'Ardmob

The Orks are the most belligerent and resourceful race in the galaxy. Rampaging across the void in their billions, the greenskins devastate everything in their path with their ramshackle weapons and war machines, taking brutish glee in wanton destruction and revelling in warfare for its own sake.


Books

BookKindEditionVersionLast update
  Warhammer 40,000: The App
  Warhammer 40,000: The AppRulebook112.7.1October 2026

Keywords

'ARDMOB (6);
CHARACTER (2);
EXPLOSIVES (3);
INFANTRY (5);
MOB (2);
MOUNTED (1);
ORKS (6);
PSYKER (1)


The keywords presented in this section have a number of special features:
  • CLICK on the link to open the tooltip.
  • The number in parentheses indicates the number of datasheets containing this keyword. This number represents the total number of datasheets in the faction, regardless of the filter.
  • The list does not include named keywords that match the datasheet’s name (unless there are other datasheets with such a keyword).

Army Rules

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 toothy maws, even the most stalwart warriors fear the onslaught to come.

You can re-roll advance rolls made for friendly ORKS units.

Once per battle, at the start of the Command phase, you can call a Waaagh!. If you do, until the end of the next turn, the Waaagh! is called for friendly ORKS units. While a Waaagh! is called for a unit, it can shoot and declare a charge in a turn in which it made an advance move.

Primary Mission

DUFF 'EM UP!
'Ardmob

Deez gitz fink dey'z better'n us Orks. Give 'em a krumpin' dey won't forget!

SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).5VP
You control your opponent’s home objective.5VP
ANY BATTLE ROUND
WHEN: End of your turn.
An enemy unit was destroyed in this or the previous turn.5VP

’Ardmob1DP

Detachment Rules

’Ard As Nails

Orks are tough, battle-scarred beasts who cheerfully shrug off injuries that would kill most creatures. When suffused by the power of the Waaagh!, their resilience is magnified to unimaginable heights.

Attacks that target a friendly ’ARDMOB unit with the Waaagh! active with a S greater than that friendly unit’s T have -1 to wound rolls.

Enhancements

Extra Platin'UPGRADE

The crew have nailed additional plates of scrap iron and looted tank armour to the hull of their Wartrakk to make it tougher.

’ARDMOB WARTRAKK unit only. This unit has:

  • 3+ Sv.
  • 4+ InSv.

Rallying War Cry

Drawn to battle by their Warboss’ deafening roars, a fresh wave of lads joins the fight.

’ARDMOB WARBOSS model only. (Once per battle, per unit) In your Command phase, you can use this ability. If you do, return up to D3+2 destroyed bodyguard models to this unit.


Stratagems

KRUMP 'EM
1CP
'Ardmob Stratagem
The Orks hurl themselves into the fight, swinging massive, haymaker blows and delivering thunderous headbutts.
WHEN: Fight phase, when a friendly ’ARDMOB unit is selected to fight.

TARGET: That ’ARDMOB unit.

EFFECT: Your unit’s melee attacks have +1 S.
GET STUCK IN
1CP
'Ardmob Stratagem
Far from being driven off by incoming enemy fire, the surviving Orks are instead driven to greater efforts in their desire to clobber the enemy close-up.
WHEN: Your opponent’s Shooting phase, when an enemy unit that targeted a friendly unengaged ’ARDMOB unit has shot.

TARGET: That ’ARDMOB unit.

EFFECT: Your unit can make a surge move of up to D6+1".
MEDI-SQUIGS
1CP
'Ardmob Stratagem
The Orks have brought a sack of Medi-Squigs along and now pass out the weird little creatures to take full advantage of their bizarre healing properties.
WHEN: Your opponent’s Shooting phase, when an enemy unit targets a friendly ’ARDMOB unit.

TARGET: That ’ARDMOB unit.

EFFECT: Your unit has 5+ InSv.

Datasheets


'Ardmob Weirdboy
(⌀50mm)
M
6"
T
5
SV
5+
W
4
LD
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Psychic Powers - Da Stomp BLAST 1 PSYCHIC
Psychic Powers - Da Stomp BLAST 1 PSYCHIC
24"
D6+2
4+
4
0
1
Psychic Powers - 'Eadbanger Precision PSYCHIC
Psychic Powers - 'Eadbanger Precision PSYCHIC
24"
1
4+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Waaagh! Staff - Bash PSYCHIC
Waaagh! Staff - Bash PSYCHIC
Melee
3
3+
8
-1
2
Waaagh! Staff - Clobber Devastating Wounds Hazardous PSYCHIC
Waaagh! Staff - Clobber Devastating Wounds Hazardous PSYCHIC
Melee
4
3+
8
-2
2
ARMY RULESWaaagh!
ABILITIES
Totem of Mork (Psychic): At the end of your Command phase, if this unit is controlling an objective, that objective is secured.
UNIT COMPOSITION
  • 1 'Ardmob Weirdboy model
This model is equipped with: 1 Psychic Powers - 'Eadbanger; 1 Waaagh! Staff - Bash.
KEYWORDS: 'ARDMOB; PSYKER; CHARACTER; INFANTRY
FACTION KEYWORDS:
ORKS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GET STUCK IN
1CP
'Ardmob Stratagem
MEDI-SQUIGS
1CP
'Ardmob Stratagem
KRUMP 'EM
1CP
'Ardmob Stratagem
DETACHMENT ABILITY
’Ard As Nails


’Ardmob Warboss
(⌀50mm)
M
6"
T
5
SV
4+
W
6
LD
6+
OC
1
INSV
5+
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
Kustom Choppa CLEAVE 1
Kustom Choppa CLEAVE 1
Melee
6
2+
8
-2
2
ARMY RULESWaaagh!
ABILITIES
Smash 'Em Up: In the Fight phase, when this unit is selected to fight, this unit’s melee attacks have:
  • [Lethal Hits].
  • Or: [Sustained Hits 1].
UNIT COMPOSITION
  • 1 Warboss model
This model is equipped with: 1 Kustom Choppa; 1 Kustom Shoota.
KEYWORDS: EXPLOSIVES; CHARACTER; 'ARDMOB; INFANTRY
FACTION KEYWORDS:
ORKS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GET STUCK IN
1CP
'Ardmob Stratagem
MEDI-SQUIGS
1CP
'Ardmob Stratagem
KRUMP 'EM
1CP
'Ardmob Stratagem
DETACHMENT ABILITY
’Ard As Nails
ENHANCEMENTS
Rallying War Cry


’Ardmob Boyz (Kombi-rokkit Nob)
M
6"
T
5
SV
5+
W
2
LD
7+
OC
2
Boss Nob(⌀40mm)
6"
5
5+
1
7+
2
Boyz(⌀32mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Kombi-shoota
Kombi-shoota
24"
2
5+
4
0
1
Slugga CLOSE-QUARTERS
Slugga CLOSE-QUARTERS
12"
1
5+
4
0
1
Kombi-rokkit
Kombi-rokkit
24"
1
5+
10
-2
3
Shoota Rapid Fire 1
Shoota Rapid Fire 1
18"
2
5+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Big Choppa
Big Choppa
Melee
3
3+
5
-1
2
Choppa
Choppa
Melee
1
3+
4
-1
1
ARMY RULESWaaagh!
ABILITIES
Grab Dat Scrap: While this unit is engaged, this unit has +1 OC.
UNIT COMPOSITION
  • 1 Boss Nob model
  • 9 Boyz models
The Boss Nob is equipped with: 1 Big Choppa; 1 Kombi-rokkit; 1 Kombi-shoota; 1 Slugga.

Every Boyz is equipped with: 1 Choppa; 1 Shoota; 1 Slugga.
KEYWORDS: INFANTRY; 'ARDMOB; EXPLOSIVES; MOB
FACTION KEYWORDS:
ORKS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GET STUCK IN
1CP
'Ardmob Stratagem
MEDI-SQUIGS
1CP
'Ardmob Stratagem
KRUMP 'EM
1CP
'Ardmob Stratagem
DETACHMENT ABILITY
’Ard As Nails


