Selections: Bone-crushing Fangs, Jagged Boss-stikka
Categories: KRULEBOYZ, Leader, ORRUK, HERO, DESTRUCTION, ORRUK WARCLANS, KILLABOSS, KILLABOSS ON GREAT GNASHTOOF
Unit: Killaboss on Great Gnashtoof, Unit Abilities: All Part of Da Plan, Savage Hound, Weapon: Bone-crushing Fangs, Jagged Boss-stikka
Unit | Move | Wounds | Bravery | Save | Ref |
---|---|---|---|---|---|
Killaboss on Great Gnashtoof | 10 | 10 | 7 | 3+ |
Unit Abilities | Ability Details | Ref |
---|---|---|
All Part of Da Plan | If a friendly KRULEBOYZ unit fails a battleshock test within 3" of any friendly units with this ability, only 1 model from that unit will flee. | |
Savage Hound | Add 1 to hit rolls for attacks made by this unit if this unit made a charge move in the same turn |
Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
---|---|---|---|---|---|---|---|---|
Bone-crushing Fangs | Melee | 1" | 4 | 3+ | 3+ | -2 | 2 | |
Jagged Boss-stikka | Melee | 1" | 4 | 3+ | 3+ | -1 | 2 |
Selections: Murknob Cleaver
Categories: HERO, 9 or less wounds Leader, Leader, KRULEBOYZ, ORRUK, TOTEM, DESTRUCTION, ORRUK WARCLANS, MURKNOB, MURKNOB WITH BELCHA-BANNA
Unit: Murknob with Belcha-Banna, Unit Abilities: Breath of the Mire-drakes, Power of Kragnos, Weapon: Murknob Cleaver
Unit | Move | Wounds | Bravery | Save | Ref |
---|---|---|---|---|---|
Murknob with Belcha-Banna | 5" | 6 | 7 | 4+ |
Unit Abilities | Ability Details | Ref |
---|---|---|
Breath of the Mire-drakes | At the start of the combat phase, roll a dice for each enemy unit within 3" of this unit. On a 1, nothing happens. On a 2-5, that enemy unit suffers 1 mortal wound. On a 6, that enemy unit suffers D3 mortal wounds. | |
Power of Kragnos | When a friendly KRULEBOYZ ORRUK unit wholly within 12" of this unit is affected by a spell or the abilities of an endless spell, you can roll a dice. on a 5+, ignore the effect of that spell or the effects of that endless spell's abilities on that unit. |
Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
---|---|---|---|---|---|---|---|---|
Murknob Cleaver | Melee | 1" | 3 | 3+ | 3+ | -1 | 2 |
Selections: 10 Gutrippaz [180pts], Wicked Hakka
Categories: Battleline, KRULEBOYZ, ORRUK, DESTRUCTION, ORRUK WARCLANS, GUTRIPPAZ
Unit: Gutrippaz, Unit Abilities: Gutrippa Boss, Scare Taktikz, Weapon: Wicked Hakka
Unit | Move | Wounds | Bravery | Save | Ref |
---|---|---|---|---|---|
Gutrippaz | 5" | 2 | 5 | 5+ |
Unit Abilities | Ability Details | Ref |
---|---|---|
Gutrippa Boss | 1 model in this unit can be an Gutrippa Boss. Add 1 to the Attacks characteristic of that model’s Wicked Stikka. | |
Scare Taktikz | At the start of the charge phase, if this unit is more than 3" from all enemy units, you can pick 1 enemy unit within 12" of this unit that is not a HERO or MONSTER and roll 2D6. Add 1 to the roll for every 5 models in this unit. If the roll is equal to or greater than the Bravery characteristic of that enemy unit, subtract 1 from hit rolls for attacks made by that enemy unit that target this unit until the end of that turn. |
Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
---|---|---|---|---|---|---|---|---|
Wicked Hakka | Melee | 1" | 2 | 4+ | 3+ | - | 1 |
Selections: 10 Gutrippaz [180pts], Wicked Hakka
Categories: Battleline, KRULEBOYZ, ORRUK, DESTRUCTION, ORRUK WARCLANS, GUTRIPPAZ
Unit: Gutrippaz, Unit Abilities: Gutrippa Boss, Scare Taktikz, Weapon: Wicked Hakka
Unit | Move | Wounds | Bravery | Save | Ref |
---|---|---|---|---|---|
Gutrippaz | 5" | 2 | 5 | 5+ |
Unit Abilities | Ability Details | Ref |
---|---|---|
Gutrippa Boss | 1 model in this unit can be an Gutrippa Boss. Add 1 to the Attacks characteristic of that model’s Wicked Stikka. | |
Scare Taktikz | At the start of the charge phase, if this unit is more than 3" from all enemy units, you can pick 1 enemy unit within 12" of this unit that is not a HERO or MONSTER and roll 2D6. Add 1 to the roll for every 5 models in this unit. If the roll is equal to or greater than the Bravery characteristic of that enemy unit, subtract 1 from hit rolls for attacks made by that enemy unit that target this unit until the end of that turn. |
Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
---|---|---|---|---|---|---|---|---|
Wicked Hakka | Melee | 1" | 2 | 4+ | 3+ | - | 1 |
Selections: 3 Man-skewer Boltboyz [120pts], Jaggedy Blade, Man-skewer Crossbow: Aimed Shot, Man-skewer Crossbow: Hasty Shot
Categories: Other, ORRUK, KRULEBOYZ, DESTRUCTION, ORRUK WARCLANS, MAN-SKEWER BOLTBOYZ
Unit: Man-skewer Boltboyz, Unit Abilities: Champion, Pick 'Em Off, Weapon: Jaggedy Blade, Man-skewer Crossbow: Aimed Shot, Man-skewer Crossbow: Hasty Shot
Unit | Move | Wounds | Bravery | Save | Ref |
---|---|---|---|---|---|
Man-skewer Boltboyz | 5" | 2 | 5 | 6+ |
Unit Abilities | Ability Details | Ref |
---|---|---|
Champion | 1 model in this unit can be a Boltboy Boss. Add 1 to the Attacks characteristic of that model's missile weapons. | |
Pick 'Em Off | When this unit attacks with a Man-skewer Crossbow, use the Aimed Shot missile weapon characteristics if it did not make a normal move in the same turn and is more than 3" from all enemy units. Otherwise, use the Hasty Shot missile weapon characteristics. |
Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
---|---|---|---|---|---|---|---|---|
Jaggedy Blade | Melee | 1" | 2 | 4+ | 4+ | - | 1 | |
Man-skewer Crossbow: Aimed Shot | Missile | 24" | 1 | 2+ | 3+ | -1 | 2 | |
Man-skewer Crossbow: Hasty Shot | Missile | 12" | 2 | 4+ | 3+ | -1 | 2 |
Categories: Allegiance
Battle Trait: Venom-encrusted Weapons, Warpaint, Command Abilities: Mighty Destroyer
Selections: Waaagh! Points, Waaagh! Power
Power of the Waaagh! Points: A) D6 pts, B) 2 pts, C) 1 pt, D) 1 pt, E) 1 pt, Waaagh! Power: 08, 10, 12, 16, 20, 24
Battle Trait | Battle Trait Details | Ref |
---|---|---|
Venom-encrusted Weapons | If the unmodified hit roll for an attack made by a KRULEBOYZ ORRUK model is 6, that attack causes a number of mortal wounds to the target equal to the weapon's Damage characteristic and the attack sequence ends (do not make a wound or save roll). This ability has no effect on attacks made by a mount. | |
Warpaint | Friendly BONESPLITTERZ units have a ward of 6+. |
Command Abilities | Command Ability Details | Ref |
---|---|---|
Mighty Destroyer | You can use this command ability in your hero phase. The model that issues the command must be an IRONJAWZ model and the unit that receives the command must be an IRONJAWZ unit. - If the unit that received the command is more than 12" from all enemy units, you must make a normal move with the unit. - If the unit that received the command is within 3" of an enemy unit, you must make a pile-in move with each model in the unit. - If the unit is within 12" of an enemy unit and more than 3" from all enemy units, you must attempt a charge with the unit. |
Power of the Waaagh! Points | Description | Ref |
---|---|---|
A) D6 pts | At the start of your hero phase, if your general is on the battlefield. | |
B) 2 pts | At the start of your hero phase, if there are any friendly WARCHANTERS on the battlefield. | |
C) 1 pt | At the start of your hero phase, if there are any friendly BONESPLITTERZ WIZARDS on the battlefield. | |
D) 1 pt | In your charge phase, for each friendly ORRUK unit that finishes a charge move. | |
E) 1 pt | At the end of the combat phase, for each friendly ORRUK unit that is within 3" of an enemy unit. |
Waaagh! Power | Waaagh! Power | Ref |
---|---|---|
08 | Zog 'Em: You can add 1 to run for friendly ORRUKS units. | |
10 | Get 'Em: Add 1 to charge rolls for friendly ORRUK units. | |
12 | Zap 'Em: Add 1 to casting, dispelling and unbinding rolls for friendly ORRUK WIZARDS. | |
16 | Smash 'Em: Add 1 to hit rolls for attacks made by friendly ORRUK units. | |
20 | Bash 'Em: Add 1 to wounds rolls for attacks made with melee weapons used by friendly ORRUK units. | |
24 | WAAAGH!: At the start of the combat phase, you can say you will release the power of the Waaagh!. If you do so, add 1 to the Attacks characteristic of melee weapons used by friendly ORRUK units for the rest of that phase. At the end of the phase, you lose all Waaagh! points you have received so far, and your army loses all the Waaagh! powers it has gained so far. |
Selections: 0750 Points
Categories: Game Options, Vanguard
Categories: Game Options
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