets:

Infantry Epic Hero
Monster Character
03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.

FAQ

Q:Does my model or unit become engaged while moving through a enemy units engagement range during a move?
A:
No
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.
Save Rolls
The opposing player resolves the following sequence:
  1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
    • One group for each CHARACTER model.
    • One group for all other models with the same W, Sv and InSv characteristics.
  2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
    • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
    • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
    • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
  3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.

FAQ

Q:When declaring the allocation order of groups in my unit I have more than one non-CHARACTER groups that contain a model with a missing wound, how must I select the order?
A:
Those groups can be selected in an order of your choosing but must be in an order that makes them come before any non-CHARACTER groups that do not contain a model with a missing wound.
Q:I have a unit being attacked with weapons that will modify some of their save rolls to be worse then 6 should I make those save rolls?
A:
Yes, because other models in your unit may have Sv’s that are better those models you’ve mentioned, this means that enough save rolls could be allocated to the those models that the rest of the results are not greater then the Sv’s of the other models in your unit.
Q:Can I group or allocate a wound to a destroyed model?
A:
No.
[LETHAL HITS]24.23

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

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.

FAQ

Q:When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them?
A:
Line of sight is drawn from any part of the observing model to any part of the model being observed.
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).

FAQ

Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+. Does this work when snap shooting?
A:
Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6.
Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+, and I would otherwise need a 5+ to hit. Does a 4+ hit?
A:
Yes, except when snap shooting: when snap shooting, each attack only hits on a roll of 6.
[HAZARDOUS]24.15

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
06.02.01 Normal Damage
Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.

SEE ALSO
  • Normal Damage 06.02.01

FAQ

Q:I have a rule that triggers when a mortal wound is allocated to a model, when does this happen?
A:
When you select a model in the Select Model step of Mortal Wounds (06.02).
06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.

FAQ

Q:I failed hazard rolls from [Hazardous] weapons, do those mortal wounds have to be allocated to the models with the [HAZARDOUS] weapons?
A:
No, you allocate the mortal wounds to the unit as per Mortal Wounds (06.02). (This represents Bob the guardsmen picking up his fallen squad mates plasma gun or that the twisting power of James the Chaos Sorcerer pulling his followers into the warp.)
Q:If a rule says my unit must make a hazard roll does every model in the unit make a hazard roll?
A:
No, the unit would make 1 single hazard roll.
FALL-BACK MOVE09.07
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select fall-back mode:
  • Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
  • Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
  • Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:
Waaagh!

The infamous war cry of the Orks is known and feared throughout the galaxy. When it echoes across the battlefield, bellowed from countless toothy maws, it galvanises the Orks and riles them into a raucous state of excited aggression.

Friendly ORKS units with this ability can:
War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn.
[CLEAVE]24.06

With sufficient might or skill, warriors may sweep blades or talons through their foes in long lethal arcs.

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

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

Mounted Epic Hero
[RAPID FIRE]24.30

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

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
01.07.01 Battlefield Morale
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.07.02 Battle-shock Test
The term Battle-shock test is the same as battle-shock roll.
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:
  • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
  • Its controlling player cannot target that unit with stratagems (15).
  • It is not eligible to start an action (16), and any action it has started cannot be completed.

SEE ALSO
  • Battlefield Morale 01.07.01
  • Battle-shock Test 01.07.02

BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.

FAQ

Q:If a unit has a rule that allows it to start an action when it is battle-shocked can it also continue doing that action if it becomes battle-shocked after starting an action?
A:
Yes
Q:If a unit becomes battle-shocked after starting an action does it stop performing that action?
A:
Yes
01.05.01 Automatically Successful/Passes/Hits/Wounds
When a dice roll or test is automatically successful or automatically passes/hits/wounds, do not roll the dice and instead move to the next step of the sequence for that roll as if the required result had been rolled. Any rules that take effect on a particular dice result or roll result do not take effect.

Example: If a hit roll is automatically successful, move straight to the Wound Rolls step for that attack. Such a hit roll is not a critical hit.

