BOYZ
W | Boyz | M | A | H | Base
Melee |
Special |
1 | Grot | 6 | 0 | 0 | o | Small. Grots. |
2 | Yoof | 6 | 1 | 1 | oo | |
3 | Ork | 6 | 1 | 1 | OO | |
6 | Nob | 6 | 2 | 1 | OOO | |
10 | Boss | 6 | 2 | 2 | OOOO | +1 Shoutin' card. |
20 | Warboss | 6 | 2 | 3 | OOOO+1 | Big.
+2 Shoutin' cards. |
30 | Warlord | 6 | 2 | 4 | OOOO+2 | Big.
+3 Shoutin' cards. |
CLANZ-
Choose which Clan your tribe belongs to.
CLAN | TRAIT | Oddboy |
GOFFS | Earn +1 Waaagh / Fight for Promotion. | Rokker |
EVIL SUNZ | Vehicles cost -2. | Mekboy |
BAD MOONS | May exchange Waagh for 2x Teef. | Wierdboy |
BLOOD AXES | +1 Shoutin' card of your choice / fight. | Kommando |
SNAKE BITES | Pet Squigs, Cave Squigs cost -1. | Runtherd |
DEATHSKULLS | May LOOT (see SKILLZ below). | Painboy |
ODDBOYZ
You may convert Orks into Oddboyz by spending the cost listed.
You cannot have more Oddboyz than regular Orks. Oddboyz cannot
be promoted.
COST (w) | TYPE | SPECIAL |
+3 | Rokker | Take +1 Shoutin' card per fight. |
+3 | Mekboy | Ignore 1 fail / fight. May BODGE (see SKILLZ below). |
+3 | Weirdboy | Psy 1. Mind Blast. Take 1 random Psy card/ fight. |
+3 | Kommando | Furtive. Infiltrate. +Reroll (any) once per turn. |
+3 | Runtherd | May HERD. Grabba stikk, Whippa cost -1. |
+3 | Painboy | May MEND (see SKILLZ below). |
SKILLZ
LOOT: As an action, may loot an adjacent killed enemy
or destroyed vehicle. Roll a white die: on a 1 or 2, earn 1 LOOT
token. Remove after rolling.
BODGE: As an action, may attempt to repair an adjacent
or ridden vehicle. Vehicle recovers OO-1 hits (so if you roll
a zero, it actually does 1 damage!).
MEND: As an action, may attempt to heal an adjacent wounded
Boyz. They recover OO-1 hits (so if you roll a zero, it actually
does 1 damage!).
HERD: Grots and Cave Squigs within 12" may add +2" to their
move. May take +2 Grots.
(T) | MELEE_WEAPON | DICE | GRAZE | SPECIAL |
-- | Basha | o | S | Improvised |
1 | Blocka | o | S | Shield. |
1 | Cutta | o | W | Reroll |
1 | Jabba | oo | W | Chuck 8" |
1 | Choppa | oo | W | |
2 | 'Eavy Cutta | Oo | W | Reroll |
2 | 'Eavy Choppa | OO | W | |
2 | Whippa | O | S | NOR, Scythe |
3 | Grabba Stikk | OOO | S | 2H. Throw. |
3 | Powa Klaw | OO | K | +P |
4 | Big Choppa | B | W | Scythe. 2H. |
(T) | GUN | DICE | GRAZE | FAIL | SPECIAL |
1 | Stubba | oo | S | X | Pistol. (Only o in melee). Grots may use. |
1 | Grot Shot | oo | W | X | Grots may use. |
1 | Slugga | oo | S | J | Pistol. |
1 | Skatta | oo | S | J | KB, 1" Area. |
2 | Shoota | ooo | W | J | Rapid Fire. Orks may use. |
2 | 'Eavy Skatta | ooo | S | J | KB, 1"A. Orks may use. |
(T) | STIKKBOM | RANGE | DICE | GRAZE | FAIL | SPECIAL |
2 | Buzza | 8" | Oo | W | X | 2" A. Burn. |
2 | Frag | 8" | OO | W | X | 2" Blast. |
2 | Busta | 1" | OO | K | X | +P. |
2 | Tinbom /
Bomm Squig |
1" | OO | W | -- | M 6", A 2, H 0, explode as an action or if damaged (2" B). |
(T) | 'EAVY WEAPON | DICE | GRAZE | FAIL | SPECIAL |
3 | Harpoon | OO | W | -- | Tie = pull target 4" |
