12" 14 5+ 5 6+ Most infamous of all Swampcalla Shamans is Gobsprakk. He is the greatest prophet of orruk-kind, the Mouth of Mork, and it is clear the favour of the kunnin’ god is upon him. Green energy crackles around Gobsprakk when his ire is raised, and even the biggest orruks have learnt to fear the narrowing of the shaman’s eyes, for someone’s sudden demise follows soon after. Those who cross him have a strange habit of choking to death as their lungs fill with swamp water, even if they are standing upon an arid plain. Should an enemy survive his perfidious spells, they are snatched up in the talons of his beloved Corpse-rippa Vulcha, Killabeak. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Killabeak’s Stinger [Crit (Mortal), Companion] | |||||||
| Killabeak’s Stinger Crit (Mortal), Companion | 1 | 3+ | 2+ | 1 | D6 | ||
| Bogbark Staff [Anti-WIZARD (+1 Rend), Crit (Mortal)] | |||||||
| Bogbark Staff Anti-WIZARD (+1 Rend), Crit (Mortal) | 3 | 4+ | 3+ | - | D3 | ||
Killabeak’s Talons and Beak [Anti-WIZARD (+1 Rend), Companion] | |||||||
Killabeak’s Talons and BeakAnti-WIZARD (+1 Rend), Companion | 7 | 4+ | 2+ | 1 | 2 | ||
Passive |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
Once Per Turn (Army), Any Combat Phase |
| KEYWORDS | RAMPAGE |
Passive |
Reaction: Opponent declared a SPELL ability |
KEYWORDS | WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (2), FLY, WARD (6+) |
| DESTRUCTION, KRULEBOYZ |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
| ||
| Q: | If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model? |
| A: | No. |
| Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
Passive |
| ||
| 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. | ||
| Q: | If a non-FLY INFANTRY HERO (e.g. a Scinari Cathallar) is a Shrine Guardian of a Shrine Luminor, and that Shrine Guardian is within 1" of an obscuring terrain feature, is the Shrine Guardian visible to enemy abilities that target the Shrine Guardian? |
| A: | Yes. |
Passive |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
| Q: | Is mortal damage inflicted by a miscast considered to be ‘mortal damage inflicted by a SPELL ability’ for the purposes of abilities like a Morghast Archai unit’s ‘Ebon-wrought Armour’ ability? |
| A: | No. |
Reaction: Opponent declared a SPELL ability |
| KEYWORDS | UNBIND |
The HERO keyword is used in the following Kruleboyz warscrolls:
The DESTRUCTION keyword is used in the following Kruleboyz warscrolls:
The KRULEBOYZ keyword is used in the following Kruleboyz warscrolls:
The UNIQUE keyword is used in the following Kruleboyz warscrolls:
The MONSTER keyword is used in the following Kruleboyz warscrolls:
Reaction: Opponent declared a SPELL ability |
| KEYWORDS | UNBIND |
The WIZARD keyword is used in the following Kruleboyz warscrolls:
Your Movement Phase |
| KEYWORDS | CORE, MOVE |
Passive |
| When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying! | ||
| Q: | If an ability that allows a unit to move states that the unit cannot move into combat (e.g. Normal Move), does FLY allow that unit to move across an enemy unit’s combat range? |
| A: | Yes. |
The FLY keyword is used in the following Kruleboyz warscrolls:
The WARD keyword is used in the following Kruleboyz warscrolls: