Kruleboyz – Scourge of Ghyran Killaboss on Great Gnashtoof

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KRULEBOYZ WARSCROLL
Scourge of Ghyran Killaboss
on Great Gnashtoof
10"
10
3+
2
Mounted atop a tireless and tremendously foul-tempered Gnashtoof, a Killaboss can more easily run down and impale his victims. These beasts are perfectly suited for the deadly terrain of Ghyran’s battlegrounds, prowling amidst the undergrowth and searching for unworthy prey to drag down and disembowel.
KRULEBOYZ WARSCROLL
Scourge of Ghyran Killaboss
on Great Gnashtoof
MELEE WEAPONS
AtkHitWndRndDmg
Boss-skewa [Anti-HERO (+1 Rend), Crit (Mortal)]
Boss-skewa
Anti-HERO (+1 Rend), Crit (Mortal)
54+3+12
Great Gnashtoof’s Jaws [Companion]
Great Gnashtoof’s Jaws
Companion
54+3+12
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: 0-1 Mob Wrangler, Any KRULEBOYZ
Notes: This HERO can join an eligible regiment as a Swamp Beast.

This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Once Per Turn (Army), Your Movement Phase
PROWLING THE FLANKS: The Killaboss lurks at the edges of the battle looking for weaknesses in the enemy’s lines.

Effect: If this unit is wholly within 6" of the battlefield edge, remove this unit from the battlefield and set it up again wholly within 6" of the battlefield edge and more than 9" from all enemy units.

Once Per Turn (Army), Any Combat Phase
DRAG ’EM OUT: The Killaboss picks the toughest-looking git and has their Gnashtoof drag them away from their allies.

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

Effect: Roll 2D6. This unit can move a distance in inches up to the value of the roll. Then, if possible, your opponent must remove the target from the battlefield and set it up again within 1" of this unit.

KEYWORDS
HERO, CAVALRY
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.

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Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
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 (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Mob Wrangler.

Infantry Hero

The CAVALRY keyword is used in the following Kruleboyz warscrolls:

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.
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
© Vyacheslav Maltsev 2013-2025