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KROOT VEHICLES

30pts, 10pts if pulled.


RHINO:
Transport Capacity Special Rules
ARMOR • Ten Models See Below
BS F S R

Rhino 3 8 8 7 Options:
• May take any of the following:
-a flamer 10
Unit composition War Gear -a rocket pod 10
• 1 Rhino 2 linked -a dozer blade 5
Kroot Guns -extra armor 15
-heavy flamer 15
-ea. extra Kroot Gun 5
Unit type
Special Rules:
• Vehicle (Tank)
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 doesn’t work
and must be pulled. It can be pulled by
4 Krootox, two Knarlocs, or one Great
Knarloc.
DROP POD: 25pts.

Transport Capacity Special Rules


ARMOR • Ten Models See Below
BS F S R
Drop Pod 3 9 9 9
Options:
• May take any of the following:
-a rocket pod 10
Unit composition War Gear
• 1 Drop Pod 2 linked
Kroot Guns Special Rules:
The vehicle must make a Leadership
roll at -1 during deployment of the Pod.
Unit type A failed roll means that the Drop Pod
• Vehicle (Open-topped) 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!

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