No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | Base |
10 Burna Boy (base: 32mm) |
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5‑15 | 10 Burna Boy |
5" | 3+ | 5+ | 4 | 4 | 1 | 2 | 6 | 6+ | 32mm |
10 Spanner (base: 32mm) |
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0‑3 | 10 Spanner |
5" | 3+ | 5+ | 4 | 4 | 1 | 2 | 6 | 6+ | 32mm |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Big shoota | ||||||
Big shoota | 36" | Dakka 5/3 | 5 | 0 | 1 | - |
Burna (shooting) | ||||||
Burna (shooting) | 8" | Assault D3 | 4 | 0 | 1 | Before a unit fires this weapon, roll once for the number of attacks and use this for all burnas fired by the unit until the end of the phase. This weapon automatically hits its target. |
Before a unit fires this weapon, roll once for the number of attacks and use this for all burnas fired by the unit until the end of the phase. This weapon automatically hits its target. | ||||||
Kustom mega-blasta | ||||||
Kustom mega-blasta | 24" | Assault D3 | 8 | -3 | D6 | Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. |
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. | ||||||
Rokkit launcha | ||||||
Rokkit launcha | 24" | Heavy D3 | 8 | -2 | 3 | Blast |
Blast | ||||||
Burna (melee) | ||||||
Burna (melee) | Melee | Melee | User | -2 | 1 | - |
Choppa | ||||||
Choppa | Melee | Melee | User | -1 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
Killsaw | ||||||
Killsaw | Melee | Melee | x2 | -4 | D3 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon. |
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon. | ||||||
Slugga | ||||||
Slugga | 12" | Pistol 1 | 4 | 0 | 1 | - |
Stikkbombz | ||||||
Stikkbombz | 8" | Grenade D6 | 3 | 0 | 1 | Blast |
Blast |
• Any Spanner can be equipped with one of the following instead of 1 big shoota: 1 slugga and 1 choppa; 1 slugga and 1 killsaw. • Any Spanner can be equipped with 1 weapon from the Souped-up Weapons list instead of 1 slugga.
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ABILITIES | ||||||||||
ABILITIES |
’Ere We Go, Mob Rule, Dakka Weapons Pyromaniaks: If this unit destroys an enemy unit in the Shooting phase, it automatically passes Morale tests until the start of your next turn. Mekaniak: At the end of your Movement phase, a Spanner can repair a single friendly VEHICLE model within 1". That model regains 1 lost wound. A model can only be repaired once per turn. |
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Burna Boyz (Legendary) can receive the following Kustom Jobs upgrades:
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FACTION KEYWORDS: ORK, | ||||||||||
KEYWORDS: INFANTRY, BURNA BOYZ |
Blood Axes take extra satisfaction in outmanoeuvring the enemy and mobbing them with ladz.
When Orks gather in large numbers, their sheer impetus carries them into the foe, destroying everything in their path.
Though it is normally known for its inaccuracy, the typical deluge of Ork shooting is utterly devastating in the close confines of a ship.
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.
Sometimes even the most enthusiastic greenskins need a little ‘encouragement’ to stay in the fight. Luckily, their bosses are more than happy to offer it.
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.
Nothing shocks the enemy like an angry mob of Orks suddenly appearing in a blast of green lightning!
Orks react to the sudden availability of a good scrap with immediate and enthusiastic aggression.
Blood Axes are adept at closing with the enemy unseen, which is often the last thing the foe suspects.
Very few things are able to stand between a Freebooter and something valuable.
Grots have a variety of uses, from fetching more ammunition to herding loose squigs, and even - despite their protestations - acting as surprisingly effective bullet shields.
Nothing shocks the enemy like an angry mob of Boyz, or a looming war effigy suddenly appearing in a blast of green lightning!
With a flick of an adjustable nozzle, burna boys can convert their flame spewing weapons into deadly cutting torches.
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.
2CP | ||
HOLD ON, BOYZ! Orks Stratagem The Warboss shouts at his ladz to grab onto the Battlewagon and hitch a ride across the battlefield. Use this Stratagem during your Movement phase before you move a BLITZ BRIGADE BATTLEWAGON from your army. Pick a friendly INFANTRY unit wholly within 3" of that model and remove it from the battlefield. After that BATTLEWAGON has moved, set the INFANTRY unit up on the battlefield wholly within 3" of that BATTLEWAGON, and more than 3" from any enemy models. (Note that this infantry unit is not embarked within the Battlewagon and therefore does not count towards the number of models it can transport.) That infantry unit cannot move further this phase (but counts as having moved this turn for all rules purposes) and it cannot charge this turn. | ||
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Kombi-rokkit | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
Kombi-rokkit | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Rokkit | ||||||
- Rokkit | 24" | Heavy D3 | 8 | -2 | 3 | Blast |
Blast | ||||||
- Shoota | ||||||
- Shoota | 18" | Dakka 3/2 | 4 | 0 | 1 | - |
Kombi-skorcha | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
Kombi-skorcha | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Skorcha | ||||||
- Skorcha | 12" | Assault D6 | 5 | -1 | 1 | Each time an attack is made with this weapon profile, that attack automatically hits the target. |
Each time an attack is made with this weapon profile, that attack automatically hits the target. | ||||||
- Shoota | ||||||
- Shoota | 18" | Dakka 3/2 | 4 | 0 | 1 | - |
Kustom mega-blasta | ||||||
Kustom mega-blasta | 24" | Assault D3 | 8 | -3 | D6 | Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. |
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. | ||||||
Kustom mega-slugga | ||||||
Kustom mega-slugga | 12" | Pistol D3 | 8 | -3 | D6 | Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. |
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. | ||||||
Rokkit launcha | ||||||
Rokkit launcha | 24" | Heavy D3 | 8 | -2 | 3 | Blast |
Blast |
While Meks are happy to tinker with the weapons of their customers, most will endeavour to remove and keep the best bits of these weapons, replacing it with something shiny from their scrap collection. These pilfered spare parts inevitably end up bolted onto the Mek's own, already outlandish, personal weaponry.
MEK, BIG MEK or Spanner model equipped with kustom mega-slugga or kustom mega-blasta only. Each time this model shoots with a kustom mega-slugga or kustom mega-blasta, make one additional attack with that weapon.This loud, fume-belching device wreathes the bearer and his mates in a thick bank of smoke. This is hard for the enemy to see through, but has little detriment on the Orks’ own accuracy, which often owes more to guesswork than to aiming at the best of times. The only drawback is that this machine only works when the Spanner can keep his ladz stood still long enough for the cloud to build up.
Unit that contains a Spanner model only. If this unit Remained Stationary, it is treated as having the benefits of light cover until your next Movement phase.Arcs of electricity leap from coils of wiring wound around - or stapled onto - this unit's wargear. Admittedly, this leaves these Orks a bit on the singed side, but it is a price worth paying to see their enemies dance like loons with their hair standing on end when they get zapped.
Unit that contains a Spanner model only. Each time a melee attack is made by a model in this unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.This datasheet has Elites Battlefield Role. Full list of Orks units sharing same Battlefield Role follows:
Big shoota used in the following datasheets:
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.Kustom mega-blasta used in the following datasheets:
Rokkit launcha used in the following datasheets:
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 more Orks in one place, the more the Waaagh! energy flows, and the more fearless they all become.
While this unit is within 6" of a friendly MOB unit that is not under half strength, this unit is never considered to be under half strength.The TRANSPORT keyword is used in the following Orks datasheets:
The and VEHICLE keywords are used in the following Orks datasheets:
The ORK keyword is used in the following Orks datasheets:
The INFANTRY keyword is used in the following Orks datasheets:
The BURNA BOYZ keyword is used in the following Orks datasheets:
The GRETCHIN keyword is used in the following Orks datasheets:
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The ORK and INFANTRY keywords are used in the following Orks datasheets:
The GRETCHIN and INFANTRY keywords are used in the following Orks datasheets:
The FREEBOOTERZ and INFANTRY keywords are used in the following Orks datasheets:
The BLOOD AXES and INFANTRY keywords are used in the following Orks datasheets:
The MEGA ARMOUR keyword is used in the following Orks datasheets:
The BATTLEWAGON keyword is used in the following Orks datasheets:
The MEK keyword is used in the following Orks datasheets:
The BIG MEK keyword is used in the following Orks datasheets:
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Slugga used in the following datasheets:
Kombi-rokkit used in the following datasheets:
Kombi-skorcha used in the following datasheets:
Choppa used in the following datasheets:
Killsaw used in the following datasheets:
Stikkbombz used in the following datasheets:
Burna (shooting) used in the following datasheets:
Burna (melee) used in the following datasheets:
Kustom mega-slugga used in the following datasheets: