Tankbustas

Model NameMTSvWLdOC
TANKBUSTAS
32mm
6"54+ 27+1
Keywords:
Orks, Infantry, Grenades, Tankbustas
Ranged WeaponsRangeABSSAPD
Rokkit launcha
blast
24"D359-23
Rokkit pistol
pistol
12"159-23
Melee WeaponsRangeABSSAPD
Choppa
Melee435-11
Close combat weapon
Melee33501
Smash hammer
anti-monster 4+, anti-vehicle 4+
Melee236-23

Abilities

Tank Hunters:Each time a model in this unit makes a ranged attack that targets a MONSTER or VEHICLE unit, add 1 to the Hit roll and add 1 to the Wound roll.
Bomb Squigs: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.

Designer’s Note: Place two Bomb Squig tokens next to the unit, removing one each time this unit uses this ability.

Wargear Options

1 of the Boss Nob’s rokkit pistols can be replaced with 1 smash hammer.
One Tankbusta can be equipped with one of the following:
  • 1 pulsa rokkit
  • 1 additional rokkit launcha

Wargear Abilities

Pulsa Rokkit:Once per battle, when the bearer’s unit is selected to shoot in your Shooting phase, the bearer can use its pulsa rokkit. If it does, until the end of the phase, improve the Strength and Armour Penetration characteristics of ranged weapons equipped by models in the bearer’s unit by 1.

Unit Composition

1 Boss Nob
5 Tankbustas
The Boss Nob is equipped with: 2 rokkit pistols; choppa.

Each Tankbusta is equipped with: rokkit launcha; close combat weapon.

Costs

6 models - 140pts

Leader

Stratagems

NameDescription
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1CP FIRE OVERWATCH
Detachment: Core
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1CP GO TO GROUND
Detachment: Core
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP GRENADE
Detachment: Core
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
2CP GET STUCK IN, LADZ!
Detachment: More Dakka!
WHEN: Your Command phase.

TARGET: One ORKS unit from your army (excluding Gretchin units).

EFFECT: Until the start of your next Command phase, the Waaagh! is active for your unit, even if you have already called a Waaagh! this battle.

Designer’s Note: This means that any abilities that are in effect while the Waaagh! is active for your army will be in effect for your unit.
1CP CALL DAT DAKKA?
Detachment: More Dakka!
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One ORKS unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks.

EFFECT: Your unit can shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.
1CP ORKS IS STILL ORKS
Detachment: More Dakka!
WHEN: Fight phase.

TARGET: One ORKS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Wound roll of 1. If that enemy unit is within range of an objective marker, you can re-roll the Wound roll instead.
1CP LONG, UNCONTROLLED BURSTS
Detachment: More Dakka!
WHEN: Your Shooting phase.

TARGET: One ORKS unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability.
1CP SPESHUL SHELLS
Detachment: More Dakka!
WHEN: Your Shooting phase.

TARGET: One ORKS unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets the closest eligible target within 18", improve the Armour Penetration characteristic of ranged weapons equipped by models in your unit by 1.
1CP ON TO DA NEXT
Detachment: Taktikal Brigade
WHEN: Your opponent’s Movement phase, just after an enemy unit Falls Back.

TARGET: One ORKS unit from your army that was within Engagement Range of that enemy unit at the start of the phase.

EFFECT: Your unit can make a Normal move of up to 6".
1CP FIGHT PROPPA
Detachment: Taktikal Brigade
WHEN: Fight phase.

TARGET: One Orks Infantry or Orks Mounted unit from your army that has not been selected to fight this phase.

EFFECT: Select the [SUSTAINED HITS 1] or [LETHAL HITS] ability. Until the end of the phase, melee weapons equipped by models in your unit have the selected ability.
1CP TAKTIKAL RETREAT
Detachment: Taktikal Brigade
WHEN: Your Movement phase, just after an ORKS unit from your army Falls Back.

TARGET: That ORKS unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1CP DAT’S OURS
Detachment: Taktikal Brigade
WHEN: Command phase.

TARGET: One ORKS unit from your army that is within Engagement Range of one or more enemy units.

EFFECT: Until the start of the next Command phase, add 1 to the Objective Control characteristic of models in your unit.
2CP ORKS IS NEVER BEATEN
Detachment: War Horde
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ORKS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making attacks, and is then removed from play.
1CP UNBRIDLED CARNAGE
Detachment: War Horde
WHEN: Fight phase.

TARGET: One ORKS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a melee attack, an unmodified hit roll of 5+ scores a Critical Hit.
1CP ’ARD AS NAILS
Detachment: War Horde
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ORKS unit from your army (excluding Grots, Monster and Vehicle units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
1CP MOB RULE
Detachment: War Horde
WHEN: Your Command phase.

TARGET: One Mob unit from your army that contains 10 or more models and is not Below Half-strength.

EFFECT: Select one friendly Battle-shocked Orks Infantry unit within 6" of that MOB unit. That ORKS INFANTRY unit is no longer Battle-shocked.
1CP ERE WE GO
Detachment: War Horde
WHEN: Start of your Movement phase.

TARGET: One Orks Infantry unit from your army.

EFFECT: Until the end of the turn, add 2 to Advance and Charge rolls made for your unit.