Big Trukks - New Recruit
Big Trukks - New Recruit
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
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.
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.