SkaventideLord Skreech Verminking
12
4+
10
WARSCROLL

Lord Skreech Verminking

Malevolent and terrifying beyond words, this most ancient and monstrous of all the Verminlords is a blight upon reality. He can draw upon the masteries of all his anarchic species, and wields the most dire sorceries in all skavendom.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Prehensile Tails
Prehensile Tails6"3+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Doom Glaive
Doom Glaive3"63+3+-1D3
Plaguereaper
Plaguereaper1"3+3+-11
DAMAGE
Wounds SufferedMovePrehensile TailsPlaguereaper
0-212"48
3-410"37
5-78"26
8-96"15
10+4"04
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 320
Battlefield Role: Leader, Behemoth
Notes: Unique

DESCRIPTION

Lord Skreech Verminking is a named character that is a single model. He is armed with a Doom Glaive, a Plaguereaper and Prehensile Tails.

ABILITIES

Protection of the Horned Rat: An eerie sense of watchfulness surrounds this being, and an unholy aura of warding protects them from harm.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 5+ that wound or mortal wound is negated.

Terrifying: This horrific monstrosity strikes fear deep into the hearts of its enemies.
Subtract 1 from the Bravery characteristic of enemy units while they are within 3" of any models with this ability.

The Thirteen-headed One: Lord Verminking can call upon his knowledge of the shadowslinking of Eshin, the fleshcrafting of Moulder, the plaguebrewing of Pestilens, the warp-tech of Skryre, the warrior skill of Verminus or the arcane lore of the Masterclan.
At the start of your hero phase, pick 1 one of the following areas of knowledge for this model to draw upon. The rule for that area of knowledge applies to this model until your next hero phase. You cannot pick the same area of knowledge more than once per battle.

Knowledge of the Arcane: Add 1 to casting, dispelling and unbinding rolls for this model.

Knowledge of Fleshcrafting: Heal D3 wounds allocated to this model when you pick this area of knowledge.

Knowledge of Plague-brewing: If the unmodified hit roll for an attack made with this model’s Plaguereaper is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Knowledge of Shadowslinking: Subtract 1 from hit rolls for attacks that target this model.

Knowledge of Warp-tech: This model’s Doom Glaive has a Rend characteristic of -3 instead of -1.

Knowledge of the Warrior: Add 1 to hit rolls for attacks made by this model.

MAGIC

Lord Skreech Verminking is a WIZARD. He can attempt to cast two spells in your hero phase, and attempt to unbind two spells in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Dreaded Thirteenth Spell spells.

Dreaded Thirteenth Spell: With a sickening lurch, the fabric of reality is torn open by the twisting, mutating power of the Great Horned Rat.
The Dreaded Thirteenth Spell has a casting value of 8. If successfully cast, pick 1 enemy unit within 13" of the caster and visible to them, and roll 13 dice. For each 4+ that unit suffers 1 mortal wound. You can then summon 1 unit of CLANRATS to the battlefield, and add it to your army. The summoned unit can have up to 1 model for each mortal wound that was inflicted by this spell. The summoned unit must be set up wholly within 13" of the caster and more than 9" from any enemy units. The summoned unit cannot move in the following movement phase.

COMMAND ABILITIES

The Rat King: The warriors of the skaventides fight with rabid fury at Lord Skreech’s command, in a futile attempt to curry his favour.
You can use this command ability at the start of the combat phase. If you do so, in that phase you can re-roll wound rolls of 1 for attacks made by friendly SKAVENTIDE units while they are wholly within 13" of a friendly model with this command ability.

KEYWORDS
CHAOS, DAEMON, VERMINLORD, SKAVENTIDE, MASTERCLAN, MONSTER, HERO, WIZARD, LORD SKREECH VERMINKING
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Unbinding and Dispelling
A WIZARD can attempt to unbind an endless spell when it is initially cast as normal. In addition, a WIZARD can attempt to dispel one endless spell at the start of each of their hero phases. If a wizard attempts to dispel an endless spell, they can attempt to cast one less spell than normal that phase.

In order to dispel an endless spell, first pick an endless spell model within 30" of the wizard and visible to them, and then roll 2D6. If the roll is greater than the casting value of the spell, the endless spell is dispelled. An endless spell model cannot be subjected to more than one dispel attempt per hero phase.

When an endless spell is dispelled its model is removed from play; the model can then be used again if the same endless spell is successfully cast later in the battle.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
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.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.

The CLANRATS keyword is used in following Skaventide warscrolls:

Battleline
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.

The DAEMON keyword is used in following Skaventide warscrolls:

Leader, Behemoth
Behemoth

The VERMINLORD keyword is used in following Skaventide warscrolls:

Leader, Behemoth
Behemoth

The MASTERCLAN keyword is used in following Skaventide warscrolls:

Leader
Leader, Behemoth
Behemoth

The MONSTER keyword is used in following Skaventide warscrolls:

Leader, Behemoth
Behemoth
© Vyacheslav Maltsev 2013-2020