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:Book | Kind | Edition | Last update | |
Orruk Warclans | ||||
Orruk Warclans | Faction Pack | 4 | September 2024 | |
Battle Profiles & Rules updates | ||||
Battle Profiles & Rules updates | Rulebook | 4 | September 2024 | |
Sons of Behemat | ||||
Sons of Behemat | Faction Pack | 4 | September 2024 |
Kruleboyz armies can use the following abilities:
Passive |
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Once Per Turn (Army), Any Charge Phase |
KEYWORDS | DIRTY TRICK |
Once Per Turn (Army), Your Hero Phase |
KEYWORDS | DIRTY TRICK |
Once Per Turn (Army), Any Movement Phase |
KEYWORDS | DIRTY TRICK |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | DIRTY TRICK |
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.
Passive |
Passive |
Your Shooting Phase |
Passive |
End of Any Turn |
Any Combat Phase |
Once Per Battle, Any Combat Phase |
Once Per Battle, Reaction: Opponent declared an Attack ability |
Passive |
Your Hero Phase | 5 |
KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 7 |
KEYWORDS | SPELL |
Your Hero Phase | 6 |
KEYWORDS | SPELL |
The KRULEBOYZ and INFANTRY keywords are used in the following Kruleboyz warscrolls:
Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
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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. | ||
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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 |
KEYWORDS | DIRTY TRICK |
The HERO keyword is used in the following Kruleboyz warscrolls:
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The non-HERO KRULEBOYZ and INFANTRY keywords are used in the following Kruleboyz warscrolls:
Passive |
Your Movement Phase |
KEYWORDS | CORE, MOVE, RETREAT |
Your Hero Phase | 6 |
KEYWORDS | SPELL |
Reaction: Opponent declared a SPELL ability |
KEYWORDS | UNBIND |
The KRULEBOYZ and WIZARD keywords are used in the following Kruleboyz warscrolls: