Unit Abilities |
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Puff-fungus Club:
Do not use the attack sequence for an attack made with a Puff-fungus Club. Instead roll a dice. On a 1, nothing happens. On a 2-3, the target unit suffers 1 mortal wound. On a 4+ the target unit suffers D3 mortal wounds. |
Regeneration:
At the start of the hero phase, you can heal up to D3 wounds allocated to this unit. |
Unit | Move | Wounds | Bravery | Save |
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Mollog | 6" | 8 | 7 | 4+ |
Minion Abilities |
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Bat Squig:
At the start of your shooting phase, you can pick 1 enemy unit within 18" of this unit and roll a dice. On a 2+ that enemy unit suffers 1 mortal wound. This ability cannot be used if the Bat Squig companion has been removed. |
Spiteshroom:
At the start of the combat phase, you can pick 1 enemy unit within 3" of this unit and roll a dice. On a 5+, subtract 1 from hit rolls for attacks made by that unit in that combat phase. This ability cannot be used if the Spiteshroom companion has been removed. |
Stalagsquig:
If you choose to remove this companion, roll a dice. On a 5+, this companion is not removed, but the wound or mortal wound is still negated. This roll is not a ward roll. |
Companions:
Mollog is accompanied by a Bat Squig, Spiteshroom and Stalagsquig. Mollog and his companions are treated as a single model that uses the characteristics above. His companions must remain within 1" of him. Before you allocate a wound or mortal wound to this unit, or instead of making a ward roll for a wound or mortal wound that would be allocated to this unit, you can choose to remove 1 of its companions. If you do so that wound or mortal wound is negated. |