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Snikee

The document outlines a 2000-point Ork army roster for a tabletop game, detailing various units, their configurations, and abilities. Key characters include Boss Snikrot and multiple Warbosses, supported by infantry units like Boyz and Breaka Boyz, as well as specialized units like Flash Gitz and Kommandos. The army utilizes the Waaagh! rule to enhance its melee capabilities and includes various weapons and transport options for strategic gameplay.

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0% found this document useful (0 votes)
7 views

Snikee

The document outlines a 2000-point Ork army roster for a tabletop game, detailing various units, their configurations, and abilities. Key characters include Boss Snikrot and multiple Warbosses, supported by infantry units like Boyz and Breaka Boyz, as well as specialized units like Flash Gitz and Kommandos. The army utilizes the Waaagh! rule to enhance its melee capabilities and includes various weapons and transport options for strategic gameplay.

Uploaded by

jlbuenavida
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Xenos - Orks - Snikee - (2000 pts)

Army Roster (Xenos - Orks) (2000 pts)


Rules: Waaagh!

Configuration
Battle Size Strike Force (2000 Point limit)

Detachment War Horde

Rules: Get Stuck In, Sustained Hits

Show/Hide Options

Epic Hero (95 pts)


Boss Snikrot (1) Warlord
(95 pts)
Rules: Infiltrators, Stealth, Waaagh!, Lone Operative, Leader, Twin-linked, Precision, Pistol
Unit: Boss Snikrot
Abilities: Red Skull Kommandos, Kunnin’ Infiltrator, Invulnerable Save (5+)
Melee Weapons: Mork’s Teeth
Ranged Weapons: Slugga
Abilities: Leader[1]

Character (405 pts)


Warboss (1) Power klaw, Attack squig
(75 pts)
Rules: Waaagh!, Leader, Devastating Wounds, Anti-, Rapid Fire, Pistol, Twin-linked, Extra Attacks
Unit: Warboss (x3) (x3)
Abilities: Might is Right, Da Biggest and da Best, Invulnerable Save (5+)
Ranged Weapons: Kombi-weapon (x3) (x3), Twin slugga (x3) (x3)
Melee Weapons: Attack Squig (x3) (x3), Power klaw (x3) (x3)
Abilities: Leader[2]

Warboss (1) Power klaw, Attack squig


(75 pts)
Rules: Waaagh!, Leader, Devastating Wounds, Anti-, Rapid Fire, Pistol, Twin-linked, Extra Attacks
Unit: Warboss (x3) (x3)
Abilities: Might is Right, Da Biggest and da Best, Invulnerable Save (5+)
Ranged Weapons: Kombi-weapon (x3) (x3), Twin slugga (x3) (x3)
Melee Weapons: Attack Squig (x3) (x3), Power klaw (x3) (x3)
Abilities: Leader[2]

Warboss (1) Power klaw, Attack squig


(75 pts)
Rules: Waaagh!, Leader, Devastating Wounds, Anti-, Rapid Fire, Pistol, Twin-linked, Extra Attacks
Unit: Warboss (x3) (x3)
Abilities: Might is Right, Da Biggest and da Best, Invulnerable Save (5+)
Ranged Weapons: Kombi-weapon (x3) (x3), Twin slugga (x3) (x3)
Melee Weapons: Attack Squig (x3) (x3), Power klaw (x3) (x3)
Abilities: Leader[2]

Warboss in Mega Armour (1) Follow Me Ladz


(115 pts)
Rules: Waaagh!, Leader, Rapid Fire
Unit: Warboss in Mega Armour
Abilities: Might is Right, Dead Brutal, Invulnerable Save (5+), Follow Me Ladz
Melee Weapons: ’Uge choppa
Ranged Weapons: Big shoota
Abilities: Leader[3]

Weirdboy (1) Rules: Deadly Demise D3, Waaagh!, Leader, Hazardous, Precision
(65 pts) Unit: Weirdboy
Abilities: Da Jump (Psychic)
Ranged Weapons: ’Eadbanger
Melee Weapons: Weirdboy staff
Abilities: Leader[4]
Abilities: Waaagh! Energy

Battleline (80 pts)


