Orruk Warclans – Savage Boarboys
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12"
3
5+
5
WARSCROLL

Savage Boarboys

Mobs of Savage Boarboys thunder across the land, hunting endlessly for new monsters to slay. Their sharp, primitive weapons skewer the enemy with ease, while their snorting war boar mounts trample over any foolish enough to get in their way.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chompa
Chompa1"24+3+-1
Savage Stikka
Savage Stikka2"24+4+-1
Tusks and Hooves
Tusks and Hooves1"34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 140
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline in an Icebone army

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

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Brutal Rukk

MOUNT: This unit’s War Boars are each armed with Tusks and Hooves.

CHAMPION: 1 model in this unit can be a Savage Boar Boss. Add 1 to the Attacks characteristic of that model’s melee weapons, excluding those of its mount.

STANDARD BEARER: 1 in every 5 models in this unit can be a Bone Totem Bearer. Add 1 to the Bravery characteristic of a unit that includes any Bone Totem Bearers.

MUSICIAN: 1 in every 5 models in this unit can be a Skull Thumper. You can add 1 to charge rolls for a unit that includes any Skull Thumpers.

Tusker Charge: The charge of a maddened war boar is terrifying to behold.
Add 1 to hit rolls and wound rolls for attacks made with a Savage Stikka or Tusks and Hooves by this unit if this unit made a charge move in the same turn.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, BONESPLITTERZ, SAVAGE BOARBOYS
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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Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

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

22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
© Vyacheslav Maltsev 2013-2022