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===={{color|darkred|Other Units}}==== *'''Man-skewer Boltboyz''': (120 points, min 3, max 6, or 9 as conditional Battleline in Big Yellers) The Kruleboyz answer to the question, "where are all the orc snipers?" These crossbowmen can pick from one of two profiles, an aimed shot 24' (1a 2+ 3+ -1 2d) or hasty shot 12' (2a 4+ 3+ -1 2d). They take aimed shots if they don't move and aren't in melee, with 1 shot [[Awesome|hitting on 2s at a 24 inch range]] (take them in the Big Yellers Warclan for 27 inch range), and wounding on 3s, with a -1 rend and 2 flat damage. If they move or are in melee they get 2 shots, but hit on 4s at a 12 inch range instead. The leader gets an extra shot with either profile. These little snipers can devastate entire armies if protected and buffed by your Swampcalla Shaman or/and Snatchaboss, the enemy will be shitting their pants. *'''Hobgrot Slittaz''': (80 points, min 10, max 20) Now reduced in price 15 points from the Dominion box, the Chaos Dwarf Refugees remain the same. The hobgoblins are back for all 6 people who missed them! Weirdly enough the Hobgrots aren't Battleline anywhere, and are slow, nearly defenseless, and have mediocre, un-poisoned attacks. They can throw some surprisingly decent grenades at an 8 inch range, but you're not taking them to kill stuff. They're there to provide a buffer between your Boltboyz and your enemies. A banner lets them reroll battleshock tests, and a musician lets them run and still shoot. ** These guys suck hard ass. They are incredibly weak, die in droves, have no real leadership protection (rerolling battleshock tests means nothing when you're bravery '''4'''), and can't kill anything when they're inevitably charged in melee. In an army that already has a very, very hard time filling battleline, these guys don't even do that. They're not fast enough to get on points early or make a late game capture, they're too feeble to defend themselves even from other chaff units, and their ranged attacks, which are surprisingly decent, are so short range that they won't cause any real damage without putting themselves in the "I can graze you with a single Sunmetal Spear and your whole 80 point unit vanishes" range. Just pay for Gutrippaz; they're unconditional battleline, only cost a bit more than 20 Hobgrots, can actually do damage, and have better defenses thanks to both a 5+ save and the Skareshields. *'''Beast-Skewer Killbow''': (110 points) The king of anti-monster artillery, this beastly ballista hits on 2s at a 24inch range as long as no one's in melee with it and it doesn't move. It skewers its target, rolling a number of dice equal to the <s>victim's</s> target's wounds characteristic. For each 5+, increase the damage by 1, plus the base 2 of the bow. The damage caps at 12. [[Awesome|Yes, the Killbow can benefit from Poison Encrusted Weapons]]. *'''Marshcrawla Sloggoth''': (150 points) A funky wrinkly creep. 12 wounds and Troggoth d3 Regeneration makes this model surprisingly decent survivability. Has a handful of alright attacks (without VEW), and at the end of the combat phase you can pick an enemy model within 2", and roll a die. If you roll at least double that model wounds characteristic it is slain. More relevantly, all '''FRIENDLY''' units wholly within 18" gain a +1 to hit in melee. Somehow, not a monster. Finally recognized as a {{AOSKeyword|Kruleboyz}} unit following a hilariously brief errata published October 20, 2021. More importantly can also be taken in any Destruction army that can Ally with Orruk Warclans. Actually nuts for 150 pts. ** Hilariously enough, Kruleboyz don't actually care about the Sloggoth's buff very much. They don't appreciate quality of attacks beyond rolling 6's (and occasionally 5's), and aren't enough of a pure melee faction to care much anyway. The Sloggoth is, however, an absolutely amazing ally, in Big Waaagh, Mawtribes, and Gloomspite Gitz, where a permanent +1 to hit on an extremely forgiving aura range is quite tasty. Doubly nice for Troggoths, where the Sloggoth's aura combines fantastically with the Instinctive Leader command ability of the Troggboss for Troggoth's hitting on 2's, rerolling 1's. Actually makes the Troggoths sound pretty good. *'''[https://www.warhammer-community.com/wp-content/uploads/2021/10/m9kzThkVE509e4Nq.pdf Da Kunnin' Krew]''': (170 points) WU Harrowdeep warband of Kruleboyz. Counts as two separate units that you have to pick together. Mannok da Kunnin' is a boss of this band, he has Killaboss statline and can allocate wounds on his Krew in 3' on 2+ roll(on 6 wound is negated). Instead of stab-grot he has a crow companion Morkrow that counts as his ranged weapon (3d6 range, 1 less to wound than stabgrot). His melee weapon is literally a casino, '''3'''' range 4a 3+ 3+ -1 d3 damage, the good part is that with Venom-encrusted Weapons battle trait for this unit mortal wounds are caused on an unmodified hit roll of 5+ instead of 6. Yes you can inflict 4 damage with his weapon OR you can inflict 12 Mortal Wounds! (16 with Slugedraker). But this is not even the best part about him, instead of having Part of Da plan rule he has Kunnin’ Tricks rule: This guy is so kunnin that having him in your '''Kruleboyz''' army allows you to pick one additional Dirty Trick from Kruleboyz Battle traits on a 5+ roll (4+ if he's a general (unlikely to happen)). This trait must be different to the first one you picked. This is just great! His Krew counts as a separate unit: One orc, two grots and one hobgrot, all of them have 5+ save 6 bravery and as long as Hobgrot is alive they are immune to batteshock. Grots and Hobgrot have 2 wounds! Ork has three. Orc Torka Tuffskul armed with Mansnappa (killaboss hacka weapon with -1 damage), Hobgrots dagger has 1 more attack and wounds on 4+(instead of 5+), he also has d3 attacks with his grenades instead of one. Grots have two different weapons: Krule Irons 1" 2a 4+ 4+ - 1 and Krude Net 3" 1 4+ 4+ - D3. All of them are {{AOSKeyword|Orruk, Kruleboyz}} and can benefit from normal Venom-encrusted Weapons. They also have improved Marshcrawla Sloggoths rule: At the end of the combat phase, you can pick 1 enemy model within 2" of this unit and roll a dice. Add 1 to the roll if this unit includes Orc with Mansnappa , and add 1 to the roll if this unit includes Grot with a Net. If the roll is at least double that model’s Wounds characteristic, it is slain! **According to wording of Mannoks VEW it works on bird attacks as well, but it's lore description states otherwise. **All of them are from Grinnin’ Blades clan which is fine and only prevents them from taking Skullbugz keyword (Skullbugz ability is not great anyway).
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