10" 10 3+ 2 Particularly storied Killabosses are able to procure all manner of terrifying, swamp-dwelling mounts from the Beast-breakaz to show off their status. Great Gnashtoofs are one such monster, huge and vicious hounds whose swiftness is matched only by their ferocity. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Great Gnashtoof’s Jaws [Companion] | |||||||
| Great Gnashtoof’s Jaws Companion | 5 | 4+ | 3+ | 1 | 2 | ||
| Boss-stikka [Crit (Mortal)] | |||||||
| Boss-stikka Crit (Mortal) | 5 | 4+ | 3+ | 1 | 2 | ||
Your Hero Phase |
Passive |
KEYWORDS | HERO, CAVALRY |
| DESTRUCTION, KRULEBOYZ |
10" 10 3+ 2 Killabosses bound for Aqshy often ride Great Gnashtoofs; already foul tempered and hot headed, these beasts are quick to adjust to the battlegrounds of the Bright Realm, ready to snatch up unsuspecting prey in their powerful jaws. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Boss-stikka [Anti-HERO (+1 Rend), Crit (Mortal)] | |||||||
| Boss-stikka Anti-HERO (+1 Rend), Crit (Mortal) | 5 | 4+ | 3+ | 1 | 2 | ||
| Great Gnashtoof’s Jaws [Companion] | |||||||
| Great Gnashtoof’s Jaws Companion | 5 | 4+ | 3+ | 1 | 2 | ||
Once Per Turn (Army), Your Movement Phase |
Once Per Turn (Army), Your Combat Phase |
KEYWORDS | HERO, CAVALRY |
| DESTRUCTION, KRULEBOYZ |
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. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Boss-skewa [Anti-HERO (+1 Rend), Crit (Mortal)] | |||||||
| Boss-skewa Anti-HERO (+1 Rend), Crit (Mortal) | 5 | 4+ | 3+ | 1 | 2 | ||
| Great Gnashtoof’s Jaws [Companion] | |||||||
| Great Gnashtoof’s Jaws Companion | 5 | 4+ | 3+ | 1 | 2 | ||
Once Per Turn (Army), Your Movement Phase |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | HERO, CAVALRY |
| DESTRUCTION, KRULEBOYZ |
5" 5 6+ 2 Slittabosses command the hobgrot kompanies that maraud across the realms in search of plunder. They are not only the most physically imposing and dark-hearted of their kind but also the canniest. Each is a master swindler and murderous in ripping loot from the battlefield, no matter who currently possesses it. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Toxin-smeared Slitta-sword [Crit (Mortal)] | |||||||
| Toxin-smeared Slitta-sword Crit (Mortal) | 4 | 4+ | 4+ | 1 | D3 | ||
Reaction: You declared a FIGHT ability for this unit |
Once Per Battle, Any Combat Phase |
KEYWORDS | HERO, INFANTRY |
| DESTRUCTION, KRULEBOYZ |
5" 6 4+ 2 Killabosses are the warlords of the Kruleboyz. Each has wrested their position from rivals by being not only a potent warrior but also possessed of true Morkish kunnin’, willing to use anyone or anything to garner an advantage. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Stab-grot’s Shiv [Crit (Mortal), Companion] | |||||||
| Stab-grot’s Shiv Crit (Mortal), Companion | 2 | 4+ | 5+ | - | 1 | ||
| Boss-hacka [Crit (Mortal)] | |||||||
| Boss-hacka Crit (Mortal) | 5 | 4+ | 3+ | 1 | 2 | ||
| MODEL | BASE SIZE |
| Killaboss | 40mm |
| Stab-grot | 25mm |
Passive |
Once Per Battle, Any Combat Phase |
Reaction: You declared the ‘All-out Attack’ command for a friendly KRULEBOYZ INFANTRY unit |
KEYWORDS | HERO, INFANTRY |
| DESTRUCTION, KRULEBOYZ |
5" 6 4+ 5 Murknobs are champion warriors amongst the Kruleboyz, and they revel in taking the heads of their adversaries – honestly or otherwise. They alone are granted the honour of carrying the Belcha-bannas into battle, each a foul relic with all manner of strange powers. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Murknob Cleaver [Crit (Mortal)] | |||||||
| Murknob Cleaver Crit (Mortal) | 4 | 4+ | 3+ | 1 | 2 | ||
Passive |
Any Combat Phase |
KEYWORDS | HERO, INFANTRY |
| DESTRUCTION, KRULEBOYZ |
5" 6 6+ 2 Even for Kruleboyz, Swampcalla Shamans are foul creatures. These spell-flingers have an innate connection to the mires they inhabit, which they channel into noisome spells of debilitation while brewing up vile elixirs to aid their green- skinned kin. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Bogbark Staff [Crit (Mortal)] | |||||||
| Bogbark Staff Crit (Mortal) | 3 | 4+ | 3+ | - | D3 | ||
| MODEL | BASE SIZE |
| Swampcalla Shaman | 40mm |
| Pot-grot | 25mm |
Once Per Turn (Army), Your Hero Phase |
Passive |
KEYWORDS | HERO, WIZARD (1), INFANTRY |
| DESTRUCTION, KRULEBOYZ |
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. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Boss-hacka [Crit (Mortal)] | |||||||
| Boss-hacka Crit (Mortal) | 5 | 4+ | 3+ | 1 | 2 | ||
| MODEL | BASE SIZE |
| Killaboss | 40mm |
| Stab-grot | 25mm |
Once Per Turn (Army), Any Combat Phase |
Once Per Turn (Army), Reaction: You declared a FIGHT ability for this unit |
