Skaventide – Warpgnaw Verminlord
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WARSCROLL

Warpgnaw Verminlord

Warpgnaw Verminlords possess the unique ability to bore gnawholes through reality using their dark magic. Hated and envied in equal measure by their daemonic peers, these secretive beings lead skaven swarms to invade the realms wherever it suits their agendas.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Prehensile Tail
Prehensile Tail6"3+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gnaw-glaive
Gnaw-glaive2"43+3+-2
DAMAGE
Wounds SufferedMovePrehensile TailGnaw-glaive
0-212"45
3-410"34
5-78"23
8-96"12
10+4"01
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 270
Battlefield Role: Behemoth

DESCRIPTION

A Warpgnaw Verminlord is a single model armed with a Prehensile Tail and Gnaw-glaive.

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.

Realm Guide: The Warpgnaw Verminlords claim – and none have the courage to gainsay them – that it was they who first bestowed the boon of gnawholes upon the skaven race. Certainly their knowledge of these twisted ways is second to none, allowing them to squirm through the cracks in reality to fall upon their horrified foes.
Instead of setting up this model on the battlefield, you can place this model to one side and say that it is moving through the cracks in reality as a reserve unit.

If you do so, at the end of your movement phase, set up this model wholly within 6" of a GNAWHOLE and more than 9" from any enemy models. This counts as this model’s move for that movement phase.

Any units moving through the cracks in reality that are not set up on the battlefield before the start of the fourth battle round are slain.

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 Splinter-screech spells.

Splinter-screech: The Warpgnaw Verminlord gives an atonal shriek that rises in pitch until reality itself shivers, shudders, then cracks asunder.
Splinter-screech has a casting value of 5. If successfully cast, pick 1 enemy model within 12" of the caster, and roll a dice. If the roll is equal to or greater than that model’s Wounds characteristic, it is slain.

KEYWORDS
CHAOS, DAEMON, SKAVENTIDE, MASTERCLAN, VERMINLORD, MONSTER, HERO, WIZARD, WARPGNAW VERMINLORD
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.
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.

The GNAWHOLE keyword is used in following Skaventide warscrolls:

Scenery
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.

The DAEMON keyword is used in following Skaventide warscrolls:

Leader, Behemoth
Behemoth

The MASTERCLAN keyword is used in following Skaventide warscrolls:

Leader
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