Rules (4) Waaagh! Friendly **ORKS** with this ability can:
- Re-roll **advance rolls**.
- Become **riled up**, as stated in other rules.
While a unit is **riled up**:
- That unit has 5+ **InSv**.
- That unit's ranged attacks have **[ASSAULT]**.
- When that unit is selected to make an **advance move**, that **advance move** does not prevent that unit from being **eligible to declare a charge**. Lone Operative Unless part of an **attached** unit, this unit is not **visible** to enemy models unless they are within 12" of this unit, and it cannot be targeted by **[INDIRECT FIRE]** weapons unless the attacking model is within 12" of this unit.
If this ability takes the form **Lone Operative X"**, unless part of an **attached** unit, this unit is not **visible** to enemy models unless they are within **X"** of this unit, and it cannot be targeted by **[INDIRECT FIRE]** weapons unless the attacking model is within **X"** of this unit. Feel No Pain This ability always takes the form **Feel No Pain X+**. Each time a model with this ability would lose a wound, roll one D6: on an **X+**, that wound is not lost. Scouts This ability always takes the form **Scouts X"**. In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following:
- If that unit is in **strategic reserves**, you can set up that unit anywhere that is wholly within your deployment zone.
- If that unit is wholly within your deployment zone, it can make a **scout move**.
- If that unit is embarked within a **DEDICATED TRANSPORT** that is wholly within your deployment zone, and if every model embarked within that **DEDICATED TRANSPORT** has the Scouts ability, that **DEDICATED TRANSPORT** can make a **scout move**.