At the fore of Skittershank’s Clawpack is Snyp Padpaw, a grizzled Clan Stryk veteran. At his side, Kreep Kinwhisper uses a cage filled with screeching ratlings to track down prey. Meanwhile, Krowch’t backstabs his foes with his razor-sharp dagger, and Skulck picks off enemies from afar with his trusty sling.
|Kreep Kinwhisper, Krowch’t, Skulck||25mm|
Single, Unique. Slynk Skittershank
and Skittershank’s Clawpack units must be taken as a set. Although taken as a set, each is a separate unit.
The models in Skittershank’s Clawpack are Snyp Padpaw, Kreep Kinwhisper, Krowch’t and Skulck. Snyp Padpaw is armed with a Sword and Fighting Claw. Kreep Kinwhisper is armed with a Trifang Triskele and Net. Krowch’t is armed with a Bladed Tonfa and Dagger. Skulck is armed with an Eshin Sling and Stabbing Blade. Kinwhisper’s Ratlings: Kreep Kinwhisper’s ratling pets help the Clawpack sneak within striking distance of a foe without the alarm being raised. Eshin Toxins: Eshin weapons are coated in deadly poisons.
If the unmodified hit roll
for an attack made by this unit is 6, the target suffers D3 mortal wounds
and the attack sequence
ends (do not make a wound roll
or save roll
During deployment, instead of setting up this unit on the battlefield, you can place it to one side and say that it is infiltrating the foe as a reserve unit
. If you do so, when you would set up a friendly SLYNK SKITTERSHANK
during deployment, you can say that it will join this unit infiltrating the foe as a reserve unit.
At the end of your first movement phase
, you must set up this unit on the battlefield, wholly within 6" of a terrain feature
and more than 6" from all enemy units. Then, if SLYNK SKITTERSHANK
joined this unit in reserve, set up that unit within 1" of this unit and more than 6" from all enemy units.
Running Death: Eshin warriors are trained in a unique fighting style that allows them to attack with incredible speed and dexterity.
This unit can run
and still shoot
later in the turn.