Skaven

The skaven are a race of mutant ratmen. They are true beings of Chaos, their every thought turned towards selfish advancement and conquest. Their technologies and magics are powered by the foul substance known as warpstone. Anarchic, prolific and deranged, the skaven are a threat to every living being in the Mortal Realms.

This page contains all of the rules you need to field your Skaven miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:


Books

BookKindEditionLast update
  Skaven
  SkavenBattletome4September 2024
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4August 2025
  Blades of Khorne
  Blades of KhorneBattletome4July 2025
  Scourge of Ghyran - Skaven
  Scourge of Ghyran - SkavenExpansion4May 2025
  Legends compendium
  Legends compendiumWarscroll4April 2025
  Sons of Behemat
  Sons of BehematFaction Pack4January 2025
  Grotmas Advent: Regiments of Renown
  Grotmas Advent: Regiments of RenownWarscroll4December 2024
  Regiments of Renown
  Regiments of RenownWarscroll4November 2024

Designers’ Commentary

Battletome: Skaven

Q:If I pick a friendly Stormfiends unit as the target of the ‘Filth-crust’ prayer with a chanting roll of 8+, how would the Crit (Mortal) weapon ability interact with the ‘Shock Gauntlets’ ability?
A:
The Crit (Mortal) weapon ability would inflict mortal damage on the target unit equal to the Damage characteristic and the attack sequence would end, so ‘Shock Gauntlets’ would have no further effect.
Q:If an enemy unit is affected by the ‘Gaze of the Gnaw’ ability and must attack Vizzik Skour, can the models in that unit that are not within Vizzik Skour’s combat range after piling in attack?
A:
No.
Q:If a Warp-Grinder picks another Warp-Grinder unit to be set up in the tunnels below using the ‘Tunnel Skulkers’ ability, can both of those units use the ‘Warp-Ambush’ ability to attempt to set up the units on the battlefield?
A:
Yes.
Q:When using the Grey Seer’s ‘Warpstone Shards’ ability, if the 3D6 casting roll includes 2 or more rolls of 1 (before removing one of the dice), is that spell miscast?
A:
Yes.
Q:If I successfully cast ‘Gnaw Through Reality’ on a Scourge of Ghyran Grey Seer on Screaming Bell, could I then use ‘Tunnels Through Reality’ to remove that unit and set it up wholly within 6" of another friendly Gnawhole?
A:
No. ‘Gnaw Through Reality’ does not allow the Grey Seer on Screaming Bell to use abilities from the Gnawhole warscroll, only to be treated as a Gnawhole when using those abilities.
Q:If a flying unit passes across a Gnawhole, does it ignore the effect of the ‘Volatile Ground’ ability since the ‘Fly’ ability means that units ignore terrain features while moving?
A:
No. The unit still counts as having passed across the Gnawhole, so the effect applies.

Faction Rules


Battle Traits

Skaven armies can use the following abilities:

Deployment Phase
THE LURKING VERMINTIDE: What scurries beneath the surface?

Declare: Pick a friendly SKAVEN unit that has not been deployed.

Effect: Set up that unit in reserve in the tunnels below. It has now been deployed.
KEYWORDSDEPLOY

Once Per Turn (Army), Enemy Hero Phase
ALWAYS THREE CLAWSTEPS AHEAD: The best laid plans of the Skaven never go awry (or so they claim).

Declare: Pick a friendly non-MONSTER SKAVEN unit that is not in combat and was not set up this turn to use this ability.

Effect: That unit can use the ’Normal Move’ ability as if it were your movement phase.

Passive
TOO QUICK TO HIT-HIT: These skittish ratmen dart and run in all directions, avoiding retribution as they flee from combat.

Effect: No mortal damage is inflicted on friendly SKAVEN INFANTRY and CAVALRY units by RETREAT abilities.

Once Per Battle Round (Army), Start of Battle Round
SPLINTERS OF THE VERMINDOOM: In the aftermath of the Vermindoom, reality continues to fracture and tear as gnawholes bore into reality, spewing forth endless tides of ratmen.

Declare: You can use this ability if there are fewer than 3 friendly Gnawholes on the battlefield.

Effect: Set up a Gnawhole on the battlefield more than 9" from all enemy units, more than 3" from all objectives and more than 1" from all other terrain features.

Your Movement Phase
GNAWHOLE AMBUSH: Emerging from a green, glowing rift, the Skaventide pours onto the battlefield.

Declare: Pick a friendly SKAVEN unit that is in the tunnels below to use this ability.

Effect: Set up that unit wholly within 6" of a friendly Gnawhole and more than 9" from all enemy units.

Battle Formations

You can pick 1 of the following battle formations for a Skaven army. Each battle formation grants a different ability you can use in the battle.

BATTLE PROFILE
NamePoints
Virulent Procession0
Fleshmeld Menagerie0
Claw-horde0
Warpcog Convocation0
Envoys of the Deepengnaw0
Gathering of the Clans0

Virulent Procession

Once Per Turn (Army), End of Any Turn
CORRUPTED EARTH: The Clans Pestilens are relentless in advancing the spread of plague and corruption.

Declare: Pick up to 3 friendly PESTILENS units that are in combat to be the targets.

Effect: For each target:
  • Make a pile-in move.
  • Then, pick an enemy unit in combat with the target and roll a D3. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll.


Fleshmeld Menagerie

Once Per Turn (Army), Your Hero Phase
PRIZED CREATIONS: Moulder warbeasts are studded with warpstone crystals and pumped full of vile serums that spur their battle-rage – at the occasional cost of overtaxing their forms.

Declare: Pick up to 3 friendly non-HERO MOULDER units to be the targets.

Effect: Roll a dice for each target and apply the corresponding effect:
1-2Self-destructive Fury: Inflict D3 mortal damage on the target.
3-4Rabid Infusion: Add 1 to the Attacks characteristic of the target’s melee weapons until the start of your next turn.
5-6Blinded by Frenzy: In addition to the effect of ‘Rabid Infusion’, the target has WARD (5+) until the start of your next turn.


Claw-horde

Once Per Turn (Army), Your Combat Phase
CLAW-PICKED: The Stormvermin and Clanrats of a Verminus Claw‑horde are amongst the most ferocious of all ratmen.

Declare: Pick up to 3 friendly VERMINUS units that charged this turn to be the targets.

Effect: Add 1 to the Rend characteristic of the targets’ melee weapons for the rest of the turn.


Warpcog Convocation

Once Per Turn (Army), Your Shooting Phase
SKRYRE PROTOTYPES: The fell contraptions wielded by these ratmen were created by the Clans Skryre’s most ingenious weaponsmiths.

Declare: Pick up to 3 friendly SKRYRE units to be the targets.

Effect: Roll a dice for each target and apply the corresponding effect:
1Kaboom!: Inflict D3 mortal damage on the target.
2-5More Power!: Add 1 to wound rolls for the target’s shooting attacks for the rest of the turn.
6More-more Power!: In addition to the effect of ‘More Power!’, add 1 to the Rend characteristic of the target’s ranged weapons for the rest of the turn.


Envoys of the Deepengnaw

Passive
WILL OF THE HORNED RAT: Although they tower over the rest of the swarm, Verminlords are as craven and cunning as any Skaven – in truth even more so – and will readily use their underlings as fodder to protect their own hides.

Effect: While a friendly SKAVEN DAEMON is within the combat range of a friendly non-HERO SKAVEN INFANTRY unit:
  • That SKAVEN DAEMON has WARD (4+).
  • Each time you make a successful ward roll for that SKAVEN DAEMON, allocate 1 mortal damage on a friendly non-HERO SKAVEN INFANTRY unit within that unit’s combat range after the damage sequence for that unit has been resolved (ward rolls cannot be made for these damage points).


Gathering of the Clans

Once Per Turn (Army), Reaction: You declared the ‘Redeploy’ command for a friendly SKAVEN unit
BACKSTABBING ALLIES: The Skaven often form uneasy alliances between clans, but none of them want to suffer the brunt of the fighting when the enemy draws near.

Effect: Pick up to 2 other friendly SKAVEN units that are not in combat and are wholly within 13" of the unit using the ‘Redeploy’ command to be the targets. Each target must have at least one of the following keywords: VERMINUS, SKRYRE, MOULDER, PESTILENS, ESHIN. After that ‘Redeploy’ command has been resolved, each of the targets can immediately use the ‘Redeploy’ command in an order of your choice without any command points being spent.

Heroic Traits

Devious Machinations

Hero only

BATTLE PROFILE
NamePoints
Scurry Away0
Short-tempered0
Skilled Manipulator0
Any Combat Phase
SCURRY AWAY: This Skaven chief does not think twice about scampering to safety when things look to be going south. Perhaps that’s why they have lived so long.

Effect: If this unit is in combat, roll a dice. On a 3+, this unit can immediately use the ‘Retreat’ ability as if it were your movement phase.

Passive
SHORT-TEMPERED: This twitching and irascible Skaven has succeeded in making their minions more afraid of their displeasure than of the enemy.

Effect: Add 1 to run rolls and charge rolls for friendly SKAVEN units while they are wholly within 13" of this unit.

Passive
SKILLED MANIPULATOR: This Skaven warlord is particularly devious and selfserving, deftly ensuring that their minions are always conveniently positioned between themselves and potential threats.

Effect: While this unit is within the combat range of a friendly non-HERO SKAVEN INFANTRY unit:

  • This unit has WARD (4+).
  • Each time you make a successful ward roll for this unit, allocate 1 damage point to a friendly non-HERO SKAVEN INFANTRY unit within this unit’s combat range after the damage sequence for this unit has been resolved (ward rolls cannot be made for those damage points).


Ruinous Realm-Gnawers

HERO only

BATTLE PROFILE
NamePoints
DEVIOUS UNDERLING0
FLESHMEDDLER0
PIT TINKERER0
Deployment Phase
DEVIOUS UNDERLING: Sly in the extreme, this ratman has mastered the art of biding his time, content to wait until his superiors’ demise before violently seizing control for himself.

Declare: Pick another friendly SKAVEN HERO on the battleeld with a Health characteristic that equals or exceeds this unit’s Health characteristic to be the target.

Effect: For the rest of the battle:
  • While the target has not been slain, friendly SKAVEN INFANTRY units have WARD (6+) while they are wholly within 13" of this unit.
  • Once the target has been slain, add 2 to charge rolls for friendly SKAVEN INFANTRY units while they are wholly within 13" of this unit.

Your Hero Phase
FLESHMEDDLER: This Skaven carries syringe darts filled with warpstone serum that can be fired into the patchwork hides of nearby Moulder creations to give them a ‘bit of extra bite’.

Declare: Pick a friendly MOULDER unit wholly within 13" of this unit to be the target.

Effect: Pick 1 of the target’s melee weapons. Add 1 to the Rend characteristic of that weapon for the rest of the turn.

Passive
PIT TINKERER: This mechanically minded Skaven has a compulsion to make ‘improvements’ to the Skryre devices under his command.

Effect: You can re-roll the random characteristic rolls for the Move characteristic of friendly SKRYRE WAR MACHINES while they are wholly within 13" of this unit. In addition, each time a friendly SKRYRE WAR MACHINE wholly within 18" of this unit uses the ‘Rolling Doom’ or ‘Whirling Doom’ ability, add 1 to the amount of mortal damage inflicted, if any.

Artefacts of Power

Relics of Ruin

HERO only

BATTLE PROFILE
NamePoints
Foulhide0
Warpstone Charm0
Skavenbrew0
End of Any Turn
FOULHIDE: Fashioned from the flensed flesh of Rat Ogors and soaked in cloying alchemical agents, this stinking armour sticks to its wearer like a bloated second skin and regrows as fast as it can be hacked apart.

Effect: Heal (D3) this unit.

Any Combat Phase
WARPSTONE CHARM: This foul talisman radiates mutating energy that can be directed at an enemy unit to erode their armour.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from save rolls for the target for the rest of the turn.

Once Per Battle, Any Combat Phase
SKAVENBREW: This foul concoction, brewed from blood and warpstone, is dispensed to expendable underlings to drive them into a short-lived but devastating killing frenzy.

Declare: Pick a friendly non-HERO SKAVEN INFANTRY unit wholly within 13" of this unit to be the target.

Effect: Inflict D3 mortal damage on the target. Then, add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the turn.

Spell Lore

BATTLE PROFILE
NamePoints
Lore of Ruin0

Lore of Ruin

Your Hero Phase
6
SKITTERLEAP: Vanishing in a puff of foul-smelling smoke, the verminkin reappear elsewhere on the battlefield an eye-blink later.

Declare: Pick a friendly SKAVEN WIZARD to cast this spell, pick a visible friendly SKAVEN HERO wholly within 13" of them to be the target, then make a casting roll of 2D6.

Effect: Remove the target from the battlefield and set it up again on the battlefield more than 9" from all enemy units.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
6
WITHER: The spellcaster hurls a glowing green globe of magical energy at the foe. Anyone touched by the globe starts to shrivel and wither away.

Declare: Pick a friendly SKAVEN WIZARD to cast this spell, pick a visible enemy unit within 13" of them to be the target, then make a casting roll of 2D6.

Effect: Inflict D3 mortal damage on the target.
KEYWORDSSPELL

Your Hero Phase
6
WARPGALE: Screeching in an unholy tongue, the caster parts the veil of reality and draws a ravening gale of unnatural energies forth.

Declare: Pick a friendly SKAVEN WIZARD to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: The target has STRIKE-LAST for the rest of the turn.
KEYWORDSSPELL

Prayer Lore

BATTLE PROFILE
NamePoints
Noxious Prayers0

Noxious Prayers

Your Hero Phase
4
FILTH-CRUST: The Great Horned Rat heeds the call of this priest to encrust the weapons of their minions with irresistible contagions.

Declare: Pick a friendly SKAVEN PRIEST to chant this prayer, pick a visible friendly SKAVEN INFANTRY unit wholly within 13" of them to be the target, then make a chanting roll of D6.

Effect: Add 1 to wound rolls for the target’s combat attacks until the start of your next turn. In addition, if the chanting roll was 8+, the target’s melee weapons have Crit (Mortal) until the start of your next turn.
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
4
BILE-TORRENT: The priest screeches with glowing green eyes as a torrent of bile sweeps over their foe.

Declare: Pick a friendly SKAVEN PRIEST to chant this prayer, pick a visible enemy unit within 13" of them to be the target, then make a chanting roll of D6.

Effect: Roll a number of dice equal to the number of models in the target unit. For each 5+, inflict 1 mortal damage on the target. If the chanting roll was 8+, inflict 1 mortal damage on the target for each 4+ instead.
KEYWORDSPRAYER

Your Hero Phase
5
RABID-TOUGH: The priest snarls and conjures a dense cloud of toxins that sends their followers into a frenzy that numbs them to pain.

Declare: Pick a friendly SKAVEN PRIEST to chant this prayer, pick a visible friendly SKAVEN INFANTRY unit wholly within 13" of them to be the target, then make a chanting roll of D6.

Effect: Subtract 1 from wound rolls for attacks that target that unit until the start of your next turn. In addition, if the chanting roll was 8+, add 1 to save rolls for the target until the start of your next turn.
KEYWORDSPRAYER

Manifestation Lore

BATTLE PROFILE
NamePoints
Manifestations of Doom0

Manifestations of Doom

Your Hero Phase
7
SUMMON WARP LIGHTNING VORTEX: Warpstone shards are cast into the air, growing impossibly large and discharging bolts of warp lightning.

Declare: If there is not a friendly Warp Lightning Vortex on the battlefield, pick a friendly SKAVEN WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up the first part of the Warp Lightning Vortex within 18" of the caster and visible to them, then set up the second and third parts exactly 7" from the first part and exactly 7" from each other so that they form a triangle.
KEYWORDSSUMMON, SPELL

Your Hero Phase
7
SUMMON VERMINTIDE: A Skaven spellcaster can summon forth a seething mass of arcane rodents that consumes everything in its path.

Declare: If there is not a friendly Vermintide on the battlefield, pick a friendly SKAVEN WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Vermintide wholly within 13" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSUMMON, SPELL

Your Hero Phase
7
SUMMON BELL OF DOOM: Invoking ancient creation myths, the spellcaster causes a great Bell of Doom to manifest upon the battlefield.

Declare: If there is not a friendly Bell of Doom on the battlefield, pick a friendly SKAVEN WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Bell of Doom wholly within 13" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSUMMON, SPELL

Army of Renown

The Great-Grand Gnawhorde

When you pick the Skaven faction for your army, you can choose for it to be a Great-grand Gnawhorde Army of Renown. If you do so, use the faction rules on these pages instead of the Skaven faction rules. Every unit in your army must be drawn from the units listed in the roster options opposite. All units in your army gain the GNAWHORDE keyword.

ROSTER OPTIONS
  • Vizzik Skour, Prophet of the Horned Rat
  • Non-UNIQUE MASTERCLAN Units
  • Non-UNIQUE VERMINUS units
  • Non-UNIQUE SKRYRE units
  • Non-UNIQUE MOULDER units
  • You cannot include Regiments of Renown or faction terrain

Battle Traits

Passive
DISCIPLES OF VIZZIK: The clawpacks of the Great-grand Gnawhorde protect their daemon-prophet by any means necessary.

Effect: While a friendly Vizzik Skour is within the combat range of another friendly GNAWHORDE unit:

  • That Vizzik Skour has WARD (4+).
  • Each time you make a successful ward roll for that Vizzik Skour, allocate 1 damage point to a friendly GNAWHORDE unit within its combat range after the damage sequence has been resolved.

Once Per Turn (Army), Any Shooting Phase
UNSTOPPABLE WARP-VOLLEY: The Warlocks of the Gnawhorde are no less aggressive than their Verminus kin - they are simply able to strike from further away.

Declare: You can only use this ability if you have not used any WARPSHATTER THROES abilities this turn. Pick up to 3 friendly GNAWHORDE units to be the targets.

Effect: For the rest of the turn:

  • Add 3" to the Range characteristic of the targets’ ranged weapons.
  • The targets cannot use commands.
KEYWORDSWARPSHATTER THROES

Once Per Turn (Army), Your Movement Phase
FRENZIED MOMENTUM: Hateful bells clanging in their minds, the swarms of the Great-grand Gnawhorde surge into the fray.

Declare: You can only use this ability if you have not used any WARPSHATTER THROES abilities this turn. Pick up to 3 friendly GNAWHORDE units to be the targets.

Effect: For the rest of the turn:

  • Add 2 to run rolls and charge rolls for the targets.
  • Subtract 1 from the targets’ control scores.
KEYWORDSWARPSHATTER THROES

Once Per Turn (Army), Any Combat Phase
RECKLESS ABANDON: With the death frenzy upon them, the Gnawhorde's warriors show a most unusual disregard for self-preservation.

Declare: You can only use this ability if you have not used any WARPSHATTER THROESabilities this turn. Pick up to 3 friendly GNAWHORDES units to be the targets.

Effect: For the rest of the turn:

  • Add 1 to the Attacks characteristic of the targets’ melee weapons.
  • Add 1 to hit rolls for combat attacks that target those friendly units.
KEYWORDSWARPSHATTER THROES


Heroic Traits

HERO only
Once Per Battle, Start of Any Turn
HARBINGER OF THE GREAT ASCENDANCY: In the eyes of this Skaven warlord, nothing can stop the Horned Rat's ascendancy and the ruination of the Mortal Realms.

Effect: If this unit is not in combat, you can use 2 different WARPSHATTER THROES abilities this turn instead of 1.


Artefacts of Power

HERO only
Once Per Battle, Your Hero Phase
ICON OF GREAT-TOTAL SUPREMACY: Within this jagged brass reliquary lies a cutting from the Horned Rat's whiskers. It exerts a natural hold over the Skaven, drawing frothing warriors to it.

Effect: You can return up to D3 slain models to each friendly GNAWHORDE INFANTRY unit with a Health characteristic of up to 3.


Spell Lore

Your Hero Phase
8
DEAFENING FRENZY: The caster enhances the clangour of the thirteen Warpshatter Bells in the minds of a nearby swarm, driving them to even greater heights of fury.

Declare: Pick a friendly GNAWHORDE WIZARD to cast this spell, pick a visible friendly GNAWHORDE INFANTRY unit wholly within 13" of them to be the target, then make a casting roll of 2D6. The casting roll for this spell cannot be modified.

Effect: Until the start of your next turn:

  • The target has STRIKE-FIRST.
  • The target cannot use commands.
KEYWORDSSPELL, UNLIMITED


Prayer Lore

Your Hero Phase
7
REVERBERATING RITUAL: The priest chants in time with the tolling of the Warpshatter Bells, sonically shattering the last dregs of sanity from nearby ratmen and filling them with dreadful hunger.

Declare: Pick a friendly GNAWHORDE PRIEST to chant this prayer, pick a visible friendly GNAWHORDE INFANTRY unit wholly within 13" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, the target can move an extra 3" when it makes a pile-in move. In addition, if the chanting roll was 8+, add 1 to the target’s control score until the start of your next turn.
KEYWORDSPRAYER, UNLIMITED


Manifestation Lore

Your Hero Phase
7
SUMMON VERMINTIDE: A Skaven spellcaster can summon forth a seething mass of arcane rodents that consumes everything in its path.

Declare: If there is not a friendly Vermintide on the battlefield, pick a friendly SKAVEN WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Vermintide wholly within 13" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

Army of Renown

Thanquol’s Mutated Menagerie

When you pick the Skaven faction for your army, you can choose for it to be a Thanquol’s Mutated Menagerie Army of Renown. If you do so, use the faction rules on these pages instead of the Skaven faction rules. Every unit in your army must be drawn from the units listed in the roster options opposite. All units in your army gain the MUTATED MENAGERIE keyword.

ROSTER OPTIONS

Battle Traits

Passive
MONSTROUS ENTOURAGE: Thanquol is well practised in getting Moulder mutants to die on his behalf.

Effect: The Companion weapon ability has no effect on MUTATED MENAGERIE units. While a friendly Thanquol is within the combat range of another friendly MUTATED MENAGERIE unit:

  • That Thanquol has WARD (4+).
  • Each time you make a successful ward roll for that Thanquol, allocate 1 damage point to a friendly MUTATED MENAGERIE unit within its combat range after the damage sequence has been resolved.

Once Per Turn (Army), Any Combat Phase
SPITEFUL SWARMS: Always one for a cunning trick, churning rat-swarms have been stitched into the guts of Thanquol's beasts, ready to burst free in a wave of disorienting fangs and claws when their host is slain.

Declare: Pick a friendly non-HERO MUTATED MENAGERIE MONSTER unit that has not used any RAMPAGE abilities this turn to use this ability.

Effect: This unit has STRIKE-FIRST for the rest of the turn. However, at the end of the turn, this unit is destroyed. When this unit would be destroyed, before it is removed from play, roll a dice for each enemy unit within 6" of this unit. On a 3+, subtract 1 from the Attacks characteristic of that enemy unit’s melee weapons for the rest of the battle.

After this ability has been resolved, this unit cannot use any other RAMPAGE abilities for the rest of the turn.
KEYWORDSRAMPAGE

Once Per Turn (Army), Your Hero Phase
MORE-MORE MUTATION!: The sponsorship of a Grey Seer gives Thanquol's flesh-grafting lackeys licence to pursue their most deranged experiments.

Declare: Pick a friendly non-HERO MUTATED MENAGERIE unit to be the target. You cannot pick the same unit to be the target of this ability more than once per battle.

Effect: For the rest of the battle:

  • Add 2 to the target’s Health characteristic.
  • Add 2" to the target’s Move characteristic.
  • Add 1 to the Attacks characteristic of the target’s melee weapons.
  • The target has WARD (5+).
  • At the end of each turn, allocate D3+2 damage points to the target.

Once Per Turn (Army), Any Combat Phase
RAMPAGING DEMISE: Thanquol cares little for the survival of his beasts and is more than willing to have them sacrifice themselves in spasms of fury.

Declare: Pick a friendly non-HERO MUTATED MENAGERIE MONSTER unit that has not used any RAMPAGE abilities this turn to use this ability.

Effect: This unit has STRIKE-FIRST for the rest of the turn. However, at the end of the turn, this unit is destroyed. When this unit would be destroyed, before it is removed from play, roll a D3 for each enemy unit within 6" of this unit. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll.

After this ability has been resolved, this unit cannot use any other RAMPAGE abilities for the rest of the turn.
KEYWORDSRAMPAGE


Heroic Traits

HERO only
Once Per Battle, Any Combat Phase
PACK TACTICS: Though insane with frenzy, the beasts of Thanquol's menagerie retain some of their predatory swarming instincts..

Declare: Pick up to 2 friendly non-HERO MUTATED MENAGERIE MONSTER units wholly within 13" of this unit to be the targets.

Effect: The targets can each use the ‘All-out Attack’ or ‘All-out Defence’ command this phase even if that command has been used by a friendly unit this phase.


Artefacts of Power

HERO only
Once Per Battle, Your Hero Phase
WARPSTONE INNARDS: A 'gift' from Thanquol, these warpstone-studded organs have been inserted into a prized warbeast to augment its power.

Declare: Pick a friendly non-HERO MUTATED MENAGERIE MONSTER unit wholly within 13" of this unit to be the target.

Effect: Add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the battle. However, at the end of each turn, allocate D3 damage points to the target.


Spell Lore

Your Hero Phase
5
UNTAPPED MUTATION: This wizard manipulates the warpstone melded into the flesh of their minions, pushing the limits of their physicality before they are inevitably destroyed.

Declare: Pick a friendly MUTATED MENAGERIE WIZARD to cast this spell, pick up to 3 visible friendly MUTATED MENAGERIE units wholly within 13" of them that are affected by the ‘More-more Mutation!’ ability to be the targets, then make a casting roll of 2D6.

Effect: For each damage point allocated to the target at the end of this turn by the ‘More-more Mutation!’ ability, add 1 to the target’s control score until the start of your next turn.
KEYWORDSSPELL, UNLIMITED


Manifestation Lore

Your Hero Phase
7
SUMMON WARP LIGHTNING VORTEX: Warpstone shards are cast into the air, growing impossibly large and discharging bolts of warp lightning.

Declare: If there is not a friendly Warp Lightning Vortex on the battlefield, pick a friendly SKAVEN WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up the first part of the Warp Lightning Vortex within 18" of the caster and visible to them, then set up the second and third parts exactly 7" from the first part and exactly 7" from each other so that they form a triangle.
KEYWORDSSPELL, SUMMON

PATH TO GLORY

Here, you will find additional rules to use with a Skaven army while playing through a Path to Glory campaign. The Path to Glory content in this book is divided into two parts: the Anvil of Apotheosis and Paths for Skaven units.

The Anvil of Apotheosis

You can have 1 Anvil of Apotheosis hero on your Order of Battle and/or army roster, unless otherwise specified in the battlepack you are using. They can be your warlord.

There are 7 steps to follow to create your hero:
1. Set a destiny point limit.
2. Fill out the starting warscroll.
3. Choose a Great Clan.
4. Pick your hero’s origin and/or flaw.
5. Choose a Skaven Contraption or Moulder-beast.
6. Pick any Contraption Upgrades or Moulder-beast Mutations.
7. Pick any other upgrades.

Your Hero's Warscroll
You can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details.

The Anvil of Apotheosis is a hero creator. Using the rules in this section, you can create a custom warscroll for a HERO to use in your Path to Glory campaign. This can represent any miniature of your choosing, including one you have lovingly kitbashed or converted.

After the Anvil of Apotheosis, you will find 2 Paths for Skaven units. These follow the rules outlined for Paths in the Path to Glory battlepack you are using (e.g. Path to Glory: Ascension in the Core Book).

Step 1 - Set a Destiny Point Limit

The Anvil of Apotheosis uses a currency called destiny points. First, you need to set a destiny point limit. This will determine how many destiny points you have to spend on your hero, what type of hero they will be and what their battle profile points cost will be. Pick 1 of the following:
HERO TYPEDESTINY POINT LIMITBATTLE PROFILE POINTS COST
Skaven Underling10150
Skaven Chieftain30250
Skaven Clan-lord50350

Over the next few steps, you will pick options for your hero. Each option has a destiny point cost, abbreviated as DP. Keep a record of the number of destiny points you have spent. You cannot exceed the limit you have set.

Step 2 - Fill Out The Starting Warscroll

To begin with, your hero has the following warscroll:

SKAVEN WARSCROLL
Skaven Hero
6"
5
5+
2
SKAVEN WARSCROLL
Skaven Hero
MELEE WEAPONS
AtkHitWndRndDmg
Warpforged Blade
Warpforged Blade44+4+12

KEYWORDS
HERO, INFANTRY
CHAOS, SKAVEN

Step 3 - Choose a Great Clan

You must pick 1 of the following Great Clans for your hero to belong to:

Masterclan
-4DP
Your hero has the MASTERCLAN and WIZARD (1) keywords and the following ability and regiment options:

Passive
MALICIOUS AUTHORITY: The most devious of all ratmen, the Masterclan are always scheming to expand the Skaven empire.

Effect: Each time a friendly non-HERO SKAVEN unit wholly within 13" of this unit uses the ’All-out Attack’ command, no command points are spent.

Regiment OptionsAny SKAVEN units

Clans Verminus
-4DP
Your hero has the VERMINUS keyword and the following ability and regiment options:

Passive
BACK-BACK TO THE FRAY, MINIONS!: The Clans Verminus win wars not through twisted science or virulent plagues but through horrifying superiority of numbers.

Effect: Each time a friendly Clanrats or Stormvermin unit wholly within 13" of this unit uses the ’Rally’ command, you can make 3 additional rally rolls of D6.

Regiment OptionsAny VERMINUS units

Clans Moulder
-4DP
Your hero has the MOULDER keyword and the following ability and regiment options:

Once Per Turn (Army), End of Any Turn
UNHOLY MINISTRATIONS: The Clans Moulder are makers of monsters, feared and reviled even by fellow Skaven for their grotesque talents as flesh-sculptors.

Declare: Pick up to 3 friendly MOULDER units wholly within 13" of this unit to be the targets.

Effect: Heal (3) each target.

Regiment OptionsAny MOULDER units

Clans Pestilens
-4DP
Your hero has the PESTILENS and PRIEST (1) keywords and the following ability and regiment options:

Once Per Turn (Army), End of Any Turn
FESTERING CHANTER: Pestilens clergy are the most fanatical of all Skaven, their seeping oratory causing outbreaks of disease.

Declare: Pick any number of enemy units within 6" of this unit to be the targets.

Effect: Inflict D3 mortal damage on each target.

Regiment OptionsAny PESTILENS units

Clans Eshin
-4DP
Your hero has the ESHIN keyword and the following ability and regiment options:

Once Per Turn (Army), Your Movement Phase
ONE WITH THE SHADOWS: Eshin agents are utterly at home in the darkness, where they carry out their murderous business.

Declare: Pick up to 3 friendly ESHIN units wholly within l3" of this unit and not in combat to be the targets.

Effect: Remove the targets from the battlefield and set them up again on the battlefield more than 9" from all enemy units.

Regiment OptionsAny ESHIN units

Clans Skryre
-4DP
Your hero has the SKRYRE keyword and the following ability and regiment options:

Once Per Turn (Army), Any Combat Phase
INCESSANT TINKERER: The Clans Skryre amplify their weapons' destructive potential - at the cost of the occasional explosion.

Declare: Pick up to 3 friendly non-HERO SKRYRE units wholly within 13" of this w1it to be the targets.

Effect: Inflict 1 mortal damage on each target. Then, add 1 to the Attacks characteristic of each target’s melee weapons for the rest of the turn.

Regiment OptionsAny SKRYRE units

Step 4 - Pick Your Hero's Origin And/Or Flaw

You can pick up to 1 origin and up to 1 flaw for your hero. Each adds an ability to your hero’s warscroll. However, instead of costing destiny points, flaws give you extra destiny points to spend elsewhere.

Origins

Once Per Turn (Army), Any Combat Phase
-4DP
NATURAL SWARM-CHIEF: One of a truly vast litter, this Skaven has plenty of experience in exerting their will over the teeming masses.

Declare: Pick a friendly SKAVEN unit wholly within 13" of this unit and not in combat to be the target.

Effect: The target can move D6". It can move into combat.

Once Per Battle (Army), Deployment Phase
-4DP
FAVOURED PACK: This chieftain has made a name for themselves fighting alongside a pack of chosen minions. If nothing else, they haven't betrayed them yet.

Declare: Pick a friendly Clanrats or Stormvermin unit within this unit’s combat range to be its bodyguard.

Effect: For the rest of the battle, while the bodyguard is wholly within 6" of this unit, add 1 to wound rolls for attacks made by the bodyguard and this unit has WARD (4+).

Passive
-2DP
BLESSED (OR JUST LUCKY): This Skaven claims to be favoured by the Horned One and has earned a reputation for unlikely victories and improbable escapes.

Effect: This unit earns D3 additional renown points after each Path to Glory battle.

Passive
-2DP
SPITEFUL OPPONENT: Convinced of their own mastery, this Skaven flies into a rage whenever confronted with a serious challenge.

Effect: Add 1 to the Attacks characteristic of this unit’s melee weapons for each damage point it has.


Flaws

Passive
+4DP
SUITABLY PARANOID: This chieftain has made many enemies - all the more reason to be wary when blades are drawn.

Effect: Subtract 1 from hit rolls and wound rolls for this unit’s attacks while it is within the combat ranges of any other friendly units.

Passive
+4DP
WARP-ADDLED: After standing too close to an overpowered Ratting Warpblaster, this Skaven now struggles to hear commands over the clangour of battle.

Effect: Roll a dice each time you declare a command for this unit. On a 4+, unless you spend 1 additional command point to use that command, the command has no effect, it still counts as having been used and the command points spent to use the command are still lost.

Passive
+2DP
HE WHO FIGHTS AND RUNS AWAY...: Judicious cowardice is a virtue amongst Skaven, but this chieftain is perhaps a bit too zealous in its prosecution ...

Effect: If this unit used a RETREAT ability this turn, it cannot contest objectives for the rest of the turn.

Passive
+4DP
'LEAD' FROM THE BACK: This indolent ratman hides behind the Skaven tradition of leading from the back ranks to avoid taking part in the battle at all.

Effect: Subtract 1 from the number of dice rolled when making charge rolls for this unit, to a minimum of 1.


Step 5 - Choose a Skaven Contraption or Moulder·Beast

You can pick up to 1 Skaven Contraption or up to 1 Moulder-beast for your hero.

Skaven Contraptions

Skaven Contraption
-15DP
SIEGE-ENGINE CHASSIS: Skaven engineers have a knack for fashioning huge and surprisingly sturdy wheeled chassis, to which they then attach all manner of warped doom-devices and murdermachines.

Add The following weapon to your hero’s warscroll:

MELEE WEAPONSAtkHitWndRndDmg
Crushing Bulk
Companion
64+2+-2
MELEE WEAPONS
AtkHitWndRndDmg
Crushing Bulk
Companion
64+2+-2

In addition, make the following changes to your hero’s warscroll:
  • Change the Health characteristic to 15.
  • Change the Save characteristic to 4+.
  • Change the Control characteristic to 5.
  • Replace the INFANTRY keyword with the WAR MACHINE keyword.

Moulder-Beasts

Moulder-beast
-5DP
GNAW-BEAST: These gangly-limbed and whipcord-fast horrors are bred by the Clans Moulder to suffer from a constant, maddening hunger.

Add the following weapon to your hero’s warscroll:

MELEE WEAPONSAtkHitWndRndDmg
Gnaw-beast's Chisel Fangs
Companion
44+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Gnaw-beast's Chisel Fangs
Companion
44+3+1D3

In addition, make the following changes to your hero’s warscroll:
  • Change the Move characteristic to 9".
  • Change the Health characteristic to 7.
  • Change the Save characteristic to 4+.
  • Replace the INFANTRY keyword with the CAVALRY keyword.

Moulder-beast
-20DP
MONSTROUS HORROR: Crawling from the depths of a Hell Pit, this verminous monstrosity represents the apex of a Master Moulder’s art - a colossus of mutated, lunatic flesh.

Add the following weapon and ability to your hero’s warscroll:

MELEE WEAPONSAtkHitWndRndDmg
Moulder-beast's Monstrous Limbs
Companion
54+2+23
MELEE WEAPONS
AtkHitWndRndDmg
Moulder-beast's Monstrous Limbs
Companion
54+2+23
Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Moulder-beast’s Monstrous Limbs is 3.

In addition, make the following changes to your hero’s warscroll:
  • Change the Health characteristic to 14.
  • Change the Save characteristic to 4+.
  • Change the Control characteristic to 5.
  • Replace the INFANTRY keyword with the MONSTER keyword.

Step 6 - Pick any Contraption Upgrades or Moulder-Beast Mutations

If your hero bas a Skaven Contraption, you can pick 1 Contraption Upgrade for them.
lf your hero bas a Moulder-beast, you can pick any number of Moulder-beast Mutations for them. The same mutation cannot be picked more than once.
CONTRAPTION UPGRADES
ContraptionEffect
Warp Lightning Discharger
-10DP
Add the following ranged weapon and ability to your hero's warscroll:

RANGED WEAPONSRngAtkHitWndRndDmg
Warp Lightning Strike
Companion
20"2D64+
See below
RANGED WEAPONS
RngAtkHitWndRndDmg
Warp Lightning Strike
Companion
20"2D64+
See below

Passive
WARP LIGHTNING STRIKE: This contraption fires massive bolts of warp lightning that disintegrate any who are struck by them.

Effect: Each attack made with this weapon in a single phase must target the same enemy unit. Each hit inflicts 1 mortal damage on the target and the attack sequence ends.

Clawed Catapult
-10DP
Add the following ranged weapon and ability to your hero's warscroll:

RANGED WEAPONSRngAtkHitWndRndDmg
Clawed Catapult
Anti-INFANTRY (+1 Rend), Companion
24"23+2+1D6
RANGED WEAPONS
RngAtkHitWndRndDmg
Clawed Catapult
Anti-INFANTRY (+1 Rend), Companion
24"23+2+1D6

Passive
REVOLTING BARRAGE: The catapults of the Skaven do not fire anything as simple as broken masonry; instead, they launch foul bile and slurry that leaves the enemy reeling.

Effect: Each time this unit uses a SHOOT ability, if all of its attacks targeted the same enemy unit, after that ability has been resolved, roll a dice. If the result is equal to or less than the number of models in that enemy unit that were slain by attacks made by this unit’s Clawed Catapult this phase, that enemy unit has STRIKE-LAST for the rest of the turn.

Deafening Bell
-15DP
Add the following ability to your hero's warscroll:

Passive
DEAFENING BELL: Fram atop this contraption hangs a bell anointed with the blood of countless sacrifices that tolls with proclamations of doom.

Effect: Subtract 1 from hit rolls for combat attacks made by enemy units while they are within 13" of this unit.



MOULDER-BEAST MUTATIONS
MutationEffect
Accelerated Regeneration
-5DP
Add the following ability to your hero's warscroll:

End of Any Turn
ACCELERATED REGENERATION: The harvested viscera of hydras and traggoths have been stitched into this mutant, granting them immense regenerative capabilities.

Effect: Heal (D6) this unit.

Warpfire Launcher
-10DP
MONSTER only. Add the following ranged weapon to your hero’s warscroll:

RANGED WEAPONSRngAtkHitWndRndDmg
Warpfire Launcher
Shoot in Combat, Companion
10"53+3+21
RANGED WEAPONS
RngAtkHitWndRndDmg
Warpfire Launcher
Shoot in Combat, Companion
10"53+3+21
Best-best Warpstone Spikes
-10DP
Add the following ability to your hero's warscroll:

Reaction: Opponent declared a SPELL ability
BEST-BEST WARPSTONE SPIKES: The warpstone spikes painfully driven into this beast's flesh are of the highest possible quality, enhancing its resistance to the arcane.

Effect: If this unit or a friendly SKAVEN unit wholly within 13" of this unit was picked to be the target of that spell, roll a dice. On a 4+, ignore the effect of that spell on this unit or that friendly unit. This unit can use this ability more than once per phase but only once per SPELL ability.


Step 7 - Pick any Other Upgrades

Pick any number of other upgrades for your hero. The same upgrade cannot be picked more than once.
UpgradeEffect
Alpha-claw
-1DP
Add 1 to your hero's Control characteristic.
Frenzied
-1DP
Add 1" to your hero's Move characteristic.
Bloated
-2DP
Add 1 to your hero's Health characteristic.
A Knack for Survival
-2DP
Your hero has WARD (6+).
Warpstone-infused Blade
-3DP
The Damage characteristic of your hero’s Warpforged Blade is 3.
Ruthless Opponent
-3DP
Your hero’s Warpforged Blade has Anti-X (+1 Rend), where X is l of the following keywords: INFANTRY, CAVALRY, MONSTER, WAR MACHINE, WIZARD or PRIEST.
Impaler
-4DP
CAVALRY only. Your hero’s Warpforged Blade has Charge (+1 Damage).
Fell-blessed Weapon
-4DP
Your hero’s Warpforged Blade has Crit (Mortal).
Warplock Musket
-4DP
Add the following ranged weapon to your hero’s warscroll. You cannot pick this upgrade if your hero has another non-Companion ranged weapon.

RANGED WEAPONSRngAtkHitWndRndDmg
Warplock Musket
Crit (Auto-wound)
24"23+3+2D3
RANGED WEAPONS
RngAtkHitWndRndDmg
Warplock Musket
Crit (Auto-wound)
24"23+3+2D3
Doomrocket
-4DP
Add the following ranged weapon to your hero’s warscroll. You cannot pick This upgrade if your hero has another non-Companion ranged weapon.

RANGED WEAPONSRngAtkHitWndRndDmg
Doomrocket
Anti-INFANTRY (+1 Rend)
18"24+3+1D6
RANGED WEAPONS
RngAtkHitWndRndDmg
Doomrocket
Anti-INFANTRY (+1 Rend)
18"24+3+1D6
Experimental Warpvolt Incinerator
-4DP
Add the following ranged weapon to your hero’s warscroll. You cannot pick This upgrade if your hero has another non-Companion ranged weapon.

RANGED WEAPONSRngAtkHitWndRndDmg
Experimental Warpvolt Incinerator
Anti-CAVALRY (+1 Rend), Crit (2 Hits)
18"23+3+2D3
RANGED WEAPONS
RngAtkHitWndRndDmg
Experimental Warpvolt Incinerator
Anti-CAVALRY (+1 Rend), Crit (2 Hits)
18"23+3+2D3
Frenetic Assault
-5DP
Add 2 to the Attacks characteristic of your hero’s Warpforged Blade.
Dealings with the Masterclan
-6DP
Non-PRIEST only. Your hero has WIZARD (1). If this unit is already a WIZARD, add 1 to casting rolls for this unit.
Cleric of the Horned Rat
-6DP
Non-WIZARD only. Your HERO has PRIEST (1). lf this unit is already a PRIEST, add 1 to chanting rolls for this unit.

Path of The Master

(SKAVEN HERO only)

ASPIRING: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:

Passive
TOUCHED BY WARPSTONE: Exposure to warpstone has granted this Skaven a strange vitality.

Effect: Add 1 to this unit’s Health characteristic.

Passive
TRULY RAVENOUS: The black hunger causes this Skaven to throw caution to the wind in order to feed.

Effect: Add 1 to charge rolls for this unit.

ELITE: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:

Once Per Battle, Any Hero Phase
SUBTLE TACTICIAN: This chief drills the swarm in manoeuvres to lessen the impact of missile fire.

Effect: For the rest of the turn, subtract 1 from hit rolls for ranged attacks that target friendly SKAVEN units wholly within 12" of this unit.

Passive
VERMINDOOM VANGUARD: Having fought on the front lines of the Skaven invasion, this ratman takes joy in tearing down the forces of civilisation.

Effect: This unit’s non-Companion melee weapons have Anti-ORDER (+1 Rend).

MIGHTY: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:

Passive
ESCAPE ARTIST: After a lifetime spent navigating the treacherous warreus of Blight City, this Skaven is no stranger to evading assailants or backstabbers.

Effect: You can re-roll ward rolls of 1 or 2 for this unit.

Once Per Turn (Army), Any Charge Phase
POISON-TIPPED CALTROPS: This chieftain's minions use devious weapons to catch foes unawares.

Declare: Pick up to 3 friendly SKAVEN units wholly within 13" of this unit to be the targets.

Effect: For the rest of the turn, each time an enemy unit uses a CHARGE ability and ends the move within l" of any of the targets, roll a D3. On a 2+, inflict an amount of mortal damage on that enemy unit equal lo the roll after the CHARGE ability has been resolved.

LEGENDARY: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:

Once Per Turn (Army), Any Combat Phase
CHOKING FUMES: The fog around this chieftain can see enemies descend into violent coughing fits.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. On a 4+, subtract 2 from the Attacks characteristic of the target’s melee weapons for the rest of the turn.

Passive
TEAR-TEAR THEM APART: This Skaven is feared by enemies and underlings alike for their aggression, flying into a frenzy at the first whiff of blood.

Effect: This unit has STRIKE-FIRST if it charged in the same turn.


Path of The Swarm

(non-HERO SKAVEN only)

ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
SCURRYING MENACE: Through luck or judgement, this pack always seems to end up in the right place to strike.

Effect: When this unit uses the ’Always Three Clawsteps Ahead’ ability, add 2" to the Move characteristic of this unit for that move.

Passive
MERCILESS RAIDERS: Having cut their fangs in the first battles of the great Skaven assault, this pack excels in taking the fight to the foe.

Effect: Add 1 to hit rolls for this unit’s combat attacks while it is wholly within enemy territory if it charged in the same turn.

ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Once Per Turn (Army), End of Any Turn
MORE WHERE THEY CAME FROM: Having absorbed numerous packs over the years, this formation seems to have almost endless numbers.

Effect: Roll a dice. On a 3+, you can either return up to 3 slain models with a Health characteristic of 1 to this unit or return l slain model with a Health characteristic of up to 4 to this unit.

Passive
FLEET OF CLAW: Speed has proven to be the most effective weapon in this pack's arsenal, seeing them pounce without mercy on vulnerable prey.

Effect: You can re-roll charge rolls for this unit if it was set up on the battlefield in the same turn.

MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
OBSCENELY GOOD FORTUNE: Somehow, the warriors of this pack always seem to emerge from danger largely unscathed. Other Skaven find it infuriating.

Effect: This unit has WARD (5+).

Passive
VICIOUS REPUTATION: Fearful tales of this pack's battle-frenzy and ruthlessness carry through the tunnels of Skavendom.

Effect: Add 1 to wound rolls for this unit’s combat attacks if it charged this turn.

LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
WARP STONE-INFUSED WEAPONS: Through canny deal-making or judicious looting, this pack has managed to secure blades empowered by evil warpstone shards.

Effect: This unit’s melee weapons have Crit (Mortal).

Passive
MINDLESS AND RABID: Stoked into a frenzy by the shrieking of their superiors, these Skaven barely feel the bite of their enemies' weapons.

Effect: Subtract 1 from hit rolls and wound rolls for attacks that target this unit while it is wholly within 12" of a friendly SKAVEN HERO.

3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

Otherwise, pick one of the following
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number of ritual points to the PRIEST equal to the chanting roll.
KEYWORDSPRAYER, UNLIMITED



EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.

The PESTILENS keyword is used in the following Skaven warscrolls:

15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.

The non-HERO MOULDER keyword is used in the following Skaven warscrolls:

The VERMINUS keyword is used in the following Skaven warscrolls:

Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).

The non-HERO SKAVEN and INFANTRY keywords are used in the following Skaven warscrolls:

Enemy Movement Phase
1
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Each model in that unit can move up to D6". That move cannot pass through or end within the combat range of an enemy unit.
KEYWORDSMOVE, RUN

The MOULDER keyword is used in the following Skaven warscrolls:

The ESHIN keyword is used in the following Skaven warscrolls:

14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

The SKRYRE and WAR MACHINE keywords are used in the following Skaven warscrolls:

21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

The SKAVEN and PRIEST keywords are used in the following Skaven warscrolls:

Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

The non-UNIQUE MASTERCLAN keyword is used in the following Skaven warscrolls:

The non-UNIQUE VERMINUS keyword is used in the following Skaven warscrolls:

The non-UNIQUE MOULDER keyword is used in the following Skaven warscrolls:

3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than one Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat. Units can finish a charge move within ½" of an enemy faction terrain feature as if it were a unit.
  • They are affected by all enemy abilities as if they were units.
  • They can be damaged in the same manner as units. However, when they are removed from play, they count as being demolished instead of slain or destroyed (this means that they do not count as destroyed units for the purposes of abilities, scoring battle tactics etc.).
  • Faction terrain features cannot contest objectives even while they are garrisoned.
  • If a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘ShootCORE abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" (‘-’) cannot move (note that pile-in moves are a type of move).
  • Faction terrain features with a Move characteristic greater than ‘-’ are treated as if they were units in all phases for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

Some faction terrain features allow you to place a unit on them (this will be clearly specified in that terrain feature’s rules). When doing so, instead of measuring range or visibility to and from the unit that is on that terrain feature, measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature cannot use FIGHT abilities.

If a unit placed on a terrain feature is removed from it (e.g. if an ability removes them from the battlefield), that unit counts as having left that terrain feature and loses any special role or benefits it had as a result of being placed on it.

The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature.
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.

The PRIEST keyword is used in the following Skaven warscrolls:

Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
Reaction: You declared an ATTACK ability
1
ALL-OUT ATTACK: The warriors fight with a frenzied vigour.

Used By: The unit using that ATTACK ability.

Effect: Add 1 to hit rolls for attacks made as part of that ATTACK ability. This also affects weapons that have the Companion weapon ability. For the rest of the turn, subtract 1 from save rolls for the unit using this ability.

Reaction: Opponent declared an ATTACK ability
1
ALL-OUT DEFENCE: The soldiers close ranks to hold off an incoming attack.

Used By: A unit targeted by that ATTACK ability.

Effect: Add 1 to save rolls for that unit until that ATTACK ability has been resolved.

1.1 Army Roster
These rules will explain how to create an army roster to prepare for a battle. You can find a blank army roster printable copy below:

1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
Reaction: You declared an ATTACK ability
1
ALL-OUT ATTACK: The warriors fight with a frenzied vigour.

Used By: The unit using that ATTACK ability.

Effect: Add 1 to hit rolls for attacks made as part of that ATTACK ability. This also affects weapons that have the Companion weapon ability.
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.

The non-HERO SKRYRE keyword is used in the following Skaven warscrolls:

32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat after any non-FIGHT combat phase abilities have been used, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.

MULTIPLE POWER LEVELS
  • If an ability references a unit’s power level and that unit has more than one power level, use whichever power level is higher.
  • If an ability modifies a unit’s power level and that unit has more than one power level, it modifies both.
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

Once Per Turn (Army), Enemy Hero Phase
ALWAYS THREE CLAWSTEPS AHEAD: The best laid plans of the Skaven never go awry (or so they claim).

Declare: Pick a friendly non-MONSTER SKAVEN unit that is not in combat and was not set up this turn to use this ability.

Effect: That unit can use the ’Normal Move’ ability as if it were your movement phase.
Army List
Warscrolls collated

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