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:
Battletome: Orruk Warclans
| Q: | When using the ‘Notorious Bosses’ ability, can I give a target a heroic trait that another unit already has? |
| A: | No. |
| Q: | Can each part of the Foot of Gork use the ‘Wandering Destruction’ ability each turn? |
| A: | No. This is a single manifestation with multiple parts, so it can only use that ability once in each turn. |
| Q: | Can I use the ‘Drag ’Em Out’ ability to remove an enemy INFANTRY HERO from garrisoning a faction terrain feature? |
| A: | Yes. |
Kruleboyz armies can use the following abilities:
DIRTY TRICKS: Kruleboyz will use whatever devious means they can to gain the upper hand over the foe.
Effect: 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 Trick | Dirty Trick Roll | | First | 2+ | | Second | 3+ | | Third | 4+ | | Fourth or subsequent | 5+ |
|
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.
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+.
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 been the target of 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.
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.
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
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
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
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
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).
Swamphorde Bullies
GANGIN’ UP: These orruks like to overwhelm their enemies with a flurry of strikes from all directions interspersed with sneaky stabs and low blows.
Declare: Pick a friendly
KRULEBOYZ unit to be the target. That unit must be
in combat with an enemy unit that is in combat with another friendly
KRULEBOYZ unit.
Kragnos cannot be picked to be the target.
Effect: For the rest of the turn, add 1 to the Attacks characteristic of the target’s melee weapons.
Badmouthing Baiterz
KRULE MOCKERY: These orruks have perfected the art of hurling biting insults at the enemy to taunt them and lure them into hidden traps.
Declare: Pick a friendly
KRULEBOYZ unit to be the
Insult Hurla, pick a
visible enemy unit within 18" of it to be the target, then make a dirty trick roll.
Effect: Until the start of your next turn, each time the target uses a
MOVE ability and does not end that move closer to the
Insult Hurla than it was at the start of that move, inflict D6
mortal damage on the target after that
MOVE ability has been resolved.
Kunnin’ Warlords
HERO only
|
| BACKSTABBA | 0 |
| SLIPPERY SKUMBAG | 0 |
| EGOMANIAK | 0 |
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.
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.
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).
Krule Artefacts
HERO only
|
| MORK’S EYE PEBBLE | 0 |
| SWAMP STAFF | 0 |
| EYE-BITER ASH | 0 |
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.
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.
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.
Krule Artefacts
HERO only
|
| TATTERMASK | 0 |
| SPELL IN A RATTLE | 0 |
| WOGGLY BOGSTIKK | 0 |
TATTERMASK: Patched together from assorted flaps of flayed skin, this enchanted mask has the unsurprisingly off-putting effect of turning the wearer’s bellows into keening cries for help in the native tongues of nearby enemies.
Effect: If the unmodified
hit roll for an attack that targets this unit is 1-3, that attack fails and the attack sequence ends.
SPELL IN A RATTLE: With a shake of this unassuming, knobbly rattle, the bearer releases the spell stored within.
Effect: This unit can use a non-
SUMMON SPELL ability from a spell lore you picked during
army composition as if it had
WIZARD (1). Instead of making a
casting roll for that spell, the casting roll is 9 and cannot be modified. That spell cannot be
unbound.
WOGGLY BOGSTIKK: Plucked from the grasp of a bogdrowned shaman, this gnarled staff can turn the earth beneath a foe’s feet into acidic slime.
Declare: Pick a
visible enemy unit within 12" of this unit to be the target.
Effect: Roll a dice. If the roll exceeds the target’s Control characteristic, inflict an amount of
mortal damage on the target equal to the roll.
Monstrous Traits are
enhancements that can only be given to
MONSTERS.
|
| MEAN ’UN | 0 |
| SNEAKY ’UN | 0 |
| TOUGH ’UN | 0 |
MEAN ’UN: This beast is a kunnin’ and ruthless predator, targeting vulnerable areas and vital spots with a hunter’s eye.
Effect: Add 1 to
hit rolls for attacks made with this unit’s
Companion weapons.
SNEAKY ’UN: This beast prefers to sneak up on its prey and skulk off when the going gets tough, traits its Kruleboyz masters darkly approve of.
