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 WarclansBattletome4December 2024
  Sons of Behemat
  Sons of BehematFaction Pack4January 2025
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4January 2025
  Warhammer Underworlds Legends
  Warhammer Underworlds LegendsWarscroll4November 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), Your Hero Phase
SNEAKY SNEAKIN’: Cloying swamp-mists mask the Kruleboyz’ movements.

Declare: Pick a friendly KRULEBOYZ INFANTRY unit that has 10 or fewer models, is not in combat and has not used a DIRTY TRICK ability this turn 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

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.

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).

Artefacts of Power

Krule Artefacts

HERO only

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 non-WIZARD, it can use the ‘Unbind’ ability as if it had WIZARD (1). Otherwise, add 1 to this unit’s power level.

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 the target’s attacks for the rest of the turn.

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.

Declare: Pick a friendly KRULEBOYZ WIZARD to cast this spell, pick a visible enemy unit wholly within 12" 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 so they might evade enemy blows.

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 the target.
KEYWORDSSPELL

Manifestation Lore

Manifestations of Gorkamorka

Your Hero Phase
7
SUMMON FOOT OF GORK: Stamping a furiously belligerent beat, the shaman dares Gork himself to stomp the battlefield flat.

Declare: If there is not a friendly Foot of Gork on the battlefield, pick a friendly KRULEBOYZ WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Foot of Gork wholly within 12" of the caster, visible to them and more than 9" from all enemy units. A Foot of Gork has 2 parts that must be set up within 9" of each other.
KEYWORDSSPELL, SUMMON

Your Hero Phase
5
SUMMON GORK-ROARA: The shaman summons a leering visage of Gorkamorka that spills forth Waaagh! power.

Declare: If there is not a friendly Gork-Roara on the battlefield, pick a friendly KRULEBOYZ WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Gork-Roara wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

Your Hero Phase
5
SUMMON MORKSPIT MARSH: The shaman summons a cruel, glowing swamp that channels memories of Gorkamorka’s past brawls.

Declare: If there is not a friendly Morkspit Marsh on the battlefield, pick a friendly KRULEBOYZ WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Morkspit Marsh wholly within 18" of the caster and visible to them.
KEYWORDSSPELL, SUMMON

Army of Renown

Big Waaagh!

When you pick the Ironjawz or Kruleboyz faction for your army, you can choose for it to be a Big Waaagh! Army of Renown. If you do so, use the faction rules on these pages instead of your chosen faction rules. For each regiment you include in a Big Waaagh! Army of Renown that is led by an IRONJAWZ HERO, you must include a regiment that is led by a KRULEBOYZ HERO and vice versa. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the BIG WAAAGH! keyword.

ROSTER OPTIONS
  • Any IRONJAWZ units
  • Any KRULEBOYZ units
  • You cannot include Regiments of Renown
  • You cannot include faction terrain

Battle Traits

Once Per Battle, Deployment Phase
NOTORIOUS BOSSES: It takes orruks of propa might and kunnin’ to keep a Big Waaagh! in line.

Declare: Pick up to 1 friendly non-UNIQUE BIG WAAAGH! IRONJAWZ HERO and up to 1 friendly non-UNIQUE BIG WAAAGH! KRULEBOYZ HERO that do not have a heroic trait to be the targets.

Effect: Give each target 1 heroic trait from the Big Waaagh! heroic traits.

Designer’s Note: These heroic traits are given to the targets during the deployment phase, not during army composition.

Once Per Turn, Your Hero Phase
THE POWER OF THE WAAAGH!: The power of Gorkamorka reaches a climax of violent energy when orruks gather as a Big Waaagh!.

Declare: Pick up to 1 friendly BIG WAAAGH! IRONJAWZ unit and up to 1 friendly BIG WAAAGH! KRULEBOYZ unit to be the targets.

Effect: The targets have the POWER OF THE WAAAGH! keyword for the rest of the battle round.

Passive
POSSESSED BY THE POWER OF THE WAAAGH!: When a Waaagh! really gets going, the orruks become a terrifying force to be reckoned with.

Effect: While a friendly unit has the POWER OF THE WAAAGH! keyword:
  • If that unit has the IRONJAWZ keyword, add 1 to run rolls and charge rolls for that unit.
  • If that unit has the KRULEBOYZ keyword, that unit’s attacks score critical hits on unmodified hit rolls of 5+.

Once Per Turn, Your Movement Phase
RALLY THE WARCLANS: With a great bellow, the boss encourages a mob from the seemingly endless hordes to get stuck in.

Declare: If your general is on the battlefield, pick a friendly BIG WAAAGH! unit that started the battle with 3 or more models and that has been destroyed to be the target.

Effect: Set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 12" of your general and more than 9" from all enemy units.


Heroic Traits

HERO only
Passive
TAKIN’ NAMES: The best way to keep your position at the head of a rowdy orruk horde is by duffing up anyone who looks like a challenge.

Effect: If an enemy HERO is destroyed by this unit, this unit has the POWER OF THE WAAAGH! keyword for the rest of the battle.

Once Per Battle, Your Hero Phase
A PROPER SNEAK: When they get their Mork muscles flexin’, this boss can even get the Ironjawz moving with a semblance of stealth.

Declare: You can use this ability if this unit has the POWER OF THE WAAAGH! keyword and a friendly unit has not used a BRUTAL KUNNIN’ ability this turn.

Effect: For the rest of the battle round, friendly BIG WAAAGH! units have WARD (5+) while they are wholly within 12" of this unit.
KEYWORDSBRUTAL KUNNIN’

Once Per Battle, Your Hero Phase
DA OLD ONE-TWO: This boss and their boyz are the masters at piling on the pain.

Declare: You can use this ability if this unit has the POWER OF THE WAAAGH! keyword and a friendly unit has not used a BRUTAL KUNNIN’ ability this turn.

Effect: For the rest of the battle round, friendly BIG WAAAGH! units’ melee weapons have CRIT (2 HITS) while they are wholly within 12" of this unit.
KEYWORDSBRUTAL KUNNIN’

Once Per Battle, Your Hero Phase
GET KRUMPIN’!: Watching this boss go to town on an unfortunate target gets the mobs under their command well up for a brawl.

Declare: You can use this ability if this unit has the POWER OF THE WAAAGH! keyword and a friendly unit has not used a BRUTAL KUNNIN’ ability this turn.

Effect: For the rest of the battle round, add 1 to wound rolls for combat attacks made by friendly BIG WAAAGH! units while they are wholly within 12" of this unit.
KEYWORDSBRUTAL KUNNIN’


Artefacts of Power

HERO only
Passive
DA SNEAKY STAB-SLAB: This simple slab of metal is bound by kunnin’ enchantments that turn the force of an enemy’s blows back against them.

Effect: Each time you make an unmodified save roll of 6 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.


Spell Lore

Your Hero Quest
7
TWO HEADZ AS ONE: Shamans conveying the Twin-Headed God’s will spur the ladz to commit acts of kunnin’ brutality – or brutal kunnin’ – as necessary.

Declare: Pick a friendly BIG WAAAGH! WIZARD to cast this spell, pick a visible friendly BIG WAAAGH! INFANTRY unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: If the target is an IRONJAWZ unit, until the start of your next turn, add 3 to the target’s control score while it is wholly within 12" of any friendly KRULEBOYZ units.

If the target is a KRULEBOYZ unit, until the start of your next turn, add 2" to the target’s Move characteristic while it is wholly within 12" of any friendly IRONJAWZ units.
KEYWORDSSPELL


Prayer Lore

Your Hero Phase
4
UNSTOPPABLE WAAAGH!-BEATS: Warchanter’s manic percussion spreads a frenzy to their Gorkish and Morkish mates.

Declare: Pick a friendly BIG WAAAGH! PRIEST to chant this prayer, pick a visible friendly non-HERO BIG WAAAGH! INFANTRY unit that is in combat and wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: The target can use 2 FIGHT abilities this turn. After the first is used, however, the target has STRIKE-LAST for the rest of the turn. If the chanting roll was 10+, you can pick another eligible unit to be a second target.
KEYWORDSPRAYER


Manifestation Lore

Your Hero Phase
7
SUMMON FOOT OF GORK: Stamping a furiously belligerent beat, the shaman dares Gork himself to stomp the battlefield flat.

Declare: If there is not a friendly Foot of Gork on the battlefield, pick a friendly BIG WAAAGH! WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Foot of Gork wholly within 12" of the caster, visible to them and more than 9" from all enemy units. A Foot of Gork has 2 parts that must be set up within 9" of each other.
KEYWORDSSPELL, SUMMON

Army of Renown

Murkvast Menagerie

When you pick the Kruleboyz faction for your army, you can choose for it to be a Murkvast Menagerie Army of Renown. If you do so, use the faction rules on these pages instead of the Kruleboyz faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the MURKVAST MENAGERIE keyword.

ROSTER OPTIONS

Battle Traits

Passive
CRAWLY SWARM: The beasts of the Murkvast Menagerie are riddled with parasites and other gnashing creepy crawlies.

Effect: Subtract 1 from hit rolls for combat attacks that target friendly MURKVAST MENAGERIE units while they are wholly within 12" of a friendly MURKVAST MENAGERIE MONSTER that has not charged this turn.

Once Per Turn (Army), Any Combat Phase
PROPA GRISLY: Covered in grotesque insect swarms and trained to enact frightening carnage, the monsters of the Murkvast Menagerie leave a gory mess wherever they go.

Declare: Pick a friendly MURKVAST MENAGERIE MONSTER unit that has not used any RAMPAGE abilities this turn to use this ability. Then, pick an enemy unit in combat with it to be the target.

Effect: Roll a number of dice equal to the Health characteristic of that MURKVAST MENAGERIE MONSTER. For each 6+, inflict 1 mortal damage on the target.

After this ability has been resolved, this unit cannot use any other RAMPAGE abilities for the rest of the turn.
KEYWORDSRAMPAGE

Once Per Turn (Army), Your Movement Phase
AFTER IT, LADZ!: When Skumdrekk’s ladz set their sights on their prey, they do not let up.

Declare: Pick a friendly MURKVAST MENAGERIE MONSTER unit that was not set up this turn to be the target.

Effect: The target can move up to 3". It can move into combat. If it was in combat at the start of the move, it must end that move in combat.


Heroic Traits

HERO only
Passive
GRIM DIET: Having ridden out the mind-breaking shudders that stem from biting down on poisonous bog-bugs, this orruk is largely blind to pain.

Effect: This unit has WARD (5+).


Artefacts of Power

HERO only
Once Per Battle, Your Hero Phase
SKINWRIGGLA LARVAE: Taken from the marshes of Chitinia, these venomous and swiftly multiplying bugs will infest every nook and cranny they can.

Declare: Pick an objective within 6" of this unit to be infested with bugs for the rest of the battle.

Effect: While an enemy unit is contesting an objective that is infested with bugs:
  • Subtract 3 from that unit’s control score.
  • Ignore positive modifiers to that unit’s control score.


Spell Lore

Your Hero Phase
7
MORKISH MIST: Conjuring a slithering mist from rents in the earth, the shaman cloaks their advancing mobs.

Declare: Pick a friendly MURKVAST MENAGERIE WIZARD to cast this spell, pick a visible friendly MURKVAST MENAGERIE INFANTRY unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, the target has WARD (5+).
KEYWORDSSPELL, UNLIMITED


Manifestation Lore

Your Hero Phase
7
SUMMON FOOT OF GORK: Stamping a furiously belligerent beat, the shaman dares Gork himself to stomp the battlefield flat.

Declare: If there is not a friendly Foot of Gork on the battlefield, pick a friendly MURKVAST MENAGERIE WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Foot of Gork wholly within 12" of the caster, visible to them and more than 9" from all enemy units. A Foot of Gork has 2 parts that must be set up within 9" of each other.
KEYWORDSSPELL, SUMMON

Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

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.
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), Your Hero Phase
SNEAKY SNEAKIN’: Cloying swamp-mists mask the Kruleboyz’ movements.

Declare: Pick a friendly KRULEBOYZ INFANTRY unit that has 10 or fewer models, is not in combat and has not used a DIRTY TRICK ability this turn 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
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.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
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 model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • 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.
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

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

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.

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.
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.

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.
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.

The warscrolls using HERO and IRONJAWZ keywords can be found in the following Factions:

Destruction: Ironjawz, Kruleboyz.

The HERO and IRONJAWZ keywords are used in the following warscrolls:

The warscrolls using HERO and KRULEBOYZ keywords can be found in the following Factions:

Destruction: Ironjawz, Kruleboyz.

The HERO and KRULEBOYZ keywords are used in the following warscrolls:

The warscrolls using IRONJAWZ keyword can be found in the following Factions:

Destruction: Ironjawz, Kruleboyz.

The IRONJAWZ keyword is used in the following warscrolls:

3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat. Units can finish a charge move within 1/2" of an enemy faction terrain feature as if it were a unit.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • If a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘Shoot’ Core abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" (‘-’) cannot move (note that pile-in moves are a type of move).

Some faction terrain features allow you to place a unit on them (this will be clearly specified in that terrain feature’s rules). When doing so, instead of measuring range or visibility to and from the unit that is on that terrain feature, measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature cannot use FIGHT abilities.

If a unit placed on a terrain feature is removed from it (e.g. if an ability removes them from the battlefield), that unit counts as having left that terrain feature and loses any special role or benefits it had as a result of being placed on it.

The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature.

The non-UNIQUE IRONJAWZ and HERO keywords are used in the following Ironjawz warscrolls:

14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

3.2 The General
You must pick 1 HERO in your army that is leading a regiment to be your general. If any units in your army have the WARMASTER keyword, you must pick one of those units to be your general. Your general’s regiment can include up to 4 non-HERO units in addition to your general.
24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.

The WIZARD keyword is used in the following Kruleboyz warscrolls:

The non-HERO INFANTRY keyword is used in the following Kruleboyz warscrolls:

3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

On an unmodified chanting roll of 2 or more, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.

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