Unit | Move | Wounds | Bravery | Save |
---|---|---|---|---|
Grot Warboss on Great Cave Squig | 2D6" | 6 | 6 | 5+ |
Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage |
---|---|---|---|---|---|---|---|
Moon-cutta | Melee | 1" | 5 | 3+ | 4+ | - | 1 |
Moonclan Stabba | Melee | 2" | 5 | 4+ | 4+ | - | 1 |
Fang-filled Gob | Melee | 1" | 4 | 4+ | 3+ | -1 | 1 |
Unit Abilities |
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Supreme Bounder:
If a Grot Warboss on Great Cave Squig rolls a double for its charge move, its Fang-filled Gob inflicts double damage in the ensuing combat phase. |
Git Shield:
Re-roll failed save rolls for a Grot Warboss with a Git Shield. |
Command Abilities |
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Even More Boingy:
If a Grot Warboss uses this ability, then until your next hero phase, all MOONCLAN units from your army that are within 10" at the beginning of the movement phase can move and run an extra 1". Grot Squig Hopper units that are within 10" at the beginning of the movement phase become even more boingy instead; you can re-roll the dice for these units when determining how far they can move or run in that phase. |