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 | ||
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![]() Companion | 7 | 4+ | 2+ | 1 | 2 |
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KEYWORDS | RAMPAGE |
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KEYWORDS | HERO, MONSTER, FLY |
DESTRUCTION, KRULEBOYZ |
Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
The DESTRUCTION keyword is used in the following Kruleboyz warscrolls:
The KRULEBOYZ keyword is used in the following Kruleboyz warscrolls:
The HERO keyword is used in the following Kruleboyz warscrolls:
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The MONSTER keyword is used in the following Kruleboyz warscrolls:
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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! | ||
The FLY keyword is used in the following Kruleboyz warscrolls:
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KEYWORDS | CORE, MOVE, CHARGE |
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KEYWORDS | MOVE, RUN |