Slaves to Darkness – Krittok’s Clawpack

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REGIMENT OF RENOWN
Krittok’s Clawpack
Krittok Foulblade has achieved what few other Skaven can boast: a warlike reputation even amongst fellow forces of Chaos, who are typically eager to scorn the craven ratmen. Alongside his most vicious, claw-picked warriors and flesh-mangling war engines, he has fought across the realms to cement his legend. Of course, Krittok remains one of the Horned Rat's brood, and his stunning list of successes is in part due to his discerning eye for when a battle is turning against him...
REGIMENT OF RENOWN
Krittok’s Clawpack
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

Each unit in this Regiment of Renown has the KRITTOK’S CLAWPACK keyword.


BATTLE PROFILE

Points: 450

Passive
FICKLE MOTIVES: Krittok has built his reputation on an impressive stack of victories, in part down to the ferocity of his Stormvermin elite and in part because of his willingness to cut his losses.

Effect: Add 1 to the Attacks characteristic of melee weapons used by friendly KRITTOK’S CLAWPACK units while you have more victory points than your opponent.

Subtract 3 from the control scores of friendly KRITTOK’S CLAWPACK units while you have fewer victory points than your opponent.

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 KRITTOK’S CLAWPACK unit that is not in combat to use this ability.

Effect: That unit can use the ’Normal Move’ ability as if it were your movement phase.

Passive
SKRYRE PAYLOADS: Krittok has made great effort to secure an arsenal of deadly Doom-Flayers, and he expects his minions to protect his investment with their lives.

Effect: Friendly KRITTOK’S CLAWPACK Doom-Flayers units have WARD (5+) while they are within the combat range of a friendly KRITTOK’S CLAWPACK Stormvermin unit.
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
Army List
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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.

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).
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.
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

3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
© Vyacheslav Maltsev 2013-2024