If your army is battle-forged, all Troops units in Ork Detachments gain this ability. Such a unit that is within range of an objective Markers (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.
5"
2+
5+
6
5
6
4
8
4+
18"
Assault 4
4
0
1
-
Melee
Melee
+2
-1
2
-
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll
When using both profiles, -1 to hit roll.
When using both profiles, -1 to hit roll.
12"
Pistol 1
8
-3
D3
If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of the weapon's shots have been resolved
Melee
Melee
4
-1
1
Each time a model with an attack squig fights, it can make 2 additional attacks with this weapon.
4"
2+
5+
6
5
7
4
8
2+
14"
2+
5+
6
6
7
4
8
4+
18"
Assault 3
5
0
1
-
5"
3+
5+
5
4
4
3
6
6+
1
1
1
See Waaagh! Energy
Add 1 to any Psychic test rolls made for this model for every 10 friendly ORK models excluding gretchin within 10" of it when the roll is made, to a maximum of +3. However, if result of the test is 12+, this model immediately suffers Perils of the Warp.
Melee
Melee
+2
-1
D3
-
Use this Stratagem before the battle begins. Select a WEIRDBOY model knows 1 additional psychic power from the Power of the Waaagh! discipline and can attempt to manifest 1 additional psychic power in each of your Psychic phases.
5"
3+
5+
5
4
4
3
7
4+
If this model is equipped with a kustom force field, friendly ORK units have a 5+ invulnerable save against attacks made with ranged weapons while they are wholly within 9" of it. While a model equipped with a kustom force field is embarked, the vehicle transporting it has a 5+ invulnerable save against attacks made with ranged weapons instead.
If this model is equipped with a kustom force field, friendly ORK units that are wholly within 9" have a 5+ invulnerable save against ranged weapons.
60"
Heavy D6
2D6
-5
D6
Each time this unit is chosen to shoot with, roll once to determine the Strength characteristic of this weapon. If the result is 11+ each successful hit inflicts D3 mortal wounds on the target in addition to any normal damage.
5"
5+
4+
2
2
1
1
4
6+
Once per battle, a Grot Oiler can assist its master in making repairs. If it does so, the model being repaired regains 1 additional lost wound.
When rolling to wound this unit, use the Big Mek’s Toughness while it is on the battlefield. The death of a Grot Oiler is ignored for the purposes of Morale tests. The Grot Oiler is considered to have the CHARACTER keyword for the purposes of shooting attacks.
4"
3+
5+
5
4
5
3
8
2+
12"
Assault 3
8
-2
1
If a model suffers any unsaved wounds from this weapon and is not slain, roll a D6 at the end of the phase. If the result is greater than that model's Wounds characteristic, it is slain.
14"
3+
5+
5
5
5
3
7
4+
6"
2+
5+
6
5
6
6
7
6+
Subtract 1 from the Leadership characteristic of enemy units while they are within 6" of Boss Snikrot
Add 3 instead of 1 to saving throws for Boss Snikrot while he is receiving the benefit of cover.
You can re-roll hit rolls of 1 in the Fight phase for friendly units of Blood Axe Kommandos within 6" of Boss Snikrot
During deployment, you can set up Boss Snikrot in hiding instead of placing him on the battlefield. At the end of any of your Movement phases, Snikrot can stalk from his hiding place - Set him up anywhere on the battlefield that is more than 9" away from any enemy models.
Melee
Melee
User
-1
2
-
5"
3+
5+
4
4
3
2
6
6+
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon. This weapon always wounds on a 4+ unless it is targeting a VEHICLE or TITANIC model, in which case it wounds on a 6+.
5"
5+
4+
2
2
1
1
4
6+
Once per game, when the Painboy is attempting to heal a model using Dok's Tools, you may re-roll the dice, either when determining if the surgery is successful, or when calculating the number of wounds regained. When rolling to wound this unit, always use the Painboy's Toughness (while it is on the battlefield). The death of a Grot Orderly is ignored for the purposes of morale. The Grot Orderly is considered to have the CHARACTER keyword for the purposes of shooting attacks.
5"
3+
5+
5
4
4
4
6
6+
At the end of your Movement phase, this model can attempt surgery on a single friendly <CLAN> INFANTRY or BIKER model within 1" of it. If it does so, roll a D6 to determine if the surgery is successful. On a 1 the surgery fails and the model you were attempting to heal loses a wound. On a 2+ the surgery succeeds and that model regains D3 lost wounds. A model can only be the target of a surgery attempt once per turn.
Once per battle, you can re-roll the dice when this model is attempting to heal a model using the Sawbonez ability, either when determining if the surgery is successful or when determining the number of lost wounds regained.
14"
3+
5+
5
5
5
4
6
4+
At the end of your Movement phase, this model can attempt surgery on one friendly <CLAN> INFANTRY or <CLAN> BIKER model within 3". If it does, roll one D6; on a 1 that friendly model loses 1 wound, otherwise it regains D3 lost wounds. Each model can only have surgery attempted on it once per turn.
*
2+
5+
*
7
12
*
8
2+/4++
Friendly ORK INFANTRY units within 6" of this model can be chosen to charge with even if they Advanced this turn. In addition, add 1 to the Attacks characteristic of models in friendly ORK INFANTRY units whilst their unit is within 6" of this model, if their unit made a charge move this turn.
When a friendly ORK unit within 6" of this model fails a Morale test, this model can restore order in a brutal display of violence. If it does, that unit suffers D3 mortal wounds and that Morale test is treated as having been passed.
This model has a 4+ invulnerable save. In addition, this model can only lose a maximum of 4 wounds in each phase.
Re-roll hit rolls of 1 for attacks made with melee weapons by models in friendly GOFF ORK units whilst their unit is within 6" of this model.
This model can be included in an ORK Detachment without preventing other units from that Detachment from gaining a Clan Kultur. Note, however, that this model does not benefit from any Clan Kultur unless the Clan Kultur selected for that Detachment is the Goffs Clan Kultur.
7-12+
7"
7
5
3-6
6"
6
6
1-2
5"
5
7
Melee
Melee
x2
-4
4
-
36
Assault 12
5
-1
1
-
5"
5+
4+
2
2
1
1
4
6+
Each time this unit shoots, when making to hit rolls, you can re-roll one dice for each ammo runt accompanying it. When rolling to wound this unit, always use the Unit's Toughness (While it is on the battlefield). The death of a Ammo Runt is ignored for the purposes of morale. If the unit has CHARACTER, then the Ammo Runt is considered to have the CHARACTER keyword for the purposes of shooting attacks.
5+
2+
4+
5
4
6
4
8
3+/5++
Kaptin Badrukk has a 5+ invulnerable save.
You can re-roll hit rolls of 1 in the Shooting phase for friendly units of Flash Gitz within 6" of Kaptin Badrukk.
24"
Heavy 3
7
-3
2
-
24"
Heavy 3
8
-3
3
If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapons's shots have been resolved.
12"
2+
5+
6
4
6
6
7
4+
Each time this model loses a wound, roll a D6; on a roll of 5+, that wound is not lost. You cannot make a Dok's Tools roll for this model if you do so.
When Boss Zagstruk Advances you can add 6" to the move rather than D6, roll a D6 after. On a roll of 1, he suffers a Mortal Wound.
Friendly units of GOFF STORMBOYZ within 6" of Boss Zagstruk automatically pass Morale tests.
During deployment, you can set up this unit flying high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this unit can plummet onto the battlefield - set them up anywhere on the battlefield, more than 9" away from any enemy models.
Melee
Melee
+2
-3
D3
Each time the Bearer fights only 3 attacks can be made with this weapon
18"
Assault 1
6
1
D3
5"
2+
5+
5
5
4
4
8
4+
If, at the start of the Charge phase, there are no friendly ORK INFANTRY units within 3" of Mad Dok, he will attempt to charge the nearest enemy unit, if there is one within 12". He will do this even if he Advanced or Fell Back this turn, but not if he is already within 1" of an Enemy.
Each time this model loses a wound, roll a D6; on a 5+ that wound is not lost. You cannot make a Dok's Tools roll for this model if you do so.
Roll a D6 each time an ORK INFANTRY or ORK BIKER unit loses a wound whilst within 3" of Mad Dok Grotsnik. On a 6, that unit does not lose that wound. This is not cumulative with other Dok's Tools.
At the end of your Movement phase, Mad Dok Grotsnik can attempt surgery on a single friendly ORK INFANTRY or BIKER model within 1" of him. If he does so, roll a D6 to determine if the surgery is successful. On a 1 the surgery fails, and the model you were attempting to heal loses a wound. On a 2+ the surgery succeeds, and that model regains D3 lost wounds. A model can only be the target of a surgery attempt once per turn.
5"
3+
5+
5
4
2
3
7
6+
If this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
The Save characteristic of models in this unit is changed to 5+. This unit can only use the Mob Up Stratagem to merge with other units of 'Ard Boyz.
Gains the Skarboyz keyword, and the Strength characteristic of models in this unit is changed to 5. This unit can only use the Mob Up Stratagem to merge with other units of Skarboyz.
Add 1 to the hit rolls for models in this unit while this unit includes 20 or more models.
5"
5+
4+
2
2
1
1
4
6+
5"
3+
5+
4
4
4
3
7
6+
If your army is Battle-forged you must include at least 1 unit comprised entirely of Gretchin infantry for each Runtherd in this detachment. Runtherds to not take up a battlefield role.