4 | 'Eavy Shoota | OO | W | J | Rapid Fire. |
4 | Burna | OO | W | X | FT. Burn. |
4 | Rokkit Launcha | OO | K | X | 2" B. +P. |
5 | Blasta | OO | W | M | Line Effect. Burn. |
6 | Shokk Attak Gun | oo | W | J | IR. IA. Burn. |
(T) | MEGA WEAPON | DICE | GRAZE | FAIL | SPECIAL |
1 | Wrekka Ball | OO+P | S | M | 3" Range. |
2 | Grabba Claw | OO+P | W | J | 3" Range. GRABBY. |
4 | Lobba | OO | W | X | IFC. 3" B. |
4 | Kannon | OO | K | X | 2"B. +P |
5 | Skorcha | OOO | W | X | Heavy Flamer Template. |
5 | Pulsa Rokkit | OO | S | M | IR. 3" A. 3" KB. Burn. Once/fight. |
5 | Traktor Kannon | OO+P | S | X | When fired at Boyz, move them OO"
(as KB) instead of damaging them. |
6 | Zzap Gun | OO+1 | S | X | Line Effect. |
7 | DakkaKannon | OOO | W | X | Rapid Fire. |
7 | KillKannon | OO+1 | K | J/X | 2"B. |
(T) | Bitz | Effect |
1w | Ammo Runt | Once per turn, anyone within 6" may reroll one die when shooting. |
2w | 'Ard | +1 hit. Cost is 2 Waagh (as promotion). |
1 | Bakkup | If your attack does no damage, make a free attack with another gun. |
1 | Bionik Eye | You may reroll one die when making any kind of ranged attack. |
2 | Bionik Legz | +1 to your move. |
2 | Bionik Bitz | +1 to your base melee. |
2 | Coppa Staff | May reroll once / turn for Mind Blast attacks (Weirdboy only). |
1 | Grappla | You automatically make any scrabble rolls. |
sp | Kombi-Weppon | Once per fight, as a free action, you may fire a one-shot
'Eavy Weapon.
Cost = cost of the 'Eavy Weapon, minus 2. |
1 | Kustom Shoota | You may convert one of your weapon's white dice into a red die. |
1 | Lugga | You may spend no actions to carry skrap. |
sp | MegaArmor | Armor 3. Heavy. Cost 5 plus the number of hits the wearer has. |
2 | Pet Squig | Base melee + O |
3 | Powa Field | 3" Radius. Incoming ranged attacks reduced by -O. (Mekboy only). |
3 | Shouta | You may take +1 Shoutin' card per fight. -1 hand. |
2 | Skanna | As an action, roll 1 red die. Examine that many blips within 12". |
1 | Smoky Bullitz | You are treated as in cover (Smoke) for one turn if you fire a 'Eavy Weapon. |
2 | Stikkbomma | May fire 1 stikkbom / turn, as part of your attack action. |
2 | Storma | Move OOOO+2" (see below). Cannot be heavy / big. |
1 | Telly-Skope | Ranged penalties are reduced by 1 if you do not move this turn. |
1 | Trophy Rakk | Bearer earns 2x duff from non-vehicle targets. |
1 | Venty | You may reroll one weapon die to try to avoid a fail. You must keep the new result. |
(T) | BOTZ | M |
|
H |
MELEE |
Max. Allowed | Weapons Allowed | Notes |
2 | CAVE SQUIG | 5xO | 2 | 0 | OOO | 3 / Runtherd | - | Mob, Trot, Animal |
4 | RUNTBOT | 6 | 2 | 1 | oo | 1 per Mek / Runtherd | 2 Melee /
Gun |
Trot, Animal,
Forcefield |
8 | KILLA KAN | 6 | 3 | 2 | OOO+1 | 1 per Mek / Runtherd | 2 Melee /
'Eavy |
Heavy |
15 | DEFF DREAD | 6 | 3 | 4 | OOO+2 | 1 per Mek / Painboy | 2 Melee,
2 'Eavy |
BIG |
BUMPY: Firing from a moving vehicle takes
range penalties every 8" (vs. the normal 12"), unless firing a mounted
weapon.
OPEN: Boyz in Open transport may fire weapons,
melee adjacent vehicles, attempt boarding, and are granted full cover vs
attacks coming from outside the vehicle. It takes a half move to
enter or exit an open vehicle.
CLOSED: Boyz in Closed transport may not attack
or be attacked, and may not board or be boarded. It takes a full
move to enter or exit a closed vehicle.
SKRAP: Vehicles can carry any amount of skrap
with no penalties.
DRIVA: One of your Boyz (not Heavy or Big) must
spend their Movement to make the vehicle move. They may spend their
Action to fire a personal weapon if Open. Open Drivas (O) may reroll
one die during wipeout
checks!
BOAR: Snakebites only. Rider's melee + O.
May not take mounted weapons.
BIKE: Rider's melee + O. -1
hand to ride.
LOW: Driver can melee or be meleed, and can pick
up adjacent loot or skrap, without having to exit the vehicle.
RIDER: Use the rider's armor value for the vehicle's
armor. Damage is transferred directly to the rider. Rider's
hits is +1 while riding.
FLIER: May move in any direction. Must end
move on terrain. If vehicle is destroyed, driver takes OO
S vs. armor from falling!
(T) | VEHICLE | M | A | H | Melee | TRANSPORT |
2 | BOAR | 12 | R | R+1 | O Rider. Low. | 1 Driva (O) |
4 | BIKE | 16 | R | R+1 | O Rider. Low. | 1 Driva (O) |
6 | DEFF COPTA | 16 F | 1 | 3 | O Flier. | 1 Driva (O) |
5 | TRAK | 12 | 1 | 3 | OO Low. | 1 Driva (O), 1 O |
7 | BUGGY | 14 | 1 | 6 | OOO | 1 Driva (O), 1 O |
9 | DRAGSTA | 14 | 1 | 8 | OOO+1 | 1 Driva (O), 2 O |
10 | KART | 12 | 1 | 8 | OOO+1 | 1 Driva (O), 4 O |
12 | TRUKK | 12 | 1 | 12 | OOO+2 | 1 Driva (O), 5 O |
12 | FIGHTA-BOMMA | 2x12 | 1 | 12 | OOO Winged Flyer. | 1 Driva (C), 2 C |
14 | SQUIGGOTH | 10 | 2 | 12 | OOOO+2 | 6 O (Snakebites only) |
16 | WAGON | 12 | 2 | 12 | OOO+2 | 1 Driva (C), 5 O |
18 | BATTLEWAGON | 10 | 2 | 16 | OOO+3 | 1 Driva (C), 6 O, 2 C |
20 | BATTLEFORTRESS | 8 | 2 | 20 | OOO+3 | 1 Driva (C), 8 O, 2 C |
24 | STOMPA | 10 | 2 | 24 | OOOO+4 | 1 Driva (C), 5 O,10 C |
'ARDPOINTS
(T) | Type | Space | Supports | Arc |
0 | Pintle | +1 crew (O), -1 Transport | any 'Eavy weapon | 180 |
0 | Axial | Driva = crew. | Any 'Eavy weapon | 90 F |
1 | Point | Driva = crew. | any Gun. | 180 |
1 | Swivel | +1 crew (O), -1 Transport | Any Mega Weapon | 180 |
1 | Fore | +1 crew (C), -2 Transport | Any Mega Weapon | 90 F |
2 | Turret | +1 crew (C), -2 Transport | any Mega Weapon | 360 |
(T) | Gubbinz | Effect |
1 | 'Ard Top | Converts one transport space from open to closed.(max 6) |
1 | Bordin' Ramp | Automatically make boarding rolls on vehicles within 3". |
1 | Bulkhedd | Boarders must force entry (vs. armor 2) before they can attack closed (C) crew. |
1 | Grab 'Andles | +1 Open Transport. |
1 | Glyph Platez | If your vehicle survives the fight, earn +o Waagh. |
2 | Nitro Squig | Add +oo to your vehicle's move this turn. If you roll a 4, it explodes, doing 2 hits! |
1 | Panelz | Your vehicle's driver is treated as having 2 armor while driving. |
1 | Ramma | Add +O to your vehicle's melee when attacking.(max 2) |
2 | RotaBladez | Add +O to your vehicle's base melee. |
1 | Spikey Bitz | Add +O to your vehicle's melee when defending.(max 2) |
1 | Shooty Hole | One of your Boyz may fire a gun from inside a closed transport space.(max 2) |
2 | SmokeSkreen | If a vehicle moves within 6" of the rear of you, they must make a WIPEOUT check. |
1 | Spike Droppa | If a vehicle moves within 6" of the rear of your vehicle, roll ooo W vs. their armor. |
1 | Stikkbomma | Your vehicle may fire one stikkbom per turn. |
Read a scenario to determine how to set up scenery and determine what the objective is. For each SHOUTIN' card you get, draw three random cards from the deck and choose one of them. You may start troops boarded in vehicles. Scenarios may also have special rules and restrictions, so read them carefully before playing. If there are any BLIPS in the scenario, place them face down until they are revealed. Blips may be revealed by vehicles or boyz. Only boyz can pick up loot or skrap however! Following are rules for the different blip types you may encounter:
LOOT-
If it is a loot, you must spend an action to pick it up. It is worth
1 white die of TEEF at the end of the fight.
SKRAP-
You must spend an action to pick it up, and cannot perform any action while
carrying it. It takes two Grots to carry a piece of skrap! If stunned,
you will drop the skrap. It takes no actions to voluntarily drop
a Skrap. If you can drop the Skrap off the board or on your vehicle, or
are carrying it when the fight ends, you earn 1 TEEF.
TRAP-
Roll OO vs. armor (max damage = stun). Lose all remaining
move this turn. If on an upper level, drop down one level.
AMBUSH-
Place a MUTIE anywhere adjacent to the revealing model- they may immediately
attack, and then make a half move. They ignore all other hazards, traps
and enemies. They may hide if no one is in range. If killed, leave the
body so that Deathskulls may loot them.
M | A | H | Ranged | MELEE | Notes | |
Mutie | 6 | 1 | 1 | ooo W X | OOO | X= kills user. |
HAZARD-
Note that all hazards except mutants have a permanent 2" area effect. If
you start inside the area and move out, you will not be affected. If you
move into or stay in the area, you will be affected unless KOed or dead.
You will be affected as described on the chart below.
1: Dust Devil- move 6" in a random direction.DUFFIN': For each hit (not a stun) you do to an enemy or occupied vehicle, earn 1 DUFF token. Hang onto these tokens until the end of the fight- it's how you earn WAAGH.
2: Shock- oo S vs. Armor.
3: Corrosion- oo W vs. Armor.
4: Fuel Leak- roll o. On a 1 or a 2, gas explodes: OO W 2"B.
5: Rad Leak- o W IA.
6: Cursed Earth- Add +1 to the next hazard, trap or attack roll against you!
AFTA-MAF
After a fight is over, go through the following steps IN ORDER:
LOOT: Earn 1 white die of Teef for each Loot collected
(minimum 1).
SKRAP: Earn 1 Teef for each Skrap collected.
ODD JOBZ: Ean 1 white die of Teef for each surviving Oddboy
in your clan.
DUFF: Roll a white die for each DUFF earned, plus a white die
for each surviving Nob or Boss. Subtract the number of Boyz (not
Grots) killed during the game from the roll result. Earn that much
WAAGH! (Minimum 1, maximum 3 unless otherwise noted).
UPSTARTZ: The clan with the lowest total points at the end of
the game earns an additional +1 Waagh.
REPLACE- You automatically recover all Boyz, equipment, and damage
lost during the fight.
SELL- You may sell off any Grots for 1 Teef each if you wish.
RECRUIT- you may purchase new Boyz or promote existing Boyz
by spending Waagh!
GUNZ- You may purchase or sell any Weppunz, Bitz, Kartz, or
Gubbinz for the amount you paid.