Battle Traits: Kruleboyz

(Unit)
Type: upgrade
Category: Reference
Categories: Reference
EntryId: 7a79-d86e-48ad-a3ce
Hidden: false

Profiles:

Ability (Passive) Keywords
Dirty Tricks

Your army can use 1 Dirty Trick ability per phase. The effect of a Dirty Trick ability is only applied if you make a successful dirty trick roll. The success of a dirty trick roll depends on the number of Dirty Trick abilities your army has already used this battle round: First:  2+ Second: 3+ Third: 4+ Fourth or subsequent: 5+

Ability (Activated) KeywordsUsed By
Venom-encrusted Weapons

Dirty Trick

Timing:

Once Per Turn (Army), Your Hero Phase

Declare:

Pick a friendly Kruleboyz Infantry unit to be the target, then make a dirty trick roll.

Effect:

Until the start of your next turn, the target’s attacks score critical hits on unmodified hit rolls of 5+.

Lethal Surprise

Dirty Trick

Timing:

Once Per Turn (Army), Any Charge Phase

Declare:

Pick an enemy unit that charged this turn and is in combat with any friendly Kruleboyz units to be the target, then make a dirty trick roll.

Effect:

Inflict D3 mortal damage on the target. In addition, for the rest of the turn, the target’s weapons cannot be affected by the Charge (+1 Damage) weapon ability

Sneaky Sneakin'

Dirty Trick

Timing:

Once Per Turn (Army), Your Movement Phase

Declare:

Pick a friendly Kruleboyz Infantry unit that has 10 or fewer models and is not in combat to be the target, then make a dirty trick roll.

Effect:

Remove the target from the battlefield and set it up again wholly within 3" of a terrain feature and more than 9" from all enemy units.

Noisy Racket

Dirty Trick

Timing:

Once Per Turn (Army), Any Combat Phase

Declare:

Pick an enemy unit in combat with any friendly Kruleboyz units to be the target, then make a dirty trick roll.

Effect:

The target has Strike-last for the rest of the turn.

Used By (1)
Kruleboyz(Catalogue)