| Abilities |
|---|
| Ork Structure:
After it is set up, a Mekboy Workshop is treated as a terrain feature. It cannot move for any reason, is not treated as a friendly or enemy model, and cannot be targeted or affected by any attacks or abilities. |
| Mek's Grabbin' Claw:
At the start of the Fight phase, before any units have been chosen to fight, one ORK INFANTRY unit from your army that is within 1" of this model can operate the Mekboy Workshop's grabbin' klaw. if it does so, select an enemy unit within 1" of this model and roll a D6; on a 4+ that enemy unit suffers D3 mortal wounds. |
| Kustom Job:
At the end of your movement phase one ORK VEHICLE unit from your army that is within 1" of this model can receive a Kustom Job. If it does so, until the end of your turn, that unit cannot shoot or charge, and the attacks characteristic of models in that unit are reduced to 1, but you can choose and resolve one of the following effects. More Speed - Until the end of your next Movement phase increase the move characteristic of models in the unit by 6" In addition, roll a D6 to see if the unit receives something 'extra speshul'; on a 6 Add 1" to the unit's charge moves for the rest of the battle. More Rivvets - That unit regains D3 wounds. If there is a MEK or BIG MEK from your army within 1" of this model that has not used it's mekaniak ability to repair a vehicle yet this turn it can oversee the kustom job; if it does so, the unit regains 3 lost wounds instead of D3, and the model that oversaw the Kustom Job cannot use it's big mekaniak or mekaniak this turn. In addition, roll a D6 to see if the unit receives something 'extra speshul'; on a 6 add 1 to the Toughness characteristic for models in that unit for the rest of the battle. More Dakka - Chose one weapon (excluding a bubblechukka) that a model in that unit is equipped with. The next time any models in the unit fire that weapon, the weapon makes the maximum number of attacks (e.g. a weapon with the Heavy 2D6 type will fire 12 shots). In addition, roll a D6 to see if the unit receives something 'extra speshul'; on a 6 add 1 to the chosen weapon's Damage characteristic for the rest of the battle. A unit can only receive a kustom job once per turn. |