Orruk WarclansBrutal Rukk
Warscroll Battalion

Brutal Rukk

ORGANISATION
 • 1 Savage Big Boss
 • 2-5 Savage Orruks or Savage Boarboys units in any combination
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

ABILITIES

Savage Swiftness: Every Bonesplitter wants to be first into the scrap, and they will run at breakneck pace to ensure they get to the most powerful bones first.
Units from this battalion that are wholly within 12" of the same battalion’s Big Boss at the start of the charge phase can run and still charge later in the same turn.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
© Vyacheslav Maltsev 2013-2020