ABILITIES | |
ABILITIES |
Workshop: When this fortification is set up on the battlefield, all of the Scrap Piles and Scrap Barricades must be set up within 6" of the Mekboy Workbench. Once it has been set up, each piece of this Fortification is treated as a terrain feature. Terrain Traits: Each piece of this terrain feature is treated as an Obstacle with the following terrain traits: Defence Line, Light Cover, Heavy Cover, Defensible, Unstable Position, Difficult Ground. Fixin’ Toolz: While a MEK or BIG MEK model is within 1" of the Mekboy Workbench terrain feature, each time that model uses their Mekaniak or Big Mekaniak ability, add 1 to the number of wounds the VEHICLE unit being repaired regains. I’ll Av Wot E’s Avin!: If this model is included in your army, each Kustom Job can be selected twice for your army, instead of once. Each model can still only have one Kustom Job. I’ve Got Just da Fing: MEK and BIG MEK units in your army can attempt the following action: Kustomise (Action): Once per battle round, at the end of your Movement phase, select one Mek or Big Mek unit from your army that is within 1" of the Mekboy Workbench, then select one ORKS VEHICLE unit (excluding TITANIC units) that is within 3" of this Mekboy Workbench. That VEHICLE unit must remain within 3" of that Mekboy Workbench until the action is completed. The action is completed at the end of your turn. Once completed, select one Kustom Job that VEHICLE unit is eligible for, including the normal restrictions on how many of each Kustom Job can be included in your army (see I’ll Av Wot E’s Avin!, above). That VEHICLE unit gains the selected Kustom Job (Do not increase the model’s Power Rating or points value). At the end of each battle round, roll one D6 for each Kustom Job gained from this ability: on a 1, that Kustom Job falls off again and cannot be used by or selected for that model for the rest of the battle. |
FACTION KEYWORDS: ORK, | |
KEYWORDS: MEKBOY WORKSHOP |
Blood Axes take extra satisfaction in outmanoeuvring the enemy and mobbing them with ladz.
When Orks gather in large numbers, their sheer impetus carries them into the foe, destroying everything in their path.
Orks live tough lives, their hardy greenskin constitutions pushed to extremes by the danger they surround themselves with. As a result, even the lowliest Ork can take a tremendous amount of punishment before being slain.
It can take a long time for an Ork to grasp the fact that it has been mortally wounded, especially if its enjoying a good fight.
Nothing shocks the enemy like an angry mob of Orks suddenly appearing in a blast of green lightning!
Orks react to the sudden availability of a good scrap with immediate and enthusiastic aggression.
Nothing shocks the enemy like an angry mob of Boyz, or a looming war effigy suddenly appearing in a blast of green lightning!
1CP | ||
MEK CONNECTIONS Orks Stratagem The Big Mek of this Dread Waaagh! has a fearsome reputation. Any Mekboyz that know ‘wot’s best’ will keep some gubbinz aside in their workshops for when his Dreads roll into town. Use this Stratagem at the end of your Movement phase. Pick a DREAD WAAAGH! unit from your army that is within 1" of a MEK WORKSHOP. If you use the Kustom Job ability to give that unit a kustom job, it receives something ‘extra speshul’ on a 4+ instead of a 6+. | ||
The TRANSPORT keyword is used in the following Orks datasheets:
The ORK and VEHICLE keywords are used in the following Orks datasheets:
The ORK keyword is used in the following Orks datasheets:
The GRETCHIN keyword is used in the following Orks datasheets:
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The MEK keyword is used in the following Orks datasheets:
The BIG MEK keyword is used in the following Orks datasheets:
The VEHICLE keyword is used in the following Orks datasheets:
This datasheet has Fortifications Battlefield Role. Full list of Orks units sharing same Battlefield Role follows:
The MEKBOY WORKSHOP keyword is used in the following Orks datasheets: