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.
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. |
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