VOXROSTER
CodexFactionsOrksKill Krusha [Legends]

Kill Krusha [Legends]

M10"
T12
SV3+
W22
LD7+
OC8

Composition & Wargear

Kill Krusha [Legends]
Choose one Wargear Krusha kannon (max 1) / Tracks and wheels (max 1)

Ranged Weapons

WeaponRangeABSSAPD
Krusha kannon - tankhamma shell 60"15+ 16-36
Krusha kannon - blast burna 48"3D65+ 6-11
Rokkit launcha 24"D35+ 9-23
Twin big shoota 36"35+ 501
Skorcha 12"D6N/A 5-11

Melee Weapons

WeaponRangeAWSSAPD
Tracks and wheels Melee64+ 8-11

Abilities

Da Biggest Booms Datasheet

In your Shooting phase, just after selecting a target for this model’s krusha kannon, the target unit and every other enemy INFANTRY unit within 3" of that unit must take a Battle-shock test.

Firing Deck Core

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. 

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: 1-7 Wounds Remaining Ability

While this model has 1-7 wounds remaining, subtract 4 from this model’s Objective Control characteristic, and each time this model makes an attack, subtract 1 from the Hit roll.

Heavy Core

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:  - That unit is unengaged.  - That unit was not set up on the battlefield this turn.  - No model in that unit has moved more than 3" this turn.

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).