Orruk Warclans – Killaboss on Great Gnashtoof

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Killaboss on Great Gnashtoof

Particularly storied Killabosses are able to procure all manner of terrifying, swamp-dwelling mounts from the Beastbreakaz to show off their status. Great Gnashtoofs are one such monster, huge and vicious hounds whose swiftness is matched only by their ferocity.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Jagged Boss-stikka
Jagged Boss-stikka1"43+3+-12
Bone-crushing Fangs
Bone-crushing Fangs1"43+3+-22

Unit Size: 1      Points: 110
Battlefield Role: Leader
Base size: 105 x 70mm
Notes: Single

A Killaboss on Great Gnashtoof is armed with a Jagged Boss-stikka.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
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MOUNT: This unit’s Great Gnashtoof attacks with its Bone-crushing Fangs.

All Part of Da Plan: Kruleboyz tend to be very impressed by a Killaboss’s kunnin’ feats - so long as the boss has a plan, they are willing to face down even the most unlikely odds.
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: Great Gnashtoofs are canine monsters bred for feral savagery. When the stench of blood is in the air, they find the urge to bound forward and pounce nearly irresistible - this suits their Killaboss riders just fine, given the terror it inspires in the foe.
Add 1 to hit rolls for attacks made by this unit if this unit made a charge move in the same turn.

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.

The DESTRUCTION keyword is used in the following Orruk Warclans warscrolls:

The ORRUK WARCLANS keyword is used in the following Orruk Warclans warscrolls:

Warscroll Battalion

and others...
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15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.

The KILLABOSS keyword is used in the following Orruk Warclans warscrolls:

Leader, Behemoth
© Vyacheslav Maltsev 2013-2024