Gloomspite Gitz – Trugg the Troggoth King
 ]

This warscroll does not meet the selection criteria (see Filter combo-box or Settings tab).
6"
16
4+
8
WARSCROLL

Trugg the Troggoth King

Trugg is the mightiest of all troggoths. A towering mass of strength and ill temper, he carries atop his back an arcane leystone of ancient design, which fuels his already formidable physical might with unpredictable bursts of elemental magic.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ironshell Club
Ironshell Club3"3+3+-2D6
Mighty Antlers
Mighty Antlers3"22+-2D3+3
DAMAGE TABLE
Wounds SufferedMalfunctioning LeystoneIronshell ClubMighty Antlers
0-6442+
7-9333+
10-12224+
13+115+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 320
Battlefield Role: Leader, Behemoth
Base size: 100mm
Notes: Single, Unique

Trugg the Troggoth King is armed with an Ironshell Club and Mighty Antlers.

WARMASTER: If this unit is included in a Gloomspite Gitz army, it is treated as a general even if it is not the model picked to be the army’s general.

Malfunctioning Leystone: The odd contraption on Trugg’s back is as much a mystery to him as it is to his enemies, yet through it he can unwittingly channel fearsomely powerful magic.
At the start of your hero phase, if this unit is on the battlefield, you can say that it will clobber its Malfunctioning Leystone. If you do so, roll a number of dice equal to the Malfunctioning Leystone value shown on this unit’s damage table. Each roll corresponds to one of the results below. You must pick 1 of the results you rolled and apply its effects. Results 2-6 last until this unit next clobbers its Malfunctioning Leystone.

1Glyph of Shyish: This unit suffers D3 mortal wounds.
2Glyph of Ghur: Add 1 to the Attacks characteristic of this unit’s melee weapons.
3Glyph of Aqshy: Improve the Rend characteristic of this unit’s melee weapons by 1.
4Glyph of Hysh: Roll a dice each time this unit receives a command. On a 2+, you receive 1 command point.
5Glyph of Ulgu: Only unmodified hit rolls of 6 for attacks made with missile weapons that target this unit score a hit.
6Glyph of Chamon: This unit has a ward of 5+.

Crushing Grip: The vice-like grasp of Trugg can squeeze the life out of all but the largest opponent.
At the end of the combat phase, pick 1 enemy model within 1" of this unit and roll a dice. If the roll is equal to or greater than that model’s Wounds characteristic, it is slain.

Regeneration: Troggoths are able to regrow injured flesh almost as quickly as it is harmed.
At the start of the hero phase, you can heal up to D3 wounds allocated to this unit.

Imbued with Life: After centuries spent bathing in the focused healing energies of Ghyran, Trugg is almost impossible to kill, even by troggoth standards.
When you roll the dice that determines the number of wounds you can heal with this unit’s Regeneration ability, add 3 to the number of wounds you can heal.

KEYWORDS
DESTRUCTION, GLOOMSPITE GITZ, TROGGOTH, DANKHOLD, HERO, MONSTER, DANKHOLD TROGGBOSS, TRUGG, TRUGG’S TROGGHERD
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

The DESTRUCTION keyword is used in the following Gloomspite Gitz warscrolls:

Army List
Warscrolls collated

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.

The TROGGOTH keyword is used in the following Gloomspite Gitz warscrolls:

Leader, Behemoth
Leader
• Mollog
None

The DANKHOLD keyword is used in the following Gloomspite Gitz warscrolls:

Leader, Behemoth
Leader
• Mollog
None

The DANKHOLD TROGGBOSS keyword is used in the following Gloomspite Gitz warscrolls:

Leader, Behemoth
Leader

The TRUGG’S TROGGHERD keyword is used in the following Gloomspite Gitz warscrolls:

Leader, Behemoth
Leader
• Mollog
None
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
© Vyacheslav Maltsev 2013-2024