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1k Dakka

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0% found this document useful (0 votes)
19 views6 pages

1k Dakka

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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KAPTIN BADRUKK [LEGENDS] 80 pts

M T SV W LD OC

6" 5 3+ 6 7+ 1 Choppa, Da Rippa, Slugga, Warlord

ABILITIES
RANGED WEAPONS RANGE A BS S AP D
RULES: Waaagh!, Leader
➤ Da Rippa - standard [HEAVY, SUSTAINED HITS 1] 24" 3 5+ 7 -2 2
Flashiest Gitz
➤ Da Rippa - supercharge 24" 3 5+ 8 -3 3 While this model is leading a unit, each time a model in that unit makes a
[HAZARDOUS, HEAVY, SUSTAINED HITS 1]
ranged attack, you can re-roll the Hit roll.
Slugga [PISTOL] 12" 1 4+ 4 0 1
Ded Glowy Ammo (Aura)
While an enemy INFANTRY unit is within 6" of this model, subtract 1 from
MELEE WEAPONS RANGE A WS S AP D the Toughness characteristic of models in that unit.

Choppa [-] Melee 6 2+ 5 -1 1 Invulnerable Save (4+)


This model has a 4+ invulnerable save.

Leader
This model can be attached to the following unit:
• FLASH GITZ

FACTION KEYWORDS:
KEYWORDS: Epic Hero, Infantry, Character, Kaptin Badrukk Faction: Orks

FLASH GITZ 80 pts


M T SV W LD OC

6" 5 4+ 2 7+ 1 Ammo Runt • 1x Kaptin: Choppa, Snazzgun • 4x Flash Gitz: Choppa, Snazzgun

ABILITIES
RANGED WEAPONS RANGE A BS S AP D
RULES: Waaagh!, Lethal Hits
Snazzgun (x5) [HEAVY, SUSTAINED HITS 1] 24" 3 5+ 6 -1 2
Gun-crazy Show-offs
Each time a model in this unit targets the closest eligible target with its
snazzgun, until the end of the phase, that weapon has an Attacks
MELEE WEAPONS RANGE A WS S AP D
characteristic of 4.
Choppa (x5) [-] Melee 4 3+ 5 -1 1
Ammo Runt
Once per battle, when this unit is selected to shoot, it can use this ability.
If it does, until the end of the phase, ranged weapons equipped by
models in this unit have the [LETHAL HITS] ability.
Designer’s Note: Place an Ammo Runt token next to the unit, removing it
after this ability has been used.

FACTION KEYWORDS:
KEYWORDS: Infantry, Grenades, Flash Gitz Faction: Orks
PAINBOY 80 pts
M T SV W LD OC

6" 5 5+ 3 7+ 1 ’Urty syringe, Power klaw, Grot orderly

ABILITIES
MELEE WEAPONS RANGE A WS S AP D
RULES: Waaagh!, Leader
’Urty syringe [ANTI-INFANTRY 4+, EXTRA ATTACKS, PRECISION] Melee 1 3+ 2 0 1
Dok’s Toolz
Power klaw [-] Melee 3 4+ 9 -2 2 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.

Leader
This model can be attached to the following units:
• BOYZ
• NOBZ
• LOOTAS
• BURNA BOYZ
• TANKBUSTAS
Grot Orderly
Once per battle, in your Command phase, if the bearer is leading a unit
that is below its Starting Strength, you can return up to D3 destroyed
Bodyguard models to that unit.
Designer’s Note: Place a Grot Orderly token next to the unit, removing it
once this ability has been used.

FACTION KEYWORDS:
KEYWORDS: Infantry, Character, Painboy Faction: Orks

TANKBUSTAS 140 pts


M T SV W LD OC
Boss Nob Tankbusta w/ Pulsa rokkit 4x Tankbusta w/ Rokkit launcha
6" 5 4+ 2 7+ 1 Choppa, 2x Rokkit pistol Close combat weapon, Pulsa rokkit, Rokkit launcha Close combat weapon, Rokkit launcha

ABILITIES
RANGED WEAPONS RANGE A BS S AP D
RULES: Waaagh!
Rokkit pistol (x2) [PISTOL] 12" 1 5+ 9 -2 3
Tank Hunters
Rokkit launcha (x5) [BLAST] 24" D3 5+ 9 -2 3 Each time a model in this unit makes an attack that targets a MONSTER
or VEHICLE unit, add 1 to the Hit roll and add 1 to the Wound roll.

Attached Unit
MELEE WEAPONS RANGE A WS S AP D
If a CHARACTER unit from your army with the Leader ability can be
Choppa [-] Melee 4 3+ 5 -1 1 attached to a LOOTAS unit, it can be attached to this unit instead.

Close combat weapon (x5) [-] Melee 3 3+ 5 0 1 Bomb Squigs


Once per battle, for each bomb squig this unit has, after this unit ends a
Normal move, you can use one Bomb Squig. If you do, select one enemy
unit within 12" and visible to this unit and roll one D6: on a 3+, that
enemy unit suffers D3 mortal wounds.

Pulsa Rokkit
Once per battle, when the bearer’s unit is selected to shoot in your
Shooting phase, the bearer can use its pulsa rokkit. If it does, until the
end of the phase, improve the Strength and Armour Penetration
characteristics of ranged weapons equipped by models in the bearer’s
unit by 1.

FACTION KEYWORDS:
KEYWORDS: Infantry, Tankbustas, Grenades Faction: Orks
NOBZ 210 pts
M T SV W LD OC

6" 5 4+ 2 7+ 1 2x Ammo Runt • 1x Boss Nob: Kombi-weapon (Close combat weapon) • 5x Nob w/ Kombi-weapon: Close combat weapon • 4x Nob w/ Slugga and big choppa

ABILITIES
RANGED WEAPONS RANGE A BS S AP D
RULES: Waaagh!, Lethal Hits
Kombi-weapon (x6) 24" 1 5+ 4 0 1
[ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1] Da Boss’ Ladz
Slugga (x4) [PISTOL] 12" 1 5+ 4 0 1 While a WARBOSS model is leading this unit, each time an attack targets
this unit, if the Strength characteristic of that attack is greater than the
Toughness characteristic of this unit, subtract 1 from the Wound roll.
MELEE WEAPONS RANGE A WS S AP D Ammo Runt
Close combat weapon (x6) [-] Melee 3 3+ 5 0 1 Once per battle for each ammo runt this unit has, when this unit is
selected to shoot, it can use this ability. If it does, until the end of the
Big choppa (x4) [-] Melee 3 3+ 7 -1 2 phase, ranged weapons equipped by models in this unit have the
[LETHAL HITS] ability.
Designer’s Note: Place the relevant number of Ammo Runt tokens next to
the unit, removing one each time the unit uses this ability.

FACTION KEYWORDS:
KEYWORDS: Infantry, Nobz, Grenades Faction: Orks

DEFFKOPTAS 80 pts
M T SV W LD OC

12" 6 4+ 4 7+ 2 • 2x Deffkopta: Kopta rokkits, Slugga, Spinnin’ blades • 1x Deffkopta w/ Kustom mega-blasta: Slugga, Spinnin’ blades

ABILITIES
RANGED WEAPONS RANGE A BS S AP D
RULES: Deep Strike, Waaagh!
Kopta rokkits (x2) [BLAST, TWIN-LINKED] 24" D3 5+ 9 -2 3
Deff from Above
Slugga (x3) [PISTOL] 12" 1 5+ 4 0 1 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:
Kustom mega-blasta [HAZARDOUS] 24" 3 5+ 9 -2 D6
for each 4+, that enemy unit suffers 1 mortal wound.

Invulnerable Save (6+)


MELEE WEAPONS RANGE A WS S AP D Models in this unit have a 6+ invulnerable save.

Spinnin’ blades (x3) [-] Melee 6 3+ 5 0 1

FACTION KEYWORDS:
KEYWORDS: Vehicle, Fly, Grenades, Deffkoptas, Speed Freeks Faction: Orks
GROT TANKS [LEGENDS] 155 pts
M T SV W LD OC

10" 6 3+ 5 8+ 2 • 3x Grot Tank w/ Kustom mega-blasta: Ramshackle hull • 1x Grot Tank w/ additional weapon: Ramshackle hull, Kustom mega-blasta, Skorcha

ABILITIES
RANGED WEAPONS RANGE A BS S AP D
RULES: Deadly Demise 1, Waaagh!
Kustom mega-blasta (x4) [HAZARDOUS] 24" 2 4+ 9 -2 D6
Scatter!
Skorcha [IGNORES COVER, TORRENT] 12" D6 N/A 5 -1 1 Once per turn, when an enemy unit ends a Normal, Advance or Fall Back
move within 9" of this unit, if this unit is not within Engagement Range of
one or more enemy units, it can make a Normal move of up to 6".
MELEE WEAPONS RANGE A WS S AP D
Ramshackle hull (x4) [-] Melee 3 5+ 6 0 1

FACTION KEYWORDS:
KEYWORDS: Vehicle, Grot Tanks, Grots Faction: Orks

KILLA KANS 125 pts


M T SV W LD OC

6" 6 3+ 5 8+ 2 • 3x Killa Kan w/ Rokkit launcha: Kan klaw

ABILITIES
RANGED WEAPONS RANGE A BS S AP D
RULES: Deadly Demise 1, Waaagh!
Rokkit launcha (x3) [BLAST] 24" D3 4+ 9 -2 3
Shooty Power Trip
Each time this unit is selected to shoot, you can roll one D6:
• On a 1-2, this unit suffers D6 mortal wounds.
MELEE WEAPONS RANGE A WS S AP D
• On a 3-4, until the end of the phase, add 1 to the Strength
Kan klaw (x3) [-] Melee 3 4+ 8 -2 3 characteristic of ranged weapons 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.
Invulnerable Save (6+)
Models in this unit have a 6+ invulnerable save.

FACTION KEYWORDS:
KEYWORDS: Vehicle, Walker, Killa Kans, Grots Faction: Orks

LOOTAS 50 pts
M T SV W LD OC

6" 5 5+ 1 7+ 1 1 Spanner and 4 Lootas • 4x Loota: Close combat weapon, Deffgun • 1x Spanner: Close combat weapon, Kustom mega-blasta

ABILITIES
RANGED WEAPONS RANGE A BS S AP D
RULES: Waaagh!
Deffgun (x4) [HEAVY, RAPID FIRE 1] 48" 2 6+ 8 -1 2
Dat’s Our Loot!
Kustom mega-blasta [HAZARDOUS] 24" 3 5+ 9 -2 D6 Each time a model in this unit makes a ranged attack, re-roll a Hit roll of
1. If that attack targets a unit that is within range of an objective marker,
you can re-roll the Hit roll instead.
MELEE WEAPONS RANGE A WS S AP D
Close combat weapon (x5) [-] Melee 2 3+ 4 0 1

FACTION KEYWORDS:
KEYWORDS: Infantry, Lootas Faction: Orks
Army Roster (Xenos - Orks)
Waaagh!
If your Army Faction is O���, 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.
Waaagh!
If your Army Faction is O���, 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.

Dakka! Dakka! Dakka!


Ranged weapons equipped by O��� I������� and O��� W����� models from your army have the [ASSAULT] ability.
While the Waaagh! is active for your army, during your Shooting phase, ranged weapons equipped by O��� I������� and O��� W����� models from your army have the
[SUSTAINED HITS 1] ability.

Sustained Hits
Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that
attack scores a number of additional hits on the target as denoted by ‘x’

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.

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.

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.

Heavy
Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary
this turn, add 1 to that attack’s Hit roll.

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.

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.

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.

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.

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.

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).

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.

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 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").

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.

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.

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