If a unit comprised entirely of GRETCHIN Infantry fails a Morale test and is within 3" of any friendly Runtherds with a squig hound, ignore the result. D3 models from the unit are slain instead.
Re-roll hit rolls of 1 in the fight phase for units comprised entirely of GRETCHIN INFANTRY while within 3" of a friendly Runtherd with a Grot Lash.
Melee
Melee
+1
0
1
Each time the bearer fights it can make 1 additional attack with this weapon
Melee
Melee
+2
-1
1
-
5"
3+
5+
5
4
2
3
7
4+
5"
3+
5+
5
4
2
3
6
4+
Each time a model with a Cybork body loses a wound, roll a D6; on a 6 that wound is not lost. You cannot make a Dok's Tools roll for this model if you do so.
5"
3+
5+
5
4
4
3
6
4+
(Clan); units within 6" of any friendly Waaagh! banner add 1 to their hit rolls in the Fight phase.
Melee
Melee
+2
0
2
-
14"
3+
5+
5
5
3
3
7
4+
14"
3+
5+
5
5
3
3
6
4+
8"
Assault D3
4
0
1
Before a unit fires its burnas, roll once for the number of attacks and use this for all burnas fired by the unit in this phase. When firing a burna, it automatically hits its target.
Melee
Melee
User
-2
1
-
If this unit destroys an enemy unit in the Shooting phase, it automatically passes Morale tests until the start of your next turn.
5"
3+
5+
4
4
1
2
6
6+
5"
3+
5+
4
4
1
2
6
6+
Melee
Melee
x2
-4
2
When attacking with this weapon, you must subtract 1 from the hit roll. If a model is equipped with 2 Killsaws, add 1 to its attack characteristic.
4"
3+
5+
5
4
3
3
6
2+
4"
3+
5+
5
4
3
3
6
2+
4"
3+
5+
5
4
3
3
7
2+
4"
3+
5+
5
4
3
3
7
2+
During Deployment, you may set up a unit of Kommandos in hiding instead of placing them on the battlefield. At the end of any of your Movement phases, they can stalk from their hiding place - set them up anywhere on the battlefield that is more than 9" away from any enemy models.
When they are in cover, add 2 instead of 1 to saving throws for models in this unit.
6"
3+
5+
5
4
2
3
7
6+
8"
Assault D3
4
0
1
Before a unit fires its burnas, roll once for the number of attacks and use this for all burnas fired by the unit in this phase. When firing a burna, it automatically hits its target.
Melee
Melee
User
-2
1
-
*
5+
5+
*
6
10
*
6
4+
This model can transport 12 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of two other models.
6-10+
12"
6
3
3-5
8"
5
D3
1-2
6"
4
1
Roll a D6 each time this model suffers damage from an attack that has a Damage characteristic of more than 1. On a roll of 6, reduce the damage caused by the Attack to 1.
12"
Assault D6
3
0
1
This weapon can only be fired if a unit is embarked on the vehicle.
Melee
Melee
User
-3
D3
The bearer can only make a single attack with this weapon each time it fights.
When this unit advances you can add 6" to it's movement rather than rolling a dice. But if you do so, you roll a D6 for each model in the unit at the end of the phase; for each roll of 1, the unit suffers 1 mortal wound.
During deployment, you can set up this unit flying high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this unit can plummet onto the battlefield - set them up anywhere on the battlefield, more than 9" away from any enemy models.
12"
3+
5+
4
4
1
2
6
6+
12"
3+
5+
5
4
2
3
7
6+
Turbo-boost: When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
During deployment, you can set up a unit of Deffkoptas behind enemy lines instead of placing it on the battlefield. At the end of any of your Movement phases, the Deffkoptas can swoop around to ambush the foe - set them up anywhere on the battlefield that is more than 9" away from any enemy models and within 14" of a battlefield edge.
14"
3+
5+
4
5
4
2
6
4+
Melee
Melee
+1
0
1
Make D3 hit rolls for each attack made with this weapon instead of 1
24"
Assault 2
8
-2
3
-
36"
Assault 6
5
0
1
-
A model equipped with a bigbomm can drop it as it flies over enemy units in its Movement phase After the model has moved, pick one enemy unit that it flew over. then, roll a D6 for each model in the enemy unit (up to a Max of 5 dice). For Each roll of a 5+, the target unit suffers 1 mortal wound. It can only do this once per battle.
*
5+
*
6
6
12
*
6
4+
Add 1 to hit rolls for this model's attacks in the Shooting phase if all of those attacks target the same unit that phase.
7-12+
20-60"
5+
3
4-6
20-40"
6+
D3
1-3
20-25"
6+
1
36"
Assault 3
6
-1
1
-
*
5+
*
6
6
12
*
6
4+
If this model is reduced to 0 wounds, roll a d6 before removing it from the battlefield, on a 4+ it crashes and explodes, and each unit within 6" suffers 3 mortal wounds.
7-12+
20-50"
5+
3
4-6
20-30"
6+
D3
1-3
20-25"
6+
1
When a Burna-bommer attacks with its twin big shoota, add 1 to its hit rolls.
A Burna-bommer can drop one burna bomb as it flies over enemy units in its Movement phase. After the Burna-bommer has moved, pick one enemy unit that it flew over and roll a D6 for each model in the unit (up to a max of 10). Add 1 to the dice rolls if the enemy unit is INFANTRY. For each roll of a 5+, the unit being bombed suffers a mortal wound. Each burna bomb can only be used once per battle.
24"
Assault D6
5
-1
1
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
*
5+
*
6
6
12
*
6
4+
7-12+
20-50"
5+
3
4-6
20-30"
6+
D3
1-3
20-25"
6+
1
When a Blitza-bommer attacks with its big shoota, add 1 to its hit rolls.
A Blitza-bommer can drop one boom bomb as it flies over enemy units in its Movement phase. After the Blitza-bommer has moved, pick one enemy unit that it flew over and roll a D6 for each model in the unit (up to a max of 12). Roll 3 dice instead for each VEHICLE or MONSTER in the unit. For each roll of a 4+, the unit being bombed suffers a mortal wound. Each boom bomb can only be used once per battle.
*
5+
*
6
6
12
*
6
4+
7-12+
20-60"
5+
3
4-6
20-40"
6+
D3
1-3
20-25"
6+
1
A Wazbom Blastajet does not suffer the penalty to hit rolls for moving and firing Heavy weapons. In addition, this model can choose a single enemy unit each Shooting phase - add 1 to all hit rolls for attacks made against that unit with this model's smasha gun.
36"
Heavy D3
8
-3
D6
If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon's shots have been resolved.
24"
Assault 3
8
-2
D3
If a model suffers any unsaved wounds from this weapon and is not slain, roll a D6 at the end of the phase. if the result is greater than that model's Wounds characteristic, it is slain.
12"
Assault 2D6
3
0
1
-
14"
3+
5+
4
5
2
2
6
4+
18"
Assault 3
5
0
1
-
14"
3+
5+
5
5
3
3
7
4+
During deployment, you can set up a unit of Wartrakks on the army's flanks instead of on the battlefield. At the end of any of your Movement phases, the Wartrakks can race in to encircle the foe - set them up so that each model is touching a battlefield edge and is more than 9" away from any enemy models.
12"
3+
5+
4
5
6
4
6
4+
24"
Assault 2
8
-2
3
-
24"
Assault 2
8
-2
3
-
24"
Assault 2
8
-2
3
-
During deployment, you can set up a unit of Skorchas on the army's flanks instead of on the battlefield. At the end of any of your Movement phases, the Skorchas can race in to encircle the foe - set them up so that each model is touching a battlefield edge and is more than 9" away from any enemy models.
12"
3+
5+
4
5
6
4
6
4+
During deployment, you can set up a unit of Warbuggies on the army's flanks instead of on the battlefield. At the end of any of your Movement phases, the Warbuggies can race in to encircle the foe - set them up so that each model is touching a battlefield edge and is more than 9" away from any enemy models.
14"
3+
5+
4
5
5
4
6
4+
5"
5+
4+
2
2
1
1
4
6+
A unit of Artillery and its accompanying Grot Gunners must be deployed with each model within 3" of at least one other model from their unit. From that point on, each Artillery model and 2 or 5 model group of Grot Gunners act as a single unit.
Grot Gunners can only be targeted in the shooting phase if they are the closest enemy unit.
36"
Heavy D6
4
0
1
-
36"
Heavy 1
8
-2
D6
-
48"
Heavy D6
5
0
1
This Weapon can target units that are not visible to the bearer
36"
Heavy 1
2D6
-3
3
Before firing this weapon, roll to determine the Strength of the shot. if the result is 11+ do not make a wound roll - instead, if the attack hits it causes 3 mortal wounds. The bearer then suffers a mortal wound.
Each Big Gun and its grot krew are treated as a single model for all rules purposes. The krew must remain within 1" of their Big Gun and cannot be targeted or attacked separately. The range and visibility of all attacks made by a Big Gun are measured from the Big Gun, not the krew.
The first time this unit is set up on the battlefield, all of its Big Gunz must be placed within 6" of at least one other Big Gun, and with each grot krew within 1" of their Big Gun. From that point onwards, each Big Gun operates independently and is treated as a separate unit for all rules purposes.
3"
5+
4+
2
5
3
2
4
5+
The 1st time this unit is set up on the battlefield, each Mek Gun must be placed within 6" of at least one other Mek Gun, with each grot Krew within 1" of their Mek Gun. From that point onwards, each Mek Gun operates independently and is treated as a separate unit for all rules purposes.
Each Mek Gun and its grot krew are treated as a single model for all rules purposes. the Krew must remain within 1" of their Mek Gun and cannot be targeted or attacked separately. The range and visibility of all attacks made by a Mek Gun are measured from the Mek Gun, not the krew.
3"
5+
4+
2
5
6
6
4
5+
48"
Heavy D6
D6
-D6
D6
-
48"
Heavy 1
8
-2
D6
This Weapon automatically hits its target. If the Target is a VEHICLE that can FLY, you roll 2D6 for damage and discard the lowest. If a VEHICLE unit that FLYS is destroyed, it automatically crashes and burns.
48"
Heavy D3
*
-4
D6
Instead of making a wound roll for this weapon, roll 2D6. If the result is equal to or greater than the target's Toughness, the attack successfully wounds.
*
5+
5+
*
7
16
*
7
4+
20 FLASHGITZ or (CLAN) INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of 2. If this model is equipped with a Killkannon it can only transport 12 models.
8-16+
12"
8
6
1-3
6"
4
D3
4-7
9"
6
D6
If this model is equipped with an 'ard case, it's Toughness characteristic is increased by 1 and it loses the Open-topped ability.
Melee
Melee
+2
-1
2
The bearer can only make 3 attacks with this weapon each time it fights
The first time this unit is set up on the battlefield, all of its models must be placed within 6" of at least one other model from the unit. From that point onwards, each operated independently and is treated as a separate unit for all rules purposes.
6"
3+
5+
5
7
8
2
7
3+
Melee
Melee
x2
-3
3
Each time the bearer fights, it can make 1 additional attack with each dread klaw it is equipped with
Add 1 to their Attacks characteristic if this unit contains 3 or more models
6"
5+
4+
5
5
5
3
6
3+
Melee
Melee
+3
-3
3
-
Melee
Melee
+1
-4
2
On a unmodified roll of a 6 to wound, you do 1 mortal wound in addition to any other damage.
Melee
Melee
+2
-2
2
Each time you fight, you can make 1 additional attack with this weapon.
This model can Fall Back in your Movement phase and still shoot and/or charge during its turn. In addition, it can move and fire Heavy weapons without suffering the penalty to its hit rolls. This model only gains a bonus to its saving throws for being in cover if at least half of the model is obscured from the firer.
*
*
5+
8
8
18
*
7
3+
This model can transport 6 FLASHGITZ or (CLAN) INFANTRY models. Each MEGAARMOUR or JUMP Pack model takes the space of two other models.
10-18+
8"
3+
4
5-9
6"
4+
3
1-4
4"
5+
2
36"
Heavy D6
8
-3
D6
If you roll one or more hit rolls of 1 for this weapon, the bearer suffers a mortal wound after all of this weapon's shots have been resolved.
Melee
Melee
x2
-4
D6
-
Melee
Melee
User
-2
2
Make 3 hit rolls for each attack made with this weapon instead of 1.
This model can Fall Back in your Movement phase and still shoot and/or charge during its turn. In addition, it can move and fire Heavy weapons without suffering the penalty to its hit rolls. This model only gains a bonus to its saving throws for being in cover if at least half of the model is obscured from the firer.
*
*
5+
8
8
18
*
7
3+
This model can transport 6 FLASHGITZ or (CLAN) INFANTRY models. Each MEGAARMOUR or JUMP Pack model takes the space of two other models.
10-18+
8"
3+
6
5-9
6"
4+
5
1-4
4"
5+
4
36"
Heavy 18
6
-1
1
-
5"
3+
5+
4
4
1
2
6
6+
5"
3+
5+
4
4
1
2
6
6+
After this unit has shot in the Shooting phase, roll a D6, On a 6, all models in the unit must immediately shoot again, but can only target the nearest enemy unit.
5"
3+
4+
5
4
2
3
7
4+
+1 to hit rolls for Shooting Attacks made by the Kaptain.
5"
3+
4+
5
4
2
3
6
4+
24"
Heavy 3
6
-2
2
-
This model can Fall Back in your Movement phase and still shoot and/or charge during its turn. When a Stompa Falls Back, it can move over enemy INFANTRY and SWARM models, though at the end of its move it must be more than 1" from any enemy models. A Stompa doesn't suffer the penalty for moving and firing Heavy weapons. This model only gains a bonus to its saving throws for being in cover if at least half of the model is obscured from the firer.
*
*
5+
10
8
40
*
8
3+
This Model can transport 20 FLASHGITZ or (CLAN) INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of 2.
31-40+
12"
3+
6
21-30
9"
4+
5
11-20
6"
5+
4
1-10
4"
6+
3
Units within 6" of a friendly Stompa can re-roll failed Morale tests.
-
M
WS
A
This model's grot riggers can attempt repairs at the end of your Movement phase. If they do so, roll a D6; on a 2+ this model regains D3 lost wounds. A model can only be repaired once each turn.
72"
Heavy 3D6
10
-4
D6
48"
Heavy 3D6
7
-2
1
See Psycho-Dakka-Blast!
In your Shooting phase, after firing this model's supa-gatler for the first time that phase, you can attempt to fire it a second time by rolling a D6; on a 1 the weapon's ammo has been expended, and it cannot be used for the rest of the battle. On a 2+ you can fire the supa-gatler a second time that phase, and after resolving those attacks, you can then attempt to fire the weapon a third time by rolling a D6; on a 4 or less the weapon's ammo has been expended, and it cannot be used for the rest of the battle. On a 5+ you can fire the supa-gatler a third time that phase.
100"
Heavy D6
8
-3
D6
Only one Supa-rokkit can be fired by the bearer a turn, and each can only be fired once per battle.
Melee
Melee
x2
-5
6
-
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon, instead of 1.
You can re-roll hit rolls for attacks made by this unit that target VEHICLES
5"
2+
2+
3
4
1
1
4
6+
The Death of a Bomb Squig is ignored for the purposes of morale
18"
Assault 1
8
-2
D6
The weapon cannot target units that can FLY. Remove the bearer after making this attack.
5"
3+
5+
4
4
1
2
6
6+
5"
3+
5+
5
4
2
3
7
6+
5"
3+
5+
4
4
1
2
6
6+
Melee
Melee
-
-
-
Make a single hit roll when attacking with this weapon. If it hits, inflict D3 mortal wounds on the target, then remove the bearer.
5"
3+
5+
4
4
1
2
6
6+
12"
Pistol 2
7
-2
D3
-
6"
Grenade D3
8
-2
D6
-
Melee
Melee
User
-2
1
-
15"
2+
5+
6
6
8
5
8
4+
Melee
Melee
x2
-4
D3
If the target of a hit roll of 6 made for this weapon is an enemy INFANTRY or MONSTER model, it suffers a mortal wound in addition to any other damage.
When this model Advances, add 6" to its Movement characteristic for that Movement phase instead of rolling any dice.
5"
3+
5+
5
4
6
4
8
4+
5"
5+
4+
2
2
1
1
5
6+
Twice per game, Nitnuckle and Lunk can assist their master in making repairs. When they do so, the vehicle that Buzzgob is repairing regains one additional wound. When rolling to wound this unit, always use Buzzgob's Toughness (While it is on the battlefield). The death of Nitnuckle and/or Lunk is ignored for the purposes of morale.
Melee
Melee
4
0
1
Make 3 hit rolls for each attack made with this weapon instead of 1
If this model is equipped with a kustom force field, friendly ORK units that are entirely within 9" have a 5+ invulnerable save against ranged weapons. If the unit is embarked, the vehicle transporting it has a 5+ invulnerable save against ranged weapons instead.
Grot Tanks have an invulnerable save of 6+
Grot Tanks have a Movement of 2D6", and this must be rolled for at the beginning of each Movement phase.
2D6"
6+
4+
4
5
4
2
4
4+/6++
2D6"
6+
4+
4
5
4
2
5
4+/6++
Grot Mega-Tanks have an invulnerable save of 6+
Grot Mega-Tanks have a Movement of 2D6", and this must be rolled for at the beginning of each Movement phase.
2D6"
5+
4+
6
6
9
4
5
4+/6++
At the start of the Shooting phase, roll a D6. On a 1, none of this model's weapons may be fired this turn as a fight breaks out inside the tank. On a 6, the Grot crew fall in line and follow the Kommanda's orders too literally and the model's weapons must all be fired at the same target, but add 1 to the hit rolls.
10"
Assault 2D6
4
0
1
This weapon may only be used once.
*
4+
5+
*
7
18
*
6
4+
10 ORK INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of 2.
10-18+
10"
7
5
4-9
8"
6
4
1-3
6"
5
3
Models embarked on the Squiggoth can attack in their Shooting phase. Measure the range and draw line of sight from any point on the Squiggoth. When they do so, any restrictions of modifiers that apply to this Squiggoth also apply to its passengers, however if there are enemy units within 1" of the Squiggoth, both its Heavy weapon slot and the unit embarked on the Squiggoth may fire their weapon as normal, but may not target the units currently within 1" of the Squiggoth.
Each time this model finishes a charge move, roll a D6 for each enemy unit within 1" of it; on a 2+ that unit suffers D3 mortal wounds.
*
*
4+
*
7
16
5
6
3+
10-18+
8"
3+
6
4-9
6"
4+
5
1-3
4"
5+
4
This model can Fall Back in your Movement phase and still shoot and/or charge during its turn. In addition, it can move and fire Heavy Weapons without suffering the penalty to its hit rolls. This model only gains a bonus to its saving throws for being in cover if at least 1/2 of the model is obscured from the bearer.
Each time a Meka-Dread loses a wound from any weapon, roll a D6 - on a roll of 4+, the wound is ignored. The 1st time this roll is failed, the result needed is reduced to a 5+, and so on unti the roll fails on a 6+ and this ability may no longer be used.
Once per battle, this model may move up to an additional 8" in its Movement phase. However, before this happens, roll a D6. On a 1, the Meka-Dread cannot Advance or charge until the beginning of your next player turn and suffers 1 mortal wound. It may Advance as per the normal rules after this ability has been used.
48"
Heavy D6
5
0
1
This weapon can target units not visible to the bearer
Melee
Melee
x2
-3
D6
-
*
5+
5+
*
7
16
*
7
4+
8-16+
12"
8
6
1-3
6"
6+
D3
4-7
9"
6
D6
This unit has a typo. On its dataslate it says it has 6+ Strength once it gets to the lowest level on its wound track. Hopefully FW will fix it some day.
Melee
Melee
+1
-2
2
Add 3 to hit rolls made for this weapon
Melee
Melee
User
-3
D3
The bearer can only make a single attack with this weapon each time it fights.
*
5+
5+
*
6
15
*
6
4+
9-15+
14"
6
5
1-3
10"
4
3
4-8
12"
5
4
12 ORK INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 other models.
24"
Heavy D6
8
-2
2
-
24"
Heavy 4D3
6
-2
1
This weapon hits its target automatically
36"
Heavy 3
2D6
-4
4
Before firing this weapon, roll to determine the Strength of the shot. If the result is 12, do not make a wound roll. Instead, if the attack hits, each cause 3 mortal wounds. Then the bearer suffers a mortal wound.
48"
Heavy 2D6
6
-1
1
This weapon can target units that are not visible to the bearer.
48"
Heavy 4
6
-1
1
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
24"
Heavy 1
8
-2
2
VEHICLES that suffer a wound from this weapon may not Advance in the following turn.
60"
Heavy 2D6
8
-2
3
-
*
5+
5+
*
7
16
*
7
4+
8-16+
12"
8
6
1-3
6"
6+
D3
4-7
9"
6
D6
6 ORK INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of 2.
Melee
Melee
+1
-2
2
Add 3 to hit rolls made for this weapon
Melee
Melee
User
-3
D3
The bearer can only make a single attack with this weapon each time it fights.
A Battlewagon with an 'ard case has a Toughness characteristic of 8, but loses the Open-Topped ability.
*
*
*
8
8
24
8
7
4+
12 ORK INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of 2.
14-24+
12"
3+
4+
1-5
8"
5+
6+
6-13
10"
4+
5+
Models embarked on a Kill Tank may attack in their Shooting phase, but may only hit on a 6+. Measure range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers. For example, the passengers cannot shoot if the model has Fallen Back in the same turn, cannot shoot (except with pistols) if this model is within 1" of an enemy unit, and so on.
48"
Heavy 6D6
6
-1
1
-
36"
Heavy 2D6
10
-4
2
-
Turbo-boost: When this model Advances, add 8" to its Move characteristic for that Movement phase instead of rolling a dice.
During deployment, you can set up a Warkopta behind enemy lines instead of placing it on the battlefield. At the end of any of your Movement phases, the Warkopta can swoop around to ambush the foe - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
A Warkopta can carry 10 ORK INFANTRY models. It may not carry MEGA ARMOUR or JUMP PACK models.
16"
3+
5+
6
5
8
4
6
4+
Models embarked on this model can attack in their Shooting phase. Measure the range and line of sight from any point on this model’s base. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on. Note that passengers cannot shoot if this model Falls Back, even though the ‘Chinork’ Warkopta itself can.’
This model can Fall Back in your Movement phase and still shoot and/or charge during its turn. When a Stompa Falls Back, it can move over enemy INFANTRY models, though at the end of its move it must be more than 1" from any enemy models. A Stompa doesn't suffer the penalty for moving and firing Heavy weapons. This model only gains a bonus to its saving throws for being in cover if at least half of the model is obscured from the firer.
*
*
5+
*
8
40
4
8
3+
This Model can transport 20 ORK INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of 2.
31-40+
12"
3+
10
21-30
9"
4+
9
11-20
6"
5+
8
1-10
4"
6+
7
Units within 6" of a friendly Stompa can re-roll failed Morale tests.
At the beginning of the turn, a Kustom Stompa's repair krew may attempt to repair lost wounds. On a roll of a 5+, the Kustom Stompa repairs one wound, and on a 6+, it repairs D3 wounds.
24"
Assault 1
4D6
-4
6
-
100"
Heavy D6
8
-3
D6
Only one Supa-rokkit can be fired by the bearer a turn, and each can only be fired once per battle.
48"
Heavy 2D6
8
-2
2
Change this weapon to Heavy 4D6 if the target is INFANTRY
A Stompa can fire its supa-gatler more than once in your Shooting phase. To fire the supa-gatler a 2nd time, roll a D6; on a 2+ you can make the attack. On a 1, the weapon's ammo has been expended and it can no longer be used for the rest of the battle. To fire the supa-gatler a 3rd time, roll a D6; on a 5+ you can make the attack. On a 4 or less, the weapon's ammo has been expended and it can no longer be used for the rest of the battle.
72"
Heavy 3D6
10
-4
D6
48"
Heavy 3D6
7
-2
1
See Psycho-Dakka-Blast!
48"
Heavy D6
-
-
-
This weapon hits automatically. Each time an enemy unit is hit by this weapon, roll 2D6. If the result equals or exceeds the target's Strength, it suffers a mortal wound.
*
*
5+
*
8
35
8
5
4+
20 ORK INFANTRY models. It cannot carry MEGA ARMOUR or JUMP PACK models.
20-35+
10"
3+
12
9-19
8"
4+
10
1-8
6"
5+
8
Models embarked on the Gargantuan Squiggoth can attack in their Shooting phase. Measure the range and draw line of sight from any point on the Squiggoth. When they do so, any restrictions of modifiers that apply to this Squiggoth also apply to its passengers, however if there are enemy units within 1" of the Squiggoth, both its Heavy weapon slot and the unit embarked on the Squiggoth may fire their weapon as normal, but may not target the units currently within 1" of the Squiggoth.
Each time this model finishes a charge move, roll a D6 for each enemy unit within 1" of it; on a 2+ that unit suffers D6 mortal wounds.
Melee
Melee
User
-4
D6
-
48"
Heavy 3D6
7
-2
1
-
If a VEHICLE with a reinforced ram charges, increase its Strength characteristic by 2 until the end of the turn it makes a successful chart. In addition, each time a model with a Reinforced Ram finishes a charge move, select one enemy unit with 1" and roll a dice; on a 2+ that unit suffers D3 mortal wounds.
24"
Assault 2
4
0
1
Add 1 to hit rolls made for this weapon
Melee
Melee
User
-3
D6
-
Melee
Melee
x2
-5
4
If a Kustom Stompa is equipped with 2 mega klaws, increase its Attacks characteristic by 4.
12"
3+
5+
4
5
6
4
6
4+
72"
Heavy 2D6
8
-3
D3
This weapon can only be fired once per battle. This weapon can target units that are not visible to the firer. You can re-roll failed hit rolls made for this weapon.
During deployment, you can set up this model on the army’s flank instead of placing it on the battlefield. At the end of any of your Movement phases, this model can race in to encircle the foe – set it up so that it is touching a battlefield edge and is more than 9" away from any enemy models.
6-10+
20-50
5+
3
1-2
20-25"
6+
1
3-5
20-30"
6+
D3
*
5+
*
6
6
10
*
6
4+
24"
Assault 1
8
-2
3
-
A model equipped with small bomms can drop a bomm each turn as it flies over enemy units in its Movement phase. After the model has moved, select an enemy unit that it moved over and roll a D6 for each model in that unit, up to a maximum of 5 dice. For each roll of 6, the enemy unit suffers 1 mortal wound.
7-12+
20-50
5+
3
1-3
20-25"
6+
1
4-6
20-30"
6+
D3
*
5+
*
6
6
12
*
6
4+
24"
Assault 1
8
-2
3
-
A model equipped with small bomms can drop a bomm each turn as it flies over enemy units in its Movement phase. After the model has moved, select an enemy unit that it moved over and roll a D6 for each model in that unit, up to a maximum of 5 dice. For each roll of 6, the enemy unit suffers 1 mortal wound.
72"
Heavy 2D6
8
-3
D3
This weapon can only be fired once per battle. This weapon can target units that are not visible to the firer. You can re-roll failed hit rolls made for this weapon.
5"
3+
5+
5
4
4
3
7
4+
36"
Heavy 3D3
8
-3
D6
If you roll one or more hit rolls of 1 for this weapon, the bearer suffers a mortal wound after all of this weapon's shots have been resolved.
