Kruleboyz – Swampcalla Shaman with Pot-grot

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KRULEBOYZ WARSCROLL
Swampcalla Shaman
with Pot-grot
5"
6
6+
2
It is rare to find a Kruleboyz raid launched without a Swampcalla Shaman accompanying its boss, muttering the will of Mork into his ears. These orruks, however, are no simple advisors. They are conduits for roiling Waaagh! energy who possess the ability to harness the crude magics of their race without immediately detonating in a burst of green light. Perhaps unsurprisingly, the spells wrought by a Swampcalla Shaman all possess an ugly, slimy edge. With a wave of their staff and a rattling of knucklebones, a Swampcalla can transform the ground before them into a sucking peat bog or summon foul, choking mists. As well as more traditional spellflinging, it is the Swampcalla Shamans who create the toxins and bog-brews so readily employed by the Kruleboyz and feared by their enemies. Like their magic, there seems to be little formal training in how to create such broths; most Swampcallas simply toss whatever ingredients feel right into a dented cauldron, bid their Pot-grot minions stir it all up while grunting appropriate-sounding ritual phrases, then test it out on the nearest unlucky captive. Their concoctions usually have a constitution-enhancing effect on any orruks who gulp them down, though every now and again, something outright lethal finds its way into the mix…
KRULEBOYZ WARSCROLL
Swampcalla Shaman
with Pot-grot
MELEE WEAPONS
AtkHitWndRndDmg
Bogbark Staff [Crit (Mortal)]
Bogbark Staff
Crit (Mortal)
34+3+-D3
BATTLE PROFILE

Unit Size: 1      Points: 120
MODELBASE SIZE
Swampcalla Shaman40mm
Pot-grot25mm
Can be reinforced: No
Regiment Options: Any INFANTRY

Passive
POT-GROT: This little grot is given the important role of ‘stirrin’ da pot’.

Effect: This unit’s Pot-grot is a token. Add 1 to casting rolls for this unit while its Pot-grot is on the battlefield. If you make an unmodified casting roll of 4 or less for this unit, remove its Pot-grot from the battlefield.

Once Per Turn (Army), Your Hero Phase
FOUL ELIXIRS: Swampcalla Shamans brew up disgusting but life-saving elixirs, which they distribute to their Kruleboyz mates to aid them in battle.

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

Effect: Roll a dice. On a 3+, add 1 to save rolls for the target for the rest of the turn. On a 1-2, allocate D3 damage points to the target (ward rolls cannot be made for those damage points).

KEYWORDS
HERO, WIZARD (1), INFANTRY
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.

The INFANTRY keyword is used in the following Kruleboyz warscrolls:

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

23.0 Tokens
Tokens are not considered to be models for rules purposes and can be ignored or moved out of the way for purposes of visibility, coherency or abilities. They cannot be picked as the target of abilities. Their purpose is to indicate persisting effects on units they are placed next to. Each time a unit with a token finishes a move or is set up, place the token next to the unit.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

The WIZARD keyword is used in the following Kruleboyz warscrolls:

© Vyacheslav Maltsev 2013-2024