Orruk Warclans – Gutrippaz
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WARSCROLL

Gutrippaz

Gutrippaz form the slimy heart of the Kruleboyz. These mobs of sadistic greenskins are known for their vicious kunnin’ and the spiteful amusement they find in laying low the enemy with their wicked, poisoned weapons.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wicked Stikka
Wicked Stikka2"24+4+-1
Wicked Hacka
Wicked Hacka1"24+3+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 180
Battlefield Role: Battleline
Base size: 32mm

Each model in a Gutrippaz unit is armed with 1 of the following weapon options: Wicked Stikka; or Wicked Hacka. All models in the unit must be armed with the same weapon option.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Jab Finga

CHAMPION: 1 model in this unit can be a Gutrippa Boss. Add 1 to the Attacks characteristic of that model’s melee weapon.

STANDARD BEARER: 1 in every 10 models in this unit can be a Gutrippa Banner Bearer. Add 1 to the Bravery characteristic of a unit that includes any Gutrippa Banner Bearers.

MUSICIAN: 1 in every 10 models in this unit can be a Gutrippa Drummer or Gutrippa Hornblower. You can add 1 to charge rolls for a unit that includes any Gutrippa Drummers or Gutrippa Hornblowers.

Scare Taktikz: Gutrippaz use all manner of means to unnerve and soften up their foes before the first blow is struck, from gruesome ‘skareshields’ to ululating battle cries that echo from the boggy mists.
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.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, KRULEBOYZ, GUTRIPPAZ
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
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.
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© Vyacheslav Maltsev 2013-2022