Boss Snikrot, the Green Ghost

(Entry)
Type: model
EntryId: 158c2f35-99a9-c67c-b738-60ad06edce40
Hidden: false
Costs: 60 pts

Constraints:

max: 1
max(roster): 1
Options (4)
Rules (10)
Ambush
If Boss Snikrot joins a unit of Kommandos that are held in Reserves, and no other Independent Characters join the unit, then Snikrot's unit can move on from any table edge when they arrive from Reserves. No dice roll is required to determine where they enter from; the Ork player chooses. In addition, Boss Snikrot and his unit have their Stealth special rule replaced with the Shrouded special rule on the turn they deploy or arrive from Reserves, until the start of their next turn.
Boss of the Red Skull Kommandos
Boss Snikrot can only join units of Kommandos. If Boss Snikrot is included in a Detachment that includes at least one unit of Kommandos, Boss Snikrot does not take up a slot on the Force Organization Chart.
'Ere We Go!
If every model in a unit has this special rule, the unit can re-roll a single dice when determining its charge range.
Fear
At the start of each Fight sub-phase, a unit in base contact with one or more enemy models that cause Fear must take a Leadership test (called a Fear test) before any blows are struck. If the test is passed, all is well and there is no effect. If the test is failed, the unit succumbs to fear - all models in the unit have their Weapon Skill reduced to 1 for the remainder of that Fight sub-phase. Note that a model that causes Fear is not itself immune to Fear, and will still need to take a Fear test if it is base contact with any enemy models that cause Fear.
Furious Charge
In a turn in which a model with this special rule charges into combat, it adds +1 to its Strength characteristic until the end of the Assault phase. A model that has made a disordered charge that turn receives no benefit from Furious Charge.
Independent Character
Independent characters can join other units.  They cannot, however, join units that contain vehicles or Monstrous Creatures.  They can join other Independent Characters, though, to form a powerful multi-character unit!  Independent Characters pass Look Out, Sir rolls on a 2+. A unit that contains one or more Independent Characters does not need a double 1 to Regroup if reduced to below 25% of its starting numbres, but instead tests as if it had at least 25% remaining.

Full details in BRB. Rule too long to copy verbatim.
Infiltrate
Units that contain at least one model with this special rule are deployed last, after all other units (friend and foe) have been deployed. If both sides have Infiltrators, the players roll-off and the winner decides who goes first, then alternate deploying these units.

Infiltrators can be set up anywhere on the table that is more than 12" from any enemy unit, as long as no deployed enemy unit can draw line of sight to them. This includes in a building, as long as the building is more than 12" from any enemy unit. Alternatively, they can be set up anywhere on the table more than 18" from any enemy unit, even in plain sight.

If a unit with Infiltrate deploys inside a Dedicated Transport, they may Infiltrate along with their Transport. 

A unit that deploys using these rules cannot charge in their first turn. Having Infiltrate also confers the Outflank special rule to units of Infiltrators that are kept as Reserves.

If a unit has both the Infiltrate and Scout special rule, that unit can deploy as per the Infiltrate special rule and then redeploy as per the Scout special rule.
Mob Rule
If every model in a unit has this special rule, and the unit fails a Morale check or Pinning test (after any re-rolls they may have), roll immediately on the following table:

D6	Result
1: 	If the unit is locked in combat, it is treated as if it had passed the Morale check or Pinning test. If the unit is not locked in combat, it fails the Morale check or Pinning test.

2-3:	If the unit includes one or more Ork characters (including Independent Characters), it suffers D6 Strength 4 AP- hits, and is then treated as if it had passed the Moral check or Pinning test. These hits are Randomly Allocate, but cannot be allocated to Ork characters (any excess hits are lost). If the unit does not include any Ork characters, it fails the Morale check or Pinning test.

4-6:	If the unit has 10 or more models, it suffers D6 Strength 4 AP- hits, and is then treated as if it had passed the Moral check or Pinning test. The hits are Randomly Allocated. If the unit has fewer than 10 models, it fails the Moral check or Pinning test.
Move Through Cover
A unit that contains at least one model with this special rule rolls an extra D6 when rolling to move through difficult terrain and is not slowed by charging through difficult terrain. In most circumstances, this will mean that, when moving, the unit rolls 3D6 and picks the highest roll. Furthermore, a model with the Move Through Cover special rule automatically passes Dangerous Terrain tests.
Stealth
A unit that contains at least one model with this special rule counts its cover saves as being 1 point better than normal. Note that this means that a model with the Stealth special rule always has a cover save of at least 6+, even if it is in the open. This rule is often presented as Stealth (X) where X indicates a specific type of terrain, such as Stealth (Woods) or Stealth (Ruins). If this is the case, the unit only gains the benefit whilst it is in terrain of the specified type. Cover save bonuses from the Shrouded and Stealth special rules are cumulative (to amaximum of a 2+ cover save).

Profiles:

Unit Unit TypeWSBSSTWIALdSave
Boss Snikrot

Infantry (Character)

5

2

5

4

2

3

4

8

6+

Modifiers:

set max(roster) 0
1 selections of Boss Snikrot in roster (recursive)
Used By (2)
Orks: Codex (2014)(Catalogue)