Kruleboyz – Scourge of Aqshy Killaboss with Stab-grot

This warscroll does not meet the selection criteria (see Settings tab).
KRULEBOYZ WARSCROLL
Scourge of Aqshy Killaboss
with Stab-grot
5"
6
4+
2
The warlords of the Kruleboyz, Killabosses lead their ladz across the Great Parch, keeping them in line using violence and intimidation. Some Killabosses are accompanied by vicious Stab-grots that they punt at nearby foes to slash at ankles and slice tendons.
KRULEBOYZ WARSCROLL
Scourge of Aqshy Killaboss
with Stab-grot
MELEE WEAPONS
AtkHitWndRndDmg
Boss-hacka [Crit (Mortal)]
Boss-hacka
Crit (Mortal)
54+3+12
BATTLE PROFILE

Unit Size: 1      Points: 130
MODELBASE SIZE
Killaboss40mm
Stab-grot25mm
Can be reinforced: No
Regiment Options: 0-1 Mob Wrangler, Any KRULEBOYZ
Notes: This Hero can join an eligible regiment as a Mob Wrangler.
This unit is legal for Matched Play for battles fought using the General’s Handbook 2026-27 battlepack.

Once Per Turn (Army), Any Combat Phase
JUST KEEP STABBIN’: The Killaboss angrily kicks their luckless
Stab-grot towards an enemy, where the little git does what they do best.

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

Effect: Roll a number of dice equal to your fury level. You can spend 1 rage dice. If you do:
  • Add 1 to each roll.
  • If your opponent’s fury level is lower than yours, they must increase their fury level by 1, to a maximum of 7.
Then, for each 3+, inflict 1 mortal damage on the target.

Once Per Turn (Army), Reaction: You declared a FIGHT ability for this unit
JUMP ’EM, LADZ, OR ELSE!: The Killaboss knows just how
to motivate their boyz: threats, intimidation and a very real
demonstration of what will happen to them if they don’t get stuck in.

Effect: Pick a friendly Gutrippaz or Hobgrot Slittaz unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target.

The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the turn.

KEYWORDS
HERO, INFANTRY
DESTRUCTION, KRULEBOYZ
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.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.

Those HEROES can join an eligible regiment as a Mob Wrangler.

Infantry Hero
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
© Vyacheslav Maltsev 2013-2026