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.
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