Mekboy workshop
4PL 80pts
Ork structure: after it is setup , a Mekboy workshop is treated as a terrain feature. It cannot move for any reason. It is not treated as a friendly or enemy model.
It cannot be targeted or affected by any attacks or abilities.
Meks grabbin Klaw: at the start of the fight phase, before any units have been chosen to fight, one ork infantry from your army that is 1” from this model can operate the Mekboy Workshop Grabbin Klaw. If it does so, select an enemy unit that is within 1”of this model and roll a d6. On a roll of 4+, that enemy unit suffers D3 mortal wounds
Kustom Job: at the end of your movement phase one ork vehicle from your army that is within 1” of this model may receive a Kustom job.
If it does so, then until end of the turn, that unit cannot shoot or charge and the attacks characteristic of models in that unit are reduced to 1.
But you choose and resolve one of the following abilities:
1. More Speed. Until the end of your next movement phase , increase the move characteristic of models in that unit by 6”. In addition, roll a D6. On a 6 add 1 to charge rolls for the rest of the battle.
2. More Rivets. The unit receives d3 lost wounds. If there is a Big Mek or Mek within 1”of this model and it has not used its Mekaniak ability this turn, it can oversee the Kustom Job. If it does so the unit receives 3 lost wounds instead of d3. Mek cannot use mekaniak ability afterwards. In addition roll a d6. On a 6 add 1 to the toughness characteristic to models in this unit for the rest of the battle.
3. More Dakka. Choose one weapon (not a bubble chukka) that a model in the unit is equipped with. The next time any models fire that weapon, the weapon makes the maximum amount of attacks. (For example. If a weapon is heavy 2d6 then it fires 12 shots.) in addition roll a d6. On a 6, add 1 to the weapons damage characteristic for the rest of the battle. A unit can only receive one Kustom job per turn.