SkaventideStormfiends
6"
6
4+
6
WARSCROLL

Stormfiends

Stormfiends are monstrous fusions of vat-bred Rat Ogors and Skryre contraptions. They are the lumbering shock-troops of the Clans Skryre, and can sweep away entire enemy units in a heartbeat with their vicious wonder-weapons.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ratling Cannons
Ratling Cannons12"3D64+3+-11
Windlaunchers
Windlaunchers24"34+4+-3D3
Warpfire Projectors
Warpfire Projectors8"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Doomflayer Gauntlets
Doomflayer Gauntlets1"2D33+3+-2D3
Grinderfists
Grinderfists1"44+3+-22
Shock Gauntlets
Shock Gauntlets1"44+3+-12
Clubbing Blows
Clubbing Blows1"44+3+-2
PITCHED BATTLE PROFILE

Unit Size: 3 - 6      Points: 260
Battlefield Role: None
Notes: Battleline in Skaventide army if general is MASTERCLAN or CLANS SKRYRE, and all other units are CLANS SKRYRE

DESCRIPTION

A unit of Stormfiends has any number of models. Up to one third of the models in the unit (rounding up) can be armed with one of the following weapon options: Warpfire Projectors and Clubbing Blows; or Windlaunchers and Clubbing Blows.

Up to one third of the models in the unit (rounding up) can be armed with one of the following weapon options: Grinderfists; or Ratling Cannons and Clubbing Blows.

Up to one third of the models in the unit (rounding up) can be armed with one of the following weapon options: Doomflayer Gauntlets and Warpstone-laced Armour; or Shock Gauntlets and Warpstone-laced Armour.

ABILITIES

Doomflayer Gauntlets: Whirling gyroscopic gears make doomflayer gauntlets especially deadly when the bearer charges at a foe.
Add 1 to hit rolls for attacks made with Doomflayer Gauntlets if the attacking model made a charge move in the same turn.

Grinderfist Tunnellers: Grinderfists can be used to create underground tunnels.
If a unit includes any models equipped with Grinderfists, instead of setting up that unit on the battlefield, you can place it to one side and say that it is set up underground as a reserve unit.

At the end of each of your movement phases, roll a dice for each underground reserve unit. On a 1 or 2, that unit remains underground in reserve (roll for it again in your next movement phase). On a 3+ set up that unit on the battlefield more than 9" from any enemy units.

Any underground reserve units that are still underground and which fail to arrive at the end of your third movement phase suffer D6 mortal wounds. Any surviving models are then set up on the battlefield more than 9" from any enemy units.

Shock Gauntlets: Sometimes the electrical discharges created by a pair of shock gauntlets create a series of linked explosions.
If the unmodified hit roll for an attack made with Shock Gauntlets is 6, that attack inflicts D6 hits on that target instead of 1. Make a wound and save roll for each hit.

Warpfire Projectors: These horrific weapons engulf the target in searing gouts of warpfire.
Do not use the attack sequence for an attack made with Warpfire Projectors. Instead, roll a dice for each model in the target unit that is within 8" of the attacking model. For each 4+ the target unit suffers 1 mortal wound.

Warpstone-laced Armour: Stormfiends armed with doomflayer gauntlets or shock gauntlets are protected by heavy plates of warpstone-laced armour.
A model wearing Warpstone-laced Armour has a Wounds characteristic of 7 instead of 6.

Windlaunchers: The gas clouds unleashed by a windlauncher engulf even the largest enemy formations in choking poisonous fumes.
Add 1 to hit rolls for attacks made with Windlaunchers if the target has 10 or more models. In addition, Windlaunchers can target enemy units that are not visible to the attacking model.

KEYWORDS
CHAOS, SKAVEN, SKAVENTIDE, CLANS MOULDER, CLANS SKRYRE, STORMFIENDS

The MASTERCLAN keyword is used in following Skaventide warscrolls:

Leader
Leader, Behemoth
Behemoth

The CLANS SKRYRE keyword is used in following Skaventide warscrolls:

None
Artillery
Leader
Behemoth
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.
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.
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.

The CLANS MOULDER keyword is used in following Skaventide warscrolls:

None
Leader
Behemoth

The CLANS SKRYRE keyword is used in following Skaventide warscrolls:

None
Artillery
Leader
Behemoth
© Vyacheslav Maltsev 2013-2020