Kruleboyz – Warscrolls


Cavalry Hero


KRULEBOYZ WARSCROLL
Killaboss
on Great Gnashtoof
10"
10
3+
2
The Killabosses that rule over Kruleboyz society tower over their lesser kin. Grown strong on a diet of near-constant war and plentiful red meat, their ‘finkin’ muscles’ are backed up by raw physical prowess. The tribal shamans consider Killabosses to be the truest incarnations of Gorkamorka, for not only do they have razor-sharp wits, they are also possessed of an imposing wiry strength. Their superior kunnin’ in battle, however, is what they are renowned for. They fight in the most underhanded way, whether throwing mud or blinding powder into their opponents’ eyes, laying traps, tripping the legs or kicking the groin. Their jagged blades are designed to hook and pull away shields to find the vulnerable flesh behind. The Great Gnashtoofs ridden by some Killabosses are quick-witted and surprisingly agile for their size. Though habitual scavengers, they are always happy to seize smaller creatures – a category that includes most humanoids – and rip them to pieces so they can get on with the scavenging bit later. When on the hunt, Great Gnashtoofs can ‘throw’ their barks to make it sound like they are approaching from elsewhere. Then, when the prey’s back is turned, they will pounce, revealing the true danger behind the phantom threat.
KRULEBOYZ WARSCROLL
Killaboss
on Great Gnashtoof
MELEE WEAPONS
AtkHitWndRndDmg
Boss-stikka [Crit (Mortal)]
Boss-stikka
Crit (Mortal)
43+3+12
Great Gnashtoof’s Jaws [Companion]
Great Gnashtoof’s Jaws
Companion
54+3+12
BATTLE PROFILE

Unit Size: 1      Points: 200
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: 0-1 Mob Wrangler, Any KRULEBOYZ

Passive
THAT’S OURS, YA GITZ!: Kruleboyz are raiders by nature, and the Killabosses are expert at getting the boyz all worked up when they see territory or loot that they’d love to get their dirty hands on.

Effect: While this unit is contesting an objective you do not control, add 1 to hit rolls for combat attacks made by friendly KRULEBOYZ INFANTRY units wholly within 12" of this unit.

Your Hero Phase
ALL PART OF DA PLAN: Kruleboyz tend to be very impressed by a Killaboss’s kunnin’ feats – so long as the boss has a plan, they are willing to face down even the most unlikely odds.

Declare: Pick another friendly KRULEBOYZ unit wholly within 9" of this unit to be the target.

Effect: Add 3 to the target’s control score until the start of your next turn.

KEYWORDS
HERO, CAVALRY
DESTRUCTION, KRULEBOYZ

Infantry Hero


KRULEBOYZ WARSCROLL
Killaboss
with Stab-grot
5"
6
4+
2
The Killabosses that rule over Kruleboyz society tower over their lesser kin. Grown strong on a diet of near-constant war and plentiful red meat, their ‘finkin’ muscles’ are backed up by raw physical prowess. The tribal shamans consider Killabosses to be the truest incarnations of Gorkamorka, for not only do they have razor-sharp wits, they are also possessed of an imposing wiry strength. Their superior kunnin’ in battle, however, is what they are renowned for. They fight in the most underhanded way, whether throwing mud or blinding powder into their opponents’ eyes, laying traps, tripping the legs or kicking the groin. Their jagged blades are designed to hook and pull away shields to find the vulnerable flesh behind. The most infamous Killabosses are accompanied to war by a loose entourage of eager hangers-on. Though the advice of a shaman or the extra muscle of a nob bodyguard are always vital, many Killabosses will keep an attendant Stab‑grot, often as a spiteful and obnoxious mascot to bolster their image. That is not to say that these grots are useless in combat; many are chosen for their unusual prowess at hamstringing or their extra-sneaky disposition. More often than not, however, they are simply there to act as a handy meat-shield should the battle go awry.
KRULEBOYZ WARSCROLL
Killaboss
with Stab-grot
MELEE WEAPONS
AtkHitWndRndDmg
Boss-hacka [Crit (Mortal)]
Boss-hacka
Crit (Mortal)
54+3+12
Stab-grot’s Shiv [Crit (Mortal), Companion]
Stab-grot’s Shiv
Crit (Mortal), Companion
24+5+-1
BATTLE PROFILE

Unit Size: 1      Points: 130
MODELBASE SIZE
Killaboss40mm
Stab-grot25mm
Can be reinforced: No
Regiment Options: Any KRULEBOYZ
Notes: This HERO can join an eligible regiment as a Mob Wrangler.

Passive
STAB-GROT
Effect: This unit’s Stab-grot is a token. If this unit’s Stab-grot has been removed, it can no longer attack with its Stab-grot’s Shiv and it cannot use the ‘Unleash the Stab-grot!’ ability.

Once Per Battle, Any Combat Phase
UNLEASH THE STAB-GROT!: A Stab-grot isn’t just good for stabbin’ – they double up as an effective living shield when things get dicey.

Effect: Pick 1 of the following effects:
  • Pick an enemy unit in combat with this unit to be the target. Inflict D3 mortal damage on the target.
  • This unit has WARD (5+) for the rest of the turn.

After resolving either effect, remove this unit’s Stab-grot from the battlefield.

Reaction: You declared the ‘All-out Attack’ command for a friendly KRULEBOYZ INFANTRY unit
KEEP ’EM IN LINE: With a threatening glare and barked commands, the Killaboss keeps their boyz in formation.

Effect: If this unit is wholly within 12" of the unit using the ‘All-out Attack’ command, add 1 to wound rolls for combat attacks made by that unit for the rest of the phase.

KEYWORDS
HERO, INFANTRY
DESTRUCTION, KRULEBOYZ


KRULEBOYZ WARSCROLL
Murknob
with Belcha-banna
5"
6
4+
5
The bruisers of each Kruleboyz warclan are known as Murknobs, and the most veteran amongst them are entrusted with the clan’s standard. This is no simple totem but a powerful artefact known as a Belcha-banna, enchanted by the Swampcallas to lend yet another advantage to the Kruleboyz before the fighting starts. Designed to strike terror into the hearts of their foes, it takes the appearance a giant, fanged visage upon a pole – often a highly stylised representation of Kragnos, the Earthquake God. Impaled upon the ‘teeth’ of the yawning maw is the tongue of a toad wyvern, mire-drake or some other backwater denizen. It is traditionally the Murknob himself who makes the kill and cuts the tongue from his prize; that is what he tells everyone, at any rate. The tongue is the source of the eye-wateringly ripe stink that emanates from the Belcha-banna whenever it is hoisted into the wind. This horrific smell is magnified tenfold before battle by the spells of the warclan’s shamans, who also bind the dead creature’s outraged spirit to the mouth of the banner so that it issues bellowing roars and thunderous burps. So supernaturally powerful are these sounds that they can even dissipate magic that threatens the Murknob and his boyz.
KRULEBOYZ WARSCROLL
Murknob
with Belcha-banna
MELEE WEAPONS
AtkHitWndRndDmg
Murknob Cleaver [Crit (Mortal)]
Murknob Cleaver
Crit (Mortal)
44+3+12
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 40mm
Can be reinforced: No
Regiment Options: Any KRULEBOYZ

Passive
POWER OF KRAGNOS: When the energy of the Waaagh! hangs thick in the air, the Belcha-banna channels the mighty power of Kragnos himself, emboldening the Kruleboyz around it and warding off harmful sorcery.

Effect: Friendly KRULEBOYZ units have WARD (6+) while they are wholly within 12" of this unit.

Any Combat Phase
BREATH OF THE MIRE-DRAKES: Belcha-bannas are typically built around the severed tongue of a mire-drake, creatures so vile that even after death, their remains belch forth clouds of soulshrivelling gas.

Declare: Pick each enemy unit in combat with this unit to be the targets.

Effect: Roll a dice for each target. On a 1, this ability has no effect. On a 2-5, inflict 1 mortal damage on the target. On a 6, inflict D3 mortal damage on the target.

KEYWORDS
HERO, INFANTRY
DESTRUCTION, KRULEBOYZ


KRULEBOYZ WARSCROLL
Swampcalla Shaman
with Pot-grot
5"
6
6+
2
It is rare to find a Kruleboyz raid launched without a Swampcalla Shaman accompanying its boss, muttering the will of Mork into his ears. These orruks, however, are no simple advisors. They are conduits for roiling Waaagh! energy who possess the ability to harness the crude magics of their race without immediately detonating in a burst of green light. Perhaps unsurprisingly, the spells wrought by a Swampcalla Shaman all possess an ugly, slimy edge. With a wave of their staff and a rattling of knucklebones, a Swampcalla can transform the ground before them into a sucking peat bog or summon foul, choking mists. As well as more traditional spellflinging, it is the Swampcalla Shamans who create the toxins and bog-brews so readily employed by the Kruleboyz and feared by their enemies. Like their magic, there seems to be little formal training in how to create such broths; most Swampcallas simply toss whatever ingredients feel right into a dented cauldron, bid their Pot-grot minions stir it all up while grunting appropriate-sounding ritual phrases, then test it out on the nearest unlucky captive. Their concoctions usually have a constitution-enhancing effect on any orruks who gulp them down, though every now and again, something outright lethal finds its way into the mix…
KRULEBOYZ WARSCROLL
Swampcalla Shaman
with Pot-grot
MELEE WEAPONS
AtkHitWndRndDmg
Bogbark Staff [Crit (Mortal)]
Bogbark Staff
Crit (Mortal)
34+3+-D3
BATTLE PROFILE

Unit Size: 1      Points: 120
MODELBASE SIZE
Swampcalla Shaman40mm
Pot-grot25mm
Can be reinforced: No
Regiment Options: Any INFANTRY

Passive
POT-GROT: This little grot is given the important role of ‘stirrin’ da pot’.

Effect: This unit’s Pot-grot is a token. Add 1 to casting rolls for this unit while its Pot-grot is on the battlefield. If you make an unmodified casting roll of 4 or less for this unit, remove its Pot-grot from the battlefield.

Once Per Turn (Army), Your Hero Phase
FOUL ELIXIRS: Swampcalla Shamans brew up disgusting but life-saving elixirs, which they distribute to their Kruleboyz mates to aid them in battle.

Declare: Pick a friendly KRULEBOYZ INFANTRY unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, add 1 to save rolls for the target for the rest of the turn. On a 1-2, allocate D3 damage points to the target (ward rolls cannot be made for those damage points).

KEYWORDS
HERO, WIZARD (1), INFANTRY
DESTRUCTION, KRULEBOYZ

Monster Hero


KRULEBOYZ WARSCROLL
Breaka-boss
on Mirebrute Troggoth
5"
12
4+
2
Some Kruleboyz war leaders bolster their battle prowess by riding a Mirebrute Troggoth into battle. The combination of veteran orruk and towering monster has proven a potent one; those too dexterous for the beast to rip limb from limb are soon spitted by the bident of its rider. Mirebrute Troggoths lurk in the dankest swamps and waterholes of the realms. They can regenerate damage at an alarming rate, wounds sealing over and broken bones reknitting in a matter of minutes. So tall and strong are these beasts that they can wade through deep quagmires without slowing, making them ideal mounts for the marsh-traversing Breaka-bosses, who do not so much as get their feet wet before the beasts emerge dripping on the other side. These troggoths also endure the perils of battle well due to their disconnect with physical pain. When a Mirebrute is wounded, it will lash out in a violent frenzy at whatever is directly in front of it. This is especially true if the beast is blinkered; it literally sees only the foes standing before it. The Breaka-bosses find the ability to jab their steeds and make the enemy pay the price endlessly entertaining – and that price is typically being hammered flat by the massive clubs the beast is armed with.
KRULEBOYZ WARSCROLL
Breaka-boss
on Mirebrute Troggoth
MELEE WEAPONS
AtkHitWndRndDmg
Bident-goad [Crit (Mortal)]
Bident-goad
Crit (Mortal)
54+3+12
Mirebrute’s Clubs [Companion]
Mirebrute’s Clubs
Companion
44+2+23
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 80mm
Can be reinforced: No
Regiment Options: 0-1 Mob Wrangler, Any KRULEBOYZ

Any Combat Phase
BREAKA-HARNESS: When a Breakaboss enters combat, they yank their Mirebrute Troggoth’s harness savagely to get the beast good and angry!

Effect: Allocate D3 damage points to this unit (ward rolls cannot be made for those damage points). For each damage point allocated to this unit by this ability, add 2 to the Attacks characteristic of this unit’s Mirebrute’s Clubs for the rest of the turn.

