Battlewagon
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Killkannon | 24" | D6+1 | 5+ | 9 | -2 | 2 |
| Zzap gun | 36" | 1 | 5+ | D6+6 | -3 | 5 |
| Kannon - shell | 36" | 1 | 5+ | 10 | -2 | D6 |
| Kannon - frag | 36" | D6+3 | 5+ | 6 | 0 | 1 |
| Lobba | 48" | D6 | 5+ | 5 | 0 | 1 |
| Big shoota | 36" | 3 | 5+ | 5 | 0 | 1 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Deff rolla | Melee | 6 | 3+ | 9 | -1 | 2 |
| Tracks and wheels | Melee | 6 | 4+ | 8 | 0 | 1 |
| Wreckin' ball | Melee | 1 | 4+ | 10 | 0 | D6 |
| Grabbin' klaw | Melee | 2 | 3+ | 8 | -2 | 2 |
Abilities
Each time an attack is allocated to this model, worsen the Armour Penetration characteristic of that attack by 1.
This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; each unit within 6" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6"). Example:* An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise* ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.
This ability always takes the form Firing Deck X. In your Shooting phase, each time this TRANSPORT is selected to shoot, if one or more units are embarked within it, resolve the following sequence: 1. Select up to X models embarked within this TRANSPORT (excluding models whose units have already been selected to shoot this phase). 2. For each selected model, select one of its ranged weapons (excluding [ONE SHOT] weapons). 3. Until this TRANSPORT has resolved all of its attacks, it has all of those selected weapons in addition to its other weapons. 4. Until the end of the turn, units embarked within this TRANSPORT are not eligible to shoot.
If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: - Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. - Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. - Models from your army with this ability have a 5+ invulnerable save.
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
Add 2 to the bearer’s Toughness characteristic, but it no longer has the Firing Deck ability.
This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound. Example:* An attack made with an [ANTI-VEHICLE 4+] weapon against a Vehicle unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a Psyker unit will result in a critical wound on an unmodified wound roll* of 2+.
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down). If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead. Example:* If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice* for that weapon (for a total of seven for that weapon).