Kruleboyz – Warscrolls


Cavalry Hero


KRULEBOYZ WARSCROLL
Killaboss
on Great Gnashtoof
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.
KRULEBOYZ WARSCROLL
Killaboss
on Great Gnashtoof
MELEE WEAPONS
AtkHitWndRndDmg
Great Gnashtoof’s Jaws [Companion]
Great Gnashtoof’s Jaws
Companion
54+3+12
Boss-stikka [Crit (Mortal)]
Boss-stikka
Crit (Mortal)
54+3+12
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: 0-1 Mob Wrangler, Any KRULEBOYZ
Notes: This HERO can join an eligible regiment as a Swamp Beast.

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.

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.

KEYWORDS
HERO, CAVALRY
DESTRUCTION, KRULEBOYZ

Infantry Hero


KRULEBOYZ WARSCROLL
Hobgrot Slittaboss
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.
KRULEBOYZ WARSCROLL
Hobgrot Slittaboss
MELEE WEAPONS
AtkHitWndRndDmg
Toxin-smeared Slitta-sword [Crit (Mortal)]
Toxin-smeared Slitta-sword
Crit (Mortal)
44+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 80
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 INFANTRY, 0-1 MONSTER, 0-1 WAR MACHINE, Any Hobgrot Slittaz
Notes: This HERO can join an eligible regiment as a Mob Wrangler.

Reaction: You declared a FIGHT ability for this unit
KOMPANY TAKTIKZ: Slittabosses drill their hobgrots without mercy – after all, the more decisively they strike, the better chance they have of grabbing up the loot.

Effect: Pick a friendly Hobgrot Slittaz unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, add 1 to wound rolls for the target’s attacks for the rest of the turn.

Once Per Battle, Any Combat Phase
TOXIC STASH: A Slittaboss’s swindling talents are used to secure choice poisons that can overwhelm even a stamping ogor.

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

Effect: Roll 2D6. If the roll exceeds the target’s Health characteristic, it is automatically destroyed.

KEYWORDS
HERO, INFANTRY
DESTRUCTION, KRULEBOYZ


KRULEBOYZ WARSCROLL
Killaboss
with Stab-grot
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.
KRULEBOYZ WARSCROLL
Killaboss
with Stab-grot
MELEE WEAPONS
AtkHitWndRndDmg
Stab-grot’s Shiv [Crit (Mortal), Companion]
Stab-grot’s Shiv
Crit (Mortal), Companion
24+5+-1
Boss-hacka [Crit (Mortal)]
Boss-hacka
Crit (Mortal)
54+3+12
BATTLE PROFILE

Unit Size: 1      Points: 100
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
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.
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: 100
Base size: 40mm
Can be reinforced: No
Regiment Options: Any KRULEBOYZ
Notes: This HERO can join an eligible regiment as a Mob Wrangler.

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
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.
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.

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 2+, add 1 to save rolls for the target for the rest of the turn. On a 1, inflict D3 mortal damage on the target.

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.

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

Monster Hero


KRULEBOYZ WARSCROLL
Breaka-boss
on Mirebrute Troggoth
5"
12
4+
2
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.
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
Notes: This HERO can join an eligible regiment as a Swamp Beast.

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

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

Effect: Heal (D3) this unit.

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

Effect: Inflict D3 mortal damage on this unit. 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.

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.
KRULEBOYZ WARSCROLL
Gobsprakk
the Mouth of Mork
MELEE WEAPONS
AtkHitWndRndDmg
Killabeak’s Stinger [Crit (Mortal), Companion]
Killabeak’s Stinger
Crit (Mortal), Companion
13+2+1D6
Bogbark Staff [Anti-WIZARD (+1 Rend), Crit (Mortal)]
Bogbark 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
BATTLE PROFILE

Unit Size: 1      Points: 330
Base size: 130mm
Can be reinforced: No
Regiment Options: 0-1 Mob Wrangler, 0-1 Swamp Beast, 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.

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

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.

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.

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


KRULEBOYZ WARSCROLL
Killaboss
on Corpse-rippa Vulcha
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.
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 Stinger [Crit (Mortal), Companion]
Vulcha’s Stinger
Crit (Mortal), Companion
13+2+1D6
Vulcha’s Talons and Beak [Companion]
Vulcha’s Talons and Beak
Companion
74+2+12
BATTLE PROFILE

Unit Size: 1      Points: 290
Base size: 130mm
Can be reinforced: No
Regiment Options: 0-1 Mob Wrangler, Any KRULEBOYZ
Notes: This HERO can join an eligible regiment as a Swamp Beast.

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.

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

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.

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.
KRULEBOYZ WARSCROLL
Kragnos, the End of Empires
MELEE WEAPONS
AtkHitWndRndDmg
Tuskbreaker [Crit (2 Hits)]
Tuskbreaker
Crit (2 Hits)
34+2+2D3
Hooves of Wrack and Ruin
Hooves of Wrack and Ruin63+2+12
The Dread Mace
The Dread Mace63+2+34
BATTLE PROFILE

Unit Size: 1      Points: 580
Base size: 130mm
Can be reinforced: No
Regiment Options: 0-1 Mob Wrangler, 0-1 Swamp Beast, 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.

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).

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.

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
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.
KRULEBOYZ WARSCROLL
Snatchaboss
on Sludgeraker Beast
MELEE WEAPONS
AtkHitWndRndDmg
Sludgeraker’s Bite [Companion]
Sludgeraker’s Bite
Companion
13+2+1D3+3
Grappling Hook [Crit (Mortal)]
Grappling Hook
Crit (Mortal)
33+3+13
Sludgeraker’s Talons [Companion]
Sludgeraker’s Talons
Companion
64+2+12
BATTLE PROFILE

Unit Size: 1      Points: 240
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Mob Wrangler, Any KRULEBOYZ
Notes: This HERO can join an eligible regiment as a Swamp Beast.

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 KRULEBOYZ unit wholly within 12" of this unit to be the target.

Effect: That unit has the SLUDGERAKER VENOM keyword for the rest of the turn.

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 up to 3 enemy units that had any damage points allocated to them by combat attacks made by this unit or a friendly unit with the SLUDGERAKER VENOM keyword to be the targets.

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

KEYWORDS
HERO, MONSTER
DESTRUCTION, KRULEBOYZ


KRULEBOYZ WARSCROLL
Swampboss Skumdrekk
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.
KRULEBOYZ WARSCROLL
Swampboss Skumdrekk
MELEE WEAPONS
AtkHitWndRndDmg
Sloppklaw’s Talons [Companion]
Sloppklaw’s Talons
Companion
64+2+12
Snatcha-stikk [Crit (Mortal)]
Snatcha-stikk
Crit (Mortal)
54+3+12
Sloppklaw’s Bite [Companion]
Sloppklaw’s Bite
Companion
14+2+1D3+3
BATTLE PROFILE

Unit Size: 1      Points: 220
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
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.

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.

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 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.
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: 150
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


KRULEBOYZ WARSCROLL
Hobgrot Slittaz
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.
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: 90
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
Man-skewer Boltboyz
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.
KRULEBOYZ WARSCROLL
Man-skewer Boltboyz
RANGED WEAPONS
RngAtkHitWndRndDmg
Man-skewer Crossbow: Aimed Shot [Crit (Auto-wound)]
Man-skewer Crossbow: Aimed Shot
Crit (Auto-wound)
18"13+3+22
Man-skewer Crossbow: Hasty Shot [Crit (Auto-wound)]
Man-skewer Crossbow: Hasty Shot
Crit (Auto-wound)
12"24+3+12
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


KRULEBOYZ WARSCROLL
Monsta-killaz
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.
KRULEBOYZ WARSCROLL
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
Da Kunnin’ Krew
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.
KRULEBOYZ WARSCROLL
Da Kunnin’ Krew
MELEE WEAPONS
AtkHitWndRndDmg
Krew Weapons [Crit (Mortal)]
Krew Weapons
Crit (Mortal)
34+3+11
BATTLE PROFILE

Unit Size: 5      Points: 120
MODELBASE SIZE
Torka Toughskull40mm
Gikkit, Shank, Krookgrin25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Krew Weapons. The models in this unit are:
  • Mannok da Kunnin’ (champion)
  • Torka Tuffskul
  • Gikkit
  • Shank
  • Krookgrin

End of Any Turn
EASY MEAT: Showing weakness to a Kruleboy, even for a moment, is a death sentence.

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

Effect: Roll a dice. Add 1 to the roll for each model in this unit within 1" of the target. If the roll is at least double the target’s Health characteristic, it is slain.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION
DESTRUCTION, KRULEBOYZ


KRULEBOYZ WARSCROLL
Daggok’s Stab-ladz
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.
KRULEBOYZ WARSCROLL
Daggok’s Stab-ladz
MELEE WEAPONS
AtkHitWndRndDmg
Wicked Weapons [Crit (Mortal)]
Wicked Weapons
Crit (Mortal)
34+3+11
BATTLE PROFILE

Unit Size: 4      Points: 120
Base size: 32mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Wicked Weapons. The models in this unit are:
  • Daggok Finksteala (champion)
  • Hurrk da Howla (musician)
  • Jagz da Bleeda
  • Grakk da Hook

Any Combat Phase
ROAR OF KRAGNOS: The massive horn carried by Hurrk da Howla emits a booming blast that leaves the Stab-ladz’ enemies disorientated.

Declare: If this unit’s Hurrk da Howla is on the battlefield, pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from the Attacks characteristic of the target’s melee weapons for the rest of the turn.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION, MUSICIAN (1/4)
DESTRUCTION, KRULEBOYZ

War Machine


KRULEBOYZ WARSCROLL
Beast-skewer Killbow
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.
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)
34+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: 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
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.
KRULEBOYZ WARSCROLL
Marshcrawla Sloggoth
MELEE WEAPONS
AtkHitWndRndDmg
Sloggoth’s Claws [Companion]
Sloggoth’s Claws
Companion
64+2+12
Nets and Snatcha‑stikks
Nets and Snatcha‑stikks44+5+-1
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 105 × 70mm
Can be reinforced: No

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.

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

Effect: Heal (D3) this unit.

KEYWORDS
WAR MACHINE
DESTRUCTION, KRULEBOYZ

Faction Terrain


KRULEBOYZ WARSCROLL
Skaregob Totem
-
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...
KRULEBOYZ WARSCROLL
Skaregob Totem
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):
Cover, Impassable

Passive
MAN DA TOWER!: Orruk bosses know they look dead impressive when lording it up from an idol of their god.

Effect: While this terrain feature has a Shouty Boss:

  • The Shouty Boss cannot use MOVE abilities.
  • Instead of measuring range or visibility to and from the Shouty Boss, measure to and from this terrain feature instead.
  • All attacks that would target the Shouty Boss target this terrain feature instead.
  • If this terrain feature is destroyed, before removing it from the battlefield, inflict D3 mortal damage on the Shouty Boss. Then, set up the Shouty Boss on the battlefield within 3" of this terrain feature and not in combat. That unit is no longer the Shouty Boss. If it is not possible to set up the Shouty Boss, it is slain.

Once Per Turn, Your Hero Phase
SINISTER STARE: Kruleboyz find it hilarious to subject foes under the insidious influence of a Skaregob Totem’s hallucinogenic fogs to a host of nasty surprises.

Declare: Pick a visible enemy unit or a friendly KRULEBOYZ unit wholly within 12" of this terrain feature to be the target. If this terrain feature has a Shouty Boss, you can pick an eligible unit wholly within 18" instead.

Effect: Until the start of your next turn, if the target is picked to be the target of a DIRTY TRICK ability while it is wholly within 12" of this terrain feature, add 1 to the dirty trick roll for that ability. If this terrain feature has a Shouty Boss, this ability applies to targets picked to be the target of a DIRTY TRICK ability while they are wholly within 18" of this terrain feature instead of 12".

Your Hero Phase
UP WE GO!: The orruk hauls themselves up to the idol’s platform.

Declare: If this terrain feature does not have a Shouty Boss, pick a friendly KRULEBOYZ INFANTRY HERO that is not in combat and is within 3" of it to be the target.

Effect: Place the target on this terrain feature. The target is now a Shouty Boss (see ‘Man da Tower!’).

Your Movement Phase
I’M OFF!: The orruk makes a quick exit.

Effect: If this terrain feature has a Shouty Boss that was not placed on it this turn, set up the Shouty Boss on the battlefield wholly within 6" of this terrain feature and not in combat. That unit is no longer a Shouty Boss.

KEYWORDS
FACTION TERRAIN
DESTRUCTION, KRULEBOYZ

Endless Spell


KRULEBOYZ WARSCROLL
Foot of Gork
-
8
4+
7+
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.
KRULEBOYZ WARSCROLL
Foot of Gork
Passive
MULTIPLE PARTS
Effect: When a number of damage points equal to this MANIFESTATION’s Health characteristic are allocated to it, this MANIFESTATION is destroyed and all its parts are removed from play.

Once Per Turn, Your Movement Phase
WANDERING DESTRUCTION: You can’t expect Gork to stand still when there’s fighting about.

Declare: Pick a part of this MANIFESTATION to be the target.

Effect: Remove the target from the battlefield and set it up again on the battlefield wholly within 9" of the other part of this MANIFESTATION.

Then, roll a D3 for each enemy unit within 3" of the target. On a 2+:
  • Inflict an amount of mortal damage on that unit equal to the roll.
  • That unit has the STOMPED keyword until the start of your next turn.
  • Subtract 1 from the number of dice rolled when making charge rolls for STOMPED units, to a minimum of 1.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+ DESTRUCTION)
IRONJAWZ, KRULEBOYZ


KRULEBOYZ WARSCROLL
Gork-Roara
6"
6
5+
7+
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.
KRULEBOYZ WARSCROLL
Gork-Roara
MELEE WEAPONS
AtkHitWndRndDmg
Toxic Gas
Toxic Gas52+4+1D3
Your Hero Phase
BELLOWING WAAAGH!-CRIES: Spurred on by the carnage sweeping the battlefield, the Gork-Roara spews out great drifts of Waaagh! energy that orruks tap into – knowingly or otherwise.

Declare: Pick a friendly IRONJAWZ or KRULEBOYZ WIZARD or PRIEST within 3" of this MANIFESTATION to be the target.

Effect: Pick either 1 or 2 to add to casting rolls or chanting rolls for the target until the start of your next turn. Then, roll a number of dice equal to the number picked. For each 1-2, allocate 1 damage point to the target (ward rolls cannot be made for those damage points). For each 5+, until the start of your next turn, add 1 to charge rolls for friendly KRULEBOYZ or IRONJAWZ units while they are wholly within 12" of this MANIFESTATION.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
DESTRUCTION, IRONJAWZ, KRULEBOYZ


KRULEBOYZ WARSCROLL
Morkspit Marsh
-
8
5+
7+
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.
KRULEBOYZ WARSCROLL
Morkspit Marsh
Passive
TRICKSY FOOTING: Those who stagger into these eldritch quagmires must use all their strength simply to avoid being pulled under.

Effect: Subtract 3 from the control scores of enemy units while they are within 6" of this MANIFESTATION.

Passive
GRASPING GUNGE: The arcane protoplasm of a Morkspit Marsh seizes limbs tight, dragging at those who draw too close.

Effect: Enemy units cannot use RUN abilities while they are within 6" of this MANIFESTATION.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
DESTRUCTION, IRONJAWZ, KRULEBOYZ

Regiment of Renown


REGIMENT OF RENOWN
Da Hurtlin’ Hogz
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.
REGIMENT OF RENOWN
Da Hurtlin’ Hogz
INCLUSION

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

BATTLE PROFILE

Points: 420

Once Per Battle, Your Charge Phase
GRUNTA WAAAGH!: Just before the stampede crashes headlong into the enemy lines, the Tuskboss bellows a mighty ‘Waaagh!’, encouraging their steeds to cause as much carnage as possible with their impact.

Declare: You can use this ability if this Regiment of Renown’s Tuskboss on Maw-grunta is on the battlefield.

Effect: For the rest of the phase, each time a friendly unit in this Regiment of Renown finishes a charge move, roll a D3 for each enemy unit within 1" of that unit. On a 2+, inflict an amount of mortal damage on that unit equal to the roll. If that enemy unit is INFANTRY, add 1 to the mortal damage inflicted (if any).

Once Per Turn (Army), Any Combat Phase
PULLIN’ AHEAD: In their race across the realms, Zog and Goz will blithely pile on the speed and go crashing straight through enemy lines.

Declare: Pick a friendly unit in this Regiment of Renown that charged this turn and has not used any RAMPAGE abilities this turn to be the target.

Effect: The target can move D6". It must end that move in combat. Then, add 1 to the target’s momentum points. After this ability has been resolved, the target cannot use any other RAMPAGE abilities for the rest of the turn.
KEYWORDSRAMPAGE
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).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
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.
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Mob Wrangler.

Infantry Hero
Those HEROES can join an eligible regiment as a Swamp Beast.

Monster Hero
Cavalry 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:

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

13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

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

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

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

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

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.
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.
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

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.
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

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

The UNIQUE keyword is used in the following Kruleboyz warscrolls:

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:

The WARD keyword is used in the following Kruleboyz warscrolls:

Endless Spell
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

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
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.
Universal Core Abilities - 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

The IRONJAWZ keyword is used in the following Kruleboyz warscrolls:

Endless Spell
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:

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.
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

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.
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.

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

Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Impassable
Models cannot move across, be set up on or end moves on any part of this terrain feature.

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

7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.

The MANIFESTATION keyword is used in the following Kruleboyz warscrolls:

Endless Spell

The ENDLESS SPELL keyword is used in the following Kruleboyz warscrolls:

Endless Spell

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

3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

On an unmodified chanting roll of 2 or more, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

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.

Disable Ads



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

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2025