| Unit Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Warboss (HQ) |
1 |
5 |
2 |
5/10 |
4 |
3 |
4 |
4/5 |
9 |
6+/5(I)+ |
532 |
|
Independent Character; Choppa (x1); Power Klaw (x1)
|
| #Lucky Tattoos |
|
[5] |
| Nobz Bodyguard |
5 |
4 |
2 |
4/8 |
4 |
2 |
3 |
3/4 |
7 |
3+/5(I)+ |
[405] |
|
Choppa (x1); Power Klaw (x1)
|
| 'Eavy Armour |
4+ Armour save. |
[8] |
| Cybork Body |
5+ Invulnerable save. |
[10] |
| Bionik Bonce |
+1 armour save (included on profile). |
[10] |
| Mekboy |
1 |
4 |
2 |
3 |
4 |
1 |
2 |
2 |
7 |
6+ |
[30] |
|
Kustom Force Field
|
| Trukk |
1 |
BS: 2 Front: 10 Side: 10 Rear: 10 |
[35] |
|
Fast; Open-topped; Rokkit Launcha (x1)
|
| Lootas (Troops) |
4 |
4 |
2 |
3 |
4 |
1 |
2 |
2 |
7 |
5+ |
80 |
|
If you roll a 1 to hit with a Looted weapon, it hits the Loota unit instead of the target; Shoota (x4)
|
| Mekboy |
1 |
4 |
2 |
3 |
4 |
1 |
2 |
2 |
7 |
6+ |
[40] |
|
Kustom Force Field
|
| Mek's Tools |
May be used on an 'Immobilised' or 'Weapon Destroyed' vehicle, or a damaged Big Gun, instead of shooting or fighting. At the end of the turn, roll a D6- on a 6 one bit of damage is repaired, on a 2-5 nothing happens, on a 1 you can't try again until the vehicle / weapon recieves further damage. |
[2] |
| #Grot Oiler |
Can 'help' the Mek with repair jobs. |
[6] |
| Grot Oiler |
1 |
2 |
2 |
2 |
2 |
1 |
2 |
1 |
5 |
- |
[0] |
| #Grot Oiler |
Can 'help' the Mek with repair jobs. |
[6] |
| Grot Oiler |
1 |
2 |
2 |
2 |
2 |
1 |
2 |
1 |
5 |
- |
[0] |
| #Grot Oiler |
Can 'help' the Mek with repair jobs. |
[6] |
| Grot Oiler |
1 |
2 |
2 |
2 |
2 |
1 |
2 |
1 |
5 |
- |
[0] |
| Lootas (Troops) |
4 |
4 |
2 |
3 |
4 |
1 |
2 |
2 |
7 |
5+ |
80 |
|
If you roll a 1 to hit with a Looted weapon, it hits the Loota unit instead of the target; Shoota (x4)
|
| Mekboy |
1 |
4 |
2 |
3 |
4 |
1 |
2 |
2 |
7 |
6+ |
[40] |
|
Kustom Force Field
|
| Mek's Tools |
May be used on an 'Immobilised' or 'Weapon Destroyed' vehicle, or a damaged Big Gun, instead of shooting or fighting. At the end of the turn, roll a D6- on a 6 one bit of damage is repaired, on a 2-5 nothing happens, on a 1 you can't try again until the vehicle / weapon recieves further damage. |
[2] |
| #Grot Oiler |
Can 'help' the Mek with repair jobs. |
[6] |
| Grot Oiler |
1 |
2 |
2 |
2 |
2 |
1 |
2 |
1 |
5 |
- |
[0] |
| #Grot Oiler |
Can 'help' the Mek with repair jobs. |
[6] |
| Grot Oiler |
1 |
2 |
2 |
2 |
2 |
1 |
2 |
1 |
5 |
- |
[0] |
| #Grot Oiler |
Can 'help' the Mek with repair jobs. |
[6] |
| Grot Oiler |
1 |
2 |
2 |
2 |
2 |
1 |
2 |
1 |
5 |
- |
[0] |
| Rhino (Heavy Support) |
1 |
BS: 2 Front: 11 Side: 11 Rear: 10 |
50 |
|
Make a Breakdown test for each looted vehicle at the start of each turn; Rhinos; Tank; The Rhinos can carry 10 models each; If immobilised, can attempt to repair instead of shooting - this succeeds on the roll of a 6; Storm Bolter
|
| Skarboyz (Elites) |
8 |
4 |
2 |
4 |
4 |
1 |
2 |
2/3* |
7 |
6+ |
133 |
|
Slugga & Choppa (x8)
|
| Nob |
1 |
4 |
2 |
4/8 |
4 |
2 |
3 |
