Age of Sigmar/Tactics/Destruction/Kruleboyz

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Revision as of 15:21, 19 June 2021 by 1d4chan>ThatOneBruvva (→‎=Leaders)
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Expect to see the preliminar rules in a month or so.

Also, thanks to ORRUK keyword, expect to use them on Big WAAAGH! armies (CONFIRMED!)

Allegiance Abilities

  • Venom-Encrusted Weapons: Any natural 6s to hit with a non-mount weapon essentially deal mortal wounds equal to their Damage stat, negating the need to make rolls to wound. This is a Kruleboy Orruk exclusive rule, so it's sadly not gonna come into play for your hobgrots.

Unit Analysis

Leaders

  • Killaboss with Stab-Grot: This hero manages to have a bit of variety between either having to a bunch of attacks by wielding two largely similar weapons with -1 Rend (The only difference between the two is the big sword does more attacks and damage but the flail has a slightly better range) or a 3+ save by using a shield instead of the standard 4+. This protection is improved by the stab-grot, who serves as both an always-on sidearm and a shield you can use to potentially suck up one wound. As a leader, he's okay, allowing nearby kruleboyz to only lose one model to a bad battleshock check.
  • Killaboss on Great Gnashtoof: The boss on a drake-thing, effectively giving him two similar sets of attacks to rip into the enemy. While he still has his battleshock-mitigation aura, his role is more suited to being up-front and crashing into enemies to gain that +1 to hit when charging.
  • Murknob with Belcha-Banna: A hero better-suited for sitting in the middle of the field, able to spread out their commands (As a Totem, they do get the extended range for commands) and auras. One lets them negate the effects of any spells on a nearby unit while the other lets them do some off-turn damage each combat phase.
  • Swampcalla Shaman with Pot-Grot: Your creepy wizard who hides in a cave. He comes with the ability to let a nearby unengaged Kruleboyz unit either add +1 to their save rolls or proc Venom-Encrusted weapons on a 5+. Their unique spell is similarly support-focused, making a 12" bubble that takes -1 from enemy charge rolls and adds +1 to friendly Kruleboyz Orruks charges.

Battleline

  • Gutrippaz: Your average grunts aren't too strong but have 2 wounds a model and a slightly better range with their pointy sticks. On a charge, they have a chance to nerf an enemy Hero or Monster that they charge if they charge from far enough, which is mildly helpful.

Infantry

  • Hobgrot Slittaz: Goblins tend to be puny and this is still true when compared to the more Morky orruks. These guys fortunately have grenades to pepper enemies from afar and a natural 6 to hit with their knives also doubles the number of hits they make, which is a nasty little surprise.
  • Man-Skewer Boltboyz: As the Morkier orruks, they're not nearly as prone to having compunctions with using crossbows. These crossbows are pretty short-ranged but fire twice and have -1 Rend and D2, which isn't something to shrug off. They become even more dangerous once they hunker down in a good spot away from the thick of it, where their range suddenly doubles and improve in accuracy in exchange for firing half as fast. Just be wary of any artillery out to fire at their cover-camping asses.