Breaka Boyz
Composition & Wargear
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Rokkit pistol | 12" | 1 | 5+ | 9 | -2 | 3 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Smash hammer | Melee | 2 | 3+ | 6 | -2 | 3 |
| Tankhammer | Melee | 2 | 3+ | 6 | -2 | 3 |
| Knucklebustas | Melee | 5 | 3+ | 5 | -1 | 1 |
| Choppa | Melee | 4 | 3+ | 5 | -1 | 1 |
Abilities
If a CHARACTER unit from your army with the Leader ability can be attached to a BOYZ unit, it can be attached to this unit instead.
Each time this unit declares a charge, you can re-roll the Charge roll.
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.
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.
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.
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+.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.