RED ELF
JUNKAS

On rare occasions a lucky Feral Ork tribe may find damaged vehicles left by other forces. If their Pigdok is skilled enough they often manage to get the vehicle up and running using steam, pedal or even pure boar power. The Orks will then ride into battle clinging on to any spare space of their technological masterpiece in huge numbers.

JUNKAS
Points WS BS S T W I A Ld Sv
Junka
9
3
3
3
4
1
2
1
7
6+
Nob
+12
4
2
4
4
2
3
3
7
6+

Mob: The mob consists of between 5 and 10 Junka boyz.

Weapons: The Junkas have either a shoota or a slugga and a choppa. The mob may contain a mix of differently armed Junkas.

Options: Up to one of the Junkas can have a big shoota at +12 points, a rokkit launcha at +10 points or a burna at +8 points.

Character: One of the Junkas may be upgraded to a Nob at an additional cost of +11 pts. The Nob may have any equipment allowed from the Feral Ork Armoury.

Transport: The mob must be mounted in a Junkatrukk at an additional cost of +30 pts. Junkatrukks may be fitted with any of the vehicle upgrades in the Feral Orks Armoury.

JUNKATRUKK
Front Armour Side Armour Rear Armour BS
Junkatrukk
10
10
10
3

Type: Fast, open-topped.

Weapons: The Junkatrukk may be armed with one of the following: big shoota at +12 pts, a rokkit launcha at +10 pts or a burna at*+8 pts.

Special Rule: The poor lack of maintenance means that these trukks are liable to mechanical failure on a regular basis. Before the vehicle moves roll a D6. On a roll of 1 something has snapped, blown up or seized and the crew must spend the remainder of the turn repairing the damage. The vehicle may not move this turn.