3/4 |
7 |
6+ |
[45] |
|
Choppa (x1); Power Klaw (x1)
|
| Trukk Boyz (Fast Attack) |
9 |
4 |
2 |
3 |
4 |
1 |
2 |
2/3* |
7 |
6+ |
166 |
|
Only take a wound on a 6 (instead of a 4+) if their Trukk is destroyed with them in it; Slugga & Choppa (x9)
|
| Nob |
1 |
4 |
2 |
4/8 |
4 |
2 |
3 |
3/4 |
7 |
6+ |
[45] |
|
Choppa (x1); Power Klaw (x1)
|
| Trukk |
1 |
BS: 2 Front: 10 Side: 10 Rear: 10 |
[40] |
|
Fast; Open-topped; Rokkit Launcha (x1)
|
| Red Paint Job |
1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc. |
[3] |
| Grot Riggers |
If the vehicle is immobilised, it is repaired on a 4+ at the start of it's turn. |
[2] |
| Trukk Boyz (Fast Attack) |
9 |
4 |
2 |
3 |
4 |
1 |
2 |
2/3* |
7 |
6+ |
166 |
|
Only take a wound on a 6 (instead of a 4+) if their Trukk is destroyed with them in it; Slugga & Choppa (x9)
|
| Nob |
1 |
4 |
2 |
4/8 |
4 |
2 |
3 |
3/4 |
7 |
6+ |
[45] |
|
Choppa (x1); Power Klaw (x1)
|
| Trukk |
1 |
BS: 2 Front: 10 Side: 10 Rear: 10 |
[40] |
|
Fast; Open-topped; Rokkit Launcha (x1)
|
| Red Paint Job |
1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc. |
[3] |
| Grot Riggers |
If the vehicle is immobilised, it is repaired on a 4+ at the start of it's turn. |
[2] |
| Leman Russ Battle Tank (Heavy Support) |
1 |
BS: 2 Front: 14 Side: 12 Rear: 10 |
155 |
|
Make a Breakdown test for each looted vehicle at the start of each turn; Leman Russ; Tank.; Battle Cannon; Heavy Bolter; 2 Spn. Heavy Bolters
|
| Killer Kan (Heavy Support) |
1 |
WS: 4 BS: 2 S: 5/10 I: 2 A: 2 |
135 |
|
Front Armour: 11; Side Armour: 11; Rear Armour: 10; Walker; Dreadnought CC Weapon; Big Shoota
|
| Killer Kan #1 |
1 |
WS: 4 BS: 2 S: 5/10 I: 2 A: 2 |
[45] |
|
Front Armour: 11; Side Armour: 11; Rear Armour: 10; Walker; Dreadnought CC Weapon; Big Shoota
|
| Killer Kan #2 |
1 |
WS: 4 BS: 2 S: 5/10 I: 2 A: 2 |
[45] |
|
Front Armour: 11; Side Armour: 11; Rear Armour: 10; Walker; Dreadnought CC Weapon; Big Shoota
|
| Option Footnotes: |
|
|
| Battle Cannon |
72"R, S8, AP3, Ordnance 1, Blast. |
|
| Big Shoota |
36"R, S5, AP5, Assault 3. |
|
| Choppa |
+1A if used with another Pistol or CC Weapon. Saving throws of 3+ or 2+ count as 4+ against a Choppa. |
|
| Dreadnought CC Weapon |
No armour save in close combat. 1 CCW doubles strength; 2 give +1 Attacks. |
|
| Grot Oiler |
Each Oiler in base contact with a Mek gives him a +1 bonus when fixing vehicles, up to +3, but a '1' is still a '1'. |
|
| Heavy Bolter |
36"R, S5, AP4, Heavy 3. |
|
| Kustom Force Field |
All models within 6" have a 5+ (I) saving throw, vehicles are Hull Down. No effect in close combat or shooting within 6" of the operator. |
|
| Power Klaw |
Doubles strength, no armour save & always strikes last in close combat. +1A if used with another Pistol or CC Weapon. |
|
| Rokkit Launcha |
24"R, S8, AP3, Assault 1. |
|
| Shoota |
24"R, S4, AP6, Rapid Fire. |
|
| Slugga |
12"R, S4, AP6, Pistol. +1A if used with another Pistol or CC Weapon. |
|
| Storm Bolter |
24"R, S4, AP5, Assault 2. |
|