Kruleboyz – Marshcrawla Sloggoth

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KRULEBOYZ WARSCROLL
Marshcrawla Sloggoth
6"
10
4+
2
Marshcrawla Sloggoths are an offshoot of the troggoth race that prey on the small and the weak. Ironic, then, that they are used as beasts of war by the small, weak grots that skulk in the corners of Kruleboyz society. The Marshcrawla Sloggoths make their way through the quagmires of the Mortal Realms on all fours. They tend towards easy kills and will gladly gobble up the young of other species instead of taking on fully grown prey. A Sloggoth’s long, flexible arms are perfect for reaching into hideaways to snatch those within, much to the horror of enemies who seek refuge from them. When their quarry is caught, they will burst into sudden action, jaws darting forward to clamp down on the head of their victim. To add to their list of awful qualities, like other breeds of troggoth, their uncanny constitution allows them to regenerate wounds at an alarming rate. Captive Sloggoths will have a howdah mounted on their back, in which grots will ride to war. No orruk worth his teef would be seen dead on such a cowardly beast, but the grots understand that beneath this veneer is a beast capable of great violence when goaded to action. They hurl weighted nets from its back and thrust out man-snatcher polearms to disarm or incapacitate those that would otherwise escape their Sloggoth’s grasping claws.
KRULEBOYZ WARSCROLL
Marshcrawla Sloggoth
MELEE WEAPONS
AtkHitWndRndDmg
Nets and Snatcha‑stikks
Nets and Snatcha‑stikks44+5+-1
Sloggoth’s Claws [Companion]
Sloggoth’s Claws
Companion
64+2+12
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 105 × 70mm
Can be reinforced: No

Start of Any Turn
REGENERATION: Troggoths are able to regrow injured flesh almost as quickly as it is harmed.

Effect: Heal (D3) this unit.

Passive
ON DA MARCH: The drummer that rides with a snatcha-krew beats out a powerful rhythm upon his kettle drum that inspires the Kruleboyz around them to race headlong toward the enemy.

Effect: While they are wholly within 12" of this unit, friendly KRULEBOYZ INFANTRY units can use CHARGE abilities even if they used a RUN ability in the same turn.

KEYWORDS
WAR MACHINE
DESTRUCTION, KRULEBOYZ
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).

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Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).

The KRULEBOYZ and INFANTRY keywords are used in the following Kruleboyz warscrolls:

The WAR MACHINE keyword is used in the following Kruleboyz warscrolls:

© Vyacheslav Maltsev 2013-2024