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Explodes If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any
(6+/6"/D3) embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
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
Open-Topped 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.
Roll a D6 each time this model suffers damage from an attack that has a Damage characteristic of
Ramshackle
more than 1. On a roll of 6, reduce the damage caused by the Attack to 1.
Transport Wound
Wounds Move Strength Attacks Ref
Track
12 ORK INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of
Trukk
2.
Trukk * 5+ 5+ * 6 10 * 6 4+
Big
36" Assault 3 5 0 1 - Xenos 2 p132
Shoota
Explodes If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any
(6+/6"/D6) embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
Mobile This Model ignores the penalty for moving and firing Heavy weapons, but it does not apply to
Fortress embarked models (per GW FAQ Xenos 2 ver1)
Models embarked on this model can attack in their Shooting phase. Measure the range and draw line
Psychic Warp
Range Details Ref
Power Charge
Select a friendly ORK INFANTRY unit within 6" of the psyker. Remove this unit from the
battlefield, and then set it up anywhere on the battlefield more than 9" from any enemy
Da Jump 7 6"
models. This unit counts as having moved for the purposes of any rules (e.g. firing
Heavy Weapons).
Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within
Smite 5 18" 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test
was more than 10 the target suffers D6 mortal wounds instead.
Weirdboy 5" 3+ 5+ 5 4 4 3 6 6+
Weirdboy
Melee Melee +2 -1 D3 -
Staff
Nob [28pts]
Selections: Ammo Runt [4pts], Big Choppa [7pts], Slugga
Categories: Ammo Runt, Gretchin, Infantry
Abilities: Ammo Runt, Unit: Ammo Runt, Nob, Weapon: Big Choppa, Slugga, Stikkbombs
Nob [24pts]
Selections: Big Choppa [7pts], Slugga
Unit: Nob, Weapon: Big Choppa, Slugga, Stikkbombs
Nob [24pts]
Selections: Big Choppa [7pts], Slugga
Unit: Nob, Weapon: Big Choppa, Slugga, Stikkbombs
Nob [24pts]
Selections: Big Choppa [7pts], Slugga
Unit: Nob, Weapon: Big Choppa, Slugga, Stikkbombs
Nob [24pts]
Selections: Big Choppa [7pts], Slugga
Unit: Nob, Weapon: Big Choppa, Slugga, Stikkbombs
Each time this unit shoots, when making to hit rolls, you can re-roll one dice for each ammo runt
Ammo accompanying it. When rolling to wound this unit, always use the Unit's Toughness (While it is on the
Runt 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.
Keepin' Roll a D6 for each model that flees from a (Clan); unit that is within 3" of any friendly (Clan); unit with this
Order ability. On a 6, that model doesn't flee.
Unit M WS BS S T W A Ld Save Ref
Ammo
5" 5+ 4+ 2 2 1 1 4 6+
Runt
Nob 5" 3+ 5+ 5 4 2 3 6 4+
Grenade
Stikkbombs 6" 3 0 1 -
D6
9x Stormboy [72pts]
Unit: Stormboy, Weapon: Choppa, Slugga, Stikkbombs
Full This unit can Advance and charge in the same turn, but if it does so, roll a D6 for each model after any
Throttle Overwatch has been resolved, for each roll of a 1, the unit suffers a mortal wound.
Stormboy 12" 3+ 5+ 4 4 1 2 6 6+
Each time the bearer fights, it can make 1 additional attack with this
Choppa Melee Melee user 0 1
weapon.
Grenade
Stikkbombs 6" 3 0 1 -
D6
Warbuggy [43pts]
Selections: Twin Big Shoota [10pts]
Unit: Warbuggy, Weapon: Twin Big Shoota
Warbuggy 14" 3+ 5+ 4 5 5 4 6 4+
Twin Big
36" Assault 6 5 0 1 -
Shoota
Green
If this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
Tide
Boss
5" 3+ 5+ 5 4 2 3 7 6+
Nob
Each time the bearer fights, it can make 1 additional attack with
Choppa Melee Melee user 0 1
this weapon.
When attacking with this weapon, you must subtract 1 from the hit
Power Klaw Melee Melee x2 -3 D3
roll
Grenade
Stikkbombs 6" 3 0 1 -
D6
Green
If this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
Tide
Boss
5" 3+ 5+ 5 4 2 3 7 6+
Nob
Each time the bearer fights, it can make 1 additional attack with
Choppa Melee Melee user 0 1
this weapon.
When attacking with this weapon, you must subtract 1 from the hit
Power Klaw Melee Melee x2 -3 D3
roll
Grenade
Stikkbombs 6" 3 0 1 -
D6
Green
If this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
Tide
Boss
5" 3+ 5+ 5 4 2 3 7 6+
Nob
Each time the bearer fights, it can make 1 additional attack with
Choppa Melee Melee user 0 1
this weapon.
When attacking with this weapon, you must subtract 1 from the hit
Power Klaw Melee Melee x2 -3 D3
roll
Grenade
Stikkbombs 6" 3 0 1 -
D6
Green
If this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
Tide
Boss
5" 3+ 5+ 5 4 2 3 7 6+
Nob
Each time the bearer fights, it can make 1 additional attack with
Choppa Melee Melee user 0 1
this weapon.
When attacking with this weapon, you must subtract 1 from the hit
Power Klaw Melee Melee x2 -3 D3
roll
Grenade
Stikkbombs 6" 3 0 1 -
D6
Selection Rules
'Ere We Go!: A unit with this ability can re-roll failed charge rolls. (Xenos 2 p10)
3. Tenacious Survivor: Roll a dice each time this warlord loses a wound. On a 6, the warlord shrugs off the damage and does not lose the
wound.
Mob Rule: A unit with this ability can use the number of models in their unit as their Leadership characteristic. In addition, a unit with this ability
can use the Leadership Characteristic of any friendly ORK unit within 6". (Xenos 2 p10)