Operatives

1. Boss Nob
Boss Nob
A 2
M 6"
S 4+
W 13/13
Weapons
ATK
HIT
DMG
Slugga(Gun) (Range 6")
4
4+
3/4
Power Klaw(Mech. Hand) (Brutal)
4
3+
6/7
Big Green
2. Rokkit
Rokkit
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Rokkit Launcha (Splash 1, AP1 (Save -1))
4
5+
4/5
Fists
3
4+
2/3
Boom-Boy
3. Gunner
Gunner
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Big Shoota (Fusillade(Can hit more targets))
5
5+
3/4
Dakka-Boy
4. Shuta
Shuta
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Shoota(Gun)
4
5+
3/4
Fists
3
4+
2/3
Ranged-Boy
5. Snopa
Snopa
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Choppa(Axe)
4
3+
4/5
Slugga(Gun) (Range 6")
4
4+
3/4
Melee-Boy
6. Grot
Grot
A 2
M 6"
S 6+
W 5/5
Weapons
ATK
HIT
DMG
Grot Blasta(Gun)
3
4+
2/3
Vicious Bite
3
5+
1/2
Abilities
Group Activation 2

Group Activation 2: When 1 GROT is activated, immediately activate one additional friendly GROT after it.

Gretchin

Equipment

Ploys

Just a Scratch
Firefight Ploy

Use when a friendly ORK operative takes damage. Ignore the damage of one NORMALl hit.

Grot Shield
Firefight Ploy

Use when a friendly ORK operative is shot at. If a friendly GROT is within 2", it takes all the damage instead.

WAAAGH!
Strategy Ploy

Each time a friendly ORK operative fights in melee combat, you can re-roll one of your attack dice. ( NOT FOR GROT )

Dakka
Strategy Ploy

Each time a friendly ORK operative makes a shooting attack, you can re-roll one of your attack dice. ( NOT FOR GROT )

Tac Ops