Runt Support
The Runt Revolution may take any support weapon or vehicle from
Codex: Orks at the cost listed, though vehicles will be crewed with Gretchin
instead of Orks. Since Gretchin are notably smaller and more apt to duck than a
typical Ork, in an exposed crew vehicle, the crew will only be hit on a roll of
1-2 on a d6 hit location roll. The vehicle itself will be hit on 3-6. Your army
must include at least one Meklad in order to have any support weapons or
vehicles. In addition, up to one Imperial vehicle or support weapon may be
taken; without targeters and crewed by unarmed, unarmoured gretchin; at the
listed cost.
Gretchin
| M | WS | BS | S | T | W | I | A | Ld |
| 4 | 2 | 3 | 3 | 3 | 1 | 2 | 1 | 5 |
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0-1 Runt Dreadnought
Mob (1-3 models)
Point Cost: 60 pts/model
| M | WS | BS | S | T | W | I | A | Ld |
| 5 | 4 | 4 | 5 | A.V. 14 | 1 | 3 | 2 | 6 |
Weapons: 2 Power Claws
Options: Up to one arm may
be upgraded to a heavy bolter for 5 points. Up to one arm may be upgraded to a
Power Fist for 5 points.
Damage Table
| 1-2: | Legs severely damaged. Dreadnought may not move for the remainder of the game |
| 3-4: | One arm, determined at random, is blown off. |
| 5-6: | The dreadnought explodes, causing d6 S5 hits with a -2 save modifier to all units within 3". |
Runt Blasta Buggy
Point
Cost: 55 points
| M | WS | BS | S | T | W | I | A | Ld |
| 4 | 2 | 3 | 3 | 3 | 1 | 2 | 1 | 5 |
Crew: One Gretchin driver and one Gretchin gunner.
Weapons:
Ram bar and one Supercharged Heavy Plasma Gun
with targeter. In addition, the driver and gunner each carry a hand weapon.
Armour:
The driver and gunner wear flak armour.
Special: The
Supercharged Heavy Plasma Gun may only fire once per game, at maximum power, but
with 2 sustained fire dice.
Slow speed: 0-8" Combat speed: 8-18"
Fast speed: 18-30"
AV: 10, all locations
Ram Value: S6, -3, d6
Hit location
table:
| 1-2: | Gretchin crew |
| 3-4: | Weapon |
| 5-6: | Hull |
Hull Damage Table:
| 1-3: | A wheel is blown off. The Buggy moves out of control at the beginning of its next movement phase, then comes to a permanent halt. |
| 4-6: | The Buggy explodes, killing the crew, and inflicting d6 S4 hits with a -1 save modifier to all models within 2". |
Weapon Damage Table:
| 1-3: | The SHPG is damaged- it may not fire during its next shooting phase. |
| 4-6: | The SHPG explodes, killing the crew and destroying the Buggy; and inflicting a S7 hit with a -2 save modifier to all units within d6". |
Gretchin Battlebuggy
Point
Cost: 15 points
A contraption built from parts scavenged from
totaled Ork buggies by resourceful Mekladz. True to its nature, it is
predictably unpredictable. To determine the maximum speed of the Battlebuggy,
consult the list below. When travelling at combat speed, for every '6' rolled
when determining maximum speed, roll a d6. For every 5+ on these rolls, roll a
d3 on the hull damage table, as the Battlebuggy begins to fall apart. When
travelling at fast speed, for every '6' rolled when determining maximum speed,
roll a d6. For every 4+ on these rolls, roll a d6 on the hull damage table.
Slow
Speed: 0-4+d6" Combat Speed: 7-7+3d6" Fast Speed: 17-17+3d6"
Ram Value: S5, -2, d6
Crew:
One gretchin driver and one gretchin gunner.
Weapons: 'Eavy
Blunderbuss. In addition, the driver and gunner each carry a hand weapon.
Armour: The driver and gunner wear flak armour.
Options: The 'Eavy
Blunderbuss may be replaced with one of the weapons shown at the indicated
additional cost:
AV: 9, wheels/hull, all sides
AV: 10, weapon, all sides
Hit location table:
| 1-2: | Crew |
| 3: | Wheels |
| 4-5: | Hull |
| 6: | Weapon |
Wheel Damage Table
| 1-4: | A wheel is heavily damaged, and the buggy moves out of control at the beginning of the next movement phase. For the remainder of the game, it may not move faster than slow speed. |
| 5-6: | A wheel is shorn off, and the buggy is flipped over, landing d6" away in a random direction. Any model unlucky enough to be hit by the wreck suffers a S5 hit with a -2 save modifier. The buggy's crew is killed. |
Hull Damage Table
| 1-2: | The some of the plates serving as the armour of the buggy are knocked from the hull. Reduce the armour value of the buggy by 1. |
| 3-4: | A major chunk of the buggy falls off. At the beginning of each successive player turn, roll a d6 on the hull damage table for each time this result has been rolled. |
| 5-6: | The fuel tank bursts into flames, killing the crew instantly. The flaming wreck hurtles out of control at the beginning of the next movement phase and explodes, causing d6 S4 hits to all models within 2". |
Weapon Damage Table
| 1-2: | The weapon sustains minor damage- it may not be fired during its next shooting phase or go on overwatch. |
| 3-4: | The weapon is torn from the buggy. |
| 5-6: | The ammo explodes, killing the crew and causing d6 S4 hits to all models within 2". |
Killa Kannon
Point
Cost: 45 points
The Killa Kannon projects a deadly neutron beam,
which is virtually harmless to inorganic material, but lethal to living models.
Any model struck by the Killa KannonMust immediately make a saving throw at -3. If this roll is failed then roll a d6 and reduce its toughness by
the result for the remainder of the game. If a model's toughness is reduced
below 1, it is killed by the neutron stream. If an enclosed vehicle is struck
by the Killa Kannon, make an armor penetration roll with 5d6. If the armour is
penetrated, the Killa Kannon affects a random crew member.
Crew:
Two Gretchin.
Weapons: The gretchin crew are unarmed.
Armour:
The gretchin crew are not wearing armour.
Gretchin
| M | WS | BS | S | T | W | I | A | Ld |
| 4 | 2 | 3 | 3 | 3 | 1 | 2 | 1 | 5 |
Killa Kannon
| S. range | L. range | hit short | hit long | strength | damage | modifier | A.P. | special |
| 0-24 | 24-48 | +1 | - | special | special | -3 | special | 1" template |
Shokka Kannon
Point
Cost: 40 points
The Shokka Kannon uses technology similar to the
Shokk Attack Gun, but instead of sending Snotlings through the warp, it
launches an explosive charge through the tunnel into a target. To fire the
Shokka Kannon, nominate a target and roll scatter and artillery dice. If the
artillery die shows a misfire, something has gone wrong- roll a d6 and consult
the misfire table below. If the scatter die shows a hit, the shot is on target
and hits the nominated point. If an arrow is rolled, the shot scatters a number
of inches equal to the roll on the artillery die in the direction indicated. If
the shot hits a model, roll on the appropriate effect table. If not, place a 2"
blast template over the point where the shot landed. Any models wholly
underneath are hit automatically, those partially covered are hit on a 4+ on a
d6. All hit models take a S4 hit with a -1 save modifier.