KEYWORDS | HERO, INFANTRY |
| DESTRUCTION, KRULEBOYZ |
5" 12 4+ 5 The Breaka-boss towers over their minions, largely because they ride upon the shoulders of a massive Mirebrute Troggoth. By goading this dim-witted beast, they can drive it into a frenzy – though it is the enemy that feels its wrath. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Bident-goad [Crit (Mortal)] | |||||||
| Bident-goad Crit (Mortal) | 5 | 4+ | 3+ | 1 | 2 | ||
| Mirebrute’s Clubs [Companion] | |||||||
| Mirebrute’s Clubs Companion | 4 | 4+ | 2+ | 2 | 3 | ||
Once Per Turn (Army), End of Any Turn |
| KEYWORDS | RAMPAGE |
Start of Any Turn |
Any Combat Phase |
KEYWORDS | HERO, MONSTER |
| DESTRUCTION, KRULEBOYZ |
12" 14 5+ 5 6+ Most infamous of all Swampcalla Shamans is Gobsprakk. He is the greatest prophet of orruk-kind, the Mouth of Mork, and it is clear the favour of the kunnin’ god is upon him. Green energy crackles around Gobsprakk when his ire is raised, and even the biggest orruks have learnt to fear the narrowing of the shaman’s eyes, for someone’s sudden demise follows soon after. Those who cross him have a strange habit of choking to death as their lungs fill with swamp water, even if they are standing upon an arid plain. Should an enemy survive his perfidious spells, they are snatched up in the talons of his beloved Corpse-rippa Vulcha, Killabeak. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Killabeak’s Stinger [Crit (Mortal), Companion] | |||||||
| Killabeak’s Stinger Crit (Mortal), Companion | 1 | 3+ | 2+ | 1 | D6 | ||
| Bogbark Staff [Anti-WIZARD (+1 Rend), Crit (Mortal)] | |||||||
| Bogbark Staff Anti-WIZARD (+1 Rend), Crit (Mortal) | 3 | 4+ | 3+ | - | D3 | ||
Killabeak’s Talons and Beak [Anti-WIZARD (+1 Rend), Companion] | |||||||
Killabeak’s Talons and BeakAnti-WIZARD (+1 Rend), Companion | 7 | 4+ | 2+ | 1 | 2 | ||
Passive |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
Once Per Turn (Army), Any Combat Phase |
| KEYWORDS | RAMPAGE |
Passive |
Reaction: Opponent declared a SPELL ability |
KEYWORDS | WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (2), FLY, WARD (6+) |
| DESTRUCTION, KRULEBOYZ |
12" 14 4+ 5 The Killaboss rules through strength as well as cunning, for they have an expert eye for picking out an enemy’s weak spot and driving a blade into it. In battle, those who ride the immense raptor-like creatures known as Corpse-rippa Vulchas dive out of the mists without warning, striking from nowhere to gut the enemy force. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Boss-stikka or Boss-hacka [Crit (Mortal)] | |||||||
| Boss-stikka or Boss-hacka Crit (Mortal) | 5 | 4+ | 3+ | 1 | 2 | ||
| Vulcha’s Stinger [Crit (Mortal), Companion] | |||||||
| Vulcha’s Stinger Crit (Mortal), Companion | 1 | 3+ | 2+ | 1 | D6 | ||
Vulcha’s Talons and Beak [Companion] | |||||||
Vulcha’s Talons and BeakCompanion | 7 | 4+ | 2+ | 1 | 2 | ||
Passive |
Once Per Turn (Army), Any Charge Phase |
| KEYWORDS | RAMPAGE |
Reaction: You declared the ‘Redeploy’ command for a friendly Gutrippaz unit wholly within 12" of this unit |
KEYWORDS | HERO, MONSTER, FLY |
| DESTRUCTION, KRULEBOYZ |
10" 18 4+ 15 5+ One of the most destructive races to have ever lived, the Drogrukh were centauroid warriors who built a great nation in the Realm of Beasts. From their number rose a champion so powerful that he ascended to godhood: Kragnos, the End of Empires. Having led his people in warfare against a draconic empire that left the Drogrukh all but extinct, Kragnos was sealed away for the protection of the realms – only to be freed centuries later. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Tuskbreaker [Crit (2 Hits)] | |||||||
| Tuskbreaker Crit (2 Hits) | 3 | 4+ | 2+ | 2 | D3 | ||
| Hooves of Wrack and Ruin | |||||||
| Hooves of Wrack and Ruin | 6 | 3+ | 2+ | 1 | 2 | ||
The Dread Mace | |||||||
The Dread Mace | 6 | 3+ | 2+ | 3 | 4 | ||
Passive |
Passive |
Reaction: Opponent declared a SPELL ability |
Once Per Turn (Army), Any Charge Phase |
| KEYWORDS | RAMPAGE |
Your Charge Phase |
KEYWORDS | WARMASTER, UNIQUE, HERO, MONSTER, WARD (5+) |
| DESTRUCTION, IRONJAWZ, KRULEBOYZ |
8" 14 4+ 5 Experts at capturing prisoners in the mayhem of battle, Snatchabosses regard war as an opportunity to scoop up some prize captives. The Sludgeraker Beasts that bear them into the fighting smell so appalling their scent alone can unman a prospective target. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Sludgeraker’s Bite [Companion] | |||||||
| Sludgeraker’s Bite Companion | 1 | 3+ | 2+ | 1 | D3+3 | ||
| Grappling Hook [Crit (Mortal)] | |||||||
