Orruk Warclans – Kruleboyz Monsta-killaz
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Kruleboyz Monsta-killaz

Masters of the sudden ambush and the devious ruse, Kruleboyz Monsta-killaz are sadistic, underhanded beast-hunters who eagerly employ every kunnin’ trick in the book to capture their quarry and defeat those who would stand in their way.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Monsta-killaz Weapons
Monsta-killaz Weapons2"34+3+-11
Spiky Shell
Spiky Shell1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 8      Points: 130
Battlefield Role: None
MODELBASE SIZE
Beastnob40mm
6 x Monsta-killaz32mm
Klutcha-grot28.5mm

Each model in this unit is armed with Monsta-killaz Weapons.

BEASTNOB: 1 in every 8 models in this unit must be a Beastnob. Add 1 to the Attacks characteristic of that model’s Monsta-killaz Weapons. That model can issue commands to their own unit.

MUSICIAN: 1 in every 8 models in this unit must be a Bawla Boy. While this unit includes any Bawla Boyz, enemy MONSTERS within 3" of this unit cannot retreat.

KLUTCHA-GROT: 1 in every 8 models in this unit must be a Klutcha-grot. That model is armed with a Spiky Shell instead of Monsta-killaz Weapons.

A Tough Grot to Swallow: The small, spiky-armoured Klutcha-grot is usually gobbled up by the Monsta-killaz’ prey, causing the monster to choke, retch and vomit up the little git – to the chortles and guffaws of the Kruleboyz. Of course, sometimes the grot just gets eaten, which the orruks find equally hilarious.
Once per phase, when an enemy MONSTER within 6" of this unit is picked to carry out a monstrous rampage, if this unit has any Klutcha-grots, you can say that the MONSTER will try to gobble up a Klutcha-grot. If you do so, roll a dice. On a 2+, that MONSTER cannot carry out a monstrous rampage that phase. On a 1, a Klutcha-grot in this unit is slain.

Bait and Trap: The Monsta-killaz have perfected the art of baiting even the greatest of monsters into deadly and debilitating traps.
At the start of the combat phase, you can pick 1 enemy MONSTER within 6" of this unit and roll a dice. Add 1 to the roll if that MONSTER has any wounds allocated to it. On a 3+, the strike-last effect applies to that MONSTER until the end of that phase.

KEYWORDS
DESTRUCTION, ORRUK WARCLANS, ORRUK, KRULEBOYZ, KRULEBOYZ MONSTA-KILLAZ

The DESTRUCTION keyword is used in the following Orruk Warclans warscrolls:

The ORRUK WARCLANS keyword is used in the following Orruk Warclans warscrolls:

Artillery
Warscroll Battalion

and others...
Army List
Warscrolls collated

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6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
© Vyacheslav Maltsev 2013-2024