Kruleboyz – Da Hurtlin’ Hogz

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REGIMENT OF RENOWN
Da Hurtlin’ Hogz
No one can now say whether Zog or Goz kicked off their stampeding race. The former claims to have been the boss, with Goz challenging him for primacy. The truth is anyone’s guess. The two charge and brawl across hill, valley and realmgate, driving their Maw-gruntas on. Any onlookers who tried to keep up have long since fallen behind, but sometimes da Hurtlin’ Hogz will crash through a battlefield. The cries of trampled enemies and barbarous whoops of nominal allies are ignored. Only pulling ahead matters.
REGIMENT OF RENOWN
Da Hurtlin’ Hogz
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 420

Once Per Battle, Your Charge Phase
GRUNTA WAAAGH!: Just before the stampede crashes headlong into the enemy lines, the Tuskboss bellows a mighty ‘Waaagh!’, encouraging their steeds to cause as much carnage as possible with their impact.

Declare: You can use this ability if this Regiment of Renown’s Tuskboss on Maw-grunta is on the battlefield.

Effect: For the rest of the phase, each time a friendly unit in this Regiment of Renown finishes a charge move, roll a D3 for each enemy unit within 1" of that unit. On a 2+, inflict an amount of mortal damage on that unit equal to the roll. If that enemy unit is INFANTRY, add 1 to the mortal damage inflicted (if any).

Once Per Turn (Army), Any Combat Phase
PULLIN’ AHEAD: In their race across the realms, Zog and Goz will blithely pile on the speed and go crashing straight through enemy lines.

Declare: Pick a friendly unit in this Regiment of Renown that charged this turn and has not used any RAMPAGE abilities this turn to be the target.

Effect: The target can move D6". It must end that move in combat. Then, add 1 to the target’s momentum points. After this ability has been resolved, the target cannot use any other RAMPAGE abilities for the rest of the turn.
KEYWORDSRAMPAGE

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17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
© Vyacheslav Maltsev 2013-2025