| Grappling Hook Crit (Mortal) | 3 | 3+ | 3+ | 1 | 3 | ||
Sludgeraker’s Talons [Companion] | |||||||
Sludgeraker’s TalonsCompanion | 6 | 4+ | 2+ | 1 | 2 | ||
Passive |
Your Hero Phase |
Once Per Turn (Army), End of Any Turn |
| KEYWORDS | RAMPAGE |
KEYWORDS | HERO, MONSTER |
| DESTRUCTION, KRULEBOYZ |
8" 15 4+ 5 Swampboss Skumdrekk is something of a legend amongst the Gitsnatchaz, for not only does he excel in the shifting tides of battle, he makes a fortune out of bidding on the outcome. He and his hobgrot Kountin’ Krew are the bane of enemies and treasuries alike. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Sloppklaw’s Talons [Companion] | |||||||
Sloppklaw’s TalonsCompanion | 6 | 4+ | 2+ | 1 | 2 | ||
| Snatcha-stikk [Crit (Mortal)] | |||||||
| Snatcha-stikk Crit (Mortal) | 5 | 4+ | 3+ | 1 | 2 | ||
| Sloppklaw’s Bite [Companion] | |||||||
| Sloppklaw’s Bite Companion | 1 | 4+ | 2+ | 1 | D3+3 | ||
Passive |
Deployment Phase |
Deployment Phase |
Once Per Turn (Army), End of Any Turn |
| KEYWORDS | RAMPAGE |
KEYWORDS | UNIQUE, HERO, MONSTER |
| DESTRUCTION, KRULEBOYZ |
8" 15 4+ 5 Always eager to take advantage of death and mayhem, the sadistic Swampboss Skumdrekk travels to Ghyran in search of beasts and prisoners for his monster pits. Mounted atop his repulsive mount Sloppklaw, Skumdrekk doles out pain wherever he roams, gambling with the lives of his minions and enemies alike. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Snatcha-stikk [Crit (Mortal)] | |||||||
| Snatcha-stikk Crit (Mortal) | 5 | 4+ | 3+ | 1 | 2 | ||
Sloppklaw’s Bite and Talons [Crit (Mortal), Companion] | |||||||
Sloppklaw’s Bite and TalonsCrit (Mortal), Companion | 6 | 4+ | 2+ | 1 | 3 | ||
Passive |
Passive |
Once Per Turn (Army), Any Combat Phase |
| KEYWORDS | RAMPAGE |
KEYWORDS | UNIQUE, HERO, MONSTER |
| DESTRUCTION, KRULEBOYZ |
5" 2 5+ 1 Gutrippaz form the slimy heart of the Kruleboyz. These mobs of sadistic greenskins are known for their vicious kunnin’ and the spiteful amusement they find in laying low the enemy with their wicked, poisoned weapons. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Stikka or Hacka [Crit (Mortal)] | |||||||
| Stikka or Hacka Crit (Mortal) | 2 | 4+ | 3+ | - | 1 | ||
Any Combat Phase |
KEYWORDS | INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10) |
| DESTRUCTION, KRULEBOYZ |
5" 1 6+ 1 Mobs of Hobgrot Slittaz have often been witnessed accompanying the Kruleboyz orruks to war. These malicious little brutes delight in eviscerating the foe with their slitta-knives and employing explosive devices pilfered from their duardin paymasters to blow unlucky enemies apart. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Scrap-grenades [Shoot in Combat] | ||||||||
| Scrap-grenades Shoot in Combat | 8" | 1 | 4+ | 3+ | 1 | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Slitta-knives | ||||||||
| Slitta-knives | 2 | 4+ | 5+ | - | 1 | |||
End of Any Turn |
KEYWORDS | INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10) |
| DESTRUCTION, KRULEBOYZ |
5" 2 5+ 1 The fiendish crossbows wielded by the Man-skewer Boltboyz are powerful enough to take down a charging grunta with one shot, while the poisons coating their projectiles induce spasming deaths that are highly entertaining to these cruel orruks. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Man-skewer Crossbow: Aimed Shot [Crit (Auto-wound)] | ||||||||
| Man-skewer Crossbow: Aimed Shot Crit (Auto-wound) | 18" | 1 | 3+ | 3+ | 2 | 2 | ||
| Man-skewer Crossbow: Hasty Shot [Crit (Auto-wound)] | ||||||||
| Man-skewer Crossbow: Hasty Shot Crit (Auto-wound) | 12" | 2 | 4+ | 3+ | 1 | 2 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Jaggedy Blades [Crit (Mortal)] | ||||||||
| Jaggedy Blades Crit (Mortal) | 1 | 4+ | 3+ | - | 1 | |||
Passive |
Your Shooting Phase |
KEYWORDS | INFANTRY, CHAMPION |
| DESTRUCTION, KRULEBOYZ |
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 |
5" 3 5+ 1 Mannok da Kunnin’ is a member of the Beastbreakaz tribe; with his envenomed tri-prodda and cruel lash, he can reduce even the toughest opponents to spasming wrecks. Da Kunnin’ Krew is a ragtag collection of orruks, hobgrots and grots. It is led by the armoured Torka Tuffskul, an expert at corralling foes with his spiked mansnappa. He is backed up by two grots, Gikkit and Shank, who are kept in line by a malicious paymaster known as Krookgrin. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Krew Weapons [Crit (Mortal)] | |||||||
| Krew Weapons Crit (Mortal) | 3 | 4+ | 3+ | 1 | 1 | ||
| MODEL | BASE SIZE |
| Mannok da Kunnin’ and Torka Toughskull | 40mm |
| Gikkit, Shank and Krookgrin | 25mm |
Once Per Turn (Army), Enemy Hero Phase |
