Kwaak Slickspine & Gub, Croak Sorcerers

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Minion Logo.jpg Kwaak Slickspine & Gub, Croak Sorcerers

Minion Croak Character Solo

Mk4 icon.png
This model is available in one Prime Army, Blindwater Congregation. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

Note that the rest of this page is about the model's Mark III rules.

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

Kwaak Slickspine & Gub, Croak Sorcerers
Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
MAT {{{mat}}}
M.A. 7
DEF 12
ARM 15
ESSENCE {{{essence}}}
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock


  • Amphibious symbol.jpg Amphibious
  • Corrosion Imm symbol.jpg Immunity: Corrosion
  • Magic Ability [ 7 ] - This model can cast spells. Normally this uses up the model's Combat Action and as such is limited to one spell per activation, but exceptions do exist.
  • Share the Load - Once per turn, when this model makes a Magic Ability special attack or special action, immediately after the attack or action resolved it can make one additional Magic Ability special attack or special action.


  • Unarmed - This model has no weapons.



(★ Action) CMD - - Round No
Target friendly Faction warjack/warbeast. If the warjack/warbeast is in range, the next time it suffers damage from an enemy attack while it is not advancing, immediately after the attack is resolved the warjack/warbeast can make a full advance, then Enliven expires. Enliven lasts for one round.
Heal [d3]

(★ Action) B2B - - - -
Target friendly living Faction model. If the model is in range, remove d3 damage points from it.
Mud Foot

(★ Attack) 6 - - Round Yes
This magic attack does no damage. A model/unit hit loses Pathfinder and treats open terrain as rough terrain. Mud Foot lasts for one round.

(★ Attack) 8" spray - 10 (Corrode) - Yes
Venom deals Corrosion Damage. Models hit suffer the Corrosion continuous effect.

Theme Forces


Non-Minion themes

This solo may be used in the following theme forces without using their single minion solo option:

As a minion solo, they can also be taken in a bunch of other Faction's themes as their single allowed minion unit. Refer to #Other Theme Forces.

Thoughts on Kwaak & Gub

Kwaak & Gub in a nutshell

Kwaak and Gub are a 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 have something to do every turn.

  • Enliven helps keep heavies safe by walking them away from a charge, taking only a single free strike. Worth its cost alone.
  • 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

  • Jaga-Jaga, the Death Charmer has Signs & Portents - making hitting easier.
  • "Rask and Friends" consists mainly of 8 point solos and warbeasts and as such they appreciate heals, enliven and infantry clearing equally as well as a contesting solo while the lessers clean up house.
    • Enliven and Countercharge on Lug make for some unpredictable movement options during the opponent turn.
  • Gatormen Posse adding healing to a brick unit makes them brick-ier.

Drawbacks & Downsides

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

Tricks & Tips

  • Keep them back to keep them safe unless you have good reason.
  • Put Enliven on your heavy warbeast, and it'll probably survive a single charge attack + a single free strike (that the Enliven move triggers). Then on your turn you can cast Heal on it twice (if needed, the only damage boxes to truly matter are the last in each spiral) and then go to town on the enemy.
  • Models affected by Mud Foot can still gain pathfinder back. If you are going to put Kwaak somewhere risky just to cast 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)

Other Theme Forces

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

Other Minion models

Minion Logo.jpg       Minion Index       (Edit)
Farrow Warlocks (Edit)
Warlocks Azazello1 - Arkadius1 - Carver1 - Helga1 - Helga2 - Midas1 - Sturm & Drang1
Lesser Warlocks Rorsh

Farrow Warbeasts (Edit)
Lessers Razor Boars
Lights Battle Boar - Gun Boar - Splatter Boar
Dr Arkadius only: Gorax Rager | Midas only: Boneswarm
Heavies Road Hog - War Hog
Gatorman Warlocks (Edit)
Warlocks Barnabas1 - Barnabas2 - Calaban1 - Jaga-Jaga1 - Maelok1 - Rask1
Lesser Warlocks

Barnabas0 - Underchief Mire - Wrong Eye

Gatorman Warbeasts Edit)
Lights Boneswarm - Bull Snapper - [Underchief Mire only: Swamp Troll]
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


Boil Master & Spirit Cauldron - Bog Trog Ambushers - Croak Raiders - Croak Trappers - Gatorman Bokor & Shamblers - Gatorman Posse - Gobber Bellows
Special WA: Void Leech


Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowlers - Lynus & Edrea

Solos Farrow Agata, Queen of Carnage - Farrow Sapper - Maximus - Rorsh & Brine - Targ

Barnabas0 - Bog Trog Mist Speaker - Bog Trog Trawler - Bone Shrine - Croak Hunter - Flugwug the Filcher - Gatorman Husk - Gatorman Soul Slave - Gatorman Witch Doctor - Kwaak Slickspine & Gub - Longchops - Underchief Mire - Wrong Eye & Snapjaw


Alten Ashley - Boomhowler2 - Boomhowler3 - Brun Cragback & Lug - Dahlia Hallyr & Skarath - Death Archon - Dhunian Archon - Efaarit Scout - Eilish Garrity, the Occultist - Feralgeist - Flubbin1 - Flubbin2 & Dreyfus2 - Flugwug the Filcher - Gobber Tinker - Gremlin Swarm - Gubbin1 - Gubbin2 & Dez2 - Gudrun1 - Gudrun2 - Hermit of Henge Hold - Hutchuck, Ogrun Bounty Hunter - J.A.I.M.s - Kogan the Exile - Lanyssa Ryssyl, Nyss Sorceress - Ledfoot & Tredz - Malvin2 - Orin Midwinter, Rogue Inquisitor - Ogrun Bokur - Raluk Moorclaw, the Ironmonger - Primal Archon - Pyg Tank - Saxon Orrik - Scythe - Swamp Gobber Chef - Swamp Gobber River Raiders - Thamarite Advocate - The Wastelander - Thrullg - Totem Hunter - Tubbin - Viktor Pendrake - Void Archon - Weird Wendell

Battle Engines Meat Thresher (Farrow) - Sacral Vault (Gatorman)
Independent Warjack Malvin1 & Mayhem1
Minion - Theme Forces
Minion Faction Themes (Edit) The Blindwater Congregation - The Thornfall Alliance - Vengeance of Dhunia - Will Work for Food
Unlimited Minions themes(Edit) Disciples of Agony (Skorne) - Oracles of Annihilation (Legion) - Secret Masters (Circle)
This index was last updated: 2021.11

Rules Clarifications

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)

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Rules Clarification : Corrosion      (Edit)

  • If you deploy in corrosion hazard terrain (Acid Pool), then you get corroded before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • 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)

  • Combat Action
Nearly all Magic Ability spells require the spellcaster to use their Combat Action to cast the spell. As such it is not an "at any time" ability (like it is when warcasters/warlocks cast spells). This means ...
  • You must complete your movement before you use a MA.
  • 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)
  • You cannot make initial ranged or initial melee attacks on the same turn you use a MA.
  • You cannot buy additional melee/ranged attacks after using a MA special attack. Refer to the core rulebook, "Special attacks listed as a rule of the model itself are neither melee attacks nor ranged attacks. The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any."
  • You cannot use a MA on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Non-Combat Action
There are a few models that can use a Magic Ability without using their Combat Action. These models get around all the restrictions listed above.
  • Models with Geomancy or Necromancy can use a Magic Ability at "any time" just like a warcaster/warlock.
  • Models with Battle Wizard or Necrophage can make melee attacks then get a bonus "free" spell.
  • Models with Combat Caster can cast a spell before charging, then do a normal charge + melee attack.
  • Note that Battle Wizards, Combat Casters, etc have the option to use their Combat Action to cast a spell. Their special rule is in addition to the normal spell casting, not instead of.
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)
RC symbol.png

Rules Clarification : Heal and/or First Aid     (Edit)

  • This ability doesn't target, so you can use it on models behind you.
  • When Heal is used as a magic ability, it bypasses anti-spell stuff that hinge on the word "target" (such as Spell Ward or Arcane Vortex).
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.
  • "Treat Open Terrain as..." (Edit)
    • This ability doesn't change the terrain type, just how models treat it. (In comparison to, say, Rapid Growth which creates a forest.)
    Because it doesn't change, models that get a benefit for being near terrain (ie the Earthborn Dire Troll) need to instead be inside the affected area to gain the benefit. If it's outside the area, then from its current point of view the area is open terrain.
    • If you have two overlapping effects like this (such as "treat open as rough" overlapping with "treat open as shallow water"), the area is treated as both terrain types.
    • If you then have a model that ignores one of the overlapping effects (such as Amphibious trying to treat shallow water as open terrain) they'll still suffer the effect they're not ignoring. (Infernal Ruling)