Skaventide – Verminlord Warbringer
12
4+
10
WARSCROLL

Verminlord Warbringer

Verminlord Warbringers are toweringly arrogant monstrosities whose every instinct screams for conquest at any price, and whose martial skill is preternatural. None can long stand against them before being reduced to gory trophies.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Prehensile Tails
Prehensile Tails6"3+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Doom Glaive
Doom Glaive3"63+3+-1D3
Spike-fist
Spike-fist1"13+-22
DAMAGE
Wounds SufferedMovePrehensile TailsSpike-fist
0-212"42+
3-410"33+
5-78"23+
8-96"14+
10+4"04+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 280
Battlefield Role: Leader, Behemoth

DESCRIPTION

A Verminlord Warbringer is a single model armed with a Doom Glaive, Spike-fist and Prehensile Tails.

ABILITIES

Amidst the Seething Tide: Warbringers draw strength from being immersed in a scrabbling tide of Verminus worshippers.
You can re-roll wound rolls for attacks made by this model while it is within 13" of 13 or more friendly SKAVEN models.

Fist of Verminus Supremacy: Warbringers drive their spike-fists into their enemy’s weak spots, exploiting the slightest gap in their foe’s defences to deliver a bloody coup de grace.
If the unmodified wound roll for an attack made with this model’s Spike-fist is 6, add 4 to the damage inflicted by that attack.

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.

MAGIC

This model is a WIZARD. It can attempt to cast two spells in your hero phase, and attempt to unbind two spells in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Dreaded Death Frenzy spells.

Dreaded Death Frenzy: With a snarled invocation of goading, the Warbringer triggers the black hunger in its underlings, driving them into a froth-jawed murder frenzy.
Dreaded Death Frenzy has a casting value of 7. If successfully cast, pick up to D3 friendly SKAVENTIDE units wholly within 13" of the caster and visible to them. Until your next hero phase, when a model from any of those units is slain, before it is removed from play, it can make a pile-in move and then attack with all of the melee weapons it is armed with.

COMMAND ABILITIES

Tyrant of Battle: The fierce warriors of the Clans Verminus will attack with terrible vigour at the command of a Verminlord Warbringer.
You can use this command ability in the combat phase. If you do so, pick 1 friendly model with this command ability. In that phase, you can re-roll hit and wound rolls of 1 for friendly CLANS VERMINUS units while they are wholly within 13" of that model.

KEYWORDS
CHAOS, DAEMON, VERMINLORD, SKAVENTIDE, CLANS VERMINUS, MONSTER, HERO, WIZARD, VERMINLORD WARBRINGER
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.
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.
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.
Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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 CLANS VERMINUS keyword is used in following Skaventide warscrolls:

None
Battleline
Leader
Leader, Behemoth

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 MONSTER keyword is used in following Skaventide warscrolls:

Leader, Behemoth
Behemoth
© Vyacheslav Maltsev 2013-2020