VOXROSTER
CodexFactionsOrksBeastboss

Beastboss

M6"
T5
SV4+
W6
LD6+
OC1

Composition & Wargear

Beastboss
Choose one Wargear Beast Snagga klaw (max 1) / Shoota (max 1)

Ranged Weapons

WeaponRangeABSSAPD
Shoota 18"24+ 401

Melee Weapons

WeaponRangeAWSSAPD
Beast Snagga klaw Melee43+ 10-22
Beastchoppa Melee62+ 6-12

Abilities

Beastboss Datasheet

While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.

Ferocious Rage Datasheet

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.

Leader Datasheet

This model can be attached to the following unit: - Beast Snagga Boyz

Feel No Pain Core

This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost. 

Waaagh! Core

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.

Devastating Wounds Core

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.  Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.  Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound* is lost.

Anti Core

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound. Example:* An attack made with an [ANTI-VEHICLE 4+] weapon against a Vehicle unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a Psyker unit will result in a critical wound on an unmodified wound roll* of 2+.

Rapid Fire Core

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.  Example:* If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice* for that weapon (for a total of two for that weapon).