Nobz

Model NameMTSvWLdOC
Nobz
32mm
6"54+ 27+1
Keywords:
Orks, Grenades, Infantry, Nobz
Ranged WeaponsRangeABSSAPD
Kombi-weapon
anti-infantry 4+, devastating wounds, rapid fire 1
24"15401
Slugga
pistol
12"15401
Melee WeaponsRangeABSSAPD
Big choppa
Melee337-12
Close combat weapon
Melee33501
Power klaw
Melee349-22

Abilities

Da Boss’ Ladz:While a Warboss model is leading this unit, each time an attack targets this unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll.

Wargear Options

Any number of models can each have their big choppa replaced with 1 power klaw.
Any number of models can each have their slugga and big choppa replaced with 1 kombi-weapon and 1 close combat weapon.
For every 5 models in this unit, this unit can be equipped with 1 ammo runt.

Wargear Abilities

Ammo Runt:Once per battle for each ammo runt this unit has, when this unit is selected to shoot, it can use this ability. If it does, until the end of the phase, ranged weapons equipped by models in this unit have the [LETHAL HITS] ability.

Designer’s Note: Place the relevant number of Ammo Runt tokens next to the unit, removing one each time the unit uses this ability.

Unit Composition

1 Boss Nob
4-9 Nobz
Every model is equipped with: slugga; big choppa.

Costs

5 models - 105pts
10 models - 210pts

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 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 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.
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.
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 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.
1CP HULKING BRUTES
Detachment: Bully Boyz
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
1CP CUT’EM DOWN
Detachment: Bully Boyz
WHEN: Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back.

TARGET: One Nobz or Meganobz unit from your army within Engagement Range of that enemy unit.

EFFECT: When that enemy unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if a Waaagh! is active for your unit, subtract 1 from each of those tests.
1CP CRUSHING IMPACT
Detachment: Bully Boyz
WHEN: Your Charge phase, just after a Nobz or Meganobz unit from your army ends a Charge move.

TARGET: That NOBZ or MEGANOBZ unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). If a Waaagh! is active for your unit, that enemy unit suffers 1 mortal wound for each 4+ instead.
1CP ALWAYS LOOKIN’ FER A FIGHT
Detachment: Bully Boyz
WHEN: Fight phase, just after an enemy unit is destroyed.

TARGET: One Nobz or Meganobz unit from your army that destroyed that enemy unit.

EFFECT: Until the end of the phase, each time your unit makes a Consolidation move, it can move up to D3+3" instead of up to 3". If a Waaagh! is active for your unit, it can move up to 6" instead.
1CP ARMED TO DATEEF
Detachment: Bully Boyz
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Nobz or Meganobz unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1. If a Waaagh! is active for your unit, you can re-roll the Hit roll instead.
1CP TOO ARROGANT TO DIE
Detachment: Bully Boyz
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Nobz or Meganobz 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 shot or fought this phase, roll one D6, adding 2 to the result if a Waaagh! is active for your unit. On a 5+, do not remove the destroyed model from play; it can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play.
1CP PILE THROUGH
Detachment: Kaptin Killers
WHEN: Your Movement phase, just after an ORKS unit from your army opens a Hatchway.

TARGET: That ORKS unit.

EFFECT: Until the end of the turn, your unit has the Fights First ability.
1CP LOOT ON THE MOVE
Detachment: Kaptin Killers
WHEN: Your Movement phase, just after an ORKS unit from your army opens a Hatchway.

TARGET: That ORKS unit.

EFFECT: Until the end of the battle, that Hatchway cannot be closed. Until the end of the turn, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
1CP CORNERED AND KRUMPED
Detachment: Kaptin Killers
WHEN: Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back.

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

EFFECT: Your unit can fight as if it were the Fight phase, but when doing so, models in your unit can only target that enemy unit (and only if it is an eligible target) and each time a model in your unit makes an attack, an unmodified Hit roll of 6 is required to score a hit.
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 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 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.
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 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 PILE THROUGH
Detachment: Ramship Raiders
WHEN: Your Movement phase, just after an ORKS unit from your army opens a Hatchway.

TARGET: That ORKS unit.

EFFECT: Until the end of the turn, your unit has the Fights First ability.
1CP EAGER TO FIGHT
Detachment: Ramship Raiders
WHEN: Your Movement phase, in the Reinforcements step, just after an ORKS unit from your army is set up in an Entry Zone.

TARGET: That ORKS unit.

EFFECT: Your unit can make an Advance move.
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 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 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.
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.
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 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.
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.