Each Datacard has three distinct sections; Charge Chance, Resilience and Average Damage Output.
Charge Chance
This graph shows the move and charge distances each unit can achieve and shows the chance of them achieving this distance as a percentage.
Resilience
This table shows how much damage would be required on average to destroy the unit. This is split into the various rend types most commonly found in Age of Sigmar. For example, the unit shown in the image above would need 18 damage from -2 rend weapons for the enemy to have a chance at destroying it.
This can be cross-referenced with another units average damage output to see what kind of damage they’ll do to it.
Average Damage Output
This simply shows how much damage on average the unit is expected to inflict after saves against the various save types. If there are multiple load-out choices, then these are shown separately, as is any missile damage.
Each Datacard has three distinct sections; Charge Chance, Resilience and Average Damage Output.
Charge Chance
This graph shows the move and charge distances each unit can achieve and shows the chance of them achieving this distance as a percentage.
Resilience
This table shows how much damage would be required on average to destroy the unit. This is split into the various rend types most commonly found in Age of Sigmar. For example, the unit shown in the image above would need 18 damage from -2 rend weapons for the enemy to have a chance at destroying it.
This can be cross-referenced with another units average damage output to see what kind of damage they’ll do to it.
Average Damage Output
This simply shows how much damage on average the unit is expected to inflict after saves against the various save types. If there are multiple load-out choices, then these are shown separately, as is any missile damage.
Each Datacard has three distinct sections; Charge Chance, Resilience and Average Damage Output.
Charge Chance
This graph shows the move and charge distances each unit can achieve and shows the chance of them achieving this distance as a percentage.
Resilience
This table shows how much damage would be required on average to destroy the unit. This is split into the various rend types most commonly found in Age of Sigmar. For example, the unit shown in the image above would need 18 damage from -2 rend weapons for the enemy to have a chance at destroying it.
This can be cross-referenced with another units average damage output to see what kind of damage they’ll do to it.
Average Damage Output
This simply shows how much damage on average the unit is expected to inflict after saves against the various save types. If there are multiple load-out choices, then these are shown separately, as is any missile damage.
This one has taken a while! But I’m pleased to say that all of the warscrolls for Slaves to Darkness have now been translated into Datacards.
Reading the Datacards
Each Datacard has three distinct sections; Charge Chance, Resilience and Average Damage Output.
Charge Chance
This graph shows the move and charge distances each unit can achieve and shows the chance of them achieving this distance as a percentage.
Resilience
This table shows how much damage would be required on average to destroy the unit. This is split into the various rend types most commonly found in Age of Sigmar. For example, the unit shown in the image above would need 18 damage from -2 rend weapons for the enemy to have a chance at destroying it.
This can be cross-referenced with another units average damage output to see what kind of damage they’ll do to it.
Average Damage Output
This simply shows how much damage on average the unit is expected to inflict after saves against the various save types. If there are multiple load-out choices, then these are shown separately, as is any missile damage.
Change Log
16th February 2023 – Chaos Spawn resilience corrected. Thanks to Max in the comments for pointing it out.
29th December 2022 – Update to correct name on Chainrasps
29th December 2022 – Correction to the damage output of Bladegheist Revenants
It’s taken a while, but thanks to the help of Patrick our first faction data cards are now ready!
We’ve started with Nighthaunt but have a lot of others in the pipeline and close to completion.
Each card shows the following information:
Resilience – Specifies how much damage is requited at the various rend values to destroy the unit or to destroy the unit via battleshick (if this is possible).
Threat Range – This will tell you how far the unit can move and then charge. If the unit had any missile weapons, then the card will also show how far the unit can move and then shoot.
Average Damage Output – The main focus of each card, this shows how much damage a unit should cause (as an average) to each of the save values. I.e. how much damage is unsaved.
Leaders
Awlrach the Drowner Cairn WraithDreadblade HarrowGuardian of SoulsKnight of ShroudsKnight of Shrouds on Ethereal SteedKrulghast CruciatorKurdoss ValentianLady OlynderLord ExecutionerNagashReikenor the GrimhailerScriptor MortisSpirit TormentThe Briar QueenTomb Banshee
Battleline
ChainraspsGrimghast ReapersHexwraithsSpirit Hosts
Behemoth
Black Coach
Other
Bladegheist RevenantsChainghastsCraventhrone GuardDreadscythe HarridansGlaivewraith StalkersMyrmourn BansheesThorns of the Briar Queen
Who’s Next?
Next up will be the Slaves to Darkness. Keep an eye out!
I’ve often visited the idea of creating unit stat cards for reference purposes. These would show things like a units resilience (i.e. How much damage should be allocated to it on average before saves are made to have a chance of destroying it in the battleshock phase). What the units threat range is and how much damage it does on average.
I’ve knocked a few designs up over the last few months but have started to settle on the ones below.
Eventually I’m hoping to do these for each unit in the game……
Before I begin, I wanted to clarify that when I discuss anything that involves a dice roll then I will refer to the average dice roll. For example, an average run roll being 3-4″ (average of 3.5 on one die).
This does mean that depending on how lucky your dice rolls are you can achieve more or less than the amount specified. But to keep it simple and for comparison purposes we will always refer to the average.
Possibly one of the most loved units in the Orruk factions. The Rogue Idol looks great as a model and hits like a tonne of bricks on the tabletop. Averaging out at roughly 12.6 on its damage output per turn (15.8 when it charges), plus a 50% chance of doing a mortal wound to each unit within 3″ at the end of the combat phase, it’s hard overlook in a fight. Then even if he is killed by your opponent he still has another 50% chance to do an additional D3 mortal wounds to every unit within 3″ when he’s slain (Ok, that includes yours too, but even so)!
