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Tinboyz!
Tinboyz are designed and built by Ork Mekaniaks.
Although the appearance of individual Tinboyz vary a great deal depending on the whim of
their creator, their internal workings are simple and follow a common pattern. They are
all worked by radio control rather than complex programming this is a simpler method of
constructing a robot and the controls are easier to understand. A Mekaniak operates his
Tinboyz from a distance by means of a hefty control box festooned with switches, levers
and flashing lights. The limited number of controls means that Tinboyz can only be given a
simple selection of commands, but these are quite enough to enable them to move about and
attack.
ADDING TINBOYZ TO AN ORK ARMY
In order to include any Tinboyz in an Ork army you
must fust equip a Mekaniak with a control box at a cost of 5 points. Each Mekaniak
equipped with a control box that you take entitles you to include up to four Tinboyz in
the army, at a cost of 70 points each.
Tinboyz |
Profile |
Pts/Model |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Tinboyz |
50 |
4 |
2 |
5 |
5 |
1 |
2 |
2 |
10 |
2+ |
A mob of Tinboyz counts as a
Heavy Support choice in an Ork army.
Mob Size: A mob consists
of between five and ten Tinboyz.
Weapons: Two Power Fists and a Heavy Bolter.
SPECIAL RULES:
Tinboyz are immune to psychology and
never break.
CONTROLLING TINBOYZ
A Mekaniak can control and direct up to four
Tinboyz. The Mekaniak's transmitter has a range of 16". If the Mekaniak is more than
16" away from a Tinboy, or if he has been slain, then the Tinboy will go out of
control until it gets back within 16" of the Mekaniak. If a Tinboy goes out of
control then the Ork player must roll on the 'Out of Control' tables below to see how the
model behaves. A separate roll is made in the movement phase and the shooting phase for
each Tinboy that is out of control. Note that Tinboyz that are in base to base contact
with an enemy model in the hand to hand combat phase will always attack, even if the
Tinboy is not in control. At the start of any Ork turn a Mekaniak can order any of the
Tinboyz under his control to self destruct. This destroys the Tinboy, but the resulting
explosion inflicts D6 strength 6 hits with an AP 4 on any model within 3"
of the Tinboy. Note that Tinboyz must self-destruct at the start of the Ork turn, before
any Ork models have moved.
TINBOY DAMAGE
Tinboyz suffer damage in the same way as a
vehicle, but use Toughness instead of an armour value. If the
attack penetrates the armour then roll on the damage table below to see what happens to
the Tinboy.
MOVEMENT TABLE
D6 |
Movement |
1 |
Reverse:
The Tinboy edges backward D6" |
2 |
Halt:
The Tinboy halts (well, what did you think it meant?!?) |
3 |
About
Turn: The Tinboy turns 180 degrees to face its rear and then moves D6" straight
ahead. |
4 |
Turn
Left: The Tinboy turns 90 degrees to the left and then moves D6" straight ahead. |
5 |
Turn
Right: The Tinboy turns 90 degrees to the right and then moves D6" straight ahead. |
6 |
Advance:
The Tinboy moves D6" straight ahead. |
SHOOTING TABLE
D6 |
Shooting |
1 |
Self-destruct:
The Tinboy self-destructs! Any other models within 3" of the exploding Tinboy
automatically suffers D6 Strength 6 hits with AP4. |
2 |
Nearest
Target: The Tinboy fires at the nearest target within its 90 degree fire arc, friend or
foe. |
3 |
Nearest
Vehicle: The Tinboy fires at the nearest vehicle target within its 90 degree fire arc. |
4 |
Nearest
Target In Cover: The Tinboy fires at the nearest target that is in cover within its 90
degree fire arc. |
5 |
Furthest
Target: The Tinboy fires at the furthest target within its 90 degree fire arc. |
6 |
Waaargh!:
The Tinboy makes a terrifying Waaargh! noise. This causes any enemy troops within 6"
to take a break test. |
DAMAGE TABLE
D6 |
Damage |
1 |
One
randomly determined weapon is blown or pulled away from the Tinboy and is destroyed. |
2 |
The
Tinboy's radio receiver is destroyed. It goes out of control for the rest of the battle |
3 |
The
Tinboy topples to the ground and lies on its back, flailing its arms and shooting into the
sky. It may not move or shoot for the rest of the battle, although self destruct orders
will be obeyed as normal. |
4-5 |
The
Tinboy is destroyed and crashes to the ground, a smoking heap of scrap metal. |
6 |
The
Tinboy is destroyed and explodes, inflicting D6 strength 6 hits with AP4 on any model within 3". |
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