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Codex - Orks Angry Greenskin Edition
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===Ork Vehicle Equipment=== ====’Ard Case==== A vehicle with an ’ard case no longer counts as Open-topped. Note that this affects its Access Points and Fire Points as detailed in the appropriate datasheet entry. ====Boarding Plank==== If a unit disembarks from an Open-topped vehicle with a boarding plank and declares a charge in the same turn, it adds +2 to its charge distance (to a maximum of 12). ====Deff Rolla==== A vehicle with a deff rolla treats its front armour as two higher than normal when Ramming. In addition, if an enemy unit makes a Death or Glory attack on a vehicle with a deff rolla and fails to stop it, then the unit suffers D3 Strength 10 AP4 hits in addition to the damage they normally suffer for the failed attack. Furthermore, a vehicle with a deff rolla only Dangerous Terrain tests on the D6 roll of a 1. ====Extra Armour==== Rules for this upgrade can be found in ''Warhammer 40,000: The Rules''. ====Flyboss==== A vehicle with a Flyboss has Ballistic Skill 3 when shooting at Jetbikes, Skimmers, Flyers or Flying Monstrous Creatures. A vehicle with a Flyboss still fires Overwatch at Ballistic Skill 1 when firing Snap Shots. ====Grabbin’ Klaw==== At the beginning of the enemy Movement phase, nominate a single enemy Vehicle that is within 2" of the vehicle’s grabbin’ klaw. On the roll of a 4+, that vehicle may not move this turn. Super-heavy Vehicles, Flyers and Skimmers cannot be affected by a grabbin’ klaw. ====Grot Riggers==== A vehicle with grot riggers has the It Will Not Die special rule. ====Mega-charga==== One Use Only. A model armed with a mega-charga may activate it at the beginning of any of your turns if it does roll a D6 and consult the table below. ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! D6 ! Effect |- | '''1 Disfunctional''' | Nothing happens. |- | '''2-5 It Works!''' | The model armed with the mega-charga gains the Fleet special rule until the end of the turn. |- | '''6 A little too good...''' | The model armed with the mega-charga may move an addition 6" in the movement phase but suffers an Immobilized result on the Vehicle Damage table at the end of this turn. |- |}<br style="clear: both; height: 0px;" /> ====Red Paint Job==== Ork vehicles with red paint jobs add +1" to the amount they can move whenever they move. ====Reinforced Ram==== A vehicle with a reinforced ram can Tank Shock and Ram, and treats its front Armour Value as two higher than normal when Ramming. Furthermore, the vehicle may re-roll failed Dangerous Terrain tests. ====Rokkit-bomm Racks==== A vehicle armed with rokkit-bomm racks must roll 2D3 at the start of each shooting phase and consult the table below twice. ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! D6 ! Effect |- | '''1-2 Dud''' | Nothing happens. |- | '''3-4 Lobbas away!''' | The model armed with the rokkit-bomm pack counts as being armed with a lobba until the end of the Shooting phase. |- | '''5-6 Rokkit rain!''' | The model armed with the rokkit-bomm pack counts as being armed with a rokkit launcha until the end of the Shooting phase. |- |}<br style="clear: both; height: 0px;" /> ====Stikkbomb Chukka==== A vehicle armed with a stikkbomb chukkas is armed with stikkbombs. Any unit disembarking from a vehicle with a stikkbomb chukkas is treated as having stikkbombs for the remainder of that turn. ====Wreckin’ Ball==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 3" | 9 | 4 | Assault D3 |- |}<br style="clear: both; height: 0px;" />
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