Effect: This unit can use the ‘
Normal Move’ or ‘
Retreat’ ability as if it were your movement phase. In addition, no
mortal damage is inflicted on this unit by
RETREAT abilities this phase.
TOUGH ’UN: This beast has endured the lash of its cruel masters for many a season, which has inured it to pain.
Effect: Subtract 1 from the Rend characteristic of weapons used for attacks that target this unit.
Kunnin’ Creatures
Monstrous Traits are unique enhancements that can only be given to
MONSTERS.
A unit can only have 1 Monstrous Trait.
(
KRULEBOYZ MONSTER only)
|
| SPITTIN’ ’UN | 20 |
| SLY ’UN | 10 |
| QUICK ’UN | 20 |
SPITTIN’ ’UN: This beast has specialised glands that allow it to spit corrosive saliva that can burn flesh and eat through armour. The more riled up the creature is, the greater the volume of spittle it produces.
Effect: This unit is armed with the ranged weapon below, where
X is equal to your
fury level.
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Caustic Saliva | 12" | X | 4+ | 3+ | 2 | D3 |
|
| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Caustic Saliva | | 12" | X | 4+ | 3+ | 2 | D3 |
|
SLY ’UN: Whether covered in mud or submerged in a mire, this brute emerges from the muck with little warning, ready to ambush the enemy.
Effect: Remove this unit from the battlefield and
set it up again on the battlefield more than 9" from all enemy units.
QUICK ’UN: Getting the drop on this hot‑tempered creature is nigh on impossible.
Effect: Add half your
fury level (rounding up) to
run rolls and
charge rolls for this unit.
Lore of the Swamp
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.
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 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.
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.
Manifestations of Gorkamorka
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.
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.
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.
Army of Renown
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
KRULEBOYZ HEROES included in this Army of Renown can only include KRULEBOYZ units in their regiment, and IRONJAWZ HEROES included in this Army of Renown can only include IRONJAWZ units in their regiment. If your army includes Kragnos, the End of Empires, he can include either KRULEBOYZ units or IRONJAWZ units in his regiment (but not both), and he counts as a Hero from that faction for the purposes of needing to have one regiment led by an IRONJAWZ HERO for each regiment led by a KRULEBOYZ HERO and vice versa. | |
| | |
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.
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.
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+.
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.
HERO only
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.
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.
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.
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.
HERO only
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.
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.
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.
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.
Army of Renown
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.
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.
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.
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.
HERO only
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+).
HERO only
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.
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+).
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.
Here, you will find additional rules to use with an Orruk Warclans army while playing through a Path to Glory campaign. The Path to Glory content in this book is divided into the following sections: the Anvil of Apotheosis, Paths for lronjawz units and Paths for Kruleboyz units.
The Anvil of Apotheosis
| | |
| Your Hero's WarscrollYou can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details. | |
| | |
| | |
| The Anvil of Apotheosis is a hero creator. Using the rules in this section, you can create a custom warscroll for a HERO to use in your Path to Glory campaign. This can represent any miniature of your choosing, including one you have lovingly kitbashed or converted.
After the Anvil of Apotheosis, you will find 2 Paths each for Ironjawz and Kruleboyz units. These follow the rules outlined for Paths in the Path to Glory battlepack you are using (e.g. Path to Glory: Ascension). | |
| | |
Step 1 - Pick a Destiny Point Limit
The Anvil of Apotheosis uses a currency called
destiny points. First, you need to set a destiny point limit. This will determine how many destiny points you have to spend on your hero, what type of hero they will be and what their battle profile points cost will be.
| HERO TYPE | DESTINY POINT LIMIT | BATTLE PROFILE POINTS COST | | Yoof | 10 | 150 | | Boss | 30 | 250 | | Megaboss | 50 | 350 |
|
Over the next few steps, you will pick options for your hero. Each option has a destiny point cost, abbreviated as DP. Keep a record of the number of destiny points you have spent. You cannot exceed the limit you have set.
To begin with, your hero has the following warscroll:
| HERO, INFANTRY |
| DESTRUCTION, KRULEBOYZ |
Step 3 - Choose a Warclan
You must pick 1 of the following Warclans for your
KRULEBOYZ hero to belong to:
| | |
| Your hero has WIZARD (1) and the following ability and regiment option:
OUT OF THE MISTS: The shamans of the Grinnin' Blades conceal their numbers in a thick,obscuring fog.