Example: If a wound roll is automatically successful, move straight to the Save Rolls step for that attack. Such a wound roll is not a critical wound.
INGRESS MOVE20.04
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is in strategic reserves (excluding units that are embarked within TRANSPORTS that are themselves in strategic reserves).
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Your unit is set up as described in Set Up (03.02).
WHILE MOVING: Set up your unit wholly within the set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.
  • Before the Third Battle Round: While doing so, no models can be set up within your opponent’s deployment zone.
AFTER MOVING: Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move.
[DEVASTATING WOUNDS]24.10

The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
05.02.01 Multiple Toughness Characteristics
When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
  • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
  • Use the highest T characteristic amongst models in that unit that are on the battlefield.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
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
+
Any other resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).


SEE ALSO
  • Multiple Toughness Characteristics 05.02.01
NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.
[ANTI]24.03

Certain weapons are the bane of particular foes.

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
[TORRENT]24.37

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

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
13.08 Benefit of Cover
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
  • That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).

Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.

FAQ

Q:When my unit shoots at another unit, how does it work if some models in the target unit are fully visible to some models in my unit, while others are within a terrain area/not fully visible?
A:
For each attacking model in your unit, determine whether the target unit has the benefit of cover, as described in Terrain and Visibility. In this scenario, the target unit will likely have the benefit of cover against some of the attacking models, but not all.

This means that, in an example unit where all attacking models are using the same weapon, when you get to the Resolve Attacks step of the Attack Sequence, you will collect dice for attacks made by models against which the target unit has the benefit of cover separately from the dice for attacks made by models against which the target unit does not have the benefit of cover.
STEALTH24.33

The stealthiest warriors can evade the attentions, and the bullets, of their foes.

If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).
01.04.03 As Close As Possible
  • If a rule instructs you to move a model as close as possible to a unit or model you must end that model’s move in base contact with that unit or model if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If a model is already as close as possible to a unit or model when it is instructed to make a move as close as possible towards a unit or model, that model cannot be moved, but still counts as having made the move in question.
  • If a rule instructs you to move a model as close as possible to an objective you must end that model’s move within range of an objective if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If that model is already within range of an objective it can move up to the maximum distance of that move but must end its move still within range of that objective.
Surge Move
SURGE MOVE21.02
SET-UP DISTANCE: As stated in the rule allowing this move type.
ELIGIBLE IF: All of the following apply:
  • The rule allowing this move type has been triggered.
  • Your unit is not battle-shocked.
  • Your unit is unengaged.
  • Your unit has not moved this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select the closest enemy unit to be the surge target.
WHILE MOVING:
  • Each model must end its move engaged with the surge target if possible.
  • Each model that cannot end its move engaged with the surge target must end its move as close as possible to the surge target.
AFTER MOVING:
  • Your unit cannot be engaged with one or more enemy units that were not the surge target.
  • Your unit cannot move again this phase.
[HAZARDOUS]24.15

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
LONE OPERATIVE24.24

Assassins and other covert agents are difficult to pinpoint in the storm of battle.

Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit.

If this ability takes the form Lone Operative X", unless part of an attached unit, this unit is not visible to enemy models unless they are within X" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X" of this unit.
[IGNORES COVER]24.18

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

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
Before selecting targets for this weapon, select one of its eligible profiles to make attacks with.
FIGHTS FIRST24.13

Those possessed of lightning-fast reactions may strike before the opponent can react.

While every model in a unit has this ability, that unit is a Fights First unit.

See the Resolve Fights First Combats step in the Fight phase (12.04).
[BLAST]24.05

High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
05.04.01 Current Allocation Group
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
[PRECISION]24.28

Precision attacks can pick high-value targets out in a crowd.

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
Here Be Loot
Freebooter Krew Detachment

Grabbing loot is a Freebooter’s favourite pastime, followed closely by bludgeoning senseless anyone stupid enough to try to stop him doing so – or, even worse, seeking to take the loot for themselves.

At the start of your Command phase, select one objective marker. Until the start of your next Command phase, that objective marker is your loot objective.

Each time a model in an ORKS INFANTRY, ORKS MOUNTED or ORKS WALKER unit from your army makes an attack, that attack has the [SUSTAINED HITS 1] ability if either or both of the following are true:
  • That model’s unit is within range of your loot objective.
  • That attack targets a unit within range of your loot objective.
FEEL NO PAIN24.12

The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.

This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.

