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CodexFactionsOrksGrot Mega-Tank [Legends]

Grot Mega-Tank [Legends]

M8"
T9
SV3+
W12
LD8+
OC4

Composition & Wargear

Grot Mega-Tank [Legends]
Choose one Wargear Armoured hull (max 1) / Mega-tank weapons (max 1)

Ranged Weapons

WeaponRangeABSSAPD
Mega-tank weapons 18"104+ 501
Twin big shoota 18"34+ 501
Twin grotzooka 18"D3+34+ 6-11
Twin kustom mega-blasta 24"24+ 9-2D6
Twin rokkit launcha 24"D34+ 9-23
Twin skorcha 12"D6N/A 5-11

Melee Weapons

WeaponRangeAWSSAPD
Armoured hull Melee64+ 401

Abilities

Bizarrely Resilient Datasheet

Each time an attack targets this model, worsen the Armour Penetration characteristic of that attack by 1.

Deadly Demise Core

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.

Waaagh! Core

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.

Damaged: 1-4 Wounds Remaining Ability

While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Rapid Fire Core

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.  Example:* If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice* for that weapon (for a total of two for that weapon).

Twin-linked Core

Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.

Blast Core

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).

Ignores Cover Core

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

Hazardous Core

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

Torrent Core

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.