Effect: Subtract 1 from hit rolls and wound rolls for ranged attacks that target friendly KRULEBOYZ units while they are wholly within 12" of this unit.
| Regiment Options | Any KRULEBOYZ units |
|
| |
| | |
| | |
| Your hero has the following ability and regiment option:
ONLY DA BEST: The crossbows of the Big Yellers are just that bit better than those of other Kruleboyz - not that the rival warclans would ever admit it.
Effect: Add 3" to the Range characteristic of ranged weapons used by friendly KRULEBOYZ units. In addition, you can re-roll 1 hit roll per turn for shooting attacks made by each friendly KRULEBOYZ unit.
| Regiment Options | Any KRULEBOYZ units |
|
| |
| | |
| | |
| Your hero has the following ability and regiment option:
SUPER KREEPY: Covered in scuttling bugs and surrounded by an unnatural stink, this orruk is just plain off-putting.
Effect: Subtract 1 from the Attacks characteristic of melee weapons for attacks that target this unit.
| Regiment Options | Any KRULEBOYZ units |
|
| |
| | |
Step 4 - Pick Your Hero's Origin And/Or Flaw
You can pick up to 1
origin and up to 1
flaw for your hero. Each adds an ability to your hero’s warscroll. However, instead of costing destiny points, flaws give you extra destiny points to spend elsewhere.
| | |
| OriginsMONSTA-KILLA: This warrior is trained in the ways of the notorious Monsta-killaz and thinks fighting the biggest beasts is a ‘propa lark’.
Declare: Pick an enemy MONSTER in combat with this unit to be the target. Effect: Roll a dice. On a 1, nothing happens. On a 2-5, inflict D6 mortal damage on the target. On a 6, inflict 2D6 mortal damage on the target.
EXTREMELY LOUD: This orruk never speaks at anything less than deafening, spittle-spraying volume. It makes enemy commanders that bit harder to hear.
Effect: Enemy HEROES cannot use commands while they are in combat with this unit.
A KNACK FOR KILLIN’: Some orruks claim that this boss is blessed by the Twin-Headed God and has the power to kill literally anything. Others say that they're just lucky.
Effect: Ward rolls cannot be made for damage points inflicted by this unit’s combat attacks.
OBSESSED WITH VIOLENCE: It is said that this orruk has fought every day of their life and only ever thinks of finding the next brawl.
Effect: Add 1 to hit rolls for this unit’s attacks while it is in combat. Add 1 to this unit’s Move characteristic while it is not in combat.
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| FlawsCLUMSY RIDER: With their constant yelling and flailing, this orruk has a bad habit of annoying the beast they ride to battle.
Effect: Subtract 1 from the Attacks characteristic of this unit’s Companion melee weapons.
ROARING BULLY: This orruk prefers to pick his fights with those smaller or less shouty than he is, largely because they tend to make an amusing squishing noise when hacked to bits.
Effect: This unit cannot contest objectives that are being contested by enemy UNIQUE HEROES.
PIG-HEADED: This boss is as stubborn as a grunta. They smell like a grunta, too.
Effect: This unit cannot use RETREAT abilities.
FAR TOO EAGER: While no one can fault their enthusiasm, this boss throws themselves at the first fight they can.
Effect: In your charge phase, if this unit is not in combat and there are any enemy units within 12" of this unit, this unit must use the ' Charge' ability.
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Step 5 - Choose a Battle Mount
You can pick up to 1 eligible
Battle Mount for your hero.
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| Battle MountsSLUDGERAKER BEAST: Sludgerakers are especially vile creatures, just like the bosses that ride these loping monsters into battle.Add the following weapon to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Sludgeraker's Talons Companion | 6 | 4+ | 2+ | 1 | 2 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Sludgeraker's Talons Companion | | 6 | 4+ | 2+ | 1 | 2 |
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In addition, make the following changes to your hero’s warscroll: - Change the Move characteristic to 8".
- Change the Health characteristic to 14.
- Change the Control characteristic to 5.
- Replace the INFANTRY keyword with the MONSTER keyword.
CORPSE-RIPPA VULCHA: A Kruleboy who bends a Corpse-rippa Vulcha to their will commands the respect of their mates.Add the following weapon and ability to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Vulcha's Talons and Beak Companion | 7 | 4+ | 2+ | 1 | 2 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Vulcha's Talons and Beak Companion | | 7 | 4+ | 2+ | 1 | 2 |
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In addition, make the following changes to your hero’s warscroll: - Change the Move characteristic to 12".
- Change the Health characteristic to 14.
- Change the Control characteristic to 5.
- Replace the INFANTRY keyword with the following keywords: MONSTER, FLY.
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Step 6 - Pick any Battle Mount Upgrades
If your hero has a Battle Mount, you can pick any number of eligible Battle Mount Upgrades for them.
The same upgrade cannot be picked more than once.
| Upgrade | Effect | | Scarred 'Un +2DP | MONSTER only. Add the following ability to your hero’s warscroll.
BATTLE DAMAGEDEffect: While this unil has 10 or more damage points: - The Attacks characteristic of its Maw-grunta’s Tusks is 4.
- The Attacks characteristic of its Maw-krusha’s Fists and Tail is 5.
- The Attacks characteristic of its Sludgeraker Talons is 4.
- The Attacks characteristic of its Vulcha’s Talons and Beak is 5.
| | Fast 'Un -3DP | MONSTER only. Add 3" to your hero’s Move characteristic. | | Mean 'Un -4DP | MONSTER only. Add the following ability to your hero’s warscroll. You cannot pick this upgrade if your hero has another RAMPAGE ability.
MEAN 'UN: This savage monster loves nothing more than to tear its victims into bloody chunks.
Declare: If this unit charged this phase, pick an enemy INFANTRY unit within 1" of it to be the target. Effect: Roll a dice. On a 3+, inflict an amount of mortal damage on the target equal to the roll.
| | Loud 'Un -4DP | MONSTER only. Add the following ability to your hero’s warscroll:
LOUD 'UN: The blood-curdling roars of this beast leave even the mightiest enemies sllmned and disorientated .
Effect: Roll a dice. On a 4+, unless your opponent spends 1 additional command point to use that command, the command has no effect, it still counts as having been used and the command points spent to use the command are still lost.
| | Weird 'Un -5DP | MONSTER only. Add the following ability to your hero’s warscroll:
WEIRD 'UN: This strange beast has an innate resistance to even the most powerful magic.
Effect: If this unit was picked to be the target of that spell, roll a dice. On a 4+, ignore the effect of that spell on this unit. This unit can use this ability more than once per phase but only once per SPELL ability.
| | Smelly 'Un -5DP | MONSTER only. Add the following ability to your hero’s warscroll:
SMELLY 'UN: A horrible stench emanates from this creature, and no one wants to be caught uppwind when it lingers for long enough.
Effect: Subtract 1 from hit rolls for combat attacks that target this unit if it has not charged this turn.
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Step 7 - Pick any Other Upgrades
Pick any number of other upgrades for your hero. The same upgrade cannot be picked more than once.
| Upgrade | Effect | | Towering Ego -1DP | Add 1 to your hero's Control characleristic. | | Eager to Fight -1DP | Add 1'' lo your hero's Move characteristic. | | Gnarled Flesh -2DP | Add 1 to your hero's Health characteristic. | | Mork's Own Luck -2DP | Your hero has WARD (6+). | | Gork's Strength -3DP | The Damage characteristic of your hero’s Choppa or Hacka is 3. | | Warlike Grudge -3DP | Your hero’s Choppa or Hacka has Anti-X (+1 Rend), where X is 1 of the following keywords: INFANTRY, CAVALRY, MONSTER, WAR MACHLNE, WIZARD or PRIEST. | | Rider-boss -4DP | Your hero’s Choppa or Hacka has Charge (+1 Damage). | | Underhanded -4DP | Your hero’s Choppa or Hacka has Crit (Mortal). | | Extra Stabby Bitz -5DP | Add 2 to the Attacks characteristic of your hero’s Choppa or Hacka. | | Touched by da Waaagh! -6DP | Non-PRIEST only. Your hero has WIZARD (1). If This unit is already a WIZARD, add 1 to casting rolls for this unit. | | Prophet of Gorkamorka -6DP | Non-WIZARD only. Your hero has PRIEST (1). If this unit is already a PRIEST, add 1 to chanting rolls for this unit. |
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| Path of The Most Kunnin'(KRULEBOYZ HERO only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
SLIPPERY: No one can pin this boss down for long - not even their own ladz
Effect: Add 1 to run rolls and charge rolls for this unit.
