Kruleboyz – Swampboss Skumdrekk

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KRULEBOYZ WARSCROLL
Swampboss Skumdrekk
8"
15
4+
5
Skumdrekk is something of a celebrity among the Kruleboyz, for his collection of hideous beasts numbers in the hundreds. He is the master of the Murkvast Menagerie, a swathe of mega-mangrove swamp in Ghur. The roots of these giant trees form a tangled network of stout wooden pillars, each a ready-made cage into which he has forced scores of unusual beasts. Yet it is not Skumdrekk’s impressive menagerie that has clinched his fame so much as his skill as a bet-master. With a talent for the finer points of wagering, bartering and – naturally – cheating, Skumdrekk has grown impossibly rich. Captives by the hundred are brought to the Murkvast Menagerie, and the roots of the mangrove trees are pulled aside to let specific beasts roam free. The details of who gets killed by what are the subject of an endless series of bets, with Skumdrekk and his Kountin’ Krew – a cadre of devious hobgrots backed up by troggoth muscle – presiding over the whole affair. Skumdrekk rides the elder beast Sloppklaw, a Sludgeraker he broke to his will as a yoof and his faithful steed to this day. Though extremely near-sighted and a bit senile, Sloppklaw is still the fiercest of his kind yet encountered, and he has a talent for sudden explosions of violence – any victim caught by Skumdrekk’s snatcha-stikk and dragged near the beast’s muzzle will be swiftly eviscerated.
KRULEBOYZ WARSCROLL
Swampboss Skumdrekk
MELEE WEAPONS
AtkHitWndRndDmg
Snatcha-stikk [Crit (Mortal)]
Snatcha-stikk
Crit (Mortal)
54+3+12
Sloppklaw’s Talons [Companion]
Sloppklaw’s Talons
Companion
64+2+12
Sloppklaw’s Bite [Companion]
Sloppklaw’s Bite
Companion
14+2+1D3+3
BATTLE PROFILE

Unit Size: 1      Points: 240
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Mob Wrangler, Any KRULEBOYZ

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

Deployment Phase
KOUNTIN’ KREW: Swampboss Skumdrekk keeps his hobgrot lackeys, known as his ‘Kountin’ Krew’, close to hand. So close, in fact, that it is they who get first dibs on the toxic sludge that coats the underbelly of his Sludgeraker.

Declare: Pick a friendly Hobgrot Slittaz unit within this unit’s combat range to be the target.

Effect: For the rest of the battle, the target’s Slitta-knives have Crit (Mortal) while they are wholly within 12" of this unit.

Deployment Phase
BET-MASTER: Skumdrekk and his hobgrot Kountin’ Krew take bets at the start of a battle as to which of the enemy will be first to die.

Declare: Pick an enemy unit on the battlefield to be the bet.

Effect: Add 1 to wound rolls for attacks made by this unit and friendly Hobgrot Slittaz units that target the bet.

Once Per Turn (Army), End of Any Turn
AGGRAVATE WOUNDS: The ornery and near-sighted Sloppklaw has developed a keen scent for weakness, and he will eagerly tear into wounded prey in a savage frenzy.

Declare: Pick an enemy MONSTER in combat with this unit to be the target.

Effect: Roll a number of dice equal to the number of damage points the target has. For each 5+, inflict 1 mortal damage on the target.
KEYWORDSRAMPAGE

KEYWORDS
UNIQUE, 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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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’).
This HERO can join an eligible regiment as a Mob Wrangler.

Infantry Hero
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).
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.
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.

The UNIQUE keyword is used in the following Kruleboyz warscrolls:

© Vyacheslav Maltsev 2013-2024