VOXROSTER
CodexFactionsOrksHunta Rig

Hunta Rig

M10"
T10
SV3+
W16
LD7+
OC5

Ranged Weapons

WeaponRangeABSSAPD
’Eavy lobba 48"D65+ 602
Stikka kannonSnagged 12"15+ 12-23

Melee Weapons

WeaponRangeAWSSAPD
Butcha boyz Melee43+ 5-11
Savage horns and hooves Melee44+ 8-13
Saw blades Melee63+ 10-22

Abilities

On Da Hunt Datasheet

For each model embarked within this TRANSPORT, add 1 to the Attacks characteristic of this model’s butcha boyz weapon (to a maximum of +6).

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.

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. 

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. 

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.

Damaged: 1-5 Wounds Remaining Ability

While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.