Kwaak Slickspine & Gub, Croak Sorcerers

From Battle College
Jump to: navigation, search

This server will go offline in September 2018. Please migrate to our new server, Warmachine University


For more info on why we're moving to a new server, check out the Brief History section on the new main page, and/or listen to episode 45 of the LOS podcast
If you have made an edit within the last month or so, please check the new server and see if it was copied by the autobot.
You may need to copy-paste your work to the new server manually. Sorry.

Kwaak Slickspine & Gub, Croak Sorcerers
Minion Croak Character Solo

The conjoined brothers Kwaak Slickspine and Gub were born with the gift of sorcery. This unusual pair fights on behalf of the croak tribes allied to the Blindwater Congregation, hoping to one day secure a permanent home for their people. The uniting of their bodies and souls allows them to output a blistering storm of magic, which they use to destroy any foe the Blindwater Congregation has marked for death.

Basic Info[edit]

Kwaak Slickspine & Gub, Croak Sorcerers
Base Size Small
DEF 12
ARM 15
HP 5
Cost 4
See also How to Read the statblock


Unarmed - This model has no weapons.


  • Minion - Works as a Circle Orboros minion, Legion of Everblight Minion, Skorne minion, and as a Trollblood minion
  • Amphibious - This model treats shallow water as open terrain while advancing. While completely in shallow water, this model gains concealment and does not block line of sight.
  • Immunity: Corrosion - This model does not suffer corrosion damage, nor the continuous corrosion effect.
  • Share the Load - Once per turn, when Kwaak casts a spell, immediately afterwards Gub can cast a spell.
  • Magic Ability [ 7 ] - This model can use its Combat Action to cast spells. Offensive spells are a (★ Attack) and friendly spells are a (★ Action).
    • Enliven (★ Action) - Target friendly Faction warjack/warbeast in CMD range. The next time it suffers damage from an enemy attack (except while advancing), after the attack it may make a full advance. Enliven expires when it is used, or after one round.
    • Heal [d3] (★ Action) - Remove d3 damage from a living Faction model in B2B.
    • Venom (★ Attack) - POW10, 8" spray. Deals Corrosion Damage and inflicts Continuous Corrosion.
    • Mud Foot (★ Attack) - 6" range, magic attack that does no damage. A model/unit hit loses Pathfinder and treats open terrain as rough terrain. Lasts for one round.

Thoughts on Kwaak Slickspine & Gub, Croak Sorcerers[edit]

Recent Release icon.jpg

Recent Release
This model/theme has only recently been released, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Feel free to remove this warning if you, personally, have a good level of gameplay experience with the model, have reviewed this article, and either you A) agree with the content 100% or B) for the parts you disagree with, you don't strongly disagree; and it's more a case of differing opinions between you and previous editors rather than incorrect content / bad advice.

Kwaak Slickspine & Gub, Croak Sorcerers in a nutshell[edit]

Kwaak and Gub are a fairly powerful and effective spellcaster with four spells and the ability to cast two in a turn. All of their spells are situationally useful, and mean they will something to do every turn.

  • Enliven helps keep heavies safe.
  • Heal is occasionally useful, especially if a warbeast gets an aspect shot out
  • Corrosion sprays can shred single wound infantry units
  • Mud Foot is incredibly powerful, especially against slow units. It means that spd 6 units with 2" melee will only threaten 8" if they charge. The short range means Kwaak will often die as a result, but this spell can shut down an assassination run very quickly.

Combos & Synergies[edit]

Drawbacks & Downsides[edit]

  • They have no defensive tech, low DEF, and are squishy
  • Mud Foot doesn't stop flying or ghostly

Tricks & Tips[edit]

  • Keep them back to keep them safe unless you have good reason.
  • A heavy is seldom killed by a charge attack and a free strike triggered from Enliven. Which means you can make them waste that stack of focus - then mangle the enemy with your surviving heavy. The only damage boxes to truly matter are the last in each spiral.
  • Models affected by mud foot can still gain pathfinder back. If you are going to throw away Kwaak with a mud foot, be sure they don't have Rhupert or Saxon Orrik hanging around to negate it.



Released in the Blindwater CID (2017.09)

Theme Forces[edit]

Circle Orboros (Edit) Legion of Everblight (Edit)
Skorne (Edit) Trollbloods (Edit)

Other Minion models[edit]



Farrow Warlocks (Edit)
Warlocks Arkadius1 - Carver1 - Helga1 - Midas1 - Sturm & Drang1
Lesser Warlocks Rorsh
Farrow Warbeasts (Edit)
Lessers Razor Boars
Lights Battle Boar - Gun Boar - Splatter Boar
Dr Arkadius only: Gorax Rager
Heavies Road Hog - War Hog
Gatorman Warlocks (Edit)
Warlocks Barnabas1 - Barnabas2 - Calaban1 - Jaga-Jaga1 - Maelok1 - Rask1
Lesser Warlocks Wrong Eye
Gatorman Warbeasts (Edit)
Lights Boneswarm - Bull Snapper
Heavies Blackhide Wrastler - Blind Walker - Ironback Spitter - Swamp Horror
Gargantuans Dracodile
Units, Solos, & Battle Engines
Warlock attachments Targ - Gatorman Soul Slave
Units Farrow Farrow Bone Grinders - Farrow Brigands - Farrow Commandos - Farrow Razorback Crew - Farrow Slaughterhousers - Farrow Valkyries
Gatorman Bog Trog Ambushers - Croak Raiders - Gatorman Bokor & Shamblers - Gatorman Posse - Gobber Bellows
Special WA: Void Leech
Nyss Hunters - Blythe & Bull - Boomhowlers - Lynus & Edrea
Solos Farrow
Agata, Queen of Carnage - Maximus - Rorsh & Brine - Targ
Gatorman Boil Master & Spirit Cauldron - Bog Trog Mist Speaker - Bog Trog Trawler - Croak Hunter - Gatorman Husk - Gatorman Soul Slave - Gatorman Witch Doctor
Kwaak Slickspine & Gub - Longchops - Wrong Eye & Snapjaw
Unaligned Efaarit Scout - Feralgeist -Gobber Tinker - Gremlin Swarm - Ogrun Bokur - Gobber Chef - Gobber Raiders - Thrullg - Totem Hunter
Alten Ashley - Brun Cragback & Lug - Dahlia Hallyr & Skarath - Eilish Garrity - Gudrun the Wanderer - Hutchuck - Lanyssa Ryssyl, Nyss Sorceress - Orin - Raluk - Saxon Orrik - Viktor Pendrake
Battle Engines Meat Thresher (Farrow) - Sacral Vault (Gatorman)
Minion - Theme Forces (Edit)
The Blindwater Congregation - The Thornfall Alliance - Will Work for Food

Rules Clarifications[edit]

RC symbol.png

Rules Clarification : Unarmed      (Edit)

  • Since this model has no weapons it does not have a melee range.
    • This means it can't engage other models, declare charges, or make free strikes
    • Also it can't gain abilities that require a melee range (such as Ragman granting this model Dark Shroud).
  • However, other models that do have melee weapons can engage this model. So this model can still gain the "target in melee" shooting bonus.

Rules Clarification : Amphibious - None yet. (Edit)

RC symbol.png

Rules Clarification : Corrosion      (Edit)

  • A weapon can inflict continuous corrosion without itself being a corrosion damage weapon (for example, the Acidic Touch animus). In this case, the attack can hurt models with Immunity: Corrosion it just won't apply the continuous effect.

Rules Clarification : Share the Load - None yet. (Edit)

RC symbol.png

Rules Clarification : Magic Ability      (Edit)

  • Almost every magic ability cannot be used on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Using a Magic Ability counts as a spell, for effects such as Spell Ward, Witch Hunter, etc.
  • Unlike with warcasters/warlocks, using a Magic Ability is not an "any time" ability. This means:
    • You must complete your movement before you use a MA.
    • You cannot make ranged or melee attacks on the same turn you use a MA.
    • You cannot use a MA on the same turn you charge.
    • (Unless, of course, the rules for the specific MA you're using say you can.)
  • A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)
RC symbol.png

Rules Clarification : Enliven      (Edit)

  • You can't "save" Enliven, you must use it or lose it the first time the warjack is damaged. It lacks the "you can choose to move" wording like, say, Watcher has.
  • Since the attacking model is the "active player", Enliven is resolved at Step 13 of the Timing Sequence.
  • Your Enliven movement can trigger enemy abilities, such as Countercharge.
  • If an enemy takes control of the warjack on a "hit" (such as the Machine Wraith) then you can't trigger Enliven. Because by the time you get to the "damage" step of the Timing Sequence it's one enemy model attacking another enemy model. (Infernal Ruling)

Rules Clarification : Heal and/or First Aid - None yet. (Edit)

RC symbol.png

Rules Clarification : Venom      (Edit)

  • Damage Type (Edit)
    • This spell does elemental damage in addition to magical damage, not instead of magical damage. (Infernal Ruling)
RC symbol.png

Rules Clarification : Mud Foot      (Edit)

  • Models can regain Pathfinder while affected by Mud Foot (for instance, via Saxon). Mud Foot doesn't have the "and cannot regain it" wording that, say, Marked For Death does.