HIGHLY ACQUISITIVE: When this boss wants something, they'll do anything to get it.
Effect: While this unit is contesting an objective, add 1 to hit rolls for this unit’s attacks.
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
MORKISH KNOWLEDGE: Too long spent wandering the swamps and muttering to the mires has deepened this orruk's strange powers.
Effect: You can re-roll casting rolls for this unit.
I'LL STAB DA 'URTY BITZ!: No matter who or what this boss fights, there's always one tactic they can rely on.
Effect: This unit’s melee weapons have Anti-HERO (+1 Rend).
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
YOU STAB DA SOFT BITZ!: This boss has an eye for weakness and a talent for pointing it out to their underlings.
Declare: Pick a visible friendly unit wholly within 12" of this unit to be the target. Effect: Roll a dice. On a 2+, the target’s melee weapons have Anti-INFANTRY (+1 Rend) until the start of your next turn.
JUST YOU TRY IT: With, blades at the ready, this boss goads their enemies into a reckless charge.
Declare: Pick a friendly unit wholly within 12" of this unit to be the target. Effect: For the rest of the turn, each time an enemy unit uses a CHARGE ability and ends the move within 1" of the target, inflict D3 mortal damage on that enemy unit.
LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
DISCONCERTING STARE: Something in this boss's evil-eyed glare gives even hardened veterans a moment's pause.
Effect: If this unit is picked as the target of a FIGHT ability and this unit’s Control characteristic is equal to or higher than the Control characteristic of the enemy unit using that FIGHT ability, that enemy unit cannot use commands for the rest of the turn.
UTTERLY UNSCRUPULOUS: This boss's lack of honour is legendary. Take your eye off them for a moment and it will be your doom.
Effect: Each time your opponent makes an unmodified hit roll of 1 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.
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| Path of Da Sneak(non-HERO KRULEBOYZ unit only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
MERELY PRETENDING: These orruks feign injury with a mind to catch their opponents by surprise later.
Effect: Heal (D3) this unit.
BOO! HAW HAW HAW...: Masters of skare taktikz, these orruks leave their enemies jumpy.
Effect: Subtract 2 from the control scores of enemy units while they are in combat with this unit.
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
HIT DA DIRT!: Whether hiding behind shields or dropping to the entire, these orruks are difficult to pin down with ranged weapons.
Effect: Subtract 1 from the Rend characteristic of ranged weapons used for shooting attacks that target this unit.
FEIGNED FLIGHT: 'It ain't runnin' away if ya turn around and stab 'em again...'
Effect: This unit can use a RUN ability and still use SHOOT and/or CHARGE abilities later In the same turn.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
LET'S GET 'EM, BOSS!: These ladz feel considerably more secure when skulking about in the shadow of their boss.
Effect: While any friendly INFANTRY HEROES are within this unit’s combat range, both this unit and those INFANTRY HEROES have WARD (5+).
WE'LL LOOK AFTER DISI: Having convinced their boss they're the best at bringing up the rear, these orruks aren't about to embarras themselves by letting the boss down.
Effect: While each model in this unit is contesting an objective you control, add 1 to save rolls for this unit.
LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
PRACTICALLY GORKISH: These ladz love to get stuck in, and their entusiasm for Gorkish, krumpin' is practically infectious to their fellow Kruleboyz.
Effect: If this unit charged this turn, for the rest of the turn, add 1 to charge rolls for friendly non-HERO INFANTRY units while they are wholly within 18" of this unit.
CULL 'EM ALL: By using tricksy traps and vicious violence, these orruks can quickly butcher even overbearing numbers.
Effect: Add 1 to the Attacks characteristic of this unit's melee weapons for attacks that target an enemy unit that has 5 or more models.
