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William's Orks (Warhammer 40,000 10th Edition) [1,090pts]

Army Roster (Xenos - Orks) [1,090pts]


Rules: Waaagh!

Configuration

Battle Size
Selections: 1. Incursion (1000 Point limit)
Categories: Configuration

Detachment
Selections: Green Tide

Categories: Configuration
Rules: Mob Mentality

Show/Hide Options
Selections: Unaligned Forces are visible

Categories: Configuration

Character [180pts]

Big Mek in Mega Armour [100pts]


Selections: Grot oiler, Kustom mega-blasta, Power klaw, Tellyport blasta

Categories: Character, Infantry, Big Mek in Mega Armour, Faction: Orks, Mega Armour, Mek
Rules: Blast, Hazardous, Leader, Waaagh!
Abilities: Fix Dat Armour Up, Grot Oiler, Leader, More Dakka, Melee Weapons: Power klaw, Ranged Weapons: Kustom mega-blasta,
Tellyport blasta, Unit: Big Mek in Mega Armour

Abilities Description Ref

Fix Dat Armour While this model is leading a unit, in your Command phase, you can return 1 destroyed Bodyguard
Up model to that unit.

Once per battle, at the end of your Movement phase, one model in the bearer’s unit regains D3 lost
Grot Oiler wounds.
Designer’s Note: Place a Grot Oiler token next to the unit, removing it once this ability has been used.

This model can be attached to the following unit:


Leader
- MEGANOBZ

While this model is leading a unit, each time a model in that unit makes a ranged attack, re-roll a Hit roll
More Dakka
of 1.

Melee Weapons Range A WS S AP D Keywords Ref

Power klaw Melee 4 3+ 9 -2 2

Ranged Weapons Range A BS S AP D Keywords Ref

Kustom mega-blasta 24" 3 5+ 9 -2 D6 Hazardous

Tellyport blasta 12" 3 5+ 8 -1 3 Blast

Unit M T SV W LD OC Ref

Big Mek in Mega Armour 5" 6 2+ 5 7+ 1


Warboss in Mega Armour [80pts]
Selections: Big shoota, Warlord, ’Uge choppa
Categories: Character, Infantry, Warboss in Mega Armour, Faction: Orks, Mega Armour, Warboss, Warlord

Rules: Leader, Rapid Fire, Waaagh!


Abilities: Dead Brutal, Invulnerable Save (5+), Leader, Might is Right, Melee Weapons: ’Uge choppa, Ranged Weapons: Big shoota,
Unit: Warboss in Mega Armour

Abilities Description Ref

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

Invulnerable Save
This model has a 5+ invulnerable save.
(5+)

This model can be attached to the following unit:


Leader
- MEGANOBZ

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

Melee Weapons Range A WS S AP D Keywords Ref

’Uge choppa Melee 4 2+ 12 -2 2

Ranged Weapons Range A BS S AP D Keywords Ref

Big shoota 36" 3 4+ 5 0 1 Rapid Fire 2

Unit M T SV W LD OC Ref

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

Battleline [255pts]
Boyz [85pts]
Categories: Infantry, Battleline, Mob, Grenades, Boyz, Faction: Orks
Rules: Waaagh!

Abilities: Bodyguard, Get Da Good Bitz, Unit: Boy

Boss Nob
Unit: Boss Nob

Big choppa and slugga


Selections: Big choppa, Slugga
Rules: Pistol
Melee Weapons: Big choppa, Ranged Weapons: Slugga

Boy w/ Big shoota and close combat weapon


Selections: Big shoota, Close combat weapon

Rules: Rapid Fire


Melee Weapons: Close combat weapon, Ranged Weapons: Big shoota

4x Boy w/ Shoota and close combat weapon


Selections: 4x Close combat weapon, 4x Shoota
Rules: Rapid Fire

Melee Weapons: Close combat weapon, Ranged Weapons: Shoota

4x Boy w/ Slugga and choppa


Selections: 4x Choppa, 4x Slugga
Rules: Pistol
Melee Weapons: Choppa, Ranged Weapons: Slugga

Abilities Description Ref

If this unit has a Starting Strength of 20, you can attach up to two Leader units to it instead of one (but only
Bodyguard 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.

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

Melee Weapons Range A WS S AP D Keywords Ref

Big choppa Melee 3 3+ 7 -1 2

Choppa Melee 3 3+ 4 -1 1

Close combat weapon Melee 2 3+ 4 0 1

Ranged Weapons Range A BS S AP D Keywords Ref

Big shoota 36" 3 5+ 5 0 1 Rapid Fire 2

Shoota 18" 2 5+ 4 0 1 Rapid Fire 1

Slugga 12" 1 5+ 4 0 1 Pistol

Unit M T SV W LD OC Ref

Boss Nob 6" 5 5+ 2 7+ 2

Boy 6" 5 5+ 1 7+ 2
Boyz [85pts]
Categories: Infantry, Battleline, Mob, Grenades, Boyz, Faction: Orks
Rules: Waaagh!

