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Ghazkull Thraka: ws6 bs2 s5 t5 w4 I4 A5 ld9 sv2+
Ghazkull Thraka: ws6 bs2 s5 t5 w4 I4 A5 ld9 sv2+
Wargear:
Wargear: adamantium skull, bosspole, cybork body, mega-armor, stikkbombz, big shoota
Adamantium skull: 2+ attacks on the charge instead of one, immune to instant death.
Special Rules: Independent character, mob rule, furious charge, prophet of the waaaaagh
Prophet of the waaaaagh: 2 turns, GT’s saving throw is invulnerable, all ork units automatically count as
rolling six for all movement purposes, non-fleeing units become fearless. Cannot combine with a
weirdboy waaaagh.
One scalpel short of a medpack: Grotsnik is fearless, confers that to any unit he is in, and always moves
as fast as possible towards the nearest enemy. He may not leave a unit unless he is the last one left.
Wargear: bike, meks tools, slugga, power klaw, bosspole, kustum mega blasta, stikkbombz
Wargear: vipers
nest of vipers: additional d6 attacks in CC, initiative 4. All of zog’s attacks are poisoned and wound on 2+
psyker
Zog’s curse: zog may use the curse instead of rolling on the weirdboy psychic chart. Choose an
independent character in zog’s LoS. If it is in 18in, the players roll off. If zog’s player rolls higher, the
enemy is transformed into an angry squig under the original owners control. It is an independent
character that counts as infantry.
Wargear: stikkbombz,
Mork’s teef: counts as having an extra cc weapon, snikrot rerolls all failed rolls to hit in assault.
Ambush: When held in reserve, snikrot and his unit may arrive on any table edge.
Killa rep: If snikrot wins combat, the enemy unit suffers an extra -1 to ld.
Da vulcha’s claws: on any charge he counts as having a power claw that resolves in normal initiative
order.
Swoop attack: zag and vulcha boyz must enter the battle via deep strike. They may not shoot that turn
but may assault if close enough. If they do assault that turn remove d3 vulcha boys to represent crash
landing casualties.
Violent temper: Any time his unit is subjected to a morale test, Zag executes a member of the squad and
the squad passes the test. If he is on his own, the rule does not apply.
Ork regular units:
Wargear:
Mek’s tools: A mek in base contact or inside a vehicle at the beginning of his shooting phase can attempt
to repair a weapon damaged or immobilized result instead of shooting. On a 4+ he repairs the vehicle.
Repaired weapons may fire that turn. On a 1 the vehicle counts as shaken.
Kustom Force field: all units in 6in have a 5+ cover save and vehicles count as obscured. No effect in
assault.
1,1 boom: no shot. Remove big mek and all models in d6.
5,6 bzzzap: s10 shot only against anything under the template hole. SAG cannot fire next turn.
6,6 Rarrrgh: All units under template are removed, vehicles take automatic penetrating hit.
(First take a psychic test, if failed, do not roll to see what power the weirdboy uses. This roll may be
affected by mob rule.)
A weirdboy using frazzle or zzap counts as having shot a weapon. In combat do not apply results of 1,2,3
– instead count the weirdboy as having a power weapon that turn.
D6 results:
2: frazzle: 24in 6-3 blast pinning shot. One target in LoS, automatic hit.
3: Zzap: 24in 10-2 melta shot. Choose enemy in LoS, automatic hit.
5: ‘ere we go: WB and unit are teleported, placed on map using deep strike rules. If enemy is in base
contact the enemy stays in place.
6: Waagh: Extra waaagh, usable turn 1, multiple waaaghs have no cumulative effect.
Wargear:
Special rules: Ramshackle: wrecked or destroyed results go to ramshackle table. Multiple results are all
rolled at once and the lowest number from the table is chosen.
Ramshackle table:
1-2: Kaboom: S3 hit for all units in D6in. Surviving passengers disembark and take a pinning test.
3-4: Kareeen: Trukk moves 3d6in in a random direction. Use the scat dice and if a hit is rolled the owner
chooses the direction. Then apply kaboom results. Stop the trukk one inch away if it meets enemy units
or terrain.
5-6: kerrrunch: Passengers take no damage but immediately disembark. The trukk is then wrecked.
Glory Hogs: Tankbustas must always attempt to shoot/and or assault enemy vehicles in LoS regardless of
range. If no target is visible, they may select a target as normal.
Wargear:
Bombsquigs: A TB model may release a bomb squig instead of shooting. On 2+ the squig runs up to 18in
at the nearest enemy vehicle and causes a S8 hit on that armor section facing the TB. On a 1, the squig
targets the nearest friendly vehicle instead. If no vehicles are in 18”, nothing happens and the squig is
removed.
Wargear:
Deffguns: 48in, 7-4 heavy D3. Only roll once per unit for shots, and after the target has been selected.
Wargear:
Burnas: template, 4-5 assault 1, may be used as a power weapon in CC OR as a shooting weapon that
shooting phase.
Rokkit pack: Each time a SB unit use rokkit packs, roll a D6. On a one, one SB is removed as a casualty.
Regardless of the result you may add that number in inches to the SB’s moves that turn.
Wargear:
Biggbomm: Once per game, place a large template over a unit the DK passed over during movement.
Scatter D6 and resolve with S4AP5. May be used with Turbo-boost.
WArbuggy: bs2 10-10-10, fast, open-topped
Wargear (RHs): Grabba stik: in assault can cause any model in base contact to lose one attack to a
minimum of one.
Squig hound: each time the unit fails it may remove d3 gretchin to re-roll that test.
Grot’s life: If a grot mob moves into a minefield, remove the minefield marker and 3d6 grots.
On rolls of 11 and 12, on gretchin crew is killed and the shot is fired at S10. On glancing and penetrating
his zzap guns automatically cause crew shaken results in addition to any other effects.
Special rules:
Don’t press dat: roll a D6 at the start of each movement phase. On a roll of 1, the vehicle moves directly
forward as far as possible. This may casue tank shock, passenger may not disembark.
Fire points: with the ‘ard case upgrade there is on firing point on each side of the hull and one on the
rear.
Access points: with ard case, the access point is at the rear.
Transport: 20 model cap. Only twelve with killkannon. Mega armor counts as 2.
With ard case; 2 FPs on the sides, one rear, once access point on each side except front.
Deffrolla: with deffrolla re-roll dangerous terrain tests, tank shock causes D6 s10 hits on the victims. If
Death or glory is tried, add another D6 S10 hits in addition.
Wargear:
Snazzguns: Roll once each shooting phase to determine unit’s AP, but only after selecting the target.
24in S5 AP D6 assault 1
Shootier: w/ upgrade, S6
Blasta: W/ upgrade, subtract 1 from the roll to minimum of one. Gains the gets hot rule.
WARGEAR:
Boomgun:
Bomb-squig:
Burnas:
Choppa: CC weapon
Dakkaguns:
Deffguns:
Grot-prod:
Grotzooka:
Kannon:
KillKannon:
Kombi-weapon: combi-weapon
Kustom force-field:
Lobba:
Snazzguns:
Tankbusta bombs:
Tankhammer:
‘Urty syringe:
Zzap gun
ARMOR
OTHER CRAP:
Bosspole: You may re-roll morale tests if you inflict one wound on your mob.
Dok’s tools:
Mek’s Tools:
Waaaaagh banner:
WArbike:
VEHICLE CRAP:
“Ard Case: vehicle is no longer open-topped. Affects access and fire points.
Boarding plank: One embarked ork may attack an enemy vehicle within 2” as if disembarked and
charging, provided neither vehicle moved 12”.
Deff Rolla
GRabbin Klaw: At the beginning of the enemy movement phase choose an enemy vehicle within 2”, on a
roll of 4+ that vehicle may not move this turn.
Grot Riggers: An immobilized vehicle with riggers may roll during the ork shooting phase. On 4+ the
vehicle’s immobilized result is negated and it can move next turn.
Reinforced ram: Front armor is 2+ higher during death or glory, re-roll dangerous terrain tests.
Stikkbomb chukka: any unit disembarking from this vehicle counts as having stikkbombs that turn.
Wreckin ball: S9 hit if within 2in and on a 4+. Not usable if the attacking vehicle has moved more than
12” that turn.