Contents Cavalry Hero Infantry Hero Monster Hero Infantry War Machine Faction Terrain Regiment of Renown | ||
10" 10 3+ 2 Particularly storied Killabosses are able to procure all manner of terrifying, swamp-dwelling mounts from the Beast-breakaz to show off their status. Great Gnashtoofs are one such monster, huge and vicious hounds whose swiftness is matched only by their ferocity. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Great Gnashtoof’s Jaws [Companion] | |||||||
Great Gnashtoof’s Jaws Companion | 5 | 4+ | 3+ | 1 | 2 | ||
Boss-stikka [Crit (Mortal)] | |||||||
Boss-stikka Crit (Mortal) | 5 | 4+ | 3+ | 1 | 2 |
Your Hero Phase |
Passive |
KEYWORDS | HERO, CAVALRY |
DESTRUCTION, KRULEBOYZ |
5" 5 6+ 2 Slittabosses command the hobgrot kompanies that maraud across the realms in search of plunder. They are not only the most physically imposing and dark-hearted of their kind but also the canniest. Each is a master swindler and murderous in ripping loot from the battlefield, no matter who currently possesses it. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Toxin-smeared Slitta-sword [Crit (Mortal)] | |||||||
Toxin-smeared Slitta-sword Crit (Mortal) | 4 | 4+ | 4+ | 1 | D3 |
Reaction: You declared a FIGHT ability for this unit |
Once Per Battle, Any Combat Phase |
KEYWORDS | HERO, INFANTRY |
DESTRUCTION, KRULEBOYZ |
5" 6 4+ 2 Killabosses are the warlords of the Kruleboyz. Each has wrested their position from rivals by being not only a potent warrior but also possessed of true Morkish kunnin’, willing to use anyone or anything to garner an advantage. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Stab-grot’s Shiv [Crit (Mortal), Companion] | |||||||
Stab-grot’s Shiv Crit (Mortal), Companion | 2 | 4+ | 5+ | - | 1 | ||
Boss-hacka [Crit (Mortal)] | |||||||
Boss-hacka Crit (Mortal) | 5 | 4+ | 3+ | 1 | 2 |
MODEL | BASE SIZE |
Killaboss | 40mm |
Stab-grot | 25mm |
Passive |
Once Per Battle, Any Combat Phase |
Reaction: You declared the ‘All-out Attack’ command for a friendly KRULEBOYZ INFANTRY unit |
KEYWORDS | HERO, INFANTRY |
DESTRUCTION, KRULEBOYZ |
5" 6 4+ 5 Murknobs are champion warriors amongst the Kruleboyz, and they revel in taking the heads of their adversaries – honestly or otherwise. They alone are granted the honour of carrying the Belcha-bannas into battle, each a foul relic with all manner of strange powers. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Murknob Cleaver [Crit (Mortal)] | |||||||
Murknob Cleaver Crit (Mortal) | 4 | 4+ | 3+ | 1 | 2 |
Passive |
Any Combat Phase |
KEYWORDS | HERO, INFANTRY |
DESTRUCTION, KRULEBOYZ |
5" 6 6+ 2 Even for Kruleboyz, Swampcalla Shamans are foul creatures. These spell-flingers have an innate connection to the mires they inhabit, which they channel into noisome spells of debilitation while brewing up vile elixirs to aid their green- skinned kin. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Bogbark Staff [Crit (Mortal)] | |||||||
Bogbark Staff Crit (Mortal) | 3 | 4+ | 3+ | - | D3 |
MODEL | BASE SIZE |
Swampcalla Shaman | 40mm |
Pot-grot | 25mm |
Once Per Turn (Army), Your Hero Phase |
Passive |
KEYWORDS | HERO, WIZARD (1), INFANTRY |
DESTRUCTION, KRULEBOYZ |
5" 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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Bident-goad [Crit (Mortal)] | |||||||
Bident-goad Crit (Mortal) | 5 | 4+ | 3+ | 1 | 2 | ||
Mirebrute’s Clubs [Companion] | |||||||
Mirebrute’s Clubs Companion | 4 | 4+ | 2+ | 2 | 3 |
Once Per Turn (Army), End of Any Turn |
KEYWORDS | RAMPAGE |
Start of Any Turn |
Any Combat Phase |
KEYWORDS | HERO, MONSTER |
DESTRUCTION, KRULEBOYZ |
12" 14 5+ 5 Most infamous of all Swampcalla Shamans is Gobsprakk. He is the greatest prophet of orruk-kind, the Mouth of Mork, and it is clear the favour of the kunnin’ god is upon him. Green energy crackles around Gobsprakk when his ire is raised, and even the biggest orruks have learnt to fear the narrowing of the shaman’s eyes, for someone’s sudden demise follows soon after. Those who cross him have a strange habit of choking to death as their lungs fill with swamp water, even if they are standing upon an arid plain. Should an enemy survive his perfidious spells, they are snatched up in the talons of his beloved Corpse-rippa Vulcha, Killabeak. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Killabeak’s Stinger [Crit (Mortal), Companion] | |||||||
Killabeak’s Stinger Crit (Mortal), Companion | 1 | 3+ | 2+ | 1 | D6 | ||
Bogbark Staff [Anti-WIZARD (+1 Rend), Crit (Mortal)] | |||||||
Bogbark Staff Anti-WIZARD (+1 Rend), Crit (Mortal) | 3 | 4+ | 3+ | - | D3 | ||
Killabeak’s Talons and Beak [Anti-WIZARD (+1 Rend), Companion] | |||||||
Killabeak’s Talons and Beak Anti-WIZARD (+1 Rend), Companion | 7 | 4+ | 2+ | 1 | 2 |
Passive |
Your Hero Phase | 6 |
KEYWORDS | SPELL |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
Passive |
Once Per Battle, Reaction: Opponent declared a SPELL ability |
KEYWORDS | WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (2), FLY, WARD (6+) |
DESTRUCTION, KRULEBOYZ |
12" 14 4+ 5 The Killaboss rules through strength as well as cunning, for they have an expert eye for picking out an enemy’s weak spot and driving a blade into it. In battle, those who ride the immense raptor-like creatures known as Corpse-rippa Vulchas dive out of the mists without warning, striking from nowhere to gut the enemy force. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Boss-stikka or Boss-hacka [Crit (Mortal)] | |||||||
Boss-stikka or Boss-hacka Crit (Mortal) | 5 | 4+ | 3+ | 1 | 2 | ||
Vulcha’s Stinger [Crit (Mortal), Companion] | |||||||
Vulcha’s Stinger Crit (Mortal), Companion | 1 | 3+ | 2+ | 1 | D6 | ||
Vulcha’s Talons and Beak [Companion] | |||||||
Vulcha’s Talons and Beak Companion | 7 | 4+ | 2+ | 1 | 2 |
Passive |
Once Per Turn (Army), Any Charge Phase |
KEYWORDS | RAMPAGE |
Reaction: You declared the ‘Redeploy’ command for a friendly Gutrippaz unit wholly within 12" of this unit |
KEYWORDS | HERO, MONSTER, FLY |
DESTRUCTION, KRULEBOYZ |
10" 18 4+ 15 One of the most destructive races to have ever lived, the Drogrukh were centauroid warriors who built a great nation in the Realm of Beasts. From their number rose a champion so powerful that he ascended to godhood: Kragnos, the End of Empires. Having led his people in warfare against a draconic empire that left the Drogrukh all but extinct, Kragnos was sealed away for the protection of the realms – only to be freed centuries later. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Tuskbreaker [Crit (2 Hits)] | |||||||
Tuskbreaker Crit (2 Hits) | 3 | 4+ | 2+ | 2 | D3 | ||
Hooves of Wrack and Ruin | |||||||
Hooves of Wrack and Ruin | 6 | 3+ | 2+ | 1 | 2 | ||
The Dread Mace | |||||||
The Dread Mace | 6 | 3+ | 2+ | 3 | 4 |
Passive |
Passive |
Reaction: Opponent declared a SPELL ability |
Once Per Turn (Army), Any Charge Phase |
KEYWORDS | RAMPAGE |
Your Charge Phase |
KEYWORDS | WARMASTER, UNIQUE, HERO, MONSTER, WARD (5+) |
DESTRUCTION, IRONJAWZ, KRULEBOYZ |
8" 14 4+ 5 Experts at capturing prisoners in the mayhem of battle, Snatchabosses regard war as an opportunity to scoop up some prize captives. The Sludgeraker Beasts that bear them into the fighting smell so appalling their scent alone can unman a prospective target. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Sludgeraker’s Bite [Companion] | |||||||
Sludgeraker’s Bite Companion | 1 | 3+ | 2+ | 1 | D3+3 | ||
Grappling Hook [Crit (Mortal)] | |||||||
Grappling Hook Crit (Mortal) | 3 | 3+ | 3+ | 1 | 3 | ||
Sludgeraker’s Talons [Companion] | |||||||
Sludgeraker’s Talons Companion | 6 | 4+ | 2+ | 1 | 2 |
Passive |
Your Hero Phase |
Once Per Turn (Army), End of Any Turn |
KEYWORDS | RAMPAGE |
KEYWORDS | HERO, MONSTER |
DESTRUCTION, KRULEBOYZ |
8" 15 4+ 5 Swampboss Skumdrekk is something of a legend amongst the Gitsnatchaz, for not only does he excel in the shifting tides of battle, he makes a fortune out of bidding on the outcome. He and his hobgrot Kountin’ Krew are the bane of enemies and treasuries alike. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Sloppklaw’s Talons [Companion] | |||||||
Sloppklaw’s Talons Companion | 6 | 4+ | 2+ | 1 | 2 | ||
Snatcha-stikk [Crit (Mortal)] | |||||||
Snatcha-stikk Crit (Mortal) | 5 | 4+ | 3+ | 1 | 2 | ||
Sloppklaw’s Bite [Companion] | |||||||
Sloppklaw’s Bite Companion | 1 | 4+ | 2+ | 1 | D3+3 |
Passive |
Deployment Phase |
Deployment Phase |
Once Per Turn (Army), End of Any Turn |
KEYWORDS | RAMPAGE |
KEYWORDS | UNIQUE, HERO, MONSTER |
DESTRUCTION, KRULEBOYZ |
5" 2 5+ 1 Gutrippaz form the slimy heart of the Kruleboyz. These mobs of sadistic greenskins are known for their vicious kunnin’ and the spiteful amusement they find in laying low the enemy with their wicked, poisoned weapons. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Stikka or Hacka [Crit (Mortal)] | |||||||
Stikka or Hacka Crit (Mortal) | 2 | 4+ | 3+ | - | 1 |
Any Combat Phase |
KEYWORDS | INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10) |
DESTRUCTION, KRULEBOYZ |
5" 1 6+ 1 Mobs of Hobgrot Slittaz have often been witnessed accompanying the Kruleboyz orruks to war. These malicious little brutes delight in eviscerating the foe with their slitta-knives and employing explosive devices pilfered from their duardin paymasters to blow unlucky enemies apart. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Scrap-grenades [Shoot in Combat] | ||||||||
Scrap-grenades Shoot in Combat | 8" | 1 | 4+ | 3+ | 1 | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Slitta-knives | ||||||||
Slitta-knives | 2 | 4+ | 5+ | - | 1 |
End of Any Turn |
KEYWORDS | INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10) |
DESTRUCTION, KRULEBOYZ |
5" 2 5+ 1 The fiendish crossbows wielded by the Man-skewer Boltboyz are powerful enough to take down a charging grunta with one shot, while the poisons coating their projectiles induce spasming deaths that are highly entertaining to these cruel orruks. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Man-skewer Crossbow: Aimed Shot [Crit (Auto-wound)] | ||||||||
Man-skewer Crossbow: Aimed Shot Crit (Auto-wound) | 18" | 1 | 3+ | 3+ | 2 | 2 | ||
Man-skewer Crossbow: Hasty Shot [Crit (Auto-wound)] | ||||||||
Man-skewer Crossbow: Hasty Shot Crit (Auto-wound) | 12" | 2 | 4+ | 3+ | 1 | 2 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Jaggedy Blades [Crit (Mortal)] | ||||||||
Jaggedy Blades Crit (Mortal) | 1 | 4+ | 3+ | - | 1 |
Passive |
Your Shooting Phase |
KEYWORDS | INFANTRY, CHAMPION |
DESTRUCTION, KRULEBOYZ |
5" 2 5+ 1 Masters of the sudden ambush and the devious ruse, the Kruleboyz known as Monsta-killaz are sadistic, underhanded beast-hunters who eagerly employ every kunnin’ trick in the book to capture their quarry and defeat those who would stand in their way. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Monsta-killa Weapons [Crit (Mortal), Anti-MONSTER (+1 Rend)] | |||||||
Monsta-killa Weapons Crit (Mortal), Anti-MONSTER (+1 Rend) | 3 | 4+ | 3+ | 1 | 1 |
MODEL | BASE SIZE |
Beastnob | 40mm |
6 x Monsta-killaz | 32mm |
Klutcha-grot | 28.5mm |
Passive |
Any Combat Phase |
Once Per Turn, Reaction: Opponent declared a RAMPAGE ability for an enemy MONSTER within 6" of this unit |
KEYWORDS | INFANTRY, CHAMPION (1/7), MUSICIAN (1/7) |
DESTRUCTION, KRULEBOYZ |
5" 3 5+ 1 Mannok da Kunnin’ is a member of the Beastbreakaz tribe; with his envenomed tri-prodda and cruel lash, he can reduce even the toughest opponents to spasming wrecks. Da Kunnin’ Krew is a ragtag collection of orruks, hobgrots and grots. It is led by the armoured Torka Tuffskul, an expert at corralling foes with his spiked mansnappa. He is backed up by two grots, Gikkit and Shank, who are kept in line by a malicious paymaster known as Krookgrin. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Krew Weapons [Crit (Mortal)] | |||||||
Krew Weapons Crit (Mortal) | 3 | 4+ | 3+ | 1 | 1 |
MODEL | BASE SIZE |
Torka Toughskull | 40mm |
Gikkit, Shank, Krookgrin | 25mm |
End of Any Turn |
KEYWORDS | UNIQUE, INFANTRY, CHAMPION |
DESTRUCTION, KRULEBOYZ |
5" 3 5+ 1 Daggok and his ladz are on a murderous mission to decapitate the realms’ brightest fighters. With each head Daggok takes, his kunnin’ increases – or so he believes – and he means to gather enough smarts to make him a Killaboss. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Wicked Weapons [Crit (Mortal)] | |||||||
Wicked Weapons Crit (Mortal) | 3 | 4+ | 3+ | 1 | 1 |
Any Combat Phase |
KEYWORDS | UNIQUE, INFANTRY, CHAMPION, MUSICIAN (1/4) |
DESTRUCTION, KRULEBOYZ |
5" 5 5+ 2 The idea of an orruk that can shoot straight seems like a contradiction, but they do exist – those who operate the portable ballistas known as Beast-skewer Killbows can not only bullseye a target but also slay several smaller enemies with a single shot. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Beast-skewer Bolts [Anti-MONSTER (+1 Rend), Crit (Auto-wound)] | ||||||||
Beast-skewer Bolts Anti-MONSTER (+1 Rend), Crit (Auto-wound) | 24" | 2 | 4+ | 2+ | 2 | D6 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Jaggedy Blades [Crit (Mortal)] | ||||||||
Jaggedy Blades Crit (Mortal) | 3 | 4+ | 3+ | - | 1 |
Once Per Turn (Army), Your Shooting Phase |
Your Shooting Phase |
KEYWORDS | WAR MACHINE |
DESTRUCTION, KRULEBOYZ |
6" 10 4+ 2 Creeping along on all fours come the Marshcrawla Sloggoths, sniffing the air to home in on fresh prey. On their backs are howdahs full of sneaky grots, banging war-drums and cackling as their vile beasts catch and squish the foe. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Sloggoth’s Claws [Companion] | |||||||
Sloggoth’s Claws Companion | 6 | 4+ | 2+ | 1 | 2 | ||
Nets and Snatcha‑stikks | |||||||
Nets and Snatcha‑stikks | 4 | 4+ | 5+ | - | 1 |
Passive |
Start of Any Turn |
KEYWORDS | WAR MACHINE |
DESTRUCTION, KRULEBOYZ |
- 12 4+ 0 Skaregob Totems leer ominously through the marsh-murk. Each acts as a lodestone of Morkish magic, the energies of sinister cunning spiralling around them and seeing the strange algae splattered across them glowing with psychedelic frenzy. One who looks upon a Skaregob finds themselves assailed by whispers and jeers, their secrets laid bare through hostile mutterings and their nerves stretched to breaking point. As order breaks down, the Kruleboyz draw in closer, chuckling to themselves – just waiting for the distracted foe to stumble into the traps they have prepared... | ||
