Hunta Rig

Model NameMTSvWLdOC
Hunta Rig
170 x 109mm
10"103+ 167+5
Keywords:
Orks, Beast Snagga, Hunta Rig, Monster, Transport
Ranged WeaponsRangeABSSAPD
’Eavy lobba
blast, indirect fire
48"D65602
Stikka kannon
anti-monster 2+, anti-vehicle 2+, snagged
12"1512-23
Melee WeaponsRangeABSSAPD
Butcha boyz
extra attacks, anti-monster 4+, anti-vehicle 4+
Melee435-11
Savage horns and hooves
extra attacks, lance
Melee448-13
Saw blades
Melee6310-22

Abilities

On Da Hunt: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). The Attacks characteristic of that weapon can be modified even though it is an Extra Attacks weapon.

Wargear Options

Wargear Abilities

Unit Composition

1 Hunta Rig
This model is equipped with: ’eavy lobba; stikka kannon; butcha boyz; savage horns and hooves; saw blades.

Costs

1 model - 135pts

Leader

Led By

Stratagems

NameDescription
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 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 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 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 DRAG IT DOWN
Detachment: Da Big Hunt
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. In addition, each time a model in your unit makes a melee attack that targets your Prey, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.
1CP DAT ONE’S EVEN BIGGA!
Detachment: Da Big Hunt
WHEN: Your Charge phase.

TARGET: One Beast Snagga unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to charge in a turn in which it Advanced or Fell Back. In addition, you can re-roll Charge rolls made for your unit, provided one of the targets of that charge is your Prey.
1CP UNSTOPPABLE MOMENTUM
Detachment: Da Big Hunt
WHEN: Your Charge phase, just after a Beast Snagga Mounted unit from your army ends a Charge move.

TARGET: That Beast Snagga unit.

EFFECT: Select one enemy unit within Engagement Range of your unit and roll one D6 for each model in your unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). If that enemy unit is your Prey, roll three additional D6.
1CP INSTINCTIVE HUNTERS
Detachment: Da Big Hunt
WHEN: End of your opponent’s Fight phase.

TARGET: One Beast Snagga unit from your army that is not within Engagement Range of one or more enemy unit.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
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 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 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 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 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 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 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.
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.