Kruleboyz – Hobgrot Slittaboss

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KRULEBOYZ WARSCROLL
Hobgrot Slittaboss
5"
5
6+
2
Slittabosses command the hobgrot kompanies that maraud across the realms in search of plunder. They are not only the most physically imposing and dark-hearted of their kind but also the canniest. Each is a master swindler and murderous in ripping loot from the battlefield, no matter who currently possesses it.
KRULEBOYZ WARSCROLL
Hobgrot Slittaboss
MELEE WEAPONS
AtkHitWndRndDmg
Toxin-smeared Slitta-sword [Crit (Mortal)]
Toxin-smeared Slitta-sword
Crit (Mortal)
44+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 80
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 INFANTRY, 0-1 MONSTER, 0-1 WAR MACHINE, Any Hobgrot Slittaz
Notes: This HERO can join an eligible regiment as a Mob Wrangler.

Reaction: You declared a FIGHT ability for this unit
KOMPANY TAKTIKZ: Slittabosses drill their hobgrots without mercy – after all, the more decisively they strike, the better chance they have of grabbing up the loot.

Effect: Pick a friendly Hobgrot Slittaz unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, add 1 to wound rolls for the target’s attacks for the rest of the turn.

Once Per Battle, Any Combat Phase
TOXIC STASH: A Slittaboss’s swindling talents are used to secure choice poisons that can overwhelm even a stamping ogor.

Declare: Pick an enemy INFANTRY HERO in combat with this unit to be the target.

Effect: Roll 2D6. If the roll exceeds the target’s Health characteristic, it is automatically destroyed.

KEYWORDS
HERO, INFANTRY
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.

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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.
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
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.

The WAR MACHINE keyword is used in the following Kruleboyz warscrolls:

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 HERO and INFANTRY keywords are used in the following Kruleboyz warscrolls:

© Vyacheslav Maltsev 2013-2025