14"
2+
5+
5
6
8
5
7
4+
Friendly <CLAN> BIKER and VEHICLE units within 6" of this model at the start of the Charge phase can charge even if they Advanced this turn.
Once per battle when this model advances, you may add 6" to the Move instead of D6"
8"
Assault 2
8
-4
D6
If a target is within 1/2 range roll 2 dice when determining damage and discard the lowest.
8"
Assault D6
5
-1
1
This weapon automatically hits its target
8"
Melee
+2
-2
D3
You can re-roll wound rolls for attacks made with this weapon.
8"
Assault 1
4
1
1
You can re-roll wound rolls for attacks made with this weapon.
12"
Assault 2
5
0
1
If you are within 1/2 range you can add 1 to hit rolls for this weapon.
Add 2 to the hit rolls for attacks made by this models Kustom Shokk Rifle.
If you roll a 4+ when advancing with this model, remove it from the battlefield, and set it up more than 9" away from enemy units. After doing so, roll a D6 on a 6, the model suffers 1 mortal wound.
14"
4+
5+
5
6
8
4
6
4+
24"
Assault 2
8
-3
D6
If you roll one or more unmodified hit rolls of 1 for this weapon, the bearer suffers 1 mortal wound after all of this weapon's attacks have been resolved. Each time you make a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.
Melee
Melee
+1
-1
1
Add 1 to hit rolls for attacks made with this model's Heavy Squig Launcha
When this model shoots, it can throw a Grenade and shoot with its Pistol(s) in addition to any other weapons.
10"
4+
5+
5
6
9
4
6
4+
Melee
Melee
+1
-1
1
Once per battle, in the Movement phase, this model can deploy a squig mine. At any point during this model's move, place the quig mine within 1" of it and more than 3" from any enemy models. The squig mine is represented by the squig mine model, but does not count as a model for any rules purposes. From the start of the next phase, that squig mine is detonated if any unit (friend or foe) moves within 3" of it. Resolve the detonation after the unit that detonated it has ended its move. When a squig mine is detonated, roll a D6: on a 2-3 it inflicts 1 mortal wound on the unit that detonated it; on a 4-5 it inflicts D3 mortal wounds on the unit that detonated it; and on a 6 it inflicts 3 mortal wounds on the unit that detonated it. The squig mine is then removed from the battlefield.
36"
Assault 2D6
*
0
1
This weapon always wounds on a 4+ unless it is targeting a VEHICLE or TITANIC unit, in which case it wounds on a 6+
36"
Assault 2
5
-3
2
36"
Assault 2D3
6
-1
D3
36"
Assault D6
*
0
1
This weapon always wounds on a 4+ unless it is targeting a VEHICLE or TITANIC unit, in which case it wounds on a 6+
36"
Assault 1
5
-3
2
36"
Assault D3
6
-1
D3
12"
Assault 2
3
0
1
Add 1 to this weapons strength if within 1/2 range.
6"
Grenade D6
3
0
1
When this model shoots, it can throw a Grenade and shoot with its Pistol(s) in addition to any other weapons
Add 1 to hits made by this models Big Shoota and Grot Blaster.
-1 to hit rolls made with ranged weapons to target this model.
12"
4+
5+
5
6
8
4
6
4+
24"
Assault 9
5
-2
1
6"
Grenade 2d6
4
0
1
Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
*
5+
5+
*
8
16
*
7
4+
12 FLASHGITZ or (CLAN) INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of 2.
8-16+
12"
8
6
1-3
6"
4
D3
4-7
9"
6
D6
Add D6 to the Attacks characteristic of this model in the Fight phase until the end of that phase if it made a charge move this turn.
*
5+
5+
*
8
16
*
7
4+
12 FLASHGITZ or (CLAN) INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of 2.
8-16+
12"
8
6
1-3
6"
4
D3
4-7
9"
6
D6
If this model remains stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it can shoot twice in the following Shooting phase with its kannon, killkannon or zzap gun (The weapon must target the same unit both times).
Add 1 to hit rolls for attacks made with this model's grot blasta
When this model shoots, it can throw a grenade and shoot with its pistol(s) in addition to any other weapons.
Each time this model finishes a charge move, select an enemy unit within 1" of it and on a 4+ that unit suffers D3 mortal wounds
12"
4+
5+
5
6
8
4
6
4+
36"
Assault 6
7
-2
2
8"
Assault D3
4
0
1
This weapon automatically hits its target.
Each time this model finishes a charge move, select an enemy unit within 1" and roll a D6". On a roll of 4+ that unit suffers D3 mortal wounds.
Add 1 to hit rolls for attacks made with one of this model's Twin Big Shootas.
10"
4+
5+
6
6
9
4
6
4+
24"
Assault 2D3
8
-2
3
24"
Assault 1
8
-2
3
Add 1 to hit rolls for this weapon against VEHICLES, Subtract 1 from hit rolls made with this weapon against all other targets
Melee
Melee
+2
-2
D3
After it is set up, a Mekboy Workshop is treated as a terrain feature. It cannot move for any reason, is not treated as a friendly or enemy model, and cannot be targeted or affected by any attacks or abilities.
At the start of the Fight phase, before any units have been chosen to fight, one ORK INFANTRY unit from your army that is within 1" of this model can operate the Mekboy Workshop's grabbin' klaw. if it does so, select an enemy unit within 1" of this model and roll a D6; on a 4+ that enemy unit suffers D3 mortal wounds.
At the end of your movement phase one ORK VEHICLE unit from your army that is within 1" of this model can receive a Kustom Job. If it does so, until the end of your turn, that unit cannot shoot or charge, and the attacks characteristic of models in that unit are reduced to 1, but you can choose and resolve one of the following effects. More Speed - Until the end of your next Movement phase increase the move characteristic of models in the unit by 6" In addition, roll a D6 to see if the unit receives something 'extra speshul'; on a 6 Add 1" to the unit's charge moves for the rest of the battle. More Rivvets - That unit regains D3 wounds. If there is a MEK or BIG MEK from your army within 1" of this model that has not used it's mekaniak ability to repair a vehicle yet this turn it can oversee the kustom job; if it does so, the unit regains 3 lost wounds instead of D3, and the model that oversaw the Kustom Job cannot use it's big mekaniak or mekaniak this turn. In addition, roll a D6 to see if the unit receives something 'extra speshul'; on a 6 add 1 to the Toughness characteristic for models in that unit for the rest of the battle. More Dakka - Chose one weapon (excluding a bubblechukka) that a model in that unit is equipped with. The next time any models in the unit fire that weapon, the weapon makes the maximum number of attacks (e.g. a weapon with the Heavy 2D6 type will fire 12 shots). In addition, roll a D6 to see if the unit receives something 'extra speshul'; on a 6 add 1 to the chosen weapon's Damage characteristic for the rest of the battle. A unit can only receive a kustom job once per turn.
12"
Pistol 1
3
0
1
-
Melee
Melee
+4
-2
2
Each time the bearer fights, it can make 1 additional attack with each dread saw it is equipped with
A unit with this kultur gains the benefit of cover, even while they are not entirely on or in a terrain feature, if the enemy model making the attack is at least 18" away. In addition, units with this kultur can shoot or charge (but not both) even if they Fell Back in the same turn – if such a unit is embarked, it can only do so if the Transport that Fell Back also has this kultur.
Models with this Kultur have a 6+ invulnerable save. In addition, you can re-roll a single hit roll, a single wound roll, and a single damage roll for each unit with this kultur each time it shoots or fights. In addition, INFANTRY units with this kultur gain the 'Dis is Ours! Zogg Off!' ability, even if they do not have the Troops battlefield role.
Add 1 to the Move characteristic of models with this kultur (adding 2 instead if that model is a SPEED FREEK), and add 1 to Advance and charge rolls made for them. In addition, models with this kultur do not suffer the penalty to their hit rolls for Advancing and firing Assault weapons.
Re-roll hit rolls of 1 for attacks made by models with this kultur in the Shooting phase.
Add 1 to hit rolls for attacks made by models with this kultur if any other friendly unit with this kultur within 24" has destroyed an enemy unit this phase.
Each time you roll an unmodified hit roll of 6 for an attack with a melee weapon made by a model with this kultur, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls.
Roll a dice each time a model with this Kultur loses a wound. On a 6, the wound is not lost. If a model has a similar ability (e.g. the Supa-Cybork Shiny Gubbinz or Ramshackle ability) you can choose which ability to use when a model loses a wound, but you cannot use both.
You can take units from multiple Clans and Mobs, but you lose access to particular Clan Kultures and Subkulturs
Blow It UP! Improve the Strength and Armour Penetration characteristics of rokkit and stikkbomb weapons (these are weapons that have the name ‘rokkit’ or ‘stikkbomb’ in their profile e.g. rokkit launcha, stikkbomb chukka), as well as tankbusta bombs, wing missiles, kannons, killkannons, deffkannons, da boomer and lobbas
equipped on models in a unit with this Subkultur by 1 (e.g. AP -2 becomes AP -3). Note that for combiweapons, this bonus only applies to attacks made with the rokkit launcha profile.
Wildboyz: WARBOSS, WEIRDBOY, NOBZ and BOYZ only (excluding BIKER and MEGA ARMOUR). Models in a unit with this Subkultur can pile in up to 6". When making an Advance roll for a unit with this Subkultur, roll two additional dice and discard two of the results.
Crucial Velocity: FLY models only. When resolving an attack made with a ranged weapon against a unit with this Subkultur by a model that is more than 1" away, that unit is treated as having the benefit of cover to its saving throw. When resolving an attack made with a melee weapon against a unit with this Subkultur in a turn in which it was more than 1" away from any enemy units at the start of the preceding Charge phase, subtract 1 from the hit roll
Cheeky Zoggers: GRETCHIN models only. Models in a unit with this Subkultur gain a 6+ invulnerable save. When resolving an attack by a VEHICLE model in a unit with this Subkultur, re-roll a hit roll of 1
Sneaky Devils: INFANTRY models only (excluding GRETCHIN). Whilst a model in a unit with this Subkultur is on or within a terrain feature, it gains a 5+ invulnerable save. When resolving an attack made with a melee
weapon by a model in a unit with this Subkultur, while that model or any model in the target unit is on or within a terrain feature, improve the weapon’s Armour Penetration characteristic by 1 for that attack (e.g. AP -2 becomes AP -3).
Arsonists: You can re-roll any and all of the dice when determining the number of shots made for burnas, skorchas, burna bottles, burna exhausts, killa jets and skorcha missiles equipped on models in a unit with this Subkultur. When resolving an attack made with the melee profile of a burna equipped on a model with this Subkultur, you can re-roll the wound roll. When resolving the burna bombs ability for a unit with this Subkultur, add 1 to each roll.
Krush 'n' Krump!: KILLA KANS, DEFFDREADS, MEGA ARMOUR, MORKANAUTS, GORKANAUTS and STOMPAS only. When resolving an attack made with a melee weapon by a model in a unit with this Subkultur, add 1 to the
hit roll.
Frantic: INFANTRY and BIKER units only (excluding GRETCHIN). At the start of each battle round, roll one D3 and consult the table below to establish what effect applies to units with this Subkultur until the end of the battle round. This roll cannot be re-rolled.
1. Moroniks : When resolving an attack that targets a unit with this Subkultur, add 1 to the saving throw (invulnerable saving throws are unaffected).
2. Nuttaz : Units with this Subkultur automatically pass Morale tests.
3. Frenzies: Add 1 to the Strength characteristic of models in a unit with this Subkultur
6"
Grenade D3
8
-2
D6
-
Melee
Melee
+1
-2
2
Add 3 to hit rolls made for this weapon
12"
Pistol 1
3
0
1
-
Melee
Melee
+2
-2
2
Model with Big Choppa only. Wound rolls of 6+ made for this weapon inflict 2 mortal wounds instead of the normal damage.
Model with a Kustom Shoota, Kombi Weapon with Skorcha or Kombi Weapon with Rokkit Launcha only. Add 1 to the strength and damage of that weapon's Shoota or Kustom Shoota profile. Improve the AP of that weapon by 1.
18"
Assault 12
4
-1
1
Model with Kustom Shoota only.
Melee
Melee
x2
-3
3
Model with Power Klaw only. You can re-roll failed wound rolls for this weapon.
12"
Heavy 2D6
5
-1
1
Model with Kustom Shoota, Kombi-weapon only. This weapon automatically hits.
When using both profiles, -1 to hit roll.
When using both profiles, -1 to hit roll.
18"
Assault 4
4
0
1
-
12"
Pistol 1
8
-3
D3
If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of the weapon's shots have been resolved
BLOOD AXE model only. If the bearer is your Warlord, you can generate a second Warlord Trait for them. If the bearer is not your Warlord, generate a Warlord Trait for them (note that the bearer is only regarded as your Warlord for the purposes of that Warlord Trait). The same Warlord Trait cannot be generated for both the bearer and your Warlord.
Add 1 to your warlord's Toughness characteristic.
Add 1 to the wound rolls for your warlord attacks if they are targeting vehicle or monster.
You can re-roll failed hit rolls for your warlord in the fight phase. In addition increase the damage characteristic of your warlords melee weapons by 1 if he finished a charge move or performed heroic intervention this turn.
Your warlord gets 4+ invulnerable save.
Your Warlord gains the Waaagh! and Breakin’ Heads abilities (pg 85). If your Warlord already has the Waaagh! and Breakin’ Heads abilities, the range of each ability is increased by 3". In addition, if your army is Battle-forged, you receive an additional +1 Command Point.
At the start of the first battle round but before the first turn begins, you can remove your warlord and up to D3 friendly units from the battlefield and set them up again as described in the deployment section of the mission you are playing. If you pick a transport, the units embarked on it are also redeployed.
Add 1 to this Warlord's Strength and Attacks characteristic.
You can re-roll failed morale tests for friendly Snakebitez within 6" of your warlord. Friendly Snakebitez gretchin units within 12" of your warlord automatically pass morale tests.
Melee
Melee
x2
-3
3
Each time the bearer fights, it can make 1 additional attack with each dread klaw it is equipped with
*
*
*
8
8
24
8
7
4+
20 FLASHGITZ or (CLAN) INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of 2.
14-24+
12"
3+
4+
1-5
8"
5+
6+
6-13
10"
4+
5+
Firing Points: Models embarked on this vehicle can shoot in their Shooting phase. They measure range and draw line of sight from any point on the vehicle. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on.
Grot Riggers: At the end of the turn, roll a D6. On a 6, this model regains one lost wound.
Melee
Melee
+2
-3
D3
Add 3 to hit rolls for attacks made for this weapon
*
*
*
8
8
24
8
7
4+
12 FLASHGITZ or (CLAN) INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of 2.
14-24+
12"
3+
4+
1-5
8"
5+
6+
6-13
10"
4+
5+
Models embarked on this vehicle can shoot in their Shooting phase, but only hit on a 6+. They measure range and draw line of sight from any point on the vehicle. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on.
Grot Riggers: At the end of the turn, roll a D6. On a 6, this model regains one lost wound.
60"
Heavy 2D6
8
-2
2
60"
Heavy 1
10
-3
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
18"
Heavy 3D6
5
-1
1
This Weapon automatically hits its target.
48"
Heavy 3D6
4
0
1
Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
Increase this model’s Strength characteristic by 2 until the end of a turn in which it makes a successful charge. In addition, each time this model finishes a charge move, select one enemy unit within 1" and roll a D6; on a 2+ that unit suffers D3 mortal wounds.
6-10+
12"
5+
3
1-2
3"
6+
1
3-5
6"
6+
D3
*
5+
*
6
7
10
*
6
3+
This model can transport 10 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of two other models.
If this model remains stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it can shoot twice in the following Shooting phase with its killkannon or lobba (the weapon must target the same unit both times).
*
5+
*
7
8
12
*
6
3+
1-3
4"
6+
1
7-12+
10"
5+
3
4-6
7"
6+
D3
This model can Fall Back in the Movement phase and still shoot and/or charge in the same turn. In addition, this model ignores the penalty for moving and firing Heavy weapons, and can – except when firing Overwatch – still fire its weapons if enemy units are within 1" of it (but only its twin big shootas or twin skorchas can target units that are within 1" of it – other guns must target other units). Finally, this model only gains a bonus to its saving throws for being in cover if at least half of the model is obscured from the firer.
*
5+
*
9
8
26
*
8
3+
14-26+
10"
5+
9
1-6
4"
6+
3
7-13
7"
6+
6
12"
Assault 2D6
3
0
1
This weapon can be fired once per battle.
48"
Heavy 4D6
7
-2
1
-
24"
Heavy D6
10
-4
D6
-
8"
Assault 2D6
5
-1
1
This weapon automatically hits its target
Melee
Melee
User
-2
D3
-
The bearer has a 5+ invulnerable save.
5"
3+
5+
5
4
4
3
7
4+
5"
4+
3+
3
3
3
3
6
5+
Friendly Gretchin units can use this model’s Leadership instead of their own whilst they are within 6" of this model.
This model can be included in an Ork Detachment without preventing other units in that Detachment from gaining a Clan Kultur. Note, however, that this model does not itself benefit from any Clan Kultur.
At the end of your Movement phase, you can select one other friendly Gretchin unit within 3" of this model. If you do, roll one D6; on a 1, that unit suffers 1 mortal wound. On a 2+, models in that unit count as being equipped with stikkbombs until the end of the battle.
12"
Pistol D3
5
-1
2
Melee
Melee
User
-1
1
When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.
5"
2+
5+
6
6
8
5
8
2+/4++
Friendly ORK INFANTRY units within 6" of this model at the start of the Charge phase can charge even if they Advanced this turn. Furthermore, friendly ORK INFANTRY models add 1 to their Attacks characteristic if they charged this turn and Ghaz is within 6" of their unit when they are chosen to fight.
If a friendly ORK unit fails a Morale test within 6" of Ghaz, he can restore order with a brutal display of violence. If they do, the unit suffers D3 mortal wounds, but the Morale test is then considered to have been passed.
Ghazghkull Thraka has a 4+ invulnerable save.
Melee
Melee
x2
-3
3
-
5"
4+
4+
3
3
4
2
6
6+/2++
When a model in a friendly GOFF ORK unit within 6" of this model would lose a wound, and this model is within 3" of a friendly GHAZGHKULL THRAKA unit, roll one D6; on a 6+ that wound is not lost.
This model has a 2+ invulnerable save.
Friendly GOFF GRETCHIN units can use this model’s Leadership instead of their own whilst they are within 12" of this model.
At the start of your Movement phase, if this model is within 3" of a friendly GHAZGHKULL THRAKA unit, add 2" to this model’s Move characteristic until the end of that phase.
Melee
Melee
User
0
1
When resolving an attack made with this weapon, a wound roll of 6+ inflicts D3 mortal wounds on the target and the attack sequence ends.
Use this Stratagem before the battle. Select one WARBOSS model in your army. Add 1 to that model’s Wounds and Attacks characteristics and it gains a 4+ invulnerable save. You can only use this Stratagem once per battle, and only if your army does not include GHAZGHKULL THRAKA.
Use this Stratagem before the battle. Select one BIG MEK model in your army. Add 1 to that model’s Wounds and Attacks characteristics and change its Weapon Skill to 2+. You can only use this Stratagem once per battle, and only if your army does not include MEK BOSS BUZZGOB.
Use this Stratagem before the battle. Select one LOOTAS or BURNA BOYZ unit from your army that contains 9 or less models for 1CP, or one LOOTAS or BURNA BOYZ unit from your army that contains 10 or more models for 2CP. Whilst that unit contains one or more Spanners, you can roll one additional dice and discard one when determining the number of shots for burnas or deffguns equipped on models in that unit. Each unit can only be selected for this Stratagem once per battle.
Use this Stratagem before the battle. Your army can have one additional Kustom Job (pg 76-77). All of the Kustom Jobs that you include must be different and be given to different units.
Friendly <CLAN> units have a 5+ invulnerable save whilst they are wholly within 9" of this model.
If your army includes one or more MEKBOY WORKSHOP units, you can give one of the following Kustom Jobs to an ORK unit from your army.
8
18"
If Manifested, roll a D6 and compare it to the Toughness of the closest visible enemy model within 18" of the psyker. If the result is higher then the model's Toughness, it is slain.
7
18"
If Manifested, select a friendly ORK unit within 18" of the psyker. Increase that unit's Attacks characteristic by 1 until your next Psychic phase.
7
12"
If Manifested, select a friendly ORK INFANTRY unit within 12" of the psyker. Remove that unit from the battlefield, and then set it up anywhere on the battlefield more than 9" from any enemy units. That unit counts as having moved for any rules purposes, such as firing Heavy weapons
6
12"
If Manifested, select a friendly ORK CHARACTER model that is visible to and within 12" of the psyker. Add 2 to that model's Strength and Attacks characteristics until the start of your next Psychic phase.
8
18"
If manifested, subtract 1 from the Leadership characteristic of enemy units within 18" of the psyker until your next Psychic phase.
8
18"
If Manifested, select an enemy unit within 18" of the psyker. Roll a D6 for each model in that unit. For each roll of 6, that unit suffers 1 mortal wound. Then roll 2D6; on a 10+, roll a D6 once more for each model in that unit. For each roll of 6, that unit suffers 1 mortal wound.
6
18"
Bull Charge has a warp charge value of 6. If manifested, select one friendly GOFF unit within 18" of this psyker. Until the end of the turn, charge distances of less than 7" rolled for that unit, after modifiers, count as 7".
6
12"
Visions in the Smoke has a warp charge value of 6. If manifested, select one friendly EVIL SUNZ VEHICLE unit within 12" of this psyker (you can only select a unit with a Wounds characteristic of 18 or more if the result of the psychic test to manifest this psychic power was 9 or
more). Until the start of your next Psychic phase, when resolving an attack made by a model in that unit, you can re-roll the hit roll.
7
18"
Maniacal Seizure has a warp charge value of 7. If manifested, select one enemy unit within 18" of this psyker. Until the start of your next Psychic phase, when resolving an attack made by that unit, subtract 1 from the hit roll, and when resolving an attack made by a friendly DEATHSKULLS model against that unit, improve the Armour Penetration characteristic of the weapon by 1 for that attack (e.g. AP -2 becomes AP -3).
6
visible
Clever Talk has a warp charge value of 6. If manifested, select one enemy unit visible to this psyker. Until the start of your next Psychic phase, that unit cannot fire Overwatch at BLOOD AXE units from your army and cannot be chosen to fight until all eligible BLOOD AXE units from your army have done so.
6
18"
Gleamin’ Gear has a warp charge value of 6. If manifested, select one friendly BAD MOONS unit within 18" of this psyker. Until the start of your next Psychic phase, when resolving an attack made against that unit, add 1 to the saving throw (invulnerable saving throws are unaffected).
6
12"
Constriction has a warp charge value of 6. If manifested, select one enemy unit within 12" of this psyker. Until the start of your next Psychic phase, halve the Attacks characteristic of models in that unit.
6
18"
Jolly Ork’s Glare has a warp charge value of 6. If manifested, select one enemy unit within 18" of this psyker. Until the start of your next Psychic phase, halve the Move characteristic of models in that unit and subtract 1 from Advance and charge rolls made for it.
Add 1 to hit rolls and wound rolls for attacks made by your Warlord in the Fight phase.
Add 1 to wound rolls for shooting attacks made by your Warlord.
Model with the Big Mekaniak ability only. When your Warlord uses its Big Mekaniak ability to repair a DREAD WAAAGH! unit, add 1 to the number of wounds regained
While your Warlord is embarked within a BLITZ BRIGADE TRANSPORT, add 1" to that transport’s Move characteristic. In addition, while your Warlord is embarked within it, that transport gains the ’Ere We Go ability.
Melee
Melee
User
-3
D3
The bearer can only make a single attack with this weapon each time it fights.
If a model has a grot rigger, the grot can attempt repairs at the end of the movement phase. Roll a D6, on a roll of a 2+, this model regains 1 wounds lost earlier in the battle.
12"
Assault D6
3
0
1
This weapon can only be fired if a unit is embarked on the vehicle.
The bearer can re-roll any hit and wound rolls in the fight phase. In addition any friendly Goff characters within 6" of the bearer can add 1 to their hit rolls in the fight phase.
Add 1 to the Move characteristic of a TRANSPORT while the bearer is embarked within it. In addition, if the bearer is embarked, then at the start of your Movement phase roll a D6 for each enemy unit within 1" of the TRANSPORT the bearer is embarked upon. On a 4+ that unit suffers D3 mortal wounds.
DEATHSKULLS model only. The bearer gains the Big Mekaniak ability. If the bearer already has the Big Mekaniak ability, the target of the ability regains 3 lost wounds instead of D3 each time it is used.
6"
Grenade 3D6
5
-1
1
This weapon automatically hits. After you resolve the attack you can choose another enemy unit within 6" and attack it with the same weapon but only 2D6 shots.
You can activate this once per battle at the start of your morale phase, if you do so then for the rest of this morale phase all friendly Freebootas units automatically pass morale tests.
Each time the bearer loses a wound, roll a d6; on a roll of 5+ that wound is not lost. You cannot make a Dokk's Tools roll for this model if you do so.
Psyker only. You can add 1 to psychic tests by the bearer manifesting powers from the Power of the WAAAAGH! discipline.
DEFFKILLA WARTRIKE only. Add 1 to the bearer’s Toughness characteristic. In addition, the bearer gains a 5+ invulnerable save.
60"
Heavy 2D6
2d6
-5
D6
Before firing this weapon, roll once to determine the Strength of all its shots. If the result is 11+ each successful hit inflicts D3 mortal wounds on the target in addition to any normal damage.
At the start of your Shooting phase, if the bearer is embarked within a BLITZ BRIGADE BATTLEWAGON, pick an enemy unit that is visible to that BATTLEWAGON. Until the end of the phase, re-roll hit rolls of 1 for attacks made by friendly BLITZ BRIGADE units within 6" of that BATTLEWAGON that target the enemy unit you picked.
Use this Stratagem when choosing your army. Pick an ORK Super-heavy Detachment from your army to be a Stompa Mob Specialist Detachment. STOMPA units in that Detachment gain the STOMPA MOB keyword. In addition, you can pick one model in that Stompa Mob Specialist Detachment to gain the CHARACTER keyword. However, the only Warlord Trait it can be given is either Gork’s One or Mork’s One (see right) and the only relic it can take is Tezdrek’s Stompa Power Field (see right).
Use this Stratagem when choosing your army. Pick an ORK Detachment from your army to be a Kult of Speed Specialist Detachment. SPEED FREEKS in that Detachment gain the KULT OF SPEED keyword.
Use this Stratagem when choosing your army. Pick an ORK Detachment from your army to be a Dread Waaagh! Specialist Detachment. BIG MEKS, GORKANAUTS, MORKANAUTS, DEFF DREADS and KILLA KANS in that Detachment gain the DREAD WAAAGH! keyword.
Use this Stratagem when choosing your army. Pick an ORK Detachment from your army to be a Blitz Brigade Specialist Detachment. WARBOSSES, BATTLEWAGONS, GUNWAGONS and BONEBREAKA units in that Detachment gain the BLITZ BRIGADE keyword.
SPEED FREEKS (excluding named characters and units that can FLY), BATTLEWAGON , GUNWAGON , BONEBREAKA or TRUKK unit only. Add 2" to the unit’s Move characteristic.
BOOMDAKKA SNAZZWAGON unit only. Souped-up Speshul replaces the unit’s mek speshul.
30"
Assault 15
4
-1
1
SHOKKJUMP DRAGSTA unit only. You can use this unit’s Shokk Tunnel ability when Advancing, even if you did not roll a 4+. In addition, this unit does not suffer any mortal wounds as a result of the Shokk Tunnel ability.
KUSTOM BOOSTA BLASTA unit only. When resolving an attack made with a rivet kannon by a model in this unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
MEGATRAKK SCRAPJET unit only. The first time this unit finishes a consolidation move in each Fight phase, it can immediately fight again.
RUKKATRUKK SQUIGBUGGY unit only. When resolving an attack made by this unit’s squig launcha or heavy squig launcha, add 1 to the wound roll.
DEFFKILLA WARTRIKE model only. Add 4" to the Range characteristic of this model’s killa jet and change the Type characteristic of its burna profile to Assault 6.
BATTLEWAGON , BONEBREAKA or GUNWAGON model with killkannon only. Da Boomer replaces a killkannon and has the following profile:
36"
Heavy 2D6
8
-2
2
BATTLEWAGON , BONEBREAKA or GUNWAGON model with zzap gun only. Zagzap replaces a zzap gun and has the following profile:
36"
Heavy 1
2D6
-3
3
When resolving an attack made with this weapon, do not make a hit roll; it automatically scores a hit. Before firing this weapon, roll to determine the Strength of the shot. If the result is 9+, do not make a wound roll. Inflict 3 mortal wounds on the target and the attack sequence ends
BATTLEWAGON , BONEBREAKA or GUNWAGON model only. The model has a Save characteristic of 3+ and a 5+ invulnerable save.
Model with grabbin’ klaw only. Pincha replaces the model’s grabbin’ klaw and has the following profile:
Melee
Melee
+1
-3
D6
Each time the bearer fights, it can only make a single attack with this weapon. When resolving an attack made with this weapon, add 3 to the hit roll if the target is a VEHICLE or MONSTER.
BONEBREAKA model only. Replace the model’s Bonebreaka Ram ability with the following: ‘Red Rolla: When this model makes a charge move, add 6 to its Attacks characteristic until the end of the turn.
KILLA KANS, DEFF DREADS, MORKANAUT or GORKANAUT unit only. Add 3" to the unit’s Move characteristic. You can re-roll Advance rolls made for the unit.
KILLA KANS, DEFF DREADS, MORKANAUT or GORKANAUT unit only. Improve the unit’s Ballistic Skill characteristic by 1 (e.g. a Ballistic Skill characteristic of 5+ becomes 4+).
KILLA KANS or DEFF DREADS unit only. When resolving an attack made with a ranged weapon against this unit, subtract 1 from the hit roll.
GORKANAUT model only. Slug gubbin replaces the model’s deffstorm mega-shoota and has the following profile:
36"
Heavy 24
6
-1
1
When resolving an attack made with this weapon, if the target was within 12" when the bearer was chosen to shoot with, add 1 to the hit rol
GORKANAUT or MORKANAUT model only. When rolling to determine the Damage characteristic of the crush profile of the bearer’s klaw of gork (or possibly mork), rolls of less than 4 count as 4.
STOMPA only. The model’s supa-gatler has a Damage characteristic of 2. In addition, when rolling for the weapon’s Psycho-dakka-blasta ability, you can re-roll the D6 once per phase.
You can re-roll charge rolls for this unit. When doing so, you can re-roll all or any of the dice.
When using the Leadership characteristic of this unit, you can use either its own Leadership characteristic, or you can choose for the characteristic to be equal to either the number of models in the unit, or the number of models in another friendly unit within 6" that has this ability.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it crashes and explodes, and each unit within 6" suffers D3 mortal wounds.
Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon by a model in this unit, that hit roll succeeds regardless of modifiers.
In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate extra hit rolls. When firing a weapon with randomly determined characteristics (ie. Bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target.
The first time this unit sets up on the battlefield, all of its models must be placed within 6" of at least one other model from the unit. From that point onwards each model operates independently and is treated as a seperate unit for all rules purposes.
Units comprised entirely of GRETCHIN cannot benefit from any Clan Kultur. In addition, Ork Stratagems can only be used on these units if the Stratagem explicitly states so (e.g. the 'Grot Shields' Stratagem)
FLASHGITZ units (including Kaptin Badrukk) can be included in an ORK detachment without preventing other units in that Detachment from gaining a Clan Kulture. Note, howerever, that the FLASHGITZ units do not themselves benefit from any Clan Kultur unless the Clan Kultur selected for the Detachment is the FREEBOOTERZ Clan Kultur.
18"
Assault 2
4
0
1
-
8"
Assault D6
5
-1
1
This weapon automatically hits its target.
24"
Assault 1
8
-2
3
-
Melee
Melee
x2
-4
2
When attacking with this weapon, you must subtract 1 from the hit roll. If a model is equipped with 2 Killsaws, add 1 to its Attacks characteristic
Roll a D6 each time a <CLAN> INFANTRY or <CLAN> BIKER unit loses a wound whilst within 3" of any friendly <CLAN> PAINBOYZ. On a 6, that unit does not lose that wound.
When a <CLAN> INFANTRY or <CLAN> BIKER model would lose a wound within 3" of any friendly <CLAN> PAINBOYS, roll one D6; on a 6, that wound is not lost.
6"
Grenade D6
3
0
1
-
12"
Pistol 1
4
0
1
-
Melee
Melee
user
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
5"
3+
5+
4
4
1
2
6
6+
6"
3+
5+
4
4
1
2
6
6+
Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on.
Each time this model moves, first pivot it on the spot up to 90 degrees (this does not contribute to how far the model moves), and then move the model straight forwards, Note that it cannot pivot again after the initial pivot. when the model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice.
An Artillery model can only fire its ranged weapon if a friendly Grot Gunner unit is within 3". A single Grot Gunner cannot operate multiple artillery models in a single turn. If all of the Grot Gunners within 6" of a Big Gun are slain, it immediately shuts down and is removed from play.
At the end of your Movement phase, this model can repair a single friendly <CLAN> VEHICLE within 1". That model regains 1 wound lost earlier in the battle. A vehicle can only be repaired once each turn.
At the end of your Movement phase, this model can repair a single friendly (CLAN) Vehicle model within 3". That model regains D3 lost wounds. A model can only be repaired once per turn.
If a <CLAN> unit fails a Morale test within 3" of a friendly <CLAN> WARBOSS, they can restore order with a brutal display of violence. If they do, the unit suffers D3 mortal wounds, but the Morale test is then considered to have been passed.
Roll a D6 for each model that flees from a <CLAN> unit that is within 3" of any friendly <CLAN> unit with this ability. On a 6, that model doesn't flee.
Friendly <CLAN> Infantry units within 6" of this model at the start of the Charge phase can charge even if they Advanced this turn.
At the end of your Movement phase, if it didn't move more than 6", this model can repair a single friendly (Clan); VEHICLE (other than models that can FLY) within 1". That model regains D3 wounds lost earlier in the battle. A vehicle can only be repaired once each turn.
18"
Heavy 2D3
6
0
1
-
24"
Assault 1
8
-3
D6
If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of the weapon's shots have been resolved
36"
Assault 3
5
0
1
-
This Model ignores the penalty for moving and firing Heavy weapons, but it does not apply to embarked models (per GW FAQ Xenos 2 ver1)
At the end of the turn, roll a D6. On a roll of 6, this model regains one lost wound.
24"
Heavy 2D6
5
-2
D3
-
48"
Heavy D3
7
-1
2
Each time this unit is chosen to shoot with, roll one D3 to determine the Type characteristic of all deffguns that models in this unit are equipped with when resolving those attacks.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes and each unit within 2D6" suffer D6 mortal wounds.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 9" suffers D6 mortal wounds.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes and each unit within 2D6" suffer 2D6 mortal wounds.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers D3 mortal wound.
Friendly Ork Infantry and Biker units within 6" of this model at the start of the Charge phase can charge even if they Advanced this turn.
Add 1 to wound rolls for attacks made with this unit's melee weapons when targeting enemy units wholly within or on a terrain feature.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 4+ it explodes, and each unit within D6" suffers D3 mortal wounds.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 4+ it explodes, and each unit within 6" suffers D6 mortal wounds.
Your warlord and any Evil Sunz unit within 6" of him can charge even if they fell back this turn.
Add 1 to your Warlord’s Attacks characteristic. In addition, improve the Armour Penetration characteristic of melee weapons this Warlord is equipped with by 1 during any turn in which they made a charge move, were charged, or performed a Heroic Intervention (e.g. AP -1 becomes AP -2).’
Re-roll wound rolls of 1 that target vehicles. In addition your warlord can target enemy characters within 18" even if they are not the closest model.
Re-roll 1s to hit in the fight phase for friendly Freebootas while they are within 6" of your warlord.
If you use a Stratagem roll 1 die for each command point. If you roll a 6 the command point is immediately refunded.
Once per battle, at the start of the Shooting phase, the driver of the Looted Vehicle can hit the inviting and mysterious red button mounted on his dashboard. When he does, roll a D3 on the table below to see what happens.
Add 1 to the Strength characteristic of this model’s ranged weapons until the end of the phase. This modifier counts towards the result when rolling for a zzap gun’s Strength.
Immediately move this model 6" as if it were your Movement phase (models cannot disembark from the vehicle before doing so). A model cannot use the Shoot ’Em Again! ability this turn.
This model regains D3 lost wounds.