Unit | M | WS | BS | S | T | W | A | Ld | Save |
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Big Trakk [1] (7-12+ wounds remaining) | 14" | 5+ | 5+ | 6 | 6 | 12 | 4 | 6 | 4+ |
Big Trakk [3] (1-3 wounds remaining) | 7" | 5+ | 5+ | 4 | 6 | N/A | 1 | 6 | 4+ |
Big Trakk [2] (4-6 wounds remaining) | 10" | 5+ | 5+ | 5 | 6 | N/A | 2 | 6 | 4+ |
Transport |
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Big Trakk:
This model has a transport capacity of 12 FLASH GITZ or |
Abilities |
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Spiked Ram:
Each time this model finishes a charge move, select one enemy unit within Engagement Range of it and roll one D6; on a 4+, that unit suffers D3 mortal wounds. |
Open-Topped:
In your Shooting phase, units embarked within this transport can be selected to shoot with; measure distances and draw line of sight from any point on this transport when doing so. If this transport made a Normal Move, Advanced or Fell Back this turn, embarked units are considered to have done the same. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, except with Pistols. |
Explodes (6+/6"/D3 Transport):
When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6, it explodes, and each unit within 6" suffers D3 moral wounds. |
Ramshackle:
Each time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1) |