Orks – Bonebreaka
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10

Bonebreaka

NoNAME  M WS BS S T W! A Ld Sv Base
160
Bonebreaka (base: Use model)
1
160
Bonebreaka
12" 5+ 5+ 8 8 9-16 6 7 3+ Use model
9" 5+ 5+ 6 8 5-8 D6 7 3+
6" 5+ 5+ 4 8 1-4 D3 7 3+
A Bonebreaka is equipped with: deff rolla.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Big shoota
+5
Big shoota
36"
Dakka 5/3
5
0
1
-
+5
Kannon
Before selecting targets, select one of the profiles below to make attacks with.
+5
Kannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag
 - Frag
36"
Heavy D6
5
0
1
Blast
Blast
 - Shell
 - Shell
36"
Heavy 1
8
-2
D6
-
+15
Killkannon
+15
Killkannon
24"
Heavy D6
8
-2
2
Blast
Blast
+5
Lobba
+5
Lobba
48"
Heavy D6
5
0
1
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
+5
Zzap gun
+5
Zzap gun
36"
Heavy 1
*
-3
3
Each time this weapon is selected to shoot with, roll 2D6 to determine the Strength of all its attacks: on an 11+, each successful hit inflicts D3 mortal wounds on the target in addition to any normal damage, and the bearer suffers 1 mortal wound.
Each time this weapon is selected to shoot with, roll 2D6 to determine the Strength of all its attacks: on an 11+, each successful hit inflicts D3 mortal wounds on the target in addition to any normal damage, and the bearer suffers 1 mortal wound.
Deff rolla
Deff rolla
Melee
Melee
+1
-2
2
Each time an attack is made with this weapon, treat the bearer as having a Weapon Skill characteristic of 2+.
Each time an attack is made with this weapon, treat the bearer as having a Weapon Skill characteristic of 2+.
+5
Grabbin’ klaw
+5
Grabbin’ klaw
Melee
Melee
User
-3
2
Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon.
+5
Wreckin’ ball
+5
Wreckin’ ball
Melee
Melee
+2
-1
2
Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following: 1 kannon; 1 killkannon; 1 zzap gun.
 • This model can take up to 4 big shootas.
 • This model can be equipped with 1 lobba.
 • This model can be equipped with any of the following: 1 grabbin’ klaw; 1 wreckin’ ball.
ABILITIES
ABILITIES
’Ere We Go, Ramshackle, Waaagh!
Bonebreaka Ram: Each time this model fights, if it made a charge move this turn, then until that fight is resolved, add D6 to the Attacks characteristic of this model.
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 12 FLASH GITZ or INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models.
Bonebreaka can receive the following Kustom Jobs upgrades:
 • Da Booma+15Power Rating: +1
 • Fortress on Wheels+20Power Rating: +1
 • More Dakka+30Power Rating: +2
 • Red Rolla+20Power Rating: +1
 • Shokka Hull+30Power Rating: +2
 • Squig-hide Tyres+15Power Rating: +1
FACTION KEYWORDS: ORK,
KEYWORDS: VEHICLE, TRANSPORT, WAGON, BONEBREAKA

Datasheet-related Stratagems

GOT’EM TRAPPED2CP
Blood Axes – Battle Tactic Stratagem

Blood Axes take extra satisfaction in outmanoeuvring the enemy and mobbing them with ladz.

Use this Stratagem at the start of the Fight phase. Select one enemy unit within Engagement Range of two or more BLOOD AXES units (excluding CHARACTER units) from your army. Until the end of the phase, each time a BLOOD AXES model makes an attack against that unit, an unmodified hit roll of 6 scores 1 additional hit.
BLITZA DAKKA1CP
Speed Freeks Speed Mob – Battle Tactic Stratagem

The Speed Freeks fire so many rounds, some just have to hit the target.

Use this Stratagem in your Shooting phase, when a SPEED MOB unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack that targets an enemy unit within 12", re-roll a hit roll of 1. If that SPEED MOB unit has the KUSTOM BOOSTA-BLASTAS keyword, re-roll a hit roll of 1-2 instead.
STICK IT TO ’EM, LADZ!1CP
Orks – Boarding Actions – Battle Tactic Stratagem

When Orks gather in large numbers, their sheer impetus carries them into the foe, destroying everything in their path.

Use this Stratagem in the Fight phase, when an ORKS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a pile-in or consolidation move, it can move up to an additional 3". This is not cumulative with any other rule that increases the distance models can pile in or consolidate.
DAKKA STORM1CP
Orks – Boarding Actions – Battle Tactic Stratagem

Though it is normally known for its inaccuracy, the typical deluge of Ork shooting is utterly devastating in the close confines of a ship.

Use this Stratagem in your Shooting phase, when an ORKS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a Dakka weapon, if a hit is scored, that attack scores 1 additional hit.
LEATHERHIDE1CP
Orks – Boarding Actions – Battle Tactic Stratagem

Orks live tough lives, their hardy greenskin constitutions pushed to extremes by the danger they surround themselves with. As a result, even the lowliest Ork can take a tremendous amount of punishment before being slain.

Use this Stratagem in any phase, when an ORKS unit from your army (excluding GRETCHIN units) is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
CAREEN!1CP/2CP
Orks – Battle Tactic Stratagem

If their vehicle is on its last legs, any Ork worth his steering wheel will aim its blazing remains into the nearest cluster of enemies. The ensuing messy explosions never fail to raise a rousing cheer from nearby Ork onlookers.

Use this Stratagem in any phase, when an ORKS VEHICLE model in your army that is not within Engagement Range of any enemy models is destroyed and explodes. That model can make a Normal Move of up to 6" before resolving the explosion. If that VEHICLE is a WAGON or TITANIC model, this Stratagem costs 2CP; otherwise, it costs 1CP.
RAMMING SPEED2CP
Orks – Battle Tactic Stratagem

Ork drivers are infamous for using their vehicles as huge blunt instruments with which to clobber the foe.

Use this Stratagem in your Charge phase, when an ORKS VEHICLE unit from your army is selected to charge.
  • Until the end of the phase, when making a charge roll for that unit, roll 3D6 instead.
  • Until the end of the phase, when that unit finishes a charge move, select one enemy unit that is within Engagement Range of it and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.
TOO ’ARD TO DIE1CP
Orks – Boarding Actions – Epic Deed Stratagem

It can take a long time for an Ork to grasp the fact that it has been mortally wounded, especially if its enjoying a good fight.

Use this Stratagem in the Fight phase, when an ORKS unit from your army that has not already been selected to fight this phase is selected as the target of an attack. Until the end of the phase, each time a model in that unit is destroyed, do not remove it from play. The destroyed model can fight after the attacking models unit has finished making attacks, and is then removed from play.
MORE GITZ OVER ’ERE!1CP
Speed Freeks Speed Mob – Strategic Ploy Stratagem

Sometimes new targets that emerge are just too juicy to ignore.

Use this Stratagem in your Movement phase, when a SPEED MOB unit from your army Falls Back:
  • That unit is still eligible to shoot this turn even though it Fell Back.
  • If that unit has the BOOMDAKKA SNAZZWAGONS keyword, until the end of the turn, each time a model in that unit makes a ranged attack, an unmodified hit roll of 6 scores 1 additional hit.
TELLYPORTA1CP
Orks – Boarding Actions – Strategic Ploy Stratagem

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

Use this Stratagem during deployment. Select one ORKS unit from your army. You can set up this unit on a tellyporta pad instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models. You can only use this Stratagem once.
PILE THROUGH1CP
Orks – Boarding Actions – Strategic Ploy Stratagem

Orks react to the sudden availability of a good scrap with immediate and enthusiastic aggression.

Use this Stratagem in your Movement phase when a Hatchway is opened, or in your opponent’s Movement phase when a Hatchway is opened. Until the end of the turn, any ORKS units from your army that are now within Engagement Range of one or more enemy units as a result of that Hatchway being opened count as having made a charge move this turn.
TELLYPORTA2CP
Orks – Strategic Ploy Stratagem

Nothing shocks the enemy like an angry mob of Boyz, or a looming war effigy suddenly appearing in a blast of green lightning!

Use this Stratagem during deployment. Select one non-MONSTER ORKS unit from your army that has Power Rating 20 or less. You can set up this unit on a tellyporta pad instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models. If you select a TRANSPORT unit, any embarked units remain embarked when this unit is set up on the battlefield.
MORE DAKKA!2CP
Orks – Wargear Stratagem

Orks have no real concept of ammunition preservation, instead tending to hold the trigger down until their weapon stops firing or falls apart in their hands.

Use this Stratagem in your Shooting phase, when an ORKS unit from your army is selected to shoot. Until the end of the phase, Dakka weapons that unit is equipped with are considered to be within half range when determining how many attacks are made with that weapon.
1CP

BLITZ BRIGADE

Specialist Detachment Stratagem

Blitz Brigades launch devastating opening salvoes of fire, before the Battlewagons, Gunwagons and Bonebreakas ram and smash through everything in their path.

Use this Stratagem when choosing your army. Pick an ORK Detachment from your army to be a Blitz Brigade Specialist Detachment. WARBOSSES, BATTLEWAGONS, GUNWAGONS and BONEBREAKA units in that Detachment gain the BLITZ BRIGADE keyword.
1CP

KRUSH ’EM

Orks Stratagem

Bonebreakas of the Blitz Brigades are experts in crushing hapless victims beneath their spiked deff rollas.

Use this Stratagem in the Fight phase when a BLITZ BRIGADE BONEBREAKA from your army is chosen to fight. Roll three D6 for the Bonebreaka Ram ability and choose the highest result.

Kustom Jobs

Da Booma

Da Booma has a much greater reach and explosive yield than the more primitive shells fired by a standard killkannon.

WAGON model equipped with killkannon only. This Kustom Job replaces a killkannon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Da Booma
Da Booma
36"
Heavy 2D6
8
-2
2
Abilities: Blast

Fortress on Wheels

This vehicle is replete with so much additional armour and non-essential ‘extras’ that landing a telling blow is almost impossible.

TRUKK or WAGON model only. This model has a 5+ invulnerable save.

More Dakka

Flared ammo feeds, squig-oiled rounds and increased rotary speeds ensure this vehicle’s guns are even shootier than its rivals.

VEHICLE model only. Each time this model shoots, roll one D6. On a 4+, make 1 additional attack with each Dakka weapon this model is equipped with. On a 6, make 2 additional attacks with each Dakka weapon this model is equipped with instead.

Red Rolla

Covered in extra spikes, this brutal deff rolla doesn’t start out red...

BONEBREAKA model only. Replace this model’s Bonebreaker Ram ability with the following: ‘Red Rolla: Each time this unit fights, if it made a charge move this turn, then until that fight is resolved, add D3+3 to the Attacks characteristic of this model.’

Shokka Hull

Rewired batteries ensure that careless enemies get a nasty surprise if they come too close.

VEHICLE model only. Each time an enemy unit selects this model as the target of any attacks in the Fight phase, after these attacks have been resolved, roll one D6: on a 4+ that unit suffers D3 mortal wounds.

Squig-hide Tyres

Scaly squig-hide is the perfect material for fast and grippy tyres.

VEHICLE model only (excluding WALKERZ and AIRCRAFT).
  • Add 1" to this model’s Move characteristic.
  • Each time this model Advances, add an additional 2" to this model’s Move characteristic.
Dakka Weapons

Dakka weapons unleash a terrifying volume of shots. Whether these are effective or not depends on the proximity of the target.

Dakka weapons have two values for the number of attacks they make. When a model shoots a Dakka weapon, use the first value if the target is within half the weapon’s range. If the target is not within half the weapon’s range, use the second value instead.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
’Ere We Go

Even lumbering Orks can put on a surprising turn of speed when the promise of a good face-to-face fight is in the offing.

You can re-roll charge rolls made for units with this ability.

The TRANSPORT keyword is used in the following Orks datasheets:


– if this model is equipped with a supa-gatler, it gains the TRANSPORT keyword.

The SPEEDBOSS keyword is used in the following Orks datasheets:

The GHAZGHKULL THRAKA keyword is used in the following Orks datasheets:

The ORK and CORE keywords are used in the following Orks datasheets:

Heavy Support

The ORK and BIKER keywords are used in the following Orks datasheets:

Waaagh!

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

If your WARLORD is a WARBOSS, then once per battle, in your Command phase, you can call a Waaagh!. To do so, that WARBOSS must be on the battlefield or embarked on a TRANSPORT that is on the battlefield. If your WARLORD is a SPEEDBOSS, then once per battle, in your Command phase, you can instead call a Speedwaaagh!. To do so, that SPEEDBOSS must be on the battlefield. If your WARLORD is GHAZGHKULL THRAKA, you can instead call a Great Waaagh!. To do so, GHAZGHKULL THRAKA must be on the battlefield or embarked on a TRANSPORT that is on the battlefield.

A Waaagh! and Speedwaaagh! each have two stages. The first stage is active from when the Waaagh! or Speedwaaagh! is called, and lasts until the start of your next Command phase. When the first stage ends, the second stage starts, and lasts until the start of your subsequent Command phase. After this point, the Waaagh! or Speedwaaagh! is no longer active, and has no further effect. Calling a Great Waaagh! is treated as calling both a Waaagh! and a Speedwaaagh! at the same time. Both are active from when a Great Waaagh! is called, and each stage starts and finishes as described above.

Waaagh!

Raising his weapons into the air before gesturing towards the enemy, the Warboss bellows his war cry. Every nearby Ork joins in before surging towards the enemy, blades ready in an overwhelming tide.

Stage 1: Call Da Waaagh!
  • ORKS CORE and ORKS CHARACTER units from your army are eligible to declare a charge even if they Advanced this turn.
  • Add 1 to the Strength and Attacks characteristics of ORKS models from your army.
  • ORKS models from your army have a 5+ invulnerable save.
Stage 2: Get Stuck In!
  • Add 1 to the Strength and Attacks characteristics of ORKS models from your army.
  • ORKS models from your army have a 6+ invulnerable save.

Speedwaaagh!

As the wind and the bullets of the foe whistle past his vehicle, the Speedboss throws back his head and roars his war cry, the call echoing from the ramshackle vehicles following in his wake as they surge forward ever faster.

Stage 1: Da Big Race
  • ORKS models from your army do not suffer the penalty incurred to their hit rolls for firing Assault weapons in the same turn their unit Advanced. Each time an ORKS VEHICLE or ORKS BIKER model from your army shoots with a Dakka weapon, make 1 additional attack with that weapon.
  • Each time a model in an ORKS VEHICLE or ORKS BIKER unit from your army makes a ranged attack, improve the Armour Penetration characteristic of that attack by 1.
Stage 2: Give ’Em Sum Dakka!
  • Each time a model in an ORKS VEHICLE or ORKS BIKER unit from your army makes a ranged attack, improve the Armour Penetration characteristic of that attack by 1.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.

The GRETCHIN keyword is used in the following Orks datasheets:

Troops
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.

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

Elites
Engagement Range
When measuring to see if one model is within Engagement Range of another, if the shortest line between those two models passes through an open Hatchway, then those models are within Engagement Range if they are within 2" of one another, as shown below.


  • Both Models B and C are within Engagement Range of Model A, as the shortest distance between them passes through an open Hatchway and they are within 2" of one another.
  • However, Model D is not within 2" of Model A and so these two are not within Engagement Range.
Operate Hatchway
One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase if they are within 1" of a Hatchway. This action can be performed by any unit that is not within Engagement Range of any enemy models, even if that unit is being affected by a rule that would normally prevent it from performing actions. The action is completed at the end of your Movement phase if no enemy models are within 1" of that Hatchway. If there are any enemy models within 1" of that Hatchway, your opponent can attempt to prevent the action from being completed. If they do so, roll off with your opponent; each player adds the Strength characteristic of one of their models that is within 1" of that Hatchway to their respective scores. If you win, the action is completed; otherwise, the action fails. If completed, that Hatchway opens (if it was closed) or closes (if it was open).

If a Hatchway opens and units on opposite sides of that Hatchway now find themselves within Engagement Range of each other, then those units will be eligible to fight during the subsequent Fight phase, but neither of those units count as having made a charge move this turn.


Before opening the Hatchway, Model A and Model B are not within Engagement Range of one another.


After Model A opens the Hatchway, it is within Engagement Range of Model B as the shortest distance between them passes through an open Hatchway and they are within 2" of one another. In the following Fight phase, both units will be eligible to fight, but Model A’s unit will not count as having charged that turn.

The BATTLEWAGON keyword is used in the following Orks datasheets:

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Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.

Grabbin’ klaw used in the following datasheets:

Dedicated Transport

Wreckin’ ball used in the following datasheets:

Dedicated Transport
Ramshackle

Ork vehicles are often covered in additional metal plates, intimidating glyphs, errant grots, snacksquig pens and other non-essential parts. Significant portions of these makeshift constructions can be blasted off or destroyed without impairing the vehicle in the slightest.

Each time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Disembark
If a unit starts its Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the TRANSPORT model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a TRANSPORT can disembark this phase.
  • A unit must disembark before their TRANSPORT moves.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

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

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.

The FLASH GITZ keyword is used in the following Orks datasheets:

Heavy Support

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

Fast Attack

The TRANSPORT keyword is used in the following Orks datasheets:


– if this model is equipped with a supa-gatler, it gains the TRANSPORT keyword.

The WAGON keyword is used in the following Orks datasheets:

The TRUKK keyword is used in the following Orks datasheets:

Dedicated Transport
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The WALKERZ keyword is used in the following Orks datasheets:

The KUSTOM BOOSTA-BLASTAS keyword is used in the following Orks datasheets:

The BOOMDAKKA SNAZZWAGONS keyword is used in the following Orks datasheets:

Indirect Fire Weapons
An Indirect Fire weapon is one that can target units that are not visible to the bearer (e.g. mortars, smart-missile systems, impaler cannons, etc.). If such a weapon targets a unit that is not visible (i.e. no models in a target unit are visible to the firing unit when you selected it as a target), then each time an attack is made with that weapon against that target this phase, worsen the Ballistic Skill characteristic of that attack by 1 and add 1 to any armour saving throws made against that attack.

Kannon used in the following datasheets:

Lobba used in the following datasheets:

Zzap gun used in the following datasheets:

Deff rolla used in the following datasheets:

The GUNWAGON keyword is used in the following Orks datasheets:

Heavy Support

The BONEBREAKA keyword is used in the following Orks datasheets:

Heavy Support

Killkannon used in the following datasheets:

Lords of War

The WAGON keyword is used in the following Orks datasheets:

© Vyacheslav Maltsev 2013-2023