KEYWORDS | UNIQUE, INFANTRY, CHAMPION |
| DESTRUCTION, KRULEBOYZ |
5" 3 5+ 1 Daggok and his ladz are on a murderous mission to decapitate the realms’ brightest fighters. With each head Daggok takes, his kunnin’ increases – or so he believes – and he means to gather enough smarts to make him a Killaboss. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Wicked Weapons [Crit (Mortal)] | |||||||
| Wicked Weapons Crit (Mortal) | 3 | 4+ | 3+ | 1 | 1 | ||
Any Combat Phase |
KEYWORDS | UNIQUE, INFANTRY, CHAMPION, MUSICIAN (1/4) |
| DESTRUCTION, KRULEBOYZ |
5" 5 5+ 2 The idea of an orruk that can shoot straight seems like a contradiction, but they do exist – those who operate the portable ballistas known as Beast-skewer Killbows can not only bullseye a target but also slay several smaller enemies with a single shot. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Beast-skewer Bolts [Anti-MONSTER (+1 Rend), Crit (Auto-wound)] | ||||||||
| Beast-skewer Bolts Anti-MONSTER (+1 Rend), Crit (Auto-wound) | 24" | 2 | 4+ | 2+ | 2 | D6 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Jaggedy Blades [Crit (Mortal)] | ||||||||
| Jaggedy Blades Crit (Mortal) | 3 | 4+ | 3+ | - | 1 | |||
Once Per Turn (Army), Your Shooting Phase |
Your Shooting Phase |
KEYWORDS | WAR MACHINE |
| DESTRUCTION, KRULEBOYZ |
6" 10 4+ 2 Creeping along on all fours come the Marshcrawla Sloggoths, sniffing the air to home in on fresh prey. On their backs are howdahs full of sneaky grots, banging war-drums and cackling as their vile beasts catch and squish the foe. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Sloggoth’s Claws [Companion] | |||||||
| Sloggoth’s Claws Companion | 6 | 4+ | 2+ | 1 | 2 | ||
| Nets and Snatcha‑stikks | |||||||
| Nets and Snatcha‑stikks | 4 | 4+ | 5+ | - | 1 | ||
Passive |
Start of Any Turn |
KEYWORDS | WAR MACHINE |
| DESTRUCTION, KRULEBOYZ |
- 12 4+ 0 Skaregob Totems leer ominously through the marsh-murk. Each acts as a lodestone of Morkish magic, the energies of sinister cunning spiralling around them and seeing the strange algae splattered across them glowing with psychedelic frenzy. One who looks upon a Skaregob finds themselves assailed by whispers and jeers, their secrets laid bare through hostile mutterings and their nerves stretched to breaking point. As order breaks down, the Kruleboyz draw in closer, chuckling to themselves – just waiting for the distracted foe to stumble into the traps they have prepared... | ||
Passive |
Passive |
Your Hero Phase |
Your Movement Phase |
KEYWORDS | FACTION TERRAIN |
| DESTRUCTION, KRULEBOYZ |
- 8 4+ 7+ 6+ Destruction No spell is as beloved of orruk-kind as the Foot of Gork. It is brutality made manifest: a huge, warty green foot formed of riotous magic that descends from the sky and squashes anything beneath it flat. One foot follows the descent of the other, smashing colossal craters in the earth that glow with a weird Waaagh!-light. The fact that the Foot of Gork is almost impossible to direct once it has landed doesn’t much bother the orruks, for wherever it stomps, it’s bound to result in a good time. | ||
Passive |
Once Per Turn, Your Movement Phase |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, WARD (6+ DESTRUCTION) |
| IRONJAWZ, KRULEBOYZ |
6" 6 5+ 7+ 6+ From the jaws of a Gork-Roara spews forth the destructive magic of the Waaagh!. Shamans who breathe in this glowing mist find their connection to that primal energy heightened – all for the measly risk of being driven entirely out of their minds. Gork-Roaras share the orruks’ exuberance in battle, howling bloodthirsty invective and jeering battle cries. Should they linger after the din of combat has faded, they will bellow and howl in indignation. Given that the same is true of especially warlike bosses, no orruk really seems to mind. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Toxic Gas | |||||||
| Toxic Gas | 5 | 2+ | 4+ | 1 | D3 | ||
Your Hero Phase |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, WARD (6+) |
| DESTRUCTION, IRONJAWZ, KRULEBOYZ |
- 8 5+ 7+ 6+ Morkspit Marshes are amongst the most grisly examples of orruk kunnin’. These squelchy spells transform hard earth into bogland formed of brackish waters, stinking tar, or any other disgusting substance they can think of. From them emerge tendrils of glowing protoplasm that grasp an enemies’ limbs and drag them towards their doom. With their victims otherwise occupied, the orruks can easily move in behind them and bash them across the back of the head. | ||
Passive |
Passive |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, WARD (6+) |
| DESTRUCTION, IRONJAWZ, KRULEBOYZ |


Drogg has dined well on the spoils of war, having devoured many fortified towns, yet he has never picked his teeth clean - his breath is so foul that it can stun an ox. He likes to belch through the windows of a fortress or watchtower, reducing those inside to vomiting wrecks before pulling their shelter down around them. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION | ||
Once Per Turn (Army), End of Any Turn |
Once Per Battle (Army), Reaction: You delcared the ‘Rip It Up and Chuck It’ ability for the unit in this Regiment of Renown |


The aelven artefact hanging from Bundo’s ear has increased his intellect, giving him brains as well as brawn. He can be uncannily patient, knowing just where and when to strike to cause maximum havoc. Some say his hoard even contains strange papery things called ‘books’... | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION | ||
Once Per Battle (Army), Any Combat Phase |


No one can now say whether Zog or Goz kicked off their stampeding race. The former claims to have been the boss, with Goz challenging him for primacy. The truth is anyone’s guess. The two charge and brawl across hill, valley and realmgate, driving their Maw-gruntas on. Any onlookers who tried to keep up have long since fallen behind, but sometimes da Hurtlin’ Hogz will crash through a battlefield. The cries of trampled enemies and barbarous whoops of nominal allies are ignored. Only pulling ahead matters. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Once Per Battle, Your Charge Phase |
Once Per Turn (Army), Any Combat Phase |
| KEYWORDS | RAMPAGE |


Gargants love a folk tale, and Krong the Club is a particular favourite. Supposedly always roaming and always drunk, this lout has a habit of both getting into tough scraps and bludgeoning his way out of them. If little 'uns offer him a good barrel of grog or five, he will happily fight at their side... until he gets bored. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions:
ORGANISATION | ||
Passive |
Once Per Turn (Army), Any Combat Phase |
| KEYWORDS | RAMPAGE |


The great beasts of the Godswallow Delta are practically endangered species, for the crazed Odo spends almost every waking second relentlessly hunting them down before grinding their bones and caving in their skulls in brutal displays of violence. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION | ||
Once Per Turn (Army), Any Combat Phase |
Passive |


A grizzled old devil with a mean streak a mile wide, Grunnock has learnt that the best way to break an enemy army is to shatter its cohesion in a single, mighty blow. His signature move - leaping high before stomping down to cause a small earthquake - is feared for good reason. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION | ||
Passive |
Passive |


The Conqueror Cogfort’s fire-spewing power and ability to transport a hold full of soldiers into battle makes it well suited for parties of raiders and pillagers. Rumours spread of these titans roaming the realms, their crews searching for plunder. Many of them are said to have fallen into the clutches of humanity’s foes. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions:
ORGANISATION | ||
6" 25 3+ 10 The Conqueror Cogfort exchanges a conventional main gun for a realmscorcher flame cannon: a truly terrifying weapon that swathes the battlefield in sheets of flesh- melting fire. Outfitted with an underbelly transport cage, the Conqueror is typically used in an assault role, delivering troops right into the heart of the enemy’s battleline. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Realmscorcher Flame Cannon [Anti-INFANTRY (+1 Rend)] | ||||||||
| Realmscorcher Flame Cannon Anti-INFANTRY (+1 Rend) | 18" | 6D6 | 2+ | 4+ | 1 | 1 | ||
| Crew’s Leadshotters [Shoot in Combat] | ||||||||
| Crew’s Leadshotters Shoot in Combat | 12" | 6 | 4+ | 3+ | 1 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Crushing Iron Feet [Companion] | ||||||||
Crushing Iron FeetCompanion | 4 | 4+ | 2+ | 2 | 4 | |||
Passive |
Deployment Phase |
| KEYWORDS | DEPLOY |
Once Per Battle, Any Charge Phase |
KEYWORDS | HERO, WAR MACHINE |
| ORDER |


