No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | Base |
70 Wurrboy (base: 32mm) |
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1 | 70 Wurrboy |
5" | 3+ | 5+ | 5 | 5 | 5 | 3 | 6 | 6+ | 32mm |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Eyez of Mork | ||||||
Eyez of Mork | 12" | Assault 2 | 6 | -3 | D3 | - |
ABILITIES | |
ABILITIES |
Beast Snagga, ’Ere We Go, Waaagh! Waaagh! Energy: While there are 20 or more ORKS models (excluding GRETCHIN) within 12" of this model, this model can attempt to manifest one additional psychic power in your Psychic phase.
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This model can attempt to manifest one psychic power in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and two psychic powers from the Beasthead discipline. | |
FACTION KEYWORDS: ORK, | |
KEYWORDS: CHARACTER, INFANTRY, PSYKER, BEAST SNAGGA, WEIRDBOY, WURRBOY |
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.
When Goffs get stuck into the foe, the carnage is wonderful to behold, at least for other Orks.
A Bad Moon’s prodigious wealth allows him to spray bullets with abandon, in the knowledge he can always afford more.
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.
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.
So resilient is Ork physiology - and so slow are Orks on the uptake - that even killing wounds can take a while to register.
The greatest Warbosses keep a few lieutenants around to reinforce their rule. This has the dual effect of ensuring commands are disseminated effectively, and that the Warboss is kept fighting fit.
Some lucky gits get more than their fair share of shiny gubbinz.
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.
Nothing shocks the enemy like an angry mob of Boyz, or a looming war effigy suddenly appearing in a blast of green lightning!
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.
Very few things are able to stand between a Freebooter and something valuable.
Blood Axes are adept at closing with the enemy unseen, which is often the last thing the foe suspects.
Deathskulls instinctively know just where to hit an enemy vehicle in order to knock loose the best scrap.
Orks react to the sudden availability of a good scrap with immediate and enthusiastic aggression.
Nothing shocks the enemy like an angry mob of Orks suddenly appearing in a blast of green lightning!
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. | ||
D6 | PSYCHIC POWER |
1 | ROAR OF MORK The Wurrboy opens his gob impossibly wide and gives vent to a bellowing roar that reverberates through his enemies minds. Coherent thought becomes nigh on impossible, and as the roar thunders on, panic begins to spread. Malediction (Aura): Roar of Mork has a warp charge value of 6. If manifested:
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2 | FRAZZLE The Wurrboy concentrates really hard, a sickly green glow emanating around his gnarled cranium as he builds up a store of Waaagh! energy within himself. At the point where the Weirdboy is almost fit to burst, a wave of crackling energy floods out, reducing nearby foes to shrivelled husks in an instant. Witchfire: Frazzle has a warp charge value of 6. If manifested, roll one D6 for each enemy unit that is within 9" of this PSYKER: on a 4+, that unit suffers D3 mortal wounds. |
3 | BITIN’ JAWS The Wurrboy conjures a set of enormous green jaws in front of him. their teeth clamping open and shut in time with his own twitching movements. As he narrows his eyes, these jaws surge towards the enemy, the Weirdboy gnashing and chomping at anything that gets in their way. Witchfire: Bitin’ Jawz has a warp charge value of 6. If manifested, select one enemy model that is within 18" of and visible to this PSYKER. Draw a line between any part of this PSYKER’s base and any part of the selected model’s base (or hull); the selected model’s unit, and every other enemy unit that this line passes over or through, suffers 1 mortal wound. |
4 | SPIRIT OF GORK The Wurrboy stokes the bestial fury of nearby squigs. Eyes aglow with Waaagh! energy, the enraged creatures plunge into enemy lines, tearing the foe apart while their amused riders cling on tightly! Blessing: Spirit of Gork has a warp charge value of 6. If manifested, select one friendly SQUIG unit within 12" of and visible to this PSYKER. Until the start of your next Psychic phase:
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5 | BEASTSCENT The Wurrboy turns his nose to the sky, taking exaggerated sniffs. As he does so, a faint green glow begins to emanate from nearby enemies, telling the Weirdboy’s fellow hunters exactly where to find them. Malediction: Beastscent has a warp charge value of 5. If manifested, select one enemy unit that is within 18" of this PSYKER. Until the start of your next Psychic phase, that enemy unit does not receive the benefits of cover against attacks made by BEAST SNAGGA units from your army. |
6 | SQUIGGLY CURSE The Wurrboy cackles madly as he transforms the foe into a herd of squigs, the now terrified and confused beasts rampaging through their former comrades before bounding away. Witchfire: Squiggly Curse has a warp charge value of 7. If manifested, select one enemy unit within 12" of this PSYKER and roll one D6 for each model in that unit (to a maximum of 6 dice). For each result of 4+, that unit suffers 1 mortal wound. If any models in that unit are destroyed by this psychic power, every other enemy unit within 6" of that unit suffers 1 mortal wound. |
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.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 WARBOSS keyword is used in the following Orks datasheets:
The TRANSPORT keyword is used in the following Orks datasheets:
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:
The ORK and CHARACTER keywords are used in the following Orks datasheets:
The ORK and VEHICLE keywords are used in the following Orks datasheets:
The ORK and BIKER keywords are used in the following Orks datasheets:
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.
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.
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.
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 GOFFS and CORE keywords are used in the following Orks datasheets:
The GOFFS and CHARACTER keywords are used in the following Orks datasheets:
The BAD MOONS and CORE keywords are used in the following Orks datasheets:
The BAD MOONS and CHARACTER keywords are used in the following Orks datasheets:
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 DEATHSKULLS and CORE keywords are used in the following Orks datasheets:
The DEATHSKULLS and CHARACTER keywords are used in the following Orks datasheets:
The BATTLEWAGON keyword is used in the following Orks datasheets:
The CHARACTER keyword is used in the following Orks datasheets:
This datasheet has HQ Battlefield Role. Full list of Orks units sharing same Battlefield Role follows:
The SQUIG keyword is used in the following Orks datasheets:
The WEIRDBOY keyword is used in the following Orks datasheets:
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.
The BEAST SNAGGA keyword is used in the following Orks datasheets:
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: