Skip to main content

Kruleboyz Monsta-Killaz Quests

Source: White Dwarf #493 (out of print)

Kunnin' Theft

Bands of Monsta-killaz find endless entertainment in luring a victim into a nasty ambush by running off with their hard-won treasure. Those boyz that nick the best loot are afforded high praise, which is to say that they brag ceaselessly about their triumphs and repeatedly shank anyone who gainsays them.

Choose a Beastnob in your warband who can gain a heroic trait and make a note in your quest log.

While embarked upon this quest, you must track the progress of your warband's efforts to lure victims to their doom, represented with a pilferin' score.

At the end of a battle, add 1 to your pilferin' score for each of the following that is true:

  • Half or more of the fighters in the enemy warband are taken down.
  • One or more enemy fighters each have 3 or more friendly fighters within 1" of them.
  • Each enemy fighter on the battlefield has 1 or more damage points allocated to them.

In addition, in step 4 of the aftermath sequence add 1 to your pilferin' score if you won your last campaign battle.

You can complete this quest in step 4 of the aftermath sequence if your pilferin' score is 3 or more. When you complete this quest you can give the fighter you chose one of the heroic traits from the 'Orrible Gitz Heroic Traits table below.

'Orrible Gitz Heroic Traits table

Heroic Trait
A Nasty Piece of Work
When this orruk rams their jagged weapon home, they always give it a nasty twist.
Once per battle round, after this fighter makes a melee attack action, if that action scored any hits or critical hits, roll a dice. On a roll of 2+, allocate 5 damage points to the target.
Unrepentant Git
This conniving orruk sends their enemies into a blind rage by nicking their stuff and promptly uses their prized possessions as a shield, from behind which they mock their attackers ceaselessly.
Subtract 1 from the damage points allocated by each hit and critical hit (to a minimum of 1) from melee attack actions that target this fighter.
Egomaniak
This self-important boss is willing to use anyone to protect his own hide.
When this fighter is allocated 1 or more damage points, you can pick a friendly fighter within 3" of this fighter. If you do so, allocate those damage points to the friendly fighter you picked.
Sneaky Rat
This warrior poisons food, taints water and leaves nasty, biting surprises in bedrolls. Sometimes, he even does it to the enemy.
After deployment, pick 1 enemy battle group on the battlefield and roll a dice for each fighter in that battle group. On a roll of 3+, allocate 3 damage points to that fighter.
Supa Sneaky
Master of the ambush, you can never predict where or when this fighter will appear.
After deployment, this fighter can be removed from the battlefield and set up as if they were part of another friendly battle group, including a battle group that is in reserve. This fighter remains part of their original battle group for all other rules purposes. If more than 1 player has this heroic trait, those players roll off. The winner chooses the order in which the players use this heroic trait.
Beastkilla Boss
This boss has taken down some of the biggest and meanest beasts around.
When this fighter makes a melee attack action that targets a fighter with a Wounds characteristic of 20 or greater, melee attack actions score a critical hit on a 5+.

Cause a Stampede

Kruleboyz are in their element when the enemy is in panic. What better way to cause a panicked retreat than to raise mayhem in the forests to see what comes rushing out? Ultimately, once the carnage is over, the ladz can pick through the aftermath, finish off the woundedd, and nab the good stuff.

Pick 1 artefact of power from the Mucky Watnots table (see below), and note it in your quest log. You cannot pick an artefact of power already borne by a fighter in your warband.

While embarked upon this quest, you must keep track of your warband's efforts to provoke a stampede, represented with a mayhem score. At the end of each battle round, add 1 to your mayhem score for:

  • Each enemy fighter that has 5 or more damage points allocated to them.
  • Each enemy fighter with the Beast (Beast) runemark that was taken down in that battle round.
  • Each friendly fighter with the Beast (Beast) runemark that made one or more attack actions in that battle round.

While embarked on this quest, friendly fighters can use the following ability:

[Triple] Hollerin' and Hootin': Add 1 to your mayhem score at the end of this battle round.

In addition, in step 4 of the aftermath sequence, add 2 to your mayhem score if you won your last campaign battle.

You can complete this quest in step 4 of the aftermath sequence if your mayhem score is 18 or more. When you complete this quest, you obtain the artefact of power noted in your quest log.

Murky Watnots table

Artefacts
Eye-biter Ash
Stored in a heat-proof pouch, this strange ash never stops smouldering. The bearer can cast it at a foe, creating a cloud of blistering ash that blinds the targets and causes them terrible pain.
Once per battle, the bearer can cast ash at a foe as a bonus action. If they do so, pick an enemy fighter within 3" of this fighter. Subtract 2 from the Attacks characteristic (to a minimum of 1) of attack actions made by that fighter until the end of the battle round.
Mork's Murky Eye
When rubbed, this dark-grey rock produces a swirling blanket of thick fog that protects the bearer from harm.
Subtract 1 from the Attacks characteristic (to a minimum of 1) of attack actions with the Reach (Bolas) runemark or the Ranged (Ranged) runemark that target the bearer.
Swampgobble Brew
This potion is brewed from the pulped remains of an enemy who has been smashed flat by a rampaging beast. The fear, terror and panic of the foe that is infused in the brew makes for an intoxicating draught for the Kruleboyz.
Once per battle, the bearer can chug the brew as a bonus action. If they do so, add 1 to the Attacks characteristic of melee attack actions made by the bearer and add 4 to the damage points allocated by each critical hit from melee attack actions made by the bearer, until the end of the battle round.
Spiker Seeds
A few carefully placed Spiker Seeds can leave an opponent suitably debilitated.
After deployment, pick an enemy fighter. That enemy fighter is barbed. Allocate 1 damage point to the spiked fighter each time they make an action, including bonus actions and actions made as part of an ability.
Throttlevine Loops
Once looped around a neck, this vine immediately tightens and continues to do so until it is covered in blood. Great for wrangling beasts, or to garrotte a nearby enemy.
The bearer can use this artefact as an action. If they do so, pick an enemy fighter within 1" of the bearer. That fighter cannot use abilities or make disengage actions until the end of the battle round.
Stabdagga
Short, sharp, covered in rust and has a habit of going for the vulnerable bits. Just like a hobgrot.If it can backstab the boss and get away with it, then it'll do that too. Just like a hobgrot.
Each time the bearer makes a melee attack action, roll a dice. On a roll of 4+, allocate 2 damage points to the target of that attack action. On a roll of 1, allocate 2 damage points to the bearer instead.

Muckin' About

Whether created by Swampcalla Shamans or just the mess left in the wake of their encampments, everywhere the Kruleboyz go, swamps surely follow. Either way, these swamps are safe havens for the lanky greenskins.

While embarked upon this quest, you must keep track of a muckin' score. Add 1 to your muckin' score for each friendly fighter with the Beast (Beast) runemark within 1" of an objective marker at the end of a battle.

While embarked upon this quest, in step 5 of the aftermath sequence, you can pick up to 2 fighters from your warband to go and make a mess. To do so, roll a dice for each fighter that you picked and add the results together. This total is added to your muckin' score.

Once your muckin' score totals 15 or more, you can complete this quest. In step 5 of the aftermath sequence, you can move the location of your warband's encampment to the 'Mucky Swamp' (see below) and do not need to spend any glory to do so.

Encampment Location: Mucky Swamp

LocationLocation BonusPoints LimitReputation Modifier
Mucky Swamp
A place where the ladz can go and relax - as much as the Kruleboyz can go and relax, that is. After all, it's hard to relax when your pilfered watnots could encourage a sneaky stabbin' from a jealous rival.
Add 1 to renown rolls you make for fighters from your warband with the Hero (Hero) runemark.
Add l to recovery rolls while your warband is located at this encampment.
In addition, in step 5 of the aftermath sequence, you can pick 1 fighter from your warband to wrangle a beast. To do so, roll on the the table below.
1150+3

Beast Wrangling Table

  D66  Result
11-16A Little Too Quiet...
The fighter that was sent to wrangle a beast loses a level of renown. If they did not have any renown, nothing happens.
21-26Easy Meat
Your hunter has found a young stray.
Roll a dice. On a roll of 2+, you receive an amount of glory equal to the roll. On a roll of 1, make an injury roll for that fighter.
31-33A Lucrative Trail
Your hunter has found spoor that will make the home base even muckier!
If your encampment is compromised, it is now threatened. If your encampment is threatened, it is now secure. In addition, skip your next encampment check.
34-36Fast But Deadly
Your hunter is soon followed by a darting shadow, moving at blistering speed between the trees nearby.
Roll a dice. On a roll of 1, make an injury roll for the fighter that was sent to wrangle a beast. Otherwise, that fighter crafts the following from their prey's carcass:
Shadeskar Pelt
[Consumable] The bearer can use this lesser artefact as a bonus action. If they do so, until the end of their activation, add 2 to the Move characteristic of the bearer.
41-43Quick and Nippy
It's rather comical to watch this hunter sprint after a small yet agile beast of prey.
The fighter that was sent to wrangle a beast is treated as if it has the Supa Sneaky heroic trait (see 'Orrible Gitz table) for the next battle.
44-46Dangerous But Tasty
Easy to track, but far from easy to kill.
Roll a dice. On a roll of 1, make an injury roll for the fighter that was sent to wrangle a beast. Otherwise, all your warband's injuries are healed, including injuries suffered in the aftermath sequence.
51-53Slow and Large
Hunting such a beast is easy but its sheer size means that if it falls, it could very well kill your warrior!
Roll 3 dice. If you roll a triple, the fighter that was sent to wrangle a beast suffers the Killed result on the Injury table.
Otherwise, that fighter crafts the following from their prey's carcass:
Bonegrinder Helm
[Perishable] Add 3 to the Toughness characteristic of the bearer.
54-56Tusked Fiend
This is one of the most dangerous hunts imaginable.
Roll 3 dice. If you roll a triple, the fighter that was sent to wrangle a beast suffers the Gut Wound result on the Injury table.
Otherwise, that fighter crafts the following from their prey's carcass:
Tusked Trophy Rack
[Perishable] If any enemy fighters have been taken down by attack actions made by this fighter this battle round, add 1 to the Attacks characteristic of melee attack actions made by friendly fighters while they are within 6" of this fighter until the end of the battle round.
61-62'Look Wot I Killed!'
Your hunter comes across a great, steaming carcass. They eagerly set about carving it up.
The fighter that was sent to wrangle a beast crafts the following from their prey's carcass:
Rockbone Armour
[Perishable] Add 5 to the Wounds characteristic and 1 to the Toughness characteristic of the bearer.
63-64Gnawflea Nest
These vicious insects are carefully placed in a dangerously fragile clay pot, ready to be thrown at an unfortunate enemy.
The fighter that was sent to wrangle a beast crafts the following to house their prey:
Gnawflea Pot
[Consumable] The bearer can use this lesser artefact as a bonus action. If they do so, pick an enemy fighter within 3" of this fighter and spend one [double]. Allocate a number of damage points to that fighter equal to the twice the value of the [double]. Then allocate a number of damage points to each fighter within 1" of that fighter equal to half the value of the [double].
65-66The Greatest Game
The best hunting is done on sentient races.
Roll off with an opponent. Add 1 to your roll. If you win the roll-off, pick an artefact of power from the Mucky Watnots table. You cannot pick an artefact of power already borne by a fighter in your warband. You obtain that artefact.