Kruleboyz – Man-skewer Boltboyz

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KRULEBOYZ WARSCROLL
Man-skewer Boltboyz
5"
2
5+
1
Some Kruleboyz prefer to kill at a distance, such as the crossbow-wielding Man‑skewer Boltboyz. Many Ironjawz bosses spit at the very idea of ranged attack, claiming ‘it ain’t orruky’. Yet when battle is joined and the first kills are claimed by the Boltboyz, such detractors fall strangely silent. The Boltboyz themselves simply shrug and walk at an unhurried pace towards the survivors, reloading as they go. When on the hunt, Man-skewer Boltboyz fire to injure rather than to kill, relishing the sight of a crippled enemy limping away before the next volley puts them down for good. In battle, they go right for the headshot. Many soldiers have dismissed an orruk shoota-line in the belief that they are terrible shots, only to find man-skewer bolts have a very long reach and pack enough punch to send an armoured enemy flying backwards. It is common practice amongst the Boltboyz to coat their bolts in the most horrendous toxins, and the spikes on each bolt are made deliberately brittle so they snap off to leave shards in the wound. With a sadistic cackle and a ‘clunk-click’ of reloader arms, the orruks are soon ready to shoot again.
KRULEBOYZ WARSCROLL
Man-skewer Boltboyz
RANGED WEAPONS
RngAtkHitWndRndDmg
Man-skewer Crossbow: Hasty Shot [Crit (Auto-wound)]
Man-skewer Crossbow: Hasty Shot
Crit (Auto-wound)
12"24+3+12
Man-skewer Crossbow: Aimed Shot [Crit (Auto-wound)]
Man-skewer Crossbow: Aimed Shot
Crit (Auto-wound)
18"13+3+22
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.

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:

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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 2013-2024