Abilities: Bodyguard, Get Da Good Bitz, Unit: Boy

Boss Nob
Unit: Boss Nob

Power klaw and slugga


Selections: Power klaw, Slugga
Rules: Pistol
Melee Weapons: Power klaw, Ranged Weapons: Slugga

Boy w/ Rokkit launcha and close combat weapon


Selections: Close combat weapon, Rokkit launcha

Rules: Blast
Melee Weapons: Close combat weapon, Ranged Weapons: Rokkit launcha

8x Boy w/ Slugga and choppa


Selections: 8x Choppa, 8x Slugga
Rules: Pistol

Melee Weapons: Choppa, Ranged Weapons: Slugga

Abilities Description Ref

If this unit has a Starting Strength of 20, you can attach up to two Leader units to it instead of one (but only
Bodyguard 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.

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

Melee Weapons Range A WS S AP D Keywords Ref

Choppa Melee 3 3+ 4 -1 1

Close combat weapon Melee 2 3+ 4 0 1

Power klaw Melee 3 4+ 9 -2 2

Ranged Weapons Range A BS S AP D Keywords Ref

Rokkit launcha 24" D3 5+ 9 -2 3 Blast

Slugga 12" 1 5+ 4 0 1 Pistol

Unit M T SV W LD OC Ref

Boss Nob 6" 5 5+ 2 7+ 2

Boy 6" 5 5+ 1 7+ 2
Boyz [85pts]
Categories: Infantry, Battleline, Mob, Grenades, Boyz, Faction: Orks
Rules: Waaagh!

Abilities: Bodyguard, Get Da Good Bitz, Unit: Boy

Boss Nob
Unit: Boss Nob

Big choppa and slugga


Selections: Big choppa, Slugga
Rules: Pistol
Melee Weapons: Big choppa, Ranged Weapons: Slugga

9x Boy w/ Slugga and choppa


Selections: 9x Choppa, 9x Slugga

Rules: Pistol
Melee Weapons: Choppa, Ranged Weapons: Slugga

Abilities Description Ref

If this unit has a Starting Strength of 20, you can attach up to two Leader units to it instead of one (but only
Bodyguard 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.

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

Melee Weapons Range A WS S AP D Keywords Ref

Big choppa Melee 3 3+ 7 -1 2

Choppa Melee 3 3+ 4 -1 1

Ranged Weapons Range A BS S AP D Keywords Ref

Slugga 12" 1 5+ 4 0 1 Pistol

Unit M T SV W LD OC Ref

Boss Nob 6" 5 5+ 2 7+ 2

Boy 6" 5 5+ 1 7+ 2

Infantry [140pts]
Gretchin [80pts]
Categories: Infantry, Gretchin, Faction: Orks, Grots
Rules: Waaagh!

Abilities: Runtherd, Thievin’ Scavengers

2 Runtherds and 20 Gretchin

20x Gretchin
Selections: 20x Close combat weapon, 20x Grot blasta

Rules: Pistol
Melee Weapons: Close combat weapon, Ranged Weapons: Grot blasta, Unit: Gretchin

2x Runtherd
Selections: 2x Grot-smacka, 2x Slugga
Rules: Pistol

Melee Weapons: Grot-smacka, Ranged Weapons: Slugga, Unit: Runtherd

Abilities Description Ref

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

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

Melee Weapons Range A WS S AP D Keywords Ref

Close combat weapon Melee 1 5+ 2 0 1

Grot-smacka Melee 3 3+ 5 0 1

Ranged Weapons Range A BS S AP D Keywords Ref

Grot blasta 12" 1 4+ 3 0 1 Pistol

Slugga 12" 1 5+ 4 0 1 Pistol

Unit M T SV W LD OC Ref

Gretchin 6" 2 7+ 1 8+ 2

Runtherd 6" 5 5+ 2 7+ 1

Meganobz [60pts]
Categories: Infantry, Grenades, Meganobz, Faction: Orks, Mega Armour

Rules: Feel No Pain, Waaagh!


Abilities: Krumpin’ Time, Unit: Meganobz

2x Meganob w/ Kustom shoota and power klaw


Selections: 2x Kustom shoota, 2x Power klaw
Rules: Rapid Fire

Melee Weapons: Power klaw, Ranged Weapons: Kustom shoota

Abilities Description Ref

Krumpin’ Time During the battle round in which you call a Waaagh!, models in this unit have the Feel No Pain 4+ ability.

Melee Weapons Range A WS S AP D Keywords Ref

Power klaw Melee 3 4+ 9 -2 2

Ranged Weapons Range A BS S AP D Keywords Ref

Kustom shoota 18" 4 5+ 4 0 1 Rapid Fire 2

Unit M T SV W LD OC Ref

Meganobz 5" 6 2+ 3 7+ 1
Mounted [160pts]

Squighog Boyz [160pts]


Selections: Bomb squig
Categories: Mounted, Beast Snagga, Grenades, Squighog Boyz, Faction: Orks
Rules: Feel No Pain 5+, Waaagh!

Abilities: Bomb Squig, Wild Ride

1 Nob on Smasha Squig and 3 Squighog Boyz

Nob on Smasha Squig


Selections: Big choppa, Slugga, Squig jaws

Rules: Anti-, Extra Attacks, Pistol


Melee Weapons: Big choppa, Squig jaws, Ranged Weapons: Slugga, Unit: Nob on Smasha Squig

3x Squighog Boy
Selections: 3x Saddlegit weapons, 3x Squig jaws, 3x Stikka
Rules: Anti-, Assault, Extra Attacks, Lance

Melee Weapons: Squig jaws, Stikka, Ranged Weapons: Saddlegit weapons, Stikka, Unit: Squighog Boyz

Abilities Description Ref

Once per battle for each bomb squig this unit has, after this unit ends a Normal move, you can select one
Bomb enemy unit within 12" of it and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.
Squig Designer’s Note: Place the relevant number of Bomb Squig tokens next to the unit, removing one each time
this unit uses this ability.

You can ignore any or all modifiers to this unit’s Move characteristic and to Advance and Charge rolls made
Wild Ride
for this unit.

Melee Weapons Range A WS S AP D Keywords Ref

Big choppa Melee 4 3+ 6 -1 2 Anti-Monster 4+, Anti-Vehicle 4+

Squig jaws Melee 3 4+ 6 -1 2 Extra Attacks

Stikka Melee 3 3+ 5 -1 2 Anti-Monster 4+, Anti-Vehicle 4+, Lance

Ranged Weapons Range A BS S AP D Keywords Ref

Saddlegit weapons 9" 1 4+ 3 0 1 Assault

Slugga 12" 1 5+ 4 0 1 Pistol

Stikka 9" 1 5+ 5 -1 2 Assault, Anti-Monster 4+, Anti-Vehicle 4+

Unit M T SV W LD OC Ref

Nob on Smasha Squig 10" 7 4+ 4 7+ 2

Squighog Boyz 10" 7 4+ 3 7+ 2

Vehicle [355pts]
Deff Dread [130pts]
Selections: 2x Big shoota, 2x Dread klaw, Stompy feet
Categories: Vehicle, Walker, Deff Dread, Faction: Orks

Rules: Dead Choppy, Deadly Demise 1, Rapid Fire, Waaagh!


Abilities: Invulnerable Save (6+), Piston-driven Brutality, Melee Weapons: Dread klaw (Dread klaw), Stompy feet, Ranged Weapons:
Big shoota, Unit: Deff Dread

Abilities Description Ref

Invulnerable Save
This model has a 6+ invulnerable save.
(6+)

Piston-driven At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with
Brutality this ability must take a Battle-shock test.

Melee Weapons Range A WS S AP D Keywords Ref

Dread klaw (Dread klaw) Melee 5 3+ 12 -2 3 Dead Choppy

Stompy feet Melee 4 3+ 5 0 1

Ranged Weapons Range A BS S AP D Keywords Ref

Big shoota 36" 3 5+ 5 0 1 Rapid Fire 2

Unit M T SV W LD OC Ref

Deff Dread 8" 9 2+ 8 7+ 3

Deffkoptas [100pts]
Categories: Vehicle, Fly, Grenades, Deffkoptas, Faction: Orks, Speed Freeks

Rules: Deep Strike, Waaagh!


Abilities: Deff from Above, Invulnerable Save (6+), Unit: Deffkoptas

3x Deffkopta
Selections: 3x Kopta rokkits, 3x Slugga, 3x Spinnin’ blades
Rules: Blast, Pistol, Twin-linked

Melee Weapons: Spinnin’ blades, Ranged Weapons: Kopta rokkits, Slugga

Abilities Description Ref

Each time this unit ends a Normal move, you can select one enemy unit it moved over during that
Deff from Above
move and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound.

Invulnerable
Models in this unit have a 6+ invulnerable save.
Save (6+)

Melee Weapons Range A WS S AP D Keywords Ref

Spinnin’ blades Melee 6 3+ 5 0 1

Ranged Weapons Range A BS S AP D Keywords Ref

Kopta rokkits 24" D3 5+ 9 -2 3 Blast, Twin-linked

Slugga 12" 1 5+ 4 0 1 Pistol

Unit M T SV W LD OC Ref

Deffkoptas 12" 6 4+ 4 7+ 2
Killa Kans [125pts]
Categories: Vehicle, Walker, Killa Kans, Faction: Orks, Grots
Rules: Deadly Demise 1, Waaagh!

Abilities: Invulnerable Save (6+), Shooty Power Trip, Unit: Killa Kans

Killa Kan w/ Grotzooka


Selections: Grotzooka, Kan klaw
Rules: Blast, Ignores Cover
Melee Weapons: Kan klaw, Ranged Weapons: Grotzooka

Killa Kan w/ Rokkit launcha


Selections: Kan klaw, Rokkit launcha

Rules: Blast
Melee Weapons: Kan klaw, Ranged Weapons: Rokkit launcha

Killa Kan w/ Skorcha


Selections: Kan klaw, Skorcha
Rules: Ignores Cover, Torrent

Melee Weapons: Kan klaw, Ranged Weapons: Skorcha

Abilities Description Ref

Invulnerable Save
Models in this unit have a 6+ invulnerable save.
(6+)

Each time this unit is selected to shoot, you can roll one D6:
- On a 1-2, this unit suffers D6 mortal wounds.
- On a 3-4, until the end of the phase, add 1 to the Strength characteristic of ranged weapons
Shooty Power Trip
equipped by models in this unit.
- On a 5-6, until the end of the phase, add 1 to the Attacks characteristic of ranged weapons
equipped by models in this unit.

Melee Weapons Range A WS S AP D Keywords Ref

Kan klaw Melee 3 4+ 8 -2 3

Ranged Weapons Range A BS S AP D Keywords Ref

Grotzooka 18" D3+3 4+ 6 -1 1 Blast, Ignores Cover

Rokkit launcha 24" D3 4+ 9 -2 3 Blast

Skorcha 12" D6 N/A 5 -1 1 Ignores Cover, Torrent

Unit M T SV W LD OC Ref

Killa Kans 6" 6 3+ 5 8+ 2

Force Rules
Waaagh!: If your Army Faction is ORKS, once per battle, at the start of the battle round, you can call a Waaagh! If you do, until the start of the next
battle round, the Waaagh! is active for your army and:
- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced.
- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability.
- Models from your army with this ability have a 5+ invulnerable save. ()

Selection Rules
Anti-: Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a
target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound. (10th Edition Core Rules p28)

Assault: Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with
Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using
Assault weapons its models are equipped with. (10th Edition Core Rules p25)
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). (10th Edition Core Rules p26)
Dead Choppy: The Attacks characteristic of this weapon is increased by 1 for each additional dread klaw this model is equipped with. ()

Deadly Demise 1: 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"). (10th Edition Core Rules p23)
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. (10th Edition Core Rules p39)
Extra Attacks: Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of such a weapon fights, it
can make attacks with that weapon in addition to the one it chooses to fight with. The number of attacks made with an Extra Attacks weapon cannot
be modified by other rules. (10th Edition Core Rules p28)
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. (10th Edition Core Rules p23)

Feel No Pain 5+: 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. (10th Edition Core Rules p23)
Hazardous: Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, if one or
more models attack with Hazardous weapons, then after that unit has resolved all of its attacks, you must take one Hazardous test for each
Hazardous weapon that was just used by rolling one D6. For each roll of 1, that test is failed and one model in that unit equipped with a Hazardous
weapon is destroyed (selected by the controlling player), unless that model is a Character, Monster or Vehicle, in which case it suffers 3 mortal
wounds instead. Note that if you selected a Character model in an Attached unit, the mortal wounds suffered must be allocated to that model first,
even if there is another model in that unit that has lost one or more wounds or has had attacks allocated to it this phase. (10th Edition Core Rules
p28)
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. (10th Edition Core Rules p25)

Lance: Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a
Charge move this turn, add 1 to that attack’s Wound roll. (10th Edition Core Rules p25)
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 sucessfully 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. (10th Edition Core Rules p39)
Mob Mentality: Each time an attack targets a BOYZ unit from your army, models in that unit have a 5+ invulnerable save against that attack. In
addition, each time an attack targets an ORKS unit from your army, if it contains 10 or more models, re-roll a saving throw of 1 made against that
attack. ()

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. (10th Edition Core
Rules p25)
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’. (10th Edition Core Rules p25)
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. (10th Edition Core Rules p25)

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. (10th Edition Core Rules p25)
Waaagh!: If your Army Faction is ORKS, once per battle, at the start of the battle round, you can call a Waaagh! If you do, until the start of the next
battle round, the Waaagh! is active for your army and:
- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced.
- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability.
- Models from your army with this ability have a 5+ invulnerable save. ()

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