Kruleboyz – Breaka-boss on Mirebrute Troggoth

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KRULEBOYZ WARSCROLL
Breaka-boss
on Mirebrute Troggoth
5"
12
4+
2
The Breaka-boss towers over their minions, largely because they ride upon the shoulders of a massive Mirebrute Troggoth. By goading this dim-witted beast, they can drive it into a frenzy – though it is the enemy that feels its wrath.
KRULEBOYZ WARSCROLL
Breaka-boss
on Mirebrute Troggoth
MELEE WEAPONS
AtkHitWndRndDmg
Bident-goad [Crit (Mortal)]
Bident-goad
Crit (Mortal)
54+3+12
Mirebrute’s Clubs [Companion]
Mirebrute’s Clubs
Companion
44+2+23
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 80mm
Can be reinforced: No
Regiment Options: 0-1 Mob Wrangler, Any KRULEBOYZ
Notes: This HERO can join an eligible regiment as a Swamp Beast.

Once Per Turn (Army), End of Any Turn
TEAR LIMB FROM LIMB: Mirebrute Troggoths take great delight plucking foes from the enemy ranks and pulling off their limbs one by one.

Declare: Pick an enemy INFANTRY unit within 1" of this unit to be the target.

Effect: Roll a dice. If the roll exceeds the target’s Health characteristic, 1 model in the target unit is slain.
KEYWORDSRAMPAGE

Start of Any Turn
REGENERATION: Troggoths are able to regrow injured flesh almost as quickly as it is harmed.

Effect: Heal (D3) this unit.

Any Combat Phase
BREAKA-HARNESS: When a Breaka-boss enters combat, they yank their Mirebrute Troggoth’s harness savagely to get the beast good and angry!

Effect: Inflict D3 mortal damage on this unit. For each damage point allocated to this unit by this ability, add 2 to the Attacks characteristic of this unit’s Mirebrute’s Clubs for the rest of the turn.

KEYWORDS
HERO, MONSTER
DESTRUCTION, KRULEBOYZ
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).
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).

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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’).
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.
Those HEROES can join an eligible regiment as a Mob Wrangler.

Infantry Hero
Those HEROES can join an eligible regiment as a Swamp Beast.

Monster Hero
Cavalry Hero
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).
© Vyacheslav Maltsev 2013-2025