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Murkvast Menagerie

An Army of Renown for Kruleboyz: only the units below, with these battle traits and enhancements in place of the army’s own, and no battle formation. It cannot take a Regiment of Renown. Build one by choosing it under Army of Renown in the list builder.

Battle traits

After It, Ladz!
Once Per Turn (Army), Your Movement Phase

Declare: Pick a friendly Murkvast Menagerie Monster unit that was not set up this turn to be the target.

Effect: The target can move up to 3". It can move into combat. If it was in combat at the start of the move, it must end that move in combat.

Crawly Swarm

Effect: Subtract 1 from hit rolls for combat attacks that target friendly Murkvast Menagerie units while they are wholly within 12" of a friendly Murkvast Menagerie Monster that has not charged this turn.

Propa Grisly
Once Per Turn (Army), Any Combat Phase

Declare: Pick a friendly Murkvast Menagerie Monster unit that has not used any Rampage abilities this turn to use this ability. Then, pick an enemy unit in combat with it to be the target.

Effect: Roll a number of dice equal to the Health characteristic of that Murkvast Menagerie Monster. For each 6+, inflict 1 mortal damage on the target.
After this ability has been resolved, this unit cannot use any other Rampage abilities for the rest of the turn.

Heroes (6)

Swampboss Skumdrekk
8" · 15W · Sv 4+
150
Snatchaboss on Sludgeraker Beast
8" · 14W · Sv 4+
180
Killaboss on Corpse-rippa Vulcha
12" · 14W · Sv 4+
240
Breaka-boss on Mirebrute Troggoth
5" · 12W · Sv 4+
180
Swampcalla Shaman with Pot-grot
5" · 6W · Sv 6+
120
Swampboss Skumdrekk (Scourge of Ghyran)
8" · 15W · Sv 4+
210

Units (7)

Marshcrawla Sloggoth
6" · 10W · Sv 4+
130
Man-skewer Boltboyz
5" · 2W · Sv 5+
100
Kruleboyz Monsta-killaz
5" · 2W · Sv 5+
140
Gutrippaz
5" · 2W · Sv 5+
150
Hobgrot Slittaz
5" · 1W · Sv 6+
70
Da Kunnin' Krew
5" · 3W · Sv 5+
120
Daggok's Stab-ladz
5" · 3W · Sv 5+
120

Artefact of Power

Skinwriggla Larvae
Once Per Battle, Your Hero Phase

Declare: Pick an objective within 6" of this unit to be infested with bugs for the rest of the battle.

Effect: While an enemy unit is contesting an objective that is infested with bugs:
• Subtract 3 from that unit's control score.
• Ignore positive modifiers to that unit's control score.

Heroic Trait

Grim Diet

Effect: This unit has Ward (5+)

Manifestation Lore

Manifestation Lore: Murkvast Menagerie
Foot of Gork
Once Per Turn, Your Movement Phase

Declare: Pick a part of this Manifestation to be the target.

Effect: Remove the target from the battlefield and set it up again on the battlefield wholly within 9" of the other part of this Manifestation.
 Then, roll a D3 for each enemy unit within 3" of the target. On a 2+:
• Inflict an amount of mortal damage on that unit equal to the roll.
• That unit has the Stomped keyword until the start of your next turn.
• Subtract 1 from the number of dice rolled when making charge rolls for Stomped units, to a minimum of 1.

Summon Foot of Gork
Your Hero Phase

Declare: If there is not a friendly Foot of Gork on the battlefield, pick a friendly Murkvast Menagerie Wizard to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Foot of Gork wholly within 12" of the caster, visible to them and more than 9" from all enemy units. A Foot of Gork has 2 parts that must be set up within 9" of each other.

Spell Lore

Spell Lore: Murkvast Menagerie
Morkish Mist
Your Hero Phase

Declare: Pick a friendly Murkvast Menagerie Wizard to cast this spell, pick a visible friendly Murkvast Menagerie Infantry unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, the target has Ward (5+).