Try Dat Button! Each time a **^^Mek^^**, **^^Orks Walker^^** or **^^Grots Vehicle^^** unit from your army is selected to shoot or fight, roll one D6. Until the end of the phase, weapons equipped by models in that unit have the corresponding ability shown in the table below.
Alternatively, when such a unit is selected to shoot or fight, you can select one of the abilities above instead of rolling the D6. If you do, until the end of the phase, weapons equipped by models in that unit have the **[HAZARDOUS]* ability as well.
If a weapon equipped by a model from your army has the **[HAZARDOUS]** ability from multiple sources, each time you take a Hazardous test for that weapon, it is failed on a roll of 1‑3.
Hazardous Each time a unit is **selected to shoot** or **selected to fight**, after that unit has resolved all of its attacks, make a number of **hazard rolls** (06.03) for that unit equal to the number of **[HAZARDOUS]** weapons you selected in the Select Weapons step.
Sustained Hits This ability always takes the form **[SUSTAINED HITS X]**. Each time an attack made with a **[SUSTAINED HITS]** weapon results in a **critical hit**, that attack results in a number of additional hits on the target as denoted by **X**.
***Example: An attack made with a **[SUSTAINED HITS 2]** weapon results in a **critical hit**. That attack therefore hits the target three times (once from the **critical hit**, and twice more from the **[SUSTAINED HITS 2]** ability).
Lethal Hits Each time an attack made with a **[LETHAL HITS]** weapon results in a **critical hit**, you can choose for that attack to automatically wound the target.
***Designer’s Note:** Choosing to automatically wound the target means that no **wound roll** is made for that attack. You may decide against this, as it means that attack cannot result in a **critical wound** and so cannot trigger other abilities such as [DEVASTATING WOUNDS].*