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As far as Kruleboyz are concerned, fighting fair is an idiotic concept. Swampskulka Gangs exemplify the cruelly underhanded approach to warfare so beloved of these orruks, for their entire purpose is to leave the enemy agonised, hobbled and helpless. Under the wily guidance of a Killaboss, they stalk their victims through the wilds of the realms for days, waiting for the perfect moment to launch a murderous ambush.
The first the Kruleboyz’ chosen quarry knows of their fate is when dozens of barbed missiles come whistling out of the murk to sink into their flesh, as chortling Boltboyz relish their victims’ shocked horror. Anything that looks big enough to cause the orruks serious bother is dealt with by an oversized harpoon hurled by a Beast-skewer Killbow. As the enemy reels in the face of this deadly hail, the Killaboss charges into their midst atop his Great Gnashtoof mount, seeking gory trophies to prove his kunnin’. Following closely behind come lanky orruk warriors, led by a Murknob brandishing a foul-smelling and loudly bellowing Belcha-banna. These Gutrippaz stomp forwards to fall upon the stricken foe, spilling intestines and poking out eyes with their venom-dripping weapons – while keeping a few prisoners alive to torment at their leisure, of course.
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| This Spearhead army consists of the following units:
General - Killaboss on Great Gnashtoof
Units - 1 Murknob with Belcha‑banna
- 3 Man-skewer Boltboyz
- 5 Gutrippaz
- 5 Gutrippaz
- 1 Beast-skewer Killbow
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KRULEBOYZ WAAAGH!: In typically Morky fashion, Kruleboyz wait until they have the enemy surrounded before calling a Waaagh! – and when they do, the enemy’s fate is usually sealed.
Declare: Pick your
general to use this ability, then pick another friendly unit wholly within 12" of them to be the target.
Effect: Your general and the target have
STRIKE-FIRST this phase.
Pick 1 of the following regiment abilities.
COVERED IN MUD: After some ‘hard finkin’, a group of orruks decides to slather themselves in muck so they can sneak up on the unwitting enemy.
Declare: Pick a friendly unit to use this ability.
Effect: In this battle, that unit is not
visible to enemy models that are more than 12" away from it.
NOISY RACKET: On the eve of battle, the Kruleboyz make sure the enemy receives no respite as their war drums and rattle-skulls ring out into the night.
Effect: Subtract 1 from
wound rolls for attacks made by enemy units in the first battle round.
Give your general 1 of the following enhancements.
EGOMANIAK: This self-important boss is willing to use anyone to protect his own hide.
Effect: If any other friendly units are within your general’s
combat range, before you allocate a damage point to your general, roll a dice. On a 4+, you must allocate that damage point to one of those units instead.
KUNNIN' PLAN: This devious Killaboss likes to feign retreat to draw their prey into a deadly trap.
Declare: Pick a friendly unit wholly within 12" of your general.
Effect: If that unit uses a
RETREAT ability this turn, no
mortal damage is inflicted on it and it can still use
SHOOT and/or
CHARGE abilities later in the turn.
MORK'S EYE PEBBLE: When rubbed, this darkgrey rock produces a swirling bank of thick fog that protects the bearer and their allies from harm.
Effect: In the next shooting phase, friendly units have
WARD (5+) while they are wholly within 12" of your general.
EYE-BITER ASH: Stored in a heat-proof pouch, this strange ash never stops smouldering. The bearer can cast it at a foe, creating a cloud of blistering ash that blinds the targets and causes them terrible pain.
Declare: Pick an enemy unit
in combat with your general and roll a dice.
Effect: On a 1-4, subtract 1 from
hit rolls for attacks made by that unit for the rest of the phase. On a 5+, subtract 1 from hit rolls for attacks made by that unit for the rest of the battle.
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| Killabosses are cunning warlords well used to using their ‘thinkin’ muscles’ to guide their fellow orruks in ambushes and traps. With a string of victories under their belts, they have won something akin to trust from their minions, who stick to the plan even when things get nasty. They take great pride in procuring the vilest and most malicious monsters to serve as their war-mounts, and few are as deadly as the Great Gnashtoof. This wiry canine killer is as swift as it is foul-tempered, capable of navigating the slimy homelands of the Kruleboyz with ease. When it finds its prey, it leaps upon them with an ear-splitting howl that seems to come from two directions at once. | |
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| Jagged Boss-stikka [Crit (Mortal)] |
| | Jagged Boss-stikka Crit (Mortal) | 4 | 3+ | 3+ | 1 | 2 |
| Gnashtoof’s Bone-crushing Fangs [Companion] |
| | Gnashtoof’s Bone-crushing Fangs Companion | 5 | 4+ | 3+ | 1 | 2 |
ALL PART OF DA PLAN: Kruleboyz tend to be very impressed by a Killaboss’s kunnin’ feats – so long as the boss has a plan, they are willing to face down even the most unlikely odds.
Declare: Pick a friendly unit wholly within 9" of this unit to be the target. You cannot pick this unit.
Effect: Add 3 to the target’s
control score until the start of your next turn.
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| Murknobs are champions amongst the Kruleboyz, and they revel in taking the heads of their adversaries – honestly or otherwise. They alone are granted the honour of carrying the Belcha-bannas into battle, foul relics with all manner of strange powers. When the enemy close in, these uncanny standards belch a revolting miasma that can make even the toughest foe collapse in agony. | |
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| Murknob Cleaver [Crit (Mortal)] |
| | Murknob Cleaver Crit (Mortal) | 4 | 4+ | 3+ | 1 | 2 |
BREATH OF THE MIRE-DRAKES: Belcha-bannas are typically built around the severed tongue of a mire-drake, creatures so vile that even after death, their remains belch forth clouds of soul-shrivelling gas.
Declare: Roll a dice for each enemy unit
in combat with this unit.
Effect: On a 1, nothing happens. On a 2-5, inflict 1
mortal damage on that enemy unit. On a 6, inflict D3 mortal damage on that unit.
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| Man-skewer Boltboyz wield crossbows powerful enough to take down a charging warhorse with a single shot. Even minor wounds inflicted by these weapons soon turn gangrenous and foul thanks to the poisons that the orruks smear over every projectile. | |
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| Man-skewer Crossbow [Crit (Auto-wound)] |
| | Man-skewer Crossbow Crit (Auto-wound) | 18" | 2 | 4+ | 3+ | 1 | 2 |
| Jaggedy Blade [Crit (Mortal)] |
| | Jaggedy Blade Crit (Mortal) | | 1 | 4+ | 3+ | - | 1 |
PICK 'EM OFF: Boltboyz prefer to remain stationary to fire carefully aimed shots.
Effect: Add 1 to
hit rolls for this unit’s
shooting attacks if has not used a
MOVE ability this turn.
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| Gutrippaz form the slimy heart of the Kruleboyz, stalking forwards behind their leering skareshields. These mobs of sadistic greenskins are known for their vicious kunnin’ and the spiteful amusement they find in laying low the enemy with their wicked, venom-laced weapons. Even their appearance is honed to intimidate and confuse the foe. | |
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| Wicked Hacka [Crit (Mortal)] |
| | Wicked Hacka Crit (Mortal) | 2 | 4+ | 3+ | - | 1 |
SCARE TAKTIKZ: Gutrippaz use all manner of means to unnerve and intimidate their foes.
Effect: Roll a dice. On a 3+, subtract 1 from
hit rolls for attacks that target this unit this phase. This ability has no effect on attacks made by
HEROES.
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| Orruks are not renowned for their ability to shoot straight, but the Kruleboyz known as ‘Big Shots’ understand the benefit of maiming your prey from as far away as possible. Beast-skewer Killbows are designed to take down the realms’ mightiest monsters, and the oversized missiles they hurl can indeed punch through several inches of armoured hide or bone plating with ease. Such is the force with which these missiles strike home that they can also impale several man-sized targets at once. | |
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| Beast-skewer Bolts [Crit (Auto-wound)] |
| | Beast-skewer Bolts Crit (Auto-wound) | 24" | 2 | 4+ | 2+ | 2 | D6 |
| Jaggedy Blades [Crit (Mortal)] |
| | Jaggedy Blades Crit (Mortal) | | 2 | 4+ | 3+ | - | 1 |
SKEWERED: Beast-skewer bolts are designed to inflict horrendous wounds on monstrous quarry.
Effect: The Damage characteristic of this unit’s
Beast-skewer Bolts is 6 instead of D6 if the target is a
MONSTER.