Contents Cavalry Hero Monster Hero War Machine Regiment of Renown | ||
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Boss-stikka [Crit (Mortal)] | |||||||
Boss-stikka Crit (Mortal) | 4 | 3+ | 3+ | 1 | 2 | ||
Great Gnashtoof’s Jaws [Companion] | |||||||
Great Gnashtoof’s Jaws Companion | 5 | 4+ | 3+ | 1 | 2 |
Passive |
Your Hero Phase |
KEYWORDS | HERO, CAVALRY |
DESTRUCTION, KRULEBOYZ |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Boss-hacka [Crit (Mortal)] | |||||||
Boss-hacka Crit (Mortal) | 5 | 4+ | 3+ | 1 | 2 | ||
Stab-grot’s Shiv [Crit (Mortal), Companion] | |||||||
Stab-grot’s Shiv Crit (Mortal), Companion | 2 | 4+ | 5+ | - | 1 |
MODEL | BASE SIZE |
Killaboss | 40mm |
Stab-grot | 25mm |
Passive |
Once Per Battle, Any Combat Phase |
Reaction: You declared the ‘All-out Attack’ command for a friendly KRULEBOYZ INFANTRY unit |
KEYWORDS | HERO, INFANTRY |
DESTRUCTION, KRULEBOYZ |
5" 6 4+ 5 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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Murknob Cleaver [Crit (Mortal)] | |||||||
Murknob Cleaver Crit (Mortal) | 4 | 4+ | 3+ | 1 | 2 |
Passive |
Any Combat Phase |
KEYWORDS | HERO, INFANTRY |
DESTRUCTION, KRULEBOYZ |
5" 6 6+ 2 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… | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Bogbark Staff [Crit (Mortal)] | |||||||
Bogbark Staff Crit (Mortal) | 3 | 4+ | 3+ | - | D3 |
MODEL | BASE SIZE |
Swampcalla Shaman | 40mm |
Pot-grot | 25mm |
Passive |
Once Per Turn (Army), Your Hero Phase |
KEYWORDS | HERO, WIZARD (1), INFANTRY |
DESTRUCTION, KRULEBOYZ |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Bident-goad [Crit (Mortal)] | |||||||
Bident-goad Crit (Mortal) | 5 | 4+ | 3+ | 1 | 2 | ||
Mirebrute’s Clubs [Companion] | |||||||
Mirebrute’s Clubs Companion | 4 | 4+ | 2+ | 2 | 3 |
Any Combat Phase |
Start of Any Turn |
Once Per Turn (Army), End of Any Turn |
KEYWORDS | RAMPAGE |
KEYWORDS | HERO, MONSTER |
DESTRUCTION, KRULEBOYZ |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Daemonfinga Staff [Anti-WIZARD (+1 Rend), Crit (Mortal)] | |||||||
Daemonfinga Staff Anti-WIZARD (+1 Rend), Crit (Mortal) | 3 | 4+ | 3+ | - | D3 | ||
Killabeak’s Talons and Beak [Anti-WIZARD (+1 Rend), Companion] | |||||||
Killabeak’s Talons and Beak Anti-WIZARD (+1 Rend), Companion | 7 | 4+ | 2+ | 1 | 2 | ||
Killabeak’s Stinger [Crit (Mortal), Companion] | |||||||
Killabeak’s Stinger Crit (Mortal), Companion | 1 | 3+ | 2+ | 1 | D6 |
Passive |
Once Per Battle, Reaction: Opponent declared a SPELL ability |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
Passive |
Your Hero Phase | 6 |
KEYWORDS | SPELL |
KEYWORDS | WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (2), FLY, WARD (6+) |
DESTRUCTION, KRULEBOYZ |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Boss-stikka or Boss-hacka [Crit (Mortal)] | |||||||
Boss-stikka or Boss-hacka Crit (Mortal) | 5 | 4+ | 3+ | 1 | 2 | ||
Vulcha’s Talons and Beak [Companion] | |||||||
Vulcha’s Talons and Beak Companion | 7 | 4+ | 2+ | 1 | 2 | ||
Vulcha’s Stinger [Crit (Mortal), Companion] | |||||||
Vulcha’s Stinger Crit (Mortal), Companion | 1 | 3+ | 2+ | 1 | D6 |
Passive |
Reaction: You declared the ‘Redeploy’ command for a friendly Gutrippaz unit wholly within 12" of this unit |
Once Per Turn (Army), Any Charge Phase |
KEYWORDS | RAMPAGE |
