Kruleboyz – Snatchaboss on Sludgeraker Beast

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KRULEBOYZ WARSCROLL
Snatchaboss
on Sludgeraker Beast
8"
14
4+
5
Experts at capturing prisoners in the mayhem of battle, Snatchabosses regard war as an opportunity to scoop up some prize captives. The Sludgeraker Beasts that bear them into the fighting smell so appalling their scent alone can unman a prospective target.
KRULEBOYZ WARSCROLL
Snatchaboss
on Sludgeraker Beast
MELEE WEAPONS
AtkHitWndRndDmg
Sludgeraker’s Bite [Companion]
Sludgeraker’s Bite
Companion
13+2+1D3+3
Grappling Hook [Crit (Mortal)]
Grappling Hook
Crit (Mortal)
33+3+13
Sludgeraker’s Talons [Companion]
Sludgeraker’s Talons
Companion
64+2+12
BATTLE PROFILE

Unit Size: 1      Points: 240
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Mob Wrangler, Any KRULEBOYZ
Notes: This HERO can join an eligible regiment as a Swamp Beast.

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Sludgeraker’s Talons is 4.

Your Hero Phase
SLUDGERAKER VENOM: The underbelly of a Sludgeraker Beast is coated in rotting detritus, encrusted marsh-slime and the beast’s own secretions – a highly virulent mixture that is used by nearby Kruleboyz to coat their weapons.

Declare: Pick a friendly KRULEBOYZ unit wholly within 12" of this unit to be the target.

Effect: That unit has the SLUDGERAKER VENOM keyword for the rest of the turn.

Once Per Turn (Army), End of Any Turn
FESTERING WOUNDS: A Sludgeraker’s talons and fangs are so coated with toxins and grime that wounds they inflict swiftly turn foul and gangrenous.

Declare: Pick up to 3 enemy units that had any damage points allocated to them by combat attacks made by this unit or a friendly unit with the SLUDGERAKER VENOM keyword to be the targets.

Effect: Roll a D3 for each target. On a 2+:
  • Inflict an amount of mortal damage on the target equal to the roll.
  • Subtract 1 from wound rolls for the target’s attacks until the end of the next turn.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER
DESTRUCTION, KRULEBOYZ
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.

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Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Mob Wrangler.

Infantry Hero
Those HEROES can join an eligible regiment as a Swamp Beast.

Monster Hero
Cavalry Hero
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
© Vyacheslav Maltsev 2013-2025