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===={{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.
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