Shokka
Kannon Misfire Table
| 1-2: | Explodes! All units within 2" take d6 S4 hits with a -1 save modifier. |
| 3-6: | The kannon overheats, and may not be fired this turn. |
Foot Trooper Effect Table
| 1-2: | The explosive materializes in the trooper's immediate vicinity. Place a 2" blast template over the model with the same effect as a missed shot (described above). The victim is hit with the effect of a krak grenade. |
| 3-4: | The explosive materializes directly beneath the trooper, detonating underground. Place a 2" blast template over the trooper- all models wholly covered are hit automatically; those partially covered are hit on a 4+ on a d6. Affected foot troopers and terminators are knocked down and must spend their next turn getting up. Walkers and dreadnoughts roll a d3 on the leg damage table. Vehicles move out of control at the beginning of the next movement phase. Skimmers will only move out of control if a 6 is rolled on a d6. |
| 5-6: | The explosive materializes inside the model and detonates, killing the model instantly regardless of wounds, with no armour save allowed. |
Dreadnought, Wraithguard, Robot, and Terminator Effect Table
| 1-2: | The explosive materializes inside the suit with the wearer and detonates. The model inside takes a S8 hit with no armour save allowed. Wraithguard and robots are destroyed. |
| 3-4: | The explosive materializes directly beneath the model, detonating underground. Place a 2" blast template over the trooper- all models wholly covered are hit automatically; those partially covered are hit on a 4+ on a d6. Affected foot troopers and terminators are knocked down and must spend their next turn getting up. Walkers and dreadnoughts roll a d3 on the leg damage table. Vehicles move out of control at the beginning of the next movement phase. Skimmers will only move out of control if a 6 is rolled on a d6. |
| 5-6: | The explosive materializes inside the model and detonates, killing the model instantly regardless of wounds, with no armour save allowed. |
Vehicle Effect Table
| 1-2: | The explosive materializes in the vehicle's immediate vicinity. Place a 2" blast template over the model with the same effect as a missed shot (described above). The vehicle is hit with the effect of a krak grenade. |
| 3-4: | The explosive materializes inside the crew compartment, and all crew members are hit with the effect of a krak grenade. The vehicle moves out of control at the beginning of the next movement phase. Roll a d3 on the hull damage table. If there are no enclosed crew, treat this as if a 1-2 were rolled. |
| 5-6: | The explosive materializes within the fuel tank of the vehicle and detonates, destroying the vehicle and killing the crew. All models within 3" of the vehicle take a hit equal to the ram value of the vehicle. |
Support Weapon Effect Table
| 1-3: | The explosive materializes in the weapon's immediate vicinity. Place a 2" blast template over the model with the same effect as a missed shot (described above). The weapon is hit with the effect of a krak grenade. |
| 4-6: | The explosive materializes within the support weapon and detonates, destroying the weapon and killing the crew. |
Bunker Effect Table
| 1-2: | The explosive materializes inside a random occupant of the bunker and detonates, killing it instantly and causing a S4 hit with a -1 save modifier to all other models in the bunker. |
| 3-6: | The explosive materializes within the bunker and detonates. All models within the bunker sustain a hit with the effect of a krak grenade. |
Warp Busta
Point
Cost: 65 points
The Warp Busta is a device that will strain the
fabric separating reality from the warp. What results from this assault is
anyone's guess, but it's probably bad! To fire the Warp Busta, nominate a target
and roll a scatter and artillery die. On a misfire, something has gone wrong.
Roll a d6 and consult the misfire table. On a 'Hit' the shot is on target.
Roll a d6 on the appropriate effect table. If the scatter die is an arrow, the
shot deviates a number of inches equal to the number shown on the artillery die
in the direction indicated. If a model is still hit by the shot, roll on the
appropriate effect table; otherwise roll on the 'Miss' effect table. Only
psychic saves are allowed versus the Warp Busta.
