Orks – Squighog Boyz
 ]
This datasheet does not meet the selection criteria (see Filter combo-box or Settings tab).
4

Squighog Boyz

NoNAME  M WS BS S T W A Ld Sv Base
25
Squighog Boy (base: 75 x 42mm)
3‑6
25
Squighog Boy
10" 3+ 5+ 5 6 3 3 6 4+ 75 x 42mm
If this unit contains 4 or more models, it has Power Rating 8. Every model is equipped with: saddlegit weapons; stikka; squighog jaws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Saddlegit weapons (shooting)
Saddlegit weapons (shooting)
8"
Assault 1
4
0
1
-
Stikka (shooting)
Stikka (shooting)
12"
Assault 1
User
-2
2
Each time an attack made with this weapon targets a unit within half range, that attack has a Strength characteristic of +1.
Each time an attack made with this weapon targets a unit within half range, that attack has a Strength characteristic of +1.
Saddlegit weapons (melee)
Saddlegit weapons (melee)
Melee
Melee
3
-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.
Squighog jaws
Squighog jaws
Melee
Melee
6
-1
2
Each time the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.
Each time the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.
Stikka (melee)
Stikka (melee)
Melee
Melee
+1
-2
2
-
OTHER WARGEAR
ABILITIES 
+5
Bomb squig
Once per turn, when a unit with a bomb squig is selected to shoot or fire Overwatch, if it has any bomb squigs remaining, the unit can release one. When it does so, you can select one enemy unit (excluding AIRCRAFT) that is within 12" of the unit with a bomb squig (when firing Overwatch this must be the charging unit) and roll one D6, adding 1 to the result if that enemy unit is a VEHICLE: on a 3+, that enemy unit suffers D3 mortal wounds. The number of bomb squigs the unit is equipped with is then reduced by 1.

We recommend placing a Bomb Squig model next to the unit for each bomb squig it is equipped with as a reminder, removing one each time this ability is used (a Bomb Squig does not count as a model for any rules purposes).
+5
Bomb squig
Once per turn, when a unit with a bomb squig is selected to shoot or fire Overwatch, if it has any bomb squigs remaining, the unit can release one. When it does so, you can select one enemy unit (excluding AIRCRAFT) that is within 12" of the unit with a bomb squig (when firing Overwatch this must be the charging unit) and roll one D6, adding 1 to the result if that enemy unit is a VEHICLE: on a 3+, that enemy unit suffers D3 mortal wounds. The number of bomb squigs the unit is equipped with is then reduced by 1.

We recommend placing a Bomb Squig model next to the unit for each bomb squig it is equipped with as a reminder, removing one each time this ability is used (a Bomb Squig does not count as a model for any rules purposes).
WARGEAR OPTIONS
WARGEAR OPTIONS
 • For every 3 models this unit contains, this unit can be equipped with 1 bomb squig.
ABILITIES
ABILITIES
Beast Snagga, ’Ere We Go, Mob Rule, Waaagh!
FACTION KEYWORDS: ORK,
KEYWORDS: CAVALRY, BEAST SNAGGA, SQUIG, CORE, SQUIGHOG BOYZ

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.
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.
UNBRIDLED CARNAGE2CP
Goff – Battle Tactic Stratagem

When Goffs get stuck into the foe, the carnage is wonderful to behold, at least for other Orks.

Use this Stratagem at the start of the Fight phase. Select one GOFF CORE or GOFF CHARACTER unit from your army that has the No Mukkin’ About Clan Kultur. Until the end of the phase, each time a model in that unit makes an attack, it scores an additional hit on an unmodified hit roll of 5+ instead of 6.
SHOWIN’ OFF1CP
Bad Moons – Battle Tactic Stratagem

A Bad Moon’s prodigious wealth allows him to spray bullets with abandon, in the knowledge he can always afford more.

Use this Stratagem when a BAD MOONS CORE or BAD MOONS CHARACTER 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, an unmodified hit roll of 6 scores 1 additional hit.
TOUGH AS SQUIG-HIDE2CP
Orks – Battle Tactic Stratagem

Beast Snaggas live tough lives, their hardy greenskin constitutions pushed to extremes by the dangerous beasts they surround themselves with. As a result, even the lowliest Beast Snagga Boy can take a tremendous amount of punishment before being slain.

Use this Stratagem in any phase, when a BEAST SNAGGA INFANTRY, BEAST SNAGGA CAVALRY or BEAST SNAGGA MONSTER unit from your army 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.
BREAKIN’ HEADS2CP
Orks – Battle Tactic Stratagem

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.

Use this Stratagem in the Morale phase, when a Morale test is failed for a unit (excluding GRETCHIN units) from your army that is within 3" of any friendly WARBOSS or NOBZ units. That unit suffers D3 mortal wounds, and the Morale test is treated as having been passed.
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.
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.
WRECKAZ2CP
Deathskulls – Strategic Ploy Stratagem

Deathskulls instinctively know just where to hit an enemy vehicle in order to knock loose the best scrap.

Use this Stratagem at the start of your Shooting or Fight phase. Select one DEATHSKULLS CORE or DEATHSKULLS CHARACTER unit from your army. Until the end of the phase, each time a model in that unit makes an attack that targets a VEHICLE, add 1 to that attack’s wound roll.
TIDE OF MUSCLE1CP
Orks – Strategic Ploy Stratagem

Once a horde of Orks get a sight of the foe, nothing can stop them.

Use this Stratagem in your Charge phase, when you select an ORKS CORE unit (excluding GRETCHIN units) from your army to charge. That unit can ignore any or all modifiers to the charge roll.
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.
MONSTER HUNTERZ2CP
Orks – Strategic Ploy Stratagem

When a group of Beast Snaggas corner a monstrous foe they act with remarkable, almost un-Orky cohesion, with each mob doing their part to bring the beast down and deliver the killing blow.

Use this Stratagem at the start of any phase. Select one enemy MONSTER or VEHICLE unit and up to 3 BEAST SNAGGA units from your army. Until the end of the phase, each time an attack is made by a model in one of the selected BEAST SNAGGA units that targets the selected MONSTER or VEHICLE unit, add 1 to that attack’s wound roll.
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.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
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.
’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.
Mob Rule

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:


– 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.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.

The CORE keyword is used in the following Orks datasheets:

Heavy Support
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.

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

Heavy Support

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

Heavy Support
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 DEATHSKULLS and CORE keywords are used in the following Orks datasheets:

Heavy Support
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.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
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.

Bomb squig used in the following datasheets:

Fast Attack
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.

The CAVALRY keyword is used in the following Orks datasheets:

The SQUIG keyword is used in the following Orks datasheets:

Beast Snagga

The gnarled bodies of Beast Snaggas are especially hard to damage, any vulnerable parts having long since been coated in scar tissue or bionic replacements.

  • Each time a model with this ability makes an attack that targets a VEHICLE or MONSTER, add 1 to that attack’s hit roll.
  • Every model in this unit has a 6+ invulnerable save.

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

Heavy Support

The BEAST SNAGGA and INFANTRY keywords are used in the following Orks datasheets:

The BEAST SNAGGA and CAVALRY keywords are used in the following Orks datasheets:

© Vyacheslav Maltsev 2013-2023