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CodexFactionsOrksChinork Warkopta [Legends]

Chinork Warkopta [Legends]

M14"
T8
SV4+
W10
LD7+
OC2

Ranged Weapons

WeaponRangeABSSAPD
Big shoota 36"35+ 501
Kustom mega-blasta 24"35+ 9-2D6
Rokkit launcha 24"D35+ 9-23
Skorcha 12"D6N/A 5-11
Deffgun 48"25+ 8-12
Rattler kannon 24"65+ 6-11

Melee Weapons

WeaponRangeAWSSAPD
Armoured hull Melee34+ 601

Abilities

Aerial Deployment Datasheet

If this model starts the game in Strategic Reserves, it can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules.

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.

Deadly Demise Core

This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; each unit within 6" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6").  Example:* An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise* ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.

Firing Deck Core

This ability always takes the form Firing Deck X. In your Shooting phase, each time this TRANSPORT is selected to shoot, if one or more units are embarked within it, resolve the following sequence:  1. Select up to X models embarked within this TRANSPORT (excluding models whose units have already been selected to shoot this phase).  2. For each selected model, select one of its ranged weapons (excluding [ONE SHOT] weapons).  3. Until this TRANSPORT has resolved all of its attacks, it has all of those selected weapons in addition to its other weapons.  4. Until the end of the turn, units embarked within this TRANSPORT are not eligible to shoot. 

Deep Strike Core

Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.

Big Bomms Datasheet

Once per battle, after the bearer ends a Normal move, you can select one enemy unit it moved across during that move and roll six D6: for each 4+, that unit suffers 1 mortal wound.

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).