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Age of Sigmar: Kruleboyz Warscrolls Prove They Are Deadly At Any Range

4 Minute Read
Sep 9 2021
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Games Workshop is showing off a pair of Warscrolls for the new Kruleboyz units and they are scary at any range – These lads can shoot!

The swamp has some nasty secrets it’s been hiding and with the arrival of the Kruleboyz, we’re getting a look at those secrets revealed. One not-so secret was the arrival of the massive bolt launching Beast-skewer Killbow. Today, we’re getting a look at that warscroll and one other that’s going to make the Kruleboyz rough to deal with at any range.

via Warhammer Community

“This crude but potent ballista fires huge bolts specially designed to pierce the tough hides of giant creatures. With its Skewered rule, the bigger your target, the more wounds this vicious weapon inflicts. Get a load of these stats.”

With two different firing options the Beast-skewer Killbow is going to take its toll. If you can manage to take an Aimed Shot, you’re hitting on 2+, wounding on 3+ with a -2 rend and damage that varies based on the target. The more wounds the target unit has, the more dice you get to roll. The minimum damage is 2, but for each 5+ you roll, you get to add one to the damage! It caps out at 12 damage, but that has the potential to be one of the gnarliest shooting profiles in the game.

As a unit it does have some limitations however. It’s got 5 wounds with a 5+ save – so you’re going to want to keep this thing away from the enemy. Return fire could be a problem as well. Luckily, you can out range your enemy with the right warclan – the Big Yellers Orruks:

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And if you really want to make sure those bolts find home don’t forget to bring a shaman with you. They have access to some more swamp magic and those spells are no joke. For example, Nasty Hex can help drop those pesky ward saves:

Up Close And Personal

Inevitably, the battle is going to close ranks at some point and the fisticuffs will being. But the Kruleboyz aren’t just there to pepper their targets with ranged attacks – they have some more nasty swamp tricks in close combat, too. Take the new Breaka-boss on Mirebrute Troggoth for example:

“Breaka-bosses take advantage of this when riding them into battle, goading them by yanking at their crude harnesses. This causes the troggoth to fly into a blind rage, swinging hits club and fists at anything unlucky enough to be in front of it. “

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Basically, this Break-boss can yank on the harness to cause D3 mortal wounds, but for each mortal wound the unit takes, you get to add 2 attacks to the Iron-bound Clubs. Those are the “good” attacks. With the potential for 10 total attacks (if you roll 3 mortal wounds) that’s a max damage potential of 40 damage from this unit. FORTY (40) damage! Oh and then in your hero phase this unit also can regen for D3 wounds (because it’s still a troggoth). The odds of you actually getting all 40 damage isn’t great but it’s still a hard hitting option with some very scary damage potential. Even if you don’t yank the harness, it’s got a very respectable 22 damage potential. And you know the Kruleboyz have more tricks to make sure the Breaka-Boss gets in there.

 

That’s a scary unit to come out the swamp for sure!

 

Shooting, melee, and magic – the Kruleboyz can do it all. Are you ready for their battletome to hit the tabletop?

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Author: Adam Harrison
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