Stormboy Stompa 600 points
WS 4
BS 2
S 10
Front 14
Side 12
Rear 12
I 2
A 6
Unit: 1 Stormboy Stompa
Type: Superheavy Walker
Structure Points: 3
Weapons and Equipment: 2 Titan Close Combat Weapons (primary) 2 Super Skorchas, Stormboy Jump Pack.
Stormboys Jump Pack: place a marker anywhere withing 24" on Stompa and roll scatter dice +
3d6 (a hit means it is right on target! hur hur hur). Move the marker according to result. If stompa lands on a unit, the unit must immediately take a tank shot test at -2 modifer. Furthermore, the entire unit is hit by the stomp attack as described in Apocalypse rulebook. If Stompa lands on a vehicle with armour value, both Stompa and Vehicle suffer penetrating hit.
If the deviated marker lands Stompa either off table or in impassible terrain the stompa is destroyed, remove it from game.
If the total of the
3d6 roll is 3, 4, 5 the jump pack has malfunctioned, roll on the Structural damage chart immediately and the Stompa cannot move for the turn. If the roll of the
3d6 is 18, the jump pack has severely malfunctioned and shot the stompa in a random direction. Move the stompa 18" in the direction show on the scatter die. The stompa is moved from its starting position not the markers position.
BOOM!. The Stormboy Stompa's jumpack is a tank of volatile chemicals. If it is reduced to 0 structure points it adds +1 to the roll on the apocalyptic explosion chart.