Kruleboyz – Kruleboyz Monsta-killaz

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KRULEBOYZ WARSCROLL
Kruleboyz Monsta-killaz
5"
2
5+
1
The use of leashed beasts has always been a cornerstone of Kruleboyz warmaking. To secure these valuable but unbelievably deadly prizes, would-be beastmasters rely upon the infamous hunting bands known as Monsta-killaz. These cunning orruks relish tracking, capturing or killing the myriad monsters that populate the realms. Led by a sly Beastnob, they prowl through the wilderness laying traps and creating distractions so that they might catch a beast unawares and batter it into submission. As befits their devious kind, these orruks employ every underhanded method conceivable to render their quarry helpless, even employing wild creatures of their own, such as the aggressive simians known as Gnarlwood Howlaz. While they specialise in hunting beasts, Monsta-killaz take great delight in ambushing rivals that interfere with their business. Many of the skills they have mastered out in the wilds can be turned against two-legged foes. Watching a Howla pull a screaming human’s arms out of their sockets is always a good laugh, as is concealing the egg clutch of a Spinecrawler amidst the scroll-cases of some pointy-eared aelven wizard and guffawing loudly as the outraged monstrosity enacts its gory revenge.
KRULEBOYZ WARSCROLL
Kruleboyz Monsta-killaz
MELEE WEAPONS
AtkHitWndRndDmg
Monsta-killa Weapons [Crit (Mortal), Anti-MONSTER (+1 Rend)]
Monsta-killa Weapons
Crit (Mortal), Anti-MONSTER (+1 Rend)
34+3+11
BATTLE PROFILE

Unit Size: 7      Points: 120
MODELBASE SIZE
Beastnob40mm
6 x Monsta-killaz32mm
Klutcha-grot28.5mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Passive
KLUTCHA-GROT
Effect: This unit’s Klutcha-grot is a token. If it is removed from the battlefield, this unit cannot use the ‘A Tough Grot to Swallow’ ability.

Any Combat Phase
BAIT AND TRAP: The Monsta‑killaz have perfected the art of baiting even the most fearsome monsters into debilitating traps.

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

Effect: Roll a dice. Add 1 to the roll if the target is damaged. On a 3+, the target has STRIKE-LAST for the rest of the turn.

Once Per Turn, Reaction: Opponent declared a RAMPAGE ability for an enemy MONSTER within 6" of this unit
A TOUGH GROT TO SWALLOW: The spiky-armoured Klutcha-grot is usually gobbled up by the Monsta-killaz’ prey, causing it to choke, retch and vomit up the little git. Of course, sometimes the grot just gets eaten, which the orruks find equally hilarious.

Effect: Roll a dice. On a 2+, that RAMPAGE ability has no effect. On a 1, remove this unit’s Klutcha-grot from the battlefield.

KEYWORDS
INFANTRY, CHAMPION (1/7), MUSICIAN (1/7)
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:

1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

The CHAMPION keyword is used in the following Kruleboyz warscrolls:

21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

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

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

The MUSICIAN keyword is used in the following Kruleboyz warscrolls:

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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.
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
© Vyacheslav Maltsev 2013-2024