Meganobz
M5"
T6
SV2+
W3
LD7+
OC1
Composition & Wargear
2-6× Meganob
Each model
one of:
Kustom shoota and power klaw / Kombi-weapon and power klaw / Kombi-weapon and killsaw / Kustom shoota and killsaw / Killsaw and power klaw / Twin killsaw
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Kustom shoota | 18" | 4 | 5+ | 4 | 0 | 1 |
| Kombi-weapon | 24" | 1 | 5+ | 4 | 0 | 1 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Power klaw | Melee | 3 | 4+ | 9 | -2 | 2 |
| Killsaw | Melee | 2 | 4+ | 12 | -3 | 2 |
| Twin killsaw | Melee | 2 | 4+ | 12 | -3 | 2 |
Abilities
Krumpin’ Time Datasheet
While the Waaagh! is active for your army, models in this unit have the Feel No Pain 5+ ability.
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.
Twin-linked Core
Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.