Kruleboyz – Hobgrot Slittaz

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KRULEBOYZ WARSCROLL
Hobgrot Slittaz
5"
1
6+
1
Somewhere between grots and orruks in size, hobgrots make up for their lack of physical presence with a glut of vicious cunning. They are snide, conniving and mean-spirited but more intelligent and stronger than your average grot. They even have a crude language of runic glyphs and a rough organisation that is closer to human military than that of the orruks. They love nothing more than lording it over the lesser grots and snotlings that make up the dregs of their society. Of course, all this self-importance ends abruptly when the orruks arrive to conscript them into the greater horde. When the orruks’ attention is elsewhere, these Hobgrot Slittaz go back to muttering ear-searingly obscene insults to one another, jabbing daggers into exposed backs only to blame it on nearby rivals, and tripping one another up so they get trampled into the dirt. Only when the enemy is in ‘killin’ range’ do they form up once more, hurling their hard-won explosive bangstikks into the foe – half of which exude volatile gas that is explosively ignited by the incendiary contents of the others – before charging in to finish the job with their nastylooking, razor-sharp blades.
KRULEBOYZ WARSCROLL
Hobgrot Slittaz
RANGED WEAPONS
RngAtkHitWndRndDmg
Scrap-grenades [Shoot in Combat]
Scrap-grenades
Shoot in Combat
8"14+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Slitta-knives
Slitta-knives24+5+-1
BATTLE PROFILE

Unit Size: 10      Points: 100
Base size: 25mm
Can be reinforced: Yes

End of Any Turn
SCRAP-BANG: By detonating their scrap-grenades at the feet of the foe, Hobgrot Slittaz can scarper off to a safe distance.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. On a 3+:
  • Inflict 1 mortal damage on the target.
  • This unit can immediately use the ‘Retreat’ ability as if it were your movement phase without any mortal damage being inflicted on it.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
DESTRUCTION, KRULEBOYZ

The INFANTRY keyword is used in the following Kruleboyz warscrolls:

1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

The CHAMPION keyword is used in the following Kruleboyz warscrolls:

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).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

The MUSICIAN keyword is used in the following Kruleboyz warscrolls:

32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

The STANDARD BEARER keyword is used in the following Kruleboyz warscrolls:

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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).
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT
© Vyacheslav Maltsev 2013-2024