Passive |
Once Per Turn, Your Hero Phase |
Your Hero Phase |
Your Movement Phase |
KEYWORDS | FACTION TERRAIN |
DESTRUCTION, KRULEBOYZ |
- 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. | ||
Passive |
Once Per Turn, Your Movement Phase |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, WARD (6+ DESTRUCTION) |
IRONJAWZ, KRULEBOYZ |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Toxic Gas | |||||||
Toxic Gas | 5 | 2+ | 4+ | 1 | D3 |
Your Hero Phase |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, WARD (6+) |
DESTRUCTION, IRONJAWZ, KRULEBOYZ |
- 8 5+ 7+ Morkspit Marshes are amongst the most grisly examples of orruk kunnin’. These squelchy spells transform hard earth into bogland formed of brackish waters, stinking tar, or any other disgusting substance they can think of. From them emerge tendrils of glowing protoplasm that grasp an enemies’ limbs and drag them towards their doom. With their victims otherwise occupied, the orruks can easily move in behind them and bash them across the back of the head. | ||
Passive |
Passive |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, WARD (6+) |
DESTRUCTION, IRONJAWZ, KRULEBOYZ |
No one can now say whether Zog or Goz kicked off their stampeding race. The former claims to have been the boss, with Goz challenging him for primacy. The truth is anyone’s guess. The two charge and brawl across hill, valley and realmgate, driving their Maw-gruntas on. Any onlookers who tried to keep up have long since fallen behind, but sometimes da Hurtlin’ Hogz will crash through a battlefield. The cries of trampled enemies and barbarous whoops of nominal allies are ignored. Only pulling ahead matters. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Once Per Battle, Your Charge Phase |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
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:
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:
The INFANTRY keyword is used in the following Kruleboyz warscrolls:
The MONSTER keyword is used in the following Kruleboyz warscrolls:
The WAR MACHINE keyword is used in the following Kruleboyz warscrolls:
| ||
| ||
The HERO and INFANTRY keywords are used in the following Kruleboyz warscrolls:
The INFANTRY keyword is used in the following Kruleboyz warscrolls:
Passive |
Reaction: You declared an ATTACK ability | 1 |
| ||
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:
The WARD keyword is used in the following Kruleboyz warscrolls:
Your Charge Phase |
KEYWORDS | CORE, MOVE, CHARGE |
Enemy Movement Phase | 1 |
KEYWORDS | MOVE, RUN |
Your Charge Phase |
KEYWORDS | CORE, MOVE, CHARGE |
The warscrolls using DESTRUCTION keyword can be found in the following Factions:
Destruction: Bonesplitterz, Gloomspite Gitz, Ironjawz, Kruleboyz, Ogor Mawtribes, Sons of Behemat.The DESTRUCTION keyword is used in the following warscrolls:
The IRONJAWZ 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:
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. | ||
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:
The INFANTRY and HERO keywords are used in the following Kruleboyz warscrolls:
The MANIFESTATION keyword is used in the following Kruleboyz warscrolls:
The ENDLESS SPELL keyword is used in the following Kruleboyz warscrolls:
The KRULEBOYZ and WIZARD keywords are used in the following Kruleboyz warscrolls:
Once Per Battle, Your Hero Phase | 7 |
KEYWORDS | PRAYER |