Warhammer
DatasheetsArmiesArmy Builder
unit
Beast Snagga Boyz

Orks

Keywords: Battleline • Infantry • Beast Snagga Boyz • Beast Snagga • Mob

Feel No Pain 6+
Unit Profiles
ModelMTSvWLdOCInvuln
Beast Snagga Boy6"55+17+2
Beast Snagga Nob6"55+27+2
Feel No Pain 6+
Melee Weapons
ProfileKeywordsRangeAWSBSSAPD
ChoppaMelee33+5-11
Close combat weaponMelee23+501
Power snappaMelee43+7-12
Ranged Weapons
ProfileKeywordsRangeAWSBSSAPD
Slugga
Pistol
12"15+401
Thump gun
Blast
18"D35+602

Unit Composition

1 Beast Snagga Nob
9-19 Beast Snagga Boyz

The Beast Snagga Nob is equipped with: slugga; power snappa.
Every Beast Snagga Boy is equipped with: slugga; choppa.

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.

Monster Hunters

Each time a model in this unit makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Hit roll.

Core Abilities
Feel No Pain 6+

Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.

Stratagems by Detachment

No matching stratagems for this unit.

Drag It Down
1 CP
battle Tactic

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.


Unstoppable Momentum
1 CP
strategic Ploy

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.


Dat One’s Even Bigga!
1 CP
strategic Ploy

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.


Where D’ya Fink You’re Going?
1 CP
strategic Ploy

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
1 CP
battle Tactic

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.


Instinctive Hunters
1 CP
strategic Ploy

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.


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.


Competitive Streak
1 CP
battle Tactic

When: Fight phase.

Target: One BOYZ 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, re‑roll a Wound roll of 1. If your unit contains 10 or more models, re‑roll the Wound roll instead.


Bulldozer Brutality
1 CP
battle Tactic

When: Fight phase.

Target: One BOYZ unit from your army that has not been selected to fight this phase and is within Engagement Range of one or more enemy units.

Effect: Until the end of the phase, each time your unit is selected to fight, when determining which models in your unit are eligible to fight, any models in your unit that are within 3" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3" of them and within Engagement Range of their unit.


Braggin’ Rights
1 CP
strategic Ploy

When: Your Command phase.

Target: Two BOYZ units from your army that are within 6" of each other.

Effect: Until the start of your next Command phase, while those two units are within 6" of each other, they both count as containing 10 or more models for the purpose of your Detachment rule, any Enhancements models from your army have and any Stratagems you use.


Come On Ladz!
1 CP
strategic Ploy

When: Your Command phase.

Target: One BOYZ unit from your army.

Effect: Return up to D3+2 destroyed models to your unit (excluding CHARACTER models).


Tide of Muscle
1 CP
epic Deed

When: Your Charge phase.

Target: One BOYZ unit from your army that has not declared a charge this phase.

Effect: Until the end of the phase, each time your unit declares a charge, add 1 to the Charge roll and, if your unit contains 10 or more models, you can re-roll the Charge roll.


Go Get ’Em!
1 CP
strategic Ploy

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

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

Effect: After the attacking unit has shot, your unit can make a Go Get ’Em! move. To do so, roll one D6: each model in your unit can move a distance in inches up to the result, but your unit must end that move as close as possible to the closest enemy unit. When doing so, those models can be moved within Engagement Range of that enemy unit. If your unit contains 10 or more models, you can re-roll the D6 to determine how far your unit can move.


No matching stratagems for this unit.

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.


Mob Rule
1 CP
battle Tactic

When: End of 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.


’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.