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|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!
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
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information