5" 2 5+ 1 Masters of the sudden ambush and the devious ruse, the Kruleboyz known as Monsta-killaz are sadistic, underhanded beast-hunters who eagerly employ every kunnin’ trick in the book to capture their quarry and defeat those who would stand in their way. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Monsta-killa Weapons [Crit (Mortal), Anti-MONSTER (+1 Rend)] | |||||||
Monsta-killa Weapons Crit (Mortal), Anti-MONSTER (+1 Rend) | 3 | 4+ | 3+ | 1 | 1 |
MODEL | BASE SIZE |
Beastnob | 40mm |
6 x Monsta-killaz | 32mm |
Klutcha-grot | 28.5mm |
Passive |
Any Combat Phase |
Once Per Turn, Reaction: Opponent declared a RAMPAGE ability for an enemy MONSTER within 6" of this unit |
KEYWORDS | INFANTRY, CHAMPION (1/7), MUSICIAN (1/7) |
DESTRUCTION, KRULEBOYZ |
Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
The INFANTRY keyword is used in the following Kruleboyz warscrolls:
Passive |
The CHAMPION keyword is used in the following Kruleboyz warscrolls:
Any Hero Phase | 1 |
Passive |
The MUSICIAN keyword is used in the following Kruleboyz warscrolls:
The DESTRUCTION keyword is used in the following Kruleboyz warscrolls:
The KRULEBOYZ keyword is used in the following Kruleboyz warscrolls:
| ||
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. | ||