Boarz - 4 Teef (Ed's Note: This seems too cheap. I'd make them 5pts at least.)
Weaponz: Teef and Hoofs.
Special Roolz: The Boarz may be ridden into battle by anyone foolhardy or
smart enough to ride them.
As the Boar is a living animal it has a profile as given above. Any shots that
are directed at the rider of the boar are randomised between the rider and the
boar as follows:
The boar moves in the same way as an Ork and can walk or run during the movement phase. However as with running on foot, a rider may not shoot or go into hidin'. (Ed's Note: Boars *can't* travel on your gang's vehicles!)
The boar counts as a member of the mob and takes up a position on the mob's list however once hired the boar can never change owners unless the previous owner dies.
The Boar confers a penalty of -1 to the rider Ld whenever he is riding it.
Experience: The Boar starts with 0 experience and it takes twice as much experience for each experience advance.
Kustomizin': As Orks, Boars are experimented on continuously and as such many
Doks and Mekboys will gladly upgrade the Boar, for a small fee of course.
Fasta Table - D4 Teef
1 - Wood Legs - The Dok has replaced one of the Boarz legs with wooden sticks painted in a metallic colour. The boar now has its movement characteristic decreased by 1.
2 - Replacement - The Dok simply replaces the Boarz legz with another boarz leg succesfully this has cured any leg wounds that the boar may have had but unfortunately nothing else.
3 - Squig Fuel Injector - At the end of the movement phase the Ork rider may if he/she wishes push in the big red button this will cause the Boar to move an additional
D6 + 4" and both will gain an additional D4 attacks in close combat. Anyone shooting at a boar who did this in its previous turn will suffer an additional -1 to hit with any other modifiers. May only be used D3 times per battle rolled at the start of each battle
4 - Teleskopic Legs - The boar now may add up to D6" to its movement when it runs or charges note that this is not doubled for running or charging.
5 - Gyro-Stabalised Mono-Wheel - The Boar has 2 of these one at the back and one at the front.
6 - Traks/Wheels - Follow the roolz for these as per page 81 in Da Uvver Book.
Smarta Table - D4 Teef
1 - Squig Brain Transplant - Follow all the normal rules for this on page 82 of Da Uvver Book.
2 - Doc's Tools - The Doc has left one of his tools in the unfortunate Boarz head and now because of this the boar sufferz from a head wound.
3-4 - Steel Horns - The Dok adds a pair of steel horns to the Boarz head. When the boar charges it gets +1 attack.
5 - Voice Controlled - The voice controlled Boar will now not confer the -1 Ld for the rider for monouveres. It may now do the following monouveres. Hit & Run Attack, Jump on the back of a Trukk/Trak or be able to run and shoot with no penalty. To jump on a trak or trukk the boar must first roll a Ld test if succesful it has the inclination to jump and does.
6 - Iron Mask - The boar gains an Iron Mask and now causes fear and an immunity to the 'Gobsmacked Injury'.
A warboar will give the Ork riding it a movement of 6. In addition, the boar will attack as a seperate opponent, with the following profile: