Editing
Age of Sigmar/Tactics/Destruction/Orruk Warclans
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=={{color|darkred|Kruleboyz Allegiance Abilities}}== ==={{color|darkred|Battle Traits}}=== *'''Venom-Encrusted Weapons''' - If the unmodified hit roll for an attack made by a {{AOSKeyword|Kruleboyz Orruk}} model is 6, that attack causes a number of mortal wounds to the target equal to the weapon's Damage characteristic and the attack sequence ends (do not make a wound or save roll). This ability has no effect on attacks made by a mount. *'''Kruleboyz Waaagh!''' - The Kruleboyz are unique in that their Waaagh! has a direct effect on their general and isn't army-wide. Instead, the general has to pick two friendly units of Kruleboyz within 18" and these three units can act one after the other. The issue here is that this requires the three units to actually be able to do something, so it might result in getting hamstrung by circumstances. If you just plan on charging one thing though, that's fine. *'''Dirty Tricks:''' Because these are the Morkier of the orruks, these guys can pick a special turn 1 condition that only works when you're in a pure Kruleboyz army. **''Noisy Racket:'' The enemy takes a -1 penalty to wound for the first turn - a pretty potent issue since it's universally effective. **''Lethal Surprise:'' Roll 3d6. For each 4+, you can mark one piece of terrain or objective outside of the enemy's territory and rig it with a trap. When they walk next to this spot, they'll suffer d6 mortal wounds on a 2+. **''Disappearin' Act:'' Roll 3d6. For each 4+, you can pick one enemy unit - if this roll exceeds the Wounds characteristic in the unit's battlescroll, you can throw this unit into reserves. ***"But why would you do this? Doesn't this give the enemy an advantage?" You ask. Well, when this unit shows up next turn, they need to arrive inside their end of the table and over 9" away from your guys, meaning you can seriously cripple a frontline by making those slow-ass Annihilators start even slower to arrive or force chaff units to only show up after you're hitting the real meat of the enemy's forces. **''Covered in Mud:'' Roll 3d6 (noticing a pattern?). For each 4+ select one of your non-'''Hero''' and non-'''Monster''' units, and for the rest of the game, if they're in cover, the enemy cannot see them. Now you truly can have camouflaged snipers by simply placing your biggest unit of Man-Skewer Boltboyz in a forest, and the enemy can't pick them for spells or ranged attacks. They can still be charged and attacked in melee, however! ==={{color|darkred|Command Traits}}=== '''{{color|darkred|Kunnin' Warlords}}''' {{AOSKeyword|Killaboss}}, {{AOSKeyword|Snatchaboss}} or {{AOSKeyword|Breaka-boss}} only #'''Slippery Skumbag:''' Your general can fall back and charge at the same turn. #'''Supa Sneaky:''' If your general's on the field before the first turn, you can re-deploy one of your Kruleboyz units. #'''Egomaniak:''' Whenever your general's attacked, you can use a nearby friendly unit to be a meatshield on a 4+. ==={{color|darkred|Artefacts of Power}}=== '''{{color|darkred|Krule Artefacts}}''' {{AOSKeyword|KRuleboyz Hero}} only #'''Eye-Biter Ash:''' Pocket Sand as a relic. Once per battle during the fight phase, you can toss this in an enemy unit's eyes. On a 3+, the enemy suffers a -1 to hit for the turn, but a lucky 5+ makes that penalty PERMANENT. #'''Mork's Eye Pebble:''' Triggered during the enemy shooting phase for a 12" bubble of 5+ wards for the phase. Kharadron, Lumineth Realm Lords, other Kruleboyz, Cities of Sigmar, and so on absolutely ''hate'' this. Once per battle. #'''Beastkilla Slop:''' Target one enemy Monster the bearer fights during the fight phase. Roll a d6 - on a 2+, the monster takes d6 mortal wounds, but a lucky 6 makes that 2d6 mortal wounds. Once per battle. #'''Spiker Seeds:''' Triggered once per game when an enemy charges within 6" of the bearer. Roll a d6 for each model in that unit; every 5+ deals a mortal wound. Charged by a big ass horde of zombies/skeletons/moonclan grots/clanrats? Reduce their numbers by roughly a third. Once per battle. ==={{color|darkred|Spell Lore}}=== '''{{color|darkred|Lore of the Swamp}}''' #'''Da Black Pit:''' CV 7+. Pick one enemy unit within 12" of the wizard and roll a d6 for each model in this unit. For each 6/roll equal or greater than the enemy's save, the unit takes a mortal wound. Truth be told, this is a big confusing, as most of the mobs have trash saves but the high-save models like Stormcasts tend to have enough wounds that you'll be only removing a model at best. #'''Choking Mist:''' CV 7+. Pick a spot within 24" of the wizard. All units within 6" of that spot can't run and take -1 to attacks with any weapons. As this can affect your guys as well, this is going to be the spot where you throw boltboys and killbows. #'''Sneaky Miasma:''' CV 6+. One friendly Kruleboyz monster within 18" can move out of turn - Which can be vital to set them up for the big charge. #'''Nasty Hex:''' CV 7+. An enemy unit within 12" loses their ward saves for the turn. Plenty nasty, and worse for some units. ==={{color|darkred|Warclans}}=== '''{{color|red|Grinnin' Blades}}''' ;Trait - Out of the Mists: Your units aren't considered visible unless they're within 12" of the enemy. Don't forget this later, as a well-timed retreat can spare you a face full of arrows. '''{{color|gold|Big Yellers}}''' ;Trait - Only Da Best: Your Orruks add +3" to the range of your missile weapons, a decent perk to your bows. On the first turn, your units also get to re-roll one hit roll per unit. You can also take Boltboyz as battleline, and have a unit of nine models too. '''{{color|blue|Skulbugs}}''' ;Trait - Crawly Swarm: When an enemy unit fights and is nearby one of your units, roll a d6 (+2 if near a monster). On a 6+, the enemy suffers a -1 to hit for the phase.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information