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Tellyporta Mob FormationSome Warbosses have daring and kunning that borders on stupidity. Instead of plodding along in space (which can be quite a hassle, some Ork leaders have taken to using Tellyporta teknology to invade planets. It’s not always the best tactical decision and it is never safe, but it certainly gets a lot of boyz across the galaxy pretty fast.
- 1 Warboss
- 1 Big Mek
- 3 Units of either Boyz or Warbikerz.
- The Warboss and Mek must, together, join one of the other units from this Formation at the start of the game.
- The Boyz and Warbikerz must be filled to the maximum number of models allowed by their unit description.
- Models which are not a part of this Formation may not join units in this Formation before units in this Formation have arrived from Deepstrike.
- Units in this Formation may not select a Dedicated Transport.
Tellyporta Attack: All units in this Formation must arrive via Deepstrike. If a unit from this Formation suffers a Deepstrike Mishap because it would be touching an enemy unit, then when you roll for the mishap and roll a “1” on the chart, instead of destroying the Deepstriking unit, place it in close combat with the enemy unit which is closest to the initial Deepstriking model. Resolve the placement of models as you would normally in close combat: engage with as many enemy models in the unit as possible while maintaining unit coherency. Neither unit counts as having charged that turn and neither unit is allowed to benefit from Furious Charge, Counter-Attack, Hammer of Wrath, or any other special ability which is triggered when either unit charges.
Not All There Yet: On the game turn a unit from this Formation arrives from Deepstrike, it has a 4+ invulnerable save. Additionally, any wounds a unit from this Formation causes on the game turn it arrives from Deepstrike can be ignored with a 4+ invulnerable save as well.
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