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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