Kruleboyz – Man-skewer Boltboyz

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KRULEBOYZ WARSCROLL
Man-skewer Boltboyz
5"
2
5+
1
The fiendish crossbows wielded by the Man-skewer Boltboyz are powerful enough to take down a charging grunta with one shot, while the poisons coating their projectiles induce spasming deaths that are highly entertaining to these cruel orruks.
KRULEBOYZ WARSCROLL
Man-skewer Boltboyz
RANGED WEAPONS
RngAtkHitWndRndDmg
Man-skewer Crossbow: Aimed Shot [Crit (Auto-wound)]
Man-skewer Crossbow: Aimed Shot
Crit (Auto-wound)
18"13+3+22
Man-skewer Crossbow: Hasty Shot [Crit (Auto-wound)]
Man-skewer Crossbow: Hasty Shot
Crit (Auto-wound)
12"24+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Jaggedy Blades [Crit (Mortal)]
Jaggedy Blades
Crit (Mortal)
14+3+-1
BATTLE PROFILE

Unit Size: 3      Points: 110
Base size: 32mm
Can be reinforced: Yes

Passive
MAN-SKEWER CROSSBOWS: Boltboyz either unleash quick volleys at nearby foes or take careful aim at far-off targets.

Effect: Each time this unit uses a SHOOT ability, pick either the Hasty Shot or Aimed Shot weapon characteristics for all the attacks it makes with its Man-skewer Crossbows.

Your Shooting Phase
PICK ’EM OFF: Boltboyz prefer to remain stationary to fire carefully aimed shots.

Effect: If this unit has not used a MOVE ability this turn and was not set up this turn, add 1 to hit rolls for this unit’s shooting attacks for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION
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.
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:

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Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
© Vyacheslav Maltsev 2013-2025