Kruleboyz – Man-skewer Boltboyz

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SPEARHEAD WARSCROLL
Man-skewer Boltboyz
5"
2
5+
1
Man-skewer Boltboyz wield crossbows powerful enough to take down a charging warhorse with a single shot. Even minor wounds inflicted by these weapons soon turn gangrenous and foul thanks to the poisons that the orruks smear over every projectile.
SPEARHEAD WARSCROLL
Man-skewer Boltboyz
RANGED WEAPONS
RngAtkHitWndRndDmg
Man-skewer Crossbow [Crit (Auto-wound)]
Man-skewer Crossbow
Crit (Auto-wound)
18"24+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Jaggedy Blade [Crit (Mortal)]
Jaggedy Blade
Crit (Mortal)
14+3+-1
Passive
PICK 'EM OFF: Boltboyz prefer to remain stationary to fire carefully aimed shots.

Effect: Add 1 to hit rolls for this unit’s shooting attacks if has not used a MOVE ability this turn.

KEYWORDS
INFANTRY
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.
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).

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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.
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).
© Vyacheslav Maltsev 2013-2026