Orruk Warclans – Tuskboss on Maw-grunta
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14
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8
WARSCROLL

Tuskboss on Maw-grunta

Riding atop a particularly ferocious Maw-grunta mount, a Tuskboss steers their stampeding behemoth straight into the lines of the enemy with explosive impact, striking down foes left and right with their hefty pig-hacka as the beast barrels forward.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pig-hacka
Pig-hacka1"63+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
Wounds SufferedMoveKill-choppasMighty Tusks
19"-1D3
2-310"-1D3+1
4-511"-2D3+2
612"-3D3+3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 350
Battlefield Role: Leader, Behemoth
Notes: Single

A Tuskboss on Maw-grunta is armed with a Pig-hacka.

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

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.

Head of the Stampede: At the forefront of a grunta stampede rides the Tuskboss, racing to be the first to charge into the fray.
If this unit makes a charge move, you can re-roll charge rolls for all friendly MAW-GRUNTA units on the battlefield until the end of the phase.

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, HERO, MONSTER, MAW-GRUNTA, TUSKBOSS, 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

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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.
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

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

Leader, Behemoth
Behemoth
© Vyacheslav Maltsev 2013-2024