SR/tHS: 0-20"/special
LR/tHL: 20-60"/Special S/D/SM: Special
Misfire Table
| 1-2: | The Warp Busta has a minor problem and may not fire this turn. |
| 3-4: | A daemon emerges from the warp and engages a crew member in hth combat. If it succeeds in killing both crew, it will behave as outlined in the 'Miss' effect table under the result of 1-4. |
| 5: | The Warp Busta's generator implodes, creating a vortex spiraling into the warp. Place a vortex template over the Warp Busta and treat it as a vortex grenade. |
| 6: | The Warp Busta is possessed by a daemon, which takes the opportunity to use the Warp Busta's generator to summon more of its kin from the warp. At the beginning of each subsequent turn, place 1d6 daemons into play as per result 3-4, with identical characteristics. |
Foot Trooper/Terminator/Robot/Wraithguard/Dreadnought Effect Table
| 1-3: | A daemon emerges from the warp and engages the model in hth combat. If it succeeds in killing the model, it will behave as outlined in the 'Miss' effect table under the result of 1-4. |
| 4: | A transient tear in the warp is created, and the model is sucked (or dragged) screaming into the warp, never to be seen again. |
| 5: | The fabric of reality is violently ruptured. Place a vortex template over the model and treat it as a vortex grenade. |
| 6: | The model is possessed by a daemon! It retains all of its original characteristics, but behaves as outlined in the 'Miss' effect table under a result of 1-4, but will fire all its weapons at the nearest model each turn in addition. Daemons are not affected by this result. |
Vehicle Effect Table
| 1-3: | A daemon emerges from the warp and engages a random crew member in hth combat. If it succeeds in killing the crew member, it will move on to the next until it or the entire crew is killed. |
| 4-5: | A random crew member is sucked (or dragged) screaming through a small tear into the warp, never to be seen again. |
| 6: | The vehicle is possessed by a daemon! All crew are considered killed, and the vehicle will move at maximum combat speed speed in a random direction each turn, firing all its weapons at the nearest model in each weapon's repective fire arc. Vehicles already possessed by a daemon will be affected only if a 5+ is rolled on a further d6, in which case the resident daemon is evicted and replaced by a more powerful one. |
Bunker Effect Table
| 1-3: | A daemon emerges from the warp and engages a random occupant in hth combat. If it succeeds in killing the model, it will move on to the next until it or all the occupants are killed. |
| 4-5: | A random occupant is sucked (or dragged) screaming through a small tear into the warp, never to be seen again. |
| 6: | The warp is ruptured, and a vortex engulfs all models inside the bunker before collapsing on itself. The bunker will collapse into the warp on a roll of 4+ on a d6. |
Miss Effect Table
| 1-4: | A daemon emerges from the warp, with the characteristics shown in the daemon creation rules (below). At the beginning of each of your turns, it will move 2d6" in a random direction determined by the roll of a scatter die. If the daemon ever passes within 3" of a model, it will immediately charge the model and engage it in hth combat. |
| 5: | The warp is violently ruptured by the Warp Busta. Place a vortex template over the location of the shot and treat it as a vortex grenade. |
| 6: | A major rift in the warp is created, which immediately collapses upon itself. All models within 1d6" are sucked into the warp on a roll of 4+ on a d6; roll for each model separately. |
Daemon Creation
A daemon has the following characteristics.
Roll 1d6 to determine all stats that are listed as 'd6'. Thus, S, T, WS, I,
and A will all be equal.
Daemon
| M | WS | BS | S | T | W | I | A | Ld |
| 6 | D6 | 0 | D6 | D6 | 1 | D6 | D6 | 10 |
Weapons: (Super)Natural weaponry.
Armour: 4+
unmodified daemonic aura.
Special: Immune to psychology.
Troop Exchanja
Point
Cost: 45 points
This distant cousin of the Shokk Attack Gun consist of a
vaguely artillery-like device connected to a platform by control cables. It
functions by sending a kamikaze gretchin, generally a Bomberladz, through the
warp while simultaneously yanking an enemy unit out of reality by means of a
mass-exchange device. The two units trade places, the gretchin usually landing
amidst enemy forces and the bewildered victim ending up on the Exchanja's pad,
where there is usually a mob of gretchin on hand waiting to annihilate the
unlucky model as it arrives. Any ladz mob may be attached to the Troop Exchanja
for this purpose. Any mob attached to the Troop Exchanja that is left on
overwatch may elect to either fire upon or charge the enemy as it is teleported
onto the pad. A model teleported in rolls no attack dice and may not parry
during the ensuing round of hth combat. In addition, a Bomberladz mob may be
attached for use as ammo, er, that is, a suicide strike team. These Bomberladz
are specially primed to explode on arrival, rather than at the beginning of the
third turn as normal. To fire the Troop Exchanja, nominate a target and roll to
hit based on the following table. Additional Bomberladz may be fired to give a
+1 to hit, to a minimum of 2+. On a miss, roll on the mishap table.
Troop
Exchanja To-Hit Table
| Foot Troopers with armour save no better than 4+ | 2+ |
| Foot Troopers with armour save 3+ or better | 3+ |
| Terminators/Robots/Wraithguard | 4+ |
| Dreadnoughts/Greater Daemons/Monstruous Creatures | 5+ |
| Vehicles with AV no greater than 12 | 5+ |
| Vehicles with AV greater than 12 (destroys teleport pad) | 6+ |
Mishap Table
| 1: | Everything goes well, but only one Bomberlad appears at the destination point, regardless of the number sent. |
| 2-3: | The Troop Exchanja was unable to make the mass exchange, but may fire next turn as normal. The Bomberlad being fired must roll equal to or less than its initiative rating on a d6 to disarm the bomb or else explode. |
| 4: | The Bomberlad is sent into the warp, but the Exchanja can't manage to seize the target. The Bomberlad is lost in the warp, never to be seen again. |
| 5: | As above, but the Bomberlad is dropped into reality in the vicinity of the target, exploding as normal. |
| 6: | Something really odd happens. Roll a d6 and consult the Rare Occurrence table. |
Rare Occurrence Table
| 1-2: | The Bomberlad and the target are both pulled into the warp, but they never emerge. |
| 3: | The Bomberlad and the target are both dropped at a point midway between the Exchanja and the position originally occupied by the target, and the Bomberlad explodes as normal. |
| 4: | The Bomberlad and the victim have are reduced to a pile of primordial protoplasm at a point between the Exchanja and the target's original position. Remove them both as casualties. |
| 5: | The Exchanja switches itself with the Bomberlad, which explodes. If any crew survive, they must spend a turn moving the Exchanja off of the platform and re-aiming it. |
| 6: | The Exchanja overloads and explodes, killing the crew. Place a 3" blast marker over the point once occupied by the Exchanja and over the target. All models under each template are swapped, with each model deviating d6" away from the center of the template in a random direction determined by the scatter die. |
Runt Suicide Bike
Point
Cost: 45 points
The Runt Suicide Bike consists of a fanatical
gretchin driving a bike stripped of all weapons and loaded down with anything
explosive the gretchin could find.
Gretchin
| M | WS | BS | S | T | W | I | A | Ld |
| 4 | 2 | 3 | 3 | 3 | 1 | 2 | 1 | 5 |
Crew: One Gretchin driver.
Weapons: The driver is
armed with a hand weapon and krak grenades.
Armour: The driver is
not wearing armour.
Special: At any time, the driver may
detonate the payload. Roll an artillery die. Any model within a number of
inches indicated by the die roll takes 1d3 hits with a strength equal to 2+d6,
and a save modifier equal to half the strength, rounded down. If a misfire is
rolled, the payload does not detonate immediately- roll an artillery die at the
beginning of each successive player turn until a number is rolled, in which case
the payload explodes as above. Note that if the driver tried to detonate the
payload and failed, it will still explode on a subsequent successful artillery
die roll even if the driver is killed.
Slow: 0-8" Combat: 8-12"
Fast: 12-30"
Ram Value: S5, -2, d6
AV: 10, all locations
Hit location
table:
| 1-2: | Driver |
| 3-4: | Bike |
| 5-6: | Payload |
Bike damage table:
| 1-2: | The bike is sent careening briefly. It moves out of control at the beginning of the next movement phase. |
| 3-4: | The bike bursts into flames! The driver is hit by a S4 hit on a 4+, and roll a d3 for the payload damage table. The bike moves out of control at the beginning of the next movement phase. |
| 5-6: | The fuel tank is hit, and the bike explodes! The driver is killed, and roll a d6 on the payload damage table. |
Payload damage table:
| 1: | The payload is severed from driver control, and may not be detonated electronically. |
| 2-6: | The payload explodes, as though detonated by the driver. However, on a misfire, the payload is a dud, and will not explode this game. |