KEYWORDS | HERO, MONSTER, FLY |
DESTRUCTION, KRULEBOYZ |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
The Dread Mace | |||||||
The Dread Mace | 6 | 3+ | 2+ | 3 | 4 | ||
Tuskbreaker [Crit (2 Hits)] | |||||||
Tuskbreaker Crit (2 Hits) | 3 | 4+ | 2+ | 2 | D3 | ||
Hooves of Wrack and Ruin | |||||||
Hooves of Wrack and Ruin | 6 | 3+ | 2+ | 1 | 2 |
Passive |
Reaction: Opponent declared a SPELL ability |
Passive |
Once Per Turn (Army), Any Charge Phase |
KEYWORDS | RAMPAGE |
Your Charge Phase |
KEYWORDS | WARMASTER, UNIQUE, HERO, MONSTER, WARD (5+) |
DESTRUCTION, IRONJAWZ, KRULEBOYZ |
8" 14 4+ 5 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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Grappling Hook [Crit (Mortal)] | |||||||
Grappling Hook Crit (Mortal) | 3 | 3+ | 3+ | 1 | 3 | ||
Sludgeraker’s Talons [Companion] | |||||||
Sludgeraker’s Talons Companion | 6 | 4+ | 2+ | 1 | 2 | ||
Sludgeraker’s Bite [Companion] | |||||||
Sludgeraker’s Bite Companion | 1 | 3+ | 2+ | 1 | D3+3 |
Passive |
Your Hero Phase |
Once Per Turn (Army), End of Any Turn |
KEYWORDS | RAMPAGE |
KEYWORDS | HERO, MONSTER |
DESTRUCTION, KRULEBOYZ |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Snatcha-stikk [Crit (Mortal)] | |||||||
Snatcha-stikk Crit (Mortal) | 5 | 4+ | 3+ | 1 | 2 | ||
Sloppklaw’s Talons [Companion] | |||||||
Sloppklaw’s Talons Companion | 6 | 4+ | 2+ | 1 | 2 | ||
Sloppklaw’s Bite [Companion] | |||||||
Sloppklaw’s Bite Companion | 1 | 4+ | 2+ | 1 | D3+3 |
Passive |
Deployment Phase |
Deployment Phase |
Once Per Turn (Army), End of Any Turn |
KEYWORDS | RAMPAGE |
KEYWORDS | UNIQUE, HERO, MONSTER |
DESTRUCTION, KRULEBOYZ |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Stikka or Hacka [Crit (Mortal)] | |||||||
Stikka or Hacka Crit (Mortal) | 2 | 4+ | 3+ | - | 1 |
Any Combat Phase |
KEYWORDS | INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10) |
DESTRUCTION, KRULEBOYZ |
5" 1 6+ 1 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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Scrap-grenades [Shoot in Combat] | ||||||||
Scrap-grenades Shoot in Combat | 8" | 1 | 4+ | 3+ | 1 | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Slitta-knives | ||||||||
Slitta-knives | 2 | 4+ | 5+ | - | 1 |
End of Any Turn |
KEYWORDS | INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10) |
DESTRUCTION, KRULEBOYZ |
5" 2 5+ 1 The 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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Monsta-killa Weapons [Crit (Mortal), Anti-MONSTER (+1 Rend)] | |||||||
Monsta-killa Weapons Crit (Mortal), Anti-MONSTER (+1 Rend) | 3 | 4+ | 3+ | 1 | 1 |
MODEL | BASE SIZE |
Beastnob | 40mm |
6 x Monsta-killaz | 32mm |
Klutcha-grot | 28.5mm |
Passive |
Any Combat Phase |
Once Per Turn, Reaction: Opponent declared a RAMPAGE ability for an enemy MONSTER within 6" of this unit |
KEYWORDS | INFANTRY, CHAMPION (1/7), MUSICIAN (1/7) |
DESTRUCTION, KRULEBOYZ |
5" 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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Man-skewer Crossbow: Hasty Shot [Crit (Auto-wound)] | ||||||||
Man-skewer Crossbow: Hasty Shot Crit (Auto-wound) | 12" | 2 | 4+ | 3+ | 1 | 2 | ||
Man-skewer Crossbow: Aimed Shot [Crit (Auto-wound)] | ||||||||
Man-skewer Crossbow: Aimed Shot Crit (Auto-wound) | 18" | 1 | 3+ | 3+ | 2 | 2 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Jaggedy Blades [Crit (Mortal)] | ||||||||
Jaggedy Blades Crit (Mortal) | 1 | 4+ | 3+ | - | 1 |
Passive |
Your Shooting Phase |
KEYWORDS | INFANTRY, CHAMPION |
DESTRUCTION, KRULEBOYZ |
5" 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’. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Beast-skewer Bolts [Anti-MONSTER (+1 Rend), Crit (Auto-wound)] | ||||||||
Beast-skewer Bolts Anti-MONSTER (+1 Rend), Crit (Auto-wound) | 24" | 2 | 4+ | 2+ | 2 | D6 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Jaggedy Blades [Crit (Mortal)] | ||||||||
Jaggedy Blades Crit (Mortal) | 2 | 4+ | 3+ | - | 1 |
Once Per Turn (Army), Your Shooting Phase |
Your Shooting Phase |
KEYWORDS | WAR MACHINE |
DESTRUCTION, KRULEBOYZ |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Nets and Snatcha‑stikks | |||||||
Nets and Snatcha‑stikks | 4 | 4+ | 5+ | - | 1 | ||
Sloggoth’s Claws [Companion] | |||||||
Sloggoth’s Claws Companion | 6 | 4+ | 2+ | 1 | 2 |
Start of Any Turn |
Passive |
KEYWORDS | WAR MACHINE |
DESTRUCTION, KRULEBOYZ |
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION | ||
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
Passive |
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION | ||
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
Passive |
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION | ||
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
Passive |
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION | ||
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
Passive |
Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
The KRULEBOYZ keyword is used in the following Kruleboyz warscrolls:
The KRULEBOYZ and INFANTRY keywords are used in the following Kruleboyz warscrolls:
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. | ||
The HERO keyword is used in the following Kruleboyz warscrolls:
The DESTRUCTION keyword is used in the following Kruleboyz warscrolls:
The KRULEBOYZ keyword is used in the following Kruleboyz warscrolls:
Passive |
Reaction: You declared an ATTACK ability | 1 |
The INFANTRY keyword is used in the following Kruleboyz warscrolls:
| ||
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. | ||
Your Hero Phase | 6 |
KEYWORDS | SPELL |
The WIZARD keyword is used in the following Kruleboyz warscrolls:
The MONSTER keyword is used in the following Kruleboyz warscrolls:
Reaction: Opponent declared a SPELL ability |
KEYWORDS | UNBIND |
Reaction: Opponent declared a SPELL ability |
KEYWORDS | UNBIND |
The UNIQUE keyword is used in the following Kruleboyz warscrolls:
| ||
Passive |
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 |
KEYWORDS | MOVE, RUN |
Your Charge Phase |
KEYWORDS | CORE, MOVE, CHARGE |
The non-HERO KRULEBOYZ keyword is used in the following Kruleboyz warscrolls:
Passive |
The CHAMPION keyword is used in the following Kruleboyz warscrolls:
Any Hero Phase | 1 |
Passive |
The MUSICIAN keyword is used in the following Kruleboyz warscrolls:
Passive |
The STANDARD BEARER keyword is used in the following Kruleboyz warscrolls:
Your Movement Phase |
KEYWORDS | CORE, MOVE |
Your Movement Phase |
KEYWORDS | CORE, MOVE, RUN |
Your Movement Phase |
KEYWORDS | CORE, MOVE, RETREAT |
| ||
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: