Orruk Warclans – Savage Boarboy Maniaks
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12"
3
6+
6
WARSCROLL

Savage Boarboy Maniaks

Maniaks are amongst the most unhinged of all Bonesplitterz, each one brimming with the power of the Waaagh! Theirmounted mobs hoot and holler as they charge across the battlefield,smashing into the foe and laying about them with wild abandon.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pair of Chompas
Pair of Chompas1"44+3+-1
Tusks and Hooves
Tusks and Hooves1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5 - 20      Points: 140
Battlefield Role: None
Notes: Battleline in Bonesplitterz army

DESCRIPTION

A unit of Savage Boarboy Maniaks has any number of models, each armed with a Pair of Chompas.

MOUNT: This unit’s War Boars attack with their Tusks and Hooves.

SAVAGE BOSS MANIAK: 1 model in this unit can be a Savage Boss Maniak. Add 1 to the Attacks characteristic of that model’s Pair of Chompas.

BOAR THUMPER: 1 in every 5 models in this unit can be a Boar Thumper.Add 2 to charge rolls for a unit while it includes any Boar Thumpers.

BONE TOTEM BEARER: 1 in every 5 models in this unit can be a Bone Totem Bearer. Add 1 to the Bravery characteristic of a unit while it includes any Bone Totem Bearers.

ABILITIES

Maniak Fury: Themore Maniaks there are, the crazier it gets! Waaagh!
Add 1 to the Attacks characteristic of this unit’s Pairs of Chompas while it has 5 or more models.

Tusker Charge: The charge of a maddened war boar is terrifying to behold.
Add 1 to hit rolls and wound rolls for attacks made with this unit’s Tusks and Hooves if this unit made a charge move in the same turn.

KEYWORDS
DESTRUCTION, ORRUK, BONESPLITTERZ, BOARBOYS, SAVAGE BOARBOY MANIAKS
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.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The BONESPLITTERZ keyword is used in following Orruk Warclans warscrolls:

None
Battleline
Leader
• Wardokk
Behemoth

The BOARBOYS keyword is used in following Orruk Warclans warscrolls:

None
© Vyacheslav Maltsev 2013-2021