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Big Trukks - New Recruit

The document outlines an army roster for a Warhammer 40,000 Ork faction, totaling 1890 points. It includes various units such as Epic Heroes, Characters, Infantry, and Vehicles, detailing their roles, points cost, and weapon options. The roster is structured for a Strike Force battle size with specific abilities and categories for each unit.

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BashtonRashkar
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0% found this document useful (0 votes)
13 views19 pages

Big Trukks - New Recruit

The document outlines an army roster for a Warhammer 40,000 Ork faction, totaling 1890 points. It includes various units such as Epic Heroes, Characters, Infantry, and Vehicles, detailing their roles, points cost, and weapon options. The roster is structured for a Strike Force battle size with specific abilities and categories for each unit.

Uploaded by

BashtonRashkar
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Blood axes [1890pts]

Army Roster [1890pts] (Xenos - Orks)


• Battle Size: Strike Force (2000 Point limit)
• Detachment: War Horde
• Show/Hide Options: Legends are visible, Unaligned Forces are visible, Unaligned Fortifications are
visible
NAME ROLE PTS OPTIONS
Boss Snikrot Epic Hero 95
Mozrog Skragbad Epic Hero 165 Thump gun
Beastboss on Squigosaur Character 130 Beastchoppa, Slugga, Thump gun
Big Mek with Shokk Attack
Character 65
Gun
Kombi-weapon, Twin slugga, Attack squig,
Warboss Character 65
Power klaw
Kombi-weapon, Twin slugga, Attack squig,
Warboss Character 65
Power klaw
1x Boss Nob: Big choppa and slugga, Slugga
8x Boy w/ Slugga and choppa
(10) Boyz Battleline 80
1x Boy w/ Rokkit launcha and close combat
weapon
9x Flash Gitz
(10) Flash Gitz Infantry 160
Ammo Runt
(11) Gretchin Infantry 40 1 Runtherd and 10 Gretchin
1x Boss Nob: Slugga, Choppa
1x Kommandos w/ Breacha ram
1x Kommandos w/ Burna
(10) Kommandos Infantry 120
1x Kommandos w/ Rokkit launcha
6x Kommandos w/ Slugga and choppa
Bomb Squig, Distraction Grot
1x Boss Nob: Slugga, Choppa
1x Kommandos w/ Breacha ram
1x Kommandos w/ Burna
(10) Kommandos Infantry 120
1x Kommandos w/ Rokkit launcha
6x Kommandos w/ Slugga and choppa
Bomb Squig, Distraction Grot
1x Boss Nob: Slugga, Choppa
(5) Stormboyz Infantry 65
4x Stormboy
1x Boss Nob: Slugga, Choppa
(5) Stormboyz Infantry 65
4x Stormboy
1x Boss Nob: Slugga, Choppa
(5) Stormboyz Infantry 65
4x Stormboy
(5) Tankbustas Infantry 90
1 Nob on Smasha Squig and 3 Squighog Boyz,
(4) Squighog Boyz Mounted 160
Bomb squig
1 Nob on Smasha Squig and 3 Squighog Boyz,
(4) Squighog Boyz Mounted 160
Bomb squig
Mek Gunz Vehicle 50 1x Mek Gun w/ Smasha gun
Dedicated
Trukk 65
Transport
Dedicated
Trukk 65
Transport
95 PTS BOSS SNIKROT
Models Options
1x Boss Snikrot Mork’s Teeth, Slugga
Unit M T SV W LD OC
Boss Snikrot 6" 5 5+ 6 6+ 1
Ranged Weapons Range A BS S AP D Keywords
Slugga 12" 1 4+ 4 0 1 Pistol
Melee Weapons Range A WS S AP D Keywords
Mork’s Teeth Melee 6 2+ 6 -1 2 Precision, Twin-linked
Abilities Description
Red Skull
While this model is leading a unit, models in that unit have the Benefit of Cover.
Kommandos
Once per battle, in your Movement phase, instead of making a Normal move with this model’s
Kunnin’
unit, you can remove it from the battlefield and set it up again anywhere on the battlefield that is
Infiltrator
more than 9" horizontally away from all enemy models.
Invulnerable
Save (5+)
This model has a 5+ invulnerable save.

Abilities Description
This model can be attached to the following unit:
Leader
KOMMANDOS
Rules Infiltrators, Stealth, Waaagh!, Lone Operative, Leader, Twin-linked, Precision, Pistol

Categories Boss Snikrot, Character, Epic Hero, Faction: Orks, Grenades, Infantry, Smoke
165 PTS MOZROG SKRAGBAD
Models Options
1x Mozrog Skragbad Big Chompa’s jaws, Gutrippa, Thump gun
Unit M T SV W LD OC
Mozrog Skragbad 10" 8 3+ 8 6+ 3
Ranged Weapons Range A BS S AP D Keywords
Thump gun 18" D3 5+ 6 0 2 Blast
Melee Weapons Range A WS S AP D Keywords
Big Chompa’s jaws Melee 3 3+ 7 -2 4 Devastating Wounds, Extra Attacks
Gutrippa Melee 6 2+ 7 -1 3 Anti-Monster 4+, Anti-Vehicle 4+
Abilities Description
Each time this model makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the
Da Bigger Dey
Damage characteristic of that attack. Each time this model makes an attack that targets a
Iz…
TITANIC unit, add 2 to the Damage characteristic of that attack instead.
While this model is leading a unit, each time a model in that unit is destroyed by a melee attack, if
One Last Kill it has not fought this phase, roll on D6; on a 4+, do not remove it from play. The destroyed model
can fight after the attacking unit has finished making its attacks, and is then removed from play.
Invulnerable
This model has a 4+ invulnerable save.
Save (4+)
Abilities Description
This model can be attached to the following unit:
Leader
SQUIGHOG BOYZ
Rules Feel No Pain 5+, Waaagh!, Leader, Extra Attacks, Devastating Wounds, Anti-, Blast

Categories Beast Snagga, Character, Epic Hero, Faction: Orks, Mounted, Mozrog Skragbad, Warboss
130 PTS BEASTBOSS ON SQUIGOSAUR
Models Options
1x Beastboss on Squigosaur Beastchoppa, Slugga, Squigosaur’s jaws, Thump gun
Unit M T SV W LD OC
Beastboss on Squigosaur 10" 8 3+ 8 6+ 3
Ranged Weapons Range A BS S AP D Keywords
Slugga 12" 1 5+ 4 0 1 Pistol
Thump gun 18" D3 5+ 6 0 2 Blast
Melee Weapons Range A WS S AP D Keywords
Beastchoppa Melee 6 2+ 6 -1 2 Anti-Monster 4+, Anti-Vehicle 4+
Squigosaur’s jaws Melee 3 4+ 7 -2 3 Devastating Wounds, Extra Attacks
Abilities Description
Thundering
Stampede
While this model is leading a unit, add 1 to Charge rolls made for that unit.

Single-minded You can target this model with the Heroic Intervention Stratagem for 0CP, and can do so even if
Predator you have already targeted a different unit with that Stratagem this phase.
Invulnerable Save
This model has a 5+ invulnerable save.
(5+)
Abilities Description
This model can be attached to the following unit:
Leader
SQUIGHOG BOYZ
Rules Feel No Pain 5+, Waaagh!, Leader, Anti-, Pistol, Devastating Wounds, Extra Attacks, Blast

Categories Beast Snagga, Beastboss on Squigosaur, Character, Faction: Orks, Mounted, Warboss
65 PTS BIG MEK WITH SHOKK ATTACK GUN
Models Options
1x Big Mek with Shokk Attack Gun Close combat weapon, Shokk attack gun
Unit M T SV W LD OC
Big Mek with Shokk Attack Gun 6" 5 4+ 5 7+ 1
Ranged Weapons Range A BS S AP D Keywords
Shokk attack gun 60" D6+1 5+ 9 -4 D6 Blast, Heavy
Melee Weapons Range A WS S AP D Keywords
Close combat weapon Melee 4 3+ 5 0 1 -
Abilities Description
While this model is leading a unit, each time a model in that unit makes a ranged attack, re-
More Dakka
roll a Hit roll of 1.
Deranged Snotling In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of
Assault those attacks; that unit must take a Battle-shock test.
Abilities Description
This model can be attached to the following units:
BOYZ
Leader LOOTAZ
MEK GUNZ
NOBZ
Rules Waaagh!, Leader, Blast, Heavy

