Kruleboyz

The warclans of the orruks are a big green fist that slams into the guts of the Mortal Realms with each new day. Followers of Gorkamorka, the god of destructive, primal violence, they fight purely for the savage joy of fighting. Ironjaw and Bonesplitter alike are caught up in a tidal wave of violence that smashes entire civilisations to rubble.

This page contains all of the rules you need to field your Kruleboyz miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:


Books

BookKindEditionLast update
  Orruk Warclans
  Orruk WarclansFaction Pack4September 2024
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4September 2024

Faction Rules


Battle Traits

Kruleboyz armies can use the following abilities:

Passive
DIRTY TRICKS: Kruleboyz will use whatever devious means they can to gain the upper hand over the foe.

Effect: Your army can use 1 DIRTY TRICK ability per phase. The effect of a DIRTY TRICK ability is only applied if you make a successful dirty trick roll. The success of a dirty trick roll depends on the number of DIRTY TRICK abilities your army has already used this battle round:

Dirty TrickDirty Trick Roll
First2+
Second3+
Third4+
Fourth or subsequent5+

Once Per Turn (Army), Any Charge Phase
LETHAL SURPRISE: As the enemy charges into the Kruleboyz line, little do they know that they have been lured into a series of cunningly concealed traps.

Declare: Pick an enemy unit that charged this turn and is in combat with any friendly KRULEBOYZ units to be the target, then make a dirty trick roll.

Effect: Inflict D3 mortal damage on the target. In addition, for the rest of the turn, the target’s weapons cannot be affected by the Charge (+1 Damage) weapon ability.
KEYWORDSDIRTY TRICK

Once Per Turn (Army), Your Hero Phase
VENOM-ENCRUSTED WEAPONS: These weapons are smeared with a lethal mix of toxins extracted from poison sludge, venomous swamp creatures and spit.

Declare: Pick a friendly KRULEBOYZ INFANTRY unit to be the target, then make a dirty trick roll.

Effect: Until the start of your next turn, the target’s attacks score critical hits on unmodified hit rolls of 5+.
KEYWORDSDIRTY TRICK

Once Per Turn (Army), Any Movement Phase
SNEAKY SNEAKIN’: Cloying swampmists mask the Kruleboyz’ movements.

Declare: Pick a friendly KRULEBOYZ INFANTRY unit that has 10 or fewer models and is not in combat to be the target, then make a dirty trick roll.

Effect: Remove the target from the battlefield and set it up again wholly within 3" of a terrain feature and more than 9" from all enemy units.
KEYWORDSDIRTY TRICK

Once Per Turn (Army), Any Combat Phase
NOISY RACKET: After a sustained barrage of hurled insults and the clanging of weapons on shields, the Kruleboyz have driven some of their foes to distraction.

Declare: Pick an enemy unit in combat with any friendly KRULEBOYZ units to be the target, then make a dirty trick roll.

Effect: The target has STRIKE-LAST for the rest of the turn.
KEYWORDSDIRTY TRICK

Battle Formations

You can pick 1 of the following battle formations for a Kruleboyz army. Each battle formation grants a different ability you can use in the battle.

Kruleboyz Klaw

Passive
SWAMP SHROUD: Before the warriors of a Kruleboyz Klaw strike, the shamans enact a mighty ritual to smother the battlefield in a thick, stinky mist that conceals them from the enemy.

Effect: Friendly KRULEBOYZ units that are wholly within 3" of a terrain feature are not visible to enemy units that are more than 12" away from them.


Light Finga

Passive
DED SNEAKY: Comprised of hobgrots and ‘yoofs’, the ladz of the Light Finga are in charge of ‘nikkin’ stuff and are skilled at sneaking up on the enemy.

Effect: You can use the ‘Sneaky Sneakin’DIRTY TRICK ability twice per turn instead of only once per turn.


Middul Finga

Your Shooting Phase
FAR-KILLA BOLTS: The many Deffspikerz of the Middul Finger often keep a limited supply of bolts fletched with bog-shryke feathers, which give their shots that extra bit of distance when needed.

Declare: Pick up to 3 friendly Man-skewer Boltboyz or Beast-skewer Killbow units to be the targets.

Effect: For the rest of the turn, add 3" to the Range characteristic of the targets’ ranged weapons.


Trophy Finga

Passive
MEANEST BEASTS: The warbeasts ridden by the orruks of the Trophy Finga are particularly foul and belligerent specimens of their kind.

Effect: Companion weapons used by friendly KRULEBOYZ units have Crit (2 Hits).

Heroic Traits

Kunnin’ Warlords

HERO only

Passive
EGOMANIAK: This self-important boss is willing to use anyone to protect their own hide.

Effect: While this unit is within the combat range of a friendly non-HERO KRULEBOYZ INFANTRY unit:
  • This unit has WARD (4+).
  • Each time you make a successful ward roll for this unit, allocate 1 damage point to a friendly non-HERO KRULEBOYZ INFANTRY unit within this unit’s combat range after the damage sequence for this unit has been resolved (ward rolls cannot be made for those damage points).

End of Any Turn
BACKSTABBA: When their enemy’s back is turned, this boss has no qualms about sticking a dagger in it.

Declare: Pick an enemy HERO in combat with both this unit and another friendly KRULEBOYZ unit to be the target.

Effect: Inflict D3 mortal damage on the target. Add 1 to the mortal damage inflicted for each friendly KRULEBOYZ unit in combat with the target in addition to the first two KRULEBOYZ units.

Any Combat Phase
SLIPPERY SKUMBAG: This wily boss has mastered the art of the feint, breaking away from fights that aren’t going his way and then coming back for another go when the odds are in his favour.

Effect: If this unit is in combat, roll a dice. On a 3+, it can immediately use the ‘Retreat’ ability as if it were your movement phase without any mortal damage being inflicted on it.

Artefacts of Power

Krule Artefacts

HERO only

Once Per Battle, Any Combat Phase
EYE-BITER ASH: Stored in a heatproof pouch, this strange ash never stops smouldering. The bearer can cast it at a foe, creating a blistering ash cloud that blinds the targets and causes them terrible pain.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Subtract 1 from hit rolls and wound rolls for attacks made by the target for the rest of the turn.

Once Per Battle, Reaction: Opponent declared an Attack ability
MORK’S EYE PEBBLE: When rubbed, this dark-grey rock produces a swirling bank of thick fog that protects the bearer and their allies from harm.

Effect: For the rest of the turn, friendly KRULEBOYZ units have WARD (5+) while they are wholly within 12" of this unit.

Passive
SWAMP STAFF: Hewn from a root of an ancient bogwood, this gnarled staff grants its bearer mastery over the swamps and can be used to ward off enemy magics.

Effect: If this unit is not a WIZARD, it can use the ‘Unbind’ ability as if it had WIZARD (1). Otherwise, add 1 to this unit’s power level.

Spell Lore

Lore of the Swamp

Your Hero Phase
5
DA BLACK PIT: The shaman taps his staff on the ground. Forking out from that spot, and surging towards a nearby foe, the earth turns into a noisome quagmire that sucks victims below its surface to their doom.

Declare: Pick a friendly KRULEBOYZ WIZARD to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Roll a dice for each model in the target unit. For each 6, inflict 1 mortal damage on the target.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
7
CHOKING MIST: The shaman summons a cloud of corrosive vapour that scorches the lungs of any caught within it, racking them with agonising coughing fits.

Declare: Pick a friendly KRULEBOYZ WIZARD to cast this spell, pick a visible enemy unit wholly within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Subtract 1 from the Attacks characteristic of the target’s weapons until the start of your next turn.
KEYWORDSSPELL

Your Hero Phase
6
MORK’S KUNNIN’: The shaman channels the raw power of Mork to imbue their allies with uncanny cunning, enabling them to evade enemy blows and missiles with supernatural slipperiness.

Declare: Pick a friendly KRULEBOYZ WIZARD to cast this spell, pick a visible friendly KRULEBOYZ unit wholly within 12" of them, then make a casting roll of 2D6.

Effect: Until the start of your next turn, add 1 to save rolls for attacks that target that friendly unit.
KEYWORDSSPELL

17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.

The KRULEBOYZ and INFANTRY keywords are used in the following Kruleboyz warscrolls:

Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
2.1 Battle Formations
Many factions contain one or more battle formations. Each battle formation grants unique benefits to your army. The faction rules for your faction will explain any battle formation options.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
Once Per Turn (Army), Any Movement Phase
SNEAKY SNEAKIN’: Cloying swampmists mask the Kruleboyz’ movements.

Declare: Pick a friendly KRULEBOYZ INFANTRY unit that has 10 or fewer models and is not in combat to be the target, then make a dirty trick roll.

Effect: Remove the target from the battlefield and set it up again wholly within 3" of a terrain feature and more than 9" from all enemy units.
KEYWORDSDIRTY TRICK
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.

The non-HERO KRULEBOYZ and INFANTRY keywords are used in the following Kruleboyz warscrolls:

18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

The KRULEBOYZ and WIZARD keywords are used in the following Kruleboyz warscrolls:

Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.

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