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 Skaventide miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.


Books

BookKindEditionVersionLast update
  Skaven
  SkavenBattletome21.4August 2021
  General’s Handbook ’2021
  General’s Handbook ’2021Expansion31.0September 2021
  Compendium: Monstrous Arcanum
  Compendium: Monstrous ArcanumExpansion3August 2021
  Broken Realms: Kragnos
  Broken Realms: KragnosExpansion21.0August 2021
  Warhammer Legends: Grand Alliance Chaos
  Warhammer Legends: Grand Alliance ChaosIndex31.0August 2021
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021

Designers’ Commentary

Battletome: Skaven

Q:The Master of Magic command trait for MASTERCLAN HEROES allows me to add 1 to a casting, dispelling or unbinding roll once in each hero phase. Do I have to decide whether to use the modifier before I make the roll?
A:
No. Modifiers are applied after the roll has been made, and unless noted otherwise the decision as to whether to apply them happens at that time.
Q:If Thanquol on Boneripper has more than 1 Warpfire Projector, can he make 1 attack with each one? For example, if he had 4, would he be able to make 4 Warpfire Projectors attacks and roll 4 dice for each model in the target unit each time?
A:
No.
Q:Thanquol’s Warpstone Addiction ability and the Grey Seer’s Warpstone Tokens ability say that the roll cannot be re-rolled or modified. Can you re-roll or modify the 2D6 roll once you have removed one of the three dice?
A:
No.
Q:Are Verminlords allowed to take a spell from either of the Skaventide spell lores?
A:
No.
Q:Does the Magical Backlash result for a Screaming Bell inflict D3 mortal wounds on the Screaming Bell too?
A:
Yes.
Q:If I roll the A Stirring Beyond the Veil result on the Peal of Doom table for a Grey Seer on Screaming Bell, does this stop any other Screaming Bells from summoning a Verminlord if they roll the same result?
A:
No, it only applies to the model that the roll was being made for.
Q:The Arch-Warlock’s Warp Lightning Storm spell can inflict D3xD6 mortal wounds on the Arch-Warlock. How exactly are these mortal wounds worked out?
A:
Roll a D3 and then roll a D6. Multiply the two rolls together and apply the result as mortal wounds to the Arch-Warlock. For example, if you rolled a 2 on the D3 and a 3 on the D6, the Arch-Warlock would suffer 2x3=6 mortal wounds.
Q:I found the More-more Warplead! rule for the Ratling Gun rather confusing. Can you explain in layman’s terms how it works?
A:
Certainly. Normally when you fire a Ratling Gun it makes 2D6 attacks. The More-more Warplead! rule allows you to double the number of attacks, as long as you say you wish to do so before the dice roll is made. However, if you say that you will double the number of attacks and the dice roll is a double (e.g. two 1s, two 2s, etc.), then after all of the attacks have been made and you have inflicted any damage that they caused, the attacking model is slain.
Q:If I cast both Death Frenzy and Dreaded Death Frenzy on the same unit, can the models pile in and attack twice when slain?
A:
Yes, as long as they have not already fought in the same phase.
Q:Can a model that has used Skitterleap use the Tunnels Through Reality ability in the same turn?
A:
Yes.
Q:Does a SKAVENTIDE HERO garrisoning a terrain feature move the terrain feature with them when they use Skitterleap?
A:
No.
Q:Does the Pushed Into Battle ability apply to all moves or just normal moves?
A:
All moves.

Allies

CHAOSALLIES
SkavenMaggotkin of Nurgle (only if general is CLANS PESTILENS)

Battle Traits

Lead from the Back

In skaven society, the rear of a formation is a position of honour and leadership. Not least, this is so that skaven rulers can use their underlings as a living shield.

The Look Out, Sir! rule applies to an attack made with a melee weapon as well as an attack made with a missile weapon if the target of the attack is a SKAVENTIDE HERO that is not a MONSTER.

Scurry Away

To the skaven, prudent cowardice is a virtue, and their leaders do not think twice about scurrying off when the going gets too dangerous.

In the combat phase, when you pick a friendly SKAVENTIDE HERO to fight with, you can say it is going to scurry away instead of making a pile-in move and then attacking. If you do so, that HERO must make a normal move, and must retreat.

Overwhelming Mass

Facing the onslaught of massed skaven clawpacks is akin to being buried alive by an avalanche of furry flesh, stabbing blades and gnashing chisel fangs.

Add 1 to hit rolls for attacks made with melee weapons by SKAVENTIDE units while they have 20 or more models. In addition, add 1 to wound rolls for attacks made with melee weapons by SKAVENTIDE units while they have 30 or more models.

Strength in Numbers

Skaven are not brave by nature, but do take courage from being in large packs.

When a SKAVENTIDE unit takes a battleshock test, subtract 1 from the battleshock roll for every 10 models that are in the unit.

Hidden Weapon Teams

Clans Skryre weapon teams often lurk unseen amongst the ranks of large formations of Clanrats and Stormvermin, only revealing themselves once they are close enough to use the weapons that they carry.

When you select a WEAPON TEAM unit other than a WARP GRINDER to be part of your army, you can pick 1 friendly unit of CLANRATS or STORMVERMIN that has 10 or more models and is already part of your army to be the unit in which that WEAPON TEAM unit is hiding. Record this information on a piece of paper. Do not set up the WEAPON TEAM unit until it is revealed as described next. You can hide up to 1 WEAPON TEAM unit in a CLANRATS or STORMVERMIN unit for every 10 models in that CLANRATS or STORMVERMIN unit.

At the start of your shooting phase, you can reveal 1 or more hidden WEAPON TEAM units. If you do so, set up each hidden WEAPON TEAM unit wholly within 3" of the unit it was hiding in and more than 3" from any enemy units. WEAPON TEAM units can shoot in the turn in which they are revealed as long as the unit they were hiding in did not run in the same turn (it could have retreated).

In addition, at the end of your charge phase, you can reveal 1 or more hidden WEAPON TEAM units that were hiding in a unit that made a charge move in that phase. If you do so, set up each hidden WEAPON TEAM unit wholly within 3" of the unit it was hiding in (it can be set up within 3" of any enemy units and can fight in the following combat phase).

Hidden WEAPON TEAM units are destroyed if the unit they are hiding in is destroyed before they are revealed.


Clans Battle Traits

Skryre – Warpstone Sparks

Warpstone sparks are small canisters of caged warp lightning that can be slotted into the strange inventions carried by the warlocks of the Clans Skryre. They are used to catalyse the flow of magic and improve the potency of skaven weapons, their energies crackling through wires and conduits to supercharge spells and wreathe blades in coruscating green force. The use of warpstone sparks is dangerous, for explosive malfunctions are always a risk, but the quick road to power is an irresistible lure for any skaven.

If your army includes any CLANS SKRYRE HEROES, at the start of the battle, before either army is set up, you can roll a D3 and add 3 to the roll. The result is the number of warpstone sparks that you can use during the battle. You cannot use more than 1 warpstone spark in the same phase.

Each warpstone spark can be used once per battle to carry out 1 of the following warpstone spark abilities:
  • In the hero phase, pick 1 friendly CLANS SKRYRE WIZARD. You can re-roll casting, dispelling and unbinding rolls for that WIZARD until the end of that phase. At the end of that phase, roll a dice. On a 1, that WIZARD suffers D3 mortal wounds.
  • In your shooting phase, pick 1 friendly CLANS SKRYRE HERO. Then pick up to 3 different friendly CLANS SKRYRE units that are wholly within 13" of that HERO. You can add 1 to the Damage characteristic of missile weapons used by those units until the end of that phase. At the end of that phase, roll a dice. On a 1, that HERO suffers D3 mortal wounds.
  • In the combat phase, pick 1 friendly CLANS SKRYRE HERO. You can re-roll hit rolls for that HERO until the end of that phase. At the end of that phase, roll a dice. On a 1, that HERO suffers D3 mortal wounds.

Masterclan – Skilled Manipulators

Even amongst a race as devious and self-serving as the skaven, there are those with minds so cunning and labyrinthine that they are able to manipulate the rest into doing their bidding.

Each time a friendly MASTERCLAN model uses a command ability, roll a dice. On a 5+ you receive 1 extra command point.

Moulder – Prized Creations

Master Moulders constantly strive to improve their breeding stock with ever more powerful mutations and modifications, and their most successful creations are highly prized.

At the start of the first battle round, before determining which player has the first turn, you can pick 1 friendly CLANS MOULDER FIGHTING BEAST model for each MASTER MOULDER in your army. The same FIGHTING BEAST cannot be picked more than once to benefit from this ability. Add D3 to the Wounds characteristic of each of those models (roll separately for each). In addition, you can re-roll hit rolls of 1 for attacks made with melee weapons by those models.

Eshin – Masters of Murder

The elite agents of the Clans Eshin are credited with all manner of terrifying supernatural abilities in the field of assassination. Once they have chosen their prey, their victims stand little chance of escape…

If your army includes any CLANS ESHIN HEROES, at the start of the first battle round, before determining which player has the first turn, you can pick 1 enemy HERO for each CLANS ESHIN HERO in your army. You can re-roll wound rolls for attacks made by friendly CLANS ESHIN units that target those enemy HEROES in that battle.

Verminus – Mighty Warlords

A Clawlord must seize control by ruthless force, proving themselves to be both an apex fighter and a devious adversary who their rivals would do well to fear.

When you pick command traits, you can pick 1 command trait for up to 6 friendly CLAWLORDS, in addition to 1 command trait for your general if your general is not a CLAWLORD. You must pick a different command trait for each CLAWLORD that has a command trait, and no model can have more than 1 command trait. You can use the command trait for that CLAWLORD even though they are not your general.

Pestilens – Echoes of The Great Plagues

Sometimes, the raving prayers of Pestilens priests cause one of the legendary Great Plagues to temporarily manifest upon the battlefield.

If the unmodified chanting roll for a prayer chanted by a friendly CLANS PESTILENS PRIEST is 6, you can pick 1 of the following Great Plagues to manifest (in addition to the effect of the prayer). Each Great Plague can only manifest once per battle, and no more than one Great Plague can manifest in the same turn.

Bubonic Blightplague: If this Great Plague manifests, pick the nearest enemy unit within 13" of the PRIEST chanting the prayer. That unit is infected with the Bubonic Blightplague. If several enemy units are equally close, you can pick which is infected. The infected unit suffers D6 mortal wounds. If the infected unit is destroyed by these mortal wounds, you can pick another enemy unit within 6" of the last model to be slain from the infected unit. The new unit is infected and suffers D3 mortal wounds. If the second unit is also destroyed, then another enemy unit within 6" of the last model to be slain suffers D3 mortal wounds, and so on until a unit is not destroyed by the disease or there are no other enemy units within 6" when a unit is destroyed.

Crimsonweal Curse: If this Great Plague manifests, pick the nearest enemy unit within 13" of the PRIEST chanting the prayer. That unit is infected with the Crimsonweal Curse. If several enemy units are equally close, you can pick which is infected. The infected unit suffers 1 mortal wound. In addition, at the start of each of your hero phases, the infected unit, and each enemy unit within 1" of the infected unit, suffers 1 mortal wound.

Redmaw Plague: If this Great Plague manifests, pick the nearest enemy HERO within 13" of the PRIEST chanting the prayer. That HERO is infected with the Redmaw Plague. If several enemy HEROES are equally close, you can pick which is infected. If a HERO infected with the Redmaw Plague is within 3" of any other models from its own army at the start of any combat phase, and is not within 3" of any models from your army, then you can treat that HERO as a friendly model until the end of that combat phase.

The Neverplague: If this Great Plague manifests, you can re-roll prayer rolls for friendly CLANS PESTILENS PRIESTS for the rest of the battle.

Undulant Scourge: If this Great Plague manifests, pick the nearest enemy unit within 13" of the PRIEST chanting the prayer, and roll 1 dice for each model in that unit. If several enemy units are equally close, you can pick which of those units to roll dice for. For each 5+ that unit suffers 1 mortal wound.


Command Traits

Cunning Machinations

MASTERCLAN HERO only.

D6COMMAND TRAIT
1

Malevolent

Spite and hatred drive this warlord to ever greater heights of violence.

You can re-roll wound rolls of 1 for attacks made with melee weapons by this general.

2

Verminous Valour

This vicious rat inspires his followers to commit terrible acts of self-sacrifice.

Before you allocate a wound or mortal wound to this general, you can roll a dice. Subtract 1 from the roll if this general is a MONSTER or WAR MACHINE. On a 4+, instead of allocating the wound or mortal wound to this general, you can allocate it to a friendly SKAVENTIDE unit within 3" of this general.

3

Savage Overlord

This warlord punishes his minions’ transgressions with savage brutality.

Add 1 to the Bravery characteristic of friendly SKAVENTIDE units while they are wholly within 18" of this general.

4

Supreme Manipulator

Few amongst even the Masterclan rival this general’s ability to exploit his minions.

You can re-roll the dice that determines if you receive 1 extra command point when you use the Skilled Manipulators battle trait after this general uses a command ability.

5

Master of Magic

This general is a superlative practitioner of the spellcaster’s art.

Once per hero phase, you can add 1 to a casting, dispelling or unbinding roll for this general.

6

Cunning

This devious warlord is kept informed by a vast network of spies.

After the battle has started, roll a dice each time your opponent receives a command point. On a 6 you receive the command point instead of them.


Warped Inspirations

CLANS SKRYRE HERO only.

D6COMMAND TRAIT
1

Malevolent

Spite and hatred drive this warlord to ever greater heights of violence.

You can re-roll wound rolls of 1 for attacks made with melee weapons by this general.

2

Verminous Valour

This vicious rat inspires his followers to commit terrible acts of self-sacrifice.

Before you allocate a wound or mortal wound to this general, you can roll a dice. Subtract 1 from the roll if this general is a MONSTER or WAR MACHINE. On a 4+, instead of allocating the wound or mortal wound to this general, you can allocate it to a friendly SKAVENTIDE unit within 3" of this general.

3

Savage Overlord

This warlord punishes his minions’ transgressions with savage brutality.

Add 1 to the Bravery characteristic of friendly SKAVENTIDE units while they are wholly within 18" of this general.

4

Masterful Scavenger

This avaricious rat has amassed a great hoard of warpstone sparks.

Add 2 to the number of warpstone sparks this general’s army can use during a battle.

5

Deranged Inventor

The fell contraptions of this general are unrivalled in their dark genius.

At the start of your shooting phase, you can pick 1 friendly CLANS SKRYRE unit that is wholly within 13" of this general. You can re-roll hit rolls for attacks made with missile weapons by that unit until the end of that phase.

6

Overseer of Destruction

This general’s weapon teams are masters of their deadly trade.

At the start of your shooting phase, you can pick up to 3 friendly WEAPON TEAM units that are wholly within 13" of this general. You can re-roll hit rolls for attacks made by those units until the end of that phase.


Creeds of Corruption

CLANS PESTILENS HERO only.

D6COMMAND TRAIT
1

Malevolent

Spite and hatred drive this warlord to ever greater heights of violence.

You can re-roll wound rolls of 1 for attacks made with melee weapons by this general.

2

Verminous Valour

This vicious rat inspires his followers to commit terrible acts of self-sacrifice.

Before you allocate a wound or mortal wound to this general, you can roll a dice. Subtract 1 from the roll if this general is a MONSTER or WAR MACHINE. On a 4+, instead of allocating the wound or mortal wound to this general, you can allocate it to a friendly SKAVENTIDE unit within 3" of this general.

3

Savage Overlord

This warlord punishes his minions’ transgressions with savage brutality.

Add 1 to the Bravery characteristic of friendly SKAVENTIDE units while they are wholly within 18" of this general.

4

Master of Rot and Ruin

This general’s presence heralds the coming of the Great Plagues.

You can re-roll chanting rolls for this general.

5

Architect of Death

A rain of projectile putrescence precedes this general’s advance.

You can re-roll wound rolls for attacks made with missile weapons by friendly CLANS PESTILENS units while they are wholly within 18" of this general.

6

Diseased

Those who draw too close to this plague-infested rat are consumed by infection.

At the start of your hero phase, roll a dice if this general is within 3" of any enemy units. On a 4+ inflict D3 mortal wounds on 1 enemy unit within 3" of this general.


Treacherous Tactics

CLANS VERMINUS HERO only.

D6COMMAND TRAIT
1

Malevolent

Spite and hatred drive this warlord to ever greater heights of violence.

You can re-roll wound rolls of 1 for attacks made with melee weapons by this general.

2

Verminous Valour

This vicious rat inspires his followers to commit terrible acts of self-sacrifice.

Before you allocate a wound or mortal wound to this general, you can roll a dice. Subtract 1 from the roll if this general is a MONSTER or WAR MACHINE. On a 4+, instead of allocating the wound or mortal wound to this general, you can allocate it to a friendly SKAVENTIDE unit within 3" of this general.

3

Savage Overlord

This warlord punishes his minions’ transgressions with savage brutality.

Add 1 to the Bravery characteristic of friendly SKAVENTIDE units while they are wholly within 18" of this general.

4

Brutal Fury

In times of greatest need, this general attacks with redoubled fury.

Once per battle, at the start of the combat phase, you can add 3 to the Attacks characteristic of this general’s melee weapons until the end of that phase.

5

Powerful

This Clawlord is amongst the largest and most powerfully built of his breed.

Add 1 to this general’s Wounds characteristic.

6

Devious Adversary

This wily skaven knows how best to capitalise on any opening left by his opponent.

If the unmodified hit roll for an attack made with a melee weapon that targets this general is a 1, add 1 to the Attacks characteristic of this general’s melee weapons until the end of that phase.


Fleshmasteries

CLANS MOULDER HERO only.

D6COMMAND TRAIT
1

Malevolent

Spite and hatred drive this warlord to ever greater heights of violence.

You can re-roll wound rolls of 1 for attacks made with melee weapons by this general.

2

Verminous Valour

This vicious rat inspires his followers to commit terrible acts of self-sacrifice.

Before you allocate a wound or mortal wound to this general, you can roll a dice. Subtract 1 from the roll if this general is a MONSTER or WAR MACHINE. On a 4+, instead of allocating the wound or mortal wound to this general, you can allocate it to a friendly SKAVENTIDE unit within 3" of this general.

3

Savage Overlord

This warlord punishes his minions’ transgressions with savage brutality.

Add 1 to the Bravery characteristic of friendly SKAVENTIDE units while they are wholly within 18" of this general.

4

Moulder Supreme

The mutated creations of this Master Moulder are beyond compare.

When you use the Prized Creations battle trait and pick 1 friendly CLANS MOULDER FIGHTING BEAST model for this general, you can either add 3 to that model’s Wounds characteristic instead of D3, or add D6 to that model’s Wounds characteristic instead of D3.

5

Hordemaster

The creatures created by this Master Moulder are numberless.

When this general uses the Unleash More-more Beasts! command ability, you receive a new unit on a roll of 4+ instead of 5+.

6

Burly

This breeder and mutator is as strong and mean as any of his creations.

Add 1 to this general’s Wounds characteristic.


Shadowy Masteries

CLANS ESHIN HERO only.

D6COMMAND TRAIT
1

Malevolent

Spite and hatred drive this warlord to ever greater heights of violence.

You can re-roll wound rolls of 1 for attacks made with melee weapons by this general.

2

Verminous Valour

This vicious rat inspires his followers to commit terrible acts of self-sacrifice.

Before you allocate a wound or mortal wound to this general, you can roll a dice. Subtract 1 from the roll if this general is a MONSTER or WAR MACHINE. On a 4+, instead of allocating the wound or mortal wound to this general, you can allocate it to a friendly SKAVENTIDE unit within 3" of this general.

3

Savage Overlord

This warlord punishes his minions’ transgressions with savage brutality.

Add 1 to the Bravery characteristic of friendly SKAVENTIDE units while they are wholly within 18" of this general.

4

Unrivalled Killer

Few, if any, can rival this warlord’s mastery of the assassin’s art.

You can re-roll hit rolls for attacks made by this general that target the enemy HERO chosen for the Masters of Murder battle trait.

5

Shadowmaster

Not even the most eagle-eyed opponent can spot this stealthy assassin when he hides.

While this general is within 1" of a terrain feature, this general is not visible to enemy models while they are more than 6" from this general.

6

Incredible Agility

This skaven moves in leaps and bounds that leave others breathless.

This general can fly.



Artefacts of Power

Relics of Ruin

MASTERCLAN HERO only.

D6ARTEFACT OF POWER
1

Warpstorm Scroll

Reading words of power from this tattered scroll, the bearer invokes a skysplitting storm of lurid green lightning.

Once per battle, in your hero phase, the bearer can use this scroll. If they do so, roll 1 dice for each enemy unit within 13" of the bearer. On a 4+ that unit suffers D3 mortal wounds.

2

Suspicious Stone

This orb offers glimpses of those plotting the bearer’s demise, though its malicious animus has been known to exaggerate.

Roll a dice each time you allocate a wound or mortal wound to the bearer. On a 5+ that wound or mortal wound is negated.

3

The Gnawshard

Said to be a fragment of one of the Horned Rat’s fangs, this dagger leaves splinters in the wound that keep chewing until its victim is reduced to a hollow sack of skin.

Pick 1 of the bearer’s melee weapons. If any wounds inflicted by that weapon are allocated to an enemy model and not negated, that enemy model suffers 1 mortal wound at the end of each battle round (even if the wounds inflicted by the Gnawshard are subsequently healed).

4

Skavenbrew

This foul concoction is brewed from blood and warpstone, and dispensed to expendable underlings to drive them into a short-lived but devastating killing frenzy.

Once per battle, in your hero phase, you can pick 1 friendly SKAVENTIDE unit within 3" of the bearer. That unit suffers D3 mortal wounds, but you can add 1 to the Attacks characteristic of melee weapons used by that unit until your next hero phase.

5

Snoutgrovel Robes

Soaked in sorcerous treatments refined from the musk of fear, these robes quell the terror of the wearer’s underlings.

Do not take battleshock tests for friendly SKAVENTIDE units while they are wholly within 13" of the bearer.

6

Staff of Rightful Supremacy

This staff radiates oppressive waves of sorcerous energy that smother the inferior magics of the lesser races and can even banish endless spells.

Subtract 1 from the casting rolls of enemy WIZARDS while they are within 13" of the bearer. In addition, once per battle, you can dispel one endless spell within 13" of the caster (you do not have to roll 2D6, the dispel is automatically successful).


Dark Inventions

CLANS SKRYRE HERO only.

D6ARTEFACT OF POWER
1

The Brass Orb

This fist-sized orb of interlocking cogs can tear open the fabric of reality and plunge a nearby foe into the Realm of Chaos.

Once per battle, at the start of your hero phase, you can roll a dice. On a 6 the closest enemy model within 6" of the bearer is slain. If several enemy models are equally close, you can pick which one is slain.

2

Warpstone Armour

Wrought from warpstone-infused brass and lined with thaumaconductive wiring, this armour lashes out at those who strike it with arcing blasts of warp lightning.

Roll a dice each time a wound inflicted by a melee weapon is allocated to the bearer and not negated. On a 5+ the attacking unit suffers 1 mortal wound.

3

Esoteric Warp Resonator

As each of the thirteen dials on this sealed orb are rotated, the stored warp energy inside causes it to quiver and glow.

At the start of each battle round you receive 1 extra warpstone spark if the bearer is on the battlefield. That warpstone spark can only be used to perform a warpstone spark ability with the bearer in that battle round. If it is not used before the end of the battle round in which it was received, it is lost.

4

Skryre’s-breath Bellows

Fitted with warpstone-powered turbines, these bellows blow plumes of poisoned wind across friend and foe alike.

At the start of your hero phase, the bearer can pump the bellows. If they do so, roll a dice for each unit other than the bearer that is within 3" of the bearer. On a 4+ that unit suffers D3 mortal wounds.

5

Vial of the Fulminator

The highly combustible oil within this vial is the perfect fuel for explosively propelling Skryre war machines across the battlefield.

At the start of your movement phase, you can pick 1 friendly CLANS SKRYRE WAR MACHINE within 3" of the bearer. Double that unit’s Move characteristic until the end of that phase. At the end of that phase, roll a dice. On a 4+ that unit suffers D3 mortal wounds.

6

Vigordust Injector

The shards of pulverised alchemical agents administered by this syringe cause injected skaven to froth at the mouth as they enter a violent and extremely painful frenzy before dying.

In your hero phase, you can pick 1 friendly SKAVENTIDE unit wholly within 12" of the bearer. Add 1 to charge rolls and hit rolls for that unit until your next hero phase. However, at the start of your next hero phase that unit suffers D3 mortal wounds.


Befouled Boons

CLANS PESTILENS HERO only.

D6ARTEFACT OF POWER
1

Blade of Corruption

This rusting blade seethes with a thousand lethal poxes and plagues.

Pick 1 of the bearer’s melee weapons. You can re-roll wound rolls for attacks made with that weapon.

2

The Foul Pendant

The rank energies that cling to this charm weaken enemy spells just as disease sickens living beings.

The bearer can attempt to unbind 1 spell in each enemy hero phase in the same manner as a WIZARD.

3

Brooding Blade

Those cut by this filthy dagger become host to dozens of plague-bearing rats, who burrow outward through the victim’s flesh before spreading disease to those nearby.

Pick 1 of the bearer’s melee weapons. At the end of the combat phase, roll a dice for each model wounded by this weapon but not slain. On a 2+ that model’s unit suffers D3 mortal wounds.

4

The Fumigatous

When a name is spoken while this ornate censer is being swung, the cloud of pungent toxins surrounding it coalesces and seeks out the one who possesses that name.

At the start of each combat phase, you can pick 1 enemy unit within 6" of the bearer and roll a dice. On a 2+ that unit suffers 1 mortal wound. On a 5+ that unit suffers D3 mortal wounds instead of 1.

5

Blistrevous, the Living Cyst

This sentient pustule migrates from host to host, whispering its mad ravings to drive its bearer into a fevered frenzy.

Add 2" to the bearer’s Move characteristic. In addition, you can re-roll hit rolls for attacks made by the bearer. Starting from the second battle round, at the start of your hero phase, if there are any other friendly CLANS PESTILENS HEROES within 13" of the bearer, you must transfer this artefact to one of them, even if they already carry an artefact of power.

6

Liber Bubonicus

This foul book is inscribed with the secrets of every disease in the Mortal Realms.

The bearer becomes a PRIEST. If the bearer is already a PRIEST, you can re-roll chanting rolls for the bearer.


Warp-touched Wargear

CLANS VERMINUS HERO only.

D6ARTEFACT OF POWER
1

Things-Bane

This blade has been worked with many foul enchantments to make it anathema to the foes of the skaven. This, of course, is all other races – and even the skaven themselves.

Pick 1 of the bearer’s melee weapons. Add 1 to the Damage characteristic of that weapon.

2

Shield of Distraction

This shield boasts cracked and tilted mirror-surfaces enchanted with unsettling glamours that induce confusion, nausea and paranoia in the foe.

Re-roll save rolls of 1 for attacks that target the bearer. In addition, at the start of the combat phase, pick 1 enemy model within 3" of the bearer. Subtract 1 from hit rolls for attacks made with melee weapons by that model in that combat phase.

3

Screechskull Trophies

Said to be the trophy rack of a skaven hero from the world-that-was, this elaborate back-banner is festooned with skulls that scream and chatter horrifyingly.

Subtract 1 from the Bravery characteristic of enemy units while they are within 13" of the bearer.

4

Flaypelt Cloak

This cloak is stitched together from the skins of thirteen slain rivals, whose stolen strength empowers the wearer.

You can re-roll hit and wound rolls of 1 for attacks made with melee weapons by the bearer.

5

Rustcursed Armour

Not only does this heavy suit of rust-thick armour deflect the blows of the foe, but the ruin-hexes scored into its plates spread tendrils of oxidising entropy across the attacker’s most treasured artefacts.

Re-roll save rolls of 1 for attacks that target the bearer. In addition, at the start of the combat phase, you can pick 1 enemy HERO with an artefact of power that is within 3" of the bearer and roll 3D6. If the roll is exactly 13, that artefact of power can no longer be used (if a weapon was picked when the artefact of power was selected, that weapon reverts to normal).

6

Warpstone Charm

This foul talisman radiates waves of mutating energy that reduce the enemy – and eventually the wearer – to heaving heaps of twisted flesh and fur.

At the start of your hero phase, pick 1 unit within 3" of the bearer and roll a dice. On a 2-5 that unit suffers 1 mortal wound. On a 6 that unit suffers D3 mortal wounds. (Note that if there are no enemy units within 3" you must pick either a friendly unit or the bearer to be the target.)


Monstrous Arcana

CLANS MOULDER HERO only.

D6ARTEFACT OF POWER
1

Lash of Fangs

This coiling lash is studded with scavenged Jabberslythe fangs. Its bite sends victims into a gibbering spiral of madness.

Pick 1 of the bearer’s melee weapons. If the unmodified hit roll for an attack made with that weapon is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

2

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.

In your hero phase, you can heal up to D3 wounds allocated to the bearer.

3

Snap-snap Snarepole

This cruelly cursed things-catcher shatters its victims’ bones with a crushing noose of magical energy.

At the start of the combat phase, pick 1 enemy model within 3" of the bearer. Subtract 1 from hit rolls for attacks made by that model in that combat phase.

4

Rat-tail Snake

A disgusting familiar fashioned from tails, eyes and venomous fangs, this abomination clings to its master’s body beneath his ragged robes, and lunges forth to bite any who threaten him.

If the unmodified save roll for an attack that targets the bearer is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

5

Rabid Crown

This darkly sorcerous nest of electrodes jabs into the wearer’s skull and radiates his will, imposing it upon nearby war beasts to drive them into a killing fury.

You can re-roll wound rolls for attacks made by friendly CLANS MOULDER PACK units while they are wholly within 13" of the bearer.

6

Fleshgift Vial

Containing the most aggressive fleshmoulding solutions known to the Clans Moulder, when this flask shatters and spills its contents across the enemy they are overcome by immediate and hideous mutative devolution.

Once per battle, in your shooting phase, you can pick 1 enemy unit within 6" of the bearer and roll a dice. On a 1, the bearer suffers 1 mortal wound. On a 2-5, that enemy unit suffers D3 mortal wounds. On a 6 that enemy unit suffers D6 mortal wounds.


Tools of Murder

CLANS ESHIN HERO only.

D6ARTEFACT OF POWER
1

Shadow Magnet Trinket

This warpstone-ore pendant absorbs light and engulfs the wearer in an aura of shifting gloom from which they can strike unseen.

Once per battle, the bearer can fight at the start of the combat phase, before the players pick any other units to fight in that combat phase. The bearer cannot fight again in that combat phase unless an ability or spell allows it to fight more than once.

2

Farskitter Cloak

With a swirl of this cloak’s hem, the wearer can slip through the cracks in reality to squirm back into the light elsewhere.

Once per battle, at the end of your movement phase, you can remove the bearer from the battlefield and set them up again anywhere on the battlefield more than 9" from any enemy units.

3

The Three Fangs

Fashioned by blind Eshin artisans from the bones of traitorous triplets, if all three of these blades find their mark in a victim at once, then agonising death is instantaneous.

Once per battle, at the start of your shooting phase, you can pick 1 enemy HERO within 6" of the bearer and roll 3 dice. If all 3 rolls are 3+, and the combined value of the 3 dice is greater than that enemy model’s Wounds characteristic, that enemy model is slain.

4

Warpweeper Stars

So lethal that they must be kept in a lead-lined pouch, these barbed stars have mutating warpstone tips and bleed excruciating acidic venom.

Pick 1 of the bearer’s missile weapons. If the unmodified wound roll for an attack made with that weapon is 6, that attack inflicts D3 mortal wounds on the target in addition to any normal damage.

5

The Cube of Mists

This ominous puzzle box contains a fragment of Ulguan realmstone. It gives off a constant, eerie fume that distorts perception and tricks the unwary.

Once per battle, at the start of the combat phase, you can pick 1 enemy unit within 6" of the bearer. That unit cannot make a pile-in move in that combat phase. In addition, subtract 1 from hit rolls for attacks made by that unit in that combat phase.

6

Gnawbomb

This fearsome weapon uses gnawhole technology to tear a temporary rent in reality.

Once per battle, in your hero phase, you can pick 1 terrain feature within 6" of the bearer. Until your next hero phase, that terrain feature has the scenery rules from the Gnawhole warscroll in addition to the scenery rules it already has.



Spell Lores

Lore of Ruin

GREY SEER (including Unique units) only.

D6SPELL
1

Scorch

The Grey Seer thrusts out a claw and his foes are roasted alive by a gout of magical flame.

Scorch has a casting value of 5. If successfully cast, pick 1 enemy unit within 13" of the caster and visible to them, and roll a number of dice equal to the casting roll. For each 6, that unit suffers 1 mortal wound.

2

Splinter

The Grey Seer gives an atonal shriek that rises in pitch until reality itself shivers, shudders, then cracks asunder.

Splinter has a casting value of 6. If successfully cast, pick 1 enemy model within 6" of the caster, and roll a dice. If the roll is greater than that model’s Wounds characteristic, it is slain.

3

Skitterleap

The Grey Seer or one of his minions vanishes in a puff of smoke, reappearing elsewhere on the battlefield an eye-blink later.

Skitterleap has a casting value of 6. If successfully cast, pick 1 friendly SKAVENTIDE HERO with a Wounds characteristic of 12 or less, that is within 13" of the caster and visible to them. Remove that HERO from the battlefield and then set it up again anywhere on the battlefield more than 9" from any enemy units. That HERO may not move in the following movement phase.

4

Plague

The Grey Seer vomits up the twisted syllables of a dread invocation, unleashing a horrific plague that spreads like wildfire.

Plague has a casting value of 7. If successfully cast, pick 1 enemy unit within 13" of the caster and roll 1 dice for each model in that unit. For each 5+, that unit suffers 1 mortal wound.

5

Death Frenzy

With a snarled invocation, the Grey Seer drives its underlings into a froth-jawed murder frenzy.

Death Frenzy has a casting value of 7. If successfully cast, pick 1 friendly SKAVENTIDE unit that is not a HERO, which is wholly within 13" of the caster and visible to them. Until your next hero phase, when a model from that unit 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.

6

Warpgale

Screeching in an unholy tongue, the Grey Seer parts the veil of reality and draws a ravening gale of unnatural energies forth.

Warpgale has a casting value of 8. If successfully cast, pick 1 enemy unit within 26" of the caster and visible to them. That unit suffers D3 mortal wounds, and any run or charge rolls for that unit are halved until your next hero phase. If that unit can fly, it cannot fly until your next hero phase (in addition to having its run and charge rolls halved).


Lore of Warpvolt Galvanism

CLANS SKRYRE WIZARD (including Unique units) only.

D3SPELL
1

More-more-more Warp Power!

At great risk, the engineer channels raw warp lightning power to nearby allies or himself, with spectacular pyrotechnic results.

More-more-more Warp Power! has a casting value of 7. If successfully cast, pick 1 friendly CLANS SKRYRE unit wholly within 12" of the caster and visible to them. You can re-roll hit and wound rolls for that unit until your next hero phase. However, at the end of your next hero phase, that unit suffers D3 mortal wounds.

2

Chain Warp Lightning

The warlock hurls a ball of warp lightning that careens across the battlefield striking one target after another.

Chain Warp Lightning has a casting value of 6. If successfully cast, pick up to D6 different enemy units within 18" of the caster. Each of those units suffers 1 mortal wound.

3

Warp Lightning Shield

The warlock surrounds himself with a protective shield of warp lightning. However, should the shield absorb too much energy, it will overload and explode!

Warp Lightning Shield has a casting value of 6. If successfully cast, until your next hero phase, the first 3 wounds allocated to the caster in each phase are negated. If a fourth wound is allocated to the caster in the same phase, then the caster suffers D6 mortal wounds and this spell is unbound (the first 3 wounds allocated in that phase are still negated).



Clans Moulder Mutations

If a Skaven army includes any FIGHTING BEAST units, 1 of those FIGHTING BEAST units can have a Clans Moulder mutation.

In addition, when you pick a FIGHTING BEAST unit to benefit from the Prized Creations battle trait at the start of the first battle round, you can choose for it to have a Clans Moulder mutation instead of adding D3 to its Wounds characteristic and re-rolling hit rolls of 1.

Declare which FIGHTING BEAST unit will have the Clans Moulder mutation and then choose or roll for a mutation from the appropriate table. The same FIGHTING BEAST unit cannot have more than 1 Clans Moulder mutation, and an army may not include duplicates of the same mutation.

Hideous Abominations

HELL PIT ABOMINATIONS only.

D6MUTATION
1

Toughened Sinews

The muscles and tendons of this hulking creature are unnaturally strong and tough.

This HELL PIT ABOMINATION has a Wounds characteristic of 14 and a Save characteristic of 4+.

2

Lumbering Behemoth

This horrifying creation marches steadily towards the foe, letting nothing slow its pace.

This HELL PIT ABOMINATION has a Move characteristic of 7". In addition, charge rolls for this HELL PIT ABOMINATION are automatically a 7 (do not roll the dice).

3

Quivering Bulk

The flesh of this monstrosity is horribly distended.

Add 1 to each dice roll you make for this HELL PIT ABOMINATION’s Avalanche of Flesh ability.

4

Accelerated Regeneration

Any injuries this creature suffers heal with terrifying swiftness.

You can use this HELL PIT ABOMINATION’s Regenerating Monstrosity ability in the enemy hero phase as well as in your hero phase.

5

Best-best Warpstone Spikes

The warpstone spikes driven into this abomination’s flesh are of the highest possible quality, enhancing its resistance to the arcane and imbuing its attacks with deadly radiation.

You can re-roll the dice when you use this HELL PIT ABOMINATION’s Warpstone Spikes ability. In addition, you can re-roll wound rolls of 1 for attacks made with melee weapons by this HELL PIT ABOMINATION.

6

Never-never Die-die

This strain of abomination is exceptionally difficult to destroy.

You can re-roll the dice when you use this HELL PIT ABOMINATION’s Too Horrible To Die ability.


Big-big Rat Ogors

RAT OGORS only.

D3MUTATION
1

Toughened Sinews

The muscles and tendons of these hulking creatures are unnaturally strong and tough.

This RAT OGOR unit has a Wounds characteristic of 6 and a Save characteristic of 4+.

2

Insanely Rabid

This form of Rat Ogor is extremely ferocious.

This RAT OGOR unit’s Tearing Claws, Blades and Fangs have an Attacks characteristic of 6. In addition, you can re-roll charge rolls for this RAT OGOR unit.

3

Accelerated Metabolism

These creatures have a vastly accelerated metabolic rate; they move with remarkable speed and any injuries they suffer heal in an instant.

This RAT OGOR unit has a Move characteristic of 8". In addition, you can heal D3 wounds allocated to this RAT OGOR unit in your hero phase.



Battleplans

Battleplan

Skaventide Assault

It is a time-old tenet of skaven strategy that a fight should never be fair. Thus, when they launch attacks on enemy enclaves and strongholds, the skaven do everything in their power to catch their foes unprepared and unable to defend themselves.

The favoured method for a swarm to assail its enemies is via gnawholes. After all, what resistance can the foe muster when the ratmen emerge suddenly and unexpectedly from yawning rents in the fabric of reality itself? Chittering clawpacks of skaven spill from the swirling shadows of their gnawholes brandishing rusted blades and baring their chisel fangs. Foes reel in shock and confusion as masses of lank-furred killers surge over them, stabbing and biting madly. By the time the enemy truly grasp that they are under attack, the skaven are already victorious.

THE ARMIES
Each player picks an army as described in the core rules. One player is the Skaven player and their opponent is the Defender. The Skaven player must use a Skaven army.

The Skaven army has a unique command ability, as follows:

SKAVENTIDE COMMAND ABILITY
Attack-attack!: With a fearsome screech, the commander of the skaventide orders his minions to advance with all haste.
The Skaven player can use this command ability at the start of their movement phase. If they do so, they can pick 1 friendly SKAVENTIDE unit that arrived from reserve that turn and that is wholly within 18" of their general. That unit can make a normal move in that movement phase.

THE BATTLEFIELD
Set up 2 Gnawholes in two of the corners of the battlefield and 1 Gnawhole at the centre of the opposite edge of the battlefield, as shown on the map below. The Skaven player cannot set up any more Gnawholes in this battle.

SET-UP
The Defender sets up their army first, wholly within their own territory. All of the units in the Skaven army are set up off the battlefield as reserve units. They must be set up during the battle using the SKAVENTIDE ASSAULT rule below.

OBJECTIVES
This battle is fought to control one objective. It is located at the centre of the battlefield, as shown on the map.

FIRST TURN
The Skaven player takes the first turn in the first battle round.

SKAVENTIDE ASSAULT
The skaven emerge from their hidden gnawholes, attacking their surprised and disorientated foe from all sides.
At the start of their hero phase, the Skaven player can choose to set up any number of reserve units. The units are set up one at a time, wholly within 9" of a Gnawhole and more than 3" from any enemy units. Those units cannot move in the following movement phase, unless the Attack-attack! command ability is used, and the Skaven player cannot use the Tunnels Through Reality scenery rule from the Gnawhole warscroll to transport any unit in the same turn. Any of the Skaven player’s reserve units that are not set up on the battlefield before the start of the fourth battle round are destroyed.

TAKEN OFF GUARD
The defenders have absolutely no idea that their once-safe enclave has been chosen as the target for a skaventide assault.
The Defender cannot spend any command points in the first battle round. In addition, the Defender’s units cannot run or charge in the first battle round.

GLORIOUS VICTORY
Starting from the third battle round, at the end of each battle round, roll a dice and add the number of the current battle round to the roll. On a 9+ the battle ends. On any other roll, the battle continues.

When the battle ends, the player that controls the objective wins a major victory. If neither player controls the objective, both players win a minor victory.


Battleplan

Through The Gnawhole

One of the greatest dangers of facing skaven in battle is that – thanks to their sheer numbers and the anarchic nature of their armies – they often strike from multiple locations at once. At such times, an enemy commander must worry not only about the skaven they can see in front of them, but also those verminous reinforcements that may be flowing in from other battlefields, or even other Mortal Realms. Multiple skaven swarms might even assail an enemy position at the same time not as part of a coordinated offensive, but simply in a competition to prove which skaven leader is superior.

Such dire scenarios are at their most deadly when the skaven manage to link multiple gnawholes to a single exit, allowing them to surge through the void and converge upon their outnumbered enemies in a seething skaventide. The foe can do little but dig in and stand their ground, desperately hoping to weather the skaven assault and hang onto their position until the flood of red-eyed ratmen exhausts itself.

THE ARMIES
Each player picks an army as described in the core rules. One player is the Skaven player and their opponent is the Defender. The Skaven player must use a Skaven army.

After the players have picked their armies, they must split them into contingents. The Skaven army has two contingents, and the Defender’s army has three contingents. A contingent can have up to 1 more unit than either of the other contingents. For example, if the Defender’s army had 10 units, they could split them into two contingents with 3 units and one with 4 units.

THE BATTLEFIELD
This battle is fought across three separate battlefields, each measuring 2' by 4' (see the map below). SKAVENTIDE units can move from one battlefield to another using the Gnawhole Convergence rule below. That aside, units on one battlefield cannot attack, cast spells or use abilities on units that are on a different battlefield. The Skaven player cannot set up any more GNAWHOLES in this battle.

SET-UP
The Defender sets up their army first. They must set up 1 of their army’s contingents on each battlefield, wholly within their own territory. The Skaven player sets up their army second. They must set up 1 of their army’s contingents wholly within their territory on the lefthand battlefield, and the other wholly within their territory on the right-hand battlefield.

OBJECTIVES
This battle is fought to control one objective. It is located at the centre of the central battlefield, as shown on the map.

FIRST TURN
The Skaven player takes the first turn in the first battle round.

GNAWHOLE CONVERGENCE
The skaven have discovered two different gnawhole tunnels which lead to the same destination.
In this battle, any number of units from the Skaven army can use the Tunnels Through Reality scenery rule from the Gnawhole warscroll in the same turn. However, the rule can only be used to move units that are on the left-hand and right-hand battlefields to the central battlefield.

HOLD YOUR GROUND!
The core of the defender's forces have been tasked with holding their ground, and preventing the skaven from seizing a vital objective no matter the cost.
Units from the Defender’s army that are on the central battlefield cannot move except to make pile-in moves. In addition, do not take battleshock tests for units from the Defender’s army that are on the central battlefield.

GLORIOUS VICTORY
Starting from the fourth battle round, if there are no units from the Skaven army on the central battlefield at the end of a battle round, or if the Skaven player controls the objective, the battle ends.

When the battle ends, the player that controls the objective wins a major victory. Any other result is a draw.



Path to Glory

Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.

In order to play Path to Glory campaigns you have to follow rules described here.

These Path to Glory campaign rules are not compatible with the latest version of the Path to Glory rules from the Core Book. You can still use them to run a ‘classic’ Path to Glory campaign, or you can use the rules from the Core Book to run a ‘modern’ Path to Glory campaign.

Skaventide Warband Tables

Use the following tables to determine the champion that leads your warband, the followers that make up the units which fight at their side, and the rewards they can receive after battle.
RETINUE FOLLOWERS TABLE
D6Clans EshinClans MoulderClans PestilensClans SkryreClans Verminus
1-310 Night Runners20 Giant Rats or 4 Rat Swarms15 Plague Monks10 Skryre Acolytes20 Clanrats
4-610 Gutter Runners3 Packmasters or 2 Rat Ogors10 Plague Censer Bearers2 Warplock Jezzails10 Stormvermin
RETINUE FOLLOWERS TABLE
D6Clans EshinClans MoulderClans Pestilens
1-310 Night Runners20 Giant Rats or 4 Rat Swarms15 Plague Monks
4-610 Gutter Runners3 Packmasters or 2 Rat Ogors10 Plague Censer Bearers
D6Clans SkryreClans Verminus
1-310 Skryre Acolytes20 Clanrats
4-62 Warplock Jezzails10 Stormvermin
SPECIAL RETINUE FOLLOWERS TABLE (uses 2 rolls, or 1 roll and 1 Glory Point)
D6Clans MoulderClans PestilensClans Skryre
1-31 Hell Pit Abomination1 Plagueclaw1 Warp Lightning Cannon
4-61 Hell Pit Abomination1 Plagueclaw2 Stormfiends

Followers Rewards Table

D6REWARD
1

Children of the Horned Rat

Skaven often call upon the Horned Rat to save their lives – sometimes he even listens.

Once per battle, at the start of any phase, you can declare that this unit is calling on the Horned Rat for protection. If you do so, you can re-roll save rolls for attacks that target this unit until the end of that phase.

2

Seething Horde

These followers are almost countless in number.

In your hero phase, you can return 1 slain model to this unit. If this unit has a Wounds characteristic of 1, you can return D3 slain models instead of 1. Set up the returning models one at a time within 1" of a model from this unit (this can be a model you returned to the unit earlier in the same phase). Returning models can only be set up within 3" of an enemy unit if one or more models from this unit are already within 3" of that enemy unit.

3

Hidden Menace

These warriors hide in the cracks in reality, springing forth to ambush their foes.

Instead of setting up this unit on the battlefield, you can place it to one side and say that it is hidden as a reserve unit. If you do so, at the end of your first movement phase, you must set up this unit on the battlefield more than 9" from any enemy units.

4

Warpstone Fallout

These crazed followers of the Horned Rat have consumed prodigious amounts of warpstone.

In your hero phase, you can roll a dice for each enemy unit within 3" of this unit. On a 6 that enemy unit suffers D3 mortal wounds.

5

Savage Retreat

These warriors are at their most dangerous when they flee for their lives.

If this unit fails a battleshock test, you can pick 1 enemy unit within 3" of this unit and roll a dice. On a 4+ that enemy unit suffers 1 mortal wound for each model from this unit that flees.

6

Scrabbling Tide

This clawpack pours towards the foe, clambering over their comrades in order to attack.

All of this unit’s melee weapons are treated as having a range of 3".


Champion Rewards Table

2D6REWARD
2

Punished for Incompetence

The Horned Rat does not suffer fools or ineffectual underlings gladly.

You lose 1 Glory Point. In addition, your champion cannot gain any further rewards for the rest of the campaign.

3

Scabrous

This mangy creature is so scrofulous and diseased that few dare approach too closely.

Subtract 1 from hit rolls for attacks made with melee weapons that target your champion.

4

Flurry of Blows

When cornered, this crazed follower of the Horned Rat attacks with redoubled fury.

Once per battle, when your champion attacks, can say that your champion is making a flurry of blows. If you do so, double the Attacks characteristic of any melee weapons used by your champion until the end of that phase.

5

Malevolent

Spite and hatred drive this warlord to ever greater heights of violence.

You can re-roll wound rolls of 1 for attacks made with melee weapons by your champion.

6

Verminous Valour

This vicious rat inspires his followers to commit terrible acts of self-sacrifice.

Before you allocate a wound or mortal wound to your champion, you can roll a dice. Subtract 1 from the roll if your champion is a MONSTER or WAR MACHINE. On a 4+, instead of allocating the wound or mortal wound to your champion, you can allocate it to a unit from the same warband within 3" of your champion.

7

Survivor

One way or another, this resourceful champion always finds a way to get out of danger.

You can re-roll save rolls for attacks that target your champion.

8

Savage Overlord

This warlord punishes his minions’ transgressions with savage brutality.

Add 1 to the Bravery characteristic of units from your warband while they are wholly within 18" of your champion.

9

Warpstone Weapon

Weapons crafted from warpstone are prized for their extreme lethality.

Pick 1 of your champion’s melee weapons and note it down on your warband roster as being made of warpstone. Add 1 to that weapon’s Damage characteristic.

10

Nefarious

This cunning schemer is able to turn even a minor victory into a masterful example of his own prowess.

Add 1 to the Glory Points you earn if you win a battle and your champion was in your warband.

11

Protection of the Horned Rat

An eerie sense of watchfulness surrounds this champion, and an unholy aura of warding protects him from harm.

Roll a dice each time you allocate a wound or mortal wound to this champion. On a 5+ that wound or mortal wound is negated.

12

Rewarded for Excellence

The Horned Rat sends forth one of his minions to aid the champion in a vital battle.

Once during the campaign, you can include 1 VERMINLORD in your warband, in addition to any other models you can take.


The MASTERCLAN and HERO keywords are used in the following Skaven warscrolls:

Leader
Leader, Behemoth
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move.

The CLANS PESTILENS keyword is used in the following Skaven warscrolls:

None
Artillery
Leader
Leader, Behemoth
10.1.2 Look Out, Sir!
You must subtract 1 from the hit roll (see 13.3) for an attack made with a missile weapon if the target is an enemy HERO within 3" of an enemy unit that has 3 or more models. The Look Out, Sir! rule does not apply if the enemy HERO has a Wounds characteristic of 10 or more.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack. The range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.

The WEAPON TEAM keyword is used in the following Skaven warscrolls:

None

The WARP-GRINDER keyword is used in the following Skaven warscrolls:

None

The CLANRATS keyword is used in the following Skaven warscrolls:

Battleline

The STORMVERMIN keyword is used in the following Skaven warscrolls:

Battleline
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.

The CLANS SKRYRE and HERO keywords are used in the following Skaven warscrolls:

Leader

The CLANS SKRYRE and WIZARD keywords are used in the following Skaven warscrolls:

Leader

The CLANS SKRYRE keyword is used in the following Skaven warscrolls:

None
Artillery
Leader
Behemoth

The MASTERCLAN keyword is used in the following Skaven warscrolls:

Leader
Leader, Behemoth
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).

The CLANS MOULDER and FIGHTING BEAST keywords are used in the following Skaven warscrolls:

None
Behemoth

The MASTER MOULDER keyword is used in the following Skaven warscrolls:

Leader

The CLANS ESHIN and HERO keywords are used in the following Skaven warscrolls:

Leader
Leader, Behemoth

The CLANS ESHIN keyword is used in the following Skaven warscrolls:

None
Leader
Leader, Behemoth
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.

The CLAWLORD keyword is used in the following Skaven warscrolls:

Leader
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.

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

Leader
Leader, Behemoth
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.

The WAR MACHINE keyword is used in the following Skaven warscrolls:

Artillery
Leader, Behemoth
Behemoth

The CLANS PESTILENS and HERO keywords are used in the following Skaven warscrolls:

Leader
Leader, Behemoth

The CLANS VERMINUS and HERO keywords are used in the following Skaven warscrolls:

Leader
Leader, Behemoth

The CLANS MOULDER and HERO keywords are used in the following Skaven warscrolls:

Leader
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.

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

Artillery
Behemoth

The PRIEST keyword is used in the following Skaven warscrolls:

Leader
Leader, Behemoth
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

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

None

The GREY SEER keyword is used in the following Skaven warscrolls:

Leader
Leader, Behemoth

The FIGHTING BEAST keyword is used in the following Skaven warscrolls:

None
Behemoth

The HELL PIT ABOMINATION keyword is used in the following Skaven warscrolls:

Behemoth

The RAT OGORS keyword is used in the following Skaven warscrolls:

None
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.

The VERMINLORD keyword is used in the following Skaven warscrolls:

Leader, Behemoth
© Vyacheslav Maltsev 2013-2021