SkaventidePackmasters
6"
2
6+
5
WARSCROLL

Packmasters

The Packmasters of the Clans Moulder ply their lashes and their snapping thingscatchers to goad their war beasts into battle. Should the foe stray close, those same vicious weapons are readily turned upon them, too.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Herding Whip
Herding Whip3"14+4+-1
Rusty Blade
Rusty Blade1"24+4+-1
Things-catcher
Things-catcher2"14+4+-12
PITCHED BATTLE PROFILE

Unit Size: 3 - 12      Points: 60
Battlefield Role: None

DESCRIPTION

A unit of Packmasters has any number of models, each armed with a Herding Whip and Rusty Blade. 1 in every 3 models can replace their Rusty Blade with a Things-catcher.

ABILITIES

Crack the Whip: Packmasters use their whips to drive their fighting beasts into a battle frenzy.
Add 1 to hit rolls for attacks made with melee weapons by friendly CLANS MOULDER PACK units while they are wholly within 12" of any models with this ability. In addition, double the Bravery characteristic of friendly CLANS MOULDER PACK units while they are wholly within 12" of any models with this ability.

KEYWORDS
CHAOS, SKAVEN, SKAVENTIDE, CLANS MOULDER, PACKMASTERS
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

The CLANS MOULDER and PACK keywords are used in following Skaventide warscrolls:

None

The CLANS MOULDER keyword is used in following Skaventide warscrolls:

None
Leader
Behemoth
© Vyacheslav Maltsev 2013-2020