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==={{color|darkred|Kruleboyz}}=== ===={{color|darkred|Leaders}}==== *'''Gobsprakk, Mouth of Mork''': (260 points, unique) Kragnos's personal wrangler. 14 inch flyer with a 14 wound base with a 5+ armor and 6+ ward. Also a 2 spell caster that beats the shit out of wizards he manages to dispell with d3 mortal wounds, doubly so if he does it on a 10+. Once per game, he can dispel on 3d6, too, so you can nearly guarantee some free "fuck you" damage on top of your dispel. As a final bonus, he enhances the command abilities he uses, allowing you to reroll the movement from Redeploy, and removing the hit penalty from Unleash Hell. Just a crazy wizard bastard who'll fly around annoying the shit out of opponents until he gets shot down. *'''Swampboss Skumdrekk''': (290 points, unique) A Grinnin' Bladez tribe hero, basically just a little better version of the Snatchaboss in several ways. Over the Snatchaboss, he gets an extra attack with his Grappling Hook but with lower damage, his Sludgeraker's bite does one extra damage, he's got an extra wound, and his abilities are slightly different. First, he gets Expert Snatch and Grab, instead of regular Snatch and Grab, allowing you to eat your target if you beat OR EQUAL their wounds characteristic on the roll. Second, you get a betting ability if you've also got a unit of Hobgrots in your army. You pick a Hobgrots unit, and another unit in your army. If the second unit you picked is killed off first of your whole army, then you get a free triumph for your Hobgrots or Skumdrekk. All this for the same price as standard Snatchaboss! The only real downside is that he can't take command traits, mount traits, or artifacts, making him technically less tough. Still a good second sludgeraker choice! He is from Grinning Blades clan and has it's keyword. *'''Killaboss on Corpse-rippa Vulcha''': (220 points) A big-based flyer with 14 wounds, a 4+ save, and a 14" move. He has a handful of decent attacks, and the Vulcha benefits from Venom-Encrusted Weapons! Nice! He has a unique ability to re-use command abilities if someone else has already used them previously in the phase, as long as you don't pick the same target. ** Big and vulnerable to shooting, with only alright but not impressive damage. The Vulcha-Boss is best used as your fast moving troubleshooter who can support wherever he needs to. Actually respectably cheap for a 14 wound 4+ save flyer, he doesn't excel in any one area but can be where he needs to to help out. Like other Killabosses he can keep your units in line in battleshock phase thanks to his ability. He is a pretty good and mobile hero just don't expect him to solo a big block of Blightkings himself. *'''Snatchaboss on Sludgeraker beast''': (290 points) Your big buffing beastie boss. This slow idiot only moves 8" but has 14 wounds on a 4+ save. A handful of dangerous attacks, but most importantly, the Sludgraker mount benefits from Venom-Encrusted Weapons! Nice! He gives off an aura that enhances all Venom-Encrusted Weapons wholly within 12" by boosting the damage of natural 6s by 1 (important note, this explicitly only enhances natural 6s, not shaman-buffed rolls of 5 too). Also he has a once-per-game ability called Snatch and Grab, where he targets single model within 3" and with 7 or fewer wounds, and rolls 2d6. If you beat the target's wounds characteristic, that model is removed from the game without saves. ** An incredible force multiplier. Kruleboyz are all about mortal wounds and this guy makes your mortal wounds deadlier. Plonk this greasy beast behind 9 Boltboyz or 20+ Gutrippaz and watch the mortal wound scores soar. This guy can also put on the hurt himself, with the rider alone pumping out 4 mortals per 6 rolled on his hits. *'''Breaka-Boss on Mirebrute Troggoth''': (180 points) A big stupid idiot and the Troggoth ain't all that bright either. Has no command potential beyond being a hero. Has regeneration like a Gloomspite Troggoth (Roll a die every hero phase, on a 4+ you regain d3 wounds). More interestingly, at the start of the combat phase, the rider can yank on the reins painfully, inflicting d3 wounds to himself, but pissing off the Troggoth. For every mortal wound suffered, add 2 attacks to the Mirebrute's club attacks this phase. Considering the profile is 4 attacks, 3+/3+/-2/3 damage, a potential 10 swings is pretty scary. The Mirebrute doesn't get poisoned weapons, sadly, and is a bit slow at 5". Does have 12 wounds, but is somehow not a monster. ** Between the Breaka-boss and the Gnashtoof Killaboss (who are very similarly priced), the Breaka-boss provides nothing to the army beyond being a hero with the basic command abilities, and having WAAAY higher damage. Slowly clump across the board and swing your hardest, and if you do manage to get in, you'll very likely cause a big ass bruise. *'''Killaboss on Great Gnashtoof''': (150 points) The Killaboss on Big Dog remains your mobile hero. 10 wounds with a 10" move and a 3+ save. 4+4 decent attacks that hit and wound on 3+ while also getting +1 to hit on the charge. Sadly, the dog doesn't get poisoned weapons, but its attacks have Rend 2. Nevertheless this guy is surprisingly point effecient. He has a Killaboss ability "All Part of Da