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

Waaagh

The document outlines a 2000-point Ork army roster for the game Warhammer 40,000, featuring various units, characters, and their respective abilities and weapons. Key characters include Ghazghkull Thraka, Mozrog Skragbad, and multiple Warbosses, supported by infantry, vehicles, and specialized units. The army utilizes the Waaagh! rule to enhance its combat capabilities during battles.

Uploaded by

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

Waaagh

The document outlines a 2000-point Ork army roster for the game Warhammer 40,000, featuring various units, characters, and their respective abilities and weapons. Key characters include Ghazghkull Thraka, Mozrog Skragbad, and multiple Warbosses, supported by infantry, vehicles, and specialized units. The army utilizes the Waaagh! rule to enhance its combat capabilities during battles.

Uploaded by

Angelita Ospina
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
You are on page 1/ 13

Xenos - Orks - Waaagh - (2000 pts)

Army Roster (Xenos - Orks) (2000 pts)


Rules: Waaagh!

Configuration
Battle Size Incursion (1000 Point limit)

Detachment Bully Boyz

Rules: Da Boss Is Watchin'

Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible, Legends are visible

Epic Hero (480 pts)


Ghazghkull Thraka (2) Warlord
(235 pts) • Makari
• Ghazghkull Thraka

Rules: Waaagh!, Leader, Lethal Hits, Rapid Fire, Devastating Wounds


Abilities: Supreme Commander, Prophet of Da Great Waaagh!, Invulnerable Save (4+): Ghazghkull,
Invulnerable Save (2+*): Makari
Unit: Ghazghkull Thraka, Makari
Melee Weapons: Gork’s Klaw - strike, Gork’s Klaw - sweep, Makari’s stabba
Ranged Weapons: Mork’s Roar
Abilities: Leader[1]
Abilities: Ghazghkull’s Waaagh! Banner (Aura)

Mozrog Skragbad (1) Thump gun


(165 pts)
Rules: Feel No Pain 5+, Waaagh!, Leader, Extra Attacks, Devastating Wounds, Anti-, Blast
Unit: Mozrog Skragbad
Abilities: Da Bigger Dey Iz…, One Last Kill, Invulnerable Save (4+)
Melee Weapons: Big Chompa’s jaws, Gutrippa
Ranged Weapons: Thump gun
Abilities: Leader[2]

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]

Character (490 pts)


Beastboss (1) Shoota, Beastchoppa, Beast Snagga klaw
(80 pts)
Rules: Feel No Pain 6+, Leader, Devastating Wounds, Anti-, Rapid Fire
Unit: Beastboss
Abilities: Beastboss, Invulnerable Save (5+)
Melee Weapons: Beast Snagga klaw, Beastchoppa
Ranged Weapons: Shoota
Abilities: Leader[4]
Abilities: Beastly Rage

Painboy (1) Rules: Waaagh!, Leader, Anti-, Extra Attacks, Precision


(80 pts) Unit: Painboy
Abilities: Dok’s Toolz, Hold Still and Say ‘Aargh!’
Melee Weapons: ’Urty syringe, Power klaw (x5) (x5)
Abilities: Leader[5]

Warboss (1) Big choppa, Twin slugga, Kombi-weapon, 'Eadstompa


(85 pts)
Rules: Waaagh!, Leader, Devastating Wounds, Anti-, Rapid Fire, Pistol, Twin-linked
Unit: Warboss[1]
Abilities: Might is Right, Da Biggest and da Best, Invulnerable Save (5+), 'Eadstompa
Ranged Weapons: Kombi-weapon (x2) (x2), Twin slugga (x2) (x2)
Melee Weapons: Big choppa (x2)[1] (x2)
Abilities: Leader[6]

Warboss (1) Big choppa, Twin slugga, Kombi-weapon, Da Biggest Boss


(90 pts)
Rules: Waaagh!, Leader, Devastating Wounds, Anti-, Rapid Fire, Pistol, Twin-linked
Unit: Warboss[2]
Abilities: Might is Right, Da Biggest and da Best, Invulnerable Save (5+), Da Biggest Boss
Ranged Weapons: Kombi-weapon (x2) (x2), Twin slugga (x2) (x2)
Melee Weapons: Big choppa (x2)[1] (x2)
Abilities: Leader[6]
Warboss in Mega Armour (1) Big shoota, ’Uge choppa
(90 pts)
Rules: Waaagh!, Leader, Rapid Fire
Unit: Warboss in Mega Armour
Abilities: Might is Right, Dead Brutal, Invulnerable Save (5+)
Melee Weapons: ’Uge choppa
Ranged Weapons: Big shoota
Abilities: Leader[7]

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

Battleline (415 pts)


Beast Snagga Boyz (10) • 9x Beast Snagga Boy
(95 pts) • Beast Snagga Nob: Slugga

Rules: Feel No Pain 6+, Waaagh!, Pistol


Abilities: Monster Hunters
Unit: Beast Snagga Nob, Beast Snagga Boy (x9) (x9)
Melee Weapons: Power snappa, Choppa
Ranged Weapons: Slugga (x9) (x18)

Boyz (20) • 19x Boy w/ Slugga and choppa


(160 pts) • Boss Nob: Big choppa and slugga, Slugga

Rules: Waaagh!, Pistol


Unit: Boy (x2) (x2), Boss Nob (x2) (x2)
Abilities: Get Da Good Bitz, Bodyguard
Melee Weapons: Big choppa (x2)[2] (x2), Choppa (x2) (x2)
Ranged Weapons: Slugga (x9) (x18)

Boyz (20) • 19x Boy w/ Slugga and choppa


(160 pts) • Boss Nob: Big choppa and slugga, Slugga

Rules: Waaagh!, Pistol


Unit: Boy (x2) (x2), Boss Nob (x2) (x2)
Abilities: Get Da Good Bitz, Bodyguard
Melee Weapons: Big choppa (x2)[2] (x2), Choppa (x2) (x2)
Ranged Weapons: Slugga (x9) (x18)

Infantry (180 pts)


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 (x9) (x9)

Meganobz (2) • Meganob w/ Killsaw and power klaw


(70 pts) • Meganob w/ Kustom shoota and power klaw

Rules: Waaagh!, Feel No Pain, Rapid Fire


Unit: Meganobz (x2) (x2)
Melee Weapons: Killsaw (x2) (x2), Power klaw (x5) (x10)
Ranged Weapons: Kustom shoota (x2) (x2)
Abilities: Krumpin’ Time

Meganobz (2) • Meganob w/ Killsaw and power klaw


(70 pts) • Meganob w/ Kustom shoota and power klaw

Rules: Waaagh!, Feel No Pain, Rapid Fire


Unit: Meganobz (x2) (x2)
Melee Weapons: Killsaw (x2) (x2), Power klaw (x5) (x10)
Ranged Weapons: Kustom shoota (x2) (x2)
Abilities: Krumpin’ Time

Mounted (160 pts)


Squighog Boyz (4) Bomb squig, 1 Nob on Smasha Squig and 3 Squighog Boyz
(160 pts) • 3x Squighog Boy
• Nob on Smasha Squig

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)

Vehicle (210 pts)


Deff Dread (1) 2x Dread klaw, 2x Big shoota
(120 pts)
Rules: Deadly Demise 1, Waaagh!, Rapid Fire, Dead Choppy
Unit: Deff Dread
Abilities: Piston-driven Brutality, Invulnerable Save (6+)[1]
Melee Weapons: Stompy feet, Dread klaw (x2) (x2)
Ranged Weapons: Big shoota (x3) (x3)

Deffkoptas (3) • 3x Deffkopta


(90 pts)
Rules: Deep Strike, Waaagh!, Blast, Twin-linked, Pistol
Unit: Deffkoptas
Abilities: Deff from Above, Invulnerable Save (6+)[2]
Ranged Weapons: Kopta rokkits, Slugga (x9) (x9)
Melee Weapons: Spinnin’ blades

Dedicated Transport (65 pts)


Trukk (1) Rules: Deadly Demise D3, Firing Deck 12, Waaagh!, Rapid Fire
(65 pts) Unit: Trukk
Abilities: Grot Riggers, Invulnerable Save (6+)[1]
Transport: Trukk
Ranged Weapons: Big shoota (x3) (x3)
Melee Weapons: Spiked wheels
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.

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.

Prophet of Da Great Waaagh!

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+.

Invulnerable Save (4+): Ghazghkull

This model has a 4+ invulnerable save.

Invulnerable Save (2+*): Makari

This model has a 2+ invulnerable save. You cannot re-roll invulnerable saving throws made for this model.

Da Bigger Dey Iz…

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.

One Last Kill

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.

Invulnerable Save (4+)

This model has a 4+ invulnerable save.

Super Runts

While this model is leading a unit:


- Models in that unit have the Scouts 9" ability.
- Each time a model in that unit makes an attack, add 1 to the Hit roll and add 1 to the Wound roll.
- Each time an attack targets that unit, subtract 1 from the Wound roll.

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.

Invulnerable Save (5+)

This model has a 5+ invulnerable save.

Dok’s Toolz

While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.

Hold Still and Say ‘Aargh!’

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.

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.

'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

INFANTRY WARBOSS model only. Add 2 to the bearer's Wounds characteristic.


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.

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.

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.

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.

Invulnerable Save (6+)[1]

This model has a 6+ invulnerable save.

Deff from Above

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.

Invulnerable Save (6+)[2]

Models in this unit have a 6+ invulnerable save.

Grot Riggers

At the start of your Command phase, this model regains 1 lost wound.
Unit M T SV W LD OC

Ghazghkull Thraka 5" 6 2+ 10 6+ 4

Makari 5" 6 7+ 1 8+ 1

Mozrog Skragbad 10" 8 3+ 8 6+ 3

Zodgrod Wortsnagga 6" 5 5+ 5 7+ 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

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

Weirdboy 6" 5 5+ 4 7+ 1

Beast Snagga Nob 6" 5 5+ 2 7+ 2

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

Boy (x2) (x2) 6" 5 5+ 1 7+ 2

Boss Nob (x2) (x2) 6" 5 5+ 2 7+ 2

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

Runtherd 6" 5 5+ 2 7+ 1

Meganobz (x2) (x2) 5" 6 2+ 3 7+ 1

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

Squighog Boyz (x3) (x3) 10" 7 4+ 3 7+ 2

Deff Dread 8" 9 2+ 8 7+ 3

Deffkoptas 12" 6 4+ 4 7+ 2

Trukk 12" 8 4+ 10 7+ 2
Melee Weapons Range A WS S AP D

Gork’s Klaw - strike Melee 6 2+ 14 -3 4

Gork’s Klaw - sweep Melee 12 2+ 8 -2 2

Makari’s stabba Melee 1 4+ 3 0 1

Devastating Wounds

Big Chompa’s jaws Melee 3 3+ 7 -2 4

Devastating Wounds, Extra Attacks

Gutrippa Melee 6 2+ 7 -1 3

Anti-Monster 4+, Anti-Vehicle 4+

Da Grabzappa Melee 5 2+ 7 -2 2

Beast Snagga klaw Melee 4 3+ 10 -2 2

Anti-Monster 4+, Anti-Vehicle 4+

Beastchoppa Melee 6 2+ 6 -1 2

Anti-Monster 4+, Anti-Vehicle 4+

’Urty syringe Melee 1 3+ 2 0 1

Anti-Infantry 4+, Extra Attacks, Precision

Power klaw (x5) (x5) Melee 3 4+ 9 -2 2

Big choppa (x2)[1] (x2) Melee 5 2+ 8 -1 2

’Uge choppa Melee 4 2+ 12 -2 2

Weirdboy staff Melee 3 3+ 8 -1 D3

Psychic

Power snappa Melee 4 3+ 7 -1 2

Choppa Melee 3 3+ 5 -1 1

Big choppa (x2)[2] (x2) Melee 3 3+ 7 -1 2

Choppa (x2) (x2) Melee 3 3+ 4 -1 1

Close combat weapon Melee 1 5+ 2 0 1

Grot-smacka Melee 3 3+ 5 0 1

-
Killsaw (x2) (x2) Melee 2 4+ 12 -3 2

Big choppa Melee 4 3+ 6 -1 2

Anti-Monster 4+, Anti-Vehicle 4+

Squig jaws (x2) (x2) Melee 3 4+ 6 -1 2

Extra Attacks

Stikka (melee) Melee 3 3+ 5 -1 2

Anti-Monster 4+, Anti-Vehicle 4+, Lance

Stompy feet Melee 4 3+ 5 0 1

Dread klaw (x2) (x2) Melee 5 3+ 12 -2 3

Dead Choppy

Spinnin’ blades Melee 6 3+ 5 0 1

Spiked wheels Melee 3 4+ 6 0 1

-
Ranged Weapons Range A BS S AP D

Mork’s Roar 36" 12 5+ 5 0 1

Rapid Fire 4

Thump gun 18" D3 5+ 6 0 2

Blast

Squigstoppa 12" 1 5+ 4 -1 1

Anti-Monster 4+, Pistol

Shoota 18" 2 4+ 4 0 1

Rapid Fire 1

Kombi-weapon (x2) (x2) 24" 1 5+ 4 0 1

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

Twin slugga (x2) (x2) 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 (x9) (x9) 12" 1 5+ 4 0 1

Pistol

Grot blasta 12" 1 4+ 3 0 1

Pistol

Kustom shoota (x2) (x2) 18" 4 5+ 4 0 1

Rapid Fire 2

Saddlegit weapons 9" 1 4+ 3 0 1

Assault

Stikka (ranged) 9" 1 5+ 5 -1 2

Assault, Anti-Monster 4+, Anti-Vehicle 4+

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

Rapid Fire 2

Kopta rokkits 24" D3 5+ 9 -2 3

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]

This unit can be attached to the following unit:


- MEGANOBZ
If this unit’s Bodyguard unit is destroyed, Ghazghkull Thraka and Makari become a single unit with their original Starting Strength.

Leader[2]

This model can be attached to the following unit:


- SQUIGHOG BOYZ

Leader[3]

This model can be attached to the following unit:


- GRETCHIN

Leader[4]

This model can be attached to the following unit:


- BEAST SNAGGA BOYZ

Leader[5]

This model can be attached to the following units:


- BOYZ
- NOBZ
- LOOTAS
- BURNA BOYZ
- TANKBUSTAS

Leader[6]

This model can be attached to the following units:


- BOYZ
- NOBZ

Leader[7]

This model can be attached to the following unit:


- MEGANOBZ

Leader[8]

This model can be attached to the following unit:


- BOYZ

Abilities

Ghazghkull’s Waaagh! Banner (Aura)

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.

You might also like