Warboss in Mega-Armour

(Entry)
Type: unit
EntryId: 4f2a-e31e-1dbc-7ae8
Hidden: false
Costs: 100 Points
Options (1)
May take any of the following:

Profiles:

Unit WSBSSTWIALdSv
Warboss in Mega-armour

5

2

5

5

3

4

4

9

2+

Wargear
Stikkbomb:

Stikkbombz count as frag grenades in all respects.

Abilities
Independent Character:

Independent characters follow the Movement rules for models of their type, be it infantry, jump infantry, bike, etc. In addition, independent characters can move through difficult terrain more quickly and safely than ordinary troops. All independent characters have the ‘move through cover’ and ‘skilled rider’ special rules. This advantage does not extend to any vehicles they may be travelling in.

Independent characters are allowed to join other units. They cannot, however, join vehicle squadrons (see the Vehicles section) and units that always consist of a single model (like most vehicles and monstrous creatures). They can join other independent characters though, to form a powerful multi-character unit!

Furious Charge:

In a turn in which they assaulted into combat they add +1 to both their Initiative and Strength characteristics when attacking in close combat (note that this has no effect on the Initiative tests for sweeping advances).

Mob Rule!:

Ork mobs may always choose to substitute the number of Orks in their mob for their normal Leadership value. If an Ork mob numbers 11 or more models, it has the Fearless special rule.

Waaagh!:

Once per game, the Ork player can declare a Waaagh! during his Shooting phase. This may not normally be declared on the first turn, all friendly Ork infantry units have the 'fleet' rule (not Gretchin units, they're far too weedy for a proper Waaagh!). 

If a unit rolls a 1 when making this Waaagh! movement, the Orks start fightin before they get to the enemy. One model from that unit takes a single wound. Note that the unit may still move an inch, and assault as normal.

Slow and Purposeful:

Models with this special rule are relentless. However, they always count as moving through difficult terrain (including in assaults). Remember that a slow and purposeful independent character will cause any unit he joins to move at his speed (and vice versa) as units have to move at the speed of the slowest model.

Weapons RangeStr.APTypeNotes
Twin-linked Shoota

18"

4

6

Assault 2, Twin-linked

Melee Weapons Ability
Power Klaw

A Power Klaw counts as a Power Fist.

Used By (1)
Orks(Catalogue)