Waaagh
Waaagh
Configuration
Battle Size Incursion (1000 Point limit)
Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible, Legends are visible
Zodgrod Wortsnagga (1) Rules: Feel No Pain 6+, Waaagh!, Leader, Pistol, Anti-
(80 pts) Unit: Zodgrod Wortsnagga
Abilities: Super Runts, Special Dose
Melee Weapons: Da Grabzappa
Ranged Weapons: Squigstoppa
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[8]
Abilities: Waaagh! Energy
Rules: Feel No Pain 5+, Waaagh!, Anti-, Pistol, Extra Attacks, Assault, Lance
Abilities: Wild Ride, Bomb Squig
Unit: Nob on Smasha Squig, Squighog Boyz (x3) (x3)
Melee Weapons: Big choppa, Squig jaws (x2) (x4), Stikka (melee)
Ranged Weapons: Slugga (x9) (x9), Saddlegit weapons, Stikka (ranged)
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.
Da Boss Is Watchin' At the start of your Command phase, in a turn in which you have not called a Waaagh!, if you have one or more WARBOSS
models on the battlefield (or embarked within a TRANSPORT that is on the battlefield), you can call a Waaagh! for a second
time this battle. When doing so, that second Waaagh! only counts as having been called for WARBOSS, NOBZ and
MEGANOBZ units from your army.
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.
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.
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’.
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.
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.
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.
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.
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).
Feel No Pain 6+ 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.
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.
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.
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.
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.
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.
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.
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.
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").
Dead Choppy The Attacks characteristic of this weapon is increased by 1 for each additional dread klaw this model is equipped with.
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.
Abilities
Supreme Commander
If this unit is in your army, its Ghazghkull Thraka model must be your WARLORD.
While this unit is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll and add 1 to the Wound roll and if the Waaagh! is
active for your army, a Critical Hit is scored on a successful unmodified Hit roll of 5+.
This model has a 2+ invulnerable save. You cannot re-roll invulnerable saving throws made for this model.
Each time this model makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Damage characteristic of that attack. Each time this model
makes an attack that targets a TITANIC unit, add 2 to the Damage characteristic of that attack instead.
While this model is leading a unit, each time a model in that unit is destroyed by a melee attack, if it has not fought this phase, roll on D6; on a 4+, do not
remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
Super Runts
Special Dose
While the Waaagh! is active for your army, add 6" to the Move characteristic of models in this model’s unit.
Beastboss
While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.
Dok’s Toolz
While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.
Each time an attack made by this model with its ’urty syringe scores a Critical Wound against a unit (excluding VEHICLE units), that unit suffers D6 mortal
wounds.
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.
While the Waaagh! is active for your army, add 4 to the Attacks characteristic of this model’s melee weapons.
'Eadstompa
INFANTRY WARBOSS model only. Each time the bearer makes an attack that targets a unit that is below its Starting Strength, re-roll a Wound roll of 1. If that
unit is Below Half-strength, you can re-roll the Wound roll instead.
Da Biggest Boss
When you call a Waaagh!, until the start of the next battle round, this model's 'uge choppa has a Damage characteristic of 3.
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.
Monster Hunters
Each time a model in this unit makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Hit roll.
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.
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.
Wild Ride
You can ignore any or all modifiers to this unit’s Move characteristic and to Advance and Charge rolls made for this unit.
Bomb Squig
Once per battle for each bomb squig this unit has, 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 the relevant number of Bomb Squig tokens next to the unit, removing one each time this unit uses this ability.
Piston-driven Brutality
At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test.
Each time this unit ends a Normal move, you can select one enemy unit it moved over during that move and roll one D6 for each model in this unit: for each
4+, that enemy unit suffers 1 mortal wound.
Grot Riggers
At the start of your Command phase, this model regains 1 lost wound.
Unit M T SV W LD OC
Makari 5" 6 7+ 1 8+ 1
Beastboss 6" 5 4+ 6 6+ 1
Painboy 6" 5 5+ 3 7+ 1
Warboss[1] 6" 5 4+ 6 6+ 1
Warboss[2] 6" 5 4+ 8 6+ 1
Weirdboy 6" 5 5+ 4 7+ 1
Runtherd 6" 5 5+ 2 7+ 1
Deffkoptas 12" 6 4+ 4 7+ 2
Trukk 12" 8 4+ 10 7+ 2
Melee Weapons Range A WS S AP D
Devastating Wounds
Gutrippa Melee 6 2+ 7 -1 3
Da Grabzappa Melee 5 2+ 7 -2 2
Beastchoppa Melee 6 2+ 6 -1 2
Psychic
Choppa Melee 3 3+ 5 -1 1
Grot-smacka Melee 3 3+ 5 0 1
-
Killsaw (x2) (x2) Melee 2 4+ 12 -3 2
Extra Attacks
Dead Choppy
-
Ranged Weapons Range A BS S AP D
Rapid Fire 4
Blast
Squigstoppa 12" 1 5+ 4 -1 1
Shoota 18" 2 4+ 4 0 1
Rapid Fire 1
Pistol, Twin-linked
Rapid Fire 2
’Eadbanger 24" 1 4+ 6 -3 1
Precision, Psychic
Pistol
Pistol
Rapid Fire 2
Assault
Rapid Fire 2
Blast, Twin-linked
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]
Leader[2]
Leader[3]
Leader[4]
Leader[5]
Leader[6]
Leader[7]
Leader[8]
Abilities
While a friendly ORKS unit is within 12" of Makari, if the Waaagh! is active for your army, melee weapons equipped by models in that unit have the [LETHAL
HITS] ability.
Abilities
Beastly Rage
Each time this model makes a Charge move, until the end of the turn, melee weapons it is equipped with have the [DEVASTATING WOUNDS] ability.
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.