Datasheets
Datasheets
02.02).
Its controlling player cannot target that unit with stratagems (15).
It is not eligible to start an action (16), and any action it has started cannot be completed. SEE ALSO UNITS AND MODELS
Frame
02.01 Here you will find the name of the unit. 2. PROFILES 02.02 These contain the following characteristics that tell you how mighty the models in the unit are: Move (M): The speed at which a model traverses the battlefield. If a model has an M characteristic of '-', it can be set up on the battlefield but otherwise cannot be moved. Toughness (T): The model's resilience against harm. Save (Sv): Presented as a dice result (e.g. 4+), this indicates the protection a model's armour gives it. Invulnerable Save (InSv): Presented as a dice result (e.g. 4+). Some models are protected by esoteric means in addition to physical armour, such as force fields or preternatural reflexes. Not all models have an InSv characteristic, but if they do, it will be listed here. Wounds (W): Wounds represent how much damage a model can sustain before it is destroyed. If a model's wounds are reduced to 0 or fewer, that model is destroyed. Leadership (Ld): Presented as a dice result (e.g. 7+), this reveals how courageous, determined or self‑controlled a model is. Objective Control (OC): How effectively a model can control an objective on the battlefield. If a model has an OC characteristic of '-' it is unable to control objectives at all. 3. ABILITIES 02.03 Many units have abilities that may apply during the game. These will be described here. 4. WEAPONS 02.04 Weapons have the following characteristics: Range (R): How far ranged weapons can shoot. Weapons with an R characteristic of 'Melee' are melee weapons. Attacks (A): How many attack dice are used each time that weapon is used. Ballistic Skill (BS): Presented as a dice result (e.g. 4+), this shows how accurate the bearer is when shooting with the relevant ranged weapon. Weapon Skill (WS): Presented as a dice result (e.g. 4+), this reflects the bearer's skill in wielding the relevant melee weapon. Strength (S): The higher a weapon's S characteristic, the more likely it is to wound a foe. Armour Penetration (AP): Presented as a modifier to a dice roll (e.g. -1). The larger the modifier, the better the weapon is at cutting through the target's defences. Damage (D): The amount of damage inflicted by an attack. 5. KEYWORDS 02.05 Datasheets have a list of keywords, separated into faction keywords and other keywords. The former are used when deciding which models to include in your army, but otherwise both are functionally the same. Keywords appear in full capitals, in KEYWORD BOLD. 02 10
BOYZ BOYZ BOSS NOB M T SV W LD OC 6" 5 5+ 1 7+ 2 6" 5 5+ 2 7+ 2 ABILITIES FACTION: Waaagh! Get da Good Bitz: At the end of your Command phase, if this unit controls an objective, that objective is secured by your army. UNIT COMPOSITION
1 Boss Nob
9 Boyz The Boss Nob is equipped with: 1 slugga; 1 kustom shoota; 1 big choppa Every Boy is equipped with: 1 slugga; 1 shoota; 1 choppa Boyz charge forward in large, anarchic mobs led by hulking Boss Nobz. Laying down hails of inaccurate but enthusiastic dakka they dash toward the enemy before hurling themselves into close‑quarters combat, where their sheer muscle, ferocity and vicious choppas help them make short work of the foe. RANGED WEAPONS RANGE A BS S AP D Kustom shoota [ 2] 18" 4 5+ 4 0 1 Kombi‑rokkit 24" 1 5+ 10 ‑2 3 Kombi‑shoota 24" 2 5+ 4 0 1 Shoota [RAPID FIRE 1] 18" 2 5+ 4 0 1 Slugga [CLOSE‑QUARTERS] 12" 1 5+ 4 0 1 MELEE WEAPONS RANGE A WS S AP D Big choppa Melee 3 3+ 7 ‑1 2 Choppa Melee 3 3+ 4 ‑1 1 WARGEAR OPTIONS
The Boss Nob can have its 1 kustom shoota replaced with 1 kombi‑shoota and 1 kombi‑rokkit. FACTION KEYWORDS: ORKS KEYWORDS: INFANTRY; BATTLELINE; MOB; EXPLOSIVES; BOYZ SEE ALSO PROFILES AND WEAPONS
►Characteristic Modifiers
►Destroyed
►Random Characteristics ABILITIES
Aura Abilities
02.06 This section details the number and types of models in the unit. Each of those models will have one set of default wargear, which will be listed here. It may also list other rules, such as which units a unit can join or which units can embark within a TRANSPORT. 7. WARGEAR OPTIONS 02.07 Some datasheets have a list of wargear options. When you include such a unit in your army, you can use these options to alter the weapons and other wargear its models have. 1 2 4 5 6 7 3 11
During a battle, you will move your models by picking them up and changing their position on the battlefield. The principles of movement are explained here. MOVING MOVING UNITS