Unlike most undead, the Ossiarchs are willing to compromise – provided their tithe is not waylaid. Though they bear little trust for the forces of Chaos, a desperate or cunning general may be able to direct them towards a mutual foe. After all, the Bonereapers will happily harvest the corpses of both sides... | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Once Per Turn (Army), Any Combat Phase |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Your Movement Phase |


His Endrineering commission revoked after repeated accusations of ‘unsanctioned resource sharing’, Gronn Ymorsson took matters into his own hands by bribing some Skywardens and stealing a Gunhauler, then fleeing the sky-port authorities before they noticed. He follows armies who can open the way to worthy treasure, swooping down to claim the loot when the coast is clear. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Deployment Phase |
| KEYWORDS | DEPLOY |
Your Movement Phase |
Once Per Turn (Army), Your Combat Phase |


The Changeling adopts one of its manifold masks to infiltrate the enemy ranks, spreading confusion and dismay whilst ensuring that the Change God’s schemes come to pass. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions:
ORGANISATION
| ||
5" 6 5+ 2 5+ The Changeling adopts one of its manifold masks to infiltrate the enemy ranks, spreading confusion and dismay whilst ensuring that the Change God’s schemes come to pass. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| The Trickster’s Staff | |||||||
| The Trickster’s Staff | 3 | 3+ | 3+ | 1 | D3 | ||
Deployment Phase |
| KEYWORDS | DEPLOY |
Any Hero Phase |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
KEYWORDS | UNIQUE, HERO, WIZARD (2), INFANTRY, WARD (5+) |
| CHAOS, DISCIPLES OF TZEENTCH, DAEMON |


Okar of the Fraya believes he hears the voice of his god in the crack of ice, following wherever it leads. Though his Torrbad has been reduced to only the loyal brothers Surgi and Halfur, he still commands deadly elemental powers and will offer his aid to other wild forces if he believes the Winter-Spitter wills it. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Your Hero Phase | 4 |
| KEYWORDS | PRAYER |
Passive |


There are many reasons why a Castellan-Captain might turn their cloak and embrace a sellsword’s career. Some are fugitives or criminals, while others seek fortune and glory outside the restrictions of the Sigmarite military. Some Cogforts are even commandeered by enterprising enemies and turned against their creators. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions:
ORGANISATION | ||
6" 25 3+ 10 There are many reasons why a Castellan-Captain might turn their cloak and embrace a sellsword’s career. Some are fugitives or criminals, while others seek fortune and glory outside the restrictions of the Sigmarite military. Some Cogforts are even commandeered by enterprising enemies and turned against their creators. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Godbreaker Cannon | ||||||||
| Godbreaker Cannon | 24" | 4 | 4+ | 2+ | 2 | 4 | ||
| Breacher Cannon [Anti-INFANTRY (+1 Rend)] | ||||||||
| Breacher Cannon Anti-INFANTRY (+1 Rend) | 12" | 6 | 3+ | 3+ | 1 | 2 | ||
| Crew’s Leadshotters [Shoot in Combat] | ||||||||
| Crew’s Leadshotters Shoot in Combat | 12" | 6 | 4+ | 3+ | 1 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Crushing Iron Feet [Companion] | ||||||||
Crushing Iron FeetCompanion | 4 | 4+ | 2+ | 2 | 4 | |||
Passive |
Your Hero Phase |
KEYWORDS | HERO, WAR MACHINE |
| ORDER |


Loonboss Skulkrik fought under the Bad Moon, once. He has sought to do so again ever since, its light sending him and his ladz into a wild frenzy in violent cahoots. These Moonclan grots are always on the move, hunting after rumours of the Bad Moon’s last sighting, and they will often appear on a battlefield unannounced should their lunar deity bless it with an appearance. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION
| ||
Passive |


None may escape Ushoran’s justice; to ensure this, one must occasionally ally with uncouth outsiders. Such is the belief of Grand Justice Gormayne, who can be found travelling the realms with his pack of ‘jurors’. Those who understand the nature of the ghouls’ affliction may play along, taking advantage of the chance to direct their frenzy in battle. Plus, Gormayne can be surprisingly reasonable – at least some of the time… | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Passive |