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02.02.03 Random Characteristics
Random Movement: When a unit with a random M characteristic is selected to move, determine the entire unit’s move distance by rolling the indicated number of dice.

Random Attacks: If a weapon has a random A characteristic, that characteristic is determined when generating attacks for that weapon at the Resolve Attacks step (04.03). If several weapons with random A characteristics are making identical attacks, generate the attacks for each of those weapons individually, and group them all together.

Random Damage: If a weapon has a random D characteristic, then each time an attack made with it inflicts damage, the controlling player determines that weapon’s characteristic when the opposing player has selected a model in the target unit to allocate that attack to.

When determining a random D characteristic, the dice roll made is called a damage roll.

Where a D characteristic includes an operator (e.g. a ‘+’, as in D6+1), the value after the operator is part of that D characteristic – it is not a modifier.

Other Random Characteristics: For all other characteristics, roll to determine the value on an individual, per-model or per-weapon basis each time that characteristic is required.
COMMAND RE-ROLL15.02
1CP
Core 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 one of the following rolls for a friendly unit or model:
  • Advance roll
  • Charge roll
  • Damage roll
  • Hazard roll
  • Hit roll
  • Save roll
  • Wound roll
  • A roll to determine the number of attacks generated with a weapon.

TARGET: That unit or model.

EFFECT: You re-roll that roll. If you are rolling more than one dice together, select one of those dice to re-roll (excluding charge rolls, which you must re-roll in full).
INSANE BRAVERY15.04
1CP
Core 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 make a battle-shock roll for a friendly unit.

TARGET: That unit.

EFFECT: That battle-shock roll is automatically successful.

RESTRICTIONS: You cannot use this stratagem more than once per battle.
FIRE OVERWATCH15.08
1CP
Core Stratagem
A hail of fire can drive back advancing foes.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unengaged unit (excluding TITANIC units).

EFFECT: Your unit shoots using snap shooting.
RAPID INGRESS15.07
1CP
Core 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 friendly unit that is in strategic reserves (excluding AIRCRAFT).

EFFECT: Your unit makes an ingress move (20.04).

RESTRICTIONS: You cannot use this stratagem during the first battle round.
HEROIC INTERVENTION15.11
1CP
Core Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: End of your opponent’s Charge phase.

TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.

EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:

  • Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.
+1CP
  • Into the Fray:
    • When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
    • When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.
COUNTEROFFENSIVE15.12
2CP
Core Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight step of your opponent’s Fight phase, just after an enemy unit has resolved its attacks.

TARGET: One friendly unit that is eligible to fight.

EFFECT: Until the end of the phase, your unit has the Fights First ability and it must be the next unit you select to fight (12.04).
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed 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 have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
INSANE BRAVERY
1CP
Boarding Actions – 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 after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic Stratagem
A well-placed explosive munition in confined shipboard spaces can cause bloody carnage.
WHEN: Your Shooting phase.

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

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
COUNTER-OFFENSIVE
2CP
Boarding Actions – 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.
GRAB AND BASH
1CP
Freebooter Krew – Strategic Ploy Stratagem
Few warriors in the galaxy fight with greater brutality than a Freebooter determined to hang onto his loot.
WHEN: Your Command phase.

TARGET: One ORKS unit from your army (excluding GRETCHIN units) that is within range of the loot objective.

EFFECT: Until the start of your next Command phase, the Waaagh! is active for your unit, even if you have already called a Waaagh! this battle.

Designer’s Note: This means that any abilities that are in effect while the Waaagh! is active for your army will be in effect for your unit.
BOARDIN’ RUSH
1CP
Freebooter Krew – Battle Tactic Stratagem
Having cut their gold-plated fangs storming aboard hostile warships, these Freebooterz are good at getting stuck straight into the enemy.
WHEN: Your Movement phase.

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

EFFECT: Until the end of the phase, each time your unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
KRUMP AND RUN
1CP
Freebooter Krew – Strategic Ploy Stratagem
Freebooterz are unscrupulous pirates through and through, always on the look out for new looting opportunities and sometimes even willing to forgo a good punch up in favour of hauling away their riches.
WHEN: Your opponent’s Movement phase, just after an enemy unit falls back.

TARGET: One ORKS unit from your army that was within engagement range of that enemy unit at the start of the phase and is not within range of one or more enemy units.

EFFECT: Your unit can make a Normal move of up to 6".
DECK FRAGGERS
1CP
Freebooter Krew – Strategic Ploy Stratagem
Invented by some sadistic Bad Mek, these shrapnel-packed rounds of kustom ammunition are excellent for scything down tight-packed enemy infantry.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, each time a model in your unit targets an INFANTRY unit with a ranged weapon, that weapon has the [BLAST] ability.
BASH AND GRAB
1CP
Freebooter Krew – Battle Tactic Stratagem
Freebooterz waste no time getting violently stuck into anyone unwise enough to try to keep prized loot out of their grasping claws.
WHEN: The Fight phase.

TARGET: One ORKS 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 that targets an enemy unit within range of the loot objective, you can re-roll the Wound roll.
ON DA MOVE
1CP
Speedwaaagh! – Strategic Ploy Stratagem
Speed Freeks live for the thrill of high-octane warfare, rarely letting their feet off the accelerator, even in the most furious fighting.
WHEN: Your Movement phase.

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

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back or Advanced (unless it used its turbo this turn).
SPESHUL AMMO
1CP
Speedwaaagh! – Wargear Stratagem
Though the cost in teef is high, Mek-crafted speshul ammunition always comes in handy when taking on big targets.
WHEN: Your Shooting phase.

TARGET: One ORKS 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 (excluding Torrent weapons) have the [ANTI-MONSTER 4+] and [ANTI-VEHICLE 4+] abilities.
DUST TRAILS
1CP
Speedwaaagh! – Strategic Ploy Stratagem
Large formations of Ork vehicles throw up columns of dust and clouds of smoke. These combine to shroud and obscure them as they thunder across the battlefield.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ORKS 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, your unit has the Benefit of Cover.
CLOSE-RANGE DAKKA
1CP
War Horde Stratagem
Many Orks think it’s a waste of time blazing away at long range, when it’s more fun to see the effects of potent dakka up close.
WHEN: Your Shooting phase, when a friendly ORKS unit is selected to shoot.

TARGET: That ORKS unit.

EFFECT: Your unit’s ranged attacks have:
  • [Rapid Fire 1].
  • Or: If that attack already has [RAPID FIRE], +1 to the value of that [RAPID FIRE] (e.g. [RAPID FIRE 1] becomes [RAPID FIRE 2]).
HIT 'EM HARDER
1CP
War Horde Stratagem
Even the weediest Orks possess great strength, and need little persuasion to bring it to bear.
WHEN: Fight phase, when a friendly ORKS unit is selected to fight.

TARGET: That ORKS unit.

EFFECT: Your unit’s melee attacks have [Lethal Hits].
ORKS IS NEVER BEATEN
1CP
War Horde Stratagem
So resilient is Ork physiology - and so slow are Orks on the uptake - even death can take time to register.
WHEN: Fight phase, when an enemy unit targets a friendly ORKS unit (excluding TITANIC units).

TARGET: That ORKS unit.

EFFECT: When a model in your unit is destroyed, if your unit has not been selected to fight this phase, roll one D6, with +1 to that roll if your unit is riled up:
  • On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield.
Get Stuck In
War Horde Detachment

Joyously anarchic and recklessly destructive, all Orks eagerly get stuck in to every fight.

Friendly ORKS units’ melee attacks have [Sustained Hits 1].
Before selecting targets for this weapon, select one of its eligible profiles to make attacks with. Hunter profiles can only target units with the specified keywords.
CLOSE-QUARTERS SHOOTING10.06
ELIGIBLE IF: All of the following apply to your unit:
  • Engaged and did not make an advance move this turn.
  • Has one or more [CLOSE-QUARTERS] weapons or is a MONSTER/VEHICLE unit.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: Models in your unit can target enemy units your unit is engaged with.
  • MONSTER/VEHICLE Models: Each time a MONSTER/VEHICLE model in your unit makes an attack:
    • Unless that attack is made with a [CLOSE-QUARTERS] weapon and targets a unit your unit is engaged with, subtract 1 from the hit roll.
    • If that attack is made with a [BLAST] weapon, it still cannot target a unit your unit is engaged with.
  • Non-MONSTER/Non-VEHICLE Models: You can only select [CLOSE-QUARTERS] weapons to make attacks with and you can only select enemy units that are engaged with your unit as targets.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[CLOSE-QUARTERS]24.07

Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.

Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
  • One or more of its [CLOSE-QUARTERS] weapons.
  • One or more of its other ranged weapons.
[EXTRA ATTACKS]24.11

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.

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.
Da Boss

Whether capable of kunnin’ strategy or favouring something far less complicated, the biggest Ork tends to have a voice as aggressive and brutal as the rest of him. His bellows can be heard over the thickest fighting and his reputation ensures the ladz do as they’re told.

At the start of the battle round, if a model with this ability is your WARLORD, gain 1CP.
EPIC CHALLENGE15.03
1CP
Core Stratagem
The legends of the 41st millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, just after a friendly CHARACTER unit is selected to fight.

TARGET: That CHARACTER unit.

EFFECT: Select one CHARACTER model in your unit. Until the end of the phase, that model’s melee weapons have the [PRECISION] ability.
LEADER24.22 / SUPPORT24.23

Mighty heroes fight at the forefront of battle.

Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy Stratagem
The commander's authoritative tone cuts through the din of battle, guiding the actions of nearby troops.
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
  • Headwoppa's Killchoppa
    15 pts
War Horde Detachment

Tribal legend speaks of a blood-slick choppa once owned by Grand Warboss Headwoppa - last seen charging headlong into a horde of daemons - that turns up occasionally across the galaxy in different forms. Though it looks normal, a dark voice is said to growl in the mind of the weapon’s wielder, driving them on to ever greater excesses of violence.

ORKS model only. If this unit made a charge move this turn, this model’s melee attacks have +1 AP.

  • Follow Me Ladz
    20 pts
War Horde Detachment

Always found at the forefront of an assault, this Ork likes to be the first into the fray with his mob close on his heels to join in the violence.

ORKS model only. This unit has +2" M.

  • Kunnin' But Brutal
    20 pts
War Horde Detachment

Feigning weakness, this Ork allows his foes to think he’s legging it before suddenly piling back into the fight and delivering a brutal flurry of attacks.

ORKS model only. When this unit is selected to make a fall-back move, that fall-back move does not prevent this unit from being eligible to shoot/declare a charge.

  • Da Boss is Watchin'
    25 pts
War Horde Detachment

This war leader is a glowering incarnation of violence, his brutality so contagious that when he bellows his blind fury and releases his pent-up aggression, Orks nearby are excitedly swept along with him.

ORKS model only. (Once per battle, per army) In your Movement phase, you can use this ability. If you do, this unit is riled up until the start of your next turn.

  • Da Kaptin
    10 pts
Freebooter Krew Detachment

Kaptins are experts in violently motivating their lads in the pursuit of even more loot.

WARBOSS model only. Once per battle round, at the start of any phase, you can select one friendly ORKS unit that is Battle-shocked and within 12" of the bearer. That unit suffers D3 mortal wounds and it is no longer Battle-shocked.

  • Git-spotter Squig
    20 pts
Freebooter Krew Detachment

Wealthy Freebooterz can afford augmetically enhanced Git-spotter Squigs to sit on their shoulders and spot gits.

ORKS model only. Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability.

  • Razgit’s Magik Map
    25 pts
Freebooter Krew Detachment

Stolen from a humie cogboy, this remarkable digital map helps Freebooterz outwit their enemies.

ORKS model only. After both players have deployed their armies, select up to three ORKS INFANTRY units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.

  • Targetin' Squigs
    20 pts
Shoota Boyz Detachment

With a couple of these boggle-eyed varieties of Squigs on hand, even Ork shooting has a chance of hitting distant targets, helped by squinting really hard.

BIG MEK/BIGBOSS/WARBOSS model only. This unit’s ranged attacks (excluding [Torrent] attacks) have +3" R.

  • Proper Killy
    15 pts
Brute Bosses Detachment

This unstoppable brute is an engine of destruction whose welts of scars have been won in countless victories.

WARBOSS model only. This model can re-roll hit rolls of 1.

  • Blitzboss
    20 pts
Brute Bosses Detachment

It is said this Ork bleeds Squig oil and his growl is that of a revving engine. Certainly any vehicle he rides to war seems to respond powerfully to his presence.

WARBOSS model only. A TRANSPORT unit (excluding WALKER units) this unit is embarked within has:

  • +2" M.
  • 5+ InSv.

  • Da Gobshot Thunderbuss
    20 pts
Brute Bosses Detachment

Firing gold-plated teef as its unconventional ammunition, da Gobshot Thunderbuss proclaims its owner’s obscene wealth even as it sweeps away swathes of enemies.

WARBOSS model only. This model has the following weapon:

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Da Gobshot Thunderbuss LETHAL HITS: non-MONSTER/VEHICLE RAPID FIRE 6
Da Gobshot Thunderbuss LETHAL HITS: non-MONSTER/VEHICLE RAPID FIRE 6
24"
6
4+
7
-2
2

  • Brutal But Kunnin'
    30 pts
Brute Bosses Detachment

What tactics occasionally pop into this Ork’s head revolve purely around how hard he needs to wallop his enemies to send their skulls flying.

WARBOSS model only. This model’s melee attacks have +1 D.

  • Morgog's Finkin' Cap
    50 pts
Brute Bosses Detachment

Thanks to the tangle of stolen empyric electrodes wired into this helmet, a powerful Ork wearing it is capable of thinking a little further ahead than his next fight.

WARBOSS model only. (Once per battle, per army) At the end of your opponent’s Movement phase, if this unit is unengaged, this unit can make a normal move of:

  • Up to D6".
  • If this unit is riled up, you can re-roll that D6.

WHERE D'YA FINK YOU'RE GOING?
1CP
Da Big Hunt Stratagem
Beast Snagga victims often make a break for it before the Orks have tired of fighting. Hooked, impaled or ridden down, few survive such flight.
WHEN: Your opponent’s Movement phase, when an enemy unit is selected to make a fall-back move, if that enemy unit is engaged with a friendly BEAST SNAGGA unit.

TARGET: That BEAST SNAGGA unit.

EFFECT: When an enemy unit engaged with your unit is selected to make a fall-back move, that enemy unit must use the desperate escape mode. If that enemy unit is a MONSTER/VEHICLE unit, that enemy unit makes three additional hazard rolls for each BEAST SNAGGA unit it is engaged with, with -1 from those hazard rolls if that enemy unit is battle-shocked.
GOADED INTO ACTION
1CP
Da Big Hunt Stratagem
Should attempts to obliterate the Beast Snaggas from afar fail, it is often the foe’s last mistake as the hunters turn their baleful attention on them.
WHEN: Your opponent’s Shooting phase, when an enemy unit has shot.

TARGET: One friendly unengaged BEAST SNAGGA unit that lost a wound as a result of those attacks.

EFFECT: Your unit can make a surge move of up to D6". If your unit is riled up, it can re-roll that D6.
INSTINCTIVE HUNTERS
1CP
Da Big Hunt Stratagem
With a keen eye for tracking their prey, Beast Snaggas will circle around to ambush the luckless gitz from another angle.
WHEN: End of your opponent’s Fight phase.

TARGET: One friendly unengaged BEAST SNAGGA unit within 6" of a battlefield edge.

EFFECT: Place your unit in strategic reserves.
Da Hunt is On
Da Big Hunt Detachment

Beast Snaggas fanatically hunt the biggest targets and are experts in finding their weak spots.

Friendly BEAST SNAGGA units’ attacks that target a MONSTER/VEHICLE unit have +1 AP.
  • Glory Hog
    25 pts
Da Big Hunt Detachment

When bigger prey is sighted, nothing can keep this hunter from it. With a roar of glee, lesser gitz are swiftly forgotten in his enthusiasm to pile into a greater challenge.

BEAST SNAGGA model only. When this unit is selected to make a fall-back move, that fall-back move does not prevent this unit from being eligible to declare a charge.

Alternative models by Artel W:

  • It Came from da Drops
    20 pts
Da Big Hunt Detachment

The monstrous resilience - and odour - of this Beastboss’ hulking mount has inspired many lurid tales of its origin.

BEASTBOSS ON SQUIGOSAUR model only. This model has +1 T.

© Vyacheslav Maltsev 2013-2026