Orruk Warclans – Maw-grunta with Hakkin’ Krew
 ]

This warscroll does not meet the selection criteria (see Filter combo-box or Settings tab).
14
4+
7
WARSCROLL

Maw-grunta with Hakkin’ Krew

With eager crews of Ardboys precariously chained to their flanks, these fearsome Maw-gruntas are one of the most devastating engines of war in the Ironjawz’ arsenal. As the porcine beasts careen headlong into the foe, they leave carnage and destruction in their wake.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gouger Choppa and Axe
Gouger Choppa and Axe1"43+3+-12
Mighty Tusks
Mighty Tusks2"23+3+-3
Trampling Trotters
Trampling Trotters1"43+3+-1D3
Kill-choppas
Kill-choppas2"23+3+2
MOMENTUM TABLE
Momentum ScoreMoveKill-choppasMighty Tusks
19"-1D3
2-310"-1D3+1
4-511"-2D3+2
612"-3D3+3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 240
Battlefield Role: Behemoth
Notes: Single

A Maw-grunta with Hakkin’ Krew is ridden by an Ardboy armed with a Gouger Choppa and Axe.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Da Bossfist
 • Dakkbad’s Brawl
 • Moggorz’s Rekrootin’ Krew

ELITE: Models in this unit can issue commands to their own unit.

MOUNT: This unit’s Maw-grunta is armed with Mighty Tusks and Trampling Trotters.

CREW: This unit’s Hakkin’ Krew is armed with Kill-choppas.

Unstoppable Momentum: Once a Maw-grunta begins its charge, it can only stop by crashing into something, and as its speed increases, it becomes ever more deadly.
This unit has a momentum score that affects the values represented by a for this unit as shown on the momentum table above. At the start of the battle, this unit has a momentum score of 1. Each time this unit finishes a run or charge move, add D3 to its momentum score. This unit’s momentum score can never exceed 6. At the end of the battle round, subtract 1 from this unit’s momentum score (to a minimum of 1).

Headlong Charger: Once a Maw-grunta begins its charge, only the strongest of blows can bring it to a halt.
While this unit has a momentum score of 4 or more, this unit can charge even if it ran earlier in the turn.

Hack ’n’ Charge: The job of the Hakkin Krew is to clear a path through hordes of enemies to ensure the Maw-grunta maintains its momentum.
You can carry out the Carve a Path monstrous rampage below with this unit instead of any other monstrous rampage you can carry out with this unit.

MONSTROUS RAMPAGE
Carve a Path: Pick an enemy unit with a Wounds characteristic of 4 or less within 3" of this unit and roll a dice. If the roll is less than this unit’s momentum score, that enemy unit suffers a number of mortal wounds equal to the roll and you can immediately attempt a charge with this unit even though it is within 3" of an enemy unit. When a unit charges in this manner, it can pass across enemy units with a Wounds characteristic of 4 or less in the same manner as a unit that can fly.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, IRONJAWZ, MONSTER, MAW-GRUNTA, MAW-GRUNTA WITH HAKKIN’ KREW, GRUNTA STAMPEDE
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.

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

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

Artillery
Warscroll Battalion

and others...
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!
14.5 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.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
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).
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.

The GRUNTA STAMPEDE keyword is used in the following Orruk Warclans warscrolls:

Leader, Behemoth
None
Behemoth

The MAW-GRUNTA keyword is used in the following Orruk Warclans warscrolls:

Leader, Behemoth
Behemoth
© Vyacheslav Maltsev 2013-2024