Kruleboyz – Killaboss on Corpse-rippa Vulcha

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KRULEBOYZ WARSCROLL
Killaboss
on Corpse-rippa Vulcha
12"
14
4+
5
The Killabosses that rule over Kruleboyz society tower over their lesser kin. Grown strong on a diet of near-constant war and plentiful red meat, their ‘finkin’ muscles’ are backed up by raw physical prowess. The tribal shamans consider Killabosses to be the truest incarnations of Gorkamorka, for not only do they have razor-sharp wits, they are also possessed of an imposing wiry strength. Their superior kunnin’ in battle, however, is what they are renowned for. They fight in the most underhanded way, whether throwing mud or blinding powder into their opponents’ eyes, laying traps, tripping the legs or kicking the groin. Their jagged blades are designed to hook and pull away shields to find the vulnerable flesh behind. Only a true ruler amongst Kruleboyz can bend one of the titanic raptors known as a Corpse-rippa Vulcha to their will. These massive, winged monstrosities have beaks that can bite through rock and talons that can shred steel, but like their riders, they also exhibit a predilection for cunning and cruelty. Each Vulcha picks a large and twisted tree as its larder. On its sharp, leafless branches, the Vulcha will impale its still-living kills, letting them die slow deaths and hang there to get nice and juicy with rot before gobbling them down.
KRULEBOYZ WARSCROLL
Killaboss
on Corpse-rippa Vulcha
MELEE WEAPONS
AtkHitWndRndDmg
Boss-stikka or Boss-hacka [Crit (Mortal)]
Boss-stikka or Boss-hacka
Crit (Mortal)
54+3+12
Vulcha’s Talons and Beak [Companion]
Vulcha’s Talons and Beak
Companion
74+2+12
Vulcha’s Stinger [Crit (Mortal), Companion]
Vulcha’s Stinger
Crit (Mortal), Companion
13+2+1D6
BATTLE PROFILE

Unit Size: 1      Points: 290
Base size: 130mm
Can be reinforced: No
Regiment Options: 0-1 Mob Wrangler, Any KRULEBOYZ

Passive
BATTLE DAMAGE
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Vulcha’s Talons and Beak is 5.

Reaction: You declared the ‘Redeploy’ command for a friendly Gutrippaz unit wholly within 12" of this unit
COMMANDING VIEW: From his position high above the battlefield, a Killaboss riding a Corpse-rippa Vulcha can keep a careful eye on the battle, guiding the movements of their ladz.

Effect: If you roll a 1-3 when determining the distance that unit can move, you can use a value of 4 instead.

Once Per Turn (Army), Any Charge Phase
VULCHA DIVE: The Corpse-rippa crashes down into the enemy’s ranks from on high, tearing into reeling warriors with cruel relish.

Declare: If this unit charged this phase, pick an enemy unit within 1" of it to be the target.

Effect: Roll a number of dice equal to the unmodified charge roll. For each 4+, inflict 1 mortal damage on the target.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, FLY
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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Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
This HERO can join an eligible regiment as a Mob Wrangler.

Infantry 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).
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 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.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


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:

Enemy Movement Phase
1
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Each model in that unit can move up to D6". That move cannot pass through or end within the combat range of an enemy unit.
KEYWORDSMOVE, RUN
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

© Vyacheslav Maltsev 2013-2024