ORK WEIRDBOY BATTLETOWER - 50 pts
VEHICLE DATA
CREW:
1 ORK DRIVER
MOVEMENT:
SLOW SPEED: 8"
COMBAT SPEED: 15"
FAST SPEED: 25"
TYPE: WHEELED
RAM VALUE:
STRENGTH 8
D12 DAMAGE
-5 SAVE
WEAPONS:
None.
TRANSPORT:
A Weirdboy or Warphead and his Minderz.
SPECIAL:
You must have a Weirdboy or Warphead in your army to field any Weirdboy
Battletowers.
d6 Locatiom Front Side/Rear
1 Wheels 15 15
2-6 Hull 18 16
Wheel Damage Table
1 The wheel is damaged but keeps running. The Weirdboy Battletower may
only move at slow speed for the rest of the game.
2-5 One of the Weirdboy Battletower's wheels is blown off. The Weirdboy
Battletower moves out of control next turn and then comes to a permanent halt
for the rest of the battle.
6 A wheel is blown off and the resulting damages smashes the Weirdboy
Battletower's drive shaft causing it to flip over. The wreck comes to a rest
d6" away in a random direction. Any model it lands on takes d6 S7 hits with a
-2 saving throw modifier. Roll a d6 for each model on board. They are killed
in the crash on a d6 roll 4, 5 or 6. Surviving models may dismount using the
normal rules.
Hull Damage Table
1 The driver is hit and killed. The Weirdboy Battletower moves out of
control until another model takes over.
2-4 A fiery explosion tears through the Weirdboy Battletower. Roll a d6
for each model onboard. On a roll of 4, 5 or 6 they are hit and killed.
5 A spark ignites the Weirdboy Battletower's fuel tank and it bursts
into flames, killing everyone onboard. The flaming wreck moves out of control
next turn and then explodes. Anything within 3" of the point where it ends up
is caught in the explosion, suffering damage exactly as if hit by a heavy
flamer.
6 The Battletower explodes. The Weirdboy Battletower is destroyed and
any models within 3" suffer d6 Strength 10 hits with a -3 saving throw
modifier.
Warhammer 40k Section Vehicle Bay Links