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Warhammer 40k Kroot Vehicles

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my kroot vehicles.

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KROOT VEHICLES

KROOT VEHICLESRHINO:

Unit composition War Gear 1 Rhino 2 linked Kroot GunsUnit type

Vehicle (Tank) 30pts, 10pts if pulled.

Transport Capacity Special Rules Ten Models See Below

Options:

May take any of the following:

-a flamer 10

-a rocket pod 10

-a dozer blade 5

-extra armor 15

-heavy flamer 15

-ea. extra Kroot Gun 5

Special Rules: 30pt Rhino: Must make a Leadership roll on the 1st turn after initial turn use at -2 to keep the Rhino running. Each turn after the 2nd turn of use is at additional -1 (1st turn use, no roll, 2nd turn of use,

-2). Any time the vehicle increases speed during a turn a leadership roll must be made at an additional -1 for that turn. For example, turn 3, Kroot Rhino tries to go flank speed (third turn of use). Turn 3 roll is a -3, so to go to flank speed is a leadership roll at -4. A failed leadership roll means the vehicle has broken down and will not move for the rest of the game.

Entering the board on any turn at any speed other than combat speed causes a leadership roll at -1. 20pt Rhino: This Rhino doesnt work and must be pulled. It can be pulled by 4 Krootox, two Knarlocs, or one Great Knarloc. DROP POD:

Unit composition War Gear 1 Drop Pod 2 linked Kroot GunsUnit type

Vehicle (Open-topped) 25pts.

Transport Capacity Special Rules

Ten Models See Below

Options:

May take any of the following:

-a rocket pod 10

Special Rules: The vehicle must make a Leadership roll at -1 during deployment of the Pod. A failed roll means that the Drop Pod smashes and breaks-up upon contact with the surface. All models with in the Drop Pod take a S 5 AP 6 attack and survivors are pinned automatically, NO SAVE!

ARMOR

BS F S R

Rhino 3 8 8 7

ARMOR

BS F S R

Drop Pod 3 9 9 9