Painboy
Orks
Keywords: Character • Painboy • Infantry
Unit Profiles
| Model | M | T | Sv | W | Ld | OC | Invuln |
|---|---|---|---|---|---|---|---|
| Painboy | 6" | 5 | 5+ | 3 | 7+ | 1 | — |
Melee Weapons
| Profile | Keywords | Range | A | WS | BS | S | AP | D |
|---|---|---|---|---|---|---|---|---|
| ’Urty syringe — Urty syringe | Anti-infantry 4+Extra AttacksPrecision | Melee | 1 | 3+ | — | 2 | 0 | 1 |
| Power klaw | — | Melee | 3 | 4+ | — | 9 | -2 | 2 |
Unit Composition
■ 1 Painboy
This model is equipped with: power klaw; ’urty syringe.
Unit Abilities
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.
While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.
Each time an attack made by this model with its ’urty syringe scores a Critical Wound against a unit (excluding VEHICLE units), that unit suffers D6 mortal wounds.
Core Abilities
Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.
Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.
Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.
Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.
*Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*
Stratagems by Detachment
Bully Boyz
No matching stratagems for this unit.
Da Big Hunt
Where D’ya Fink You’re Going?
When: Your opponent’s Movement phase, just after an enemy unit ends a Fall Back move.
Target: One BEAST SNAGGA INFANTRY or BEAST SNAGGA MOUNTED unit from your army that was within Engagement Range of that enemy unit at the start of the phase.
Effect: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6".
Stalkin’ Taktiks
When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Target: One BEAST SNAGGA INFANTRY or BEAST SNAGGA MOUNTED 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 ranged attack targets your unit, models in your unit have the Benefit of Cover against that attack. In addition, if your unit has the Infantry keyword, until the end of the phase, models in your unit have the Stealth ability.
Dread Mob
Klankin’ Klaws
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
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
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!
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
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.
Green Tide
No matching stratagems for this unit.
Kult of Speed
No matching stratagems for this unit.
More Dakka!
Orks Is Still Orks
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!
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
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
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
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?
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.
Taktikal Brigade
Dat’s Ours
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
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
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
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".
War Horde
Careen!
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
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
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
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
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.