Boyz (10) • 8x Boy w/ Slugga and choppa
(80 pts) • Boy w/ Rokkit launcha and close combat weapon
• Boss Nob: Power klaw and slugga

Rules: Waaagh!, Pistol, Blast


Abilities: Get Da Good Bitz, Bodyguard
Unit: Boss Nob[1], Boy (x9) (x18)
Melee Weapons: Power klaw (x6) (x6), Choppa (x5) (x5), Close combat weapon (x4) (x4)
Ranged Weapons: Slugga (x11) (x22), Rokkit launcha (x2) (x2)

Infantry (1225 pts)


Breaka Boyz (6) • 4x Breaka Boy
(140 pts) • Breaka Boy w/ Tankhammer
• Boss Nob: Smash hammer, Rokkit pistol

Rules: Waaagh!, Pistol, Anti-, Devastating Wounds, Hazardous


Unit: Breaka Boyz (x3) (x3)
Abilities: Attached Unit, Trophy Hunters, Bomb Squigs
Melee Weapons: Choppa (x9) (x9), Smash hammer (x6) (x12), Tankhammer (x3) (x3)
Ranged Weapons: Rokkit pistol (x3) (x3)

Breaka Boyz (6) • 4x Breaka Boy


(140 pts) • Breaka Boy w/ Tankhammer
• Boss Nob: Smash hammer, Rokkit pistol

Rules: Waaagh!, Pistol, Anti-, Devastating Wounds, Hazardous


Unit: Breaka Boyz (x3) (x3)
Abilities: Attached Unit, Trophy Hunters, Bomb Squigs
Melee Weapons: Choppa (x9) (x9), Smash hammer (x6) (x12), Tankhammer (x3) (x3)
Ranged Weapons: Rokkit pistol (x3) (x3)

Breaka Boyz (6) • 4x Breaka Boy


(140 pts) • Breaka Boy w/ Tankhammer
• Boss Nob: Smash hammer, Rokkit pistol

Rules: Waaagh!, Pistol, Anti-, Devastating Wounds, Hazardous


Unit: Breaka Boyz (x3) (x3)
Abilities: Attached Unit, Trophy Hunters, Bomb Squigs
Melee Weapons: Choppa (x9) (x9), Smash hammer (x6) (x12), Tankhammer (x3) (x3)
Ranged Weapons: Rokkit pistol (x3) (x3)

Flash Gitz (5) Ammo Runt


(80 pts) • 4x Flash Gitz
• Kaptin

Rules: Waaagh!, Heavy, Sustained Hits, Lethal Hits


Unit: Flash Gitz (x3) (x3)
Abilities: Gun-crazy Show-offs, Ammo Runt
Melee Weapons: Choppa (x9) (x18)
Ranged Weapons: Snazzgun (x6) (x12)

Flash Gitz (5) Ammo Runt


(80 pts) • 4x Flash Gitz
• Kaptin

Rules: Waaagh!, Heavy, Sustained Hits, Lethal Hits


Unit: Flash Gitz (x3) (x3)
Abilities: Gun-crazy Show-offs, Ammo Runt
Melee Weapons: Choppa (x9) (x18)
Ranged Weapons: Snazzgun (x6) (x12)

Flash Gitz (5) Ammo Runt


(80 pts) • 4x Flash Gitz
• Kaptin

Rules: Waaagh!, Heavy, Sustained Hits, Lethal Hits


Unit: Flash Gitz (x3) (x3)
Abilities: Gun-crazy Show-offs, Ammo Runt
Melee Weapons: Choppa (x9) (x18)
Ranged Weapons: Snazzgun (x6) (x12)
Gretchin (11) 1 Runtherd and 10 Gretchin
(40 pts) • Runtherd
• 10x Gretchin

Rules: Waaagh!, Pistol


Abilities: Runtherd, Thievin’ Scavengers
Unit: Gretchin (x10) (x10), Runtherd
Melee Weapons: Close combat weapon, Grot-smacka
Ranged Weapons: Grot blasta, Slugga (x11) (x11)

Kommandos (10) Distraction Grot, Bomb Squig


(120 pts) • Kommandos w/ Breacha ram
• Kommandos w/ Burna
• 2x Kommandos w/ Kustom shoota
• Kommandos w/ Rokkit launcha
• 4x Kommandos w/ Slugga and choppa
• Boss Nob: Power klaw

Rules: Stealth, Infiltrators, Waaagh!, Pistol, Ignores Cover, Torrent, Rapid Fire, Blast
Abilities: Sneaky Surprise, Bomb Squig, Distraction Grot
Unit: Boss Nob[2], Kommandos (x9) (x45)
Ranged Weapons: Slugga (x11) (x22), Burna, Kustom shoota, Rokkit launcha (x2) (x2)
Melee Weapons: Power klaw (x6) (x6), Breacha ram, Close combat weapon (x4) (x12), Choppa (x5) (x5)

Meganobz (6) • 6x Meganob w/ Killsaw and power klaw


(210 pts)
Rules: Waaagh!, Feel No Pain
Unit: Meganobz
Melee Weapons: Killsaw, Power klaw (x6) (x6)
Abilities: Krumpin’ Time

Stormboyz (5) • 4x Stormboy


(65 pts) • Boss Nob: Power klaw

Rules: Deep Strike, Waaagh!, Pistol


Abilities: Full Throttle
Unit: Boss Nob (x3) (x3), Stormboy (x12) (x12)
Ranged Weapons: Slugga (x11) (x22)
Melee Weapons: Power klaw (x6) (x6), Choppa (x5) (x5)

Stormboyz (5) • 4x Stormboy


(65 pts) • Boss Nob: Power klaw

Rules: Deep Strike, Waaagh!, Pistol


Abilities: Full Throttle
Unit: Boss Nob (x3) (x3), Stormboy (x12) (x12)
Ranged Weapons: Slugga (x11) (x22)
Melee Weapons: Power klaw (x6) (x6), Choppa (x5) (x5)

Stormboyz (5) • 4x Stormboy


(65 pts) • Boss Nob: Power klaw

Rules: Deep Strike, Waaagh!, Pistol


Abilities: Full Throttle
Unit: Boss Nob (x3) (x3), Stormboy (x12) (x12)
Ranged Weapons: Slugga (x11) (x22)
Melee Weapons: Power klaw (x6) (x6), Choppa (x5) (x5)

Dedicated Transport (195 pts)


Trukk (1) Wreckin' ball
(65 pts)
Rules: Deadly Demise D3, Firing Deck 12, Waaagh!, Rapid Fire, Extra Attacks
Unit: Trukk (x3) (x3)
Abilities: Grot Riggers, Invulnerable Save (6+)
Transport: Trukk
Ranged Weapons: Big shoota (x3) (x3)
Melee Weapons: Spiked wheel (x3) (x3), Wreckin' ball (x3) (x3)

Trukk (1) Wreckin' ball


(65 pts)
Rules: Deadly Demise D3, Firing Deck 12, Waaagh!, Rapid Fire, Extra Attacks
Unit: Trukk (x3) (x3)
Abilities: Grot Riggers, Invulnerable Save (6+)
Transport: Trukk
Ranged Weapons: Big shoota (x3) (x3)
Melee Weapons: Spiked wheel (x3) (x3), Wreckin' ball (x3) (x3)
Trukk (1) Wreckin' ball
(65 pts)
Rules: Deadly Demise D3, Firing Deck 12, Waaagh!, Rapid Fire, Extra Attacks
Unit: Trukk (x3) (x3)
Abilities: Grot Riggers, Invulnerable Save (6+)
Transport: Trukk
Ranged Weapons: Big shoota (x3) (x3)
Melee Weapons: Spiked wheel (x3) (x3), Wreckin' ball (x3) (x3)
Rules:

Waaagh! If your Army Faction is **^^Orks^^**, once per battle, at the start of your Command phase, you can call a Waaagh! If you do,
until the start of your next Command phase, 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.

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

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’

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.

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.

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".

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.

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.

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.

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.

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.

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.

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’.

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.

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").
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.

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).

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.

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.

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.

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.

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

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.

Firing Deck 12 Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the
Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for
each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding
weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being
equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those
selected models’ units are not eligible to shoot.
Unit M T SV W LD OC

Boss Snikrot 6" 5 5+ 6 6+ 1

Warboss (x3) (x3) 6" 5 4+ 6 6+ 1

Warboss in Mega Armour 5" 6 2+ 7 6+ 1

Weirdboy 6" 5 5+ 4 7+ 1

Boss Nob[1] 6" 5 5+ 2 7+ 2

Boy (x9) (x9) 6" 5 5+ 1 7+ 2

Breaka Boyz (x3) (x3) 6" 5 4+ 2 7+ 1

Flash Gitz (x3) (x3) 6" 5 4+ 2 7+ 1

Gretchin (x10) (x10) 6" 2 7+ 1 8+ 2

Runtherd 6" 5 5+ 2 7+ 1

Boss Nob[2] 6" 5 5+ 2 7+ 1

Kommandos (x9) (x9) 6" 5 5+ 1 7+ 1

Meganobz 5" 6 2+ 3 7+ 1

Boss Nob (x3) (x3) 12" 5 5+ 2 7+ 1

Stormboy (x12) (x12) 12" 5 5+ 1 7+ 1

Trukk (x3) (x3) 12" 8 4+ 10 7+ 2


Abilities

Red Skull Kommandos

While this model is leading a unit, models in that unit have the Benefit of Cover.

Kunnin’ Infiltrator

Once per battle, in your Movement phase, instead of making a Normal move with this model’s unit, you can remove it from the battlefield and set it up again
anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

Invulnerable Save (5+)

This model has a 5+ invulnerable save.

Might is Right

While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.

Da Biggest and da Best

While the Waaagh! is active for your army, add 4 to the Attacks characteristic of this model’s melee weapons.

Dead Brutal

When you call a Waaagh!, until the start of the next battle round, this model's 'uge choppa has a Damage characteristic of 3.

Follow Me Ladz

ORKS model only. While the bearer is leading a unit, add 2" to the Move characteristic of models in that unit.

Da Jump (Psychic)

Once per turn, at the end of your Movement phase, one WEIRDBOY from your army can use this ability. If it does, roll one D6: on a 1, that WEIRDBOY’s unit
suffers D6 mortal wounds; on a 2+, remove this WEIRDBOY’s unit from the battlefield and set it up again anywhere on the battlefield that is more than 9"
horizontally away from all enemy models.

Get Da Good Bitz

At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you
have no models within range of it, until your opponent controls it at the start or end of any turn.

Bodyguard

If this unit has a Starting Strength of 20, you can attach up to two Leader units to it instead of one (but only if one of those is a WARBOSS model). If you do,
and this unit is destroyed, the Leader units attached to it become separate units with their original Starting Strengths.

Attached Unit

If a CHARACTER unit from your army with the Leader ability can be attached to a BOYZ unit, it can be attached to this unit instead.

Trophy Hunters

Each time this unit declares a charge, you can re-roll the Charge roll.

Bomb Squigs

Twice per battle, after this unit ends a Normal move, you can select one enemy unit within 12" of it and roll one D6: on a 2+, that enemy unit suffers D3 mortal
wounds.

Designer’s Note: Place two Bomb Squig tokens next to the unit, removing one each time this unit uses this ability.

Gun-crazy Show-offs

Each time a model in this unit targets the closest eligible target with its snazzgun, until the end of the phase, that weapon has an Attacks characteristic of 4.

Ammo Runt

Once per battle, when this unit is selected to shoot, it can use this ability. If it does, until the end of the phase, ranged weapons equipped by models in this unit
have the **[LETHAL HITS]** ability.

**Designer’s Note:** *Place an Ammo Runt token next to the unit, removing it after this ability has been used.*

Runtherd

Each time an attack targets this unit, if it contains one or more Gretchin models, until that attack is resolved, Runtherd models in this unit have a Toughness
characteristic of 2.
Thievin’ Scavengers

At the start of your Movement phase, roll one D6 for each objective marker you control that has one or more units from your army with this ability within range
of it (excluding Battle-shocked units). If one or more of those rolls is a 4+, you gain 1CP.

Sneaky Surprise

Enemy units cannot use the Fire Overwatch Stratagem to shoot at this unit.

Bomb Squig

Once per battle, after this unit ends a Normal move, select one enemy unit within 12" of this unit and roll one D6: on a 2+, that enemy unit suffers D3 mortal
wounds.

**Designer’s Note:** -Place a Bomb Squig token next to the unit, removing it when this unit uses this ability.*

Distraction Grot

Once per battle, in your opponent’s Shooting phase, before making a saving throw for a model in this unit, it can deploy the distraction grot. If it does, until the
end of the phase, models in this unit have a 5+ invulnerable save.

**Designer’s Note:** *Place a Distraction Grot token next to the unit, removing it when this unit uses this ability.*

Full Throttle

This unit is eligible to declare a charge in a turn in which it Advanced or Fell Back.

Grot Riggers

At the start of your Command phase, this model regains 1 lost wound.

Invulnerable Save (6+)

This model has a 6+ invulnerable save.


Melee Weapons Range A WS S AP D

Mork’s Teeth Melee 6 2+ 6 -1 2

Precision, Twin-linked

Attack Squig (x3) (x3) Melee 2 4+ 4 0 1

Extra Attacks

Power klaw (x3) (x3) Melee 4 3+ 10 -2 2

’Uge choppa Melee 4 2+ 12 -2 2

Weirdboy staff Melee 3 3+ 8 -1 D3

Psychic

Power klaw (x6) (x6) Melee 3 4+ 9 -2 2

Choppa (x5) (x5) Melee 3 3+ 4 -1 1

Close combat weapon (x4) (x4) Melee 2 3+ 4 0 1

Choppa (x9) (x9) Melee 4 3+ 5 -1 1

Smash hammer (x6) (x6) Melee 2 3+ 6 -2 3

Anti-Monster 4+, Anti-Vehicle 4+

Tankhammer (x3) (x3) Melee 2 3+ 6 -2 3

Anti-Monster 4+, Anti-Vehicle 4+, Devastating Wounds, Hazardous

Close combat weapon Melee 1 5+ 2 0 1

Grot-smacka Melee 3 3+ 5 0 1

Breacha ram Melee 2 4+ 9 -2 2

Killsaw Melee 2 4+ 12 -3 2

Spiked wheel (x3) (x3) Melee 3 4+ 6 0 1

Wreckin' ball (x3) (x3) Melee 1 4+ 10 0 D6

Extra Attacks
Ranged Weapons Range A BS S AP D

Slugga 12" 1 4+ 4 0 1

Pistol

Kombi-weapon (x3) (x3) 24" 1 5+ 4 0 1

Anti-Infantry 4+, Devastating Wounds, Rapid Fire 1

Twin slugga (x3) (x3) 12" 2 5+ 4 0 1

Pistol, Twin-linked

Big shoota 36" 3 4+ 5 0 1

Rapid Fire 2

’Eadbanger 24" 1 4+ 6 -3 1

Precision, Psychic

Slugga (x11) (x11) 12" 1 5+ 4 0 1

Pistol

Rokkit launcha (x2) (x2) 24" D3 5+ 9 -2 3

Blast

Rokkit pistol (x3) (x3) 12" 1 5+ 9 -2 3

Pistol

Snazzgun (x6) (x6) 24" 3 5+ 6 -1 2

Heavy, Sustained Hits 1

Grot blasta 12" 1 4+ 3 0 1

Pistol

Burna 12" D6 N/A 4 0 1

Ignores Cover, Torrent

Kustom shoota 18" 4 5+ 4 0 1

Rapid Fire 2

Big shoota (x3) (x3) 36" 3 5+ 5 0 1

Rapid Fire 2

Transport

Trukk

This model has a transport capacity of 12 ORKS INFANTRY models. Each MEGA ARMOUR model takes up the space of 2 models. It cannot transport JUMP
PACK or GHAZGHKULL THRAKA models.
Abilities

Leader[1]

This model can be attached to the following unit:


- KOMMANDOS

Leader[2]

This model can be attached to the following units:


- BOYZ
- NOBZ

Leader[3]

This model can be attached to the following unit:


- MEGANOBZ

Leader[4]

This model can be attached to the following unit:


- BOYZ

Abilities

Waaagh! Energy

While this model is leading a unit, add 1 to the Strength and Damage characteristics of this model’s ’Eadbanger weapon for every 5 models in that unit
(rounding down), but while that unit contains 10 or more models, that weapon has the [HAZARDOUS] ability.

Abilities

Krumpin’ Time

While the Waaagh! is active for your army, models in this unit have the Feel No Pain 5+ ability.

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