Kruleboyz – Breaka-boss on Mirebrute Troggoth

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KRULEBOYZ WARSCROLL
Breaka-boss
on Mirebrute Troggoth
5"
12
4+
2
Some Kruleboyz war leaders bolster their battle prowess by riding a Mirebrute Troggoth into battle. The combination of veteran orruk and towering monster has proven a potent one; those too dexterous for the beast to rip limb from limb are soon spitted by the bident of its rider. Mirebrute Troggoths lurk in the dankest swamps and waterholes of the realms. They can regenerate damage at an alarming rate, wounds sealing over and broken bones reknitting in a matter of minutes. So tall and strong are these beasts that they can wade through deep quagmires without slowing, making them ideal mounts for the marsh-traversing Breaka-bosses, who do not so much as get their feet wet before the beasts emerge dripping on the other side. These troggoths also endure the perils of battle well due to their disconnect with physical pain. When a Mirebrute is wounded, it will lash out in a violent frenzy at whatever is directly in front of it. This is especially true if the beast is blinkered; it literally sees only the foes standing before it. The Breaka-bosses find the ability to jab their steeds and make the enemy pay the price endlessly entertaining – and that price is typically being hammered flat by the massive clubs the beast is armed with.
KRULEBOYZ WARSCROLL
Breaka-boss
on Mirebrute Troggoth
MELEE WEAPONS
AtkHitWndRndDmg
Bident-goad [Crit (Mortal)]
Bident-goad
Crit (Mortal)
54+3+12
Mirebrute’s Clubs [Companion]
Mirebrute’s Clubs
Companion
44+2+23
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 80mm
Can be reinforced: No
Regiment Options: 0-1 Mob Wrangler, Any KRULEBOYZ

Any Combat Phase
BREAKA-HARNESS: When a Breakaboss enters combat, they yank their Mirebrute Troggoth’s harness savagely to get the beast good and angry!

Effect: Allocate D3 damage points to this unit (ward rolls cannot be made for those damage points). For each damage point allocated to this unit by this ability, add 2 to the Attacks characteristic of this unit’s Mirebrute’s Clubs for the rest of the turn.

Start of Any Turn
REGENERATION: Troggoths are able to regrow injured flesh almost as quickly as it is harmed.

Effect: Heal (D3) this unit.

Once Per Turn (Army), End of Any Turn
TEAR LIMB FROM LIMB: Mirebrute Troggoths take great delight plucking foes from the enemy ranks and pulling off their limbs one by one.

Declare: Pick an enemy INFANTRY unit within 1" of this unit to be the target.

Effect: Roll a dice. If the roll exceeds the target’s Health characteristic, 1 model in the target unit is slain.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER
DESTRUCTION, KRULEBOYZ
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).

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Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
This HERO can join an eligible regiment as a Mob Wrangler.

Infantry Hero
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

© Vyacheslav Maltsev 2013-2024