Ork Force

Common Abilities and Options

Primal Instinct:
After resolving an enemy shooting attack against them, each friendly BEAST SNAGGA operative (excluding SQUIGHOG BOY) can perform a free 2" reposition in any direction.

Natural Strength:
Once per turning point for each friendly BEAST SNAGGA; on a roll of a 5+; when fighting or retaliating and in the Resolve Attack Dice step, you can ignore the damage inflicted on it from one normal success.

Available Equipment:
- War Paint

  • Throwing Knives
  • Beasthide Armor
  • Purple Camo
  • Dokz Toolz
  • Stikkbomb
  • Dynamite

Thundering Stampede:
When charging, this operative gains an addtional 1" of movement for the Charge action.

Expendable:
This operative is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).

Stoopid:
In the Firefight phase, whenever you determine this operative’s order, you cannot select Conceal. This operative cannot perform any actions other than Charge, Dash, Fight, Reposition and Shoot. It cannot use any weapons that aren’t on its datacard.

Explosive:
This operative can perform the Shoot action with this weapon while within control range of an enemy operative. Don’t select a valid target. Instead, this operative is always the primary target and cannot be in cover or obscured.

Boom!:
If this operative is incapacitated during a battle in which it hasn’t used its explosives, roll one D6, or two D6 if you wish. If any result is a 4+, this operative performs a free Shoot action with its explosives before it’s removed from the killzone.

Operatives

1. CORE
CORE
A 0
M 0"
S 1+
W 1/1
Abilities
WAAAAAAGH!

WAAAAAAGH!: Whenever a friendly ORK or GROT operative is shooting, fighting, or retaliating, in the Roll Attack Dice step:

  • For each attack die result of 6 you retain, you gain one Waaagh point
  • You can spend up to 2 of your Waaagh points. For each point you spend this way, retain one of your fails as a normal success instead of discarding it
  • You can gain and spend Waaagh points during the same action and can do so in an order of your choice, unless you started the action with 6, in which case you can only spend them. If you start an action with 6 Wrecka points, you cannot gain any more during that action.
32
2. Weirdboy
Weirdboy
A 3
M 6"
S 6+
W 16/16
Weapons
ATK
HIT
DMG
Slugga (Rng 8'')
4
4+
3/4
Fist of Gork (Blast 3'', Seek Light)
4
3+
3/5
'Eadbanger (Prc 1, 'Eadpopper)
3
3+
3/4
Staff
5
3+
3/4
Abilities
Manifest Psychic Power (1AP)Da Jump

Manifest Psychic Power (1AP): Roll one D6: on a 1-2, that friendly operative suffers D3 mortal wounds; on a 3+, select one psychic power from the list below to be resolved. You cannot select a psychic power that you have already resolved during this Turning Point.

  • Fist Of Gork
  • 'Eadbanger
  • Da Jump

Da Jump: This operative and other friendly ORK or GRETCHIN operative wholly within 3'' of it can perform a repostition and a charge action in the same turn.

32WEIRDBOY, ORK, INFANTRY, LEADER, LORD, PSYKER
3. Beast Snagga Boy [15R]
Beast Snagga Boy [15R]
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Thump Gun
Frag (Blast 2")
5
5+
2/4
Krak (Prc1)
5
5+
4/5
Choppa
4
3+
4/5
Abilities
Primal InstinctNatural StrengthAvailable Equipment
32BEAST SNAGGA, ORK, INFANTRY
4. Beast Snagga Boy [15R]
Beast Snagga Boy [15R]
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
5+
3/4
Choppa
4
3+
4/5
Abilities
Primal InstinctNatural StrengthAvailable Equipment
32BEAST SNAGGA, ORK, INFANTRY
5. Beast Snagga Boy [15R]
Beast Snagga Boy [15R]
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
5+
3/4
Choppa
4
3+
4/5
Abilities
Primal InstinctNatural StrengthAvailable Equipment
32BEAST SNAGGA, ORK, INFANTRY
6. Squighog Boy [30R]
Squighog Boy [30R]
A 3
M 8"
S 4+
W 14/14
Weapons
ATK
HIT
DMG
Beastchoppa and Squighog Maw (Rnd, Brutal)
5
3+
5/6
Abilities
Thundering StampedeAvailable EquipmentNatural Strength
32BEAST SNAGGA, ORK, ELITE
7. Squighog Boy [30R]
Squighog Boy [30R]
A 3
M 8"
S 4+
W 14/14
Weapons
ATK
HIT
DMG
Beastchoppa and Squighog Maw (Rnd, Brutal)
5
3+
5/6
Abilities
Thundering StampedeAvailable EquipmentNatural Strength
32BEAST SNAGGA, ORK, ELITE
8. Squighog Boy [30R]
Squighog Boy [30R]
A 3
M 8"
S 4+
W 14/14
Weapons
ATK
HIT
DMG
Beastchoppa and Squighog Maw (Rnd, Brutal)
5
3+
5/6
Abilities
Thundering StampedeAvailable EquipmentNatural Strength
32BEAST SNAGGA, ORK, ELITE
9. Bomb Squig [7R]
Bomb Squig [7R]
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Explosives (Blast 1", Limited 1, Explosive*)
6
4+
4/5
Bite
3
4+
4/5
Abilities
ExpendableStoopidExplosiveBoom!
32SQUIG, SUPPORT
10. Bomb Squig [7R]
Bomb Squig [7R]
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Explosives (Blast 1", Limited 1, Explosive*)
6
4+
4/5
Bite
3
4+
4/5
Abilities
ExpendableStoopidExplosiveBoom!
32SQUIG, SUPPORT

Equipment

Stikkbomb [2R]

The operative is equipped with the following ranged weapon for the battle:

NameATKHITDMGWR
Stikkbomb43+2/4Lim, Sat, Blast 2'', Rng 6''
War Paint [3R]

Once per Turning Point, whenever this operative is activated, you can use this rule. If you do, until the end of that activation, you can ignore any changes to that operative's stats from being injured (including its weapons' stats).

Choppa [2R]

The operative is equipped with the following melee weapon for the battle:

NameATKHITDMGWR
Choppa33+4/5
Drum Mag [2R]

Select one shoota, kustom shoota or big shoota this operative is equipped with. That weapon gains the Ceaseless special rule for the battle.

Kovert Git [3R]

Roll one D3. As a STRATEGIC GAMBIT in the first turning point, a number of friendly GROT operatives equal to the result that are wholly within your drop zone can immediately perform a free Reposition action, but must end that move wholly within 3" of your drop zone.

Dynamite [4R]

The operative is equipped with the following ranged weapon for the battle:

NameATKHITDMGWR
Dynamite43+5/6Lim, Sat, Blast 2'', Rng 6'', Piercing 1, Unwieldy
Kommspack [2R]

The operative can perform the following action for the battle:

  • Listen In (1 AP): SUPPORT. Select one other friendly ORK operative visible to and within 6" of this operative. Until the end of that operative’s next activation, add 1 to its APL stat. This operative cannot perform this action while within control range of an enemy operative.
Doubl' Burna Bottle [3R]

Doubl' Burna Bottle (1 AP): Select up to two valid targets. Shoot this weapon against both primary targets in an order of your choice, then against all remaining secondary targets in the same manner (roll each sequence separately).

NameATKHITDMGWR
Doubl' Burna Bottle54+2/2Sat, Blast 2''
Targetin' Fing [3R]

Select one ranged weapon this operative is equipped with (excluding a burna or a ranged weapon with the Kombi special rule). Improve that weapon’s Ballistic Skill characteristic by 1 for the battle (to a maximum of 4+).

Engine Oil [2R]

Once per turning point, when this operative is activated, you can use this rule. If you do, until the end of that activation, you can ignore any changes to that operative’s stats from being injured (including its weapons’ stats).

Beasthide Armour [3R]

Once per turning point, when an operative is shooting this operative, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the x of the Piercing weapon rule by 1 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.

Stun Grenade [2R]

The operative can perform the following action for the battle:

  • Stun Grenade (1 AP): Select one point on the battlefield within 6'' of this operative. Roll one D6 for each operative within 2'' of that point, subtracting 1 from the result if they are not Visible to this operative. On a 4+, subtract 1 from that operative’s APL. This operative can only perform this action once, and cannot perform this action if it is within the Engagement Range of an enemy operative.
Boss Pole [3R]

Add 1 to the operative’s APL for the battle.

Climbing Rope [1R]

The operative gains the following ability for the battle:

  • Climbing Rope:
  1. Each time this operative ascends or descends a terrain feature while climbing, the first vertical distance of up to 6'' it travels are counted as 2'' for that climb.
  2. This operative only needs to be within 1'' horizontally of a terrain feature in order to climb it.
  3. Each time this operative drops, the intended location can be any vertical distance from the level it occupies.
  4. Each time this operative drops, it counts any vertical distance it travels as half for that drop.
Harpoon [3R]

The operative is equipped with the following ranged weapon for the battle:

NameATKHITDMGWR
Harpoon44+4/5Rng 6'', Stun
Sledgehammer [3R]

The operative is equipped with the following melee weapon for the battle:

NameATKHITDMGWR
Sledgehammer43+4/4Stun
Throwing Knives [3R]

The operative is equipped with the following ranged weapon for the battle:

NameATKHITDMGWR
Throwing Knives43+2/5Range 6'', Silent, Lim 2
Improvised Scope [2R]

Whenever a friendly GROT operative perform a shoot action, the maximum of their weapon range is increase by 4". Atfer the action, roll D6. On a 4+ the improsived Scope can't be used again for that ranged weapon.

Drill Rokkits [2R]

Once per turning point, when this operative is performing the Shoot action and you select a rokkit launcha or ’eavy rokkit launcha, you can use this rule. If you do, until the end of that action, that weapon loses the Blast weapon rule but has the Piercing 1 weapon rule.

Purple Camo [2R]

Once per battle, this operative can perform a mission action for 1 less AP.

Extra Armour [2R]

Subtract 1" from the Move stat of this operative and improve their Save stat by 1.

'Eavy Armour [2R]

Change the operative’s Save characteristic to 4+ for the battle.

Smoke Grenade [3R]

The operative can perform the following action for the battle:

  • Smoke Grenade (1 AP): Place the centre of one Smoke token on a point within 6'' of this operative. That token creates an area of smoke with a 2'' radius and unlimited upward height (but not below) measured from the centre of that token. Until the end of the Turning Point, an operative is Obscured if every Cover line drawn to it crosses an area of smoke. This operative can only perform this action once, and cannot perform this action if it is within Engagement Range of an enemy operative.
Dok'z Tools [3R]

The operative gains the MEDIC keyword until the start of the next battle and can perform the following action during the battle:

  • Dok'z Tools (1 AP): Select one friendly ORK operative within 1'' of and Visible to this operative. That operative regains 2D3 lost wounds. This operative cannot perform this action while within Engagement Range of enemy operatives.

Ploys

Tac Ops