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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