Skaven – Krittok Foulblade

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SKAVEN WARSCROLL
Krittok Foulblade
6"
6
4+
2
Canny and cruel in equal measure, Krittok Foulblade has a profound instinct for where his minions' deaths can best serve him. He also understands with a rare clarity that even meagre displays of largesse, however falsely intended, can spur a measure of loyalty from his underlings. This same cold and calculating mindset is extended by the Clawlord to his dealings with the daemon-blade Doomfang, for the raging Verminlord trapped within its steel must be bargained with constantly if its powers are to bolster Krittok's own warrior abilities
SKAVEN WARSCROLL
Krittok Foulblade
RANGED WEAPONS
RngAtkHitWndRndDmg
Warplock Pistol [Crit (Auto-wound)]
Warplock Pistol
Crit (Auto-wound)
10"23+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Doomfang [Crit (Mortal)]
Doomfang
Crit (Mortal)
53+3+22
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 40mm
Can be reinforced: No
Regiment Options: Any VERMINUS

Any Combat Phase
DOOMFANG: Though Doomfang offers the ageing Krittok martial power, he must constantly haggle with its daemonic occupant, a fact that can sometimes prove distracting.

Effect: This unit has STRIKE-FIRST for the rest of the turn but it cannot use commands this phase.

Enemy Hero Phase
1
A REPUTATION FOR CUNNING: Krittok's laboriously crafted reputation for deviousness sees his thralls obey him without question.

Effect: You can pick 2 different eligible units to use the ’Always Three Clawsteps Ahead’ ability this phase instead of 1, but at least 1 of those units must have the VERMINUS keyword.

Passive
FOSTER COMPETITION: Krittok has created a system in which his armoured swarms are so desperate to earn his favour that they spend only some of their time plotting his overthrow.

Effect: Add 1 to wound rolls for friendly Stormvermin units while they are wholly within 13"of this unit.

KEYWORDS
WARMASTER, UNIQUE, HERO, INFANTRY
CHAOS, SKAVEN, VERMINUS
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.

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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 model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • 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.
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).
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).
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.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.

The VERMINUS keyword is used in the following Skaven warscrolls:

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.
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.

The WARMASTER keyword is used in the following Skaven warscrolls:

Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

Once Per Turn (Army), Enemy Hero Phase
ALWAYS THREE CLAWSTEPS AHEAD: The best laid plans of the Skaven never go awry (or so they claim).

Declare: Pick a friendly non-MONSTER SKAVEN unit that is not in combat and was not set up this turn to use this ability.

Effect: That unit can use the ’Normal Move’ ability as if it were your movement phase.
© Vyacheslav Maltsev 2013-2024