SkaventideDoom-Flayer
2D6"
3
5+
4
WARSCROLL

Doom-Flayer

The Doom-Flayer rumbles across the battlefield in a whirling blur of blades, its crew seeking to close the distance to the foe with un-skavenlike eagerness. When its charge hits home, the bloody carnage that ensues is hideous to behold.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Whirling Blades
Whirling Blades1"D63+3+-11
Rusty Knives
Rusty Knives1"25+5+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 60
Battlefield Role: None

DESCRIPTION

A Doom-Flayer is a single model armed with Whirling Blades and Rusty Knives.

ABILITIES

Whirling Death: Doom-Flayers crash into the foe with hellish results, leaving a trail of gore in their wake.
Add 1 to hit rolls for attacks made with this model’s Whirling Blades if this model made a charge move in the same turn.

More-more Whirling Death: A daring or deranged crew can kick the warpstone generator that powers their Doom-Flayer into overdrive. Sometimes they even survive the experience.
Before you determine the Attacks characteristic for this model’s Whirling Blades, you can say that the crew have kicked its generator into overdrive. If you do so, roll 2D6 to determine the Attacks characteristic for that attack instead of D6. However, if you do so and the roll that determines the Attacks characteristic is either a double or a roll of 7, this model is slain after all of the attacks have been resolved.

KEYWORDS
CHAOS, SKAVEN, SKAVENTIDE, CLANS SKRYRE, WEAPON TEAM, DOOM-FLAYER
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.

The CLANS SKRYRE keyword is used in following Skaventide warscrolls:

None
Artillery
Leader
Behemoth

The WEAPON TEAM keyword is used in following Skaventide warscrolls:

None
© Vyacheslav Maltsev 2013-2020