Start of Any Turn
REGENERATION: Troggoths are able to regrow injured flesh almost as quickly as it is harmed.

Effect: Heal (D3) this unit.

Once Per Turn (Army), End of Any Turn
TEAR LIMB FROM LIMB: Mirebrute Troggoths take great delight plucking foes from the enemy ranks and pulling off their limbs one by one.

Declare: Pick an enemy INFANTRY unit within 1" of this unit to be the target.

Effect: Roll a dice. If the roll exceeds the target’s Health characteristic, 1 model in the target unit is slain.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER
DESTRUCTION, KRULEBOYZ


KRULEBOYZ WARSCROLL
Gobsprakk
the Mouth of Mork
12"
14
5+
5
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. Though his shamanic power is immense, by far the most impressive weapon Gobsprakk possesses is his intelligence. His reputation as the voice of his god – and that of Kragnos, to boot – has spread across the realms, and he wields such influence well, commanding orruks of every kind to flock to his banner. He is often seen at the head of great armies, directing them by sharing what Mork has allegedly whispered in his ear that day. Whether the green-skinned god actually speaks to Gobsprakk or whether this is an elaborate ruse has never been proven.
KRULEBOYZ WARSCROLL
Gobsprakk
the Mouth of Mork
MELEE WEAPONS
AtkHitWndRndDmg
Daemonfinga Staff [Anti-WIZARD (+1 Rend), Crit (Mortal)]
Daemonfinga Staff
Anti-WIZARD (+1 Rend), Crit (Mortal)
34+3+-D3
Killabeak’s Talons and Beak [Anti-WIZARD (+1 Rend), Companion]
Killabeak’s Talons and Beak
Anti-WIZARD (+1 Rend), Companion
74+2+12
Killabeak’s Stinger [Crit (Mortal), Companion]
Killabeak’s Stinger
Crit (Mortal), Companion
13+2+1D6
BATTLE PROFILE

Unit Size: 1      Points: 360
Base size: 130mm
Can be reinforced: No
Regiment Options: 0-1 Mob Wrangler, Any KRULEBOYZ

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of Killabeak’s Talons and Beak is 5.

Once Per Battle, Reaction: Opponent declared a SPELL ability
SCREAMIN’ MANDRAKK: The awful sound this plant emits wreaks havoc on the concentration of enemy wizards.

Effect: This unit uses the ‘Unbind’ ability but the unbinding roll is 3D6 instead of 2D6.

Once Per Turn (Army), Any Combat Phase
CRUSH TO DEATH: Gobsprakk’s mount, Killabeak, takes wicked delight in crushing smaller foes in its talons.

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

Effect: Roll a dice. If the roll exceeds the target’s Health characteristic, 1 model in the target unit is slain.
KEYWORDSRAMPAGE

Passive
MORK SEZ NO!: As enemy wizards foolishly attempt to weave their magics, Gobsprakk summons tapewyrm sguigs into their guts and fills their minds with so much Waaagh! energy that they sometimes explode!

Effect: Each time this unit unbinds a spell, inflict D3 mortal damage on the caster. If the unbinding roll was 10+, inflict D6 mortal damage on the caster instead.

Your Hero Phase
6
STRANGLE HEX: Coiling tendrils of magic burst from Gobsprakk’s outstretched hand, choking the life from the target.

Declare: Pick a visible enemy unit within 18" of this unit to be the target, then make a casting roll of 2D6.

Effect: Roll a number of dice equal to the target’s Health characteristic, to a maximum of 10. For each 4+, inflict 1 mortal damage on the target.
KEYWORDSSPELL

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (2), FLY, WARD (6+)
DESTRUCTION, KRULEBOYZ


KRULEBOYZ WARSCROLL
Killaboss
on Corpse-rippa Vulcha
12"
14
4+
5
The Killabosses that rule over Kruleboyz society tower over their lesser kin. Grown strong on a diet of near-constant war and plentiful red meat, their ‘finkin’ muscles’ are backed up by raw physical prowess. The tribal shamans consider Killabosses to be the truest incarnations of Gorkamorka, for not only do they have razor-sharp wits, they are also possessed of an imposing wiry strength. Their superior kunnin’ in battle, however, is what they are renowned for. They fight in the most underhanded way, whether throwing mud or blinding powder into their opponents’ eyes, laying traps, tripping the legs or kicking the groin. Their jagged blades are designed to hook and pull away shields to find the vulnerable flesh behind. Only a true ruler amongst Kruleboyz can bend one of the titanic raptors known as a Corpse-rippa Vulcha to their will. These massive, winged monstrosities have beaks that can bite through rock and talons that can shred steel, but like their riders, they also exhibit a predilection for cunning and cruelty. Each Vulcha picks a large and twisted tree as its larder. On its sharp, leafless branches, the Vulcha will impale its still-living kills, letting them die slow deaths and hang there to get nice and juicy with rot before gobbling them down.
KRULEBOYZ WARSCROLL
Killaboss
on Corpse-rippa Vulcha
MELEE WEAPONS
AtkHitWndRndDmg
Boss-stikka or Boss-hacka [Crit (Mortal)]
Boss-stikka or Boss-hacka
Crit (Mortal)
54+3+12
Vulcha’s Talons and Beak [Companion]
Vulcha’s Talons and Beak
Companion
74+2+12
Vulcha’s Stinger [Crit (Mortal), Companion]
Vulcha’s Stinger
Crit (Mortal), Companion
13+2+1D6
BATTLE PROFILE

Unit Size: 1      Points: 290
Base size: 130mm
Can be reinforced: No
Regiment Options: 0-1 Mob Wrangler, Any KRULEBOYZ

Passive
BATTLE DAMAGE
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Vulcha’s Talons and Beak is 5.

Reaction: You declared the ‘Redeploy’ command for a friendly Gutrippaz unit wholly within 12" of this unit
COMMANDING VIEW: From his position high above the battlefield, a Killaboss riding a Corpse-rippa Vulcha can keep a careful eye on the battle, guiding the movements of their ladz.

Effect: If you roll a 1-3 when determining the distance that unit can move, you can use a value of 4 instead.

Once Per Turn (Army), Any Charge Phase
VULCHA DIVE: The Corpse-rippa crashes down into the enemy’s ranks from on high, tearing into reeling warriors with cruel relish.

Declare: If this unit charged this phase, pick an enemy unit within 1" of it to be the target.

Effect: Roll a number of dice equal to the unmodified charge roll. For each 4+, inflict 1 mortal damage on the target.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, FLY
DESTRUCTION, KRULEBOYZ


KRULEBOYZ WARSCROLL
Kragnos, the End of Empires
10"
18
4+
15
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. Though he currently wages a protracted war in the Realm of Life, Kragnos can still be drawn to battle by the most ferocious fighting, his arrival announced by the smashing of enemy lines and the crushing of foes under his thunderous hooves. Already a natural disaster made manifest, Kragnos’s rampages are further augmented by his legendary armaments. The shield Tuskbreaker is said to have been cast aside by Gorkamorka himself, deity of the orruks and other brutish beings. The spells of enemy mages break instantly upon its surface, supposedly due to the residual divine essence that suffuses it. The Dread Mace, Kragnos’s massive studded club, is powerful enough to shatter walls of solid rock. Legends say that Kragnos retrieved the weapon’s head from an ancient geomantic nexus, and that it is infused with Ghur’s own destructive animus.
KRULEBOYZ WARSCROLL
Kragnos, the End of Empires
MELEE WEAPONS
AtkHitWndRndDmg
The Dread Mace
The Dread Mace63+2+34
Tuskbreaker [Crit (2 Hits)]
Tuskbreaker
Crit (2 Hits)
34+2+2D3
Hooves of Wrack and Ruin
Hooves of Wrack and Ruin63+2+12
BATTLE PROFILE

Unit Size: 1      Points: 580
Base size: 130mm
Can be reinforced: No
Regiment Options: Any KRULEBOYZ

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of The Dread Mace is 4 and this unit has a Control characteristic of 10.

Reaction: Opponent declared a SPELL ability
THE SHIELD INVIOLATE: Tuskbreaker has the power to guard Kragnos against even the most potent magical force.

Effect: If this unit was picked to be the target of that spell, roll a dice. On a 3+, ignore the effect of that spell on this unit. This unit can use this ability more than once per phase but only once per SPELL ability.

Passive
AVATAR OF DESTRUCTION: Kragnos is the embodiment of Ghur’s relentless ferocity. No single strike can lay him low.

Effect: If this unit would be automatically destroyed, it is not automatically destroyed. Instead, allocate 6 damage points to it (ward rolls cannot be made for those damage points).

Once Per Turn (Army), Any Charge Phase
RAMPAGING DESTRUCTION: Kragnos rampages through the press of his foes, his hooves flattening all in his path.

Effect: If this unit charged this phase, pick 1 of the following effects:
  • Roll a dice for each enemy unit within 1" of this unit. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.
  • Pick an enemy MONSTER in combat with this unit and roll 2D6. On a 7, this ability has no effect. Otherwise, inflict an amount of mortal damage on that unit equal to the results on the dice used for the 2D6 roll multiplied together. For example, a 2D6 roll of 2 and 6 would inflict 12 mortal damage (2 × 6).
KEYWORDSRAMPAGE

Your Charge Phase
THE END OF EMPIRES: Where Kragnos goes, the hordes of Destruction follow.

Effect: For the rest of the turn, add 1 to the number of dice rolled when making charge rolls for friendly DESTRUCTION units while they are wholly within 12" of this unit, to a maximum of 3.

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WARD (5+)
DESTRUCTION, IRONJAWZ, KRULEBOYZ


KRULEBOYZ WARSCROLL
Snatchaboss
on Sludgeraker Beast
8"
14
4+
5
Snatchabosses are the cruellest of orruk leaders. These repugnant individuals get their way through their intimidating reputation, bolstered by terrifyingly inventive acts of revenge. Should a Snatchaboss be truly angered, the object of his hatred might find themselves waking neck-deep in a barrel full of scorpions, dropping through the floor into a pit of hot coals, or being flayed alive by cackling hobgrots. It is considered a great status symbol amongst the Snatchabosses to harness a Sludgeraker Beast. With long arms strong enough to drag large prey underwater, drooling jaws and a tail like a multi-corded scourge, Sludgerakers are formidable indeed. These stealthy ambush predators know when to submerge beneath the swamp-scum as they stalk their prey and how to level a single strike before withdrawing in the knowledge that the infected wound will bring their victim down effortlessly. Sludgerakers exude a greasy secretion to make it hard for other creatures to grapple them. The more slimy swamp-beasts they consume, the more pungent this rancid musk becomes. Kruleboyz will wipe their blades on a Sludgeraker’s belly before battle, for the rotting mixture there is so noxious it will quickly fester with the merest scratch.
KRULEBOYZ WARSCROLL
Snatchaboss
on Sludgeraker Beast
MELEE WEAPONS
AtkHitWndRndDmg
Grappling Hook [Crit (Mortal)]
Grappling Hook
Crit (Mortal)
33+3+13
Sludgeraker’s Talons [Companion]
Sludgeraker’s Talons
Companion
64+2+12
Sludgeraker’s Bite [Companion]
Sludgeraker’s Bite
Companion
13+2+1D3+3
BATTLE PROFILE

Unit Size: 1      Points: 320
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Mob Wrangler, Any KRULEBOYZ

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Sludgeraker’s Talons is 4.

Your Hero Phase
SLUDGERAKER VENOM: The underbelly of a Sludgeraker Beast is coated in rotting detritus, encrusted marsh-slime and the beast’s own secretions – a highly virulent mixture that is used by nearby Kruleboyz to coat their weapons.

Declare: Pick a friendly non-HERO KRULEBOYZ unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 2+, for the rest of the turn, add 1 to the Damage characteristic of the target’s weapons that have Crit (Mortal). On a 1, inflict D3 mortal damage on the target.

Once Per Turn (Army), End of Any Turn
FESTERING WOUNDS: A Sludgeraker’s talons and fangs are so coated with toxins and grime that wounds they inflict swiftly turn foul and gangrenous.

Declare: Pick an enemy unit that had any damage points allocated to it this turn by this unit’s combat attacks to be the target.

Effect: Roll a D3. On a 2+:
  • Inflict an amount of mortal damage on the target equal to the roll.
  • Subtract 1 from wound rolls for attacks made by the target until the start of your next turn.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER
DESTRUCTION, KRULEBOYZ


KRULEBOYZ WARSCROLL
Swampboss Skumdrekk
8"
15
4+
5
Skumdrekk is something of a celebrity among the Kruleboyz, for his collection of hideous beasts numbers in the hundreds. He is the master of the Murkvast Menagerie, a swathe of mega-mangrove swamp in Ghur. The roots of these giant trees form a tangled network of stout wooden pillars, each a ready-made cage into which he has forced scores of unusual beasts. Yet it is not Skumdrekk’s impressive menagerie that has clinched his fame so much as his skill as a bet-master. With a talent for the finer points of wagering, bartering and – naturally – cheating, Skumdrekk has grown impossibly rich. Captives by the hundred are brought to the Murkvast Menagerie, and the roots of the mangrove trees are pulled aside to let specific beasts roam free. The details of who gets killed by what are the subject of an endless series of bets, with Skumdrekk and his Kountin’ Krew – a cadre of devious hobgrots backed up by troggoth muscle – presiding over the whole affair. Skumdrekk rides the elder beast Sloppklaw, a Sludgeraker he broke to his will as a yoof and his faithful steed to this day. Though extremely near-sighted and a bit senile, Sloppklaw is still the fiercest of his kind yet encountered, and he has a talent for sudden explosions of violence – any victim caught by Skumdrekk’s snatcha-stikk and dragged near the beast’s muzzle will be swiftly eviscerated.
KRULEBOYZ WARSCROLL
Swampboss Skumdrekk
MELEE WEAPONS
AtkHitWndRndDmg
Snatcha-stikk [Crit (Mortal)]
Snatcha-stikk
Crit (Mortal)
54+3+12
Sloppklaw’s Talons [Companion]
Sloppklaw’s Talons
Companion
64+2+12
Sloppklaw’s Bite [Companion]
Sloppklaw’s Bite
Companion
14+2+1D3+3
BATTLE PROFILE

Unit Size: 1      Points: 240
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Mob Wrangler, Any KRULEBOYZ

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of Sloppklaw’s Talons is 4.

Deployment Phase
KOUNTIN’ KREW: Swampboss Skumdrekk keeps his hobgrot lackeys, known as his ‘Kountin’ Krew’, close to hand. So close, in fact, that it is they who get first dibs on the toxic sludge that coats the underbelly of his Sludgeraker.

Declare: Pick a friendly Hobgrot Slittaz unit within this unit’s combat range to be the target.

Effect: For the rest of the battle, the target’s Slitta-knives have Crit (Mortal) while they are wholly within 12" of this unit.

Deployment Phase
BET-MASTER: Skumdrekk and his hobgrot Kountin’ Krew take bets at the start of a battle as to which of the enemy will be first to die.

Declare: Pick an enemy unit on the battlefield to be the bet.

Effect: Add 1 to wound rolls for attacks made by this unit and friendly Hobgrot Slittaz units that target the bet.

Once Per Turn (Army), End of Any Turn
AGGRAVATE WOUNDS: The ornery and near-sighted Sloppklaw has developed a keen scent for weakness, and he will eagerly tear into wounded prey in a savage frenzy.

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

Effect: Roll a number of dice equal to the number of damage points the target has. For each 5+, inflict 1 mortal damage on the target.
KEYWORDSRAMPAGE

KEYWORDS
UNIQUE, HERO, MONSTER
DESTRUCTION, KRULEBOYZ

Infantry


KRULEBOYZ WARSCROLL
Gutrippaz
5"
2
5+
1
Gutrippaz form the spiteful heart of nearly all Kruleboyz war-parties. They are the ready reserve of green muscle that the Killabosses employ to carry out their kunnin’ plans. They are canny enough to form what are, by orruk standards, complex battlelines, and their understanding of how to exploit formations and pick apart less numerous or skilful foes is near instinctive. The hideous skareshields carried by the Gutrippaz are constantly coated in a film of grime that can be used to reapply poison to their weapons. This act has an almost religious significance to the orruks, who refer to it by such terms as ‘givin’ it some bite’ and ‘puttin’ on da grin’. Yet the main purpose of these shields, as well as to protect the orruks, is to terrify the foe; the blood and slime of bloated swamp creatures is daubed across their faces, reacting with the shrouding fog summoned by the Swampcallas to glow with a weird bioluminescence. The Gutrippaz add to this unsettling image by banging their weapons together loudly, howling like rabid beasts or bawling crude raiding songs. Gutrippaz, by nature, prefer it when a fight begins in their favour, but their blood runs as hot as any orruk’s, and when a scrap is properly underway, the biggest difficulty for a Killaboss looking to take prisoners can be getting the Gutrippaz to stop.
KRULEBOYZ WARSCROLL
Gutrippaz
MELEE WEAPONS
AtkHitWndRndDmg
Stikka or Hacka [Crit (Mortal)]
Stikka or Hacka
Crit (Mortal)
24+3+-1
BATTLE PROFILE

Unit Size: 10      Points: 170
Base size: 32mm
Can be reinforced: Yes

Any Combat Phase
SCARE TAKTIKZ: Gutrippaz use all manner of means to unnerve and soften up their foes before the first blow is struck, from gruesome ‘skareshields’ to ululating battle cries that echo from the boggy mists.

Effect: Roll a dice. On a 3+, subtract 1 from hit rolls for attacks made by non-HERO units that target this unit for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
DESTRUCTION, KRULEBOYZ


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Hobgrot Slittaz
5"
1
6+
1
Somewhere between grots and orruks in size, hobgrots make up for their lack of physical presence with a glut of vicious cunning. They are snide, conniving and mean-spirited but more intelligent and stronger than your average grot. They even have a crude language of runic glyphs and a rough organisation that is closer to human military than that of the orruks. They love nothing more than lording it over the lesser grots and snotlings that make up the dregs of their society. Of course, all this self-importance ends abruptly when the orruks arrive to conscript them into the greater horde. When the orruks’ attention is elsewhere, these Hobgrot Slittaz go back to muttering ear-searingly obscene insults to one another, jabbing daggers into exposed backs only to blame it on nearby rivals, and tripping one another up so they get trampled into the dirt. Only when the enemy is in ‘killin’ range’ do they form up once more, hurling their hard-won explosive bangstikks into the foe – half of which exude volatile gas that is explosively ignited by the incendiary contents of the others – before charging in to finish the job with their nastylooking, razor-sharp blades.
KRULEBOYZ WARSCROLL
Hobgrot Slittaz
RANGED WEAPONS
RngAtkHitWndRndDmg
Scrap-grenades [Shoot in Combat]
Scrap-grenades
Shoot in Combat
8"14+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Slitta-knives
Slitta-knives24+5+-1
BATTLE PROFILE

Unit Size: 10      Points: 100
Base size: 25mm
Can be reinforced: Yes

End of Any Turn
SCRAP-BANG: By detonating their scrap-grenades at the feet of the foe, Hobgrot Slittaz can scarper off to a safe distance.

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

Effect: Roll a dice. On a 3+:
  • Inflict 1 mortal damage on the target.
  • This unit can immediately use the ‘Retreat’ ability as if it were your movement phase without any mortal damage being inflicted on it.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
DESTRUCTION, KRULEBOYZ


KRULEBOYZ WARSCROLL
Kruleboyz Monsta-killaz
5"
2
5+
1
The use of leashed beasts has always been a cornerstone of Kruleboyz warmaking. To secure these valuable but unbelievably deadly prizes, would-be beastmasters rely upon the infamous hunting bands known as Monsta-killaz. These cunning orruks relish tracking, capturing or killing the myriad monsters that populate the realms. Led by a sly Beastnob, they prowl through the wilderness laying traps and creating distractions so that they might catch a beast unawares and batter it into submission. As befits their devious kind, these orruks employ every underhanded method conceivable to render their quarry helpless, even employing wild creatures of their own, such as the aggressive simians known as Gnarlwood Howlaz. While they specialise in hunting beasts, Monsta-killaz take great delight in ambushing rivals that interfere with their business. Many of the skills they have mastered out in the wilds can be turned against two-legged foes. Watching a Howla pull a screaming human’s arms out of their sockets is always a good laugh, as is concealing the egg clutch of a Spinecrawler amidst the scroll-cases of some pointy-eared aelven wizard and guffawing loudly as the outraged monstrosity enacts its gory revenge.
KRULEBOYZ WARSCROLL
Kruleboyz Monsta-killaz
MELEE WEAPONS
AtkHitWndRndDmg
Monsta-killa Weapons [Crit (Mortal), Anti-MONSTER (+1 Rend)]
Monsta-killa Weapons
Crit (Mortal), Anti-MONSTER (+1 Rend)
34+3+11
BATTLE PROFILE

Unit Size: 7      Points: 120
MODELBASE SIZE
Beastnob40mm
6 x Monsta-killaz32mm
Klutcha-grot28.5mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Passive
KLUTCHA-GROT
Effect: This unit’s Klutcha-grot is a token. If it is removed from the battlefield, this unit cannot use the ‘A Tough Grot to Swallow’ ability.

Any Combat Phase
BAIT AND TRAP: The Monsta‑killaz have perfected the art of baiting even the most fearsome monsters into debilitating traps.

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

Effect: Roll a dice. Add 1 to the roll if the target is damaged. On a 3+, the target has STRIKE-LAST for the rest of the turn.

Once Per Turn, Reaction: Opponent declared a RAMPAGE ability for an enemy MONSTER within 6" of this unit
A TOUGH GROT TO SWALLOW: The spiky-armoured Klutcha-grot is usually gobbled up by the Monsta-killaz’ prey, causing it to choke, retch and vomit up the little git. Of course, sometimes the grot just gets eaten, which the orruks find equally hilarious.

Effect: Roll a dice. On a 2+, that RAMPAGE ability has no effect. On a 1, remove this unit’s Klutcha-grot from the battlefield.

KEYWORDS
INFANTRY, CHAMPION (1/7), MUSICIAN (1/7)
DESTRUCTION, KRULEBOYZ


KRULEBOYZ WARSCROLL
Man-skewer Boltboyz
5"
2
5+
1
Some Kruleboyz prefer to kill at a distance, such as the crossbow-wielding Man‑skewer Boltboyz. Many Ironjawz bosses spit at the very idea of ranged attack, claiming ‘it ain’t orruky’. Yet when battle is joined and the first kills are claimed by the Boltboyz, such detractors fall strangely silent. The Boltboyz themselves simply shrug and walk at an unhurried pace towards the survivors, reloading as they go. When on the hunt, Man-skewer Boltboyz fire to injure rather than to kill, relishing the sight of a crippled enemy limping away before the next volley puts them down for good. In battle, they go right for the headshot. Many soldiers have dismissed an orruk shoota-line in the belief that they are terrible shots, only to find man-skewer bolts have a very long reach and pack enough punch to send an armoured enemy flying backwards. It is common practice amongst the Boltboyz to coat their bolts in the most horrendous toxins, and the spikes on each bolt are made deliberately brittle so they snap off to leave shards in the wound. With a sadistic cackle and a ‘clunk-click’ of reloader arms, the orruks are soon ready to shoot again.
KRULEBOYZ WARSCROLL
Man-skewer Boltboyz
RANGED WEAPONS
RngAtkHitWndRndDmg
Man-skewer Crossbow: Hasty Shot [Crit (Auto-wound)]
Man-skewer Crossbow: Hasty Shot
Crit (Auto-wound)
12"24+3+12
Man-skewer Crossbow: Aimed Shot [Crit (Auto-wound)]
Man-skewer Crossbow: Aimed Shot
Crit (Auto-wound)
18"13+3+22
MELEE WEAPONS
AtkHitWndRndDmg
Jaggedy Blades [Crit (Mortal)]
Jaggedy Blades
Crit (Mortal)
14+3+-1
BATTLE PROFILE

Unit Size: 3      Points: 110
Base size: 32mm
Can be reinforced: Yes

Passive
MAN-SKEWER CROSSBOWS: Boltboyz either unleash quick volleys at nearby foes or take careful aim at far-off targets.

Effect: Each time this unit uses a SHOOT ability, pick either the Hasty Shot or Aimed Shot weapon characteristics for all the attacks it makes with its Man-skewer Crossbows.

Your Shooting Phase
PICK ’EM OFF: Boltboyz prefer to remain stationary to fire carefully aimed shots.

Effect: If this unit has not used a MOVE ability this turn and was not set up this turn, add 1 to hit rolls for this unit’s shooting attacks for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION
DESTRUCTION, KRULEBOYZ

War Machine


KRULEBOYZ WARSCROLL
Beast-skewer Killbow
5"
5
5+
2
In the Realm of Beasts, sometimes a volley of crossbow bolts the length of a man’s arm is not quite enough. So it was that the vicious-looking devices known as Beast-skewer Killbows were invented. These are not crossbows so much as orruk-portable ballistas capable of penetrating a Stonehorn’s hide and cracking apart the rocky skeleton beneath. Even the strongest man would struggle to cock such a bow, let alone carry it to battle, but for the ‘big shots’ that use them, these Killbows are constant companions. Whenever there is a nice juicy target to be impaled, whether it be a roving monster or enemy leader, the Beast-skewer boys will set up their weapons on a solid surface, line up a shot and let fly. A snivelling grot servant is always kept close at hand to carry a quiver full of spears on the orruk big shot’s behalf and help reload the Killbow all the faster after each bolt is loosed. Should the orruk miss their mark, their assistant can look forward to a resounding thump around the noggin for ‘mukkin’ it up again’.
KRULEBOYZ WARSCROLL
Beast-skewer Killbow
RANGED WEAPONS
RngAtkHitWndRndDmg
Beast-skewer Bolts [Anti-MONSTER (+1 Rend), Crit (Auto-wound)]
Beast-skewer Bolts
Anti-MONSTER (+1 Rend), Crit (Auto-wound)
24"24+2+2D6
MELEE WEAPONS
AtkHitWndRndDmg
Jaggedy Blades [Crit (Mortal)]
Jaggedy Blades
Crit (Mortal)
24+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 90 × 52mm
Can be reinforced: No

Once Per Turn (Army), Your Shooting Phase
SKEWERING BOLTS: When sighting a particularly large target, the crew load vicious skewering bolts that can tear through even the mightiest of beasts.

Effect: For the rest of the turn, the Damage characteristic of this unit’s Beast-skewer Bolts is 6 if the target is a MONSTER.

Your Shooting Phase
PICK ’EM OFF: Once set up in position, the Beast-skewer Killbow takes its time to line up every shot with deadly results.

Effect: If this unit has not used a MOVE ability this turn and was not set up this turn, add 1 to hit rolls for this unit’s shooting attacks for the rest of the turn.

KEYWORDS
WAR MACHINE
DESTRUCTION, KRULEBOYZ


KRULEBOYZ WARSCROLL
Marshcrawla Sloggoth
6"
10
4+
2
Marshcrawla Sloggoths are an offshoot of the troggoth race that prey on the small and the weak. Ironic, then, that they are used as beasts of war by the small, weak grots that skulk in the corners of Kruleboyz society. The Marshcrawla Sloggoths make their way through the quagmires of the Mortal Realms on all fours. They tend towards easy kills and will gladly gobble up the young of other species instead of taking on fully grown prey. A Sloggoth’s long, flexible arms are perfect for reaching into hideaways to snatch those within, much to the horror of enemies who seek refuge from them. When their quarry is caught, they will burst into sudden action, jaws darting forward to clamp down on the head of their victim. To add to their list of awful qualities, like other breeds of troggoth, their uncanny constitution allows them to regenerate wounds at an alarming rate. Captive Sloggoths will have a howdah mounted on their back, in which grots will ride to war. No orruk worth his teef would be seen dead on such a cowardly beast, but the grots understand that beneath this veneer is a beast capable of great violence when goaded to action. They hurl weighted nets from its back and thrust out man-snatcher polearms to disarm or incapacitate those that would otherwise escape their Sloggoth’s grasping claws.
KRULEBOYZ WARSCROLL
Marshcrawla Sloggoth
MELEE WEAPONS
AtkHitWndRndDmg
Nets and Snatcha‑stikks
Nets and Snatcha‑stikks44+5+-1
Sloggoth’s Claws [Companion]
Sloggoth’s Claws
Companion
64+2+12
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 105 × 70mm
Can be reinforced: No

Start of Any Turn
REGENERATION: Troggoths are able to regrow injured flesh almost as quickly as it is harmed.

Effect: Heal (D3) this unit.

Passive
ON DA MARCH: The drummer that rides with a snatcha-krew beats out a powerful rhythm upon his kettle drum that inspires the Kruleboyz around them to race headlong toward the enemy.

Effect: While they are wholly within 12" of this unit, friendly KRULEBOYZ INFANTRY units can use CHARGE abilities even if they used a RUN ability in the same turn.

KEYWORDS
WAR MACHINE
DESTRUCTION, KRULEBOYZ

Regiment of Renown


REGIMENT OF RENOWN
Big Drogg Fort-Kicka
Of all of Behemat’s spawn, Gatebreakers are the most sinister, filled with the need to destroy. More specifically, these gargants harbour considerable ill will towards the metropolises raised by Sigmar’s folk. The sight of a glorious city, with its proud spires and resolute walls, awakens a bitter fury within these creatures. With a bellow of hate, a Gatebreaker advances on an enemy settlement without fear, shrugging off panicked arrows and cannon fire with little more than a malicious chuckle. Across the Prime Innerlands of Shyish, the name Big Drogg Fort-kicka is dreaded. Admittedly, this is as much for the Gatebreaker’s grievous halitosis – a side effect of eating decomposing corpses – as his skill at destroying cities. Drogg is known to many undead tyrants, who willingly offer him a portion of their servants to consume in return for his aid. Yet Drogg’s true goal has always been to get close enough to Nagash to clobber him in a show of strength. The Great Necromancer’s shattering at the hands of the Lumineth has set this plan back. Taking this as a personal insult, Drogg has vowed revenge. He eagerly hires his services out to any undead wishing to fight the aelves – and he has no shortage of clients.
REGIMENT OF RENOWN
Big Drogg Fort-Kicka

BATTLE PROFILE

Points: 480

Once Per Turn (Army), Any Combat Phase
GRIEVOUS HAILTOSIS: Drogg has dined well on the spoils of war, having smashed and eaten the contents of many a fortified town – yet he has never picked his teeth clean. His breath is so foul that it can stun an ox at ten paces.

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

Effect: Roll a dice for each model in the target unit. For each 6, inflict 1 mortal damage on the target.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.


REGIMENT OF RENOWN
Bundo Whalebiter
Kraken-eater Mega-Gargants are irascible old souls who have seen it all. They find just as much satisfaction in watching the sun rise while seated atop their favourite rock as they do in destroying a village, and they crave the relief that only the sea can provide – as well as the bounty that washes up on its shores. Bundo Whalebiter is a legend along Ghur’s Coast of Tusks. He is that rarest of things, a gargant known for both brain and brawn, and has been ever since an encounter with ocean-dwelling aelves near the Icefangs. While pursuing the aelves – for the sight of their sea creatures flying about out of the water irritated him to no end – Bundo was distracted by a Fangmora Eel to which a glowing lantern had been attached. The gargant throttled the creature and took the trinket, hanging it from his ear as a fetching accoutrement. The aetherquartz in the lantern worked its magics upon Bundo, heightening his intellect such that he can now converse with shocking clarity for a gargant. As a result, Bundo has won many mercenary contracts by arguing the value in having colossal aid to call upon.
REGIMENT OF RENOWN
Bundo Whalebiter

BATTLE PROFILE

Points: 450

Once Per Turn (Army), Any Combat Phase
DEAD CUNNING, FOR A GARGANT: 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’…

Effect: For the rest of the turn, add 1 to the Attacks characteristic of this unit’s weapons.

Then, roll a dice. On a 4+, this unit has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.


REGIMENT OF RENOWN
Odo Godswallow
Beast-smashers are considered, even by other gargants, to be a touch mad. In truth, they are more susceptible to the energy of the Waaagh! than most of their kin. It stains their vision green and opens their souls to a rough elemental power, leading them to believe that they can hear Gorkamorka talking to them – or even that they are the god himself. Either way, their goal is the same: to slaughter great beasts, just as Gorkamorka once did. Odo Godswallow truly believes that he is Gorkamorka reborn. The energy of Kragnos’s return stirred him to a rampage, seeing him slaughter almost every monstrous beast along the Godswallow Delta. The shamanistic orruks that called the delta their home detected the touch of their god upon Odo and commanded their followers to mark his flesh with whirling green tattoos, the paint made from a mixture of beast blood, squig innards and crushed realmstone. The sacred warpaint seems to protect him just as it does the orruks. His legend has spread across Gallet; warclans travel for leagues to witness Da Living God in action, and Odo rarely fails to meet their barbarous expectations.
REGIMENT OF RENOWN
Odo Godswallow
INCLUSION

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

BATTLE PROFILE

Points: 450

Once Per Turn (Army), Any Combat Phase
MIGHTY WALLOPER: The great beasts of the Godswallow Delta are practically endangered species, for the crazed Odo spends almost every waking second relentlessly hunting them before grinding their bones and caving their skulls in brutal displays of violence.

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

Effect: Roll a dice. On a 3+, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.


REGIMENT OF RENOWN
One-eyed Grunnock
It does not matter to the Warstompers who is fighting or why; all they care about is finding a vicious scrap to lose themselves in. The charge of a Warstomper is akin to being hit by a roaring Chamonic steam-engine, and then the titan begins swinging their huge club, ploughing through enemy ranks with howls of battle‑joy. One-eyed Grunnock is truly infamous. Gargants far and wide tell of how he terrorised Ghurish Necrosia, battling the Ossiarch Bonereapers. To the Warstomper, the undead are perfect enemies that constantly attract new foes. He has violently thwarted the Bonereapers’ negotiations with other races on several occasions, most notably interrupting the signing of a treaty with a duardin fleet. Being pitched off the side of a mountain and forever burdened with a splitting headache was, admittedly, not part of Grunnock’s plan, but the chance to ensure that the fighting between the two forces would never end was worth it. For a time, Grunnock relentlessly hunted Kragnos, fearing that the Drogrukh deity would drive his undead prey from Ghur. Yet now Kragnos rampages in Ghyran, leaving Grunnock free to crush his favoured enemies once more.
REGIMENT OF RENOWN
One-eyed Grunnock

BATTLE PROFILE

Points: 440

Once Per Turn (Army), Any Combat Phase
SHAKE THE EARTH: Grunnock has learnt that the best way to break an enemy army is to send its soldiers flying. His signature move – leaping high before stomping down to cause a small earthquake – is feared for good reason.

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

Effect: Roll a D3. On a 2+:
  • Inflict an amount of mortal damage on the target equal to the roll. If the target is INFANTRY, double the amount of mortal damage inflicted.
  • Subtract 1 from hit rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.
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.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (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.
This HERO can join an eligible regiment as a Mob Wrangler.

Infantry Hero
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

The KRULEBOYZ and INFANTRY keywords are used in the following Kruleboyz warscrolls:

32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
23.0 Tokens
Tokens are not considered to be models for rules purposes and can be ignored or moved out of the way for purposes of visibility, coherency or abilities. They cannot be picked as the target of abilities. Their purpose is to indicate persisting effects on units they are placed next to. Each time a unit with a token finishes a move or is set up, place the token next to the unit.
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).
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

Reaction: You declared an ATTACK ability
1
ALL-OUT ATTACK: The warriors fight with a frenzied vigour.

Used By: The unit using that ATTACK ability.

Effect: Add 1 to hit rolls for attacks made as part of that ATTACK ability. This also affects weapons that have the Companion weapon ability.
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.

The INFANTRY keyword is used in the following Kruleboyz warscrolls:

6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

The WIZARD keyword is used in the following Kruleboyz warscrolls:

21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
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.
Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

4.0 Unbinding Spells
Each WIZARD can use the ‘Unbind’ reaction a number of times per phase equal to their power level. Th is is an exception to The Rules of One (Core Rules, 5.3).

Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

The UNIQUE 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.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

The FLY keyword is used in the following Kruleboyz warscrolls:

Enemy Movement Phase
1
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Each model in that unit can move up to D6". That move cannot pass through or end within the combat range of an enemy unit.
KEYWORDSMOVE, RUN
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.

The non-HERO KRULEBOYZ keyword is used in the following Kruleboyz warscrolls:

1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

The CHAMPION keyword is used in the following Kruleboyz warscrolls:

Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

The MUSICIAN keyword is used in the following Kruleboyz warscrolls:

3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

The STANDARD BEARER keyword is used in the following Kruleboyz warscrolls:

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).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

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.
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.

The WAR MACHINE keyword is used in the following Kruleboyz warscrolls:

3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.

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