Orruk Warclans – Mannok da Kunnin’

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Mannok da Kunnin’

Mannok da Kunnin’ is a member of the Beastbreakaz tribe; with his envenomed tri-prodda and cruel lash, he can reduce even the toughest opponents to spasming wrecks.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Scary Beak and Talons
Scary Beak and Talons3D6"34+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tri-prodda and Lash
Tri-prodda and Lash3"43+3+-1D3

Unit Size: 1      Points: 150
Battlefield Role: Leader
Base size: 40mm
Notes: Single, Unique. Mannok da Kunnin’ and Da Kunnin’ Krew units must be taken as a set. Although taken as a set, each is a separate unit.

Mannok da Kunnin’ is armed with a Tri-prodda and Lash.

COMPANION: This unit is accompanied by a Morkrow armed with a Scary Beak and Talons.

Kunnin’ Tricks: Mannok is renowned amongst the Kruleboyz for the depth and effectiveness of his dirty tricks.
If this unit is part of a Kruleboyz army, after you have picked which Dirty Tricks to employ during the battle, roll a dice. Add 1 to the roll if this unit is your general. On a 5+, you can pick another Dirty Trick to employ during the battle. This Dirty Trick must be different to the others that you picked.

Spasming Wreck: The venom that coats Mannok’s tri-prodda and lash is especially virulent.
When you use the Venom-encrusted Weapons battle trait for this unit, mortal wounds are caused on an unmodified hit roll of 5+ instead of 6.

You Lot Hold ’Em Off: Mannok is not above using his lackeys as a living shield when things get dicey.
Before you allocate a wound or mortal wound to this unit, or instead of making a ward roll for a wound or mortal wound that would be allocated to this unit, if this unit is within 3" of a friendly DA KUNNIN’ KREW unit, you can roll a dice.

On a 1, that wound or mortal wound is allocated to this unit as normal. On a 2-5, that wound or mortal wound is allocated to that friendly DA KUNNIN’ KREW unit instead of this unit. On a 6, that wound or mortal wound is negated.

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:

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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.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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).

The BREAKA-BOSS keyword is used in the following Orruk Warclans warscrolls:

© Vyacheslav Maltsev 2013-2024