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unit
Rukkatrukk Squigbuggy

Orks

Keywords: Rukkatrukk Squigbuggy • Speed Freeks • Vehicle

Deadly Demise 1
Unit Profiles
ModelMTSvWLdOCInvuln
Rukkatrukk Squigbuggy12"74+97+36+
Deadly Demise 1
Melee Weapons
ProfileKeywordsRangeAWSBSSAPD
Saw bladesMelee44+7-12
Ranged Weapons
ProfileKeywordsRangeAWSBSSAPD
Sawn-off shotgun
Assault
12"25+401
Squig-launchas
BlastIgnores CoverIndirect Fire
36"D6+65+5-12

Unit Composition

1 Rukkatrukk Squigbuggy

This model is equipped with: sawn-off shotgun; squig-launchas; saw blades.

Unit Abilities
Waaagh!
View Army Rule

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.

Buzzer Squigs

In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks made with squig‑launchas and roll one D6: on a 4+, until the end of your opponent’s next turn, that enemy unit is hindered. While a unit is hindered, subtract 2" from its Move characteristic and subtract 2 from Advance and Charge rolls made for it.

Squig Mine

Once per battle, at the start of any phase, select one enemy unit within 3" of this model and roll one D6: on a 4+, that enemy unit suffers D6 mortal wounds.

*Designer’s Note: Place a Squig Mine token next to the model, removing it once this ability has been used.*

Core Abilities
Deadly Demise 1

Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, 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").

Stratagems by Detachment

No matching stratagems for this unit.

No matching stratagems for this unit.

Klankin’ Klaws
1 CP
battle Tactic

When: Fight phase.

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

Effect: Each time you use this Stratagem, you can choose to push it. Until the end of the phase, add 2 to the Strength characteristic of melee weapons equipped by models in your unit and, if you chose to push it, until the end of the phase, add 1 to the Damage characteristic of those weapons and they have the [HAZARDOUS] ability as well.


Superfuelled Boiler
1 CP
strategic Ploy

When: Your Movement phase, just after an ORKS WALKER unit from your army has been selected to Advance.

Target: That ORKS WALKER unit.

Effect: Until the end of the turn, you can re‑roll Advance rolls made for your unit and ranged weapons equipped by models in your unit have the [ASSAULT] ability.


Bigger Shells For Bigger Gitz
1 CP
battle Tactic

When: Your Shooting phase.

Target: One MEK, ORKS WALKER or GROTS VEHICLE unit from your army that has not been selected to shoot this phase.

Effect: Each time you use this Stratagem, you can choose to push it. Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE, add 1 to the Wound roll. If you chose to push it, add 1 to the Damage characteristic of that attack and, until the end of the phase, ranged weapons equipped by models in your unit have the [HAZARDOUS] ability as well.


Dakka! Dakka! Dakka!
1 CP
battle Tactic

When: Your Shooting phase.

Target: One ORKS WALKER or GROTS VEHICLE unit from your army that has not been selected to shoot this phase.

Effect: Each time you use this Stratagem, you can choose to push it. Until the end of the phase, each time a model in your unit makes an attack, re‑roll a Hit roll of 1. If you chose to push it, you can re‑roll the Hit roll instead and, until the end of the phase, ranged weapons equipped by models in your unit have the [HAZARDOUS] ability as well.


Extra Gubbinz
1 CP
battle Tactic

When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target: One ORKS WALKER or GROTS VEHICLE unit from your army (excluding TITANIC 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 is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.


No matching stratagems for this unit.

Speediest Freeks
1 CP
strategic Ploy

When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target: One SPEED FREEKS or TRUKK 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, models in your unit have a 5+ invulnerable save. If your unit is a VEHICLE unit with an unmodified Toughness characteristic of 8 or less, until the end of the phase, models in your unit have a 4+ invulnerable save instead.


Squig Flingin’
1 CP
strategic Ploy

When: Your Movement phase, just after a SPEED FREEKS or TRUKK unit from your army ends a Normal, Advance or Fall Back move.

Target: That SPEED FREEKS or TRUKK unit.

Effect: Select one enemy unit within 9" of your unit. That enemy unit must take a Battle‑shock test and, when doing so, subtract 1 from the result.


Dakkastorm
1 CP
battle Tactic

When: Your Shooting phase.

Target: One SPEED FREEKS 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 [SUSTAINED HITS 1] ability. While targeting a unit within 9", they have the [SUSTAINED HITS 2] ability instead.

Restrictions: A unit cannot be targeted by this and the Blitza Fire Stratagem in the same phase.


Blitza Fire
1 CP
battle Tactic

When: Your Shooting phase.

Target: One SPEED FREEKS 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 [LETHAL HITS] ability and, each time a model in your unit makes an attack that targets a unit within 9", a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.

Restrictions: A unit cannot be targeted by this and the Dakkastorm Stratagem in the same phase.


Full Throttle
1 CP
battle Tactic

When: Your Charge phase, just after a SPEED FREEKS unit from your army ends a Charge move.

Target: That SPEED FREEKS unit.

Effect: Until the end of the turn, each time a model in your unit makes a melee attack, add 1 to the Wound roll.


More Gitz Over ’Ere!
1 CP
strategic Ploy

When: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

Target: One SPEED FREEKS unit from your army that is within 9" of that enemy unit and is not within Engagement Range of one or more enemy units.

Effect: Your unit can make a Normal move of up to 6".


Orks Is Still Orks
1 CP
battle Tactic

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.


Get Stuck In, Ladz!
2 CP
epic Deed

When: Your Command phase.

Target: One ORKS unit (excluding GRETCHIN) from your army.

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.*


Huge Show-offs
1 CP
epic Deed

When: Your Command phase.

Target: One ORKS WALKER unit (excluding KILLA KANS) from your army.

Effect: Until the start of your next Command phase, improve your unit’s Move, Leadership and Objective Control characteristics by 1, and each time a model in your unit makes an attack, add 1 to the Hit roll.


Long, Uncontrolled Bursts
1 CP
battle Tactic

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.


Speshul Shells
1 CP
wargear

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.


Call Dat Dakka?
1 CP
strategic Ploy

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.


Dat’s Ours
1 CP
strategic Ploy

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.


Fight Proppa
1 CP
battle Tactic

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.


Taktikal Retreat
1 CP
strategic Ploy

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.


On To Da Next
1 CP
strategic Ploy

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".


Careen!
1 CP
epic Deed

When: Any phase, just after an ORKS VEHICLE unit from your army with the Deadly Demise ability is destroyed.

Target: That destroyed ORKS VEHICLE unit, if you rolled a 6 for its Deadly Demise ability. You can use this Stratagem on that unit even though it was just destroyed.

Effect: Your unit can make a Normal or Fall Back move before its Deadly Demise ability is resolved, and before any embarked units perform an Emergency Disembarkation. When making this move, your unit can move over enemy units (excluding MONSTERS and VEHICLES) as if they were not there.


Orks is Never Beaten
2 CP
epic Deed

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 unit has finished making attacks, and is then removed from play.


Unbridled Carnage
1 CP
battle Tactic

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.


’Ard as Nails
1 CP
battle Tactic

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.


’Ere We Go
1 CP
battle Tactic

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.