| Abilities |
|---|
| Bigger 'n' Stompier:
This model can Fall Back in your Movement phase and still shoot and/or charge during its turn. When a Stompa Falls Back, it can move over enemy INFANTRY models, though at the end of its move it must be more than 1" from any enemy models. A Stompa doesn't suffer the penalty for moving and firing Heavy weapons. This model only gains a bonus to its saving throws for being in cover if at least half of the model is obscured from the firer. |
| Effigy: Ork:
Units within 6" of a friendly Stompa can re-roll failed Morale tests. |
| Repair Krew:
At the beginning of the turn, a Kustom Stompa's repair krew may attempt to repair lost wounds. On a roll of a 5+, the Kustom Stompa repairs one wound, and on a 6+, it repairs D3 wounds. |
| Explodes (6+/2D6"/2D6):
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes and each unit within 2D6" suffer 2D6 mortal wounds. |
| Unit | M | WS | BS | S | T | W | A | Ld | Save |
|---|---|---|---|---|---|---|---|---|---|
| Kustom Stompa | * | * | 5+ | * | 8 | 40 | 4 | 8 | 3+ |
| Transport |
|---|
| Kustom Stompa:
This Model can transport 20 ORK INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of 2. |
| Wound Track | Remaining W | Characteristic 1 | Characteristic 2 | Characteristic 3 |
|---|---|---|---|---|
| KStompa1 | 31-40+ | 12" | 3+ | 10 |
| KStompa2 | 21-30 | 9" | 4+ | 9 |
| KStompa3 | 11-20 | 6" | 5+ | 8 |
| KStompa4 | 1-10 | 4" | 6+ | 7 |