His other benefit is giving nearby friendly casters +1 on their casting roll. This is particularly good for models like Gobsprakk The “That’s right, there’s no bonus to casting!” Mouth of Mork. Your Swampcalla Shamans won’t benefit as much because most of the time you’ll be using them to get poison on nearby units.
He also adds +1 to the Bravery of nearby Orruk units which is nothing to be sniffed at.
He can benefit from the Kruleboyz Command Trait Supa Sneaky meaning he’ll be in your enemies lines in no time of you wanted him there. He can also benefit from the Warchanter’s +1 damage making him particularly tough in Ironjawz and Big Waaagh armies.
Where he’ll really shine is inside Bonesplitterz, Ironjawz and Big Waaagh! armies. If you include him in a Bonesplitterz army you can place him near a Wardokk who can either heal him D3 wounds each turn or give him +1 to his save. Don’t forget that as the Rogue Idol has the Bonesplitterz keyword he can also benefit from exploding 6’s vastly improving his damage output. Similar effects can be done with Ironjawz via the Warchanter as well.
However, I’m going to be controversial here and say that he’s not quite worth his points inside Kruleboyz. In fact if you have 430 points sitting around, you may be better off buying two Breaka-Boss on Mirebrute Troggoth instead as combined they’ll have much more damage output than the Rogue Idol and will be able to cause many more mortal wounds.
Combinations
Source
Ability
Description
Kragnos, the End of Empires
The End of Empires
If a friendly DESTRUCTION unit is wholly within 12″ of this unit, you can attempt a charge with that unit if it is within 18″ of an enemy unit instead of 12″. In addition, when making a charge roll for a friendly DESTRUCTION unit wholly within 12″ of this unit, roll 3D6 instead of 2D6.
Kruleboyz Command Trait
Supa Sneaky
If the General is on the battlefield at the start of the first battle round, before determining who has the first turn, you can pick 1 friendly KRULEBOYZ unit and set it up again anywhere on the battlefield that is more than 9″ away from all enemy units.
Kruleboyz Command Trait
Egomaniak
If the General is within 3″ of another friendly unit, roll a dice before you allocate a wound or mortal wounds to the General or instead of making a ward roll for the General. On a 4+ pick 1 other friendly unit within 3″ of the General. That wound is allocated to that unit instead and cannot be negated.
Kruleboyz Battle Traits
Kruleboyz Waaagh!
Once per battle, in the combat phase, when you pick a friendly KRULEBOYZ General to fight, you can say that they are calling a Kruleboyz Waaagh! If you do so, pick up to 2 other friendly KRULEBOYZ units wholly within 18″ of that General and that have not yet fought in that combat phase. That general and the units you picked can fight one after the other in the order of your choice.
Gosprakk, the Mouth of Mork
Mouth of Mork
If this unit issues a redeploy command to a KRULEBOYZ unit, you can re-roll the dice that determines the distance the unit that receives the command can move.
Kruleboyz Wizard
Sneaky Miasma
Sneaky Miasma is a spell that has a casting value of 6 and range of 18″. If successfully cast, pick 1 friendly KRULEBOYZ MONSTER within range and visible to the caster. That MONSTER can make a normal move.
Savage Big Boss
Let Me At ‘Em
After this unit has fought in the combat phase for the first time, you can pick 1 friendly BONESPLITTERZ unit that has not yet fought in that combat phase, that is within 3″ of an enemy unit and that is wholly within 12″ of this unit. That unit fights immediately.
Wardokk
Grimdokk Dance
Pick 1 friendly BONESPLITTERZ model within 12″ of this unit and roll a dice. On a 3+, heal up to D3 wounds allocated to that model.
Wardokk
Glyphdokk Dance
Pick 1 friendly BONESPLITTERZ unit wholly within 12″ of this unit and roll a dice. On a 3+, add 1 to save rolls for attacks that target that unit until your next hero phase. A unit cannot be affected by this dance more than once per phase.
Orruk Warchanter
Violent Fury
In your hero phase, you can pick 1 friendly IRONJAWZ unit wholly within 15″ of this unit. Until your next hero phase, add 1 to the damage inflicted by attacks made with melee weapons by that unit. A unit cannot benefit from this ability more than once per phase.
Orruk Warchanter
Fixin’ Beat
This warbeat can be attempted in your hero phase. If the attempt is successful, This unit, pick 1 friendly model within 12″ of this unit and heal up to D3 wounds allocated to that model.
Orruk Warchanter
Get ‘Em Beat
This warbeat can be attempted at the start of your charge phase. If the attempt is successful, pick 1 friendly IRONJAWZ unit wholly within 12″ of this unit. In that charge phase, you can attempt a charge with that friendly IRONJAWZ unit if it is within 18″ of an enemy unit instead of 12″. In addition, roll 3D6 instead of 2D6 when making a charge roll for that unit in the charge phase.
Big Waaagh! Battle Traits
Mighty Destroyers
You can use this command ability in your hero phase. The model that issues the command must be an IRONJAWZ model and the unit that receives the command must be an IRONJAWZ unit.
– If the unit that received the command is more than 12″ from all enemy units, you must make a normal move with the unit.
– If the unit that received the command is within 3″ of an enemy unit, you must make a pile-in move with each model in that unit.
– If the unit is within 12″ of any enemy unit and more than 3″ from all enemy units, you must attempt a charge with the unit.
Bonesplitterz Battle Trait
Spirit of Gorkamorka
If the unmodified hit roll for an attack made with a melee weapon by a friendly BONESPLITTERZ unit is 6, that attack scores 2 hits on the target instead of 1 (make a wound roll and save roll for each hit).
Bonesplitterz Battle Trait
Tireless Trackers
After deployment begins but before the first battle round begins, half of the BONESPLITTERZ units in your army (rounding up) can move 5″. If both players can move units before the first battle round begins, they must roll off, and the winner chooses who moves their units first.
Ironjawz Battle Traits
Ironjawz Waaagh!
Once per battle, at the start of your charge phase, you can pick 1 friendly IRONJAWZ general on the battlefield and say that they are calling an Ironjawz Waaagh! Until the end of that turn, add 1 to charge rolls for friendly IRONJAWZ units and improve the rend characteristic of melee weapons used by friendly IRONJAWZ units by 1.
Ironjawz Battle Traits
Smashing and Bashing
In the combat phase, after a friendly IRONJAWZ unit has fought, if any enemy units were destroyed by an attack made by that unit, you can pick 1 friendly IRONJAWZ unit that has not yet fought in that combat phase and that is within 3″ of an enemy unit. That friendly IRONJAWZ unit fights immediately.
Megaboss Command Traits
Mighty Waaagh! Leader
If this general calls an IRONJAWZ Waaagh! You can re-roll charge rolls for friendly IRONJAWZ units wholly within 12″ of them until the end of that turn.
Savage Big Boss Command Traits
Great Hunter
If this general is part of your army, when you use the Tireless Trackers battle trait, you can move eligible units up to 8″ instead of 5″.
Missile Attacks
This unit has no missile attacks.
Melee Attacks
This boy can stomp face! Managing on average 10.5 damage AFTER saves against targets with a 4+ save, everything should be scared of him!
Attack
Av Threat Range
Av # of Attacks
Av # of Hits
Av # of Wounds
Damage Output (Pre-save)
Boulder Fists
17″
2
1.3
1.1
3.8
Stompin’ Feet
17″
10
6.6
4.4
8.8
Boulder Fists (Charge)
17″
2
1.7
1.4
4.8
Stompin’ Feet (Charge)
17″
10
8.3
5.5
11.0
Based on average dice rolls
Looking at the damage after saves:
Save
Boulder Fists
Stompin’ Feet
–
3.8
8.8
6+
3.8
8.8
5+
3.8
8.8
4+
3.2
7.3
3+
2.5
5.8
Amount of damage after saves based on average dice rolls
The chance of this units charge connecting:
Distance
Chance
13″
97%
14″
92%
15″
83%
16″
72%
17″
58%
18″
42%
19″
28%
20″
17%
21″
8%
22″
3%
Chance of making a charge (including movement)
Resilience
With 16 wounds a 4+ save, and a 5+ ward save, he’ll need on average 48 damage from zero rend weapons allocated to it BEFORE any saves in order to have a chance of destroying this in a single turn.
Before I begin, I wanted to clarify that when I discuss anything that involves a dice roll then I will refer to the average dice roll. For example, an average run roll being 3-4″ (average of 3.5 on one die).
This does mean that depending on how lucky your dice rolls are you can achieve more or less than the amount specified. But to keep it simple and for comparison purposes we will always refer to the average.
I don’t think I’ve ever seen a Murknob with Belcha-banna ever used in a competitive list. That’s not to say you shouldn’t, as the cheapest unit the Kruleboyz have available at 95 points he does have the benefit of giving all units within 12″ a 5+ ward save against the effects of spells and endless spells. That’s nothing to be sniffed at. On average it will nullify the effects of one spell in three.
You could pop him next to your big beautiful beasties such as the Snatchaboss on Sludgeraker, who in turn will have a few other units around him to benefit from his Sludgeraker Venom. This means you’ll have a bubble of units benefitting from the Murknob’s ward. This ability only protects Kruleboyz Orruk units, so discounts him as an ally and really limits his use in Big Waaagh!
He’s okaaay in combat with 3 3+/3+ attacks on -1 rend and 2 damage a piece. Meaning on average he should force your opponent into making one save. You’ll find he also causes the occasional mortal wounds through Venom-encrusted Weapons (50% chance of doing 2 mortal wounds in combat), plus his Breath of the Mire-Drakes ability should see him cause another mortal wound on top of the all this.
Should you use him? I wouldn’t go out of my way to buy him personally, but he’s certainly an option that should protect a unit 1/3rd of the time and could frustrate magic heavy armies.
Edit: As someone has mentioned (apologies I can’t find your comment again to mention your name), you could turn this fella into a cheap wizard with Arcane Tome as well.
Combinations
Source
Ability
Description
Kruleboyz Allegiance Abilities
Grinin’ Blades
Friendly GRINNIN’ BLADES units are not visible to enemy models that are more than 12″ away from them.
Kruleboyz Command Trait
Egomaniak
If this general is within 3″ of another friendly unit, roll a dice before you allocate a wound or mortal wound to this general or instead of making a ward roll for this general. On a 4+, pick 1 other friendly unit within 3″ of this general. That wound is allocated to that unit instead and cannot be negated.
Kruleboyz Command Trait
Supa Sneaky
If this general is on the battlefield at the start of the first battle round, before determining who has the first turn, you can pick 1 friendly KRULEBOYZ unit and set it up again anywhere on the battlefield that is more than 9″ from all enemy units.
Kruleboyz Battle Traits
Venom-encrusted Weapons
If the unmodified hit roll for an attack made by a KRULEBOYZ ORRUK model is 6, that attack causes a number of mortal wounds to the target equal to the weapon’s Damage characteristic and the attack sequence ends (do not make a wound roll or save roll). This ability has no effect on attacks made by a mount unless noted otherwise.
Kruleboyz Battle Traits
Kruleboyz Waaagh!
Once per battle, in the combat phase, when you pick a friendly KRULEBOYZ general to fight, you can say that they are calling a Kruleboyz Waaagh!. If you do so, pick up to 2 other friendly KRULEBOYZ units wholly within 18” of that general and that have not yet fought in that combat phase. That general and the units you picked can fight one after the other in the order of your choice.
Kruleboyz Battle Traits
Dirty Tricks
After the players have received their starting command points but before the start of the first turn, you can pick 1 of the following Dirty Tricks to employ during the battle: Noisy Racket: On the eve of battle, you make sure the enemy receives no respite as your war drums and rattle-skulls ring out into the night. Subtract 1 from wound rolls for attacks made by enemy units in the first battle round. Lethal Surprise: Your scouts have laid cunningly disguised pitfall traps out in no man’s land. Roll 3 dice. For each 4+, you can pick 1 different terrain feature or different objective that is not wholly within enemy territory and secretly note it down. The first time any enemy unit finishes a move within 1″ of that terrain feature or objective, roll a dice. On a 2+, that unit suffers D6 mortal wounds. Disappearin’ Act: You have sent out your grots to lure a band of enemy warriors into the swamp mists until they become utterly lost. Roll 3 dice. For each 4+, you can pick 1 different enemy unit on the battlefield that has not been reinforced. Then, roll a dice for each unit you picked. If the roll is greater than that unit’s Wounds characteristic, your opponent must remove that unit from the battlefield and set it up as a reserve unit. At the end of your opponent’s first movement phase, they must set up that unit on the battlefield wholly within their territory and more than 9″ away from all enemy units. This Dirty Trick cannot be picked if the battleplan has the ‘No Reserves’ rule (for example Tooth and Nail). Covered in Mud: After some ‘hard finkin’, you command a group of warriors to slather themselves in muck and sneak up on the unwitting enemy. Roll 3 dice. For each 4+, pick 1 friendly unit that is not a HERO or MONSTER. While that unit is in cover, it is not visible to enemy units.
Killaboss
All Part of Da Plan
If a friendly KRULEBOYZ unit fails a battleshock test within 3″ of any friendly units with this ability, only 1 model from that unit will flee.
Murknob with Belcha-banna
Power of Kragnos
When a friendly KRULEBOYZ ORRUK unit wholly within 12″ of this unit is affected by a spell or the abilities of an endless spell, you can roll a dice. On a 5+, ignore the effect of that spell or the effects of that endless spell’s abilities on that unit.
Swampcalla Shaman and Pot-grot
Poisons and Elixirs
At the start of your hero phase, if this unit is more than 3″ from all enemy units, instead of attempting to dispel an endless spell or cast any spells with this unit in that phase, you can say that it is brewing either a poison or an elixir. If you do so, pick 1 friendly KRULEBOYZ ORRUK unit wholly within 12″ of this unit, more than 3″ from all enemy units and that has at least 1 model within 3″ of this unit to be given that poison or elixir. A unit that has been given a poison or elixir cannot be given another poison or elixir in the same hero phase. If that unit is given a poison, until your next hero phase, when you use the Venom-encrusted Weapons battle trait for that unit, mortal wounds are caused on an unmodified hit roll of 5+ instead of 6. If that unit is given an elixir, add 1 to save rolls for attacks that target that unit until your next hero phase.
Swampcalla Shaman and Pot-grot / Gobsprakk, the Mouth of Mork
Summon Boggy Mist
Summon Boggy Mist is a spell that has a casting value of 7. If successfully cast, until your next hero phase, add 1 to charge rolls for friendly KRULEBOYZ ORRUK units on the battlefield and subtract 1 from charge rolls for other units on the battlefield.
Gobsprakk, the Mouth of Mork
Mouth of Mork
If this unit issues the Redeploy command to a KRULEBOYZ unit, you can re-roll the dice that determines the distance the unit that receives the command can move. If this unit issues the Unleash Hell command to a KRULEBOYZ unit, you do not have to subtract 1 from the hit rolls for the attacks made by the unit that receives the command.
Snatchaboss on Sludgeraker Beast Swampboss Skumdrekk
Sludgeraker Venom
Add 1 to the number of mortal wounds caused by the Venom-encrusted Weapons battle trait if the unmodified hit roll was 6 and the attacking unit is wholly within 12″ of any friendly units with this ability.
Kragnos, the End of Empires
The End of Empires
If a friendly DESTRUCTION unit is wholly within 12″ of this unit, you can attempt a charge with that unit if it is within 18″ of an enemy unit instead of 12″. In addition, when making a charge roll for a friendly DESTRUCTION unit wholly within 12″ of this unit, roll 3D6 instead of 2D6.
Rogue Idol
Livin’ Idol
Add 1 to casting rolls for friendly ORRUK WIZARDS while they are within 6″ of any friendly models with this ability. In addition, add 1 to the Bravery characteristic of friendly ORRUK units while they are wholly within 18″ of any friendly models with this ability.
Kruleboyz Wizard
Sneaky Miasma
Sneaky Miasma is a spell that has a casting value of 6 and a range of 18″. If successfully cast, pick 1 friendly KRULEBOYZ MONSTER within range and visible to the caster. That MONSTER can make a normal move.
Missile Attacks
This unit has no missile attacks.
Melee Attacks
Let’s face it, he’s not going to be doing too much damage, but he could get a couple of damage on a unit here and there.
Attack
Av Threat Range
Av # of Attacks
Av # of Hits
Av # of Wounds
Damage Output (Pre-save)
Murknob Cleaver
15″
3
2.0
1.3
2.6
Based on average dice rolls
Looking at the damage after saves:
Save
Murknob Cleaver
–
2.6
6+
2.6
5+
2.2
4+
1.7
3+
1.3
Amount of damage after saves based on average dice rolls
The chance of this units charge connecting:
Distance
Chance
8″
97%
9″
92%
10″
83%
11″
72%
12″
58%
13″
42%
14″
28%
15″
17%
16″
8%
17″
3%
Chance of making a charge (including movement)
Resilience
With 6 wounds and a 4+ save, he’ll need on average 12 damage from zero rend weapons allocated to it BEFORE any saves in order to have a chance of destroying this in a single turn.
Before I begin, I wanted to clarify that when I discuss anything that involves a dice roll then I will refer to the average dice roll. For example, an average run roll being 3-4″ (average of 3.5 on one die).
This does mean that depending on how lucky your dice rolls are you can achieve more or less than the amount specified. But to keep it simple and for comparison purposes we will always refer to the average.
This fella is your Snatchaboss on Sludgeraker who costs an additional 5 points. As a named character you’ll lose the ability to give him command traits or his mount Mount Traits, but gain an added extras of being able to get you an additional triumph during the game. An expert Snatch and Grab ability, 1 extra wound and his Noisome Bite does D3+4 instead of D3+3.
To take Skummdrekk, you’re kind of forced to take a unit of HobgrotSlittaz (I say forced, but we all know the Hobgrots are the mightiest unit in Age of Sigmar). These Hobgrot units get assigned as the ‘Kountin’ Krew‘. Another friendly unit will be assigned as the ‘Bet‘.
If the ‘Bet‘ is the first unit to be destroyed from your army in the battle you gain an additional Triumph, but this Triumph can only be use on Swampboss Skumdrekk or the Hobgrot Slittaz unit designated as the ‘Kountin’Krew‘.
As you can tell it’s an ok ability, but you’re limited in the reward which is a bit…. nah in my eyes. For the five points expense and at the cost of losing those Command Trait abilities I’d rather take the standard Snatchaboss on Sludgeraker Beast.
Swampboss Skumdrekk has an Expert Snatch and Grab ability which allows him to remove a model with 7 or less wounds if he rolls equal to or more than their wound value on 2D6. This is great as you have a higher chance that with the standard Snatchaboss to remove a hero character on foot, or even wiping a chunk of a unit out through coherency.
Other than that he does everything your Snatchaboss will do, so for that I would look at my Warscroll review on him here.
Combinations
Source
Ability
Description
Kruleboyz Allegiance Abilities
Grinin’ Blades
During the first battle round, friendly GRINNIN’ BLADES units are not visible to enemy models that are more than 12″ away from them.
Kruleboyz Command Trait
Egomaniak
If this general is within 3″ of another friendly unit, roll a dice before you allocate a wound or mortal wound to this general or instead of making a ward roll for this general. On a 4+, pick 1 other friendly unit within 3″ of this general. That wound is allocated to that unit instead and cannot be negated.
Kruleboyz Command Trait
Supa Sneaky
If this general is on the battlefield at the start of the first battle round, before determining who has the first turn, you can pick 1 friendly KRULEBOYZ unit and set it up again anywhere on the battlefield that is more than 9″ from all enemy units.
Kruleboyz Command Trait
Slippery Skumbag
This general can retreat and charge in the same turn.
Mount Trait
Tough ’Un
MONSTER only. Unless this model has a number of wounds allocated to it that exceeds half its Wounds characteristic, use the top row on its damage table, regardless of how many wounds it has suffered.
Mount Trait
Fast ’Un
Once per battle, in your hero phase, this model can make a normal move.
Mount Trait
Mean ‘Un
MONSTER only. When you carry out the Stomp monstrous rampage with this model, the enemy unit you pick suffers D6 mortal wounds on a 2+ instead of D3.
Mount Trait
Loud ‘Un
MONSTER only. When you carry out the Roar monstrous rampage with this model, pick all enemy units within 3″ of this model instead of 1.
Mount Trait
Weird ‘Un
This model has a ward of 4+ against mortal wounds caused by spells and the abilities of endless spells.
Mount Trait
Smelly ‘Un
Subtract 1 from hit rolls for attacks made with melee weapons that target this model if it has not made a charge move in the same turn.
Kruleboyz Battle Traits
Venom-encrusted Weapons
If the unmodified hit roll for an attack made by a KRULEBOYZ ORRUK model is 6, that attack causes a number of mortal wounds to the target equal to the weapon’s Damage characteristic and the attack sequence ends (do not make a wound roll or save roll). This ability has no effect on attacks made by a mount unless noted otherwise.
Kruleboyz Battle Traits
Kruleboyz Waaagh!
Once per battle, in the combat phase, when you pick a friendly KRULEBOYZ general to fight, you can say that they are calling a Kruleboyz Waaagh!. If you do so, pick up to 2 other friendly KRULEBOYZ units wholly within 18” of that general and that have not yet fought in that combat phase. That general and the units you picked can fight one after the other in the order of your choice.
Kruleboyz Battle Traits
Dirty Tricks
After the players have received their starting command points but before the start of the first turn, you can pick 1 of the following Dirty Tricks to employ during the battle: Noisy Racket: On the eve of battle, you make sure the enemy receives no respite as your war drums and rattle-skulls ring out into the night. Subtract 1 from wound rolls for attacks made by enemy units in the first battle round. Lethal Surprise: Your scouts have laid cunningly disguised pitfall traps out in no man’s land. Roll 3 dice. For each 4+, you can pick 1 different terrain feature or different objective that is not wholly within enemy territory and secretly note it down. The first time any enemy unit finishes a move within 1″ of that terrain feature or objective, roll a dice. On a 2+, that unit suffers D6 mortal wounds. Disappearin’ Act: You have sent out your grots to lure a band of enemy warriors into the swamp mists until they become utterly lost. Roll 3 dice. For each 4+, you can pick 1 different enemy unit on the battlefield that has not been reinforced. Then, roll a dice for each unit you picked. If the roll is greater than that unit’s Wounds characteristic, your opponent must remove that unit from the battlefield and set it up as a reserve unit. At the end of your opponent’s first movement phase, they must set up that unit on the battlefield wholly within their territory and more than 9″ away from all enemy units. This Dirty Trick cannot be picked if the battleplan has the ‘No Reserves’ rule (for example Tooth and Nail). Covered in Mud: After some ‘hard finkin’, you command a group of warriors to slather themselves in muck and sneak up on the unwitting enemy. Roll 3 dice. For each 4+, pick 1 friendly unit that is not a HERO or MONSTER. While that unit is in cover, it is not visible to enemy units.
Killaboss
All Part of Da Plan
If a friendly KRULEBOYZ unit fails a battleshock test within 3″ of any friendly units with this ability, only 1 model from that unit will flee.
Murknob with Belcha-banna
Power of Kragnos
When a friendly KRULEBOYZ ORRUK unit wholly within 12″ of this unit is affected by a spell or the abilities of an endless spell, you can roll a dice. On a 5+, ignore the effect of that spell or the effects of that endless spell’s abilities on that unit.
Swampcalla Shaman and Pot-grot
Poisons and Elixirs
At the start of your hero phase, if this unit is more than 3″ from all enemy units, instead of attempting to dispel an endless spell or cast any spells with this unit in that phase, you can say that it is brewing either a poison or an elixir. If you do so, pick 1 friendly KRULEBOYZ ORRUK unit wholly within 12″ of this unit, more than 3″ from all enemy units and that has at least 1 model within 3″ of this unit to be given that poison or elixir. A unit that has been given a poison or elixir cannot be given another poison or elixir in the same hero phase. If that unit is given a poison, until your next hero phase, when you use the Venom-encrusted Weapons battle trait for that unit, mortal wounds are caused on an unmodified hit roll of 5+ instead of 6. If that unit is given an elixir, add 1 to save rolls for attacks that target that unit until your next hero phase.
Swampcalla Shaman and Pot-grot / Gobsprakk, the Mouth of Mork
Summon Boggy Mist
Summon Boggy Mist is a spell that has a casting value of 7. If successfully cast, until your next hero phase, add 1 to charge rolls for friendly KRULEBOYZ ORRUK units on the battlefield and subtract 1 from charge rolls for other units on the battlefield.
Gobsprakk, the Mouth of Mork
Mouth of Mork
If this unit issues the Redeploy command to a KRULEBOYZ unit, you can re-roll the dice that determines the distance the unit that receives the command can move. If this unit issues the Unleash Hell command to a KRULEBOYZ unit, you do not have to subtract 1 from the hit rolls for the attacks made by the unit that receives the command.
Snatchaboss on Sludgeraker Beast Swampboss Skumdrekk
Sludgeraker Venom
Add 1 to the number of mortal wounds caused by the Venom-encrusted Weapons battle trait if the unmodified hit roll was 6 and the attacking unit is wholly within 12″ of any friendly units with this ability.
Kragnos, the End of Empires
The End of Empires
If a friendly DESTRUCTION unit is wholly within 12″ of this unit, you can attempt a charge with that unit if it is within 18″ of an enemy unit instead of 12″. In addition, when making a charge roll for a friendly DESTRUCTION unit wholly within 12″ of this unit, roll 3D6 instead of 2D6.
Rogue Idol
Livin’ Idol
Add 1 to casting rolls for friendly ORRUK WIZARDS while they are within 6″ of any friendly models with this ability. In addition, add 1 to the Bravery characteristic of friendly ORRUK units while they are wholly within 18″ of any friendly models with this ability.
Kruleboyz Wizard
Sneaky Miasma
Sneaky Miasma is a spell that has a casting value of 6 and a range of 18″. If successfully cast, pick 1 friendly KRULEBOYZ MONSTER within range and visible to the caster. That MONSTER can make a normal move.
Missile Attacks
This unit has no missile attacks.
Melee Attacks
This model has weapon profiles for the boss and for his mount, and while only Kruleboyz Orruks benefit from the Venom-encrusted Weapons, the Warscroll specifies that this also applies to the Sludgerakers Noisome Bite and Grasping Talons as well.
Attack
Av Threat Range
Av # of Attacks
Av # of Hits
Av # of Wounds
Damage Output (Pre-save)
Chain-linked Grappling Hook
15″
3
2.0
1.3
3.9
Grasping Talons
15″
5
1.7 +2mw
1.1 +2mw
2.2 +2mw
Noisome Bite
15″
1
0.6
0.5
2.5
Thrashing Tail
15″
2
1.3
1.1
2.2
Based on average dice rolls
Looking at the damage after saves:
Save
Chain-linked Grappling Hook
Grasping Talons
Noisome Bite
Thrashing Tail
–
3.9
2.2 +2mw
2.5
2.2
6+
3.9
2.2 +2mw
2.5
2.2
5+
3.2
1.8 +2mw
2.1
2.2
4+
2.6
1.5 +2mw
1.7
1.8
3+
2.0
1.1 +2mw
1.3
1.5
Amount of damage after saves based on average dice rolls
The chance of this units charge connecting:
Distance
Chance
11″
97%
12″
92%
13″
83%
14″
72%
15″
58%
16″
42%
17″
28%
18″
17%
19″
8%
20″
3%
Chance of making a charge (including movement)
Resilience
With 15 wounds and a 4+ save this model is surprisingly tough. It’ll need on average 30 damage from zero rend weapons allocated to it BEFORE any saves on order to have a chance of destroying this in a single turn.
Before I begin, I wanted to clarify that when I discuss anything that involves a dice roll then I will refer to the average dice roll. For example, an average run roll being 3-4″ (average of 3.5 on one die).
This does mean that depending on how lucky your dice rolls are you can achieve more or less than the amount specified. But to keep it simple and for comparison purposes we will always refer to the average.
This chap appears in almost every tournament army, sometimes twice! With a high damage output that rivals the Breaka-Boss and buffs which compliment the Kruleboyz Venom-encrusted Weapons it’s hard to ignore. Yes, he’s expensive but the ability to give nearby units the ability to add 1 to the damage of their Venom-encrusted Weapons is huge. For example a unit of 10 Gutrippaz on average causes 3.5 mortal wounds, put them near a Sludgeraker and this increases to 7! That’s just a unit of 10…
He’s fairly squishy, so you’ll want to protect him with screens and the like. A common practice is to give him the artefact Mork’s Eye Pebble, which gives him and all units within 12″ a 5+ ward save in a single phase. That’s great for making a combat swing in your favour. He’s often made a General too as he’s the easiest to protect, plus when he does make it into combat he can hit hard.
He’s good against Alpha strike armies as you can give him the Smelly ‘Un mount trait, meaning your opponent will be -1 to hit him in combat when they charge.
Another reason to make him your General is that he will be surrounded by your troops so they benefit from the afore mentioned Sludgeraker poison, additionally because they’ll all be close by you can call the Kruleboyz Waagh meaning your General and two units close by can fight one after the other without the enemy interrupting you.
Personally, I think he’s the first choice for the General before any of the other Kruleboyz options. Yes he’s expensive, but the benefits outweigh this cost.
Combinations
Source
Ability
Description
Kruleboyz Allegiance Abilities
Skulbugz
When an enemy unit is picked to fight, roll a dice if it is within 3″ of any friendly SKULBUGZ units. Add 2 to the roll if that enemy unit is within 3″ of any friendly SKULBUGZ MONSTERS. On a roll of 6+, subtract 1 from hit rolls for attacks made by that enemy unit in that phase.
Kruleboyz Allegiance Abilities
Grinin’ Blades
During the first battle round, friendly GRINNIN’ BLADES units are not visible to enemy models that are more than 12″ away from them.
Kruleboyz Command Trait
Egomaniak
If this general is within 3″ of another friendly unit, roll a dice before you allocate a wound or mortal wound to this general or instead of making a ward roll for this general. On a 4+, pick 1 other friendly unit within 3″ of this general. That wound is allocated to that unit instead and cannot be negated.
Kruleboyz Command Trait
Supa Sneaky
If this general is on the battlefield at the start of the first battle round, before determining who has the first turn, you can pick 1 friendly KRULEBOYZ unit and set it up again anywhere on the battlefield that is more than 9″ from all enemy units.
Kruleboyz Command Trait
Slippery Skumbag
This general can retreat and charge in the same turn.
Mount Trait
Tough ’Un
MONSTER only. Unless this model has a number of wounds allocated to it that exceeds half its Wounds characteristic, use the top row on its damage table, regardless of how many wounds it has suffered.
Mount Trait
Fast ’Un
Once per battle, in your hero phase, this model can make a normal move.
Mount Trait
Mean ‘Un
MONSTER only. When you carry out the Stomp monstrous rampage with this model, the enemy unit you pick suffers D6 mortal wounds on a 2+ instead of D3.
Mount Trait
Loud ‘Un
MONSTER only. When you carry out the Roar monstrous rampage with this model, pick all enemy units within 3″ of this model instead of 1.
Mount Trait
Weird ‘Un
This model has a ward of 4+ against mortal wounds caused by spells and the abilities of endless spells.
Mount Trait
Smelly ‘Un
Subtract 1 from hit rolls for attacks made with melee weapons that target this model if it has not made a charge move in the same turn.
Kruleboyz Battle Traits
Venom-encrusted Weapons
If the unmodified hit roll for an attack made by a KRULEBOYZ ORRUK model is 6, that attack causes a number of mortal wounds to the target equal to the weapon’s Damage characteristic and the attack sequence ends (do not make a wound roll or save roll). This ability has no effect on attacks made by a mount unless noted otherwise.
Kruleboyz Battle Traits
Kruleboyz Waaagh!
Once per battle, in the combat phase, when you pick a friendly KRULEBOYZ general to fight, you can say that they are calling a Kruleboyz Waaagh!. If you do so, pick up to 2 other friendly KRULEBOYZ units wholly within 18” of that general and that have not yet fought in that combat phase. That general and the units you picked can fight one after the other in the order of your choice.
Kruleboyz Battle Traits
Dirty Tricks
After the players have received their starting command points but before the start of the first turn, you can pick 1 of the following Dirty Tricks to employ during the battle: Noisy Racket: On the eve of battle, you make sure the enemy receives no respite as your war drums and rattle-skulls ring out into the night. Subtract 1 from wound rolls for attacks made by enemy units in the first battle round. Lethal Surprise: Your scouts have laid cunningly disguised pitfall traps out in no man’s land. Roll 3 dice. For each 4+, you can pick 1 different terrain feature or different objective that is not wholly within enemy territory and secretly note it down. The first time any enemy unit finishes a move within 1″ of that terrain feature or objective, roll a dice. On a 2+, that unit suffers D6 mortal wounds. Disappearin’ Act: You have sent out your grots to lure a band of enemy warriors into the swamp mists until they become utterly lost. Roll 3 dice. For each 4+, you can pick 1 different enemy unit on the battlefield that has not been reinforced. Then, roll a dice for each unit you picked. If the roll is greater than that unit’s Wounds characteristic, your opponent must remove that unit from the battlefield and set it up as a reserve unit. At the end of your opponent’s first movement phase, they must set up that unit on the battlefield wholly within their territory and more than 9″ away from all enemy units. This Dirty Trick cannot be picked if the battleplan has the ‘No Reserves’ rule (for example Tooth and Nail). Covered in Mud: After some ‘hard finkin’, you command a group of warriors to slather themselves in muck and sneak up on the unwitting enemy. Roll 3 dice. For each 4+, pick 1 friendly unit that is not a HERO or MONSTER. While that unit is in cover, it is not visible to enemy units.
Killaboss
All Part of Da Plan
If a friendly KRULEBOYZ unit fails a battleshock test within 3″ of any friendly units with this ability, only 1 model from that unit will flee.
Murknob with Belcha-banna
Power of Kragnos
When a friendly KRULEBOYZ ORRUK unit wholly within 12″ of this unit is affected by a spell or the abilities of an endless spell, you can roll a dice. On a 5+, ignore the effect of that spell or the effects of that endless spell’s abilities on that unit.
Swampcalla Shaman and Pot-grot
Poisons and Elixirs
At the start of your hero phase, if this unit is more than 3″ from all enemy units, instead of attempting to dispel an endless spell or cast any spells with this unit in that phase, you can say that it is brewing either a poison or an elixir. If you do so, pick 1 friendly KRULEBOYZ ORRUK unit wholly within 12″ of this unit, more than 3″ from all enemy units and that has at least 1 model within 3″ of this unit to be given that poison or elixir. A unit that has been given a poison or elixir cannot be given another poison or elixir in the same hero phase. If that unit is given a poison, until your next hero phase, when you use the Venom-encrusted Weapons battle trait for that unit, mortal wounds are caused on an unmodified hit roll of 5+ instead of 6. If that unit is given an elixir, add 1 to save rolls for attacks that target that unit until your next hero phase.
Swampcalla Shaman and Pot-grot / Gobsprakk, the Mouth of Mork
Summon Boggy Mist
Summon Boggy Mist is a spell that has a casting value of 7. If successfully cast, until your next hero phase, add 1 to charge rolls for friendly KRULEBOYZ ORRUK units on the battlefield and subtract 1 from charge rolls for other units on the battlefield.
Gobsprakk, the Mouth of Mork
Mouth of Mork
If this unit issues the Redeploy command to a KRULEBOYZ unit, you can re-roll the dice that determines the distance the unit that receives the command can move. If this unit issues the Unleash Hell command to a KRULEBOYZ unit, you do not have to subtract 1 from the hit rolls for the attacks made by the unit that receives the command.
Snatchaboss on Sludgeraker Beast Swampboss Skumdrekk
Sludgeraker Venom
Add 1 to the number of mortal wounds caused by the Venom-encrusted Weapons battle trait if the unmodified hit roll was 6 and the attacking unit is wholly within 12″ of any friendly units with this ability.
Kragnos, the End of Empires
The End of Empires
If a friendly DESTRUCTION unit is wholly within 12″ of this unit, you can attempt a charge with that unit if it is within 18″ of an enemy unit instead of 12″. In addition, when making a charge roll for a friendly DESTRUCTION unit wholly within 12″ of this unit, roll 3D6 instead of 2D6.
Rogue Idol
Livin’ Idol
Add 1 to casting rolls for friendly ORRUK WIZARDS while they are within 6″ of any friendly models with this ability. In addition, add 1 to the Bravery characteristic of friendly ORRUK units while they are wholly within 18″ of any friendly models with this ability.
Kruleboyz Wizard
Sneaky Miasma
Sneaky Miasma is a spell that has a casting value of 6 and a range of 18″. If successfully cast, pick 1 friendly KRULEBOYZ MONSTER within range and visible to the caster. That MONSTER can make a normal move.
Missile Attacks
This unit has no missile attacks.
Melee Attacks
This model has weapon profiles for the boss and for his mount, and while only Kruleboyz Orruks benefit from the Venom-encrusted Weapons, the Warscroll specifies that this also applies to the Sludgerakers Noisome Bite and Grasping Talons as well.
Attack
Av Threat Range
Av # of Attacks
Av # of Hits
Av # of Wounds
Damage Output (Pre-save)
Chain-linked Grappling Hook
15″
3
2.0
1.3
3.9
Grasping Talons
15″
5
1.7 +2mw
1.1 +2mw
2.2 +2mw
Noisome Bite
15″
1
0.6
0.5
2.5
Thrashing Tail
15″
2
1.3
1.1
2.2
Based on average dice rolls
Looking at the damage after saves:
Save
Chain-linked Grappling Hook
Grasping Talons
Noisome Bite
Thrashing Tail
–
3.9
2.2 +2mw
2.5
2.2
6+
3.9
2.2 +2mw
2.5
2.2
5+
3.2
1.8 +2mw
2.1
2.2
4+
2.6
1.5 +2mw
1.7
1.8
3+
2.0
1.1 +2mw
1.3
1.5
Amount of damage after saves based on average dice rolls
The chance of this units charge connecting:
Distance
Chance
11″
97%
12″
92%
13″
83%
14″
72%
15″
58%
16″
42%
17″
28%
18″
17%
19″
8%
20″
3%
Chance of making a charge (including movement)
Resilience
With 14 wounds and a 4+ save this model is surprisingly tough. It’ll need at least 28 damage from zero rend weapons allocated to it BEFORE any saves on order to have a chance of destroying this in a single turn.