No self-aggrandising grot likes to admit that there is only so much they can accomplish alone. Droggz da Sunchompa is not so limited in his ‘big finkin’. He will send the Shinestealaz into battle with other children of Gorkamorka in order to reap the spoils of the biggest battles. Their help is rarely refused, for this pack of stabby, loot-hungry grots are vicious in the extreme. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION
| ||
Deployment Phase |
| KEYWORDS | DEPLOY |
Once Per Battle (Army), Your Movement Phase |


The Maulerguts are feared from the Ghurish savannahs to the baking Aqshian deserts. Formed by the chieftain Urrgar – rumoured to be an offspring of Morga the Mighty, albeit with no sense of filial duty – and his own two spawn, these dogs of war ride for wealth, meat and praise, and they will fight for any paymaster who can provide. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Once Per Battle (Army), Deployment Phase |
| KEYWORDS | DEPLOY |
Once Per Battle (Army), Your Movement Phase |


Braggit Big-Talka is a grot with many tales to tell. Some of them even contain a grain of truth. The Rabble-Rowza and his mates (not to mention their squiggly companions) are an unpredictable menace, arriving without warning in search of shiny bottles to snatch and pour their fungal potions into. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Your Hero Phase | 7 |
| KEYWORDS | SPELL, UNLIMITED |
Deployment Phase |
| KEYWORDS | DEPLOY |
Once Per Turn (Army), Any Movement Phase |


The beasts known as ogroids were once the Goroans, a race of Destruction that fell to Chaos after orruks sacked their capital. But not every Goroan clan spat upon Gorkamorka; some stayed faithful, and they occasionally emerge to fight alongside their old kin. Their gifts of ‘flashy choppas’ is usually enough to banish any suspicion. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Once Per Turn (Army), Your Hero Phase |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |


Nurgle is a generous god, granting gifts even to those who deny their genius. It takes only one infected well, watering hole or imported keg for corruption to bite. At first, a warrior feels little but mild discomfort – but as the day of battle draws near, their suffering deepens, and an eager giggling echoes through the aether... | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Deployment Phase |
| KEYWORDS | DEPLOY |
Passive |


Having learned the Great Secret of mercenary work from a local Mega-Gargant, Snerk Mooneata decided to give it a go. Finding little success, the bossgrot took the next best option: periodically waking a surly troggoth and acting as the go-between for the beast. Snerk, of course, holds onto the troggoth’s half of the pay. For safekeeping. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions:
| ||
Your Charge Phase |
Passive |


The rise of the Mega-Gargants has focused many of their smaller mates, but there are always some who loot great kegs of ale and get a bit carried away. Staggering across the land in a drunken stupor, these gargants just turn up on one side of the battlefield and canny commanders simply move their troops out of the way… | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions:
ORGANISATION
| ||
Once Per Turn (Army), Your Shooting Phase |
| KEYWORDS | RAMPAGE |
Once Per Turn (Army), Any Combat Phase |
| KEYWORDS | RAMPAGE |
Once Per Turn (Army), Any Charge Phase |
| KEYWORDS | RAMPAGE |
The HERO keyword is used in the following Kruleboyz warscrolls:
The INFANTRY 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:
The CHAMPION keyword is used in the following Kruleboyz warscrolls:
The MUSICIAN keyword is used in the following Kruleboyz warscrolls:
The STANDARD BEARER keyword is used in the following Kruleboyz warscrolls:
The CAVALRY keyword is used in the following Kruleboyz warscrolls:
The UNIQUE keyword is used in the following Kruleboyz warscrolls:
The WAR MACHINE keyword is used in the following Kruleboyz warscrolls:
The MONSTER keyword is used in the following Kruleboyz warscrolls:
The WIZARD keyword is used in the following Kruleboyz warscrolls:
The FLY keyword is used in the following Kruleboyz warscrolls:
The WARD keyword is used in the following Kruleboyz warscrolls:
The IRONJAWZ keyword is used in the following Kruleboyz warscrolls:
The MANIFESTATION keyword is used in the following Kruleboyz warscrolls:
The ENDLESS SPELL keyword is used in the following Kruleboyz warscrolls:
The CHAOS keyword is used in the following Disciples of Tzeentch warscrolls:
The DISCIPLES OF TZEENTCH keyword is used in the following Disciples of Tzeentch warscrolls:
The DAEMON keyword is used in the following Disciples of Tzeentch warscrolls:
The ORDER keyword is used in the following Cities of Sigmar warscrolls: