Cocklegriff (adapted from the 1st ed rules) | Warp Miniatures

Cocklegriff (adapted from the 1st ed rules)


  • Cocklegriff - 250 GC

    Class - Monster 

    AP - 6

    Movement - 8

    Bravery - 8

    HP - 22

     

    Attacks:

    (2AP) Razor Claws: Power 6

     Special Rules: Ignore armor. 

    (2AP) Disembowel: Power 4

    If a critical hit is rolled, any unsaved hits are doubled.  

    (1AP) Peck: Power 3.

    Special Rules: If a critical hit is rolled the target is prone.

     

    Traits & Equipment - Split Activation, Fearsome, Dwindling Strength, Death Throes, Gobble, Fly

    Cock-a-doodle-doo (Trait)

    The cry of the cocklegriff is amongst the loudest in the known animal kingdom, more then enough to cause nearby eardrums to bleed. Once a turn the cocklegriff may choose to emit a mighty screech - any models within 3” must halve their move value for the rest of the turn as they clutch at their heads with pain. The cocklegriff may disengage without taking a test, while using this ability. 



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