Plan" that makes only 1 model maximum flee from any unit that fails battleshock within 3" of him (does NOT have to be wholly within) and taking into account his giant base it can affect large part of your army. ** Between the Gnashtoof Killaboss and the Breaka-boss (who is 30 point more expensive), the Gnashtoof Killaboss is a faster boss with battleshock denial ability and less damage, he also has better armor and can survive even without relying on "look out sir,". *'''Killaboss with Stab-grot''': (110 points) Killaboss with Mini-Me remains the same. Can choose either a flail or a shield, the flail granting 2 attacks 3+/3+/-1/1 damage, the shield changing the Killaboss's armor save to a 3+. Has the same "All Part of Da Plan" ability as the mounted Killaboss. Can kick his little stab-grot minion in front of a scary attack, rolling a dice: on a 1-5 [[Blam|the poor little bastard dies]], and you lose access to his little stab attacks, on a 6 [[Awesome|the crazy little bastard survives unscathed]]. **Never, ever, ''ever'' take the flail. Seriously. The 3+ save is way better, since you want this guy to actually survive for a turn or two. You didn't bring this guy to kill things, and god knows 2 more alright 1 damage swings isn't going to change that. If you want to kill shit you'd take a Snatchaboss on Mirebrute, or even a Killaboss on Great Gnashtoof. ** Despite being your "budget" option, realistically you're going to find better use paying 60 points more for a Killaboss on Great Gnashtoof, who's twice as fast, far tougher, and has a much higher average damage output. *'''Murknob with Belcha-banna''': (95 points) Now reduced in price 20 points from the Dominion box, the Stinky Burp Flag Boy remains the same. Has 6 wounds on a 4+ save. Has 3 alright attacks. This hero is cheap and shitty and you're not taking him for his combat potential. His banner, however, channels the power of Kragnos in two different ways. First, he provides a belching aura that extends out 12", any friendly unit wholly inside it has a 5+ chance to ignore the effects of enemy spells and endless spells. Second, at the start of the combat phase you roll a die for every enemy unit within 3". On a 1 nothing happens, on a 2-5 they take 1 mortal wound, and on a 6 they take d3 mortal wounds. ** Surprisingly decent anti-magic, combined with a pair of Swamcalla Shamans, a Murknob gives you a stunning amount of magic resistance that would make Duardin jealous. A small, easy-to-miss benefit is that the Murknob's a '''Totem''', meaning that your command abilities have an 18" range rather than a 12" one. *'''Swampcalla Shaman and Pot-grot''': (105 points) Now reduced in price 20 points from the Dominion box, the Soup Wizard and his Soup Midget Apprentice remain the same. A 1 spell caster, that can also choose to distribute Poisons or Elixers in the hero phase. If they dole out poison, pick a friendly Kruleboyz Orruk unit within 3" AND wholly within 12", their Poison-Encrusted Weapons now trigger on either a 5 or 6 until your next hero phase. If they give out elixir, select a friendly unit within 3" AND wholly within 12" and until your next hero phase they get +1 save. All Swampcallas (including Gobsprakk) know the Summon Boggy Mist spell, which casts on a 7 and affects the whole battlefield, granting Kruleboyz +1 to charge and enemies -1 to charge. ** Probably the single most important hero in the Kruleboyz, they can either massively enhance your mortal wound potential, or toughen you up, and you don't even have to worry about being dispelled. On top of this, they provide a dispel attempt each, and are cheap as chips. ** Finally buffed by a Battlescroll Oct 27 2022 and can now simultaneously cast spells while still being able to provide enchanced Venom Encrusted weapons or +1 to Save elixirs for Kruleboyz army. ===={{color|darkred|Battleline}}==== *'''Gutrippaz''': (160 points, min 10, max 30) Your only unconditional Battleline. These unethical assholes love to hold the line and deal out some poisoned whacks. 2 wounds, 5+ save, and a 5" move make them rather slow and vulnerable. However, those potential mortal wounds from the Poison-Encrusted Weapons makes them surprisingly scary in melee to heavily armored targets. Can pick from either a stikka (for a 2 inch reach), or a hacka (for wounding on 3s). Either way, they have 2 attacks. They can take a banner that grants +1 bravery, bringing you to bravery 6. They can take musician, which gives them +1 to charge. Lastly, they have an ability called Scare Taktiks: at the start of the charge phase if they are not in melee, they can pick an enemy within 12" of them and roll 2d6, adding +1 to the roll for every full 5 models in your Gutrippa unit. If they match or beat the target's bravery, that target has -1 to hit the Gutrippaz unit until your next hero phase. Since GHB 2022 For each Gutrippaz unit included in your army, you can take 1 Hobgrot Slittaz unit as a Battleline unit. **Having these guys in Bounty Hunters battalion potentailly doubles their mortal wounds output from VEW against other battleline units. Keep in mind these guys are battleline too and can suffer from Bounty Hunters as well. ===={{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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