’Ardmob Boyz (Kustom Shoota Nob)
M
6"
T
5
SV
5+
W
2
LD
7+
OC
2
Boss Nob(⌀40mm)
6"
5
5+
1
7+
2
Boyz(⌀32mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Slugga CLOSE-QUARTERS
Slugga CLOSE-QUARTERS
12"
1
5+
4
0
1
Kustom Shoota Rapid Fire 2
Kustom Shoota Rapid Fire 2
18"
4
5+
4
0
1
Shoota
Shoota
18"
2
5+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Big Choppa
Big Choppa
Melee
3
3+
5
-1
2
Choppa
Choppa
Melee
1
3+
4
-1
1
ARMY RULESWaaagh!
ABILITIES
Grab Dat Scrap: While this unit is engaged, this unit has +1 OC.
UNIT COMPOSITION
  • 1 Boss Nob model
  • 9 Boyz models
The Boss Nob is equipped with: 1 Big Choppa; 1 Kustom Shoota; 1 Slugga.

Every Boyz is equipped with: 1 Choppa; 1 Shoota; 1 Slugga.
KEYWORDS: INFANTRY; 'ARDMOB; MOB; EXPLOSIVES
FACTION KEYWORDS:
ORKS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GET STUCK IN
1CP
'Ardmob Stratagem
MEDI-SQUIGS
1CP
'Ardmob Stratagem
KRUMP 'EM
1CP
'Ardmob Stratagem
DETACHMENT ABILITY
’Ard As Nails


’Ardmob Gretchin
(⌀25mm)
M
6"
T
2
SV
7+
W
1
LD
8+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Blasta CLOSE-QUARTERS
Blasta CLOSE-QUARTERS
18"
1
4+
3
0
1
Lobbin' Bombs Hazardous
Lobbin' Bombs Hazardous
6"
1
4+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Scavenged Shivs
Scavenged Shivs
Melee
1
5+
2
0
1
ARMY RULESWaaagh!
ABILITIES
Grot Infestation (Once per battle per unit): When this unit is destroyed, you can use this ability. If you do:
  • Place this unit in strategic reserves with all of this unit’s destroyed models returned to it. This unit is no longer destroyed.
  • This unit has Deep Strike.
UNIT COMPOSITION
  • 10 Gretchin models
Every model is equipped with: 1 Blasta; 1 Lobbin' Bombs; 1 Scavenged Shivs.
KEYWORDS: INFANTRY; 'ARDMOB; GROTS
FACTION KEYWORDS:
ORKS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GET STUCK IN
1CP
'Ardmob Stratagem
MEDI-SQUIGS
1CP
'Ardmob Stratagem
KRUMP 'EM
1CP
'Ardmob Stratagem
DETACHMENT ABILITY
’Ard As Nails


’Ardmob Wartrakk
(⌀105 x 70mm)
M
12"
T
6
SV
4+
W
7
LD
7+
OC
3
INSV
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Kustom Shoota Rapid Fire 2
Kustom Shoota Rapid Fire 2
18"
4
5+
4
0
1
Rokkit Launcha
Rokkit Launcha
24"
D3+3
5+
10
-2
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Choppas
Choppas
Melee
6
3+
4
-1
1
ARMY RULESWaaagh!
ABILITIES
Indiscriminate Detonations: In your Shooting phase, when this unit has shot, select one enemy unit hit by those attacks. That unit is suppressed until the start of your next turn:
  • While a unit is suppressed, that unit’s attacks have -1 to hit rolls.
UNIT COMPOSITION
  • 1 Wartrakk model
This model is equipped with: 1 Choppas; 1 Kustom Shoota; 1 Rokkit Launcha.
KEYWORDS: MOUNTED; 'ARDMOB; SPEED FREEKS
FACTION KEYWORDS:
ORKS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GET STUCK IN
1CP
'Ardmob Stratagem
MEDI-SQUIGS
1CP
'Ardmob Stratagem
KRUMP 'EM
1CP
'Ardmob Stratagem
DETACHMENT ABILITY
’Ard As Nails
ENHANCEMENTS
Extra Platin'

The 'ARDMOB keyword is used in the following 'Ardmob datasheets:

The CHARACTER keyword is used in the following 'Ardmob datasheets:

The EXPLOSIVES keyword is used in the following 'Ardmob datasheets:

The INFANTRY keyword is used in the following 'Ardmob datasheets:

The MOB keyword is used in the following 'Ardmob datasheets:

The MOUNTED keyword is used in the following 'Ardmob datasheets:

The ORKS keyword is used in the following 'Ardmob datasheets:

The PSYKER keyword is used in the following 'Ardmob datasheets:

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.
[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
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.
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
MAXIMUM 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.
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 toothy maws, even the most stalwart warriors fear the onslaught to come.

You can re-roll advance rolls made for friendly ORKS units.

Once per battle, at the start of the Command phase, you can call a Waaagh!. If you do, until the end of the next turn, the Waaagh! is called for friendly ORKS units. While a Waaagh! is called for a unit, it can shoot and declare a charge in a turn in which it made an advance move.
14.03 Secured Objectives
Some rules allow an objective to be secured by a player’s army. When an objective is secured by a player’s army, that objective remains under their control – even once they no longer have any units within range of it – until their opponent’s level of control over that objective is greater than theirs at the end of a phase.

FAQ

Q:If my unit has taken control of an objective at the end of my movement phase and that unit has as an ability that secures an objective they control, can they secure that objective?
A:
Yes
Before selecting targets for this weapon, select one of its eligible profiles to make attacks with.
[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).
[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.
22.03.01 Psychic Abilities with a Psychic Level
When using psychic abilities with a psychic level, a PSYKER unit cannot use the same psychic ability more than once per phase.
22.03 Psychic Abilities
Abilities tagged with the word ‘Psychic’ are psychic abilities. If a psychic ability causes a model to lose one or more wounds, each of those wounds is said to be inflicted by a psychic attack (this can be important for the triggering of other rules).

SEE ALSO
  • Psychic Abilities with a Psychic Level (22.03.01)
[PSYCHIC]24.29

Some weapons can channel the bearer’s psychic might to empower their blows.

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).
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.
[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.
[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.
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).
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.
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.
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.
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.
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.
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.
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).
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).
GET STUCK IN
1CP
'Ardmob Stratagem
Far from being driven off by incoming enemy fire, the surviving Orks are instead driven to greater efforts in their desire to clobber the enemy close-up.
WHEN: Your opponent’s Shooting phase, when an enemy unit that targeted a friendly unengaged ’ARDMOB unit has shot.

TARGET: That ’ARDMOB unit.

EFFECT: Your unit can make a surge move of up to D6+1".
MEDI-SQUIGS
1CP
'Ardmob Stratagem
The Orks have brought a sack of Medi-Squigs along and now pass out the weird little creatures to take full advantage of their bizarre healing properties.
WHEN: Your opponent’s Shooting phase, when an enemy unit targets a friendly ’ARDMOB unit.

TARGET: That ’ARDMOB unit.

EFFECT: Your unit has 5+ InSv.
KRUMP 'EM
1CP
'Ardmob Stratagem
The Orks hurl themselves into the fight, swinging massive, haymaker blows and delivering thunderous headbutts.
WHEN: Fight phase, when a friendly ’ARDMOB unit is selected to fight.

TARGET: That ’ARDMOB unit.

EFFECT: Your unit’s melee attacks have +1 S.
’Ard As Nails
’Ardmob Detachment

Orks are tough, battle-scarred beasts who cheerfully shrug off injuries that would kill most creatures. When suffused by the power of the Waaagh!, their resilience is magnified to unimaginable heights.

Attacks that target a friendly ’ARDMOB unit with the Waaagh! active with a S greater than that friendly unit’s T have -1 to wound rolls.
[SUSTAINED HITS]24.36

Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
[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).
[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).
Rallying War Cry
’Ardmob Detachment

Drawn to battle by their Warboss’ deafening roars, a fresh wave of lads joins the fight.

’ARDMOB WARBOSS model only. (Once per battle, per unit) In your Command phase, you can use this ability. If you do, return up to D3+2 destroyed bodyguard models to this unit.

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.
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.
DEEP STRIKE24.09

There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation.

Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.
Extra Platin'UPGRADE
’Ardmob Detachment

The crew have nailed additional plates of scrap iron and looted tank armour to the hull of their Wartrakk to make it tougher.

’ARDMOB WARTRAKK unit only. This unit has:

  • 3+ Sv.
  • 4+ InSv.

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