VOXROSTER
CodexFactionsOrksWarphead [Crucible]

Warphead [Crucible]

M6"
T5
SV5+
W4
LD7+
OC1

Ranged Weapons

WeaponRangeABSSAPD
Twin dakkagun 18"35+ 501
Burna 12"D6N/A 401
Big shoota 36"35+ 501
Rokkit launcha 24"D35+ 9-23
’Eadbanger 24"14+ 6-31
Eyez of Mork 18"D65+ 8-32
Kombi-weapon 24"15+ 401
Kustom mega-blasta 24"35+ 9-2D6
Kustom mega-slugga 12"D35+ 8-2D6
Kustom shoota 18"45+ 401
Saddlegit weapons 9"14+ 301
Shoota 18"25+ 401
Shokk attack gun 60"D6+15+ 9-4D6
Snazzgun 24"35+ 6-12
Traktor blasta 36"15+ 10-2D6+1
Slugga 12"15+ 401
Grot blasta 12"14+ 301
Rokkit pistol 12"15+ 9-23

Melee Weapons

WeaponRangeAWSSAPD
Squig jaws Melee34+ 6-12
Beast Snagga klaw Melee43+ 9-22
Big choppa Melee52+ 7-12
Choppa Melee53+ 4-11
Close combat weapon Melee43+ 401
Cuttin’ flames Melee33+ 4-21
Killsaw Melee33+ 12-32
Knucklebustas Melee52+ 5-11
Power snappa Melee52+ 7-12
Smash hammer Melee33+ 6-23
Tankhammer Melee33+ 6-23
Drilla Melee23+ 12-33
Beastchoppa Melee62+ 6-12
Power klaw Melee43+ 9-22
Attack Squig Melee24+ 401
’Urty syringe Melee13+ 201
Weirdboy staff Melee33+ 8-1D3
’Uge choppa Melee42+ 12-22

Abilities

Channellin' da Waaagh! Datasheet

Each time this model attacks with a Psychic weapon, until the end of the phase, improve the Attacks, Strength and Damage characteristics of that weapon by 1 for every 5 models in this unit. While this unit contains 10 or more models, those weapons have the [HAZARDOUS] ability.

Leader Datasheet

This model can be attached to the following units: - Boyz - Nobz - Gretchin

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.

Hazardous Core

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.

Crucible Core

A Character created using Crucible rules has the Crucible ability. Your army may include up to three units with the Crucible ability and these units cannot be given Enhancements.