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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.
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 |
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.
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.
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.
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.
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.
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.
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.
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.
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:
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.