12" 14 4+ 5 The Killaboss rules through strength as well as cunning, for they have an expert eye for picking out an enemy’s weak spot and driving a blade into it. In battle, those who ride the immense raptor-like creatures known as Corpse-rippa Vulchas dive out of the mists without warning, striking from nowhere to gut the enemy force. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Boss-stikka or Boss-hacka [Crit (Mortal)] | |||||||
| Boss-stikka or Boss-hacka Crit (Mortal) | 5 | 4+ | 3+ | 1 | 2 | ||
| Vulcha’s Stinger [Crit (Mortal), Companion] | |||||||
| Vulcha’s Stinger Crit (Mortal), Companion | 1 | 3+ | 2+ | 1 | D6 | ||
Vulcha’s Talons and Beak [Companion] | |||||||
Vulcha’s Talons and BeakCompanion | 7 | 4+ | 2+ | 1 | 2 | ||
Passive |
Once Per Turn (Army), Any Charge Phase |
| KEYWORDS | RAMPAGE |
Reaction: You declared the ‘Redeploy’ command for a friendly Gutrippaz unit wholly within 12" of this unit |
KEYWORDS | HERO, MONSTER, FLY |
| DESTRUCTION, KRULEBOYZ |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
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| 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. |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
| Q: | When using the ‘Charge’ ability, does my unit need to end the charge move within 1⁄2" of an enemy unit that was visible to the charging unit at the start of that charge move? |
| A: | No. It must end the charge move within 1⁄2" of an enemy unit that is visible to the charging unit when it finishes that charge move. |
| Q: | If an ability adds to or subtracts from the number of dice that make up a charge roll, is that a modifier to the charge roll? |
| A: | No. |
| Q: | If a HERO is able to join another HERO's regiment (e.g. The Shadow Queen joining Morathi-Khaine, do they take the place of a non-HERO unit in that regiment? |
| A: | Yes. |
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 MONSTER 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:
Enemy Movement Phase | 1 |
| KEYWORDS | MOVE, RUN |