Categories Big Mek with Shokk Attack Gun, Character, Faction: Orks, Grenades, Infantry, Mek
65 PTS WARBOSS x2
Models Options
1x Warboss Kombi-weapon, Twin slugga, Attack squig, Power klaw
Unit M T SV W LD OC
Warboss 6" 5 4+ 6 6+ 1
Ranged Weapons Range A BS S AP D Keywords
Kombi-weapon 24" 1 5+ 4 0 1 Anti-Infantry 4+, Devastating Wounds, Rapid Fire 1
Twin slugga 12" 2 5+ 4 0 1 Pistol, Twin-linked
Melee Weapons Range A WS S AP D Keywords
Attack Squig Melee 2 4+ 4 0 1 Extra Attacks
Power klaw Melee 4 3+ 10 -2 2 -
Abilities Description
While this model is leading a unit, each time a model in that unit makes a melee attack, add
Might is Right
1 to the Hit roll.
Da Biggest and da While the Waaagh! is active for your army, add 4 to the Attacks characteristic of this model’s
Best melee weapons.
Invulnerable Save
This model has a 5+ invulnerable save.
(5+)
Abilities Description
This model can be attached to the following units:
Leader BOYZ
NOBZ
Rules Waaagh!, Leader, Devastating Wounds, Anti-, Rapid Fire, Pistol, Twin-linked, Extra Attacks

Categories Character, Faction: Orks, Grenades, Infantry, Warboss


80 PTS BOYZ
Models Options
1x Boss Nob Big choppa and slugga (Big choppa, Slugga)
8x Boy w/ Slugga and choppa Choppa, Slugga
1x Boy w/ Rokkit launcha and close combat weapon Close combat weapon, Rokkit launcha
Unit M T SV W LD OC
Boy 6" 5 5+ 1 7+ 2
Boss Nob 6" 5 5+ 2 7+ 2
Ranged Weapons Range A BS S AP D Keywords
Slugga (x9) 12" 1 5+ 4 0 1 Pistol
Rokkit launcha 24" D3 5+ 9 -2 3 Blast
Melee Weapons Range A WS S AP D Keywords
Big choppa Melee 3 3+ 7 -1 2 -
Choppa (x8) Melee 3 3+ 4 -1 1 -
Close combat weapon Melee 2 3+ 4 0 1 -
Abilities Description
At the end of your Command phase, if this unit is within range of an objective marker you control,
Get Da
that objective marker remains under your control, even if you have no models within range of it, until
Good Bitz
your opponent controls it at the start or end of any turn.
If this unit has a Starting Strength of 20, you can attach up to two Leader units to it instead of one
Bodyguard (but only if one of those is a WARBOSS model). If you do, and this unit is destroyed, the Leader units
attached to it become separate units with their original Starting Strengths.
Rules Waaagh!, Pistol, Blast

Categories Battleline, Boyz, Faction: Orks, Grenades, Infantry, Mob


160 PTS FLASH GITZ
Models Options
1x Kaptin Choppa, Snazzgun
9x Flash Gitz Choppa, Snazzgun
Unit M T SV W LD OC
Flash Gitz 6" 5 4+ 2 7+ 1
Ranged Weapons Range A BS S AP D Keywords
Snazzgun (x10) 24" 3 5+ 6 -1 2 Heavy, Sustained Hits 1
Melee Weapons Range A WS S AP D Keywords
Choppa (x10) Melee 4 3+ 5 -1 1 -
Abilities Description
Gun-crazy Each time a model in this unit targets the closest eligible target with its snazzgun, until the end of
Show-offs the phase, that weapon has an Attacks characteristic of 4.
Once per battle, when this unit is selected to shoot, it can use this ability. If it does, until the end of
the phase, ranged weapons equipped by models in this unit have the [LETHAL HITS] ability.
Ammo Runt
Designer’s Note: Place an Ammo Runt token next to the unit, removing it after this ability has been
used.
Rules Waaagh!, Heavy, Sustained Hits, Lethal Hits

Categories Faction: Orks, Flash Gitz, Grenades, Infantry


40 PTS GRETCHIN
Models Options
10x Gretchin Close combat weapon, Grot blasta
1x Runtherd Grot-smacka, Slugga
Unit M T SV W LD OC
Gretchin (x10) 6" 2 7+ 1 8+ 2
Runtherd 6" 5 5+ 2 7+ 1
Ranged Weapons Range A BS S AP D Keywords
Grot blasta (x10) 12" 1 4+ 3 0 1 Pistol
Slugga 12" 1 5+ 4 0 1 Pistol
Melee Weapons Range A WS S AP D Keywords
Close combat weapon (x10) Melee 1 5+ 2 0 1 -
Grot-smacka Melee 3 3+ 5 0 1 -
Abilities Description
Each time an attack targets this unit, if it contains one or more Gretchin models, until that attack is
Runtherd
resolved, Runtherd models in this unit have a Toughness characteristic of 2.
At the start of your Movement phase, roll one D6 for each objective marker you control that has
Thievin’
one or more units from your army with this ability within range of it (excluding Battle-shocked
Scavengers
units). If one or more of those rolls is a 4+, you gain 1CP.
Rules Waaagh!, Pistol

Categories Faction: Orks, Gretchin, Grots, Infantry


120 PTS KOMMANDOS x2
Models Options
1x Boss Nob Slugga, Choppa
1x Kommandos w/ Breacha ram Breacha ram
1x Kommandos w/ Burna Burna, Close combat weapon
1x Kommandos w/ Rokkit launcha Close combat weapon, Rokkit launcha
6x Kommandos w/ Slugga and choppa Choppa, Slugga
Unit M T SV W LD OC
Kommandos 6" 5 5+ 1 7+ 1
Boss Nob 6" 5 5+ 2 7+ 1
Ranged Weapons Range A BS S AP D Keywords
Slugga (x7) 12" 1 5+ 4 0 1 Pistol
Burna 12" D6 N/A 4 0 1 Ignores Cover, Torrent
Rokkit launcha 24" D3 5+ 9 -2 3 Blast
Melee Weapons Range A WS S AP D Keywords
Choppa (x7) Melee 3 3+ 4 -1 1 -
Breacha ram Melee 2 4+ 9 -2 2 -
Close combat weapon (x2) Melee 2 3+ 4 0 1 -
Abilities Description
Sneaky
Enemy units cannot use the Fire Overwatch Stratagem to shoot at this unit.
Surprise
Once per battle, after this unit ends a Normal move, select one enemy unit within 12" of this unit
and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.
Bomb Squig
Designer’s Note: Place a Bomb Squig token next to the unit, removing it when this unit uses this
ability.
Once per battle, in your opponent’s Shooting phase, before making a saving throw for a model in
this unit, it can deploy the distraction grot. If it does, until the end of the phase, models in this unit
Distraction
have a 5+ invulnerable save.
Grot
Designer’s Note: Place a Distraction Grot token next to the unit, removing it when this unit uses this
ability.
Rules Stealth, Infiltrators, Waaagh!, Pistol, Ignores Cover, Torrent, Blast

Categories Faction: Orks, Grenades, Infantry, Kommandos, Smoke


65 PTS STORMBOYZ x3
Models Options
1x Boss Nob Slugga, Choppa
4x Stormboy Choppa, Slugga
Unit M T SV W LD OC
Boss Nob 12" 5 5+ 2 7+ 1
Stormboy (x4) 12" 5 5+ 1 7+ 1
Ranged Weapons Range A BS S AP D Keywords
Slugga (x5) 12" 1 5+ 4 0 1 Pistol
Melee Weapons Range A WS S AP D Keywords
Choppa (x5) Melee 3 3+ 4 -1 1 -
Abilities Description
Full Throttle This unit is eligible to declare a charge in a turn in which it Advanced or Fell Back.
Rules Deep Strike, Waaagh!, Pistol

Categories Faction: Orks, Fly, Grenades, Infantry, Jump Pack, Stormboyz


90 PTS TANKBUSTAS
Models Options
1x Boss Nob Close combat weapon, Rokkit launcha
1x Tankbusta w/ Pair of rokkit pistols Close combat weapon, Pair of rokkit pistols
2x Tankbusta w/ Rokkit launcha Close combat weapon, Rokkit launcha
1x Tankbusta w/ Tankhammer Tankhammer
Unit M T SV W LD OC
Tankbusta 6" 5 5+ 1 7+ 1
Boss Nob 6" 5 5+ 2 7+ 1
Ranged Weapons Range A BS S AP D Keywords
Rokkit launcha (x3) 24" D3 5+ 9 -2 3 Blast
Pair of rokkit pistols 12" 1 5+ 7 -1 D3 Pistol, Twin-linked
Melee Weapons Range A WS S AP D Keywords
Close combat weapon (x4) Melee 2 3+ 4 0 1 -
Tankhammer Melee 2 3+ 7 -1 D3 Anti-Vehicle 4+, Devastating Wounds, Hazardous
Abilities Description
Tank Each time a model in this unit makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the
Hunters Hit roll and add 1 to the Wound roll.
Twice per battle, after this unit ends a Normal move, you can select one enemy unit within 12" of it
Bomb and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.
Squigs Designer’s Note: Place two Bomb Squig tokens next to the unit, removing one each time this unit uses
this ability.
Rules Waaagh!, Blast, Pistol, Twin-linked, Anti-, Devastating Wounds, Hazardous

Categories Faction: Orks, Infantry, Tankbustas


160 PTS SQUIGHOG BOYZ x2
Models Options
1x Nob on Smasha Squig Big choppa, Slugga, Squig jaws
3x Squighog Boy Saddlegit weapons, Squig jaws, Stikka
Unit M T SV W LD OC
Nob on Smasha Squig 10" 7 4+ 4 7+ 2
Squighog Boyz (x3) 10" 7 4+ 3 7+ 2
Ranged Weapons Range A BS S AP D Keywords
Slugga 12" 1 5+ 4 0 1 Pistol
Saddlegit weapons (x3) 9" 1 4+ 3 0 1 Assault
Stikka (ranged) (x3) 9" 1 5+ 5 -1 2 Assault, Anti-Monster 4+, Anti-Vehicle 4+
Melee Weapons Range A WS S AP D Keywords
Big choppa Melee 4 3+ 6 -1 2 Anti-Monster 4+, Anti-Vehicle 4+
Squig jaws (x4) Melee 3 4+ 6 -1 2 Extra Attacks
Stikka (melee) (x3) Melee 3 3+ 5 -1 2 Anti-Monster 4+, Anti-Vehicle 4+, Lance
Abilities Description
You can ignore any or all modifiers to this unit’s Move characteristic and to Advance and Charge rolls
Wild Ride
made for this unit.
Once per battle for each bomb squig this unit has, after this unit ends a Normal move, you can select
Bomb one enemy unit within 12" of it and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.
Squig Designer’s Note: Place the relevant number of Bomb Squig tokens next to the unit, removing one each
time this unit uses this ability.
Rules Feel No Pain 5+, Waaagh!, Anti-, Pistol, Extra Attacks, Assault, Lance

Categories Beast Snagga, Faction: Orks, Grenades, Mounted, Squighog Boyz


50 PTS MEK GUNZ
Models Options
1x Mek Gun w/ Smasha gun Grot crew, Smasha gun
Unit M T SV W LD OC
Mek Gunz 3" 5 5+ 6 8+ 2
Ranged Weapons Range A BS S AP D Keywords
Smasha gun 48" D3+1 4+ 9 -3 3 Blast
Melee Weapons Range A WS S AP D Keywords
Grot crew Melee 6 5+ 2 0 1 -
Abilities Description
Each time a model in this unit makes a ranged attack that targets a unit that is at its Starting
Splat!
Strength (excluding MONSTERS and VEHICLES), re-roll a Hit roll of 1.
Invulnerable Save
Models in this unit have a 6+ invulnerable save.
(6+)
Rules Grot Crew, Waaagh!, Blast

Categories Faction: Orks, Grots, Mek Gunz, Vehicle


65 PTS TRUKK x2
Models Options
1x Trukk Big shoota, Spiked wheels
Unit M T SV W LD OC
Trukk 12" 8 4+ 10 7+ 2
Ranged Weapons Range A BS S AP D Keywords
Big shoota 36" 3 5+ 5 0 1 Rapid Fire 2
Melee Weapons Range A WS S AP D Keywords
Spiked wheels Melee 3 4+ 6 0 1 -
Abilities Description
Grot Riggers At the start of your Command phase, this model regains 1 lost wound.
Invulnerable Save (6+) This model has a 6+ invulnerable save.
Transport Capacity
This model has a transport capacity of 12 ORKS INFANTRY models. Each MEGA ARMOUR model takes up
Trukk
the space of 2 models. It cannot transport JUMP PACK or GHAZGHKULL THRAKA models.
Rules Deadly Demise D3, Firing Deck 12, Waaagh!, Rapid Fire

Categories Dedicated Transport, Faction: Orks, Transport, Trukk, Vehicle

Force Rules
Army Roster (Xenos - Orks)
Waaagh!
If your Army Faction is ORKS, once per battle, at the start of the battle round, you can call a Waaagh! If you do,
until the start of the next battle round, the Waaagh! is active for your army and:
Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced.
Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this
ability.
Models from your army with this ability have a 5+ invulnerable save.

Selection Rules
Anti-:
Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with
such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a
Critical Wound.

Assault:
Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains
any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit
is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Blast:
Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks.
Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models
that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to
make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army
(including its own unit).
Deadly Demise D3:
Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before
removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each
unit within 6" of that model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll
separately for each unit within 6").

Deep Strike:
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves
instead of setting it up on the battlefield. If you do, 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" horizontally away from all enemy models.
If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to
be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Devastating Wounds:
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an
attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made
against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other
attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any
modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that
attack, instead of inflicting damage normally.

Extra Attacks:
Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or
more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped
with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA
ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other
rules, unless that weapon’s name is explicitly specified in that rule.

Feel No Pain 5+:


Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability suffers damage and
so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or
equal to the number denoted by 'x: that wound is ignored and is not lost. If a model has more than one Feel No Pain
ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.

Firing Deck 12:


Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in
the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase.
Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with
(excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it
counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the
end of the phase, those selected models’ units are not eligible to shoot.

Get Stuck In:


Melee weapons equipped by ORKS models from your army have the [SUSTAINED HITS 1] ability.

Grot Crew:
Designer’s Note: Place five Grot Crew tokens next to each Mek Gun model when this unit is first set up, removing
one each time its Mek Gun model loses a wound (a Mek Gun model itself is considered to represent its final wound).
Hazardous:
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot
or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for
when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is
failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):
■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more
Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more
Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be
allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge
phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge
move.

Heavy:
Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a
weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Ignores Cover:
Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made
with such a weapon, the target cannot have the Benefit of Cover against that attack.

Infiltrators:
During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on
the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

Lance:
Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a
weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Leader:
While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are
triggered when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack
targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness
characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness
characteristic. Each time an attack successfully wounds an Attached unit, that attack cannot be allocated to a
Character model in that unit, even if that Character model has lost one or more wounds or has already had attacks
allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks
made against that unit that have yet to be allocated can then be allocated to Character models in that unit.
Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit
becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become
separate units after the attacking unit has resolved all of its attacks.
Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not
another CHARACTER unit attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original
Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has
resolved all of its attacks.
Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that
make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that
would be triggered when that unit is destroyed.
Lethal Hits:
Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with
such a weapon, a Critical Hit automatically wounds the target.

Lone Operative:
Unless part of an Attached unit, this unit can only be selected as the target of a ranged attack if the attacking model
is within 12".

Pistol:
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that
unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or
more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only
target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy
unit even if other friendly units are within Engagement Range of the same enemy unit.
If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with
its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other
ranged weapons before selecting targets.

Precision:
Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a
weapon successfully wounds an Attached unit, if a Character model in that unit is visible to the attacking model, the
attacking model’s player can choose to have that attack allocated to that Character model instead of following the
normal attack sequence.

Rapid Fire:
Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a
unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted
by ‘x’.

Stealth:
If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that
attack’s Hit roll.

Sustained Hits:
Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is
made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as
denoted by ‘x’

Torrent:
Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a
weapon, that attack automatically hits the target.

Twin-linked:
Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with
such a weapon, you can re-roll that attack’s Wound roll.

Waaagh!:
If your Army Faction is ORKS, once per battle, at the start of the battle round, you can call a Waaagh! If you do,
until the start of the next battle round, the Waaagh! is active for your army and:
Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced.
Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this
ability.
Models from your army with this ability have a 5+ invulnerable save.

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