Characters



Tamdrik, Runt Warboss
Meklad
Driszt, Pioneering Meklad
Painlad
Gubbrik
Runt Drillboss
Runt Warboss
Champ
Oddlad
Skar Kaptin
Oddlad Master
Spylad






Tamdrik, Runt Warboss
Point Cost: 48 points

You may include Tamdrik in place of your normal Runt Warboss.

M WS BS S T W I A Ld
4 4 4 3 4 2 4 2 8


Weapons: Boltpistol
Armour: Flak Armour
Wargear: Tamdrik may have up to two Wargear cards. He may be given additional equipment chosen from the Armour, Assault Weapons, Special Weapons, Transport, and Stikkbombz sections of the Wargear list.
Strategy: Tamdrik has a strategy rating of 4.

Special: Any Runt units that have a model within 12" of Tamdrik may use his Leadership value of 8 when they take a Break or Panic Test.
A master of strategy, Tamdrik allows you to draw one additional strategy card. In addition, Tamdrik adds 1d3-1 to his strategy rating to decide who deploys first.
As the 'Father of the Revolution', his troops are fanatically loyal to him. Whenever Tamdrik is wounded by incoming fire, roll a d6. If the result is less than or equal to the number of friendly runt troops within 2" of him, remove the model with the highest initiative within 2" of Tamdrik as if the strategy card "Look Out Sir! Aargh!" had been played.

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Driszt, Pioneering Meklad
Point Cost: 30 pts + 15 pts Supercharged Plasma Gun + 10 pts Supercharged Kustom Force Field

You may include Driszt, the founder of Runt Supercharger technology, in place of your normal meklad.

M WS BS S T W I A Ld
4 3 4 3 3 1 3 2 7


Weapons: Supercharged Plasma Gun, Power Fist
Armour: 'Eavy Armour, Supercharged Kustom Force Field
Wargear: May have up to three Wargear cards, two of which must be Supercharged Plasma Gun and Supercharged Kustom Force Field. May be given additional equipment chosen from the Assault Weapons, Armour, Transport, and Stikkbombz sections of the Wargear list.

Special: If starting a turn next to a damaged vehicle, may attempt to repair one reparable location by rolling a 5+ on a d6.
May bring his prototype Supercharged Traktor Kannon, crewed by two of his apprentices, for 50 points. These points are paid for out of the army's support allowance.

Apprentice

M WS BS S T W I A Ld
4 3 4 3 3 1 3 1 6


Weapons: The apprentices are armed with plasma guns.
Armour: The apprentices are wearing flak armour.

Supercharged Traktor Kannon
A Traktor Kannon with a Supercharger capacitor hooked up to it in place of the normal traktor energy generator. The resulting weapon is notably more powerful than a standard Traktor Kannon (it will actually try to tear the victim apart, in addition to dragging it towards the Kannon), but may not fire in two consecutive turns, as the apprentices crewing it must replace the capacitor between shots. The apprentices may still fire their plasma guns in the turn spent replacing the capacitor, but may not move. To fire the Supercharged Traktor Kannon, nominate a target and roll an artillery die. Against a foot trooper, roll a number of d6's equal to the result on the artillery die, and score one wound for every 4+. No armor saves may be taken, though field and dodge saves may be taken as normal. Against models with an armour value, the armor penetration of the Supercharged Traktor Kannon is the value rolled on the artillery die plus 4d6. Any model surviving the attack is dragged a number of inches towards the weapon equal to the value on the artillery die. In case of a misfire, consult the misfire table of the Traktor Kannon.

S. range L. range hit short hit long strength damage modifier A.P. special
0-24 24-72 auto auto special special special special see above


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Gubbrik, Legendary Gretchin Warrior
Point Cost: 34 points + 12 points Power Sabre

Gubbrik is renowned throughout the worlds on which the Runt Revolution has spread. He has been known to defeat Orks and even Marines in hth combat, using his kustom Power Sabre.

M WS BS S T W I A Ld
4 5 4 4 4 2 4 2 8


Weapons: Boltpistol and Gubbrik's Power Sabre
Armour: Flak Armour
Wargear: Gubbrik may have up to two Wargear cards, one of which must be his Power Sabre. He may be given additional equipment chosen from the Armour, Assault Weapons, Special Weapons, Transport, and Stikkbombz sections of the Wargear list.

Special: Gubbrik is a skilled, precise fighter. He may re-roll any fumbles he rolls in hth combat.

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0-1 Runt Warboss
Point Cost: 40 points

Your army must be lead by a Runt Warboss or a special character.

M WS BS S T W I A Ld
4 4 4 3 4 2 3 1 8


Weapons: Boltpistol
Armour:Flak Armour
Wargear: The Runt Warboss may have up to two Wargear cards. May be given additional equipment chosen from the Armour, Assault Weapons, Special Weapons, Transport, and Stikkbombz sections of the Wargear list.
Strategy: The Runt Warboss has a strategy rating of 4.

Special: Any Runt units that have a model within 12" of the Runt Warboss may use his Leadership value of 8 when they take a Break or Panic Test.

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Oddlad
Point Cost: 35 points

M WS BS S T W I A Ld
4 2 3 3 3 1 2 1 5


Weapons: Hand weapon
Armour: Flak Armour
Wargear: The Oddlad may have up to one Wargear card. The Oddlad may be given an Autopistol for 1 point.

Special: The Oddlad is a Runt psyker with a mastery level of 1.

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0-1 Oddlad Master
Point Cost: 50 points

M WS BS S T W I A Ld
4 3 4 3 3 1 3 1 6


Weapons: Hand weapon
Armour: Flak Armour
Wargear: The Oddlad Master may have up to one Wargear card. He may be given an Autopistol for 1 point. The Oddlad Master may be given Squigfuel Stikkbombz for 4 points.

Special: The Oddlad Master is a Runt psyker with a mastery level of 2.

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0-1 Meklad
Point Cost: 10 points

M WS BS S T W I A Ld
4 3 4 3 3 1 3 1 6


Weapons: Boltpistol
Armour: Flak Armour
Wargear: The Meklad may have up to two wargear cards. May be given additional equipment chosen from the Armour, Assault Weapons, Special Weapons, Transport, and Stikkbombz sections of the Wargear list.

Special: If starting a turn next to a damaged vehicle, may attempt to repair one reparable location by rolling a 5+ on a d6.

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0-1 Painlad
Point Cost: 10 points

M WS BS S T W I A Ld
4 3 4 3 3 1 3 1 6


Weapons: Boltpistol
Armour: Flak Armour
Wargear: The Painlad may have up to one Wargear card, which can be a Painboyz Only card. May be given additional equipment chosen from the Armour, Assault Weapons, Special Weapons, Transport, and Stikkbombz sections of the Wargear list.

Special:If any Runt model within 8" of the Painlad takes a wound while the Painlad is on overwatch, but has not been reduced below zero wounds, the Painlad may immediately take a running move to the wounded model and attempt to save the wound. Roll a d6-- on a 5+, one wound is saved. No more than one wound may be saved in this manner per damaging hit, and the Painlad may not save more than one Runt per turn.

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0-1 Runt Drillboss
Point Cost: 10 points

May lead a Runt Kommando Mob, in which case the Runt Drillboss is given the same skill upgrades as the mob at the same cost.

M WS BS S T W I A Ld
4 3 4 3 3 1 3 1 7


Weapons: Bolt pistol
Armour: Flak Armour
Wargear: The Runt Drillboss may have up to one Wargear card. May be given additional equipment chosen from the Armour, Assault Weapons, Special Weapons, Transport, and Stikkbombz sections of the Wargear list.

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Champ
Point Cost: 9 points

Any Ladz Mob except a Big Gunz mob may include one Champ to lead it. The Champ is treated as part of the mob and may not leave it during the battle. Skarladz may not be lead by Champs.

M WS BS S T W I A Ld
4 3 4 3 3 1 3 1 6


Weapons: Boltpistol
Armour: Flak Armour
Wargear: The Champ may be given additional equipment chosen from the Armour, Assault Weapons, Special Weapons, and Stikkbombz sections of the Wargear list.

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Skar Kaptin
Point Cost: 30 points

Any Skarladz mob except a Big Gunz mob may include one Skar Kaptin to lead it. The Kaptin is treated as part of the mob and may not leave it during the battle. Your army may include up to one Skar Kaptin that does not belong to a Skarladz mob.

M WS BS S T W I A Ld
4 4 4 3 3 1 4 2 8


Weapons: Boltpistol
Armour: Flak Armour
Wargear: The Skar Kaptin may have up to 2 wargear cards. May be given additional equipment chosen from the Armour, Assault Weapons, Special Weapons, Transport, and Stikkbombz sections of the Wargear list.

Special: A Skar Kaptin leading a Skarladz mob is given the same Skar ability, if any, as the mob he is leading at the listed points cost. A Skar Kaptin not leading a Skarladz mob may be given a Skar ability from the following list at the points cost indicated:


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0-1 Spylad
Point Cost: 35 points + 5 points Power Blade

M WS BS S T W I A Ld
4 4 4 3 3 1 4 2 7


Weapons: Power Blade and Needle Pistol
Armour: Flak Armour
Wargear: The Spylad may have up to two Wargear cards, one of which must be a Power Blade. The Spylad may be given additional equipment chosen from the Stikkbombz section of the Wargear list.

Special: The Spylad may deploy using the Infiltration rule.
If the Spylad is deployed in cover, it may start the game in hiding.
You may choose not to deploy the Spylad at the beginning of the game and instead replace any non-character gretchin in the game at the beginning of one of your turns with the Spylad.

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