Kruleboyz – Killaboss with Stab-grot

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KRULEBOYZ WARSCROLL
Killaboss
with Stab-grot
5"
6
4+
2
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. The most infamous Killabosses are accompanied to war by a loose entourage of eager hangers-on. Though the advice of a shaman or the extra muscle of a nob bodyguard are always vital, many Killabosses will keep an attendant Stab‑grot, often as a spiteful and obnoxious mascot to bolster their image. That is not to say that these grots are useless in combat; many are chosen for their unusual prowess at hamstringing or their extra-sneaky disposition. More often than not, however, they are simply there to act as a handy meat-shield should the battle go awry.
KRULEBOYZ WARSCROLL
Killaboss
with Stab-grot
MELEE WEAPONS
AtkHitWndRndDmg
Boss-hacka [Crit (Mortal)]
Boss-hacka
Crit (Mortal)
54+3+12
Stab-grot’s Shiv [Crit (Mortal), Companion]
Stab-grot’s Shiv
Crit (Mortal), Companion
24+5+-1
BATTLE PROFILE

Unit Size: 1      Points: 130
MODELBASE SIZE
Killaboss40mm
Stab-grot25mm
Can be reinforced: No
Regiment Options: Any KRULEBOYZ
Notes: This HERO can join an eligible regiment as a Mob Wrangler.

Passive
STAB-GROT
Effect: This unit’s Stab-grot is a token. If this unit’s Stab-grot has been removed, it can no longer attack with its Stab-grot’s Shiv and it cannot use the ‘Unleash the Stab-grot!’ ability.

Once Per Battle, Any Combat Phase
UNLEASH THE STAB-GROT!: A Stab-grot isn’t just good for stabbin’ – they double up as an effective living shield when things get dicey.

Effect: Pick 1 of the following effects:
  • Pick an enemy unit in combat with this unit to be the target. Inflict D3 mortal damage on the target.
  • This unit has WARD (5+) for the rest of the turn.

After resolving either effect, remove this unit’s Stab-grot from the battlefield.

Reaction: You declared the ‘All-out Attack’ command for a friendly KRULEBOYZ INFANTRY unit
KEEP ’EM IN LINE: With a threatening glare and barked commands, the Killaboss keeps their boyz in formation.

Effect: If this unit is wholly within 12" of the unit using the ‘All-out Attack’ command, add 1 to wound rolls for combat attacks made by that unit for the rest of the phase.

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.

The INFANTRY keyword is used in the following Kruleboyz warscrolls:

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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’).
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.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

The KRULEBOYZ and INFANTRY keywords are used in the following Kruleboyz warscrolls:

23.0 Tokens
Tokens are not considered to be models for rules purposes and can be ignored or moved out of the way for purposes of visibility, coherency or abilities. They cannot be picked as the target of abilities. Their purpose is to indicate persisting effects on units they are placed next to. Each time a unit with a token finishes a move or is set up, place the token next to the unit.
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).
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

Reaction: You declared an ATTACK ability
1
ALL-OUT ATTACK: The warriors fight with a frenzied vigour.

Used By: The unit using that ATTACK ability.

Effect: Add 1 to hit rolls for attacks made as part of that ATTACK ability. This also affects weapons that have the Companion weapon ability.
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.
© Vyacheslav Maltsev 2013-2024