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Kruleboyz

Kruleboyz are lanky, swamp-dwelling orruks that prize deviousness above raw strength. Ranging across the lands in search of opportunities for murder and mayhem, they inflict agonising wounds upon their foes whenever they can, chortling darkly as their viciously barbed spears punch through flesh and bone.

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Reaction

RunemarkReaction
KruleboyzKunnin' Trap: A fighter can make this reaction after an enemy fighter finishes a move action visible to this fighter and within 3" of this fighter. Pick another friendly fighter within 3" of this fighter. That fighter makes a bonus attack action that must target the enemy fighter that made the move action.

Abilities

Fighter Abilities

RunemarkAbility
KruleboyzWarrior[Double] Venom-encrusted Weapon: Until the end of this fighter's activation, add 1 to the damage points allocated to enemy fighters by each hit and critical hit from attack actions made by this fighter.
KruleboyzTrapper[Double] Aimed Shot: A fighter can only use this ability if they have not made a move action this activation. If this fighter's next action is a missile attack action, critical hits are scored on a 4+ for that attack action.
KruleboyzChampion[Triple] Stab 'Em Good: Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have the Dagger (Dagger) runemark made by friendly fighters with the Minion (Minion) runemark while they are within 6" of this fighter.
KruleboyzDestroyer[Triple] Brewed Elixir: Pick a friendly fighter within 1" of this fighter and roll a number of dice equal to the value of this ability. For each roll of 4+, remove up to 3 damage points allocated to that fighter.

Hero Abilities

RunemarkAbility
KruleboyzHeroMount[Double] Bone-crushing Bite: Pick a visible enemy fighter within 1" of this fighter and roll a number of dice equal to half the value of this ability (rounding up). For each roll of 3+, allocate 3 damage points to that fighter.
KruleboyzHeroBerserker[Double] You Hold 'Em Off: Pick a friendly fighter with both the Kruleboyz (Kruleboyz) faction runemark and the Bulwark (Bulwark) runemark within 3" of this fighter. That fighter can make a bonus move action or a bonus attack action.
KruleboyzHeroMystic[Triple] Summon Boggy Mist: Until the end of the battle round, subtract 1 from the Attacks characteristic (to a minimum of 1) of attack actions made by enemy fighters while they are within 6" of this fighter.
KruleboyzHeroIcon Bearer[Triple] Breath of the Mire-drake: Roll a dice for each visible enemy fighter within 3" of this fighter. On a roll of 3-4, allocate 1 damage point to the fighter being rolled for. On a roll of 5+, allocate a number of damage points to the fighter being rolled for equal to the value of this ability.
KruleboyzHero[Quad] Kunnin' Attack: A fighter can use this ability only if there are more friendly fighters with the Warrior (Warrior) runemark within 6" of this fighter than there are enemy fighters within 6" of this fighter. Those friendly fighters can each make a bonus move action or a bonus melee attack action (some can make a bonus move action and others can make a bonus melee attack action).

Daggok's Stab-ladz Abilities

RunemarkAbility
image2vector-3Frenzied[Double] Leave Ya Bleedin': A fighter can only use this ability if an enemy fighter was allocated damage points by an attack action made by them this activation. Roll a dice for each wound allocated to that enemy fighter at the end of the battle round. For each 4+, allocate 1 damage point to that fighter.
image2vector-3Brute[Double] Hookin' Your Guts: Until the end of the battle round, after an enemy fighter makes a disengage action that began within 3" of this fighter, allocate D6 damage points to that fighter.
image2vector-3Icon Bearer[Triple] Roar of Kragnos: Until the end of the battle round, add 1 to the Attacks characteristic of melee attack actions made by visible friendly fighters while they are within 6" of this fighter.
image2vector-3Hero[Quad] Stealin' Your Finks: A fighter can only use this ability if an enemy fighter has been taken down by an attack action made by them this activation. Gain a number of wild dice equal to the value of this ability, then this fighter makes a bonus move action.

Da Kunnin' Krew Abilities

RunemarkAbility
Da Kunnin' KrewMinion[Double] Gang Up: Pick a visible friendly fighter within 6" of this fighter that has both the Da Kunnin' Krew (Da Kunnin' Krew) and the Minion (Minion) runemarks and has not activated yet this battle round. You can activate that fighter immediately after this fighter's activation ends.
Da Kunnin' KrewHero[Double] Master of Murk: A fighter can only use this ability if they are within 1" of an obstacle. Until the end of the battle round, as long as this fighter is within 1" of an obstacle, they cannot be picked as the target of attack actions made by enemy fighters that are more than 8" away.
Da Kunnin' KrewScout[Double] Sneaky Snares: Pick a visible enemy fighter within 2" of this fighter and roll a dice. On a roll of a 2+, until the end of the battle round, that enemy fighter cannot make move actions or disengage actions.

Kruleboyz Killamobz

Heroes

Killaboss on Great Gnashtoof

Axe
Range
1
Attacks
5
Strength
4
Damage (normal/crit)
3/5
Kruleboyz
330
Move
8
Toughness
5
Wounds
38
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Killaboss with Boss-Hacka and Rusting Flail

Axe
Range
1
Attacks
5
Strength
4
Damage (normal/crit)
2/5
Kruleboyz
190
Move
4
Toughness
4
Wounds
28
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Killaboss with Boss-Hacka and Skareshield

Axe
Range
1
Attacks
4
Strength
4
Damage (normal/crit)
2/4
Kruleboyz
180
Move
4
Toughness
5
Wounds
28
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Boltboy Boss

Dagger
Range
1
Attacks
3
Strength
4
Damage (normal/crit)
2/4
Ranged
Range
6-15
Attacks
3
Strength
4
Damage (normal/crit)
1/4
Kruleboyz
170
Move
4
Toughness
4
Wounds
20
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Swampcalla Shaman

Club
Range
2
Attacks
3
Strength
4
Damage (normal/crit)
1/4
Blast
Range
3-7
Attacks
2
Strength
3
Damage (normal/crit)
3/6
Kruleboyz
165
Move
4
Toughness
4
Wounds
25
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Murknob with Belcha-banna

Axe
Range
1
Attacks
3
Strength
4
Damage (normal/crit)
2/4
Kruleboyz
145
Move
4
Toughness
4
Wounds
25
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Gutrippa Boss with Wicked Stikka

Spear
Range
2
Attacks
3
Strength
4
Damage (normal/crit)
2/4
Kruleboyz
145
Move
4
Toughness
5
Wounds
20
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Gutrippa Boss with Mace and Sword

Mace
Range
1
Attacks
4
Strength
4
Damage (normal/crit)
2/4
Kruleboyz
140
Move
4
Toughness
4
Wounds
20
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Fighters

Man-skewer Boltboy

Dagger
Range
1
Attacks
3
Strength
3
Damage (normal/crit)
1/3
Ranged
Range
6-15
Attacks
2
Strength
4
Damage (normal/crit)
1/4
Kruleboyz
120
Move
4
Toughness
4
Wounds
15
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Gutrippa with Wicked Stikka

Spear
Range
2
Attacks
2
Strength
3
Damage (normal/crit)
1/4
Kruleboyz
75
Move
4
Toughness
4
Wounds
15
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Gutrippa with Wicked Hacka

Axe
Range
1
Attacks
3
Strength
3
Damage (normal/crit)
1/3
Kruleboyz
75
Move