No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | Base |
8 Kommando (base: 32mm) |
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5‑15 | 8 Kommando |
6" | 3+ | 5+ | 4 | 4 | 1 | 2 | 6 | 6+ | 32mm |
8 Boss Nob (base: 32mm) |
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0‑1 | 8 Boss Nob |
6" | 3+ | 5+ | 5 | 4 | 2 | 3 | 7 | 6+ | 32mm |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Slugga | ||||||
Slugga | 12" | Pistol 1 | 4 | 0 | 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. | ||||||
Power klaw | ||||||
Power klaw | Melee | Melee | x2 | -3 | 2 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. | ||||||
Stikkbombz | ||||||
Stikkbombz | 8" | Grenade D6 | 3 | 0 | 1 | Blast |
Blast | ||||||
Tankbusta bomb | ||||||
Tankbusta bomb | 6" | Grenade D3 | 8 | -2 | D6 | Blast |
Blast | ||||||
Big shoota | ||||||
Big shoota | 36" | Dakka 5/3 | 5 | 0 | 1 | - |
Rokkit launcha | ||||||
Rokkit launcha | 24" | Heavy D3 | 8 | -2 | 3 | Blast |
Blast | ||||||
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. | ||||||
Burna (melee) | ||||||
Burna (melee) | Melee | Melee | User | -2 | 1 | - |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• The Boss Nob can be equipped with one of the following instead of 1 power klaw: 1 big choppa; 1 choppa. • Up to 2 Kommandos can be equipped with one of the following instead of 1 slugga: 1 big shoota; 1 burna; 1 rokkit launcher.
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ABILITIES | |
ABILITIES |
’Ere We Go, Mob Rule, Dakka Weapons Kunnin’ Infiltrators: During deployment, when you set up this unit it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models. Sneaky Gitz: Each time an attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 2 to any armour saving throw made against that attack. Throat Slittas: Each time a model in this unit makes a melee attack, if it is within 1" of a terrain feature, add 1 to that attack’s wound roll. |
FACTION KEYWORDS: ORK, | |
KEYWORDS: INFANTRY, KOMMANDOS |
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.
Some Kommandos are experts in fighting from cover, evading their enemies’ blows and using the terrain against them.
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!
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. | ||
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.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 ORK keyword is used in the following Orks datasheets:
The INFANTRY 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:
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Slugga used in the following datasheets:
Choppa used in the following datasheets:
Power klaw used in the following datasheets:
Stikkbombz used in the following datasheets:
The KOMMANDOS keyword is used in the following Orks datasheets:
The BLOOD AXES and KOMMANDOS keywords are used in the following Orks datasheets:
Burna (shooting) used in the following datasheets:
Burna (melee) used in the following datasheets: